Abandon Hope X1B Sorcery As an additional cost to play Abandon Hope, discard X cards. Look at target opponent's hand and choose X cards from it. That player discards those cards. Abandoned Outpost Land Abandoned Outpost comes into play tapped. T Add W to your mana pool. T, Sacrifice Abandoned Outpost: Add one mana of any color to your mana pool. Abbey Gargoyles 2WWW Creature - Gargoyle 3/4 Flying, protection from red Abbey Matron 2W Creature - Cleric 1/3 W, T Abbey Matron gets +0/+3 until end of turn. Abduction 2UU Enchantment - Aura Enchant creature When Abduction comes into play, untap enchanted creature. You control enchanted creature. When enchanted creature is put into a graveyard, return that creature to play under its owner's control. Abeyance 1W Instant Until end of turn, target player can't play instants, sorceries, or activated abilities that aren't mana abilities. Draw a card. Abjure U Instant As an additional cost to play Abjure, sacrifice a blue permanent. Counter target spell. Abolish 1WW Instant You may discard a Plains card rather than pay Abolish's mana cost. Destroy target artifact or enchantment. Abomination 3BB Creature - Abomination 2/6 Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat. Aboroth 4GG Creature - Aboroth 9/9 Cumulative upkeep-Put a -1/-1 counter on Aboroth. Aboshan, Cephalid Emperor 4UU Legendary Creature - Cephalid 3/3 Tap an untapped Cephalid you control: Tap target permanent. UUU: Tap all creatures without flying. Aboshan's Desire U Enchantment - Aura Enchant creature Enchanted creature has flying. Threshold - Enchanted creature can't be the target of spells or abilities as long as seven or more cards are in your graveyard. About Face R Instant Switch target creature's power and toughness until end of turn. Absolute Grace 1W Enchantment All creatures have protection from black. Absolute Law 1W Enchantment All creatures have protection from red. Absolver Thrull 3W Creature - Thrull Cleric 2/3 Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Absolver Thrull comes into play or the creature it haunts is put into a graveyard, destroy target enchantment. Absorb WUU Instant Counter target spell. You gain 3 life. Abu Ja'far W Creature - Leper 0/1 When Abu Ja'far is put into a graveyard from play, destroy all creatures blocking or blocked by it. They can't be regenerated. Abuna's Chant 3W Instant Choose one - You gain 5 life; or prevent the next 5 damage that would be dealt to target creature this turn. Entwine 2 (Choose both if you pay the entwine cost.) Abundance 2GG 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. Abyssal Gatekeeper 1B Creature - Gatekeeper 1/1 When Abyssal Gatekeeper is put into a graveyard from play, each player sacrifices a creature. Abyssal Horror 4BB Creature - Horror 2/2 Flying When Abyssal Horror comes into play, target player discards two cards. Abyssal Hunter 3B Creature - Human Assassin 1/1 B, T Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature. Abyssal Nightstalker 3B Creature - Nightstalker 2/2 Whenever Abyssal Nightstalker attacks and isn't blocked, defending player discards a card. Abyssal Nocturnus 1BB Creature - Horror 2/2 Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn. Abyssal Specter 2BB Creature - Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card. Academy Rector 3W Creature - Cleric 1/2 When Academy Rector is put into a graveyard from play, you may remove Academy Rector from the game. If you do, search your library for an enchantment card and put that card into play. Then shuffle your library. Academy Researchers 1UU Creature - Wizard 2/2 When Academy Researchers comes into play, you may put an Aura card from your hand into play attached to Academy Researchers. Academy Ruins Legendary Land T Add 1 to your mana pool. 1U, T Put target artifact card in your graveyard on top of your library. Accelerate 1R Instant Target creature gains haste until end of turn. Draw a card. Accelerated Mutation 3GG Instant Target creature gets +X/+X until end of turn, where X is the highest converted mana cost among permanents you control. Acceptable Losses 3R Sorcery As an additional cost to play Acceptable Losses, discard a card at random. Acceptable Losses deals 5 damage to target creature. Accumulated Knowledge 1U Instant Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards. Accursed Centaur B Creature - Zombie Centaur 2/2 When Accursed Centaur comes into play, sacrifice a creature. Acid Rain 3U Sorcery Destroy all Forests. 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 play this turn, sacrifice Acidic Dagger. Play this ability only during combat before the declare blockers step. Acidic Sliver BR Creature - Sliver 2/2 All Slivers have "2, Sacrifice this creature: This creature deals 2 damage to target creature or player." Acidic Soil 2R Sorcery Acidic Soil deals damage to each player equal to the number of lands he or she controls. Acorn Harvest 3G Sorcery Put two 1/1 green Squirrel creature tokens into play. Flashback-1G, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Acquire 3UU Sorcery Search target opponent's library for an artifact card and put that card into play under your control. Then that player shuffles his or her library. Acridian 1G Creature - Insect 2/4 Echo 1G (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.) Active Volcano R Instant Choose one - Destroy target blue permanent; or return target Island to its owner's hand. Adamaro, First to Desire 1RR 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. Adarkar Sentinel 5 Artifact Creature 3/3 1: Adarkar Sentinel gets +0/+1 until end of turn. Adarkar Unicorn 1WW Creature - Unicorn 2/2 T Add either U or 1U to your mana pool. Spend this mana only for cumulative upkeep abilities. Adarkar Valkyrie 4WW Snow Creature - Angel 4/5 Flying, vigilance T When target creature other than Adarkar Valkyrie is put into a graveyard this turn, return that card to play under your control. 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. Adarkar Windform 4U Snow Creature - Illusion 3/3 Flying 1oSi: Target creature loses flying until end of turn. (oSi can be paid with one mana from a snow permanent.) Addle 1B Sorcery Choose a color. Target player reveals his or her hand, then you choose a card of that color from it. That player discards that card. Adun Oakenshield BRG Legendary Creature 1/2 BRG, T Return target creature card from your graveyard to your hand. Advance Scout 1W Creature - Soldier 1/1 First strike W: Target creature gains first strike until end of turn. Advanced Hoverguard 3U Creature - Drone 2/2 Flying U: Advanced Hoverguard can't be the target of spells or abilities this turn. Adventurers' Guildhouse Land Green legendary creatures you control have "bands with other legendary creatures." 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. Aegis of the Meek 3 Artifact 1, T Target 1/1 creature gets +1/+2 until end of turn. Aeolipile 2 Artifact 1, T, Sacrifice Aeolipile: Aeolipile deals 2 damage to target creature or player. Aeon Chronicler 3UU Creature - Avatar */* Aeon Chronicler's power and toughness are each equal to the number of cards in your hand. Suspend X-X3U. X can't be 0. Whenever a time counter is removed from Aeon Chronicler while it's removed from the game, draw a card. AErathi Berserker 2RRR Creature - 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.) Aerial Caravan 4UU Creature - Soldier 4/3 Flying 1UU: Remove the top card of your library from the game. Until end of turn, you may play that card. (Reveal the card as you remove it from the game.) Aesthetic Consultation B Instant Name an artist. Remove the top six cards of your library from the game, then reveal cards from the top of your library until you reveal a card by the named artist. Put that card in your hand, then remove all the other cards revealed this way from the game. Aesthir Glider 3 Artifact Creature 2/1 Flying Aesthir Glider can't block. AEther Barrier 2U Enchantment Whenever a player plays a creature spell, that player sacrifices a permanent unless he or she pays 1. AEther Burst 1U 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 play AEther Burst. AEther Charge 4R Enchantment Whenever a Beast comes into play under your control, you may have it deal 4 damage to target opponent. AEther Flash 2RR Enchantment Whenever a creature comes into play, AEther Flash deals 2 damage to it. AEther Membrane 1RR Creature - Wall 0/5 Defender AEther Membrane can block as though it had flying. Whenever AEther Membrane blocks a creature, return that creature to its owner's hand at end of combat. AEther Mutation 3GU Sorcery Return target creature to its owner's hand. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. AEther Rift 1RG Enchantment At the beginning of your upkeep, reveal a card at random from your hand. If you reveal a noncreature card this way, discard that card. If you reveal a creature card this way, put that card into play unless any player pays 5 life. If a player pays 5 life, discard that card. AEther Shockwave 3W Instant Choose one - Tap all Spirits; or tap all non-Spirit creatures. AEther Snap 3BB Sorcery Remove all counters from all permanents and remove all tokens from the game. AEther Spellbomb 1 Artifact U, Sacrifice AEther Spellbomb: Return target creature to its owner's hand. 1, Sacrifice AEther Spellbomb: Draw a card. AEther Sting 3R Enchantment Whenever an opponent plays a creature spell, AEther Sting deals 1 damage to that player. AEther Storm 3U Enchantment Creature cards can't be played. Pay 4 life: Destroy AEther Storm. It can't be regenerated. Any player may play this ability. AEther Tide XU Sorcery As an additional cost to play AEther Tide, discard X creature cards. Return X target creatures to their owners' hands. 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 into play. AEther Web 1G Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature Enchanted creature gets +1/+1, can block as though it had flying, and can block creatures with shadow as though they didn't have shadow. AEtherflame Wall 1R 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. AEthermage's Touch 2WU Instant Reveal the top four cards of your library. You may put a creature card from among them into play. It has "At the end of your turn, 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. AEtherplasm 2UU 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 into play blocking that creature. Afflict 2B Instant Target creature gets -1/-1 until end of turn. Draw a card. Afiya Grove 1G Enchantment Afiya Grove comes into play 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. Afterlife 2W Instant Destroy target creature. It can't be regenerated. Its controller puts a 1/1 white Spirit creature token with flying into play. Aftershock 2RR Sorcery Destroy target artifact, creature, or land. Aftershock deals 3 damage to you. Ageless Entity 3GG Creature - Elemental 4/4 Whenever you gain life, put that many +1/+1 counters on Ageless Entity. Ageless Sentinels 3W Creature - Wall 4/4 Defender (This creature can't attack.) Flying When Ageless Sentinels blocks, its creature type becomes Giant Bird, and it loses defender. (It's no longer a Wall. This effect doesn't end at end of turn.) Agent of Masks 3WB 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. Agent of Shauku 1B Creature - Mercenary 1/1 1B, Sacrifice a land: Target creature gets +2/+0 until end of turn. Agent of Stromgald R Creature - Knight 1/1 R: Add B to your mana pool. Aggravated Assault 2R Enchantment 3RR: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Play this ability only any time you could play a sorcery. Aggression 2R Enchantment - Aura Enchant non-Wall creature Enchanted creature has first strike and trample. At the end of enchanted creature's controller's turn, destroy that creature if it didn't attack this turn. Aggressive Urge 1G Instant Target creature gets +1/+1 until end of turn. Draw a card. Agility 1R 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.) Agonizing Demise 3B Instant Kicker 1R (You may pay an additional 1R as you play this spell.) Destroy target nonblack creature. It can't be regenerated. If the kicker cost was paid, Agonizing Demise deals damage equal to that creature's power to the creature's controller. Agonizing Memories 2BB 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. Agrus Kos, Wojek Veteran 3RW 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. Air Bladder U Enchantment - Aura Enchant creature Enchanted creature has flying. Enchanted creature can block only creatures with flying. Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying.) Airborne Aid 3U Sorcery Draw a card for each Bird in play. Airdrop Condor 4R Creature - Bird 2/2 Flying 1R, Sacrifice a Goblin: Airdrop Condor deals damage equal to the sacrificed Goblin's power to target creature or player. Aisling Leprechaun G Creature - Faerie 1/1 Whenever Aisling Leprechaun blocks or becomes blocked by a creature, that creature becomes green. (This effect doesn't end at end of turn.) Akki Avalanchers R Creature - Goblin Warrior 1/1 Sacrifice a land: Akki Avalanchers gets +2/+0 until end of turn. Play this ability only once each turn. Akki Blizzard-Herder 1R Creature - Goblin Shaman 1/1 When Akki Blizzard-Herder is put into a graveyard from play, each player sacrifices a land. Akki Coalflinger 1RR Creature - Goblin Shaman 2/2 First strike R, T Attacking creatures gain first strike until end of turn. Akki Drillmaster 2R Creature - Goblin Shaman 2/2 T Target creature gains haste until end of turn. Akki Lavarunner 3R 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. Akki Raider 1R Creature - Goblin Warrior 2/1 Whenever a land is put into a graveyard from play, Akki Raider gets +1/+0 until end of turn. Akki Rockspeaker 1R Creature - Goblin Shaman 1/1 When Akki Rockspeaker comes into play, add R to your mana pool. Akki Underling 1R 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. Akki Underminer 3R Creature - Goblin Rogue Shaman 1/1 Whenever Akki Underminer deals combat damage to a player, that player sacrifices a permanent. Akroma, Angel of Fury 5RRR Legendary Creature - Angel 6/6 Akroma, Angel of Fury can't be countered. Flying, trample, protection from white, protection from blue R: Akroma, Angel of Fury gets +1/+0 until end of turn. Morph 3RRR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Akroma, Angel of Wrath 5WWW Legendary Creature - Angel 6/6 Flying, first strike, vigilance, trample, haste, protection from black, protection from red Akroma's Blessing 2W Instant Creatures you control gain protection from the color of your choice until end of turn. Cycling W (W, Discard this card: Draw a card.) Akroma's Devoted 3W Creature - Cleric 2/4 All Clerics have vigilance. Akroma's Vengeance 4WW Sorcery Destroy all artifacts, creatures, and enchantments. Cycling 3 (3, Discard this card: Draw a card.) Akron Legionnaire 6WW Creature - Legionnaire 8/4 Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack. Aku Djinn 3BB Creature - Djinn 5/6 Trample At the beginning of your upkeep, put a +1/+1 counter on each creature each opponent controls. Akuta, Born of Ash 2BB 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 play. Al-abara's Carpet 5 Artifact 5, T Prevent all damage that would be dealt to you this turn by attacking creatures without flying. Alabaster Dragon 4WW Creature - Dragon 4/4 Flying If Alabaster Dragon would be put into a graveyard from play, shuffle Alabaster Dragon into its owner's library instead. Alabaster Leech W Creature - Leech 1/3 White spells you play cost W more to play. Alabaster Potion XWW Instant Choose one - Target player gains X life; or prevent the next X damage that would be dealt to target creature or player this turn. Alabaster Wall 2W 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. Alaborn Cavalier 2WW Creature - Knight 2/2 Whenever Alaborn Cavalier attacks, you may tap target creature. Alaborn Grenadier WW Creature - Soldier 2/2 Vigilance Alaborn Musketeer 1W Creature - Soldier 2/1 Alaborn Musketeer can block as though it had flying. Alaborn Trooper 2W Creature - Soldier 2/3 Alaborn Veteran 2W Creature - Knight 2/2 T Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before the combat phase. Alaborn Zealot W Creature - Soldier 1/1 Whenever Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot. Aladdin 2RR Creature - Aladdin 1/1 1RR, T Gain control of target artifact as long as Aladdin is in play. 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, shuffle all but one of them, put the shuffled cards on the bottom of your library, then draw a card. X can't be 0. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Alarum 1W Instant Untap target nonattacking creature. It gets +1/+3 until end of turn. Albino Troll 1G Creature - Troll 3/3 Echo 1G (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.) 1G: Regenerate Albino Troll. Alchor's Tomb 4 Artifact 2, T Target permanent you control becomes the color of your choice. (This effect doesn't end at end of turn.) Aleatory 1R Instant Play 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. Alert Shu Infantry 2W Creature - Soldier 2/2 Vigilance Alexi, Zephyr Mage 3UU Legendary Creature - Spellshaper 3/3 XU, T, Discard two cards: Return X target creatures to their owners' hands. Alexi's Cloak 1U Enchantment - Aura Flash Enchant creature Enchanted creature can't be the target of spells or abilities. Ali Baba R Creature - Ali-Baba 1/1 R: Tap target Wall. Ali from Cairo 2RR Creature - Ali-from-Cairo 0/1 Damage that would reduce your life total to less than 1 reduces it to 1 instead. Aliban's Tower 1R Instant Target blocking creature gets +3/+1 until end of turn. All Hallow's Eve 2BB Sorcery Remove All Hallow's Eve from the game with two scream counters on it. At the beginning of your upkeep, if All Hallow's Eve is removed from the game 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 play. All Suns' Dawn 4G Sorcery For each color, return up to one target card of that color from your graveyard to your hand. Then remove All Suns' Dawn from the game. Allay 1W Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Destroy target enchantment. Alley Grifters 1BB Creature - Mercenary 2/2 Whenever Alley Grifters becomes blocked, defending player discards a card. Allied Strategies 4U Sorcery Target player draws a card for each basic land type among lands he or she controls. Allosaurus Rider 5GG Creature - Elf Warrior 1+*/1+* You may remove two green cards in your hand from the game 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. Alloy Golem 6 Artifact Creature - Golem 4/4 As Alloy Golem comes into play, choose a color. Alloy Golem is the chosen color. (It's still an artifact.) Alluring Scent 1GG Sorcery All creatures able to block target creature this turn do so. Alms W Enchantment 1, Remove the top card in your graveyard from the game: Prevent the next 1 damage that would be dealt to target creature this turn. Alpha Kavu 2G Creature - Kavu 2/2 1G: Target Kavu gets -1/+1 until end of turn. Alpha Myr 2 Artifact Creature - Myr 2/1 Alpha Status 2G Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 for each other creature in play that shares a creature type with it. Altar of Bone GW Sorcery As an additional cost to play 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. 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. 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. Altar's Light 2WW Instant Remove target artifact or enchantment from the game. Alter Reality 1U Instant Change the text of target permanent or spell by replacing all instances of one color word with another. (This effect doesn't end at end of turn.) Flashback 1U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Aluren 2GG 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. Ambassador Laquatus 1UU Legendary Creature - Merfolk 1/3 3: Target player puts the top three cards of his or her library into his or her graveyard. Amber Prison 4 Artifact You may choose not to untap Amber Prison during your untap step. 4, T Tap target artifact, creature, or land. As long as Amber Prison remains tapped, that permanent doesn't untap during its controller's untap step. Ambiguity 2UU Enchantment Whenever a player plays a spell that counters a spell that has been played or a player plays a spell that comes into play with counters, that player may counter the next spell played or put an additional counter on a permanent that has already been played, but not countered. Ambition's Cost 3B Sorcery You draw three cards and you lose 3 life. Ambush 3R Instant Blocking creatures gain first strike until end of turn. Ambush Commander 3GG Creature - Elf 2/2 Forests you control are 1/1 green Elf creatures that are still lands. 1G, Sacrifice an Elf: Target creature gets +3/+3 until end of turn. Ambush Party 4R Creature - Ambush-Party 3/1 First strike, haste Amnesia 3UUU Sorcery Target player reveals his or her hand and discards all nonland cards. Amok 1R Enchantment 1, Discard a card at random: Put a +1/+1 counter on target creature. Amphibious Kavu 2G 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. Amrou Kithkin WW Creature - Kithkin 1/1 Amrou Kithkin can't be blocked by creatures with power 3 or greater. Amrou Scout 1W Creature - Kithkin Rebel Scout 2/1 4, T Search your library for a Rebel card with converted mana cost 3 or less and put it into play. Then shuffle your library. Amrou Seekers 2W Creature - Kithkin Rebel 2/2 Amrou Seekers can't be blocked except by artifact creatures and/or white creatures. Amugaba 5UU Creature - Illusion 6/6 Flying 2U, Discard a card: Return Amugaba to its owner's hand. Amulet of Kroog 2 Artifact 2, T Prevent the next 1 damage that would be dealt to target creature or player this turn. 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 add the top card of his or her library to the ante. 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. Play this ability only during your upkeep. Amulet of Unmaking 5 Artifact 5, T, Remove Amulet of Unmaking from the game: Remove target artifact, creature, or land from the game. Play this ability only any time you could play a sorcery. Ana Battlemage 2G Creature - Human Wizard 2/2 Kicker 2U and/or 1B When Ana Battlemage comes into play, if the 2U kicker cost was paid, target player discards three cards. When Ana Battlemage comes into play, if the 1B kicker cost was paid, tap target untapped creature and that creature deals damage equal to its power to its controller. Ana Disciple G Creature - Wizard 1/1 U, T Target creature gains flying until end of turn. B, T Target creature gets -2/-0 until end of turn. Ana Sanctuary 2G 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. Anaba Ancestor 1R Creature - Ghost 1/1 T Target Minotaur gets +1/+1 until end of turn. Anaba Bodyguard 3R Creature - Minotaur 2/3 First strike Anaba Shaman 3R Creature - Minotaur Shaman 2/2 R, T Anaba Shaman deals 1 damage to target creature or player. Anaba Spirit Crafter 2RR Creature - Minotaur 1/3 All Minotaurs get +1/+0. Anaconda 3G Creature - Snake 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Anarchist 4R Creature - Human Wizard 2/2 When Anarchist comes into play, you may return target sorcery card from your graveyard to your hand. Anarchy 2RR Sorcery Destroy all white permanents. Anavolver 3G Creature - Volver 3/3 Kicker 1U and/or B If the 1U kicker cost was paid, Anavolver comes into play with two +1/+1 counters on it and with flying. If the B kicker cost was paid, Anavolver comes into play with a +1/+1 counter on it and with "Pay 3 life: Regenerate Anavolver." Ancestor's Chosen 5WW Creature - Cleric 4/4 First strike When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard. Ancestor's Prophet 4W Creature - Cleric Lord 1/5 Tap five untapped Clerics you control: You gain 10 life. Ancestral Knowledge 1U Enchantment Cumulative upkeep 1 When Ancestral Knowledge comes into play, look at the top ten cards of your library, then remove any number of them from the game and put the rest back on top of your library in any order. When Ancestral Knowledge leaves play, shuffle your library. Ancestral Mask 2G Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 for each other enchantment in play. Ancestral Memories 2UUU Sorcery Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard. Ancestral Recall U Instant Target player draws three cards. Ancestral Tribute 5WW Sorcery You gain 2 life for each card in your graveyard. Flashback 9WWW (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Ancestral Vision Sorcery Ancestral Vision is blue. Suspend 4-U (Rather than play this card from your hand, pay U and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Target player draws three cards. Ancient Craving 3B Sorcery Draw three cards. You lose 3 life. Ancient Den Artifact Land (Ancient Den isn't a spell.) T Add W to your mana pool. Ancient Grudge 1R Instant Destroy target artifact. Flashback G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Ancient Hydra 4R Creature - Hydra 5/1 Fading 5 (This creature comes into play 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. Ancient Kavu 3R Creature - Kavu 3/3 2: Ancient Kavu becomes colorless until end of turn. Ancient Ooze 5GG Creature - Ooze */* Ancient Ooze's power and toughness are each equal to the total converted mana cost of other creatures you control. Ancient Runes 2R 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. Ancient Silverback 4GG 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.) Ancient Spider 2GW Creature - Spider 2/5 First strike Ancient Spider can block as though it had flying. Ancient Spring Land Ancient Spring comes into play tapped. T Add U to your mana pool. T, Sacrifice Ancient Spring: Add WB to your mana pool. Ancient Tomb Land T Add 2 to your mana pool. Ancient Tomb deals 2 damage to you. Andradite Leech 2B Creature - Leech 2/2 Black spells you play cost B more to play. B: Andradite Leech gets +1/+1 until end of turn. Angel of Despair 3WWBB Creature - Angel 5/5 Flying When Angel of Despair comes into play, destroy target permanent. Angel of Fury 4WW Creature - Angel 3/5 Flying When Angel of Fury is put into your graveyard from play, you may shuffle it into your library. Angel of Light 4W Creature - Angel 3/3 Flying, vigilance Angel of Mercy 4W Creature - Angel 3/3 Flying (This creature can't be blocked except by creatures with flying.) When Angel of Mercy comes into play, you gain 3 life. Angel of Retribution 6W Creature - Angel 5/5 Flying, first strike Angelfire Crusader 3W Creature - Soldier 2/3 R: Angelfire Crusader gets +1/+0 until end of turn. Angelic Blessing 2W Sorcery Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying.) Angelic Chorus 3WW Enchantment Whenever a creature comes into play under your control, you gain life equal to its toughness. Angelic Curator 1W Creature - Spirit 1/1 Flying, protection from artifacts Angelic Favor 3W Instant If you control a Plains, you may tap an untapped creature you control rather than pay Angelic Favor's mana cost. Play Angelic Favor only during combat. Put a 4/4 white Angel creature token with flying into play. Remove it from the game at end of turn. Angelic Page 1W Creature - Spirit 1/1 Flying T Target attacking or blocking creature gets +1/+1 until end of turn. Angelic Protector 3W 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. Angelic Renewal 1W Enchantment Whenever a creature is put into your graveyard from play, you may sacrifice Angelic Renewal. If you do, return that creature to play. Angelic Shield WU Enchantment Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand. Angelic Voices 2WW Enchantment Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures. Angelic Wall 1W Creature - Wall 0/4 Defender (This creature can't attack.) Flying Angel's Feather 2 Artifact Whenever a player plays a white spell, you may gain 1 life. Angel's Grace W Instant Split second (As long as this spell is on the stack, players can't play spells or activated 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. Angel's Trumpet 3 Artifact All creatures have vigilance. At the end of each player's turn, 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. Anger 3R Creature - Incarnation 2/2 Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste. Angry Mob 2WW Creature - Mob 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 all opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2. Angus Mackenzie GWU Legendary Creature 2/2 GWU, T Prevent all combat damage that would be dealt this turn. An-Havva Constable 1GG Creature - Constable 2/1+* An-Havva Constable's toughness is equal to 1 plus the number of green creatures in play. An-Havva Inn 1GG Sorcery Gain X+1 life, where X is the number of green creatures in play. 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. Animal Boneyard 2W Enchantment - Aura Enchant land Enchanted land has "T, Sacrifice a creature: You gain life equal to that creature's toughness." Animal Magnetism 4G Sorcery Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card into play and the rest into your graveyard. Animate Artifact 3U Enchantment - Aura Enchant artifact Enchanted artifact is a creature with power and toughness each equal to its converted mana cost. It's still an artifact. Animate Dead 1B Enchantment When Animate Dead comes into play, if it's in play, it becomes an Aura with enchant creature. Put target creature card from a graveyard into play under your control and attach Animate Dead to it. Enchanted creature gets -1/-0. When Animate Dead leaves play, destroy enchanted creature. It can't be regenerated. Animate Land G Instant Until end of turn, target land is a 3/3 creature that's still a land. Animate Wall W Enchantment - Aura Enchant creature Enchanted creature can attack as though it didn't have defender. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Annex 2UU Enchantment - Aura Enchant land (Target a land as you play this. This card comes into play attached to that land.) You control enchanted land. Annihilate 3BB Instant Destroy target nonblack creature. It can't be regenerated. Draw a card. Annul U Instant Counter target artifact or enchantment spell. Anodet Lurker 5 Artifact Creature 3/3 When Anodet Lurker is put into a graveyard from play, you gain 3 life. Anoint W Instant Buyback 3 (You may pay an additional 3 as you play 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. Antagonism 3R Enchantment At the end of each player's turn, Antagonism deals 2 damage to that player unless one of his or her opponents was dealt damage that turn. Anthem of Rakdos 2BRR 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. Anthroplasm 2UU Creature - Shapeshifter 0/0 Anthroplasm comes into play with two +1/+1 counters on it. X, T Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it. Anti-Magic Aura 2U Enchantment - Aura Enchant creature Enchanted creature can't be the target of spells and can't be enchanted. This effect doesn't remove Anti-Magic Aura. Anurid Barkripper 1GG Creature - Beast 2/2 Threshold - Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard. Anurid Brushhopper 1GW Creature - Beast 3/4 Discard two cards: Remove Anurid Brushhopper from the game. Return it to play under its owner's control at end of turn. Anurid Murkdiver 4BB Creature - Zombie Beast 4/3 Swampwalk Anurid Scavenger 2G Creature - 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. Anurid Swarmsnapper 2G Creature - Beast 1/4 Anurid Swarmsnapper can block as though it had flying. 1G: Anurid Swarmsnapper can block an additional creature this turn. Anvil of Bogardan 2 Artifact Players have no maximum hand size. At the beginning of each player's draw step, that player draws a card, then discards a card. An-Zerrin Ruins 2RR Enchantment As An-Zerrin Ruins comes into play, choose a creature type. Creatures of the chosen type don't untap during their controllers' untap steps. 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. Apes of Rath 2GG Creature - Ape 5/4 Whenever Apes of Rath attacks, it doesn't untap during its controller's next untap step. Aphetto Alchemist 1U Creature - Wizard 1/2 T Untap target artifact or creature. Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Aphetto Dredging 3B Sorcery Return up to three target creature cards of the creature type of your choice from your graveyard to your hand. Aphetto Exterminator 2B Creature - Wizard 3/1 Morph 3B (You may play this 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. Aphetto Grifter 2U Creature - Wizard 1/1 Tap two untapped Wizards you control: Tap target permanent. Aphetto Runecaster 3U Creature - Wizard 2/3 Whenever a creature is turned face up, you may draw a card. Aphetto Vulture 4BB Creature - Zombie Bird 3/2 Flying When Aphetto Vulture is put into a graveyard from play, you may put target Zombie card from your graveyard on top of your library. Apocalypse 2RRR Sorcery Remove all permanents from the game. You discard your hand. Apocalypse Chime 2 Artifact 2, T, Sacrifice Apocalypse Chime: Destroy all cards from the Homelands expansion. They can't be regenerated. Apprentice Necromancer 1B Creature - Wizard 1/1 B, T, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to play. That creature gains haste. At end of turn, sacrifice it. Apprentice Sorcerer 2U Creature - Wizard 1/1 T Apprentice Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase. Apprentice Wizard 1UU Creature - Wizard 0/1 U, T Add 3 to your mana pool. Aquamoeba 1U Creature - Beast 1/3 Discard a card: Switch Aquamoeba's power and toughness until end of turn. Aquamorph Entity 2UU Creature - Shapeshifter */* As Aquamorph Entity comes into play or is turned face up, it becomes your choice of 5/1 or 1/5. Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Aquastrand Spider 1G Creature - Spider Mutant 0/0 Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) G: Target creature with a +1/+1 counter on it can block as though it had flying this turn. Araba Mothrider 1W Creature - Human Samurai 1/1 Flying Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Arachnoid 6 Artifact Creature - Spider 2/6 Arachnoid can block as though it had flying. Arashi, the Sky Asunder 3GG Legendary Creature - Spirit 5/5 XG, T Arashi, the Sky Asunder deals X damage to target creature with flying. Channel - XGG, Discard Arashi: Arashi deals X damage to each creature with flying. Arboria 2GG World Enchantment Creatures can't attack a player who didn't play a spell and didn't put a card into play during his or her last turn. Arc Lightning 2R Sorcery Arc Lightning deals 3 damage divided as you choose among any number of target creatures and/or players. Arc Mage 2R Creature - Spellshaper 2/2 2R, T, Discard a card: Arc Mage deals 2 damage divided as you choose among any number of target creatures and/or players. Arcades Sabboth 2GGWWUU Legendary Creature - Elder Dragon 7/7 Flying Untapped nonattacking creatures you control get +0/+2. At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay GWU. W: Arcades Sabboth gets +0/+1 until end of turn. Arcane Denial 1U 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. Arcane Laboratory 2U Enchantment Each player can't play more than one spell each turn. 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. Arcane Teachings 2R Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has "T This creature deals 1 damage to target creature or player." Arcanis the Omnipotent 3UUU Legendary Creature - Wizard 3/4 T Draw three cards. 2UU: Return Arcanis the Omnipotent to its owner's hand. Arcbound Bruiser 5 Artifact Creature 0/0 Modular 3 (This comes into play with three +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Crusher 4 Artifact Creature 0/0 Trample Whenever another artifact comes into play, put a +1/+1 counter on Arcbound Crusher. Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Fiend 6 Artifact Creature 0/0 Fear At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto Arcbound Fiend. Modular 3 (This comes into play with three +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Hybrid 4 Artifact Creature 0/0 Haste Modular 2 (This comes into play with two +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Lancer 7 Artifact Creature 0/0 First strike Modular 4 (This comes into play with four +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) 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 comes into play with six +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Ravager 2 Artifact Creature 0/0 Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager. Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) 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 comes into play with two +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) 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 comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Stinger 2 Artifact Creature 0/0 Flying Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Wanderer 6 Artifact Creature 0/0 Modular-Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Worker 1 Artifact Creature 0/0 Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Archaeological Dig Land T Add 1 to your mana pool. T, Sacrifice Archaeological Dig: Add one mana of any color to your mana pool. Archangel 5WW Creature - Angel 5/5 Flying, vigilance 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." Archivist 2UU Creature - Human Wizard 1/1 T Draw a card. Arc-Slogger 3RR Creature - Beast 4/5 R, Remove the top ten cards of your library from the game: Arc-Slogger deals 2 damage to target creature or player. Arctic Flats Snow Land Arctic Flats comes into play tapped. T Add G or W to your mana pool. Arctic Foxes 1W Creature - Fox 1/1 Creatures with power 2 or greater can't block Arctic Foxes as long as defending player controls a snow land. Arctic Merfolk 1U 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 play this spell.) If the kicker cost was paid, Arctic Merfolk comes into play with a +1/+1 counter on it. Arctic Nishoba 5G 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 is put into a graveyard from play, you gain 2 life for each age counter on it. Arctic Wolves 3GG Creature - Wolf 4/5 Cumulative upkeep 2 When Arctic Wolves comes into play, draw a card. Arcum Dagsson 3U 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 into play, then shuffle his or her library. Arcum's Sleigh 1 Artifact 2, T Until end of turn, target creature has vigilance as long as defending player controls a snow land. Arcum's Weathervane 2 Artifact 2, T Target snow land is no longer snow. 2, T Target nonsnow basic land becomes snow. Arcum's Whistle 3 Artifact 3, T Target non-Wall creature's controller 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 end of turn, destroy it if it didn't attack. Play this ability only during the creature's controller's turn before attackers are declared. You can't target a creature that came under its controller's control this turn. Ardent Militia 4W Creature - Soldier 2/5 Vigilance Ardent Soldier 1W Creature - Soldier 1/2 Kicker 2 (You may pay an additional 2 as you play this spell.) Vigilance If the kicker cost was paid, Ardent Soldier comes into play with a +1/+1 counter on it. Arena Land 3, T Tap target creature you control and target creature of an opponent's choice he or she controls. Each of those creatures deals damage equal to its power to the other. Arena of the Ancients 3 Artifact Legendary creatures don't untap during their controllers' untap steps. When Arena of the Ancients comes into play, tap all legendary creatures. Arenson's Aura 2W Enchantment W, Sacrifice an enchantment: Destroy target enchantment. 3UU: Counter target enchantment spell. Argivian Archaeologist 1WW Creature - Archaeologist 1/1 WW, T Return target artifact card from your graveyard to your hand. Argivian Blacksmith 1WW Creature - Smith 2/2 T Prevent the next 2 damage that would be dealt to target artifact creature this turn. Argivian Find W Instant Return target artifact or enchantment card from your graveyard to your hand. Argivian Restoration 2UU Sorcery Return target artifact card from your graveyard to play. Argothian Elder 3G Creature - Elf 2/2 T Untap two target lands. Argothian Enchantress 1G Creature - Enchantress 0/1 Argothian Enchantress can't be the target of spells or abilities. Whenever you play an enchantment spell, draw a card. Argothian Pixies 1G 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. Argothian Swine 3G Creature - Boar 3/3 Trample Argothian Treefolk 3GG Creature - Treefolk 3/5 Prevent all damage that would be dealt to Argothian Treefolk by artifacts. Argothian Wurm 3G Creature - Wurm 6/6 Trample When Argothian Wurm comes into play, any player may sacrifice a land. If a player does, put Argothian Wurm on top of its owner's library. Ark of Blight 2 Artifact 3, T, Sacrifice Ark of Blight: Destroy target land. Armadillo Cloak 1GW Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life. Armageddon 3W Sorcery Destroy all lands. 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 to each player equal to the number of doom counters on it. 4: Remove a doom counter from Armageddon Clock. Any player may play this ability but only during any upkeep step. Armed Response 2W Instant Armed Response deals damage to target attacking creature equal to the number of Equipment you control. Armistice 2W Enchantment 3WW: You draw a card and target opponent gains 3 life. Armor of Faith W Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. W: Enchanted creature gets +0/+1 until end of turn. Armor of Thorns 1G Enchantment - Aura You may play Armor of Thorns any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant nonblack creature Enchanted creature gets +2/+2. Armor Sliver 2W Creature - Sliver 2/2 All Slivers have "2: This creature gets +0/+1 until end of turn." Armor Thrull 2B Creature - Thrull 1/3 T, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature. Armored Galleon 4U Creature - Ship 5/4 Armored Galleon can't attack unless defending player controls an Island. Armored Griffin 3W Creature - Griffin 2/3 Flying, vigilance Armored Guardian 3WU Creature - Guardian 2/5 1WW: Target creature you control gains protection from the color of your choice until end of turn. 1UU: Armored Guardian can't be the target of spells or abilities this turn. Armored Pegasus 1W Creature - Pegasus 1/2 Flying 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. Arms Dealer 2R Creature - Goblin 1/1 1R, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature. Army Ants 1BR Creature - Insect 1/1 T, Sacrifice a land: Destroy target land. Army of Allah 1WW Instant Attacking creatures get +2/+0 until end of turn. Arnjlot's Ascent 1UU Enchantment Cumulative upkeep U 1: Target creature gains flying until end of turn. Arrest 2W Enchantment - Aura Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be played. Arrogant Vampire 3BB Creature - Vampire 4/3 Flying Arrogant Wurm 3GG Creature - Wurm 4/4 Trample Madness 2G (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Artful Looter 2U Creature - Human Wizard 1/2 T Draw a card, then discard a card. Whenever a permanent comes into play that shares an artist with another permanent you control, untap Artful Looter. Artifact Blast R Instant Counter target artifact spell. Artifact Mutation RG Instant Destroy target artifact. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Artifact Possession 2B Enchantment - Aura Enchant artifact Whenever enchanted artifact becomes tapped or a player plays an activated ability of enchanted artifact without T in its activation cost, Artifact Possession deals 2 damage to that artifact's controller. Artifact Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from artifacts. This effect doesn't remove Artifact Ward. Artificer's Intuition 1U 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. Artificial Evolution U Instant Change the text of target spell or permanent by replacing all instances of one creature type with another. (This effect doesn't end at end of turn.) Ascendant Evincar 4BB Legendary Creature 3/3 Flying Other black creatures get +1/+1. Nonblack creatures get -1/-1. Ascending Aven 2UU Creature - Bird Soldier 3/2 Flying Ascending Aven can block only creatures with flying. Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Ashcoat Bear 1G Creature - Bear 2/2 Flash (You may play this spell any time you could play an instant.) Ashen Firebeast 6RR Creature - Beast 6/6 1R: Ashen Firebeast deals 1 damage to each creature without flying. Ashen Ghoul 3B Creature - Zombie 3/1 Haste B: Return Ashen Ghoul from your graveyard to play. Play this ability only during your upkeep and only if three or more creature cards are above Ashen Ghoul. Ashen Monstrosity 5RR Creature - Spirit 7/4 Haste Ashen Monstrosity attacks each turn if able. Ashen Powder 2BB Sorcery Put target creature card from an opponent's graveyard into play under your control. Ashen-Skin Zubera 1B Creature - Zubera Spirit 1/2 When Ashen-Skin Zubera is put into a graveyard from play, target opponent discards a card for each Zubera put into a graveyard from play this turn. Ashes of the Fallen 2 Artifact As Ashes of the Fallen comes into play, choose a creature type. Each creature card in your graveyard has the chosen creature type in addition to its other types. Ashes to Ashes 1BB Sorcery Remove two target nonartifact creatures from the game. Ashes to Ashes deals 5 damage to you. Ashnod's Altar 3 Artifact Sacrifice a creature: Add 2 to your mana pool. 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 as long as Ashnod's Battle Gear remains tapped. Ashnod's Coupon 0 Artifact T, Sacrifice Ashnod's Coupon: Target player gets you target drink. Errata: You pay any costs for the drink. 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 removes the rest from the game. 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. (This effect doesn't end at end of turn.) Asmira, Holy Avenger 2GW Legendary Creature - Human Cleric 2/3 Flying At end of turn, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from play this turn. Aspect of Mongoose 1G Enchantment - Aura Enchant creature Enchanted creature can't be the target of spells or abilities. When Aspect of Mongoose is put into a graveyard from play, return Aspect of Mongoose to its owner's hand. Aspect of Wolf 1G Enchantment - Aura Enchant creature Enchanted creature gets +X/+Y, where X is equal to half the number of Forests you control, rounded down, and Y is equal to half the number of Forests you control, rounded up. Ass Whuppin' 1WB Sorcery Destroy target silver-bordered permanent in any game you can see from your seat. Assassinate 2B Sorcery Destroy target tapped creature. Assassin's Blade 1B Instant Play Assassin's Blade only during the declare attackers step and only if you are the defending player. Destroy target nonblack attacking creature. Assault // Battery R / 3G Sorcery // Sorcery Assault deals 2 damage to target creature or player. // Put a 3/3 green Elephant creature token into play. Assault Zeppelid 2GU Creature - Beast 3/3 Flying, trample 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 the card, and put it into your hand. Then shuffle your library. Assembly-Worker 3 Artifact Creature - Assembly-Worker 2/2 T Target Assembly-Worker gets +1/+1 until end of turn. Assert Authority 5UU Instant Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard. Assquatch 4R Creature - Donkey Lord 3½/3½ Each other Donkey gets +1½/+1½. Whenever another Donkey comes into play, untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. Astral Slide 2W Enchantment Whenever a player cycles a card, you may remove target creature from the game. If you do, return that creature to play under its owner's control at end of turn. Astral Steel 2W Instant Target creature gets +1/+2 until end of turn. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) 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. Atalya, Samite Master 3WW Legendary Creature - Cleric 2/3 X, T Choose one - Prevent the next X damage that would be dealt to target creature this turn; or you gain X life. Spend only white mana this way. Atinlay Igpay 5W Eaturecray - Igpay 3/3 Oubleday ikestray Eneverwhay Atinlay Igpay's ontrollercay eaksspay ay onnay-Igpay-Atinlay ordway, acrificesay Atinlay Igpay. Atog 1R Creature - Atog 1/2 Sacrifice an artifact: Atog gets +2/+2 until end of turn. Atogatog WUBRG Legendary Creature - Atog 5/5 Sacrifice an Atog: Atogatog gets +X/+X until end of turn, where X is the sacrificed Atog's power. Attrition 1BB Enchantment B, Sacrifice a creature: Destroy target nonblack creature. Attunement 2U Enchantment Return Attunement to its owner's hand: Draw three cards, then discard four cards. Aura Barbs 2R 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. Aura Blast 1W Instant Destroy target enchantment. Draw a card. Aura Extraction 1W Instant Put target enchantment on top of its owner's library. Cycling 2 (2, Discard this card: Draw a card.) Aura Flux 2U Enchantment All other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay 2." Aura Fracture 2W Enchantment Sacrifice a land: Destroy target enchantment. Aura Graft 1U Instant Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant. Aura Mutation GW Instant Destroy target enchantment. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Aura of Dominion UU Enchantment - Aura Enchant creature 1, Tap an untapped creature you control: Untap enchanted creature. Aura of Silence 1WW Enchantment Artifact and enchantment spells your opponents play cost 2 more to play. Sacrifice Aura of Silence: Destroy target artifact or enchantment. Aura Shards 1GW Enchantment Whenever a creature comes into play under your control, you may destroy target artifact or enchantment. Aura Thief 3U Creature - Illusion 2/2 Flying When Aura Thief is put into a graveyard from play, you gain control of all enchantments. (You don't get to move Auras.) Auramancer 2W Creature - Wizard 2/2 When Auramancer comes into play, you may return target enchantment card from your graveyard to your hand. Auramancer's Guise 2UU Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance. Auratog 1W Creature - Atog 1/2 Sacrifice an enchantment: Auratog gets +2/+2 until end of turn. Auratouched Mage 5W Creature - Human Wizard 3/3 When Auratouched Mage comes into play, search your library for an Aura card that could enchant it. If Auratouched Mage is still in play, attach that Aura to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle your library. Aurification 2WW Enchantment Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it has defender. (Those creatures can't attack.) When Aurification leaves play, remove all gold counters from all creatures. Auriok Bladewarden 1W Creature - Human Soldier 1/1 T Target creature gets +X/+X until end of turn, where X is Auriok Bladewarden's power. Auriok Champion WW Creature - Human Cleric 1/1 Protection from black and from red Whenever another creature comes into play, you may gain 1 life. Auriok Glaivemaster W Creature - Human Soldier 1/1 As long as Auriok Glaivemaster is equipped, it gets +1/+1 and has first strike. Auriok Salvagers 3W Creature - Human Soldier 2/4 1W: Return target artifact card with converted mana cost 1 or less from your graveyard to your hand. Auriok Siege Sled 6 Artifact Creature 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. Auriok Steelshaper 1W Creature - Human Soldier 1/1 Equip costs you pay cost 1 less. As long as Auriok Steelshaper is equipped, Soldiers and Knights you control get +1/+1. Auriok Transfixer W Creature - Human Scout 1/1 W, T Tap target artifact. Auriok Windwalker 3W Creature - Human Wizard 2/3 Flying T Attach target Equipment you control to target creature you control. Aurochs 3G Creature - Aurochs 2/3 Trample Whenever Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs. Aurochs Herd 5G Creature - Aurochs 4/4 Trample When Aurochs Herd comes into play, 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. Aurora Eidolon 3W 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 play a multicolored spell, you may return Aurora Eidolon from your graveyard to your hand. Aurora Griffin 3W Creature - Griffin 2/2 Flying W: Target permanent becomes white until end of turn. Auspicious Ancestor 3W Creature - Human Cleric 2/3 When Auspicious Ancestor is put into a graveyard from play, you gain 3 life. Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Autochthon Wurm 10GGGWW Creature - Wurm 9/14 Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Trample Autumn Willow 4GG Legendary Creature 4/4 Autumn Willow 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 did not have "Autumn Willow can't be the target of spells or abilities." Avalanche X2RR Sorcery Destroy X target snow lands. Avalanche Riders 3R Creature - Human Nomad 2/2 Haste Echo 3R (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 comes into play, destroy target land. Avarax 3RR Creature - Beast 3/3 Haste When Avarax comes into play, you may search your library for a card named Avarax, reveal it, and put it into your hand. If you do, shuffle your library. 1R: Avarax gets +1/+0 until end of turn. Avarice Totem 1 Artifact 5: Exchange control of Avarice Totem and target nonland permanent. Avatar of Discord (B / R) (B / R) (B / R) Creature - Avatar 5/3 (o (b/r) can be paid with either B or R.) Flying When Avatar of Discord comes into play, sacrifice it unless you discard two cards. Avatar of Fury 6RR Creature - Avatar 6/6 If an opponent controls seven or more lands, Avatar of Fury costs 6 less to play. Flying R: Avatar of Fury gets +1/+0 until end of turn. Avatar of Hope 6WW Creature - Avatar 4/9 If you have 3 life or less, Avatar of Hope costs 6 less to play. Flying Avatar of Hope can block any number of creatures. Avatar of Me 2UU Creature - Avatar */* Avatar of Me costs 1 more to play for each ten years you've been alive. Avatar of Me's power is equal to your height in feet and its toughness is equal to your American shoe size. Round to the nearest 1/2. Avatar of Me's color is the color of your eyes. Avatar of Might 6GG Creature - Avatar 8/8 If an opponent controls at least four more creatures than you, Avatar of Might costs 6 less to play. Trample Avatar of Will 6UU Creature - Avatar 5/6 If an opponent has no cards in hand, Avatar of Will costs 6 less to play. Flying Avatar of Woe 6BB Creature - Avatar 6/5 If there are ten or more creature cards total in all graveyards, Avatar of Woe costs 6 less to play. Fear T Destroy target creature. It can't be regenerated. Aven Archer 3WW Creature - Bird Soldier 2/2 Flying 2W, T Aven Archer deals 2 damage to target attacking or blocking creature. Aven Brigadier 3WWW Creature - Bird Soldier 3/5 Flying All other Birds get +1/+1. All other Soldiers get +1/+1. Aven Cloudchaser 3W Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying.) When Aven Cloudchaser comes into play, destroy target enchantment. Aven Envoy U Creature - Bird Soldier 0/2 Flying Aven Farseer 1W Creature - Bird Soldier 1/1 Flying Whenever a creature is turned face up, put a +1/+1 counter on Aven Farseer. Aven Fateshaper 6U Creature - Bird Wizard 4/5 Flying When Aven Fateshaper comes into play, look at the top four cards of your library, then put them back in any order. 4U: Look at the top four cards of your library, then put them back in any order. Aven Fisher 3U Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying.) When Aven Fisher is put into a graveyard from play, you may draw a card. Aven Flock 4W Creature - Bird Soldier 2/3 Flying (This creature can't be blocked except by creatures with flying.) W: Aven Flock gets +0/+1 until end of turn. Aven Fogbringer 3U Creature - Bird Wizard 2/1 Flying When Aven Fogbringer comes into play, return target land to its owner's hand. Aven Liberator 2WW Creature - Bird Soldier 2/3 Flying Morph 3W (You may play this 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. Aven Redeemer 3W Creature - Bird Cleric 2/2 Flying T Prevent the next 2 damage that would be dealt to target creature or player this turn. Aven Riftwatcher 2W Creature - Bird Rebel Soldier 2/3 Flying Vanishing 3 (This permanent comes into play 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 comes into play or leaves play, you gain 2 life. Aven Shrine 1WW Enchantment Whenever a player plays a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell. Aven Smokeweaver 2UU Creature - Bird Soldier 2/3 Flying, protection from red Aven Soulgazer 3WW Creature - Bird Cleric 3/3 Flying 2W: Look at target face-down creature. Aven Trooper 3W Creature - Bird Soldier 1/1 Flying 2W, Discard a card: Aven Trooper gets +1/+2 until end of turn. Aven Warcraft 2W Instant Creatures you control get +0/+2 until end of turn. Threshold - If seven or more cards are in your graveyard, creatures you control also gain protection from the color of your choice until end of turn. Aven Warhawk 4W Creature - Bird Soldier 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Bird and/or Soldier card you reveal in your hand.) Flying Aven Windreader 3UU Creature - Bird Soldier Wizard 3/3 Flying (This creature can't be blocked except by creatures with flying.) 1U: Target player reveals the top card of his or her library. Avenger en-Dal 1W Creature - Spellshaper 1/1 2W, T, Discard a card: Remove target attacking creature from the game. Its controller gains life equal to its toughness. Avenging Angel 3WW Creature - Angel 3/3 Flying If Avenging Angel would be put into a graveyard from play, you may put Avenging Angel on top of its owner's library instead. Avenging Druid 2G Creature - 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. Put that card into play and put all other cards revealed this way into your graveyard. Avizoa 3U Creature - Avizoa 2/2 Flying 0: Avizoa gets +2/+2 until end of turn. You skip your next untap step. Play this ability only once each turn. Avoid Fate G Instant Counter target instant or Aura spell that targets a permanent you control. Awakening 2GG Enchantment At the beginning of each upkeep, all players untap all creatures and lands they control. 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. 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. AWOL 2W Instant Remove target attacking creature from the game. Then remove it from the removed-from-game zone and put it into the absolutely-removed-from-the-freaking-game-forever zone. Axelrod Gunnarson 4BBRR Legendary Creature 5/5 Trample Whenever a creature dealt damage by Axelrod Gunnarson this turn is put into a graveyard, you gain 1 life and Axelrod deals 1 damage to target player. Ayesha Tanaka WWUU Legendary Creature 2/2 Banding T Counter target activated ability from an artifact source unless that ability's controller pays W. 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. Aysen Bureaucrats 1W Creature - Bureaucrat 1/1 T Tap target creature with power 2 or less. Aysen Crusader 2WW Creature - Crusader 2+*/2+* Aysen Crusader's power and toughness are each equal to 2 plus the number of Heroes you control. Aysen Highway 3WWW Enchantment White creatures have plainswalk. Ayumi, the Last Visitor 3GG Legendary Creature - Spirit 7/3 Legendary landwalk Azami, Lady of Scrolls 2UUU Legendary Creature - Human Wizard 0/2 Tap an untapped Wizard you control: Draw a card. Azimaet Drake 2U Creature - Drake 1/3 Flying U: Azimaet Drake gets +1/+0 until end of turn. Play this ability only once each turn. Azorius AEthermage 1WU Creature - Human Wizard 1/1 Whenever a permanent is returned to your hand, you may pay 1. If you do, draw a card. Azorius Chancery Land Azorius Chancery comes into play tapped. When Azorius Chancery comes into play, return a land you control to its owner's hand. T Add WU to your mana pool. Azorius First-Wing WU Creature - Griffin 2/2 Flying, protection from enchantments Azorius Guildmage (W / U) (W / U) Creature - Vedalken Wizard 2/2 (o (w/u) can be paid with either W or U.) 2W: Tap target creature. 2U: Counter target activated ability. (Mana abilities can't be targeted.) Azorius Herald 2W Creature - Spirit 2/1 Azorius Herald is unblockable. When Azorius Herald comes into play, you gain 4 life. When Azorius Herald comes into play, sacrifice it unless U was spent to play it. Azorius Ploy 1WWU Instant Prevent all combat damage target creature would deal this turn. Prevent all combat damage that would be dealt to target creature this turn. Azorius Signet 2 Artifact 1, T Add WU to your mana pool. Azure Drake 3U Creature - Drake 2/4 Flying (This creature can't be blocked except by creatures with flying.) Azusa, Lost but Seeking 2G Legendary Creature - Human Monk 1/2 You may play two additional lands on each of your turns. B.F.M. (Big Furry Monster) Summon The Biggest, Baddest, Nastiest, You must play both B.F.M. cards to put leaves play, sacrifice the other. B.F.M. can be blocked only by three or Back to Basics 2U Enchantment Nonbasic lands don't untap during their controllers' untap steps. Backdraft 1R Instant This turn, whenever target sorcery spell deals damage, Backdraft deals half that much damage, rounded down, to that spell's controller. Backfire U Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to you, Backfire deals that much damage to that creature's controller. Backlash 1BR Instant Tap target untapped creature. That creature deals damage equal to its power to its controller. Backslide 1U Instant Turn target creature with morph face down. Cycling U (U, Discard this card: Draw a card.) Bad Ass 2BB Creature - Donkey Zombie 3½/1 1B, Growl: Regenerate Bad Ass. Bad Moon 1B Enchantment Black creatures get +1/+1. Bad River Land Bad River comes into play tapped. T, Sacrifice Bad River: Search your library for an Island or Swamp card and put it into play. Then shuffle your library. Badlands Land - Mountain Swamp Baki's Curse 2UU Sorcery Baki's Curse deals 2 damage to each creature for each Aura attached to that creature. Baku Altar 2 Artifact Whenever you play 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 into play. Balance 1W Sorcery Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players discard cards the same way, then sacrifice creatures the same way. Balance of Power 3UU Sorcery If target opponent has more cards in hand than you, draw cards equal to the difference. Balancing Act 2WW 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. Balduvian Barbarians 1RR Creature - Human Barbarian 3/2 Balduvian Bears 1G Creature - Bear 2/2 Balduvian Conjurer 1U Creature - Wizard 0/2 T Until end of turn, target snow land becomes a 2/2 creature that's still a land. Balduvian Dead 3B Creature - Zombie 2/3 2R, Remove a creature card in your graveyard from the game: Put a 3/1 black and red Graveborn creature token with haste into play. Sacrifice it at end of turn. Balduvian Fallen 3B 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. Balduvian Frostwaker 2U Creature - Human Wizard 1/1 U, T Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land. Balduvian Horde 2RR Creature - Barbarian 5/5 When Balduvian Horde comes into play, sacrifice it unless you discard a card at random. Balduvian Hydra XRR Creature - Hydra 0/1 Balduvian Hydra comes into play 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. RRR: Put a +1/+0 counter on Balduvian Hydra. Play this ability only during your upkeep. Balduvian Rage XR Instant Target attacking creature gets +X/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep. Balduvian Shaman U Creature - Cleric 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 "counters black spells" to "counters blue spells.") Balduvian Trading Post Land If Balduvian Trading Post would come into play, sacrifice an untapped Mountain instead. If you do, put Balduvian Trading Post into play. If you don't, put it into its owner's graveyard. T Add 1R to your mana pool. 1, T Balduvian Trading Post deals 1 damage to target attacking creature. Balduvian Warlord 3R Creature - Human Barbarian 3/2 T Remove target blocking creature from combat. Creatures it blocked that no other creature blocked this combat become unblocked, then it blocks an attacking creature of your choice. Play this ability only during the declare blockers step. Balduvian War-Makers 4R Creature - 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.) Baleful Stare 2U Sorcery Target opponent reveals his or her hand. You draw a card for each Mountain and red card in it. Ball Lightning RRR Creature - Ball-Lightning 6/1 Trample, haste At end of turn, sacrifice Ball Lightning. Ballista Squad 3W Creature - Human Rebel 2/2 XW, T Ballista Squad deals X damage to target attacking or blocking creature. Balloon Peddler 2U Creature - Spellshaper 2/2 U, T, Discard a card: Target creature gains flying until end of turn. Balm of Restoration 2 Artifact 1, T, Sacrifice Balm of Restoration: Choose one - You gain 2 life; or prevent the next 2 damage that would be dealt to target creature or player this turn. Balshan Beguiler 2U Creature - 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. Balshan Collaborator 3U Creature - Bird Soldier 2/2 Flying B: Balshan Collaborator gets +1/+1 until end of turn. Balshan Griffin 3UU Creature - Griffin 3/2 Flying 1U, Discard a card: Return Balshan Griffin to its owner's hand. Balthor the Defiled 2BB Legendary Creature - Zombie Dwarf 2/2 All Minions get +1/+1. BBB, Remove Balthor the Defiled from the game: Each player returns all black and all red creature cards from his or her graveyard to play. Balthor the Stout 1RR Legendary Creature - Dwarf 2/2 All Barbarians get +1/+1. R: Target Barbarian gets +1/+0 until end of turn. Bamboozle 2U 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. Bandage W Instant Prevent the next 1 damage that would be dealt to target creature or player this turn. Draw a card. Bane of the Living 2BB Creature - Insect 4/3 Morph XBB (You may play this 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. Banshee 2BB Creature - Banshee 0/1 X, T Banshee deals X damage divided evenly between you and target creature or player. Round up for you and down for that creature or player. 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 comes into play unattached and stays in play if the creature leaves play.) Barbarian Bully 2R Creature - 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. Play this ability only once each turn. Barbarian General 4R Creature - Soldier 3/2 Horsemanship Barbarian Guides 2R Creature - Barbarian 1/2 2R, 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 end of turn. Barbarian Horde 3R Creature - Soldier 3/3 Barbarian Lunatic 2R Creature - Barbarian 2/1 2R, Sacrifice Barbarian Lunatic: Barbarian Lunatic deals 2 damage to target creature. Barbarian Outcast 1R Creature - Barbarian Beast 2/2 When you control no Swamps, sacrifice Barbarian Outcast. Barbarian Riftcutter 4R Creature - Human Barbarian 3/3 R, Sacrifice Barbarian Riftcutter: Destroy target land. 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. Play this ability only if seven or more cards are in your graveyard. Barbary Apes 1G Creature - Ape 2/2 Barbed Field 2RR Enchantment - Aura Enchant land Enchanted land has "T This land deals 1 damage to target creature or player." Barbed Foliage 2GG 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. Barbed Lightning 2R Instant Choose one - Barbed Lightning deals 3 damage to target creature; or Barbed Lightning deals 3 damage to target player. Entwine 2 (Choose both if you pay the entwine cost.) 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. Barbed Shocker 3R 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. Barbed Sliver 2R Creature - Sliver 2/2 All Slivers have "2: This creature gets +1/+0 until end of turn." 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. Barbed-Back Wurm 4B Creature - Wurm 4/3 B: Target green creature blocking Barbed-Back Wurm gets -1/-1 until end of turn. Barbtooth Wurm 5G Creature - Wurm 6/4 Bargain 2W Sorcery Target opponent draws a card. You gain 7 life. Bargaining Table 5 Artifact X, T Draw a card. X is the number of cards in an opponent's hand as you play this ability. Barishi 2GG Creature - Barishi 4/3 When Barishi is put into a graveyard from play, remove Barishi from the game, then shuffle all creature cards from your graveyard into your library. Barkhide Mauler 4G Creature - Beast 4/4 Cycling 2 (2, Discard this card: Draw a card.) Barktooth Warbeard 4BRR Legendary Creature 6/5 Barl's Cage 4 Artifact 3: Target creature doesn't untap during its controller's next untap step. Baron Sengir 5BBB Legendary Creature 5/5 Flying Whenever a creature dealt damage by Baron Sengir this turn is put into a graveyard, put a +2/+2 counter on Baron Sengir. T Regenerate target Vampire. Barrel Down Sokenzan 2R 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. Barreling Attack 2RR Instant Target creature gets +1/+1 for each creature blocking it and gains trample until end of turn. Barren Moor Land Barren Moor comes into play tapped. T Add B to your mana pool. Cycling B (B, Discard this card: Draw a card.) Barrin, Master Wizard 1UU Legendary Creature - Wizard 1/1 2, Sacrifice a permanent: Return target creature to its owner's hand. 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. Barrin's Spite 2UB Sorcery Choose a player and two target creatures that player controls. The player chooses and sacrifices one of them. Return the other to its owner's hand. Barrin's Unmaking 1U Instant Return target permanent to its owner's hand if that permanent shares a color with the most common color among all permanents or the color tied for most common. Barrow Ghoul 1B Creature - Zombie 4/4 At the beginning of your upkeep, sacrifice Barrow Ghoul unless you remove the top creature card in your graveyard from the game. Bartel Runeaxe 3BRG Legendary Creature 6/5 Vigilance Bartel Runeaxe can't be the target of Aura spells. Barter in Blood 2BB Sorcery Each player sacrifices two creatures. Basal Sliver 2B Creature - Sliver 2/2 All Slivers have "Sacrifice this creature: Add BB to your mana pool." Basal Thrull BB Creature - Thrull 1/2 T, Sacrifice Basal Thrull: Add BB to your mana pool. Basalt Gargoyle 2R Creature - Gargoyle 3/2 Flying Echo 2R (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. 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 Wall artifact creature token with defender into play. Basalt Monolith 3 Artifact Basalt Monolith doesn't untap during your untap step. 3: Untap Basalt Monolith. T Add 3 to your mana pool. Bash to Bits 3R Instant Destroy target artifact. Flashback 4RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Basking Rootwalla G Creature - Lizard 1/1 1G: Basking Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn. Madness 0 (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Bathe in Light 1W 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. Baton of Courage 3 Artifact Flash Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) Remove a charge counter from Baton of Courage: Target creature gets +1/+1 until end of turn. Baton of Morale 2 Artifact 2: Target creature gains banding until end of turn. Battered Golem 3 Artifact Creature - Golem 3/2 Battered Golem doesn't untap during your untap step. Whenever an artifact comes into play, you may untap Battered Golem. Battering Craghorn 2RR Creature - Beast 3/1 First strike Morph 1RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Battering Ram 2 Artifact Creature 1/1 At the beginning of your combat phase, Battering Ram gains banding until end of combat. Whenever Battering Ram becomes blocked by a Wall, destroy that Wall at end of combat. Battering Sliver 5R Creature - Sliver 4/4 All Slivers have trample. Battering Wurm 6G Creature - Wurm 4/3 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.) Creatures with power less than Battering Wurm's power can't block it. Battle Cry 2W Instant Untap all white creatures you control. Whenever a creature blocks this turn, it gets +0/+1 until end of turn. Battle Frenzy 2R Instant Green creatures you control get +1/+1 until end of turn. Nongreen creatures you control get +1/+0 until end of turn. Battle of Wits 3UU Enchantment At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game. Battle Rampart 2R Creature - Wall 1/3 Defender (This creature can't attack.) T Target creature gains haste until end of turn. Battle Screech 2WW Sorcery Put two 1/1 white Bird creature tokens with flying into play. Flashback-Tap three untapped white creatures you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Battle Squadron 3RR Creature - Ship */* Flying Battle Squadron's power and toughness are each equal to the number of creatures you control. Battle Strain 1R Enchantment Whenever a creature blocks, Battle Strain deals 1 damage to that creature's controller. 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. Battlefield Medic 1W Creature - 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 in play. Battlefield Percher 3BB Creature - Bird 2/2 Flying Battlefield Percher can block only creatures with flying. 1B: Battlefield Percher gets +1/+1 until end of turn. Battlefield Scrounger 3GG 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. Play this ability only once each turn, and only if seven or more cards are in your graveyard. Battlegrowth G Instant Put a +1/+1 counter on target creature. Battle-Mad Ronin 1R Creature - Human Samurai 1/1 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Battle-Mad Ronin attacks each turn if able. Battlewise Aven 3W Creature - Bird Soldier 2/2 Flying Threshold - Battlewise Aven gets +1/+1 and has first strike as long as seven or more cards are in your graveyard. Bay Falcon 1U Creature - Bird 1/1 Flying, vigilance Bayou Land - Swamp Forest Bayou Dragonfly 1G Creature - Insect 1/1 Flying, swampwalk Bazaar of Baghdad Land T Draw two cards, then discard three cards. Bazaar of Wonders 3UU World Enchantment When Bazaar of Wonders comes into play, remove all cards in all graveyards from the game. Whenever a spell is played, counter it if a card with the same name is in a graveyard or a nontoken permanent with the same name is in play. Beacon Hawk 1W 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. Beacon of Creation 3G Sorcery Put a 1/1 green Insect creature token into play for each Forest you control. Shuffle Beacon of Creation into its owner's library. Beacon of Destiny 1W Creature - 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. Beacon of Destruction 3RR Instant Beacon of Destruction deals 5 damage to target creature or player. Shuffle Beacon of Destruction into its owner's library. Beacon of Immortality 5W Instant Double target player's life total. Shuffle Beacon of Immortality into its owner's library. Beacon of Tomorrows 6UU Sorcery Target player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library. Beacon of Unrest 3BB Sorcery Put target artifact or creature card from a graveyard into play under your control. Shuffle Beacon of Unrest into its owner's library. Bear Cub 1G Creature - Bear 2/2 Bearscape 1GG Enchantment 1G, Remove two cards in your graveyard from the game: Put a 2/2 green Bear creature token into play. Beast Attack 2GGG Instant Put a 4/4 green Beast creature token into play. Flashback 2GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Beast of Burden 6 Artifact Creature - Golem */* Beast of Burden's power and toughness are each equal to the number of creatures in play. Beast Walkers 1WW Creature - Hero 2/2 G: Beast Walkers gains banding until end of turn. Beastmaster's Magemark 2G 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. Beasts of Bogardan 4R Creature - Beast 3/3 Protection from red Beasts of Bogardan gets +1/+1 as long as any opponent controls a white permanent. Bedlam 2RR Enchantment Creatures can't block. Bee Sting 3G Sorcery Bee Sting deals 2 damage to target creature or player. Befoul 2BB Sorcery Destroy target land or nonblack creature. It can't be regenerated. Belbe's Armor 3 Artifact X, T Target creature gets -X/+X until end of turn. Belbe's Percher 2B Creature - Bird 2/2 Flying Belbe's Percher can block only creatures with flying. Belbe's Portal 5 Artifact As Belbe's Portal comes into play, choose a creature type. 3, T Put a creature card of the chosen type from your hand into play. Belfry Spirit 3WW Creature - Spirit 1/1 Flying Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Belfry Spirit comes into play or the creature it haunts is put into a graveyard, put two 1/1 black Bat creature tokens with flying into play. Bellowing Fiend 4B 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. Belltower Sphinx 4U 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. Beloved Chaplain 1W Creature - Cleric 1/1 Protection from creatures Benalish Cavalry 1W Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Benalish Commander 3W Creature - Human Soldier Lord */* Benalish Commander's power and toughness are each equal to the number of Soldiers you control. Suspend X-XWW. X can't be 0. Whenever a time counter is removed from Benalish Commander while it's removed from the game, put a 1/1 white Soldier creature token into play. Benalish Emissary 2W Creature - Wizard 1/4 Kicker 1G (You may pay an additional 1G as you play this spell.) When Benalish Emissary comes into play, if the kicker cost was paid, destroy target land. Benalish Heralds 3W Creature - Soldier 2/4 3U, T Draw a card. Benalish Hero W Creature - Hero 1/1 Banding Benalish Infantry 2W Creature - Soldier 1/3 Banding Benalish Knight 2W Creature - Knight 2/2 Flash First strike Benalish Lancer 2W Creature - Knight 2/2 Kicker 2W (You may pay an additional 2W as you play this spell.) If the kicker cost was paid, Benalish Lancer comes into play with two +1/+1 counters on it and with first strike. Benalish Missionary W Creature - Cleric 1/1 1W, T Prevent all combat damage that would be dealt by target blocked creature this turn. Benalish Trapper 1W Creature - Soldier 1/2 W, T Tap target creature. Ben-Ben, Akki Hermit 2RR 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. Bend or Break 3R Sorcery Each player separates all lands he or she controls into two piles. For each player, an opponent chooses a pile. Destroy all lands in the chosen piles. Tap all lands in the other piles. Benediction of Moons W Sorcery You gain 1 life for each player. Haunt (When this spell card is put into a graveyard after resolving, remove it from the game haunting target creature.) When the creature Benediction of Moons haunts is put into a graveyard, you gain 1 life for each player. Benevolent Ancestor 2W 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. Benevolent Bodyguard W Creature - Cleric 1/1 Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn. Benevolent Unicorn 1W 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. Benthic Behemoth 5UUU Creature - Serpent 7/6 Islandwalk Benthic Djinn 2UB Creature - Djinn 5/3 Islandwalk At the beginning of your upkeep, you lose 2 life. Benthic Explorers 3U Creature - Merfolk 2/4 T Untap a tapped land an opponent controls. If you do, add one mana of any type that land could produce to your mana pool. Bequeathal G Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, you draw two cards. Bereavement 1B Enchantment Whenever a green creature is put into a graveyard from play, its controller discards a card. Berserk G Instant Play 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 end of turn, destroy that creature if it attacked this turn. Berserk Murlodont 4G Creature - Beast 3/3 Whenever a Beast becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Bestial Fury 2R Enchantment - Aura Enchant creature When Bestial Fury comes into play, 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. Betrayal U Enchantment - Aura Enchant creature an opponent controls Whenever enchanted creature becomes tapped, you draw a card. Betrayal of Flesh 5B Instant Choose one - Destroy target creature; or return target creature card from your graveyard to play. Entwine-Sacrifice three lands. (Choose both if you pay the entwine cost.) Betrothed of Fire 1R 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. Bewilder 2U Instant Target creature gets -3/-0 until end of turn. Draw a card. Bifurcate 3G Sorcery Search your library for a creature card with the same name as target creature and put that card into play. Then shuffle your library. Big Game Hunter 1BB Creature - Human Rebel Assassin 1/1 When Big Game Hunter comes into play, destroy target creature with power 4 or greater. It can't be regenerated. Madness B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Bile Urchin B Creature - Spirit 1/1 Sacrifice Bile Urchin: Target player loses 1 life. Bind 1G Instant Counter target activated ability. (Mana abilities can't be targeted.) Draw a card. Binding Agony 1B Enchantment - Aura Enchant creature Whenever enchanted creature is dealt damage, Binding Agony deals that much damage to that creature's controller. Binding Grasp 3U Enchantment - Aura Enchant creature At the beginning of your upkeep, sacrifice Binding Grasp unless you pay 1U. You control enchanted creature. Enchanted creature gets +0/+1. B-I-N-G-O 1G Creature - Hound 1/1 Trample Whenever a player plays a spell, put a chip counter on its converted mana cost. B-I-N-G-O gets +9/+9 for each set of three numbers in a row with chip counters on them. Biomantic Mastery 4 (G / U) (G / U) (G / U) Sorcery (o (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. Bioplasm 3GG Creature - Ooze 4/4 Whenever Bioplasm attacks, remove the top card of your library from the game. If it's a creature card, Bioplasm gets +X/+Y until end of turn, where X is the removed creature card's power and Y is its toughness. (A * on a card not in play is 0.) Biorhythm 6GG Sorcery Each player's life total becomes the number of creatures he or she controls. Birchlore Rangers G Creature - Elf 1/1 Tap two untapped Elves you control: Add one mana of any color to your mana pool. Morph G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Bird Maiden 2R Creature - Maiden 1/2 Flying Birds of Paradise G Creature - Bird 0/1 Flying T Add one mana of any color to your mana pool. Black Carriage 3BB Creature - Carriage 4/4 Trample Black Carriage doesn't untap during your untap step. Sacrifice a creature: Untap Black Carriage. Play this ability only during your upkeep. Black Knight BB Creature - Knight 2/2 First strike, protection from white Black Lotus 0 Artifact T, Sacrifice Black Lotus: Add three mana of any one color to your mana pool. 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. Black Market 3BB Enchantment Whenever a creature is put into a graveyard from play, 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. 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. Black Vise 1 Artifact As Black Vise comes into play, 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. Black Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from black. This effect doesn't remove Black Ward. Blacker Lotus 0 Artifact T Tear Blacker Lotus into pieces. Add four mana of any one color to your mana pool. Play this ability as a mana source. Remove the pieces from the game afterwards. Blackmail B Sorcery Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. Blade Sliver 2R Creature - Sliver 2/2 All Slivers get +1/+0. Blademane Baku 1R Creature - Spirit 1/1 Whenever you play 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. Bladewing the Risen 3BBRR Legendary Creature - Dragon 4/4 Flying When Bladewing the Risen comes into play, you may return target Dragon card from your graveyard to play. BR: All Dragons get +1/+1 until end of turn. Bladewing's Thrall 2BB Creature - Zombie 3/3 Bladewing's Thrall has flying as long as you control a Dragon. When a Dragon comes into play, you may return Bladewing's Thrall from your graveyard to play. Blanchwood Armor 2G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+1 for each Forest you control. Blanchwood Treefolk 4G Creature - Treefolk 4/5 Blanket of Night 1BB Enchantment Each land is a Swamp in addition to its other land types. Blast from the Past 2R Instant Madness R, cycling 1R, kicker 2R, flashback 3R, buyback 4R Blast from the Past deals 2 damage to target creature or player. If the kicker cost was paid, put a 1/1 red Goblin creature token into play. Blasted Landscape Land T Add 1 to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Blaster Mage 2R Creature - Spellshaper 2/2 R, T, Discard a card: Destroy target Wall. Blasting Station 3 Artifact T, Sacrifice a creature: Blasting Station deals 1 damage to target creature or player. Whenever a creature comes into play, you may untap Blasting Station. Blastoderm 2GG Creature - Beast 5/5 Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Blastoderm can't be the target of spells or abilities. Blatant Thievery 4UUU Sorcery For each opponent, gain control of target permanent that player controls. (This effect doesn't end at end of turn.) Blaze XR Sorcery Blaze deals X damage to target creature or player. Blaze of Glory W Instant Target creature can block any number of creatures this turn. It must block each attacking creature this turn if able. Blazing Archon 6WWW Creature - Archon 5/6 Flying Creatures can't attack you. Blazing Blade Askari 2R 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. Blazing Effigy 1R Creature - Effigy 0/3 When Blazing Effigy is put into a graveyard from play, Blazing Effigy 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. 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. Blazing Shoal XRR Instant - Arcane You may remove a red card with converted mana cost X in your hand from the game rather than pay Blazing Shoal's mana cost. Target creature gets +X/+0 until end of turn. Blazing Specter 2BR Creature - Specter 2/2 Flying, haste Whenever Blazing Specter deals combat damage to a player, that player discards a card. 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 play 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.) Blessed Orator 3W Creature - Human Cleric 1/4 Other creatures you control get +0/+1. Blessed Reversal 1W Instant You gain 3 life for each creature attacking you. Blessed Wind 7WW Sorcery Target player's life total becomes 20. Blessed Wine 1W Instant You gain 1 life. Draw a card at the beginning of the next turn's upkeep. Blessing WW Enchantment - Aura Enchant creature W: Enchanted creature gets +1/+1 until end of turn. Blessing of Leeches 2B Enchantment - Aura Flash Enchant creature At the beginning of your upkeep, you lose 1 life. 0: Regenerate enchanted creature. Blessing of the Nephilim W Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each of its colors. Blight BB Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it. Blighted Shaman 1B Creature - Human 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. Blightspeaker 1B Creature - Human Rebel Cleric 1/1 T Target player loses 1 life. 4, T Search your library for a Rebel card with converted mana cost 3 or less and put it into play. Then shuffle your library. Blind Creeper 1B Creature - Zombie Beast 3/3 Whenever a player plays a spell, Blind Creeper gets -1/-1 until end of turn. Blind Fury 2RR Instant Play Blind Fury only before the combat damage step. 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. Blind Hunter 2WB Creature - Bat 2/2 Flying Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Blind Hunter comes into play or the creature it haunts is put into a graveyard, target player loses 2 life and you gain 2 life. Blind Seer 2UU Legendary Creature 3/3 1U: Target spell or permanent becomes the color of your choice until end of turn. Blind with Anger 3R Instant - Arcane Untap target nonlegendary creature and gain control of it until end of turn. That creature gains haste until end of turn. Blinding Angel 3WW Creature - Angel 2/4 Flying (This creature can't be blocked except by creatures with flying.) Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase. Blinding Beam 2W Instant Choose one - Tap two target creatures; or creatures don't untap during target player's next untap step. Entwine 1 (Choose both if you pay the entwine cost.) Blinding Light 2W Sorcery Tap all nonwhite creatures. 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.) Blinking Spirit 3W Creature - Spirit 2/2 0: Return Blinking Spirit to its owner's hand. Blinkmoth Infusion 12UU Instant Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Untap all artifacts. 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 gets +1/+1 until end of turn. 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. Blinkmoth Well Land T Add 1 to your mana pool. 2, T Tap target noncreature artifact. Blistering Barrier 2R Creature - Wall 5/2 Defender (This creature can't attack.) Blistering Firecat 1RRR Creature - Cat 7/1 Trample, haste At end of turn, sacrifice Blistering Firecat. Morph RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Blizzard GG Enchantment Play Blizzard only if you control a snow land. Cumulative upkeep 2 Creatures with flying don't untap during their controllers' untap steps. Blizzard Elemental 5UU Creature - Elemental 5/5 Flying 3U: Untap Blizzard Elemental. Blizzard Specter 2UB 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; or that player discards a card. Bloated Toad 2G Creature - Toad 2/2 Protection from blue Cycling 2 (2, Discard this card: Draw a card.) Blockade Runner 3U Creature - Merfolk 2/2 U: Blockade Runner is unblockable this turn. Blockbuster 3RR Enchantment 1R, Sacrifice Blockbuster: Blockbuster deals 3 damage to each tapped creature and each player. Blood Celebrant B Creature - Cleric 1/1 B, Pay 1 life: Add one mana of any color to your mana pool. 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. Blood Crypt Land - Swamp Mountain (T Add B or R to your mana pool.) As Blood Crypt comes into play, you may pay 2 life. If you don't, Blood Crypt comes into play tapped. Blood Frenzy 1R Instant Play Blood Frenzy only before the combat damage step. Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn. Blood Funnel 1B Enchantment Noncreature spells you play cost 2 less to play. Whenever you play a noncreature spell, counter that spell unless you sacrifice a creature. Blood Hound 2R Creature - Hound 1/1 Whenever you're dealt damage, you may put that many +1/+1 counters on Blood Hound. At the end of your turn, remove all +1/+1 counters from Blood Hound. Blood Knight RR Creature - Human Knight 2/2 First strike, protection from white Blood Lust 1R 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. Blood Moon 2R Enchantment Nonbasic lands are Mountains. Blood Oath 3R 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. (The card types are artifact, creature, enchantment, instant, land, and sorcery.) Blood of the Martyr WWW Instant Until end of turn, if damage would be dealt to any creature, you may have that damage dealt to you instead. Blood Pet B Creature - Thrull 1/1 Sacrifice Blood Pet: Add B to your mana pool. Blood Rites 3RR Enchantment 1R, Sacrifice a creature: Blood Rites deals 2 damage to target creature or player. Blood Speaker 3B 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, and put it into your hand. Then shuffle your library. Whenever a Demon comes into play under your control, return Blood Speaker from your graveyard to your hand. Blood Vassal 2B Creature - Thrull 2/2 Sacrifice Blood Vassal: Add BB to your mana pool. Bloodbond March 2BG Enchantment Whenever a creature spell is played, each player returns all cards with the same name as that spell from his or her graveyard to play. Bloodcurdler 1B 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 end of your turn, remove two cards in your graveyard from the game." Bloodcurdling Scream XB Sorcery Target creature gets +X/+0 until end of turn. Bloodfire Colossus 6RR Creature - Giant 6/6 R, Sacrifice Bloodfire Colossus: Bloodfire Colossus deals 6 damage to each creature and each player. Bloodfire Dwarf R Creature - Dwarf 1/1 R, Sacrifice Bloodfire Dwarf: Bloodfire Dwarf deals 1 damage to each creature without flying. Bloodfire Infusion 2R Enchantment - Aura Enchant creature you control R, Sacrifice enchanted creature: Bloodfire Infusion deals damage equal to the sacrificed creature's power to each creature. Bloodfire Kavu 2RR Creature - Kavu 2/2 R, Sacrifice Bloodfire Kavu: Bloodfire Kavu deals 2 damage to each creature. Bloodletter 2B Creature - Zombie 2/3 When the names of three or more nonland permanents begin with the same letter, sacrifice Bloodletter. If you do, it deals 2 damage to each creature and each player. Bloodletter Quill 3 Artifact 2, T, Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill. UB: Remove a blood counter from Bloodletter Quill. Bloodline Shaman 1G Creature - Elf Wizard 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. Bloodrock Cyclops 2R Creature - Giant 3/3 Bloodrock Cyclops attacks each turn if able. Bloodscale Prowler 2R Creature - Viashino Warrior 3/1 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.) Bloodscent 3G Instant All creatures able to block target creature this turn do so. Bloodshot Cyclops 5R Creature - Giant 4/4 T, Sacrifice a creature: Bloodshot Cyclops deals damage equal to the sacrificed creature's power to target creature or player. Bloodstained Mire Land T, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card and put it into play. Then shuffle your library. Bloodstoke Howler 5R Creature - Beast 3/4 Morph 6R (You may play this 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, Beasts you control get +3/+0 until end of turn. Bloodstone Cameo 3 Artifact T Add B or R to your mana pool. Bloodthirsty Ogre 2B 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. Play this ability only if you control a Demon. Blossoming Wreath G Instant You gain life equal to the number of creature cards in your graveyard. Blue Elemental Blast U Instant Choose one - Counter target red spell; or destroy target red permanent. 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. 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. Blue Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from blue. This effect doesn't remove Blue Ward. Blurred Mongoose 1G Creature - Mongoose 2/1 Blurred Mongoose can't be countered. Blurred Mongoose can't be the target of spells or abilities. Boa Constrictor 4G Creature - Snake 3/3 T Boa Constrictor gets +3/+3 until end of turn. Body Double 4U Creature - Shapeshifter 0/0 As Body Double comes into play, you may choose a creature card in a graveyard. If you do, Body Double comes into play as a copy of that card. Body of Jukai 7GG Creature - Spirit 8/5 Trample Soulshift 8 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 8 or less from your graveyard to your hand.) Body Snatcher 2BB Creature - Minion 2/2 When Body Snatcher comes into play, you may discard a creature card. If you don't, remove Body Snatcher from the game. When Body Snatcher is put into a graveyard from play, remove Body Snatcher from the game and return target creature card from your graveyard to play. Bog Down 2B Sorcery Kicker-Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you play this spell.) Target player discards two cards. If the kicker cost was paid, that player discards three cards instead. Bog Elemental 3BB Creature - Elemental 5/4 Protection from white At the beginning of your upkeep, sacrifice Bog Elemental unless you sacrifice a land. Bog Glider 2B Creature - Mercenary 1/1 Flying T, Sacrifice a land: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Bog Gnarr 4G Creature - Beast 2/2 Whenever a player plays a black spell, Bog Gnarr gets +2/+2 until end of turn. Bog Imp 1B Creature - Imp 1/1 Flying (This creature can't be blocked except by creatures with flying.) Bog Initiate 1B Creature - Wizard 1/1 1: Add B to your mana pool. Bog Raiders 2B Creature - Zombie 2/2 Swampwalk Bog Rats B Creature - Rat 1/1 Bog Rats can't be blocked by Walls. Bog Serpent 5B Creature - Serpent 5/5 Bog Serpent can't attack unless defending player controls a Swamp. When you control no Swamps, sacrifice Bog Serpent. Bog Smugglers 1BB Creature - Mercenary 2/2 Swampwalk Bog Witch 2B Creature - Spellshaper 1/1 B, T, Discard a card: Add BBB to your mana pool. Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wreckage Land Bog Wreckage comes into play tapped. T Add B to your mana pool. T, Sacrifice Bog Wreckage: Add one mana of any color to your mana pool. Bogardan Firefiend 2R Creature - Spirit 2/1 When Bogardan Firefiend is put into a graveyard from play, it deals 2 damage to target creature. Bogardan Hellkite 6RR Creature - Dragon 5/5 Flash (You may play this spell any time you could play an instant.) Flying When Bogardan Hellkite comes into play, it deals 5 damage divided as you choose among any number of target creatures and/or players. Bogardan Phoenix 2RRR Creature - Phoenix 3/3 Flying When Bogardan Phoenix is put into a graveyard from play, remove it from the game if it had a death counter on it. Otherwise, return it to play and put a death counter on it. Bogardan Rager 5R Creature - Elemental 3/4 Flash (You may play this spell any time you could play an instant.) When Bogardan Rager comes into play, target creature gets +4/+0 until end of turn. Boil 3R Instant Destroy all Islands. Boiling Blood 2R Instant Target creature attacks this turn if able. Draw a card. Boiling Seas 3R Sorcery Destroy all Islands. Bola Warrior 1R Creature - Spellshaper 1/1 R, T, Discard a card: Target creature can't block this turn. Bomb Squad 3R 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. Bond of Agony XB Sorcery As an additional cost to play Bond of Agony, pay X life. Each other player loses X life. Bone Dancer 1BB Creature - Zombie 2/2 Whenever Bone Dancer attacks and isn't blocked, you may put the top creature card from defending player's graveyard into play under your control. If you do, Bone Dancer deals no combat damage this turn. Bone Flute 3 Artifact 2, T All creatures get -1/-0 until end of turn. Bone Harvest 2B 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. Bone Mask 4 Artifact 2, T The next time a source of your choice would deal damage to you this turn, prevent that damage. For each 1 damage prevented this way, remove the top card of your library from the game. Bone Shaman 2RR Creature - Giant 3/3 B: Until end of turn, Bone Shaman gains "Creatures dealt damage by Bone Shaman this turn can't be regenerated this turn." Bone Shredder 2B Creature - Minion 1/1 Flying Echo 2B (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 comes into play, destroy target nonartifact, nonblack creature. Boneknitter 1B Creature - Zombie Cleric 1/1 1B: Regenerate target Zombie. Morph 2B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Boneshard Slasher 1B 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." Bonesplitter 1 Artifact - Equipment Equipped creature gets +2/+0. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Bonesplitter Sliver 3R Creature - Sliver 2/2 All Slivers get +2/+0. Bonethorn Valesk 4R Creature - Beast 4/2 Whenever a creature is turned face up, Bonethorn Valesk deals 1 damage to target creature or player. Booby Trap 6 Artifact As Booby Trap comes into play, 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. Book Burning 1R Sorcery Any player may have Book Burning deal 6 damage to him or her. If no one does, put the top six cards of target player's library into his or her graveyard. Book of Rass 6 Artifact 2, Pay 2 life: Draw a card. Boom // Bust 1R / 5R Sorcery // Sorcery Destroy target land you control and target land you don't control. // Destroy all lands. Boomerang UU Instant Return target permanent to its owner's hand. Booster Tutor B Instant Open a sealed Magic booster pack, reveal the cards, and put one of those cards into your hand. (Remove that card from your deck before beginning a new game.) Borborygmos 3RRGG Legendary Creature - Cyclops 6/7 Trample Whenever Borborygmos deals combat damage to a player, put a +1/+1 counter on each creature you control. Border Guard 2W Creature - Soldier 1/4 Border Patrol 4W Creature - Nomad 1/6 Vigilance Boreal Centaur 1G Snow Creature - Centaur Warrior 2/2 oSi: Boreal Centaur gets +1/+1 until end of turn. Play this ability only once each turn. (oSi can be paid with one mana from a snow permanent.) Boreal Druid G Snow Creature - Elf Druid 1/1 T Add 1 to your mana pool. Boreal Griffin 3WW Snow Creature - Griffin 3/2 Flying oSi: Boreal Griffin gains first strike until end of turn. (oSi can be paid with one mana from a snow permanent.) Boreal Shelf Snow Land Boreal Shelf comes into play tapped. T Add W or U to your mana pool. Boris Devilboon 3BR Legendary Creature 2/2 2BR, T Put a 1/1 black and red Minor Demon creature token into play. Boros Fury-Shield 2W Instant Prevent all combat damage that would be dealt by target attacking or blocking creature this turn. If R was spent to play Boros Fury-Shield, it deals damage to that creature's controller equal to the creature's power. Boros Garrison Land Boros Garrison comes into play tapped. When Boros Garrison comes into play, return a land you control to its owner's hand. T Add RW to your mana pool. Boros Guildmage (R / W) (R / W) Creature - Human Wizard 2/2 (o (r/w) can be paid with either R or W.) 1R: Target creature gains haste until end of turn. 1W: Target creature gains first strike until end of turn. Boros Recruit (R / W) Creature - Goblin Soldier 1/1 (o (r/w) can be paid with either R or W.) First strike Boros Signet 2 Artifact 1, T Add RW to your mana pool. Boros Swiftblade RW Creature - Human Soldier 1/2 Double strike Borrowing 100,000 Arrows 2U Sorcery Draw a card for each tapped creature target opponent controls. Borrowing the East Wind XGG Sorcery Borrowing the East Wind deals X damage to each creature with horsemanship and each player. Boseiju, Who Shelters All Legendary Land Boseiju, Who Shelters All comes into play 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. Bosh, Iron Golem 8 Legendary Artifact Creature - Golem 6/7 Trample 3R, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player. Bosium Strip 3 Artifact 3, T Until end of turn, if the top card in your graveyard is an instant or sorcery card, you may play that card. If a card played this way would be put into a graveyard this turn, remove it from the game instead. Bosom Buddy 3W Creature - Elephant Townsfolk 1/4 Whenever you play a spell, you may gain 1/2 life for each word in that spell's name. Bottle Gnomes 3 Artifact Creature - Gnome 1/3 Sacrifice Bottle Gnomes: You gain 3 life. Bottle of Suleiman 4 Artifact 1, Sacrifice Bottle of Suleiman: Flip a coin. If you lose the flip, Bottle of Suleiman deals 5 damage to you. If you win the flip, put a 5/5 Djinn artifact creature token with flying into play. Bottled Cloister 4 Artifact At the beginning of each opponent's upkeep, remove your hand from the game face down. At the beginning of your upkeep, return all cards you own removed from the game with Bottled Cloister to your hand, then draw a card. Bottomless Pit 1BB Enchantment At the beginning of each player's upkeep, that player discards a card at random. Bottomless Vault Land Bottomless Vault comes into play 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. Bouncing Beebles 2U Creature - Beeble 2/2 Bouncing Beebles is unblockable as long as defending player controls an artifact. Bound // Determined 3BG / GU Instant // 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. Then remove this card from the game. // Other spells you control can't be countered by spells or abilities this turn. Draw a card. Bounteous Kirin 5GG Legendary Creature - Kirin Spirit 4/4 Flying Whenever you play a Spirit or Arcane spell, you may gain life equal to that spell's converted mana cost. Bounty Hunter 2BB Creature - Minion 2/2 T Put a bounty counter on target nonblack creature. T Destroy target creature with a bounty counter on it. Bounty of the Hunt 3GG Instant You may remove a green card in your hand from the game rather than pay Bounty of the Hunt's mana cost. Until end of turn, target creature gets +1/+1, target creature gets +1/+1, and target creature gets +1/+1. Brace for Impact 4W 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. Braid of Fire 1R 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.) Braids, Cabal Minion 2BB Legendary Creature - Minion 2/2 At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land. Braids, Conjurer Adept 2UU 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 into play. Braidwood Cup 3 Artifact T You gain 1 life. 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. Brain Freeze 1U Instant Target player puts the top three cards of his or her library into his or her graveyard. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Brain Gorgers 3B Creature - Zombie 4/2 When you play Brain Gorgers, any player may sacrifice a creature. If a player does, counter Brain Gorgers. Madness 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Brain Pry 1B 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. Braingeyser XUU Sorcery Target player draws X cards. Brainspoil 3BB Sorcery Destroy target creature that isn't enchanted. It can't be regenerated. Transmute 1BB (1BB, 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. Play only as a sorcery.) Brainstorm U Instant Draw three cards, then put two cards from your hand on top of your library. Brainwash W Enchantment - Aura Enchant creature Enchanted creature can't attack unless its controller pays 3. Bramble Elemental 3GG Creature - Elemental 4/4 Whenever an Aura becomes attached to Bramble Elemental, put two 1/1 green Saproling creature tokens into play. Branchsnap Lorian 1GG Creature - Beast 4/1 Trample Morph G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Brand R Instant Gain control of all permanents you own. (This effect doesn't end at end of turn.) Cycling 2 (2, Discard this card: Draw a card.) Brand of Ill Omen 3R Enchantment - Aura Enchant creature Cumulative upkeep R Enchanted creature's controller can't play creature spells. Branded Brawlers R Creature - 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. 