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 Gargoyles 2WWW Creature - Gargoyle 3/4 Flying, protection from red Abbey Matron 2W Creature - Human Cleric 1/3 W, T Abbey Matron gets +0/+3 until end of turn. Abbey Matron 2W Creature - Human 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 card to play under its owner's control. 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 card 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 - Horror 2/6 Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat. Abomination 3BB Creature - Horror 2/6 Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat. Aboroth 4GG Creature - Elemental 9/9 Cumulative upkeep-Put a -1/-1 counter on Aboroth. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) 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 has shroud as long as seven or more cards are in your graveyard. (It can't be the target of spells or abilities.) 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 - Human 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. Abu Ja'far W Creature - Human 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. 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 - Horror 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 Horror 4BB Creature - Horror 2/2 Flying When Abyssal Horror comes into play, target player discards two cards. 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 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. Abyssal Specter 2BB Creature - Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card. Abyssal Specter 2BB Creature - Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card. Abyssal Specter 2BB Creature - Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card. 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 - Human 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 - Human 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 Researchers 1UU Creature - Human 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 before blockers are declared. Acidic Sliver BR Creature - Sliver 2/2 All Slivers have "2, Sacrifice this permanent: This permanent 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. 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 - Soldier 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 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 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 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 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 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.) Adder-Staff Boggart 1R Creature - Goblin Warrior 2/1 When Adder-Staff Boggart comes into play, clash with an opponent. If you win, put a +1/+1 counter on Adder-Staff Boggart. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) 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 - Human Knight 1/2 BRG, T Return target creature card from your graveyard to your hand. Advance Scout 1W Creature - Human Soldier Scout 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 gains shroud until end of turn. (It can't be the target of spells or abilities.) Adventurers' Guildhouse Land Green legendary creatures you control have "bands with other legendary creatures." Advice from the Fae (2 / U)(2 / U)(2 / U) Sorcery (o(2/u) can be paid with any two mana or with U. This card's converted mana cost is 6.) Look at the top five cards of your library. If you control more creatures than any other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order. 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 - Human Berserker 2/4 Rampage 3 (Whenever this creature becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.) Aerial Caravan 4UU Creature - Human 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.) Aesthir Glider 3 Artifact Creature - Bird 2/1 Flying Aesthir Glider can't block. Aesthir Glider 3 Artifact Creature - Bird 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 Flash 2RR Enchantment Whenever a creature comes into play, AEther Flash deals 2 damage to it. 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, reach (This creature can block creatures with flying.) Whenever AEther Membrane blocks a creature, return that creature to its owner's hand at end of combat. 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 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, has reach, and can block creatures with shadow as though they didn't have shadow. (Creatures with reach can block creatures with flying.) 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. AEthersnipe 5U Creature - Elemental 4/4 When AEthersnipe comes into play, return target nonland permanent to its owner's hand. Evoke 1UU (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) AEthertow 3(W / U) Instant Put target attacking or blocking creature on top of its owner's library. Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.) Afflict 2B Instant Target creature gets -1/-1 until end of turn. Draw a card. 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. 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, it becomes a Bird Giant, 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 - Human Mercenary 1/1 1B, Sacrifice a land: Target creature gets +2/+0 until end of turn. Agent of Stromgald R Creature - Human Knight 1/1 R: Add B to your mana pool. Agent of Stromgald R Creature - Human 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. 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. 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. 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. 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 or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Airborne Aid 3U Sorcery Draw a card for each Bird in play. Airdrop Condor 4R Creature - Bird 2/2 Flying 1R, Sacrifice a Goblin creature: Airdrop Condor deals damage equal to the sacrificed creature'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.) Ajani Goldmane 2WW Planeswalker - Ajani 4 [+1]: You gain 2 life. [-1]: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn. [-6]: Put a white Avatar creature token into play with "This creature's power and toughness are each equal to your life total." 