Abandon Hope {X}{1}{B} Sorcery As an additional cost to play Abandon Hope, discard X cards from your hand. 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 {2}{W}{W}{W} Creature -- Gargoyle 3/4 Flying, protection from red Abbey Matron {2}{W} Creature -- Cleric 1/3 {W}, {T}: Abbey Matron gets +0/+3 until end of turn. Abduction {2}{U}{U} Enchant Creature When Abduction comes into play, untap enchanted creature. You control enchanted creature. When enchanted creature is put into a graveyard, return that creature to play under its owner's control. Abeyance {1}{W} Instant Until end of turn, target player can't play instants, sorceries, or nonmana activated abilities. Draw a card. Abjure {U} Instant As an additional cost to play Abjure, sacrifice a blue permanent. Counter target spell. Abolish {1}{W}{W} Instant You may discard a Plains card from your hand rather than pay Abolish's mana cost. Destroy target artifact or enchantment. Abomination {3}{B}{B} Creature -- Abomination 2/6 Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat. Aboroth {4}{G}{G} Creature -- Aboroth 9/9 Cumulative upkeep -- Put a -1/-1 counter on Aboroth. Aboshan, Cephalid Emperor {4}{U}{U} Creature -- Cephalid Legend 3/3 Tap an untapped Cephalid you control: Tap target permanent. {U}{U}{U}: Tap all creatures without flying. Aboshan's Desire {U} Enchant Creature Enchanted creature has flying. Threshold -- Enchanted creature can't be the target of spells or abilities. (You have threshold as long as seven or more cards are in your graveyard.) About Face {R} Instant Switch target creature's power and toughness until end of turn. Effects that alter the creature's power alter its toughness instead, and vice versa, this turn. Absolute Grace {1}{W} Enchantment All creatures have protection from black. Absolute Law {1}{W} Enchantment All creatures have protection from red. Absorb {W}{U}{U} Instant Counter target spell. You gain 3 life. Abu Ja'far {W} Creature -- Leper 0/1 When Abu Ja'far is put into a graveyard from play, destroy all creatures blocking or blocked by it. They can't be regenerated. Abundance {2}{G}{G} Enchantment If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order. Abyssal Gatekeeper {1}{B} Creature -- Gatekeeper 1/1 When Abyssal Gatekeeper is put into a graveyard from play, each player sacrifices a creature. Abyssal Horror {4}{B}{B} Creature -- Horror 2/2 Flying When Abyssal Horror comes into play, target player discards two cards from his or her hand. Abyssal Hunter {3}{B} Creature -- Minion 1/1 {B}, {T}: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature. Abyssal Specter {2}{B}{B} Creature -- Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card from his or her hand. Academy Rector {3}{W} Creature -- Cleric 1/2 When Academy Rector is put into a graveyard from play, you may remove Academy Rector from the game. If you do, search your library for an enchantment card and put that card into play. Then shuffle your library. Academy Researchers {1}{U}{U} Creature -- Wizard 2/2 When Academy Researchers comes into play, you may put an enchant creature card from your hand into play enchanting Academy Researchers. Accelerate {1}{R} Instant Target creature gains haste until end of turn. Draw a card. Accelerated Mutation {3}{G}{G} Instant Target creature gets +X/+X until end of turn, where X is the highest converted mana cost among permanents you control. Acceptable Losses {3}{R} Sorcery As an additional cost to play Acceptable Losses, discard a card at random from your hand. Acceptable Losses deals 5 damage to target creature. Accumulated Knowledge {1}{U} 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 {3}{U} Sorcery Destroy all Forests. Acidic Dagger {4} Artifact {4}, {T}: Whenever target creature deals combat damage to a non-Wall creature this turn, destroy that non-Wall creature. When the targeted creature leaves play this turn, sacrifice Acidic Dagger. Play this ability only during combat before the declare blockers step. Acidic Sliver {B}{R} Creature -- Sliver 2/2 All Slivers have "{2}, Sacrifice this creature: This creature deals 2 damage to target creature or player." Acidic Soil {2}{R} Sorcery Acidic Soil deals to each player damage equal to the number of lands he or she controls. Acorn Harvest {3}{G} Sorcery Put two 1/1 green Squirrel creature tokens into play. Flashback--{1}{G}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Acridian {1}{G} Creature -- Insect 2/4 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Active Volcano {R} Instant Choose one -- Destroy target blue permanent; or return target Island to its owner's hand. Adarkar Sentinel {5} Artifact Creature 3/3 {1}: Adarkar Sentinel gets +0/+1 until end of turn. Adarkar Unicorn {1}{W}{W} Creature -- Unicorn 2/2 {T}: Add either {U} or {1}{U} to your mana pool. This mana is usable only to pay for cumulative upkeep. 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. Addle {1}{B} 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 {B}{R}{G} Creature -- Legend 1/2 {B}{R}{G}, {T}: Return target creature card from your graveyard to your hand. Advance Scout {1}{W} Creature -- Soldier 1/1 First strike {W}: Target creature gains first strike until end of turn. Adventurers' Guildhouse Land Green Legends you control have "bands with other Legends." 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. AErathi Berserker {2}{R}{R}{R} Creature -- Berserker 2/4 Rampage 3 (Whenever this creature becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.) Aerial Caravan {4}{U}{U} Creature -- Soldier 4/3 Flying {1}{U}{U}: Remove the top card of your library from the game. Until end of turn, you may play that card as though it were in your hand. (Reveal the card as you remove it from the game.) Aesthir Glider {3} Artifact Creature 2/1 Flying Aesthir Glider can't block. AEther Barrier {2}{U} Enchantment Whenever a player plays a creature spell, that player sacrifices a permanent unless he or she pays {1}. AEther Burst {1}{U} Instant Return up to X target creatures to their owners' hands, where X is one plus the number of cards named AEther Burst in all graveyards as you play AEther Burst. AEther Charge {4}{R} Enchantment Whenever a Beast comes into play under your control, you may have it deal 4 damage to target opponent. AEther Flash {2}{R}{R} Enchantment Whenever a creature comes into play, AEther Flash deals 2 damage to it. AEther Mutation {3}{G}{U} 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 {1}{R}{G} 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 Spellbomb {1} Artifact {U}, Sacrifice AEther Spellbomb: Return target creature to its owner's hand. {1}, Sacrifice AEther Spellbomb: Draw a card. AEther Sting {3}{R} Enchantment Whenever an opponent plays a creature spell, AEther Sting deals 1 damage to that player. AEther Storm {3}{U} 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 {X}{U} Sorcery As an additional cost to play AEther Tide, discard X creature cards from your hand. Return X target creatures to their owners' hands. Afflict {2}{B} Instant Target creature gets -1/-1 until end of turn. Draw a card. Afiya Grove {1}{G} 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 {2}{W} Instant Destroy target creature. It can't be regenerated. Its controller puts a 1/1 white Spirit creature token with flying into play. Aftershock {2}{R}{R} Sorcery Destroy target artifact, creature, or land. Aftershock deals 3 damage to you. Ageless Sentinels {3}{W} Creature -- Wall 4/4 (Walls can't attack.) Flying When Ageless Sentinels blocks, its creature type becomes Giant Bird. (It's no longer a Wall. This effect doesn't end at end of turn.) Agent of Shauku {1}{B} Creature -- Mercenary 1/1 {1}{B}, Sacrifice a land: Target creature gets +2/+0 until end of turn. Agent of Stromgald {R} Creature -- Knight 1/1 {R}: Add {B} to your mana pool. Aggravated Assault {2}{R} Enchantment {3}{R}{R}: Untap all creatures you control. After this 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 {2}{R} Enchant Creature Aggression can enchant only a non-Wall creature. Enchanted creature has first strike and trample. At the end of its controller's turn, destroy enchanted creature if it didn't attack this turn. Aggressive Urge {1}{G} Instant Target creature gets +1/+1 until end of turn. Draw a card. Agility {1}{R} 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 {3}{B} Instant Kicker {1}{R} (You may pay an additional {1}{R} 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 {2}{B}{B} Sorcery Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order. Air Bladder {U} Enchant Creature Enchanted creature has flying. Enchanted creature may block only creatures with flying. Air Elemental {3}{U}{U} Creature -- Elemental 4/4 Flying Airborne Aid {3}{U} Sorcery Draw a card for each Bird in play. Airdrop Condor {4}{R} Creature -- Bird 2/2 Flying {1}{R}, Sacrifice a Goblin: Airdrop Condor deals damage equal to the sacrificed Goblin's power to target creature or player. Aisling Leprechaun {G} Creature -- Faerie 1/1 Whenever Aisling Leprechaun blocks or becomes blocked by a creature, that creature becomes green. (This effect doesn't end at end of turn.) Akroma, Angel of Wrath {5}{W}{W}{W} Creature -- Angel Legend 6/6 Flying, first strike, trample, haste, protection from black, protection from red Attacking doesn't cause Akroma, Angel of Wrath to tap. Akroma's Blessing {2}{W} Instant Creatures you control gain protection from the color of your choice until end of turn. Cycling {W} ({W}, Discard this card from your hand: Draw a card.) Akroma's Devoted {3}{W} Creature -- Cleric 2/4 Attacking doesn't cause Clerics to tap. Akroma's Vengeance {4}{W}{W} Sorcery Destroy all artifacts, creatures, and enchantments. Cycling {3} ({3}, Discard this card from your hand: Draw a card.) Akron Legionnaire {6}{W}{W} Creature -- Legionnaire 8/4 Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack. Aku Djinn {3}{B}{B} Creature -- Djinn 5/6 Trample At the beginning of your upkeep, put a +1/+1 counter on each creature you don't control. 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 {4}{W}{W} Creature -- Dragon 4/4 Flying If Alabaster Dragon would be put into a graveyard from play, shuffle Alabaster Dragon into its owner's library instead. Alabaster Leech {W} Creature -- Leech 1/3 White spells you play cost {W} more to play. Alabaster Potion {X}{W}{W} 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 {2}{W} Creature -- Wall 0/4 (Walls can't attack.) {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Aladdin {2}{R}{R} Creature -- Aladdin 1/1 {1}{R}{R}, {T}: Gain control of target artifact as long as Aladdin is in play. Aladdin's Lamp {1}{0} Artifact {X}, {T}: The next time you would draw a card this turn, instead look at the top X cards of your library and draw one of them. Shuffle the rest and put them on the bottom of your library. X can't be 0. Aladdin's Ring {8} Artifact {8}, {T}: Aladdin's Ring deals 4 damage to target creature or player. Alarum {1}{W} Instant Untap target nonattacking creature. It gets +1/+3 until end of turn. Albino Troll {1}{G} Creature -- Troll 3/3 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) {1}{G}: 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 {1}{R} 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. Alexi, Zephyr Mage {3}{U}{U} Creature -- Spellshaper Legend 3/3 {X}{U}, {T}, Discard two cards from your hand: Return X target creatures to their owners' hands. Alexi's Cloak {1}{U} Enchant Creature You may play Alexi's Cloak any time you could play an instant. Enchanted creature can't be the target of spells or abilities. Ali Baba {R} Creature -- Ali-Baba 1/1 {R}: Tap target Wall. Ali from Cairo {2}{R}{R} Creature -- Ali-from-Cairo 0/1 Damage that would reduce your life total to less than 1 reduces it to 1 instead. Aliban's Tower {1}{R} Instant Target blocking creature gets +3/+1 until end of turn. All Hallow's Eve {2}{B}{B} Enchantment All Hallow's Eve comes into play with two time counters on it. At the beginning of your upkeep, if there is a time counter on All Hallow's Eve, remove a time counter from it. If there are no more time counters on it, each player returns all creature cards from his or her graveyard to play. Allay {1}{W} Instant Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Allay into your hand instead of your graveyard as part of its resolution.) Destroy target enchantment. Alley Grifters {1}{B}{B} Creature -- Mercenary 2/2 Whenever Alley Grifters becomes blocked, defending player discards a card from his or her hand. Allied Strategies {4}{U} Sorcery Target player draws a card for each basic land type among lands he or she controls. 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.) 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 {2}{G} Creature -- Kavu 2/2 {1}{G}: Target Kavu gets -1/+1 until end of turn. Alpha Myr {2} Artifact Creature -- Myr 2/1 Alpha Status {2}{G} Enchant Creature Enchanted creature gets +2/+2 for each other creature in play that shares a creature type with it. Altar of Bone {G}{W} 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 {2}{W}{W} Instant Remove target artifact or enchantment from the game. Alter Reality {1}{U} 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 {1}{U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Aluren {2}{G}{G} Enchantment Any player may play creature cards with converted mana cost 3 or less without paying their mana cost any time he or she could play an instant. Ambassador Laquatus {1}{U}{U} Creature -- Merfolk Legend 1/3 {3}: Target player puts the top three cards of his or her library into his or her graveyard. Amber Prison {4} Artifact You may choose not to untap Amber Prison during your untap step. {4}, {T}: Tap target artifact, creature, or land. As long as Amber Prison remains tapped, that permanent doesn't untap during its controller's untap step. Ambition's Cost {3}{B} Sorcery You draw three cards and you lose 3 life. Ambush {3}{R} Instant Blocking creatures gain first strike until end of turn. Ambush Commander {3}{G}{G} Creature -- Elf 2/2 Forests you control are 1/1 green Elf creatures that are still lands. {1}{G}, Sacrifice an Elf: Target creature gets +3/+3 until end of turn. Ambush Party {4}{R} Creature -- Ambush-Party 3/1 First strike, haste Amnesia {3}{U}{U}{U} Sorcery Target player reveals his or her hand and discards all nonland cards from it. Amok {1}{R} Enchantment {1}, Discard a card at random from your hand: Put a +1/+1 counter on target creature. Amphibious Kavu {2}{G} Creature -- Kavu 2/2 Whenever Amphibious Kavu blocks or becomes blocked by one or more blue and/or black creatures, Amphibious Kavu gets +3/+3 until end of turn. Amrou Kithkin {W}{W} Creature -- Kithkin 1/1 Amrou Kithkin can't be blocked by creatures with power 3 or greater. Amugaba {5}{U}{U} Creature -- Illusion 6/6 Flying {2}{U}, Discard a card from your hand: Return Amugaba to its owner's hand. Amulet of Kroog {2} Artifact {2}, {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Amulet of Quoz {6} Artifact Remove Amulet of Quoz from your deck before playing if you're not playing for ante. {T}, Sacrifice Amulet of Quoz: Target opponent may add the top card of his or her library to the ante. If he or she doesn't, you flip a coin. If you win the flip, that player loses the game. If you lose the flip, you lose the game. Play this ability only during your upkeep. Amulet of Unmaking {5} Artifact {5}, {T}, Remove Amulet of Unmaking from the game: Remove target artifact, creature, or land from the game. Play this ability only any time you could play a sorcery. Ana Disciple {G} Creature -- Wizard 1/1 {U}, {T}: Target creature gains flying until end of turn. {B}, {T}: Target creature gets -2/-0 until end of turn. Ana Sanctuary {2}{G} Enchantment At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead. Anaba Ancestor {1}{R} Creature -- Ghost 1/1 {T}: Target Minotaur gets +1/+1 until end of turn. Anaba Bodyguard {3}{R} Creature -- Minotaur 2/3 First strike Anaba Shaman {3}{R} Creature -- Minotaur 2/2 {R}, {T}: Anaba Shaman deals 1 damage to target creature or player. Anaba Spirit Crafter {2}{R}{R} Creature -- Minotaur 1/3 All Minotaurs get +1/+0. Anaconda {3}{G} Creature -- Snake 3/3 Swampwalk Anarchist {4}{R} Creature -- Townsfolk 2/2 When Anarchist comes into play, you may return target sorcery card from your graveyard to your hand. Anarchy {2}{R}{R} Sorcery Destroy all white permanents. Anavolver {3}{G} Creature -- Volver 3/3 Kicker {1}{U} and/or {B} If the {1}{U} 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 {5}{W}{W} Creature -- Cleric 4/4 First strike When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard. Ancestor's Prophet {4}{W} Creature -- Cleric Lord 1/5 Tap five untapped Clerics you control: You gain 10 life. Ancestral Knowledge {1}{U} 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 {2}{G} Enchant Creature Enchanted creature gets +2/+2 for each other enchantment in play. Ancestral Memories {2}{U}{U}{U} Sorcery Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard. Ancestral Recall {U} Instant Target player draws three cards. Ancestral Tribute {5}{W}{W} Sorcery You gain 2 life for each card in your graveyard. Flashback {9}{W}{W}{W} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Ancient Den Artifact Land (Ancient Den isn't a spell.) {T}: Add {W} to your mana pool. Ancient Hydra {4}{R} 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 {3}{R} Creature -- Kavu 3/3 {2}: Ancient Kavu becomes colorless until end of turn. Ancient Ooze {5}{G}{G} Creature -- Ooze */* Ancient Ooze's power and toughness are each equal to the total converted mana cost of other creatures you control. Ancient Runes {2}{R} Enchantment At the beginning of each player's upkeep, Ancient Runes deals to that player damage equal to the number of artifacts he or she controls. Ancient Silverback {4}{G}{G} Creature -- Ape 6/5 {G}: Regenerate Ancient Silverback. Ancient Spider {2}{G}{W} Creature -- Spider 2/5 First strike Ancient Spider may block as though it had flying. Ancient Spring Land Ancient Spring comes into play tapped. {T}: Add {U} to your mana pool. {T}, Sacrifice Ancient Spring: Add {W}{B} to your mana pool. Ancient Tomb Land {T}: Add {2} to your mana pool. Ancient Tomb deals 2 damage to you. Andradite Leech {2}{B} 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 Mercy {4}{W} Creature -- Angel 3/3 Flying When Angel of Mercy comes into play, you gain 3 life. Angel of Retribution {6}{W} Creature -- Angel 5/5 Flying, first strike Angelfire Crusader {3}{W} Creature -- Soldier 2/3 {R}: Angelfire Crusader gets +1/+0 until end of turn. Angelic Blessing {2}{W} Sorcery Target creature gets +3/+3 and gains flying until end of turn. Angelic Chorus {3}{W}{W} Enchantment Whenever a creature comes into play under your control, you gain life equal to its toughness. Angelic Curator {1}{W} Creature -- Spirit 1/1 Flying, protection from artifacts Angelic Favor {3}{W} Instant If you control a Plains, you may tap an untapped creature you control rather than pay Angelic Favor's mana cost. 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 {1}{W} Creature -- Spirit 1/1 Flying {T}: Target attacking or blocking creature gets +1/+1 until end of turn. Angelic Protector {3}{W} Creature -- Angel 2/2 Flying Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn. Angelic Renewal {1}{W} Enchantment Whenever a creature is put into your graveyard from play, you may sacrifice Angelic Renewal. If you do, return that creature to play. Angelic Shield {W}{U} Enchantment Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand. Angelic Voices {2}{W}{W} Enchantment Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures. Angelic Wall {1}{W} Creature -- Wall 0/4 (Walls can't attack.) Flying Angel's Trumpet {3} Artifact Attacking doesn't cause creatures to tap. 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 to the player damage equal to the number of creatures tapped this way. Anger {3}{R} Creature -- Incarnation 2/2 Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste. Angry Mob {2}{W}{W} Creature -- Mob 2+*/2+* Trample During your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps all opponents control. During other players' turns, Angry Mob's power and toughness are each 2. Angus Mackenzie {G}{W}{U} Creature -- Legend 2/2 {G}{W}{U}, {T}: Prevent all combat damage that would be dealt this turn. An-Havva Constable {1}{G}{G} Creature -- Constable 2/1+* An-Havva Constable's toughness is equal to 1 plus the number of green creatures in play. An-Havva Inn {1}{G}{G} Sorcery Gain X+1 life, where X is the number of green creatures in play. An-Havva Township Land {T}: Add {1} to your mana pool. {1}, {T}: Add {G} to your mana pool. {2}, {T}: Add {R} or {W} to your mana pool. Animal Boneyard {2}{W} Enchant Land Enchanted land has "{T}, Sacrifice a creature: You gain life equal to that creature's toughness." Animal Magnetism {4}{G} Sorcery Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card into play and the rest into your graveyard. Animate Artifact {3}{U} Enchant Artifact Enchanted artifact is a creature with power and toughness each equal to its converted mana cost. It's still an artifact. Animate Dead {1}{B} Enchantment When Animate Dead comes into play, if it's in play, it becomes an enchant creature. Put target creature card from a graveyard into play under your control enchanted by Animate Dead. Enchanted creature gets -1/-0. When Animate Dead leaves play, destroy enchanted creature. It can't be regenerated. Animate Land {G} Instant Until end of turn, target land is a 3/3 creature that's still a land. Animate Wall {W} Enchant Creature Enchanted creature may attack as though it weren't a Wall. Ankh of Mishra {2} Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Annex {2}{U}{U} Enchant Land You control enchanted land. Annihilate {3}{B}{B} Instant Destroy target nonblack creature. It can't be regenerated. Draw a card. Annul {U} Instant Counter target artifact or enchantment spell. Anoint {W} Instant Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Anoint into your hand instead of your graveyard as part of its resolution.) Prevent the next 3 damage that would be dealt to target creature this turn. Antagonism {3}{R} 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. Anthroplasm {2}{U}{U} 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 {2}{U} Enchant Creature Enchanted creature can't be the target of spells and can't be enchanted by enchantments except for Anti-Magic Aura. Anurid Barkripper {1}{G}{G} Creature -- Beast 2/2 Threshold -- Anurid Barkripper gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.) Anurid Brushhopper {1}{G}{W} Creature -- Beast 3/4 Discard two cards from your hand: Remove Anurid Brushhopper from the game. Return it to play under its owner's control at end of turn. Anurid Murkdiver {4}{B}{B} Creature -- Zombie Beast 4/3 Swampwalk Anurid Scavenger {2}{G} Creature -- Beast 3/3 Protection from black At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library. Anurid Swarmsnapper {2}{G} Creature -- Beast 1/4 Anurid Swarmsnapper may block as though it had flying. {1}{G}: Anurid Swarmsnapper may 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 from his or her hand. An-Zerrin Ruins {2}{R}{R} 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} 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 from his or her hand. If he or she does, untap enchanted creature. Apes of Rath {2}{G}{G} Creature -- Ape 5/4 Whenever Apes of Rath attacks, it doesn't untap during its controller's next untap step. Aphetto Alchemist {1}{U} Creature -- Wizard 1/2 {T}: Untap target artifact or creature. Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Aphetto Dredging {3}{B} Sorcery Return up to three target creature cards of the creature type of your choice from your graveyard to your hand. Aphetto Exterminator {2}{B} Creature -- Wizard 3/1 Morph {3}{B} (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 {2}{U} Creature -- Wizard 1/1 Tap two untapped Wizards you control: Tap target permanent. Aphetto Runecaster {3}{U} Creature -- Wizard 2/3 Whenever a creature is turned face up, you may draw a card. Aphetto Vulture {4}{B}{B} Creature -- Zombie Bird 3/2 Flying When Aphetto Vulture is put into a graveyard from play, you may put target Zombie card from your graveyard on top of your library. Apocalypse {2}{R}{R}{R} Sorcery Remove all permanents from the game. You discard your hand. Apocalypse Chime {2} Artifact {2}, {T}, Sacrifice Apocalypse Chime: Destroy all cards from the Homelands expansion. They can't be regenerated. Apprentice Necromancer {1}{B} Creature -- Wizard 1/1 {B}, {T}, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to play. That creature gains haste. At end of turn, sacrifice it. Apprentice Wizard {1}{U}{U} Creature -- Wizard 0/1 {U}, {T}: Add {3} to your mana pool. Aquamoeba {1}{U} Creature -- Beast 1/3 Discard a card from your hand: Switch Aquamoeba's power and toughness until end of turn. Arboria {2}{G}{G} Enchant World Creatures can't attack a player who didn't play a spell and didn't put a card into play during his or her last turn. Arc Lightning {2}{R} Sorcery Arc Lightning deals 3 damage divided as you choose among any number of target creatures and/or players. Arc Mage {2}{R} Creature -- Spellshaper 2/2 {2}{R}, {T}, Discard a card from your hand: Arc Mage deals 2 damage divided as you choose among any number of target creatures and/or players. Arcades Sabboth {2}{G}{G}{W}{W}{U}{U} Creature -- Elder Dragon Legend 7/7 Flying Untapped nonattacking creatures you control get +0/+2. At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay {G}{W}{U}. {W}: Arcades Sabboth gets +0/+1 until end of turn. Arcane Denial {1}{U} Instant Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep. Arcane Laboratory {2}{U} Enchantment Each player can't play more than one spell each turn. Arcane Teachings {2}{R} Enchant Creature Enchanted creature gets +2/+2 and has "{T}: This creature deals 1 damage to target creature or player." Arcanis the Omnipotent {3}{U}{U}{U} Creature -- Wizard Legend 3/4 {T}: Draw three cards. {2}{U}{U}: Return Arcanis the Omnipotent to its owner's hand. 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 {5}{W}{W} Creature -- Angel 5/5 Flying Attacking doesn't cause Archangel to tap. Archery Training {W} 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 {2}{U}{U} Creature -- Wizard 1/1 {T}: Draw a card. Arc-Slogger {3}{R}{R} 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 Foxes {1}{W} Creature -- Fox 1/1 Creatures with power 2 or greater can't block Arctic Foxes as long as defending player controls a snow-covered land. Arctic Merfolk {1}{U} Creature -- Merfolk 1/1 Kicker--Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you play this spell.) If the kicker cost was paid, Arctic Merfolk comes into play with a +1/+1 counter on it. Arctic Wolves {3}{G}{G} Creature -- Wolf 4/5 Cumulative upkeep {2} When Arctic Wolves comes into play, draw a card. Arcum's Sleigh {1} Artifact {2}, {T}: Until end of turn, attacking doesn't cause target creature to tap if defending player controls a snow-covered land. Arcum's Weathervane {2} Artifact {2}, {T}: Target snow-covered land loses snow-covered. (This effect doesn't end at end of turn.) {2}, {T}: Target basic land without snow-covered gains snow-covered. (This effect doesn't end at end of turn.) Arcum's Whistle {3} Artifact {3}, {T}: Target non-Wall creature's controller may pay {X}, where X is that creature's converted mana cost. If he or she doesn't, the creature attacks this turn if able, and at end of turn, destroy it if it didn't attack. Play this ability only during the creature's controller's turn before attackers are declared. You can't target a creature that came under its controller's control this turn. Ardent Militia {4}{W} Creature -- Soldier 2/5 Attacking doesn't cause Ardent Militia to tap. Ardent Soldier {1}{W} Creature -- Soldier 1/2 Kicker {2} (You may pay an additional {2} as you play this spell.) Attacking doesn't cause Ardent Soldier to tap. If the kicker cost was paid, Ardent Soldier comes into play with a +1/+1 counter on it. Arena Land {3}, {T}: Choose a creature you control. An opponent chooses a creature he or she controls. Tap both creatures. Each of those creatures deals damage equal to its power to the other. Arena of the Ancients {3} Artifact Legends don't untap during their controllers' untap steps. When Arena of the Ancients comes into play, tap all Legends. Arenson's Aura {2}{W} Enchantment {W}, Sacrifice an enchantment: Destroy target enchantment. {3}{U}{U}: Counter target enchantment spell. Argivian Archaeologist {1}{W}{W} Creature -- Archaeologist 1/1 {W}{W}, {T}: Return target artifact card from your graveyard to your hand. Argivian Blacksmith {1}{W}{W} Creature -- Smith 2/2 {T}: Prevent the next 2 damage that would be dealt to target artifact creature this turn. Argivian Find {W} Instant Return target artifact or enchantment card from your graveyard to your hand. Argivian Restoration {2}{U}{U} Sorcery Put target artifact card from your graveyard into play. Argothian Elder {3}{G} Creature -- Elf 2/2 {T}: Untap two target lands. Argothian Enchantress {1}{G} Creature -- Enchantress 0/1 Argothian Enchantress can't be the target of spells or abilities. Whenever you play an enchantment spell, draw a card. Argothian Pixies {1}{G} Creature -- Faerie 2/1 Argothian Pixies can't be blocked by artifact creatures. Prevent all damage that would be dealt to Argothian Pixies by artifact creatures. Argothian Swine {3}{G} Creature -- Boar 3/3 Trample Argothian Treefolk {3}{G}{G} Creature -- Treefolk 3/5 Prevent all damage that would be dealt to Argothian Treefolk by artifacts. Argothian Wurm {3}{G} 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 {1}{G}{W} Enchant Creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life. Armageddon {3}{W} 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. Armistice {2}{W} Enchantment {3}{W}{W}: You draw a card and target opponent gains 3 life. Armor of Faith {W} Enchant Creature Enchanted creature gets +1/+1. {W}: Enchanted creature gets +0/+1 until end of turn. Armor of Thorns {1}{G} Enchant Creature Armor of Thorns can enchant only a nonblack creature. 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, sacrifice it at end of turn. Enchanted creature gets +2/+2. Armor Sliver {2}{W} Creature -- Sliver 2/2 All Slivers have "{2}: This creature gets +0/+1 until end of turn." Armor Thrull {2}{B} Creature -- Thrull 1/3 {T}, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature. Armored Guardian {3}{W}{U} Creature -- Guardian 2/5 {1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn. {1}{U}{U}: Armored Guardian can't be the target of spells or abilities this turn. Armored Pegasus {1}{W} Creature -- Pegasus 1/2 Flying Armorer Guildmage {R} Creature -- 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 {2}{R} Creature -- Goblin 1/1 {1}{R}, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature. Army Ants {1}{B}{R} Creature -- Insect 1/1 {T}, Sacrifice a land: Destroy target land. Army of Allah {1}{W}{W} Instant Attacking creatures get +2/+0 until end of turn. Arnjlot's Ascent {1}{U}{U} Enchantment Cumulative upkeep {U} {1}: Target creature gains flying until end of turn. Arrest {2}{W} Enchant Creature Enchanted creature can't attack or block, and its activated abilities can't be played. Arrogant Wurm {3}{G}{G} Creature -- Wurm 4/4 Trample Madness {2}{G} (You may play this card for its madness cost at the time you discard it from your hand.) Artifact Blast {R} Instant Counter target artifact spell. Artifact Mutation {R}{G} 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 {2}{B} 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} Enchant Creature Enchanted creature has protection from artifacts. This effect doesn't remove Artifact Ward. 