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. Brass Herald 6 Artifact Creature - Golem 2/2 As Brass Herald comes into play, choose a creature type. When Brass Herald comes into play, 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. Brass Man 1 Artifact Creature 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. Brass Secretary 3 Artifact Creature 2/1 2, Sacrifice Brass Secretary: Draw a card. Brassclaw Orcs 2R Creature - Orc 3/2 Brassclaw Orcs can't block creatures with power 2 or greater. Brass-Talon Chimera 4 Artifact Creature - Chimera 2/2 First strike Sacrifice Brass-Talon Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains first strike. (This effect doesn't end at end of turn.) Bravado 1R Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each other creature you control. Brawl 3RR Instant Until end of turn, all creatures gain "T This creature deals damage equal to its power to target creature." Brawn 3G Creature - Incarnation 3/3 Trample As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample. Breach 2B Instant Target creature gets +2/+0 and gains fear until end of turn. Break Asunder 2GG Sorcery Destroy target artifact or enchantment. Cycling 2 (2, Discard this card: Draw a card.) Break Open 1R Instant Turn target face-down creature an opponent controls face up. Breaking Point 1RR Sorcery Any player may have Breaking Point deal 6 damage to him or her. If no one does, destroy all creatures and they can't be regenerated. Breaking Wave 2UU Sorcery You may play Breaking Wave any time you could play an instant if you pay 2 more to play it. Simultaneously untap all tapped creatures and tap all untapped creatures. Breakthrough XU Sorcery Draw four cards, then choose X cards in your hand and discard the rest. Breath of Darigaaz 1R Sorcery Kicker 2 (You may pay an additional 2 as you play this spell.) Breath of Darigaaz deals 1 damage to each creature without flying and each player. If the kicker cost was paid, Breath of Darigaaz deals 4 damage to each creature without flying and each player instead. Breath of Dreams 2UU Enchantment Cumulative upkeep U Green creatures have "Cumulative upkeep 1." Breath of Fury 2RR 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. Breath of Life 3W Sorcery Return target creature card from your graveyard to play. Breathstealer 2B Creature - Nightstalker 2/2 B: Breathstealer gets +1/-1 until end of turn. Breathstealer's Crypt 2UB 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. Breeding Pit 3B Enchantment At the beginning of your upkeep, sacrifice Breeding Pit unless you pay BB. At the end of your turn, put a 0/1 black Thrull creature token into play. Breeding Pool Land - Forest Island (T Add G or U to your mana pool.) As Breeding Pool comes into play, you may pay 2 life. If you don't, Breeding Pool comes into play tapped. Breezekeeper 3U Creature - Djinn 4/4 Flying, phasing Briar Patch 1GG Enchantment Whenever a creature attacks you, it gets -1/-0 until end of turn. Briar Shield G Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice Briar Shield: Enchanted creature gets +3/+3 until end of turn. Briarknit Kami 3GG Creature - Spirit 3/3 Whenever you play a Spirit or Arcane spell, put a +1/+1 counter on target creature. Bribery 3UU Sorcery Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library. Brightflame XRRWW 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. Brightstone Ritual R Instant Add R to your mana pool for each Goblin in play. Brilliant Halo 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+2. When Brilliant Halo is put into a graveyard from play, return Brilliant Halo to its owner's hand. Brilliant Plan 4U Sorcery Draw three cards. Brimstone Dragon 6RR Creature - Dragon 6/6 Flying, haste Brine Elemental 4UU Creature - Elemental 5/4 Morph 5UU (You may play this 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. Brine Hag 2UU Creature - Hag 2/2 When Brine Hag is put into a graveyard from play, all creatures that dealt damage to it this turn become 0/2. (This effect doesn't end at end of turn.) Brine Seer 3U Creature - Wizard 1/1 2U, T Reveal any number of blue cards in your hand. Counter target spell unless its controller pays 1 for each card revealed this way. Brine Shaman 1B Creature - Cleric 1/1 T, Sacrifice a creature: Target creature gets +2/+2 until end of turn. 1UU, Sacrifice a creature: Counter target creature spell. Bringer of the Black Dawn 7BB Creature - Bringer 5/5 You may pay WUBRG 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. Bringer of the Blue Dawn 7UU Creature - Bringer 5/5 You may pay WUBRG rather than pay Bringer of the Blue Dawn's mana cost. Trample At the beginning of your upkeep, you may draw two cards. Bringer of the Green Dawn 7GG Creature - Bringer 5/5 You may pay WUBRG 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 into play. Bringer of the Red Dawn 7RR Creature - Bringer 5/5 You may pay WUBRG 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. Bringer of the White Dawn 7WW Creature - Bringer 5/5 You may pay WUBRG 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 play. Brink of Madness 2BB Enchantment At the beginning of your upkeep, if you have no cards in hand, sacrifice Brink of Madness. If you do, target opponent discards his or her hand. Broken Dam U Sorcery Tap one or two target creatures without horsemanship. Broken Fall 2G Enchantment Return Broken Fall to its owner's hand: Regenerate target creature. Broken Visage 4B Instant Destroy target attacking nonartifact creature. It can't be regenerated. Put a black Spirit creature token into play with power and toughness equal to the power and toughness of that creature. Sacrifice the Spirit token at end of turn. Brontotherium 4GG Creature - Beast 5/3 Trample Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) 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. Bronze Calendar 4 Artifact Your spells cost 1 less to play as long as you speak in a voice other than your normal voice. If you speak in your normal voice, sacrifice Bronze Calendar. Bronze Horse 7 Artifact Creature 4/4 Trample If you control another creature, prevent all damage that would be dealt to Bronze Horse by spells that target it. Bronze Tablet 6 Artifact Remove Bronze Tablet from your deck before playing if you're not playing for ante. Bronze Tablet comes into play tapped. 4, T Target nontoken permanent's controller may pay 10 life. If he or she does, remove Bronze Tablet from the game. If he or she doesn't and Bronze Tablet is in play, you own that permanent and that player owns Bronze Tablet, then remove Bronze Tablet and that permanent from the game. Brood of Cockroaches 1B Creature - Insect 1/1 When Brood of Cockroaches is put into your graveyard from play, at end of turn, you lose 1 life and return Brood of Cockroaches to your hand. Brood Sliver 4G Creature - Sliver 3/3 Whenever a Sliver deals combat damage to a player, its controller may put a 1/1 colorless Sliver creature token into play. Broodhatch Nantuko 1G Creature - Insect Druid 1/1 Whenever Broodhatch Nantuko is dealt damage, you may put that many 1/1 green Insect creature tokens into play. Morph 2G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Brooding Saurian 2GG Creature - Lizard 4/4 At the end of each turn, each player gains control of all nontoken permanents he or she owns. Broodstar 8UU Creature - Beast */* Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying Broodstar's power and toughness are each equal to the number of artifacts you control. Brothers of Fire 1RR Creature - Brother 2/2 1RR: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you. Brothers Yamazaki 2R Legendary Creature - Human Samurai 2/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) If there are exactly two permanents named Brothers Yamazaki in play, the "legend rule" doesn't apply to them. Each other creature named Brothers Yamazaki gets +2/+2 and has haste. Browbeat 2R Sorcery Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards. Brown Ouphe G Creature - Ouphe 1/1 1G, T Counter target activated ability from an artifact source. (Mana abilities can't be targeted.) Browse 2UU Enchantment 2UU: Look at the top five cards of your library and put one of them into your hand. Remove the rest from the game. Brush with Death 2B Sorcery Buyback 2BB (You may pay an additional 2BB as you play this spell. If you do, put this card into your hand as it resolves.) Target opponent loses 2 life. You gain 2 life. Brushland Land T Add 1 to your mana pool. T Add G or W to your mana pool. Brushland deals 1 damage to you. Brushstroke Paintermage 3U Creature - Human Wizard 2/3 T Target permanent's artist becomes the artist of your choice until end of turn. Brushwagg 1GG Creature - Brushwagg 3/2 Whenever Brushwagg blocks or becomes blocked, it gets -2/+2 until end of turn. Brutal Deceiver 2R 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. Play this ability only once each turn. Brutal Nightstalker 3BB Creature - Nightstalker 3/2 When Brutal Nightstalker comes into play, you may have target opponent discard a card. Brutal Suppression R Enchantment Rebels' activated abilities cost an additional "Sacrifice a land" to play. Brute Force R Instant Target creature gets +3/+3 until end of turn. Bubble Matrix 4 Artifact Prevent all damage that would be dealt to creatures. Bubbling Beebles 4U Creature - Beeble 3/3 Bubbling Beebles is unblockable as long as defending player controls an enchantment. Bubbling Muck B Sorcery Until end of turn, whenever a player taps a Swamp for mana, its controller adds B to his or her mana pool. Budoka Gardener 1G Creature - Human Monk 2/1 T You may put a land card from your hand into play. If you control ten or more lands, flip Budoka Gardener. ----- Dokai, Weaver of Life Legendary Creature - Human Monk 3/3 4GG, T Put an X/X green Elemental creature token into play, where X is the number of lands you control. Budoka Pupil 1GG Creature - Human Monk 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Budoka Pupil. At end of turn, 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. Builder's Bane XXR Sorcery Destroy X target artifacts. Builder's Bane deals damage to each player equal to the number of artifacts he or she controlled destroyed this way. Bull Aurochs 1G Creature - Aurochs 2/1 Trample Whenever Bull Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs. Bull Elephant 3G Creature - Elephant 4/4 When Bull Elephant comes into play, sacrifice it unless you return two Forests you control to their owner's hand. Bull Hippo 3G Creature - Hippo 3/3 Islandwalk Bullwhip 4 Artifact 2, T Bullwhip deals 1 damage to target creature. That creature attacks this turn if able. Bulwark 3RR Enchantment At the beginning of your upkeep, Bulwark deals damage to target opponent equal to the number of cards in your hand greater than the number of cards in his or her hand. Buoyancy 1U Enchantment - Aura Flash Enchant creature Enchanted creature has flying. Burden of Greed 3B Instant Target player loses 1 life for each tapped artifact he or she controls. Bureaucracy 3UU Enchantment Pursuant to subsection 3.1(4) of Richard's Rules of Order, during the upkeep of each participant in this game of the Magic: The Gathering(R) trading card game (hereafter known as "PLAYER"), that PLAYER performs all actions in the sequence of previously added actions (hereafter known as "ACTION QUEUE"), in the order those actions were added, then adds another action to the end of the ACTION QUEUE. All actions must be simple physical or verbal actions that a player can perform while sitting in a chair, without jeopardizing the health and security of said PLAYER. If any PLAYER does not perform all the prescribed actions in the correct order, sacrifice Bureaucracy and said PLAYER discards his or her complement of cards in hand (hereafter known as "HAND"). Burgeoning G Enchantment Whenever an opponent plays a land, you may put a land card from your hand into play. Buried Alive 2B Sorcery Search your library for up to three creature cards and put them into your graveyard. Then shuffle your library. Burning Cinder Fury of Crimson Chaos Fire 3R Enchantment Whenever any player taps a card, that player gives control of that card to an opponent at end of turn. If a player does not tap any nonland cards during his or her turn, Burning Cinder Fury of Crimson Chaos Fire deals 3 damage to that player at end of turn. Burning Cloak R Sorcery Target creature gets +2/+0 until end of turn. Burning Cloak deals 2 damage to that creature. Burning Fields 4R Sorcery Burning Fields deals 5 damage to target opponent. Burning of Xinye 4RR Sorcery Each player sacrifices 4 lands. Burning of Xinye deals 4 damage to each creature. Burning Palm Efreet 2RR Creature - Efreet 2/2 1RR: Burning Palm Efreet deals 2 damage to target creature with flying and that creature loses flying until end of turn. Burning Sands 3RR Enchantment Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land. Burning Shield Askari 2R Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) RR: Burning Shield Askari gains first strike until end of turn. Burning Wish 1R Sorcery Choose a sorcery card you own from outside the game, reveal that card, and put it into your hand. Remove Burning Wish from the game. Burning-Eye Zubera 2RR Creature - Zubera Spirit 3/3 When Burning-Eye Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, Burning-Eye Zubera deals 3 damage to target creature or player. Burning-Tree Bloodscale 2RG Creature - Viashino Berserker 2/2 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.) 2R: Target creature can't block Burning-Tree Bloodscale this turn. 2G: Target creature blocks Burning-Tree Bloodscale this turn if able. Burning-Tree Shaman 1RG Creature - Centaur Shaman 3/4 Whenever a player plays an activated ability that isn't a mana ability, Burning-Tree Shaman deals 1 damage to that player. Burnout 1R Instant Counter target instant spell if it is blue. Draw a card at the beginning of the next turn's upkeep. Burnt Offering B Instant As an additional cost to play 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. Burr Grafter 3G Creature - Spirit 2/2 Sacrifice Burr Grafter: Target creature gets +2/+2 until end of turn. Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Burrowing R Enchantment - Aura Enchant creature Enchanted creature has mountainwalk. Burst of Energy W Instant Untap target permanent. Bursting Beebles 2U Creature - Beeble 2/2 Bursting Beebles is unblockable as long as defending player controls two or more nonland permanents that share an artist. Bushi Tenderfoot W Creature - Human Soldier 1/1 When a creature dealt damage by Bushi Tenderfoot this turn is put into a graveyard, flip Bushi Tenderfoot. ----- Kenzo the Hardhearted Legendary Creature - Human Samurai 3/4 Double strike; bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Butcher Orgg 4RRR Creature - Orgg 6/6 You may divide Butcher Orgg's combat damage as you choose among defending player and/or any number of creatures he or she controls. Cabal Archon 2B Creature - Cleric 2/2 B, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life. Cabal Coffers Land 2, T Add B to your mana pool for each Swamp you control. Cabal Conditioning 6B Sorcery Any number of target players each discards a number of cards equal to the highest converted mana cost among permanents you control. Cabal Executioner 2BB Creature - Cleric 2/2 Whenever Cabal Executioner deals combat damage to a player, that player sacrifices a creature. Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Cabal Inquisitor 1B Creature - Minion 1/1 Threshold - 1B, T, Remove two cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery, and only if seven or more cards are in your graveyard. Cabal Interrogator 1B Creature - Zombie Wizard 1/1 XB, T Target player reveals X cards from his or her hand and you choose one of them. That player discards that card. Play this ability only any time you could play a sorcery. Cabal Patriarch 3BBB Legendary Creature - Wizard 5/5 2B, Sacrifice a creature: Target creature gets -2/-2 until end of turn. 2B, Remove a creature card in your graveyard from the game: Target creature gets -2/-2 until end of turn. 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. Play this ability only if seven or more cards are in your graveyard. Cabal Ritual 1B Instant Add BBB to your mana pool. Threshold - Add BBBBB to your mana pool instead if seven or more cards are in your graveyard. Cabal Shrine 1BB Enchantment Whenever a player plays a spell, that player discards X cards, where X is the number of cards in all graveyards with the same name as that spell. Cabal Slaver 2B Creature - Cleric 2/1 Whenever a Goblin deals combat damage to a player, that player discards a card. Cabal Surgeon 2BB Creature - Minion 2/1 2BB, T, Remove two cards in your graveyard from the game: Return target creature card from your graveyard to your hand. 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 play this card from your graveyard for its flashback cost. Then remove it from the game.) Cabal Torturer 1BB Creature - Minion 1/1 B, T Target creature gets -1/-1 until end of turn. Threshold - 3BB, T Target creature gets -2/-2 until end of turn. Play this ability only if seven or more cards are in your graveyard. Cabal Trainee B Creature - Minion 1/1 Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn. Cackling Fiend 2BB Creature - Zombie 2/1 When Cackling Fiend comes into play, each opponent discards a card. Cackling Flames 3R 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. Cackling Imp 2BB Creature - Imp 2/2 Flying T Target player loses 1 life. Cackling Witch 1B Creature - Spellshaper 1/1 XB, T, Discard a card: Target creature gets +X/+0 until end of turn. Cadaverous Bloom 3BG Enchantment Remove a card in your hand from the game: Add BB or GG to your mana pool. Cadaverous Knight 2B Creature - Zombie Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) 1BB: Regenerate Cadaverous Knight. Cage of Hands 2W Enchantment - Aura Enchant creature Enchanted creature can't attack or block. 1W: Return Cage of Hands to its owner's hand. Cagemail 1W Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and can't attack. Calciderm 2WW Creature - Beast 5/5 Vanishing 4 (This permanent comes into play 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.) Calciderm can't be the target of spells or abilities. 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. Caldera Kavu 2R Creature - Kavu 2/2 1B: Caldera Kavu gets +1/+1 until end of turn. G: Caldera Kavu becomes the color of your choice until end of turn. Caldera Lake Land Caldera Lake comes into play tapped. T Add 1 to your mana pool. T Add U or R to your mana pool. Caldera Lake deals 1 damage to you. Call for Blood 4B Instant - Arcane As an additional cost to play Call for Blood, sacrifice a creature. Target creature gets -X/-X until end of turn, where X is the sacrificed creature's power. Call of the Herd 2G Sorcery Put a 3/3 green Elephant creature token into play. Flashback 3G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Call of the Wild 2GG Enchantment 2GG: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard. Call to Arms 1W Enchantment As Call to Arms comes into play, choose a color and an opponent. White creatures get +1/+1. When the chosen color isn't the most common color among permanents the chosen opponent controls, sacrifice Call to Arms. Call to Glory 1W Instant Untap all creatures you control. Samurai you control get +1/+1 until end of turn. Call to the Grave 4B Enchantment At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature. At end of turn, if no creatures are in play, sacrifice Call to the Grave. 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 play it for its madness cost instead of putting it into your graveyard.) Caller of the Claw 2G Creature - Elf 2/2 Flash When Caller of the Claw comes into play, put a 2/2 green Bear creature token into play for each nontoken creature put into your graveyard from play this turn. Caller of the Hunt 2G Creature - Lord */* As Caller of the Hunt comes into play, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures in play of the chosen type. Callous Deceiver 2U 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. Play this ability only once each turn. Callous Giant 4RR Creature - Giant 4/4 If a source would deal 3 damage or less to Callous Giant, prevent that damage. Callous Oppressor 1UU Creature - Cephalid 1/2 You may choose not to untap Callous Oppressor during your untap step. As Callous Oppressor comes into play, an opponent chooses a creature type. T Gain control of target creature that isn't of the chosen type as long as Callous Oppressor remains tapped. Callow Jushi 1UU Creature - Human Wizard 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Callow Jushi. At end of turn, 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. Calming Licid 2W 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. Calming Verse 3G Sorcery Destroy all enchantments you don't control. Then, if you control an untapped land, destroy all enchantments you control. Caltrops 3 Artifact Whenever a creature attacks, Caltrops deals 1 damage to it. Camel W Creature - Camel 0/1 Banding Prevent all damage that would be dealt to Camel or to creatures banded with Camel by Deserts. Camouflage G Instant Play Camouflage only during the declare attackers step. This turn, instead of declaring blockers, the 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. Assign each pile to a different attacking creature at random, and any creatures in that pile that can block the creature do so. (Piles can be empty) Cancel 1UU Instant Counter target spell. Candelabra of Tawnos 1 Artifact X, T Untap X target lands. Candles' Glow 1W Instant - Arcane Prevent the next 3 damage that would be dealt to target creature or player this turn. You gain 1 life for each damage prevented this way. Splice onto Arcane 1W (As you play 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.) 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. Cannibalize 1B Sorcery Choose a player and two target creatures that player controls. You remove one from the game and put two +1/+1 counters on the other. Canopy Claws G Instant Target creature loses flying until end of turn. Flashback G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Canopy Crawler 3G Creature - Beast 2/2 Amplify 1 (As this card comes into play, 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. Canopy Dragon 4GG Creature - Dragon 4/4 Trample 1G: Canopy Dragon gains flying and loses trample until end of turn. Canopy Spider 1G Creature - Spider 1/3 Canopy Spider can block as though it had flying. Canopy Surge 1G Sorcery Kicker 2 (You may pay an additional 2 as you play this spell.) Canopy Surge deals 1 damage to each creature with flying and each player. If the kicker cost was paid, Canopy Surge deals 4 damage to each creature with flying and each player instead. Cantivore 1WW Creature - Lhurgoyf */* Vigilance Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards. Canyon Drake 2RR Creature - Drake 1/2 Flying 1, Discard a card at random: Canyon Drake gets +2/+0 until end of turn. Canyon Wildcat 1R Creature - Cat 2/1 Mountainwalk Cao Cao, Lord of Wei 3BB Legendary Creature 3/3 T Target opponent discards two cards. Play this ability only during your turn, before the combat phase. Cao Ren, Wei Commander 2BB Legendary Creature 3/3 Horsemanship When Cao Ren, Wei Commander comes into play, you lose 3 life. Capashen Knight 1W Creature - Knight 1/1 First strike 1W: Capashen Knight gets +1/+0 until end of turn. Capashen Standard W Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. 2, Sacrifice Capashen Standard: Draw a card. Capashen Templar 2W Creature - Knight 2/2 W: Capashen Templar gets +0/+1 until end of turn. Capashen Unicorn 1W Creature - Unicorn 1/2 1W, T, Sacrifice Capashen Unicorn: Destroy target artifact or enchantment. Capricious Sorcerer 2U Creature - Wizard 1/1 T Capricious Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase. Capsize 1UU Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Return target permanent to its owner's hand. Captain Sisay 2GW Legendary Creature 2/2 T Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library. Captain's Maneuver XRW 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. Captive Flame 2R Enchantment R: Target creature gets +1/+0 until end of turn. Capture of Jingzhou 3UU Sorcery Take an extra turn after this one. Carapace G Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. Sacrifice Carapace: Regenerate enchanted creature. Carbonize 2R Instant Carbonize deals 3 damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Cardboard Carapace 5G Enchant Creature For each other Cardboard Carapace card you have with you, enchanted creature gets +1/+1. Errata: This does not count any Cardboard Carapace cards in play that you control or in your graveyard, hand, or library. Cardpecker 1W Creature - Bird 1½/1 Flying Gotcha - Whenever an opponent touches the table with his or her hand, you may say "Gotcha!" If you do, return Cardpecker from your graveyard to your hand. Careful Consideration 2UU Instant Target player draws four cards, then discards three cards. If you played this spell during your main phase, instead that player draws four cards, then discards two cards. Careful Study U Sorcery Draw two cards, then discard two cards. 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. Caribou Range 2WW Enchantment - Aura Enchant land you control Enchanted land has "WW, T Put a 0/1 white Caribou creature token into play." Sacrifice a Caribou: You gain 1 life. Carnassid 4GG Creature - Beast 5/4 Trample 1G: Regenerate Carnassid. Carnival of Souls 1B Enchantment Whenever a creature comes into play, you lose 1 life and add B to your mana pool. Carnivorous Death-Parrot 1U Creature - Bird 2/2 Flying At the beginning of your upkeep, sacrifice Carnivorous Death-Parrot unless you say its flavor text. Carnivorous Plant 3G Creature - Wall 4/5 Defender (This creature can't attack.) Carnophage B Creature - Zombie 2/2 At the beginning of your upkeep, tap Carnophage unless you pay 1 life. Carom 1W Instant The next 1 damage that would be dealt to target creature this turn is dealt to another target creature instead. Draw a card. Carpet of Flowers G Enchantment At the beginning of your precombat main phase, 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. Carrier Pigeons 3W Creature - Bird 1/1 Flying When Carrier Pigeons comes into play, draw a card at the beginning of the next turn's upkeep. Carrion 1BB Instant As an additional cost to play Carrion, sacrifice a creature. Put X 0/1 black Insect creature tokens into play, where X is the sacrificed creature's power. Carrion Ants 2BB Creature - Ant 0/1 1: Carrion Ants gets +1/+1 until end of turn. Carrion Beetles B Creature - Insect 1/1 2B, T Remove up to three target cards in a single graveyard from the game. Carrion Feeder B Creature - Zombie 1/1 Carrion Feeder can't block. Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder. Carrion Howler 3B Creature - Zombie Wolf 2/2 Pay 1 life: Carrion Howler gets +2/-1 until end of turn. Carrion Rats B Creature - Rat 2/1 Whenever Carrion Rats attacks or blocks, any player may remove a card in his or her graveyard from the game. If a player does, Carrion Rats deals no combat damage this turn. Carrion Wall 1BB Creature - Wall 3/2 Defender (This creature can't attack.) 1B: Regenerate Carrion Wall. Carrion Wurm 3BB Creature - Zombie Wurm 6/5 Whenever Carrion Wurm attacks or blocks, any player may remove three cards in his or her graveyard from the game. If a player does, Carrion Wurm deals no combat damage this turn. Carrionette 1B Creature - Skeleton 1/1 2BB: Remove Carrionette and target creature from the game unless that creature's controller pays 2. Play this ability only if Carrionette is in your graveyard. Carry Away UU Enchantment - Aura Enchant Equipment When Carry Away comes into play, unattach enchanted Equipment. You control enchanted Equipment. Cartographer 2G Creature - Townsfolk 2/2 When Cartographer comes into play, you may return target land card from your graveyard to your hand. Carven Caryatid 1GG Creature - Spirit 2/5 Defender (This creature can't attack.) When Carven Caryatid comes into play, draw a card. Castigate WB Sorcery Target opponent reveals his or her hand. Choose a nonland card from it. Remove that card from the game. Casting of Bones 2B Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, draw three cards, then discard one of them. Castle 3W Enchantment Untapped creatures you control get +0/+2. Castle Raptors 4W Creature - Bird Soldier 3/3 Flying As long as Castle Raptors is untapped, it gets +0/+2. 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. Cat Burglar 3B Creature - Minion 2/2 2B, T Target player discards a card. Play this ability only any time you could play a sorcery. Cat Warriors 1GG Creature - Cat Warrior 2/2 Forestwalk Cataclysm 2WW Sorcery Each player chooses from the permanents he or she controls an artifact, a creature, an enchantment, and a land, then sacrifices the rest. Catacomb Dragon 4BB 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. Catalog 2U Instant Draw two cards, then discard a card. Catalyst Stone 2 Artifact Flashback costs you pay cost up to 2 less. Flashback costs your opponents pay cost 2 more. Catapult Master 3WW Creature - Soldier Lord 3/3 Tap five untapped Soldiers you control: Remove target creature from the game. Catapult Squad 1W Creature - Soldier 2/1 Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature. Catastrophe 4WW Sorcery Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated. Cateran Brute 2B Creature - Mercenary 2/2 2, T Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Cateran Enforcer 3BB Creature - Mercenary 4/3 Fear 4, T Search your library for a Mercenary card with converted mana cost 4 or less and put that card into play. Then shuffle your library. Cateran Kidnappers 2BB Creature - Mercenary 4/2 3, T Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Cateran Overlord 4BBB Creature - Mercenary 7/5 Sacrifice a creature: Regenerate Cateran Overlord. 6, T Search your library for a Mercenary card with converted mana cost 6 or less and put that card into play. Then shuffle your library. Cateran Persuader BB Creature - Mercenary 2/1 1, T Search your library for a Mercenary card with converted mana cost 1 or less and put that card into play. Then shuffle your library. Cateran Slaver 4BB Creature - Mercenary 5/5 Swampwalk 5, T Search your library for a Mercenary card with converted mana cost 5 or less and put that card into play. Then shuffle your library. Cateran Summons B Sorcery Search your library for a Mercenary card, reveal that card, and put it into your hand. Then shuffle your library. Cathedral of Serra Land White legendary creatures you control have "bands with other legendary creatures." Cathodion 3 Artifact Creature 3/3 When Cathodion is put into a graveyard from play, add 3 to your mana pool. Cauldron Dance 4BR Instant Play Cauldron Dance only during combat. Return target creature card from your graveyard to play. That creature gains haste. Return it to your hand at end of turn. Put a creature card from your hand into play. That creature gains haste. Put it into your graveyard at end of turn. Caustic Rain 2BB Sorcery Remove target land from the game. Caustic Tar 4BB Enchantment - Aura Enchant land Enchanted land has "T Target player loses 3 life." Caustic Wasps 2G Creature - Insect 1/1 Flying Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls. Cautery Sliver RW Creature - Sliver 2/2 All Slivers have "1, Sacrifice this creature: This creature deals 1 damage to target creature or player." All Slivers have "1, Sacrifice this creature: Prevent the next 1 damage that would be dealt to target Sliver or player this turn." Cavalry Master 2WW 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.) Cave People 1RR Creature - Cave-People 1/4 Whenever Cave People attacks, it gets +1/-2 until end of turn. 1RR, T Target creature gains mountainwalk until end of turn. Cave Sense 1R Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has mountainwalk. Cave Tiger 2G Creature - Cat 2/2 Whenever Cave Tiger becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Cave-In 3RR Sorcery You may remove a red card in your hand from the game rather than pay Cave-In's mana cost. Cave-In deals 2 damage to each creature and each player. Cavern Crawler 2R Creature - Insect 0/3 Mountainwalk R: Cavern Crawler gets +1/-1 until end of turn. Cavern Harpy UB Creature - Beast 2/1 Flying When Cavern Harpy comes into play, return a blue or black creature you control to its owner's hand. Pay 1 life: Return Cavern Harpy to its owner's hand. Caverns of Despair 2RR World Enchantment No more than two creatures can attack each combat. No more than two creatures can block each combat. 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. Cease-Fire 2W Instant Target player can't play creature spells this turn. Draw a card. Celestial Ancient 3WW Creature - Elemental 3/3 Flying Whenever you play an enchantment spell, put a +1/+1 counter on each creature you control. Celestial Convergence 2WW Enchantment Celestial Convergence comes into play 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. Celestial Crusader 2WW Creature - Spirit 2/2 Flash (You may play this spell any time you could play an instant.) Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Flying Other white creatures get +1/+1. Celestial Dawn 1WW Enchantment Lands you control are Plains. Nonland cards you own that aren't in play, 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. Celestial Gatekeeper 3WW Creature - Bird Cleric 2/2 Flying When Celestial Gatekeeper is put into a graveyard from play, remove it from the game, then return up to two target Bird and/or Cleric cards from your graveyard to play. Celestial Kirin 2WW Legendary Creature - Kirin Spirit 3/3 Flying Whenever you play a Spirit or Arcane spell, destroy all permanents with that spell's converted mana cost. Celestial Prism 3 Artifact 2, T Add one mana of any color to your mana pool. Celestial Sword 6 Artifact 3, T Target creature you control gets +3/+3 until end of turn. Destroy it at end of turn. A creature destroyed this way can't be regenerated. Cemetery Gate 2B Creature - Wall 0/5 Defender (This creature can't attack.) Protection from black Censorship U Enchantment When Censorship comes into play, choose a [CENSORED] word. Whenever any [CENSORED] player says the chosen [CENSORED] word, Censorship deals 2 [CENSORED] damage to him or her. Centaur Archer 1RG Creature - Centaur 3/2 T Centaur Archer deals 1 damage to target creature with flying. Centaur Chieftain 3G Creature - Centaur 3/3 Haste Threshold - As long as seven or more cards are in your graveyard, Centaur Chieftain has "When Centaur Chieftain comes into play, creatures you control get +1/+1 and gain trample until end of turn." 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. Play this ability only if seven or more cards are in your graveyard. Centaur Glade 3GG Enchantment 2GG: Put a 3/3 green Centaur creature token into play. Centaur Rootcaster 3G 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 into play tapped. If you do, shuffle your library. Centaur Safeguard 2 (G / W) Creature - Centaur Warrior 3/1 (o (g/w) can be paid with either G or W.) When Centaur Safeguard is put into a graveyard from play, you may gain 3 life. Centaur Veteran 5G Creature - Centaur 3/3 Trample G, Discard a card: Regenerate Centaur Veteran. Cephalid Aristocrat 4U 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. Cephalid Broker 3U Creature - Cephalid 2/2 T Target player draws two cards, then discards two cards. 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. Play this ability only if seven or more cards are in your graveyard. Cephalid Constable 1UU Creature - Cephalid Wizard 1/1 Whenever Cephalid Constable deals combat damage to a player, return up to X target permanents that player controls to their owners' hands, where X is the damage it dealt to that player. Cephalid Illusionist 1U 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. 2U, T This turn prevent all combat damage that would be dealt to and dealt by target creature you control. Cephalid Inkshrouder 2U Creature - Cephalid 2/1 Discard a card: Cephalid Inkshrouder can't be the target of spells or abilities and is unblockable this turn. Cephalid Looter 2U Creature - Cephalid 2/1 T Target player draws a card, then discards a card. Cephalid Pathmage 2U Creature - Cephalid Wizard 1/2 Cephalid Pathmage is unblockable. T, Sacrifice Cephalid Pathmage: Target creature is unblockable this turn. Cephalid Retainer 2UU Creature - Cephalid 2/3 UU: Tap target creature without flying. Cephalid Sage 3U Creature - Cephalid 2/3 Threshold - As long as seven or more cards are in your graveyard, Cephalid Sage has "When Cephalid Sage comes into play, draw three cards, then discard two cards." Cephalid Scout 1U Creature - Cephalid Wizard 1/1 Flying 2U, Sacrifice a land: Draw a card. Cephalid Shrine 1UU Enchantment Whenever a player plays 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. Cephalid Snitch 1U Creature - Cephalid Wizard 1/1 Sacrifice Cephalid Snitch: Target creature loses protection from black until end of turn. Cephalid Vandal 1U Creature - Cephalid 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. Cerebral Vortex 1UR 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. Ceremonial Guard 2R Creature - Soldier 3/4 When Ceremonial Guard attacks or blocks, destroy it at end of combat. Cerulean Sphinx 4UU Creature - Sphinx 5/5 Flying U: Cerulean Sphinx's owner shuffles it into his or her library. Cerulean Wyvern 4U Creature - Drake 3/3 Flying, protection from green Cessation 2W Enchantment - Aura Enchant creature Enchanted creature can't attack. When Cessation is put into a graveyard from play, return Cessation to its owner's hand. Ceta Disciple U Creature - 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. Ceta Sanctuary 2U 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. Cetavolver 1U Creature - Volver 1/1 Kicker 1R and/or G If the 1R kicker cost was paid, Cetavolver comes into play with two +1/+1 counters on it and with first strike. If the G kicker cost was paid, Cetavolver comes into play with a +1/+1 counter on it and with trample. Chain Lightning R Sorcery Chain Lightning deals 3 damage to target creature or player. Then that player or that creature's controller may pay RR. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain of Acid 3G Sorcery Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy. Chain of Plasma 1R 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. Chain of Silence 1W 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. Chain of Smog 1B Sorcery Target player discards two cards. That player may copy this spell and may choose a new target for that copy. 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. Chain Stasis U Instant You may tap or untap target creature. Then that creature's controller may pay 2U. If the player does, he or she may copy this spell and may choose a new target for that copy. Chainer, Dementia Master 3BB Legendary Creature - Minion 3/3 All Nightmares get +1/+1. BBB, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its other creature types. When Chainer, Dementia Master leaves play, remove all Nightmares from the game. Chainer's Edict 1B Sorcery Target player sacrifices a creature. Flashback 5BB (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Chainflinger 3R Creature - Beast 2/2 1R, T Chainflinger deals 1 damage to target creature or player. Threshold - 2R, T Chainflinger deals 2 damage to target creature or player. Play this ability only if seven or more cards are in your graveyard. Chains of Mephistopheles 1B 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, he or she draws a card. If the player doesn't discard a card, he or she puts the top card of his or her library into his or her graveyard. Chalice of the Void XX Artifact Chalice of the Void comes into play with X charge counters on it. Whenever a player plays a spell with converted mana cost equal to the number of charge counters on Chalice of the Void, counter that spell. Chamber of Manipulation 2UU Enchantment - Aura Enchant land Enchanted land has "T, Discard a card: Gain control of target creature until end of turn." Chambered Nautilus 2U Creature - Beast 2/2 Whenever Chambered Nautilus becomes blocked, you may draw a card. Chameleon Blur 3G Instant Prevent all damage that creatures would deal to players this turn. Chameleon Spirit 3U Creature - Illusion */* As Chameleon Spirit comes into play, choose a color. Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control. Champion Lancer 4WW Creature - Knight 3/3 Prevent all damage that would be dealt to Champion Lancer by creatures. Champion's Victory U Instant Play Champion's Victory only during the declare attackers step and only if you are the defending player. Return target attacking creature to its owner's hand. Chance Encounter 2RR 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. Chandler 4R Legendary Creature 3/3 RRR, T Destroy target artifact creature. Change of Heart W Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Target creature can't attack this turn. Channel GG Sorcery Until end of turn, any time you could play a mana ability you may pay 1 life. If you do, add 1 to your mana pool. Channel the Suns 3G Sorcery Add WUBRG to your mana pool. Chant of Vitu-Ghazi 6WW Instant Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Prevent all damage that would be dealt by creatures this turn. You gain 1 life for each damage prevented this way. Chaos Charm R Instant Choose one - Destroy target Wall; or Chaos Charm deals 1 damage to target creature; or target creature gains haste until end of turn. Chaos Confetti 4 Artifact 4, T Tear Chaos Confetti into pieces. Throw the pieces onto the playing area from a distance of at least five feet. Destroy each card in play that a piece touches. Remove the pieces from the game afterwards. Chaos Harlequin 2RR Creature - Harlequin 2/4 R: Remove the top card of your library from the game. 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. Chaos Lord 4RRR Creature - Lord 7/7 First strike, haste At the beginning of each player's upkeep, if the number of permanents is even, that player gains control of Chaos Lord. When Chaos Lord comes into play, it loses haste until end of turn. Chaos Moon 3R 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, its controller 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, it produces colorless mana instead of any other type. Chaos Orb 2 Artifact 1, T If Chaos Orb is in play, flip Chaos Orb onto the playing area from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all permanents it touches. Then destroy Chaos Orb. Chaoslace R Instant Target spell or permanent becomes red. (Its mana symbols remain unchanged.) Chaosphere 2R World Enchantment Creatures with flying have "This creature can't block creatures without flying." Creatures without flying have "This creature can block as though it had flying." Chaotic Goo 2RR Creature - Ooze 0/0 Chaotic Goo comes into play with three +1/+1 counters on it. At the beginning of your upkeep, you may flip a coin. If you win the flip, add a +1/+1 counter to Chaotic Goo. If you lose the flip, remove a +1/+1 counter from Chaotic Goo. Chaotic Strike 1R Instant Play 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. Char 2R Instant Char deals 4 damage to target creature or player and 2 damage to you. Charcoal Diamond 2 Artifact Charcoal Diamond comes into play tapped. T Add B to your mana pool. Charge Across the Araba 4W 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. Charging Bandits 4B Creature - Bandit 3/3 Whenever Charging Bandits attacks, it gets +2/+0 until end of turn. Charging Paladin 2W Creature - Knight 2/2 Whenever Charging Paladin attacks, it gets +0/+3 until end of turn. Charging Rhino 3GG Creature - Rhino 4/4 Charging Rhino can't be blocked by more than one creature. Charging Slateback 4R Creature - Beast 4/3 Charging Slateback can't block. Morph 4R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Charging Troll 2GW Creature - Troll 3/3 Vigilance G: Regenerate Charging Troll. Chariot of the Sun 3 Artifact 2, T Until end of turn, target creature you control gains flying and its toughness becomes 1. Charisma UUU Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to a creature, you control that creature as long as Charisma remains in play. Charm Peddler W Creature - 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. Charm School 2W Enchant Player When Charm School comes into play, choose a color and balance Charm School on your head. Prevent all damage to you of the chosen color. If Charm School falls off your head, sacrifice Charm School. Charmed Griffin 3W Creature - Griffin 3/3 Flying When Charmed Griffin comes into play, each other player may put an artifact or enchantment card into play from his or her hand. 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. Play this ability only any time you could play an instant. (For example, if the card's mana cost is 3UUB, you add UUB to your mana pool.) Chartooth Cougar 5R 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.) Chastise 3W Instant Destroy target attacking creature. You gain life equal to its power. Chatter of the Squirrel G Sorcery Put a 1/1 green Squirrel creature token into play. Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Cheap Ass 1W Creature - Donkey Townsfolk 1/3½ Spells you play cost 1/2 less to play. Cheatyface UUU Creature - Efreet 2/2 You may sneak Cheatyface into play at any time without paying for it, but if an opponent catches you right away, that player may remove Cheatyface from the game. Flying Checks and Balances 2U Enchantment Whenever any spell is played, counter that spell if each player, other than the caster and his or her teammates, agrees to choose and discard a card. Those players must discard those cards after agreeing. Checks and Balances may be played only in a game with three or more players. Chicken a la King 1UU Summon Chicken 2/2 Whenever a 6 is rolled on a six-sided die, put a +1/+1 counter on each Chicken in play. (You may roll dice only when a card instructs you to.) Tap a Chicken you control: Roll a six-sided die. Chicken Egg 1R Summon Egg 0/1 During your upkeep, roll a six-sided die. On a 6, sacrifice Chicken Egg and put a Giant Chicken token into play. Treat this token as a 4/4 red creature that counts as a Chicken. Chieftain en-Dal 1WW Creature - Knight 2/2 Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn. Child of Gaea 3GGG Creature - Elemental 7/7 Trample At the beginning of your upkeep, sacrifice Child of Gaea unless you pay GG. 1G: Regenerate Child of Gaea. Child of Thorns G Creature - Spirit 1/1 Sacrifice Child of Thorns: Target creature gets +1/+1 until end of turn. Childhood Horror 3B 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. 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.) Chill 1U Enchantment Red spells cost 2 more to play. Chill Haunting 1B Instant As an additional cost to play Chill Haunting, remove X creature cards in your graveyard from the game. Target creature gets -X/-X until end of turn. Chill to the Bone 3B Instant Destroy target nonsnow creature. Chilling Apparition 2B Creature - Ghost 1/1 B: Regenerate Chilling Apparition. Whenever Chilling Apparition deals combat damage to a player, that player discards a card. Chilling Shade 2B Snow Creature - Shade 1/1 Flying oSi: Chilling Shade gets +1/+1 until end of turn. (oSi can be paid with one mana from a snow permanent.) Chime of Night 1B Enchantment - Aura Enchant creature When Chime of Night is put into a graveyard from play, destroy target nonblack creature. Chimeric Coils 1 Artifact X1: Chimeric Coils becomes an X/X artifact creature. Sacrifice it at end of turn. Chimeric Egg 3 Artifact Whenever an opponent plays a nonartifact spell, put a charge counter on Chimeric Egg. Remove three charge counters from Chimeric Egg: Chimeric Egg becomes a 6/6 artifact creature with trample until end of turn. Chimeric Idol 3 Artifact 0: Tap all lands you control. Chimeric Idol becomes a 3/3 artifact creature until end of turn. Chimeric Sphere 3 Artifact 2: Until end of turn, Chimeric Sphere becomes a 2/1 artifact creature with flying. 2: Until end of turn, Chimeric Sphere becomes a 3/2 artifact creature without flying. Chimeric Staff 4 Artifact X: Chimeric Staff becomes an X/X artifact creature until end of turn. Chimney Imp 4B Creature - Imp 1/2 Flying When Chimney Imp is put into a graveyard from play, target opponent puts a card from his or her hand on top of his or her library. Chisei, Heart of Oceans 2UU 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. Chittering Rats 1BB Creature - Rat 2/2 When Chittering Rats comes into play, target opponent puts a card from his or her hand on top of his or her library. Chlorophant GGG 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." Cho-Arrim Alchemist W Creature - Spellshaper 1/1 1WW, 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. Cho-Arrim Bruiser 5W Creature - Rebel 3/4 Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures. Cho-Arrim Legate 2W Creature - Soldier 1/2 Protection from black If an opponent controls a Swamp and you control a Plains, you may play Cho-Arrim Legate without paying its mana cost. Choice of Damnations 5B 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. Choke 2G Enchantment Islands don't untap during their controllers' untap steps. Choking Sands 1BB Sorcery Destroy target non-Swamp land. If that land is nonbasic, Choking Sands deals 2 damage to the land's controller. Choking Tethers 3U Instant Tap up to four target creatures. Cycling 1U (1U, Discard this card: Draw a card.) When you cycle Choking Tethers, you may tap target creature. Choking Vines XG Instant Play 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 unblockable creatures.) Cho-Manno, Revolutionary 2WW Legendary Creature - Rebel 2/2 Prevent all damage that would be dealt to Cho-Manno, Revolutionary. Cho-Manno's Blessing WW Enchantment - Aura Flash Enchant creature As Cho-Manno's Blessing comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing. Chord of Calling XGGG Instant Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Search your library for a creature card with converted mana cost X or less and put it into play. Then shuffle your library. Chorus of the Conclave 4GGWW Legendary Creature - Dryad Lord 3/8 Forestwalk As an additional cost to play creature spells, you may pay any amount of mana. If you do, that creature comes into play with that many additional +1/+1 counters on it. Chorus of Woe B Sorcery Creatures you control get +1/+0 until end of turn. Chromatic Armor 1WU Enchantment - Aura Enchant creature As Chromatic Armor comes into play, choose a color. Chromatic Armor comes into play with a sleight counter on it. Prevent all damage that would be dealt to enchanted creature by a source 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. Chromatic Sphere 1 Artifact 1, T, Sacrifice Chromatic Sphere: Add one mana of any color to your mana pool. Draw a card. 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 play, draw a card. Chrome Mox 0 Artifact Imprint - When Chrome Mox comes into play, you may remove a nonartifact, nonland card in your hand from the game. (The removed card is imprinted on this artifact.) T Add one mana of any of the imprinted card's colors to your mana pool. Chromescale Drake 6UUU Creature - Drake 3/4 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying When Chromescale Drake comes into play, reveal the top three cards of your library. Put all artifact cards revealed this way into your hand and the rest into your graveyard. Chromeshell Crab 4U Creature - Beast 3/3 Morph 4U (You may play this 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. Chromium 2WWUUBB Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Chromium unless you pay WUB. Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Chronatog 1U Creature - Atog 1/2 0: Chronatog gets +3/+3 until end of turn. You skip your next turn. Play this ability only once each turn. Chronatog Totem 3 Artifact T Add U to your mana pool. 1U: 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. Play this ability only once each turn and only if Chronatog Totem is a creature. Chronosavant 5W Creature - Giant 5/5 1W: Return Chronosavant from your graveyard to play tapped. You skip your next turn. Chronozoa 3U Creature - Illusion 3/3 Flying Vanishing 3 (This permanent comes into play 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 is put into a graveyard from play, if it had no time counters on it, put two tokens into play that are copies of it. Chub Toad 2G Creature - Toad 1/1 Whenever Chub Toad blocks or becomes blocked, it gets +2/+2 until end of turn. Churning Eddy 3U Sorcery Return target creature and target land to their owners' hands. Cinder Cloud 3RR Instant Destroy target creature. If a white creature is put into a graveyard this way, Cinder Cloud deals damage to that creature's controller equal to the creature's power. Cinder Crawler 1R Creature - Salamander 1/2 R: Cinder Crawler gets +1/+0 until end of turn. Play this ability only if Cinder Crawler is blocked. Cinder Elemental 3R Creature - Elemental 2/2 XR, T, Sacrifice Cinder Elemental: Cinder Elemental deals X damage to target creature or player. Cinder Giant 3R Creature - Giant 5/3 At the beginning of your upkeep, Cinder Giant deals 2 damage to each other creature you control. 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 its controller's next untap step. Cinder Seer 3R Creature - Wizard 1/1 2R, 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. Cinder Shade 1BR 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. Cinder Storm 6R Sorcery Cinder Storm deals 7 damage to target creature or player. Cinder Wall R Creature - Wall 3/3 Defender (This creature can't attack.) When Cinder Wall blocks, destroy it at end of combat. Circle of Affliction 1B Enchantment As Circle of Affliction comes into play, 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. Circle of Despair 1WB 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. Circle of Protection: Art 1W Enchantment As Circle of Protection: Art comes into play, choose an artist. 1W: The next time a source of your choice by the chosen artist would deal damage to you this turn, prevent that damage. 1W: Return Circle of Protection: Art to its owner's hand. Circle of Protection: Artifacts 1W Enchantment 2: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black 1W Enchantment 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W Enchantment 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W Enchantment 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Shadow 1W Enchantment 1: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W Enchantment 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Solace 3W Enchantment As Circle of Solace comes into play, choose a creature type. 1W: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage. Circling Vultures B Creature - Bird 3/2 Flying You may discard Circling Vultures any time you could play an instant. At the beginning of your upkeep, sacrifice Circling Vultures unless you remove the top creature card in your graveyard from the game. Circu, Dimir Lobotomist 2UB Legendary Creature - Human Wizard 2/3 Whenever you play a blue spell, remove the top card of target library from the game. Whenever you play a black spell, remove the top card of target library from the game. Your opponents can't play nonland cards with the same name as a card removed from the game with Circu, Dimir Lobotomist. Circular Logic 2U Instant Counter target spell unless its controller pays 1 for each card in your graveyard. Madness U (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Citadel of Pain 2R Enchantment At the end of each player's turn, Citadel of Pain deals X damage to that player, where X is the number of untapped lands he or she controls. Citanul Centaurs 3G Creature - Centaur 6/3 Echo 3G (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.) Citanul Centaurs can't be the target of spells or abilities. Citanul Druid 1G Creature - Druid 1/1 Whenever an opponent plays an artifact spell, put a +1/+1 counter on Citanul Druid. 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. Citanul Hierophants 3G Creature - Druid 3/2 Creatures you control have "T Add G to your mana pool." Citanul Woodreaders 2G Creature - Human Druid 1/4 Kicker 2G (You may pay an additional 2G as you play this spell.) When Citanul Woodreaders comes into play, if the kicker cost was paid, draw two cards. City in a Bottle 2 Artifact Whenever a permanent from the Arabian Nights expansion other than City in a Bottle is in play, its controller sacrifices it. Players can't play cards from the Arabian Nights expansion. City of Ass Land City of Ass comes into play tapped. T Add one and one-half mana of any one color to your mana pool. 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. City of Shadows Land T, Remove a creature you control from the game: 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. City of Solitude 2G Enchantment Players can play spells and activated abilities only during their own turns. City of Traitors Land When you play another land, sacrifice City of Traitors. T Add 2 to your mana pool. 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. Civic Wayfinder 2G Creature - Elf Warrior Druid 2/2 When Civic Wayfinder comes into play, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library. Clairvoyance U Instant Look at target player's hand. Draw a card at the beginning of the next turn's upkeep. Clam Session 1UU Summon Clamfolk 2/5 When Clam Session comes into play, choose a word. During your upkeep, sing at least six words of a song, one of which must be the chosen word, or sacrifice Clam Session. You cannot repeat a song. Clambassadors 3U Summon Clamfolk 4/4 If Clambassadors damages any player, choose an artifact, creature, or land you control. That player gains control of that artifact, creature, or land. Clam-I-Am 2U Summon Clamfolk 2/2 Whenever you roll a 3 on a six-sided die, you may reroll that die. Clash of Realities 3R Enchantment All Spirits have "When this creature comes into play, you may have it deal 3 damage to target non-Spirit creature." All non-Spirit creatures have "When this creature comes into play, you may have it deal 3 damage to target Spirit." Claws of Gix 0 Artifact 1, Sacrifice a permanent: You gain 1 life. Claws of Wirewood 3G Sorcery Claws of Wirewood deals 3 damage to each creature with flying and each player. Cycling 2 (2, Discard this card: Draw a card.) Clay Pigeon 3 Artifact Creature 1/1 Flying 1, Throw Clay Pigeon into the air at least two feet above your head while seated, Attempt to catch it with one hand: If you catch Clay Pigeon, prevent all damage to you from any one source and return Clay Pigeon to play, tapped. Otherwise, sacrifice it. Clay Statue 4 Artifact Creature 3/1 2: Regenerate Clay Statue. Cleanfall 2W Sorcery - Arcane Destroy all enchantments. Cleanse 2WW Sorcery Destroy all black creatures. Cleansing WWW Sorcery For each land, destroy that land unless any player pays 1 life. Cleansing Beam 4R Instant Radiance - Cleansing Beam deals 2 damage to target creature and each other creature that shares a color with it. Cleansing Meditation 1WW Sorcery Destroy all enchantments. Threshold - If seven or more cards are in your graveyard, instead destroy all enchantments, then return to play all cards in your graveyard destroyed this way. Clear 1W Instant Destroy target enchantment. Cycling 2 (2, Discard this card: Draw a card.) Clear the Land 2G Sorcery Each player reveals the top five cards of his or her library, puts into play tapped all land cards revealed this way, and removes the rest from the game. Clearwater Goblet 5 Artifact Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) At the beginning of your upkeep, you may gain 1 life for each charge counter on Clearwater Goblet. Clergy en-Vec 1W Creature - Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Clergy of the Holy Nimbus W Creature - Priest 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 play this ability. Clickslither 1RRR Creature - Insect 3/3 Haste Sacrifice a Goblin: Clickslither gets +2/+2 and gains trample until end of turn. Clinging Darkness 1B Enchantment - Aura Enchant creature Enchanted creature gets -4/-1. Cloak of Confusion 1B Enchantment - Aura Enchant creature Whenever enchanted creature attacks and isn't blocked, you may have it deal no combat damage this turn. If you do, defending player discards a card at random. Cloak of Feathers U Sorcery Target creature gains flying until end of turn. Draw a card. Cloak of Invisibility U Enchantment - Aura Enchant creature Enchanted creature has phasing and can't be blocked except by Walls. Cloak of Mists 1U Enchantment - Aura Enchant creature Enchanted creature is unblockable. Clock of Omens 4 Artifact Tap two untapped artifacts you control: Untap target artifact. Clockspinning U Instant Buyback 3 (You may pay an additional 3 as you play 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. Clockwork Avian 5 Artifact Creature 0/4 Flying Clockwork Avian comes into play with four +1/+0 counters on it. Clockwork Avian can't have more than four +1/+0 counters on it. At end of combat, if Clockwork Avian attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put X +1/+0 counters on Clockwork Avian. Play this ability only during your upkeep. Clockwork Beast 6 Artifact Creature 0/4 Clockwork Beast comes into play with seven +1/+0 counters on it. Clockwork Beast can't have more than seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put X +1/+0 counters on Clockwork Beast. Play this ability only during your upkeep. Clockwork Beetle 1 Artifact Creature - Insect 0/0 Clockwork Beetle comes into play with two +1/+1 counters on it. Whenever Clockwork Beetle attacks or blocks, remove a +1/+1 counter from it at end of combat. Clockwork Condor 4 Artifact Creature - Bird 0/0 Flying Clockwork Condor comes into play with three +1/+1 counters on it. Whenever Clockwork Condor attacks or blocks, remove a +1/+1 counter from it at end of combat. Clockwork Dragon 7 Artifact Creature - Dragon 0/0 Flying Clockwork Dragon comes into play 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. Clockwork Gnomes 4 Artifact Creature - Gnome 2/2 3, T Regenerate target artifact creature. Clockwork Hydra 5 Artifact Creature - Hydra 0/0 Clockwork Hydra comes into play 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. Clockwork Steed 4 Artifact Creature 0/3 Clockwork Steed comes into play with four +1/+0 counters on it. Clockwork Steed can't be blocked by artifact creatures. Clockwork Steed can't have more than four +1/+0 counters on it. At end of combat, if Clockwork Steed attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put X +1/+0 counters on Clockwork Steed. Play this ability only during your upkeep. Clockwork Swarm 4 Artifact Creature 0/3 Clockwork Swarm comes into play with four +1/+0 counters on it. Clockwork Swarm can't be blocked by Walls. Clockwork Swarm can't have more than four +1/+0 counters on it. At end of combat, if Clockwork Swarm attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put X +1/+0 counters on Clockwork Swarm. Play this ability only during your upkeep. Clockwork Vorrac 5 Artifact Creature - Beast 0/0 Trample Clockwork Vorrac comes into play 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. Clone 3U Creature - Shapeshifter 0/0 As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature. Close Quarters 2RR Enchantment Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to target creature or player. Clot Sliver 1B Creature - Sliver 1/1 All Slivers have "2: Regenerate this creature." Cloud Cover 2WU 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. Cloud Djinn 5U Creature - Djinn 5/4 Flying Cloud Djinn can block only creatures with flying. Cloud Dragon 5U Creature - Dragon 5/4 Flying Cloud Dragon can block only creatures with flying. Cloud Elemental 2U Creature - Elemental 2/3 Flying Cloud Elemental can block only creatures with flying. Cloud of Faeries 1U Creature - Faerie 1/1 Flying When Cloud of Faeries comes into play, untap up to two lands. Cycling 2 (2, Discard this card: Draw a card.) Cloud Pirates U Creature - Pirate 1/1 Flying Cloud Pirates can block only creatures with flying. Cloud Spirit 2U Creature - Spirit 3/1 Flying Cloud Spirit can block only creatures with flying. Cloud Sprite U Creature - Faerie 1/1 Flying Cloud Sprite can block only creatures with flying. Cloudchaser Eagle 3W Creature - Bird 2/2 Flying When Cloudchaser Eagle comes into play, destroy target enchantment. Cloudchaser Kestrel 1WW Creature - Bird 2/2 Flying When Cloudchaser Kestrel comes into play, destroy target enchantment. W: Target permanent becomes white until end of turn. 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. Cloudhoof Kirin 3UU Legendary Creature - Kirin Spirit 4/4 Flying Whenever you play a Spirit or Arcane spell, you may put the top X cards of target player's library into his or her graveyard, where X is that spell's converted mana cost. Cloudpost Land - Locus Cloudpost comes into play tapped. T Add 1 to your mana pool for each Locus in play. Cloudreach Cavalry 1W Creature - Soldier 1/1 Cloudreach Cavalry gets +2/+2 and has flying as long as you control a Bird. Cloudskate 1U Creature - Illusion 2/2 Flying Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Cloudstone Curio 3 Artifact Whenever a nonartifact permanent comes into play under your control, you may return another permanent you control that shares a permanent type with it to its owner's hand. Clutch of the Undercity 1UUB Instant Return target permanent to its owner's hand. Its controller loses 3 life. Transmute 1UB (1UB, 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. Play only as a sorcery.) Clutch of Undeath 3BB Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 as long as it's a Zombie. Otherwise, it gets -3/-3. Coal Golem 5 Artifact Creature - Golem 3/3 3, Sacrifice Coal Golem: Add RRR to your mana pool. Coal Stoker 3R Creature - Elemental 3/3 When Coal Stoker comes into play, if you played it from your hand, add RRR to your mana pool. Coalhauler Swine 4RR Creature - Beast 4/4 Whenever Coalhauler Swine is dealt damage, it deals that much damage to each player. Coalition Flag W Enchantment - Aura Enchant creature you control Enchanted creature's type is Flagbearer. Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer. Coalition Honor Guard 3W Creature - Flagbearer 2/4 Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer. Coalition Victory 3WUBRG Sorcery You win the game if you control a land of each basic land type and a creature of each color. Coast Watcher 1U Creature - Bird Soldier 1/1 Flying, protection from green Coastal Drake 2U Creature - Drake 2/1 Flying 1U, T Return target Kavu to its owner's hand. Coastal Hornclaw 4U Creature - Bird 3/3 Sacrifice a land: Coastal Hornclaw gains flying until end of turn. Coastal Piracy 2UU Enchantment Whenever a creature you control deals combat damage to an opponent, you may draw a card. Coastal Tower Land Coastal Tower comes into play tapped. T Add W or U to your mana pool. Coastal Wizard 2UU Creature - Wizard 1/1 T Return Coastal Wizard and another target creature to their owners' hands. Play this ability only during your turn, before the combat phase. Coat of Arms 5 Artifact Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if a Goblin Warrior, a Goblin Scout, and a Zombie Goblin are in play, each gets +2/+2.) Cobalt Golem 4 Artifact Creature - Golem 2/3 1U: Cobalt Golem gains flying until end of turn. Cockatrice 3GG Creature - Cockatrice 2/4 Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. 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 comes into play, 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 and enchanted creature gets +1/+1 and gains flying. (This effect doesn't end at end of turn.) Coercion 2B Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coffin Puppets 3BB Creature - Zombie 3/3 Sacrifice two lands: Return Coffin Puppets from your graveyard to play. Play this ability only during your upkeep and only if you control a Swamp. Coffin Purge B Instant Remove target card in a graveyard from the game. Flashback B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Coffin Queen 2B Creature - Wizard 1/1 You may choose not to untap Coffin Queen during your untap step. 2B, T Put target creature card from a graveyard into play under your control. When Coffin Queen becomes untapped or you lose control of Coffin Queen, remove that creature from the game. Cognivore 6UU Creature - Lhurgoyf */* Flying Cognivore's power and toughness are each equal to the number of instant cards in all graveyards. Coiled Tinviper 3 Artifact Creature 2/1 First strike Coiling Oracle GU Creature - Snake Elf Druid 1/1 When Coiling Oracle comes into play, reveal the top card of your library. If it's a land card, put it into play. Otherwise, put that card into your hand. Coiling Woodworm 2G Creature - Insect */1 Coiling Woodworm's power is equal to the number of Forests in play. Coils of the Medusa 1B Enchantment - Aura Enchant creature Enchanted creature gets +1/-1. Sacrifice Coils of the Medusa: Destroy all non-Wall creatures blocking enchanted creature. Cold Snap 2W Enchantment Cumulative upkeep 2 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. Cold Storage 4 Artifact 3: Remove target creature you control from the game. Sacrifice Cold Storage: Put into play under their owners' control all cards removed from the game with Cold Storage. Coldsteel Heart 2 Snow Artifact Coldsteel Heart comes into play tapped. As Coldsteel Heart comes into play, choose a color. T Add one mana of the chosen color to your mana pool. Collapsing Borders 3R Enchantment 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. Collective Restraint 3U Enchantment 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. Collective Unconscious 4GG Sorcery Draw a card for each creature you control. Collector Protector 3WW Creature - Human Gamer 2/5 W, Give an opponent a nonland card you own from outside the game: Prevent the next 1 damage that would be dealt to you or Collector Protector this turn. Colos Yearling 2R Creature - Beast 1/1 Mountainwalk R: Colos Yearling gets +1/+0 until end of turn. Colossus of Sardia 9 Artifact Creature 9/9 Trample Colossus of Sardia doesn't untap during your untap step. At the beginning of your upkeep, you may pay 9. If you do, untap Colossus of Sardia. Combat Medic 2W Creature - Soldier 0/2 1W: Prevent the next 1 damage that would be dealt to target creature or player this turn. Command of Unsummoning 2U Instant Play Command of Unsummoning only during the declare attackers step and only if you are the defending player. Return one or two target attacking creatures to their owner's hand. Commandeer 5UU Instant You may remove two blue cards in your hand from the game 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 or enchantment, the permanent comes into play under your control.) Commander Eesha 2WW Legendary Creature - Bird Soldier 2/4 Flying, protection from creatures Commander Greven il-Vec 3BBB Legendary Creature 7/5 Fear When Commander Greven il-Vec comes into play, sacrifice a creature. Commando Raid 2R 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." Common Cause 2W Enchantment Nonartifact creatures get +2/+2 as long as they all share a color. Common Courtesy 2UU Enchantment Counter any spell unless its caster asks your permission to play that spell. If you refuse permission, Sacrifice Common Courtesy and counter the spell. 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. 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. Complicate 2U Instant Counter target spell unless its controller pays 3. Cycling 2U (2U, Discard this card: Draw a card.) When you cycle Complicate, you may counter target spell unless its controller pays 1. Composite Golem 6 Artifact Creature - Golem 4/4 Sacrifice Composite Golem: Add WUBRG to your mana pool. Compost 1G Enchantment Whenever a black card is put into an opponent's graveyard, you may draw a card. Compulsion 1U Enchantment 1U, Discard a card: Draw a card. 1U, Sacrifice Compulsion: Draw a card. Compulsive Research 2U Sorcery Target player draws three cards. Then that player discards two cards unless he or she discards a land card. Concentrate 2UU Sorcery Draw three cards. Concerted Effort 2WW Enchantment At the beginning of each upkeep, all 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. Conch Horn 2 Artifact 1, T, Sacrifice Conch Horn: Draw two cards, then put a card from your hand on top of your library. Conclave Equenaut 4WW Creature - Human Soldier 3/3 Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Flying Conclave Phalanx 4W Creature - Human Soldier 2/4 Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) When Conclave Phalanx comes into play, you gain 1 life for each creature you control. Conclave's Blessing 3W Enchantment - Aura Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Enchant creature Enchanted creature gets +0/+2 for each other creature you control. Concordant Crossroads G World Enchantment All creatures have haste. Condemn W Instant Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness. Condescend XU Instant Counter target spell unless its controller pays X. Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.) Cone of Flame 3RR 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. Confessor W Creature - Cleric 1/1 Whenever a player discards a card, you may gain 1 life. Confiscate 4UU Enchantment - Aura Enchant permanent (Target a permanent as you play this. This card comes into play attached to that permanent.) You control enchanted permanent. Conflagrate XXR Sorcery Conflagrate deals X damage divided as you choose among any number of target creatures and/or players. Flashback-RR, Discard X cards. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Confound 1U Instant Counter target spell that targets one or more creatures. Draw a card. Confusion in the Ranks 3RR Enchantment Whenever an artifact, creature, or enchantment comes into play, its controller chooses target permanent another player controls that shares a type with it. Exchange control of those permanents. Congregate 3W Instant Target player gains 2 life for each creature in play. Congregation at Dawn GGW 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. Conjurer's Ban WB Sorcery Name a card. Until your next turn, the named card can't be played. Draw a card. 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. Conquer 3RR Enchantment - Aura Enchant land You control enchanted land. Consecrate Land W Enchantment - Aura Enchant land Enchanted land is indestructible and can't be enchanted by other Auras. Conservator 4 Artifact 3, T Prevent the next 2 damage that would be dealt to you this turn. Conspiracy 3BB Enchantment As Conspiracy comes into play, choose a creature type. Creature cards you own that aren't in play, creature spells you control, and creatures you control are the chosen type. Constant Mists 1G Instant Buyback-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn. Consult the Necrosages 1UB Sorcery Choose one - Target player draws two cards; or target player discards two cards. Consume Spirit X1B Sorcery Spend only black mana on X. Consume Spirit deals X damage to target creature or player. You gain X life. Consume Strength 1BG Instant Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn. Consuming Ferocity 1R 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. Consuming Vortex 1U Instant - Arcane Return target creature to its owner's hand. Splice onto Arcane 3U (As you play 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.) Consumptive Goo BB Creature - Ooze 1/1 2BB: Target creature gets -1/-1 until end of turn. Put a +1/+1 counter on Consumptive Goo. Contagion 3BB Instant You may pay 1 life and remove a black card in your hand from the game rather than pay Contagion's mana cost. Distribute two -2/-1 counters among one or two target creatures. Contaminated Bond 1B Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Whenever enchanted creature attacks or blocks, its controller loses 3 life. Contamination 2B Enchantment If a land is tapped for mana, it produces B instead of any other type and amount. At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature. Contemplation 1WW Enchantment Whenever you play a spell, you gain 1 life. Contempt 1U Enchantment - Aura Enchant creature Whenever enchanted creature attacks, return it and Contempt to their owners' hands at end of combat. Contested Cliffs Land T Add 1 to your mana pool. RG, T Choose target Beast you control and target creature an opponent controls. Each creature deals damage equal to its power to the other. Contract from Below B Sorcery Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, add the top card of your library to the ante, then draw seven cards. Control Magic 2UU Enchantment - Aura Enchant creature You control enchanted creature. Control of the Court 1R Sorcery Draw four cards, then discard three cards at random. Controvert 2UU Instant Counter target spell. Recover 2UU (When a creature is put into your graveyard from play, you may pay 2UU. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.) Convalescence 1W Enchantment At the beginning of your upkeep, if you have 10 life or less, you gain 1 life. Convalescent Care 1WW Enchantment At the beginning of your upkeep, if you have 5 life or less, you gain 3 life and draw a card. Conversion 2WW Enchantment All Mountains are Plains. At the beginning of your upkeep, sacrifice Conversion unless you pay WW. Conviction 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+3. W: Return Conviction to its owner's hand. Convolute 2U Instant Counter target spell unless its controller pays 4. Convulsing Licid 2R 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. Cooperation 2W Enchantment - Aura Enchant creature Enchanted creature has banding. Copper Gnomes 2 Artifact Creature - Gnome 1/1 4, Sacrifice Copper Gnomes: Put an artifact card from your hand into play. Copper Myr 2 Artifact Creature - Myr 1/1 T Add G to your mana pool. Copper Tablet 2 Artifact At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player. Copperhoof Vorrac 3GG Creature - Beast 2/2 Copperhoof Vorrac gets +1/+1 for each untapped permanent your opponents control. Copper-Leaf Angel 5 Artifact Creature - Angel 2/2 Flying T, Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel. Copy Artifact 1U Enchantment As Copy Artifact comes into play, you may choose an artifact in play. If you do, Copy Artifact comes into play as a copy of that artifact. It's still an enchantment. Copy Enchantment 2U Enchantment As Copy Enchantment comes into play, you may choose an enchantment in play. If you do, Copy Enchantment comes into play as a copy of that enchantment. Coral Atoll Land Coral Atoll comes into play tapped. When Coral Atoll comes into play, sacrifice it unless you return an untapped Island you control to its owner's hand. T Add 1U to your mana pool. Coral Eel 1U Creature - Eel 2/1 Coral Fighters 1U 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. Coral Helm 3 Artifact 3, Discard a card at random: Target creature gets +2/+2 until end of turn. Coral Merfolk 1U Creature - Merfolk 2/1 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." Coral Reef UU Enchantment Coral Reef comes into play 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. Coral Trickster 1U Creature - Merfolk Rogue 2/1 Morph U (You may play this 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. Coretapper 2 Artifact Creature - Myr 1/1 T Put a charge counter on target artifact. Sacrifice Coretapper: Put two charge counters on target artifact. Cornered Market 2W Enchantment Players can't play spells or nonbasic lands with the same name as a nontoken permanent. Corpse Dance 2B Instant Buyback 2 (You may pay an additional 2 as you play this spell. If you do, put this card into your hand as it resolves.) Return the top creature card from your graveyard to play. That creature gains haste. Remove the creature from the game at end of turn. Corpse Harvester 3BB Creature - Zombie Wizard 3/3 1B, 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. Corpulent Corpse 5B Creature - Zombie 3/3 Fear Suspend 5-B (Rather than play this card from your hand, you may pay B and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Corrosion 1BR Enchantment Cumulative upkeep 1 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 play, remove all rust counters from all permanents. Corrupt 5B 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. Corrupt Court Official 1B Creature - Advisor 1/1 When Corrupt Official comes into play, target opponent discards a card. Corrupt Eunuchs 3R Creature - Advisor 2/2 When Corrupt Eunuchs comes into play, it deals 2 damage to target creature. Corrupt Official 4B Creature - Minion 3/1 2B: Regenerate Corrupt Official. Whenever Corrupt Official becomes blocked, defending player discards a card at random. Corrupting Licid 2B 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. Cosmic Horror 3BBB Creature - Horror 7/7 First strike At the beginning of your upkeep, unless you pay 3BBB, sacrifice Cosmic Horror and it deals 7 damage to you. Cosmic Larva 1RR Creature - Beast 7/6 Trample At the beginning of your upkeep, sacrifice Cosmic Larva unless you sacrifice two lands. Council of Advisors 2U Creature - Advisor 1/1 When Council of Advisors comes into play, draw a card. Counsel of the Soratami 2U Sorcery Draw two cards. Counterbalance UU Enchantment Whenever an opponent plays 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. Counterintelligence 2UU Sorcery Return one or two target creatures to their owner's hand. Counterspell UU Instant Counter target spell. Courier Hawk 1W Creature - Bird 1/2 Flying, vigilance Court Hussar 2U Creature - Vedalken Knight 1/3 Vigilance When Court Hussar comes into play, 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 comes into play, sacrifice it unless W was spent to play it. Cover of Darkness 1B Enchantment As Cover of Darkness comes into play, choose a creature type. Creatures of the chosen type have fear. Cover of Winter 2W Snow Enchantment Cumulative upkeep oSi (oSi 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. oSi: Put an age counter on Cover of Winter. Covert Operative 4U Creature - Wizard 3/2 Covert Operative is unblockable. Covetous Dragon 4R Creature - Dragon 6/5 Flying When you control no artifacts, sacrifice Covetous Dragon. Cowardice 3UU 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.) 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. Crack the Earth R Sorcery - Arcane Each player sacrifices a permanent. Crackdown 2W Enchantment Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps. Crackling Club R Enchantment - Aura Enchant creature Enchanted creature gets +1/+0. Sacrifice Crackling Club: Crackling Club deals 1 damage to target creature. Cradle Guard 1GG Creature - Treefolk 4/4 Trample Echo 1GG (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.) Cradle to Grave 1B Instant Destroy target nonblack creature that came into play this turn. Crafty Pathmage 2U Creature - Human Wizard 1/1 T Target creature with power 2 or less is unblockable this turn. Crag Saurian RRR Creature - Lizard 4/4 Whenever a source deals damage to Crag Saurian, that source's controller gains control of Crag Saurian. Cranial Extraction 3B Sorcery - Arcane Name a nonland card. Search target player's graveyard, hand, and library for all cards with that name and remove them from the game. Then that player shuffles his or her library. Cranial Plating 2 Artifact - Equipment Equipped creature gets +1/+0 for each artifact you control. BB: Attach Cranial Plating to target creature you control. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Crash 2R Instant You may sacrifice a Mountain rather than pay Crash's mana cost. Destroy target artifact. Crash Landing 2G 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. Crash of Rhinos 6GG Creature - Rhino 8/4 Trample Crashing Boars 3GG 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. Crashing Centaur 4GG 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 can't be the target of spells or abilities. Crater Hellion 4RR Creature - Beast 6/6 Echo 4RR (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 comes into play, it deals 4 damage to each other creature. Craven Giant 2R Creature - Giant 4/1 Craven Giant can't block. Craven Knight 1B Creature - Knight 2/2 Craven Knight can't block. Craw Giant 3GGGG 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.) Craw Wurm 4GG Creature - Wurm 6/4 Crawling Filth 5B Creature - Spirit 2/2 Fear Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.) Crawlspace 3 Artifact No more than two creatures can attack you each combat. Crazed Armodon 2GG Creature - Elephant 3/3 G: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed Armodon at end of turn. Play this ability only once each turn. Crazed Firecat 5RR Creature - Cat 4/4 When Crazed Firecat comes into play, flip a coin until you lose a flip. Put a +1/+1 counter on Crazed Firecat for each flip you win. Crazed Goblin R Creature - Goblin Warrior 1/1 Crazed Goblin attacks each turn if able. Crazed Skirge 3B Creature - Imp 2/2 Flying, haste Creature Bond 1U Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, Creature Bond deals damage equal to that creature's toughness to the creature's controller. Creature Guy 3G Creature - Beast 3/3 Gotcha - Whenever an opponent says "Creature" or "Guy," you may say "Gotcha!" If you do, return Creature Guy from your graveyard to your hand. 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. Creeping Mold 2GG Sorcery Destroy target artifact, enchantment, or land. Cremate B Instant Remove target card in a graveyard from the game. Draw a card. Crenellated Wall 4 Artifact Creature - Wall 0/4 Defender (This creature can't attack.) T Target creature gets +0/+4 until end of turn. Crested Craghorn 4R Creature - Beast 4/1 Haste Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Crevasse 2R Enchantment Creatures with mountainwalk can be blocked as though they didn't have mountainwalk. Crime // Punishment 3WB / XBG Sorcery // Sorcery Put target creature or enchantment card in an opponent's graveyard into play under your control. // Destroy each artifact, creature, and enchantment with converted mana cost X. Crimson Acolyte 1W Creature - Cleric 1/1 Protection from red W: Target creature gains protection from red until end of turn. Crimson Hellkite 6RRR Creature - Dragon 6/6 Flying X, T Crimson Hellkite deals X damage to target creature. Spend only red mana this way. Crimson Kobolds 0 Creature - Kobold 0/1 Crimson Kobolds is red. Crimson Manticore 2RR Creature - Manticore 2/2 Flying R, T Crimson Manticore deals 1 damage to target attacking or blocking creature. Crimson Roc 4R 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. Crippling Fatigue 1BB Sorcery Target creature gets -2/-2 until end of turn. Flashback-1B, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Cromat WUBRG Legendary Creature 5/5 WB: Destroy target creature blocking or blocked by Cromat. UR: Cromat gains flying until end of turn. BG: Regenerate Cromat. RW: Cromat gets +1/+1 until end of turn. GU: Put Cromat on top of its owner's library. Crookclaw Elder 5U 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. Crookclaw Transmuter 3U Creature - Bird Wizard 3/1 Flash (You may play this spell any time you could play an instant.) Flying When Crookclaw Transmuter comes into play, switch target creature's power and toughness until end of turn. 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. Crookshank Kobolds 0 Creature - Kobold 0/1 Crookshank Kobolds is red. Crop Rotation G Instant As an additional cost to play Crop Rotation, sacrifice a land. Search your library for a land card and put that card into play. Then shuffle your library. Crosis, the Purger 3UBR Legendary Creature - Dragon 6/6 Flying Whenever Crosis, the Purger deals combat damage to a player, you may pay 2B. If you do, choose a color. That player reveals his or her hand and discards all cards of that color. Crosis's Attendant 5 Artifact Creature - Golem 3/3 1, Sacrifice Crosis's Attendant: Add UBR to your mana pool. Crosis's Catacombs Land - Lair When Crosis's Catacombs comes into play, 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. Crosis's Charm UBR Instant Choose one - Return target permanent to its owner's hand; or destroy target nonblack creature, and it can't be regenerated; or destroy target artifact. Crossbow Ambush G Instant Creatures you control can block as though they had flying this turn. Crossbow Infantry 1W Creature - Human Soldier 1/1 T Crossbow Infantry deals 1 damage to target attacking or blocking creature. Crosswinds 1G Enchantment Creatures with flying get -2/-0. Crovax the Cursed 2BB Legendary Creature - Vampire 0/0 Crovax the Cursed comes into play 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. Crovax, Ascendant Hero 4WW Legendary Creature - Human Lord 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. Crowd Favorites 6W Creature - Soldier 4/4 3W: Tap target creature. 3W: Crowd Favorites gets +0/+5 until end of turn. Crown of Ascension 1U 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. Crown of Awe 1W 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. 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. GW: Put the top card of your library on the bottom of your library. 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. Crown of Fury 1R 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. Crown of Suspicion 1B 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. Crown of the Ages 2 Artifact 4, T Attach target Aura attached to a creature to another creature. Crown of Vigor 1G 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. Crucible of Worlds 3 Artifact You may play land cards from your graveyard. Crude Rampart 3W Creature - Wall 4/5 Defender (This creature can't attack.) Morph 4W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Cruel Bargain BBB Sorcery Draw four cards. You lose half your life, rounded up. Cruel Deceiver 1B 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. Play this ability only once each turn. Cruel Edict 1B Sorcery Target opponent sacrifices a creature. Cruel Fate 4U 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. Cruel Revival 4B Instant Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to your hand. Cruel Tutor 2B Sorcery Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life. Crumble G Instant Destroy target artifact. It can't be regenerated. That artifact's controller gains life equal to its converted mana cost. Crumbling Sanctuary 5 Artifact For each 1 damage that would be dealt to a player, that player removes the top card of his or her library from the game instead. Crusade WW Enchantment White creatures get +1/+1. Crusading Knight 2WW Creature - Knight 2/2 Protection from black Crusading Knight gets +1/+1 for each Swamp your opponents control. Crush of Wurms 6GGG Sorcery Put three 6/6 green Wurm creature tokens into play. Flashback 9GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Crushing Pain 1R Instant - Arcane Crushing Pain deals 6 damage to target creature that was dealt damage this turn. Cry of Contrition B Sorcery Target player discards a card. Haunt (When this spell card is put into a graveyard after resolving, remove it from the game haunting target creature.) When the creature Cry of Contrition haunts is put into a graveyard, target player discards a card. Cryoclasm 2R Sorcery Destroy target Plains or Island. Cryoclasm deals 3 damage to that land's controller. Crypt Angel 4B Creature - Angel 3/3 Flying, protection from white When Crypt Angel comes into play, return target blue or red creature card from your graveyard to your hand. Crypt Champion 3B Creature - Zombie 2/2 Double strike When Crypt Champion comes into play, each player puts a creature card with converted mana cost 3 or less from his or her graveyard into play. When Crypt Champion comes into play, sacrifice it unless R was spent to play it. Crypt Cobra 3B 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.) Crypt Creeper 1B Creature - Zombie 2/1 Sacrifice Crypt Creeper: Remove target card in a graveyard from the game. Crypt Rats 2B Creature - Rat 1/1 X: Crypt Rats deals X damage to each creature and each player. Spend only black mana this way. Crypt Sliver 1B Creature - Sliver 1/1 All Slivers have "T Regenerate target Sliver." Cryptic Gateway 5 Artifact Tap two untapped creatures you control: You may put a creature card from your hand into play that shares a creature type with each creature tapped this way. Cryptwailing 3B Enchantment 1, Remove two creature cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery. Crystal Chimes 3 Artifact 3, T, Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand. Crystal Golem 4 Artifact Creature - Golem 3/3 At the end of your turn, Crystal Golem phases out. Crystal Quarry Land T Add 1 to your mana pool. 5, T Add WUBRG to your mana pool. Crystal Rod 1 Artifact Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life. Crystal Seer 4U Creature - Vedalken Wizard 2/2 When Crystal Seer comes into play, look at the top four cards of your library, then put them back in any order. 4U: Return Crystal Seer to its owner's hand. Crystal Shard 3 Artifact 3, T or U, T Return target creature to its owner's hand unless its controller pays 1. Crystal Spray 2U Instant Change the text of target spell or permanent by replacing all instances of one color word or basic land type with another until end of turn. Draw a card. Crystal Vein Land T Add 1 to your mana pool. T, Sacrifice Crystal Vein: Add 2 to your mana pool. Crystalline Sliver WU Creature - Sliver 2/2 Slivers can't be the targets of spells or abilities. Culling Scales 3 Artifact At the beginning of your upkeep, destroy target nonland permanent with the lowest converted mana cost among nonland permanents in play. (If two or more permanents are tied for lowest cost, target any one of them.) Culling Sun 2WWB Sorcery Destroy each creature with converted mana cost 3 or less. Culling the Weak B Instant As an additional cost to play Culling the Weak, sacrifice a creature. Add BBBB to your mana pool. Cultural Exchange 4UU 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 doesn't end at end of turn.) Cunning 1U Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. When enchanted creature attacks or blocks, sacrifice Cunning at end of turn. Cunning Advisor 3B Creature - Advisor 1/1 T Target opponent discards a card. Play this ability only during your turn, before the combat phase. Cunning Bandit 1RR Creature - Human Warrior 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Cunning Bandit. At end of turn, 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. Cunning Giant 5R Creature - Giant 4/4 If Cunning Giant is unblocked, you may have it deal its combat damage to any creature the defending player controls. Cunning Wish 2U Instant Choose an instant card you own from outside the game, reveal that card, and put it into your hand. Remove Cunning Wish from the game. Cuombajj Witches BB Creature - Witch 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. Curfew U Instant Each player returns a creature he or she controls to its owner's hand. Curiosity U Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card. Curse Artifact 2BB 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. Curse of Marit Lage 3RR Enchantment When Curse of Marit Lage comes into play, tap all Islands. Islands don't untap during their controllers' untap steps. Curse of the Cabal 9B Sorcery Target player sacrifices half the permanents he or she controls, rounded down. Suspend 2-2BB 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. Curse of the Fire Penguin 4RR Enchant Creature Curse of the Fire Penquin consumes and confuses enchanted creature. ----- Creature - Penguin Trample When this creature is put into a graveyard from play, return Curse of the Fire Penguin from your graveyard to play. 6/5 Cursed Flesh B Enchantment - Aura Enchant creature Enchanted creature gets -1/-1 and has fear. Cursed Land 2BB Enchantment - Aura Enchant land At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player. Cursed Monstrosity 4B Creature - Horror 4/3 Flying Whenever Cursed Monstrosity becomes the target of a spell or ability, sacrifice it unless you discard a land card. Cursed Rack 4 Artifact As Cursed Rack comes into play, choose an opponent. The chosen player's maximum hand size is 4. Cursed Ronin 3B Creature - Human Samurai 1/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) B: Cursed Ronin gets +1/+1 until end of turn. 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. Cursed Totem 2 Artifact Players can't play creatures' activated abilities. Curtain of Light 1W Instant Target attacking unblocked creature becomes blocked. Draw a card. Custody Battle 1R 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." Customs Depot 1U Enchantment Whenever you play a creature spell, you may pay 1. If you do, draw a card, then discard a card. Cut the Earthly Bond U Instant - Arcane Return target enchanted permanent to its owner's hand. Cut the Tethers 2UU Sorcery For each Spirit, return it to its owner's hand unless that player pays 3. Cycle of Life 1GG Enchantment Return Cycle of Life to its owner's hand: Target creature you played this turn is 0/1 until your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature. Cyclone 2GG Enchantment Cumulative upkeep G (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay G for each age counter on it.) Whenever you pay Cyclone's cumulative upkeep, it deals damage equal to the number of age counters on Cyclone to each creature and player. Cyclopean Giant 2BB Creature - Zombie Giant 4/2 When Cyclopean Giant is put into a graveyard from play, target land becomes a Swamp. Remove Cyclopean Giant from the game. Cyclopean Mummy 1B Creature - Mummy 2/1 When Cyclopean Mummy is put into a graveyard from play, remove Cyclopean Mummy from the game. Cyclopean Snare 2 Artifact 3, T Tap target creature, then return Cyclopean Snare to its owner's hand. Cyclopean Tomb 4 Artifact 2, T Put a mire counter on target land. That land is a Swamp as long as it has a mire counter on it. Play this ability only during your upkeep. When Cyclopean Tomb leaves play, at the beginning of each of your upkeeps until the end of the game, remove one of those mire counters. Cytoplast Manipulator 2UU Creature - Human Wizard Mutant 0/0 Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, 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 as long as Cytoplast Manipulator remains in play. Cytoplast Root-Kin 2GG Creature - Elemental Mutant 0/0 Graft 4 (This creature comes into play with four +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) When Cytoplast Root-Kin comes into play, put a +1/+1 counter on each other creature you control that has a +1/+1 counter on it. 2: Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin. Cytoshape 1GU Instant Choose a nonlegendary creature in play. Target creature becomes a copy of that creature until end of turn. Cytospawn Shambler 6G Creature - Elemental Mutant 0/0 Graft 6 (This creature comes into play with six +1/+1 counters on it. Whenever another creature comes into play, 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. Daggerclaw Imp 2B Creature - Imp 3/1 Flying Daggerclaw Imp can't block. Dakkon Blackblade 2WUUB Legendary Creature */* Dakkon Blackblade's power and toughness are each equal to the number of lands you control. Dakmor Bat 1B Creature - Bat 1/1 Flying Dakmor Ghoul 2BB Creature - Zombie 2/2 When Dakmor Ghoul comes into play, target opponent loses 2 life and you gain 2 life. Dakmor Lancer 4BB Creature - Knight 3/3 When Dakmor Lancer comes into play, destroy target nonblack creature. Dakmor Plague 3BB Sorcery Dakmor Plague deals 3 damage to each creature and each player. Dakmor Scorpion 1B Creature - Scorpion 2/1 Dakmor Sorceress 5B Creature - Wizard */4 Dakmor Sorceress's power is equal to the number of Swamps you control. Damnation 2BB Sorcery Destroy all creatures. They can't be regenerated. Dampen Thought 1U Instant - Arcane Target player puts the top four cards of his or her library into his or her graveyard. Splice onto Arcane 1U (As you play 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.) Damping Engine 4 Artifact A player who controls more permanents than any other can't play lands or artifact, creature, or enchantment spells. That player may sacrifice a permanent to ignore this effect until end of turn. Damping Field 2W Enchantment Players can't untap more than one artifact during their untap steps. Damping Matrix 3 Artifact Activated abilities of artifacts and creatures can't be played unless they're mana abilities. Dance of Many UU Enchantment When Dance of Many comes into play, put a token into play as a copy of target nontoken creature. When Dance of Many leaves play, remove the creature token from the game. When the creature token leaves play, sacrifice Dance of Many. At the beginning of your upkeep, sacrifice Dance of Many unless you pay UU. Dance of Shadows 3BB Sorcery - Arcane Creatures you control get +1/+0 and gain fear until end of turn. Dance of the Dead 1B Enchantment When Dance of the Dead comes into play, if it's in play, it becomes an Aura with enchant creature. Put target creature card from a graveyard into play tapped under your control and attach Dance of the Dead to 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 1B. If he or she does, untap that creature. When Dance of the Dead leaves play, destroy enchanted creature. It can't be regenerated. Dancing Scimitar 4 Artifact Creature - Spirit 1/5 Flying (This creature can't be blocked except by creatures with flying.) Dandan UU Creature - Fish 4/1 Dandan can't attack unless defending player controls an Island. When you control no Islands, sacrifice Dandan. Daraja Griffin 3W Creature - Griffin 2/2 Flying Sacrifice Daraja Griffin: Destroy target black creature. Darba 3G Creature - Beast 5/4 At the beginning of your upkeep, sacrifice Darba unless you pay GG. Darien, King of Kjeldor 4WW Legendary Creature - Human Lord 3/3 Whenever you're dealt damage, you may put that many 1/1 white Soldier creature tokens into play. Darigaaz, the Igniter 3BRG Legendary Creature - Dragon 6/6 Flying Whenever Darigaaz, the Igniter deals combat damage to a player, you may pay 2R. If you do, choose a color. That player reveals his or her hand and Darigaaz deals X damage to him or her, where X is the number of cards revealed of that color. Darigaaz's Attendant 5 Artifact Creature - Golem 3/3 1, Sacrifice Darigaaz's Attendant: Add BRG to your mana pool. Darigaaz's Caldera Land - Lair When Darigaaz's Caldera comes into play, 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. Darigaaz's Charm BRG Instant Choose one - Return target creature card from your graveyard to your hand; or Darigaaz's Charm deals 3 damage to target creature or player; or target creature gets +3/+3 until end of turn. Daring Apprentice 1UU Creature - Human Wizard 1/1 T, Sacrifice Daring Apprentice: Counter target spell. Daring Leap 1WU Instant Target creature gets +1/+1 and gains flying and first strike until end of turn. Dark Banishing 2B Instant Destroy target nonblack creature. It can't be regenerated. Dark Confidant 1B 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. Dark Depths Legendary Snow Land Dark Depths comes into play 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 an indestructible legendary 20/20 black Avatar creature token with flying named Marit Lage into play. Dark Hatchling 4BB Creature - Horror 3/3 Flying When Dark Hatchling comes into play, destroy target nonblack creature. It can't be regenerated. Dark Heart of the Wood BG Enchantment Sacrifice a Forest: You gain 3 life. Dark Maze 4U Creature - Wall 4/5 Defender (This creature can't attack.) 