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, 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 - Human Cleric 2/4 Cleric creatures have vigilance. Akroma's Memorial 7 Legendary Artifact Creatures you control have flying, first strike, vigilance, trample, haste, protection from black, and protection from red. Akroma's Vengeance 4WW Sorcery Destroy all artifacts, creatures, and enchantments. Cycling 3 (3, Discard this card: Draw a card.) Akron Legionnaire 6WW Creature - Giant Soldier 8/4 Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack. Akron Legionnaire 6WW Creature - Giant Soldier 8/4 Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack. Akron Legionnaire 6WW Creature - Giant Soldier 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 When Alabaster Dragon is put into a graveyard from play, shuffle Alabaster Dragon into its owner's library. Alabaster Dragon 4WW Creature - Dragon 4/4 Flying When Alabaster Dragon is put into a graveyard from play, shuffle Alabaster Dragon into its owner's library. 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 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 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 - Human Knight 2/2 Whenever Alaborn Cavalier attacks, you may tap target creature. Alaborn Grenadier WW Creature - Human Soldier 2/2 Vigilance Alaborn Musketeer 1W Creature - Human Soldier 2/1 Reach (This creature can block creatures with flying.) Alaborn Trooper 2W Creature - Human Soldier 2/3 Alaborn Veteran 2W Creature - Human Knight 2/2 T Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before attackers are declared. Alaborn Zealot W Creature - Human Soldier 1/1 When Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot. Aladdin 2RR Creature - Human Rogue 1/1 1RR, T Gain control of target artifact as long as you control Aladdin. Aladdin 2RR Creature - Human Rogue 1/1 1RR, T Gain control of target artifact as long as you control Aladdin. 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 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 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. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. 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 - Human Soldier 2/2 Vigilance Alexi, Zephyr Mage 3UU Legendary Creature - Human 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 has shroud. (It can't be the target of spells or abilities.) Ali Baba R Creature - Human Rogue 1/1 R: Tap target Wall. Ali Baba R Creature - Human Rogue 1/1 R: Tap target Wall. Ali from Cairo 2RR Creature - Human 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. 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 - Human 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. Alluring Scent 1GG Sorcery All creatures able to block target creature this turn do so. 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 creature 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 Wizard 1/3 3: Target player puts the top three cards of his or her library into his or her graveyard. Ambassador Laquatus 1UU Legendary Creature - Merfolk Wizard 1/3 3: Target player puts the top three cards of his or her library into his or her graveyard. Ambassador Oak 3G Creature - Treefolk Warrior 3/3 When Ambassador Oak comes into play, put a 1/1 green Elf Warrior creature token into play. 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. 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. Ambition's Cost 3B Sorcery You draw three cards and you lose 3 life. 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 - Human Rogue 3/1 First strike, haste Ambush Party 4R Creature - Human Rogue 3/1 First strike, haste Ambush Party 4R Creature - Human Rogue 3/1 First strike, haste Amnesia 3UUU Sorcery Target player reveals his or her hand and discards all nonland cards. Amoeboid Changeling 1U Creature - Shapeshifter 1/1 Changeling (This card is every creature type at all times.) T Target creature gains all creature types until end of turn. T Target creature loses all creature types until end of turn. 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 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 permanent 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 Kroog 2 Artifact 2, T Prevent the next 1 damage that would be dealt to target creature or player this turn. 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 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 - Human Wizard 1/1 U, T Target creature gains flying until end of turn. B, T Target creature gets -2/-0 until end of turn. 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 - Minotaur Spirit 1/1 T Another target Minotaur creature gets +1/+1 until end of turn. Anaba Bodyguard 3R Creature - Minotaur 2/3 First strike (This creature deals combat damage before creatures without first strike.) Anaba Bodyguard 3R Creature - Minotaur 2/3 First strike (This creature deals combat damage before creatures without first strike.) Anaba Bodyguard 3R Creature - Minotaur 2/3 First strike (This creature deals combat damage before creatures without first strike.) Anaba Bodyguard 3R Creature - Minotaur 2/3 First strike (This creature deals combat damage before creatures without first strike.) Anaba Shaman 3R Creature - Minotaur Shaman 2/2 R, T Anaba Shaman deals 1 damage to target creature or player. Anaba Shaman 3R Creature - Minotaur Shaman 2/2 R, T Anaba Shaman deals 1 damage to target creature or player. Anaba Shaman 3R Creature - Minotaur Shaman 2/2 R, T Anaba Shaman deals 1 damage to target creature or player. Anaba Shaman 3R Creature - Minotaur Shaman 2/2 R, T Anaba Shaman deals 1 damage to target creature or player. 