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 Legend or Wall. (This effect doesn't end at end of turn.) Ascendant Evincar {4}{B}{B} Creature -- Legend 3/3 Flying Other black creatures get +1/+1. Nonblack creatures get -1/-1. Ascending Aven {2}{U}{U} Creature -- Bird Soldier 3/2 Flying Ascending Aven may block only creatures with flying. Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Ashen Firebeast {6}{R}{R} Creature -- Beast 6/6 {1}{R}: Ashen Firebeast deals 1 damage to each creature without flying. Ashen Ghoul {3}{B} Creature -- Ghoul 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 Powder {2}{B}{B} Sorcery Put target creature card from an opponent's graveyard into play under your control. Ashes to Ashes {1}{B}{B} Sorcery Remove two target nonartifact creatures from the game. Ashes to Ashes deals 5 damage to you. Ashnod's Altar {3} Artifact Sacrifice a creature: Add {2} to your mana pool. Ashnod's Battle Gear {2} Artifact You may choose not to untap Ashnod's Battle Gear during your untap step. {2}, {T}: Target creature you control gets +2/-2 as long as Ashnod's Battle Gear remains tapped. Ashnod's 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 types. (This effect doesn't end at end of turn.) Asmira, Holy Avenger {2}{G}{W} Creature -- Legend 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 Wolf {1}{G} 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. Assault // Battery {R} // {3}{G} Sorcery // Sorcery Assault deals 2 damage to target creature or player. // Put a 3/3 green Elephant creature token into play. 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. Assert Authority {5}{U}{U} Instant Affinity for artifacts (This spell costs {1} less to play for each artifact you control.) Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard. Astral Slide {2}{W} Enchantment Whenever a player cycles a card, you may remove target creature from the game. If you do, return that creature to play under its owner's control at end of turn. Astral Steel {2}{W} Instant Target creature gets +1/+2 until end of turn. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Astrolabe {3} Artifact {1}, {T}, Sacrifice Astrolabe: Add two mana of any one color to your mana pool. Draw a card at the beginning of the next turn's upkeep. Atalya, Samite Master {3}{W}{W} Creature -- Cleric Legend 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 {1}{R} Creature -- Atog 1/2 Sacrifice an artifact: Atog gets +2/+2 until end of turn. Atogatog {W}{U}{B}{R}{G} Creature -- Atog Legend 5/5 Sacrifice an Atog: Atogatog gets +X/+X until end of turn, where X is the sacrificed Atog's power. Attrition {1}{B}{B} Enchantment {B}, Sacrifice a creature: Destroy target nonblack creature. Attunement {2}{U} Enchantment Return Attunement to its owner's hand: Draw three cards, then discard four cards from your hand. Aura Blast {1}{W} Instant Destroy target enchantment. Draw a card. Aura Extraction {1}{W} Instant Put target enchantment on top of its owner's library. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Aura Flux {2}{U} Enchantment All other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay {2}." Aura Fracture {2}{W} Enchantment Sacrifice a land: Destroy target enchantment. Aura Graft {1}{U} Instant Gain control of target enchantment that's enchanting a permanent. Move that enchantment to another permanent it can enchant. (This effect doesn't end at end of turn.) Aura Mutation {G}{W} Instant Destroy target enchantment. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Aura of Silence {1}{W}{W} Enchantment Artifact and enchantment spells your opponents play cost {2} more to play. Sacrifice Aura of Silence: Destroy target artifact or enchantment. Aura Shards {1}{G}{W} Enchantment Whenever a creature comes into play under your control, you may destroy target artifact or enchantment. Aura Thief {3}{U} 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 local enchantments.) Auramancer {2}{W} Creature -- Wizard 2/2 When Auramancer comes into play, you may return target enchantment card from your graveyard to your hand. Auratog {1}{W} Creature -- Atog 1/2 Sacrifice an enchantment: Auratog gets +2/+2 until end of turn. Aurification {2}{W}{W} Enchantment Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it is a Wall in addition to its other creature types. (Walls can't attack.) When Aurification leaves play, remove all gold counters from all creatures. Auriok Bladewarden {1}{W} Creature -- Human Soldier 1/1 {T}: Target creature gets +X/+X until end of turn, where X is Auriok Bladewarden's power. Auriok Steelshaper {1}{W} Creature -- Human Soldier 1/1 Equip costs you pay cost {1} less. As long as Auriok Steelshaper is equipped, Soldiers and Knights you control get +1/+1. Auriok Transfixer {W} Creature -- Human Scout 1/1 {W}, {T}: Tap target artifact. Aurochs {3}{G} Creature -- Aurochs 2/3 Trample As long as Aurochs is attacking, it gets +1/+0 for each other attacking Aurochs. Aurora Griffin {3}{W} Creature -- Griffin 2/2 Flying {W}: Target permanent becomes white until end of turn. Auspicious Ancestor {3}{W} Creature -- Ancestor 2/3 When Auspicious Ancestor is put into a graveyard from play, you gain 3 life. Whenever a white spell is played, you may pay {1}. If you do, you gain 1 life. Autumn Willow {4}{G}{G} Creature -- Legend 4/4 Autumn Willow can't be the target of spells or abilities. {G}: Until end of turn, Autumn Willow may be the target of spells and abilities controlled by target player as though it did not have "Autumn Willow can't be the target of spells or abilities." Avalanche {X}{2}{R}{R} Sorcery Destroy X target snow-covered lands. Avalanche Riders {3}{R} Creature -- Nomad 2/2 Haste Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Avalanche Riders comes into play, destroy target land. Avarax {3}{R}{R} 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. {1}{R}: Avarax gets +1/+0 until end of turn. Avatar of Fury {6}{R}{R} Creature -- Avatar 6/6 If an opponent controls seven or more lands, Avatar of Fury costs {6} less to play. Flying {R}: Avatar of Fury gets +1/+0 until end of turn. Avatar of Hope {6}{W}{W} Creature -- Avatar 4/9 If you have 3 life or less, Avatar of Hope costs {6} less to play. Flying Avatar of Hope may block any number of creatures. Avatar of Might {6}{G}{G} Creature -- Avatar 8/8 If an opponent controls at least four more creatures than you, Avatar of Might costs {6} less to play. Trample Avatar of Will {6}{U}{U} Creature -- Avatar 5/6 If an opponent has no cards in hand, Avatar of Will costs {6} less to play. Flying Avatar of Woe {6}{B}{B} Creature -- Avatar 6/5 If there are ten or more creature cards total in all graveyards, Avatar of Woe costs {6} less to play. Fear {T}: Destroy target creature. It can't be regenerated. Aven Archer {3}{W}{W} Creature -- Bird Soldier 2/2 Flying {2}{W}, {T}: Aven Archer deals 2 damage to target attacking or blocking creature. Aven Brigadier {3}{W}{W}{W} Creature -- Bird Soldier 3/5 Flying All other Birds get +1/+1. All other Soldiers get +1/+1. Aven Cloudchaser {3}{W} Creature -- Bird Soldier 2/2 Flying When Aven Cloudchaser comes into play, destroy target enchantment. Aven Envoy {U} Creature -- Bird Soldier 0/2 Flying Aven Farseer {1}{W} Creature -- Bird Soldier 1/1 Flying Whenever a creature is turned face up, put a +1/+1 counter on Aven Farseer. Aven Fateshaper {6}{U} 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. {4}{U}: Look at the top four cards of your library, then put them back in any order. Aven Fisher {3}{U} Creature -- Bird Soldier 2/2 Flying When Aven Fisher is put into a graveyard from play, you may draw a card. Aven Flock {4}{W} Creature -- Bird Soldier 2/3 Flying {W}: Aven Flock gets +0/+1 until end of turn. Aven Fogbringer {3}{U} Creature -- Bird Wizard 2/1 Flying When Aven Fogbringer comes into play, return target land to its owner's hand. Aven Liberator {2}{W}{W} Creature -- Bird Soldier 2/3 Flying Morph {3}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Aven Liberator is turned face up, target creature you control gains protection from the color of your choice until end of turn. Aven Redeemer {3}{W} Creature -- Bird Cleric 2/2 Flying {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. Aven Shrine {1}{W}{W} 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 {2}{U}{U} Creature -- Bird Soldier 2/3 Flying, protection from red Aven Soulgazer {3}{W}{W} Creature -- Bird Cleric 3/3 Flying {2}{W}: Look at target face-down creature. Aven Trooper {3}{W} Creature -- Bird Soldier 1/1 Flying {2}{W}, Discard a card from your hand: Aven Trooper gets +1/+2 until end of turn. Aven Warcraft {2}{W} Instant Creatures you control get +0/+2 until end of turn. Threshold -- Creatures you control also gain protection from the color of your choice until end of turn. (You have threshold if seven or more cards are in your graveyard.) Aven Warhawk {4}{W} 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 {3}{U}{U} Creature -- Bird Soldier Wizard 3/3 Flying {1}{U}: Target player reveals the top card of his or her library. Avenger en-Dal {1}{W} Creature -- Spellshaper 1/1 {2}{W}, {T}, Discard a card from your hand: Remove target attacking creature from the game. Its controller gains life equal to its toughness. Avenging Angel {3}{W}{W} Creature -- Angel 3/3 Flying If Avenging Angel would be put into a graveyard from play, you may put Avenging Angel on top of its owner's library instead. Avenging Druid {2}{G} Creature -- Druid 1/3 Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. Put that card into play and put all other cards revealed this way into your graveyard. Avizoa {3}{U} Creature -- Avizoa 2/2 Flying {0}: Avizoa gets +2/+2 until end of turn. You skip your next untap step. Play this ability only once each turn. Avoid Fate {G} Instant Counter target instant or enchantment spell that targets a permanent you control. Awakening {2}{G}{G} Enchantment At the beginning of each player's 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} Enchant Creature Enchanted creature can't be blocked unless defending player pays {3} for each creature that blocks enchanted creature. (This cost is paid as blockers are declared.) Axelrod Gunnarson {4}{B}{B}{R}{R} Creature -- Legend 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 {W}{W}{U}{U} Creature -- Legend 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 {1}{W} Creature -- Bureaucrat 1/1 {T}: Tap target creature with power 2 or less. Aysen Crusader {2}{W}{W} Creature -- Crusader 2+*/2+* Aysen Crusader's power and toughness are each equal to 2 plus the number of Heroes you control. Aysen Highway {3}{W}{W}{W} Enchantment White creatures have plainswalk. Azimaet Drake {2}{U} Creature -- Drake 1/3 Flying {U}: Azimaet Drake gets +1/+0 until end of turn. Play this ability only once each turn. Azure Drake {3}{U} Creature -- Drake 2/4 Flying Back to Basics {2}{U} Enchantment Nonbasic lands don't untap during their controllers' untap steps. Backdraft {1}{R} Instant This turn, whenever target sorcery spell deals damage, Backdraft deals half that much damage, rounded down, to that spell's controller. Backfire {U} Enchant Creature Whenever enchanted creature deals damage to you, Backfire deals that much damage to enchanted creature's controller. Backlash {1}{B}{R} Instant Tap target untapped creature. That creature deals damage equal to its power to its controller. Backslide {1}{U} Instant Turn target creature with morph face down. Cycling {U} ({U}, Discard this card from your hand: Draw a card.) Bad Moon {1}{B} Enchantment Black creatures get +1/+1. Bad River Land Bad River comes into play tapped. {T}, Sacrifice Bad River: Search your library for an Island or Swamp card and put it into play. Then shuffle your library. Badlands Land -- Mountain Swamp Baki's Curse {2}{U}{U} Sorcery Baki's Curse deals 2 damage to each creature for each enchant creature enchanting that creature. Balance {1}{W} Sorcery Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players do the same for creatures and discard cards from their hands the same way. Balance of Power {3}{U}{U} Sorcery If target opponent has more cards in hand than you, draw cards equal to the difference. Balancing Act {2}{W}{W} Sorcery Each player chooses a number of permanents he or she controls equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards from his or her hand the same way. Balduvian Barbarians {1}{R}{R} Creature -- Barbarian 3/2 Balduvian Bears {1}{G} Creature -- Bear 2/2 Balduvian Conjurer {1}{U} Creature -- Wizard 0/2 {T}: Until end of turn, target snow-covered land becomes a 2/2 creature that's still a land. Balduvian Dead {3}{B} Creature -- Zombie 2/3 {2}{R}, 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 Horde {2}{R}{R} Creature -- Barbarian 5/5 When Balduvian Horde comes into play, sacrifice it unless you discard a card at random from your hand. Balduvian Hydra {X}{R}{R} 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. {R}{R}{R}: Put a +1/+0 counter on Balduvian Hydra. Play this ability only during your upkeep. Balduvian Shaman {U} Creature -- Cleric 1/1 {T}: Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. That enchantment gains "Cumulative upkeep {1}." (For example, you may change "counters black spells" to "counters blue spells.") Balduvian Trading Post Land If Balduvian Trading Post would come into play, sacrifice an untapped Mountain instead. If you do, put Balduvian Trading Post into play. If you don't, put it into its owner's graveyard. {T}: Add {1}{R} to your mana pool. {1}, {T}: Balduvian Trading Post deals 1 damage to target attacking creature. Balduvian War-Makers {4}{R} Creature -- Barbarian 3/3 Haste Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Baleful Stare {2}{U} Sorcery Target opponent reveals his or her hand. You draw a card for each Mountain and red card in it. Ball Lightning {R}{R}{R} Creature -- Ball-Lightning 6/1 Trample; haste At end of turn, sacrifice Ball Lightning. Ballista Squad {3}{W} Creature -- Rebel 2/2 {X}{W}, {T}: Ballista Squad deals X damage to target attacking or blocking creature. Balloon Peddler {2}{U} Creature -- Spellshaper 2/2 {U}, {T}, Discard a card from your hand: Target creature gains flying until end of turn. Balm of Restoration {2} Artifact {1}, {T}, Sacrifice Balm of Restoration: Choose one -- You gain 2 life; or prevent the next 2 damage that would be dealt to target creature or player this turn. Balshan Beguiler {2}{U} Creature -- Wizard 1/1 Whenever Balshan Beguiler deals combat damage to a player, that player reveals the top two cards of his or her library. You choose one of those cards and put it into his or her graveyard. Balshan Collaborator {3}{U} Creature -- Bird Soldier 2/2 Flying {B}: Balshan Collaborator gets +1/+1 until end of turn. Balshan Griffin {3}{U}{U} Creature -- Griffin 3/2 Flying {1}{U}, Discard a card from your hand: Return Balshan Griffin to its owner's hand. Balthor the Defiled {2}{B}{B} Creature -- Zombie Dwarf Legend 2/2 All Minions get +1/+1. {B}{B}{B}, 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 {1}{R}{R} Creature -- Dwarf Legend 2/2 All Barbarians get +1/+1. {R}: Target Barbarian gets +1/+0 until end of turn. Bamboozle {2}{U} Sorcery Target player reveals the top four cards of his or her library. You choose two of those cards and put them into his or her graveyard. Put the rest on top of his or her library in any order. 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 {2}{B}{B} Creature -- Insect 4/3 Morph {X}{B}{B} (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 {2}{B}{B} Creature -- Banshee 0/1 {X}, {T}: Banshee deals X damage divided evenly between you and target creature or player. Round up for you and down for that creature or player. Banshee's Blade {2} Artifact -- Equipment Equipped creature gets +1/+1 for each charge counter on Banshee's Blade. Whenever equipped creature deals combat damage, put a charge counter on this card. 