0: Dark Maze can attack this turn as though it didn't have defender. Remove it from the game at end of turn. Dark Offering 4BB Sorcery Destroy target nonblack creature. You gain 3 life. Dark Privilege 1B Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature. Dark Ritual B Instant Add BBB to your mana pool. Dark Sphere 0 Artifact T, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, it deals half that damage, rounded up, to you instead. Dark Supplicant B Creature - Cleric 1/1 T, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it into play. If you search your library this way, shuffle it. Dark Suspicions 2BB Enchantment At the beginning of each opponent's upkeep, that player loses 1 life for each card in his or her hand more than you have in your hand. Dark Triumph 4B 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. Dark Withering 4BB Instant Destroy target nonblack creature. Madness B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) 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.) Darkest Hour B Enchantment All creatures are black. Darkheart Sliver BG Creature - Sliver 2/2 All Slivers have "Sacrifice this creature: You gain 3 life." Darkling Stalker 3B Creature - Shade 1/1 B: Regenerate Darkling Stalker. B: Darkling Stalker gets +1/+1 until end of turn. Darkness B Instant Prevent all combat damage that would be dealt this turn. Darkpact BBB 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 of your library. Darksteel Brute 2 Artifact Darksteel Brute is indestructible. ("Destroy" effects and lethal damage don't destroy it.) 3: Darksteel Brute becomes a 2/2 artifact creature until end of turn. Darksteel Citadel Artifact Land Darksteel Citadel is indestructible. ("Destroy" effects and lethal damage don't destroy it.) T Add 1 to your mana pool. Darksteel Colossus 11 Artifact Creature 11/11 Trample Darksteel Colossus is indestructible. ("Destroy" effects and lethal damage don't destroy it.) If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead. Darksteel Forge 9 Artifact Artifacts you control are indestructible. ("Destroy" effects and lethal damage don't destroy them.) Darksteel Gargoyle 7 Artifact Creature - Gargoyle 3/3 Flying Darksteel Gargoyle is indestructible. ("Destroy" effects and lethal damage don't destroy it.) Darksteel Ingot 3 Artifact Darksteel Ingot is indestructible. ("Destroy" effects and lethal damage don't destroy it.) T Add one mana of any color to your mana pool. Darksteel Pendant 2 Artifact Darksteel Pendant is indestructible. ("Destroy" effects and lethal damage don't destroy it.) 1, T Look at the top card of your library. You may put that card on the bottom of your library. Darksteel Reactor 4 Artifact Darksteel Reactor is indestructible. ("Destroy" effects and lethal damage don't destroy it.) 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. Darkwatch Elves 2G Creature - Elf 2/2 Protection from black Cycling 2 (2, Discard this card: Draw a card.) Darkwater Catacombs Land 1, T Add UB to your mana pool. Darkwater Egg 1 Artifact 2, T, Sacrifice Darkwater Egg: Add UB to your mana pool. Draw a card. Darting Merfolk 1U Creature - Merfolk 1/1 U: Return Darting Merfolk to its owner's hand. Daru Cavalier 3W Creature - Soldier 2/2 First strike When Daru Cavalier comes into play, 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. Daru Encampment Land T Add 1 to your mana pool. W, T Target Soldier gets +1/+1 until end of turn. Daru Healer 2W Creature - Cleric 1/2 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Daru Lancer 4WW Creature - Soldier 3/4 First strike Morph 2WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Daru Mender W Creature - Cleric 1/1 Morph W (You may play this 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. Daru Sanctifier 3W Creature - Cleric 1/4 Morph 1W (You may play this 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. Daru Spiritualist 1W Creature - Cleric 1/1 Whenever a Cleric you control becomes the target of a spell or ability, it gets +0/+2 until end of turn. Daru Stinger 3W Creature - Soldier 1/1 Amplify 1 (As this card comes into play, 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. Daru Warchief 2WW Creature - Soldier 1/1 Soldier spells you play cost 1 less to play. Soldiers you control get +1/+2. Dash Hopes BB Instant When you play Dash Hopes, any player may pay 5 life. If a player does, counter Dash Hopes. Counter target spell. Daughter of Autumn 2GG Legendary Creature 2/4 W: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead. Daunting Defender 4W Creature - Cleric 3/3 If a source would deal damage to a Cleric you control, prevent 1 of that damage. Dauthi Cutthroat 1B Creature - Minion 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) 1B, T Destroy target creature with shadow. Dauthi Embrace 2B Enchantment BB: Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Dauthi Ghoul 1B Creature - Zombie 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever a creature with shadow is put into a graveyard from play, put a +1/+1 counter on Dauthi Ghoul. Dauthi Horror 1B Creature - Beast 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Horror can't be blocked by white creatures. Dauthi Jackal 2B Creature - Hound 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) BB, Sacrifice Dauthi Jackal: Destroy target blocking creature. Dauthi Marauder 2B Creature - Minion 3/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Mercenary 2B Creature - Knight 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) 1B: Dauthi Mercenary gets +1/+0 until end of turn. Dauthi Mindripper 3B Creature - 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. Dauthi Slayer BB 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. Dauthi Trapper 2B Creature - Minion 1/1 T Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Dauthi Warlord 1B Creature - 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 in play. D'Avenant Archer 2W Creature - Soldier 1/2 T D'Avenant Archer deals 1 damage to target attacking or blocking creature. D'Avenant Healer 1WW 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. Dawn Charm 1W Instant Choose one - Prevent all combat damage that would be dealt this turn; or regenerate target creature; or counter target spell that targets you. Dawn Elemental WWWW Creature - Elemental 3/3 Flying Prevent all damage that would be dealt to Dawn Elemental. Dawn of the Dead 2BBB 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 play. That creature gains haste until end of turn. Remove it from the game at end of turn. Dawning Purist 2W Creature - Cleric 2/2 Whenever Dawning Purist deals combat damage to a player, you may destroy target enchantment that player controls. Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Dawn's Reflection 3G 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. Dawnstrider 1G Creature - Spellshaper 1/1 G, T, Discard a card: Prevent all combat damage that would be dealt this turn. Day of Destiny 3W Legendary Enchantment Legendary creatures you control get +2/+2. Day of the Dragons 4UUU Enchantment When Day of the Dragons comes into play, remove all creatures you control from the game. Then put that many 5/5 red Dragon creature tokens with flying into play. When Day of the Dragons leaves play, sacrifice all Dragons you control. Then return the removed cards to play under your control. Daze 1U 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. Dazzling Beauty 2W Instant Play Dazzling Beauty only during the declare blockers step. Target attacking unblocked creature becomes blocked. Draw a card at the beginning of the next turn's upkeep. Dead // Gone R / 2R Instant // Instant Dead deals 2 damage to target creature. // Return target creature you don't control to its owner's hand. Dead Ringers 4B Sorcery Destroy two target nonblack creatures unless either one is a color the other isn't. They can't be regenerated. Deadapult 2R Enchantment R, Sacrifice a Zombie: Deadapult deals 2 damage to target creature or player. Deadfall 2G Enchantment Creatures with forestwalk can be blocked as though they didn't have forestwalk. Deadhead 3B Summon Zombie 3/3 Put Deadhead into play. Use this ability only if any opponent loses contact with his or her hand of cards and only if Deadhead is in your graveyard. 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 comes into play unattached and stays in play if the creature leaves play.) Deadly Grub 2B Creature - Insect 3/1 Vanishing 3 (This permanent comes into play 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 is put into a graveyard from play, if it had no time counters on it, put a 6/1 green Insect creature token into play with "This creature can't be the target of spells or abilities." Deadly Insect 4G Creature - Insect 6/1 Deadly Insect can't be the target of spells or abilities. Deadshot 3R Sorcery Tap target creature. It deals damage equal to its power to another target creature. Deadwood Treefolk 5G Creature - Treefolk 3/6 Vanishing 3 (This permanent comes into play 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 comes into play or leaves play, return another target creature card from your graveyard to your hand. Deal Damage 2RR Instant Deal Damage deals 4 damage to target creature or player. Gotcha - Whenever an opponent says "Deal" or "Damage," you may say "Gotcha!" If you do, return Deal Damage from your graveyard to your hand. Death Bomb 3B Instant As an additional cost to play Death Bomb, sacrifice a creature. Destroy target nonblack creature. It can't be regenerated. Its controller loses 2 life. Death Charmer 2B Creature - 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. Death Cloud XBBB Sorcery Each player loses X life, then discards X cards, then sacrifices X creatures, then sacrifices X lands. Death Denied XBB Instant - Arcane Return X target creature cards from your graveyard to your hand. Death Grasp XWB Sorcery Death Grasp deals X damage to target creature or player. You gain X life. Death Match 3B Enchantment Whenever a creature comes into play, that creature's controller may have target creature of his or her choice get -3/-3 until end of turn. Death Mutation 6BG Sorcery Destroy target nonblack creature. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Death of a Thousand Stings 4B 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. Death or Glory 4W Sorcery Separate all creature cards in your graveyard into two piles. Remove the pile of an opponent's choice from the game and return the other to play. Death Pit Offering 2BB Enchantment When Death Pit Offering comes into play, sacrifice all creatures you control. Creatures you control get +2/+2. Death Pits of Rath 3BB Enchantment Whenever a creature is dealt damage, destroy it. It can't be regenerated. Death Pulse 2BB Instant Target creature gets -4/-4 until end of turn. Cycling 1BB (1BB, Discard this card: Draw a card.) When you cycle Death Pulse, you may have target creature get -1/-1 until end of turn. 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. Death Speakers W Creature - Speaker 1/1 Protection from black Death Stroke BB Sorcery Destroy target tapped creature. Death Ward W Instant Regenerate target creature. Death Watch B Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, its controller loses life equal to its power and you gain life equal to its toughness. Death Wish 1BB Sorcery Choose a card you own from outside the game and put it into your hand. You lose half your life, rounded up. Remove Death Wish from the game. Deathcoil Wurm 6GG Creature - Wurm 7/6 You may have Deathcoil Wurm deal its combat damage to defending player as though it weren't blocked. Deathcurse Ogre 5B Creature - Ogre Warrior 3/3 When Deathcurse Ogre is put into a graveyard from play, each player loses 3 life. Deathgazer 3B Creature - Lizard 2/2 Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Deathgrip BB Enchantment BB: Counter target green spell. Deathknell Kami 1B Creature - Spirit 0/1 Flying 2: Deathknell Kami gets +1/+1 until end of turn. Sacrifice it at end of turn. Soulshift 1 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 1 or less from your graveyard to your hand.) Deathlace B Instant Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.) Deathmark B Sorcery Destroy target green or white creature. Deathmark Prelate 3B Creature - Cleric 2/3 2B, T, Sacrifice a Zombie: Destroy target non-Zombie creature. It can't be regenerated. Play this ability only any time you could play a sorcery. Death-Mask Duplicant 7 Artifact Creature - Shapeshifter 5/5 Imprint - 1: Remove target creature card in your graveyard from the game. (The removed card is imprinted on this artifact.) As long as an imprinted creature card has flying, Death-Mask Duplicant has flying. The same is true for fear, first strike, double strike, haste, landwalk, protection, and trample. Deathmask Nezumi 2B Creature - Rat Shaman 2/2 As long as you have seven or more cards in hand, Deathmask Nezumi gets +2/+1 and has fear. Death's Duet 2B Sorcery Return two target creature cards from your graveyard to your hand. Death's-Head Buzzard 1BB Creature - Bird 2/1 Flying When Death's-Head Buzzard is put into a graveyard from play, all creatures get -1/-1 until end of turn. Deathspore Thallid 1B 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 into play. Sacrifice a Saproling: Target creature gets -1/-1 until end of turn. Debt of Loyalty 1WW Instant Regenerate target creature. You gain control of that creature if it regenerates this way this turn. Debtors' Knell 4 (W / B) (W / B) (W / B) Enchantment (o (w/b) can be paid with either W or B.) At the beginning of your upkeep, put target creature card in a graveyard into play under your control. Decaying Soil 1BB Enchantment At the beginning of your upkeep, remove a card in your graveyard from the game. 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 play, you may pay 1. If you do, return that card to your hand." Deception 2B Sorcery Target opponent discards two cards. Decimate 2RG Sorcery Destroy target artifact, target creature, target enchantment, and target land. Decompose 1B Sorcery Remove up to three target cards in a single graveyard from the game. Decomposition 1G Enchantment - Aura Enchant black creature Enchanted creature has "Cumulative upkeep-Pay 1 life." When enchanted creature is put into a graveyard, its controller loses 2 life. Deconstruct 2G Sorcery Destroy target artifact. Then add GGG to your mana pool. Decree of Annihilation 8RR Sorcery Remove all artifacts, creatures, lands, graveyards, and hands from the game. Cycling 5RR When you cycle Decree of Annihilation, destroy all lands. Decree of Justice XX2WW Sorcery Put X 4/4 white Angel creature tokens with flying into play. Cycling 2W When you cycle Decree of Justice, you may pay X. If you do, put X 1/1 white Soldier creature tokens into play. Decree of Pain 6BB Sorcery Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way. Cycling 3BB When you cycle Decree of Pain, all creatures get -2/-2 until end of turn. Decree of Savagery 7GG Instant Put four +1/+1 counters on each creature you control. Cycling 4GG When you cycle Decree of Savagery, you may put four +1/+1 counters on target creature. Decree of Silence 6UU Enchantment Whenever an opponent plays 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 4UU When you cycle Decree of Silence, you may counter target spell. Dedicated Martyr W Creature - Cleric 1/1 W, Sacrifice Dedicated Martyr: You gain 3 life. Deep Analysis 3U Sorcery Target player draws two cards. Flashback-1U, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Deep Reconnaissance 2G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Flashback 4G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Deep Spawn 5UUU 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 can't be the target of spells or abilities this turn and doesn't untap during its controller's next untap step. Tap Deep Spawn. Deep Water UU Enchantment U: Until end of turn, if you tap a land you control for mana, it produces U instead of any other type and amount. Deep Wood 1G Instant Play Deep Wood only during the declare attackers step and only if you are the defending player. Prevent all damage that would be dealt to you this turn by attacking creatures. Deepfire Elemental 4BR Creature - Elemental 4/4 XX1: Destroy target artifact or creature with converted mana cost X. Deep-Sea Kraken 7UUU Creature - Kraken 6/6 Deep-Sea Kraken is unblockable. Suspend 9-2U Whenever an opponent plays a spell, if Deep-Sea Kraken is suspended, remove a time counter from it. Deep-Sea Serpent 4UU Creature - Serpent 5/5 Deep-Sea Serpent can't attack unless defending player controls an Island. Deepwood Drummer 1G Creature - Spellshaper 1/1 G, T, Discard a card: Target creature gets +2/+2 until end of turn. Deepwood Elder GG Creature - Spellshaper 2/2 XGG, T, Discard a card: X target lands become Forests until end of turn. Deepwood Ghoul 2B Creature - Zombie 2/1 Pay 2 life: Regenerate Deepwood Ghoul. Deepwood Legate 3B Creature - Shade 1/1 If an opponent controls a Forest and you control a Swamp, you may play Deepwood Legate without paying its mana cost. B: Deepwood Legate gets +1/+1 until end of turn. Deepwood Tantiv 4G Creature - Beast 2/4 Whenever Deepwood Tantiv becomes blocked, you gain 2 life. Deepwood Wolverine G Creature - Wolverine 1/1 Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn. Defender en-Vec 3W Creature - Cleric 2/4 Fading 4 (This creature comes into play 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. Defender of Chaos 2R Creature - Knight 2/1 Flash Protection from white Defender of Law 2W Creature - Knight 2/1 Flash Protection from red Defender of the Order 3W Creature - Cleric 2/4 Morph WW (You may play this 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. Defense Grid 2 Artifact Each spell costs 3 more to play except during its controller's turn. Defense of the Heart 3G Enchantment At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart. If you do, search your library for up to two creature cards and put those creatures into play. Then shuffle your library. Defensive Formation W Enchantment Instead of the attacking player, you assign the combat damage of creatures attacking you. Defensive Maneuvers 3W Instant Creatures of the type of your choice get +0/+4 until end of turn. Defiant Elf G Creature - Elf 1/1 Trample Defiant Falcon 1W Creature - Rebel Bird 1/1 Flying 4, T Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Defiant Stand 1W Instant Play Defiant Stand only during the declare attackers step and only if you are the defending player. Target creature gets +1/+3 until the end of the turn. If that creature is tapped, untap it. Defiant Vanguard 2W 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 card with converted mana cost 4 or less and put it into play. Then shuffle your library. Defiling Tears 2B Instant Until end of turn, target creature becomes black, gets +1/-1, and gains "B: Regenerate this creature." Deflection 3U Instant Change the target of target spell with a single target. Deftblade Elite W Creature - Soldier 1/1 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) 1W: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn. Defy Gravity U Instant Target creature gains flying until end of turn. Flashback U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Dega Disciple W Creature - 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. Dega Sanctuary 2W 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. Degavolver 1W Creature - Volver 1/1 Kicker 1B and/or R If the 1B kicker cost was paid, Degavolver comes into play with two +1/+1 counters on it and with "Pay 3 life: Regenerate Degavolver." If the R kicker cost was paid, Degavolver comes into play with a +1/+1 counter on it and with first strike. Dehydration 3U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature doesn't untap during its controller's untap step. Deja Vu 2U Sorcery Return target sorcery card from your graveyard to your hand. Delaying Shield 3W Enchantment If you would be dealt damage, 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 1W. 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 deals no combat damage this turn. Delif's Cube 1 Artifact 2, T This turn, when target creature you control attacks and isn't blocked, it deals 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. Delirium 1BR Instant Play 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. Delirium Skeins 2B Sorcery Each player discards three cards. Delraich 6B Creature - Horror 6/6 Trample You may sacrifice three black creatures rather than pay Delraich's mana cost. Deluge 2U Instant Tap all creatures without flying. Delusions of Mediocrity 3U Enchantment When Delusions of Mediocrity comes into play, you gain 10 life. When Delusions of Mediocrity leaves play, you lose 10 life. Dematerialize 3U Sorcery Return target permanent to its owner's hand. Flashback 5UU (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Dementia Sliver 3UB 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. Play this ability only during your turn." Demolish 3R Sorcery Destroy target artifact or land. Demonfire XR Sorcery Demonfire deals X damage to target creature or player. If a creature dealt damage this way would be put into a graveyard this turn, remove it from the game 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. Demonic Attorney 1BB 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. Demonic Collusion 3BB Sorcery Buyback-Discard two cards. (You may discard two cards in addition to any other costs as you play 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. Demonic Consultation B Instant Name a card. Remove the top six cards of your library from the game, then reveal cards from the top of your library until you reveal the named card. Put that card into your hand and remove all other cards revealed this way from the game. Demonic Hordes 3BBB Creature - Demon 5/5 T Destroy target land. At the beginning of your upkeep, unless you pay BBB, tap Demonic Hordes and sacrifice a land of an opponent's choice. Demonic Torment 2B Enchantment - Aura Enchant creature Enchanted creature can't attack. Prevent all combat damage that would be dealt by enchanted creature. Demonic Tutor 1B Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Demon's Horn 2 Artifact Whenever a player plays a black spell, you may gain 1 life. Demon's Jester 3B Creature - Imp 2/2 Flying Hellbent - Demon's Jester gets +2/+1 as long as you have no cards in hand. Demoralize 2R Instant Each creature can't be blocked this turn except by two or more creatures. Threshold - If seven or more cards are in your graveyard, creatures can't block this turn. Demystify W Instant Destroy target enchantment. Denied! U Interrupt Play Denied! only as any opponent casts target spell. Name a card, then look at all cards in that player's hand. If the named card is in the player's hand, counter target spell. Denizen of the Deep 6UU Creature - Serpent 11/11 When Denizen of the Deep comes into play, return all other creatures you control to their owner's hand. Dense Canopy 1G Enchantment Creatures with flying have "This creature can't block creatures without flying." Dense Foliage 2G Enchantment Creatures can't be the targets of spells. Denying Wind 7UU Sorcery Search target player's library for up to seven cards and remove them from the game. Then that player shuffles his or her library. Deranged Hermit 3GG Creature - Elf 1/1 Echo 3GG (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 comes into play, put four 1/1 green Squirrel creature tokens into play. All Squirrels get +1/+1. Derelor 3B Creature - Thrull 4/4 Black spells you play cost B more to play. Dermoplasm 2U Creature - Shapeshifter 1/1 Flying Morph 2UU (You may play this 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 morph from your hand into play face up. If you do, return Dermoplasm to its owner's hand. Descendant of Kiyomaro 1WW 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." Descendant of Masumaro 2G 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. Descendant of Soramaro 3U Creature - Human Wizard 2/3 1U: 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. Desecration Elemental 3B Creature - Elemental 8/8 Fear Whenever a player plays a spell, sacrifice a creature. Desert Land - Desert T Add 1 to your mana pool. T Desert deals 1 damage to target attacking creature. Play this ability only during the end of combat step. Desert Drake 3R Creature - Drake 2/2 Flying Desert Nomads 2R Creature - Nomad 2/2 Desertwalk Prevent all damage that would be dealt to Desert Nomads by Deserts. Desert Sandstorm 2R Sorcery Desert Sandstorm deals 1 damage to each creature. Desert Twister 4GG Sorcery Destroy target permanent. Deserted Temple Land T Add 1 to your mana pool. 1, T Untap target land. Desertion 3UU Instant Counter target spell. If an artifact or creature spell is countered this way, put that card into play under your control instead of into its owner's graveyard. Desolation 1BB Enchantment At end of turn, each player who tapped a land for mana this turn sacrifices a land. If a Plains is sacrificed this way, Desolation deals 2 damage to that Plains's controller. Desolation Angel 3BB Creature - Angel 5/4 Kicker WW (You may pay an additional WW as you play this spell.) Flying When Desolation Angel comes into play, destroy all lands you control. If the kicker cost was paid, destroy all lands instead. Desolation Giant 2RR Creature - Giant 3/3 Kicker WW (You may pay an additional WW as you play this spell.) When Desolation Giant comes into play, destroy all other creatures you control. If the kicker cost was paid, destroy all other creatures instead. Desperate Charge 2B Sorcery Creatures you control get +2/+0 until end of turn. 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. Desperate Research 1B 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. Remove the rest from the game. Desperate Ritual 1R Instant - Arcane Add RRR to your mana pool. Splice onto Arcane 1R (As you play 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.) Despoil 3B Sorcery Destroy target land. Its controller loses 2 life. Despondency 1B Enchantment - Aura Enchant creature Enchanted creature gets -2/-0. When Despondency is put into a graveyard from play, return Despondency to its owner's hand. Despotic Scepter 1 Artifact T Destroy target permanent you own. It can't be regenerated. Destructive Flow BRG Enchantment At the beginning of each player's upkeep, that player sacrifices a nonbasic land. Destructive Urge 1RR Enchantment - Aura Enchant creature Whenever enchanted creature deals combat damage to a player, that player sacrifices a land. Detainment Spell W Enchantment - Aura Enchant creature Enchanted creature's activated abilities can't be played. 1W: Attach Detainment Spell to target creature. Detonate XR Sorcery Destroy target artifact with converted mana cost X. It can't be regenerated. Detonate deals X damage to that artifact's controller. Detritivore 2RR Creature - Lhurgoyf */* Detritivore's power and toughness are each equal to the number of nonbasic land cards in your opponents' graveyards. Suspend X-X3R. X can't be 0. Whenever a time counter is removed from Detritivore while it's removed from the game, destroy target nonbasic land. Devastate 3RR Sorcery Destroy target land. Devastate deals 1 damage to each creature and each player. Devastating Dreams RR Sorcery As an additional cost to play Devastating Dreams, discard X cards at random. Each player sacrifices X lands. Devastating Dreams deals X damage to each creature. Devastation 5RR Sorcery Destroy all creatures and lands. Devoted Caretaker W Creature - Cleric 1/2 W, T Target permanent you control gains protection from instants and from sorceries until end of turn. Devoted Hero W Creature - Soldier 1/2 Devoted Retainer W Creature - Human Samurai 1/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Devour in Shadow BB Instant Destroy target creature. It can't be regenerated. You lose life equal to that creature's toughness. Devouring Deep 2U Creature - Devouring-Deep 1/2 Islandwalk Devouring Greed 2BB Sorcery - Arcane As an additional cost to play 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. Devouring Light 1WW Instant Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Remove target attacking or blocking creature from the game. Devouring Rage 4R Instant - Arcane As an additional cost to play 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. Devouring Strossus 5BBB Creature - Horror 9/9 Flying, trample At the beginning of your upkeep, sacrifice a creature. Sacrifice a creature: Regenerate Devouring Strossus. Devout Harpist W Creature - Townsfolk 1/1 T Destroy target Aura attached to a creature. Devout Monk W Creature - Cleric 1/1 When Devout Monk comes into play, you gain 1 life. Devout Witness 2W Creature - Spellshaper 2/2 1W, T, Discard a card: Destroy target artifact or enchantment. Diabolic Edict 1B Instant Target player sacrifices a creature. Diabolic Intent 1B Sorcery As an additional cost to play Diabolic Intent, sacrifice a creature. Search your library for a card and put that card into your hand. Then shuffle your library. Diabolic Machine 7 Artifact Creature 4/4 3: Regenerate Diabolic Machine. Diabolic Servitude 3B Enchantment When Diabolic Servitude comes into play, return target creature card from your graveyard to play. When the returned creature is put into a graveyard, remove that creature from the game and return Diabolic Servitude to its owner's hand. When Diabolic Servitude leaves play, remove that creature from the game. Diabolic Tutor 2BB Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Diabolic Vision UB 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. Diamond Faerie 2GWU Snow Creature - Faerie 3/3 Flying 1oSi: Snow creatures you control get +1/+1 until end of turn. (oSi can be paid with one mana from a snow permanent.) Diamond Kaleidoscope 4 Artifact 3, T Put a 0/1 Prism artifact creature token into play. Sacrifice a Prism token: Add one mana of any color to your mana pool. Diamond Valley Land T, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. Diaochan, Artful Beauty 3R Legendary Creature 1/1 T Destroy target creature of your choice, then destroy target creature of an opponent's choice. Play this ability only during your turn, before the combat phase. Dichotomancy 7UU 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 into play under your control. Then that player shuffles his or her library. Suspend 3-1UU Didgeridoo 1 Artifact 3: Put a Minotaur card from your hand into play. Diligent Farmhand G Creature - Druid 1/1 1G, Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. If Diligent Farmhand is in a graveyard, Muscle Burst's effect counts it as a card named Muscle Burst. Dimensional Breach 5WW Sorcery Remove all permanents from the game. As long as any of those cards remain removed from the game, at the beginning of each player's upkeep, that player returns one of the removed cards he or she owns to play. Diminishing Returns 2UU Sorcery Each player shuffles his or her hand and graveyard into his or her library. You remove the top ten cards of your library from the game. Then each player draws up to seven cards. Dimir Aqueduct Land Dimir Aqueduct comes into play tapped. When Dimir Aqueduct comes into play, return a land you control to its owner's hand. T Add UB to your mana pool. Dimir Cutpurse 1UB Creature - Spirit 2/2 Whenever Dimir Cutpurse deals combat damage to a player, that player discards a card and you draw a card. Dimir Doppelganger 1UB Creature - Shapeshifter 0/2 1UB: Remove target creature card in a graveyard from the game. Dimir Doppelganger becomes a copy of that card and gains this ability. Dimir Guildmage (U / B) (U / B) Creature - Human Wizard 2/2 (o (u/b) can be paid with either U or B.) 3U: Target player draws a card. Play this ability only any time you could play a sorcery. 3B: Target player discards a card. Play this ability only any time you could play a sorcery. Dimir House Guard 3B Creature - Skeleton 2/3 Fear Sacrifice a creature: Regenerate Dimir House Guard. Transmute 1BB (1BB, 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. Play only as a sorcery.) Dimir Infiltrator UB Creature - Spirit 1/3 Dimir Infiltrator is unblockable. Transmute 1UB (1UB, 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. Play only as a sorcery.) Dimir Machinations 2B Sorcery Look at the top three cards of target player's library. Remove any number of those cards from the game, then put the rest back in any order. Transmute 1BB (1BB, 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. Play only as a sorcery.) Dimir Signet 2 Artifact 1, T Add UB to your mana pool. Dingus Egg 4 Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Dingus Staff 4 Artifact Whenever a creature is put into a graveyard from play, Dingus Staff deals 2 damage to that creature's controller. Diplomatic Escort 1U Creature - Spellshaper 1/1 U, T, Discard a card: Counter target spell or ability that targets a creature. Diplomatic Immunity 1U Enchantment - Aura Enchant creature Enchanted creature can't be the target of spells or abilities. Diplomatic Immunity can't be the target of spells or abilities. Dire Wolves 2G Creature - Wolf 2/2 Dire Wolves has banding as long as you control a Plains. Dirge of Dread 2B Sorcery All creatures gain fear until end of turn. Cycling 1B (1B, Discard this card: Draw a card.) When you cycle Dirge of Dread, you may have target creature gain fear until end of turn. Dirtcowl Wurm 4G Creature - Wurm 3/4 Whenever an opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm. Dirtwater Wraith 3B Creature - Wraith 1/3 Swampwalk B: Dirtwater Wraith gets +1/+0 until end of turn. Dirty Wererat 3B Creature - Minion Rat 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. Disappear 2UU Enchantment - Aura Enchant creature U: Return enchanted creature and Disappear to their owners' hands. Disarm U Instant Unattach all Equipment from target creature. Disciple of Grace 1W Creature - Cleric 1/2 Protection from black Cycling 2 (2, Discard this card: Draw a card.) Disciple of Kangee 2W Creature - Wizard 2/2 U, T Target creature gains flying and becomes blue until end of turn. Disciple of Law 1W Creature - Cleric 1/2 Protection from red Cycling 2 (2, Discard this card: Draw a card.) Disciple of Malice 1B Creature - Cleric 1/2 Protection from white Cycling 2 (2, Discard this card: Draw a card.) Disciple of Tevesh Szat 2BB Creature - Human Cleric 3/1 T Target creature gets -1/-1 until end of turn. 4BB, T, Sacrifice Disciple of Tevesh Szat: Target creature gets -6/-6 until end of turn. Disciple of the Vault B Creature - Human Cleric 1/1 Whenever an artifact is put into a graveyard from play, you may have target opponent lose 1 life. Discombobulate 2UU Instant Counter target spell. Look at the top four cards of your library, then put them back in any order. Discordant Dirge 3BB 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. Discordant Spirit 2BR Creature - Spirit 2/2 At the end of each turn, if it was an opponent's turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn. At the end of your turn, remove all +1/+1 counters on Discordant Spirit. Disease Carriers 2BB Creature - Rat 2/2 When Disease Carriers is put into a graveyard from play, target creature gets -2/-2 until end of turn. Diseased Vermin 2B 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. Disembowel XB Instant Destroy target creature with converted mana cost X. Disempower 1W Instant Put target artifact or enchantment on top of its owner's library. Disenchant 1W Instant Destroy target artifact or enchantment. Disharmony 2R Instant Play Disharmony only during combat before the declare blockers step. Untap target attacking creature. Gain control of that creature until end of turn. Disintegrate XR Sorcery Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Dismal Failure 2UU Instant Counter target spell. Its controller discards a card. Dismantle 2R 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. Dismantling Blow 2W Instant Kicker 2U (You may pay an additional 2U as you play this spell.) Destroy target artifact or enchantment. If the kicker cost was paid, draw two cards. Dismiss 2UU Instant Counter target spell. Draw a card. Disorder 1R Sorcery Disorder deals 2 damage to each white creature and each player who controls a white creature. Dispersal Shield 1U Instant Counter target spell if its converted mana cost is less than or equal to the highest converted mana cost among permanents you control. Dispersing Orb 3UU Enchantment 3U, Sacrifice a permanent: Return target permanent to its owner's hand. Disrupt U Instant Counter target instant or sorcery spell unless its controller pays 1. Draw a card. Disrupting Scepter 3 Artifact 3, T Target player discards a card. Play this ability only during your turn. Disrupting Shoal XUU Instant - Arcane You may remove a blue card with converted mana cost X in your hand from the game rather than pay Disrupting Shoal's mana cost. Counter target spell if its converted mana cost is X. Disruption Aura 2U Enchantment - Aura Enchant artifact Enchanted artifact has "At the beginning of your upkeep, sacrifice this artifact unless you pay its mana cost." Disruptive Pitmage 2U Creature - Wizard 1/1 T Counter target spell unless its controller pays 1. Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Disruptive Student 2U Creature - Wizard 1/1 T Counter target spell unless its controller pays 1. Dissipate 1UU Instant Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard. Distorting Lens 2 Artifact T Target permanent becomes the color of your choice until end of turn. Distorting Wake XUUU Sorcery Return X target nonland permanents to their owners' hands. Distress BB Sorcery Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. Disturbed Burial 1B Sorcery Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Return target creature card from your graveyard to your hand. Dive Bomber 3W Creature - Bird Soldier 2/2 Flying T, Sacrifice Dive Bomber: Dive Bomber deals 2 damage to target attacking or blocking creature. Divebomber Griffin 3WW Creature - Griffin 3/2 Flying T, Sacrifice Divebomber Griffin: Divebomber Griffin deals 3 damage to target attacking or blocking creature. Divergent Growth G Instant Until end of turn, lands you control gain "T Add one mana of any color to your mana pool." Diversionary Tactics 3W Enchantment Tap two untapped creatures you control: Tap target creature. Divert U Instant Change the target of target spell with a single target unless that spell's controller pays 2. Divine Congregation 3W Sorcery You gain 2 life for each creature target player controls. Suspend 5-1W (Rather than play this card from your hand, you may pay 1W and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Divine Intervention 6WW Enchantment Divine Intervention comes into play with two intervention counters on it. At the beginning of your upkeep, remove an intervention counter from Divine Intervention. If there are no intervention counters on it, the game is a draw. Divine Light W Sorcery Prevent all damage that would be dealt this turn to creatures you control. Divine Offering 1W Instant Destroy target artifact. You gain life equal to its converted mana cost. Divine Presence 2W Enchantment If a source would deal 4 damage or more to a creature or player, that source deals 3 damage to that creature or player instead. Divine Retribution 1W Instant Divine Retribution deals damage to target attacking creature equal to the number of attacking creatures. Divine Sacrament 1WW 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. Divine Transformation 2WW Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. Diving Griffin 1WW Creature - Griffin 2/2 Flying, vigilance Divining Witch 1B Creature - Spellshaper 1/1 1B, T, Discard a card: Name a card. Remove the top six cards of your library from the game. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game. Dizzy Spell U Instant Target creature gets -3/-0 until end of turn. Transmute 1UU (1UU, 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. Play only as a sorcery.) Dizzying Gaze R Enchantment - Aura Enchant creature you control R: Enchanted creature deals 1 damage to target creature with flying. Djinn Illuminatus 5 (U / R) (U / R) Creature - Djinn 3/5 (o (u/r) can be paid with either U or R.) Flying Each instant and sorcery spell you play has replicate. The replicate cost is equal to its mana cost. (When you play it, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Djinn of the Lamp 5UU Creature - Djinn 5/6 Flying Do or Die 1B 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. Dodecapod 4 Artifact Creature - Golem 3/3 If a spell or ability an opponent controls causes you to discard Dodecapod, put it into play with two +1/+1 counters on it instead of putting it into your graveyard. Dogged Hunter 2W Creature - Nomad 1/1 T Destroy target creature token. Dogpile 3R Instant Dogpile deals damage to target creature or player equal to the number of attacking creatures you control. Dominaria's Judgment 2W 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. Dominate X1UU Instant Gain control of target creature with converted mana cost X or less. (This effect doesn't end at end of turn.) Dominating Licid 1UU Creature - Licid 1/1 1UU, 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. Domineer 1UU Enchantment - Aura Enchant artifact creature You control enchanted artifact creature. Donate 2U Sorcery Target player gains control of target permanent you control. Dong Zhou, the Tyrant 4R Legendary Creature 3/3 When Dong Zhou, the Tyrant comes into play, target creature an opponent controls deals damage equal to its power to that player. Doom Cannon 6 Artifact As Doom Cannon comes into play, choose a creature type. 3, T, Sacrifice a creature of the chosen type: Doom Cannon deals 3 damage to target creature or player. Doomed Necromancer 2B Creature - Cleric Mercenary 2/2 B, T, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to play. Doomsday BBB Sorcery Search your library and graveyard for five cards and remove the rest from the game. Put the chosen cards on top of your library in any order. You lose half your life, rounded up. Doomsday Specter 2UB Creature - Specter 2/3 Flying When Doomsday Specter comes into play, 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. Door to Nothingness 5 Artifact Door to Nothingness comes into play tapped. WWUUBBRRGG, T, Sacrifice Door to Nothingness: Target player loses the game. Dormant Sliver 2GU Creature - Sliver 2/2 All Slivers have defender and "When this creature comes into play, draw a card." Dormant Volcano Land Dormant Volcano comes into play tapped. When Dormant Volcano comes into play, sacrifice it unless you return an untapped Mountain you control to its owner's hand. T Add 1R to your mana pool. Dosan the Falling Leaf 1GG Legendary Creature - Human Monk 2/2 Players can play spells only during their own turns. Dosan's Oldest Chant 4G Sorcery You gain 6 life. Draw a card. Double Cross 3BB Sorcery Choose another player. Look at that player's hand and choose one of those cards other than a basic land. He or she discards that card. At the beginning of the next game with the player, look at the player's hand and choose one of those cards other than a basic land. He or she discards that card. Double Deal 4R Sorcery Choose another player. Double Deal deals 3 damage to that player now and deals an additional 3 damage to the player at the beginning of the next game with the player. Double Dip 4W Instant Choose another player. Gain 5 life now and an additional 5 life at the beginning of the next game with that player. Double Header 3UU Creature - Drake 2/3 Flying When Double Header comes into play, you may return target permanent with a two-word name to its owner's hand. Double Play 3GG Sorcery Choose another player. Search your library for a basic land and put that land into play. At the beginning of the next game with that player, search your library for an additional basic land and put that land into play. In both cases, shuffle your library afterwards. Double Take 3UU Instant Choose another player. Draw two cards now and draw an additional two cards at the beginning of the next game with that player. Doubling Cube 2 Artifact 3, T Double the amount of each type of mana in your mana pool. Doubling Season 4G Enchantment If an effect would put one or more tokens into play under your control, it puts twice that many of those tokens into play 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. Doubtless One 3W Creature - Cleric Avatar */* Doubtless One's power and toughness are each equal to the number of Clerics in play. Whenever Doubtless One deals damage, you gain that much life. Douse 2U Enchantment 1U: Counter target red spell. Douse in Gloom 2B Instant Douse in Gloom deals 2 damage to target creature and you gain 2 life. Dovescape 3 (W / U) (W / U) (W / U) Enchantment (o (w/u) can be paid with either W or U.) Whenever a player plays a noncreature spell, counter that spell. That player puts X 1/1 white and blue Bird creature tokens with flying into play, where X is the spell's converted mana cost. Downdraft 2G Enchantment G: Target creature loses flying until end of turn. Sacrifice Downdraft: Downdraft deals 2 damage to each creature with flying. Downhill Charge 2R 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. Dowsing Shaman 4G Creature - Centaur Shaman 3/4 2G, T Return target enchantment card from your graveyard to your hand. Draco 16 Artifact Creature - Dragon 9/9 Draco costs 2 less to play for each basic land type among lands you control. Flying 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. Draconian Cylix 3 Artifact 2, T, Discard a card at random: Regenerate target creature. Dracoplasm UR Creature - Shapeshifter */* Flying As Dracoplasm comes into play, sacrifice any number of creatures. Dracoplasm's power is equal to the total power of the sacrificed creatures and its toughness is equal to the total toughness of those creatures. R: Dracoplasm gets +1/+0 until end of turn. 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. Dragon Arch 5 Artifact 2, T Put a multicolored creature card from your hand into play. Dragon Blood 3 Artifact 3, T Put a +1/+1 counter on target creature. Dragon Breath 1R 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 more comes into play, you may return Dragon Breath from your graveyard to play attached to that creature. Dragon Engine 3 Artifact Creature 1/3 2: Dragon Engine gets +1/+0 until end of turn. Dragon Fangs 1G Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has trample. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Fangs from your graveyard to play attached to that creature. Dragon Mage 5RR Creature - Dragon Wizard 5/5 Flying Whenever Dragon Mage deals combat damage to a player, each player discards his or her hand and draws seven cards. 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 end of turn. Dragon Roost 4RR Enchantment 5RR: Put a 5/5 red Dragon creature token with flying into play. Dragon Scales 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+2 and has vigilance. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Scales from your graveyard to play attached to that creature. Dragon Shadow 1B Enchantment - Aura Enchant creature Enchanted creature gets +1/+0 and has fear. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Shadow from your graveyard to play attached to that creature. Dragon Tyrant 8RR 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 RRRR. R: Dragon Tyrant gets +1/+0 until end of turn. Dragon Whelp 2RR Creature - Dragon 2/3 Flying R: Dragon Whelp gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Dragon Whelp. Dragon Wings 1U Enchantment - Aura Enchant creature Enchanted creature has flying. Cycling 1U (1U, Discard this card: Draw a card.) When a creature with converted mana cost 6 or more comes into play, you may return Dragon Wings from your graveyard to play attached to that creature. Dragon's Claw 2 Artifact Whenever a player plays a red spell, you may gain 1 life. Dragonspeaker Shaman 1RR Creature - Barbarian 2/2 Dragon spells you play cost 2 less to play. Dragonstalker 4W Creature - Bird Soldier 3/3 Flying, protection from Dragons Dragonstorm 8R Sorcery Search your library for a Dragon card and put it into play. Then shuffle your library. Storm (When you play this spell, copy it for each spell played before it this turn.) Drain Life X1B 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. Drain Power UU Sorcery Target player plays a mana ability of each land he or she controls, then empties his or her mana pool. Add mana to your mana pool equal to the type and amount emptied from that player's mana pool this way. Draining Whelk 4UU Creature - Illusion 1/1 Flash (You may play this spell any time you could play an instant.) Flying When Draining Whelk comes into play, counter target spell. Put X +1/+1 counters on Draining Whelk, where X is that spell's converted mana cost. Drake Familiar 1U Creature - Drake 2/1 Flying When Drake Familiar comes into play, sacrifice it unless you return an enchantment in play to its owner's hand. Drake Hatchling 2U Creature - Drake 1/3 Flying U: Drake Hatchling gets +1/+0 until end of turn. Play this ability only once each turn. Drake-Skull Cameo 3 Artifact T Add U or B to your mana pool. Dralnu, Lich Lord 3UB Legendary Creature - Zombie Lord 3/3 If damage would be dealt to Dralnu, sacrifice that many permanents instead. T Target instant or sorcery card in your graveyard has flashback until end of turn. Its flashback cost becomes equal to its mana cost as you play it. (You may play that card from your graveyard for its flashback cost. Then remove it from the game.) Dralnu's Crusade 1BR Enchantment All Goblins get +1/+1, are black, and are Zombies in addition to their other creature types. Dralnu's Pet 1UU Creature - Shapeshifter 2/2 Kicker-2B, Discard a creature card. (You may pay 2B and discard a creature card in addition to any other costs as you play this spell.) If the kicker cost was paid, Dralnu's Pet has flying and comes into play with X +1/+1 counters on it, where X is the discarded card's converted mana cost. Drawn Together 2WW Enchantment As Drawn Together comes into play, choose an artist. Creatures by the chosen artist get +2/+2. Dread Charge 3B Sorcery Until end of turn, black creatures you control can be blocked only by black creatures. Dread of Night B Enchantment White creatures get -1/-1. Dread Reaper 3BBB Creature - Horror 6/5 Flying When Dread Reaper comes into play, you lose 5 life. Dread Return 2BB Sorcery Return target creature card from your graveyard to play. Flashback-Sacrifice three creatures. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Dread Slag 3BR Creature - Horror 9/9 Trample Dread Slag gets -4/-4 for each card in your hand. Dread Specter 3B Creature - Specter 2/2 Whenever Dread Specter blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Dread Wight 3BB Creature - Wight 3/4 At end of combat, put a paralyzation counter on all creatures blocking or blocked by Dread Wight and tap those creatures. They gain "If this creature has a paralyzation counter on it, it doesn't untap during its controller's untap step" and "4: Remove a paralyzation counter from this creature." 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. Dream Cache 2U 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. Dream Chisel 2 Artifact Face-down creature spells you play cost 1 less to play. Dream Coat U Enchantment - Aura Enchant creature 0: Enchanted creature becomes the color or colors of your choice. Play this ability only once each turn. Dream Fighter 2U Creature - Human Soldier 1/1 Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out. Dream Halls 3UU Enchantment Rather than pay the mana cost for a spell, its controller may discard a card that shares a color with that spell. Dream Leash 3UU Enchantment - Aura Enchant permanent You may play Dream Leash only on a tapped permanent. You control enchanted permanent. Dream Prowler 2UU Creature - Illusion 1/5 Dream Prowler is unblockable as long as it's attacking alone. Dream Stalker 1U Creature - Illusion 1/5 When Dream Stalker comes into play, return a permanent you control to its owner's hand. Dream Thrush 1U Creature - Bird 1/1 Flying T Target land's type becomes the basic land type of your choice until end of turn. Dream Tides 2UU Enchantment Creatures don't untap during their controllers' untap steps. Nongreen creatures have "At the beginning of your upkeep, you may pay 2. If you do, untap this creature." Dreamborn Muse 2UU Creature - Spirit 2/2 At the beginning of each player's upkeep, that player puts the top X cards from his or her library into his or her graveyard, where X is the number of cards in his or her hand. Dreamcatcher U Creature - Spirit 1/1 Whenever you play a Spirit or Arcane spell, you may sacrifice Dreamcatcher. If you do, draw a card. Dream's Grip U Instant Choose one - Tap target permanent; or untap target permanent. Entwine 1 (Choose both if you pay the entwine cost.) Dreams of the Dead 3U Enchantment 1U: Return target white or black creature card from your graveyard to play. That creature gains "Cumulative upkeep 2." If the creature would leave play, remove it from the game instead. Dreamscape Artist 1U Creature - Human Spellshaper 1/1 2U, T, Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them into play. Then shuffle your library. Dreamwinder 3U 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. Dredge B Instant Sacrifice a creature or land. Draw a card. Dregs of Sorrow X4B Sorcery Destroy X target nonblack creatures. Draw X cards. Drekavac 1B Creature - Beast 3/3 When Drekavac comes into play, sacrifice it unless you discard a noncreature card. Drelnoch 4U Creature - Yeti Mutant 3/3 Whenever Drelnoch becomes blocked, you may draw two cards. Drift of Phantasms 2U Creature - Spirit 0/5 Defender (This creature can't attack.) Flying Transmute 1UU (1UU, 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. Play only as a sorcery.) Drift of the Dead 3B 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. 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. Drifting Djinn 4UU Creature - Djinn 5/5 Flying At the beginning of your upkeep, sacrifice Drifting Djinn unless you pay 1U. Cycling 2 (2, Discard this card: Draw a card.) Drifting Meadow Land Drifting Meadow comes into play tapped. T Add W to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Drill-Skimmer 4 Artifact Creature 2/1 Flying Drill-Skimmer can't be the target of spells or abilities as long as you control another artifact creature. Drinker of Sorrow 2B Creature - Horror 5/3 Drinker of Sorrow can't block. Whenever Drinker of Sorrow deals combat damage, sacrifice a permanent. Dripping Dead 4BB 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. Dripping-Tongue Zubera 1G Creature - Zubera Spirit 1/2 When Dripping-Tongue Zubera is put into a graveyard from play, put a 1/1 colorless Spirit creature token into play for each Zubera put into a graveyard from play this turn. Dromad Purebred 4W Creature - Beast 1/5 Whenever Dromad Purebred is dealt damage, you gain 1 life. Dromar, the Banisher 3WUB Legendary Creature - Dragon 6/6 Flying Whenever Dromar, the Banisher deals combat damage to a player, you may pay 2U. If you do, choose a color. Return all creatures of that color to their owners' hands. Dromar's Attendant 5 Artifact Creature - Golem 3/3 1, Sacrifice Dromar's Attendant: Add WUB to your mana pool. Dromar's Cavern Land - Lair When Dromar's Cavern comes into play, 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. Dromar's Charm WUB Instant Choose one - You gain 5 life; or counter target spell; or target creature gets -2/-2 until end of turn. Dromosaur 2R Creature - Lizard 2/3 Whenever Dromosaur blocks or becomes blocked, it gets +2/-2 until end of turn. Droning Bureaucrats 3W Creature - Human Advisor 1/4 X, T Each creature with converted mana cost X can't attack or block this turn. Drooling Groodion 3BBG Creature - Beast 4/3 2BG, Sacrifice a creature: Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn. Drooling Ogre 1R Creature - Ogre 3/3 Whenever a player plays an artifact spell, that player gains control of Drooling Ogre. (This effect doesn't end at end of turn.) 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 in play, sacrifice Drop of Honey. Dross Crocodile 3B Creature - Zombie Crocodile 5/1 Dross Golem 5 Artifact Creature - Golem 3/2 Affinity for Swamps (This spell costs 1 less to play for each Swamp you control.) Fear Dross Harvester 1BB Creature - Horror 4/4 Protection from white At the end of your turn, you lose 4 life. Whenever a creature is put into a graveyard from play, you gain 2 life. Dross Prowler 2B Creature - Zombie 2/1 Fear Dross Scorpion 4 Artifact Creature 3/1 Whenever Dross Scorpion or another artifact creature is put into a graveyard from play, you may untap target artifact. Drought 2WW Enchantment At the beginning of your upkeep, sacrifice Drought unless you pay WW. As an additional cost to play spells with B in their mana costs and activated abilities with B in their activation costs, that spell or ability's controller sacrifices a Swamp for each B in that cost. Drowned 1U Creature - Zombie 1/1 B: Regenerate Drowned. Drowned Rusalka U Creature - Spirit 1/1 U, Sacrifice a creature: Discard a card, then draw a card. Drudge Reavers 3B Creature - Skeleton 2/1 Flash (You may play this spell any time you could play an instant.) B: Regenerate Drudge Reavers. Drudge Skeletons 1B 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.) Drudge Spell BB Enchantment B, Remove two creature cards in your graveyard from the game: Put a 1/1 black Skeleton creature token into play. It has "B: Regenerate this creature." When Drudge Spell leaves play, destroy all Skeleton tokens. They can't be regenerated. Druid Lyrist G Creature - Druid 1/1 G, T, Sacrifice Druid Lyrist: Destroy target enchantment. Druid's Call 1G Enchantment - Aura Enchant creature Whenever enchanted creature is dealt damage, its controller puts that many 1/1 green Squirrel creature tokens into play. Dry Spell 1B Sorcery Dry Spell deals 1 damage to each creature and each player. Dryad Sophisticate 1G Creature - Dryad 2/1 Nonbasic landwalk Dryad's Caress 4GG Instant You gain 1 life for each creature in play. If W was spent to play Dryad's Caress, untap all creatures you control. Dual Nature 4GG Enchantment Whenever a nontoken creature comes into play, its controller puts a token into play as a copy of that creature. Whenever a nontoken creature leaves play, remove all tokens with the same name as that creature from the game. When Dual Nature leaves play, remove all tokens created with it from the game. Duct Crawler R Creature - Insect 1/1 1R: Target creature can't block Duct Crawler this turn. Dueling Grounds 1GW Enchantment No more than one creature can attack each turn. No more than one creature can block each turn. Duh B Instant Destroy target creature with reminder text. (Reminder text is any italicized text in parentheses that explains rules you already know.) Dumb Ass 2R Creature - Donkey Barbarian 3½/2 At the beginning of your upkeep, flip a coin. If you lose the flip, target opponent chooses whether Dumb Ass attacks this turn. Dune-Brood Nephilim BRGW Creature - Nephilim 3/3 Whenever Dune-Brood Nephilim deals combat damage to a player, put a 1/1 colorless Sand creature token into play for each land you control. Dunerider Outlaw BB Creature - Human Rebel Rogue 1/1 Protection from green At end of turn, if Dunerider Outlaw dealt damage to an opponent this turn, put a +1/+1 counter on it. Dungeon Shade 3B Creature - Spirit 1/1 Flying B: Dungeon Shade gets +1/+1 until end of turn. Duplicant 6 Artifact Creature - Shapeshifter 2/4 Imprint - When Duplicant comes into play, you may remove target nontoken creature from the game. (The removed card is imprinted on this artifact.) As long as a creature card is imprinted on Duplicant, Duplicant has the power, toughness, and creature types of the last creature card imprinted on it. It's still a Shapeshifter. Duplicity 3UU Enchantment When Duplicity comes into play, remove from the game face down the top five cards of your library. At the beginning of your upkeep, you may exchange all the cards in your hand for the cards you removed from the game with Duplicity. At the end of your turn, discard a card. When Duplicity leaves play, put all cards removed from the game with Duplicity into their owners' graveyards. Duress B Sorcery Target opponent reveals his or her hand. Choose a noncreature, nonland card from it. That player discards that card. Durkwood Baloth 4GG Creature - Beast 5/5 Suspend 5-G (Rather than play this card from your hand, you may pay G and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Durkwood Boars 4G Creature - Boar 4/4 Durkwood Tracker 4G Creature - Giant 4/3 1G, T If Durkwood Tracker is in play, it deals damage equal to its power to target attacking creature. That creature deals damage equal to its power to Durkwood Tracker. Dusk Imp 2B Creature - Imp 2/1 Flying Duskmantle, House of Shadow Land T Add 1 to your mana pool. UB, T Target player puts the top card of his or her library into his or her graveyard. Duskrider Falcon 1W Creature - Bird 1/1 Flying, protection from black Duskrider Peregrine 5W Creature - Bird 3/3 Flying, protection from black Suspend 3-1W (Rather than play this card from your hand, you may pay 1W and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Duskwalker B Creature - Minion 1/1 Kicker 3B (You may pay an additional 3B as you play this spell.) If the kicker cost was paid, Duskwalker comes into play with two +1/+1 counters on it and with fear. Duskworker 4 Artifact Creature 2/2 Whenever Duskworker becomes blocked, regenerate it. 3: Duskworker gets +1/+0 until end of turn. Dust Bowl Land T Add 1 to your mana pool. 3, T, Sacrifice a land: Destroy target nonbasic land. Dust Corona R Enchantment - Aura Enchant creature Enchanted creature gets +2/+0 and can't be blocked by creatures with flying. Dust Elemental 2WW Creature - Elemental 6/6 Flash (You may play this spell any time you could play an instant.) Flying, fear When Dust Elemental comes into play, return three creatures you control to their owner's hand. Dust to Dust 1WW Sorcery Remove two target artifacts from the game. 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. Dwarven Armory 2RR Enchantment 2, Sacrifice a land: Put a +2/+2 counter on target creature. Play this ability only during any upkeep step. Dwarven Berserker 1R Creature - Dwarf 1/1 Whenever Dwarven Berserker becomes blocked, it gets +3/+0 and gains trample until end of turn. Dwarven Blastminer 1R Creature - Dwarf 1/1 2R, T Destroy target nonbasic land. Morph R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Dwarven Bloodboiler RRR Creature - Dwarf 2/2 Tap an untapped Dwarf you control: Target creature gets +2/+0 until end of turn. Dwarven Catapult XR Instant Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls. Dwarven Demolition Team 2R Creature - Dwarf 1/1 T Destroy target Wall. Dwarven Driller 3R Creature - Dwarf 2/2 T Destroy target land unless its controller has Dwarven Driller deal 2 damage to him or her. Dwarven Grunt R Creature - Dwarf 1/1 Mountainwalk Dwarven Hold Land Dwarven Hold comes into play 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. Dwarven Landslide 3R Sorcery Kicker-2R, Sacrifice a land. (You may pay 2R and sacrifice a land in addition to any other costs as you play this spell.) Destroy target land. If the kicker cost was paid, destroy another target land. Dwarven Lieutenant RR Creature - Dwarf 1/2 1R: Target Dwarf gets +1/+0 until end of turn. Dwarven Miner 1R Creature - Dwarf 1/2 2R, T Destroy target nonbasic land. Dwarven Nomad 2R Creature - Dwarf 1/1 T Target creature with power 2 or less is unblockable this turn. Dwarven Patrol 2R Creature - Dwarf 4/2 Dwarven Patrol doesn't untap during your untap step. Whenever you play a nonred spell, untap Dwarven Patrol. Dwarven Pony R Creature - Pony 1/1 1R, T Target Dwarf gains mountainwalk until end of turn. Dwarven Recruiter 2R Creature - Dwarf 2/2 When Dwarven Recruiter comes into play, 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. Dwarven Ruins Land Dwarven Ruins comes into play tapped. T Add R to your mana pool. T, Sacrifice Dwarven Ruins: Add RR to your mana pool. 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. Dwarven Sea Clan 2R 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. Play this ability only before the end of combat step. Dwarven Shrine 1RR Enchantment Whenever a player plays 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. Dwarven Soldier 1R Creature - Dwarf 2/1 Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn. Dwarven Song R Instant Any number of target creatures become red until end of turn. Dwarven Strike Force 4R Creature - Dwarf 4/3 Discard a card at random: Dwarven Strike Force gains first strike and haste until end of turn. Dwarven Thaumaturgist 2R Creature - Dwarf 1/2 T Switch target creature's power and toughness until end of turn. Dwarven Trader R Creature - Dwarf 1/1 Dwarven Vigilantes 2R 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 deals no combat damage this turn. Dwarven Warriors 2R Creature - Dwarf 1/1 T Target creature with power 2 or less is unblockable this turn. Dwarven Weaponsmith 1R Creature - Dwarf 1/1 T, Sacrifice an artifact: Put a +1/+1 counter on target creature. Play this ability only during your upkeep. Dwell on the Past G Sorcery Target player shuffles up to four target cards from his or her graveyard into his or her library. Dying Wail 1B Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, target player discards two cards. Dystopia 1BB Enchantment Cumulative upkeep-Pay 1 life. At the beginning of each player's upkeep, that player sacrifices a white or green permanent. Eager Cadet W Creature - Human Soldier 1/1 Early Frost 1U Instant Tap up to three target lands. Early Harvest 1GG Instant Target player untaps all basic lands he or she controls. Earnest Fellowship 1W Enchantment Each creature has protection from its colors. Earsplitting Rats 3B Creature - Rat 2/1 When Earsplitting Rats comes into play, each player discards a card. Discard a card: Regenerate Earsplitting Rats. Earth Elemental 3RR Creature - Elemental 4/5 Earth Rift 3R Sorcery Destroy target land. Flashback 5RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Earth Surge 3G Enchantment Each land gets +2/+2 as long as it's a creature. Earthbind R Enchantment - Aura Enchant creature When Earthbind comes into play, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying." Earthblighter 1B Creature - Cleric 1/1 2B, T, Sacrifice a Goblin: Destroy target land. Earthcraft 1G Enchantment Tap an untapped creature you control: Untap target basic land. Earthen Goo 2R 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. Earthlink 3BRG Enchantment At the beginning of your upkeep, sacrifice Earthlink unless you pay 2. Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land. Earthlore G Enchantment - Aura Enchant land you control Enchanted land has "T Target blocking creature gets +1/+2 until end of turn." Earthquake XR Sorcery Earthquake deals X damage to each creature without flying and each player. Earthshaker 4RR Creature - Spirit 4/5 Whenever you play a Spirit or Arcane spell, Earthshaker deals 2 damage to each creature without flying. Eastern Paladin 2BB Creature - Knight 3/3 BB, T Destroy target green creature. Eater of Days 4 Artifact Creature - Leviathan 9/8 Flying, trample When Eater of Days comes into play, you skip your next two turns. Eater of the Dead 4B Creature - Eater 3/4 0: If Eater of the Dead is tapped, untap it and remove target creature card in a graveyard from the game. Ebon Dragon 5BB Creature - Dragon 5/4 Flying When Ebon Dragon comes into play, you may have target opponent discard a card. Ebon Drake 2B Creature - Drake 3/3 Flying Whenever a player plays a spell, you lose 1 life. Ebon Praetor 4BB Creature - Avatar 5/5 Trample, first strike At the beginning of your upkeep, put a -2/-2 counter on Ebon Praetor unless you sacrifice a creature. If you sacrifice a Thrull this way, put a +1/+0 counter on Ebon Praetor. Ebon Stronghold Land Ebon Stronghold comes into play tapped. T Add B to your mana pool. T, Sacrifice Ebon Stronghold: Add BB to your mana pool. Ebonblade Reaper 2B Creature - 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 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Ebony Charm B Instant Choose one - Target opponent loses 1 life and you gain 1 life; or remove from the game up to three target cards in a single graveyard; or target creature gains fear until end of turn. 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. 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. Ebony Rhino 7 Artifact Creature 4/5 Trample Ebony Treefolk 1BG Creature - Treefolk 3/3 BG: Ebony Treefolk gets +1/+1 until end of turn. Echo Chamber 4 Artifact 4, T An opponent chooses target creature he or she controls. Put a token into play as a copy of that creature. The token has haste. Remove the token from the game at end of turn. Play this ability only any time you could play a sorcery. Echo Tracer 2U Creature - Wizard 2/2 Morph 2U (You may play this 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. Echoing Calm 1W Instant Destroy target enchantment and all other enchantments with the same name as that enchantment. Echoing Courage 1G Instant Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn. Echoing Decay 1B Instant Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn. Echoing Ruin 1R Sorcery Destroy target artifact and all other artifacts with the same name as that artifact. Echoing Truth 1U Instant Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands. Edgewalker 1WB Creature - Cleric 2/2 Cleric spells you play cost WB less to play. This effect reduces only the amount of colored mana you pay. (For example, if you play a Cleric with mana cost 1W, it costs 1 to play.) Eerie Procession 2U Sorcery - Arcane Search your library for an Arcane card, reveal that card, and put it into your hand. Then shuffle your library. 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. Eiganjo Free-Riders 3W Creature - Human Soldier 3/4 Flying At the beginning of your upkeep, return a white creature you control to its owner's hand. Eight-and-a-Half-Tails WW Legendary Creature - Fox Cleric 2/2 1W: Target permanent you control gains protection from white until end of turn. 1: Target spell or permanent becomes white until end of turn. Eightfold Maze 2W Instant Play Eightfold Maze only during the declare attackers step and only if you are the defending player. Destroy target attacking creature. Ekundu Cyclops 3R Creature - Giant 3/4 If a creature you control attacks, Ekundu Cyclops also attacks if able. Ekundu Griffin 3W Creature - Griffin 2/2 Flying, first strike Eladamri, Lord of Leaves GG Legendary Creature 2/2 All Elves have forestwalk. Elves can't be the target of spells or abilities. Eladamri's Call GW Instant Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library. Eladamri's Vineyard G Enchantment At the beginning of each player's precombat main phase, add GG to that player's mana pool. Elder Druid 3G Creature - Cleric 2/2 3G, T You may tap or untap target artifact, creature, or land. Elder Land Wurm 4WWW Creature - Wurm 5/5 Defender, trample When Elder Land Wurm blocks, it loses defender. (This effect doesn't end at end of turn.) Elder Pine of Jukai 2G Creature - Spirit 2/1 Whenever you play 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 Elder Spawn 4UUU Creature - Spawn 6/6 Elder Spawn can't be blocked by red creatures. At the beginning of your upkeep, unless you sacrifice an Island, sacrifice Elder Spawn and it deals 6 damage to you. Electric Eel U Creature - Eel 1/1 When Electric Eel comes into play, it deals 1 damage to you. RR: Electric Eel gets +2/+0 until end of turn and deals 1 damage to you. Electrolyze 1UR Instant Electrolyze deals 2 damage divided as you choose among any number of target creatures and/or players. Draw a card. 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. Electryte 3RR Creature - Beast 3/3 Whenever Electryte deals combat damage to defending player, it deals damage equal to its power to each blocking creature. Elemental Augury UBR Enchantment 3: Look at the top three cards of target player's library and put them back on top of that player's library in any order. Elemental Resonance 2GG 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.) Elephant Ambush 2GG Instant Put a 3/3 green Elephant creature token into play. Flashback 6GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Elephant Grass G Enchantment Cumulative upkeep 1 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. Elephant Graveyard Land T Add 1 to your mana pool. T Regenerate target Elephant or Mammoth. Elephant Guide 2G Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. When enchanted creature is put into a graveyard, put a 3/3 green Elephant creature token into play. Elephant Resurgence 1G Sorcery Each player puts a green Elephant creature token into play. Those creatures have "This creature's power and toughness are each equal to the number of creature cards in its controller's graveyard." Elf Replica 3 Artifact Creature - Elf 2/2 1G, Sacrifice Elf Replica: Destroy target enchantment. Elfhame Palace Land Elfhame Palace comes into play tapped. T Add G or W to your mana pool. Elfhame Sanctuary 1G 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. El-Hajjaj 1BB Creature - El-Hajjaj 1/1 Whenever El-Hajjaj deals damage, you gain that much life. Elite Archers 5W Creature - Soldier 3/3 T Elite Archers deals 3 damage to target attacking or blocking creature. Elite Cat Warrior 2G Creature - Cat Warrior 2/3 Forestwalk Elite Javelineer 2W Creature - Soldier 2/2 Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature. Elixir of Vitality 4 Artifact Elixir of Vitality comes into play tapped. T, Sacrifice Elixir of Vitality: You gain 4 life. 8, T, Sacrifice Elixir of Vitality: You gain 8 life. Elkin Bottle 3 Artifact 3, T Remove the top card of your library from the game. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played the card, put it into your graveyard. Elkin Lair 3R World Enchantment At the beginning of each player's upkeep, that player removes a card at random in his or her hand from the game. The player may play that card this turn. At end of turn, if the player hasn't played the card, he or she puts it into his or her graveyard. Elven Cache 2GG Sorcery Return target card from your graveyard to your hand. Elven Fortress G Enchantment 1G: Target blocking creature gets +0/+1 until end of turn. Elven Lyre 2 Artifact 1, T, Sacrifice Elven Lyre: Target creature gets +2/+2 until end of turn. Elven Palisade G Enchantment Sacrifice a Forest: Target attacking creature gets -3/-0 until end of turn. Elven Riders 3GG Creature - Elf 3/3 Elven Riders can't be blocked except by creatures with flying and/or Walls. Elven Rite 1G Sorcery Distribute two +1/+1 counters among one or two target creatures. Elven Warhounds 3G Creature - Hound 2/2 Whenever Elven Warhounds becomes blocked by a creature, put that creature on top of its owner's library. 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. Elvish Aberration 5G Creature - Elf Mutant 4/5 T Add GGG 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.) Elvish Archers 1G Creature - Elf 2/1 First strike Elvish Bard 3GG Creature - Elf Shaman 2/4 All creatures able to block Elvish Bard do so. 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. Elvish Champion 1GG Creature - Elf Lord 2/2 Other Elves get +1/+1 and have forestwalk. (They're unblockable as long as defending player controls a Forest.) Elvish Farmer 1G 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 into play. Sacrifice a Saproling: You gain 2 life. Elvish Fury G Instant Buyback 4 (You may pay an additional 4 as you play this spell. If you do, put this card into your hand as it resolves.) Target creature gets +2/+2 until end of turn. Elvish Guidance 2G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool for each Elf in play. Elvish Healer 2W Creature - 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. Elvish Herder G Creature - Elf 1/1 G: Target creature gains trample until end of turn. Elvish House Party 4GG Creature - Elf Rogue */* Elvish House Party's power and toughness are each equal to the current hour, using the twelve-hour system. Elvish Hunter 1G Creature - Elf 1/1 1G, T Target creature doesn't untap during its controller's next untap step. Elvish Impersonators 3G Summon Elves */* When you play Elvish Impersonators, roll two six-sided dice one after the other. Elvish Impersonators comes into play with power equal to the first die roll and toughness equal to the second. Elvish Lookout G Creature - Elf 1/1 Elvish Lookout can't be the target of spells or abilities. Elvish Lyrist G Creature - Elf 1/1 G, T, Sacrifice Elvish Lyrist: Destroy target enchantment. Elvish Pathcutter 3G Creature - Elf 1/2 2G: Target Elf gains forestwalk until end of turn. Elvish Pioneer G Creature - Elf Druid 1/1 When Elvish Pioneer comes into play, you may put a basic land card from your hand into play tapped. Elvish Piper 3G Creature - Elf Shaman 1/1 G, T Put a creature card from your hand into play. Elvish Ranger 2G Creature - Elf 4/1 Elvish Scout G Creature - Elf 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. Elvish Scrapper G Creature - Elf 1/1 G, T, Sacrifice Elvish Scrapper: Destroy target artifact. Elvish Skysweeper G Creature - Elf Warrior 1/1 4G, Sacrifice a creature: Destroy target creature with flying. Elvish Soultiller 3GG Creature - Elf Mutant 5/4 When Elvish Soultiller is put into a graveyard from play, choose a creature type. Shuffle all creature cards of that type from your graveyard into your library. Elvish Spirit Guide 2G Creature - Spirit 2/2 Remove Elvish Spirit Guide in your hand from the game: Add G to your mana pool. Elvish Vanguard 1G Creature - Elf 1/1 Whenever another Elf comes into play, put a +1/+1 counter on Elvish Vanguard. Elvish Warrior GG Creature - Elf Warrior 2/3 Embalmed Brawler 2B Creature - Zombie 2/2 Amplify 1 (As this card comes into play, 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. Embargo 3U Enchantment Nonland permanents don't untap during their controllers' untap steps. At the beginning of your upkeep, you lose 2 life. Ember Beast 2R Creature - Beast 3/4 Ember Beast can't attack or block alone. Ember Shot 6R Instant Ember Shot deals 3 damage to target creature or player. Draw a card. Ember-Fist Zubera 1R Creature - Zubera Spirit 1/2 When Ember-Fist Zubera is put into a graveyard from play, it deals damage to target creature or player equal to the number of Zubera put into all graveyards from play this turn. Embermage Goblin 3R Creature - Goblin Wizard 1/1 When Embermage Goblin comes into play, 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. Emberwilde Caliph 2UR Creature - Djinn 4/4 Flying, trample Emberwilde Caliph attacks each turn if able. Whenever Emberwilde Caliph deals damage, you lose that much life. Emberwilde Djinn 2RR Creature - Djinn 5/4 Flying At the beginning of each player's upkeep, that player may pay RR or 2 life. If he or she does, the player gains control of Emberwilde Djinn. Emblazoned Golem 2 Artifact Creature - Golem 1/2 Kicker X (You may pay an additional X as you play this spell.) Spend only colored mana on X. No more than one mana of each color may be spent this way. If the kicker cost was paid, Emblazoned Golem comes into play with X +1/+1 counters on it. Embolden 2W 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 1W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Emcee 2W Creature - Human Rogue 0/1 Whenever another creature comes into play, you may stand up and say in a deep, booming voice "Presenting . . . " and that creature's name. If you do, put a +1/+1 counter on that creature. Emerald Charm G Instant Choose one - Untap target permanent; or destroy target non-Aura enchantment; or target creature loses flying until end of turn. Emerald Dragonfly 1G Creature - Dragonfly 1/1 Flying GG: Emerald Dragonfly gains first strike until end of turn. Emerald Medallion 2 Artifact Green spells you play cost 1 less to play. Emissary of Despair 1BB 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. Emissary of Hope 1WW 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. Emmessi Tome 4 Artifact 5, T Draw two cards, then discard a card. Emperor Crocodile 3G Creature - Crocodile 5/5 When you control no other creatures, sacrifice Emperor Crocodile. Empress Galina 3UU Legendary Creature 1/3 UU, T Gain control of target legendary permanent. (This effect doesn't end at end of turn.) Empty City Ruse W Sorcery Target opponent skips all combat phases of his or her next turn. Empty the Catacombs 3B Sorcery Each player returns all creature cards from his or her graveyard to his or her hand. Empty the Warrens 3R Sorcery Put two 1/1 red Goblin creature tokens into play. Storm (When you play this spell, copy it for each spell played before it this turn.) Empty-Shrine Kannushi W Creature - Human Cleric 1/1 Empty-Shrine Kannushi has protection from the colors of permanents you control. Empyrial Armor 1WW Enchantment - Aura Enchant creature Enchanted creature gets +X/+X, where X is the number of cards in your hand. 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 comes into play unattached and stays in play if the creature leaves play.) Enchanted Being 1WW Creature - Being 2/2 Prevent all combat damage that would be dealt to Enchanted Being by enchanted creatures. Enchantment Alteration U Instant Attach target Aura attached to a creature or land to another permanent of that type. Enchantress's Presence 2G Enchantment Whenever you play an enchantment spell, draw a card. Encroach B Sorcery Target player reveals his or her hand. Choose a nonbasic land card from it. That player discards that card. Endangered Armodon 2GG Creature - Elephant 4/5 When you control a creature with toughness 2 or less, sacrifice Endangered Armodon. Endbringer's Revel 2B Enchantment 4: Return target creature card from a graveyard to its owner's hand. Any player may play this ability but only any time he or she could play a sorcery. Endemic Plague 3B Sorcery As an additional cost to play Endemic Plague, sacrifice a creature. Destroy all creatures that share a creature type with the sacrificed creature. They can't be regenerated. Endless Cockroaches 1BB Creature - Insect 1/1 When Endless Cockroaches is put into to a graveyard from play, return Endless Cockroaches to its owner's hand. Endless Scream XB Enchantment - Aura Enchant creature Endless Scream comes into play with X scream counters on it. Enchanted creature gets +1/+0 for each scream counter on Endless Scream. Endless Swarm 5GGG Sorcery Put a 1/1 green Snake creature token into play for each card in your hand. Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.) Endless Whispers 2BB Enchantment Each creature has "When this creature is put into a graveyard from play, choose target opponent. That player puts this creature card from that graveyard into play under his or her control at end of turn." Endless Wurm 3GG Creature - Wurm 9/9 Trample At the beginning of your upkeep, sacrifice Endless Wurm unless you sacrifice an enchantment. Endoskeleton 2 Artifact You may choose not to untap Endoskeleton during your untap step. 2, T Target creature gets +0/+3 as long as Endoskeleton remains tapped. Endrek Sahr, Master Breeder 4B Legendary Creature - Human Wizard 2/2 Whenever you play a creature spell, put X 1/1 black Thrull creature tokens into play, where X is that spell's converted mana cost. When you control seven or more Thrulls, sacrifice Endrek Sahr, Master Breeder. Enduring Ideal 5WW Sorcery Search your library for an enchantment card and put it into play. Then shuffle your library. Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.) Enduring Renewal 2WW 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 play, return it to your hand. Enemy of the Guildpact 4B Creature - Spirit 4/2 Protection from multicolored Energizer 4 Artifact Creature 2/2 2, T Put a +1/+1 counter on Energizer. Energy Arc WU Instant Untap any number of target creatures. Prevent all combat damage that would be dealt to and dealt by those creatures this turn. Energy Bolt XRW Sorcery Choose one - Energy Bolt deals X damage to target player; or target player gains X life. Energy Chamber 2 Artifact At the beginning of your upkeep, choose one - Put a +1/+1 counter on target artifact creature; or put a charge counter on target noncreature artifact. Energy Field 1U Enchantment Prevent all damage that would be dealt to you by sources you don't control. When a card is put into your graveyard, sacrifice Energy Field. Energy Flux 2U Enchantment All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay 2." Energy Storm 1W Enchantment Cumulative upkeep 1 Prevent all damage that would be dealt by instant and sorcery spells. Creatures with flying don't untap during their controller's untap step. 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. Energy Vortex 3UU Enchantment As Energy Vortex comes into play, 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. Play this ability only during your upkeep. Enervate 1U Instant Tap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. Enfeeblement BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets -2/-2. Engineered Explosives X Artifact Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) 2, Sacrifice Engineered Explosives: Destroy each nonland permanent with converted mana cost equal to the number of charge counters on Engineered Explosives. Engineered Plague 2B Enchantment As Engineered Plague comes into play, choose a creature type. All creatures of the chosen type get -1/-1. Engulfing Flames R Instant Engulfing Flames deals 1 damage to target creature. It can't be regenerated this turn. Flashback 3R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Enigma Eidolon 3U 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 play a multicolored spell, you may return Enigma Eidolon from your graveyard to your hand. 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. Enlistment Officer 3W Creature - Soldier 2/3 First strike When Enlistment Officer comes into play, 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. Enormous Baloth 6G Creature - Beast 7/7 Enrage XR Instant Target creature gets +X/+0 until end of turn. Enraging Licid 1R 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. Enshrined Memories XG 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. Enslave 4BB Enchantment - Aura Enchant creature You control enchanted creature. At the beginning of your upkeep, enchanted creature deals 1 damage to its owner. 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. Enslaved Horror 3B Creature - Horror 4/4 When Enslaved Horror comes into play, each other player may return a creature card from his or her graveyard to play. Enslaved Scout 2R Creature - Goblin 2/2 2: Enslaved Scout gains mountainwalk until end of turn. Ensnare 3U Instant You may return two Islands you control to their owner's hand rather than pay Ensnare's mana cost. Tap all creatures. Ensnaring Bridge 3 Artifact Creatures with power greater than the number of cards in your hand can't attack. Ensouled Scimitar 3 Artifact - Equipment 3: Ensouled Scimitar becomes a 1/5 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.) Entangler 2WW Enchantment - Aura Enchant creature Enchanted creature can block any number of creatures. Enter the Dungeon BB Sorcery Players play a Magic subgame under the table starting at 5 life, using their libraries as their decks. After the subgame ends, the winner searches his or her library for two cards, puts those cards into his or her hand, then shuffles his or her library. Entomb B Instant Search your library for a card and put that card into your graveyard. Then shuffle your library. Entrails Feaster B Creature - Zombie Cat 1/1 At the beginning of your upkeep, you may remove a creature card in a graveyard from the game. If you do, put a +1/+1 counter on Entrails Feaster. If you don't, tap Entrails Feaster. Entropic Eidolon 3B Creature - Spirit 2/2 B, Sacrifice Entropic Eidolon: Target player loses 1 life and you gain 1 life. Whenever you play a multicolored spell, you may return Entropic Eidolon from your graveyard to your hand. Entropic Specter 3BB Creature - Spirit */* Flying As Entropic Specter comes into play, 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. Envelop U Instant Counter target sorcery spell. Eon Hub 5 Artifact Players skip their upkeep steps. Ephemeron 4UU Creature - Illusion 4/4 Flying Discard a card: Return Ephemeron to its owner's hand. Epic Struggle 2GG Enchantment At the beginning of your upkeep, if you control twenty or more creatures, you win the game. Epicenter 4R Sorcery Target player sacrifices a land. Threshold - All players sacrifice all lands instead if seven or more cards are in your graveyard. Equal Treatment 1W 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. Equilibrium 1UU Enchantment Whenever you play a creature spell, you may pay 1. If you do, return target creature to its owner's hand. Equinox W Enchantment - Aura Enchant land Enchanted land has "T Counter target spell if it would destroy a land you control." Equipoise 2W Enchantment At the beginning of your upkeep, for each artifact target player controls in excess of the number you control, choose an artifact he or she controls. Repeat this process for creatures and lands. The chosen permanents phase out. Eradicate 2BB Sorcery Remove target nonblack creature from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library. Erase W Instant Remove target enchantment from the game. Erayo, Soratami Ascendant 1U Legendary Creature - Moonfolk Monk 1/1 Flying Whenever the fourth spell of a turn is played, flip Erayo, Soratami Ascendant. ----- Erayo's Essence Legendary Enchantment Whenever an opponent plays a spell for the first time in a turn, counter that spell. Erg Raiders 1B Creature - Raider 2/3 At the end of your turn, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn. Erhnam Djinn 3G Creature - Djinn 4/5 At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. Erithizon 2GG Creature - Beast 4/4 Whenever Erithizon attacks, put a +1/+1 counter on target creature of defending player's choice. Eron the Relentless 3RR Legendary Creature - Human Rogue 5/2 Haste RRR: Regenerate Eron the Relentless. Erosion UUU 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. Errand of Duty 1W Instant Put a 1/1 white Knight creature token with banding into play. Errant Doomsayers 1W Creature - Human Rebel 1/1 T Tap target creature with toughness 2 or less. Errant Ephemeron 6U Creature - Illusion 4/4 Flying Suspend 4-1U (Rather than play this card from your hand, you may pay 1U and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Errant Minion 2U Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player may pay 1 or 2. Errant Minion deals damage to that player equal to 2 minus the amount of mana paid this way. Errantry 1R Enchantment - Aura Enchant creature Enchanted creature gets +3/+0 and can only attack alone. Erratic Explosion 2R 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. Erratic Mutation 2U 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. Erratic Portal 4 Artifact 1, T Return target creature to its owner's hand unless its controller pays 1. Ersatz Gnomes 3 Artifact Creature - Gnome 1/1 T Target spell is colorless. T Target permanent becomes colorless until end of turn. Ertai, the Corrupted 2WUB Legendary Creature - Wizard 3/4 U, T, Sacrifice a creature or enchantment: Counter target spell. Ertai, Wizard Adept 2U Legendary Creature - Wizard 1/1 2UU, T Counter target spell. Ertai's Familiar 1U Creature - Illusion 2/2 Phasing When Ertai's Familiar phases out or leaves play, put the top three cards of your library into your graveyard. U: Until your next upkeep, Ertai's Familiar can't phase out. Ertai's Meddling XU Instant X can't be 0. The next time target spell would resolve, instead its controller removes it from the game, then puts X delay counters on it. As long as that card is removed from the game, remove a delay counter from it at the beginning of that player's upkeep. If the card has no delay counters on it, he or she puts it onto the stack as a copy of the original spell. Ertai's Trickery U Instant Counter target spell if a kicker cost was paid for it. Escape Artist 1U Creature - Wizard 1/1 Escape Artist is unblockable. U, Discard a card: Return Escape Artist to its owner's hand. Escape Routes 2U Enchantment 2U: Return target white or black creature you control to its owner's hand. Escaped Shapeshifter 3UU 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. 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. Essence Drain 4B Sorcery Essence Drain deals 3 damage to target creature or player and you gain 3 life. Essence Filter 1GG Sorcery Choose one - Destroy all enchantments; or destroy all nonwhite enchantments. 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. Essence Fracture 3UU Sorcery Return two target creatures to their owners' hands. Cycling 2U (2U, Discard this card: Draw a card.) Essence Leak U Enchantment - Aura Enchant permanent If enchanted permanent is red or green, it has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost." Essence Sliver 3W Creature - Sliver 3/3 Whenever a Sliver deals damage, its controller gains that much life. Essence Vortex 1UB Instant Destroy target creature unless its controller pays life equal to its toughness. If destroyed this way, the creature can't be regenerated. Essence Warden G Creature - Elf Shaman 1/1 Whenever another creature comes into play, you gain 1 life. Etched Oracle 4 Artifact Creature 0/0 Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.) 1, Remove four +1/+1 counters from Etched Oracle: Target player draws three cards. Eternal Dominion 7UUU Sorcery Search target opponent's library for an artifact, creature, enchantment, or land card. Put that card into play under your control. Then that player shuffles his or her library. Epic (For the rest of the game, you can't play 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.) Eternal Dragon 5WW Creature - Dragon Spirit 5/5 Flying 3WW: Return Eternal Dragon from your graveyard to your hand. Play 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.) Eternal Flame 2RR 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. Eternal Warrior R Enchantment - Aura Enchant creature Enchanted creature has vigilance. Eternal Witness 1GG Creature - Human Shaman 2/1 When Eternal Witness comes into play, you may return target card from your graveyard to your hand. Eternity Snare 5U Enchantment - Aura Enchant creature When Eternity Snare comes into play, draw a card. Enchanted creature doesn't untap during its controller's untap step. Ether Well 3U 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. Ethereal Champion 2WWW Creature - Avatar 3/4 Pay 1 life: Prevent the next 1 damage that would be dealt to Ethereal Champion this turn. Ethereal Haze W Instant - Arcane Prevent all damage that would be dealt by creatures this turn. Ethereal Usher 5U Creature - Spirit 2/3 U, T Target creature is unblockable this turn. Transmute 1UU (1UU, 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. Play only as a sorcery.) Eunuchs' Intrigues 2R Sorcery Target opponent chooses a creature he or she controls. Other creatures he or she controls can't block this turn. Eureka 2GG Sorcery Starting with you, players take turns putting an artifact, creature, enchantment, or land card from their hands into play until no one wants to put another card into play. Evacuation 3UU Instant Return all creatures to their owners' hands. Evangelize 4W Sorcery Buyback 2WW (You may pay an additional 2WW as you play this spell. If you do, put this card into your hand as it resolves.) Gain control of target creature of an opponent's choice that he or she controls. Evaporate 2R Sorcery Evaporate deals 1 damage to each creature that's white or blue. Evasive Action 1U Instant Counter target spell unless its controller pays 1 for each basic land type among lands you control. Everglades Land Everglades comes into play tapped. When Everglades comes into play, sacrifice it unless you return an untapped Swamp you control to its owner's hand. T Add 1B to your mana pool. Everglove Courier 2G Creature - Elf 2/1 You may choose not to untap Everglove Courier during your untap step. 2G, T As long as Everglove Courier remains tapped, target Elf gets +2/+2 and has trample. Evermind Instant - Arcane (Spells without mana costs can't be played.) Draw a card. Evermind is blue. Splice onto Arcane 1U (As you play 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.) Evil Eye of Orms-by-Gore 4B 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. Evil Eye of Urborg 4B 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. Evil Presence B Enchantment - Aura Enchant land Enchanted land is a Swamp. Evincar's Justice 2BB Sorcery Buyback 3 (You may pay an additional 3 as you play 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. Eviscerator 3BB Creature - Horror 5/5 Protection from white When Eviscerator comes into play, you lose 5 life. Evolution Charm 1G Instant Choose one - Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library; or return target creature card from your graveyard to your hand; or target creature gains flying until end of turn. Evolution Vat 3 Artifact 3, T Tap target creature and put a +1/+1 counter on it. Until end of turn, that creature gains "2GU: Double the number of +1/+1 counters on this creature." Exalted Angel 4WW Creature - Angel 4/5 Flying Whenever Exalted Angel deals damage, you gain that much life. Morph 2WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Exalted Dragon 4WW Creature - Dragon 5/5 Flying Exalted Dragon can't attack unless you sacrifice a land. Excavation 1U Enchantment 1, Sacrifice a land: Draw a card. Any player may play this ability. Excavator 2 Artifact T, Sacrifice a basic land: Target creature gains landwalk of each of the sacrificed land's types until end of turn. Excise XW Instant Remove target attacking creature from the game unless its controller pays X. Exclude 2U Instant Counter target creature spell. Draw a card. Excruciator 6RR Creature - Avatar 7/7 Damage that would be dealt by Excruciator can't be prevented. Execute 2B Instant Destroy target white creature. It can't be regenerated. Draw a card. Exhaustion 2U Sorcery Creatures and lands target opponent controls don't untap during his or her next untap step. Exhume 1B Sorcery Each player puts a creature card from his or her graveyard into play. Exhumer Thrull 5B Creature - Thrull 3/3 Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Exhumer Thrull comes into play or the creature it haunts is put into a graveyard, return target creature card from your graveyard to your hand. Exile 2W Instant Remove target nonwhite attacking creature from the game. You gain life equal to its toughness. Exile into Darkness 4B 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. Exiled Doomsayer 1W Creature - Cleric 1/2 All morph costs cost 2 more. (This doesn't affect the cost to play creatures face down.) Exorcist WW Creature - Exorcist 1/1 1W, T Destroy target black creature. Exoskeletal Armor 1G Enchantment - Aura Enchant creature Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards. Exotic Curse 2B Enchantment - Aura Enchant creature Enchanted creature gets -1/-1 for each basic land type among lands you control. Exotic Disease 4B Sorcery Target player loses X life and you gain X life, where X is the number of basic land types among lands you control. Expendable Troops 1W Creature - Soldier 2/1 T, Sacrifice Expendable Troops: Expendable Troops deals 2 damage to target attacking or blocking creature. Experiment Kraj 2GGUU 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. Exploration G Enchantment You may play an additional land each of your turns. Explosive Growth G Instant Kicker 5 (You may pay an additional 5 as you play this spell.) Target creature gets +2/+2 until end of turn. If the kicker cost was paid, that creature gets +5/+5 until end of turn instead. Explosive Vegetation 3G Sorcery Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library. Expunge 2B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Cycling 2 (2, Discard this card: Draw a card.) Extinction 4B Sorcery Destroy all creatures of the creature type of your choice. Extinguish 1U Instant Counter target sorcery spell. Extirpate B Instant Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Choose target card in a graveyard other than a basic land. Search its owner's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library. Extortion 3BB Sorcery Look at target player's hand and choose up to two cards from it. That player discards those cards. Extra Arms 4R Enchantment - Aura Enchant creature Whenever enchanted creature attacks, it deals 2 damage to target creature or player. Extract U Sorcery Search target player's library for a card and remove that card from the game. Then that player shuffles his or her library. Extraplanar Lens 3 Artifact Imprint - When Extraplanar Lens comes into play, you may remove target land you control from the game. (The removed card is imprinted on this artifact.) Whenever a land with the same name as the imprinted card is tapped for mana, its controller adds one mana to his or her mana pool of any type that land produced. Extravagant Spirit 3U Creature - Spirit 4/4 Flying At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay 1 for each card in your hand. Extruder 4 Artifact Creature 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. Eye for an Eye WW Instant Eye for an Eye deals X damage to the controller of the source of your choice that dealt damage to you this turn, where X is the damage dealt to you by that source this turn. Eye of Nowhere UU Sorcery - Arcane Return target permanent to its owner's hand. Eye of Ramos 3 Artifact T Add U to your mana pool. Sacrifice Eye of Ramos: Add U to your mana pool. Eye of Singularity 3W World Enchantment When Eye of Singularity comes into play, 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 comes into play, destroy all other permanents with that name. They can't be regenerated. Eye of the Storm 5UU Enchantment Whenever a player plays an instant or sorcery card, remove it from the game. Then that player copies each instant or sorcery card removed from the game with Eye of the Storm. For each copy, the player may play the copy without paying its mana cost. Eye of Yawgmoth 3 Artifact 3, T, Sacrifice a creature: Reveal cards from the top of your library equal to the sacrificed creature's power. Put one into your hand and remove the rest from the game. Eye Spy U Sorcery Look at the top card of target player's library. You may put that card into his or her graveyard. Eye to Eye 2B Instant You and target creature's controller have a staring contest. If you win, destroy that creature. Eyes of the Watcher 2U Enchantment Whenever you play 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.) Fa'adiyah Seer 1G Creature - Human Shaman 1/1 T Draw a card and reveal it. If it isn't a land card, discard it. Fabricate 2U Sorcery Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library. Face of Fear 5B Creature - Horror 3/4 2B, Discard a card: Face of Fear gains fear until end of turn. Face to Face 1R Sorcery You and target opponent play a best two-out-of-three Rock, Paper, Scissors match. If you win, Face to Face deals 5 damage to that opponent. Faceless Butcher 2BB Creature - Nightmare Horror 2/3 When Faceless Butcher comes into play, remove target creature other than Faceless Butcher from the game. When Faceless Butcher leaves play, return the removed card to play under its owner's control. Faceless Devourer 2B Creature - Nightmare Horror 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) When Faceless Devourer comes into play, remove another target creature with shadow from the game. When Faceless Devourer leaves play, return the removed card to play under its owner's control. Faces of the Past 2U Enchantment Whenever a creature is put into a graveyard from play, tap or untap all creatures that share a creature type with it. Fact or Fiction 3U 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. Fade Away 2U Sorcery For each creature, that creature's controller pays 1 or sacrifices a permanent. Fade from Memory B Instant Remove target card in a graveyard from the game. Cycling B (B, Discard this card: Draw a card.) Faerie Conclave Land Faerie Conclave comes into play tapped. T Add U to your mana pool. 1U: Faerie Conclave becomes a 2/1 blue creature with flying until end of turn. It's still a land. Faerie Noble 2G Creature - Noble 1/2 Flying Faeries you control get +0/+1. T Faeries you control get +1/+0 until end of turn. Faerie Squadron U Creature - Faerie 1/1 Kicker 3U (You may pay an additional 3U as you play this spell.) If the kicker cost was paid, Faerie Squadron comes into play with two +1/+1 counters on it and with flying. Faith Healer 1W Creature - Cleric 1/1 Sacrifice an enchantment: You gain life equal to its converted mana cost. Faithful Squire 1WW Creature - Human Soldier 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Faithful Squire. At end of turn, 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. Faith's Fetters 3W Enchantment - Aura Enchant permanent When Faith's Fetters comes into play, you gain 4 life. Enchanted permanent's activated abilities can't be played unless they're mana abilities. If enchanted permanent is a creature, it can't attack or block. Fallen Angel 3BB Creature - Angel 3/3 Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn. Fallen Askari 1B 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. Fallen Cleric 4B Creature - Zombie Cleric 4/2 Protection from Clerics Morph 4B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Fallen Ideal 2B 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 play, return Fallen Ideal to its owner's hand. Falling Star 2R 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. Falling Timber 2G Instant Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.) Prevent all combat damage target creature would deal this turn. If the kicker cost was paid, prevent all combat damage another target creature would deal this turn. Fallow Earth 2G Sorcery Put target land on top of its owner's library. Fallow Wurm 2G Creature - Wurm 4/4 When Fallow Wurm comes into play, sacrifice it unless you discard a land card. False Cure BB Instant Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life he or she gained. False Dawn 1W 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. False Defeat 3W Sorcery Return target creature card from your graveyard to play. False Demise 2U Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, return that creature to play under your control. False Memories 1U Instant Put the top seven cards of your library into your graveyard. At end of turn, remove seven cards in your graveyard from the game. False Mourning G Sorcery Put target card from your graveyard on top of your library. False Orders R Instant Play False Orders only during the declare blockers step. Target creature defending player controls is removed from combat. Creatures that creature had been blocking this combat are considered unblocked if no other creatures are blocking them. You may have the creature block an attacking creature of your choice. False Peace W Sorcery Target player skips all combat phases of his or her next turn. False Prophet 2WW Creature - Cleric 2/2 When False Prophet is put into a graveyard from play, remove all creatures from the game. False Summoning 1U Instant Counter target creature spell. Falter 1R Instant Creatures without flying can't block this turn. Familiar Ground 2G Enchantment Each creature you control can't be blocked by more than one creature. Famine 3BB Sorcery Famine deals 3 damage to each creature and each player. Famished Ghoul 3B Creature - Zombie 3/2 1B, Sacrifice Famished Ghoul: Remove up to two target cards in a single graveyard from the game. Fanatical Devotion 2W Enchantment Sacrifice a creature: Regenerate target creature. Fanatical Fever 2GG Instant Target creature gets +3/+0 and gains trample until end of turn. Fangren Firstborn 1GGG Creature - Beast 4/2 Whenever Fangren Firstborn attacks, put a +1/+1 counter on each attacking creature. Fangren Hunter 3GG Creature - Beast 4/4 Trample Fangren Pathcutter 4GG Creature - Beast 4/6 Whenever Fangren Pathcutter attacks, attacking creatures gain trample until end of turn. Fanning the Flames XRR Sorcery Buyback 3 (You may pay an additional 3 as you play 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. Far Wanderings 2G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Threshold - If seven or more cards are in your graveyard, instead search your library for three basic land cards and put them into play tapped. Then shuffle your library. Farewell to Arms 1BB Enchantment As Farewell to Arms comes into play, choose a hand attached to an opponent's arm. When the chosen hand isn't behind its owner's back, sacrifice Farewell to Arms. If you do, that player discards his or her hand . . . of cards. (The lawyers wouldn't let us do it the other way.) Farmstead WWW Enchantment - Aura Enchant land Enchanted land has "At the beginning of your upkeep, you may pay WW. If you do, you gain 1 life." Farrelite Priest 1WW Creature - Cleric 1/3 1: Add W to your mana pool. At end of turn, if this ability has been played four or more times this turn, sacrifice Farrelite Priest. Farrel's Mantle 2W Enchantment - Aura Enchant creature Enchanted creature has "Whenever this creature attacks and isn't blocked, you may have it deal X plus 2 damage to target creature, where X is this creature's power. If you do, this creature deals no combat damage this turn." Farrel's Zealot 1WW Creature - Townsfolk 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 deals no combat damage this turn. Farseek 1G Sorcery Search your library for a Plains, Island, Swamp, or Mountain card and put it into play tapped. Then shuffle your library. Farsight Mask 5 Artifact Whenever a source an opponent controls deals damage to you, if Farsight Mask is untapped, you may draw a card. Fascist Art Director 1WW Creature - Human Horror 2/2 WW: Fascist Art Director gains protection from the artist of your choice until end of turn.. Fastbond G Enchantment You may play as many lands as you choose on your turn. Whenever you play a land other than the first land of the turn, Fastbond deals 1 damage to you. Fasting W Enchantment At the beginning of your upkeep, put a hunger counter on Fasting. If Fasting has five or more hunger counters on it, sacrifice it. Otherwise, you may choose to skip your draw step this turn and gain 2 life. When you draw a card, sacrifice Fasting. Fat Ass 4G Creature - Donkey Shaman 2/3½ Fat Ass gets +2/+2 and has trample as long as you're eating. (Food is in your mouth and you're chewing, licking, sucking, or swallowing it.) Fatal Blow B Instant Destroy target creature that was dealt damage this turn. It can't be regenerated. Fatal Frenzy 2R Instant Until end of turn, target creature you control gains trample and gets +X/+0, where X is its power. Sacrifice it at end of turn. Fatal Lore 2BB Sorcery An opponent chooses one - You draw three cards; or you destroy up to two target creatures that opponent controls and that player draws up to three cards. Those creatures can't be regenerated. Fatal Mutation B Enchantment - Aura Enchant creature When enchanted creature is turned face up, destroy it. It can't be regenerated. Fatespinner 1UU 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. Fathom Seer 1U Creature - Illusion 1/3 Morph-Return two Islands you control to their owner's hand. (You may play this 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. Fatigue 1U Sorcery Target player skips his or her next draw step. Fault Line XRR Instant Fault Line deals X damage to each creature without flying and each player. Fault Riders 2R Creature - Soldier 2/2 Sacrifice a land: Fault Riders gets +2/+0 and gains first strike until end of turn. Play this ability only once each turn. Favorable Destiny 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+2 as long as it's white. Enchanted creature can't be the target of spells or abilities as long as its controller controls another creature. Fear BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) 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. Feast of the Unicorn 3B Enchantment - Aura Enchant creature Enchanted creature gets +4/+0. Feast of Worms 3GG Sorcery - Arcane Destroy target land. If that land is legendary, its controller sacrifices another land. Feast or Famine 3B Instant Choose one - Put a 2/2 black Zombie creature token into play; or destroy target nonblack, nonartifact creature and it can't be regenerated. Fecundity 2G Enchantment Whenever a creature is put into a graveyard from play, that creature's controller may draw a card. Feebleness 1B Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature Enchanted creature gets -2/-1. Feedback 2U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player. Feedback Bolt 4R Instant Feedback Bolt deals damage to target player equal to the number of artifacts you control. Feeding Frenzy 2B Instant Target creature gets -X/-X until end of turn, where X is the number of Zombies in play. Feint R Instant Tap all creatures blocking target attacking creature. Prevent all combat damage this turn that would be dealt by that creature and all creatures blocking it. Feldon's Cane 1 Artifact T, Remove Feldon's Cane from the game: Shuffle your graveyard into your library. Fellwar Stone 2 Artifact T Add to your mana pool one mana of any color that a land an opponent controls could produce. Femeref Archers 2G Creature - Human Archer 2/2 T Femeref Archers deals 4 damage to target attacking creature with flying. Femeref Enchantress GW Creature - Human Druid 1/2 Whenever an enchantment is put into a graveyard from play, draw a card. Femeref Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Femeref Knight 2W 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. Femeref Scouts 2W Creature - Human Scout 1/4 Fen Stalker 3B Creature - Nightstalker 3/2 Fen Stalker has fear as long as you control no untapped lands. Fencer's Magemark 2R Enchantment - Aura Enchant creature Creatures you control that are enchanted get +1/+1 and have first strike. Fend Off 1W Instant Prevent all combat damage that would be dealt by target creature this turn. Cycling 2 (2, Discard this card: Draw a card.) Feral Animist 1RG Creature - Goblin Shaman 2/1 3: Feral Animist gets +X/+0 until end of turn, where X is its power. Feral Deceiver 3G 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. Play this ability only once each turn. Feral Instinct 1G Instant Target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep. Feral Lightning 3RRR Sorcery Put three 3/1 red Elemental creature tokens with haste into play. Remove them from the game at end of turn. Feral Shadow 2B Creature - Nightstalker 2/1 Flying Feral Thallid 3GGG 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. Feral Throwback 4GG Creature - Beast 3/3 Amplify 2 (As this card comes into play, put two +1/+1 counters on it for each Beast card you reveal in your hand.) Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Ferocious Charge 2G Instant Target creature gets +4/+4 until end of turn. Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.) Ferocity 1G Enchantment - Aura Enchant creature Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it. Feroz's Ban 6 Artifact Creature spells cost 2 more to play. Ferropede 3 Artifact Creature - Insect 1/1 Ferropede is unblockable. Whenever Ferropede deals combat damage to a player, you may remove a counter from target permanent. Fertile Ground 1G 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. Fertile Imagination 2GG Sorcery Choose a card type. Target opponent reveals his or her hand. Put two 1/1 green Saproling creature tokens into play for each card of the chosen type revealed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.) Fervent Charge 1WBR Enchantment Whenever a creature you control attacks, it gets +2/+2 until end of turn. Fervent Denial 3UU Instant Counter target spell. Flashback 5UU (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Fervor 2R Enchantment Creatures you control have haste. Festering Evil 3BB Enchantment At the beginning of your upkeep, Festering Evil deals 1 damage to each creature and each player. BB, Sacrifice Festering Evil: Festering Evil deals 3 damage to each creature and each player. Festering Goblin B Creature - Zombie Goblin 1/1 When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn. Festering Wound 1B 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. Festival W Instant Play Festival only during an opponent's upkeep. That player skips all combat phases this turn. Festival of the Guildpact XW Instant Prevent the next X damage that would be dealt to you this turn. Draw a card. Festival of Trokin W Sorcery You gain 2 life for each creature you control. Fetid Horror 3B Creature - Shade 1/2 B: Fetid Horror gets +1/+1 until end of turn. Fever Charm R Instant Choose one - Target creature gains haste until end of turn; or target creature gets +2/+0 until end of turn; or Fever Charm deals 3 damage to target Wizard. Fevered Convulsions BB Enchantment 2BB: Put a -1/-1 counter on target creature. Fevered Strength 2B Instant Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep. Fickle Efreet 3R 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. Fiddlehead Kami 4G Creature - Spirit 3/3 Whenever you play a Spirit or Arcane spell, regenerate Fiddlehead Kami. Field Marshal 1WW Creature - Human Soldier 2/2 Other Soldiers get +1/+1 and have first strike. Field of Dreams U World Enchantment Players play with the top card of their libraries revealed. Field of Reality 2U Enchantment - Aura Enchant creature Enchanted creature can't be blocked by Spirits. 1U: Return Field of Reality to its owner's hand. Field of Souls 2WW Enchantment Whenever a nontoken creature is put into your graveyard from play, put a 1/1 white Essence creature token with flying into play. Field Surgeon 1W Creature - Cleric 1/1 Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn. Fierce Empath 2G Creature - Elf 1/1 When Fierce Empath comes into play, you may search your library for a creature card with converted mana cost 6 or more, reveal it, and put it into your hand. Then shuffle your library. Fiery Conclusion 1R Instant As an additional cost to play Fiery Conclusion, sacrifice a creature. Fiery Conclusion deals 5 damage to target creature. Fiery Gambit 2R 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. Fiery Justice RGW Sorcery Fiery Justice deals 5 damage divided as you choose among any number of target creatures and/or players. Target opponent gains 5 life. Fiery Mantle 1R Enchantment - Aura Enchant creature When Fiery Mantle is put into a graveyard from play, return Fiery Mantle to its owner's hand. R: Enchanted creature gets +1/+0 until end of turn. Fiery Temper 1RR Instant Fiery Temper deals 3 damage to target creature or player. Madness R (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Fight or Flight 3W Enchantment At the beginning of each opponent's combat phase, separate all creatures that player controls into two piles. Only creatures in the pile of his or her choice can attack this turn. 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. Fighting Drake 2UU Creature - Drake 2/4 Flying Fill with Fright 3B Sorcery Target player discards two cards. Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.) Filth 3B Creature - Incarnation 2/2 Swampwalk As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk. Filthy Cur 1B Creature - Hound 2/2 Whenever Filthy Cur is dealt damage, you lose that much life. Final Fortune RR Instant Take an extra turn after this one. At the end of that turn, you lose the game. Final Judgment 4WW Sorcery Remove all creatures from the game. Final Punishment 3BB Sorcery Target player loses life equal to the damage already dealt to him or her this turn. Final Strike 2BB Sorcery As an additional cost to play Final Strike, sacrifice a creature. Final Strike deals damage to target opponent equal to the sacrificed creature's power. Fire // Ice 1R / 1U Instant // Instant Fire deals 2 damage divided as you choose among any number of target creatures and/or players. // Tap target permanent. Draw a card. Fire Ambush 1R Sorcery Fire Ambush deals 3 damage to target creature or player. Fire and Brimstone 3WW Instant Fire and Brimstone deals 4 damage to target player who declared an attacking creature this turn and 4 damage to you. Fire Ants 2R Creature - Insect 2/1 T Fire Ants deals 1 damage to each other creature without flying. Fire Bowman R Creature - Soldier 1/1 Sacrifice Fire Bowman: Fire Bowman deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase. Fire Covenant 1BR Instant As an additional cost to play Fire Covenant, pay X life. Fire Covenant deals X damage divided as you choose among any number of target creatures. Fire Diamond 2 Artifact Fire Diamond comes into play tapped. T Add R to your mana pool. Fire Dragon 6RRR Creature - Dragon 6/6 Flying When Fire Dragon comes into play, it deals damage equal to the number of Mountains you control to target creature. Fire Drake 1RR Creature - Drake 1/2 Flying R: Fire Drake gets +1/+0 until end of turn. Play this ability only once each turn. Fire Elemental 3RR Creature - Elemental 5/4 Fire Imp 2R Creature - Imp 2/1 When Fire Imp comes into play, it deals 2 damage to target creature. Fire Snake 4R Creature - Snake 3/1 When Fire Snake is put into a graveyard from play, destroy target land. Fire Sprites 1G Creature - Faerie 1/1 Flying G, T Add R to your mana pool. Fire Tempest 5RR Sorcery Fire Tempest deals 6 damage to each creature and each player. Fire Whip 1R 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. Fireball XR Sorcery Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players. As an additional cost to play Fireball, pay 1 for each target beyond the first. Fireblast 4RR Instant You may sacrifice two Mountains rather than pay Fireblast's mana cost. Fireblast deals 4 damage to target creature or player. Firebolt R Sorcery Firebolt deals 2 damage to target creature or player. Flashback 4R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Firebrand Ranger 1R Creature - Soldier 2/1 G, T Put a basic land card from your hand into play. Firebreathing R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) R: Enchanted creature gets +1/+0 until end of turn. Firecat Blitz XRR Sorcery Put X 1/1 red Cat creature tokens with haste into play. Remove them from the game at end of turn. Flashback-RR, Sacrifice X Mountains. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Firefly 3R Creature - Insect 1/1 Flying R: Firefly gets +1/+0 until end of turn. Firefright Mage R Creature - Goblin Spellshaper 1/1 1R, T, Discard a card: Target creature can't be blocked this turn except by artifact creatures and/or red creatures. Firemane Angel 3RWW Creature - Angel 4/3 Flying, first strike At the beginning of your upkeep, if Firemane Angel is in your graveyard or in play, you may gain 1 life. 6RRWW: Return Firemane Angel from your graveyard to play. Play this ability only during your upkeep. Firemaw Kavu 5R Creature - Kavu 4/2 Echo 5R (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 comes into play, it deals 2 damage to target creature. When Firemaw Kavu leaves play, it deals 4 damage to target creature. Fires of Yavimaya 1RG Enchantment Creatures you control have haste. Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn. Firescreamer 3B Creature - Kavu 2/2 R: Firescreamer gets +1/+0 until end of turn. 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. This card comes into play unattached and stays in play if the creature leaves play.) Fireslinger 1R Creature - Wizard 1/1 T Fireslinger deals 1 damage to target creature or player and 1 damage to you. Firestorm R Instant As an additional cost to play Firestorm, discard X cards. Firestorm deals X damage to each of X target creatures and/or players. Firestorm Hellkite 4UR Creature - Dragon 6/6 Flying, trample Cumulative upkeep UR Firestorm Phoenix 4RR Creature - Phoenix 3/2 Flying If Firestorm Phoenix would be put into a graveyard from play, return Firestorm Phoenix to its owner's hand instead. It can't be played again until its owner's next turn. Firewake Sliver 1RG Creature - Sliver 1/1 All Slivers have haste and "1, Sacrifice this creature: Target Sliver gets +2/+2 until end of turn." First Come, First Served 1W Enchantment The attacking or blocking creature with the lowest collector number has first strike. If two or more creatures are tied, they all have first strike. First Volley 1R Instant - Arcane First Volley deals 1 damage to target creature and 1 damage to that creature's controller. Fishliver Oil 1U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has islandwalk. (This creature is unblockable as long as defending player controls an Island.) Fissure 3RR Instant Destroy target creature or land. It can't be regenerated. Fist of Suns 3 Artifact You may pay WUBRG rather than pay the mana cost for spells that you play. Fists of Ironwood 1G Enchantment - Aura Enchant creature When Fists of Ironwood comes into play, put two 1/1 green Saproling creature tokens into play. Enchanted creature has trample. Fists of the Anvil 1R Instant Target creature gets +4/+0 until end of turn. Fit of Rage 1R Sorcery Target creature gets +3/+3 and gains first strike until end of turn. Flaccify 2U Instant Counter target spell unless its controller pays 3½. Flagstones of Trokair Legendary Land T Add W to your mana pool. When Flagstones of Trokair is put into a graveyard from play, you may search your library for a Plains card and put it into play tapped. If you do, shuffle your library. Flailing Drake 3G Creature - Drake 2/3 Flying When Flailing Drake blocks or becomes blocked by a creature, that creature gets +1/+1 until end of turn. Flailing Manticore 3R Creature - Monster 3/3 Flying, first strike 1: Flailing Manticore gets +1/+1 until end of turn. Any player may play this ability. 1: Flailing Manticore gets -1/-1 until end of turn. Any player may play this ability. Flailing Ogre 2R Creature - Ogre 3/3 1: Flailing Ogre gets +1/+1 until end of turn. Any player may play this ability. 1: Flailing Ogre gets -1/-1 until end of turn. Any player may play this ability. Flailing Soldier R Creature - Soldier 2/2 1: Flailing Soldier gets +1/+1 until end of turn. Any player may play this ability. 1: Flailing Soldier gets -1/-1 until end of turn. Any player may play this ability. Flame Burst 1R 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. Flame Elemental 2RR Creature - Elemental 3/2 R, T, Sacrifice Flame Elemental: Flame Elemental deals damage equal to its power to target creature. Flame Fusillade 3R Sorcery Until end of turn, permanents you control gain "T This permanent deals 1 damage to target creature or player." Flame Jet 1R Sorcery Flame Jet deals 3 damage to target player. Cycling 2 (2, Discard this card: Draw a card.) Flame Rift 1R Sorcery Flame Rift deals 4 damage to each player. Flame Spirit 4R Creature - Spirit 2/3 R: Flame Spirit gets +1/+0 until end of turn. Flame Wave 3RRRR Sorcery Flame Wave deals 4 damage to target player and each creature he or she controls. Flamebreak RRR Sorcery Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn. Flamecore Elemental 2RR Creature - Elemental 5/4 Echo 2RR (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.) Flame-Kin War Scout 3R Creature - Elemental Scout 2/4 When another creature comes into play, sacrifice Flame-Kin War Scout. If you do, Flame-Kin War Scout deals 4 damage to that creature. Flame-Kin Zealot 1RRW Creature - Elemental Berserker 2/2 When Flame-Kin Zealot comes into play, creatures you control get +1/+1 and gain haste until end of turn. Flames of the Blood Hand 2R 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. Flameshot 3R Sorcery You may discard a Mountain card rather than pay Flameshot's mana cost. Flameshot deals 3 damage divided as you choose among any number of target creatures. Flamestick Courier 2R Creature - Goblin 2/1 You may choose not to untap Flamestick Courier during your untap step. 2R, T As long as Flamestick Courier remains tapped, target Goblin gets +2/+2 and has haste. Flametongue Kavu 3R Creature - Kavu 4/2 When Flametongue Kavu comes into play, it deals 4 damage to target creature. Flamewave Invoker 2R Creature - Goblin Mutant 2/2 7R: Flamewave Invoker deals 5 damage to target player. Flaming Gambit XR 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 XRR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flaming Sword 1R Enchantment - Aura Flash Enchant creature Enchanted creature gets +1/+0 and has first strike. Flanking Troops 2WW Creature - Soldier 2/2 Whenever Flanking Troops attacks, you may tap target creature. Flare 2R Instant Flare deals 1 damage to target creature or player. Draw a card at the beginning of the next turn's upkeep. Flaring Flame-Kin 2R 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." Flaring Pain 1R Instant Damage can't be prevented this turn. Flashback R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flash 1U Instant Choose a creature card in your hand. You may pay its mana cost reduced by up to 2. If you do, put that card into play. If you don't, put that card into your graveyard. Flash Conscription 5R 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 play Flash Conscription, the creature gains "Whenever this creature deals combat damage, you gain that much life" until end of turn. Flash Counter 1U Instant Counter target instant spell. Flash Flood U Instant Choose one - Destroy target red permanent; or return target Mountain to its owner's hand. Flash Foliage 2G Instant Play Flash Foliage only during combat after blockers are declared. Put a 1/1 green Saproling creature token into play blocking target creature attacking you. Draw a card. Flash of Defiance 1R Sorcery Players can't block with green and/or white creatures this turn. Flashback-1R, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flash of Insight X1U 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. Flashback-1U, Remove X blue cards in your graveyard from the game. (You can't remove Flash of Insight to pay for its own flashback cost.) Flashfires 3R Sorcery Destroy all Plains. Flashfreeze 1U Instant Counter target red or green spell. Flay 3B Sorcery Target player discards a card at random. Then that player discards another card at random unless he or she pays 1. Flayed Nim 3B Creature - Skeleton 2/2 Whenever Flayed Nim deals combat damage to a creature, that creature's controller loses that much life. 2B: Regenerate Flayed Nim. Fledgling Djinn 1B Creature - Djinn 2/2 Flying At the beginning of your upkeep, Fledgling Djinn deals 1 damage to you. Fledgling Dragon 2RR 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." Fledgling Imp 2B Creature - Imp 2/2 B, Discard a card: Fledgling Imp gains flying until end of turn. Fledgling Mawcor 3U Creature - Beast 2/2 Flying T Fledgling Mawcor deals 1 damage to target creature or player. Morph UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Fledgling Osprey U Creature - Bird 1/1 Fledgling Osprey has flying as long as it's enchanted. Fleetfoot Panther 1GW Creature - Cat 3/4 Flash When Fleetfoot Panther comes into play, return a green or white creature you control to its owner's hand. Fleet-Footed Monk 1W Creature - Cleric 1/1 Fleet-Footed Monk can't be blocked by creatures with power 2 or greater. Fleeting Aven 1UU Creature - Bird Wizard 2/2 Flying Whenever a player cycles a card, return Fleeting Aven to its owner's hand. Fleeting Image 2U Creature - Illusion 2/1 Flying (This creature can't be blocked except by creatures with flying.) 1U: Return Fleeting Image to its owner's hand. Flesh Reaver 1B Creature - Horror 4/4 Whenever Flesh Reaver deals damage to a creature or opponent, Flesh Reaver deals that much damage to you. Fleshgrafter 2B Creature - Human Warrior 2/2 Discard an artifact card: Fleshgrafter gets +2/+2 until end of turn. Flicker 1W Sorcery Remove target nontoken permanent from the game, then return it to play under its owner's control. Flickerform 1W Enchantment - Aura Enchant creature 2WW: Remove enchanted creature and all Auras attached to it from the game. At end of turn, return that card to play under its owner's control. If you do, return those Auras to play under their owners' control attached to that creature. Flickering Spirit 3W Creature - Spirit 2/2 Flying 3W: Remove Flickering Spirit from the game, then return it to play under its owner's control. Flickering Ward W Enchantment - Aura Enchant creature As Flickering Ward comes into play, 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. Flight U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying.) Flight of Fancy 3U Enchantment - Aura Enchant creature When Flight of Fancy comes into play, draw two cards. Enchanted creature has flying. Fling 1R Instant As an additional cost to play Fling, sacrifice a creature. Fling deals damage equal to the sacrificed creature's power to target creature or player. Flint Golem 4 Artifact Creature - Golem 2/3 Whenever Flint Golem becomes blocked, defending player puts the top three cards from his or her library into his or her graveyard. Floating Shield 2W Enchantment - Aura Enchant creature As Floating Shield comes into play, 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. Floating-Dream Zubera 1U Creature - Zubera Spirit 1/2 When Floating-Dream Zubera is put into a graveyard from play, draw a card for each Zubera put into a graveyard from play this turn. Flock of Rabid Sheep XGG Sorcery Flip X coins; an opponent calls heads or tails. For each flip you win, put a Rabid Sheep token into play. Treat these tokens as 2/2 green creatures that count as Sheep. Flood U Enchantment UU: Tap target creature without flying. Flood Plain Land Flood Plain comes into play tapped. T, Sacrifice Flood Plain: Search your library for a Plains or Island card and put it into play. Then shuffle your library. Floodbringer 1U Creature - Moonfolk Wizard 1/2 Flying 2, Return a land you control to its owner's hand: Tap target land. Flooded Shoreline UU Enchantment UU, Return two Islands you control to their owner's hand: Return target creature to its owner's hand. Flooded Strand Land T, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card and put it into play. Then shuffle your library. Flooded Woodlands 2UB Enchantment Green creatures have "This creature can't attack unless you sacrifice a land." Floodgate 3U Creature - Wall 0/5 Defender (This creature can't attack.) When Floodgate has flying, sacrifice it. When Floodgate leaves play, it deals 1 damage for each two Islands you control to each nonblue creature without flying. Floodwater Dam 3 Artifact XX1, T Tap X target lands. Floral Spuzzem 3G Creature - Spuzzem 2/2 Whenever Floral Spuzzem attacks and isn't blocked, you may destroy target artifact defending player controls. If you do, Floral Spuzzem deals no combat damage this turn. Flow of Ideas 5U Sorcery Draw a card for each Island you control. Flow of Maggots 2B Creature - Insect 2/2 Cumulative upkeep 1 Flow of Maggots can't be blocked by non-Wall creatures. Flowering Field 1W Enchantment - Aura Enchant land Enchanted land has "T Prevent the next 1 damage that would be dealt to target creature or player this turn." Flowstone Armor 3 Artifact You may choose not to untap Flowstone Armor during your untap step. 3, T Target creature gets +1/-1 as long as Flowstone Armor remains tapped. Flowstone Blade R Enchantment - Aura Enchant creature R: Enchanted creature gets +1/-1 until end of turn. Flowstone Channeler 2R Creature - Human Spellshaper 2/2 1R, T, Discard a card: Target creature gets +1/-1 and gains haste until end of turn. Flowstone Charger 2RW Creature - Beast 2/5 Whenever Flowstone Charger attacks, it gets +3/-3 until end of turn. Flowstone Crusher 3RR Creature - Beast 4/4 R: Flowstone Crusher gets +1/-1 until end of turn. Flowstone Flood 3R 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 play this spell. If you do, put this card into your hand as it resolves.) Destroy target land. Flowstone Giant 2RR Creature - Giant 3/3 R: Flowstone Giant gets +2/-2 until end of turn. Flowstone Hellion 4R Creature - Beast 3/3 Haste 0: Flowstone Hellion gets +1/-1 until end of turn. Flowstone Mauler 4RR Creature - Beast 4/5 Trample R: Flowstone Mauler gets +1/-1 until end of turn. Flowstone Overseer 2RRR Creature - Beast 4/4 RR: Target creature gets +1/-1 until end of turn. Flowstone Salamander 3RR Creature - Salamander 3/4 R: Flowstone Salamander deals 1 damage to target creature blocking it. Flowstone Sculpture 6 Artifact Creature 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 doesn't end at end of turn.) Flowstone Shambler 2R Creature - Beast 2/2 R: Flowstone Shambler gets +1/-1 until end of turn. Flowstone Slide X2RR Sorcery All creatures get +X/-X until end of turn. Flowstone Strike 1R Instant Target creature gets +1/-1 and gains haste until end of turn. Flowstone Surge 1R Enchantment Creatures you control get +1/-1. Flowstone Thopter 7 Artifact Creature 4/4 1: Flowstone Thopter gets +1/-1 and gains flying until end of turn. Flowstone Wall 2R Creature - Wall 0/6 Defender (This creature can't attack.) R: Flowstone Wall gets +1/-1 until end of turn. Flowstone Wyvern 3RR Creature - Drake 3/3 Flying R: Flowstone Wyvern gets +2/-2 until end of turn. Fluctuator 2 Artifact Cycling costs you up to 2 less to play. Flux 2U Sorcery Each player discards any number of cards, then draws that many cards. Draw a card. Flying Carpet 4 Artifact 2, T Target creature gains flying until end of turn. Flying Men U Creature - Human 1/1 Flying Fodder Cannon 4 Artifact 4, T, Sacrifice a creature: Fodder Cannon deals 4 damage to target creature. Fog G Instant Prevent all combat damage that would be dealt this turn. Fog Bank 1U Creature - Wall 0/2 Defender (This creature can't attack.) Flying Prevent all combat damage that would be dealt to and dealt by Fog Bank. Fog Elemental 2U Creature - Elemental 4/4 Flying When Fog Elemental attacks or blocks, sacrifice it at end of combat. Fog of Gnats BB Creature - Insect 1/1 Flying B: Regenerate Fog of Gnats. Fog Patch 1G Instant Play Fog Patch only during the declare blockers step. Attacking creatures become blocked. (This spell works on unblockable creatures.) Foil 2UU Instant You may discard an Island card and another card rather than pay Foil's mana cost. Counter target spell. Fold into AEther 2UU Instant Counter target spell. If that spell is countered this way, its controller may put a creature card from his or her hand into play. Folk Medicine 2G Instant You gain 1 life for each creature you control. Flashback 1W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Folk of An-Havva G Creature - Townsfolk 1/1 Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn. Folk of the Pines 4G Creature - Dryad 2/5 1G: Folk of the Pines gets +1/+0 until end of turn. Followed Footsteps 3UU Enchantment - Aura Enchant creature At the beginning of your upkeep, put a token into play that's a copy of enchanted creature. Food Chain 2G Enchantment Remove a creature you control from the game: Add X mana of any one color to your mana pool, where X is the removed creature's converted mana cost plus one. Spend this mana only to play creature spells. Fool's Demise 4U Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, return that creature to play under your control. When Fool's Demise is put into a graveyard from play, return Fool's Demise to its owner's hand. Fool's Tome 4 Artifact 2, T Draw a card. Play this ability only if you have no cards in hand. Foot Soldiers 3W Creature - Human Soldier 2/4 Foothill Guide W Creature - Cleric 1/1 Protection from Goblins Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Footsteps of the Goryo 2B Sorcery - Arcane Return target creature card from your graveyard to play. Sacrifice that creature at end of turn. Foratog 2G Creature - Atog 1/2 G, Sacrifice a Forest: Foratog gets +2/+2 until end of turn. Forbid 1UU Instant Buyback-Discard two cards. (You may discard two cards in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.) Counter target spell. Forbidden Crypt 3BB 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, remove that card from the game instead. Forbidden Lore 2G Enchantment - Aura Enchant land you control Enchanted land has "T Target creature gets +2/+1 until end of turn." Forbidden Orchard Land T Add one mana of any color to your mana pool. Whenever you tap Forbidden Orchard for mana, put a 1/1 colorless Spirit creature token into play under target opponent's control. Forbidden Ritual 2BB 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. Forbidding Watchtower Land Forbidding Watchtower comes into play tapped. T Add W to your mana pool. 1W: Forbidding Watchtower becomes a 1/5 white creature until end of turn. It's still a land. Force Bubble 2WW 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 end of turn, remove all depletion counters from Force Bubble. Force of Nature 2GGGG Creature - Elemental 8/8 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay GGGG. Force of Will 3UU Instant You may pay 1 life and remove a blue card in your hand from the game rather than pay Force of Will's mana cost. Counter target spell. Force Spike U Instant Counter target spell unless its controller pays 1. Force Void 2U Instant Counter target spell unless its controller pays 1. Draw a card at the beginning of the next turn's upkeep. Forced March XBBB Sorcery Destroy all creatures with converted mana cost X or less. Forced Retreat 2U Sorcery Put target creature on top of its owner's library. Forcefield 3 Artifact 1: Prevent all but 1 combat damage that would be dealt this turn by target unblocked creature attacking you. Forcemage Advocate 1G Creature - Centaur 2/1 T Return target card in an opponent's graveyard to his or her hand. Put a +1/+1 counter on target creature. Foreshadow 1U Instant Name a card, then put the top card of target opponent's 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. Foresight 1U Sorcery Search your library for three cards, remove them from the game, then shuffle your library. Draw a card at the beginning of the next turn's upkeep. Forest Basic Land - Forest Forest Bear 1G Creature - Bear 2/2 Forethought Amulet 5 Artifact If an instant or sorcery spell would deal 3 or more damage to you, it deals 2 damage to you instead. At the beginning of your upkeep, sacrifice Forethought Amulet unless you pay 3. Forge Armor 4R Instant As an additional cost to play Forge Armor, sacrifice an artifact. Put X +1/+1 counters on target creature, where X is the sacrificed artifact's converted mana cost. Forget UU Sorcery Target player discards two cards, then draws as many cards as he or she discarded this way. Forgotten Ancient 3G Creature - Elemental 0/3 Whenever a player plays 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. Forgotten Cave Land Forgotten Cave comes into play tapped. T Add R to your mana pool. Cycling R (R, Discard this card: Draw a card.) Forgotten Harvest 1G Enchantment At the beginning of your upkeep, you may remove a land card in your graveyard from the game. If you do, put a +1/+1 counter on target creature. 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. Foriysian Brigade 3W Creature - Soldier 2/4 Foriysian Brigade can block two creatures each combat. Foriysian Interceptor 3W Creature - Human Soldier 0/5 Flash (You may play this spell any time you could play an instant.) Defender Foriysian Interceptor can block an additional creature. Foriysian Totem 3 Artifact T Add R to your mana pool. 4R: 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. Fork RR Instant Copy target instant or sorcery spell, except that it copies Fork's color. You may choose new targets for the copy. Forked Lightning 3R Sorcery Forked Lightning deals 4 damage divided as you choose among one, two, or three target creatures. Forked-Branch Garami 3GG Creature - Spirit 4/4 Soulshift 4, soulshift 4 (When this is put into a graveyard from play, you may return up to two target Spirit cards with converted mana cost 4 or less from your graveyard to your hand.) Form of the Dragon 4RRR Enchantment At the beginning of your upkeep, Form of the Dragon deals 5 damage to target creature or player. At the end of each turn, your life total becomes 5. Creatures without flying can't attack you. Form of the Squirrel G Enchantment As Form of the Squirrel comes into play, put a 1/1 green Squirrel creature token into play. You lose the game when it leaves play. Creatures can't attack you. You can't be the target of spells or abilities. You can't play spells. Formation 1W Instant Target creature gains banding until end of turn. Draw a card at the beginning of the next turn's upkeep. Forsaken City Land Forsaken City doesn't untap during your untap step. At the beginning of your upkeep, you may remove a card in your hand from the game. If you do, untap Forsaken City. T Add one mana of any color to your mana pool. Forsaken Wastes 2B World Enchantment If a player would gain life, that player gains no life instead. At the beginning of each player's upkeep, that player loses 1 life. When Forsaken Wastes becomes the target of a spell, that spell's controller loses 5 life. Fortified Area 1WW Enchantment Walls you control get +1/+0 and have banding. Fortify 2W Instant Choose one - Creatures you control get +2/+0 until end of turn; or creatures you control get +0/+2 until end of turn. Fortitude 1G Enchantment - Aura Enchant creature When Fortitude is put into a graveyard from play, return Fortitude to its owner's hand. Sacrifice a Forest: Regenerate enchanted creature. Fortune Thief 4R Creature - Human Rogue 0/1 Damage that would reduce your life total to less than 1 reduces it to 1 instead. Morph RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Foster 2GG Enchantment Whenever a creature you control is put into a graveyard from play, 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. Foul Familiar 2B Creature - Spirit 3/1 Foul Familiar can't block. B, Pay 1 life: Return Foul Familiar to its owner's hand. Foul Imp BB Creature - Imp 2/2 Flying (This creature can't be blocked except by creatures with flying.) When Foul Imp comes into play, you lose 2 life. Foul Presence 2B Enchantment - Aura Enchant creature Enchanted creature gets -1/-1 and has "T Target creature gets -1/-1 until end of turn." Foul Spirit 2B Creature - Spirit 3/2 Flying When Foul Spirit comes into play, sacrifice a land. Fountain of Cho Land Fountain of Cho comes into play 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. Fountain of Youth 0 Artifact 2, T You gain 1 life. Fountain Watch 3WW Creature - Guardian 2/4 Artifacts and enchantments you control can't be the target of spells or abilities. Fowl Play 2U Enchant Creature Enchanted creature loses all abilities and is a 1/1 creature that counts as a Chicken. Foxfire 2G 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. Fraction Jackson 2G Creature - Human Hero 1/1½ G, T Return target card with a 1/2 on it from your graveyard to your hand. Fractured Loyalty 1R 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 doesn't end at end of turn.) Framed! 1U Instant Tap or untap all permanents by the artist of your choice. Frankenstein's Monster XBB Creature - Monster 0/1 As Frankenstein's Monster comes into play, remove X creature cards in your graveyard from the game. If you can't, put Frankenstein's Monster into its owner's graveyard instead of into play. For each creature card removed this way, Frankenstein's Monster comes into play with a +2/+0, +1/+1, or +0/+2 counter. Frankie Peanuts 2WW Legendary Creature - Elephant Rogue 2/3 At the beginning of your upkeep, you may ask target player a yes-or-no question. If you do, that player answers the question truthfully and abides by that answer if able until end of turn. Frantic Purification 2W Instant Destroy target enchantment. Madness W (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Frantic Search 2U Instant Draw two cards, then discard two cards. Untap up to three lands. Frazzle 3U Instant Counter target nonblue spell. Frazzled Editor 1R Creature - Human Bureaucrat 2/2 Protection from wordy (Something is wordy if it has four or more lines of text in its text box.) Freed from the Real 2U Enchantment - Aura Enchant creature U: Tap enchanted creature. U: Untap enchanted creature. Free-for-All 3U Enchantment When Free-for-All comes into play, set aside all creatures in play, face down. During each player's upkeep, that player chooses a creature card at random from those set aside in this way and puts that creature into play under his or her control. If Free-for-All leaves play, put each creature still set aside this way into its owner's graveyard. Free-Range Chicken 3G Summon Chicken 3/3 1oG Roll two six-sided dice. If both die rolls are the same, Free-Range Chicken gets +X/+X until end of turn, where X is the number rolled on each die. Otherwise, if the total rolled is equal to any other total you have rolled this turn for Free-Range Chicken, sacrifice it. (For example, if you roll two 3s, Free-Range Chicken gets +3/+3. If you roll a total of 6 for Free-Range Chicken later in that turn, sacrifice it.) Freewind Equenaut 2W 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." Freewind Falcon 1W Creature - Bird 1/1 Flying, protection from red Frenetic Efreet 1UR Creature - Efreet 2/1 Flying 0: If Frenetic Efreet is in play, flip a coin. If you win the flip, Frenetic Efreet phases out. If you lose the flip, sacrifice Frenetic Efreet. Frenetic Ogre 4R Creature - Ogre 2/3 R, Discard a card at random: Frenetic Ogre gets +3/+0 until end of turn. Frenetic Raptor 5R Creature - Beast 6/6 Beasts can't block. Frenetic Sliver 1UR Creature - Sliver 2/2 All Slivers have "0: If this creature is in play, flip a coin. If you win the flip, remove this creature from the game and return it to play under its owner's control at end of turn. If you lose the flip, sacrifice it." 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. Frenzied Tilling 3RG Sorcery Destroy target land. Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Fresh Volunteers 1W Creature - Rebel 2/2 Freyalise Supplicant 1G Creature - 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. Freyalise's Charm GG Enchantment Whenever an opponent plays a black spell, you may pay GG. If you do, you draw a card. GG: Return Freyalise's Charm to its owner's hand. Freyalise's Radiance 1G 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. Freyalise's Winds 2GG Enchantment Whenever a permanent becomes tapped, put a wind counter on it. That permanent gains "This permanent doesn't untap during your untap step if it has a wind counter on it" and "At the beginning of your upkeep, remove a wind counter from this permanent." Frightcrawler 1B Creature - Horror 1/1 Fear Threshold - As long as seven or more cards are in your graveyard, Frightcrawler gets +2/+2 and can't block. Frightshroud Courier 2B Creature - Zombie 2/1 You may choose not to untap Frightshroud Courier during your untap step. 2B, T As long as Frightshroud Courier remains tapped, target Zombie gets +2/+2 and has fear. Frog Tongue G Enchantment - Aura Enchant creature When Frog Tongue comes into play, draw a card. Enchanted creature can block as though it had flying. Frogmite 4 Artifact Creature 2/2 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Frontline Strategist W Creature - Soldier 1/1 Morph W (You may play this 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-Soldiers would deal this turn. Frost Giant 3RRR 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.) Frost Marsh Snow Land Frost Marsh comes into play tapped. T Add U or B to your mana pool. Frost Ogre 3RR Creature - Ogre Warrior 5/3 Frost Raptor 2U Snow Creature - Bird 2/2 Flying oSioSi: Frost Raptor can't be the target of spells or abilities this turn. (oSi can be paid with one mana from a snow permanent.) Frostling R Creature - Spirit 1/1 Sacrifice Frostling: Frostling deals 1 damage to target creature. Frostweb Spider 2G Snow Creature - Spider 1/3 Frostweb Spider can block as though it had flying. Whenever Frostweb Spider blocks a creature with flying, put a +1/+1 counter on Frostweb Spider at end of combat. Frostwielder 2RR 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 be put into a graveyard, remove it from the game instead. Frozen AEther 3U Enchantment Artifacts, creatures, and lands your opponents control come into play tapped. Frozen Shade 2B Creature - Shade 0/1 B: Frozen Shade gets +1/+1 until end of turn. Frozen Solid 1UU Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. When damage is dealt to enchanted creature, destroy it. Fruition G Sorcery You gain 1 life for each Forest in play. Fugitive Druid 3G Creature - Druid 3/2 Whenever Fugitive Druid becomes the target of an Aura spell, you draw a card. Fugitive Wizard U Creature - Human Wizard 1/1 Fugue 3BB Sorcery Target player discards three cards. Fumarole 3BR Sorcery As an additional cost to play Fumarole, pay 3 life. Destroy target creature and target land. Fumiko the Lowblood 2RR Legendary Creature - Human Samurai 3/2 Fumiko the Lowblood has bushido X, where X is the number of attacking creatures. (When this blocks or becomes blocked, it gets +X/+X until end of turn.) Creatures your opponents control attack each turn if able. Funeral Charm B Instant Choose one - Target player discards a card; or target creature gets +2/-1 until end of turn; or target creature gains swampwalk until end of turn. Funeral March 1BB Enchantment - Aura Enchant creature When enchanted creature leaves play, its controller sacrifices a creature. Funeral Pyre W Instant Remove target card in a graveyard from the game. Its owner puts a 1/1 white Spirit creature token with flying into play. Fungal Behemoth 3G Creature - Fungus */* Fungal Behemoth's power and toughness are each equal to the number of +1/+1 counters on creatures you control. Suspend X-XGG. X can't be 0. Whenever a time counter is removed from Fungal Behemoth while it's removed from the game, you may put a +1/+1 counter on target creature. Fungal Bloom GG Enchantment GG: Put a spore counter on target Fungus. 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. Fungal Shambler 4GUB Creature - Beast 6/4 Trample Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card. Fungus Elemental 3G Creature - Elemental 3/3 G, Sacrifice a Forest: Put a +2/+2 counter on Fungus Elemental. Play this ability only if Fungus Elemental came into play this turn. Fungus Sliver 3G Creature - Fungus Sliver 2/2 All Slivers have "Whenever this creature is dealt damage, put a +1/+1 counter on it." (The damage is dealt before the counter is put on.) Fungusaur 3G Creature - Fungusaur 2/2 Whenever Fungusaur is dealt damage, put a +1/+1 counter on it. Furious Assault 2R Enchantment Whenever you play a creature spell, Furious Assault deals 1 damage to target player. Furnace Brood 3R Creature - Elemental 3/3 R: Target creature can't be regenerated this turn. Furnace Dragon 6RRR Creature - Dragon 5/5 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying When Furnace Dragon comes into play, if you played it from your hand, remove all artifacts from the game. Furnace of Rath 1RRR Enchantment If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead. Furnace Spirit 2R Creature - Spirit 1/1 Haste R: Furnace Spirit gets +1/+0 until end of turn. Furnace Whelp 2RR Creature - Dragon 2/2 Flying R: Furnace Whelp gets +1/+0 until end of turn. Fury Charm 1R Instant Choose one - Destroy target artifact; or target creature gets +1/+1 and gains trample until end of turn; or remove two time counters from target permanent or suspended card. Fury of the Horde 5RR Sorcery You may remove two red cards in your hand from the game 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. Fury Sliver 5R Creature - Sliver 3/3 All Slivers have double strike. Future Sight 2UUU Enchantment Play with the top card of your library revealed. You may play the top card of your library. Fylamarid 1UU Creature - Beast 1/3 Flying Fylamarid can't be blocked by blue creatures. U: Target creature becomes blue until end of turn. Fylgja W Enchantment - Aura Enchant creature Fylgja comes into play 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. 2W: Put a healing counter on Fylgja. Fyndhorn Bow 2 Artifact 3, T Target creature gains first strike until end of turn. Fyndhorn Brownie 2G Creature - Brownie 1/1 2G, T Untap target creature. Fyndhorn Druid 2G Creature - Druid 2/2 When Fyndhorn Druid is put into a graveyard from play, if it was blocked this turn, you gain 4 life. Fyndhorn Elder 2G Creature - Elf 1/1 T Add GG to your mana pool. Fyndhorn Elves G Creature - Elf 1/1 T Add G to your mana pool. Fyndhorn Pollen 2G Enchantment Cumulative upkeep 1 All creatures get -1/-0. 1G: All creatures get -1/-0 until end of turn. Gabriel Angelfire 3GGWW Legendary Creature 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. Gaea's Anthem 1GG Enchantment Creatures you control get +1/+1. Gaea's Avenger 1GG Creature - Gaea's-Avenger 1+*/1+* Gaea's Avenger's power and toughness are each equal to 1 plus the number of artifacts your opponents control. Gaea's Balance 3G Sorcery As an additional cost to play Gaea's Balance, sacrifice five lands. Search your library for a land card of each basic land type and put them into play. Then shuffle your library. Gaea's Blessing 1G 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. Gaea's Bounty 2G Sorcery Search your library for up to two Forest cards, reveal those cards, and put them into your hand. Then shuffle your library. Gaea's Cradle Legendary Land T Add G to your mana pool for each creature you control. Gaea's Embrace 2GG Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 and has trample. G: Regenerate enchanted creature. Gaea's Herald 1G Creature - Elf 1/1 Creature spells can't be countered. Gaea's Liege 3GGG 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 play. Gaea's Might G Instant Target creature gets +1/+1 until end of turn for each basic land type among lands you control. Gaea's Skyfolk GU Creature - Elf Merfolk 2/2 Flying Gaea's Touch GG Enchantment You may play an additional land during your turn if that land is a basic Forest. Sacrifice Gaea's Touch: Add GG to your mana pool. Gainsay 1U Instant Counter target blue spell. Gale Force 4G Sorcery Gale Force deals 5 damage to each creature with flying. Galina's Knight WU Creature - Merfolk Knight 2/2 Protection from red Gallantry 1W Instant Target blocking creature gets +4/+4 until end of turn. Draw a card. Gallowbraid 3BB Legendary Creature 5/5 Cumulative upkeep-Pay 1 life. Trample Galvanic Arc 2R Enchantment - Aura Enchant creature When Galvanic Arc comes into play, it deals 3 damage to target creature or player. Enchanted creature has first strike. Galvanic Key 2 Artifact Flash 3, T Untap target artifact. Gamble R Sorcery Search your library for a card, put that card into your hand, then discard a card at random. Then shuffle your library. Game of Chaos RRR 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. Game Preserve 2G 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 into play under their owners' control. (Otherwise, put them back face-down on top of their owners' libraries.) Gamekeeper 3G Creature - Elf 2/2 When Gamekeeper is put into a graveyard from play, you may remove Gamekeeper from the game. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into play and put the other cards revealed this way into your graveyard. Gang of Elk 5G Creature - Beast 5/4 Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it. Gangrenous Goliath 3BB Creature - Zombie Giant 4/4 Tap three untapped Clerics you control: Return Gangrenous Goliath from your graveyard to your hand. Gangrenous Zombies 1BB 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. Gargantuan Gorilla 4GGG Creature - Ape 7/7 At the beginning of your upkeep, sacrifice Gargantuan Gorilla unless you sacrifice a Forest. If you sacrifice Gargantuan Gorilla this way, it deals 7 damage to you. If you sacrifice a snow Forest this way, Gargantuan Gorilla gains trample until end of turn. T Gargantuan Gorilla deals damage equal to its power to target creature. That creature deals damage equal to its power to Gargantuan Gorilla. Garza Zol, Plague Queen 4UBR Legendary Creature - Vampire 5/5 Flying, haste Whenever a creature dealt damage by Garza Zol, Plague Queen this turn is put into a graveyard, put a +1/+1 counter on Garza Zol. Whenever Garza Zol deals combat damage to a player, you may draw a card. Garza's Assassin BBB 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 play, you may pay half your life, rounded up. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.) Gaseous Form 2U Enchantment - Aura Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. Gate Hound 2W Creature - Hound 1/1 Creatures you control have vigilance as long as Gate Hound is enchanted. Gate to Phyrexia BB Enchantment Sacrifice a creature: Destroy target artifact. Play this ability only during your upkeep and only once each turn. 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 into play. Gather Courage G Instant Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Target creature gets +2/+2 until end of turn. Gatherer of Graces 1G Creature - Human Druid 1/2 Gatherer of Graces gets +1/+1 for each Aura attached to it. Sacrifice an Aura: Regenerate Gatherer of Graces. 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. Gauntlet of Power 5 Artifact As Gauntlet of Power comes into play, 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. Gauntlets of Chaos 5 Artifact 5, Sacrifice Gauntlets of Chaos: Exchange control of target artifact, creature, or land an opponent controls and a permanent you control if they share one of those types. Destroy all Auras attached to those permanents. Gaze of Adamaro 2RR Instant - Arcane Gaze of Adamaro deals damage equal to the number of cards in target player's hand to that player. Gaze of Justice W Sorcery As an additional cost to play Gaze of Justice, tap three untapped white creatures you control. Remove target creature from the game. Flashback 5W (You may play this card from your graveyard for its flashback cost and any additional costs. Then remove it from the game.) Gaze of Pain 1B 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 deals no combat damage this turn. Gaze of the Gorgon 3 (B / G) Instant (o (b/g) can be paid with either B or G.) Regenerate target creature. At end of combat, destroy all creatures that blocked or were blocked by that creature this turn. Gelectrode 1UR Creature - Weird 0/1 T Gelectrode deals 1 damage to target creature or player. Whenever you play an instant or sorcery spell, you may untap Gelectrode. Gelid Shackles W Snow Enchantment - Aura Enchant creature Enchanted creature can't block and its activated abilities can't be played. oSi: Enchanted creature gains defender until end of turn. (oSi can be paid with one mana from a snow permanent.) Gemhide Sliver 1G Creature - Sliver 1/1 All Slivers have "T Add one mana of any color to your mana pool." Gemini Engine 6 Artifact Creature 3/4 Whenever Gemini Engine attacks, put an attacking Twin artifact creature token into play. 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. Gempalm Avenger 5W Creature - Soldier 3/5 Cycling 2W (2W, Discard this card: Draw a card.) When you cycle Gempalm Avenger, all Soldiers get +1/+1 and gain first strike until end of turn. Gempalm Incinerator 2R Creature - Goblin 2/1 Cycling 1R (1R, 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 in play. Gempalm Polluter 5B Creature - Zombie 4/3 Cycling BB (BB, Discard this card: Draw a card.) When you cycle Gempalm Polluter, you may have target player lose 1 life for each Zombie in play. Gempalm Sorcerer 2U Creature - Wizard 2/2 Cycling 2U (2U, Discard this card: Draw a card.) When you cycle Gempalm Sorcerer, all Wizards gain flying until end of turn. Gempalm Strider 1G Creature - Elf 2/2 Cycling 2GG (2GG, Discard this card: Draw a card.) When you cycle Gempalm Strider, all Elves get +2/+2 until end of turn. 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. 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 in play with a luck counter on it. If you do, remove a card in your hand from the game. 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. Gemstone Mine Land Gemstone Mine comes into play 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. General Jarkeld 3W Legendary Creature 1/2 T Switch the blocking creatures of two target attacking creatures. Play this ability only during the declare blockers step. General's Kabuto 4 Artifact - Equipment Equipped creature 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.) 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. Genesis 4G Creature - Incarnation 4/4 At the beginning of your upkeep, if Genesis is in your graveyard, you may pay 2G. If you do, return target creature card from your graveyard to your hand. Genesis Chamber 2 Artifact Whenever a nontoken creature comes into play, if Genesis Chamber is untapped, that creature's controller puts a 1/1 Myr artifact creature token into play. 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. 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. 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. 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, you gain 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. Genju of the Realm WUBRG 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. 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. Geothermal Crevice Land Geothermal Crevice comes into play tapped. T Add R to your mana pool. T, Sacrifice Geothermal Crevice: Add BG to your mana pool. Gerrard Capashen 3WW Legendary Creature 3/4 At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand. 3W: Tap target creature. Play this ability only if Gerrard Capashen is attacking. Gerrard's Battle Cry W Enchantment 2W: Creatures you control get +1/+1 until end of turn. Gerrard's Command GW Instant Untap target creature. It gets +3/+3 until end of turn. Gerrard's Irregulars 4R Creature - Soldier 4/2 Trample, haste Gerrard's Verdict WB Sorcery Target player discards two cards. You gain 3 life for each land card discarded this way. Gerrard's Wisdom 2WW Sorcery You gain 2 life for each card in your hand. Gerrymandering 2G Sorcery Remove all lands from play and shuffle them together. Randomly deal to each player one land card for each land he or she had before. Each player puts those lands into play under his or her control, untapped. Get a Life W Instant Target player and each of his or her teammates exchange life totals. Geth's Grimoire 4 Artifact Whenever an opponent discards a card, you may draw a card. Ghastly Demise B Instant Destroy target nonblack creature if its toughness is less than or equal to the number of cards in your graveyard. Ghastly Remains BBB Creature - Zombie 0/0 Amplify 1 (As this card comes into play, 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 BBB. If you do, return Ghastly Remains to your hand. Ghazban Ogre G Creature - Ogre 2/2 At the beginning of your upkeep, if a player has more life than any other, that player gains control of Ghazban Ogre. Ghazban Ogress G Summon Ogre 2/2 When Ghazban Ogress comes into play, the player who has won the most Magic games that day gains control of it. If more than one player has won the same number of games, you retain control of Ghazban Ogress. Ghitu Encampment Land Ghitu Encampment comes into play tapped. T Add R to your mana pool. 1R: Ghitu Encampment becomes a 2/1 red creature with first strike until end of turn. It's still a land. Ghitu Fire XR Sorcery You may play Ghitu Fire any time you could play an instant if you pay 2 more to play it. Ghitu Fire deals X damage to target creature or player. Ghitu Firebreathing 1R Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature R: Enchanted creature gets +1/+0 until end of turn. R: Return Ghitu Firebreathing to its owner's hand. Ghitu Fire-Eater 2R Creature - Nomad 2/2 T, Sacrifice Ghitu Fire-Eater: Ghitu Fire-Eater deals damage equal to its power to target creature or player. Ghitu Slinger 2R Creature - Nomad 2/2 Echo 2R (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 comes into play, it deals 2 damage to target creature or player. Ghitu War Cry 2R Enchantment R: Target creature gets +1/+0 until end of turn. Ghor-Clan Bloodscale 3R Creature - Viashino Warrior 2/1 First strike 3G: Ghor-Clan Bloodscale gets +2/+2 until end of turn. Play this ability only once each turn. Ghor-Clan Savage 3GG Creature - Centaur Berserker 2/3 Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.) Ghost Council of Orzhova WWBB Legendary Creature - Spirit Lord 4/4 When Ghost Council of Orzhova comes into play, target opponent loses 1 life and you gain 1 life. 1, Sacrifice a creature: Remove Ghost Council of Orzhova from the game. Return it to play under its owner's control at end of turn. Ghost Hounds 1B Creature - Hound 1/1 Vigilance Whenever Ghost Hounds blocks or becomes blocked by a white creature, Ghost Hounds gains first strike until end of turn. 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 into play, then shuffle his or her library. Ghost Ship 2UU Creature - Spirit 2/4 Flying UUU: Regenerate Ghost Ship. Ghost Tactician 4W Creature - Spirit Spellshaper 2/5 W, T, Discard a card: Creatures you control get +1/+0 until end of turn. Ghost Town Land T Add 1 to your mana pool. 0: Return Ghost Town to its owner's hand. Play this ability only if it's not your turn. Ghost Warden 1W Creature - Spirit 1/1 T Target creature gets +1/+1 until end of turn. Ghostflame Sliver BR Creature - Sliver 2/2 All Slivers are colorless. Ghosthelm Courier 2U Creature - Wizard 2/1 You may choose not to untap Ghosthelm Courier during your untap step. 2U, T As long as Ghosthelm Courier remains tapped, target Wizard gets +2/+2 and can't be the target of spells or abilities. Ghost-Lit Nourisher 2G Creature - Spirit 2/1 2G, T Target creature gets +2/+2 until end of turn. Channel - 3G, Discard Ghost-Lit Nourisher: Target creature gets +4/+4 until end of turn. Ghost-Lit Raider 2R Creature - Spirit 2/1 2R, T Ghost-Lit Raider deals 2 damage to target creature. Channel - 3R, Discard Ghost-Lit Raider: Ghost-Lit Raider deals 4 damage to target creature. Ghost-Lit Redeemer W Creature - Spirit 1/1 W, T You gain 2 life. Channel - 1W, Discard Ghost-Lit Redeemer: You gain 4 life. Ghost-Lit Stalker B Creature - Spirit 1/1 4B, T Target player discards two cards. Play this ability only any time you could play a sorcery. Channel - 5BB, Discard Ghost-Lit Stalker: Target player discards four cards. Play this ability only any time you could play a sorcery. Ghost-Lit Warder 1U Creature - Spirit 1/1 3U, T Counter target spell unless its controller pays 2. Channel - 3U, Discard Ghost-Lit Warder: Counter target spell unless its controller pays 4. Ghostly Flame BR Enchantment Black and/or red permanents and spells are colorless sources of damage. Ghostly Prison 2W Enchantment Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you. Ghostly Visit 2B Sorcery Destroy target nonblack creature. Ghostly Wings 1U Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has flying. Discard a card: Return enchanted creature to its owner's hand. Ghosts of the Damned 1BB Creature - Ghost 0/2 T Target creature gets -1/-0 until end of turn. Ghosts of the Innocent 5WW 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. Ghostway 2W Instant Remove each creature you control from the game. Return those creatures to play under their owners' control at end of turn. Ghoul's Feast 1B Instant Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. Giant Albatross 1U Creature - Albatross 1/1 Flying When Giant Albatross is put into a graveyard from play, you may pay 1U. 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. Giant Badger 1GG Creature - Badger 2/2 Whenever Giant Badger blocks, it gets +2/+2 until end of turn. Giant Caterpillar 3G Creature - Insect 3/3 G, Sacrifice Giant Caterpillar: Put a 1/1 green Insect creature token with flying named Butterfly into play at end of turn. Giant Cockroach 3B Creature - Insect 4/2 Giant Crab 4U Creature - Crab 3/3 U: Giant Crab can't be the target of spells or abilities this turn. Giant Dustwasp 3GG Creature - Insect 3/3 Flying Suspend 4-1G (Rather than play this card from your hand, you may pay 1G and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Giant Fan 4 Artifact 2, T Move target counter from one card to another. If the second card's rules text refers to any type of counters, the moved counter becomes one of those counters. Otherwise, it becomes a +1/+1 counter. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Mantis 3G Creature - Insect 2/4 Giant Mantis can block as though it had flying. Giant Octopus 3U Creature - Octopus 3/3 Giant Oyster 2UU Creature - Oyster 0/3 You may choose not to untap Giant Oyster during your untap step. T 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 play or becomes untapped, remove all -1/-1 counters from the creature. Giant Shark 5U Creature - Shark 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. Giant Slug 1B 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. Giant Solifuge 2 (R / G) (R / G) Creature - Insect 4/1 (o (r/g) can be paid with either R or G.) Trample, haste Giant Solifuge can't be the target of spells or abilities. Giant Spider 3G Creature - Spider 2/4 Giant Spider can block as though it had flying. Giant Strength RR Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Giant Tortoise 1U Creature - Tortoise 1/1 Giant Tortoise gets +0/+3 as long as it's untapped. Giant Trap Door Spider 1RG Creature - Spider 2/3 1RG, T Remove from the game Giant Trap Door Spider and target creature without flying that's attacking you. Giant Turtle 1GG Creature - Turtle 2/4 Giant Turtle can't attack if it attacked during your last turn. Giant Warthog 5G Creature - Beast 5/5 Trample Gibbering Hyenas 2G Creature - Hyena 3/2 Gibbering Hyenas can't block black creatures. Gibbering Kami 3B Creature - Spirit 2/2 Flying Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Gift of Estates 1W 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. 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. Gifts Ungiven 3U Instant Search your library for 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. Gigadrowse U Instant Replicate U (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Tap target permanent. Gigapede 3GG Creature - Insect 6/1 Gigapede 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. Gilded Drake 1U Creature - Drake 3/3 Flying When Gilded Drake comes into play, choose one - sacrifice Gilded Drake; or exchange control of Gilded Drake and target creature an opponent controls. If you can't make the exchange, sacrifice Gilded Drake. This ability can't be countered. (This effect doesn't end at end of turn.) Gilded Light 1W Instant You can't be the target of spells or abilities this turn. Cycling 2 (2, Discard this card: Draw a card.) Gilded Lotus 5 Artifact T Add three mana of any one color to your mana pool. Glacial Chasm Land Cumulative upkeep-Pay 2 life. If Glacial Chasm would come into play, sacrifice a land instead. If you do, put Glacial Chasm into play. If you don't, put it into its owner's graveyard. Skip your combat phase. Prevent all damage that would be dealt to you. Glacial Crevasses 2R Enchantment Sacrifice a snow Mountain: Prevent all combat damage that would be dealt this turn. Glacial Plating 2WW Snow Enchantment - Aura Enchant creature Cumulative upkeep oSi (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. oSi can be paid with one mana from a snow permanent.) Enchanted creature gets +3/+3 for each age counter on Glacial Plating. Glacial Ray 1R Instant - Arcane Glacial Ray deals 2 damage to target creature or player. Splice onto Arcane 1R (As you play 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.) Glacial Wall 2U Creature - Wall 0/7 Defender (This creature can't attack.) Glaciers 2WU Enchantment At the beginning of your upkeep, sacrifice Glaciers unless you pay WU. All Mountains are Plains. Glade Gnarr 5G Creature - Beast 4/4 Whenever a player plays a blue spell, Glade Gnarr gets +2/+2 until end of turn. Glare of Subdual 2GW Enchantment Tap an untapped creature you control: Tap target artifact or creature. Glarecaster 4WW Creature - Bird Cleric 3/3 Flying 5W: The next time damage would be dealt to Glarecaster and/or you this turn, that damage is dealt to target creature or player instead. Glass Asp 1GG 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. Glass Golem 5 Artifact Creature - Golem 6/2 Glasses of Urza 1 Artifact T Look at target player's hand. Gleancrawler 3 (B / G) (B / G) (B / G) Creature - Insect Horror 6/6 (o (b/g) can be paid with either B or G.) Trample At the end of your turn, return to your hand all creature cards in your graveyard that were put into your graveyard from play this turn. Gleemax 1,000,000 Legendary Artifact You choose all targets for all spells and abilities. Gliding Licid 2U 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. Glimmering Angel 3W Creature - Angel 2/2 Flying U: Glimmering Angel can't be the target of spells or abilities this turn. Glimmervoid Land At end of turn, if you control no artifacts, sacrifice Glimmervoid. T Add one mana of any color to your mana pool. Glimpse of Nature G Sorcery Whenever you play a creature spell this turn, draw a card. Glimpse the Unthinkable UB Sorcery Target player puts the top ten cards of his or her library into his or her graveyard. Glint-Eye Nephilim UBRG 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. Glintwing Invoker 4U Creature - Wizard Mutant 3/3 7U: Glintwing Invoker gets +3/+3 and gains flying until end of turn. Glissa Sunseeker 2GG 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. Glitterfang R Creature - Spirit 1/1 Haste At end of turn, return Glitterfang to its owner's hand. Glittering Lion 2W 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 play this ability. 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 play this ability. Global Ruin 4W Sorcery Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest. Gloom 2B Enchantment White spells and activated abilities of white enchantments cost 3 more to play. Gloomdrifter 3B Creature - Minion 2/2 Flying Threshold - As long as seven or more cards are in your graveyard, Gloomdrifter has "When Gloomdrifter comes into play, nonblack creatures get -2/-2 until end of turn." Glorious Anthem 1WW Enchantment Creatures you control get +1/+1. Glory 3WW Creature - Incarnation 3/3 Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard. Glory Seeker 1W Creature - Human Soldier 2/2 Glowering Rogon 5G Creature - Beast 4/4 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.) Glowing Anemone 3U Creature - Beast 1/3 When Glowing Anemone comes into play, you may return target land to its owner's hand. Glowrider 2W Creature - Cleric 2/1 Noncreature spells cost 1 more to play. Gluetius Maximus 3GG Creature - Beast 5/5 As Gluetius Maximus comes into play, an opponent chooses one of your fingers. (Thumbs are fingers, too.) When the chosen finger isn't touching Gluetius Maximus, sacrifice Gluetius Maximus. Gluttonous Zombie 4B Creature - Zombie 3/3 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) 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." 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 end of turn. Glyph of Doom B Instant At end of combat, destroy all creatures that were blocked by target Wall this turn. Glyph of Life W Instant Choose target Wall. Until end of turn, whenever an attacking creature deals damage to that Wall, you gain that much life. Glyph of Reincarnation G Instant Play only during the end of combat step. Destroy all creatures that were blocked by target Wall this turn. They can't be regenerated. For each creature put into a graveyard this way, choose a creature card from the graveyard of that creature's controller and return that card to play under its owner's control. Gnarled Mass 1GG Creature - Spirit 3/3 Gnat Alley Creeper 2R Creature - Human Rogue 3/1 Gnat Alley Creeper can't be blocked by creatures with flying. Gnat Miser B Creature - Rat Shaman 1/1 Each opponent's maximum hand size is reduced by one. Gobhobbler Rats BR Creature - Rat 2/2 Hellbent - Gobhobbler Rats gets +1/+0 and has "B: Regenerate Gobhobbler Rats" as long as you have no cards in hand. Goblin Archaeologist 1R 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. Goblin Artisans R Creature - Goblin 1/1 T Flip a coin. If you win the flip, draw a card. Otherwise, counter target artifact spell you control that isn't the target of an ability from another creature named Goblin Artisans. Goblin Assassin 3RR Creature - Goblin Assassin 2/2 Whenever Goblin Assassin or another Goblin comes into play, each player flips a coin. Each player whose coin comes up tails sacrifices a creature. Goblin Balloon Brigade R Creature - Goblin Warrior 1/1 R: Goblin Balloon Brigade gains flying until end of turn. (It can't be blocked except by creatures with flying.) Goblin Berserker 3R Creature - Goblin 2/2 First strike, haste Goblin Bomb 1R 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. Goblin Bombardment 1R Enchantment Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player. Goblin Bookie R Summon Goblin 1/1 R, T Reflip any coin or reroll any die. Goblin Bowling Team 3R Summon Goblins 1/1 Whenever Goblin Bowling Team damages any creature or player, roll a six-sided die. Goblin Bowling Team deals to that creature or player additional damage equal to the die roll. Goblin Brawler 2R Creature - Goblin Warrior 2/2 First strike Goblin Brawler can't be equipped. Goblin Brigand 1R Creature - Goblin Warrior 2/2 Goblin Brigand attacks each turn if able. Goblin Bully 1R Creature - Goblin 2/1 Goblin Burrows Land T Add 1 to your mana pool. 1R, T Target Goblin gets +2/+0 until end of turn. 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.) Goblin Cannon 4 Artifact 2: Goblin Cannon deals 1 damage to target creature or player. Sacrifice Goblin Cannon. Goblin Cavaliers 2R Creature - Goblin 3/2 Goblin Caves 1RR Enchantment - Aura Enchant land If enchanted land is a basic Mountain, all Goblins get +0/+2. 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. Goblin Chariot 2R Creature - Goblin Warrior 2/2 Haste (This creature can attack the turn it comes under your control.) Goblin Chirurgeon R Creature - Goblin 0/2 Sacrifice a Goblin: Regenerate target creature. Goblin Clearcutter 3R Creature - Goblin 3/3 T, Sacrifice a Forest: Add three mana in any combination of R and/or G to your mana pool. Goblin Cohort R Creature - Goblin Warrior 2/2 Goblin Cohort can't attack unless you've played a creature spell this turn. Goblin Commando 4R Creature - Goblin 2/2 When Goblin Commando comes into play, it deals 2 damage to target creature. Goblin Digging Team R Creature - Goblin 1/1 T, Sacrifice Goblin Digging Team: Destroy target Wall. Goblin Dirigible 6 Artifact Creature 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. Goblin Dynamo 5RR Creature - Goblin Mutant 4/4 T Goblin Dynamo deals 1 damage to target creature or player. XR, T, Sacrifice Goblin Dynamo: Goblin Dynamo deals X damage to target creature or player. Goblin Elite Infantry 1R Creature - Goblin Warrior 2/2 Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn. Goblin Festival 1R 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. Goblin Fire Fiend 3R 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. Goblin Firebug 1R Creature - Goblin 2/2 When Goblin Firebug leaves play, sacrifice a land. Goblin Firestarter R Creature - Goblin 1/1 Sacrifice Goblin Firestarter: Goblin Firestarter deals 1 damage to target creature or player. Play only during your turn, before the combat phase. Goblin Flectomancer URR Creature - Goblin Wizard 2/2 Sacrifice Goblin Flectomancer: You may change the targets of target instant or sorcery spell. Goblin Flotilla 2R Creature - Goblin 2/2 Islandwalk At the beginning of 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. Goblin Furrier 1R Creature - Goblin Warrior 2/2 Prevent all damage that Goblin Furrier would deal to snow creatures. Goblin Game 5RR 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. Goblin Gardener 3R Creature - Goblin 2/1 When Goblin Gardener is put into a graveyard from play, destroy target land. Goblin General 1RR Creature - Goblin 1/1 Whenever Goblin General attacks, Goblins you control get +1/+1 until end of turn. Goblin Glider 1R Creature - Goblin 1/1 Flying Goblin Glider can't block. Goblin Goon 3R 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. Goblin Grappler R Creature - Goblin 1/1 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Goblin Grenade R Sorcery As an additional cost to play Goblin Grenade, sacrifice a Goblin. Goblin Grenade deals 5 damage to target creature or player. Goblin Grenadiers 3R 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. Goblin Hero 2R Creature - Goblin 2/2 Goblin King 1RR Creature - Goblin Lord 2/2 Other Goblins get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.) Goblin Kites 1R Enchantment R: Target creature you control with toughness 2 or less gains flying until end of turn. Flip a coin at end of turn. If you lose the flip, sacrifice that creature. Goblin Lackey R Creature - Goblin 1/1 Whenever Goblin Lackey deals damage to a player, you may put a Goblin card from your hand into play. Goblin Legionnaire RW 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. Goblin Lookout 1R Creature - Goblin 1/2 T, Sacrifice a Goblin: All Goblins get +2/+0 until end of turn. Goblin Lore 1R Sorcery Draw four cards, then discard three cards at random. 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. Goblin Machinist 4R Creature - Goblin 0/5 2R: 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. Goblin Marshal 4RR Creature - Goblin 3/3 Echo 4RR (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 comes into play or is put into a graveyard from play, put two 1/1 red Goblin creature tokens into play. Goblin Masons 1R Creature - Goblin 2/1 When Goblin Masons is put into a graveyard from play, destroy target Wall. Goblin Matron 2R Creature - Goblin 1/1 When Goblin Matron comes into play, you may search your library for a Goblin card, reveal that card and put it into your hand. If you do, shuffle your library. Goblin Medics 2R Creature - Goblin 1/1 Whenever Goblin Medics becomes tapped, it deals 1 damage to target creature or player. Goblin Mime 1R Creature - Goblin Mime 2/2 When you speak, sacrifice Goblin Mime. Goblin Mountaineer R Creature - Goblin Scout 1/1 Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.) Goblin Mutant 2RR Creature - Goblin 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. Goblin Offensive X1RR Sorcery Put X 1/1 red Goblin creature tokens into play. 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.) Goblin Piker 1R Creature - Goblin Warrior 2/1 Goblin Piledriver 1R Creature - Goblin 1/2 Protection from blue Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin. Goblin Psychopath 3R 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. Goblin Pyromancer 3R Creature - Goblin Wizard 2/2 When Goblin Pyromancer comes into play, all Goblins get +3/+0 until end of turn. At end of turn, destroy all Goblins. Goblin Raider 1R Creature - Goblin Warrior 2/2 Goblin Raider can't block. Goblin Recruiter 1R Creature - Goblin 1/1 When Goblin Recruiter comes into play, search your library for any number of Goblin cards and reveal them. Shuffle your library, then put those cards on top of it in any order. Goblin Replica 3 Artifact Creature - Goblin 2/2 3R, Sacrifice Goblin Replica: Destroy target artifact. Goblin Rimerunner 2R Snow Creature - Goblin Warrior 2/2 T Target creature can't block this turn. oSi: Goblin Rimerunner gains haste until end of turn. (oSi can be paid with one mana from a snow permanent.) Goblin Ringleader 3R Creature - Goblin 2/2 Haste When Goblin Ringleader comes into play, 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. Goblin Rock Sled 1R Creature - Rock-Sled 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. Goblin S.W.A.T. Team 3R Creature - Goblin Warrior 2/2 Say "Goblin S.W.A.T. Team": Put a +1/+1 counter on Goblin S.W.A.T. Team unless an opponent swats the table within five seconds. Play this ability only once each turn. Goblin Sappers 1R Creature - Goblin 1/1 RR, T Target creature you control is unblockable this turn. Destroy it and Goblin Sappers at end of combat. RRRR, T Target creature you control is unblockable this turn. Destroy it at end of combat. Goblin Scouts 3RR Sorcery Put three 1/1 red Goblin Scout creature tokens with mountainwalk into play. Goblin Secret Agent 2R Creature - Goblin Rogue 2/2 First strike At the beginning of your upkeep, reveal a card from your hand at random. Goblin Settler 3R Creature - Goblin 1/1 When Goblin Settler comes into play, destroy target land. Goblin Sharpshooter 2R Creature - Goblin 1/1 Goblin Sharpshooter doesn't untap during your untap step. Whenever a creature is put into a graveyard from play, untap Goblin Sharpshooter. T Goblin Sharpshooter deals 1 damage to target creature or player. Goblin Shrine 1RR Enchantment - Aura Enchant land If enchanted land is a basic Mountain, all Goblins get +1/+0. When Goblin Shrine leaves play, it deals 1 damage to each Goblin. Goblin Ski Patrol 1R Creature - Goblin 1/1 1R: Goblin Ski Patrol gets +2/+0 and gains flying until end of turn. Destroy it at end of turn. It can't be regenerated. Play this ability only once and only if you control a snow Mountain. Goblin Sky Raider 2R Creature - Goblin Warrior 1/2 Flying (This creature can't be blocked except by creatures with flying.) Goblin Skycutter 1R 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. Goblin Sledder R Creature - Goblin 1/1 Sacrifice a Goblin: Target creature gets +1/+1 until end of turn. Goblin Snowman 3R 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. Goblin Soothsayer R Creature - Goblin Shaman 1/1 R, T, Sacrifice a Goblin: Red creatures get +1/+1 until end of turn. Goblin Spelunkers 2R Creature - Goblin Warrior 2/2 Mountainwalk Goblin Spy R Creature - Goblin 1/1 Play with the top card of your library revealed. Goblin Striker 1R Creature - Goblin Berserker 1/1 First strike, haste Goblin Swine-Rider R Creature - Goblin 1/1 When Goblin Swine-Rider becomes blocked, it deals 2 damage to each attacking creature and 2 damage to each blocking creature. Goblin Taskmaster R Creature - Goblin 1/1 1R: Target Goblin gets +1/+0 until end of turn. Morph R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Goblin Tinkerer 1R Creature - Goblin Artificer 1/2 R, T Destroy target artifact. That artifact deals damage equal to its converted mana cost to Goblin Tinkerer. Goblin Trenches 1RW Enchantment 2, Sacrifice a land: Put two 1/1 red and white Goblin Soldier creature tokens into play. Goblin Turncoat 1B Creature - Goblin Mercenary 2/1 Sacrifice a Goblin: Regenerate Goblin Turncoat. Goblin Tutor R Instant Roll a six-sided die for Goblin Tutor. On a 1, Goblin Tutor has no effect. Otherwise, search your library for the indicated card, reveal that card to all players, and put it into your hand. Shuffle your library afterwards. 2 - Any Goblin Tutor 3 - Any enchantment 4 - Any artifact 5 - Any creature 6 - Any sorcery, instant, or interrupt Goblin Vandal R Creature - Goblin 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 deals no combat damage this turn. Goblin War Buggy 1R Creature - Goblin 2/2 Haste Echo 1R (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.) Goblin War Cry 2R Sorcery Target opponent chooses a creature he or she controls. Other creatures he or she controls can't block this turn. Goblin War Drums 2R Enchantment Each creature you control can't be blocked except by two or more creatures. Goblin War Strike R Sorcery Goblin War Strike deals damage equal to the number of Goblins you control to target player. Goblin War Wagon 4 Artifact Creature 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. Goblin Warchief 1RR Creature - Goblin 2/2 Goblin spells you play cost 1 less to play. Goblins you control have haste. Goblin Warrens 2R Enchantment 2R, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens into play. Goblin Welder R Creature - Goblin 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 sacrifices the artifact in play, then puts the other artifact from his or her graveyard into play. Goblin Wizard 2RR Creature - Goblin 1/1 T Put a Goblin card from your hand into play. R: Target Goblin gains protection from white until end of turn. Goblins of the Flarg R Creature - Goblin 1/1 Mountainwalk When you control a Dwarf, sacrifice Goblins of the Flarg. Godless Shrine Land - Plains Swamp (T Add W or B to your mana pool.) As Godless Shrine comes into play, you may pay 2 life. If you don't, Godless Shrine comes into play tapped. Godo, Bandit Warlord 5R Legendary Creature - Human Barbarian 3/3 When Godo, Bandit Warlord comes into play, you may search your library for an Equipment card and put it into play. 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, you get an additional combat phase. Godo's Irregulars R Creature - Human Warrior 1/1 R: Godo's Irregulars deals 1 damage to target creature blocking it. 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 play, put a 1/1 colorless Spirit creature token into play. Goham Djinn 5B Creature - Djinn 5/5 1B: 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. Gold Myr 2 Artifact Creature - Myr 1/1 T Add W to your mana pool. Golden Bear 3G Creature - Bear 4/3 Golden Wish 3WW Sorcery Choose an artifact or enchantment card you own from outside the game, reveal that card, and put it into your hand. Remove Golden Wish from the game. 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 comes into play unattached and stays in play if the creature leaves play.) Golgari Brownscale 1GG 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.) Golgari Germination 1BG Enchantment Whenever a nontoken creature you control is put into a graveyard from play, put a 1/1 green Saproling creature token into play. Golgari Grave-Troll 4G Creature - Skeleton Troll 0/0 Golgari Grave-Troll comes into play 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 Golgari Guildmage (B / G) (B / G) Creature - Elf Shaman 2/2 (o (b/g) can be paid with either B or G.) 4B, Sacrifice a creature: Return target creature card from your graveyard to your hand. 4G: Put a +1/+1 counter on target creature. Golgari Rot Farm Land Golgari Rot Farm comes into play tapped. When Golgari Rot Farm comes into play, return a land you control to its owner's hand. T Add BG to your mana pool. Golgari Rotwurm 3BG Creature - Zombie Wurm 5/4 B, Sacrifice a creature: Target player loses 1 life. Golgari Signet 2 Artifact 1, T Add BG to your mana pool. Golgari Thug 1B Creature - Human Warrior 1/1 When Golgari Thug is put into a graveyard from play, put target creature card in 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.) Golgothian Sylex 4 Artifact 1, T Destroy all cards from the Antiquities expansion. Goliath Beetle 2G Creature - Insect 3/1 Trample Goliath Spider 6GG Creature - Spider 7/6 Goliath Spider can block as though it had flying. Goretusk Firebeast 5R Creature - Beast 2/2 When Goretusk Firebeast comes into play, it deals 4 damage to target player. Gorgon Recluse 3BB Creature - Gorgon 2/4 Whenever Gorgon Recluse blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Madness BB (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Gorilla Berserkers 3GG Creature - Ape 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. Gorilla Chieftain 2GG Creature - Ape 3/3 1G: Regenerate Gorilla Chieftain. Gorilla Pack 2G Creature - Ape 3/3 Gorilla Pack can't attack unless defending player controls a Forest. When you control no Forests, sacrifice Gorilla Pack. Gorilla Shaman R Creature - Ape Shaman 1/1 XX1: Destroy target noncreature artifact with converted mana cost X. Gorilla Titan 3GG Creature - Ape 4/4 Trample Gorilla Titan gets +4/+4 as long as there are no cards in your graveyard. Gorilla War Cry 1R Instant Play Gorilla War Cry only during combat before the declare blockers step. Attacking creatures can't be blocked this turn except by two or more creatures. Draw a card at the beginning of the next turn's upkeep. Gorilla Warrior 2G Creature - Ape 3/2 Goryo's Vengeance 1B Instant - Arcane Return target legendary creature card from your graveyard to play. That creature gains haste. Remove it from the game at end of turn. Splice onto Arcane 2B (As you play 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.) Gossamer Chains WW Enchantment Return Gossamer Chains to its owner's hand: Prevent all combat damage that would be dealt by target unblocked creature this turn. Gossamer Phantasm 1U Creature - Illusion 2/1 Flying When Gossamer Phantasm becomes the target of a spell or ability, sacrifice it. Gosta Dirk 3WWUU Legendary Creature 4/4 First strike Creatures with islandwalk can be blocked as though they didn't have islandwalk. Govern the Guildless 5U Sorcery Gain control of target monocolored creature. Forecast - 1U, Reveal Govern the Guildless from your hand: Target creature becomes the color or colors of your choice until end of turn. (Play this ability only during your upkeep and only once each turn.) Grab the Reins 3R Instant Choose one - Until end of turn, you gain control of target creature and it gains haste; or sacrifice a creature, then Grab the Reins deals damage equal to that creature's power to target creature or player. Entwine 2R (Choose both if you pay the entwine cost.) Graceful Adept 2U Creature - Human Wizard 1/3 You have no maximum hand size. Graceful Antelope 2WW Creature - Antelope 1/4 Plainswalk Whenever Graceful Antelope deals combat damage to a player, you may have target land become a Plains until Graceful Antelope leaves play. Grafted Skullcap 4 Artifact At the beginning of your draw step, draw a card. At the end of your turn, discard your hand. 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.) Grand Arbiter Augustin IV 2WU Legendary Creature - Human Advisor 2/3 White spells you play cost 1 less to play. Blue spells you play cost 1 less to play. Spells your opponents play cost 1 more to play. Grand Coliseum Land Grand Coliseum comes into play 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. Grand Melee 3R Enchantment All creatures attack each turn if able. All creatures block each turn if able. Grandmother Sengir 4B Legendary Creature 3/3 1B, T Target creature gets -1/-1 until end of turn. Granger Guildmage G Creature - Human Wizard 1/1 W, T Target creature gains first strike until end of turn. R, T Granger Guildmage deals 1 damage to target creature or player and 1 damage to you. Granite Gargoyle 2R Creature - Gargoyle 2/2 Flying R: Granite Gargoyle gets +0/+1 until end of turn. Granite Grip 2R Enchantment - Aura Enchant creature Enchanted creature gets +1/+0 for each Mountain you control. Granite Shard 3 Artifact 3, T or R, T Granite Shard deals 1 damage to target creature or player. Granny's Payback 7G Sorcery You gain life equal to your age. Granulate 2RR Sorcery Destroy each nonland artifact with converted mana cost 4 or less. Grapeshot 1R Sorcery Grapeshot deals 1 damage to target creature or player. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Grapeshot Catapult 4 Artifact Creature 2/3 T Grapeshot Catapult deals 1 damage to target creature with flying. Graphic Violence 2G Instant All creatures by the artist of your choice get +2/+2 and gain trample until end of turn. Grassland Crusader 5W Creature - Cleric Soldier 2/4 T Target Elf or Soldier gets +2/+2 until end of turn. Grasslands Land Grasslands comes into play tapped. T, Sacrifice Grasslands: Search your library for a Forest or Plains card and put it into play. Then shuffle your library. Gratuitous Violence 2RRR 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. Grave Consequences 1B Instant Each player may remove any number of cards in his or her graveyard from the game. Then each player loses 1 life for each card in his or her graveyard. Draw a card. Grave Defiler 3B Creature - Zombie 2/1 When Grave Defiler comes into play, 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. 1B: Regenerate Grave Defiler. Grave Pact 1BBB Enchantment Whenever a creature you control is put into a graveyard from play, each other player sacrifices a creature. Grave Robbers 1BB Creature - Robber 1/1 B, T Remove target artifact card in a graveyard from the game. You gain 2 life. Grave Servitude 1B Enchantment - Aura You may play Grave Servitude any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant creature Enchanted creature gets +3/-1 and is black. Gravebane Zombie 3B Creature - Zombie 3/2 If Gravebane Zombie would be put into a graveyard from play, put Gravebane Zombie on top of its owner's library instead. Gravebind B Instant Target creature can't be regenerated this turn. Draw a card at the beginning of the next turn's upkeep. Graveborn Muse 2BB 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. Gravedigger 3B Creature - Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravegouger 2B Creature - Nightmare Horror 2/2 When Gravegouger comes into play, remove up to two target cards in a single graveyard from the game. When Gravegouger leaves play, return the removed cards to their owner's graveyard. Gravel Slinger 3W Creature - Soldier 1/3 T Gravel Slinger deals 1 damage to target attacking or blocking creature. Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Graven Dominator 4WW Creature - Gargoyle 4/4 Flying Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Graven Dominator comes into play or the creature it haunts is put into a graveyard, each other creature becomes 1/1 until end of turn. Grave-Shell Scarab 2BGG 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.) Gravespawn Sovereign 4BB Creature - Zombie Lord 3/3 Tap five untapped Zombies you control: Put target creature card from a graveyard into play under your control. Gravestorm BBB Enchantment At the beginning of your upkeep, target opponent may remove a card in his or her graveyard from the game. If that player doesn't, you may draw a card. Gravity Sphere 2R World Enchantment All creatures lose flying. Graxiplon 5U Creature - Beast 3/4 Graxiplon is unblockable unless defending player controls three or more creatures that share a creature type. Gray Ogre 2R Creature - Ogre 2/2 Grayscaled Gharial U Creature - Crocodile 1/1 Islandwalk Great Defender W Instant Target creature gets +0/+X until end of turn, where X is its converted mana cost. Great Furnace Artifact Land (Great Furnace isn't a spell.) T Add R to your mana pool. Great Wall 2W Enchantment Creatures with plainswalk can be blocked as though they didn't have plainswalk. Great Whale 5UU Creature - Whale 5/5 When Great Whale comes into play, untap up to seven lands. Greater Forgeling 3RR Creature - Elemental 3/4 1R: Greater Forgeling gets +3/-3 until end of turn. Greater Gargadon 9R Creature - Beast 9/7 Suspend 10-R Sacrifice an artifact, creature, or land: Remove a time counter from Greater Gargadon. Play this ability only if Greater Gargadon is suspended. Greater Good 2GG Enchantment Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. Greater Harvester 2BBB 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. Greater Morphling 6UU Creature - Shapeshifter 5/5 2: Greater Morphling gains your choice of banding, bushido 1, double strike, fear, flying, first strike, haste, landwalk of your choice, protection from a color of your choice, provoke, rampage 1, shadow, or trample until end of turn. 2: Greater Morphling becomes the colors of your choice until end of turn. 2: Greater Morphling's type becomes the creature type of your choice until end of turn. 2: Greater Morphling's expansion symbol becomes the symbol of your choice until end of turn. 2: Greater Morphling's artist becomes the artist of your choice until end of turn. 2: Greater Morphling gets +2/-2 or -2/+2 until end of turn. 2: Untap Greater Morphling. Greater Mossdog 3G Creature - 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.) Greater Realm of Preservation 1W Enchantment 1W: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage. Greater Stone Spirit 4RR Creature - Elemental Spirit 4/4 Greater Stone Spirit can't be blocked by creatures with flying. 2R: Until end of turn, target creature gets +0/+2 and gains "R: This creature gets +1/+0 until end of turn." Greater Werewolf 4B Creature - Lycanthrope 2/4 At end of combat, put a -0/-2 counter on all creatures blocking or blocked by Greater Werewolf. Greed 3B Enchantment B, Pay 2 life: Draw a card. Greel, Mind Raker 3BB Legendary Creature - Spellshaper 3/3 XB, T, Discard two cards: Target player discards X cards at random. Greel's Caress 1B Enchantment - Aura Flash Enchant creature Enchanted creature gets -3/-0. 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. 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. Green Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from green. This effect doesn't remove Green Ward. Greener Pastures 2G Enchantment At the beginning of each player's upkeep, if that player controls more lands than any other, the player puts a 1/1 green Saproling creature token into play. 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. Grid Monitor 4 Artifact Creature 4/6 You can't play creature spells. Griffin Canyon Land T Add 1 to your mana pool. T Untap target Griffin. It gets +1/+1 until end of turn. Griffin Guide 2W Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has flying. When enchanted creature is put into a graveyard, put a 2/2 white Griffin creature token with flying into play. Grifter's Blade 3 Artifact - Equipment Flash As Grifter's Blade comes into play, choose a creature you control it could be attached to. If you do, it comes into play attached to that creature. Equipped creature gets +1/+1. Equip 1 Grim Feast 1BG 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 play, you gain life equal to its toughness. Grim Harvest 1B Instant Return target creature card from your graveyard to your hand. Recover 2B (When a creature is put into your graveyard from play, you may pay 2B. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.) Grim Lavamancer R Creature - Wizard 1/1 R, T, Remove two cards in your graveyard from the game: Grim Lavamancer deals 2 damage to target creature or player. Grim Monolith 2 Artifact Grim Monolith doesn't untap during your untap step. T Add 3 to your mana pool. 4: Untap Grim Monolith. Grim Reminder 2B Instant Search your library for a nonland card and reveal it. Each opponent who played a card this turn with the same name as that card loses 6 life. Then shuffle the revealed card back into your library. BB: Return Grim Reminder from your graveyard to your hand. Play this ability only during your upkeep. Grim Tutor 1BB Sorcery Search your library for a card and put that card into your hand, then shuffle your library. You lose 3 life. Grimclaw Bats 1B Creature - Bat 1/1 Flying B, Pay 1 life: Grimclaw Bats gets +1/+1 until end of turn. 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 comes into play, you may untap Grinding Station. Grindstone 1 Artifact 3, T Put the top two cards of target player's library into that player's graveyard. If both cards share a color, repeat this process. Grinning Demon 2BB Creature - Demon 6/6 At the beginning of your upkeep, you lose 2 life. Morph 2BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Grinning Totem 4 Artifact 2, T, Sacrifice Grinning Totem: Search target opponent's library for a card and remove it from the game. 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. Grip of Amnesia 1U Instant Counter target spell unless its controller removes his or her graveyard from the game. Draw a card. Grip of Chaos 4RR 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.) Gristle Grinner 4B Creature - Zombie 3/3 Whenever a creature is put into a graveyard from play, Gristle Grinner gets +2/+2 until end of turn. Gristleback 2G Creature - Beast 2/2 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.) Sacrifice Gristleback: You gain life equal to Gristleback's power. Grizzled Wolverine 1RR Creature - Wolverine 2/2 Whenever Grizzled Wolverine becomes blocked, you may pay R. If you do, Grizzled Wolverine gets +2/+0 until end of turn. Grizzly Bears 1G Creature - Bear 2/2 Grizzly Fate 3GG Sorcery Put two 2/2 green Bear creature tokens into play. Threshold - Put four 2/2 green Bear creature tokens into play instead if seven or more cards are in your graveyard. Flashback 5GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Groffskithur 5G Creature - Beast 3/3 Whenever Groffskithur becomes blocked, you may return target card named Groffskithur from your graveyard to your hand. Grollub 2B Creature - Beast 3/3 Whenever Grollub is dealt damage, each opponent gains that much life. Grotesque Hybrid 4B 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. Ground Rift R Sorcery Target creature without flying can't block this turn. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Ground Seal 1G Enchantment When Ground Seal comes into play, draw a card. Cards in graveyards can't be the targets of spells or abilities. Groundbreaker GGG Creature - Elemental 6/1 Trample, haste At end of turn, sacrifice Groundbreaker. Groundskeeper G Creature - Human Druid 1/1 1G: Return target basic land card from your graveyard to your hand. Growth Spurt 1G Instant Roll a six-sided die. Target creature gets +X/+X until end of turn, where X is equal to the die roll. Grozoth 6UUU Creature - Leviathan 9/9 Defender (This creature can't attack.) When Grozoth comes into play, 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 1UU Gruul Guildmage (R / G) (R / G) Creature - Human Shaman 2/2 (o (r/g) can be paid with either R or G.) 3R, Sacrifice a land: Gruul Guildmage deals 2 damage to target player. 