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 Shaman 1/3 Minotaur creatures get +1/+0. Anaconda 3G Creature - Snake 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Anaconda 3G Creature - Snake 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Anaconda 3G Creature - Snake 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Anaconda 3G Creature - Snake 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) 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. Anarchist 4R Creature - Human Wizard 2/2 When Anarchist comes into play, you may return target sorcery card from your graveyard to your hand. 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 - Human Cleric 4/4 First strike (This creature deals combat damage before creatures without first strike.) When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard. Ancestor's Chosen 5WW Creature - Human Cleric 4/4 First strike (This creature deals combat damage before creatures without first strike.) When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard. Ancestor's Prophet 4W Creature - Human Cleric 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 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 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 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 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 Amphitheater Land As Ancient Amphitheater comes into play, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater comes into play tapped. T Add R or W to your mana pool. Ancient Craving 3B Sorcery You draw three cards and you lose 3 life. Ancient Craving 3B Sorcery You draw three cards and 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 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 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, reach (This creature can block creatures with 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 or reach.) When Angel of Mercy comes into play, you gain 3 life. Angel of Mercy 4W Creature - Angel 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) When Angel of Mercy comes into play, you gain 3 life. Angel of Mercy 4W Creature - Angel 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) When Angel of Mercy comes into play, you gain 3 life. Angel of Mercy 4W Creature - Angel 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) When Angel of Mercy comes into play, you gain 3 life. Angel of Mercy 4W Creature - Angel 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) When Angel of Mercy comes into play, you gain 3 life. Angel of Mercy 4W Creature - Angel 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) When Angel of Mercy comes into play, you gain 3 life. Angel of Retribution 6W Creature - Angel 5/5 Flying, first strike Angel of Salvation 6WW Creature - Angel 5/5 Flash; convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Flying When Angel of Salvation comes into play, prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. Angelfire Crusader 3W Creature - Human Soldier Knight 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 or reach.) 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 or reach.) 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 or reach.) 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 or reach.) 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 or reach.) 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 or reach.) 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 or reach.) Angelic Chorus 3WW Enchantment Whenever a creature comes into play under your control, you gain life equal to its toughness. Angelic Chorus 3WW Enchantment Whenever a creature comes into play under your control, you gain life equal to its toughness. Angelic Curator 1W Creature - Angel 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 - Angel Spirit 1/1 Flying T Target attacking or blocking creature gets +1/+1 until end of turn. Angelic Page 1W Creature - Angel Spirit 1/1 Flying T Target attacking or blocking creature gets +1/+1 until end of turn. Angelic Page 1W Creature - Angel 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 card 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 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, flying (This creature can't attack, and it can block creatures with flying.) Angelic Wall 1W Creature - Wall 0/4 Defender, flying (This creature can't attack, and it can block creatures with flying.) Angelic Wall 1W Creature - Wall 0/4 Defender, flying (This creature can't attack, and it can block creatures with flying.) Angel's Feather 2 Artifact Whenever a player plays a white spell, you may gain 1 life. Angel's Feather 2 Artifact Whenever a player plays a white spell, you may gain 1 life. 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 - Human 2+*/2+* Trample As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2. Angry Mob 2WW Creature - Human 2+*/2+* Trample As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2. Angry Mob 2WW Creature - Human 2+*/2+* Trample As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2. Angus Mackenzie GWU Legendary Creature - Human Cleric 2/2 GWU, T Prevent all combat damage that would be dealt this turn. An-Havva Constable 1GG Creature - Human 2/1+* An-Havva Constable's toughness is equal to 1 plus the number of green creatures in play. An-Havva Constable 1GG Creature - Human 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 plus 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 As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its converted mana cost. Animate Artifact 3U Enchantment - Aura Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its converted mana cost. Animate Artifact 3U Enchantment - Aura Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its converted mana cost. Animate Artifact 3U Enchantment - Aura Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its converted mana cost. Animate Artifact 3U Enchantment - Aura Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its converted mana cost. Animate Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets -1/-0. Animate Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets -1/-0. Animate Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets -1/-0. Animate Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets -1/-0. Animate Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets -1/-0. Animate Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets -1/-0. 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 Wall Enchanted Wall can attack as though it didn't have defender. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall 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. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. 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. 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. Annul U Instant Counter target artifact or enchantment spell. Anodet Lurker 5 Artifact Creature - Construct 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. 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 - Frog Beast 2/2 Threshold - Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard. Anurid Brushhopper 1GW Creature - Frog 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 Frog Beast 4/3 Swampwalk Anurid Scavenger 2G Creature - Frog Beast 3/3 Protection from black At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library. Anurid Swarmsnapper 2G Creature - Frog Beast 1/4 Reach (This creature can block creatures with 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 - Human 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 - Human 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 - Human Wizard 1/1 Tap two untapped Wizards you control: Tap target permanent. Aphetto Runecaster 3U Creature - Human Wizard 2/3 Whenever a permanent 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. Aphotic Wisps B Instant Target creature becomes black and gains fear until end of turn. Draw a card. 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. Apothecary Initiate W Creature - Kithkin Cleric 1/1 Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Apprentice Necromancer 1B Creature - Zombie 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 - Human Wizard 1/1 T Apprentice Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before attackers are declared. Apprentice Wizard 1UU Creature - Human Wizard 0/1 U, T Add 3 to your mana pool. Apprentice Wizard 1UU Creature - Human Wizard 0/1 U, T Add 3 to your mana pool. Aquamoeba 1U Creature - Elemental 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 gains reach until end of turn. (It can block creatures with flying.) Aquitect's Will U Tribal Sorcery - Merfolk Put a flood counter on target land. That land is an Island in addition to its other types as long as it has a flood counter on it. If you control a Merfolk, draw a card. 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 Reach (This creature can block creatures with 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. Arbiter of Knollridge 6W Creature - Giant Wizard 5/5 Vigilance When Arbiter of Knollridge comes into play, each player's life total becomes the highest life total among all players. 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 Blade 3RR Sorcery Arc Blade deals 2 damage to target creature or player. Remove Arc Blade from the game with three time counters on it. Suspend 3-2R (Rather than play this card from your hand, you may pay 2R 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.) 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 - Human 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 At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay GWU. Untapped nonattacking creatures you control get +0/+2. W: Arcades Sabboth gets +0/+1 until end of turn. Arcades Sabboth 2GGWWUU Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay GWU. Untapped nonattacking creatures you control get +0/+2. 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 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 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 (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+2 and has "T This creature deals 1 damage to target creature or player." Arcane Teachings 2R 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 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. Arcanis the Omnipotent 3UUU Legendary Creature - Wizard 3/4 T Draw three cards. 2UU: Return Arcanis the Omnipotent to its owner's hand. Arcanum Wings 1U Enchantment - Aura Enchant creature Enchanted creature has flying. Aura swap 2U (2U: Exchange this Aura with an Aura card in your hand.) Arcbound Bruiser 5 Artifact Creature - Golem 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 - Juggernaut 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 - Horror 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 - Beast 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 - Beast 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 - Beast 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 - Insect 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 - Golem 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 - Construct 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 Archangel 5WW Creature - Angel 5/5 Flying, vigilance Archangel 5WW Creature - Angel 5/5 Flying, vigilance Archangel 5WW Creature - Angel 5/5 Flying, vigilance 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. Archivist 2UU Creature - Human Wizard 1/1 T Draw a card. Archivist 2UU Creature - Human Wizard 1/1 T Draw a card. 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 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Arctic Wolves 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 Target creature gains vigilance until end of turn. Play this ability only during combat and only if 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 Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That player may pay X, where X is that creature's converted mana cost. If he or she doesn't, the creature attacks this turn if able, and at end of turn, destroy it if it didn't attack. Play this ability only before attackers are declared. Ardent Militia 4W Creature - Human Soldier 2/5 Vigilance Ardent Militia 4W Creature - Human Soldier 2/5 Vigilance Ardent Militia 4W Creature - Human Soldier 2/5 Vigilance Ardent Militia 4W Creature - Human Soldier 2/5 Vigilance Ardent Militia 4W Creature - Human Soldier 2/5 Vigilance Ardent Militia 4W Creature - Human Soldier 2/5 Vigilance Ardent Soldier 1W Creature - Human 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 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. 