3G: Target creature gets +2/+2 until end of turn. Gruul Nodorog 4GG Creature - Beast 4/4 R: Gruul Nodorog can't be blocked this turn except by two or more creatures. Gruul Scrapper 3G Creature - Human Berserker 3/2 When Gruul Scrapper comes into play, if R was spent to play Gruul Scrapper, it gains haste until end of turn. Gruul Signet 2 Artifact 1, T Add RG to your mana pool. Gruul Turf Land Gruul Turf comes into play tapped. When Gruul Turf comes into play, return a land you control to its owner's hand. T Add RG to your mana pool. Gruul War Plow 4 Artifact Creatures you control have trample. 1RG: Gruul War Plow becomes a 4/4 Juggernaut artifact creature until end of turn. Guan Yu, Sainted Warrior 3WW Legendary Creature 3/5 Horsemanship When Guan Yu, Sainted Warrior is put into your graveyard from play, you may shuffle Guan Yu into your library. Guan Yu's 1,000-Li March 4WW Sorcery Destroy all tapped creatures. Guard Dogs 3W Creature - Hound 2/2 2W, T Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent. Guardian Angel XW 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 play an instant. If you do, prevent the next 1 damage that would be dealt to that creature or player this turn. Guardian Beast 3B Creature - Guardian 2/4 As long as Guardian Beast is untapped, noncreature artifacts you control can't be enchanted, they're indestructible, and other players can't gain control of them. Guardian Idol 2 Artifact Guardian Idol comes into play tapped. T Add 1 to your mana pool. 2: Guardian Idol becomes a 2/2 artifact creature until end of turn. Guardian of Solitude 1U Creature - Spirit 1/2 Whenever you play a Spirit or Arcane spell, target creature gains flying until end of turn. Guardian of the Guildpact 3W Creature - Spirit 2/3 Protection from monocolored Guardian of Vitu-Ghazi 6GW Creature - Elemental 4/7 Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Vigilance Guardian's Magemark 2W Enchantment - Aura Flash Enchant creature Creatures you control that are enchanted get +1/+1. Guerrilla Tactics 1R 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. Guided Passage URG 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. Guided Strike 1W Instant Target creature gets +1/+0 and gains first strike until end of turn. Draw a card. Guiding Spirit 1WU Creature - Spirit 1/2 Flying T If the top card of target player's graveyard is a creature card, put that card on the top of that player's library. Guiltfeeder 3BB Creature - Horror 0/4 Fear Whenever Guiltfeeder attacks and isn't blocked, defending player loses 1 life for each card in his or her graveyard. Guilty Conscience W Enchantment - Aura Enchant creature Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to that creature. Gulf Squid 3U Creature - Beast 2/2 When Gulf Squid comes into play, tap all lands target player controls. Guma 2R Creature - Cat 2/2 Protection from blue Gurzigost 3GG 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. GG, Discard a card: You may have Gurzigost deal its combat damage to defending player this turn as though it weren't blocked. Gus 2G Summon Gus 2/2 Gus comes into play with one +1/+1 counter on it for each game you have lost to your opponent since you last won a Magic game against him or her. Gush 4U Instant You may return two Islands you control to their owner's hand rather than pay Gush's mana cost. Draw two cards. Gustcloak Cavalier 3WW 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. Gustcloak Harrier 1WW Creature - Bird Soldier 2/2 Flying Whenever Gustcloak Harrier becomes blocked, you may untap it and remove it from combat. Gustcloak Runner W Creature - Soldier 1/1 Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat. Gustcloak Savior 4W Creature - Bird Soldier 3/4 Flying Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat. Gustcloak Sentinel 2WW Creature - Soldier 3/3 Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat. Gustcloak Skirmisher 3W Creature - Bird Soldier 2/3 Flying Whenever Gustcloak Skirmisher becomes blocked, you may untap it and remove it from combat. Gustha's Scepter 0 Artifact When Gustha's Scepter leaves play, put all cards removed from the game with Gustha's Scepter into their owner's graveyard. T Remove a card in your hand from the game face down. You may look at it at any time. T Return a card you own removed from the game with Gustha's Scepter to your hand. Gutless Ghoul 2B Snow Creature - Zombie 2/2 1, Sacrifice a creature: You gain 2 life. Gutwrencher Oni 3BB Creature - Demon Spirit 5/4 Trample At the beginning of your upkeep, discard a card if you don't control an Ogre. Gwendlyn Di Corci UBBR Legendary Creature 3/5 T Target player discards a card at random. Play this ability only during your turn. Haakon, Stromgald Scourge 1BB Legendary Creature - Zombie Knight 3/3 You may play Haakon, Stromgald Scourge from your graveyard, but not from anywhere else. As long as Haakon is in play, you may play Knight cards from your graveyard. When Haakon is put into a graveyard from play, you lose 2 life. Haazda Exonerator W Creature - Human Cleric 1/1 T, Sacrifice Haazda Exonerator: Destroy target Aura. Haazda Shield Mate 2W Creature - Human Soldier 1/1 At the beginning of your upkeep, sacrifice Haazda Shield Mate unless you pay WW. W: The next time a source of your choice would deal damage to you this turn, prevent that damage. Hail of Arrows XW Instant Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures. Hail Storm 1GG Instant Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control. 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. Hakim, Loreweaver 3UU Legendary Creature - Human Wizard 2/4 Flying UU: Return target Aura card from your graveyard to play attached to Hakim, Loreweaver. Play this ability only during your upkeep and only if Hakim isn't enchanted. UU, T Destroy all Auras attached to Hakim. Halam Djinn 5R 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. Halberdier 3R Creature - Barbarian 3/1 First strike Halcyon Glaze 1UU Enchantment Whenever you play a creature spell, Halcyon Glaze becomes a 4/4 Illusion creature with flying until end of turn. It's still an enchantment. Halfdane 1WUB Legendary Creature 3/3 At the beginning of your upkeep, Halfdane's power and toughness become equal to the power and toughness of target creature other than Halfdane, until the end of your next upkeep. Hall of Gemstone 1GG 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. Hall of the Bandit Lord Legendary Land Hall of the Bandit Lord comes into play tapped. T, Pay 3 life: Add 1 to your mana pool. If that mana is spent on a creature spell, that creature has haste. Hallow W Instant Prevent all damage target spell would deal this turn. You gain life equal to the damage prevented this way. Hallowed Fountain Land - Plains Island (T Add W or U to your mana pool.) As Hallowed Fountain comes into play, you may pay 2 life. If you don't, Hallowed Fountain comes into play tapped. Hallowed Ground 1W Enchantment WW: Return target nonsnow land you control to its owner's hand. Hallowed Healer 2W Creature - 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. Play this ability only if seven or more cards are in your graveyard. Halls of Mist Land Cumulative upkeep 1 Creatures that attacked during their controller's last turn can't attack. Hammer Mage 1R Creature - Spellshaper 1/1 XR, T, Discard a card: Destroy all artifacts with converted mana cost X or less. Hammer of Bogardan 1RR Sorcery Hammer of Bogardan deals 3 damage to target creature or player. 2RRR: Return Hammer of Bogardan from your graveyard to your hand. Play this ability only during your upkeep. Hammerfist Giant 4RR Creature - Giant Warrior 5/4 T Hammerfist Giant deals 4 damage to each creature without flying and each player. Hammerhead Shark 1U Creature - Fish 2/3 Hammerhead Shark can't attack unless defending player controls an Island. Hammerheim Legendary Land T Add R to your mana pool. T Target creature loses all landwalk abilities until end of turn. Hammerheim Deadeye 3R Creature - Giant Warrior 3/3 Echo 5R (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 comes into play, destroy target creature with flying. Hana Kami G Creature - Spirit 1/1 1G, Sacrifice Hana Kami: Return target Arcane card from your graveyard to your hand. Hanabi Blast 1RR 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. Hand of Cruelty BB Creature - Human Samurai 2/2 Protection from white Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Hand of Death 2B Sorcery Destroy target nonblack creature. Hand of Honor WW Creature - Human Samurai 2/2 Protection from black Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Hand of Justice 5W Creature - Avatar 2/6 T, Tap three untapped white creatures you control: Destroy target creature. Hand to Hand 2R Enchantment Instants and activated abilities that aren't mana abilities can't be played during the combat phase. Handcuffs 3BB Enchantment Target player keeps both hands in contact with each other. If he or she does not, sacrifice Handcuffs and that player sacrifices three cards in play. 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." Equip 4 (4: Attach to target creature you control. Equip only as a sorcery.) Hanna, Ship's Navigator 1WU Legendary Creature 1/2 1WU, T Return target artifact or enchantment card from your graveyard to your hand. Hanna's Custody 2W Enchantment Artifacts can't be the target of spells or abilities. Hapless Researcher U Creature - Wizard 1/1 Sacrifice Hapless Researcher: Draw a card, then discard a card. Harbinger of Night 2BB Creature - Spirit 2/3 At the beginning of your upkeep, put a -1/-1 counter on each creature. Harbinger of Spring 4G Creature - Spirit 2/1 Protection from non-Spirit creatures Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) Harbor Guardian 2WU Creature - Gargoyle 3/4 Harbor Guardian can block as though it had flying. Whenever Harbor Guardian attacks, defending player may draw a card. Harmattan Efreet 2UU Creature - Efreet 2/2 Flying 1UU: Target creature gains flying until end of turn. Harmonic Convergence 2G Instant Return all enchantments to top of their owners' libraries. Harmonic Sliver 1GW Creature - Sliver 1/1 All Slivers have "When this creature comes into play, destroy target artifact or enchantment." Harmonize 2GG Sorcery Draw three cards. Harmony of Nature 2G Sorcery Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way. Harrier Griffin 5W Creature - Griffin 3/3 Flying At the beginning of your upkeep, tap target creature. Harrow 2G Instant As an additional cost to play Harrow, sacrifice a land. Search your library for up to two basic land cards and put them into play. Then shuffle your library. Harsh Deceiver 3W 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. Play this ability only once each turn. Harsh Judgment 2WW Enchantment As Harsh Judgment comes into play, 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. Harsh Justice 2W Instant Play Harsh Justice only during the declare attackers step and only if you are the defending player. This turn, whenever an attacking creature deals combat damage to you, it deals that much damage to its controller. Harsh Mercy 2W Sorcery Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated. Haru-Onna 3G Creature - Spirit 2/1 When Haru-Onna comes into play, draw a card. Whenever you play a Spirit or Arcane spell, you may return Haru-Onna to its owner's hand. Harvest Mage G Creature - 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. Harvest Wurm 1G Creature - Wurm 3/2 When Harvest Wurm comes into play, sacrifice it unless you return a basic land card from your graveyard to your hand. Harvester Druid 1G Creature - Druid 1/1 T Add to your mana pool one mana of any color that a land you control could produce. Hasran Ogress BB Creature - Ogre 3/2 Whenever Hasran Ogress attacks, it deals 3 damage to you unless you pay 2. Hatching Plans 1U Enchantment When Hatching Plans is put into a graveyard from play, draw three cards. Hate Weaver 1B Creature - Wizard 2/1 2: Target blue or red creature gets +1/+0 until end of turn. Hatred 3BB Instant As an additional cost to play Hatred, pay any amount of life. Target creature gets +X/+0 until end of turn, where X is the amount of life paid this way. Haunted Angel 2W Creature - Angel 3/3 Flying When Haunted Angel is put into a graveyard from play, remove Haunted Angel from the game and each other player puts a 3/3 black Angel creature token with flying into play. Haunted Cadaver 3B 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 1B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Haunted Crossroads 2B Enchantment B: Put target creature card from your graveyard on top of your library. Haunting Apparition 1UB Creature - Spirit 1+*/2 Flying As Haunting Apparition comes into play, choose an opponent. Haunting Apparition's power is equal to 1 plus the number of green creature cards in the chosen player's graveyard. Haunting Echoes 3BB Sorcery Remove all cards in target player's graveyard other than basic land cards from the game. Search that player's library for all cards with the same name as cards removed this way and remove them from the game. Then that player shuffles his or her library. Haunting Hymn 4BB Instant Target player discards two cards. If you played this spell during your main phase, that player discards four cards instead. Haunting Misery 1BB Sorcery As an additional cost to play Haunting Misery, remove any number of creature cards in your graveyard from the game. Haunting Misery deals X damage to target player, where X is the number of cards removed this way. Haunting Wind 3B Enchantment Whenever an artifact becomes tapped or a player plays an artifact's activated ability without T in its activation cost, Haunting Wind deals 1 damage to that artifact's controller. Havenwood Battleground Land Havenwood Battleground comes into play tapped. T Add G to your mana pool. T, Sacrifice Havenwood Battleground: Add GG to your mana pool. Havenwood Wurm 6G Creature - Wurm 5/6 Flash (You may play this spell any time you could play an instant.) Trample Havoc 1R Enchantment Whenever an opponent plays a white spell, he or she loses 2 life. Havoc Demon 5BB Creature - Demon 5/5 Flying When Havoc Demon is put into a graveyard from play, all creatures get -5/-5 until end of turn. Hawkeater Moth 3G Creature - Insect 1/2 Flying Hawkeater Moth can't be the target of spells or abilities. Hazduhr the Abbot 3WW Legendary Creature 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. Hazerider Drake 2WU Creature - Drake 2/3 Flying, protection from red Hazezon Tamar 4RGW Legendary Creature 2/4 At the beginning of your upkeep, if Hazezon Tamar came into play since the beginning of your last upkeep, put a 1/1 red, green, and white Sand Warrior creature token into play for each land you control. Those creatures have "When a permanent named Hazezon Tamar isn't in play, remove this creature from the game." Hazy Homunculus 1U Creature - Illusion 1/1 Hazy Homunculus is unblockable as long as defending player controls an untapped land. He Who Hungers 4B Legendary Creature - Spirit 3/2 Flying 1, Sacrifice a Spirit: Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery. Soulshift 4 Head Games 3BB 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. Head to Head W Instant You and target opponent play Seven Questions about the top card of that player's library. (That player looks at the card, then you ask up to six yes-or-no questions about the card that he or she answers truthfully. You guess the card's name-that's question seven-and the player reveals the card.) If you win, prevent all damage that would be dealt this turn by a source of your choice. Headhunter 1B Creature - Cleric 1/1 Whenever Headhunter deals combat damage to a player, that player discards a card. Morph B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Headless Horseman 2B Creature - Horseman 2/2 Headlong Rush 1R Instant Attacking creatures gain first strike until end of turn. Headstone 1B Instant Remove target card in a graveyard from the game. Draw a card at the beginning of the next turn's upkeep. 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. 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." WW: Attach Healer's Headdress to target creature you control. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Healing Leaves G Instant Choose one - Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn. Healing Salve W Instant Choose one - Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn. Heart of Bogardan 2RR Enchantment 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.) When Heart of Bogardan's cumulative upkeep isn't paid, it deals damage equal to twice the number of age counters minus two to target player and each creature he or she controls. Heart of Light 2W Enchantment - Aura Enchant creature Prevent all damage that would be dealt to and dealt by enchanted creature. Heart of Ramos 3 Artifact T Add R to your mana pool. Sacrifice Heart of Ramos: Add R to your mana pool. Heart of Yavimaya Land If Heart of Yavimaya would come into play, sacrifice a Forest instead. If you do, put Heart of Yavimaya into play. 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. Heart Sliver 1R Creature - Sliver 1/1 All Slivers have haste. Heart Warden 1G Creature - Elf 1/1 T Add G to your mana pool. 2, Sacrifice Heart Warden: Draw a card. Heart Wolf 3R Creature - Wolf 2/2 First strike T Target Dwarf gains first strike and gets +2/+0 until end of turn. When that Dwarf leaves play this turn, sacrifice Heart Wolf. Play this ability only during combat. Heartbeat of Spring 2G Enchantment Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool. Hearth Charm R Instant Choose one - Destroy target artifact creature; or attacking creatures get +1/+0 until end of turn; or target creature with power 2 or less is unblockable this turn. Hearth Kami 1R Creature - Spirit 2/1 X, Sacrifice Hearth Kami: Destroy target artifact with converted mana cost X. Heartless Hidetsugu 3RR Legendary Creature - Ogre Shaman 4/3 T Heartless Hidetsugu deals damage to each player equal to half that player's life total, rounded down. 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 comes into play unattached and stays in play if the creature leaves play.) Heartstone 3 Artifact Creatures' activated abilities cost 1 less to play. If this would make an ability cost 0 or less mana to play, it costs 1, plus any nonmana costs. Heartwood Dryad 1G Creature - Dryad 2/1 Heartwood Dryad can block creatures with shadow as though they didn't have shadow. Heartwood Giant 3GG Creature - Giant 4/4 T, Sacrifice a Forest: Heartwood Giant deals 2 damage to target player. Heartwood Shard 3 Artifact 3, T or G, T Target creature gains trample until end of turn. Heartwood Treefolk 2GG Creature - Treefolk 3/4 Forestwalk Heat of Battle 1R Enchantment Whenever a creature blocks, Heat of Battle deals 1 damage to that creature's controller. Heat Ray XR Instant Heat Ray deals X damage to target creature. Heat Stroke 2R Enchantment Whenever a creature blocks or becomes blocked, destroy it at end of combat. Heat Wave 2R Enchantment Cumulative upkeep R 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. Heaven's Gate W Instant Any number of target creatures become white until end of turn. Heavy Ballista 3W Creature - Soldier 2/3 T Heavy Ballista deals 2 damage to target attacking or blocking creature. Heavy Fog 1G Instant Play Heavy Fog only during the declare attackers step and only if you are the defending player. Prevent all damage that would be dealt to you this turn by attacking creatures. Hecatomb 1BB Enchantment When Hecatomb comes into play, sacrifice Hecatomb unless you sacrifice four creatures. Tap an untapped Swamp you control: Hecatomb deals 1 damage to target creature or player. Hedge Troll 2G Creature - Troll Cleric 2/2 Hedge Troll gets +1/+1 as long as you control a Plains. W: Regenerate Hedge Troll. Heed the Mists 3UU Sorcery - Arcane Put the top card of your library into your graveyard, then draw cards equal to that card's converted mana cost. Heedless One 3G Creature - Elf Avatar */* Trample Heedless One's power and toughness are each equal to the number of Elves in play. Heidar, Rimewind Master 4U Legendary Creature - Human Wizard 3/3 2, T Return target permanent to its owner's hand. Play this ability only if you control four or more snow permanents. Heightened Awareness 3UU Enchantment As Heightened Awareness comes into play, discard your hand. At the beginning of your draw step, draw a card. Helionaut 2W Creature - Soldier 1/2 Flying 1, T Add one mana of any color to your mana pool. Heliophial 5 Artifact Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) 2, Sacrifice Heliophial: Heliophial deals damage to target creature or player equal to the number of charge counters on Heliophial. Helium Squirter 4U Creature - Beast Mutant 0/0 Graft 3 (This creature comes into play with three +1/+1 counters on it. Whenever another creature comes into play, 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. Hell Swarm B Instant All creatures get -1/-0 until end of turn. Hell-Bent Raider 1RR Creature - Barbarian 2/2 First strike, haste Discard a card at random: Hell-Bent Raider gains protection from white until end of turn. Helldozer 3BBB Creature - Zombie Giant 6/5 BBB, T Destroy target land. If that land is nonbasic, untap Helldozer. Hellfire 2BBB Sorcery Destroy all nonblack creatures. Hellfire deals X plus 3 damage to you, where X is the number of creatures put into all graveyards this way. Hellhole Rats 2BR Creature - Rat 2/2 Haste When Hellhole Rats comes into play, target player discards a card. Hellhole Rats deals damage to that player equal to that card's converted mana cost. Hell's Caretaker 3B Creature - Horror 1/1 T, Sacrifice a creature: Return target creature card from your graveyard to play. Play this ability only during your upkeep. Helm of Awakening 2 Artifact Spells cost 1 less to play. Helm of Chatzuk 1 Artifact 1, T Target creature gains banding until end of turn. 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 into play and attach those Equipment to it. Equip 2 Helm of Obedience 4 Artifact 1X, T Put the top card of target opponent's library into his or her graveyard. Repeat this process an additional X times or until you put a creature card into that graveyard, whichever comes first. If the last card put into that graveyard this way is a creature card, sacrifice Helm of Obedience and put that card into play under your control. Helm of Possession 4 Artifact You may choose not to untap Helm of Possession during your untap step. 2, T, Sacrifice a creature: You control target creature as long as you control Helm of Possession and Helm of Possession remains tapped. Hematite Golem 4 Artifact Creature - Golem 1/4 1R: Hematite Golem gets +2/+0 until end of turn. Hematite Talisman 2 Artifact Whenever a red spell is played, you may pay 3. If you do, untap target permanent. Henge Guardian 5 Artifact Creature 3/4 2: Henge Guardian gains trample until end of turn. Henge of Ramos Land T Add 1 to your mana pool. 2, T Add one mana of any color to your mana pool. Herald of Leshrac 6B Creature - Avatar 2/4 Flying Cumulative upkeep-Gain control of a land you don't control. Herald of Leshrac gets +1/+1 for each land you control but don't own. When Herald of Leshrac leaves play, each player gains control of each land he or she owns that you control. Herald of Serra 2WW Creature - Angel 3/4 Flying, vigilance Echo 2WW (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.) Herd Gnarr 3G Creature - Beast 2/2 Whenever another creature comes into play under your control, Herd Gnarr gets +2/+2 until end of turn. Hermetic Study 1U Enchantment - Aura Enchant creature Enchanted creature has "T This creature deals 1 damage to target creature or player." Hermit Druid 1G Creature - 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. Heroes Remembered 6WWW Sorcery You gain 20 life. Suspend 10-W (Rather than play this card from your hand, you may pay W and remove it from the game with ten time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Heroes' Reunion GW Instant Target player gains 7 life. Heroic Defiance 1W 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. Heroism 2W Enchantment Sacrifice a white creature: For each attacking red creature, prevent all combat damage that would be dealt by it this turn unless the attacking player pays 2R. Hero's Demise 1B Instant Destroy target legendary creature. Hero's Resolve 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+5. Hesitation 1U Enchantment When a spell is played, sacrifice Hesitation. If you do, counter that spell. Hex 4BB Sorcery Destroy six target creatures. Hibernation 2U Instant Return all green permanents to their owners' hands. Hibernation Sliver UB Creature - Sliver 2/2 All Slivers have "Pay 2 life: Return this creature to its owner's hand." Hibernation's End 4G Enchantment Cumulative upkeep 1 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 into play. If you do, shuffle your library. Hickory Woodlot Land Hickory Woodlot comes into play tapped with two depletion counters on it. T, Remove a depletion counter from Hickory Woodlot: Add GG to your mana pool. If there are no depletion counters on Hickory Woodlot, sacrifice it. Hidden Ancients 1G Enchantment When an opponent plays an enchantment spell, if Hidden Ancients is an enchantment, Hidden Ancients becomes a 5/5 Treefolk creature. Hidden Gibbons G Enchantment When an opponent plays an instant spell, if Hidden Gibbons is an enchantment, Hidden Gibbons becomes a 4/4 Ape creature. Hidden Guerrillas G Enchantment When an opponent plays an artifact spell, if Hidden Guerrillas is an enchantment, Hidden Guerrillas becomes a 5/3 Soldier creature with trample. 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. Hidden Horror 1BB Creature - Horror 4/4 When Hidden Horror comes into play, sacrifice it unless you discard a creature card. Hidden Path 2GGGG Enchantment Green creatures have forestwalk. 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. Hidden Retreat 2W 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. Hidden Spider G Enchantment When a creature with flying comes into play under an opponent's control, if Hidden Spider is an enchantment, Hidden Spider becomes a 3/5 Spider creature that can block as though it had flying. Hidden Stag 1G Enchantment Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Beast creature. Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment. Hide // Seek RW / WB Instant // Instant Put target artifact or enchantment on the bottom of its owner's library. // Search target opponent's library for a card and remove that card from the game. You gain life equal to its converted mana cost. Then that player shuffles his or her library. Hideous Laughter 2BB Instant - Arcane All creatures get -2/-2 until end of turn. Splice onto Arcane 3BB (As you play 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.) Hidetsugu's Second Rite 3R Instant If target player has exactly 10 life, Hidetsugu's Second Rite deals 10 damage to that player. High Ground W Enchantment Each creature you control can block an additional creature. High Market Land T Add 1 to your mana pool. T, Sacrifice a creature: You gain 1 life. High Seas 2U Enchantment Red creature spells and green creature spells cost 1 more to play. 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. Highland Giant 2RR Creature - Giant 3/4 Highland Weald Snow Land Highland Weald comes into play tapped. T Add R or G to your mana pool. Highway Robber 2BB Creature - Human Mercenary 2/2 When Highway Robber comes into play, you gain 2 life and target opponent loses 2 life. Higure, the Still Wind 3UU Legendary Creature - Human Ninja 3/4 Ninjutsu 2UU (2UU, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.) Whenever Higure 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 is unblockable this turn. Hikari, Twilight Guardian 3WW Legendary Creature - Spirit 4/4 Flying Whenever you play a Spirit or Arcane spell, you may remove Hikari, Twilight Guardian from the game. If you do, return it to play under its owner's control at end of turn. Hill Giant 3R Creature - Giant 3/3 Hinder 1UU 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. Hindering Touch 3U Instant Counter target spell unless its controller pays 2. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Hint of Insanity 2B 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. Hipparion 1W Creature - Hipparion 1/3 Hipparion can't block creatures with power 3 or greater unless you pay 1. Hired Giant 3R Creature - Giant 4/4 When Hired Giant comes into play, each other player may search his or her library for a land card, put that card into play, then shuffle that library. Hired Muscle 1BB Creature - Human Warrior 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Hired Muscle. At end of turn, 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. Hisoka, Minamo Sensei 2UU Legendary Creature - Human Wizard 1/3 2U, Discard a card: Counter target spell if it has the same converted mana cost as the discarded card. Hisoka's Defiance 1U Instant Counter target Spirit or Arcane spell. Hisoka's Guard 1U Creature - Human Wizard 1/1 You may choose not to untap Hisoka's Guard during your untap step. 1U, T As long as Hisoka's Guard remains tapped, target creature you control other than Hisoka's Guard can't be the target of spells or abilities. Hissing Miasma 1BB Enchantment Whenever a creature attacks you, its controller loses 1 life. Hit // Run 1BR / 3RG Instant // Instant Target player sacrifices an artifact or creature. Hit deals damage to that player equal to that permanent's converted mana cost. // Attacking creatures you control get +1/+0 until end of turn for each other attacking creature. Hivestone 2 Artifact Creatures you control are Slivers in addition to their other creature types. Hivis of the Scale 3RR 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 as long as Hivis remains tapped and as long as you control Hivis. Hoar Shade 3B Creature - Shade 1/2 B: Hoar Shade gets +1/+1 until end of turn. Hobble 2W Enchantment - Aura Enchant creature When Hobble comes into play, draw a card. Enchanted creature can't attack. Enchanted creature can't block if it's black. Hokori, Dust Drinker 2WW 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. Hold the Line 1WW Instant Blocking creatures get +7/+7 until end of turn. Holistic Wisdom 1GG Enchantment 2, Remove a card in your hand from the game: Return target card from your graveyard to your hand if it shares a type with the card removed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.) Hollow Dogs 4B Creature - Hound 3/3 Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn. Hollow Specter 1BB 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. Hollow Trees Land Hollow Trees comes into play 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. Hollow Warrior 4 Artifact Creature - Golem 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 turn. Holy Armor W Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. W: Enchanted creature gets +0/+1 until end of turn. Holy Day W Instant Prevent all combat damage that would be dealt this turn. Holy Light 2W Instant Nonwhite creatures get -1/-1 until end of turn. Holy Strength W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+2. Homarid 2U Creature - Homarid 2/2 Homarid comes into play 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. Homarid Shaman 2UU Creature - Homarid 2/1 U: Tap target green creature. Homarid Spawning Bed UU Enchantment 1UU, Sacrifice a blue creature: Put X 1/1 blue Camarid creature tokens into play, where X is the converted mana cost of the sacrificed creature. Homarid Warrior 4U Creature - Homarid 3/3 U: Homarid Warrior can't be the target of spells or abilities this turn and doesn't untap during your next untap step. Tap Homarid Warrior. Homura, Human Ascendant 4RR Legendary Creature - Human Monk 4/4 Homura, Human Ascendant can't block. When Homura is put into a graveyard from play, return it to play 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." Honden of Cleansing Fire 3W Legendary Enchantment - Shrine At the beginning of your upkeep, you gain 2 life for each Shrine you control. Honden of Infinite Rage 2R 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. Honden of Life's Web 4G Legendary Enchantment - Shrine At the beginning of your upkeep, put a 1/1 colorless Spirit creature token into play for each Shrine you control. Honden of Night's Reach 3B Legendary Enchantment - Shrine At the beginning of your upkeep, target opponent discards a card for each Shrine you control. Honden of Seeing Winds 4U Legendary Enchantment - Shrine At the beginning of your upkeep, draw a card for each Shrine you control. Honor Guard W Creature - Human Soldier 1/1 W: Honor Guard gets +0/+1 until end of turn. Honor the Fallen 1W Instant Remove all creature cards in all graveyards from the game. You gain 1 life for each card removed this way. Honorable Passage 1W 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 damage equal to the damage prevented this way to the source's controller. Honorable Scout W Creature - Soldier 1/1 When Honorable Scout comes into play, you gain 2 life for each black and/or red creature target opponent controls. Honor-Worn Shaku 3 Artifact T Add 1 to your mana pool. Tap an untapped legendary permanent you control: Untap Honor-Worn Shaku. Hooded Kavu 2R Creature - Kavu 2/2 B: Hooded Kavu gains fear until end of turn. Hoodwink 1U Instant Return target artifact, enchantment, or land to its owner's hand. Hope and Glory 1W Instant Untap two target creatures. Each of them gets +1/+1 until end of turn. Hope Charm W Instant Choose one - Target creature gains first strike until end of turn; or target player gains 2 life; or destroy target Aura. Hopping Automaton 3 Artifact Creature 2/2 0: Hopping Automaton gets -1/-1 and gains flying until end of turn. Horizon Seed 4W Creature - Spirit 2/1 Whenever you play a Spirit or Arcane spell, regenerate target creature. Horn of Deafening 4 Artifact 2, T Prevent all combat damage that would be dealt by target creature this turn. Horn of Greed 3 Artifact Whenever a player plays a land, that player draws a card. Horn of Plenty 6 Artifact Whenever a player plays a spell, he or she may pay 1. If that player does, he or she draws a card at end of turn. Horn of Ramos 3 Artifact T Add G to your mana pool. Sacrifice Horn of Ramos: Add G to your mana pool. Horned Cheetah 2GW Creature - Cat 2/2 Whenever Horned Cheetah deals damage, you gain that much life. Horned Helm 2 Artifact - Equipment Equipped creature gets +1/+1 and has trample. GG: Attach Horned Helm to target creature you control. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Horned Kavu RG Creature - Kavu 3/4 When Horned Kavu comes into play, return a red or green creature you control to its owner's hand. Horned Sliver 2G Creature - Sliver 2/2 All Slivers have trample. Horned Troll 2G Creature - Troll 2/2 G: Regenerate Horned Troll. Horned Turtle 2U Creature - Turtle 1/4 Hornet Cannon 4 Artifact 3, T Put a 1/1 Hornet artifact creature token with flying and haste into play. Destroy that creature at end of turn. Hornet Cobra 1GG Creature - Cobra 2/1 First strike Horobi, Death's Wail 2BB Legendary Creature - Spirit 4/4 Flying Whenever a creature becomes the target of a spell or ability, destroy that creature. Horobi's Whisper 1BB Instant - Arcane If you control a Swamp, destroy target nonblack creature. Splice onto Arcane-Remove four cards in your graveyard from the game. (As you play 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.) 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.) Horror of Horrors 3BB 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.) Horseshoe Crab 2U Creature - Crab 1/3 U: Untap Horseshoe Crab. Hot Springs 1G 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." Hour of Reckoning 4WWW Sorcery Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Destroy all nontoken creatures. Hoverguard Observer 2UU Creature - Drone 3/3 Flying Hoverguard Observer can block only creatures with flying. Hoverguard Sweepers 6UU Creature - Drone 5/6 Flying When Hoverguard Sweepers comes into play, you may return up to two target creatures to their owners' hands. Howl from Beyond XB Instant Target creature gets +X/+0 until end of turn. Howling Fury 2B Sorcery Target creature gets +4/+0 until end of turn. Howling Gale 1G Instant Howling Gale deals 1 damage to each creature with flying and each player. Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Howling Mine 2 Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Wolf 2GG Creature - Wolf 2/2 When Howling Wolf comes into play, 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. Hua Tuo, Honored Physician 1GG Legendary Creature 1/2 T Put target creature card from your graveyard on top of your library. Play this ability only during your turn, before the combat phase. Huang Zhong, Shu General 2WW Legendary Creature 2/3 Huang Zhong, Shu General can't be blocked by more than one creature. Hulking Cyclops 3RR Creature - Cyclops 5/5 Hulking Cyclops can't block. Hulking Goblin 1R Creature - Goblin 2/2 Hulking Goblin can't block. Hulking Ogre 2R Creature - Ogre 3/3 Hulking Ogre can't block. Hull Breach RG Sorcery Choose one - Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment. Hum of the Radix 2GG Enchantment Each artifact spell costs 1 more to play for each artifact its controller controls. Humble 1W Instant Target creature loses all abilities and becomes 0/1 until end of turn. Humble Budoka 1G Creature - Human Monk 2/2 Humble Budoka can't be the target of spells or abilities. Humility 2WW Enchantment All creatures lose all abilities and are 1/1. Hunding Gjornersen 3WUU Legendary Creature 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.) Hundred-Talon Kami 4W Creature - Spirit 2/3 Flying Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) 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 play 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.) Hundroog 6G Creature - Beast 4/7 Cycling 3 (3, Discard this card: Draw a card.) Hunger of the Nim 1B Sorcery Target creature gets +1/+0 until end of turn for each artifact you control. Hungry Hungry Heifer 2G Summon Cow 3/3 During your upkeep, remove a counter from any card you control or sacrifice Hungry Hungry Heifer. Hungry Mist 2GG Creature - Mist 6/2 At the beginning of your upkeep, sacrifice Hungry Mist unless you pay GG. Hunted Dragon 3RR Creature - Dragon 6/6 Flying, haste When Hunted Dragon comes into play, put three 2/2 white Knight creature tokens with first strike into play under target opponent's control. Hunted Horror BB Creature - Horror 7/7 Trample When Hunted Horror comes into play, put two 3/3 green Centaur creature tokens with protection from black into play under target opponent's control. Hunted Lammasu 2WW Creature - Lammasu 5/5 Flying When Hunted Lammasu comes into play, put a 4/4 black Horror creature token into play under target opponent's control. Hunted Phantasm 1UU Creature - Spirit 4/6 Hunted Phantasm is unblockable. When Hunted Phantasm comes into play, put five 1/1 red Goblin creature tokens into play under target opponent's control. Hunted Troll 2GG Creature - Troll Warrior 8/4 When Hunted Troll comes into play, put four 1/1 blue Faerie creature tokens with flying into play under target opponent's control. G: Regenerate Hunted Troll. Hunted Wumpus 3G Creature - Beast 6/6 When Hunted Wumpus comes into play, each other player may put a creature card from his or her hand into play. Hunter Sliver 1R Creature - Sliver 1/1 All Slivers have provoke. (When a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.) Hunting Cheetah 2G Creature - Cheetah 2/3 Whenever Hunting Cheetah deals damage to an opponent, you may search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library. Hunting Drake 4U Creature - Drake 2/2 Flying When Hunting Drake comes into play, put target red or green creature on top of its owner's library. Hunting Grounds GW Enchantment Threshold - As long as seven or more cards are in your graveyard, Hunting Grounds has "Whenever an opponent plays a spell, you may put a creature card from your hand into play." Hunting Kavu 1RG Creature - Kavu 2/3 1RG, T Remove from the game Hunting Kavu and target creature without flying that's attacking you. Hunting Moa 2G Creature - Bird 3/2 Echo 2G (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 comes into play or is put into a graveyard from play, put a +1/+1 counter on target creature. Hunting Pack 5GG Instant Put a 4/4 green Beast creature token into play. Storm (When you play this spell, copy it for each spell played before it this turn.) Hunting Wilds 3G Sorcery Kicker 3G (You may pay an additional 3G as you play this spell.) Search your library for up to two Forest cards and put them into play tapped. Then shuffle your library. If the kicker cost was paid, untap all Forests put into play this way. They become 3/3 green creatures with haste that are still lands. Hurkyl's Recall 1U Instant Return all artifacts target player owns to his or her hand. Hurloon Minotaur 1RR Creature - Minotaur 2/3 Hurloon Shaman 1RR Creature - Minotaur 2/3 When Hurloon Shaman is put into a graveyard from play, each player sacrifices a land. Hurloon Wrangler 2R Summon Minotaur 2/2 Denimwalk (If defending player is wearing any clothing made of denim, this creature is unblockable.) Hurr Jackal R Creature - Jackal 1/1 T Target creature can't be regenerated this turn. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hush 3G Sorcery Destroy all enchantments. Cycling 2 (2, Discard this card: Draw a card.) Hyalopterous Lemure 4B Creature - Lemure 4/3 0: Hyalopterous Lemure gets -1/-0 and gains flying until end of turn. Hydroblast U Instant Choose one - Counter target spell if it's red; or destroy target permanent if it's red. Hydromorph Guardian 2U Creature - Guardian 2/2 U, Sacrifice Hydromorph Guardian: Counter target spell that targets one or more creatures you control. Hydromorph Gull 3UU Creature - Bird Guardian 3/3 Flying U, Sacrifice Hydromorph Gull: Counter target spell that targets one or more creatures you control. Hymn of Rebirth 3GW Sorcery Put target creature card from a graveyard into play under your control. Hymn to Tourach BB Sorcery Target player discards two cards at random. Hypergenesis Sorcery Hypergenesis is green. Suspend 3-1GG Starting with you, each player may put an artifact, creature, enchantment, or land card from his or her hand into play. Repeat this process until no one puts a card into play. Hyperion Blacksmith 1RR Creature - Smith 2/2 T You may tap or untap target artifact an opponent controls. Hypervolt Grasp 2R Enchantment - Aura Enchant creature Enchanted creature has "T This creature deals 1 damage to target creature or player." 1U: Return Hypervolt Grasp to its owner's hand. Hypnotic Cloud 1B Sorcery Kicker 4 (You may pay an additional 4 as you play this spell.) Target player discards a card. If the kicker cost was paid, that player discards three cards instead. Hypnotic Specter 1BB Creature - Specter 2/2 Flying (This creature can't be blocked except by creatures with flying.) Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random. Hypnox 8BBB Creature - Nightmare Horror 8/8 Flying When Hypnox comes into play, if you played it from your hand, remove all cards in target opponent's hand from the game. When Hypnox leaves play, return the removed cards to their owner's hand. Hypochondria 1W 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. Hystrodon 4G Creature - Beast 3/4 Trample Whenever Hystrodon deals combat damage to a player, you may draw a card. Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Ib Halfheart, Goblin Tactician 3R 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 into play. Icatian Crier 2W Creature - Human Spellshaper 1/1 1W, T, Discard a card: Put two 1/1 white Citizen creature tokens into play. Icatian Infantry W Creature - Soldier 1/1 1: Icatian Infantry gains banding until end of turn. 1: Icatian Infantry gains first strike until end of turn. Icatian Javelineers W Creature - Human Soldier 1/1 Icatian Javelineers comes into play with a javelin counter on it. T, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player. Icatian Lieutenant WW Creature - Soldier 1/2 1W: Target Soldier gets +1/+0 until end of turn. Icatian Moneychanger W Creature - Townsfolk 0/2 Icatian Moneychanger comes into play with three credit counters on it. When Icatian Moneychanger comes into play, 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. Play this ability only during your upkeep. Icatian Phalanx 4W Creature - Soldier 2/4 Banding Icatian Priest W Creature - Cleric 1/1 1WW: Target creature gets +1/+1 until end of turn. Icatian Scout W Creature - Soldier 1/1 1, T Target creature gains first strike until end of turn. Icatian Skirmishers 3W Creature - Soldier 1/1 Banding, first strike Whenever Icatian Skirmishers attacks, all creatures banded with it gain first strike until end of turn. Icatian Store Land Icatian Store comes into play 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. Icatian Town 5W Sorcery Put four 1/1 white Citizen creature tokens into play. Ice Cauldron 4 Artifact X, T Put a charge counter on Ice Cauldron and remove a nonland card in your hand from the game. As long as that card remains removed from the game, you may play it. Note the type and amount of mana used to pay this activation cost. Play this ability only if there are no charge counters on Ice Cauldron. T, Remove a charge counter from Ice Cauldron: Add to your mana pool mana of the type and amount last used to put a charge counter on Ice Cauldron. Spend this mana only to play the last card removed from the game with Ice Cauldron. Ice Cave 3UU Enchantment Whenever a player plays a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.) 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 as long as Ice Floe remains tapped. Ice Storm 2G Sorcery Destroy target land. Iceberg XUU Enchantment Iceberg comes into play 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. Icefall 2RR Sorcery Destroy target artifact or land. Recover RR (When a creature is put into your graveyard from play, you may pay RR. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.) Icequake 1BB Sorcery Destroy target land. If it's a snow land, Icequake deals 1 damage to that land's controller. Ichneumon Druid 1GG Creature - Druid 1/1 Whenever an opponent plays an instant spell other than the first instant spell that player plays each turn, Ichneumon Druid deals 4 damage to him or her. Ichorid 3B Creature - Horror 3/1 Haste At end of turn, sacrifice Ichorid. At the beginning of your upkeep, if Ichorid is in your graveyard, you may remove a black creature card in your graveyard other than Ichorid from the game. If you do, return Ichorid to play. Icy Manipulator 4 Artifact 1, T Tap target artifact, creature, or land. Icy Prison UU Enchantment When Icy Prison comes into play, remove target creature from the game. At the beginning of your upkeep, sacrifice Icy Prison unless any player pays 3. When Icy Prison leaves play, return the removed creature to play under its owner's control. Ideas Unbound UU Sorcery - Arcane Draw three cards. Discard three cards at end of turn. Ifh-Biff Efreet 2GG Creature - Efreet 3/3 Flying G: Ifh-Biff Efreet deals 1 damage to each creature with flying and each player. Any player may play this ability. Igneous Golem 5 Artifact Creature - Golem 3/4 2: Igneous Golem gains trample until end of turn. Ignite Memories 4R 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 play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Ignoble Soldier 2W Creature - Soldier 3/1 Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn. Ignorant Bliss 1R Instant Remove all cards in your hand from the game face down. At end of turn, return those cards to your hand, then draw a card. Ihsan's Shade 3BBB Legendary Creature 5/5 Protection from white Iizuka the Ruthless 3RR Legendary Creature - Human Samurai 3/3 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) 2R, Sacrifice a Samurai: Samurai you control gain double strike until end of turn. Ill-Gotten Gains 2BB Sorcery Remove Ill-Gotten Gains from the game. Each player discards his or her hand, then returns up to three cards from his or her graveyard to his or her hand. Illicit Auction 3RR Sorcery Each player may bid life for control of target creature. You begin the bidding at 0. In turn order, each player may top the high bid. The auction ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect doesn't end at end of turn.) Illuminate XR Sorcery Kicker 2R and/or 3U (You may pay an additional 2R and/or 3U as you play this spell.) Illuminate deals X damage to target creature. If the 2R kicker cost was paid, Illuminate deals X damage to that creature's controller. If the 3U kicker cost was paid, you draw X cards. Illuminated Wings 1U Enchantment - Aura Enchant creature Enchanted creature has flying. 2, Sacrifice Illuminated Wings: Draw a card. Illumination WW Instant Counter target artifact or enchantment spell. Its controller gains life equal to its converted mana cost. Illusion // Reality U / 2G Instant // Instant Target spell or permanent becomes the color of your choice until end of turn. // Destroy target artifact. Illusionary Forces 3U Creature - Illusion 4/4 Flying Cumulative upkeep U Illusionary Mask 2 Artifact X: Put a creature card with converted mana cost X or less from your hand into play face down as a 0/1 creature. Put X mask counters on that creature. Play this ability only any time you could play a sorcery. The creature's controller may turn the creature face up any time he or she could play an instant by removing all mask counters from it. This effect ends if the creature is turned face up. Illusionary Presence 1UU Creature - Illusion 2/2 Cumulative upkeep U At the beginning of your upkeep, choose a land type. Illusionary Presence gains landwalk of the chosen type until end of turn. Illusionary Terrain UU Enchantment Cumulative upkeep 2 As Illusionary Terrain comes into play, choose two basic land types. Basic lands of the first chosen type are of the second chosen type. Illusionary Wall 4U Creature - Wall 7/4 Defender (This creature can't attack.) Flying, first strike Cumulative upkeep U Illusions of Grandeur 3U Enchantment Cumulative upkeep 2 When Illusions of Grandeur comes into play, you gain 20 life. When Illusions of Grandeur leaves play, you lose 20 life. I'm Rubber, You're Glue WW Enchantment Speak only in rhyming sentences. If you do not, sacrifice I'm Rubber, You're Glue. Say "I'm rubber, you're glue. Everything bounces off me and sticks to you": Target spell or ability, which targets only you, targets another player of your choice instead. (The new target must be legal.) Imagecrafter U Creature - Wizard 1/1 T Choose a creature type. Target creature's type becomes that type until end of turn. Imaginary Pet 1U 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. Imi Statue 3 Artifact Players can't untap more than one artifact during their untap steps. Immobilizing Ink 1U 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." Immolation R Enchantment - Aura Enchant creature Enchanted creature gets +2/-2. Impatience 2R Enchantment At the end of each player's turn, if that player didn't play a spell that turn, Impatience deals 2 damage to him or her. Impending Disaster 1R Enchantment At the beginning of your upkeep, if there are seven or more lands in play, sacrifice Impending Disaster. If you do, destroy all lands. Imperial Edict 1B Sorcery Target opponent sacrifices a creature. Imperial Hellkite 5RR Creature - Dragon 6/6 Flying Morph 6RR (You may play this 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. Imperial Recruiter 2R Creature - Advisor 1/1 When Imperial Recruiter comes into play, search your library for a creature card with power 2 or less, reveal that card, and put it into your hand. Then shuffle your library. 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. Implements of Sacrifice 2 Artifact 1, T, Sacrifice Implements of Sacrifice: Add two mana of any one color to your mana pool. Implode 4R Sorcery Destroy target land. Draw a card. Imposing Visage R Enchantment - Aura Enchant creature Enchanted creature can't be blocked except by two or more creatures. Imprison B Enchantment - Aura Enchant creature Whenever a player plays an activated ability of enchanted creature with T in its cost that isn't a mana ability, you may pay 1. If you do, counter that ability. If you don't, sacrifice Imprison. Whenever enchanted creature attacks or blocks, you may pay 1. If you do, tap the creature and remove it from combat. Creatures it blocked that no other creatures blocked this combat become unblocked. If you don't pay 1, sacrifice Imprison. Improvised Armor 3W Enchantment - Aura Enchant creature Enchanted creature gets +2/+5. Cycling 3 (3, Discard this card: Draw a card.) Imp's Mischief 1B Instant Change the target of target spell with a single target. You lose life equal to that spell's converted mana cost. Imps' Taunt 1B Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Target creature attacks this turn if able. Impulse 1U 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. Impulsive Maneuvers 2RR 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. In the Eye of Chaos 2U World Enchantment Whenever a player plays an instant spell, counter it unless that player pays X, where X is its converted mana cost. In the Web of War 3RR Enchantment Whenever a creature comes into play under your control, it gets +2/+0 and gains haste until end of turn. Iname as One 8BBGG Legendary Creature - Spirit 8/8 When Iname as One comes into play, if you played it from your hand, you may search your library for a Spirit card, put it into play, then shuffle your library. When Iname as One is put into a graveyard from play, you may remove it from the game. If you do, return target Spirit card from your graveyard to play. Iname, Death Aspect 4BB Legendary Creature - Spirit 4/4 When Iname, Death Aspect comes into play, you may search your library for any number of Spirit cards and put them into your graveyard. If you do, shuffle your library. Iname, Life Aspect 4GG Legendary Creature - Spirit 4/4 When Iname, Life Aspect is put into a graveyard from play, you may remove Iname, Life Aspect from the game. If you do, return any number of target Spirit cards from your graveyard to your hand. Incendiary R Enchantment - Aura Enchant creature At the beginning of your upkeep, you may put a fuse counter on Incendiary. When enchanted creature is put into a graveyard, Incendiary deals X damage to target creature or player, where X is the number of fuse counters on Incendiary. Incinerate 1R Instant Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn. Incite Hysteria 2R Sorcery Radiance - Until end of turn, target creature and each other creature that shares a color with it gain "This creature can't block." Incite War 2R Instant Choose one - Creatures target player controls attack this turn if able; or creatures you control gain first strike until end of turn. Entwine 2 (Choose both if you pay the entwine cost.) Incoming! 4GGGG Sorcery Each player searches his or her library for any number of artifacts, creatures, enchantments, and lands and puts those cards into play. Each player shuffles his or her library afterwards. Indebted Samurai 3W Creature - Human Samurai 2/3 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever a Samurai you control is put into a graveyard from play, you may put a +1/+1 counter on Indebted Samurai. Indentured Djinn 1UU Creature - Djinn 4/4 Flying When Indentured Djinn comes into play, each other player may draw up to three cards. Indentured Oaf 3R Creature - Ogre Warrior 4/3 Prevent all damage that Indentured Oaf would deal to red creatures. Independent Troops 1R Creature - Soldier 2/1 Indestructible Aura W Instant Until end of turn, prevent all damage that would be dealt to target creature. Index U Sorcery Look at the top five cards of your library, then put them back in any order. Indomitable Will 1W Enchantment - Aura Flash Enchant creature Enchanted creature gets +1/+2. Indrik Stomphowler 4G Creature - Beast 4/4 When Indrik Stomphowler comes into play, destroy target artifact or enchantment. Induce Paranoia 2UU Instant Counter target spell. If B was spent to play 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. Inertia Bubble 1U Enchantment - Aura Enchant artifact Enchanted artifact doesn't untap during its controller's untap step. Infantry Veteran W Creature - Human Soldier 1/1 T Target attacking creature gets +1/+1 until end of turn. Infected Vermin 2B Creature - Rat 1/1 2B: Infected Vermin deals 1 damage to each creature and each player. Threshold - 3B: Infected Vermin deals 3 damage to each creature and each player. Play this ability only if seven or more cards are in your graveyard. Infectious Host 2B Creature - Zombie 1/1 When Infectious Host is put into a graveyard from play, target player loses 2 life. Infectious Rage 1R Enchantment - Aura Enchant creature Enchanted creature gets +2/-1. When enchanted creature is put into a graveyard, choose a creature at random Infectious Rage can enchant. Return Infectious Rage to play attached to that creature. Infernal Caretaker 3B Creature - Cleric 2/2 Morph 3B (You may play this 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. Infernal Contract BBB Sorcery Draw four cards. You lose half your life, rounded up. Infernal Darkness 2BB Enchantment Cumulative upkeep-Pay B and 1 life. If a land is tapped for mana, it produces B instead of any other type and amount. Infernal Denizen 7B Creature - Infernal-Denizen 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 the creature you control of his or her choice. That opponent retains control of that creature as long as Infernal Denizen remains in play. T Gain control of target creature as long as Infernal Denizen remains in play. Infernal Genesis 4BB Enchantment At the beginning of each player's upkeep, that player puts the top card from his or her library into his or her graveyard. He or she then puts X 1/1 black Minion creature tokens into play, where X is that card's converted mana cost. Infernal Harvest 1B Sorcery As an additional cost to play 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. Infernal Kirin 2BB Legendary Creature - Kirin Spirit 3/3 Flying Whenever you play a Spirit or Arcane spell, target player reveals his or her hand and discards all cards with that spell's converted mana cost. Infernal Medusa 3BB Creature - Medusa 2/4 Whenever Infernal Medusa blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Infernal Spawn of Evil 6BBB Summon Demon Beast 7/7 Flying, first strike 1B, Reveal Infernal Spawn of Evil from your hand, Say "It's coming!": Infernal Spawn of Evil deals 1 damage to target opponent. Use this ability only during your upkeep and only once each upkeep. Infernal Spawn of Infernal Spawn of Evil 8BB Creature - Demon Child 8/8 Flying, first strike, trample If you say "I'm coming, too!" as you search your library, you may pay 1B and reveal Infernal Spawn of Infernal Spawn of Evil from your library to have it deal 2 damage to a player of your choice. Do this no more than once each turn. Infernal Tribute BBB Enchantment 2, Sacrifice a nontoken permanent: Draw a card. Infernal Tutor 1B 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. Inferno 5RR Instant Inferno deals 6 damage to each creature and each player. Infest 1BB Sorcery All creatures get -2/-2 until end of turn. Infested Roothold 4G Creature - Wall 0/3 Defender (This creature can't attack.) Protection from artifacts Whenever an opponent plays an artifact spell, you may put a 1/1 green Insect creature token into play. Infiltrate U Instant Target creature is unblockable this turn. Infiltrator's Magemark 2U Enchantment - Aura Enchant creature Creatures you control that are enchanted get +1/+1 and can't be blocked except by creatures with defender. Infinite Authority WWW 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 end of turn, if that creature was put into a graveyard this way, put a +1/+1 counter on the first creature. 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 play this ability but only during any upkeep step. Inflame R Instant Inflame deals 2 damage to each creature dealt damage this turn. Information Dealer 1U Creature - Wizard 1/1 T Look at the top X cards of your library, where X is the number of Wizards in play, then put them back in any order. Infuse 2U Instant Untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. Infused Arrows 4 Artifact Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) T, Remove X charge counters from Infused Arrows: Target creature gets -X/-X until end of turn. Ingenious Thief 1U Creature - Thief 1/1 Flying When Ingenious Thief comes into play, look at target player's hand. Inheritance W Enchantment Whenever a creature is put into a graveyard from play, you may pay 3. If you do, draw a card. Initiate of Blood 3R Creature - Ogre Shaman 2/2 T Initiate of Blood deals 1 damage to target creature that was dealt damage this turn. When that creature is put into a graveyard 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. Initiates of the Ebon Hand B Creature - Cleric 1/1 1: Add B to your mana pool. At end of turn, if this ability has been played four or more times this turn, sacrifice Initiates of the Ebon Hand. Ink-Eyes, Servant of Oni 4BB Legendary Creature - Rat Ninja 5/4 Ninjutsu 3BB (3BB, Return an unblocked attacker you control to hand: Put this card into play 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 into play under your control. 1B: Regenerate Ink-Eyes. Ink-Treader Nephilim RGWU Creature - Nephilim 3/3 Whenever a player plays an instant or sorcery spell, if Ink-Treader Nephilim is the only target of that spell, copy the spell for each other creature that spell could target. Each copy targets a different one of those creatures. Inner Calm, Outer Strength 2G Instant - Arcane Target creature gets +X/+X until end of turn, where X is the number of cards in your hand. Inner Fire 3R Sorcery Add R to your mana pool for each card in your hand. Inner Sanctum 1WW Enchantment Cumulative upkeep-Pay 2 life. Prevent all damage that would be dealt to creatures you control. Inner-Chamber Guard 1W Creature - Human Samurai 0/2 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Innocence Kami 3WW Creature - Spirit 2/3 W, T Tap target creature. Whenever you play a Spirit or Arcane spell, untap Innocence Kami. Innocent Blood B Sorcery Each player sacrifices a creature. Inquisition 2B 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. Insidious Bookworms B Creature - Worm 1/1 When Insidious Bookworms is put into a graveyard from play, you may pay 1B. If you do, target player discards a card at random. Insidious Dreams 3B Instant As an additional cost to play 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. Insight 2U Enchantment Whenever an opponent plays a green spell, you draw a card. Insist G Sorcery The next creature spell you play this turn can't be countered by spells or abilities. Draw a card. Insolence 2R Enchantment - Aura Enchant creature Whenever enchanted creature becomes tapped, Insolence deals 2 damage to that creature's controller. Inspiration 3U Instant Target player draws two cards. Inspirit 2W Instant Untap target creature. It gets +2/+4 until end of turn. Instigator 1B Creature - Spellshaper 1/1 1BB, T, Discard a card: Creatures target player controls attack this turn if able. Instill Energy G Enchantment - Aura Enchant creature Enchanted creature has haste. 0: Untap enchanted creature. Play this ability only during your turn and only once each turn. Instill Furor 1R Enchantment - Aura Enchant creature Enchanted creature has "At the end of your turn, sacrifice this creature unless it attacked this turn." Insubordination BB Enchantment - Aura Enchant creature At the end of the turn of enchanted creature's controller, Insubordination deals 2 damage to that player unless that creature attacked this turn. Insurrection 5RRR Sorcery Untap all creatures and gain control of them until end of turn. They gain haste until end of turn. Interdict 1U Instant Counter target activated ability of an artifact, creature, enchantment, or land. That permanent's activated abilities can't be played this turn. (Mana abilities can't be targeted.) Draw a card. Intervene U Instant Counter target spell that targets a creature. Intet, the Dreamer 3URG Legendary Creature - Dragon 6/6 Flying Whenever Intet, the Dreamer deals combat damage to a player, you may pay 2U. If you do, remove the top card of your library from the game face down. You may look at that card as long as it remains removed from the game. You may play that card without paying its mana cost as long as Intet remains in play. Intimidation 2BBB Enchantment Creatures you control have fear. Into the Fray R Instant - Arcane Target creature attacks this turn if able. Splice onto Arcane R (As you play 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.) Into the North 1G Sorcery Search your library for a snow land card and put it into play tapped. Then shuffle your library. Into Thin Air 5U Instant Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Return target artifact to its owner's hand. Intrepid Hero 2W Creature - Soldier 1/1 T Destroy target creature with power 4 or greater. Intruder Alarm 2U Enchantment Creatures don't untap during their controllers' untap steps. Whenever a creature comes into play, untap all creatures. Intuition 2U Instant Search your library for any 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. Invasion Plans 2R Enchantment All creatures block each turn if able. Instead of the defending player, the attacking player chooses how each creature blocks. Invigorate 2G Instant If you control a Forest, you may have an opponent gain 3 life rather than pay Invigorate's mana cost. Target creature gets +4/+4 until end of turn. Invigorating Boon 1G Enchantment Whenever a player cycles a card, you may put a +1/+1 counter on target creature. Invigorating Falls 2GG Sorcery You gain life equal to the number of creature cards in all graveyards. Inviolability 1W Enchantment - Aura Enchant creature Prevent all damage that would be dealt to enchanted creature. Invisibility UU Enchantment - Aura Enchant creature Enchanted creature can't be blocked except by Walls. Invoke Prejudice UUUU Enchantment Whenever an opponent plays a nonartifact creature spell that doesn't share a color with a creature you control, counter that spell unless its controller pays X, where X is its converted mana cost. Invoke the Firemind XUUR Sorcery Choose one - Draw X cards; or Invoke the Firemind deals X damage to target creature or player. Invulnerability 1W Instant Buyback 3 (You may pay an additional 3 as you play 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. Ion Storm 2R Enchantment 1R, Remove a +1/+1 counter or a charge counter from a permanent you control: Ion Storm deals 2 damage to target creature or player. Ire of Kaminari 3R Instant - Arcane Ire of Kaminari deals damage to target creature or player equal to the number of Arcane cards in your graveyard. Iridescent Angel 5WU Creature - Angel 4/4 Flying, protection from all colors Iridescent Drake 3U Creature - Drake 2/2 Flying When Iridescent Drake comes into play, put target Aura card from a graveyard into play attached to Iridescent Drake. (You control that Aura.) Irini Sengir 2BB Legendary Creature 2/2 White enchantment spells and green enchantment spells cost 2 more to play. Iron Lance 2 Artifact 3, T Target creature gains first strike until end of turn. Iron Maiden 3 Artifact At the beginning of each opponent's upkeep, Iron Maiden deals 1 damage to that player for each card more than four in his or her hand. Iron Myr 2 Artifact Creature - Myr 1/1 T Add R to your mana pool. Iron Star 1 Artifact Whenever a player plays a red spell, you may pay 1. If you do, you gain 1 life. Iron Tusk Elephant 4W Creature - Elephant 3/3 Trample Iron Will W Instant Target creature gets +0/+4 until end of turn. Cycling 2 (2, Discard this card: Draw a card.) Iron-Barb Hellion 5R Creature - Beast 5/4 Haste Iron-Barb Hellion can't block. Ironclaw Buzzardiers 2R 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. 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. Ironclaw Orcs 1R Creature - Orc 2/2 Ironclaw Orcs can't block creatures with power 2 or greater. Ironfist Crusher 4W Creature - Soldier 2/4 Ironfist Crusher can block any number of creatures. Morph 3W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Iron-Heart Chimera 4 Artifact Creature - Chimera 2/2 Vigilance Sacrifice Iron-Heart Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains vigilance. (This effect doesn't end at end of turn.) Ironhoof Ox 3GG Creature - Ox 4/4 Ironhoof Ox can't be blocked by more than one creature. Ironroot Treefolk 4G Creature - Treefolk 3/5 Ironshell Beetle 1G Creature - Insect 1/1 When Ironshell Beetle comes into play, put a +1/+1 counter on target creature. Irradiate 3B Instant Target creature gets -1/-1 until end of turn for each artifact you control. Irrigation Ditch Land Irrigation Ditch comes into play tapped. T Add W to your mana pool. T, Sacrifice Irrigation Ditch: Add GU to your mana pool. Isamaru, Hound of Konda W Legendary Creature - Hound 2/2 Isao, Enlightened Bushi 2G Legendary Creature - Human Samurai 2/1 Isao, Enlightened Bushi can't be countered. Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) 2: Regenerate target Samurai. Ishi-Ishi, Akki Crackshot 1R Legendary Creature - Goblin Warrior 1/1 Whenever an opponent plays a Spirit or Arcane spell, Ishi-Ishi, Akki Crackshot deals 2 damage to that player. Island Basic Land - Island Island Fish Jasconius 4UUU Creature - Island-Fish 6/8 Island Fish Jasconius can't attack unless defending player controls an Island. Jasconius doesn't untap during your untap step. At the beginning of your upkeep, you may pay UUU. If you do, untap Jasconius. When you control no Islands, sacrifice Jasconius. Island of Wak-Wak Land T The power of target creature with flying becomes 0 until end of turn. Island Sanctuary 1W 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. Isochron Scepter 2 Artifact Imprint - When Isochron Scepter comes into play, you may remove an instant card with converted mana cost 2 or less in your hand from the game. (The removed card is imprinted on this artifact.) 2, T You may copy the imprinted instant card. If you do, you may play the copy without paying its mana cost. Isperia the Inscrutable 1WWUU 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. Ith, High Arcanist 5WU 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-WU Ivory Charm W Instant Choose one - All creatures get -2/-0 until end of turn; or tap target creature; or prevent the next 1 damage that would be dealt to target creature or player this turn. Ivory Crane Netsuke 2 Artifact At the beginning of your upkeep, if you have seven or more cards in hand, you gain 4 life. Ivory Cup 1 Artifact Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Ivory Gargoyle 4W Creature - Gargoyle 2/2 Flying When Ivory Gargoyle is put into a graveyard from play, return it to play under its owner's control at end of turn and you skip your next draw step. 4W: Remove Ivory Gargoyle from the game. Ivory Giant 5WW Creature - Giant 3/4 When Ivory Giant comes into play, tap all nonwhite creatures. Suspend 5-W (Rather than play this card from your hand, you may pay W and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Ivory Guardians 4WW Creature - Guardian 3/3 Protection from red All Guardians get +1/+1 as long as an opponent controls a red permanent. Ivory Mask 2WW Enchantment You can't be the target of spells or abilities. 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 four. Ivy Dancer 2G Creature - Dryad Shaman 1/2 T Target creature gains forestwalk until end of turn. Ivy Elemental XG Creature - Elemental 0/0 Ivy Elemental comes into play with X +1/+1 counters on it. Ivy Seer 3G Creature - Wizard 1/1 2G, 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. Iwamori of the Open Fist 2GG Legendary Creature - Human Monk 5/5 Trample When Iwamori of the Open Fist comes into play, each opponent may put a legendary creature card from his or her hand into play. Ixidor, Reality Sculptor 3UU Legendary Creature - Wizard 3/4 Face-down creatures get +1/+1. 2U: Turn target face-down creature face up. Ixidor's Will 2U Instant Counter target spell unless its controller pays 2 for each Wizard in play. Ixidron 3UU Creature - Illusion */* As Ixidron comes into play, turn all other nontoken creatures in play face down. They're 2/2 creatures. Ixidron's power and toughness are each equal to the number of face-down creatures in play. Izzet Boilerworks Land Izzet Boilerworks comes into play tapped. When Izzet Boilerworks comes into play, return a land you control to its owner's hand. T Add UR to your mana pool. Izzet Chronarch 3UR Creature - Human Wizard 2/2 When Izzet Chronarch comes into play, return target instant or sorcery card from your graveyard to your hand. Izzet Guildmage (U / R) (U / R) Creature - Human Wizard 2/2 (o (u/r) can be paid with either U or R.) 2U: Copy target instant spell you control with converted mana cost 2 or less. You may choose new targets for the copy. 2R: Copy target sorcery spell you control with converted mana cost 2 or less. You may choose new targets for the copy. Izzet Signet 2 Artifact 1, T Add UR to your mana pool. 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.) Jabari's Influence 3WW Instant Play 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. Jackal Pup R Creature - Hound 2/1 Whenever Jackal Pup is dealt damage, it deals that much damage to you. Jackalope Herd 3G Creature - Beast 4/5 When you play a spell, return Jackalope Herd to its owner's hand. Jack-in-the-Mox 0 Artifact T Roll a six-sided die for Jack-in-the-Mox. On a 1, sacrifice Jack-in-the-Mox and lose 5 life. Otherwise, Jack-in-the-Mox has one of the following effects. Treat this ability as a mana source. 2 - Add W to your mana pool. 3 - Add U to your mana pool. 4 - Add B to your mana pool. 5 - Add R to your mana pool. 6 - Add G to your mana pool. Jacques le Vert 1RGW Legendary Creature 3/2 Green creatures you control get +0/+2. Jade Idol 4 Artifact Whenever you play a Spirit or Arcane spell, Jade Idol becomes a 4/4 Spirit artifact creature until end of turn. Jade Leech 2GG Creature - Leech 5/5 Green spells you play cost G more to play. 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. Jade Statue 4 Artifact 2: Jade Statue becomes a 3/6 artifact creature until end of combat. Play this ability only during combat. Jaded Response 1U Instant Counter target spell if it shares a color with a creature you control. Jagged Lightning 3RR Sorcery Jagged Lightning deals 3 damage to target creature and 3 damage to another target creature. Jagged Poppet 1BR 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. Jalum Grifter 3RR Summon Legend 3/5 1R, T Put Jalum Grifter and two lands you control face down in front of target opponent after revealing each card to him or her. Then, rearrange the order of the three cards as often as you wish, keeping them on the table at all times. That opponent then chooses one of those cards. If a land is chosen, destroy target card in play. Otherwise, sacrifice Jalum Grifter. Jalum Tome 3 Artifact 2, T Draw a card, then discard a card. Jamuraan Lion 2W Creature - Cat 3/1 W, T Target creature can't block this turn. Jandor's Ring 6 Artifact 2, T, Discard the last card you drew this turn: Draw a card. Jandor's Saddlebags 2 Artifact 3, T Untap target creature. Jangling Automaton 3 Artifact Creature 3/2 Whenever Jangling Automaton attacks, untap all creatures defending player controls. Jareth, Leonine Titan 3WWW 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. Jasmine Boreal 3GW Legendary Creature - Human 4/5 Jasmine Seer 3W Creature - Wizard 1/1 2W, T Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way. Jaya Ballard, Task Mage 1RR Legendary Creature - Human Spellshaper 2/2 R, T, Discard a card: Destroy target blue permanent. 1R, 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. 5RR, T, Discard a card: Jaya Ballard deals 6 damage to each creature and each player. Jayemdae Tome 4 Artifact 4, T Draw a card. Jedit Ojanen 4WWU Legendary Creature 5/5 Jedit Ojanen of Efrava 3GGG Legendary Creature - Cat Warrior Lord 5/5 Forestwalk Whenever Jedit Ojanen of Efrava attacks or blocks, put a 2/2 green Cat Warrior creature token with forestwalk into play. Jedit's Dragoons 5W Creature - Cat Soldier 2/5 Vigilance When Jedit's Dragoons comes into play, you gain 4 life. Jerrard of the Closed Fist 3RGG Legendary Creature 6/5 Jeska, Warrior Adept 2RR Legendary Creature - Barbarian 3/1 First strike, haste T Jeska, Warrior Adept deals 1 damage to target creature or player. Jester's Cap 4 Artifact 2, T, Sacrifice Jester's Cap: Search target player's library for three cards and remove them from the game. Then that player shuffles his or her library. Jester's Mask 5 Artifact Jester's Mask comes into play tapped. 1, T, Sacrifice Jester's Mask: Target opponent puts his or her hand on top of his or her library. Search that library for as many cards as he or she put on top of it this way. That player puts those cards into his or her hand, then shuffles his or her library. Jester's Scepter 3 Artifact When Jester's Scepter comes into play, remove the top five cards of target player's library from the game face down. You may look at those cards as long as they remain removed from the game. 2, T, Put a card removed from the game with Jester's Scepter into its owner's graveyard: Counter target spell if it has the same name as that card. Jester's Sombrero 2 Artifact 2, T, Sacrifice Jester's Sombrero: Look through target player's sideboard and remove any three of those cards from it for the remainder of the match. Jet Medallion 2 Artifact Black spells you play cost 1 less to play. Jetting Glasskite 4UU 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. Jeweled Amulet 0 Artifact 1, T Put a charge counter on Jeweled Amulet. Note what type of mana was used to pay this activation cost. Play this ability only if there are no charge counters on Jeweled Amulet. T, Remove all charge counters from Jeweled Amulet: Add one mana of the type last used to put a charge counter on Jeweled Amulet to your mana pool. Play this ability only if there are one or more charge counters on Jeweled Amulet. Jeweled Bird 1 Artifact Remove Jeweled Bird from your deck before playing if you're not playing for ante. T Put Jeweled Bird into the ante. If you do, put all other cards you own in the ante into your graveyard, then draw a card. Jeweled Spirit 3WW 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. Jeweled Torque 2 Artifact As Jeweled Torque comes into play, choose a color. Whenever a player plays a spell of the chosen color, you may pay 2. If you do, you gain 2 life. 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. Jhoira's Toolbox 2 Artifact Creature 1/1 2: Regenerate target artifact creature. Jhovall Queen 4WW Creature - Rebel 4/7 Vigilance Jhovall Rider 4W Creature - Rebel 3/3 Trample Jihad WWW Enchantment As Jihad comes into play, choose a color and an opponent. White creatures get +2/+1. When the chosen opponent controls no cards of the chosen color, sacrifice Jihad. Jilt 1U Instant Kicker 1R (You may pay an additional 1R as you play this spell.) Return target creature to its owner's hand. If the kicker cost was paid, Jilt deals 2 damage to another target creature. Jinx 1U Instant Target land's type becomes the basic land type of your choice until end of turn. Draw a card at the beginning of the next turn's upkeep. Jinxed Choker 3 Artifact At the end of your turn, 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. 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. (This effect doesn't end at end of turn.) Jinxed Ring 2 Artifact Whenever a card is put into your graveyard from play, Jinxed Ring deals 1 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Ring. (This effect doesn't end at end of turn.) Jiwari, the Earth Aflame 3RR Legendary Creature - Spirit 3/3 XR, T Jiwari, the Earth Aflame deals X damage to target creature without flying. Channel - XRRR, Discard Jiwari: Jiwari deals X damage to each creature without flying. Jodah's Avenger 5U 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.) Johan 3RGW Legendary Creature 5/4 At the beginning of your combat phase, 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. Johnny, Combo Player 2UU Legendary Creature - Human Gamer 1/1 4: Search your library for a card and put that card into your hand. Then shuffle your library. Johtull Wurm 5G 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. Joiner Adept 1G Creature - Elf Druid 2/1 Lands you control have "T Add one mana of any color to your mana pool." Jokulhaups 4RR Sorcery Destroy all artifacts, creatures, and lands. They can't be regenerated. Jokulmorder 4UUU Creature - Leviathan 12/12 Trample Jokulmorder comes into play tapped. When Jokulmorder comes into play, sacrifice it unless you sacrifice five lands. Jokulmorder doesn't untap during your untap step. Whenever you play an Island, you may untap Jokulmorder. Jolrael, Empress of Beasts 3GG Legendary Creature - Human Spellshaper 3/3 2G, T, Discard two cards: Until end of turn, all lands target player controls are 3/3 creatures that are still lands. Jolrael's Centaur 1GG Creature - Centaur Archer 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Jolrael's Centaur can't be the target of spells or abilities. Jolrael's Favor 1G Enchantment - Aura Flash Enchant creature 1G: Regenerate enchanted creature. Jolt 2U Instant You may tap or untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. Jolting Merfolk 2UU Creature - Merfolk 2/2 Fading 4 (This creature comes into play 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. Jotun Grunt 1W Creature - Giant Soldier 4/4 Cumulative upkeep-Put two cards in 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.) Jotun Owl Keeper 2W 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 is put into a graveyard from play, put a 1/1 white Bird creature token with flying into play for each age counter on it. Journey of Discovery 2G Sorcery Choose one - Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library; or you may play up to two additional lands this turn. Entwine 2G (Choose both if you pay the entwine cost.) 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. Joven 3RR Legendary Creature 3/3 RRR, T Destroy target noncreature artifact. 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. Joven's Tools 6 Artifact 4, T Target creature can't be blocked this turn except by Walls. Jovial Evil 2B Sorcery Jovial Evil deals X damage to target opponent, where X is twice the number of white creatures that player controls. Joyous Respite 3G Sorcery - Arcane You gain 1 life for each land you control. Jugan, the Rising Star 3GGG Legendary Creature - Dragon Spirit 5/5 Flying When Jugan, the Rising Star is put into a graveyard from play, you may distribute five +1/+1 counters among any number of target creatures. Juggernaut 4 Artifact Creature 5/3 Juggernaut attacks each turn if able. Juggernaut can't be blocked by Walls. Juju Bubble 1 Artifact Cumulative upkeep 1 When you play a card, sacrifice Juju Bubble. 2: You gain 1 life. Jukai Messenger G Creature - Human Monk 1/1 Forestwalk Jumbo Imp 2B Summon Imp 0/0 Flying When you play Jumbo Imp, roll a six-sided die. Jumbo Imp comes into play with a number of +1/+1 counters on it equal to the die roll. During your upkeep, roll a six-sided die and put on Jumbo Imp a number of +1/+1 counters equal to the die roll. At the end of your turn, roll a six-sided die and remove from Jumbo Imp a number of +1/+1 counters equal to the die roll. Jump U Instant Target creature gains flying until end of turn. Jungle Barrier 2GU Creature - Wall 2/6 Defender (This creature can't attack.) When Jungle Barrier comes into play, draw a card. Jungle Basin Land Jungle Basin comes into play tapped. When Jungle Basin comes into play, sacrifice it unless you return an untapped Forest you control to its owner's hand. T Add 1G to your mana pool. Jungle Lion G Creature - Cat 2/1 Jungle Lion can't block. Jungle Patrol 3G Creature - Human Soldier 3/2 1G, T Put a 0/1 green Plant Wall creature token with defender into play. Sacrifice a Plant Wall token: Add R to your mana pool. Jungle Troll 1RG Creature - Troll 2/1 R: Regenerate Jungle Troll. G: Regenerate Jungle Troll. Jungle Wurm 3GG 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. Juniper Order Advocate 2W Creature - Knight 1/2 Green creatures you control get +1/+1 as long as Juniper Order Advocate is untapped. Juniper Order Druid 2G Creature - Cleric 1/1 T Untap target land. Juniper Order Ranger 3GW Creature - Human Knight 2/4 Whenever another creature comes into play under your control, put a +1/+1 counter on that creature and a +1/+1 counter on Juniper Order Ranger. Junk Diver 3 Artifact Creature 1/1 Flying When Junk Diver is put into a graveyard from play, return another target artifact card from your graveyard to your hand. Junk Golem 4 Artifact Creature - Golem 0/0 Junk Golem comes into play 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. Junktroller 4 Artifact Creature - Golem 0/6 Defender (This creature can't attack.) T Put target card in a graveyard on the bottom of its owner's library. 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 end of turn. Juntu Stakes 2 Artifact Creatures with power 1 or less don't untap during their controllers' untap steps. Junun Efreet 1BB Creature - Efreet 3/3 Flying At the beginning of your upkeep, sacrifice Junun Efreet unless you pay BB. Jushi Apprentice 1U Creature - Human Wizard 1/2 2U, 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 3UU, T Target player draws X cards, where X is the number of cards in your hand. Just Fate 2W Instant Play Just Fate only during the declare attackers step and only if you are the defending player. Destroy target attacking creature. Justice 2WW Enchantment At the beginning of your upkeep, sacrifice Justice unless you pay WW. Whenever a red creature or spell deals damage, Justice deals that much damage to that creature's or spell's controller. Juxtapose 3U 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, that player chooses one. (This effect doesn't end at end of turn.) Juzam Djinn 2BB Creature - Djinn 5/5 At the beginning of your upkeep, Juzam Djinn deals 1 damage to you. Kaboom! 4R 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. Kabuto Moth 2W Creature - Spirit 1/2 Flying T Target creature gets +1/+2 until end of turn. Kaervek the Merciless 5BR Legendary Creature - Human Shaman 5/4 Whenever an opponent plays a spell, Kaervek the Merciless deals damage to target creature or player equal to that spell's converted mana cost. Kaervek's Hex 3B Sorcery Kaervek's Hex deals 1 damage to each nonblack creature and an additional 1 damage to each green creature. Kaervek's Purge XBR Sorcery Destroy target creature with converted mana cost X. If that creature is put into a graveyard this way, Kaervek's Purge deals damage equal to the creature's power to the creature's controller. Kaervek's Spite BBB Instant As an additional cost to play Kaervek's Spite, sacrifice all permanents you control and discard your hand. Target player loses 5 life. Kaervek's Torch XR Sorcery As long as Kaervek's Torch is on the stack, spells that target it cost 2 more to play. Kaervek's Torch deals X damage to target creature or player. Kagemaro, First to Suffer 3BB 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. Kagemaro's Clutch 3B Enchantment - Aura Enchant creature Enchanted creature gets -X/-X, where X is the number of cards in your hand. Kaho, Minamo Historian 2UU Legendary Creature - Human Wizard 2/2 When Kaho, Minamo Historian comes into play, search your library for up to three instant cards and remove them from the game. Then shuffle your library. X, T You may play a card with converted mana cost X removed from the game with Kaho without paying its mana cost. Kaijin of the Vanishing Touch 1U 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 in play.) Kamahl, Fist of Krosa 4GG Legendary Creature - Druid 4/3 G: Target land becomes a 1/1 creature until end of turn. It's still a land. 2GGG: Creatures you control get +3/+3 and gain trample until end of turn. Kamahl, Pit Fighter 4RR Legendary Creature - Barbarian 6/1 Haste T Kamahl, Pit Fighter deals 3 damage to target creature or player. Kamahl's Desire 1R 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. Kamahl's Sledge 5RR 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. Kamahl's Summons 3G 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 into play for each card he or she revealed this way. Kami of Ancient Law 1W Creature - Spirit 2/2 Sacrifice Kami of Ancient Law: Destroy target enchantment. Kami of Empty Graves 3B Creature - Spirit 4/1 Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Kami of False Hope W Creature - Spirit 1/1 Sacrifice Kami of False Hope: Prevent all combat damage that would be dealt this turn. Kami of Fire's Roar 3R Creature - Spirit 2/3 Whenever you play a Spirit or Arcane spell, target creature can't block this turn. Kami of Lunacy 4BB Creature - Spirit 4/1 Flying Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.) Kami of Old Stone 3W Creature - Spirit 1/7 Kami of Tattered Shoji 4W Creature - Spirit 2/5 Whenever you play a Spirit or Arcane spell, Kami of Tattered Shoji gains flying until end of turn. Kami of the Crescent Moon UU Legendary Creature - Spirit 1/3 At the beginning of each player's draw step, that player draws a card. Kami of the Honored Dead 5WW Creature - Spirit 3/5 Flying Whenever Kami of the Honored Dead is dealt damage, you gain that much life. Soulshift 6 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.) Kami of the Hunt 2G Creature - Spirit 2/2 Whenever you play a Spirit or Arcane spell, Kami of the Hunt gets +1/+1 until end of turn. Kami of the Painted Road 4W Creature - Spirit 3/3 Whenever you play a Spirit or Arcane spell, Kami of the Painted Road gains protection from the color of your choice until end of turn. Kami of the Palace Fields 5W Creature - Spirit 3/2 Flying, first strike Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.) Kami of the Tended Garden 3G Creature - Spirit 4/4 At the beginning of your upkeep, sacrifice Kami of the Tended Garden unless you pay G. Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Kami of the Waning Moon 2B Creature - Spirit 1/1 Flying Whenever you play a Spirit or Arcane spell, target creature gains fear until end of turn. Kami of Twisted Reflection 1UU Creature - Spirit 2/2 Sacrifice Kami of Twisted Reflection: Return target creature you control to its owner's hand. Kangee, Aerie Keeper 2WU Legendary Creature 2/2 Kicker 2X (You may pay an additional 2X as you play this spell.) Flying When Kangee, Aerie Keeper comes into play, if the kicker cost was paid, put X feather counters on it. All Birds get +1/+1 for each feather counter on Kangee, Aerie Keeper. Karakas Legendary Land T Add W to your mana pool. T Return target legendary creature to its owner's hand. Karma 2WW 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. Karmic Guide 3WW Creature - Spirit 2/2 Flying, protection from black Echo 3WW (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 comes into play, return target creature card from your graveyard to play. Karmic Justice 2W Enchantment Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls. 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. (That artifact retains its abilities.) Karn's Touch UU 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.) Karona, False God 1WUBRG Legendary Creature 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 type of your choice get +3/+3 until end of turn. Karona's Zealot 4W Creature - Cleric 2/5 Morph 3WW (You may play this 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. Karoo Land Karoo comes into play tapped. When Karoo comes into play, sacrifice it unless you return an untapped Plains you control to its owner's hand. T Add 1W to your mana pool. Karoo Meerkat 1G Creature - Mongoose 2/1 Protection from blue 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. Karplusan Giant 6R Creature - Giant 3/3 Tap an untapped snow land you control: Karplusan Giant gets +1/+1 until end of turn. Karplusan Minotaur 2RR Creature - Minotaur Warrior 3/3 Cumulative upkeep-Flip a coin. 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. Karplusan Strider 3G Creature - Yeti 3/4 Karplusan Strider can't be the target of blue or black spells. Karplusan Wolverine R Snow Creature - Beast 1/1 Whenever Karplusan Wolverine becomes blocked, you may have it deal 1 damage to target creature or player. Karplusan Yeti 3RR 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. Karstoderm 2GG Creature - Beast 0/0 Karstoderm comes into play with five +1/+1 counters on it. Whenever an artifact comes into play, remove a +1/+1 counter from Karstoderm. Kashi-Tribe Elite 1GG Creature - Snake Warrior 2/3 Legendary Snakes you control 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. Kashi-Tribe Reaver 3G 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. 1G: Regenerate Kashi-Tribe Reaver. Kashi-Tribe Warriors 3GG 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. Kasimir the Lone Wolf 4WU Legendary Creature 5/3 Katabatic Winds 2G Enchantment Phasing Creatures with flying can't attack or block, and their activated abilities with T in their costs can't be played. Kataki, War's Wage 1W Legendary Creature - Spirit 2/1 All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay 1." Kavu Aggressor 2R Creature - Kavu 3/2 Kicker 4 (You may pay an additional 4 as you play this spell.) Kavu Aggressor can't block. If the kicker cost was paid, Kavu Aggressor comes into play with a +1/+1 counter on it. Kavu Chameleon 3GG Creature - Kavu 4/4 Kavu Chameleon can't be countered. G: Kavu Chameleon becomes the color of your choice until end of turn. Kavu Climber 3GG Creature - Kavu 3/3 When Kavu Climber comes into play, draw a card. Kavu Glider 2R Creature - Kavu 2/1 W: Kavu Glider gets +0/+1 until end of turn. U: Kavu Glider gains flying until end of turn. Kavu Howler 4GG Creature - Kavu 4/5 When Kavu Howler comes into play, 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. Kavu Lair 2G Enchantment Whenever a creature with power 4 or greater comes into play, its controller draws a card. Kavu Mauler 4GG Creature - Kavu 4/4 Trample Whenever Kavu Mauler attacks, it gets +1/+1 until end of turn for each other attacking Kavu. Kavu Monarch 2RR Creature - Kavu 3/3 All Kavu have trample. Whenever another Kavu comes into play, put a +1/+1 counter on Kavu Monarch. Kavu Predator 1G Creature - Kavu 2/2 Trample Whenever an opponent gains life, put that many +1/+1 counters on Kavu Predator. Kavu Recluse 2R Creature - Kavu 2/2 T Target land becomes a Forest until end of turn. Kavu Runner 3R Creature - Kavu 3/3 Kavu Runner has haste as long as no opponent controls a white or blue creature. Kavu Scout 2R Creature - Kavu 0/2 Kavu Scout gets +1/+0 for each basic land type among lands you control. Kavu Titan 1G Creature - Kavu 2/2 Kicker 2G (You may pay an additional 2G as you play this spell.) If the kicker cost was paid, Kavu Titan comes into play with three +1/+1 counters on it and with trample. Kaysa 3GG Legendary Creature 2/3 Green creatures you control get +1/+1. Keen Sense G Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card. Keeneye Aven 3U Creature - Bird Soldier 2/3 Flying Cycling 2 (2, Discard this card: Draw a card.) Keen-Eyed Archers 2W Creature - Soldier 2/2 Keen-Eyed Archers can block as though it had flying. Keening Banshee 2BB Creature - Spirit 2/2 Flying When Keening Banshee comes into play, target creature gets -2/-2 until end of turn. Keep Watch 2U Instant Draw a card for each attacking creature. Keeper of Kookus R Creature - Goblin 1/1 R: Keeper of Kookus gains protection from red until end of turn. Keeper of the Beasts GG Creature - Wizard 1/2 G, T Put a 2/2 green Beast creature token into play. Play this ability only if an opponent controls more creatures than you. Keeper of the Dead BB Creature - Wizard 1/2 B, T Destroy target nonblack creature controlled by an opponent with at least two fewer creature cards in his or her graveyard than you. Keeper of the Flame RR Creature - Wizard 1/2 R, T Keeper of the Flame deals 2 damage to target opponent with more life than you. Keeper of the Light WW Creature - Wizard 1/2 W, T You gain 3 life. Play this ability only if you have less life than an opponent. Keeper of the Mind UU Creature - Wizard 1/2 U, T Draw a card. Play this ability only if an opponent has at least two more cards in hand than you. Keeper of the Nine Gales 2U Creature - Bird Wizard 1/2 Flying T, Tap two untapped Birds you control: Return target permanent to its owner's hand. Keeper of the Sacred Word 2G Creature - Human Druid 2/3 As Keeper of the Sacred Word comes into play, choose a word. Whenever an opponent says the chosen word, Keeper of the Sacred Word gets +3/+3 until end of turn. Keeper of Tresserhorn 5B Creature - Keeper 6/6 Whenever Keeper of Tresserhorn attacks and isn't blocked, it deals no combat damage this turn and defending player loses 2 life. Keepers of the Faith 1WW Creature - Keeper 2/3 Kei Takahashi 2GW Legendary Creature 2/2 T Prevent the next 2 damage that would be dealt to target creature this turn. Keiga, the Tide Star 5U Legendary Creature - Dragon Spirit 5/5 Flying When Keiga, the Tide Star is put into a graveyard from play, gain control of target creature. Keldon Arsonist 2R Creature - Soldier 1/1 1, Sacrifice two lands: Destroy target land. Keldon Battlewagon 5 Artifact Creature 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 tapped creature's power. Keldon Berserker 3R Creature - Soldier 2/3 Whenever Keldon Berserker attacks, if you control no untapped lands, it gets +3/+0 until end of turn. Keldon Champion 2RR Creature - Barbarian 3/2 Haste Echo 2RR (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 comes into play, it deals 3 damage to target player. Keldon Firebombers 3RR Creature - Soldier 3/3 When Keldon Firebombers comes into play, each player sacrifices all lands he or she controls except for three. Keldon Halberdier 4R Creature - Human Warrior 4/1 First strike Suspend 4-R (Rather than play this card from your hand, you may pay R and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Keldon Mantle 1R 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. Keldon Marauders 1R Creature - Human Warrior 3/3 Vanishing 2 (This permanent comes into play 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 comes into play or leaves play, it deals 1 damage to target player. Keldon Necropolis Legendary Land T Add 1 to your mana pool. 4R, T, Sacrifice a creature: Keldon Necropolis deals 2 damage to target creature or player. Keldon Twilight 1BR Enchantment At the end of each player's turn, if no creatures attacked that turn, that player sacrifices a creature he or she controlled since the beginning of the turn. Keldon Vandals 2R Creature - Townsfolk 4/1 Echo 2R (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 comes into play, destroy target artifact. Keldon Warlord 2RR Creature - Lord */* Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control. Kelsinko Ranger W Creature - Ranger 1/1 1W: Target green creature gains first strike until end of turn. Kemuri-Onna 4B Creature - Spirit 3/3 When Kemuri-Onna comes into play, target player discards a card. Whenever you play a Spirit or Arcane spell, you may return Kemuri-Onna to its owner's hand. Kentaro, the Smiling Cat 1W Legendary Creature - Human Samurai 2/1 Bushido 1 (When this 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 play, where X is that spell's converted mana cost. Kezzerdrix 2BB Creature - Beast 4/4 First strike At the beginning of your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you. Khabal Ghoul 2B Creature - Ghoul 1/1 At end of turn, put a +1/+1 counter on Khabal Ghoul for each creature put into a graveyard from play this turn. Kher Keep Legendary Land T Add 1 to your mana pool. 1R, T Put a 0/1 red Kobold creature token named Kobolds of Kher Keep into play. Kiki-Jiki, Mirror Breaker 2RRR Legendary Creature - Goblin Shaman 2/2 Haste T Put a token into play that's a copy of target nonlegendary creature you control. That creature token has haste. Sacrifice it at end of turn. Kiku, Night's Flower BB Legendary Creature - Human Assassin 1/1 2BB, T Target creature deals damage to itself equal to its power. Kiku's Shadow BB Sorcery Target creature deals damage to itself equal to its power. Kill Switch 3 Artifact 2, T Tap all other artifacts. They don't untap during their controllers' untap steps as long as Kill Switch remains tapped. Kill! Destroy! 1BB Instant Destroy target nonblack creature. Gotcha - Whenever an opponent says "Kill" or "Destroy," you may say "Gotcha!" If you do, return Kill! Destroy! from your graveyard to your hand. Killer Bees 1GG Creature - Bee 0/1 Flying G: Killer Bees gets +1/+1 until end of turn. Killer Instinct 4RG Enchantment At the beginning of your upkeep, reveal the top card of your library. If it's a creature card, put it into play. That creature gains haste until end of turn. Sacrifice it at end of turn. Killer Whale 3UU Creature - Whale 3/5 U: Killer Whale gains flying until end of turn. 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. Kilnmouth Dragon 5RR Creature - Dragon 5/5 Amplify 3 (As this card comes into play, 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. Kindle 1R Instant Kindle deals damage to target creature or player equal to the number of cards named Kindle in all graveyards plus 2. Kindle the Carnage 1RR 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. King Cheetah 3G Creature - Cat 3/2 Flash King Crab 4UU Creature - Crab 4/5 1U, T Put target green creature on top of its owner's library. King Suleiman 1W Creature - King 1/1 T Destroy target Djinn or Efreet. Kingfisher 3U Creature - Bird 2/2 Flying When Kingfisher is put into a graveyard from play, draw a card. King's Assassin 1BB Creature - Assassin 1/1 T Destroy target tapped creature. Play this ability only during your turn, before the combat phase. Kira, Great Glass-Spinner 1UU 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." Kird Ape R Creature - Ape 1/1 Kird Ape gets +1/+2 as long as you control a Forest. Kiri-Onna 4U Creature - Spirit 2/2 When Kiri-Onna comes into play, return target creature to its owner's hand. Whenever you play a Spirit or Arcane spell, you may return Kiri-Onna to its owner's hand. 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. Kirtar's Wrath 4WW 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 into play. Creatures destroyed this way can't be regenerated. Kismet 3W Enchantment Artifacts, creatures, and lands your opponents control come into play tapped. Kiss of Death 4BB Sorcery Kiss of Death deals 4 damage to target opponent. You gain 4 life. 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. Kitsune Blademaster 2W Creature - Fox Samurai 2/2 First strike Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Kitsune Bonesetter 2W Creature - Fox Cleric 0/1 T Prevent the next 3 damage that would be dealt to target creature this turn. Play this ability only if you have more cards in hand than each opponent. Kitsune Dawnblade 4W Creature - Fox Samurai 2/3 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) When Kitsune Dawnblade comes into play, you may tap target creature. Kitsune Diviner W Creature - Fox Cleric 0/1 T Tap target Spirit. Kitsune Healer 3W 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. Kitsune Loreweaver 1W Creature - Fox Cleric 2/1 1W: Kitsune Loreweaver gets +0/+X until end of turn, where X is the number of cards in your hand. Kitsune Mystic 3W Creature - Fox Wizard 2/3 At end of turn, 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. Kitsune Palliator 2W Creature - Fox Cleric 0/2 T Prevent the next 1 damage that would be dealt to each creature and each player this turn. Kitsune Riftwalker 1WW Creature - Fox Wizard 2/1 Protection from Spirits and from Arcane Kiyomaro, First to Stand 3WW 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. Kjeldoran Dead B Creature - Skeleton 3/1 When Kjeldoran Dead comes into play, sacrifice a creature. B: Regenerate Kjeldoran Dead. Kjeldoran Elite Guard 3W Creature - Human Soldier 2/2 T Target creature gets +2/+2 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Elite Guard. Play this ability only during combat. Kjeldoran Escort 2WW Creature - Soldier 2/3 Banding Kjeldoran Frostbeast 3GW Creature - Frostbeast 2/4 Whenever Kjeldoran Frostbeast blocks or becomes blocked by a creature, destroy that creature at end of combat. Kjeldoran Gargoyle 5W Creature - Gargoyle 3/3 Flying, first strike Whenever Kjeldoran Gargoyle deals damage, you gain that much life. Kjeldoran Guard 1W Creature - Soldier 1/1 T Target creature gets +1/+1 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Guard. Play this ability only during combat and only if defending player controls no snow lands. Kjeldoran Home Guard 3W Creature - Human Soldier 1/6 Whenever Kjeldoran Home Guard attacks or blocks, put a -0/-1 counter on it at end of combat. If you do, put a 0/1 white Deserter creature token into play. 