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. Arenson's Aura 2W Enchantment W, Sacrifice an enchantment: Destroy target enchantment. 3UU: Counter target enchantment spell. Argivian Archaeologist 1WW Creature - Human Artificer 1/1 WW, T Return target artifact card from your graveyard to your hand. Argivian Blacksmith 1WW Creature - Human Artificer 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 Druid 2/2 T Untap two target lands. Argothian Enchantress 1G Creature - Human Druid 0/1 Shroud (This permanent 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 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 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. 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. 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. 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 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 Sliver creatures 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. Armor Thrull 2B Creature - Thrull 1/3 T, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature. Armor Thrull 2B Creature - Thrull 1/3 T, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature. Armor Thrull 2B Creature - Thrull 1/3 T, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature. Armored Ascension 3W Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying. Armored Galleon 4U Creature - Human Pirate 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 - Cat Soldier 2/5 1WW: Target creature you control gains protection from the color of your choice until end of turn. 1UU: Armored Guardian gains shroud until end of turn. (It can't be the target of spells or abilities.) Armored Pegasus 1W Creature - Pegasus 1/2 Flying Armored Pegasus 1W Creature - Pegasus 1/2 Flying Armored Pegasus 1W Creature - Pegasus 1/2 Flying 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 Rogue 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. Army of Allah 1WW Instant Attacking creatures get +2/+0 until end of turn. Arnjlot's Ascent 1UU Enchantment Cumulative upkeep U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) 1: Target creature gains flying until end of turn. Arrest 2W Enchantment - Aura Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be played. 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.) 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. The new creature type can't be Wall. (This effect doesn't end at end of turn.) Ascendant Evincar 4BB Legendary Creature - Vampire 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Other black creatures get +1/+1. Nonblack creatures get -1/-1. Ascendant Evincar 4BB Legendary Creature - Vampire 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Other black creatures get +1/+1. Nonblack creatures get -1/-1. 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 - Elemental 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 Powder 2BB Sorcery Put target creature card from an opponent's graveyard into play under your control. Ashenmoor Cohort 5B Creature - Elemental Warrior 4/3 Ashenmoor Cohort gets +1/+1 as long as you control another black creature. Ashenmoor Gouger (B / R)(B / R)(B / R) Creature - Elemental Warrior 4/4 Ashenmoor Gouger can't block. Ashenmoor Liege 1(B / R)(B / R)(B / R) Creature - Elemental Knight 4/1 Other black creatures you control get +1/+1. Other red creatures you control get +1/+1. Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life. 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. Ashes to Ashes 1BB Sorcery Remove two target nonartifact creatures from the game. Ashes to Ashes deals 5 damage to you. Ashes to Ashes 1BB Sorcery Remove two target nonartifact creatures from the game. Ashes to Ashes deals 5 damage to you. Ashling the Pilgrim 1R Legendary Creature - Elemental Shaman 1/1 1R: Put a +1/+1 counter on Ashling the Pilgrim. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling the Pilgrim, and it deals that much damage to each creature and each player. Ashling's Prerogative 1R Enchantment As Ashling's Prerogative comes into play, choose odd or even. (Zero is even.) Each creature with converted mana cost of the chosen value has haste. Each creature without converted mana cost of the chosen value comes into play tapped. Ashnod's Altar 3 Artifact Sacrifice a creature: Add 2 to your mana pool. Ashnod's Altar 3 Artifact Sacrifice a creature: Add 2 to your mana pool. Ashnod's Altar 3 Artifact Sacrifice a creature: Add 2 to your mana pool. 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 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 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. 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. 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. 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 has shroud. (It 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. 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. 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. 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. 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. 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. Assassinate 2B Sorcery Destroy target tapped creature. 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 // 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 // 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 creature 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. Astral Slide 2W Enchantment Whenever a player cycles a card, you may remove target creature from the game. If you do, return the removed card 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. 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 - Human 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. Atog 1R Creature - Atog 1/2 Sacrifice an artifact: Atog gets +2/+2 until end of turn. Atog 1R Creature - Atog 1/2 Sacrifice an artifact: Atog gets +2/+2 until end of turn. Atog 1R Creature - Atog 1/2 Sacrifice an artifact: Atog gets +2/+2 until end of turn. 