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 to target attacking or blocking creature equal to the number of age counters on Kjeldoran Javelineer. Kjeldoran Knight WW Creature - Knight 1/1 Banding 1W: Kjeldoran Knight gets +1/+0 until end of turn. WW: Kjeldoran Knight gets +0/+2 until end of turn. Kjeldoran Outpost Land If Kjeldoran Outpost would come into play, sacrifice a Plains instead. If you do, put Kjeldoran Outpost into play. If you don't, put it into its owner's graveyard. T Add W to your mana pool. 1W, T Put a 1/1 white Soldier creature token into play. Kjeldoran Outrider 1W Creature - Human Soldier 2/2 W: Kjeldoran Outrider gets +0/+1 until end of turn. Kjeldoran Phalanx 5W Creature - Soldier 2/5 Banding, first strike Kjeldoran Pride 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+2. 2U: Attach Kjeldoran Pride to target creature. Kjeldoran Royal Guard 3WW Creature - Soldier 2/5 T All combat damage that unblocked creatures would deal to you this turn is dealt to Kjeldoran Royal Guard instead. Kjeldoran Skycaptain 4W Creature - Soldier 2/2 Banding, flying, first strike Kjeldoran Skyknight 2W Creature - Soldier 1/1 Banding, flying, first strike Kjeldoran War Cry 1W 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. Kjeldoran Warrior W Creature - Hero 1/1 Banding Knight Errant 1W Creature - Knight 2/2 Knight of Dawn 1WW Creature - Knight 2/2 First strike WW: Knight of Dawn gains protection from the color of your choice until end of turn. Knight of Dusk 1BB Creature - Knight 2/2 BB: Destroy target creature blocking Knight of Dusk. Knight of Stromgald BB Creature - Knight 2/1 Protection from white BB: Knight of Stromgald gets +1/+0 until end of turn. B: Knight of Stromgald gains first strike until end of turn. Knight of the Hokey Pokey WW Summon Knight 2/2 First strike 1W, Do the Hokey Pokey (Stand up, wiggle your butt, raise your hands above your head, and shake them wildly as you rotate 360 degrees): Prevent all damage to Knight of the Hokey Pokey from any one source. Knight of the Holy Nimbus WW 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 play this ability. Knight of the Mists 2U 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 comes into play, you may pay U. If you don't, destroy target Knight and it can't be regenerated. Knight of Valor 2W Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) 1W: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Play this ability only once each turn. Knighthood 2W Enchantment Creatures you control have first strike. Knights of Thorn 3W Creature - Knight 2/2 Banding, protection from red Knowledge Vault 4 Artifact When Knowledge Vault leaves play, put all cards removed from the game with Knowledge Vault into their owner's graveyard at end of turn. 2, T Remove the top card of your library from the game face down. Sacrifice Knowledge Vault: Discard your hand, then put all cards removed from the game with Knowledge Vault into their owner's hand. Kobold Drill Sergeant 1R Creature - Drill-Sergeant 1/2 Kobolds you control get +0/+1 and have trample. Kobold Overlord 1R Creature - Lord 1/2 First strike Kobolds you control have first strike. Kobold Taskmaster 1R Creature - Kobold 1/2 Other Kobolds you control get +1/+0. Kobolds of Kher Keep 0 Creature - Kobold 0/1 Kobolds of Kher Keep is red. Kodama of the Center Tree 4G 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. Kodama of the North Tree 2GGG Legendary Creature - Spirit 6/4 Trample Kodama of the North Tree can't be the target of spells or abilities. Kodama of the South Tree 2GG Legendary Creature - Spirit 4/4 Whenever you play a Spirit or Arcane spell, each other creature you control gets +1/+1 and gains trample until end of turn. Kodama's Might G Instant - Arcane Target creature gets +2/+2 until end of turn. Splice onto Arcane G (As you play 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.) Kodama's Reach 2G Sorcery - Arcane Search your library for two basic land cards, reveal those cards, and put one into play tapped and the other into your hand. Then shuffle your library. Kokusho, the Evening Star 4BB Legendary Creature - Dragon Spirit 5/5 Flying When Kokusho, the Evening Star is put into a graveyard from play, each opponent loses 5 life. You gain life equal to the life lost this way. Konda, Lord of Eiganjo 5WW Legendary Creature - Human Samurai 3/3 Vigilance (Attacking doesn't cause this creature to tap.) Bushido 5 (When this blocks or becomes blocked, it gets +5/+5 until end of turn.) Konda, Lord of Eiganjo is indestructible. 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 Konda's Hatamoto 1W Creature - Human Samurai 1/2 Bushido 1 (When this 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.) Kongming, Sleeping Dragon 2WW Legendary Creature 2/2 Other creatures you control get +1/+1. Kongming's Contraptions 3W Creature - Soldier 2/4 T Kongming's Contraptions deals 2 damage to target attacking creature. Play this ability only during the declare attackers step, and only on an opponent's turn. Kookus 3RR 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. Kor Chant 2W 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. Kor Dirge 2B 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. Kor Haven Legendary Land T Add 1 to your mana pool. 1W, T Prevent all combat damage that would be dealt by target attacking creature this turn. Kormus Bell 4 Artifact All Swamps are 1/1 creatures that are still lands. Koskun Falls 2BB 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. 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. Kraken's Eye 2 Artifact Whenever a player plays a blue spell, you may gain 1 life. Krakilin XGG Creature - Beast 0/0 Krakilin comes into play with X +1/+1 counters on it. 1G: Regenerate Krakilin. Krark-Clan Engineers 3R Creature - Goblin Artificer 2/2 R, Sacrifice two artifacts: Destroy target artifact. Krark-Clan Grunt 2R Creature - Goblin Warrior 2/2 Sacrifice an artifact: Krark-Clan Grunt gets +1/+0 and gains first strike until end of turn. Krark-Clan Ironworks 4 Artifact Sacrifice an artifact: Add 2 to your mana pool. Krark-Clan Ogre 3RR Creature - Ogre 3/3 R, Sacrifice an artifact: Target creature can't block this turn. Krark-Clan Shaman R Creature - Goblin Shaman 1/1 Sacrifice an artifact: Krark-Clan Shaman deals 1 damage to each creature without flying. Krark-Clan Stoker 2R Creature - Goblin Shaman 2/2 T, Sacrifice an artifact: Add RR to your mana pool. Krark's Thumb 2 Legendary Artifact If you would flip a coin, instead flip two coins and ignore one. Krazy Kow 3R Summon Cow 3/3 During your upkeep, roll a six-sided die. On a 1, sacrifice Krazy Kow and it deals 3 damage to each creature and player. Kris Mage R Creature - Spellshaper 1/1 R, T, Discard a card: Kris Mage deals 1 damage to target creature or player. Krosan Archer 3G Creature - Centaur 2/3 Krosan Archer can block as though it had flying. G, Discard a card: Krosan Archer gets +0/+2 until end of turn. Krosan Avenger 2G Creature - Druid 3/1 Trample Threshold - 1G: Regenerate Krosan Avenger. Play this ability only if seven or more cards are in your graveyard. Krosan Beast 3G Creature - Squirrel Beast 1/1 Threshold - Krosan Beast gets +7/+7 as long as seven or more cards are in your graveyard. Krosan Cloudscraper 7GGG Creature - Beast Mutant 13/13 At the beginning of your upkeep, sacrifice Krosan Cloudscraper unless you pay GG. Morph 7GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Krosan Colossus 6GGG Creature - Beast 9/9 Morph 6GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Krosan Constrictor 3G Creature - Snake 2/2 Swampwalk T Target black creature gets -2/-0 until end of turn. Krosan Drover 3G Creature - Elf 2/2 Creature spells you play with converted mana cost 6 or more cost 2 less to play. Krosan Grip 2G Instant Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Destroy target artifact or enchantment. Krosan Groundshaker 4GGG Creature - Beast 6/6 G: Target Beast gains trample until end of turn. Krosan Reclamation 1G Instant Target player shuffles up to two target cards from his or her graveyard into his or her library. Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Krosan Restorer 2G Creature - Druid 1/2 T Untap target land. Threshold - T Untap up to three target lands. Play this ability only if seven or more cards are in your graveyard. Krosan Tusker 5GG Creature - Beast 6/5 Cycling 2G (2G, Discard this card: Draw a card.) When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, shuffle your library. Krosan Verge Land Krosan Verge comes into play 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 into play tapped. Then shuffle your library. Krosan Vorine 3G Creature - Cat Beast 3/2 Provoke (When this 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. Krosan Warchief 2G Creature - Beast 2/2 Beast spells you play cost 1 less to play. 1G: Regenerate target Beast. Krosan Wayfarer G Creature - Druid 1/1 Sacrifice Krosan Wayfarer: Put a land card from your hand into play. Krovikan Elementalist BB Creature - Wizard 1/1 2R: Target creature gets +1/+0 until end of turn. UU: Target creature you control gains flying until end of turn. Sacrifice it at end of turn. Krovikan Fetish 2B Enchantment - Aura Enchant creature When Krovikan Fetish comes into play, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +1/+1. Krovikan Horror 3B Creature - Horror 2/2 At end of turn, 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. Krovikan Mist 1U Creature - Illusion */* Flying Krovikan Mist's power and toughness are each equal to the number of Illusions in play. Krovikan Plague 2B Enchantment - Aura Enchant non-Wall creature you control When Krovikan Plague comes into play, draw a card at the beginning of the next turn's upkeep. Enchanted creature has "T Put a -0/-1 counter on this creature, and Krovikan Plague deals 1 damage to target creature or player." Krovikan Rot 2B Instant Destroy target creature with power 2 or less. Recover 1BB (When a creature is put into your graveyard from play, you may pay 1BB. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.) Krovikan Scoundrel 1B Creature - Human Rogue 2/1 Krovikan Sorcerer 2U Creature - Wizard 1/1 T, Discard a card: Draw a card. T, Discard a black card: Draw two cards, then discard one of them. Krovikan Vampire 3BB Creature - Vampire 3/3 Whenever a creature dealt damage by Krovikan Vampire this turn is put into a graveyard, put that card into play under your control at end of turn. Sacrifice the creature when you lose control of Krovikan Vampire. Krovikan Whispers 3U Enchantment - Aura Enchant creature Cumulative upkeep U or B You control enchanted creature. When Krovikan Whispers is put into a graveyard from play, you lose 2 life for each age counter on it. 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. Kudzu 1GG 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. Kukemssa Pirates 3U 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 deals no combat damage this turn. Kukemssa Serpent 3U 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. Kumano, Master Yamabushi 3RR Legendary Creature - Human Shaman 4/4 1R: Kumano, Master Yamabushi deals 1 damage to target creature or player. If a creature dealt damage by Kumano this turn would be put into a graveyard, remove it from the game instead. Kumano's Blessing 2R Enchantment - Aura Flash Enchant creature If a creature dealt damage by enchanted creature this turn would be put into a graveyard, remove it from the game instead. Kumano's Pupils 4R Creature - Human Shaman 3/3 If a creature dealt damage by Kumano's Pupils this turn would be put into a graveyard, remove it from the game instead. Kuon, Ogre Ascendant BBB Legendary Creature - Ogre Monk 2/4 At end of turn, if three or more creatures were put into graveyards from play this turn, flip Kuon, Ogre Ascendant. ----- Kuon's Essence Legendary Enchantment At the beginning of each player's upkeep, that player sacrifices a creature. Kurgadon 4G Creature - Beast 3/3 Whenever you play a creature spell with converted mana cost 6 or more, put three +1/+1 counters on Kurgadon. Kuro, Pitlord 6BBB Legendary Creature - Demon Spirit 9/9 At the beginning of your upkeep, sacrifice Kuro, Pitlord unless you pay BBBB. Pay 1 life: Target creature gets -1/-1 until end of turn. Kuro's Taken 1B Creature - Rat Samurai 1/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) 1B: Regenerate Kuro's Taken. 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.) Kyoki, Sanity's Eclipse 4BB Legendary Creature - Demon Spirit 6/4 Whenever you play a Spirit or Arcane spell, target opponent removes a card in his or her hand from the game. Kyren Archive 3 Artifact At the beginning of your upkeep, you may remove the top card of your library from the game face down. 5, Discard your hand, Sacrifice Kyren Archive: Put all cards removed from the game with Kyren Archive into their owner's hand. Kyren Glider 1R Creature - Goblin 1/1 Flying Kyren Glider can't block. Kyren Legate 1R Creature - Goblin 1/1 If an opponent controls a Plains and you control a Mountain, you may play Kyren Legate without paying its mana cost. Haste Kyren Negotiations 2RR Enchantment Tap an untapped creature you control: Kyren Negotiations deals 1 damage to target player. Kyren Sniper 2R Creature - Goblin 1/1 At the beginning of your upkeep, you may have Kyren Sniper deal 1 damage to target player. Kyren Toy 3 Artifact 1, T Put a charge counter on Kyren Toy. T, Remove X charge counters from Kyren Toy: Add 1X to your mana pool. Kyscu Drake 3G Creature - Drake 2/2 Flying G: Kyscu Drake gets +0/+1 until end of turn. Play 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 into play. Then shuffle your library. Lab Rats B Sorcery Buyback 4 (You may pay an additional 4 as you play this spell. If you do, put this card into your hand as it resolves.) Put a 1/1 black Rat creature token into play. Labyrinth Minotaur 3U Creature - Minotaur 1/4 Whenever Labyrinth Minotaur blocks a creature, that creature doesn't untap during its controller's next untap step. Laccolith Grunt 2R 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 deals no combat damage this turn. 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 deals no combat damage this turn. Laccolith Titan 5RR 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 deals no combat damage this turn. Laccolith Warrior 2RR Creature - Beast 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 deals no combat damage this turn. 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 deals no combat damage this turn. Ladies' Knight 3W Creature - Human Knight 2/2 Flying Spells that players wearing at least one item of women's clothing play cost 1 less to play. (Women's clothing is designed to be worn exclusively by women.) Lady Caleria 3GGWW Legendary Creature 3/6 T Lady Caleria deals 3 damage to target attacking or blocking creature. Lady Evangela WUB Legendary Creature 1/2 WB, T Prevent all combat damage that would be dealt by target creature this turn. Lady Orca 5BR Legendary Creature 7/4 Lady Sun 1UU Legendary Creature 1/1 T Return Lady Su and another target creature to their owners' hands. Play this ability only during your turn, before the combat phase. Lady Zhurong, Warrior Queen 4G Legendary Creature 4/3 Horsemanship Lake of the Dead Land If Lake of the Dead would come into play, sacrifice a Swamp instead. If you do, put Lake of the Dead into play. If you don't, put it into its owner's graveyard. T Add B to your mana pool. T, Sacrifice a Swamp: Add BBBB to your mana pool. Lance W Enchantment - Aura Enchant creature Enchanted creature has first strike. Lancers en-Kor 3WW Creature - 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. Land Aid '04 GG Sorcery Search your library for a basic land card, put that card into play tapped, then shuffle your library. If you sang a song the whole time you were searching and shuffling, you may untap that land. Land Cap Land T Add W or U to your mana pool. Land Cap doesn't untap during its controller's next untap step. Land Equilibrium 2UU Enchantment If an opponent who controls at least as many lands as you do would put a land into play, that player instead puts that land into play then sacrifices a land. Land Grant 1G 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. Land Leeches 1GG Creature - Leech 2/2 First strike 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. Landfill 4R Sorcery Choose a land type. Remove from play all lands of that type that you control. Drop those cards, one at a time, onto the playing area from a height of at least one foot. Destroy each card in play that is completely covered by those cards. Then return to play, tapped, all lands dropped in this way. Land's Edge 1RR World Enchantment Discard a card: If the discarded card is a land card, Land's Edge deals 2 damage to target player. Any player may play this ability. Landslide R Sorcery Sacrifice any number of Mountains. Landslide deals that much damage to target player. Lantern Kami W Creature - Spirit 1/1 Flying Lantern of Insight 1 Artifact Each player plays with the top card of his or her library revealed. T, Sacrifice Lantern of Insight: Target player shuffles his or her library. 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. Lapis Lazuli Talisman 2 Artifact Whenever a blue spell is played, you may pay 3. If you do, untap target permanent. Laquatus's Champion 4BB Creature - Nightmare Horror 6/3 When Laquatus's Champion comes into play, target player loses 6 life. When Laquatus's Champion leaves play, that player gains 6 life. B: Regenerate Laquatus's Champion. Laquatus's Creativity 4U Sorcery Target player draws cards equal to the number of cards in his or her hand, then discards that many cards. Laquatus's Disdain 1U Instant Counter target spell played from a graveyard. Draw a card. Larceny 3BB Enchantment Whenever a creature you control deals combat damage to a player, that player discards a card. Lashknife 1W 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. Lashknife Barrier 2W Enchantment When Lashknife Barrier comes into play, 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. Last Breath 1W Instant Remove target creature with power 2 or less from the game. Its controller gains 4 life. Last Caress 2B Sorcery Target player loses 1 life and you gain 1 life. Draw a card. Last Chance RR Sorcery Take an extra turn after this one. At the end of that turn, you lose the game. Last Gasp 1B Instant Target creature gets -3/-3 until end of turn. Last Laugh 2BB Enchantment Whenever a permanent other than Last Laugh is put into a graveyard from play, Last Laugh deals 1 damage to each creature and each player. When no creatures are in play, sacrifice Last Laugh. Last Rites 2B 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. Last Stand WUBRG 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 into play 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. Last Word 2UU Instant Last Word can't be countered by spells or abilities. Counter target spell. Last-Ditch Effort R Instant Sacrifice any number of creatures. Last-Ditch Effort deals X damage to target creature or player, where X is the number of creatures sacrificed this way. Lat-Nam's Legacy 1U 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. Latulla, Keldon Overseer 3RR Legendary Creature - Spellshaper 3/3 XR, T, Discard two cards: Latulla, Keldon Overseer deals X damage to target creature or player. Latulla's Orders 1R Enchantment - Aura Flash Enchant creature Whenever enchanted creature deals combat damage to defending player, you may destroy target artifact that player controls. Laughing Hyena 1G Creature - Hyena 2/2 Gotcha - Whenever an opponent laughs, you may say "Gotcha!" If you do, return Laughing Hyena from your graveyard to your hand. Launch 1U Enchantment - Aura Enchant creature Enchanted creature has flying. When Launch is put into a graveyard from play, return Launch to its owner's hand. Lava Axe 4R Sorcery Lava Axe deals 5 damage to target player. Lava Blister 1R Sorcery Destroy target nonbasic land unless its controller has Lava Blister deal 6 damage to him or her. Lava Burst XR 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. Lava Dart R Instant Lava Dart deals 1 damage to target creature or player. Flashback-Sacrifice a Mountain. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Lava Flow 3RR Sorcery Destroy target creature or land. Lava Hounds 2RR Creature - Hound 4/4 Haste When Lava Hounds comes into play, it deals 4 damage to you. Lava Runner 1RR 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. Lava Spike R Sorcery - Arcane Lava Spike deals 3 damage to target player. Lava Storm 3RR Instant Choose one - Lava Storm deals 2 damage to each attacking creature; or Lava Storm deals 2 damage to each blocking creature. Lava Tubes Land T Add B or R to your mana pool. Lava Tubes doesn't untap during its controller's next untap step. Lava Zombie 1BR Creature - Zombie 4/3 When Lava Zombie comes into play, return a black or red creature you control to its owner's hand. 2: Lava Zombie gets +1/+0 until end of turn. Lavaborn Muse 3R 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. Lavacore Elemental 2R Creature - Elemental 5/3 Vanishing 1 (This permanent comes into play 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. Lavamancer's Skill 1R Enchantment - Aura Enchant creature Enchanted creature has "T This creature deals 1 damage to target creature." If enchanted creature is a Wizard, it has "T This creature deals 2 damage to target creature." Lawbringer 2W Creature - Rebel 2/2 T, Sacrifice Lawbringer: Remove target red creature from the game. Lay of the Land G Sorcery Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library. Lay Waste 3R Sorcery Destroy target land. Cycling 2 (2, Discard this card: Draw a card.) Lead Astray 1W Instant Tap up to two target creatures. Lead Golem 5 Artifact Creature - Golem 3/5 Whenever Lead Golem attacks, it doesn't untap during its controller's next untap step. Lead-Belly Chimera 4 Artifact Creature - Chimera 2/2 Trample Sacrifice Lead-Belly Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains trample. (This effect doesn't end at end of turn.) Leaden Myr 2 Artifact Creature - Myr 1/1 T Add B to your mana pool. Leaf Dancer 1GG Creature - Centaur 2/2 Forestwalk Leafdrake Roost 3GU Enchantment - Aura Enchant land Enchanted land has "GU, T Put a 2/2 green and blue Drake creature token with flying into play." Leap U Instant Target creature gains flying until end of turn. Draw a card. Leap of Flame UR Instant Replicate UR (When you play 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. Leaping Lizard 1GG Creature - Lizard 2/3 1G: Leaping Lizard gains flying and gets -0/-1 until end of turn. Leashling 6 Artifact Creature - Golem 3/3 Put a card in your hand on top of your library: Return Leashling to its owner's hand. Leave No Trace 1W Instant Radiance - Destroy target enchantment and each other enchantment that shares a color with it. Leeches 1WW Sorcery Target player loses all poison counters. Leeches deals 1 damage to that player for each poison counter removed this way. Leeching Licid 1B 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. Leering Gargoyle 1WU Creature - Gargoyle 2/2 Flying T Leering Gargoyle gets -2/+2 and loses flying until end of turn. Leery Fogbeast 2G Creature - Beast 4/2 Whenever Leery Fogbeast becomes blocked, prevent all combat damage that would be dealt this turn. Legacy Weapon 7 Legendary Artifact WUBRG: Remove target permanent from the game. If Legacy Weapon would be put into a graveyard from anywhere, reveal Legacy Weapon and shuffle it into its owner's library instead. Legacy's Allure UU 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 doesn't end at end of turn.) Legerdemain 2UU Sorcery Exchange control of target artifact or creature and another target permanent if they share one of those types. (This effect doesn't end at end of turn.) Legions of Lim-Dul 1BB Creature - Zombie 2/3 Snow swampwalk Leonin Abunas 3W Creature - Cat Cleric 2/5 Artifacts you control can't be the targets of spells or abilities your opponents control. Leonin Battlemage 3W Creature - Cat Wizard 2/3 T Target creature gets +1/+1 until end of turn. Whenever you play a spell, you may untap Leonin Battlemage. Leonin Bladetrap 3 Artifact Flash 2, Sacrifice Leonin Bladetrap: Leonin Bladetrap deals 2 damage to each attacking creature without flying. 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 comes into play unattached and stays in play if the creature leaves play.) Leonin Den-Guard 1W Creature - Cat Soldier 1/3 As long as Leonin Den-Guard is equipped, it gets +1/+1 and has vigilance. Leonin Elder W Creature - Cat Cleric 1/1 Whenever an artifact comes into play, you may gain 1 life. Leonin Scimitar 1 Artifact - Equipment Equipped creature gets +1/+1. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Leonin Shikari 1W Creature - Cat Soldier 2/2 You may play equip abilities any time you could play an instant. Leonin Skyhunter WW Creature - Cat Knight 2/2 Flying (This creature can't be blocked except by creatures with flying.) Leonin Squire 1W Creature - Cat Soldier 2/2 When Leonin Squire comes into play, return target artifact card with converted mana cost 1 or less from your graveyard to your hand. Leonin Sun Standard 2 Artifact 1W: Creatures you control get +1/+1 until end of turn. Leshrac's Rite B Enchantment - Aura Enchant creature Enchanted creature has swampwalk. Leshrac's Sigil BB Enchantment Whenever an opponent plays a green spell, you may pay BB. If you do, look at that player's hand and choose a card from it. The player discards that card. BB: Return Leshrac's Sigil to its owner's hand. Lesser Gargadon 2RR Creature - Beast 6/4 Whenever Lesser Gargadon attacks or blocks, sacrifice a land. Lesser Werewolf 3B Creature - Lycanthrope 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. Play this ability only during the declare blockers step. Lethal Vapors 2BB Enchantment Whenever a creature comes into play, destroy it. 0: Destroy Lethal Vapors. You skip your next turn. Any player may play this ability. Letter Bomb 6 Artifact When Letter Bomb comes into play, sign it and shuffle it into target player's library. That player reveals each card he or she draws until Letter Bomb is drawn. When that player draws Letter Bomb, it deals 191/2 damage to him or her. Leveler 5 Artifact Creature 10/10 When Leveler comes into play, remove your library from the game. Leviathan 5UUUU Creature - Leviathan 10/10 Trample Leviathan comes into play 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. Levitation 2UU Enchantment Creatures you control have flying. (They can't be blocked except by creatures with flying.) Lexivore 3W Summon Beast 2/3 If Lexivore damages any player, destroy target card in play, other than Lexivore, with the most lines of text in its text box. (If more than one card has the most lines of text, you choose which of those cards to destroy.) Ley Druid 2G Creature - Human Druid 1/1 T Untap target land. Ley Line 3G 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. Leyline of Lifeforce 2GG Enchantment If Leyline of Lifeforce is in your opening hand, you may begin the game with it in play. Creature spells can't be countered. Leyline of Lightning 2RR Enchantment If Leyline of Lightning is in your opening hand, you may begin the game with it in play. Whenever you play a spell, you may pay 1. If you do, Leyline of Lightning deals 1 damage to target player. Leyline of Singularity 2UU Enchantment If Leyline of Singularity is in your opening hand, you may begin the game with it in play. All nonland permanents are legendary. Leyline of the Meek 2WW Enchantment If Leyline of the Meek is in your opening hand, you may begin the game with it in play. Creature tokens get +1/+1. Leyline of the Void 2BB Enchantment If Leyline of the Void is in your opening hand, you may begin the game with it in play. If a card would be put into an opponent's graveyard, remove it from the game instead. Lhurgoyf 2GG 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. Liability 1BB Enchantment Whenever a card is put into a player's graveyard from play, that player loses 1 life. 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. Liberate 1W Instant Remove target creature you control from the game. At end of turn, return that card to play under its owner's control. 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. Library of Alexandria Land T Add 1 to your mana pool. T Draw a card. Play this ability only if you have exactly seven cards in hand. Library of Lat-Nam 4U Sorcery An opponent chooses one - You draw three cards at the beginning of the next turn's upkeep; or you search your library for a card, put that card into your hand, then shuffle your library. 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. Lich BBBB Enchantment As Lich comes into play, your life total becomes 0. 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 permanents. When Lich leaves play, you lose the game. Lichenthrope 3GG 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. 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.) Liege of the Axe 3W Creature - Soldier 2/3 Vigilance Morph 1W (You may play this 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. Liege of the Hollows 2GG Creature - Spirit 3/4 When Liege of the Hollows is put into a graveyard from play, each player may pay any amount of mana. Then each player puts into play a number of 1/1 green Squirrel creature tokens equal to the amount of mana he or she paid this way. Liege of the Pit 5BBB 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 BBBB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Lieutenant Kirtar 1WW Legendary Creature - Bird Soldier 2/2 Flying 1W, Sacrifice Lieutenant Kirtar: Remove target attacking creature from the game. Life // Death G / 1B Sorcery // Sorcery Until end of turn, all lands you control are 1/1 creatures that are still lands. // Return target creature card from your graveyard to play. You lose life equal to its converted mana cost. Life and Limb 3G Enchantment All Forests and all Saprolings are 1/1 green Saproling creatures and Forest lands in addition to their other types. Life Burst 1W Instant Target player gains 4 life, then gains 4 life for each card named Life Burst in each graveyard. Life Chisel 4 Artifact Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. Play this ability only during your upkeep. Life from the Loam 1G 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.) 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." Play this ability only during your upkeep. Lifeblood 2WW Enchantment Whenever a Mountain an opponent controls becomes tapped, you gain 1 life. Lifeforce GG Enchantment GG: Counter target black spell. Lifegift 2G Enchantment Whenever a land comes into play, you may gain 1 life. Lifelace G Instant Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.) Lifeline 5 Artifact Whenever a creature is put into a graveyard from play and another creature is in play, return the first creature from that graveyard to play under its owner's control at end of turn. 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. Lifespinner 3G Creature - Spirit 3/3 T, Sacrifice three Spirits: Search your library for a legendary Spirit card and put it into play. Then shuffle your library. Lifetap UU Enchantment Whenever a Forest an opponent controls becomes tapped, you gain 1 life. Lifted by Clouds 2U Instant - Arcane Target creature gains flying until end of turn. Splice onto Arcane 1U (As you play 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.) Light of Day 3W Enchantment Black creatures can't attack or block. Light of Sanction 1WW Enchantment Prevent all damage that would be dealt to creatures you control by sources you control. Lightbringer 2W Creature - Rebel 2/2 T, Sacrifice Lightbringer: Remove target black creature from the game. Lightning Angel 1RWU Creature - Angel 3/4 Flying, vigilance, haste Lightning Axe R Instant As an additional cost to play Lightning Axe, discard a card or pay 5. Lightning Axe deals 5 damage to target creature. Lightning Blast 3R Instant Lightning Blast deals 4 damage to target creature or player. Lightning Blow 1W Instant Target creature gains first strike until end of turn. Draw a card at the beginning of the next turn's upkeep. Lightning Bolt R Instant Lightning Bolt deals 3 damage to target creature or player. Lightning Cloud 3R Enchantment Whenever a player plays a red spell, you may pay R. If you do, Lightning Cloud deals 1 damage to target creature or player. Lightning Coils 3 Artifact Whenever a nontoken creature you control is put into a graveyard from play, 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 into play. Remove them from the game at end of turn. Lightning Dart 1R Instant Lightning Dart deals 1 damage to target creature. If that creature is white or blue, Lightning Dart deals 4 damage to it instead. Lightning Dragon 2RR Creature - Dragon 4/4 Flying Echo 2RR (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. Lightning Elemental 3R Creature - Elemental 4/1 Haste (This creature can attack the turn it comes under your control.) Lightning Greaves 2 Artifact - Equipment Equipped creature has haste and can't be the target of spells or abilities. Equip 0 (0: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Lightning Helix RW Instant Lightning Helix deals 3 damage to target creature or player and you gain 3 life. Lightning Hounds 2RR Creature - Hound 3/2 First strike Lightning Reflexes 1R Enchantment - Aura You may play Lightning Reflexes any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant creature Enchanted creature gets +1/+0 and has first strike. Lightning Rift 1R Enchantment Whenever a player cycles a card, you may pay 1. If you do, Lightning Rift deals 2 damage to target creature or player. Lightning Serpent XR Creature - Elemental Serpent 2/1 Trample, haste Lightning Serpent comes into play with X +1/+0 counters on it. At end of turn, sacrifice Lightning Serpent. Lightning Storm 1RR 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 play this ability but only if Lightning Storm is on the stack. Lightning Surge 3RR 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 5RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Lilting Refrain 1U 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. Lim-Dul the Necromancer 5BB Legendary Creature - Human Wizard 4/4 Whenever a creature an opponent controls is put into a graveyard from play, you may pay 1B. If you do, return that card to play under your control. If it's a creature, it's a Zombie in addition to its other creature types. 1B: Regenerate target Zombie. Lim-Dul's Cohort 1BB Creature - Zombie 2/3 Whenever Lim-Dul's Cohort blocks or becomes blocked by a creature, that creature can't be regenerated this turn. Lim-Dul's Hex 1B 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. Lim-Dul's High Guard 1BB Creature - Skeleton 2/1 First strike 1B: Regenerate Lim-Dul's High Guard. Lim-Dul's Paladin 2BR Creature - Paladin 0/3 Trample At the beginning of your upkeep, sacrifice Lim-Dul's Paladin unless you discard a card. If you sacrifice it this way, 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 deals no combat damage this turn and defending player loses 4 life. Lim-Dul's Vault UB 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 and look at the next five cards of your library. Then remove the top five cards from your library, shuffle it, and put those cards back in any order. Limestone Golem 6 Artifact Creature - Golem 3/4 2, Sacrifice Limestone Golem: Target player draws a card. Limited Resources W Enchantment When Limited Resources comes into play, each player chooses five lands he or she controls and sacrifices the rest. Players can't play lands if there are ten or more lands in play. Lin Sivvi, Defiant Hero 1WW Legendary Creature - Rebel 1/3 X, T Search your library for a Rebel card with converted mana cost X or less and put that card into play. Then shuffle your library. 3: Put target Rebel card from your graveyard on the bottom of your library. Lingering Death 1B Enchantment - Aura Enchant creature At the end of enchanted creature's controller's turn, that player sacrifices that creature. Lingering Mirage 1U Enchantment - Aura Enchant land Enchanted land is an Island. Cycling 2 (2, Discard this card: Draw a card.) Lionheart Maverick W Creature - Human Knight 1/1 Vigilance 4W: Lionheart Maverick gets +1/+2 until end of turn. 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. Play this ability only any time you could play an instant. Liquid Fire 4RR Sorcery Liquid Fire deals 5 damage divided as you choose between target creature and that creature's controller. Liquify 2U Instant Counter target spell with converted mana cost 3 or less. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard. Lithatog 1RG 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. Lithophage 3RR Creature - Insect 7/7 At the beginning of your upkeep, sacrifice Lithophage unless you sacrifice a Mountain. Little Girl W (half) Creature - Human Child 1/2/1/2 Liu Bei, Lord of Shu 3WW Legendary Creature 2/4 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. Living Airship 3U Creature - Ship 2/3 Flying 2G: Regenerate Living Airship. 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. 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. Living Death 3BB Sorcery Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way. Living End Sorcery Living End is black. Suspend 3-2BB Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way. Living Hive 6GG Creature - Elemental 6/6 Trample Whenever Living Hive deals combat damage to a player, put that many 1/1 green Insect creature tokens into play. Living Inferno 6RR 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. Living Lands 3G Enchantment All Forests are 1/1 creatures that are still lands. Living Plane 2GG World Enchantment All lands are 1/1 creatures that are still lands. Living Terrain 2GG Enchantment - Aura Enchant land Enchanted land is a 5/6 green Treefolk creature that's still a land. Living Wall 4 Artifact Creature - Wall 0/6 Defender (This creature can't attack.) 1: Regenerate Living Wall. Living Wish 1G Sorcery Choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Remove Living Wish from the game. Livonya Silone 2RRGG Legendary Creature 4/4 First strike, legendary landwalk Lizard Warrior 3R Creature - Lizard Warrior 4/2 Llanowar Behemoth 3GG Creature - Elemental 4/4 Tap an untapped creature you control: Llanowar Behemoth gets +1/+1 until end of turn. Llanowar Cavalry 2G Creature - Soldier 1/4 W: Llanowar Cavalry gains vigilance until end of turn. Llanowar Dead BG Creature - Zombie Elf 2/2 T Add B to your mana pool. Llanowar Druid 1G Creature - Elf 1/2 T, Sacrifice Llanowar Druid: Untap all Forests. Llanowar Elite G Creature - Elf 1/1 Kicker 8 (You may pay an additional 8 as you play this spell.) Trample If the kicker cost was paid, Llanowar Elite comes into play with five +1/+1 counters on it. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Knight GW Creature - Elf Knight 2/2 Protection from black Llanowar Sentinel 2G Creature - Elf 2/3 When Llanowar Sentinel comes into play, you may pay 1G. If you do, search your library for a card named Llanowar Sentinel and put that card into play. Then shuffle your library. Llanowar Vanguard 2G Creature - Dryad 1/1 T Llanowar Vanguard gets +0/+4 until end of turn. 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. Llawan, Cephalid Empress 3U Legendary Creature - Cephalid 2/3 When Llawan, Cephalid Empress comes into play, return all blue creatures your opponents control to their owners' hands. Your opponents can't play blue creature spells. Loafing Giant 4R 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 that Loafing Giant would deal this turn. Loam Dweller 1G Creature - Spirit 2/2 Whenever you play a Spirit or Arcane spell, you may put a land card from your hand into play tapped. Loaming Shaman 2G Creature - Centaur Shaman 3/2 When Loaming Shaman comes into play, target player shuffles any number of target cards from his or her graveyard into his or her library. Lobotomy 2UB 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 remove them from the game. Then that player shuffles his or her library. Locket of Yesterdays 1 Artifact Spells you play cost 1 less to play for each card with the same name as that spell in your graveyard. Locust Miser 2BB Creature - Rat Shaman 2/2 Each opponent's maximum hand size is reduced by two. Locust Swarm 3G Creature - Insect 1/1 Flying G: Regenerate Locust Swarm. G: Untap Locust Swarm. Play this ability only once each turn. 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. Lodestone Myr 4 Artifact Creature - Myr 2/2 Trample Tap an untapped artifact you control: Lodestone Myr gets +1/+1 until end of turn. Lone Wolf 2G Creature - Wolf 2/2 You may have Lone Wolf deal its combat damage to defending player as though it weren't blocked. Lonely Sandbar Land Lonely Sandbar comes into play tapped. T Add U to your mana pool. Cycling U (U, Discard this card: Draw a card.) Longbow Archer WW Creature - Human Soldier Archer 2/2 First strike Longbow Archer can block as though it had flying. Long-Forgotten Gohei 3 Artifact Arcane spells you play cost 1 less to play. Spirits you control get +1/+1. Longhorn Firebeast 2R Creature - Beast 3/2 When Longhorn Firebeast comes into play, any opponent may have it deal 5 damage to him or her. If a player does, sacrifice Longhorn Firebeast. Long-Term Plans 2U Instant Search your library for a card, shuffle your library, then put that card third from the top. Look at Me, I'm R&D 2W Enchantment As Look at Me, I'm R&D comes into play, choose a number and a second number one higher or one lower than that number. All instances of the first chosen number on permanents, spells, and cards in any zone are the second chosen number. Look at Me, I'm the DCI 5WW Sorcery Ban one card, other than a basic land, for the remainder of the match. (For the remainder of the match, each player removes from the game all copies of that card in play or in any graveyard, hand, library, or sideboard.) Looming Hoverguard 4UU Creature - Drone 3/3 Flying When Looming Hoverguard comes into play, put target artifact on top of its owner's library. Looming Shade 2B Creature - Shade 1/1 B: Looming Shade gets +1/+1 until end of turn. Loose Lips U Enchant Creature As Loose Lips comes into play, choose a sentence with eight or fewer words. Enchanted creature has flying. Whenever enchanted creature deals damage to an opponent, you draw two cards unless that player says the chosen sentence. Looter il-Kor 1U 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. Lord Magnus 3GWW Legendary Creature 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. Lord of Atlantis UU Creature - Merfolk Lord 2/2 Other Merfolk get +1/+1 and have islandwalk. Lord of the Pit 4BBB 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. Lord of the Undead 1BB Creature - Zombie Lord 2/2 Other Zombies get +1/+1. 1B, T Return target Zombie card from your graveyard to your hand. Lord of Tresserhorn 1UBR Legendary Creature 10/4 When Lord of Tresserhorn comes into play, you lose 2 life and sacrifice two creatures, and an opponent draws two cards. B: Regenerate Lord of Tresserhorn. Lore Broker 1U Creature - Human Rogue 1/2 T Each player draws a card, then discards a card. Lose Hope B Instant Target creature gets -1/-1 until end of turn. Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.) Lost in Thought 1U Enchantment - Aura Enchant creature Enchanted creature can't attack or block and its activated abilities can't be played. Its controller may remove three cards in his or her graveyard from the game to ignore this ability until end of turn. Lost Order of Jarkeld 2WW Creature - Knight 1+*/1+* As Lost Order of Jarkeld comes into play, choose an opponent. Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures that opponent controls. Lost Soul 1BB Creature - Minion 2/1 Swampwalk Lotus Bloom Artifact Suspend 3-0 (Rather than play this card from your hand, pay 0 and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) T, Sacrifice Lotus Bloom: Add three mana of any one color to your mana pool. 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. Lotus Guardian 7 Artifact Creature 4/4 Flying T Add one mana of any color to your mana pool. Lotus Petal 0 Artifact T, Sacrifice Lotus Petal: Add one mana of any color to your mana pool. Lotus Vale Land If Lotus Vale would come into play, sacrifice two untapped lands instead. If you do, put Lotus Vale into play. If you don't, put it into its owner's graveyard. T Add three mana of any one color to your mana pool. Lovisa Coldeyes 3RR Legendary Creature - Human Lord 3/3 Barbarians, Warriors, and Berserkers get +2/+2 and have haste. Lowland Basilisk 2G Creature - Basilisk 1/3 Whenever Lowland Basilisk deals damage to a creature, destroy that creature at end of combat. Lowland Giant 2RR Creature - Giant 4/3 Lowland Tracker 4W Creature - Soldier 2/2 First strike Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Loxodon Anchorite 2WW Creature - Elephant Cleric 2/3 T Prevent the next 2 damage that would be dealt to target creature or player this turn. Loxodon Gatekeeper 2WW Creature - Elephant Soldier 2/3 Artifacts, creatures, and lands your opponents control come into play tapped. Loxodon Hierarch 2GW Creature - Elephant Cleric 4/4 When Loxodon Hierarch comes into play, you gain 4 life. GW, Sacrifice Loxodon Hierarch: Regenerate each creature you control. Loxodon Mender 5W Creature - Elephant Cleric 3/3 W, T Regenerate target artifact. Loxodon Mystic 3WW Creature - Elephant Cleric 3/3 W, T Tap target creature. Loxodon Peacekeeper 1W 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. Loxodon Punisher 3W Creature - Elephant Soldier 2/2 Loxodon Punisher gets +2/+2 for each Equipment attached to it. Loxodon Stalwart 3WW Creature - Elephant Soldier 3/3 Vigilance W: Loxodon Stalwart gets +0/+1 until end of turn. Loxodon Warhammer 3 Artifact - Equipment Equipped creature gets +3/+0, has trample, and has "Whenever this creature deals damage, you gain that much life." Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.) Loyal Retainers 2W Creature - Advisor 1/1 Sacrifice Loyal Retainers: Return target legendary creature card from your graveyard to play. Play this ability only during your turn, before the combat phase. Loyal Sentry W Creature - Soldier 1/1 When Loyal Sentry blocks a creature, destroy that creature and Loyal Sentry. Lu Bu, Master-at-Arms 5R Legendary Creature 4/3 Horsemanship, haste Lu Meng, Wu General 3UU Legendary Creature 4/4 Horsemanship Lu Su, Wu Advisor 3UU Legendary Creature 1/2 T Draw a card. Play this ability only during your turn, before the combat phase. Lu Xun, Scholar General 2UU Legendary Creature 1/3 Horsemanship Whenever Lu Xun, Scholar General deals damage to an opponent, you may draw a card. Lull 1G Instant Prevent all combat damage that would be dealt this turn. Cycling 2 (2, Discard this card: Draw a card.) Lumbering Satyr 2GG Creature - Beast 5/4 All creatures have forestwalk. Lumengrid Augur 3U 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. Lumengrid Sentinel 2U Creature - Human Wizard 1/2 Flying Whenever an artifact comes into play under your control, you may tap target permanent. Lumengrid Warden 1U Creature - Human Wizard 1/3 Luminesce W Instant Prevent all damage that black and/or red sources would deal this turn. Luminous Angel 4WWW Creature - Angel 4/4 Flying At the beginning of your upkeep, you may put a 1/1 white Spirit creature token with flying into play. Luminous Guardian 3W Creature - Guardian 1/4 W: Luminous Guardian gets +0/+1 until end of turn. 2: Luminous Guardian can block an additional creature this turn. Lunar Avenger 7 Artifact Creature - Golem 2/2 Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.) Remove a +1/+1 counter from Lunar Avenger: Lunar Avenger gains your choice of flying, first strike, or haste until end of turn. Lunge 2R Instant Lunge deals 2 damage to target creature and 2 damage to target player. Lure 1GG Enchantment - Aura Enchant creature All creatures able to block enchanted creature do so. Lure of Prey 2GG Instant Play Lure of Prey only if an opponent played a creature spell this turn. Put a green creature card from your hand into play. Lurker 2G Creature - Lurker 2/3 Lurker can't be the target of spells unless it attacked or blocked this turn. Lurking Evil BBB Enchantment Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying. Lurking Informant 1 (U / B) Creature - Human Rogue 1/2 (o (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. Lurking Jackals B Enchantment When an opponent has 10 life or less, if Lurking Jackals is an enchantment, it becomes a 3/2 Hound creature. Lurking Nightstalker BB Creature - Nightstalker 1/1 Whenever Lurking Nightstalker attacks, it gets +2/+0 until end of turn. Lurking Skirge 1B Enchantment When a creature is put into an opponent's graveyard from play, if Lurking Skirge is an enchantment, Lurking Skirge becomes a 3/2 Imp creature with flying. Lynx 1G Creature - Cat 2/1 Forestwalk Lyzolda, the Blood Witch 1BR 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. Ma Chao, Western Warrior 3RR Legendary Creature 3/3 Horsemanship Whenever Ma Chao, Western Warrior attacks alone, it is unblockable this combat. Macabre Waltz 1B Sorcery Return up to two target creature cards from your graveyard to your hand, then discard a card. Macetail Hystrodon 6R Creature - Beast 4/4 First strike, haste Cycling 3 (3, Discard this card: Draw a card.) Machinate 1UU 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. Mad Dog 1R Creature - Hound 2/2 At the end of your turn, if Mad Dog didn't attack or come under your control this turn, sacrifice it. Maddening Imp 2B Creature - Imp 1/1 Flying T Non-Wall creatures the active player controls gain "this creature attacks if able" until end of turn. At end of turn, destroy each of those creatures that didn't attack this turn. Play this ability only during an opponent's turn and only before attackers are declared. Maddening Wind 2G Enchantment - Aura Enchant creature Cumulative upkeep G At the beginning of the upkeep of enchanted creature's controller, Maddening Wind deals 2 damage to that player. Maga, Traitor to Mortals XBBB Legendary Creature - Human Wizard 0/0 Maga, Traitor to Mortals comes into play with X +1/+1 counters on it. When Maga comes into play, target player loses life equal to the number of +1/+1 counters on it. Mage il-Vec 2R Creature - Wizard 2/2 T, Discard a card at random: Mage il-Vec deals 1 damage to target creature or player. Mages' Contest 1RR Instant You and target spell's controller bid life. You start the bidding with a high bid of 1. In turn order, each player may top the high bid. The bidding ends when the high bid stands. The highest bidder loses life equal to the high bid. If you win the bidding, counter that spell. Mage's Guile 1U Instant Target creature can't be the target of spells or abilities this turn. Cycling U (U, Discard this card: Draw a card.) Mageta the Lion 3WW Legendary Creature - Spellshaper 3/3 2WW, T, Discard two cards: Destroy all creatures except for Mageta the Lion. Those creatures can't be regenerated. Mageta's Boon 1W Enchantment - Aura Flash Enchant creature Enchanted creature gets +1/+2. Magewright's Stone 2 Artifact 1, T Untap target creature that has an activated ability with T in its cost. Maggot Carrier B Creature - Zombie 1/1 When Maggot Carrier comes into play, each player loses 1 life. Maggot Therapy 2B Enchantment - Aura Flash Enchant creature Enchanted creature gets +2/-2. 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 doesn't end at end of turn.) Magical Hacker 1U Creature - Human Gamer 1/2 U: Change the text of target spell or permanent by replacing all instances of + with -, and vice versa, until end of turn. 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 another turn after this one. Magistrate's Veto 2R Enchantment White creatures and blue creatures can't block. Magma Burst 3R Instant Kicker-Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you play this spell.) Magma Burst deals 3 damage to target creature or player. If the kicker cost was paid, Magma Burst deals 3 damage to another target creature or player. Magma Giant 5RR Creature - Giant 5/5 When Magma Giant comes into play, it deals 2 damage to each creature and each player. Magma Jet 1R Instant Magma Jet deals 2 damage to target creature or player. Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.) 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. Magma Sliver 3R Creature - Sliver 3/3 All Slivers have "T Target Sliver gets +X/+0 until end of turn, where X is the number of Slivers in play." Magma Vein 2R Enchantment R, Sacrifice a land: Magma Vein deals 1 damage to each creature without flying. Magmasaur 3RR Creature - Elemental 0/0 Magmasaur comes into play with five +1/+1 counters on it. At the beginning of your upkeep, sacrifice Magmasaur unless you remove a +1/+1 counter from it. If you sacrifice Magmasaur this way, it deals damage equal to the number of +1/+1 counters on it to each creature without flying and each player. Magmatic Core 2RR 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 end of your turn, 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. Magnetic Flux 2U Instant Artifact creatures you control gain flying until end of turn. Magnetic Mountain 1RR Enchantment Blue creatures don't untap during their controllers' untap steps. Blue creatures have "At the beginning of your upkeep, you may pay 4. If you do, untap this creature." Magnetic Theft R Instant Attach target Equipment to target creature. (Control of the Equipment doesn't change.) Magnetic Web 2 Artifact If a creature with a magnet counter on it attacks, all creatures with magnet counters on them attack this turn 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. Magnify G Instant All creatures get +1/+1 until end of turn. Magnigoth Treefolk 4G Creature - Treefolk 2/6 For each basic land type among lands you control, Magnigoth Treefolk has landwalk of that type. Magnivore 2RR 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. Magus of the Arena 4RR Creature - Human Wizard 5/5 3, T Tap target creature you control and target creature of an opponent's choice he or she controls. Each of those creatures deals damage equal to its power to the other. Magus of the Bazaar 1U Creature - Human Wizard 0/1 T Draw two cards, then discard three cards. Magus of the Candelabra G Creature - Human Wizard 1/2 X, T Untap X target lands. Magus of the Coffers 4B Creature - Human Wizard 4/4 2, T Add B to your mana pool for each Swamp you control. Magus of the Disk 2WW Creature - Human Wizard 2/4 Magus of the Disk comes into play tapped. 1, T Destroy all artifacts, creatures, and enchantments. Magus of the Jar 3UU Creature - Human Wizard 3/3 T, Sacrifice Magus of the Jar: Each player removes his or her hand from the game face down and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way. Magus of the Library GG Creature - Human Wizard 1/1 T Add 1 to your mana pool. T Draw a card. Play this ability only if you have exactly seven cards in hand. Magus of the Mirror 4BB Creature - Human Wizard 4/2 T, Sacrifice Magus of the Mirror: Exchange life totals with target opponent. Play this ability only during your upkeep. 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. Magus of the Tabernacle 3W Creature - Human Wizard 2/6 All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1." Magus of the Unseen 1U Creature - Wizard 1/1 1U, T Untap target artifact an opponent controls and gain control of it until end of turn. If it's an artifact creature, it gains haste until end of turn. When you lose control of the artifact, tap it. Mahamoti Djinn 4UU Creature - Djinn 5/6 Flying (This creature can't be blocked except by creatures with flying.) Major Teroh 3W Legendary Creature - Bird Soldier 2/3 Flying 3WW, Sacrifice Major Teroh: Remove all black creatures from the game. Malach of the Dawn 2WW Creature - Angel 2/4 Flying WWW: Regenerate Malach of the Dawn. Malachite Golem 6 Artifact Creature - Golem 5/3 1G: Malachite Golem gains trample until end of turn. Malachite Talisman 2 Artifact Whenever a green spell is played, you may pay 3. If you do, untap target permanent. Malevolent Awakening 1BB Enchantment 1BB, Sacrifice a creature: Return target creature card from your graveyard to your hand. Malicious Advice XUB Instant Tap X target artifacts, creatures, and/or lands. You lose X life. Malignant Growth 3GU Enchantment Cumulative upkeep 1 At the beginning of your upkeep, put a growth counter on Malignant Growth. At the beginning of each of your opponents' draw steps, that player draws a 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. Mammoth Harness 3G 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. Man of Measure 1WW Creature - Human Knight 2/2 As long as you're shorter than an opponent, Man of Measure has first strike and gets +0/+1. As long as you're taller than an opponent, Man of Measure gets +1/+0. Mana Breach 2U Enchantment Whenever a player plays a spell, that player returns a land he or she controls to its owner's hand. Mana Cache 1RR Enchantment At the end of each player's turn, 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 play this ability but only during his or her turn before the end phase. Mana Chains U Enchantment - Aura Enchant creature Enchanted creature has "Cumulative upkeep 1." 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. 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. Mana Cylix 1 Artifact 1, T Add one mana of any color to your mana pool. Mana Drain UU 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. Mana Echoes 2RR Enchantment Whenever a creature comes into play, you may add 1 to your mana pool for each creature you control that shares a creature type with it. Mana Flair 1R Instant Add R to your mana pool for each nonland permanent by the artist of your choice. Mana Flare 2R Enchantment Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool. Mana Geyser 3RR Sorcery Add R to your mana pool for each tapped land your opponents control. Mana Leak 1U Instant Counter target spell unless its controller pays 3. Mana Leech 2B Creature - Worm 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 as long as Mana Leech remains tapped. Mana Matrix 6 Artifact Instant and enchantment spells you play cost up to 2 less to play. Mana Maze 1U Enchantment Players can't play spells that share a color with the spell last played this turn. Mana Prism 3 Artifact T Add 1 to your mana pool. 1, T Add one mana of any color to your mana pool. Mana Screw 1 Artifact 1: Flip a coin. If you win the flip, add 2 to your mana pool. Play this ability only any time you could play an instant. Mana Seism 1R Sorcery Sacrifice any number of lands. Add 1 to your mana pool for each land sacrificed this way. Mana Severance 1U Sorcery Search your library for any number of land cards and remove them from the game. Then shuffle your library. Mana Short 2U Instant Tap all lands target player controls and empty his or her mana pool. Mana Skimmer 3B 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. Mana Tithe W Instant Counter target spell unless its controller pays 1. Mana Vapors 1U Sorcery Lands target player controls don't untap during his or her next untap step. 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. Mana Vortex 1UU Enchantment When Mana Vortex comes into play, sacrifice it unless you sacrifice a land. At the beginning of each player's upkeep, that player sacrifices a land. When there are no lands in play, sacrifice Mana Vortex. Mana Web 3 Artifact Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that can produce any type of mana that land could produce. Manabarbs 3R Enchantment Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player. Manabond G Enchantment At the end of your turn, you may reveal your hand and put all land cards from it into play. If you do, discard your hand. Manacles of Decay 1W 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. Manakin 2 Artifact Creature 1/1 T Add 1 to your mana pool. Mangara of Corondor 1WW Legendary Creature - Human Wizard 1/1 T Remove Mangara of Corondor and target permanent from the game. Mangara's Blessing 2W Instant You gain 5 life. When a spell or ability an opponent controls causes you to discard Mangara's Blessing from your hand, you gain 2 life, and you return Mangara's Blessing from your graveyard to your hand at end of turn. Mangara's Equity 1WW Enchantment As Mangara's Equity comes into play, choose black or red. At the beginning of your upkeep, sacrifice Mangara's Equity unless you pay 1W. Whenever a creature of the chosen color deals damage to you or a white creature you control, Mangara's Equity deals X damage to that creature, where X is equal to the damage dealt to you or the white creature. Mangara's Tome 5 Artifact When Mangara's Tome comes into play, search your library for five cards. Remove those cards from the game face down, then shuffle them. Then shuffle your library. 2: The next time you would draw a card this turn, instead put the top card removed from the game with Mangara's Tome into its owner's hand. Maniacal Rage 1R Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and can't block. Manipulate Fate 1U Sorcery Search your library for three cards, remove them from the game, then shuffle your library. Draw a card. Mannichi, the Fevered Dream 2R Legendary Creature - Spirit 1/2 1R: Switch each creature's power and toughness until end of turn. Man-o'-War 2U Creature - Jellyfish 2/2 When Man-o'-War comes into play, return target creature to its owner's hand. 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.) Manta Ray 1UU 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. Manta Riders U Creature - Merfolk 1/1 U: Manta Riders gains flying until end of turn. Mantis Engine 5 Artifact Creature 3/3 2: Mantis Engine gains flying until end of turn. 2: Mantis Engine gains first strike until end of turn. Mantle of Leadership 1W Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature Whenever a creature comes into play, enchanted creature gets +2/+2 until end of turn. Marauding Knight 2BB Creature - Knight 2/2 Protection from white Marauding Knight gets +1/+1 for each Plains your opponents control. Maraxus of Keld 4RR Legendary Creature */* Maraxus of Keld's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control. Marble Diamond 2 Artifact Marble Diamond comes into play tapped. T Add W to your mana pool. Marble Priest 5 Artifact Creature 3/3 All Walls able to block Marble Priest do so. Prevent all combat damage that would be dealt to Marble Priest by Walls. Marble Titan 3W Creature - Giant 3/3 Creatures with power 3 or greater don't untap during their controllers' untap steps. March of Souls 4W 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 into play. March of the Machines 3U 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.) Marhault Elsdragon 3RRG Legendary Creature 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.) Marjhan 5UU Creature - Serpent 8/8 Marjhan doesn't untap during your untap step. Marjhan can't attack unless defending player controls an Island. When you control no Islands, sacrifice Marjhan. UU, Sacrifice a creature: Untap Marjhan. Play this ability only during your upkeep. UU: Marjhan gets -1/-0 until end of turn and deals 1 damage to target attacking creature without flying. 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. Mark of Fury R Enchantment - Aura Enchant creature Enchanted creature has haste. At end of turn, return Mark of Fury to its owner's hand. Mark of Sakiko 1G Enchantment - Aura Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, add that much G to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end." Mark of the Oni 2B Enchantment - Aura Enchant creature You control enchanted creature. At end of turn, if you control no Demons, sacrifice Mark of the Oni. Marker Beetles 1GG Creature - Insect 2/3 When Marker Beetles is put into a graveyard from play, target creature gets +1/+1 until end of turn. 2, Sacrifice Marker Beetles: Draw a card. Maro 2GG Creature - Elemental */* Maro's power and toughness are each equal to the number of cards in your hand. Marrow-Gnawer 3BB Legendary Creature - Rat Rogue 2/3 All Rats have fear. T, Sacrifice a Rat: Put X 1/1 black Rat creature tokens into play, where X is the number of Rats you control. Marsh Boa G Creature - Snake 1/1 Swampwalk Marsh Crocodile 2UB Creature - Crocodile 4/4 When Marsh Crocodile comes into play, return a blue or black creature you control to its owner's hand. When Marsh Crocodile comes into play, each player discards a card. Marsh Gas B Instant All creatures get -2/-0 until end of turn. Marsh Goblins BR Creature - Goblin 1/1 Swampwalk Marsh Lurker 3B Creature - Beast 3/2 Sacrifice a Swamp: Marsh Lurker gains fear until end of turn. Marsh Viper 3G Creature - Viper 1/2 Whenever Marsh Viper deals damage to an opponent, that player gets two poison counters. (A player with ten or more poison counters loses the game.) Marshaling the Troops 1G Sorcery Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way. Marton Stromgald 2RR Legendary Creature 1/1 Whenever Marton Stromgald attacks, all other attacking creatures get +1/+1 until end of turn for each attacking creature other than Marton. Whenever Marton blocks, all other blocking creatures get +1/+1 until end of turn for each blocking creature other than Marton. 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. Martyr of Bones B Creature - Human Wizard 1/1 1, Reveal X black cards from your hand, Sacrifice Martyr of Bones: Remove up to X target cards in a single graveyard from the game. 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. 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. 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. Martyrdom 1WW 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 play this ability. Martyred Rusalka W Creature - Spirit 1/1 W, Sacrifice a creature: Target creature can't attack this turn. Martyr's Cause 2W 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. Martyr's Cry WW Sorcery Remove all white creatures from the game. For each white creature removed this way, its controller draws a card. Martyrs of Korlis 3WW Creature - Bodyguard 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. Martyrs' Tomb 2WB Enchantment Pay 2 life: Prevent the next 1 damage that would be dealt to target creature this turn. Masako the Humorless 2W Legendary Creature - Human Advisor 2/1 Flash Tapped creatures you control can block as though they were untapped. 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. Mask of Law and Grace W Enchantment - Aura Enchant creature Enchanted creature has protection from black and protection from red. 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 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Mask of the Mimic U Instant As an additional cost to play 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 into play. Then shuffle your library. Masked Gorgon 4B 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. Mass Hysteria R Enchantment All creatures have haste. Massacre 2BB Sorcery If an opponent controls a Plains and you control a Swamp, you may play Massacre without paying its mana cost. All creatures get -2/-2 until end of turn. Master Apothecary WWW Creature - 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. Master Decoy 1W Creature - Human Soldier 1/2 W, T Tap target creature. Master Healer 4W Creature - Human Cleric 1/4 T Prevent the next 4 damage that would be dealt to target creature or player this turn. Master of Arms 2W Creature - Soldier 2/2 First strike 1W: Tap target creature blocking Master of Arms. Master of the Hunt 2GG Creature - Master 2/2 2GG: Put a 1/1 green Wolves-of-the-Hunt creature token into play. That creature has "bands with other Wolves-of-the-Hunt." Master of the Veil 2UU Creature - Wizard 2/3 Morph 2U (You may play this 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 morph face down. Master Warcraft 2 (R / W) (R / W) Instant (o (r/w) can be paid with either R or W.) Play Master Warcraft only before attackers are declared. You choose which creatures attack this turn. You choose how each creature blocks this turn. Masticore 4 Artifact Creature 4/4 At the beginning of your upkeep, you may discard a card. If you don't, sacrifice Masticore. 2: Masticore deals 1 damage to target creature. 2: Regenerate Masticore. Masumaro, First to Live 3GGG Legendary Creature - Spirit */* Masumaro, First to Live's power and toughness are each equal to twice the number of cards in your hand. Matopi Golem 5 Artifact Creature - Golem 3/3 1: Regenerate Matopi Golem. When it regenerates this way, put a -1/-1 counter on it. Matsu-Tribe Birdstalker 2GG 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 can block as though it had flying until end of turn. Matsu-Tribe Decoy 2G Creature - Snake Warrior 1/3 2G: 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. Matsu-Tribe Sniper 1G 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. Mausoleum Turnkey 3B Creature - Ogre Rogue 3/2 When Mausoleum Turnkey comes into play, return target creature card of an opponent's choice from your graveyard to your hand. Mawcor 3UU Creature - Beast 3/3 Flying T Mawcor deals 1 damage to target creature or player. 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. 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. Measure of Wickedness 3B Enchantment At the end of your turn, 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. Meddle 1U Instant If target spell has only one target and that target is a creature, change that spell's target to another creature. Meddling Kids 2WU Creature - Human Child 2/3 As Meddling Kids comes into play, choose a word with four or more letters. Nonland cards with the chosen word in their text box can't be played. Meddling Mage WU Creature - Wizard 2/2 As Meddling Mage comes into play, name a nonland card. The named card can't be played. Medicine Bag 3 Artifact 1, T, Discard a card: Regenerate target creature. Meditate 2U Instant Draw four cards. You skip your next turn. Meekstone 1 Artifact Creatures with power 3 or greater don't untap during their controllers' untap steps. Megatherium 2G Creature - Beast 4/4 Trample When Megatherium comes into play, sacrifice it unless you pay 1 for each card in your hand. Megatog 4RR Creature - Atog 3/4 Sacrifice an artifact: Megatog gets +3/+3 and gains trample until end of turn. Megrim 2B Enchantment Whenever an opponent discards a card, Megrim deals 2 damage to that player. Meishin, the Mind Cage 4UUU Legendary Enchantment All creatures get -X/-0, where X is the number of cards in your hand. Melancholy 2B Enchantment - Aura Enchant creature When Melancholy comes into play, 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. Melee 4R Instant Play Melee only during your combat phase before the declare blockers step. Instead of defending player, you choose how each creature blocks this turn. Whenever a creature attacks and isn't blocked this turn, untap it and remove it from combat. Melesse Spirit 3WW Creature - Spirit 3/3 Flying, protection from black Meloku the Clouded Mirror 4U 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 into play. Meltdown XR Sorcery Destroy each artifact with converted mana cost X or less. Melting 3R Enchantment All lands are no longer snow. Memnarch 7 Legendary Artifact Creature - Wizard 4/5 1UU: Target permanent becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.) 3U: Gain control of target artifact. (This effect doesn't end at end of turn.) Memory Crystal 3 Artifact Buyback costs are reduced by 2. Memory Jar 5 Artifact T, Sacrifice Memory Jar: Each player removes his or her hand from the game face down and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way. Memory Lapse 1U 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. Menacing Ogre 3RR Creature - Ogre 3/3 Trample, haste When Menacing Ogre comes into play, 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. Mending Hands W Instant Prevent the next 4 damage that would be dealt to target creature or player this turn. Meng Huo, Barbarian King 3GG Legendary Creature 4/4 Other green creatures you control get +1/+1. Meng Huo's Horde 4G Creature - Soldier 4/5 Mental Discipline 1UU Enchantment 1U, Discard a card: Draw a card. Mental Note U Instant Put the top two cards of your library into your graveyard. Draw a card. Mephidross Vampire 4BB 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." Mephitic Ooze 4B 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. Mercadian Atlas 5 Artifact At the end of your turn, if you didn't play a land this turn, you may draw a card. Mercadian Bazaar Land Mercadian Bazaar comes into play 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. Mercadian Lift 2 Artifact 1, T Put a winch counter on Mercadian Lift. T, Remove X winch counters from Mercadian Lift: Put a creature card with converted mana cost X from your hand into play. Mercadia's Downfall 2R Instant Attacking creatures get +X/+0 until end of turn, where X is the number of nonbasic lands defending player controls. Mercenaries 3W Creature - Mercenary 3/3 3: Prevent all damage that would be dealt to you this turn by this creature. Any player may play this ability. Mercenary Informer 2W Creature - Rebel Mercenary 2/1 Mercenary Informer can't be the target of black spells or abilities from black sources. 2W: Put target Mercenary on the bottom of its owner's library. Mercenary Knight 2B Creature - Mercenary Knight 4/4 When Mercenary Knight comes into play, sacrifice it unless you discard a creature card. Merchant of Secrets 2U Creature - Wizard 1/1 When Merchant of Secrets comes into play, draw a card. Merchant Scroll 1U Sorcery Search your library for a blue instant card, reveal that card, and put it into your hand. Then shuffle your library. Merchant Ship U Creature - Ship 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. Mercurial Kite 3U Creature - Bird 2/2 Flying Whenever Mercurial Kite deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step. Merfolk Assassin UU Creature - Merfolk Assassin 1/2 T Destroy target creature with islandwalk. Merfolk Looter 1U Creature - Merfolk 1/1 T Draw a card, then discard a card. Merfolk of the Pearl Trident U Creature - Merfolk 1/1 Merfolk Raiders 1U Creature - Merfolk Soldier 2/3 Phasing, islandwalk Merfolk Seer 2U Creature - Merfolk Wizard 2/2 When Merfolk Seer is put into a graveyard from play, you may pay 1U. If you do, draw a card. Merfolk Thaumaturgist 2U Creature - Merfolk Wizard 1/2 T Switch target creature's power and toughness until end of turn. Merfolk Traders 1U Creature - Merfolk 1/2 When Merfolk Traders comes into play, draw a card, then discard a card. Merieke Ri Berit WUB Legendary Creature - Human 1/1 Merieke Ri Berit doesn't untap during your untap step. T Gain control of target creature as long as you control Merieke Ri Berit. When Merieke Ri Berit leaves play or becomes untapped, destroy that creature. It can't be regenerated. Merseine 2UU Enchantment - Aura Enchant creature Merseine comes into play with three net counters on it. Enchanted creature doesn't untap during its controller's untap step as long as Merseine has a net counter on it. Enchanted creature has "Pay this creature's mana cost: Remove a net counter from a Merseine attached to this creature." Mesa Chicken WW Summon Chicken 2/2 Stand up, Flap your arms, Cluck like a chicken: Mesa Chicken gains flying until end of turn. Mesa Enchantress 1WW Creature - Human Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Mesa Falcon 1W Creature - Bird 1/1 Flying 1W: Mesa Falcon gets +0/+1 until end of turn. Mesa Pegasus 1W Creature - Pegasus 1/1 Flying, banding Mesmeric Fiend 1B Creature - Nightmare Horror 1/1 When Mesmeric Fiend comes into play, target opponent reveals his or her hand and you choose a nonland card from it. Remove that card from the game. When Mesmeric Fiend leaves play, return the removed card to its owner's hand. 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. Mesmeric Trance 1UU Enchantment Cumulative upkeep 1 U, Discard a card: Draw a card. Metal Fatigue 2W Instant Tap all artifacts. Metallic Sliver 1 Artifact Creature - Sliver 1/1 Metalworker 3 Artifact Creature 1/2 T Reveal any number of artifact cards in your hand. Add 2 to your mana pool for each card revealed this way. Metamorphic Wurm 3GG Creature - Elephant Wurm 3/3 Threshold - Metamorphic Wurm gets +4/+4 as long as seven or more cards are in your graveyard. Metamorphose 1U 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 into play. Metamorphosis G Sorcery As an additional cost to play 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 play creature spells. Metathran Aerostat 2UU Creature - Ship 2/2 Flying XU: You may put a creature card with converted mana cost X from your hand into play. If you do, return Metathran Aerostat to its owner's hand. Metathran Elite 1UU Creature - Soldier 2/3 Metathran Elite is unblockable as long as it's enchanted. Metathran Soldier 1U Creature - Soldier 1/1 Metathran Soldier is unblockable. Metathran Transport 1UU Creature - Ship 1/3 Flying Metathran Transport can't be blocked by blue creatures. U: Target creature becomes blue until end of turn. Metathran Zombie 1U Creature - Zombie 1/1 B: Regenerate Metathran Zombie. Meteor Crater Land T Choose a color of a permanent you control. Add one mana of that color to your mana pool. Meteor Shower XXR Sorcery Meteor Shower deals X+1 damage divided as you choose among any number of target creatures and/or players. Meteor Storm RG Enchantment 2RG, Discard two cards at random: Meteor Storm deals 4 damage to target creature or player. Metrognome 4 Artifact When a spell or ability an opponent controls causes you to discard Metrognome, put four 1/1 Gnome artifact creature tokens into play. 4, T Put a 1/1 Gnome artifact creature token into play. Michiko Konda, Truth Seeker 3W Legendary Creature - Human Advisor 2/2 Whenever a source an opponent controls deals damage to you, that player sacrifices a permanent. Midnight Charm B Instant Choose one - Midnight Charm deals 1 damage to target creature and you gain 1 life; or target creature gains first strike until end of turn; or tap target creature. Midnight Covenant 1B Enchantment - Aura Enchant creature Enchanted creature has "B: This creature gets +1/+1 until end of turn." Midnight Ritual X2B Sorcery Remove X target creature cards in your graveyard from the game. For each creature card removed this way, put a 2/2 black Zombie creature token into play. Midsummer Revel 3GG 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 into play, where X is the number of verse counters on Midsummer Revel. Might of Oaks 3G Instant Target creature gets +7/+7 until end of turn. Might of Old Krosa G Instant Target creature gets +2/+2 until end of turn. If you played this spell during your main phase, that creature gets +4/+4 until end of turn instead. Might of the Nephilim 1G Instant Target creature gets +2/+2 until end of turn for each of its colors. Might Sliver 4G Creature - Sliver 2/2 All Slivers get +2/+2. Might Weaver 1G Creature - Wizard 2/1 2: Target red or white creature gains trample until end of turn. Mightstone 4 Artifact Whenever a creature attacks, it gets +1/+0 as long as it's attacking. Mijae Djinn RRR Creature - Djinn 6/3 Whenever Mijae Djinn attacks, flip a coin. If you lose the flip, remove Mijae Djinn from combat and tap it. Mikokoro, Center of the Sea Legendary Land T Add 1 to your mana pool. 2, T Each player draws a card. Militant Monk 1WW Creature - Cleric 2/1 Vigilance T Prevent the next 1 damage that would be dealt to target creature or player this turn. Millikin 2 Artifact Creature 0/1 T, Put the top card of your library into your graveyard: Add 1 to your mana pool. Millstone 2 Artifact 2, T Target player puts the top two cards of his or her library into his or her graveyard. Mimeofacture 3U Sorcery Replicate 3U (When you play 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 into play under your control. Then that player shuffles his or her library. Minamo Scrollkeeper 1U Creature - Human Wizard 2/3 Defender (This creature can't attack.) Your maximum hand size is increased by one. Minamo Sightbender 1U Creature - Human Wizard 1/2 X, T Target creature with power X or less is unblockable this turn. Minamo, School at Water's Edge Legendary Land T Add U to your mana pool. U, T Untap target legendary permanent. Minamo's Meddling 2UU 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. 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 "plainswalk." This effect doesn't end at end of turn.) 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. Mind Burst 1B Sorcery Target player discards X cards, where X is one plus the number of cards named Mind Burst in all graveyards. Mind Extraction 2B Sorcery As an additional cost to play Mind Extraction, sacrifice a creature. Target player reveals his or her hand and discards all cards of each of the sacrificed creature's colors. Mind Games U Instant Buyback 2U (You may pay an additional 2U as you play this spell. If you do, put this card into your hand as it resolves.) Tap target artifact, creature, or land. Mind Harness U Enchantment - Aura Enchant red or green creature Cumulative upkeep 1 You control enchanted creature. Mind Knives 1B Sorcery Target opponent discards a card at random. Mind Maggots 3B Creature - Insect 2/2 When Mind Maggots comes into play, discard any number of creature cards. For each card discarded this way, put two +1/+1 counters on Mind Maggots. Mind Over Matter 2UUUU Enchantment Discard a card: You may tap or untap target artifact, creature, or land. Mind Peel B Sorcery Buyback 2BB (You may pay an additional 2BB as you play this spell. If you do, put this card into your hand as it resolves.) Target player discards a card. Mind Ravel 2B Sorcery Target player discards a card. Draw a card at the beginning of the next turn's upkeep. Mind Rot 2B Sorcery Target player discards two cards. Mind Slash 1BB Enchantment B, Sacrifice a creature: Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery. Mind Sludge 4B Sorcery Target player discards a card for each Swamp you control. Mind Stone 2 Artifact T Add 1 to your mana pool. 1, T, Sacrifice Mind Stone: Draw a card. Mind Swords 1B Sorcery If you control a Swamp, you may sacrifice a creature rather than pay Mind Swords's mana cost. Each player removes two cards in his or her hand from the game. Mind Twist XB Sorcery Target player discards X cards at random. Mind Warp X3B Sorcery Look at target player's hand and choose X cards from it. That player discards them. Mind Whip 2BB 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. Mindbender Spores 2G 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." Mindblaze 5R 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. Mindlash Sliver B Creature - Sliver 1/1 All Slivers have "1, Sacrifice this creature: Each player discards a card." Mindleech Mass 5UBB 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 play a nonland card in it without paying that card's mana cost. Mindless Automaton 4 Artifact Creature - Construct 0/0 Mindless Automaton comes into play 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. Mindmoil 4R Enchantment Whenever you play a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards. Mind's Desire 4UU Sorcery Shuffle your library. Then remove the top card of your library from the game. 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 play this spell, copy it for each spell played before it this turn.) Mind's Eye 5 Artifact Whenever an opponent draws a card, you may pay 1. If you do, draw a card. Mindslaver 6 Legendary Artifact 4, T, Sacrifice Mindslaver: You control target player's next turn. (You see all cards that player could see and make all decisions for the player. He or she doesn't lose life because of mana burn.) Mindslicer 2BB Creature - Horror 4/3 When Mindslicer is put into a graveyard from play, each player discards his or her hand. Mindstab 5B Sorcery Target player discards three cards. Suspend 4-B (Rather than play this card from your hand, you may pay B and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Mindstab Thrull 1BB Creature - Thrull 2/2 Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards. 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. Mindwarper 2BB Creature - Spirit 0/0 Mindwarper comes into play with three +1/+1 counters on it. 2B, Remove a +1/+1 counter from Mindwarper: Target player discards a card. Play this ability only any time you could play a sorcery. Mindwhip Sliver 2B Creature - Sliver 2/2 All Slivers have "2, Sacrifice this creature: Target player discards a card at random. Play this ability only any time you could play a sorcery." Mine Bearer 2W Creature - Soldier 1/1 T, Sacrifice Mine Bearer: Destroy target attacking creature. Mine Layer 3R Creature - Dwarf 1/1 1R, 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 play, remove all mine counters from all lands. Mine, Mine, Mine! 4GG Enchantment When Mine, Mine, Mine! comes into play, each player puts his or her library into his or her hand. Each player skips his or her discard phase and does not lose as a result of being unable to draw a card. Each player cannot play more than one spell each turn. If Mine, Mine, Mine! leaves play, each player shuffles his or her hand and graveyard into his or her library. Minion of Leshrac 4BBB Creature - Demon 5/5 Protection from black At the beginning of your upkeep, sacrifice a creature other than Minion of Leshrac. If you can't, tap Minion of Leshrac and it deals 5 damage to you. T Destroy target creature or land. Minion of Tevesh Szat 4BBB Creature - Demon 4/4 At the beginning of your upkeep, Minion of Tevesh Szat deals 2 damage to you unless you pay BB. T Target creature gets +3/-2 until end of turn. Minion of the Wastes 3BBB Creature - Minion */* Trample As Minion of the Wastes comes into play, pay any amount of life. Minion of the Wastes' power and toughness are each equal to the life paid this way. Minister of Impediments 2 (W / U) Creature - Human Advisor 1/1 (o (w/u) can be paid with either W or U.) T Tap target creature. Minotaur Explorer 1R Creature - Minotaur 3/3 When Minotaur Explorer comes into play, sacrifice it unless you discard a card at random. Minotaur Illusionist 3UR Creature - Minotaur 3/4 1U: Minotaur Illusionist can't be the target of spells or abilities this turn. R, Sacrifice Minotaur Illusionist: Minotaur Illusionist deals damage equal to its power to target creature. Minotaur Tactician 3R 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. Minotaur Warrior 2R Creature - Minotaur Warrior 2/3 Miracle Worker W Creature - Miracle-Worker 1/1 T Destroy target Aura attached to a creature you control. Miraculous Recovery 4W Instant Return target creature card from your graveyard to play and put a +1/+1 counter on it. Mirari 5 Legendary Artifact Whenever you play an instant or sorcery spell, you may pay 3. If you do, copy that spell. You may choose new targets for the copy. Mirari's Wake 3GW 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. Mire Boa 1G Creature - Snake 2/1 Swampwalk G: Regenerate Mire Boa. Mire Kavu 3R Creature - Kavu 3/2 Mire Kavu gets +1/+1 as long as you control a Swamp. Mire Shade 1B Creature - Shade 1/1 B, Sacrifice a Swamp: Put a +1/+1 counter on Mire Shade. Play this ability only any time you could play a sorcery. 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. Mirozel 3U Creature - Illusion 2/3 Flying When Mirozel becomes the target of a spell or ability, return Mirozel to its owner's hand. Mirri the Cursed 2BB 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. Mirri, Cat Warrior 1GG Legendary Creature - Cat Warrior 2/3 First strike, forestwalk, vigilance 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. 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. Mirror Gallery 5 Artifact The "legend rule" doesn't apply. Mirror Golem 6 Artifact Creature - Golem 3/4 Imprint - When Mirror Golem comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.) Mirror Golem has protection from each of the imprinted card's card types. (The card types are artifact, creature, enchantment, instant, land, and sorcery.) Mirror Mirror 7 Artifact Mirror Mirror comes into play tapped. 7, T, Sacrifice Mirror Mirror: At end of turn, exchange life totals with target player and exchange all cards in play that you control, and all cards in your hand, library, and graveyard, with that player until end of game. Mirror Strike 3W Instant Target unblocked creature deals combat damage to its controller instead of to you this turn. Mirror Universe 6 Artifact T, Sacrifice Mirror Universe: Exchange life totals with target opponent. Play this ability only during your upkeep. Mirror Wall 3U Creature - Wall 3/4 Defender (This creature can't attack.) W: Mirror Wall can attack this turn as though it didn't have defender. Mirrorwood Treefolk 3G Creature - Treefolk 2/4 2RW: The next time damage would be dealt to Mirrorwood Treefolk this turn, that damage is dealt to target creature or player instead. Miscalculation 1U Instant Counter target spell unless its controller pays 2. Cycling 2 (2, Discard this card: Draw a card.) Mischievous Poltergeist 2B Creature - Ghost 1/1 Flying Pay 1 life: Regenerate Mischievous Poltergeist. Mischievous Quanar 4U Creature - Beast 3/3 3UU: Turn Mischievous Quanar face down. Morph 1UU (You may play this 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. Misdirection 3UU Instant You may remove a blue card in your hand from the game rather than pay Misdirection's mana cost. Change the target of target spell with a single target. Mise U Instant Name a nonland card, then reveal the top card of your library. If that card is the named card, draw three cards. 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. Misery Charm B Instant Choose one - Destroy target Cleric; or return target Cleric card from your graveyard to your hand; or target player loses 2 life. Misfortune 1BRG Sorcery An opponent chooses one - You put a +1/+1 counter on each creature you control and gain 4 life; or you put a -1/-1 counter on each creature that player controls and Misfortune deals 4 damage to him or her. Misfortune's Gain 3W Sorcery Destroy target creature. That creature's controller gains 4 life. Misguided Rage 2R Sorcery Target player sacrifices a permanent. Mishra, Artificer Prodigy 1UBR Legendary Creature - Human Artificer 4/4 Whenever you play 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 into play. If you search your library this way, shuffle it. 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. Mishra's Factory Land T Add 1 to your mana pool. 1: Until end of turn, Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature. It's still a land. T Target Assembly-Worker gets +1/+1 until end of turn. 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 doesn't end at end of turn.) Mishra's Helix 5 Artifact X, T Tap X target lands. Mishra's War Machine 7 Artifact Creature 5/5 Banding At the beginning of your upkeep, unless you discard a card, tap Mishra's War Machine and it deals 3 damage to you. Mishra's Workshop Land T Add 3 to your mana pool. Spend this mana only to play artifact spells. Misinformation B Instant Put up to three target cards from an opponent's graveyard on top of his or her library in any order. Miss Demeanor 3W Summon Lady of Proper Etiquette 3/1 Flying, first strike During each other player's turn, compliment that player on his or her game play or sacrifice Miss Demeanor. Misshapen Fiend 1B Creature - Mercenary 1/1 Flying Misstep 1U Sorcery Creatures target player controls don't untap during that player's next untap step. Mist Dragon 4UU Creature - Dragon 4/4 0: Mist Dragon gains flying. (This effect doesn't end at end of turn.) 0: Mist Dragon loses flying. (This effect doesn't end at end of turn.) 3UU: Mist Dragon phases out. Mist of Stagnation 3UU 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. Mistblade Shinobi 2U Creature - Human Ninja 1/1 Ninjutsu U (U, Return an unblocked attacker you control to hand: Put this card into play 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. Mistfolk UU Creature - Illusion 1/2 U: Counter target spell that targets Mistfolk. Mistform Dreamer 2U Creature - Illusion 2/1 Flying 1: Mistform Dreamer's type becomes the creature type of your choice until end of turn. Mistform Mask 1U Enchantment - Aura Enchant creature 1: Enchanted creature's type becomes the creature type of your choice until end of turn. Mistform Mutant 4UU Creature - Illusion Mutant 3/4 1U: Choose a creature type. Target creature's type becomes that type until end of turn. Mistform Seaswift 3U Creature - Illusion 3/1 Flying 1: Mistform Seaswift's type becomes the creature type of your choice until end of turn. Morph 1U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Mistform Shrieker 3UU Creature - Illusion 3/3 Flying 1: Mistform Shrieker's type becomes the creature type of your choice until end of turn. Morph 3UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Mistform Skyreaver 5UU Creature - Illusion 6/6 Flying 1: Mistform Skyreaver's type becomes the creature type of your choice until end of turn. Mistform Sliver 1U Creature - Illusion Sliver 1/1 All Slivers have "1: This creature's type becomes the creature type of your choice in addition to its other types until end of turn." Mistform Stalker 1U Creature - Illusion 1/1 1: Mistform Stalker's type becomes the creature type of your choice until end of turn. 2UU: Mistform Stalker gets +2/+2 and gains flying until end of turn. Mistform Ultimus 3U Legendary Creature - Illusion 3/3 Mistform Ultimus is every creature type (even if this card isn't in play). Mistform Wakecaster 4U Creature - Illusion 2/3 Flying 1: Mistform Wakecaster's type becomes the creature type of your choice until end of turn. 2UU, T Choose a creature type. The type of each creature you control becomes that type until end of turn. Mistform Wall 2U Creature - Illusion Wall 1/4 Mistform Wall has defender as long as it's a Wall. 1: Mistform Wall's type becomes the creature type of your choice until end of turn. Mistform Warchief 2U Creature - Illusion 1/3 Creature spells you play that share a creature type with Mistform Warchief cost 1 less to play. T Mistform Warchief's type becomes the creature type of your choice until end of turn. Mistmoon Griffin 3W Creature - Griffin 2/2 Flying When Mistmoon Griffin is put into a graveyard from play, remove Mistmoon Griffin from the game, then return the top creature card from your graveyard to play. Mistral Charger 1W Creature - Pegasus 2/1 Flying Mizzium Transreliquat 3 Artifact 3: Mizzium Transreliquat becomes a copy of target artifact until end of turn. 1UR: Mizzium Transreliquat becomes a copy of target artifact and gains this ability. Mnemonic Nexus 3U Instant Each player shuffles his or her graveyard into his or her library. Mnemonic Sliver 2U Creature - Sliver 2/2 All Slivers have "2, Sacrifice this creature: Draw a card." Moaning Spirit 2B Creature - Spirit 2/1 Flying Moat 2WW Enchantment Creatures without flying can't attack. Mob Justice 1R Sorcery Mob Justice deals damage to target player equal to the number of creatures you control. 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. 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. Play this ability only once each turn. Mobilization 2W Enchantment All Soldiers have vigilance. 2W: Put a 1/1 white Soldier creature token into play. Mobilize G Sorcery Untap all creatures you control. Mogg Alarm 1RR Sorcery You may sacrifice two Mountains rather than pay Mogg Alarm's mana cost. Put two 1/1 red Goblin creature tokens into play. Mogg Assassin 2R Creature - Goblin 2/1 T You and target opponent each choose a target creature the other controls. Flip a coin. If you win the flip, destroy the creature you chose. If you lose the flip, destroy the creature your opponent chose. Mogg Bombers 3R Creature - Goblin 3/4 When another creature comes into play, sacrifice Mogg Bombers. If you do, it deals 3 damage to target player. Mogg Cannon 2 Artifact T Target creature you control gets +1/+0 and gains flying until end of turn. Destroy that creature at end of turn. Mogg Conscripts R Creature - Goblin 2/2 Mogg Conscripts can't attack unless you've played a creature spell this turn. Mogg Fanatic R Creature - Goblin 1/1 Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player. Mogg Flunkies 1R Creature - Goblin 3/3 Mogg Flunkies can't attack or block alone. 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 its controller's next untap step. Mogg Infestation 3RR Sorcery Destroy all creatures target player controls. For each creature put into a graveyard this way, put two 1/1 red Goblin creature tokens into play under that player's control. Mogg Jailer 1R Creature - Goblin 2/2 Mogg Jailer can't attack if defending player controls an untapped creature with power 2 or less. Mogg Maniac 1R Creature - Goblin 1/1 Whenever Mogg Maniac is dealt damage, it deals that much damage to target opponent. Mogg Raider R Creature - Goblin 1/1 Sacrifice a Goblin: Target creature gets +1/+1 until end of turn. Mogg Salvage 2R Instant If an opponent controls an Island and you control a Mountain, you may play Mogg Salvage without paying its mana cost. Destroy target artifact. Mogg Sentry R Creature - Goblin Warrior 1/1 Whenever an opponent plays a spell, Mogg Sentry gets +2/+2 until end of turn. Mogg Squad 1R Creature - Goblin 3/3 Mogg Squad gets -1/-1 for each other creature in play. Mogg Toady 1R 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. Mogg War Marshal 1R Creature - Goblin Warrior 1/1 Echo 1R (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 comes into play or is put into a graveyard from play, put a 1/1 red Goblin creature token into play. Moggcatcher 2RR Creature - Mercenary 2/2 3, T Search your library for a Goblin card and put that card into play. Then shuffle your library. Mold Demon 5BB Creature - Mold-Demon 6/6 When Mold Demon comes into play, sacrifice it unless you sacrifice two Swamps. Molder XG Instant Destroy target artifact or enchantment with converted mana cost X. It can't be regenerated. You gain X life. Molder Slug 3GG Creature - Beast 4/6 At the beginning of each player's upkeep, that player sacrifices an artifact. Moldervine Cloak 2G 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.) Mole Worms 2B 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 as long as Mole Worms remains tapped. Molimo, Maro-Sorcerer 4GGG Legendary Creature */* Trample Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control. Molten Firebird 4R Creature - Phoenix 2/2 Flying When Molten Firebird is put into a graveyard from play, return it to play under its owner's control at end of turn and you skip your next draw step. 4R: Remove Molten Firebird from the game. Molten Hydra 1R Creature - Hydra 1/1 1RR: Put a +1/+1 counter on Molten Hydra. T, Remove all +1/+1 counters from Molten Hydra: Molten Hydra deals X damage to target creature or player, where X is the number of counters removed this way. Molten Influence 1R Instant Counter target instant or sorcery spell unless its controller has Molten Influence deal 4 damage to him or her. Molten Rain 1RR Sorcery Destroy target land. If that land is nonbasic, Molten Rain deals 2 damage to the land's controller. Molten Sentry 3R Creature - Elemental */* As Molten Sentry comes into play, flip a coin. If the coin comes up heads, Molten Sentry comes into play as a 5/2 creature with haste. If it comes up tails, Molten Sentry comes into play as a 2/5 creature with defender. 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. Molting Harpy B Creature - Mercenary 2/1 Flying At the beginning of your upkeep, sacrifice Molting Harpy unless you pay 2. Molting Skin 2G Enchantment Return Molting Skin to its owner's hand: Regenerate target creature. Moment of Silence W Instant Target player skips his or her next combat phase this turn. Momentary Blink 1W Instant Remove target creature you control from the game, then return it to play under its owner's control. Flashback 3U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Moment's Peace 1G Instant Prevent all combat damage that would be dealt this turn. Flashback 2G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Momentum 2G 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. Momir Vig, Simic Visionary 3GU Legendary Creature - Elf Wizard 2/2 Whenever you play 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 play a blue creature spell, reveal the top card of your library. If it's a creature card, put that card into your hand. Mongrel Pack 3G Creature - Hound 4/1 When Mongrel Pack is put into a graveyard from play during combat, put four 1/1 green Hound creature tokens into play. Moniker Mage 2U Creature - Human Wizard 2/2 U, Say your middle name: Moniker Mage can't be the target of spells or abilities this turn. U, Say an opponent's middle name: Moniker Mage gains flying until end of turn. Monk Idealist 2W Creature - Cleric 2/2 When Monk Idealist comes into play, return target enchantment card from your graveyard to your hand. Monk Realist 1W Creature - Cleric 1/1 When Monk Realist comes into play, destroy target enchantment. Monkey Cage 5 Artifact When a creature comes into play, sacrifice Monkey Cage and put into play a number of 2/2 green Ape creature tokens equal to that creature's converted mana cost. Monkey Monkey Monkey 3G Creature - Ape 1/1 As Monkey Monkey Monkey comes into play, choose a letter. Monkey Monkey Monkey gets +1/+1 for each nonland permanent whose name begins with the chosen letter. Monsoon 2RG Enchantment At the end of each player's turn, 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. Mons's Goblin Raiders R Creature - Goblin 1/1 Mons's Goblin Waiters R Creature - Goblin Waiter 1/1 Sacrifice a creature or land: Add 1/2*R to your mana pool. Monstrous Growth 1G Sorcery Target creature gets +4/+4 until end of turn. Monstrous Hound 3R 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. Moon Sprite 1G Creature - Faerie 1/1 Flying Moonbow Illusionist 2U Creature - Moonfolk Wizard 2/1 Flying 2, Return a land you control to its owner's hand: Target land's type becomes the basic land type of your choice until end of turn. Moonlace U Instant Target spell or permanent becomes colorless. Moonlight Bargain 3BB 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. Moonlit Strider 3W 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 is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Moonlit Wake 2W Enchantment Whenever a creature is put into a graveyard from play, you gain 1 life. Moonring Mirror 5 Artifact Whenever you draw a card, remove the top card of your library from the game face down. At the beginning of your upkeep, you may remove your hand from the game face down. If you do, put into your hand all other cards you own removed from the game with Moonring Mirror. Moonwing Moth 1WW Creature - Insect 2/1 Flying W: Moonwing Moth gets +0/+1 until end of turn. Moor Fiend 3B Creature - Fiend 3/3 Swampwalk Moorish Cavalry 2WW Creature - Human Knight 3/3 Trample Morale 1WW Instant Attacking creatures get +1/+1 until end of turn. Morality Shift 5BB Sorcery Exchange your graveyard and library. Then shuffle your library. Moratorium Stone 1 Artifact 2, T Remove target card in a graveyard from the game. 2WB, T, Sacrifice Moratorium Stone: Remove from the game target nonland card in a graveyard, all other cards in graveyards with the same name as that card, and all permanents with that name. Morbid Hunger 4BB Sorcery Morbid Hunger deals 3 damage to target creature or player. You gain 3 life. Flashback 7BB (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Morgue Theft 1B Sorcery Return target creature card from your graveyard to your hand. Flashback 4B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Morgue Thrull 2B Creature - Thrull 2/2 Sacrifice Morgue Thrull: Put the top three cards of your library into your graveyard. Morgue Toad 2B Creature - Toad 2/2 Sacrifice Morgue Toad: Add UR to your mana pool. Morinfen 3BB Legendary Creature 5/4 Flying Cumulative upkeep-Pay 1 life. Moriok Rigger 2B Creature - Human Rogue 2/2 Whenever an artifact is put into a graveyard from play, you may put a +1/+1 counter on Moriok Rigger. Moriok Scavenger 3B Creature - Human Rogue 2/3 When Moriok Scavenger comes into play, you may return target artifact creature card from your graveyard to your hand. Morningtide 1W Sorcery Remove all cards in all graveyards from the game. Moroii 2UB Creature - Vampire 4/4 Flying At the beginning of your upkeep, you lose 1 life. Morphling 3UU Creature - Shapeshifter 3/3 U: Untap Morphling. U: Morphling gains flying until end of turn. U: Morphling can't be the target of spells or abilities this turn. 1: Morphling gets +1/-1 until end of turn. 1: Morphling gets -1/+1 until end of turn. Mortal Combat 2BB Enchantment At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game. Mortal Wound G Enchantment - Aura Enchant creature When enchanted creature is dealt damage, destroy it. Mortify 1WB Instant Destroy target creature or enchantment. Mortipede 3B Creature - Insect 4/1 2G: All creatures able to block Mortipede this turn do so. Mortiphobia 1BB Enchantment 1B, Discard a card: Remove target card in a graveyard from the game. 1B, Sacrifice Mortiphobia: Remove target card in a graveyard from the game. Mortivore 2BB Creature - Lhurgoyf */* Mortivore's power and toughness are each equal to the number of creature cards in all graveyards. B: Regenerate Mortivore. (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.) Mortuary 3B Enchantment Whenever a creature is put into your graveyard from play, put that card on top of your library. Moss Diamond 2 Artifact Moss Diamond comes into play tapped. T Add G to your mana pool. Moss Kami 5G Creature - Spirit 5/5 Trample Moss Monster 3GG Creature - Monster 3/6 Mossdog G Creature - Hound 1/1 Whenever Mossdog becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on Mossdog. Mossfire Egg 1 Artifact 2, T, Sacrifice Mossfire Egg: Add RG to your mana pool. Draw a card. Mossfire Valley Land 1, T Add RG to your mana pool. Mother of Goons 2B Creature - Human Cleric 3/2 Whenever a creature an opponent controls is put into a graveyard from play, sacrifice Mother of Goons unless you insult that creature. Mother of Runes W Creature - Cleric 1/1 T Target creature you control gains protection from the color of your choice until end of turn. Mothrider Samurai 3W Creature - Human Samurai 2/2 Flying Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Mountain Basic Land - Mountain Mountain Bandit R Creature - Soldier 1/1 Haste Mountain Goat R Creature - Goat 1/1 Mountainwalk Mountain Stronghold Land Red legendary creatures you control have "bands with other legendary creatures." Mountain Titan 2BR Creature - Titan 2/2 1RR: Until end of turn, whenever you play a black spell, put a +1/+1 counter on Mountain Titan. Mountain Valley Land Mountain Valley comes into play tapped. T, Sacrifice Mountain Valley: Search your library for a Mountain or Forest card and put it into play. Then shuffle your library. Mountain Yeti 2RR Creature - Yeti 3/3 Mountainwalk, protection from white Mounted Archers 3W Creature - Soldier 2/3 Mounted Archers can block as though it had flying. W: Mounted Archers can block an additional creature this turn. Mourner's Shield 4 Artifact Imprint - When Mourner's Shield comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.) 2, T Prevent all damage that would be dealt this turn by a source of your choice that shares a color with the imprinted card. Mournful Zombie 2B Creature - Zombie 2/1 W, T Target player gains 1 life. Mourning 1B Enchantment - Aura Enchant creature Enchanted creature gets -2/-0. B: Return Mourning to its owner's hand. Mourning Thrull 1 (W / B) Creature - Thrull 1/1 (o (w/b) can be paid with either W or B.) Flying Whenever Mourning Thrull deals damage, you gain that much life. Mouth of Ronom Snow Land T Add 1 to your mana pool. 4oSi, T, Sacrifice Mouth of Ronom: Mouth of Ronom deals 4 damage to target creature. (oSi can be paid with one mana from a snow permanent.) Mouth to Mouth 3U Sorcery You and target opponent have a breath-holding contest. If you win, you gain control of target creature that player controls. Mox Diamond 0 Artifact As an additional cost to play Mox Diamond, discard a land card. T Add one mana of any color to your mana pool. Mox Emerald 0 Artifact T Add G to your mana pool. Mox Jet 0 Artifact T Add B to your mana pool. Mox Lotus 15 Artifact T Add 8 to your mana pool. 100: Add one mana of any color to your mana pool. You don't lose life due to mana burn. Mox Pearl 0 Artifact T Add W to your mana pool. Mox Ruby 0 Artifact T Add R to your mana pool. Mox Sapphire 0 Artifact T Add U to your mana pool. Mtenda Griffin 3W Creature - Griffin 2/2 Flying W, T Return Mtenda Griffin to its owner's hand and return target Griffin card in your graveyard to your hand. Play this ability only during your upkeep. 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.) 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. Muck Drubb 3BB Creature - Beast 3/3 Flash (You may play this spell any time you could play an instant.) When Muck Drubb comes into play, change the target of target spell that targets only a single creature to Muck Drubb. Madness 2B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Muck Rats B Creature - Rat 1/1 Muddle the Mixture UU Instant Counter target instant or sorcery spell. Transmute 1UU (1UU, 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. Play only as a sorcery.) Mudhole 2R Instant Target player removes all land cards in his or her graveyard from the game. Mudslide 2R Enchantment Creatures without flying don't untap during their controllers' untap steps. Creatures without flying have "At the beginning of your upkeep, you may pay 2. If you do, untap this creature." Mulch 1G Sorcery Reveal the top four cards of your library. Put all land cards revealed this way into your hand and all other cards revealed this way into your graveyard. Multani, Maro-Sorcerer 4GG Legendary Creature */* Multani, Maro-Sorcerer can't be the target of spells or abilities. Multani's power and toughness are each equal to the total number of cards in all players' hands. Multani's Acolyte GG Creature - Elf 2/1 Echo GG (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 comes into play, draw a card. Multani's Decree 3G Sorcery Destroy all enchantments. You gain 2 life for each enchantment destroyed this way. Multani's Harmony G Enchantment - Aura Enchant creature Enchanted creature has "T Add one mana of any color to your mana pool." Multani's Presence G Enchantment Whenever a spell you played is countered, draw a card. Mundungu 1UB Creature - Human Wizard 1/1 T Counter target spell unless its controller pays 1 and 1 life. Mungha Wurm 2GG Creature - Wurm 6/5 You can't untap more than one land during your untap step. Murderous Betrayal BBB Enchantment BB, Pay half your life rounded up: Destroy target nonblack creature. It can't be regenerated. Murderous Spoils 5B Instant Destroy target nonblack creature. It can't be regenerated. You gain control of all Equipment that was attached to it. (This effect doesn't end at end of turn.) Murk Dwellers 3B Creature - Murk-Dwellers 2/2 Whenever Murk Dwellers attacks and isn't blocked, it gets +2/+0 until end of combat. Murmurs from Beyond 2U Instant - Arcane Reveal the top three cards of your library. An opponent chooses one. Put that card into your graveyard and the rest into your hand. Muscle Burst 1G 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. Muscle Sliver 1G Creature - Sliver 1/1 All Slivers get +1/+1. Muse Vessel 4 Artifact 3, T Target player removes a card in his or her hand from the game. Play this ability only any time you could play a sorcery. 1: Choose a card removed from the game with Muse Vessel. You may play that card this turn. Musician 2U Creature - Mage 1/3 Cumulative upkeep 1 T Target creature gains "At the beginning of your upkeep, destroy this creature unless you pay 1." (This effect doesn't end at end of turn.) Mutilate 2BB Sorcery All creatures get -1/-1 until end of turn for each Swamp you control. Muzzle 1W Enchantment - Aura Enchant creature Prevent all damage that would be dealt by enchanted creature. Mwonvuli Acid-Moss 2GG Sorcery Destroy target land. Search your library for a Forest card and put that card into play tapped. Then shuffle your library. 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. My First Tome 3 Artifact 1, T Say the flavor text on a card in your hand. Target opponent guesses that card's name. You may reveal that card. If you do and your opponent guessed wrong, draw a card. Mycologist 1W 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 into play. Sacrifice a Saproling: You gain 2 life. Mycosynth Golem 11 Artifact Creature - Golem 4/5 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Artifact creature spells you play have affinity for artifacts. (They cost 1 less to play for each artifact you control.) Mycosynth Lattice 6 Artifact All permanents are artifacts in addition to their other types. All cards that aren't in play, spells, and permanents are colorless. Players may spend mana as though it were mana of any color. Myojin of Cleansing Fire 5WWW Legendary Creature - Spirit 4/6 Myojin of Cleansing Fire comes into play with a divinity counter on it if you played it from your hand. Myojin of Cleansing Fire is indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Cleansing Fire: Destroy each other creature. Myojin of Infinite Rage 7RRR Legendary Creature - Spirit 7/4 Myojin of Infinite Rage comes into play with a divinity counter on it if you played it from your hand. Myojin of Infinite Rage is indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Infinite Rage: Destroy all lands. Myojin of Life's Web 6GGG Legendary Creature - Spirit 8/8 Myojin of Life's Web comes into play with a divinity counter on it if you played it from your hand. Myojin of Life's Web is 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 into play. Myojin of Night's Reach 5BBB Legendary Creature - Spirit 5/2 Myojin of Night's Reach comes into play with a divinity counter on it if you played it from your hand. Myojin of Night's Reach is 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. Myojin of Seeing Winds 7UUU Legendary Creature - Spirit 3/3 Myojin of Seeing Winds comes into play with a divinity counter on it if you played it from your hand. Myojin of Seeing Winds is 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. Myr Adapter 3 Artifact Creature - Myr 1/1 Myr Adapter gets +1/+1 for each Equipment attached to it. Myr Enforcer 7 Artifact Creature - Myr 4/4 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Myr Incubator 6 Artifact 6, T, Sacrifice Myr Incubator: Search your library for any number of artifact cards, remove them from the game, then put that many 1/1 Myr artifact creature tokens into play. Then shuffle your library. Myr Landshaper 3 Artifact Creature - Myr 1/1 T Target land becomes an artifact in addition to its other types until end of turn. Myr Matrix 5 Artifact Myr Matrix is indestructible. ("Destroy" effects and lethal damage don't destroy it.) All Myr get +1/+1. 5: Put a 1/1 Myr artifact creature token into play. Myr Mindservant 1 Artifact Creature - Myr 1/1 2, T Shuffle your library. Myr Moonvessel 1 Artifact Creature - Myr 1/1 When Myr Moonvessel is put into a graveyard from play, add 1 to your mana pool. 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. Myr Quadropod 4 Artifact Creature - Myr 1/4 3: Switch Myr Quadropod's power and toughness until end of turn. Myr Retriever 2 Artifact Creature - Myr 1/1 When Myr Retriever is put into a graveyard from play, return another target artifact card from your graveyard to your hand. Myr Servitor 1 Artifact Creature - Myr 1/1 At the beginning of your upkeep, if Myr Servitor is in play, each player returns all cards named Myr Servitor from his or her graveyard to play. Mystic Compass 2 Artifact 1, T Target land's type becomes the basic land type of your choice until end of turn. Mystic Crusader 1WW Creature - Nomad Mystic 2/1 Protection from black and from red Threshold - Mystic Crusader gets +1/+1 and has flying as long as seven or more cards are in your graveyard. Mystic Decree 2UU World Enchantment All creatures lose flying and islandwalk. Mystic Denial 1UU Instant Counter target creature or sorcery spell. Mystic Enforcer 2GW Creature - Human Nomad Mystic 3/3 Protection from black Threshold - Mystic Enforcer gets +3/+3 and has flying as long as seven or more cards are in your graveyard. Mystic Familiar 1W Creature - Bird 1/2 Flying Threshold - Mystic Familiar gets +1/+1 and has protection from black as long as seven or more cards are in your graveyard. Mystic Melting 3G Instant Destroy target artifact or enchantment. Draw a card at the beginning of the next turn's upkeep. Mystic Might U Enchantment - Aura Enchant land you control Cumulative upkeep 1U Enchanted land has "T Target creature gets +2/+2 until end of turn." Mystic Penitent W Creature - Nomad Mystic 1/1 Vigilance Threshold - Mystic Penitent gets +1/+1 and has flying as long as seven or more cards are in your graveyard. Mystic Remora U Enchantment Cumulative upkeep 1 Whenever an opponent plays a noncreature spell, you may draw a card unless that player pays 4. Mystic Restraints 2UU Enchantment - Aura Flash Enchant creature When Mystic Restraints comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. Mystic Snake 1GUU Creature - Snake 2/2 Flash (You may play this spell any time you could play an instant.) When Mystic Snake comes into play, counter target spell. Mystic Veil 1U Enchantment - Aura You may play Mystic Veil any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant creature Enchanted creature can't be the target of spells or abilities. Mystic Visionary 1W Creature - Nomad Mystic 2/1 Threshold - Mystic Visionary has flying as long as seven or more cards are in your graveyard. Mystic Zealot 3W Creature - Nomad Mystic 2/4 Threshold - Mystic Zealot gets +1/+1 and has flying as long as seven or more cards are in your graveyard. Mystical Teachings 3U 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 5B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) 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. Mythic Proportions 4GGG Enchantment - Aura Enchant creature Enchanted creature gets +8/+8 and has trample. Nacre Talisman 2 Artifact Whenever a white spell is played, you may pay 3. If you do, untap target permanent. Nafs Asp G Creature - Asp 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. Nagao, Bound by Honor 3W Legendary Creature - Human Samurai 3/3 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever Nagao, Bound by Honor attacks, Samurai you control get +1/+1 until end of turn. Nakaya Shade 1B Creature - Shade 1/1 B: Nakaya Shade gets +1/+1 until end of turn unless any player pays 2. Naked Singularity 5 Artifact Cumulative upkeep 3 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. Nalathni Dragon 2RR Creature - Dragon 1/1 Flying, banding R: Nalathni Dragon gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Nalathni Dragon. Name Dropping 1G Enchantment Gotcha - Whenever an opponent says a word that's in the name of a card in your graveyard, you may say "Gotcha!" If you do, return that card to your hand. Nameless One 3U Creature - Wizard Avatar */* Nameless One's power and toughness are each equal to the number of Wizards in play. Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Nameless Race 3B Creature - Nameless-Race */* Trample As Nameless Race comes into play, pay X life. X can't be more than the total number of white cards all 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 came into play. Nantuko Blightcutter 2G 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. Nantuko Calmer 2GG 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. Nantuko Cultivator 3G Creature - Insect Druid 2/2 When Nantuko Cultivator comes into play, you may discard any number of land cards. Put that many +1/+1 counters on Nantuko Cultivator and draw that many cards. Nantuko Disciple 3G Creature - Insect Druid 2/2 G, T Target creature gets +2/+2 until end of turn. Nantuko Elder 2G Creature - Insect Druid 1/2 T Add 1G to your mana pool. Nantuko Husk 2B Creature - Zombie Insect 2/2 Sacrifice a creature: Nantuko Husk gets +2/+2 until end of turn. Nantuko Mentor 2G Creature - Insect Druid 1/1 2G, T Target creature gets +X/+X until end of turn, where X is that creature's power. Nantuko Monastery Land T Add 1 to your mana pool. Threshold - GW: Nantuko Monastery becomes a 4/4 green and white creature with first strike until end of turn. It's still a land. Play this ability only if seven or more cards are in your graveyard. Nantuko Shade BB Creature - Insect Shade 2/1 B: Nantuko Shade gets +1/+1 until end of turn. Nantuko Shaman 2G Creature - Insect Shaman 3/2 When Nantuko Shaman comes into play, if you control no tapped lands, draw a card. Suspend 1-2GG (Rather than play this card from your hand, you may pay 2GG and remove it from the game with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Nantuko Shrine 1GG Enchantment Whenever a player plays a spell, that player puts X 1/1 green Squirrel creature tokens into play, where X is the number of cards in all graveyards with the same name as that spell. Nantuko Tracer 1G Creature - Insect Druid 2/1 When Nantuko Tracer comes into play, you may put target card from a graveyard on the bottom of its owner's library. Nantuko Vigilante 3G Creature - Insect Druid Mutant 3/2 Morph 1G (You may play this 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. Narcissism 2G 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. Narwhal 2UU Creature - Narwhal 2/2 First strike, protection from red Natural Affinity 2G Instant Until end of turn, all lands become 2/2 creatures that are still lands. Natural Balance 2GG 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 X basic land cards and put them into play, 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. Natural Emergence 2RG Enchantment When Natural Emergence comes into play, 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. Natural Order 2GG Sorcery As an additional cost to play Natural Order, sacrifice a green creature. Search your library for a green creature card and put it into play. Then shuffle your library. Natural Selection G Instant Look at the top three cards of any player's library and put them back in any order. You may have that player shuffle his or her library. Natural Spring 3GG Sorcery Target player gains 8 life. Naturalize 1G Instant Destroy target artifact or enchantment. Nature's Blessing 2GW Enchantment GW, Discard a card: Target creature gets a +1/+1 counter or gains banding, first strike, or trample. (This effect doesn't end at end of turn.) Nature's Chosen G Enchantment - Aura Enchant creature you control Enchanted creature has, "0: Untap this creature. Play this ability only during your turn and only once each turn." As long as enchanted creature is white, it has, "T Untap target artifact, creature, or land. Play this ability only once each turn." Nature's Cloak 2G Sorcery Green creatures you control gain forestwalk until end of turn. Nature's Kiss 1G Enchantment - Aura Enchant creature 1, Remove the top card in your graveyard from the game: Enchanted creature gets +1/+1 until end of turn. Nature's Lore 1G Sorcery Search your library for a Forest card and put that card into play. Then shuffle your library. Nature's Resurgence 2GG Sorcery Each player draws a card for each creature card in his or her graveyard. Nature's Revolt 3GG Enchantment All lands are 2/2 creatures that are still lands. Nature's Ruin 2B Sorcery Destroy all green creatures. Nature's Will 2GG 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. Nature's Wrath 4GG Enchantment At the beginning of your upkeep, sacrifice Nature's Wrath unless you pay G. Whenever a player puts a Swamp or black permanent into play, he or she sacrifices a Swamp or black permanent. Whenever a player puts an Island or blue permanent into play, he or she sacrifices an Island or blue permanent. Nausea 1B Sorcery All creatures get -1/-1 until end of turn. Nebuchadnezzar 3UB Legendary Creature 3/3 X, T Name a card. Target opponent reveals X cards at random from his or her hand. That player then discards all the revealed cards that are the named card. Play this ability only during your turn. Necra Disciple B Creature - 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. Necra Sanctuary 2B 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. Necratog 1BB Creature - Atog 1/2 Remove the top creature card in your graveyard from the game: Necratog gets +2/+2 until end of turn. Necravolver 2B Creature - Volver 2/2 Kicker 1G and/or W If the 1G kicker cost was paid, Necravolver comes into play with two +1/+1 counters on it and with trample. If the W kicker cost was paid, Necravolver comes into play with a +1/+1 counter on it and with "Whenever Necravolver deals damage, you gain that much life." Necrite 1BB 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. Necrogen Mists 2B Enchantment At the beginning of each player's upkeep, that player discards a card. Necrogen Spellbomb 1 Artifact B, Sacrifice Necrogen Spellbomb: Target player discards a card. 1, Sacrifice Necrogen Spellbomb: Draw a card. Necro-Impotence BBB Enchantment Skip your untap step. At the beginning of your upkeep, you may pay X life. If you do, untap X permanents. Pay 1/2 life: Remove the top card of your library from the game face down. Put that card into your hand at end of turn. Necrologia 3BB Instant Play Necrologia only during your end of turn step. As an additional cost to play Necrologia, pay any amount of life. Draw cards equal to the life paid this way. Necromancer's Magemark 2B Enchantment - Aura Enchant creature Creatures you control that are enchanted get +1/+1. If a creature you control that's enchanted would be put into a graveyard, return it to its owner's hand instead. Necromancy 2B Enchantment You may play Necromancy any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. When Necromancy comes into play, if it's in play, it becomes an Aura with enchant creature. Put target creature card from a graveyard into play under your control and attach Necromancy to it. When Necromancy leaves play, destroy enchanted creature. It can't be regenerated. Necromantic Thirst 2BB 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. Necroplasm 1BB Creature - Ooze 1/1 At the beginning of your upkeep, put a +1/+1 counter on Necroplasm. At the end of your turn, destroy each creature with converted mana cost equal to the number of +1/+1 counters on Necroplasm. Dredge 2 Necropolis 5 Artifact Creature - Wall 0/1 Defender (This creature can't attack.) Remove a creature card in your graveyard from the game: Put X +0/+1 counters on Necropolis, where X is the removed card's converted mana cost. Necropotence BBB Enchantment Skip your draw step. If you would discard a card, discard it, but remove it from the game instead of putting it into your graveyard. Pay 1 life: Remove the top card of your library from the game face down. Put that card into your hand at the end of your turn. Necrosavant 3BBB Creature - Zombie Giant 5/5 3BB, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep. Necrotic Sliver 1WB Creature - Sliver 2/2 All Slivers have "3, Sacrifice this creature: Destroy target permanent." Need for Speed R Enchantment Sacrifice a land: Target creature gains haste until end of turn. Needle Storm 2G Sorcery Needle Storm deals 4 damage to each creature with flying. Needlebug 4 Artifact Creature - Insect 2/2 Flash Protection from artifacts Needlepeak Spider 3R Creature - Spider 4/2 Needlepeak Spider can block as though it had flying. Needleshot Gourna 4GG Creature - Beast 3/6 Needleshot Gourna can block as though it had flying. Nefarious Lich BBBB Enchantment If you would be dealt damage, remove that many cards in your graveyard from the game instead. If you can't, you lose the game. If you would gain life, draw that many cards instead. When Nefarious Lich leaves play, you lose the game. Nefashu 4BB Creature - Zombie Mutant 5/3 Whenever Nefashu attacks, up to five target creatures each get -1/-1 until end of turn. Neko-Te 3 Artifact - Equipment Whenever equipped creature deals damage to a creature, tap that creature. As long as Neko-Te remains in play, that creature doesn't untap during its controller's untap step. Whenever equipped creature deals damage to a player, that player loses 1 life. Equip 2 Nekrataal 2BB Creature - Human Assassin 2/1 First strike (This creature deals combat damage before creatures without first strike.) When Nekrataal comes into play, destroy target nonartifact, nonblack creature. That creature can't be regenerated. Nemata, Grove Guardian 4GG Legendary Creature - Treefolk 4/5 2G: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: All Saprolings get +1/+1 until end of turn. 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 comes into play unattached and stays in play if the creature leaves play.) Nesting Wurm 4GG Creature - Wurm 4/3 Trample When Nesting Wurm comes into play, 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. Nether Shadow BB Creature - Spirit 1/1 Haste At the beginning of your upkeep, if Nether Shadow is in your graveyard with three creature cards above it, you may put Nether Shadow into play. Nether Spirit 1BB 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 play. Nether Traitor BB 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 play, you may pay B. If you do, return Nether Traitor from your graveyard to play. Nether Void 3B World Enchantment Whenever a player plays a spell, counter it unless its controller pays 3. Netherborn Phalanx 5B Creature - Horror 2/4 When Netherborn Phalanx comes into play, each opponent loses 1 life for each creature he or she controls. Transmute 1BB (1BB, 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. Play only as a sorcery.) Netter en-Dal W Creature - Spellshaper 1/1 W, T, Discard a card: Target creature can't attack this turn. Nettletooth Djinn 3G Creature - Djinn 4/4 At the beginning of your upkeep, Nettletooth Djinn deals 1 damage to you. Nettling Curse 2B Enchantment - Aura Enchant creature Whenever enchanted creature attacks or blocks, its controller loses 3 life. 1R: Enchanted creature attacks this turn if able. Nettling Imp 2B Creature - Imp 1/1 T Target non-Wall creature the active player controls attacks this turn, if able. At end of turn, if that creature didn't attack this turn, destroy it. Ignore this effect if that player didn't control the creature continuously since the beginning of the turn. Play this ability only during an opponent's turn before attackers are declared. Neurok Familiar 1U Creature - Bird 1/1 Flying When Neurok Familiar comes into play, reveal the top card of your library. If it's an artifact card, put it into your hand. Otherwise, put it into your graveyard. 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 comes into play unattached and stays in play if the creature leaves play.) Neurok Prodigy 2U Creature - Human Wizard 2/1 Flying Discard an artifact card: Return Neurok Prodigy to its owner's hand. Neurok Spy 2U Creature - Human Rogue 2/2 Neurok Spy is unblockable as long as defending player controls an artifact. Neurok Stealthsuit 2 Artifact - Equipment Equipped creature can't be the target of spells or abilities. UU: Attach Neurok Stealthsuit to target creature you control. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Neurok Transmuter 2U 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. Neverending Torment 4BB Sorcery Search target player's library for X cards, where X is the number of cards in your hand, and remove them from the game. Then that player shuffles his or her library. Epic (For the rest of the game, you can't play 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.) Nevinyrral's Disk 4 Artifact Nevinyrral's Disk comes into play tapped. 1, T Destroy all artifacts, creatures, and enchantments. New Frontiers XG Sorcery Each player may search his or her library for up to X basic land cards and put them into play tapped. Then each player who searched his or her library this way shuffles it. Nezumi Bone-Reader 1B Creature - Rat Shaman 1/1 B, Sacrifice a creature: Target player discards a card. Play this ability only any time you could play a sorcery. Nezumi Cutthroat 1B Creature - Rat Warrior 2/1 Fear Nezumi Cutthroat can't block. Nezumi Graverobber 1B Creature - Rat Rogue 2/1 1B: Remove target card in an opponent's graveyard from the game. If no cards are in that graveyard, flip Nezumi Graverobber. ----- Nighteyes the Desecrator Legendary Creature - Rat Wizard 4/2 4B: Put target creature card in a graveyard into play under your control. Nezumi Ronin 2B Creature - Rat Samurai 3/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Nezumi Shadow-Watcher B Creature - Rat Warrior 1/1 Sacrifice Nezumi Shadow-Watcher: Destroy target Ninja. Nezumi Shortfang 1B Creature - Rat Rogue 1/1 1B, 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. Niall Silvain GGG Creature - Niall-Silvain 2/2 GGGG, T Regenerate target creature. Nicol Bolas 2UUBBRR Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Nicol Bolas unless you pay UBR. Whenever Nicol Bolas deals damage to an opponent, that player discards his or her hand. Night // Day B / 2W Instant // Instant Target creature gets -1/-1 until end of turn. // Creatures target player controls get +1/+1 until end of turn. Night Dealings 2BB Enchantment Whenever a source you control deals damage to another player, put that many theft counters on Night Dealings. 2BB, 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. Night of Souls' Betrayal 2BB Legendary Enchantment All creatures get -1/-1. Night Soil GG Enchantment 1, Remove two creature cards in a single graveyard from the game: Put a 1/1 green Saproling creature token into play. Nightcreep BB Instant Until end of turn, all creatures become black and all lands become Swamps. Nightguard Patrol 2W Creature - Human Soldier 2/1 First strike, vigilance Nightmare 5B Creature - Nightmare */* Flying (This creature can't be blocked except by creatures with flying.) Nightmare's power and toughness are each equal to the number of Swamps you control. 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 comes into play unattached and stays in play if the creature leaves play.) Nightmare Void 3B Sorcery Target player reveals his or her hand. 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.) Night's Whisper 1B Sorcery You draw two cards and you lose 2 life. Nightscape Apprentice B Creature - 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. Nightscape Battlemage 2B Creature - Wizard 2/2 Kicker 2U and/or 2R When Nightscape Battlemage comes into play, if the 2U kicker cost was paid, return up to two target nonblack creatures to their owners' hands. When Nightscape Battlemage comes into play, if the 2R kicker cost was paid, destroy target land. Nightscape Familiar 1B Creature - Zombie 1/1 Blue spells and red spells you play cost 1 less to play. 1B: Regenerate Nightscape Familiar. Nightscape Master 2BB Creature - Wizard 2/2 UU, T Return target creature to its owner's hand. RR, T Nightscape Master deals 2 damage to target creature. Nightshade Assassin 2BB Creature - Human Assassin 2/1 First strike When Nightshade Assassin comes into play, you may reveal X black cards in your hand. If you do, target creature gets -X/-X until end of turn. Madness 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Nightshade Seer 3B Creature - Wizard 1/1 2B, 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. Nightsoil Kami 4GG Creature - Spirit 6/4 Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.) Nightstalker Engine 4B Creature - Nightstalker */3 Nightstalker Engine's power is equal to the number of creature cards in your graveyard. Nightwind Glider 2W Creature - Rebel 2/1 Flying, protection from black Nihilistic Glee 2BB Enchantment 2B, Discard a card: Target opponent loses 1 life and you gain 1 life. Hellbent - 1, Pay 2 life: Draw a card. Play this ability only if you have no cards in hand. Nikko-Onna 2W Creature - Spirit 2/2 When Nikko-Onna comes into play, destroy target enchantment. Whenever you play a Spirit or Arcane spell, you may return Nikko-Onna to its owner's hand. Nim Abomination 2B Creature - Zombie 3/4 At the end of your turn, if Nim Abomination is untapped, you lose 3 life. Nim Devourer 3BB Creature - Zombie 4/1 Nim Devourer gets +1/+0 for each artifact you control. BB: Return Nim Devourer from your graveyard to play, then sacrifice a creature. Play this ability only during your upkeep. Nim Grotesque 6B Creature - Zombie 3/6 Nim Grotesque gets +1/+0 for each artifact you control. Nim Lasher 2B Creature - Zombie 1/1 Nim Lasher gets +1/+0 for each artifact you control. Nim Replica 3 Artifact Creature - Zombie 3/1 2B, Sacrifice Nim Replica: Target creature gets -1/-1 until end of turn. Nim Shambler 2BB Creature - Zombie 2/1 Nim Shambler gets +1/+0 for each artifact you control. Sacrifice a creature: Regenerate Nim Shambler. Nim Shrieker 3B Creature - Zombie 0/1 Flying Nim Shrieker gets +1/+0 for each artifact you control. Nimble Mongoose G Creature - Mongoose 1/1 Nimble Mongoose 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. Nine-Ringed Bo 3 Artifact T Nine-Ringed Bo deals 1 damage to target Spirit. If that creature would be put into a graveyard this turn, remove it from the game instead. Ninja of the Deep Hours 3U Creature - Human Ninja 2/2 Ninjutsu 1U (1U, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.) Whenever Ninja of the Deep Hours deals combat damage to a player, you may draw a card. Nivix, Aerie of the Firemind Land T Add 1 to your mana pool. 2UR, T Remove the top card of your library from the game. Until your next turn, you may play that card if it's an instant or sorcery. Niv-Mizzet, the Firemind 2UURR 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. No Mercy 2BB Enchantment Whenever a creature deals damage to you, destroy it. No Quarter 3R 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. No Rest for the Wicked 1B Enchantment Sacrifice No Rest for the Wicked: Return to your hand all creature cards put into your graveyard from play since the beginning of the turn. Noble Benefactor 2U Creature - Cleric 2/2 When Noble Benefactor is put into a graveyard from play, 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 shuffles it. Noble Elephant 3W Creature - Elephant 2/2 Banding, trample Noble Panther 1GW Creature - Cat 3/3 1: Noble Panther gains first strike until end of turn. Noble Purpose 3WW Enchantment Whenever a creature you control deals combat damage, you gain that much life. Noble Stand 4W Enchantment Whenever a creature you control blocks, you gain 2 life. Noble Steeds 2W Enchantment 1W: Target creature gains first strike until end of turn. Noble Templar 5W Creature - 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.) Nocturnal Raid 2BB Instant Black creatures get +2/+0 until end of turn. 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.) 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. Nomad Decoy 2W Creature - Nomad 1/2 W, T Tap target creature. Threshold - WW, T Tap two target creatures. Play this ability only if seven or more cards are in your graveyard. Nomad Mythmaker 2W Creature - Cleric 2/2 W, T Put target Aura card from a graveyard into play attached to a creature you control. (You control that Aura.) 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. Play this ability only if seven or more cards are in your graveyard. Nomadic Elf 1G Creature - Elf 2/2 1G: Add one mana of any color to your mana pool. Nomads en-Kor W Creature - 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. Norin the Wary R Legendary Creature - Human Warrior 2/1 When a player plays a spell or a creature attacks, remove Norin the Wary from the game. Return it to play under its owner's control at end of turn. Norritt 3B Creature - Imp 1/1 T Untap target blue creature. T Target non-Wall creature attacks this turn if able. If that creature doesn't attack, destroy it at end of turn unless it came under its controller's control this turn. Play this ability only during that creature's controller's turn before the declare attackers step. 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.) Northern Paladin 2WW Creature - Knight 3/3 WW, T Destroy target black permanent. Norwood Archers 3G Creature - Elf 3/3 Norwood Archers can block as though it had flying. Norwood Priestess 2GG Creature - Elf 1/1 T You may put a green creature card from your hand into play. Play this ability only during your turn, before the combat phase. Norwood Ranger G Creature - Elf Scout 1/2 Norwood Riders 3G Creature - Elf 3/3 Norwood Riders can't be blocked by more than one creature. Norwood Warrior 2G Creature - Elf 2/2 Whenever Norwood Warrior becomes blocked, it gets +1/+1 until end of turn. Nostalgic Dreams GG Sorcery As an additional cost to play Nostalgic Dreams, discard X cards. Return X target cards from your graveyard to your hand. Remove Nostalgic Dreams from the game. Nosy Goblin 2R Creature - Goblin 2/1 T, Sacrifice Nosy Goblin: Destroy target face-down creature. Notorious Assassin 3B Creature - Spellshaper 2/2 2B, T, Discard a card: Destroy target nonblack creature. It can't be regenerated. Nourish GG Instant You gain 6 life. Nourishing Shoal XGG Instant - Arcane You may remove a green card with converted mana cost X in your hand from the game rather than pay Nourishing Shoal's mana cost. You gain X life. Nova Cleric W Creature - Cleric 1/2 2W, T, Sacrifice Nova Cleric: Destroy all enchantments. 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. Novijen Sages 4UU Creature - Human Advisor Mutant 0/0 Graft 4 (This creature comes into play with four +1/+1 counters on it. Whenever another creature comes into play, 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. Novijen, Heart of Progress Land T Add 1 to your mana pool. GU, T Put a +1/+1 counter on each creature that came into play this turn. Now I Know My ABC's 1UU Enchantment At the beginning of your upkeep, if you control permanents with names that include all twenty-six letters of the English alphabet, you win the game. Noxious Field 1BB Enchantment - Aura Enchant land Enchanted land has "T This land deals 1 damage to each creature and each player." Noxious Ghoul 3BB Creature - Zombie 3/3 Whenever Noxious Ghoul or another Zombie comes into play, all non-Zombie creatures get -1/-1 until end of turn. Noxious Toad 2B Creature - Toad 1/1 When Noxious Toad is put into a graveyard from play, each opponent discards a card. Noxious Vapors 1BB Sorcery Each player reveals his or her hand and chooses one card of each color from it, then discards all other nonland cards. Nuisance Engine 3 Artifact 2, T Put a 0/1 Pest artifact creature token into play. Null Brooch 4 Artifact 2, T, Discard your hand: Counter target noncreature spell. Null Chamber 3W World Enchantment As Null Chamber comes into play, you and an opponent each name a card other than a basic land card. The named cards can't be played. Null Profusion 4BB Enchantment Skip your draw step. Whenever you play a card, draw a card. Your maximum hand size is two. Null Rod 2 Artifact Players can't play artifacts' activated abilities. Nullmage Advocate 2G Creature - Insect Druid 2/3 T Return two target cards in an opponent's graveyard to his or her hand. Destroy target artifact or enchantment. Nullmage Shepherd 3G Creature - Elf Shaman 2/4 Tap four untapped creatures you control: Destroy target artifact or enchantment. Nullstone Gargoyle 9 Artifact Creature - Gargoyle 4/5 Flying Whenever the first noncreature spell of a turn is played, counter that spell. Numai Outcast 3B Creature - Human Samurai 1/1 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) B, Pay 5 life: Regenerate Numai Outcast. Number Crunch 2U Instant Return target permanent to its owner's hand. Gotcha - Whenever an opponent says a number, you may say "Gotcha!" If you do, return Number Crunch from your graveyard to your hand. Numot, the Devastator 3RWU Legendary Creature - Dragon 6/6 Flying Whenever Numot, the Devastator deals combat damage to a player, you may pay 2R. If you do, destroy up to two target lands. Nurturing Licid 1G 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. Nut Collector 5G Creature - Druid 1/1 At the beginning of your upkeep, you may put a 1/1 green Squirrel creature token into play. Threshold - All Squirrels get +2/+2 as long as seven or more cards are in your graveyard. Oasis Land T Prevent the next 1 damage that would be dealt to target creature this turn. Oath of Druids 1G Enchantment At the beginning of each player's upkeep, if that player controls fewer creatures than any of his or her opponents, the player may reveal cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and all other cards revealed this way into his or her graveyard. Oath of Ghouls 1B Enchantment At the beginning of each player's upkeep, if there are more creature cards in that player's graveyard than in any of his or her opponents' graveyards, the player may return target creature card of his or her choice from his or her graveyard to his or her hand. Oath of Lieges 1W Enchantment At the beginning of each player's upkeep, if that player controls fewer lands than any of his or her opponents, the player may search his or her library for a basic land card and put that card into play. The player then shuffles his or her library. Oath of Lim-Dul 3B Enchantment Whenever you lose life, sacrifice a permanent other than Oath of Lim-Dul or discard a card for each 1 life you lost. (Damage dealt to you causes you to lose life.) BB: Draw a card. Oath of Mages 1R Enchantment At the beginning of each player's upkeep, that player may have Oath of Mages deal 1 damage to target player of his or her choice who has more life than he or she does and who is his or her opponent. Oath of Scholars 3U Enchantment At the beginning of each player's upkeep, if that player has fewer cards in hand than any of his or her opponents, the player may discard his or her hand and draw three cards. Oathkeeper, Takeno's Daisho 3 Legendary Artifact - Equipment Equipped creature gets +3/+1. Whenever equipped creature is put into a graveyard from play, return that card to play under your control if it's a Samurai. When Oathkeeper, Takeno's Daisho is put into a graveyard from play, remove equipped creature from the game. Equip 2 Oathsworn Giant 4WW Creature - Giant Soldier 3/4 Vigilance Other creatures you control get +0/+2 and have vigilance. Obelisk of Undoing 1 Artifact 6, T Return target permanent you own and control to your hand. Oblation 2W Instant The owner of target nonland permanent shuffles it into his or her library, then draws two cards. Obliterate 6RR Sorcery Obliterate can't be countered. Destroy all artifacts, creatures, and lands. They can't be regenerated. 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. Oboro Breezecaller 1U Creature - Moonfolk Wizard 1/1 Flying 2, Return a land you control to its owner's hand: Untap target land. Oboro Envoy 3U 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. 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. Obsessive Search U Instant Draw a card. Madness U (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Obsianus Golem 6 Artifact Creature - Golem 4/6 Obsidian Acolyte 1W Creature - Cleric 1/1 Protection from black W: Target creature gains protection from black until end of turn. Obsidian Giant 4R Creature - Giant 4/4 Obstinate Familiar R Creature - Lizard 1/1 If you would draw a card, you may skip that draw instead. Ocular Halo 3U Enchantment - Aura Enchant creature Enchanted creature has "T Draw a card." W: Enchanted creature gains vigilance until end of turn. Odds // Ends UR / 3RW Instant // 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. // Target player sacrifices two attacking creatures. Odylic Wraith 3B Creature - Wraith 2/2 Swampwalk Whenever Odylic Wraith deals damage to a player, that player discards a card. Off Balance W Instant Target creature can't attack or block this turn. Ogre Arsonist 4R Creature - Ogre 3/3 When Ogre Arsonist comes into play, destroy target land. Ogre Berserker 4R Creature - Ogre 4/2 Haste Ogre Enforcer 3RR Creature - Ogre 4/4 If Ogre Enforcer would be dealt nonlethal damage by a single source, prevent that damage. Ogre Gatecrasher 3R Creature - Ogre Rogue 3/3 When Ogre Gatecrasher comes into play, destroy target creature with defender. Ogre Leadfoot 4R Creature - Ogre 3/3 Whenever Ogre Leadfoot becomes blocked by an artifact creature, destroy that creature. Ogre Marauder 1BB 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. Ogre Recluse 3R Creature - Ogre Warrior 5/4 Whenever a player plays a spell, tap Ogre Recluse. Ogre Savant 4R Creature - Ogre Wizard 3/2 When Ogre Savant comes into play, if U was spent to play Ogre Savant, return target creature to its owner's hand. Ogre Shaman 3RR Creature - Ogre 3/3 2, Discard a card at random: Ogre Shaman deals 2 damage to target creature or player. Ogre Taskmaster 3R Creature - Ogre 4/3 Ogre Taskmaster can't block. Ogre Warrior 3R Creature - Ogre 3/3 Ohran Viper 1GG 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. Ohran Yeti 3R Snow Creature - Yeti 3/3 2oSi: Target snow creature gains first strike until end of turn. (oSi can be paid with one mana from a snow permanent.) Okiba-Gang Shinobi 3BB Creature - Rat Ninja 3/2 Ninjutsu 3B (3B, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.) Whenever Okiba-Gang Shinobi deals combat damage to a player, that player discards two cards. Okina Nightwatch 4G Creature - Human Monk 4/3 As long as you have more cards in hand than each opponent, Okina Nightwatch gets +3/+3. 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. Okk 1R 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. Old Fogey GG Summon Dinosaur 7/7 Phasing, cumulative upkeep 1, echo, fading 3, bands with other Dinosaurs, protection from Homarids, snow-covered plainswalk, flanking, rampage 2 Old Man of the Sea 1UU Creature - Marid 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 equal to or less than the power of Old Man of the Sea as long as Old Man of the Sea remains tapped and its power remains equal to or greater than the creature's power. Omega Myr 2 Artifact Creature - Myr 1/2 Omen 1U Sorcery Look at the top three cards of your library. You may put them back in any order or shuffle your library. Draw a card. Omen of Fire 3RR 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. Omnibian 1GGU Creature - Frog 3/3 T Target creature becomes a 3/3 Frog until end of turn. O-Naginata 1 Artifact - Equipment O-Naginata can be attached only to a creature with 3 or more power. Equipped creature gets +3/+0 and has trample. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) Once More with Feeling WWWW Sorcery Remove Once More with Feeling from the game as well as all cards in play and in all graveyards. Each player shuffles his or her hand into her or his library, then draws seven cards. Each player's life total is set to 10. DCI ruling: This card is restricted. (You cannot play with more than one in a deck.) One Dozen Eyes 5G Sorcery Choose one - Put a 5/5 green Beast creature token into play; or put five 1/1 green Insect creature tokens into play. Entwine GGG (Choose both if you pay the entwine cost.) 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 and put that card into play tapped. Then shuffle your library. One with Nothing B Instant Discard your hand. Oni of Wild Places 5R Creature - Demon Spirit 6/5 Haste At the beginning of your upkeep, return a red creature you control to its owner's hand. Oni Possession 2B 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. Onslaught R Enchantment Whenever you play a creature spell, tap target creature. Onulet 3 Artifact Creature 2/2 When Onulet is put into a graveyard from play, you gain 2 life. Onyx Talisman 2 Artifact Whenever a black spell is played, you may pay 3. If you do, untap target permanent. Opal Acrolith 2W Enchantment Whenever an opponent plays a creature spell, if Opal Acrolith is an enchantment, Opal Acrolith becomes a 2/4 Guardian creature. 0: Opal Acrolith becomes an enchantment. Opal Archangel 4W Enchantment When an opponent plays a creature spell, if Opal Archangel is an enchantment, Opal Archangel becomes a 5/5 Angel creature with flying and vigilance. Opal Avenger 2W Enchantment When you have 10 life or less, if Opal Avenger is an enchantment, Opal Avenger becomes a 3/5 Guardian creature. Opal Caryatid W Enchantment When an opponent plays a creature spell, if Opal Caryatid is an enchantment, Opal Caryatid becomes a 2/2 Soldier creature. Opal Champion 2W Enchantment When an opponent plays a creature spell, if Opal Champion is an enchantment, Opal Champion becomes a 3/3 Knight creature with first strike. Opal Gargoyle 1W Enchantment When an opponent plays a creature spell, if Opal Gargoyle is an enchantment, Opal Gargoyle becomes a 2/2 Gargoyle creature with flying. Opal Guardian WWW Enchantment When an opponent plays a creature spell, if Opal Guardian is an enchantment, Opal Guardian becomes a 3/4 Gargoyle creature with flying and protection from red. Opal Titan 2WW Enchantment When an opponent plays 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. Opalescence 2WW Enchantment Each other non-Aura enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment. Opal-Eye, Konda's Yojimbo 1WW Legendary Creature - Fox Samurai 1/4 Bushido 1; defender (This creature can't attack.) 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. 1W: Prevent the next 1 damage that would be dealt to Opal-Eye this turn. Opaline Bracers 4 Artifact - Equipment Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) 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.) Opaline Sliver 1WU Creature - Sliver 2/2 All Slivers have "Whenever this creature becomes the target of a spell an opponent controls, you may draw a card." Ophidian 2U Creature - Snake 1/3 Whenever Ophidian attacks and isn't blocked, you may draw a card. If you do, Ophidian deals no combat damage this turn. Ophidian Eye 2U Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card. Opportunist 2R Creature - Soldier 2/2 T Opportunist deals 1 damage to target creature that was dealt damage this turn. Opportunity 4UU Instant Target player draws four cards. Opposition 2UU Enchantment Tap an untapped creature you control: Tap target artifact, creature, or land. Oppression 1BB Enchantment Whenever a player plays a spell, that player discards a card. Oppressive Will 2U Instant Counter target spell unless its controller pays 1 for each card in your hand. Opt U Instant Look at the top card of your library. You may put that card on the bottom of your library. Draw a card. Oracle en-Vec 1W Creature - Wizard 1/1 T Target opponent chooses any number of creatures he or she controls. During that player's next turn, those creatures attack if able, and other creatures can't attack. At the end of that turn, destroy each of those creatures that didn't attack. Play this ability only during your turn. Oracle's Attendants 3W 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. Oraxid 3U Creature - Beast 2/3 Protection from red Orb of Dreams 3 Artifact Permanents come into play tapped. Orbweaver Kumo 4GG Creature - Spirit 3/4 Orbweaver Kumo can block as though it had flying. Whenever you play a Spirit or Arcane spell, Orbweaver Kumo gains forestwalk until end of turn. Orc General 2R Creature - General 2/2 T, Sacrifice an Orc or a Goblin: All Orcs get +1/+1 until end of turn. Orcish Artillery 1RR Creature - Orc Warrior 1/3 T Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Bloodpainter 2R Creature - Orc Shaman 2/1 T, Sacrifice a creature: Orcish Bloodpainter deals 1 damage to target creature or player. Orcish Cannonade 1RR Instant Orcish Cannonade deals 2 damage to target creature or player and 3 damage to you. Draw a card. Orcish Cannoneers 1RR Creature - Orc 1/3 T Orcish Cannoneers deals 2 damage to target creature or player and 3 damage to you. Orcish Captain R Creature - Orc 1/1 1: Flip a coin. If you win the flip, target Orc gets +2/+0 until end of turn. If you lose the flip, it gets -0/-2 until end of turn. 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. Orcish Farmer 1RR Creature - Orc 2/2 T Target land becomes a Swamp until its controller's next untap step. Orcish Healer RR Creature - Orc Cleric 1/1 RR, T Target creature can't be regenerated this turn. BBR, T Regenerate target black or green creature. RGG, T Regenerate target black or green creature. Orcish Librarian 1R Creature - Orc 1/1 R, T Look at the top eight cards of your library. Remove four of them at random from the game, then put the rest on top of your library in any order. 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. Orcish Mechanics 2R Creature - Orc 1/1 T, Sacrifice an artifact: Orcish Mechanics deals 2 damage to target creature or player. Orcish Mine 1RR Enchantment - Aura Enchant land Orcish Mine comes into play with three ore counters on it. At the beginning of your upkeep and whenever enchanted land becomes tapped, remove an ore counter from Orcish Mine. If there are no ore counters on Orcish Mine, destroy that land and Orcish Mine deals 2 damage to its controller. Orcish Oriflamme 3R Enchantment Attacking creatures you control get +1/+0. Orcish Paratroopers 2R Creature - Orc Paratrooper 4/4 When Orcish Paratroopers comes into play, flip it from a height of at least one foot. Sacrifice Orcish Paratroopers unless it lands face up after turning over completely. Orcish Settlers 1R Creature - Orc 1/1 XXR, T, Sacrifice Orcish Settlers: Destroy X target lands. Orcish Spy R Creature - Orc 1/1 T Look at the top three cards of target player's library. Orcish Squatters 4R 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 deals no combat damage this turn. Orcish Veteran 2R 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. Order // Chaos 3W / 2R Instant // Instant Remove target attacking creature from the game. // Creatures can't block this turn. Order of Leitbur WW Creature - Cleric 2/1 Protection from black WW: Order of Leitbur gets +1/+0 until end of turn. W: Order of Leitbur gains first strike until end of turn. Order of the Ebon Hand BB Creature - Cleric 2/1 Protection from white BB: Order of the Ebon Hand gets +1/+0 until end of turn. B: Order of the Ebon Hand gains first strike until end of turn. Order of the Sacred Bell 3G Creature - Human Monk 4/3 Order of the Sacred Torch 1WW Creature - Paladin 2/2 T, Pay 1 life: Counter target black spell. Order of the Stars W Creature - Human Cleric 0/1 Defender (This creature can't attack.) As Order of the Stars comes into play, choose a color. Order of the Stars has protection from the chosen color. Order of the White Shield WW Creature - Knight 2/1 Protection from black W: Order of the White Shield gains first strike until end of turn. WW: Order of the White Shield gets +1/+0 until end of turn. Order of Yawgmoth 2BB Creature - Knight 2/2 Fear Whenever Order of Yawgmoth deals damage to a player, that player discards a card. Ordered Migration 3WU Sorcery Put a 1/1 blue Bird creature token with flying into play for each basic land type among lands you control. Ordruun Commando 3R Creature - Minotaur Soldier 4/1 W: Prevent the next 1 damage that would be dealt to Ordruun Commando this turn. Ore Gorger 3RR Creature - Spirit 3/1 Whenever you play a Spirit or Arcane spell, you may destroy target nonbasic land. Organ Grinder 2B Creature - Zombie 3/1 T, Remove three cards in your graveyard from the game: Target player loses 3 life. Organ Harvest B Sorcery You and your teammates may sacrifice any number of creatures. For each creature sacrificed in this way, add BB to your mana pool. Orgg 3RR 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. Orim, Samite Healer 1WW Legendary Creature - Cleric 1/3 T Prevent the next 3 damage that would be dealt to target creature or player this turn. Orim's Chant W Instant Kicker W (You may pay an additional W as you play this spell.) Target player can't play spells this turn. If the kicker cost was paid, creatures can't attack this turn. Orim's Cure 1W Instant If you control a Plains, you may tap an untapped creature you control rather than pay the mana cost of Orim's Cure. Prevent the next 4 damage that would be dealt to target creature or player this turn. Orim's Prayer 1WW Enchantment Whenever a creature attacks you, you gain 1 life. Orim's Thunder 2W Instant Kicker R (You may pay an additional R as you play this spell.) Destroy target artifact or enchantment. If the kicker cost was paid, Orim's Thunder deals damage equal to that artifact or enchantment's converted mana cost to target creature. Orim's Touch W Instant Kicker 1 (You may pay an additional 1 as you play this spell.) Prevent the next 2 damage that would be dealt to target creature or player this turn. If the kicker cost was paid, prevent the next 4 damage that would be dealt to that creature or player this turn instead. Ornate Kanzashi 5 Artifact 2, T Target opponent removes the top card of his or her library from the game. You may play that card this turn. Ornithopter 0 Artifact Creature - Thopter 0/2 Flying (This creature can't be blocked except by creatures with flying.) Orochi Eggwatcher 2G Creature - Snake Shaman 1/1 2G, T Put a 1/1 green Snake creature token into play. 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. Orochi Hatchery XX Artifact Orochi Hatchery comes into play with X charge counters on it. 5, T Put a 1/1 green Snake creature token into play for each charge counter on Orochi Hatchery. Orochi Leafcaller G Creature - Snake Shaman 1/1 G: Add one mana of any color to your mana pool. Orochi Ranger 1G 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. Orochi Sustainer 1G Creature - Snake Shaman 1/2 T Add G to your mana pool. Oros, the Avenger 3WBR Legendary Creature - Dragon 6/6 Flying Whenever Oros, the Avenger deals combat damage to a player, you may pay 2W. If you do, Oros deals 3 damage to each nonwhite creature. Orzhov Basilica Land Orzhov Basilica comes into play tapped. When Orzhov Basilica comes into play, return a land you control to its owner's hand. T Add WB to your mana pool. Orzhov Euthanist 2B Creature - Human Assassin 2/2 Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Orzhov Euthanist comes into play or the creature it haunts is put into a graveyard, destroy target creature that was dealt damage this turn. Orzhov Guildmage (W / B) (W / B) Creature - Human Wizard 2/2 (o (w/b) can be paid with either W or B.) 2W: Target player gains 1 life. 2B: Each player loses 1 life. Orzhov Pontiff 1WB Creature - Human Cleric 1/1 Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Orzhov Pontiff comes into play or the creature it haunts is put into a graveyard, choose one - creatures you control get +1/+1 until end of turn; or creatures you don't control get -1/-1 until end of turn. Orzhov Signet 2 Artifact 1, T Add WB to your mana pool. Orzhova, the Church of Deals Land T Add 1 to your mana pool. 3WB, T Target player loses 1 life and you gain 1 life. Osai Vultures 1W Creature - Vulture 1/1 Flying At end of turn, if a creature was put into a graveyard from play 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. Ostiary Thrull 3B Creature - Thrull 2/2 W, T Tap target creature. Ostracize B Sorcery Target opponent reveals his or her hand. Choose a creature card from it. That player discards that card. Otarian Juggernaut 4 Artifact Creature 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. Otherworldly Journey 1W Instant - Arcane Remove target creature from the game. At end of turn, return that creature to play under its owner's control with a +1/+1 counter on it. Oubliette 1BB Enchantment When Oubliette comes into play, target creature phases out. That creature can't phase in as long as Oubliette remains in play. When Oubliette leaves play, the creature phases in tapped. Ouphe Vandals 2G Creature - Ouphe 2/2 G, Sacrifice Ouphe Vandals: Counter target activated ability from an artifact source and destroy that artifact if it's in play. (Mana abilities can't be targeted.) Our Market Research Shows That Players Like Really Long Card Names So We Made this Card to Have the Absolute Longest Card Name Ever Elemental 1GG Creature - Elemental 2/2 Art rampage 2 (Whenever this becomes blocked by a creature, it gets +2/+2 for each creature in the blocker's art beyond the first.) Outbreak 3B 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. Outmaneuver XR Instant X target blocked creatures deal combat damage as though they weren't blocked this turn. Outrider en-Kor 2W 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. Overabundance 1RG Enchantment Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of the same type, and Overabundance deals 1 damage to him or her. Overblaze 3R 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 2RR (As you play 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.) Overburden 1U Enchantment Whenever a player puts a nontoken creature into play, that player returns a land he or she controls to its owner's hand. Overeager Apprentice 2B Creature - Minion 1/2 Discard a card, Sacrifice Overeager Apprentice: Add BBB to your mana pool. Overgrown Estate BGW Enchantment Sacrifice a land: You gain 3 life. Overgrown Tomb Land - Swamp Forest (T Add B or G to your mana pool.) As Overgrown Tomb comes into play, you may pay 2 life. If you don't, Overgrown Tomb comes into play tapped. Overgrowth 2G Enchantment - Aura Enchant land (Target a land as you play this. This card comes into play attached to that land.) Whenever enchanted land is tapped for mana, its controller adds GG to his or her mana pool. Overlaid Terrain 2GG Enchantment As Overlaid Terrain comes into play, sacrifice all lands you control. Lands you control have "T Add two mana of any one color to your mana pool." Overload R Instant Kicker 2 (You may pay an additional 2 as you play this spell.) Destroy target artifact if its converted mana cost is 2 or less. If the kicker cost was paid, destroy that artifact if its converted mana cost is 5 or less instead. Overmaster R Sorcery The next instant or sorcery spell you play this turn can't be countered by spells or abilities. Draw a card. Override 2U Instant Counter target spell unless its controller pays 1 for each artifact you control. Overrule XWU Instant Counter target spell unless its controller pays X. You gain X life. Overrun 2GGG Sorcery Creatures you control get +3/+3 and gain trample until end of turn. Oversold Cemetery 1B 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. Overtaker 1U Creature - Spellshaper 1/1 3U, T, Discard a card: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. Overwhelm 5GG Sorcery Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Creatures you control get +3/+3 until end of turn. Overwhelming Forces 6BB Sorcery Destroy all creatures target opponent controls. Draw a card for each creature destroyed this way. Overwhelming Instinct 2G Enchantment Whenever you attack with three or more creatures, draw a card. Overwhelming Intellect 4UU Instant Counter target creature spell. Draw cards equal to that spell's converted mana cost. Ovinize 1U Instant Target creature loses all abilities and becomes 0/1 until end of turn. Ovinomancer 2U Creature - Human Wizard 0/1 When Ovinomancer comes into play, 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 into play. Ow B Enchantment Whenever any creature damages a player, for each Ow card in play, that player says "Ow" once or Ow deals 1 damage to him or her. Owl Familiar 1U Creature - Bird 1/1 Flying When Owl Familiar comes into play, draw a card, then discard a card. Oxidda Golem 6 Artifact Creature - Golem 3/2 Affinity for Mountains (This spell costs 1 less to play for each Mountain you control.) Haste Oxidize G Instant Destroy target artifact. It can't be regenerated. Oyobi, Who Split the Heavens 6W Legendary Creature - Spirit 3/6 Flying Whenever you play a Spirit or Arcane spell, put a 3/3 white Spirit creature token with flying into play. Pacifism 1W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature can't attack or block. Pack Hunt 3G 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. Pain // Suffering B / 3R Sorcery // Sorcery Target player discards a card. // Destroy target land. Pain Kami 2R Creature - Spirit 2/2 XR, Sacrifice Pain Kami: Pain Kami deals X damage to target creature. Pain Magnification 1BR Enchantment Whenever an opponent is dealt 3 or more damage by a single source, that player discards a card. Painbringer 2BB Creature - Minion 1/1 T, Remove any number of cards in your graveyard from the game: Target creature gets -X/-X until end of turn, where X is the number of cards removed this way. Painful Memories 1B Sorcery Look at target opponent's hand and choose a card from it. Put that card on top of that player's library. Pain's Reward 2B Sorcery You bid any amount of life. 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. Painwracker Oni 3BB Creature - Demon Spirit 5/4 Fear At the beginning of your upkeep, sacrifice a creature if you don't control an Ogre. Paladin en-Vec 1WW Creature - Human Knight 2/2 First strike (This creature deals combat damage before creatures without first strike.) Protection from black, protection from red (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black or red.) Paladin of Prahv 4WW Creature - Human Knight 3/4 Whenever Paladin of Prahv deals damage, you gain that much life. Forecast - 1W, Reveal Paladin of Prahv from your hand: Whenever target creature deals damage this turn, you gain that much life. (Play this ability only during your upkeep and only once each turn.) Pale Bears 2G Creature - Bear 2/2 Islandwalk Pale Moon 1U Instant Until end of turn, if a player taps a nonbasic land for mana, it produces colorless mana instead of any other type. Palinchron 5UU Creature - Illusion 4/5 Flying When Palinchron comes into play, untap up to seven lands. 2UU: Return Palinchron to its owner's hand. Palladia-Mors 2RRGGWW Legendary Creature - Elder Dragon 7/7 Flying, trample At the beginning of your upkeep, sacrifice Palladia-Mors unless you pay RGW. Palliation Accord 3WU 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. Pallid Mycoderm 3W 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 into play. Sacrifice a Saproling: Each Fungus and each Saproling you control gets +1/+1 until end of turn. Pallimud 2R Creature - Beast */3 As Pallimud comes into play, choose an opponent. Pallimud's power is equal to the number of tapped lands the chosen player controls. Panacea 4 Artifact XX, T Prevent the next X damage that would be dealt to target creature or player this turn. Pandemonium 3R Enchantment Whenever a creature comes into play, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice. Pang Tong, Young Phoenix 1WW Legendary Creature 1/2 T Target creature gets +0/+2 until end of turn. Play this ability only during your turn, before the combat phase. Panglacial Wurm 5GG Creature - Wurm 9/5 Trample While you're searching your library, you may play Panglacial Wurm from your library. Pangosaur 2GG Creature - Lizard 6/6 Whenever a player plays a land, return Pangosaur to its owner's hand. Panic R Instant Play Panic only during combat before the declare blockers step. Target creature can't block this turn. Draw a card at the beginning of the next turn's upkeep. Panic Attack 2R Sorcery Up to three target creatures can't block this turn. Panoptic Mirror 5 Artifact Imprint - X, T You may remove an instant or sorcery card with converted mana cost X in your hand from the game. (That card is imprinted on this artifact.) At the beginning of your upkeep, you may copy an imprinted instant or sorcery card. If you do, you may play the copy without paying its mana cost. Panther Warriors 4G Creature - Cat Warrior 6/3 Paper Tiger 4 Artifact Creature 4/3 Rock Lobsters cannot attack or block. Paradigm Shift 1U Sorcery Remove all cards in your library from the game. Then shuffle your graveyard into your library. Paradise Mantle 0 Artifact - Equipment Equipped creature has "T Add one mana of any color to your mana pool." Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Paradise Plume 4 Artifact As Paradise Plume comes into play, choose a color. Whenever a player plays a spell of the chosen color, you may gain 1 life. T Add one mana of the chosen color to your mana pool. Paradox Haze 2U 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. Parallax Dementia 1B Enchantment - Aura Enchant creature Fading 1 (This enchantment comes into play 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 play, destroy enchanted creature. That creature can't be regenerated. Parallax Inhibitor 2 Artifact 1, T, Sacrifice Parallax Inhibitor: Put a fade counter on each permanent with fading you control. Parallax Nexus 2B Enchantment Fading 5 (This enchantment comes into play 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 removes a card in his or her hand from the game if Parallax Nexus is in play. Play this ability only any time you could play a sorcery. When Parallax Nexus leaves play, each player returns to his or her hand all cards he or she owns removed from the game with Parallax Nexus. Parallax Tide 2UU Enchantment Fading 5 (This enchantment comes into play 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: Remove target land from the game if Parallax Tide is in play. When Parallax Tide leaves play, each player returns to play all cards he or she owns removed from the game with Parallax Tide. Parallax Wave 2WW Enchantment Fading 5 (This enchantment comes into play 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: Remove target creature from the game if Parallax Wave is in play. When Parallax Wave leaves play, each player returns to play all cards other than Parallax Wave he or she owns removed from the game with Parallax Wave. Parallectric Feedback 3R Instant Parallectric Feedback deals damage to target spell's controller equal to that spell's converted mana cost. Parallel Evolution 3GG Sorcery For each token creature, its controller puts a token into play that's a copy of that token creature. Flashback 4GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Parallel Thoughts 3UU Enchantment When Parallel Thoughts comes into play, search your library for seven cards, remove them from the game 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 removed into your hand. Paralyze B Enchantment - Aura Enchant creature When Paralyze comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has "At the beginning of your upkeep, you may pay 4. If you do, untap this creature." Parapet 1W Enchantment You may play Parapet any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Creatures you control get +0/+1. Parasitic Bond 3B Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, Parasitic Bond deals 2 damage to that player. Parch 1R Instant Choose one - Parch deals 2 damage to target creature or player; or Parch deals 4 damage to target blue creature. Pardic Arsonist 2RR Creature - Barbarian 3/3 Threshold - As long as seven or more cards are in your graveyard, Pardic Arsonist has "When Pardic Arsonist comes into play, it deals 3 damage to target creature or player." Pardic Collaborator 3R Creature - Barbarian 2/2 First strike B: Pardic Collaborator gets +1/+1 until end of turn. Pardic Dragon 4RR Creature - Dragon 4/4 Flying R: Pardic Dragon gets +1/+0 until end of turn. Suspend 2-RR Whenever an opponent plays a spell, if Pardic Dragon is suspended, that player may put a time counter on Pardic Dragon. Pardic Firecat 3R Creature - Cat 2/3 Haste If Pardic Firecat is in a graveyard, Flame Burst's effect counts it as a card named Flame Burst. Pardic Lancer 4R Creature - Barbarian 3/2 Discard a card at random: Pardic Lancer gets +1/+0 and gains first strike until end of turn. Pardic Miner 1R Creature - Dwarf 1/1 Sacrifice Pardic Miner: Target player can't play lands this turn. Pardic Swordsmith 2R Creature - Dwarf 1/1 R, Discard a card at random: Pardic Swordsmith gets +2/+0 until end of turn. Pariah 2W Enchantment - Aura Enchant creature All damage that would be dealt to you is dealt to enchanted creature instead. Pariah's Shield 5 Artifact - Equipment All damage that would be dealt to you is dealt to equipped creature instead. Equip 3 Paroxysm 1R Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, reveal the top card of that player's library. If that card is a land card, destroy that creature. Otherwise, it gets +3/+3 until end of turn. (Return the card to the top of the player's library, face down.) Part the Veil 3U Instant - Arcane Return all creatures you control to their owner's hand. Part Water XXU Sorcery X target creatures gain islandwalk until end of turn. Patagia Golem 4 Artifact Creature - Golem 2/3 3: Patagia Golem gains flying until end of turn. Patagia Viper 3G Creature - Snake 2/1 Flying When Patagia Viper comes into play, put two 1/1 green and blue Snake creature tokens into play. When Patagia Viper comes into play, sacrifice it unless U was spent to play it. Patchwork Gnomes 3 Artifact Creature - Gnome 2/1 Discard a card: Regenerate Patchwork Gnomes. Path of Anger's Flame 2R Instant - Arcane Creatures you control get +2/+0 until end of turn. Path of Peace 3W Sorcery Destroy target creature. Its owner gains 4 life. Patriarch's Bidding 3BB 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 play. Patriarch's Desire 3B 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. Patrol Hound 1W Creature - Hound 2/2 Discard a card: Patrol Hound gains first strike until end of turn. Patron of the Akki 4RR Legendary Creature - Spirit 5/5 Goblin offering (You may play this card any time you could play 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. Patron of the Kitsune 4WW Legendary Creature - Spirit 5/6 Fox offering (You may play this card any time you could play 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. Patron of the Moon 5UU Legendary Creature - Spirit 5/4 Moonfolk offering (You may play this card any time you could play 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 into play tapped. Patron of the Nezumi 5BB Legendary Creature - Spirit 6/6 Rat offering (You may play this card any time you could play 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. Patron of the Orochi 6GG Legendary Creature - Spirit 7/7 Snake offering (You may play this card any time you could play 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. Play this ability only once each turn. Patron of the Wild G Creature - Elf 1/1 Morph 2G (You may play this 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. Patron Wizard UUU Creature - Wizard 2/2 Tap an untapped Wizard you control: Counter target spell unless its controller pays 1. Pattern of Rebirth 3G Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, that creature's controller may search his or her library for a creature card and put that card into play. If that player does, he or she then shuffles his or her library. 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. Pavel Maliki 4BR Legendary Creature 5/3 BR: Pavel Maliki gets +1/+0 until end of turn. Pay No Heed W Instant Prevent all damage a source of your choice would deal this turn. Peace and Quiet 1W Instant Destroy two target enchantments. Peace of Mind 1W Enchantment W, Discard a card: You gain 3 life. Peace Talks 1W Sorcery This turn and next turn, creatures can't attack, and players and permanents can't be the targets of spells or activated abilities. Peacekeeper 2W Creature - Peacekeeper 1/1 At the beginning of your upkeep, sacrifice Peacekeeper unless you pay 1W. Creatures can't attack. Peach Garden Oath W Sorcery You gain 2 life for each creature you control. Pearl Dragon 4WW Creature - Dragon 4/4 Flying 1W: Pearl Dragon gets +0/+1 until end of turn. Pearl Medallion 2 Artifact White spells you play cost 1 less to play. 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. Pearled Unicorn 2W Creature - Unicorn 2/2 Pearlspear Courier 2W Creature - Soldier 2/1 You may choose not to untap Pearlspear Courier during your untap step. 2W, T As long as Pearlspear Courier remains tapped, target Soldier gets +2/+2 and has vigilance. Peat Bog Land Peat Bog comes into play tapped with two depletion counters on it. T, Remove a depletion counter from Peat Bog: Add BB to your mana pool. If there are no depletion counters on Peat Bog, sacrifice it. Pedantic Learning UU Enchantment Whenever a land card is put into your graveyard from your library, you may pay 1. If you do, draw a card. Peek U Instant Look at target player's hand. Draw a card. Peel from Reality 1U Instant Return target creature you control and target creature you don't control to their owners' hands. Peer Pressure 3U Sorcery Choose a creature type. If you control more creatures of that type than any other player, you gain control of all creatures of that type. (This effect doesn't end at end of turn.) Peer Through Depths 1U 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. Pegasus Charger 2W Creature - Pegasus 2/1 Flying (This creature can't be blocked except by creatures with flying.) First strike (This creature deals combat damage before creatures without first strike.) Pegasus Refuge 3W Enchantment 2, Discard a card: Put a 1/1 white Pegasus creature token with flying into play. Pegasus Stampede 1W Sorcery Buyback-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.) Put a 1/1 white Pegasus creature token with flying into play. Pemmin's Aura 1UU Enchantment - Aura Enchant creature U: Untap enchanted creature. U: Enchanted creature gains flying until end of turn. U: Enchanted creature can't be the target of spells or abilities this turn. 1: Enchanted creature gets +1/-1 or -1/+1 until end of turn. Penance 2W 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 to you this turn, prevent that damage. Pendelhaven Legendary Land T Add G to your mana pool. T Target 1/1 creature gets +1/+2 until end of turn. Pendelhaven Elder 1G Creature - Elf Shaman 1/1 T Each 1/1 creature you control gets +1/+2 until end of turn. Pendrell Drake 3U Creature - Drake 2/3 Flying Cycling 2 (2, Discard this card: Draw a card.) Pendrell Flux 1U Enchantment - Aura Enchant creature Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you pay its mana cost." Pendrell Mists 3U Enchantment All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1." Pentad Prism 2 Artifact Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) Remove a charge counter from Pentad Prism: Add one mana of any color to your mana pool. 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. Pentarch Paladin 2WWW 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 comes into play, choose a color. WW, T Destroy target permanent of the chosen color. Pentarch Ward 2W Enchantment - Aura Enchant creature As Pentarch Ward comes into play, choose a color. When Pentarch Ward comes into play, draw a card. Enchanted creature has protection from the chosen color. This effect doesn't remove Pentarch Ward. Pentavus 7 Artifact Creature 0/0 Pentavus comes into play with five +1/+1 counters on it. 1, Remove a +1/+1 counter from Pentavus: Put a 1/1 Pentavite artifact creature token with flying into play. 1, Sacrifice a Pentavite: Put a +1/+1 counter on Pentavus. Penumbra Bobcat 2G Creature - Cat 2/1 When Penumbra Bobcat is put into a graveyard from play, put a 2/1 black Cat creature token into play. Penumbra Kavu 4G Creature - Kavu 3/3 When Penumbra Kavu is put into a graveyard from play, put a 3/3 black Kavu creature token into play. Penumbra Spider 2GG Creature - Spider 2/4 Penumbra Spider can block as though it had flying. When Penumbra Spider is put into a graveyard from play, put a 2/4 black Spider creature token into play with "This creature can block as though it had flying." Penumbra Wurm 5GG Creature - Wurm 6/6 Trample When Penumbra Wurm is put into a graveyard from play, put a 6/6 black Wurm creature token with trample into play. People of the Woods GG Creature - People-of-the-Woods 1/* People of the Woods's toughness is equal to the number of Forests you control. Peregrine Drake 4U Creature - Drake 2/3 Flying When Peregrine Drake comes into play, untap up to five lands. Peregrine Mask 1 Artifact - Equipment Equipped creature has defender, flying, and first strike. Equip 2 Perilous Forays 3GG Enchantment 1, Sacrifice a creature: Search your library for a land card with a basic land type and put it into play tapped. Then shuffle your library. Perilous Research 1U Instant Draw two cards, then sacrifice a permanent. Perish 2B Sorcery Destroy all green creatures. They can't be regenerated. Pernicious Deed 1BG Enchantment X, Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with converted mana cost X or less. Perplex 1UB Instant Counter target spell unless its controller discards his or her hand. Transmute 1UB (1UB, 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. Play only as a sorcery.) Persecute 2BB Sorcery Choose a color. Target player reveals his or her hand and discards all cards of that color. Persecute Artist 1BB Sorcery Choose an artist other than Rebecca Guay. Target player reveals his or her hand and discards all nonland cards by the chosen artist. Personal Incarnation 3WWW Creature - Avatar 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 play this ability, but only if he or she owns Personal Incarnation. When Personal Incarnation is put into a graveyard from play, its owner loses half his or her life, rounded up. 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. Persuasion 3UU Enchantment - Aura Enchant creature You control enchanted creature. Pestilence 2BB Enchantment At end of turn, if no creatures are in play, sacrifice Pestilence. B: Pestilence deals 1 damage to each creature and each player. Pestilence Rats 2B Creature - Rat */3 Pestilence Rats's power is equal to the total number of other Rats in play. (For example, as long as there are two other Rats in play, Pestilence Rats's power and toughness are 2/3.) Petalmane Baku 1G Creature - Spirit 1/2 Whenever you play 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. Petals of Insight 4U 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. Petra Sphinx 2WWW 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. Petradon 6RR Creature - Nightmare Beast 5/6 When Petradon comes into play, remove two target lands from the game. When Petradon leaves play, return the removed cards to play under their owners' control. R: Petradon gets +1/+0 until end of turn. Petrahydrox 3 (U / R) Creature - Weird 3/3 (o (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. Petravark 3R Creature - Nightmare Beast 2/2 When Petravark comes into play, remove target land from the game. When Petravark leaves play, return the removed card to play under its owner's control. Petrified Field Land T Add 1 to your mana pool. T, Sacrifice Petrified Field: Return target land card from your graveyard to your hand. Petrified Wood-Kin 6G Creature - Elemental Warrior 3/3 Petrified Wood-Kin can't be countered. Bloodthirst X (This creature comes into play with X +1/+1 counters on it, where X is the damage dealt to your opponents this turn.) Protection from instants Pewter Golem 5 Artifact Creature - Golem 4/2 1B: Regenerate Pewter Golem. Phage the Untouchable 3BBBB Legendary Creature - Minion 4/4 When Phage the Untouchable comes into play, if you didn't play 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. Phantasmagorian 5BB Creature - Horror 6/6 When you play Phantasmagorian, any player may discard three cards. If a player does, counter Phantasmagorian. Discard three cards: Return Phantasmagorian from your graveyard to your hand. Phantasmal Fiend 3B Creature - Illusion 1/5 B: Phantasmal Fiend gets +1/-1 until end of turn. 1U: Switch Phantasmal Fiend's power and toughness until end of turn. Phantasmal Forces 3U Creature - Phantasm 4/1 Flying At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay U. Phantasmal Mount 1U Creature - Phantasm 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 play this turn, sacrifice that creature. When the creature leaves play this turn, sacrifice Phantasmal Mount. Phantasmal Sphere 1U Creature - Phantasm 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 play, put a blue Orb creature token with flying into play under an opponent's control. That creature's power and toughness are each equal to the number of +1/+1 counters on Phantasmal Sphere. Phantasmal Terrain UU Enchantment - Aura Enchant land As Phantasmal Terrain comes into play, choose a basic land type. Enchanted land's type is the chosen type. Phantatog 1WU 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. Phantom Centaur 2GG Creature - Centaur Spirit 2/0 Protection from black Phantom Centaur comes into play 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. Phantom Flock 3WW Creature - Bird Soldier Spirit 0/0 Flying Phantom Flock comes into play 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. Phantom Monster 3U Creature - Phantasm 3/3 Flying Phantom Nantuko 2G Creature - Insect Spirit 0/0 Trample Phantom Nantuko comes into play 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. Phantom Nishoba 5GW Creature - Beast Spirit 0/0 Trample Phantom Nishoba comes into play 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. Phantom Nomad 1W Creature - Nomad Spirit 0/0 Phantom Nomad comes into play 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. Phantom Tiger 2G Creature - Cat Spirit 1/0 Phantom Tiger comes into play 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. Phantom Warrior 1UU Creature - Illusion 2/2 Phantom Warrior is unblockable. Phantom Whelp 1U Creature - Hound 2/2 When Phantom Whelp attacks or blocks, return it to its owner's hand at end of combat. Phantom Wings 1U Enchantment - Aura Enchant creature Enchanted creature has flying. Sacrifice Phantom Wings: Return enchanted creature to its owner's hand. Phantom Wurm 4GG Creature - Wurm Spirit 2/0 Phantom Wurm comes into play 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. Phelddagrif 1GWU Legendary Creature 4/4 G: Phelddagrif gains trample until end of turn. Target opponent puts a 1/1 green Hippo creature token into play. 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. Phobian Phantasm 1BB Creature - Illusion 3/3 Flying, fear 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.) Phthisis 3BBBB Sorcery Destroy target creature. Its controller loses life equal to its power plus its toughness. Suspend 5-1B (Rather than play this card from your hand, you may pay 1B and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Phyrexian Altar 3 Artifact Sacrifice a creature: Add one mana of any color to your mana pool. Phyrexian Arena 1BB Enchantment At the beginning of your upkeep, you draw a card and you lose 1 life. Phyrexian Battleflies B Creature - Insect 0/1 Flying B: Phyrexian Battleflies gets +1/+0 until end of turn. Play this ability no more than twice each turn. Phyrexian Bloodstock 4B Creature - Zombie 3/3 When Phyrexian Bloodstock leaves play, destroy target white creature. It can't be regenerated. Phyrexian Boon 2B Enchantment - Aura Enchant creature Enchanted creature gets +2/+1 as long as it's black. Otherwise, it gets -1/-2. Phyrexian Broodlings 1BB Creature - Minion 2/2 1, Sacrifice a creature: Put a +1/+1 counter on Phyrexian Broodlings. Phyrexian Colossus 7 Artifact Creature 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. Phyrexian Debaser 3B Creature - Carrier 2/2 Flying T, Sacrifice Phyrexian Debaser: Target creature gets -2/-2 until end of turn. Phyrexian Defiler 2BB Creature - Carrier 3/3 T, Sacrifice Phyrexian Defiler: Target creature gets -3/-3 until end of turn. Phyrexian Delver 3BB Creature - Zombie 3/2 When Phyrexian Delver comes into play, return target creature card from your graveyard to play. You lose life equal to that card's converted mana cost. Phyrexian Denouncer 1B Creature - Carrier 1/1 T, Sacrifice Phyrexian Denouncer: Target creature gets -1/-1 until end of turn. Phyrexian Devourer 6 Artifact Creature 1/1 When Phyrexian Devourer's power is 7 or greater, sacrifice it. Remove the top card of your library from the game: Put X +1/+1 counters on Phyrexian Devourer, where X is the removed card's converted mana cost. If Phyrexian Devourer's power is 7 or greater, sacrifice it. Phyrexian Dreadnought 1 Artifact Creature - Dreadnought 12/12 Trample If Phyrexian Dreadnought would come into play, sacrifice any number of creatures with total power 12 or greater instead. If you do, put Phyrexian Dreadnought into play. If you don't, put it into its owner's graveyard. Phyrexian Driver 2B Creature - Mercenary 1/1 When Phyrexian Driver comes into play, all other Mercenaries get +1/+1 until end of turn. Phyrexian Etchings BBB 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 end of your turn, draw a card for each age counter on Phyrexian Etchings. When Phyrexian Etchings is put into a graveyard from play, you lose 2 life for each age counter on it. Phyrexian Furnace 1 Artifact T Remove the bottom card of target player's graveyard from the game. 1, Sacrifice Phyrexian Furnace: Remove target card in a graveyard from the game and draw a card. Phyrexian Gargantua 4BB Creature - Horror 4/4 When Phyrexian Gargantua comes into play, you draw two cards and you lose 2 life. Phyrexian Ghoul 2B Creature - Zombie 2/2 Sacrifice a creature: Phyrexian Ghoul gets +2/+2 until end of turn. Phyrexian Gremlins 2B Creature - Gremlin 1/1 You may choose not to untap Phyrexian Gremlins during your untap step. T Tap target artifact. As long as Phyrexian Gremlins remains tapped, that artifact doesn't untap during its controller's untap step. Phyrexian Grimoire 3 Artifact 4, T Target opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other one into your hand. Phyrexian Hulk 6 Artifact Creature - Golem 5/4 Phyrexian Infiltrator 2B Creature - Minion 2/2 2UU: Exchange control of Phyrexian Infiltrator and target creature. (This effect doesn't end at end of turn.) Phyrexian Ironfoot 3 Snow Artifact Creature - Construct 3/4 Phyrexian Ironfoot doesn't untap during your untap step. 1oSi: Untap Phyrexian Ironfoot. (oSi can be paid with one mana from a snow permanent.) Phyrexian Lens 3 Artifact T, Pay 1 life: Add one mana of any color to your mana pool. Phyrexian Librarian 3B Creature - Horror 3/3 Flying, trample At the beginning of your upkeep, remove the top card of your library from the game face up and balance it on your body. When a balanced card falls or touches another balanced card, sacrifice Phyrexian Librarian. Phyrexian Marauder X Artifact Creature - Construct 0/0 Phyrexian Marauder comes into play 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. Phyrexian Monitor 3B Creature - Skeleton 2/2 B: Regenerate Phyrexian Monitor. Phyrexian Negator 2B Creature - Horror 5/5 Trample Whenever Phyrexian Negator is dealt damage, sacrifice a permanent for each 1 damage dealt to it. Phyrexian Plaguelord 3BB 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. Phyrexian Portal 3 Artifact 3: Target opponent looks at the top ten cards of your library and separates them into two face-down piles, then you choose one of those piles and remove it from the game. Search the other pile, put a card from it into your hand, then shuffle the rest of that pile into your library. Play this ability only if you have ten or more cards in your library. Phyrexian Processor 4 Artifact As Phyrexian Processor comes into play, pay any amount of life. 4, T Put a black Minion creature token into play. Its power and toughness are each equal to the amount of life paid. Phyrexian Prowler 3B Creature - Mercenary 3/3 Fading 3 (This creature comes into play 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. Phyrexian Purge 2BR Sorcery Destroy any number of target creatures. You lose 3 life for each creature targeted this way. Phyrexian Rager 2B Creature - Horror 2/2 When Phyrexian Rager comes into play, you draw a card and you lose 1 life. Phyrexian Reaper 4B Creature - Zombie 3/3 Whenever Phyrexian Reaper becomes blocked by a green creature, destroy that creature. It can't be regenerated. Phyrexian Reclamation B Enchantment 1B, Pay 2 life: Return target creature card from your graveyard to your hand. Phyrexian Scuta 3B Creature - Zombie 3/3 Kicker-Pay 3 life. (You may pay 3 life in addition to any other costs as you play this spell.) If the kicker cost was paid, Phyrexian Scuta comes into play with two +1/+1 counters on it. Phyrexian Slayer 3B Creature - Minion 2/2 Flying Whenever Phyrexian Slayer becomes blocked by a white creature, destroy that creature. It can't be regenerated. Phyrexian Snowcrusher 6 Snow Artifact Creature - Juggernaut 6/5 Phyrexian Snowcrusher attacks each turn if able. 1oSi: Phyrexian Snowcrusher gets +1/+0 until end of turn. (oSi can be paid with one mana from a snow permanent.) 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.) Phyrexian Splicer 2 Artifact 2, T Choose one - flying; first strike; shadow; or trample. Target creature with that ability loses it until end of turn and another target creature gains it until end of turn. Phyrexian Totem 3 Artifact T Add B to your mana pool. 2B: 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. Phyrexian Tower Legendary Land T Add 1 to your mana pool. T, Sacrifice a creature: Add BB to your mana pool. Phyrexian Tribute 2B Sorcery As an additional cost to play Phyrexian Tribute, sacrifice two creatures. Destroy target artifact. Phyrexian Tyranny UBR Enchantment Whenever a player draws a card, that player loses 2 life unless he or she pays 2. Phyrexian Vault 3 Artifact 2, T, Sacrifice a creature: Draw a card. Phyrexian Walker 0 Artifact Creature - Construct 0/3 Phyrexian War Beast 3 Artifact Creature 3/4 When Phyrexian War Beast leaves play, sacrifice a land and Phyrexian War Beast deals 1 damage to you. Phytohydra 2GWW Creature - Plant Hydra 1/1 If damage would be dealt to Phytohydra, put that many +1/+1 counters on it instead. Pianna, Nomad Captain 1WW Legendary Creature - Nomad 2/2 Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn. Piety 2W Instant Blocking creatures get +0/+3 until end of turn. Piety Charm W Instant Choose one - Destroy target Aura attached to a creature; or target Soldier gets +2/+2 until end of turn; or creatures you control gain vigilance until end of turn. Pikemen 1W Creature - Pikemen 1/1 Banding, first strike Pilgrim of Justice 2W Creature - 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. Pilgrim of Virtue 2W Creature - 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. Pillage 1RR Sorcery Destroy target artifact or land. It can't be regenerated. Pillaging Horde 2RR Creature - Barbarian 5/5 When Pillaging Horde comes into play, sacrifice it unless you discard a card at random. Pillar of the Paruns Land T Add one mana of any color to your mana pool. Spend this mana only to play a multicolored spell. Pillar Tombs of Aku 2BB 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. Pillory of the Sleepless 1WB Enchantment - Aura Enchant creature Enchanted creature can't attack or block. Enchanted creature has "At the beginning of your upkeep, you lose 1 life." Pincer Spider 2G Creature - Spider 2/3 Kicker 3 (You may pay an additional 3 as you play this spell.) Pincer Spider can block as though it had flying. If the kicker cost was paid, Pincer Spider comes into play with a +1/+1 counter on it. Pincher Beetles 2G Creature - Insect 3/1 Pincher Beetles can't be the target of spells or abilities. Pine Barrens Land Pine Barrens comes into play tapped. T Add 1 to your mana pool. T Add B or G to your mana pool. Pine Barrens deals 1 damage to you. 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. Pinpoint Avalanche 3RR Instant Pinpoint Avalanche deals 4 damage to target creature. The damage can't be prevented. Pious Kitsune 2W 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 in play, you gain 1 life for each devotion counter on Pious Kitsune. T, Remove a devotion counter from Pious Kitsune: You gain 1 life. Pious Warrior 3W Creature - Rebel 2/3 Whenever Pious Warrior is dealt combat damage, you gain that much life. Piper's Melody G Sorcery Shuffle any number of target creature cards from your graveyard into your library. Piracy UU Sorcery Until end of turn, you may play mana abilities of lands you don't control, putting the mana they generate into your mana pool. Use mana produced this way only to play spells. Piracy Charm U Instant Choose one - Target creature gains islandwalk until end of turn; or target creature gets +2/-1 until end of turn; or target player discards a card. Pirate Ship 4U 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. Pit Imp B Creature - Imp 0/1 Flying B: Pit Imp gets +1/+0 until end of turn. Play this ability no more than twice each turn. Pit Keeper 1B Creature - Human Wizard 2/1 When Pit Keeper comes into play, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand. Pit Raptor 2BB Creature - Mercenary 4/3 Flying, first strike At the beginning of your upkeep, sacrifice Pit Raptor unless you pay 2BB. Pit Scorpion 2B 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.) Pit Spawn 4BBB Creature - Beast 6/4 First strike At the beginning of your upkeep, sacrifice Pit Spawn unless you pay BB. Whenever Pit Spawn deals damage to a creature, remove that creature from the game. Pit Trap 2 Artifact 2, T, Sacrifice Pit Trap: Destroy target attacking creature without flying. It can't be regenerated. Pitchstone Wall 2R 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. Pithing Needle 1 Artifact As Pithing Needle comes into play, name a card. Activated abilities of permanents with that name can't be played unless they're mana abilities. Activated abilities of cards with that name that aren't in play can't be played unless they're mana abilities. Pixie Queen 2GG Creature - Pixie-Queen 1/1 Flying GGG, T Target creature gains flying until end of turn. Plagiarize 3U Instant Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card. Plague Beetle B Creature - Insect 1/1 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Plague Boiler 3 Artifact At the beginning of your upkeep, put a plague counter on Plague Boiler. 1BG: 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. Plague Dogs 4B Creature - Hound 3/3 When Plague Dogs is put into a graveyard from play, all creatures get -1/-1 until end of turn. 2, Sacrifice Plague Dogs: Draw a card. Plague Fiend 1B Creature - Insect 1/1 Whenever Plague Fiend deals combat damage to a creature, destroy that creature unless its controller pays 2. Plague Rats 2B Creature - Rat */* Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats in play. Plague Sliver 2BB Creature - Sliver 5/5 All Slivers have "At the beginning of your upkeep, this creature deals 1 damage to you." Plague Spitter 2B Creature - Horror 2/2 At the beginning of your upkeep, Plague Spitter deals 1 damage to each creature and each player. When Plague Spitter is put into a graveyard from play, Plague Spitter deals 1 damage to each creature and each player. Plague Spores 4BR Sorcery Destroy target nonblack creature and target land. They can't be regenerated. Plague Wind 7BB Sorcery Destroy all creatures you don't control. They can't be regenerated. Plague Witch 1B Creature - Spellshaper 1/1 B, T, Discard a card: Target creature gets -1/-1 until end of turn. Plaguebearer 1B Creature - Zombie 1/1 XXB: Destroy target nonblack creature with converted mana cost X. Plagued Rusalka B Creature - Spirit 1/1 B, Sacrifice a creature: Target creature gets -1/-1 until end of turn. Plains Basic Land - Plains Planar Birth 1W Sorcery Return all basic land cards from all graveyards to play under their owners' control, tapped. Planar Chaos 2R Enchantment At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice Planar Chaos. Whenever a player plays a spell, that player flips a coin. If he or she loses the flip, counter that spell. Planar Collapse 1W Enchantment At the beginning of your upkeep, if there are four or more creatures in play, sacrifice Planar Collapse. If you do, destroy all creatures. They can't be regenerated. Planar Despair 3BB Sorcery All creatures get -1/-1 until end of turn for each basic land type among lands you control. Planar Gate 6 Artifact Creature spells you play cost up to 2 less to play. Planar Guide W Creature - Cleric 1/1 3W, Remove Planar Guide from the game: Remove all creatures from the game. At end of turn, return those cards to play under their owners' control. Planar Overlay 2U Sorcery Each player chooses a land he or she controls of each basic land type. Return those lands to their owners' hands. Planar Portal 6 Artifact 6, T Search your library for a card and put that card into your hand. Then shuffle your library. Planar Void B Enchantment Whenever a card is put into a graveyard, remove that card from the game. Planeswalker's Favor 2G Enchantment 3G: Target opponent reveals a card at random in his or her hand. Target creature gets +X/+X until end of turn, where X is the revealed card's converted mana cost. Planeswalker's Fury 2R Enchantment 3R: Target opponent reveals a card at random in his or her hand. Planeswalker's Fury deals damage equal to that card's converted mana cost to that player. Play this ability only any time you could play a sorcery. Planeswalker's Mirth 2W Enchantment 3W: Target opponent reveals a card at random in his or her hand. You gain life equal to that card's converted mana cost. Planeswalker's Mischief 2U Enchantment 3U: Target opponent reveals a card at random in his or her hand. If it's an instant or sorcery card, remove it from the game. As long as it remains removed from the game, you may play it without paying its mana cost. (If it has X in its mana cost, X is 0.) At end of turn, if you haven't played it, return it to its owner's hand. Play this ability only any time you could play a sorcery. Planeswalker's Scorn 2B Enchantment 3B: Target opponent reveals a card at random in his or her hand. Target creature gets -X/-X until end of turn, where X is the revealed card's converted mana cost. Play this ability only any time you could play a sorcery. Plant Elemental 1G Creature - Plant Elemental 3/4 When Plant Elemental comes into play, sacrifice it unless you sacrifice a Forest. Plasma Elemental 5U Creature - Elemental 4/1 Plasma Elemental is unblockable. Plateau Land - Plains Mountain Plated Pegasus 2W Creature - Pegasus 1/2 Flash (You may play this spell any time you could play 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. Plated Rootwalla 4G Creature - Lizard 3/3 2G: Plated Rootwalla gets +3/+3 until end of turn. Play this ability only once each turn. Plated Slagwurm 4GGG Creature - Wurm 8/8 Plated Slagwurm can't be the target of spells or abilities your opponents control. Plated Sliver W Creature - Sliver 1/1 All Slivers get +0/+1. Plated Spider 4G Creature - Spider 4/4 Plated Spider can block as though it had flying. Plated Wurm 4G Creature - Wurm 4/5 Platinum Angel 7 Artifact Creature - Angel 4/4 Flying You can't lose the game and your opponents can't win the game. Plaxcaster Frogling 1GU Creature - Frog Mutant 0/0 Graft 3 (This creature comes into play with three +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) 2: Target creature with a +1/+1 counter on it can't be the target of spells or abilities this turn. Plaxmanta 1U Creature - Beast 2/2 Flash When Plaxmanta comes into play, creatures you control can't be the targets of spells or abilities this turn. When Plaxmanta comes into play, sacrifice it unless G was spent to play it. Pledge of Loyalty 1W Enchantment - Aura Enchant creature Enchanted creature has protection from the colors of permanents you control. This effect doesn't remove Pledge of Loyalty. Plow Through Reito 1W 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. Plow Under 3GG Sorcery Put two target lands on top of their owner's library. Plumes of Peace 1WU Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. Forecast - WU, Reveal Plumes of Peace from your hand: Tap target creature. (Play this ability only during your upkeep and only once each turn.) Plunder 4R Sorcery Destroy target artifact or land. Suspend 4-1R (Rather than play this card from your hand, you may pay 1R and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Plunge into Darkness 1B Instant Choose one - Sacrifice any number of creatures, then you gain 3 life for each sacrificed creature; or pay X life, then look at the top X cards of your library, put one of those cards into your hand, and remove the rest from the game. Entwine B (Choose both if you pay the entwine cost.) Pointy Finger of Doom 4 Artifact 3, T Spin Pointy Finger of Doom in the middle of the table so that it rotates completely at least once, then destroy the closest permanent the finger points to. Poison Arrow 4BB Sorcery Destroy target nonblack creature. You gain 3 life. Poisonbelly Ogre 4B Creature - Ogre Warrior 3/3 Whenever another creature comes into play, its controller loses 1 life. Polar Kraken 8UUU Creature - Kraken 11/11 Polar Kraken comes into play tapped. Cumulative upkeep-Sacrifice a land. Trample Political Trickery 2U Sorcery Exchange control of target land you control and target land an opponent controls. (This effect doesn't end at end of turn.) Pollen Remedy W Instant Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play 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 the kicker cost was paid, prevent the next 6 damage this way instead. Pollenbright Wings 4GW 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 into play. Polluted Delta Land T, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card and put it into play. Then shuffle your library. Polluted Mire Land Polluted Mire comes into play tapped. T Add B to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Polymorph 3U 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 into play and shuffles all other cards revealed this way into his or her library. Pongify U Instant Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Ape creature token into play. 