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 creature: Atogatog gets +X/+X until end of turn, where X is the sacrificed creature'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. Augur il-Vec 1W Creature - Human Cleric 1/3 Shadow (This creature can block or be blocked by only creatures with shadow.) Sacrifice Augur il-Vec: You gain 4 life. Play this ability only during your upkeep. Augur of Skulls 1B Creature - Skeleton Wizard 1/1 1B: Regenerate Augur of Skulls. Sacrifice Augur of Skulls: Target player discards two cards. Play this ability only during your upkeep. Augury Adept 1(W / U)(W / U) Creature - Kithkin Wizard 2/2 Whenever Augury Adept deals combat damage to a player, reveal the top card of your library and put that card into your hand. You gain life equal to its converted mana cost. Auntie's Hovel Land As Auntie's Hovel comes into play, you may reveal a Goblin card from your hand. If you don't, Auntie's Hovel comes into play tapped. T Add B or R to your mana pool. Auntie's Snitch 2B Creature - Goblin Rogue 3/1 Auntie's Snitch can't block. Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie's Snitch is in your graveyard, you may return Auntie's Snitch to your hand. 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 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 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 - Human 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. 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 - Juggernaut 3/5 1: Target artifact creature blocks Auriok Siege Sled this turn if able. 1: Target artifact creature can't block Auriok Siege Sled this turn. Auriok Steelshaper 1W Creature - Human Soldier 1/1 Equip costs you pay cost 1 less. As long as Auriok Steelshaper is equipped, Soldier and Knight creatures 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 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. Austere Command 4WW Sorcery Choose two - Destroy all artifacts; or destroy all enchantments; or destroy all creatures with converted mana cost 3 or less; or destroy all creatures with converted mana cost 4 or greater. 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 - Avatar 4/4 Shroud G: Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn't have shroud. 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. 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 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 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 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 (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.) 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 (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.) 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. 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 Archer 2/2 Flying 2W, T Aven Archer deals 2 damage to target attacking or blocking creature. Aven Augur 3U Creature - Bird Wizard 2/2 Flying Sacrifice Aven Augur: Return up to two target creatures to their owners' hands. Play this ability only during your upkeep. Aven Brigadier 3WWW Creature - Bird Soldier 3/5 Flying Other Bird creatures get +1/+1. Other Soldier creatures get +1/+1. Aven Cloudchaser 3W Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Cloudchaser comes into play, destroy target enchantment. Aven Cloudchaser 3W Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Cloudchaser comes into play, destroy target enchantment. Aven Cloudchaser 3W Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Cloudchaser comes into play, destroy target enchantment. Aven Cloudchaser 3W Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) 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 permanent 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 or reach.) When Aven Fisher is put into a graveyard from play, you may draw a card. Aven Fisher 3U Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Fisher is put into a graveyard from play, you may draw a card. Aven Fisher 3U Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Fisher is put into a graveyard from play, you may draw a card. Aven Fisher 3U Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) 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 or reach.) W: Aven Flock gets +0/+1 until end of turn. Aven Flock 4W Creature - Bird Soldier 2/3 Flying (This creature can't be blocked except by creatures with flying or reach.) W: Aven Flock gets +0/+1 until end of turn. Aven Flock 4W Creature - Bird Soldier 2/3 Flying (This creature can't be blocked except by creatures with flying or reach.) W: Aven Flock gets +0/+1 until end of turn. 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 Mindcensor 2W Creature - Bird Wizard 2/1 Flash (You may play this spell any time you could play an instant.) Flying If an opponent would search a library, that player searches the top four cards of that library instead. 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 or reach.) 1U: Target player reveals the top card of his or her library. Aven Windreader 3UU Creature - Bird Soldier Wizard 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) 1U: Target player reveals the top card of his or her library. Aven Windreader 3UU Creature - Bird Soldier Wizard 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) 1U: Target player reveals the top card of his or her library. Avenger en-Dal 1W Creature - Human 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 When Avenging Angel is put into a graveyard from play, you may put Avenging Angel on top of its owner's library. Avenging Druid 2G Creature - Human Druid 1/3 Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. Put that card into play and put all other cards revealed this way into your graveyard. Avian Changeling 2W Creature - Shapeshifter 2/2 Changeling (This card is every creature type at all times.) Flying Avizoa 3U Creature - Jellyfish 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. 