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 in play, sacrifice Porphyry Nodes. Port Inspector 1U Creature - Townsfolk 1/2 Whenever Port Inspector becomes blocked, you may look at defending player's hand. Portcullis 4 Artifact Whenever a creature comes into play, if there are two or more other creatures in play, remove that creature from the game. When Portcullis leaves play, return to play under their owners' control all creatures removed from the game with Portcullis. 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. Possessed Aven 2UU 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 "2B, T Destroy target blue creature." Possessed Barbarian 2RR Creature - 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 "2B, T Destroy target red creature." Possessed Centaur 2GG 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 "2B, T Destroy target green creature." Possessed Nomad 2WW Creature - 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 "2B, T Destroy target white creature." Possessed Portal 8 Artifact If a player would draw a card, that player skips that draw instead. At the end of each turn, each player sacrifices a permanent unless he or she discards a card. Poultice Sliver 2W Creature - Sliver 2/2 All Slivers have "2, T Regenerate target Sliver." Poultrygeist 2B Summon Chicken 1/1 Flying Whenever a creature is put into any graveyard from play, you may roll a six-sided die. On a 1, sacrifice Poultrygeist. Otherwise, put a +1/+1 counter on Poultrygeist. 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.) Pouncing Kavu 1R Creature - Kavu 1/1 Kicker 2R (You may pay an additional 2R as you play this spell.) First strike If the kicker cost was paid, Pouncing Kavu comes into play with two +1/+1 counters on it and with haste. Pouncing Wurm 3G Creature - Wurm 3/3 Kicker 2G (You may pay an additional 2G as you play this spell.) If the kicker cost was paid, Pouncing Wurm comes into play with three +1/+1 counters on it and with haste. 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. Power Armor 4 Artifact 3, T Target creature gets +1/+1 until end of turn for each basic land type among lands you control. Power Artifact UU Enchantment - Aura Enchant artifact Enchanted artifact's activated abilities cost up to 2 less to play. If this would make an ability cost 0 or less mana to play, it costs 1, plus any nonmana costs. Power Conduit 2 Artifact T, Remove a counter from a permanent you control: Choose one - Put a charge counter on target artifact; or put a +1/+1 counter on target creature. Power Leak 1U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player may pay up to 2. For each one mana less than 2 he or she pays this way, Power Leak deals 1 damage to him or her. Power Matrix 4 Artifact T Target creature gets +1/+1 and gains flying, first strike, and trample until end of turn. Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Surge RR 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. Power Taint 1U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player pays 2 or loses 2 life. Cycling 2 (2, Discard this card: Draw a card.) Powerleech GG Enchantment Whenever an artifact an opponent controls becomes tapped or an opponent plays an artifact's activated ability without T in its activation cost, you gain 1 life. Powerstone Minefield 2RW Enchantment Whenever a creature attacks or blocks, Powerstone Minefield deals 2 damage to it. Pox BBB 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 each loss up. Pradesh Gypsies 2G Creature - Gypsy 1/1 1G, T Target creature gets -2/-0 until end of turn. Prahv, Spires of Order Land T Add 1 to your mana pool. 4WU, T Prevent all damage a source of your choice would deal this turn. Preacher 1WW Creature - Preacher 1/1 You may choose not to untap Preacher during your untap step. T Gain control of target creature of an opponent's choice that he or she controls as long as Preacher remains tapped. Precognition 4U Enchantment At the beginning of your upkeep, you may look at the top card of target opponent's library, then you may put that card on the bottom of that player's library. Predator, Flagship 5 Legendary Artifact 2: Target creature gains flying until end of turn. 5, T Destroy target creature with flying. Predator's Strike 1G Instant Target creature gets +3/+3 and gains trample until end of turn. Predatory Focus 3GG Sorcery You may have creatures you control deal their combat damage to defending player this turn as though they weren't blocked. Predatory Hunger G Enchantment - Aura Enchant creature Whenever an opponent plays a creature spell, put a +1/+1 counter on enchanted creature. Predatory Nightstalker 3BB Creature - Nightstalker 3/2 When Predatory Nightstalker comes into play, you may have target opponent sacrifice a creature. Predict 1U Instant Name a card, then put the top card of target player's library into his or her graveyard. If that card is the named card, you draw two cards. Otherwise, you draw a card. Preemptive Strike 1U Instant Counter target creature spell. Preferred Selection 2GG Enchantment At the beginning of your upkeep, look at the top two cards of your library. You may sacrifice Preferred Selection and pay 2GG. 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. Premature Burial 1B Sorcery Destroy target nonblack creature that came into play since your last turn ended. Presence of the Master 3W Enchantment Whenever a player plays an enchantment spell, counter it. Presence of the Wise 2WW Sorcery You gain 2 life for each card in your hand. Pretender's Claim 1B Enchantment - Aura Enchant creature Whenever enchanted creature becomes blocked, tap all lands defending player controls. Price of Glory 2R Enchantment Whenever a player taps a land for mana, if it's not that player's turn, destroy that land. Price of Progress 1R Instant Price of Progress deals 2 damage to each player for each nonbasic land he or she controls. Pride of Lions 3GG Creature - Cat 4/4 You may have Pride of Lions deal its combat damage to defending player as though it weren't blocked. Pride of the Clouds WU Creature - Elemental Cat 1/1 Flying Pride of the Clouds gets +1/+1 for each other creature in play with flying. Forecast - 2WU, Reveal Pride of the Clouds from your hand: Put a 1/1 white and blue Bird creature token with flying into play. (Play this ability only during your upkeep and only once each turn.) Priest of Gix 2B Creature - Minion 2/1 When Priest of Gix comes into play, add BBB to your mana pool. Priest of Titania 1G Creature - Elf 1/1 T Add G to your mana pool for each Elf in play. Priest of Yawgmoth 1B Creature - Cleric 1/2 T, Sacrifice an artifact: Add to your mana pool an amount of black mana equal to the sacrificed artifact's converted mana cost. Primal Boost 2G Instant Target creature gets +4/+4 until end of turn. Cycling 2G (2G, Discard this card: Draw a card.) When you cycle Primal Boost, you may have target creature get +1/+1 until end of turn. Primal Clay 4 Artifact Creature */* Primal Clay comes into play as your choice of a 3/3 artifact creature; a 2/2 artifact creature with flying; or a 1/6 Wall artifact creature with defender. Primal Forcemage 2G Creature - Elf Shaman 2/2 Whenever another creature comes into play under your control, that creature gets +3/+3 until end of turn. Primal Frenzy G Enchantment - Aura Enchant creature Enchanted creature has trample. Primal Growth 2G Sorcery Kicker-Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you play this spell.) Search your library for a basic land card, put that card into play, then shuffle your library. If the kicker cost was paid, instead search your library for two basic land cards, put them into play, then shuffle your library. Primal Order 2GG 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. Primal Plasma 3U Creature - Elemental Shapeshifter */* As Primal Plasma comes into play, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender. Primal Rage 1G Enchantment Creatures you control have trample. Primal Whisperer 4G Creature - Elf Soldier 2/2 Primal Whisperer gets +2/+2 for each face-down creature in play. Morph 3G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Primeval Force 2GGG Creature - Elemental 8/8 When Primeval Force comes into play, sacrifice it unless you sacrifice three Forests. Primeval Light 3G Sorcery Destroy all enchantments target player controls. Primeval Shambler 4B Creature - Mercenary 3/3 B: Primeval Shambler gets +1/+1 until end of turn. Primitive Etchings 2GG Enchantment Reveal the first card you draw each turn. Whenever you reveal a creature card this way, draw a card. Primitive Justice 1R Sorcery As an additional cost to play Primitive Justice, you may pay 1R and/or 1G any number of times. Destroy target artifact. For each additional 1R you paid, destroy another target artifact. For each additional 1G you paid, destroy another target artifact, and you gain 1 life. Primoc Escapee 6U Creature - Bird Beast 4/4 Flying Cycling 2 (2, Discard this card: Draw a card.) 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 pay X, where X is equal to the number of +1/+1 counters on Primordial Ooze, or tap Primordial Ooze and it deals X damage to you. Primordial Sage 4GG Creature - Spirit 4/5 Whenever you play a creature spell, you may draw a card. Princess Lucrezia 3UUB Legendary Creature 5/4 T Add U to your mana pool. Prismatic Boon XWU Instant X target creatures gain protection from the color of your choice until end of turn. Prismatic Circle 2W Enchantment Cumulative upkeep 1 As Prismatic Circle comes into play, 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. Prismatic Lace U Instant Target permanent becomes the color or colors of your choice. (This effect doesn't end at end of turn.) Prismatic Lens 2 Artifact T Add 1 to your mana pool. 1, T Add one mana of any color to your mana pool. Prismatic Strands 2W 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 play this card from your graveyard for its flashback cost. Then remove it from the game.) Prismatic Ward 1W Enchantment - Aura Enchant creature As Prismatic Ward comes into play, choose a color. Prevent all damage that would be dealt to enchanted creature by sources of the chosen color. Prismatic Wardrobe W Sorcery Destroy target card that does not share a color with clothing worn by its controller. You cannot choose an artifact or land card. Prison Barricade 1W Creature - Wall 1/3 Defender (This creature can't attack.) Kicker 1W (You may pay an additional 1W as you play this spell.) If the kicker cost was paid, Prison Barricade comes into play with a +1/+1 counter on it and with "Prison Barricade can attack as though it didn't have defender." Pristine Angel 4WW Creature - Angel 4/4 Flying As long as Pristine Angel is untapped, it has protection from artifacts and from all colors. Whenever you play a spell, you may untap Pristine Angel. 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 is put into a graveyard, draw a card for each page counter on Private Research. Privileged Position 2 (G / W) (G / W) (G / W) Enchantment (o (g/w) can be paid with either G or W.) Other permanents you control can't be the targets of spells or abilities your opponents control. Probe 2U Sorcery Kicker 1B (You may pay an additional 1B as you play this spell.) Draw three cards, then discard two cards. If the kicker cost was paid, target player discards two cards. Proclamation of Rebirth 2W Sorcery Return up to three target creature cards with converted mana cost 1 or less from your graveyard to play. Forecast - 5W, Reveal Proclamation of Rebirth from your hand: Return target creature card with converted mana cost 1 or less from your graveyard to play. (Play this ability only during your upkeep and only once each turn.) Prodigal Pyromancer 2R Creature - Human Wizard 1/1 T Prodigal Pyromancer deals 1 damage to target creature or player. Prodigal Sorcerer 2U Creature - Human Wizard 1/1 T Prodigal Sorcerer deals 1 damage to target creature or player. Profane Prayers 2BB Sorcery Profane Prayers deals X damage to target creature or player and you gain X life, where X is the number of Clerics in play. Prohibit 1U Instant Kicker 2 (You may pay an additional 2 as you play this spell.) Counter target spell if its converted mana cost is 2 or less. If the kicker cost was paid, counter that spell if its converted mana cost is 4 or less instead. Promise of Bunrei 2W Enchantment Whenever a creature you control is put into a graveyard from play, sacrifice Promise of Bunrei. If you do, put four 1/1 colorless Spirit creature tokens into play. Promise of Power 2BBB Sorcery Choose one - You draw five cards and you lose 5 life; or put a black Demon creature token with flying into play with power and toughness each equal to the number of cards in your hand as the token comes into play. Entwine 4 (Choose both if you pay the entwine cost.) Promised Kannushi G Creature - Human Druid 1/1 Soulshift 7 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 7 or less from your graveyard to your hand.) Propaganda 2U Enchantment Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you. Proper Burial 3W Enchantment Whenever a creature you control is put into a graveyard from play, you gain life equal to that creature's toughness. Prophecy W Sorcery Reveal the top card of target opponent's library. If it's a land, you gain 1 life. That player then shuffles his or her library. Draw a card at the beginning of the next turn's upkeep. Prophetic Bolt 3UR 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. Prosperity XU Sorcery Each player draws X cards. Protean Hulk 5GG Creature - Beast 6/6 When Protean Hulk is put into a graveyard from play, search your library for any number of creature cards with total converted mana cost 6 or less and put them into play. Then shuffle your library. Protective Sphere 2W 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.) Proteus Machine 3 Artifact Creature 2/2 Morph 0 (You may play this 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, its type becomes the creature type of your choice. (This effect doesn't end at end of turn.) Proteus Staff 3 Artifact 2U, 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 into play and the rest on the bottom of his or her library in any order. Play this ability only any time you could play a sorcery. Provoke 1G Instant Untap target creature you don't control. That creature blocks this turn if able. Draw a card. Prowling Nightstalker 3B Creature - Nightstalker 2/2 Prowling Nightstalker can't be blocked except by black creatures. Prowling Pangolin 3BB Creature - Beast 6/5 When Prowling Pangolin comes into play, any player may sacrifice two creatures. If a player does, sacrifice Prowling Pangolin. Psionic Blast 2U Instant Psionic Blast deals 4 damage to target creature or player and 2 damage to you. Psionic Entity 4U Creature - Entity 2/2 T Psionic Entity deals 2 damage to target creature or player and 3 damage to itself. Psionic Gift 1U Enchantment - Aura Enchant creature Enchanted creature has "T This creature deals 1 damage to target creature or player." Psionic Sliver 4U Creature - Sliver 2/2 All Slivers have "T This creature deals 2 damage to target creature or player and 3 damage to itself." Psychatog 1UB Creature - Atog 1/2 Discard a card: Psychatog gets +1/+1 until end of turn. Remove two cards in your graveyard from the game: Psychatog gets +1/+1 until end of turn. Psychic Allergy 3UU Enchantment As Psychic Allergy comes into play, 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 cards of the chosen color he or she controls. At the beginning of your upkeep, sacrifice Psychic Allergy unless you sacrifice two Islands. Psychic Battle 3UU 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 this ability. Psychic Drain XUB Sorcery Target player puts the top X cards of his or her library into his or her graveyard and you gain X life. Psychic Membrane 2U Creature - Wall 0/3 Defender (This creature can't attack.) Whenever Psychic Membrane blocks, you may draw a card. Psychic Network U Enchantment Each player reveals the top card of his or her library to all other players by continuously holding it against his or her forehead. This does not allow a player to look at his or her own card. (That card still counts as the top card of your library. Whenever you draw a card, draw that one and replace it with the next card of your library.) Psychic Overload 3U Enchantment - Aura Enchant permanent When Psychic Overload comes into play, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step. Enchanted permanent has "Discard two artifact cards: Untap this permanent." Psychic Possession 2UU Enchantment - Aura Enchant opponent Skip your draw step. Whenever enchanted opponent draws a card, you may draw a card. Psychic Puppetry 1U Instant - Arcane You may tap or untap target permanent. Splice onto Arcane U (As you play 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.) 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. Psychic Spear B Sorcery Target player reveals his or her hand. Choose a Spirit or Arcane card from it. That player discards that card. Psychic Theft 1U Sorcery Target player reveals his or her hand. Choose an instant or sorcery card from it, and remove that card from the game. As long as the card remains removed from the game, you may play it. At end of turn, if you haven't played the card, return it to its owner's hand. Psychic Trance 2UU Instant Until end of turn, Wizards you control gain "T Counter target spell." Psychic Transfer 4U Sorcery If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player. Psychic Venom 1U Enchantment - Aura Enchant land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller. Psychic Vortex 2UU Enchantment Cumulative upkeep-Draw a card. At the end of your turn, sacrifice a land and discard your hand. 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. Psychotic Episode 1BB 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 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Psychotic Fury 1R Instant Target multicolored creature gains double strike until end of turn. Draw a card. Psychotic Haze 2BB Instant Psychotic Haze deals 1 damage to each creature and each player. Madness 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Psychotrope Thallid 2G 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 into play. 1, Sacrifice a Saproling: Draw a card. Pteron Ghost 1W Creature - Spirit 1/1 Flying Sacrifice Pteron Ghost: Regenerate target artifact. Puffer Extract 5 Artifact X, T Target creature you control gets +X/+X until end of turn. Destroy it at end of turn. Pull from Eternity W Instant Put target face-up card that's removed from the game into its owner's graveyard. Pull Under 5B Instant - Arcane Target creature gets -5/-5 until end of turn. Pulmonic Sliver 3WW Creature - Sliver 3/3 All Slivers have flying and "If this creature would be put into a graveyard, you may put it on top of its owner's library instead." Pulsating Illusion 4U Creature - Illusion 0/1 Flying Discard a card: Pulsating Illusion gets +4/+4 until end of turn. Play this ability only once each turn. Pulse of Llanowar 3G 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. Pulse of the Dross 1BB 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. Pulse of the Fields 1WW Instant You gain 4 life. Then if an opponent has more life than you, return Pulse of the Fields to its owner's hand. Pulse of the Forge 1RR 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. Pulse of the Grid 1UU 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. Pulse of the Tangle 1GG Sorcery Put a 3/3 green Beast creature token into play. Then if an opponent controls more creatures than you, return Pulse of the Tangle to its owner's hand. Pulsemage Advocate 2W Creature - Cleric 1/3 T Return three target cards in an opponent's graveyard to his or her hand. Return target creature card from your graveyard to play. Pulverize 4RR Sorcery You may sacrifice two Mountains rather than pay Pulverize's mana cost. Destroy all artifacts. Punctuate 3R Instant Punctuate deals damage to target creature equal to half the number of punctuation marks in that creature's text box. (The punctuation marks are ! ? , ; : - - ( ) / " ' & .) Puppet Master UUU Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, return that creature to its owner's hand and you may pay UUU. If you do, return a card named Puppet Master from your graveyard to your hand. Puppet Strings 3 Artifact 2, T You may tap or untap target creature. Puppeteer 2U Creature - Human Wizard 1/2 U, T You may tap or untap target creature. Puppet's Verdict 1RR 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. Pure // Simple 1RG / 1GW Sorcery // Sorcery Destroy target multicolored permanent. // Destroy all Auras and Equipment. 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. Whenever a spell or ability an opponent controls causes you to discard Pure Intentions, return Pure Intentions from your graveyard to your hand at end of turn. Pure Reflection 2W Enchantment Whenever a player plays a creature spell, destroy all Reflections. Then that player puts a white Reflection creature token into play with power and toughness each equal to the converted mana cost of that spell. Purelace W Instant Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.) Purgatory 2WB Enchantment If a nontoken creature would be put into your graveyard from play, remove that card from the game instead. At the beginning of your upkeep, you may pay 4 and 2 life. If you do, return a card removed from the game with Purgatory to play. Purge 1W Instant Destroy target artifact creature or black creature. It can't be regenerated. 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. Purify 3WW Sorcery Destroy all artifacts and enchantments. Purraj of Urborg 3BB Legendary Creature - Cat Warrior 2/3 Whenever Purraj of Urborg attacks, it gains first strike until end of combat. Whenever a player plays a black spell, you may pay B. If you do, put a +1/+1 counter on Purraj of Urborg. Pursuit of Knowledge 3W 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. Pus Kami 5BB Creature - Spirit 3/3 B, Sacrifice Pus Kami: Destroy target nonblack creature. Soulshift 6 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.) Putrefaction 4B Enchantment Whenever a player plays a white spell or green spell, that player discards a card. Putrefy 1BG Instant Destroy target artifact or creature. It can't be regenerated. 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. Putrid Raptor 4BB Creature - Zombie Beast 4/4 Morph-Discard a Zombie card. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Putrid Warrior WB Creature - Soldier Zombie 2/2 Whenever Putrid Warrior deals damage, choose one - each player loses 1 life; or each player gains 1 life. Pygmy Allosaurus 2G Creature - Dinosaur 2/2 Swampwalk Pygmy Giant 1RR Creature - Giant 0/2 R, T, Sacrifice a creature: Pygmy Giant deals X damage to target creature, where X is a number in the sacrificed creature's text box. Pygmy Hippo GU Creature - Hippo 2/2 Whenever Pygmy Hippo attacks and isn't blocked, you may have defending player play a mana ability of each land he or she controls and empty his or her mana pool. If you do, Pygmy Hippo deals no combat damage this turn and at the beginning of your postcombat main phase, you add X to your mana pool, where X is equal to the amount of mana emptied from defending player's mana pool this way. Pygmy Kavu 3G Creature - Kavu 1/2 When Pygmy Kavu comes into play, draw a card for each black creature your opponents control. Pygmy Pyrosaur 1R Creature - Lizard 1/1 Pygmy Pyrosaur can't block. R: Pygmy Pyrosaur gets +1/+0 until end of turn. Pygmy Razorback 1G Creature - Boar 2/1 Trample Pygmy Troll 1G Creature - Troll 1/1 Whenever Pygmy Troll becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. G: Regenerate Pygmy Troll. Pyknite 2G Creature - Pyknite 1/1 When Pyknite comes into play, draw a card at the beginning of the next turn's upkeep. Pyramids 6 Artifact 2: Destroy target Aura attached to a land. 2: Regenerate target land. Pyre Zombie 1BR Creature - Zombie 2/1 At the beginning of your upkeep, if Pyre Zombie is in your graveyard, you may pay 1BB. If you do, return Pyre Zombie from your graveyard to your hand. 1RR, Sacrifice Pyre Zombie: Pyre Zombie deals 2 damage to target creature or player. Pyric Salamander 1R Creature - Lizard 1/1 R: Pyric Salamander gets +1/+0 until end of turn. Sacrifice Pyric Salamander at end of turn. 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. Pyroblast R Instant Choose one - Counter target spell if it's blue; or destroy target permanent if it's blue. Pyroclasm 1R Sorcery Pyroclasm deals 2 damage to each creature. Pyrohemia 2RR Enchantment At end of turn, if no creatures are in play, sacrifice Pyrohemia. R: Pyrohemia deals 1 damage to each creature and each player. Pyrokinesis 4RR Instant You may remove a red card in your hand from the game rather than pay Pyrokinesis's mana cost. Pyrokinesis deals 4 damage divided as you choose among any number of target creatures. Pyromancy 2RR 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. Pyromania 2R Enchantment 1R, Discard a card at random: Pyromania deals 1 damage to target creature or player. 1R, Sacrifice Pyromania: Pyromania deals 1 damage to target creature or player. Pyromatics 1R Instant Replicate 1R (When you play 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. Pyrostatic Pillar 1R Enchantment Whenever a player plays a spell with converted mana cost 3 or less, Pyrostatic Pillar deals 2 damage to that player. Pyrotechnics 4R Sorcery Pyrotechnics deals 4 damage divided as you choose among any number of target creatures and/or players. Python 1BB Creature - Snake 3/2 Quagmire 2B Enchantment Creatures with swampwalk can be blocked as though they didn't have swampwalk. Quagmire Druid 2B Creature - Zombie Druid 2/2 G, T, Sacrifice a creature: Destroy target enchantment. Quagmire Lamprey 2B Creature - Fish 1/1 Whenever Quagmire Lamprey becomes blocked by a creature, put a -1/-1 counter on that creature. Quarum Trench Gnomes 3R Creature - Gnome 1/1 T If target Plains is tapped for mana, it produces colorless mana instead of any other type. (This effect doesn't end at end of turn.) Quash 2UU 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 remove them from the game. That player then shuffles his or her library. Questing Phelddagrif 1GWU Creature - Phelddagrif 4/4 G: Questing Phelddagrif gets +1/+1 until end of turn. Target opponent puts a 1/1 green Hippo creature token into play. 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. Question Elemental? 2UU Creature - Elemental 3/4 Flying Are you aware that when you say something that isn't a question, the player who first points out this fact gains control of Question Elemental? Quick Sliver 1G Creature - Sliver 1/1 Flash Any player may play Sliver cards as though they had flash. Quickchange 1U Instant Target creature becomes the color or colors of your choice until end of turn. Draw a card. Quicken U Instant The next sorcery card you play this turn can be played as though it had flash. Draw a card. Quickening Licid 1W Creature - Licid 1/1 1W, 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. Quicksand Land T Add 1 to your mana pool. T, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn. Quicksilver Amulet 4 Artifact 4, T Put a creature card from your hand into play. Quicksilver Behemoth 6U Creature - Beast 4/5 Affinity for artifacts (This spell costs 1 less to play 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 in play.) Quicksilver Dagger 1UR Enchantment - Aura Enchant creature Enchanted creature has "T This creature deals 1 damage to target player. You draw a card." Quicksilver Dragon 4UU 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 4U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Quicksilver Elemental 3UU 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. 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 as long as it has a flood counter on it. At end of turn, if all lands in play are Islands, remove all flood counters from them. Quicksilver Wall 2U Creature - Wall 1/6 Defender (This creature can't attack.) 4: Return Quicksilver Wall to its owner's hand. Any player may play this ability. Quiet Purity W Instant - Arcane Destroy target enchantment. Quiet Speculation 1U 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. Quilled Sliver 1W Creature - Sliver 1/1 All Slivers have "T This creature deals 1 damage to target attacking or blocking creature." Quillmane Baku 4U Creature - Spirit 3/3 Whenever you play 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. Quirion Druid 2G Creature - Elf Druid 1/2 G, T Target land becomes a 2/2 green creature that's still a land. (This effect doesn't end at end of turn.) Quirion Dryad 1G Creature - Dryad 1/1 Whenever you play a white, blue, black, or red spell, put a +1/+1 counter on Quirion Dryad. Quirion Elves 1G Creature - Elf Druid 1/1 As Quirion Elves comes into play, choose a color. T Add G to your mana pool. T Add one mana of the chosen color to your mana pool. Quirion Explorer 1G Creature - Elf 1/1 T Add to your mana pool one mana of any color that a land an opponent controls could produce. Quirion Ranger G Creature - Elf 1/1 Return a Forest you control to its owner's hand: Untap target creature. Play this ability only once each turn. Quirion Sentinel 1G Creature - Elf 2/1 When Quirion Sentinel comes into play, add one mana of any color to your mana pool. Quirion Trailblazer 3G Creature - Elf 1/2 When Quirion Trailblazer comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library. Qumulox 6UU Creature - Beast 5/4 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying R&D's Secret Lair Legendary Land Play cards as written. Ignore all errata. T Add 1 to your mana pool. Rabble-Rouser 3R Creature - Goblin Shaman 1/1 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play 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. Rabid Elephant 4G Creature - Elephant 3/4 Whenever Rabid Elephant becomes blocked, it gets +2/+2 until end of turn for each creature blocking it. Rabid Rats 1B Creature - Rat 1/1 T Target blocking creature gets -1/-1 until end of turn. Rabid Wolverines 3GG Creature - Wolverine 4/4 Whenever Rabid Wolverines becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Rabid Wombat 2GG Creature - Wombat 0/1 Vigilance Rabid Wombat gets +2/+2 for each Aura attached to it. Rack and Ruin 2R Instant Destroy two target artifacts. Rackling 4 Artifact Creature 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. Radha, Heir to Keld RG Legendary Creature - Elf Warrior 2/2 Whenever Radha, Heir to Keld attacks, you may add RR to your mana pool. T Add G to your mana pool. Radiant Essence 1GW Creature - Spirit 2/3 Radiant Essence gets +1/+2 as long as an opponent controls a black permanent. Radiant Kavu RGW Creature - Kavu 3/3 RGW: Prevent all combat damage blue creatures and black creatures would deal this turn. Radiant, Archangel 3WW Legendary Creature - Angel 3/3 Flying, vigilance Radiant, Archangel gets +1/+1 for each other creature with flying in play. Radiant's Dragoons 3W Creature - Soldier 2/5 Echo 3W (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 comes into play, you gain 5 life. Radiant's Judgment 2W Instant Destroy target creature with power 4 or greater. Cycling 2 (2, Discard this card: Draw a card.) Radiate 3RR 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. Radjan Spirit 3G Creature - Spirit 3/2 T Target creature loses flying until end of turn. Rag Dealer B Creature - Human Rogue 1/1 2B, T Remove up to three target cards in a single graveyard from the game. Rag Man 2BB Creature - Minion 2/1 BBB, T Target opponent reveals his or her hand and discards a creature card at random. Play this ability only during your turn. Ragamuffyn 2B Creature - Zombie Cleric 2/2 Hellbent - T, Sacrifice a creature or land: Draw a card. Play this ability only if you have no cards in hand. Rage Weaver 1R Creature - Wizard 2/1 2: Target black or green creature gains haste until end of turn. Ragged Veins 1B Enchantment - Aura Flash Enchant creature Whenever enchanted creature is dealt damage, its controller loses that much life. Raging Bull 2R Creature - Bull 2/2 Raging Cougar 2R Creature - Cat 2/2 Haste Raging Goblin R Creature - Goblin Berserker 1/1 Haste (This creature can attack the turn it comes under your control.) Raging Gorilla 2R Creature - Ape 2/3 Whenever Raging Gorilla blocks or becomes blocked, it gets +2/-2 until end of turn. Raging Kavu 1RG Creature - Kavu 3/1 Flash Haste Raging Minotaur 2RR Creature - Minotaur 3/3 Haste Raging River RR Enchantment At the beginning of your combat phase, each opponent chooses "east" or "west" for each creature without flying he or she controls. As you declare attacking creatures, choose "east" or "west" for each attacking creature. "East" creatures can't block "west" creatures. "West" creatures can't block "east" creatures. Raging Spirit 3R Creature - Spirit 3/3 2: Raging Spirit becomes colorless until end of turn. Ragnar GWU Legendary Creature 2/2 GWU, T Regenerate target creature. Raiding Nightstalker 2B Creature - Nightstalker 2/2 Swampwalk Raiding Party 2R 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. Rain of Blades W Instant Rain of Blades deals 1 damage to each attacking creature. Rain of Daggers 4BB Sorcery Destroy all creatures target opponent controls. You lose 2 life for each creature destroyed this way. Rain of Embers 1R Sorcery Rain of Embers deals 1 damage to each creature and each player. Rain of Filth B Instant Until end of turn, lands you control gain "Sacrifice this land: Add B to your mana pool." Rain of Gore BR Enchantment If a spell or ability would cause its controller to gain life, that player loses that much life instead. Rain of Rust 3RR Instant Choose one - Destroy target artifact; or destroy target land. Entwine 3R (Choose both if you pay the entwine cost.) Rain of Salt 4RR Sorcery Destroy two target lands. Rain of Tears 1BB Sorcery Destroy target land. Rainbow Crow 3U Creature - Bird 2/2 Flying 1: Rainbow Crow becomes the color of your choice until end of turn. Rainbow Efreet 3U Creature - Efreet 3/1 Flying UU: Rainbow Efreet phases out. Rainbow Vale Land T Add one mana of any color to your mana pool. An opponent gains control of Rainbow Vale at end of turn. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise the Alarm 1W Instant Put two 1/1 white Soldier creature tokens into play. Raka Disciple R Creature - 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. Raka Sanctuary 2R 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. 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 end of turn. Rakavolver 2R Creature - Volver 2/2 Kicker 1W and/or U If the 1W kicker cost was paid, Rakavolver comes into play with two +1/+1 counters on it and with "Whenever Rakavolver deals damage, you gain that much life." If the U kicker cost was paid, Rakavolver comes into play with a +1/+1 counter on it and with flying. Rakdos Augermage BBR 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. Play this ability only any time you could play a sorcery. Rakdos Carnarium Land Rakdos Carnarium comes into play tapped. When Rakdos Carnarium comes into play, return a land you control to its owner's hand. T Add BR to your mana pool. Rakdos Guildmage (B / R) (B / R) Creature - Zombie Shaman 2/2 (o (b/r) can be paid with either B or R.) 3B, Discard a card: Target creature gets -2/-2 until end of turn. 3R: Put a 2/1 red Goblin creature token with haste into play. Remove it from the game at end of turn. Rakdos Ickspitter 1BR Creature - Thrull 1/1 T Rakdos Ickspitter deals 1 damage to target creature and that creature's controller loses 1 life. Rakdos Pit Dragon 2RR Creature - Dragon 3/3 RR: 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. 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." BR, Sacrifice Rakdos Riteknife: Target player sacrifices a permanent for each blood counter on Rakdos Riteknife. Equip 2 Rakdos Signet 2 Artifact 1, T Add BR to your mana pool. Rakdos the Defiler 2BBRR 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. Raksha Golden Cub 5WW Legendary Creature - Cat Soldier 3/4 Vigilance As long as Raksha Golden Cub is equipped, Cats you control get +2/+2 and have double strike. Rally WW Instant Blocking creatures get +1/+1 until end of turn. Rally the Horde 5R Sorcery Remove the top three cards of your library from the game. If the last card removed isn't a land, repeat this process until the last card removed is a land. Put a 1/1 red Warrior creature token into play for each nonland card removed from the game this way. Rally the Righteous 1RW Instant Radiance - Untap target creature and each other creature that shares a color with it. Those creatures get +2/+0 until end of turn. Rally the Troops W Instant Play Rally the Troops only during the declare attackers step and only if you are the defending player. Untap all creatures you control. Ramirez DePietro 3UBB Legendary Creature 4/3 First strike Ramosian Captain 1WW Creature - Rebel 2/2 First strike 5, T Search your library for a Rebel card with converted mana cost 4 or less and put that card into play. Then shuffle your library. Ramosian Commander 2WW Creature - Rebel 2/4 6, T Search your library for a Rebel card with converted mana cost 5 or less and put that card into play. Then shuffle your library. Ramosian Lieutenant 1W Creature - Rebel 1/2 4, T Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Ramosian Rally 3W 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. Ramosian Sergeant W Creature - Rebel 1/1 3, T Search your library for a Rebel card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Ramosian Sky Marshal 3WW Creature - Rebel 3/3 Flying 7, T Search your library for a Rebel card with converted mana cost 6 or less and put that card into play. Then shuffle your library. Rampant Elephant 3W Creature - Elephant 2/2 G: Target creature blocks Rampant Elephant this turn if able. Rampant Growth 1G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Rampart Crawler B Creature - Mercenary 1/1 Rampart Crawler can't be blocked by Walls. Ramses Overdark 2UUBB Legendary Creature 4/3 T Destroy target enchanted creature. Rancid Earth 1BB 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. Rancor G Enchantment - Aura Enchant creature Enchanted creature gets +2/+0 and has trample. When Rancor is put into a graveyard from play, return Rancor to its owner's hand. Ranger en-Vec 1WG Creature - Soldier 2/2 First strike G: Regenerate Ranger en-Vec. Rank and File 2BB Creature - Zombie 3/3 When Rank and File comes into play, all green creatures get -1/-1 until end of turn. Ransack 3U 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. Rapid Decay 1B Instant Remove from the game up to three target cards in a single graveyard. Cycling 2 (2, Discard this card: Draw a card.) Rapid Fire 3W Instant Play Rapid Fire only before the declare blockers step. 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.) Rappelling Scouts 2WW Creature - Rebel 1/4 Flying 2W: Rappelling Scouts gains protection from the color of your choice until end of turn. Rare-B-Gone 2BR Sorcery Each player sacrifices all rare permanents, then reveals his or her hand and discards all rare cards. Rashida Scalebane 3WW 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. Rashka the Slayer 3WW Legendary Creature 3/3 Rashka the Slayer can block as though it had flying. Whenever Rashka blocks one or more black creatures, Rashka gets +1/+2 until end of turn. Rasputin Dreamweaver 4WU Legendary Creature 4/1 Rasputin Dreamweaver comes into play 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. Ratcatcher 4BB Creature - Ogre Rogue 4/4 Fear 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. Rathi Assassin 2BB Creature - Mercenary 2/2 1BB, T Destroy target tapped nonblack creature. 3, T Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Rathi Dragon 2RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying.) When Rathi Dragon comes into play, sacrifice it unless you sacrifice two Mountains. Rathi Fiend 3B Creature - Mercenary 2/2 When Rathi Fiend comes into play, each player loses 3 life. 3, T Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Rathi Intimidator 1BB Creature - Mercenary 2/1 Fear 2, T Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Rathi Trapper 1B Creature - Human Rebel Rogue 1/2 B, T Tap target creature. 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. Rats' Feast XB Sorcery Remove X target cards in a single graveyard from the game. Rats of Rath 1B Creature - Rat 2/1 B: Destroy target artifact, creature, or land you control. Ravaged Highlands Land Ravaged Highlands comes into play tapped. T Add R to your mana pool. T, Sacrifice Ravaged Highlands: Add one mana of any color to your mana pool. Ravages of War 3W Sorcery Destroy all lands. Ravaging Horde 3RR Creature - Soldier 3/3 When Ravaging Horde comes into play, destroy target land. Raven Familiar 2U Creature - Bird 1/2 Flying Echo 2U (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 comes into play, 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. Raven Guild Initiate 2U Creature - Wizard 1/4 Morph-Return a Bird you control to its owner's hand. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Raven Guild Master 1UU Creature - Wizard Mutant 1/1 Whenever Raven Guild Master deals combat damage to a player, that player removes the top ten cards of his or her library from the game. Morph 2UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Ravenous Baboons 3R Creature - Ape 2/2 When Ravenous Baboons comes into play, destroy target nonbasic land. Ravenous Baloth 2GG Creature - Beast 4/4 Sacrifice a Beast: You gain 4 life. Ravenous Rats 1B Creature - Rat 1/1 When Ravenous Rats comes into play, target opponent discards a card. Ravenous Skirge 2B Creature - Imp 1/1 Flying Whenever Ravenous Skirge attacks, it gets +2/+0 until end of turn. Ravenous Vampire 3BB 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. Raving Oni-Slave 1B Creature - Ogre Warrior 3/3 When Raving Oni-Slave comes into play, you lose 3 life if you don't control a Demon. When Raving Oni-Slave leaves play, you lose 3 life if you don't control a Demon. Ray of Command 3U 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. Ray of Distortion 3W Instant Destroy target artifact or enchantment. Flashback 4WW (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Ray of Erasure U Instant Target player puts the top card from his or her library into his or her graveyard. Draw a card at the beginning of the next turn's upkeep. Ray of Revelation 1W Instant Destroy target enchantment. Flashback G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Rayne, Academy Chancellor 2U Legendary Creature - 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, and if Rayne, Academy Chancellor is enchanted, you may draw another card. Raze R Sorcery As an additional cost to play Raze, sacrifice a land. Destroy target land. Razia, Boros Archangel 4RRWW 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. Razia's Purification 4RW Sorcery Each player chooses three permanents he or she controls, then sacrifices the rest. Razing Snidd 4BR Creature - Beast 3/3 When Razing Snidd comes into play, return a black or red creature you control to its owner's hand. When Razing Snidd comes into play, each player sacrifices a land. Razor Barrier 1W Instant Target permanent you control gains protection from artifacts or from the color of your choice until end of turn. Razor Golem 6 Artifact Creature - Golem 3/4 Affinity for Plains (This spell costs 1 less to play for each Plains you control.) Vigilance Razor Pendulum 4 Artifact At the end of each player's turn, if that player has 5 life or less, Razor Pendulum deals 2 damage to him or her. Razorclaw Bear 2GG Creature - Bear 3/3 Whenever Razorclaw Bear becomes blocked, it gets +2/+2 until end of turn. Razorfin Hunter UR Creature - Merfolk Goblin 1/1 T Razorfin Hunter deals 1 damage to target creature or player. Razorfoot Griffin 3W Creature - Griffin 2/2 Flying, first strike Razorgrass Screen 1 Artifact Creature - Wall 2/1 Defender (This creature can't attack.) Razorgrass Screen blocks each turn if able. Razorjaw Oni 3B Creature - Demon Spirit 4/5 Black creatures can't block. Razormane Masticore 5 Artifact Creature 5/5 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. Razortooth Rats 2B Creature - Rat 2/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Reach Through Mists U Instant - Arcane Draw a card. Read the Runes XU Instant Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent. Reality Acid 2U Enchantment - Aura Enchant permanent Vanishing 3 (This permanent comes into play 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 play, enchanted permanent's controller sacrifices it. Reality Anchor 1G Instant Target creature loses shadow until end of turn. Draw a card. Reality Ripple 1U Instant Target artifact, creature, or land phases out. Reality Twist UUU Enchantment Cumulative upkeep 1UU If tapped for mana, Plains produce R, Swamps produce G, Mountains produce W, and Forests produce B instead of any other type. Reanimate B Sorcery Put target creature card from a graveyard into play under your control. You lose life equal to its converted mana cost. Reap 1G Instant Return any number of target cards from your graveyard to your hand. You can't choose more cards than the number of black permanents your opponents control. Reap and Sow 3G Sorcery Choose one - Destroy target land; or search your library for a land card, put that card into play, then shuffle your library. Entwine 1G (Choose both if you pay the entwine cost.) Reaping the Graves 2B Instant Return target creature card from your graveyard to your hand. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Reaping the Rewards W Instant Buyback-Sacrifice a land. (You may sarifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.) You gain 2 life. Rebel Informer 2B Creature - Mercenary Rebel 1/2 Rebel Informer can't be the target of white spells or abilities from white sources. 3: Put target Rebel on the bottom of its owner's library. Rebirth 3GGG Sorcery Remove Rebirth from your deck before playing if you're not playing for ante. Each player may put the top card of his or her library into the ante. If a player does, his or her life total becomes 20. Reborn Hero 2W Creature - Soldier 2/2 Vigilance Threshold - As long as seven or more cards are in your graveyard, Reborn Hero has "When Reborn Hero is put into a graveyard from play, you may pay WW. If you do, return Reborn Hero to play under your control." Rebound 1U Instant Change the target of target spell with a single target if that target is a player. The new target must be a player. Rebuff the Wicked W Instant Counter target spell that targets a permanent you control. Rebuild 2U Instant Return all artifacts to their owners' hands. Cycling 2 (2, Discard this card: Draw a card.) Rebuking Ceremony 3GG Sorcery Put two target artifacts on top of their owners' libraries. Recall XXU Sorcery Discard X cards, then return a card from your graveyard to your hand for each card discarded this way. Remove Recall from the game. Recantation 3UU 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. Reciprocate W Instant Remove from the game target creature that dealt damage to you this turn. Reckless Abandon R Sorcery As an additional cost to play Reckless Abandon, sacrifice a creature. Reckless Abandon deals 4 damage to target creature or player. Reckless Assault 2BR Enchantment 1, Pay 2 life: Reckless Assault deals 1 damage to target creature or player. Reckless Charge R Sorcery Target creature gets +3/+0 and gains haste until end of turn. Flashback 2R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Reckless Embermage 3R Creature - Human Wizard 2/2 1R: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself. Reckless Ogre 3R Creature - Ogre 3/2 Whenever Reckless Ogre attacks alone, it gets +3/+0 until end of turn. Reckless One 3R Creature - Goblin Avatar */* Haste Reckless One's power and toughness are each equal to the number of Goblins in play. Reckless Spite 1BB Instant Destroy two target nonblack creatures. You lose 5 life. Reckless Wurm 3RR Creature - Wurm 4/4 Trample Madness 2R (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Reclaim G Instant Put target card from your graveyard on top of your library. Reclamation 2GW Enchantment Black creatures have "This creature can't attack unless you sacrifice a land." Reclusive Wight 3B Creature - Minion 4/4 At the beginning of your upkeep, if you control another nonland permanent, sacrifice Reclusive Wight. Recoil 1UB Instant Return target permanent to its owner's hand. Then that player discards a card. Recollect 2G Sorcery Return target card from your graveyard to your hand. Reconnaissance W Enchantment 0: Remove target attacking creature you control from combat and untap it. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Reconstruction U Sorcery Return target artifact card from your graveyard to your hand. Recoup 1R Sorcery Target sorcery card in your graveyard gains flashback until end of turn. If you play that card this turn, its flashback cost becomes equal to its mana cost as you play it. (Mana cost includes color.) Flashback 3R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Recover 2B Sorcery Return target creature card from your graveyard to your hand. Draw a card. Recuperate 3W Instant Choose one - You gain 6 life; or prevent the next 6 damage that would be dealt to target creature this turn. Recurring Nightmare 2B Enchantment Sacrifice a creature, Return Recurring Nightmare to its owner's hand: Return target creature card from your graveyard to play. Play this ability only any time you could play a sorcery. Recycle 4GG Enchantment Skip your draw step. Whenever you play a card, draw a card. Your maximum hand size is two. Red Cliffs Armada 4U Creature - Ship 5/4 Red Cliffs Armada can't attack unless defending player controls an Island. Red Elemental Blast R Instant Choose one - Counter target blue spell; or destroy target blue permanent. 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. 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. Red Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from red. This effect doesn't remove Red Ward. Redeem 1W Instant Prevent all damage that would be dealt this turn to up to two target creatures. Red-Hot Hottie 2RR Creature - Elemental 2/5 Whenever Red-Hot Hottie deals damage to a creature, put a third-degree-burn counter on that creature. It has "At the end of each turn, sacrifice this creature unless you scream 'Aaah!' at the top of your lungs." Reduce to Dreams 3UU Sorcery Return all artifacts and enchantments to their owners' hands. Redwood Treefolk 4G Creature - Treefolk 3/6 Reef Pirates 1UU Creature - Ship 2/2 Whenever Reef Pirates deals damage to an opponent, that player puts the top card from his or her library into his or her graveyard. Reef Shaman U Creature - Merfolk 0/2 T Target land's type becomes the basic land type of your choice until end of turn. Reflect Damage 3RW Instant The next time a source of your choice would deal damage this turn, that damage is dealt to that source's controller instead. 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. Reflecting Pool Land T Add to your mana pool one mana of any type that a land you control could produce. Reflex Sliver 3G Creature - Sliver 2/2 All Slivers have haste. Reflexes R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has first strike. (It deals combat damage before creatures without first strike.) Refresh 2G Instant Regenerate target creature. Draw a card. Refreshing Rain 3G Instant If an opponent controls a Swamp and you control a Forest, you may play Refreshing Rain without paying its mana cost. Target player gains 6 life. Regal Unicorn 2W Creature - Unicorn 2/3 Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play 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.) Regress 2U Instant Return target permanent to its owner's hand. Regrowth 1G Sorcery Return target card from your graveyard to your hand. Reign of Chaos 2RR Sorcery Choose one - Destroy target Plains and target white creature; or destroy target Island and target blue creature. Reign of Terror 3BB Sorcery Destroy all white creatures or all green creatures. They can't be regenerated. You lose 2 life for each creature put into a graveyard this way. Reincarnation 1GG Instant Choose target creature. When that creature is put into a graveyard this turn, return a creature card from that graveyard to play under the control of that creature's owner. Reinforcements W Instant Put up to three target creature cards from your graveyard on top of your library. Reins of Power 2UU Instant Untap all creatures. You and target opponent each gain control of all creatures the other controls until end of turn. Those creatures gain haste until end of turn. Reiterate 1RR Instant Buyback 3 (You may pay an additional 3 as you play 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. Reito Lantern 2 Artifact 3: Put target card in a graveyard on the bottom of its owner's library. Reiver Demon 4BBBB Creature - Demon 6/6 Flying When Reiver Demon comes into play, if you played it from your hand, destroy all nonartifact, nonblack creatures. They can't be regenerated. Rejuvenate 3G Sorcery You gain 6 life. Cycling 2 (2, Discard this card: Draw a card.) Rejuvenation Chamber 3 Artifact Fading 2 (This artifact comes into play 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. Reki, the History of Kamigawa 2G Legendary Creature - Human Shaman 1/2 Whenever you play a legendary spell, draw a card. Relearn 1UU Sorcery Return target instant or sorcery card from your graveyard to your hand. Relentless Assault 2RR Sorcery Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Relentless Rats 1BB Creature - Rat 2/2 Relentless Rats gets +1/+1 for each other creature in play named Relentless Rats. A deck can have any number of cards named Relentless Rats. Relic Bane 1BB Enchantment - Aura Enchant artifact Enchanted artifact has "At the beginning of your upkeep, you lose 2 life." Relic Barrier 2 Artifact T Tap target artifact. Relic Bind 2U Enchantment - Aura Enchant artifact an opponent controls Whenever enchanted artifact becomes tapped, choose one - Relic Bind deals 1 damage to target player; or target player gains 1 life. Relic Ward 1W Enchantment - Aura You may play Relic Ward any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant artifact Enchanted artifact can't be the target of spells or abilities. Reliquary Monk 2W Creature - Cleric 2/2 When Reliquary Monk is put into a graveyard from play, destroy target artifact or enchantment. Remand 1U 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. Remedy 1W 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. Remembrance 3W Enchantment Whenever a nontoken creature you control is put into a graveyard from play, you may search your library for a creature card with the same name as that creature, reveal the card and put it into your hand. If you do, shuffle your library. Reminisce 2U Sorcery Target player shuffles his or her graveyard into his or her library. Remodel 2G Instant If you control two or more green permanents that share an artist, you may play Remodel without paying its mana cost. Remove target artifact from the game. Remote Farm Land Remote Farm comes into play tapped with two depletion counters on it. T, Remove a depletion counter from Remote Farm: Add WW to your mana pool. If there are no depletion counters on Remote Farm, sacrifice it. Remote Isle Land Remote Isle comes into play tapped. T Add U to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Remove U Instant Play Remove only during the declare attackers step and only if you are the defending player. Return target attacking creature to its owner's hand. Remove Enchantments W Instant Return all enchantments you own and control to your hand. Then destroy all Auras attached to permanents you control and/or attached to attacking creatures. Remove Soul 1U Instant Counter target creature spell. Rend Flesh 2B Instant - Arcane Destroy target non-Spirit creature. Rend Spirit 2B Instant Destroy target Spirit. Rending Vines 1GG 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. Renegade Troops 4R Creature - Soldier 4/2 Haste Renegade Warlord 4R Creature - Soldier 3/3 First strike Whenever Renegade Warlord attacks, each other attacking creature gets +1/+0 until end of turn. Renewal 2G Sorcery As an additional cost to play Renewal, sacrifice a land. Search your library for a basic land card and put that card into play. Then shuffle your library. Draw a card at the beginning of the next turn's upkeep. Renewed Faith 2W Instant You gain 6 life. Cycling 1W (1W, Discard this card: Draw a card.) When you cycle Renewed Faith, you may gain 2 life. Renewing Dawn 1W Sorcery You gain 2 life for each Mountain target opponent controls. Renewing Touch G Sorcery Shuffle any number of target creature cards from your graveyard into your library. Renounce 1W Instant Sacrifice any number of permanents. You gain 2 life for each one sacrificed this way. Reparations 1WU Enchantment Whenever an opponent plays a spell that targets you or a creature you control, you may draw a card. Repeal XU Instant Return target nonland permanent with converted mana cost X to its owner's hand. Draw a card. Repel 3U Instant Put target creature on top of its owner's library. Repentance 2W Sorcery Target creature deals damage to itself equal to its power. Repentant Blacksmith 1W Creature - Smith 1/2 Protection from red Repentant Vampire 3BB Creature - Vampire 3/3 Flying Whenever a creature dealt damage by Repentant Vampire this turn is put into a graveyard, 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." Repercussion 1RR Enchantment Whenever a creature is dealt damage, Repercussion deals that much damage to that creature's controller. Replenish 3W Sorcery Return all enchantment cards from your graveyard to play. (Auras with no permanent to enchant remain in your graveyard.) Repopulate 1G Instant Shuffle all creature cards from target player's graveyard into that player's library. Cycling 2 (2, Discard this card: Draw a card.) Reprisal 1W Instant Destroy target creature with power 4 or greater. It can't be regenerated. Reprocess 2BB Sorcery Sacrifice any number of artifacts, creatures, and/or lands. Draw a card for each permanent sacrificed this way. Repulse 2U Instant Return target creature to its owner's hand. Draw a card. Reroute 1R Instant Change the target of target activated ability with a single target. Draw a card. Rescind 1UU Instant Return target permanent to its owner's hand. Cycling 2 (2, Discard this card: Draw a card.) Rescue U Instant Return target permanent you control to its owner's hand. Research // Development GU / 3UR Instant // Instant Choose up to four cards you own from outside the game and shuffle them into your library. // Put a 3/1 red Elemental creature token into play unless any opponent lets you draw a card. Repeat this process two more times. Reset UU Instant Play Reset only during an opponent's turn after his or her upkeep step. Untap all lands you control. Reshape XUU Sorcery As an additional cost to play Reshape, sacrifice an artifact. Search your library for an artifact card with converted mana cost X or less and put it into play. Then shuffle your library. Resilient Wanderer 2WW Creature - Nomad 2/3 First strike Discard a card: Resilient Wanderer gains protection from the color of your choice until end of turn. Resistance Fighter W Creature - Human Soldier 1/1 Sacrifice Resistance Fighter: Prevent all combat damage target creature would deal this turn. Resize 1G Instant Target creature gets +3/+3 until end of turn. Recover 1G (When a creature is put into your graveyard from play, you may pay 1G. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.) Respite 1G Instant Prevent all combat damage that would be dealt this turn. You gain 1 life for each attacking creature. Restless Bones 2B Creature - Skeleton 1/1 3B, T Target creature gains swampwalk until end of turn. 1B: Regenerate Restless Bones. Restless Dead 1B Creature - Skeleton 1/1 B: Regenerate Restless Dead. Restless Dreams B Sorcery As an additional cost to play Restless Dreams, discard X cards. Return X target creature cards from your graveyard to your hand. Restock 3GG Sorcery Return two target cards from your graveyard to your hand. Remove Restock from the game. Restore Balance Sorcery Restore Balance is white. Suspend 6-W 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. Restrain 2W Instant Prevent all combat damage that would be dealt by target attacking creature this turn. Draw a card. Resurrection 2WW Sorcery Return target creature card from your graveyard to play. Resuscitate 1G Instant Until end of turn, creatures you control gain "1: Regenerate this creature." Retaliate 2WW Instant Destroy all creatures that dealt damage to you this turn. Retaliation 2G Enchantment Creatures you control have "Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it." Retether 3W Sorcery Return each Aura card from your graveyard to play. Only creatures can be enchanted this way. (Aura cards that can't enchant a creature in play remain in your graveyard.) Rethink 2U Instant Counter target spell unless its controller pays X, where X is its converted mana cost. Retraced Image U Sorcery Reveal a card in your hand, then put that card into play if it has the same name as a permanent. Retract U Instant Return all artifacts you control to their owner's hand. Retribution 2RR 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. Retribution of the Meek 2W Sorcery Destroy all creatures with power 4 or greater. They can't be regenerated. Retromancer 2RR Creature - Viashino 3/3 Whenever Retromancer becomes the target of a spell or ability, Retromancer deals 3 damage to that spell or ability's controller. Return of the Nightstalkers 5BB Sorcery Return all Nightstalker cards from your graveyard to play. Then destroy all Swamps you control. Return to Battle B Sorcery Return target creature card from your graveyard to your hand. Return to Dust 2WW Instant Remove target artifact or enchantment from the game. If you played this spell during your main phase, you may remove up to one other target artifact or enchantment from the game. Reveille Squad 2WW Creature - Rebel 3/3 Whenever one or more creatures attack you, if Reveille Squad is untapped, you may untap all creatures you control. Reveka, Wizard Savant 2UU Legendary Creature 0/1 T Reveka, Wizard Savant deals 2 damage to target creature or player and doesn't untap during your next untap step. Revelation G World Enchantment All players play with their hands revealed. Revenant 4B Creature - Spirit */* Flying Revenant's power and toughness are each equal to the number of creature cards in your graveyard. Revenant Patriarch 4B Creature - Spirit 4/3 When Revenant Patriarch comes into play, if W was spent to play Revenant Patriarch, target player skips his or her next combat phase. Revenant Patriarch can't block. Reverberation 2UU Instant All damage that would be dealt this turn by target sorcery spell is dealt to that spell's controller instead. Revered Dead 1W Creature - Spirit Soldier 1/1 W: Regenerate Revered Dead. Revered Elder 2W Creature - Cleric 1/2 1: Prevent the next 1 damage that would be dealt to Revered Elder this turn. Revered Unicorn 1W Creature - Unicorn 2/3 Cumulative upkeep 1 When Revered Unicorn leaves play, its controller gains life equal to the number of age counters on it. Reverence 2WW Enchantment Creatures with power 2 or less can't attack you. Reverent Mantra 3W Instant You may remove a white card in your hand from the game rather than pay Reverent Mantra's mana cost. All creatures gain protection from the color of your choice until end of turn. Reverent Silence 3G Sorcery If you control a Forest, you may have each other player gain 6 life rather than pay Reverent Silence's mana cost. Destroy all enchantments. Reversal of Fortune 4RR Sorcery Target opponent reveals his or her hand. You may copy an instant or sorcery card in it. If you do, you may play the copy without paying its mana cost. Reverse Damage 1WW 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. Reverse Polarity WW Instant You gain X life, where X is twice the damage dealt to you so far this turn by artifacts. Reverse the Sands 6WW Sorcery Redistribute any number of players' life totals. (Each of those players gets one life total back.) Revive 1G Sorcery Return target green card from your graveyard to your hand. Reviving Dose 2W Instant You gain 3 life. Draw a card. Reviving Vapors 2WU 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 the other cards revealed this way into your graveyard. Reward the Faithful W Instant Any number of target players each gains life equal to the highest converted mana cost among permanents you control. Rewards of Diversity 2W Enchantment Whenever an opponent plays a multicolored spell, you gain 4 life. Reweave 5U 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 card that shares a card type with the sacrificed permanent, puts that card into play, then shuffles his or her library. Splice onto Arcane 2UU Rewind 2UU Instant Counter target spell, then untap up to four lands. Reya Dawnbringer 6WWW Legendary Creature - Angel 4/6 Flying At the beginning of your upkeep, you may return target creature card from your graveyard to play. Rhox 4GG Creature - Beast 5/5 You may have Rhox deal its combat damage to defending player as though it weren't blocked. 2G: Regenerate Rhox. Rhystic Cave Land T Choose a color. Add one mana of that color to your mana pool unless any player pays 1. You can't play this ability as another spell or ability is being played. Rhystic Circle 2WW 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. Rhystic Deluge 2U Enchantment U: Tap target creature unless its controller pays 1. Rhystic Lightning 2R 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. Rhystic Scrying 2UU Sorcery Draw three cards. Then, if any player pays 2, discard three cards. Rhystic Shield 1W 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. Rhystic Study 2U Enchantment Whenever an opponent plays a spell, you may draw a card unless that player pays 1. Rhystic Syphon 3BB Sorcery Unless target player pays 3, he or she loses 5 life and you gain 5 life. Rhystic Tutor 2B Sorcery Unless any player pays 2, search your library for a card, put that card into your hand, then shuffle your library. Rib Cage Spider 2G Creature - Spider 1/4 Rib Cage Spider can block as though it had flying. Ribbon Snake 1UU Creature - Snake 2/3 Flying 2: Ribbon Snake loses flying until end of turn. Any player may play this ability. Ribbons of Night 4B Sorcery Ribbons of Night deals 4 damage to target creature and you gain 4 life. If U was spent to play Ribbons of Night, draw a card. Ribbons of the Reikai 4U Sorcery - Arcane Draw a card for each Spirit you control. Richard Garfield, Ph.D. 3UU Legendary Creature - Human Designer 2/2 You may play cards as though they were other Magic cards of your choice with the same mana cost. (Mana cost includes color.) You can't choose the same card twice. Ricochet R Enchantment Whenever any spell targets a single player, each player rolls a six-sided die. That spell is redirected to the player or players with the lowest die roll. If two or more players tie for the lowest die roll, they reroll until there is no tie. Ridged Kusite B Creature - Horror Spellshaper 1/1 1B, T, Discard a card: Target creature gets +1/+0 and gains first strike until end of turn. Ridgeline Rager 2R Creature - Beast 1/2 R: Ridgeline Rager gets +1/+0 until end of turn. Ridgetop Raptor 3R Creature - Beast 2/1 Double strike (This creature deals both first-strike and regular combat damage.) Riding Red Hare 2W Sorcery Target creature gets +3/+3 and gains horsemanship until end of turn. Riding the Dilu Horse 2G Sorcery Target creature gets +2/+2 and gains horsemanship. (This effect does not end at end of turn) Rift Bolt 2R Sorcery Rift Bolt deals 3 damage to target creature or player. Suspend 1-R (Rather than play this card from your hand, you may pay R and remove it from the game with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Riftmarked Knight 1WW Creature - Human Rebel Knight 2/2 Flanking, protection from black Suspend 3-1WW When the last time counter is removed from Riftmarked Knight while it's removed from the game, put a 2/2 black Knight creature token with flanking, protection from white, and haste into play. 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." Riftwing Cloudskate 3UU Creature - Illusion 2/2 Flying When Riftwing Cloudskate comes into play, return target permanent to its owner's hand. Suspend 3-1U (Rather than play this card from your hand, you may pay 1U and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Righteous Aura 1W Enchantment W, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage. Righteous Avengers 4W Creature - Avenger 3/1 Plainswalk Righteous Cause 3WW Enchantment Whenever a creature attacks, you gain 1 life. Righteous Charge 1WW Sorcery Creatures you control get +2/+2 until end of turn. Righteous Fury 4WW Sorcery Destroy all tapped creatures. You gain 2 life for each creature destroyed this way. Righteous Indignation 2W Enchantment Whenever a creature blocks a black or red creature, the blocking creature gets +1/+1 until end of turn. Righteous War 1WB Enchantment White creatures you control have protection from black. Black creatures you control have protection from white. Righteousness W Instant Target blocking creature gets +7/+7 until end of turn. Rime Dryad G Creature - Dryad 1/2 Snow forestwalk Rime Transfusion 1B Snow Enchantment - Aura Enchant creature Enchanted creature gets +2/+1 and has "oSi: This creature can't be blocked this turn except by snow creatures." (oSi can be paid with one mana from a snow permanent.) Rimebound Dead B Snow Creature - Skeleton 1/1 oSi: Regenerate Rimebound Dead. (oSi can be paid with one mana from a snow permanent.) Rimefeather Owl 5UU Snow Creature - Bird */* Flying Rimefeather Owl's power and toughness are each equal to the number of snow permanents in play. 1oSi: Put an ice counter on target permanent. Permanents with ice counters on them are snow. Rimehorn Aurochs 4G Snow Creature - Aurochs 3/3 Trample Whenever Rimehorn Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs. 2oSi: Target creature blocks target creature this turn if able. (oSi can be paid with one mana from a snow permanent.) Rimescale Dragon 5RR Snow Creature - Dragon 5/5 Flying 2oSi: Tap target creature and put an ice counter on it. (oSi can be paid with one mana from a snow permanent.) Creatures with ice counters on them don't untap during their controllers' untap steps. Rimewind Cryomancer 3U Creature - Human Wizard 2/3 1, T Counter target activated ability. Play this ability only if you control four or more snow permanents. (Mana abilities can't be targeted.) Rimewind Taskmage 1U Creature - Human Wizard 1/2 1, T You may tap or untap target permanent. Play this ability only if you control four or more snow permanents. 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. Ring of Immortals 5 Artifact 3, T Counter target instant or Aura spell that targets a permanent you control. Ring of Ma'ruf 5 Artifact 5, T, Remove Ring of Ma'ruf from the game: 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. Ring of Renewal 5 Artifact 5, T, Discard a card at random: Draw two cards. Riot Spikes (B / R) Enchantment - Aura (o (b/r) can be paid with either B or R.) Enchant creature Enchanted creature gets +2/-1. Riptide U Instant Tap all blue creatures. Riptide Biologist 1U Creature - Wizard 1/2 Protection from Beasts Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Riptide Chronologist 3UU Creature - Wizard 1/3 U, Sacrifice Riptide Chronologist: Untap all creatures of the type of your choice. Riptide Crab 1WU Creature - Crab 1/3 Vigilance When Riptide Crab is put into a graveyard from play, draw a card. Riptide Director 2UU Creature - Wizard 2/3 2UU, T Draw a card for each Wizard you control. Riptide Entrancer 1UU Creature - 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 doesn't end at end of turn.) Morph UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Riptide Laboratory Land T Add 1 to your mana pool. 1U, T Return target Wizard you control to its owner's hand. Riptide Mangler 1U Creature - Beast 0/3 1U: Change Riptide Mangler's power to target creature's power. (It doesn't change back at end of turn.) Riptide Pilferer 1U Creature - Merfolk Rogue 1/1 Whenever Riptide Pilferer deals combat damage to a player, that player discards a card. Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Riptide Replicator X4 Artifact As Riptide Replicator comes into play, choose a color and a creature type. Riptide Replicator comes into play with X charge counters on it. 4, T Put an X/X creature token of the chosen color and type into play, where X is the number of charge counters on Riptide Replicator. Riptide Shapeshifter 3UU Creature - Shapeshifter 3/3 2UU, 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 into play and shuffle the rest into your library. Riptide Survivor 2U Creature - Wizard 2/1 Morph 1UU (You may play this 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. Rise // Fall UB / BR Sorcery // Sorcery Return target creature card in a graveyard and target creature in play to their owners' hands. // Target player reveals two cards at random from his or her hand, then discards each nonland card revealed this way. Rishadan Airship 2U Creature - Pirate 3/1 Flying Rishadan Airship can block only creatures with flying. Rishadan Brigand 4U Creature - Pirate 3/2 Flying When Rishadan Brigand comes into play, each opponent sacrifices a permanent unless he or she pays 3. Rishadan Brigand can block only creatures with flying. Rishadan Cutpurse 2U Creature - Pirate 1/1 When Rishadan Cutpurse comes into play, each opponent sacrifices a permanent unless he or she pays 1. Rishadan Footpad 3U Creature - Pirate 2/2 When Rishadan Footpad comes into play, each opponent sacrifices a permanent unless he or she pays 2. Rishadan Pawnshop 2 Artifact 2, T Shuffle target nontoken permanent you control into its owner's library. Rishadan Port Land T Add 1 to your mana pool. 1, T Tap target land. Rising Waters 3U 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. Risky Move 3RRR 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. Rite of Flame R Sorcery Add RR to your mana pool, then add R to your mana pool for each card named Rite of Flame in each graveyard. Rite of Passage 2G 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.) 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. Rites of Refusal 1U Instant Discard any number of cards. Counter target spell unless its controller pays 3 for each card discarded this way. Rites of Spring 1G Sorcery Discard any number of cards. Search your library for that many basic land cards, reveal those cards, and put them into your hand. Then shuffle your library. Rith, the Awakener 3RGW Legendary Creature - Dragon 6/6 Flying Whenever Rith, the Awakener deals combat damage to a player, you may pay 2G. If you do, choose a color. Put a 1/1 green Saproling creature token into play for each permanent of that color. Rith's Attendant 5 Artifact Creature - Golem 3/3 1, Sacrifice Rith's Attendant: Add RGW to your mana pool. Rith's Charm RGW Instant Choose one - Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens into play; or prevent all damage a source of your choice would deal this turn. Rith's Grove Land - Lair When Rith's Grove comes into play, 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. Ritual of Restoration W Sorcery Return target artifact card from your graveyard to your hand. Ritual of Steel 2W Enchantment - Aura Enchant creature When Ritual of Steel comes into play, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +0/+2. Ritual of Subdual 4GG Enchantment Cumulative upkeep 2 If tapped for mana, lands produce colorless mana instead of any other type. Ritual of the Machine 2BB Sorcery As an additional cost to play Ritual of the Machine, sacrifice a creature. Gain control of target nonblack, nonartifact creature. Rivalry 2R Enchantment At the beginning of each player's upkeep, if that player controls more lands than any other, Rivalry deals 2 damage to him or her. Riven Turnbull 5UB Legendary Creature 5/7 T Add B to your mana pool. River Bear 3G Creature - Bear 3/3 Islandwalk (This creature is unblockable as long as defending player controls an Island.) River Boa 1G Creature - Snake 2/1 Islandwalk G: Regenerate River Boa. River Delta Land T Add U or B to your mana pool. River Delta doesn't untap during its controller's next untap step. River Kaijin 2U Creature - Spirit 1/4 River Merfolk UU Creature - Merfolk 2/1 U: River Merfolk gains mountainwalk until end of turn. Rix Maadi, Dungeon Palace Land T Add 1 to your mana pool. 1BR, T Each player discards a card. Play this ability only any time you could play a sorcery. Roar of Jukai 2G 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 play 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.) Roar of Reclamation 5WW Sorcery Each player returns all artifact cards from his or her graveyard to play. Roar of the Kha 1W Instant Choose one - Creatures you control get +1/+1 until end of turn; or untap all creatures you control. Entwine 1W (Choose both if you pay the entwine cost.) Roar of the Wurm 6G Sorcery Put a 6/6 green Wurm creature token into play. Flashback 3G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Roaring Slagwurm 5GG Creature - Wurm 6/4 Whenever Roaring Slagwurm attacks, tap all artifacts. Robber Fly 2R 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. Robe of Mirrors U Enchantment - Aura Enchant creature Enchanted creature can't be the target of spells or abilities. Roc Hatchling R Creature - Bird 0/1 Roc Hatchling comes into play with four shell counters on it. At the beginning of your upkeep, remove a shell counter from Roc Hatchling. Roc Hatchling gets +3/+2 and has flying as long as it has no shell counters on it. Roc of Kher Ridges 3R Creature - Roc 3/3 Flying Rock Badger 4R Creature - Beast 3/3 Mountainwalk Rock Basilisk 4RG Creature - Basilisk 4/5 Whenever Rock Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Rock Hydra XRR Creature - Hydra 0/0 Rock Hydra comes into play 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. RRR: Put a +1/+1 counter on Rock Hydra. Play this ability only during your upkeep. Rock Jockey 2R Creature - Goblin 3/3 You can't play Rock Jockey if you played a land this turn. You can't play lands if you played Rock Jockey this turn. Rock Lobster 4 Artifact Creature 4/3 Scissors Lizards cannot attack or block. Rock Slide XR Instant Rock Slide deals X damage divided as you choose among any number of target attacking or blocking creatures without flying. Rocket Launcher 4 Artifact 2: Rocket Launcher deals 1 damage to target creature or player. Sacrifice Rocket Launcher at end of turn. Play this ability only if you've controlled Rocket Launcher continuously since the most recent beginning of your turn. Rocket-Powered Turbo Slug 3R Creature - Slug 3/1 Super haste (This may attack the turn before you play it. (You may put this card into play from your hand, tapped and attacking, during your declare attackers step. If you do, you lose the game at the end of your next turn unless you pay this card's mana cost during that turn.)) Rockshard Elemental 5RR Creature - Elemental 4/3 Double strike (This creature deals both first-strike and regular combat damage.) Morph 4RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Rockslide Ambush 1R Sorcery Rockslide Ambush deals damage to target creature equal to the number of Mountains you control. Rocky Tar Pit Land Rocky Tar Pit comes into play tapped. T, Sacrifice Rocky Tar Pit: Search your library for a Swamp or Mountain card and put it into play. Then shuffle your library. Rod of Ruin 4 Artifact 3, T Rod of Ruin deals 1 damage to target creature or player. Rod of Spanking 1 Artifact 2, T Rod of Spanking deals 1 damage to target player. Then untap Rod of Spanking unless that player says "Thank you, sir. May I have another?" Rofellos, Llanowar Emissary GG Legendary Creature - Elf 2/1 T Add G to your mana pool for each Forest you control. 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. Rogue Elephant G Creature - Elephant 3/3 When Rogue Elephant comes into play, sacrifice it unless you sacrifice a Forest. Rogue Kavu 1R Creature - Kavu 1/1 Whenever Rogue Kavu attacks alone, it gets +2/+0 until end of turn. Rogue Skycaptain 2R Creature - Mercenary 3/4 Flying At the beginning of your upkeep, put a wage counter on Rogue Skycaptain, then you may pay 2 for each wage counter on it. If you don't pay, remove all wage counters from Rogue Skycaptain and an opponent gains control of it. Rohgahh of Kher Keep 2BBRR Legendary Creature 5/5 At the beginning of your upkeep, unless you pay RRR, an opponent gains control of Rohgahh of Kher Keep and all creatures you control named Kobolds of Kher Keep. If a player gains control of a creature this way, tap it. (This effect doesn't end at end of turn.) Creatures you control named Kobolds of Kher Keep get +2/+2. Roiling Horror 3BB 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-XBBB. X can't be 0. Whenever a time counter is removed from Roiling Horror while it's removed from the game, target player loses 1 life and you gain 1 life. Rolling Earthquake XR Sorcery Rolling Earthquake deals X damage to each creature without horsemanship and each player. Rolling Spoil 2GG Sorcery Destroy target land. If B was spent to play Rolling Spoil, all creatures get -1/-1 until end of turn. Rolling Stones 1W Enchantment Walls can attack as though they didn't have defender. Rolling Thunder XRR Sorcery Rolling Thunder deals X damage divided as you choose among any number of target creatures and/or players. Ronin Cavekeeper 5R Creature - Human Samurai 4/3 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Ronin Cliffrider 3RR Creature - Human Samurai 2/2 Bushido 1 (When this 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. Ronin Houndmaster 2R Creature - Human Samurai 2/2 Haste Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Ronin Warclub 3 Artifact - Equipment Equipped creature gets +2/+1. Whenever a creature comes into play under your control, attach Ronin Warclub to that creature. Equip 5 (5: Attach to target creature you control. Equip only as a sorcery.) Ronom Hulk 4G 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.) Ronom Serpent 5U 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. Ronom Unicorn 1W Creature - Unicorn 2/2 Sacrifice Ronom Unicorn: Destroy target enchantment. Roofstalker Wight 1B Creature - Zombie 2/1 1U: Roofstalker Wight gains flying until end of turn. Root Cage 1G Enchantment Mercenaries don't untap during their controllers' untap steps. Root Elemental 4GG Creature - Elemental 6/5 Morph 5GG (You may play this 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 into play. Root Greevil 3G Creature - Beast 2/3 2G, T, Sacrifice Root Greevil: Destroy all enchantments of the color of your choice. Root Maze G Enchantment Artifacts and lands come into play tapped. Root Sliver 3G Creature - Sliver 2/2 Root Sliver can't be countered. Sliver spells can't be countered. Root Spider 3G Creature - Spider 2/2 Whenever Root Spider blocks, it gets +1/+0 and gains first strike until end of turn. Rootbreaker Wurm 5GG Creature - Wurm 6/6 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Rooting Kavu 2GG Creature - Kavu 4/3 When Rooting Kavu is put into a graveyard from play, you may remove Rooting Kavu from the game. If you do, shuffle all creature cards from your graveyard into your library. Root-Kin Ally 4GG Creature - Elemental Warrior 3/3 Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Tap two untapped creatures you control: Root-Kin Ally gets +2/+2 until end of turn. Rootrunner 2GG Creature - Spirit 3/3 GG, Sacrifice Rootrunner: Put target land on the top of its owner's library. Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Roots 3G Enchantment - Aura Enchant creature without flying When Roots comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. Roots of Life 1GG Enchantment As Roots of Life comes into play, choose Islands or Swamps. Whenever a land of the chosen type an opponent controls becomes tapped, you gain 1 life. Rootwalla 2G Creature - Lizard 2/2 1G: Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn. Rootwater Alligator 3G Creature - Alligator 3/2 Sacrifice a Forest: Regenerate Rootwater Alligator. Rootwater Commando 2U Creature - Merfolk 2/2 Islandwalk 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 its controller's next untap step. Rootwater Diver U Creature - Merfolk 1/1 T, Sacrifice Rootwater Diver: Return target artifact card from your graveyard to your hand. Rootwater Hunter 2U Creature - Merfolk 1/1 T Rootwater Hunter deals 1 damage to target creature or player. Rootwater Matriarch 2UU Creature - Merfolk 2/3 T Gain control of target creature as long as it's enchanted. Rootwater Mystic U Creature - Merfolk 1/1 1U: Look at the top card of target player's library. Rootwater Shaman 2U Creature - Merfolk 2/2 You may play Aura cards with enchant creature as though they had flash. Rootwater Thief 1U Creature - Merfolk 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 remove that card from the game, then the player shuffles his or her library. Rorix Bladewing 3RRR Legendary Creature - Dragon 6/5 Flying, haste Roterothopter 1 Artifact Creature 0/2 Flying 2: Roterothopter gets +1/+0 until end of turn. Play this ability no more than twice each turn. Rotlung Reanimator 2B Creature - Zombie Cleric 2/2 Whenever Rotlung Reanimator or another Cleric is put into a graveyard from play, put a 2/2 black Zombie creature token into play. Rotting Giant 1B Creature - Zombie Giant 3/3 Whenever Rotting Giant attacks or blocks, sacrifice it unless you remove a card in your graveyard from the game. Rough // Tumble 1R / 5R Sorcery // Sorcery Rough deals 2 damage to each creature without flying. // Tumble deals 6 damage to each creature with flying. Rouse 1B 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. Rout 3WW Sorcery You may play Rout any time you could play an instant if you pay 2 more to play it. Destroy all creatures. They can't be regenerated. Rowan Treefolk 3G Creature - Treefolk 3/4 Rowen 2GG Enchantment Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card. Royal Assassin 1BB Creature - Human Assassin 1/1 T Destroy target tapped creature. Royal Decree 2WW Enchantment Cumulative upkeep W Whenever a Swamp, Mountain, black permanent, or red permanent becomes tapped, Royal Decree deals 1 damage to that permanent's controller. Royal Falcon 1W Creature - Bird 1/1 Flying Royal Herbalist W Creature - Cleric 1/1 2, Remove the top card of your library from the game: You gain 1 life. Royal Trooper 2W Creature - Soldier 2/2 Whenever Royal Trooper blocks, it gets +2/+2 until end of turn. Rubinia Soulsinger 2GWU Legendary Creature 2/3 You may choose not to untap Rubinia Soulsinger during your untap step. T Gain control of target creature as long as you control Rubinia and Rubinia remains tapped. Ruby Leech 1R Creature - Leech 2/2 First strike Red spells you play cost R more to play. Ruby Medallion 2 Artifact Red spells you play cost 1 less to play. Rude Awakening 4G Sorcery Choose one - Untap all lands you control; or until end of turn, lands you control become 2/2 creatures that are still lands. Entwine 2G (Choose both if you pay the entwine cost.) Ruham Djinn 5W 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. Ruination 3R Sorcery Destroy all nonbasic lands. Ruins of Trokair Land Ruins of Trokair comes into play tapped. T Add W to your mana pool. T, Sacrifice Ruins of Trokair: Add WW to your mana pool. Rukh Egg 3R Creature - Egg 0/3 When Rukh Egg is put into a graveyard from play, put a 4/4 red Bird creature token with flying into play at end of turn. Rule of Law 2W Enchantment Each player can't play more than one spell each turn. Rumbling Crescendo 3RR 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. Rumbling Slum 1RGG Creature - Elemental 5/5 At the beginning of your upkeep, Rumbling Slum deals 1 damage to each player. Rummaging Wizard 3U Creature - Wizard 2/2 2U: Look at the top card of your library. You may put that card into your graveyard. Run Wild G Instant Until end of turn, target creature gains trample and "G: Regenerate this creature." Rune of Protection: Artifacts 1W 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.) Rune of Protection: Black 1W 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.) Rune of Protection: Blue 1W 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.) Rune of Protection: Green 1W 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.) Rune of Protection: Lands 1W 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.) Rune of Protection: Red 1W 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.) Rune of Protection: White 1W 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.) Rune Snag 1U Instant Counter target spell unless its controller pays 2 plus an additional 2 for each card named Rune Snag in each graveyard. Runeboggle 2U Instant Counter target spell unless its controller pays 1. Draw a card. Runed Arch 3 Artifact Runed Arch comes into play tapped. X, T, Sacrifice Runed Arch: X target creatures with power 2 or less are unblockable this turn. Runesword 6 Artifact 3, T Target attacking creature gets +2/+0 until end of turn. When that creature leaves play 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 be put into a graveyard this turn, remove that creature from the game instead. Rune-Tail, Kitsune Ascendant 2W Legendary Creature - Fox Monk 2/2 When you have 30 or more life, flip Rune-Tail, Kitsune Ascendant. ----- Rune-Tail's Essence Legendary Enchantment Prevent all damage that would be dealt to creatures you control. Rupture 2R Sorcery Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player. Rush of Knowledge 4U Sorcery Draw cards equal to the highest converted mana cost among permanents you control. Rushing River 2U Instant Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.) Return target nonland permanent to its owner's hand. If the kicker cost was paid, return another target nonland permanent to its owner's hand. Rushing-Tide Zubera 2UU Creature - Zubera Spirit 3/3 When Rushing-Tide Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, draw three cards. Rushwood Dryad 1G Creature - Dryad 2/1 Forestwalk Rushwood Elemental GGGGG Creature - Elemental 4/4 Trample At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental. Rushwood Grove Land Rushwood Grove comes into play 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. Rushwood Herbalist 2G Creature - Spellshaper 2/2 G, T, Discard a card: Regenerate target creature. Rushwood Legate 2G Creature - Dryad 2/1 If an opponent controls an Island and you control a Forest, you may play Rushwood Legate without paying its mana cost. Rust G Instant Counter target activated ability from an artifact source. 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. Rusting Golem 4 Artifact Creature - Golem */* Fading 5 (This creature comes into play 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. Rustmouth Ogre 4RR Creature - Ogre 5/4 Whenever Rustmouth Ogre deals combat damage to a player, you may destroy target artifact that player controls. Rustspore Ram 4 Artifact Creature 1/3 When Rustspore Ram comes into play, destroy target Equipment. Rysorian Badger 2G Creature - Badger 2/2 Whenever Rysorian Badger attacks and isn't blocked, you may remove up to two target creature cards in defending player's graveyard from the game. If you do, you gain 1 life for each card removed this way and Rysorian Badger deals no combat damage this turn. Ryusei, the Falling Star 5R Legendary Creature - Dragon Spirit 5/5 Flying When Ryusei, the Falling Star is put into a graveyard from play, it deals 5 damage to each creature without flying. S.N.O.T. G Creature - Ooze *²/*² As S.N.O.T. comes into play, you may stick it onto another creature named S.N.O.T. in play. If you do, all those creatures form a single creature. S.N.O.T.'s power and toughness are equal to the square of the number of S.N.O.T.s stuck together. (One is a 1/1, two are a 4/4, three are a 9/9, and four are a 16/16.) Saber Ants 3G Creature - Insect 2/3 Whenever Saber Ants is dealt damage, you may put that many 1/1 green Insect creature tokens into play. Sabertooth Alley Cat 1RR Creature - Cat 2/1 Sabertooth Alley Cat attacks each turn if able. 1R: Creatures without defender can't block Sabertooth Alley Cat this turn. Sabertooth Cobra 2G 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 turn to prevent this effect. (A player with ten or more poison counters loses the game.) Sabertooth Nishoba 4GW Creature - Beast 5/5 Trample, protection from blue, protection from red Sabertooth Wyvern 4R Creature - Drake 3/2 Flying, first strike Sabretooth Tiger 2R Creature - Cat 2/1 First strike Sachi, Daughter of Seshiro 2GG Legendary Creature - Snake Shaman 1/3 Other Snakes you control get +0/+1. Shamans you control have "T Add GG to your mana pool." Sacred Boon 1W Instant Prevent the next 3 damage that would be dealt to target creature this turn. At end of turn, put a +0/+1 counter on that creature for each 1 damage prevented this way. Sacred Foundry Land - Mountain Plains (T Add R or W to your mana pool.) As Sacred Foundry comes into play, you may pay 2 life. If you don't, Sacred Foundry comes into play tapped. Sacred Ground 1W Enchantment Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from play, return that land to play. Sacred Guide W Creature - Cleric 1/1 1W, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and remove all other revealed cards from the game. Sacred Knight 3W Creature - Knight 3/2 Sacred Knight can't be blocked by black and/or red creatures. Sacred Mesa 2W Enchantment At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus. 1W: Put a 1/1 white Pegasus creature token with flying into play. Sacred Nectar 1W Sorcery You gain 4 life. Sacred Prey G Creature - Beast 1/1 When Sacred Prey becomes blocked, you gain 1 life. 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. Sacrifice B Instant As an additional cost to play Sacrifice, sacrifice a creature. Add to your mana pool an amount of black mana equal to the sacrificed creature's converted mana cost. Sadistic Augermage 2B Creature - Human Wizard 3/1 When Sadistic Augermage is put into a graveyard from play, each player puts a card from his or her hand on top of his or her library. Sadistic Glee B Enchantment - Aura Enchant creature Whenever a creature is put into a graveyard from play, put a +1/+1 counter on enchanted creature. Sadistic Hypnotist 3BB Creature - Minion 2/2 Sacrifice a creature: Target player discards two cards. Play this ability only any time you could play a sorcery. Safe Haven Land 2, T Remove target creature you control from the game. At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card removed from the game with Safe Haven to play under its owner's control. Safeguard 3WW Enchantment 2W: Prevent all combat damage that would be dealt by target creature this turn. Saffi Eriksdotter GW Legendary Creature - Human Scout 2/2 Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard from play this turn, return that card to play. Sage Aven 3U Creature - Bird Wizard 1/3 Flying (This creature can't be blocked except by creatures with flying.) When Sage Aven comes into play, look at the top four cards of your library, then put them back in any order. Sage of Epityr U Creature - Human Wizard 1/1 When Sage of Epityr comes into play, look at the top four cards of your library, then put them back in any order. Sage of Lat-Nam 1U Creature - Sage 1/2 T, Sacrifice an artifact: Draw a card. Sage Owl 1U Creature - Bird 1/1 Flying When Sage Owl comes into play, look at the top four cards of your library, then put them back in any order. Sage's Knowledge 2U Sorcery Return target sorcery card from your graveyard to your hand. Sailmonger 3U Creature - Monger 3/3 2: Target creature gains flying until end of turn. Any player may play this ability. Sakashima the Impostor 2UU Legendary Creature - Human Rogue 3/1 As Sakashima the Impostor comes into play, you may choose a creature in play. If you do, Sakashima comes into play as a copy of that creature, except its name is still Sakashima the Impostor, it's still legendary, and it gains "2UU: Return Sakashima the Impostor to its owner's hand at end of turn." Sakiko, Mother of Summer 4GG 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. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end. Sakura-Tribe Elder 1G Creature - Snake Shaman 1/1 Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card into play tapped, then shuffle your library. Sakura-Tribe Scout G Creature - Snake Shaman Scout 1/1 T You may put a land card from your hand into play. Sakura-Tribe Springcaller 3G Creature - Snake Shaman 2/4 At the beginning of your upkeep, add G to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end. Salt Flats Land Salt Flats comes into play tapped. T Add 1 to your mana pool. T Add W or B to your mana pool. Salt Flats deals 1 damage to you. Salt Marsh Land Salt Marsh comes into play tapped. T Add U or B to your mana pool. Saltblast 3WW Sorcery Destroy target nonwhite permanent. 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. Saltfield Recluse 2W Creature - Human Rebel Cleric 1/2 T Target creature gets -2/-0 until end of turn. Salvage G Sorcery Put target card from your graveyard on top of your library. Salvaging Station 6 Artifact T Return target noncreature artifact card with converted mana cost 1 or less from your graveyard to play. Whenever a creature is put into a graveyard from play, you may untap Salvaging Station. Samite Alchemist 3W Creature - Alchemist 0/2 WW, 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. Samite Archer 1WU Creature - Cleric 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. 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." Samite Elder 2W Creature - Cleric 1/2 T Creatures you control gain protection from the colors of target permanent you control until end of turn. Samite Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Ministration 1W 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, you gain life equal to that damage. Samite Pilgrim 1W Creature - Cleric 1/1 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. Samite Sanctuary 2W Enchantment 2: Prevent the next 1 damage that would be dealt to target creature this turn. Any player may play this ability. Samurai Enforcers 4WW Creature - Human Samurai 4/4 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Samurai of the Pale Curtain WW Creature - Fox Samurai 2/2 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) If a permanent would be put into a graveyard, remove it from the game instead. Sanctimony 1W Enchantment Whenever an opponent taps a Mountain for mana, you may gain 1 life. Sanctum Custodian 2W Creature - Cleric 1/2 T Prevent the next 2 damage that would be dealt to target creature or player this turn. Sanctum Guardian 1WW 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. 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 play at end of turn with a +1/+1 counter on it. Sand Silos Land Sand Silos comes into play 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. Sand Squid 3U Creature - Beast 2/2 Islandwalk 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 as long as Sand Squid remains tapped. Sandals of Abdallah 4 Artifact 2, T Target creature gains islandwalk until end of turn. When that creature is put into a graveyard from play this turn, destroy Sandals of Abdallah. Sandbar Crocodile 4U Creature - Crocodile 6/5 Phasing Sandbar Merfolk U Creature - Merfolk 1/1 Cycling 2 (2, Discard this card: Draw a card.) Sandbar Serpent 4U Creature - Serpent 3/4 Cycling 2 (2, Discard this card: Draw a card.) 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. Sandskin 2W Enchantment - Aura Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. Sandsower 3W Creature - Spirit 1/3 Tap three untapped creatures you control: Tap target creature. Sandstone Deadfall 3 Artifact T, Sacrifice two lands and Sandstone Deadfall: Destroy target attacking creature. Sandstone Needle Land Sandstone Needle comes into play tapped with two depletion counters on it. T, Remove a depletion counter from Sandstone Needle: Add RR to your mana pool. If there are no depletion counters on Sandstone Needle, sacrifice it. Sandstone Warrior 2RR Creature - Human Soldier 1/3 First strike (This creature deals combat damage before creatures without first strike.) R: Sandstone Warrior gets +1/+0 until end of turn. Sandstorm G Instant Sandstorm deals 1 damage to each attacking creature. Sandstorm Eidolon 3R Creature - Spirit 2/2 R, Sacrifice Sandstorm Eidolon: Target creature can't block this turn. Whenever you play a multicolored spell, you may return Sandstorm Eidolon from your graveyard to your hand. Sangrophage BB Creature - Zombie 3/3 At the beginning of your upkeep, tap Sangrophage unless you pay 2 life. Sanguine Guard 1BB Creature - Knight 2/2 First strike 1B: Regenerate Sanguine Guard. Sanguine Praetor 6BB Creature - Avatar 7/5 B, Sacrifice a creature: Destroy each creature with the same converted mana cost as the sacrificed creature. Sapphire Charm U Instant Choose one - Target player draws a card at the beginning of the next turn's upkeep; or target creature an opponent controls phases out; or target creature gains flying until end of turn. Sapphire Leech 1U Creature - Leech 2/2 Flying Blue spells you play cost U more to play. Sapphire Medallion 2 Artifact Blue spells you play cost 1 less to play. Saprazzan Bailiff 3UU Creature - Merfolk 2/2 When Saprazzan Bailiff comes into play, remove all artifact and enchantment cards in all graveyards from the game. When Saprazzan Bailiff leaves play, return all artifact and enchantment cards from all graveyards to their owners' hands. Saprazzan Breaker 4U Creature - Beast 3/3 U: Put the top card of your library into your graveyard. If that card is a land card, Saprazzan Breaker is unblockable this turn. Saprazzan Cove Land Saprazzan Cove comes into play 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. Saprazzan Heir 1U Creature - Merfolk 1/1 Whenever Saprazzan Heir becomes blocked, you may draw three cards. Saprazzan Legate 3U Creature - Soldier 1/3 Flying If an opponent controls a Mountain and you control an Island, you may play Saprazzan Legate without paying its mana cost. Saprazzan Outrigger 3U Creature - Ship 5/5 When Saprazzan Outrigger attacks or blocks, put it on top of its owner's library at end of combat. Saprazzan Raider 2U Creature - Merfolk 1/2 When Saprazzan Raider becomes blocked, return it to its owner's hand. Saprazzan Skerry Land Saprazzan Skerry comes into play tapped with two depletion counters on it. T, Remove a depletion counter from Saprazzan Skerry: Add UU to your mana pool. If there are no depletion counters on Saprazzan Skerry, sacrifice it. Saproling Burst 4G Enchantment Fading 7 (This enchantment comes into play 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 into play. It has "This creature's power and toughness are each equal to the number of fade counters on Saproling Burst." When Saproling Burst leaves play, destroy all tokens put into play with Saproling Burst. They can't be regenerated. Saproling Cluster 1G Enchantment 1, Discard a card: Put a 1/1 green Saproling creature token into play. Any player may play this ability. Saproling Infestation 1G Enchantment Whenever a player pays a kicker cost, you put a 1/1 green Saproling creature token into play. Saproling Symbiosis 3G Sorcery You may play Saproling Symbiosis any time you could play an instant if you pay 2 more to play it. Put a 1/1 green Saproling creature token into play for each creature you control. Sarcatog 1BR Creature - Atog 1/2 Remove two cards in your graveyard from the game: Sarcatog gets +1/+1 until end of turn. Sacrifice an artifact: Sarcatog gets +1/+1 until end of turn. Sarcomancy B Enchantment When Sarcomancy comes into play, put a 2/2 black Zombie creature token into play. At the beginning of your upkeep, if there are no Zombies in play, Sarcomancy deals 1 damage to you. Sarpadian Empires, Vol. VII 3 Artifact As Sarpadian Empires, Vol. VII comes into play, 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 into play. Sasaya, Orochi Ascendant 1GG Legendary Creature - Snake Monk 2/3 Reveal your hand: If you have seven or more land cards in your hand, flip Sasaya, Orochi Ascenda