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. 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. Axegrinder Giant 4RR Creature - Giant Warrior 6/4 Axelrod Gunnarson 4BBRR Legendary Creature - Giant 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. Axelrod Gunnarson 4BBRR Legendary Creature - Giant 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 - Human Artificer 2/2 Banding T Counter target activated ability from an artifact source unless that ability's controller pays W. Ayesha Tanaka WWUU Legendary Creature - Human Artificer 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 - Human Advisor 1/1 T Tap target creature with power 2 or less. Aysen Bureaucrats 1W Creature - Human Advisor 1/1 T Tap target creature with power 2 or less. Aysen Bureaucrats 1W Creature - Human Advisor 1/1 T Tap target creature with power 2 or less. Aysen Crusader 2WW Creature - Human Knight 2+*/2+* Aysen Crusader's power and toughness are each equal to 2 plus the number of Soldiers and Warriors you control. 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 or reach.) Azure Drake 3U Creature - Drake 2/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Azure Drake 3U Creature - Drake 2/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Azure Drake 3U Creature - Drake 2/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Azusa, Lost but Seeking 2G Legendary Creature - Human Monk 1/2 You may play two additional lands on each of your turns. 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. 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 Moon 1B Enchantment Black creatures get +1/+1. Bad Moon 1B Enchantment Black creatures get +1/+1. Bad Moon 1B Enchantment Black creatures get +1/+1. Bad Moon 1B Enchantment Black creatures get +1/+1. Bad Moon 1B Enchantment Black creatures get +1/+1. Bad Moon 1B Enchantment Black creatures get +1/+1. 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 - Swamp Mountain Badlands Land - Swamp Mountain Badlands Land - Swamp Mountain Badlands Land - Swamp Mountain 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 of Power 3UU Sorcery If target opponent has more cards in hand than you, draw cards equal to the difference. Balance of Power 3UU Sorcery If target opponent has more cards in hand than you, draw cards equal to the difference. 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 Barbarians 1RR Creature - Human Barbarian 3/2 Balduvian Barbarians 1RR Creature - Human Barbarian 3/2 Balduvian Barbarians 1RR Creature - Human Barbarian 3/2 Balduvian Barbarians 1RR Creature - Human Barbarian 3/2 Balduvian Bears 1G Creature - Bear 2/2 Balduvian Conjurer 1U Creature - Human Wizard 0/2 T Target snow land becomes a 2/2 creature until end of turn. It'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 - Human Barbarian 5/5 When Balduvian Horde comes into play, sacrifice it unless you discard a card at random. Balduvian Horde 2RR Creature - Human 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 - Human Cleric Shaman 1/1 T Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. That enchantment gains "Cumulative upkeep 1." (For example, you may change "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 - Human Barbarian 3/3 Haste Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Balduvian War-Makers 4R Creature - Human Barbarian 3/3 Haste Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Baleful Stare 2U Sorcery Target opponent reveals his or her hand. You draw a card for each Mountain and red card in it. Baleful Stare 2U Sorcery Target opponent reveals his or her hand. You draw a card for each Mountain and red card in it. 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 - Elemental 6/1 Trample, haste At end of turn, sacrifice Ball Lightning. Ball Lightning RRR Creature - Elemental 6/1 Trample, haste At end of turn, sacrifice Ball Lightning. Ball Lightning RRR Creature - Elemental 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. Ballista Squad 3W Creature - Human Rebel 2/2 XW, T Ballista Squad deals X damage to target attacking or blocking creature. 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 - Human Spellshaper 2/2 U, T, Discard a card: Target creature gains flying until end of turn. Ballynock Cohort 2W Creature - Kithkin Soldier 2/2 First strike Ballynock Cohort gets +1/+1 as long as you control another white creature. Ballyrush Banneret 1W Creature - Kithkin Soldier 2/1 Kithkin spells and Soldier spells you play cost 1 less to play. 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 - Human Wizard 1/1 Whenever Balshan Beguiler deals combat damage to a player, that player reveals the top two cards of his or her library. You choose one of those cards and put it into his or her graveyard. 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 Minion creatures 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 Barbarian 2/2 Other Barbarian creatures get +1/+1. R: Another target Barbarian creature 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. 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 - Spirit 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 2BB Creature - Spirit 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 - Human Barbarian 2/2 Discard a card at random: Barbarian Bully gets +2/+2 until end of turn unless a player has Barbarian Bully deal 4 damage to him or her. Play this ability only once each turn. Barbarian General 4R Creature - Human Barbarian Soldier 3/2 Horsemanship Barbarian Guides 2R Creature - Human 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 - Human Barbarian Soldier 3/3 Barbarian Lunatic 2R Creature - Human Barbarian 2/1 2R, Sacrifice Barbarian Lunatic: Barbarian Lunatic deals 2 damage to target creature. Barbarian Outcast 1R Creature - Human 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 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 Sliver creatures 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 Barbtooth Wurm 5G Creature - Wurm 6/4 Bargain 2W Sorcery Target opponent draws a card. You gain 7 life. Bargain 2W Sorcery Target oppone