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 {2}{R} Creature -- Barbarian 2/2 Discard a card at random from your hand: 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 Guides {2}{R} Creature -- Barbarian 1/2 {2}{R}, {T}: Target creature you control gains the snow-covered landwalk ability of your choice until end of turn. Return that creature to its owner's hand at end of turn. Barbarian Lunatic {2}{R} Creature -- Barbarian 2/1 {2}{R}, Sacrifice Barbarian Lunatic: Barbarian Lunatic deals 2 damage to target creature. Barbarian Outcast {1}{R} Creature -- Barbarian Beast 2/2 When you control no Swamps, sacrifice Barbarian Outcast. 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 {1}{G} Creature -- Ape 2/2 Barbed Field {2}{R}{R} Enchant Land Enchanted land has "{T}: This land deals 1 damage to target creature or player." Barbed Foliage {2}{G}{G} Enchantment Whenever a creature attacks you, it loses flanking until end of turn. Whenever a creature without flying attacks you, Barbed Foliage deals 1 damage to it. 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 Sliver {2}{R} Creature -- Sliver 2/2 All Slivers have "{2}: This creature gets +1/+0 until end of turn." Barbed Wire {3} Artifact At the beginning of each player's upkeep, Barbed Wire deals 1 damage to that player. {2}: Prevent the next 1 damage that would be dealt by Barbed Wire this turn. Barbed-Back Wurm {4}{B} Creature -- Wurm 4/3 {B}: Target green creature blocking Barbed-Back Wurm gets -1/-1 until end of turn. Bargaining Table {5} Artifact {X}, {T}: Draw a card. X is the number of cards in an opponent's hand as you play this ability. Barishi {2}{G}{G} Creature -- Barishi 4/3 When Barishi is put into a graveyard from play, remove Barishi from the game, then shuffle all creature cards from your graveyard into your library. Barkhide Mauler {4}{G} Creature -- Beast 4/4 Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Barktooth Warbeard {4}{B}{R}{R} Creature -- Legend 6/5 Barl's Cage {4} Artifact {3}: Target creature doesn't untap during its controller's next untap step. Baron Sengir {5}{B}{B}{B} Creature -- Legend 5/5 Flying Whenever a creature dealt damage by Baron Sengir this turn is put into a graveyard, put a +2/+2 counter on Baron Sengir. {T}: Regenerate target Vampire. Barreling Attack {2}{R}{R} Instant Target creature gets +1/+1 for each creature blocking it and gains trample until end of turn. Barren Moor Land Barren Moor comes into play tapped. {T}: Add {B} to your mana pool. Cycling {B} ({B}, Discard this card from your hand: Draw a card.) Barrin, Master Wizard {1}{U}{U} Creature -- Wizard Legend 1/1 {2}, Sacrifice a permanent: Return target creature to its owner's hand. Barrin's Codex {4} Artifact At the beginning of your upkeep, you may put a page counter on Barrin's Codex. {4}, {T}, Sacrifice Barrin's Codex: Draw X cards, where X is the number of page counters on Barrin's Codex. Barrin's Spite {2}{U}{B} Sorcery Choose a player and two target creatures that player controls. The player chooses and sacrifices one of them. Return the other to its owner's hand. Barrin's Unmaking {1}{U} Instant Return target permanent to its owner's hand if that permanent shares a color with the most common color among all permanents or the color tied for most common. Barrow Ghoul {1}{B} Creature -- Zombie 4/4 At the beginning of your upkeep, sacrifice Barrow Ghoul unless you remove the top creature card in your graveyard from the game. Bartel Runeaxe {3}{B}{R}{G} Creature -- Legend 6/5 Bartel Runeaxe can't be the target of enchant creature spells. Attacking doesn't cause Bartel to tap. Barter in Blood {2}{B}{B} Sorcery Each player sacrifices two creatures. Basal Thrull {B}{B} Creature -- Thrull 1/2 {T}, Sacrifice Basal Thrull: Add {B}{B} to your mana pool. Basalt Golem {5} Artifact Creature -- Golem 2/4 Basalt Golem can't be blocked by artifact creatures. Whenever Basalt Golem becomes blocked by a creature, destroy that creature at end of combat. It can't be regenerated. Then the creature's controller puts a 0/2 Stone Wall artifact creature token into play. (Walls can't attack.) Basalt Monolith {3} Artifact Basalt Monolith doesn't untap during your untap step. {3}: Untap Basalt Monolith. {T}: Add {3} to your mana pool. This mana can't be spent on abilities of permanents named Basalt Monolith. Bash to Bits {3}{R} Instant Destroy target artifact. Flashback {4}{R}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Basking Rootwalla {G} Creature -- Lizard 1/1 {1}{G}: Basking Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn. Madness {0} (You may play this card for its madness cost at the time you discard it from your hand.) Baton of Morale {2} Artifact {2}: Target creature gains banding until end of turn. Battering Craghorn {2}{R}{R} Creature -- Beast 3/1 First strike Morph {1}{R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Battering Ram {2} Artifact Creature 1/1 At the beginning of your combat phase, Battering Ram gains banding until end of combat. Whenever Battering Ram becomes blocked by a Wall, destroy that Wall at end of combat. Battle Cry {2}{W} Instant Untap all white creatures you control. Whenever a creature blocks this turn, it gets +0/+1 until end of turn. Battle Frenzy {2}{R} Instant Green creatures you control get +1/+1 until end of turn. Nongreen creatures you control get +1/+0 until end of turn. Battle of Wits {3}{U}{U} Enchantment At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game. Battle Rampart {2}{R} Creature -- Wall 1/3 (Walls can't attack.) {T}: Target creature gains haste until end of turn. Battle Screech {2}{W}{W} Sorcery Put two 1/1 white Bird creature tokens with flying into play. Flashback--Tap three untapped white creatures you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Battle Squadron {3}{R}{R} Creature -- Ship */* Flying Battle Squadron's power and toughness are each equal to the number of creatures you control. Battle Strain {1}{R} Enchantment Whenever a creature blocks, Battle Strain deals 1 damage to that creature's controller. Battlefield Forge Land {T}: Add {1} to your mana pool. {T}: Add {R} or {W} to your mana pool. Battlefield Forge deals 1 damage to you. Battlefield Medic {1}{W} Creature -- Cleric 1/1 {T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics in play. Battlefield Percher {3}{B}{B} Creature -- Bird 2/2 Flying Battlefield Percher may block only creatures with flying. {1}{B}: Battlefield Percher gets +1/+1 until end of turn. Battlefield Scrounger {3}{G}{G} Creature -- Centaur 3/3 Threshold -- Put three cards from your graveyard on the bottom of your library: Battlefield Scrounger gets +3/+3 until end of turn. Play this ability only once each turn. (Play this ability only if seven or more cards are in your graveyard.) Battlegrowth {G} Instant Put a +1/+1 counter on target creature. Battlewise Aven {3}{W} Creature -- Bird Soldier 2/2 Flying Threshold -- Battlewise Aven gets +1/+1 and has first strike. (You have threshold as long as seven or more cards are in your graveyard.) Bay Falcon {1}{U} Creature -- Bird 1/1 Flying Attacking doesn't cause Bay Falcon to tap. Bayou Land -- Swamp Forest Bayou Dragonfly {1}{G} Creature -- Insect 1/1 Flying; swampwalk Bazaar of Baghdad Land {T}: Draw two cards, then discard three cards from your hand. Bazaar of Wonders {3}{U}{U} Enchant World When Bazaar of Wonders comes into play, remove all cards in all graveyards from the game. Whenever a spell is played, counter it if a card with the same name is in play or in a graveyard. Beacon of Destiny {1}{W} Creature -- Cleric 1/3 {T}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to Beacon of Destiny instead. Bearscape {1}{G}{G} Enchantment {1}{G}, Remove two cards in your graveyard from the game: Put a 2/2 green Bear creature token into play. Beast Attack {2}{G}{G}{G} Instant Put a 4/4 green Beast creature token into play. Flashback {2}{G}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Beast of Burden {6} Artifact Creature */* Beast of Burden's power and toughness are each equal to the number of creatures in play. Beast Walkers {1}{W}{W} Creature -- Hero 2/2 {G}: Beast Walkers gains banding until end of turn. Beasts of Bogardan {4}{R} Creature -- Beast 3/3 Protection from red Beasts of Bogardan gets +1/+1 as long as any opponent controls a white permanent. Bedlam {2}{R}{R} Enchantment Creatures can't block. Befoul {2}{B}{B} Sorcery Destroy target land or nonblack creature. It can't be regenerated. Belbe's Armor {3} Artifact {X}, {T}: Target creature gets -X/+X until end of turn. Belbe's Percher {2}{B} Creature -- Bird 2/2 Flying Belbe's Percher may block only creatures with flying. Belbe's Portal {5} Artifact As Belbe's Portal comes into play, choose a creature type. {3}, {T}: Put a creature card of the chosen type from your hand into play. Bellowing Fiend {4}{B} Creature -- Spirit 3/3 Flying Whenever Bellowing Fiend deals damage to a creature, Bellowing Fiend deals 3 damage to that creature's controller and 3 damage to you. Beloved Chaplain {1}{W} Creature -- Cleric 1/1 Protection from creatures Benalish Emissary {2}{W} Creature -- Wizard 1/4 Kicker {1}{G} (You may pay an additional {1}{G} as you play this spell.) When Benalish Emissary comes into play, if the kicker cost was paid, destroy target land. Benalish Heralds {3}{W} Creature -- Soldier 2/4 {3}{U}, {T}: Draw a card. Benalish Hero {W} Creature -- Hero 1/1 Banding Benalish Infantry {2}{W} Creature -- Soldier 1/3 Banding Benalish Knight {2}{W} Creature -- Knight 2/2 First strike You may play Benalish Knight any time you could play an instant. Benalish Lancer {2}{W} Creature -- Knight 2/2 Kicker {2}{W} (You may pay an additional {2}{W} as you play this spell.) If the kicker cost was paid, Benalish Lancer comes into play with two +1/+1 counters on it and with first strike. Benalish Missionary {W} Creature -- Cleric 1/1 {1}{W}, {T}: Prevent all combat damage that would be dealt by target blocked creature this turn. Benalish Trapper {1}{W} Creature -- Soldier 1/2 {W}, {T}: Tap target creature. Bend or Break {3}{R} Sorcery Each player separates all lands he or she controls into two piles. For each player, an opponent chooses a pile. Destroy all lands in the chosen piles. Tap all lands in the other piles. Benevolent Bodyguard {W} Creature -- Cleric 1/1 Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn. Benevolent Unicorn {1}{W} Creature -- Unicorn 1/2 If a spell would deal damage to a creature or player, it deals that much damage minus 1 to that creature or player instead. Benthic Behemoth {5}{U}{U}{U} Creature -- Serpent 7/6 Islandwalk Benthic Djinn {2}{U}{B} Creature -- Djinn 5/3 Islandwalk At the beginning of your upkeep, you lose 2 life. Benthic Explorers {3}{U} Creature -- Merfolk 2/4 {T}: Untap a tapped land an opponent controls. If you do, add one mana of any type that land could produce to your mana pool. Bequeathal {G} Enchant Creature When enchanted creature is put into a graveyard, you draw two cards. Bereavement {1}{B} Enchantment Whenever a green creature is put into a graveyard from play, its controller discards a card from his or her hand. Berserk {G} Instant Play Berserk only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At end of turn, destroy that creature if it attacked this turn. Berserk Murlodont {4}{G} Creature -- Beast 3/3 Whenever a Beast becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Bestial Fury {2}{R} Enchant Creature When Bestial Fury comes into play, draw a card at the beginning of the next turn's upkeep. Whenever enchanted creature becomes blocked, it gets +4/+0 and gains trample until end of turn. Betrayal {U} Enchant Creature Betrayal can enchant only a creature an opponent controls. Whenever enchanted creature becomes tapped, you draw a card. Betrayal of Flesh {5}{B} Instant Choose one -- Destroy target creature; or return target creature card from your graveyard to play. Entwine--Sacrifice three lands. (Choose both if you pay the entwine cost.) Betrothed of Fire {1}{R} Enchant Creature Sacrifice an untapped creature: Enchanted creature gets +2/+0 until end of turn. Sacrifice enchanted creature: Creatures you control get +2/+0 until end of turn. Bifurcate {3}{G} Sorcery Search your library for a creature card with the same name as target creature and put that card into play. Then shuffle your library. Bind {1}{G} Instant Counter target activated ability. (Mana abilities can't be countered.) Draw a card. Binding Agony {1}{B} Enchant Creature Whenever enchanted creature is dealt damage, Binding Agony deals that much damage to enchanted creature's controller. Binding Grasp {3}{U} Enchant Creature At the beginning of your upkeep, sacrifice Binding Grasp unless you pay {1}{U}. You control enchanted creature. Enchanted creature gets +0/+1. Biorhythm {6}{G}{G} Sorcery Each player's life total becomes the number of creatures he or she controls. Birchlore Rangers {G} Creature -- Elf 1/1 Tap two untapped Elves you control: Add one mana of any color to your mana pool. Morph {G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Bird Maiden {2}{R} Creature -- Maiden 1/2 Flying Birds of Paradise {G} Creature -- Bird 0/1 Flying {T}: Add one mana of any color to your mana pool. Black Carriage {3}{B}{B} Creature -- Carriage 4/4 Trample Black Carriage doesn't untap during your untap step. Sacrifice a creature: Untap Black Carriage. Play this ability only during your upkeep. Black Knight {B}{B} Creature -- Knight 2/2 First strike, protection from white Black Lotus {0} Artifact {T}, Sacrifice Black Lotus: Add three mana of any one color to your mana pool. Black Mana Battery {4} Artifact {2}, {T}: Put a charge counter on Black Mana Battery. {T}, Remove any number of charge counters from Black Mana Battery: Add {B} to your mana pool, then add an additional {B} to your mana pool for each charge counter removed this way. Black Market {3}{B}{B} Enchantment Whenever a creature is put into a graveyard from play, put a charge counter on Black Market. At the beginning of your precombat main phase, add {B} to your mana pool for each charge counter on Black Market. Black Scarab {W} Enchant Creature Enchanted creature can't be blocked by black creatures. Enchanted creature gets +2/+2 as long as an opponent controls a black permanent. Black Vise {1} Artifact As Black Vise comes into play, choose an opponent. At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards greater than four in his or her hand. Black Ward {W} Enchant Creature Enchanted creature has protection from black. This effect doesn't remove Black Ward. Blackmail {B} Sorcery Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. Blade Sliver {2}{R} Creature -- Sliver 2/2 All Slivers get +1/+0. Bladewing the Risen {3}{B}{B}{R}{R} Creature -- Dragon Legend 4/4 Flying When Bladewing the Risen comes into play, you may return target Dragon card from your graveyard to play. {B}{R}: All Dragons get +1/+1 until end of turn. Bladewing's Thrall {2}{B}{B} Creature -- Zombie 3/3 Bladewing's Thrall has flying as long as you control a Dragon. When a Dragon comes into play, you may return Bladewing's Thrall from your graveyard to play. Blanchwood Armor {2}{G} Enchant Creature Enchanted creature gets +1/+1 for each Forest you control. Blanchwood Treefolk {4}{G} Creature -- Treefolk 4/5 Blanket of Night {1}{B}{B} Enchantment Each land is a Swamp in addition to its land type. Blasted Landscape Land {T}: Add {1} to your mana pool. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Blaster Mage {2}{R} Creature -- Spellshaper 2/2 {R}, {T}, Discard a card from your hand: Destroy target Wall. Blastoderm {2}{G}{G} Creature -- Beast 5/5 Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Blastoderm can't be the target of spells or abilities. Blatant Thievery {4}{U}{U}{U} Sorcery For each opponent, gain control of target permanent that player controls. (This effect doesn't end at end of turn.) Blaze {X}{R} Sorcery Blaze deals X damage to target creature or player. Blaze of Glory {W} Instant Target creature may block any number of creatures this turn. It must block each attacking creature this turn if able. Blazing Effigy {1}{R} Creature -- Effigy 0/3 When Blazing Effigy is put into a graveyard from play, Blazing Effigy deals X damage to target creature, where X is 3 plus the amount of damage dealt to Blazing Effigy this turn by other sources named Blazing Effigy. Blazing Salvo {R} Instant Blazing Salvo deals 3 damage to target creature unless that creature's controller has Blazing Salvo deal 5 damage to him or her. Blazing Specter {2}{B}{R} Creature -- Specter 2/2 Flying; haste Whenever Blazing Specter deals combat damage to a player, that player discards a card from his or her hand. Blessed Orator {3}{W} Creature -- Cleric 1/4 Other creatures you control get +0/+1. Blessed Reversal {1}{W} Instant You gain 3 life for each creature attacking you. Blessed Wind {7}{W}{W} Sorcery Target player's life total becomes 20. Blessed Wine {1}{W} Instant You gain 1 life. Draw a card at the beginning of the next turn's upkeep. Blessing {W}{W} Enchant Creature {W}: Enchanted creature gets +1/+1 until end of turn. Blight {B}{B} Enchant Land When enchanted land becomes tapped, destroy it. Blighted Shaman {1}{B} Creature -- Wizard 1/1 {T}, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn. {T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn. Blind Fury {2}{R}{R} Instant If a creature would deal combat damage to a creature this turn, it deals double that damage instead. All creatures lose trample until end of turn. Blind Seer {2}{U}{U} Creature -- Legend 3/3 {1}{U}: Target spell or permanent becomes the color of your choice until end of turn. Blinding Angel {3}{W}{W} Creature -- Angel 2/4 Flying Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase. Blinding Beam {2}{W} Instant Choose one -- Tap two target creatures; or creatures don't untap during target player's next untap step. Entwine {1} (Choose both if you pay the entwine cost.) Blinding Light {2}{W} Sorcery Tap all nonwhite creatures. Blinking Spirit {3}{W} Creature -- Spirit 2/2 {0}: Return Blinking Spirit to its owner's hand. Blinkmoth Urn {5} Artifact At the beginning of each player's precombat main phase, if Blinkmoth Urn is untapped, that player adds {1} to his or her mana pool for each artifact he or she controls. Blinkmoth Well Land {T}: Add {1} to your mana pool. {2}, {T}: Tap target noncreature artifact. Blistering Barrier {2}{R} Creature -- Wall 5/2 (Walls can't attack.) Blistering Firecat {1}{R}{R}{R} Creature -- Cat 7/1 Trample, haste At end of turn, sacrifice Blistering Firecat. Morph {R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Blizzard {G}{G} Enchantment Cumulative upkeep {2} You can't play Blizzard unless you control a snow-covered land. Creatures with flying don't untap during their controllers' untap steps. Blizzard Elemental {5}{U}{U} Creature -- Elemental 5/5 Flying {3}{U}: Untap Blizzard Elemental. Bloated Toad {2}{G} Creature -- Toad 2/2 Protection from blue Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Blockade Runner {3}{U} Creature -- Merfolk 2/2 {U}: Blockade Runner is unblockable this turn. Blood Celebrant {B} Creature -- Cleric 1/1 {B}, Pay 1 life: Add one mana of any color to your mana pool. Blood Frenzy {1}{R} Instant Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn. Blood Hound {2}{R} Creature -- Hound 1/1 Whenever you're dealt damage, you may put that many +1/+1 counters on Blood Hound. At the end of your turn, remove all +1/+1 counters from Blood Hound. Blood Lust {1}{R} Instant Target creature gets +4/-4 until end of turn. If this would reduce that creature's toughness to less than 1, it reduces it to 1 instead. Blood Moon {2}{R} Enchantment Nonbasic lands are Mountains. Blood Oath {3}{R} Instant Choose a card type. Target opponent reveals his or her hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.) Blood of the Martyr {W}{W}{W} Instant Until end of turn, if damage would be dealt to any creature, you may have that damage dealt to you instead. Blood Pet {B} Creature -- Thrull 1/1 Sacrifice Blood Pet: Add {B} to your mana pool. Blood Vassal {2}{B} Creature -- Thrull 2/2 Sacrifice Blood Vassal: Add {B}{B} to your mana pool. Bloodcurdler {1}{B} Creature -- Horror 1/1 Flying At the beginning of your upkeep, put the top card of your library into your graveyard. Threshold -- Bloodcurdler gets +1/+1 and has "At the end of your turn, remove two cards in your graveyard from the game." (You have threshold as long as seven or more cards are in your graveyard.) Bloodfire Colossus {6}{R}{R} Creature -- Giant 6/6 {R}, Sacrifice Bloodfire Colossus: Bloodfire Colossus deals 6 damage to each creature and each player. Bloodfire Dwarf {R} Creature -- Dwarf 1/1 {R}, Sacrifice Bloodfire Dwarf: Bloodfire Dwarf deals 1 damage to each creature without flying. Bloodfire Infusion {2}{R} Enchant Creature Bloodfire Infusion can enchant only a creature you control. {R}, Sacrifice enchanted creature: Bloodfire Infusion deals damage equal to the enchanted creature's power to each creature. Bloodfire Kavu {2}{R}{R} Creature -- Kavu 2/2 {R}, Sacrifice Bloodfire Kavu: Bloodfire Kavu deals 2 damage to each creature. Bloodline Shaman {1}{G} Creature -- Elf Wizard 1/1 {T}: Choose a creature type. Reveal the top card of your library. If that card is a creature card of the chosen type, put it into your hand. Otherwise, put it into your graveyard. Bloodrock Cyclops {2}{R} Creature -- Giant 3/3 Bloodrock Cyclops attacks each turn if able. Bloodscent {3}{G} Instant All creatures able to block target creature this turn do so. Bloodshot Cyclops {5}{R} Creature -- Giant 4/4 {T}, Sacrifice a creature: Bloodshot Cyclops deals damage equal to the sacrificed creature's power to target creature or player. Bloodstained Mire Land {T}, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card and put it into play. Then shuffle your library. Bloodstoke Howler {5}{R} Creature -- Beast 3/4 Morph {6}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Bloodstoke Howler is turned face up, Beasts you control get +3/+0 until end of turn. Bloodstone Cameo {3} Artifact {T}: Add {B} or {R} to your mana pool. Blossoming Wreath {G} Instant You gain life equal to the number of creature cards in your graveyard. Blue Elemental Blast {U} Instant Choose one -- Counter target red spell; or destroy target red permanent. Blue Mana Battery {4} Artifact {2}, {T}: Put a charge counter on Blue Mana Battery. {T}, Remove any number of charge counters from Blue Mana Battery: Add {U} to your mana pool, then add an additional {U} to your mana pool for each charge counter removed this way. Blue Scarab {W} Enchant Creature Enchanted creature can't be blocked by blue creatures. Enchanted creature gets +2/+2 as long as an opponent controls a blue permanent. Blue Ward {W} Enchant Creature Enchanted creature has protection from blue. This effect doesn't remove Blue Ward. Blurred Mongoose {1}{G} Creature -- Mongoose 2/1 Blurred Mongoose can't be countered. Blurred Mongoose can't be the target of spells or abilities. Boa Constrictor {4}{G} Creature -- Snake 3/3 {T}: Boa Constrictor gets +3/+3 until end of turn. Body Snatcher {2}{B}{B} Creature -- Minion 2/2 When Body Snatcher comes into play, you may discard a creature card from your hand. If you don't, remove Body Snatcher from the game. When Body Snatcher is put into a graveyard from play, remove Body Snatcher from the game and return target creature card from your graveyard to play. Bog Down {2}{B} Sorcery Kicker--Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you play this spell.) Target player discards two cards from his or her hand. If the kicker cost was paid, that player discards three cards from his or her hand instead. Bog Elemental {3}{B}{B} Creature -- Elemental 5/4 Protection from white At the beginning of your upkeep, sacrifice Bog Elemental unless you sacrifice a land. Bog Glider {2}{B} Creature -- Mercenary 1/1 Flying {T}, Sacrifice a land: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Bog Gnarr {4}{G} Creature -- Beast 2/2 Whenever a player plays a black spell, Bog Gnarr gets +2/+2 until end of turn. Bog Imp {1}{B} Creature -- Imp 1/1 Flying Bog Initiate {1}{B} Creature -- Wizard 1/1 {1}: Add {B} to your mana pool. Bog Raiders {2}{B} Creature -- Zombie 2/2 Swampwalk Bog Rats {B} Creature -- Rat 1/1 Bog Rats can't be blocked by Walls. Bog Smugglers {1}{B}{B} Creature -- Mercenary 2/2 Swampwalk Bog Witch {2}{B} Creature -- Spellshaper 1/1 {B}, {T}, Discard a card from your hand: Add {B}{B}{B} to your mana pool. Bog Wraith {3}{B} Creature -- Wraith 3/3 Swampwalk Bog Wreckage Land Bog Wreckage comes into play tapped. {T}: Add {B} to your mana pool. {T}, Sacrifice Bog Wreckage: Add one mana of any color to your mana pool. Bogardan Firefiend {2}{R} Creature -- Spirit 2/1 When Bogardan Firefiend is put into a graveyard from play, it deals 2 damage to target creature. Bogardan Phoenix {2}{R}{R}{R} Creature -- Phoenix 3/3 Flying When Bogardan Phoenix is put into a graveyard from play and has no death counter on it, return Bogardan Phoenix to play and put a death counter on it. If Bogardan Phoenix would be put into a graveyard from play and has a death counter on it, remove it from the game instead. Boil {3}{R} Instant Destroy all Islands. Boiling Blood {2}{R} Instant Target creature attacks this turn if able. Draw a card. Bola Warrior {1}{R} Creature -- Spellshaper 1/1 {R}, {T}, Discard a card from your hand: Target creature can't block this turn. Bomb Squad {3}{R} Creature -- Dwarf 1/1 {T}: Put a fuse counter on target creature. At the beginning of your upkeep, put a fuse counter on each creature with a fuse counter on it. Whenever a creature has four or more fuse counters on it, remove all fuse counters from it and destroy it. That creature deals 4 damage to its controller. Bone Dancer {1}{B}{B} Creature -- Zombie 2/2 Whenever Bone Dancer attacks and isn't blocked, you may put the top creature card from defending player's graveyard into play under your control. If you do, Bone Dancer deals no combat damage this turn. Bone Flute {3} Artifact {2}, {T}: All creatures get -1/-0 until end of turn. Bone Harvest {2}{B} Instant Put any number of target creature cards from your graveyard on top of your library. Draw a card at the beginning of the next turn's upkeep. Bone Mask {4} Artifact {2}, {T}: The next time a source of your choice would deal damage to you this turn, prevent that damage. For each 1 damage prevented this way, remove the top card of your library from the game. Bone Shaman {2}{R}{R} Creature -- Giant 3/3 {B}: Until end of turn, Bone Shaman gains "Creatures dealt damage by Bone Shaman this turn can't be regenerated this turn." Bone Shredder {2}{B} Creature -- Minion 1/1 Flying; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Bone Shredder comes into play, destroy target nonartifact, nonblack creature. Boneknitter {1}{B} Creature -- Zombie Cleric 1/1 {1}{B}: Regenerate target Zombie. Morph {2}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Boneshard Slasher {1}{B} Creature -- Horror 1/1 Flying Threshold -- Boneshard Slasher gets +2/+2 and has "When Boneshard Slasher becomes the target of a spell or ability, sacrifice it." (You have threshold as long as seven or more cards are in your graveyard.) Bonesplitter {1} Artifact -- Equipment Equipped creature gets +2/+0. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Bonethorn Valesk {4}{R} Creature -- Beast 4/2 Whenever a creature is turned face up, Bonethorn Valesk deals 1 damage to target creature or player. Booby Trap {6} Artifact As Booby Trap comes into play, name a card other than a basic land card and choose an opponent. Reveal all cards the chosen player draws as they're drawn. When a card drawn by the chosen player is the named card, sacrifice Booby Trap. If you do, it deals 10 damage to that player. Book Burning {1}{R} Sorcery Unless a player has Book Burning deal 6 damage to him or her, put the top six cards of target player's library into his or her graveyard. Book of Rass {6} Artifact {2}, Pay 2 life: Draw a card. Boomerang {U}{U} Instant Return target permanent to its owner's hand. Border Patrol {4}{W} Creature -- Nomad 1/6 Attacking doesn't cause Border Patrol to tap. Boris Devilboon {3}{B}{R} Creature -- Legend 2/2 {2}{B}{R}, {T}: Put a 1/1 black and red Minor Demon creature token into play. Bosh, Iron Golem {8} Artifact Creature -- Golem Legend 6/7 Trample {3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player. Bosium Strip {3} Artifact {3}, {T}: Until end of turn, if the top card in your graveyard is an instant or sorcery card, you may play that card as though it were in your hand. If a card played this way would be put into a graveyard this turn, remove it from the game instead. Bottle Gnomes {3} Artifact Creature -- Gnome 1/3 Sacrifice Bottle Gnomes: You gain 3 life. Bottle of Suleiman {4} Artifact {1}, Sacrifice Bottle of Suleiman: Flip a coin. If you lose the flip, Bottle of Suleiman deals 5 damage to you. If you win the flip, put a 5/5 Djinn artifact creature token with flying into play. Bottomless Pit {1}{B}{B} Enchantment At the beginning of each player's upkeep, that player discards a card at random from his or her hand. Bottomless Vault Land Bottomless Vault comes into play tapped. You may choose not to untap Bottomless Vault during your untap step. At the beginning of your upkeep, if Bottomless Vault is tapped, put a storage counter on it. {T}, Remove any number of storage counters from Bottomless Vault: Add {B} to your mana pool for each storage counter removed this way. Bouncing Beebles {2}{U} Creature -- Beeble 2/2 Bouncing Beebles is unblockable as long as defending player controls an artifact. Bounty Hunter {2}{B}{B} Creature -- Minion 2/2 {T}: Put a bounty counter on target nonblack creature. {T}: Destroy target creature with a bounty counter on it. Bounty of the Hunt {3}{G}{G} Instant You may remove a green card in your hand from the game rather than pay Bounty of the Hunt's mana cost. Choose one -- Target creature gets +3/+3 until end of turn; or target creature gets +2/+2 until end of turn and another target creature gets +1/+1 until end of turn; or three target creatures each get +1/+1 until end of turn. Braids, Cabal Minion {2}{B}{B} Creature -- Minion Legend 2/2 At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land. Braidwood Cup {3} Artifact {T}: You gain 1 life. Braidwood Sextant {1} Artifact {2}, {T}, Sacrifice Braidwood Sextant: Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library. Brain Freeze {1}{U} Instant Target player puts the top three cards of his or her library into his or her graveyard. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Braingeyser {X}{U}{U} Sorcery Target player draws X cards. Brainstorm {U} Instant Draw three cards, then put two cards from your hand on top of your library in any order. Brainwash {W} Enchant Creature Enchanted creature can't attack unless its controller pays {3}. (This cost is paid as attackers are declared.) Branchsnap Lorian {1}{G}{G} Creature -- Beast 4/1 Trample Morph {G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Brand {R} Instant Gain control of all permanents you own. (This effect doesn't end at end of turn.) Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Brand of Ill Omen {3}{R} Enchant Creature Cumulative upkeep {R} Enchanted creature's controller can't play creature spells. Branded Brawlers {R} Creature -- Soldier 2/2 Branded Brawlers can't attack if defending player controls an untapped land. Branded Brawlers can't block if you control an untapped land. Brass Herald {6} Artifact Creature -- Golem 2/2 As Brass Herald comes into play, choose a creature type. When Brass Herald comes into play, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order. Creatures of the chosen type get +1/+1. Brass Man {1} Artifact Creature 1/3 Brass Man doesn't untap during your untap step. {1}: Untap Brass Man. Play this ability only during your upkeep. Brass Secretary {3} Artifact Creature 2/1 {2}, Sacrifice Brass Secretary: Draw a card. Brassclaw Orcs {2}{R} Creature -- Orc 3/2 Brassclaw Orcs can't block a creature with power 2 or greater. Brass-Talon Chimera {4} Artifact Creature -- Chimera 2/2 First strike Sacrifice Brass-Talon Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains first strike. (This effect doesn't end at end of turn.) Bravado {1}{R} Enchant Creature Enchanted creature gets +1/+1 for each other creature you control. Brawl {3}{R}{R} Instant Until end of turn, all creatures gain "{T}: This creature deals damage equal to its power to target creature." Brawn {3}{G} Creature -- Incarnation 3/3 Trample As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample. Breach {2}{B} Instant Target creature gets +2/+0 and gains fear until end of turn. Break Asunder {2}{G}{G} Sorcery Destroy target artifact or enchantment. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Break Open {1}{R} Instant Turn target face-down creature an opponent controls face up. Breaking Point {1}{R}{R} Sorcery Destroy all creatures unless a player has Breaking Point deal 6 damage to him or her. Creatures destroyed this way can't be regenerated. Breaking Wave {2}{U}{U} Sorcery You may play Breaking Wave any time you could play an instant if you pay {2} more to play it. Simultaneously untap all tapped creatures and tap all untapped creatures. Breakthrough {X}{U} Sorcery Draw four cards, then choose X cards in your hand and discard the rest from it. Breath of Darigaaz {1}{R} Sorcery Kicker {2} (You may pay an additional {2} as you play this spell.) Breath of Darigaaz deals 1 damage to each creature without flying and each player. If the kicker cost was paid, Breath of Darigaaz deals 4 damage to each creature without flying and each player instead. Breath of Dreams {2}{U}{U} Enchantment Cumulative upkeep {U} Green creatures have "Cumulative upkeep {1}." Breath of Life {3}{W} Sorcery Return target creature card from your graveyard to play. Breathstealer {2}{B} Creature -- Nightstalker 2/2 {B}: Breathstealer gets +1/-1 until end of turn. Breathstealer's Crypt {2}{U}{B} Enchantment If a player would draw a card, instead he or she draws a card and reveals it. If it's a creature card, that player discards it from his or her hand unless he or she pays 3 life. Breeding Pit {3}{B} Enchantment At the beginning of your upkeep, sacrifice Breeding Pit unless you pay {B}{B}. At the end of your turn, put a 0/1 black Thrull creature token into play. Breezekeeper {3}{U} Creature -- Djinn 4/4 Flying, phasing Briar Patch {1}{G}{G} Enchantment Whenever a creature attacks you, it gets -1/-0 until end of turn. Briar Shield {G} Enchant Creature Enchanted creature gets +1/+1. Sacrifice Briar Shield: Enchanted creature gets +3/+3 until end of turn. Bribery {3}{U}{U} Sorcery Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library. Brightstone Ritual {R} Instant Add {R} to your mana pool for each Goblin in play. Brilliant Halo {1}{W} Enchant Creature Enchanted creature gets +1/+2. When Brilliant Halo is put into a graveyard from play, return Brilliant Halo to its owner's hand. Brine Hag {2}{U}{U} Creature -- Hag 2/2 When Brine Hag is put into a graveyard from play, all creatures that dealt damage to it this turn become 0/2. (This effect doesn't end at end of turn.) Brine Seer {3}{U} Creature -- Wizard 1/1 {2}{U}, {T}: Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way. Brine Shaman {1}{B} Creature -- Cleric 1/1 {T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn. {1}{U}{U}, Sacrifice a creature: Counter target creature spell. Brink of Madness {2}{B}{B} Enchantment At the beginning of your upkeep, if you have no cards in hand, sacrifice Brink of Madness. If you do, target opponent discards his or her hand. Broken Fall {2}{G} Enchantment Return Broken Fall to its owner's hand: Regenerate target creature. Broken Visage {4}{B} Instant Destroy target attacking nonartifact creature. It can't be regenerated. Put a black Spirit creature token into play with power and toughness equal to the power and toughness of that creature. Sacrifice the Spirit token at end of turn. Brontotherium {4}{G}{G} Creature -- Beast 5/3 Trample Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Bronze Horse {7} Artifact Creature 4/4 Trample If you control another creature, prevent all damage that would be dealt to Bronze Horse by spells that target it. Bronze Tablet {6} Artifact Remove Bronze Tablet from your deck before playing if you're not playing for ante. Bronze Tablet comes into play tapped. {4}, {T}: Target nontoken permanent's controller may pay 10 life. If he or she does, remove Bronze Tablet from the game. If he or she doesn't and Bronze Tablet is in play, you own that permanent and that player owns Bronze Tablet, then remove Bronze Tablet and that permanent from the game. Brood of Cockroaches {1}{B} Creature -- Insect 1/1 When Brood of Cockroaches is put into your graveyard from play, at end of turn, you lose 1 life and return Brood of Cockroaches to your hand. Brood Sliver {4}{G} Creature -- Sliver 3/3 Whenever a Sliver deals combat damage to a player, its controller may put a 1/1 colorless Sliver creature token into play. Broodhatch Nantuko {1}{G} Creature -- Insect Druid 1/1 Whenever Broodhatch Nantuko is dealt damage, you may put that many 1/1 green Insect creature tokens into play. Morph {2}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Broodstar {8}{U}{U} Creature -- Beast */* Affinity for artifacts (This spell costs {1} less to play for each artifact you control.) Flying Broodstar's power and toughness are each equal to the number of artifacts you control. Brothers of Fire {1}{R}{R} Creature -- Brother 2/2 {1}{R}{R}: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you. Browbeat {2}{R} Sorcery Unless a player has Browbeat deal 5 damage to him or her, target player draws three cards. Brown Ouphe {G} Creature -- Ouphe 1/1 {1}{G}, {T}: Counter target activated ability from an artifact source. (Mana abilities can't be countered.) Browse {2}{U}{U} Enchantment {2}{U}{U}: Look at the top five cards of your library, put one of them into your hand, then remove the rest from the game. Brush with Death {2}{B} Sorcery Buyback {2}{B}{B} (You may pay {2}{B}{B} in addition to any other costs as you play this spell. If you do, put Brush with Death into your hand instead of your graveyard as part of its resolution.) Target opponent loses 2 life. You gain 2 life. Brushland Land {T}: Add {1} to your mana pool. {T}: Add {G} or {W} to your mana pool. Brushland deals 1 damage to you. Brushwagg {1}{G}{G} Creature -- Brushwagg 3/2 Whenever Brushwagg blocks or becomes blocked, it gets -2/+2 until end of turn. Brutal Suppression {R} Enchantment Rebels' activated abilities cost an additional "Sacrifice a land" to play. Bubble Matrix {4} Artifact Prevent all damage that would be dealt to creatures. Bubbling Beebles {4}{U} Creature -- Beeble 3/3 Bubbling Beebles is unblockable as long as defending player controls an enchantment. Bubbling Muck {B} Sorcery Until end of turn, whenever a player taps a Swamp for mana, its controller adds {B} to his or her mana pool. Builder's Bane {X}{X}{R} Sorcery Destroy X target artifacts. Builder's Bane deals to each player damage equal to the number of artifacts he or she controlled destroyed this way. Bull Elephant {3}{G} Creature -- Elephant 4/4 When Bull Elephant comes into play, sacrifice it unless you return two Forests you control to their owner's hand. Bull Hippo {3}{G} Creature -- Hippo 3/3 Islandwalk Bullwhip {4} Artifact {2}, {T}: Bullwhip deals 1 damage to target creature. That creature attacks this turn if able. Bulwark {3}{R}{R} Enchantment At the beginning of your upkeep, Bulwark deals to target opponent damage equal to the number of cards in your hand greater than the number of cards in his or her hand. Buoyancy {1}{U} Enchant Creature You may play Buoyancy any time you could play an instant. Enchanted creature has flying. Burgeoning {G} Enchantment Whenever an opponent plays a land, you may put a land card from your hand into play. Buried Alive {2}{B} Sorcery Search your library for up to three creature cards and put them into your graveyard. Then shuffle your library. Burning Palm Efreet {2}{R}{R} Creature -- Efreet 2/2 {1}{R}{R}: Burning Palm Efreet deals 2 damage to target creature with flying and that creature loses flying until end of turn. Burning Sands {3}{R}{R} Enchantment Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land. Burning Shield Askari {2}{R} Creature -- Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {R}{R}: Burning Shield Askari gains first strike until end of turn. Burning Wish {1}{R} Sorcery Choose a sorcery card you own from outside the game, reveal that card, and put it into your hand. Remove Burning Wish from the game. Burnout {1}{R} Instant Counter target instant spell if it is blue. Draw a card at the beginning of the next turn's upkeep. Burnt Offering {B} Instant As an additional cost to play Burnt Offering, sacrifice a creature. Add to your mana pool an amount of mana equal to the sacrificed creature's converted mana cost in any combination of black and/or red mana. Burrowing {R} Enchant Creature Enchanted creature has mountainwalk. Burst of Energy {W} Instant Untap target permanent. Butcher Orgg {4}{R}{R}{R} Creature -- Orgg 6/6 You may divide Butcher Orgg's combat damage as you choose among defending player and/or any number of creatures he or she controls. Cabal Archon {2}{B} Creature -- Cleric 2/2 {B}, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life. Cabal Coffers Land {2}, {T}: Add {B} to your mana pool for each Swamp you control. Cabal Conditioning {6}{B} Sorcery Any number of target players each discards cards from his or her hand equal to the highest converted mana cost among permanents you control. Cabal Executioner {2}{B}{B} Creature -- Cleric 2/2 Whenever Cabal Executioner deals combat damage to a player, that player sacrifices a creature. Morph {3}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Cabal Inquisitor {1}{B} Creature -- Minion 1/1 Threshold -- {1}{B}, {T}, Remove two cards in your graveyard from the game: Target player discards a card from his or her hand. Play this ability only any time you could play a sorcery. (Play this ability only if seven or more cards are in your graveyard.) Cabal Interrogator {1}{B} Creature -- Zombie Wizard 1/1 {X}{B}, {T}: Target player reveals X cards from his or her hand and you choose one of them. That player discards that card. Play this ability only any time you could play a sorcery. Cabal Patriarch {3}{B}{B}{B} Creature -- Wizard Legend 5/5 {2}{B}, Sacrifice a creature: Target creature gets -2/-2 until end of turn. {2}{B}, Remove a creature card in your graveyard from the game: Target creature gets -2/-2 until end of turn. Cabal Pit Land {T}: Add {B} to your mana pool. Cabal Pit deals 1 damage to you. Threshold -- {B}, {T}, Sacrifice Cabal Pit: Target creature gets -2/-2 until end of turn. (Play this ability only if seven or more cards are in your graveyard.) Cabal Ritual {1}{B} Instant Add {B}{B}{B} to your mana pool. Threshold -- Instead add {B}{B}{B}{B}{B} to your mana pool. (You have threshold if seven or more cards are in your graveyard.) Cabal Shrine {1}{B}{B} Enchantment Whenever a player plays a spell, that player discards X cards from his or her hand, where X is the number of cards in all graveyards with the same name as that spell. Cabal Slaver {2}{B} Creature -- Cleric 2/1 Whenever a Goblin deals combat damage to a player, that player discards a card from his or her hand. Cabal Surgeon {2}{B}{B} Creature -- Minion 2/1 {2}{B}{B}, {T}, Remove two cards in your graveyard from the game: Return target creature card from your graveyard to your hand. Cabal Therapy {B} Sorcery Name a nonland card. Target player reveals his or her hand and discards from it all cards with that name. Flashback--Sacrifice a creature. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Cabal Torturer {1}{B}{B} Creature -- Minion 1/1 {B}, {T}: Target creature gets -1/-1 until end of turn. Threshold -- {3}{B}{B}, {T}: Target creature gets -2/-2 until end of turn. (Play this ability only if seven or more cards are in your graveyard.) Cabal Trainee {B} Creature -- Minion 1/1 Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn. Cackling Fiend {2}{B}{B} Creature -- Zombie 2/1 When Cackling Fiend comes into play, each opponent discards a card from his or her hand. Cackling Witch {1}{B} Creature -- Spellshaper 1/1 {X}{B}, {T}, Discard a card from your hand: Target creature gets +X/+0 until end of turn. Cadaverous Bloom {3}{B}{G} Enchantment Remove a card in your hand from the game: Add {B}{B} or {G}{G} to your mana pool. Cadaverous Knight {2}{B} Creature -- Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{B}{B}: Regenerate Cadaverous Knight. Cagemail {1}{W} Enchant Creature Enchanted creature gets +2/+2 and can't attack. Caldera Kavu {2}{R} Creature -- Kavu 2/2 {1}{B}: Caldera Kavu gets +1/+1 until end of turn. {G}: Caldera Kavu becomes the color of your choice until end of turn. Caldera Lake Land Caldera Lake comes into play tapped. {T}: Add {1} to your mana pool. {T}: Add {U} or {R} to your mana pool. Caldera Lake deals 1 damage to you. Call of the Herd {2}{G} Sorcery Put a 3/3 green Elephant creature token into play. Flashback {3}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Call of the Wild {2}{G}{G} Enchantment {2}{G}{G}: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard. Call to Arms {1}{W} Enchantment As Call to Arms comes into play, choose a color and an opponent. White creatures get +1/+1. When the chosen color isn't the most common color among permanents the chosen opponent controls, sacrifice Call to Arms. Call to the Grave {4}{B} Enchantment At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature. At end of turn, if no creatures are in play, sacrifice Call to the Grave. Caller of the Claw {2}{G} Creature -- Elf 2/2 You may play Caller of the Claw any time you could play an instant. When Caller of the Claw comes into play, put a 2/2 green Bear creature token into play for each nontoken creature put into your graveyard from play this turn. Caller of the Hunt {2}{G} Creature -- Lord */* As Caller of the Hunt comes into play, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures in play of the chosen type. Callous Giant {4}{R}{R} Creature -- Giant 4/4 If a source would deal 3 damage or less to Callous Giant, prevent that damage. Callous Oppressor {1}{U}{U} Creature -- Cephalid 1/2 You may choose not to untap Callous Oppressor during your untap step. As Callous Oppressor comes into play, an opponent chooses a creature type. {T}: Gain control of target creature that isn't of the chosen type as long as Callous Oppressor remains tapped. Calming Licid {2}{W} Creature -- Licid 2/2 {W}, {T}: Calming Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature can't attack" and "{W}: End the effect that created this ability." Calming Verse {3}{G} Sorcery Destroy all enchantments you don't control. Then, if you control an untapped land, destroy all enchantments you control. Caltrops {3} Artifact Whenever a creature attacks, Caltrops deals 1 damage to it. Camel {W} Creature -- Camel 0/1 Banding Prevent all damage that would be dealt to Camel or to creatures banded with Camel by Deserts. Camouflage {G} Instant Play Camouflage only during the declare attackers step. This turn, instead of declaring blockers, the defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures. Assign each pile to a different attacking creature at random, and any creatures in that pile that can block the creature do so. (Piles can be empty) Candelabra of Tawnos {1} Artifact {X}, {T}: Untap X target lands. Cannibalize {1}{B} Sorcery Choose a player and two target creatures that player controls. You remove one from the game and put two +1/+1 counters on the other. Canopy Claws {G} Instant Target creature loses flying until end of turn. Flashback {G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Canopy Crawler {3}{G} Creature -- Beast 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.) {T}: Target creature gets +1/+1 until end of turn for each +1/+1 counter on Canopy Crawler. Canopy Dragon {4}{G}{G} Creature -- Dragon 4/4 Trample {1}{G}: Canopy Dragon gains flying and loses trample until end of turn. Canopy Spider {1}{G} Creature -- Spider 1/3 Canopy Spider may block as though it had flying. Canopy Surge {1}{G} Sorcery Kicker {2} (You may pay an additional {2} as you play this spell.) Canopy Surge deals 1 damage to each creature with flying and each player. If the kicker cost was paid, Canopy Surge deals 4 damage to each creature with flying and each player instead. Cantivore {1}{W}{W} Creature -- Lhurgoyf */* Attacking doesn't cause Cantivore to tap. Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards. Canyon Drake {2}{R}{R} Creature -- Drake 1/2 Flying {1}, Discard a card at random from your hand: Canyon Drake gets +2/+0 until end of turn. Canyon Wildcat {1}{R} Creature -- Cat 2/1 Mountainwalk Capashen Knight {1}{W} Creature -- Knight 1/1 First strike {1}{W}: Capashen Knight gets +1/+0 until end of turn. Capashen Standard {W} Enchant Creature Enchanted creature gets +1/+1. {2}, Sacrifice Capashen Standard: Draw a card. Capashen Templar {2}{W} Creature -- Knight 2/2 {W}: Capashen Templar gets +0/+1 until end of turn. Capashen Unicorn {1}{W} Creature -- Unicorn 1/2 {1}{W}, {T}, Sacrifice Capashen Unicorn: Destroy target artifact or enchantment. Capsize {1}{U}{U} Instant Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Capsize into your hand instead of your graveyard as part of its resolution.) Return target permanent to its owner's hand. Captain Sisay {2}{G}{W} Creature -- Legend 2/2 {T}: Search your library for a Legend or legendary card, reveal that card, and put it into your hand. Then shuffle your library. Captain's Maneuver {X}{R}{W} Instant The next X damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead. Carapace {G} Enchant Creature Enchanted creature gets +0/+2. Sacrifice Carapace: Regenerate enchanted creature. Carbonize {2}{R} Instant Carbonize deals 3 damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Careful Study {U} Sorcery Draw two cards, then discard two cards from your hand. Caribou Range {2}{W}{W} Enchant Land Caribou Range can enchant only a land you control. Enchanted land has "{W}{W}, {T}: Put a 0/1 white Caribou creature token into play." Sacrifice a Caribou: You gain 1 life. Carnassid {4}{G}{G} Creature -- Beast 5/4 Trample {1}{G}: Regenerate Carnassid. Carnival of Souls {1}{B} Enchantment Whenever a creature comes into play, you lose 1 life and add {B} to your mana pool. Carnivorous Plant {3}{G} Creature -- Wall 4/5 (Walls can't attack.) Carnophage {B} Creature -- Zombie 2/2 At the beginning of your upkeep, tap Carnophage unless you pay 1 life. Carpet of Flowers {G} Enchantment At the beginning of your precombat main phase, you may add up to X mana of any one color to your mana pool, where X is the number of Islands target opponent controls. Carrier Pigeons {3}{W} Creature -- Bird 1/1 Flying When Carrier Pigeons comes into play, draw a card at the beginning of the next turn's upkeep. Carrion {1}{B}{B} Instant Sacrifice a creature. Put into play a number of 0/1 black Maggot creature tokens equal to the sacrificed creature's power. Carrion Ants {2}{B}{B} Creature -- Ant 0/1 {1}: Carrion Ants gets +1/+1 until end of turn. Carrion Beetles {B} Creature -- Insect 1/1 {2}{B}, {T}: Remove up to three target cards in a single graveyard from the game. Carrion Feeder {B} Creature -- Zombie 1/1 Carrion Feeder can't block. Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder. Carrion Rats {B} Creature -- Rat 2/1 Whenever Carrion Rats attacks or blocks, any player may remove a card in his or her graveyard from the game. If a player does, Carrion Rats deals no combat damage this turn. Carrion Wall {1}{B}{B} Creature -- Wall 3/2 (Walls can't attack.) {1}{B}: Regenerate Carrion Wall. Carrion Wurm {3}{B}{B} Creature -- Zombie Wurm 6/5 Whenever Carrion Wurm attacks or blocks, any player may remove three cards in his or her graveyard from the game. If a player does, Carrion Wurm deals no combat damage this turn. Carrionette {1}{B} Creature -- Skeleton 1/1 {2}{B}{B}: Remove Carrionette and target creature from the game unless that creature's controller pays {2}. Play this ability only if Carrionette is in your graveyard. Cartographer {2}{G} Creature -- Townsfolk 2/2 When Cartographer comes into play, you may return target land card from your graveyard to your hand. Casting of Bones {2}{B} Enchant Creature When enchanted creature is put into a graveyard, draw three cards, then discard one of them from your hand. Castle {3}{W} Enchantment Untapped creatures you control get +0/+2. Castle Sengir Land {T}: Add {1} to your mana pool. {1}, {T}: Add {B} to your mana pool. {2}, {T}: Add {U} or {R} to your mana pool. Cat Burglar {3}{B} Creature -- Minion 2/2 {2}{B}, {T}: Target player discards a card from his or her hand. Play this ability only any time you could play a sorcery. Cat Warriors {1}{G}{G} Creature -- Cat Warrior 2/2 Forestwalk Cataclysm {2}{W}{W} Sorcery Each player chooses from the permanents he or she controls an artifact, a creature, an enchantment, and a land, then sacrifices the rest. Catacomb Dragon {4}{B}{B} Creature -- Dragon 4/4 Flying Whenever Catacomb Dragon becomes blocked by a nonartifact, non-Dragon creature, that creature gets -X/-0 until end of turn, where X is half the creature's power, rounded down. Catalog {2}{U} Instant Draw two cards, then discard a card from your hand. Catalyst Stone {2} Artifact Flashback costs you pay cost up to {2} less. Flashback costs your opponents pay cost {2} more. Catapult Master {3}{W}{W} Creature -- Soldier Lord 3/3 Tap five untapped Soldiers you control: Remove target creature from the game. Catapult Squad {1}{W} Creature -- Soldier 2/1 Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature. Catastrophe {4}{W}{W} Sorcery Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated. Cateran Brute {2}{B} Creature -- Mercenary 2/2 {2}, {T}: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Cateran Enforcer {3}{B}{B} Creature -- Mercenary 4/3 Fear {4}, {T}: Search your library for a Mercenary card with converted mana cost 4 or less and put that card into play. Then shuffle your library. Cateran Kidnappers {2}{B}{B} Creature -- Mercenary 4/2 {3}, {T}: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Cateran Overlord {4}{B}{B}{B} Creature -- Mercenary 7/5 Sacrifice a creature: Regenerate Cateran Overlord. {6}, {T}: Search your library for a Mercenary card with converted mana cost 6 or less and put that card into play. Then shuffle your library. Cateran Persuader {B}{B} Creature -- Mercenary 2/1 {1}, {T}: Search your library for a Mercenary card with converted mana cost 1 or less and put that card into play. Then shuffle your library. Cateran Slaver {4}{B}{B} Creature -- Mercenary 5/5 Swampwalk {5}, {T}: Search your library for a Mercenary card with converted mana cost 5 or less and put that card into play. Then shuffle your library. Cateran Summons {B} Sorcery Search your library for a Mercenary card, reveal that card, and put it into your hand. Then shuffle your library. Cathedral of Serra Land White Legends you control have "bands with other Legends." Cathodion {3} Artifact Creature 3/3 When Cathodion is put into a graveyard from play, add {3} to your mana pool. Cauldron Dance {4}{B}{R} Instant Play Cauldron Dance only during combat. Return target creature card from your graveyard to play. That creature gains haste. Return it to your hand at end of turn. Put a creature card from your hand into play. That creature gains haste. Put it into your graveyard at end of turn. Caustic Tar {4}{B}{B} Enchant Land Enchanted land has "{T}: Target player loses 3 life." Caustic Wasps {2}{G} Creature -- Insect 1/1 Flying Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls. Cave People {1}{R}{R} Creature -- Cave-People 1/4 Whenever Cave People attacks, it gets +1/-2 until end of turn. {1}{R}{R}, {T}: Target creature gains mountainwalk until end of turn. Cave Sense {1}{R} Enchant Creature Enchanted creature gets +1/+1 and has mountainwalk. Cave Tiger {2}{G} Creature -- Cat 2/2 Whenever Cave Tiger becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Cave-In {3}{R}{R} Sorcery You may remove a red card in your hand from the game rather than pay Cave-In's mana cost. Cave-In deals 2 damage to each creature and each player. Cavern Crawler {2}{R} Creature -- Insect 0/3 Mountainwalk {R}: Cavern Crawler gets +1/-1 until end of turn. Cavern Harpy {U}{B} Creature -- Beast 2/1 Flying When Cavern Harpy comes into play, return a blue or black creature you control to its owner's hand. Pay 1 life: Return Cavern Harpy to its owner's hand. Caverns of Despair {2}{R}{R} Enchant World No more than two creatures may attack each combat. No more than two creatures may block each combat. Caves of Koilos Land {T}: Add {1} to your mana pool. {T}: Add {W} or {B} to your mana pool. Caves of Koilos deals 1 damage to you. Cease-Fire {2}{W} Instant Target player can't play creature spells this turn. Draw a card. Celestial Convergence {2}{W}{W} Enchantment Celestial Convergence comes into play with seven omen counters on it. At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw. Celestial Dawn {1}{W}{W} Enchantment Nonland cards you own that aren't in play, spells you control, and nonland permanents you control are white. Lands you control are Plains. Spells and abilities you control produce white mana instead of any other color. You may spend white mana as though it were mana of any color. Celestial Gatekeeper {3}{W}{W} Creature -- Bird Cleric 2/2 Flying When Celestial Gatekeeper is put into a graveyard from play, remove it from the game, then return up to two target Bird and/or Cleric cards from your graveyard to play. Celestial Prism {3} Artifact {2}, {T}: Add one mana of any color to your mana pool. Celestial Sword {6} Artifact {3}, {T}: Target creature you control gets +3/+3 until end of turn. Destroy it at end of turn. A creature destroyed this way can't be regenerated. Cemetery Gate {2}{B} Creature -- Wall 0/5 (Walls can't attack.) Protection from black Centaur Archer {1}{R}{G} Creature -- Centaur 3/2 {T}: Centaur Archer deals 1 damage to target creature with flying. Centaur Chieftain {3}{G} Creature -- Centaur 3/3 Haste Threshold -- When Centaur Chieftain comes into play, creatures you control get +1/+1 and gain trample until end of turn. (You have threshold if seven or more cards are in your graveyard.) Centaur Garden Land {T}: Add {G} to your mana pool. Centaur Garden deals 1 damage to you. Threshold -- {G}, {T}, Sacrifice Centaur Garden: Target creature gets +3/+3 until end of turn. (Play this ability only if seven or more cards are in your graveyard.) Centaur Glade {3}{G}{G} Enchantment {2}{G}{G}: Put a 3/3 green Centaur creature token into play. Centaur Rootcaster {3}{G} Creature -- Centaur Druid 2/2 Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library. Centaur Veteran {5}{G} Creature -- Centaur 3/3 Trample {G}, Discard a card from your hand: Regenerate Centaur Veteran. Cephalid Aristocrat {4}{U} Creature -- Cephalid 3/3 Whenever Cephalid Aristocrat becomes the target of a spell or ability, put the top two cards of your library into your graveyard. Cephalid Broker {3}{U} Creature -- Cephalid 2/2 {T}: Target player draws two cards, then discards two cards from his or her hand. Cephalid Coliseum Land {T}: Add {U} to your mana pool. Cephalid Coliseum deals 1 damage to you. Threshold -- {U}, {T}, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards from his or her hand. (Play this ability only if seven or more cards are in your graveyard.) Cephalid Constable {1}{U}{U} Creature -- Cephalid Wizard 1/1 Whenever Cephalid Constable deals combat damage to a player, return up to X target permanents that player controls to their owners' hands, where X is the damage it dealt to that player. Cephalid Illusionist {1}{U} Creature -- Cephalid Wizard 1/1 Whenever Cephalid Illusionist becomes the target of a spell or ability, put the top three cards of your library into your graveyard. {2}{U}, {T}: This turn prevent all combat damage that would be dealt to and dealt by target creature you control. Cephalid Inkshrouder {2}{U} Creature -- Cephalid 2/1 Discard a card from your hand: Cephalid Inkshrouder can't be the target of spells or abilities and is unblockable this turn. Cephalid Looter {2}{U} Creature -- Cephalid 2/1 {T}: Target player draws a card, then discards a card from his or her hand. Cephalid Pathmage {2}{U} Creature -- Cephalid Wizard 1/2 Cephalid Pathmage is unblockable. {T}, Sacrifice Cephalid Pathmage: Target creature is unblockable this turn. Cephalid Retainer {2}{U}{U} Creature -- Cephalid 2/3 {U}{U}: Tap target creature without flying. Cephalid Sage {3}{U} Creature -- Cephalid 2/3 Threshold -- When Cephalid Sage comes into play, draw three cards, then discard two cards from your hand. (You have threshold if seven or more cards are in your graveyard.) Cephalid Scout {1}{U} Creature -- Cephalid Wizard 1/1 Flying {2}{U}, Sacrifice a land: Draw a card. Cephalid Shrine {1}{U}{U} Enchantment Whenever a player plays a spell, counter that spell unless that player pays {X}, where X is the number of cards in all graveyards with the same name as the spell. Cephalid Snitch {1}{U} Creature -- Cephalid Wizard 1/1 Sacrifice Cephalid Snitch: Target creature loses protection from black until end of turn. Cephalid Vandal {1}{U} Creature -- Cephalid 1/1 At the beginning of your upkeep, put a shred counter on Cephalid Vandal. Then put the top card of your library into your graveyard for each shred counter on Cephalid Vandal. Ceremonial Guard {2}{R} Creature -- Soldier 3/4 When Ceremonial Guard attacks or blocks, destroy it at end of combat. Cerulean Wyvern {4}{U} Creature -- Drake 3/3 Flying, protection from green Cessation {2}{W} Enchant Creature Enchanted creature can't attack. When Cessation is put into a graveyard from play, return Cessation to its owner's hand. Ceta Disciple {U} Creature -- Wizard 1/1 {R}, {T}: Target creature gets +2/+0 until end of turn. {G}, {T}: Add one mana of any color to your mana pool. Ceta Sanctuary {2}{U} Enchantment At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card from your hand. If you control a red permanent and a green permanent, instead draw two cards, then discard a card from your hand. Cetavolver {1}{U} Creature -- Volver 1/1 Kicker {1}{R} and/or {G} If the {1}{R} kicker cost was paid, Cetavolver comes into play with two +1/+1 counters on it and with first strike. If the {G} kicker cost was paid, Cetavolver comes into play with a +1/+1 counter on it and with trample. Chain Lightning {R} Sorcery Chain Lightning deals 3 damage to target creature or player. Then that player or that creatures controller may pay {R}{R}. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain of Acid {3}{G} Sorcery Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy. Chain of Plasma {1}{R} Instant Chain of Plasma deals 3 damage to target creature or player. Then that player or that creature's controller may discard a card from his or her hand. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain of Silence {1}{W} Instant Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain of Smog {1}{B} Sorcery Target player discards two cards from his or her hand. That player may copy this spell and may choose a new target for that copy. Chain of Vapor {U} Instant Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain Stasis {U} Instant Tap or untap target creature. Then that creature's controller may pay {2}{U}. If the player does, he or she may copy this spell and may choose a new target for that copy. Chainer, Dementia Master {3}{B}{B} Creature -- Minion Legend 3/3 All Nightmares get +1/+1. {B}{B}{B}, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its creature types. When Chainer, Dementia Master leaves play, remove all Nightmares from the game. Chainer's Edict {1}{B} Sorcery Target player sacrifices a creature. Flashback {5}{B}{B} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Chainflinger {3}{R} Creature -- Beast 2/2 {1}{R}, {T}: Chainflinger deals 1 damage to target creature or player. Threshold -- {2}{R}, {T}: Chainflinger deals 2 damage to target creature or player. (Play this ability only if seven or more cards are in your graveyard.) Chains of Mephistopheles {1}{B} Enchantment If a player would draw a card except the first one he or she draws in a draw step, that player discards a card from his or her hand instead. If the player discards a card, he or she draws a card. If the player doesn't discard a card, he or she puts the top card of his or her library into his or her graveyard. Chalice of the Void {X}{X} Artifact Chalice of the Void comes into play with X charge counters on it. Whenever a player plays a spell with converted mana cost equal to the number of charge counters on Chalice of the Void, counter that spell. Chamber of Manipulation {2}{U}{U} Enchant Land Enchanted land has "{T}, Discard a card from your hand: Gain control of target creature until end of turn." Chambered Nautilus {2}{U} Creature -- Beast 2/2 Whenever Chambered Nautilus becomes blocked, you may draw a card. Chameleon Spirit {3}{U} Creature -- Illusion */* As Chameleon Spirit comes into play, choose a color. Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control. Chance Encounter {2}{R}{R} Enchantment Whenever you win a coin flip, put a luck counter on Chance Encounter. At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game. Chandler {4}{R} Creature -- Legend 3/3 {R}{R}{R}, {T}: Destroy target artifact creature. Change of Heart {W} Instant Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Change of Heart into your hand instead of your graveyard as part of its resolution.) Target creature can't attack this turn. Channel {G}{G} Sorcery Until end of turn, any time you could play a mana ability you may pay 1 life. If you do, add {1} to your mana pool. Chaos Charm {R} Instant Choose one -- Destroy target Wall; or Chaos Charm deals 1 damage to target creature; or target creature gains haste until end of turn. Chaos Harlequin {2}{R}{R} Creature -- Harlequin 2/4 {R}: Remove the top card of your library from the game. If that card is a land card, Chaos Harlequin gets -4/-0 until end of turn. Otherwise, Chaos Harlequin gets +2/+0 until end of turn. Chaos Lord {4}{R}{R}{R} Creature -- Lord 7/7 First strike, haste At the beginning of each player's upkeep, if the number of permanents is even, that player gains control of Chaos Lord. When Chaos Lord comes into play, it loses haste until end of turn. Chaos Moon {3}{R} Enchantment At the beginning of each player's upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of its normal type. Chaos Orb {2} Artifact {1}, {T}: If Chaos Orb is in play, flip Chaos Orb onto the playing area from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all permanents it touches. Then destroy Chaos Orb. Chaoslace {R} Instant Target spell or permanent becomes red. (Its mana symbols remain unchanged.) Chaosphere {2}{R} Enchant World Creatures with flying can't block creatures without flying. Creatures without flying may block as though they have flying. Chaotic Goo {2}{R}{R} Creature -- Ooze 0/0 Chaotic Goo comes into play with three +1/+1 counters on it. At the beginning of your upkeep, you may flip a coin. If you win the flip, add a +1/+1 counter to Chaotic Goo. If you lose the flip, remove a +1/+1 counter from Chaotic Goo. Chaotic Strike {1}{R} Instant Play Chaotic Strike only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card. Charcoal Diamond {2} Artifact Charcoal Diamond comes into play tapped. {T}: Add {B} to your mana pool. Charging Paladin {2}{W} Creature -- Knight 2/2 Whenever Charging Paladin attacks, it gets +0/+3 until end of turn. Charging Rhino {3}{G}{G} Creature -- Rhino 4/4 Charging Rhino can't be blocked by more than one creature. Charging Slateback {4}{R} Creature -- Beast 4/3 Charging Slateback can't block. Morph {4}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Charging Troll {2}{G}{W} Creature -- Troll 3/3 Attacking doesn't cause Charging Troll to tap. {G}: Regenerate Charging Troll. Chariot of the Sun {3} Artifact {2}, {T}: Target creature you control gains flying and has a toughness of 1 until end of turn. Charisma {U}{U}{U} Enchant Creature Whenever enchanted creature deals damage to a creature, you control that creature as long as Charisma remains in play. Charm Peddler {W} Creature -- Spellshaper 1/1 {W}, {T}, Discard a card from your hand: The next time a source of your choice would deal damage to target creature this turn, prevent that damage. Charmed Griffin {3}{W} Creature -- Griffin 3/3 Flying When Charmed Griffin comes into play, each other player may put an artifact or enchantment card into play from his or her hand. Charmed Pendant {4} Artifact {T}, Put the top card of your library into your graveyard: For each colored mana symbol in that card's mana cost, add one mana of that color to your mana pool. Play this ability only any time you could play an instant. (For example, if the card's mana cost is {3}{U}{U}{B}, you add {U}{U}{B} to your mana pool.) Chartooth Cougar {5}{R} Creature -- Cat Beast 4/4 {R}: Chartooth Cougar gets +1/+0 until end of turn. Mountaincycling {2} ({2}, Discard this card from your hand: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.) Chastise {3}{W} Instant Destroy target attacking creature. You gain life equal to its power. Chatter of the Squirrel {G} Sorcery Put a 1/1 green Squirrel creature token into play. Flashback {1}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Chieftain en-Dal {1}{W}{W} Creature -- Knight 2/2 Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn. Child of Gaea {3}{G}{G}{G} Creature -- Elemental 7/7 Trample At the beginning of your upkeep, sacrifice Child of Gaea unless you pay {G}{G}. {1}{G}: Regenerate Child of Gaea. Childhood Horror {3}{B} Creature -- Horror 2/2 Flying Threshold -- Childhood Horror gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.) Chill {1}{U} Enchantment Red spells cost {2} more to play. Chill Haunting {1}{B} Instant As an additional cost to play Chill Haunting, remove X creature cards in your graveyard from the game. Target creature gets -X/-X until end of turn. Chilling Apparition {2}{B} Creature -- Ghost 1/1 {B}: Regenerate Chilling Apparition. Whenever Chilling Apparition deals combat damage to a player, that player discards a card from his or her hand. Chime of Night {1}{B} Enchant Creature When Chime of Night is put into a graveyard from play, destroy target nonblack creature. Chimeric Idol {3} Artifact {0}: Tap all lands you control. Chimeric Idol becomes a 3/3 artifact creature until end of turn. Chimeric Sphere {3} Artifact {2}: Until end of turn, Chimeric Sphere becomes a 2/1 artifact creature with flying. {2}: Until end of turn, Chimeric Sphere becomes a 3/2 artifact creature without flying. Chimeric Staff {4} Artifact {X}: Chimeric Staff becomes an X/X artifact creature until end of turn. Chimney Imp {4}{B} Creature -- Imp 1/2 Flying When Chimney Imp is put into a graveyard from play, target opponent puts a card from his or her hand on top of his or her library. Chlorophant {G}{G}{G} Creature -- Elemental 1/1 At the beginning of your upkeep, you may put a +1/+1 counter on Chlorophant. Threshold -- At the beginning of your upkeep, you may put another +1/+1 counter on Chlorophant. (You have threshold as long as seven or more cards are in your graveyard.) Cho-Arrim Alchemist {W} Creature -- Spellshaper 1/1 {1}{W}{W}, {T}, Discard a card from your hand: The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Cho-Arrim Bruiser {5}{W} Creature -- Rebel 3/4 Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures. Cho-Arrim Legate {2}{W} Creature -- Soldier 1/2 Protection from black If an opponent controls a Swamp and you control a Plains, you may play Cho-Arrim Legate without paying its mana cost. Choke {2}{G} Enchantment Islands don't untap during their controllers' untap steps. Choking Sands {1}{B}{B} Sorcery Destroy target non-Swamp land. If that land is a nonbasic land, Choking Sands deals 2 damage to the land's controller. Choking Tethers {3}{U} Instant Tap up to four target creatures. Cycling {1}{U} ({1}{U}, Discard this card from your hand: Draw a card.) When you cycle Choking Tethers, you may tap target creature. Choking Vines {X}{G} Instant Play Choking Vines only during the declare blockers step. X target attacking creatures become blocked. Choking Vines deals 1 damage to each of those creatures. (This spell works on unblockable creatures.) Cho-Manno, Revolutionary {2}{W}{W} Creature -- Rebel Legend 2/2 Prevent all damage that would be dealt to Cho-Manno, Revolutionary. Cho-Manno's Blessing {W}{W} Enchant Creature You may play Cho-Manno's Blessing any time you could play an instant. As Cho-Manno's Blessing comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing. Chromatic Armor {1}{W}{U} Enchant Creature As Chromatic Armor comes into play, choose a color. Chromatic Armor comes into play with a sleight counter on it. Prevent all damage that would be dealt to enchanted creature by a source of the last chosen color. {X}: Put a sleight counter on Chromatic Armor and choose a color. X is the number of sleight counters on Chromatic Armor. Chromatic Sphere {1} Artifact {1}, {T}, Sacrifice Chromatic Sphere: Add one mana of any color to your mana pool. Draw a card. Chrome Mox {0} Artifact Imprint -- When Chrome Mox comes into play, you may remove a nonartifact, nonland card in your hand from the game. (The removed card is imprinted on this artifact.) {T}: Add one mana of any of the imprinted card's colors to your mana pool. Chromeshell Crab {4}{U} Creature -- Beast 3/3 Morph {4}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Chromeshell Crab is turned face up, you may exchange control of target creature you control and target creature an opponent controls. Chromium {2}{W}{W}{U}{U}{B}{B} Creature -- Elder Dragon Legend 7/7 Flying At the beginning of your upkeep, sacrifice Chromium unless you pay {W}{U}{B}. Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Chronatog {1}{U} Creature -- Atog 1/2 {0}: Chronatog gets +3/+3 until end of turn. You skip your next turn. Play this ability only once each turn. Chub Toad {2}{G} Creature -- Toad 1/1 Whenever Chub Toad blocks or becomes blocked, it gets +2/+2 until end of turn. Churning Eddy {3}{U} Sorcery Return target creature and target land to their owners' hands. Cinder Cloud {3}{R}{R} Instant Destroy target creature. If a white creature is put into a graveyard this way, Cinder Cloud deals to that creature's controller damage equal to the creature's power. Cinder Crawler {1}{R} Creature -- Salamander 1/2 {R}: Cinder Crawler gets +1/+0 until end of turn. Play this ability only if Cinder Crawler is blocked. Cinder Elemental {3}{R} Creature -- Elemental 2/2 {X}{R}, {T}, Sacrifice Cinder Elemental: Cinder Elemental deals X damage to target creature or player. Cinder Giant {3}{R} Creature -- Giant 5/3 At the beginning of your upkeep, Cinder Giant deals 2 damage to each other creature you control. Cinder Marsh Land {T}: Add {1} to your mana pool. {T}: Add {B} or {R} to your mana pool. Cinder Marsh doesn't untap during its controller's next untap step. Cinder Seer {3}{R} Creature -- Wizard 1/1 {2}{R}, {T}: Reveal any number of red cards in your hand. Cinder Seer deals X damage to target creature or player, where X is the number of cards revealed this way. Cinder Shade {1}{B}{R} Creature -- Shade 1/1 {B}: Cinder Shade gets +1/+1 until end of turn. {R}, Sacrifice Cinder Shade: Cinder Shade deals damage equal to its power to target creature. Cinder Wall {R} Creature -- Wall 3/3 (Walls can't attack.) When Cinder Wall blocks, destroy it at end of combat. Circle of Despair {1}{W}{B} Enchantment {1}, Sacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. Circle of Protection: Artifacts {1}{W} Enchantment {2}: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black {1}{W} Enchantment {1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue {1}{W} Enchantment {1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green {1}{W} Enchantment {1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red {1}{W} Enchantment {1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Shadow {1}{W} Enchantment {1}: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage. Circle of Protection: White {1}{W} Enchantment {1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Solace {3}{W} Enchantment As Circle of Solace comes into play, choose a creature type. {1}{W}: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage. Circling Vultures {B} Creature -- Bird 3/2 Flying You may discard Circling Vultures from your hand any time you could play an instant. At the beginning of your upkeep, sacrifice Circling Vultures unless you remove the top creature card in your graveyard from the game. Circular Logic {2}{U} Instant Counter target spell unless its controller pays {1} for each card in your graveyard. Madness {U} (You may play this card for its madness cost at the time you discard it from your hand.) Citadel of Pain {2}{R} Enchantment At the end of each player's turn, Citadel of Pain deals X damage to that player, where X is the number of untapped lands he or she controls. Citanul Centaurs {3}{G} Creature -- Centaur 6/3 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Citanul Centaurs can't be the target of spells or abilities. Citanul Druid {1}{G} Creature -- Druid 1/1 Whenever an opponent plays an artifact spell, put a +1/+1 counter on Citanul Druid. Citanul Flute {5} Artifact {X}, {T}: Search your library for a creature card with converted mana cost no greater than X. Reveal that card and put it into your hand. Then shuffle your library. Citanul Hierophants {3}{G} Creature -- Druid 3/2 Creatures you control have "{T}: Add {G} to your mana pool." City in a Bottle {2} Artifact Whenever a permanent from the Arabian Nights expansion other than City in a Bottle is in play, its controller sacrifices it. Players can't play cards from the Arabian Nights expansion. City of Brass Land Whenever City of Brass becomes tapped, it deals 1 damage to you. {T}: Add one mana of any color to your mana pool. City of Shadows Land {T}, Remove a creature you control from the game: Put a storage counter on City of Shadows. {T}: Add {X} to your mana pool, where X is the number of storage counters on City of Shadows. City of Solitude {2}{G} Enchantment Players can play spells and abilities only during their turn. (Triggered abilities are unaffected.) City of Traitors Land When you play another land, sacrifice City of Traitors. {T}: Add {2} to your mana pool. Civic Guildmage {W} Creature -- Wizard 1/1 {G}, {T}: Target creature gets +0/+1 until end of turn. {U}, {T}: Put target creature you control on top of its owner's library. Clairvoyance {U} Instant Look at target player's hand. Draw a card at the beginning of the next turn's upkeep. Claws of Gix {0} Artifact {1}, Sacrifice a permanent: You gain 1 life. Claws of Wirewood {3}{G} Sorcery Claws of Wirewood deals 3 damage to each creature with flying and each player. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Clay Statue {4} Artifact Creature 3/1 {2}: Regenerate Clay Statue. Cleanse {2}{W}{W} Sorcery Destroy all black creatures. Cleansing {W}{W}{W} Sorcery For each land, destroy that land unless any player pays 1 life. Cleansing Meditation {1}{W}{W} Sorcery Destroy all enchantments. Threshold -- Instead destroy all enchantments, then return to play all cards in your graveyard destroyed this way. (You have threshold if seven or more cards are in your graveyard.) Clear {1}{W} Instant Destroy target enchantment. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Clear the Land {2}{G} Sorcery Each player reveals the top five cards of his or her library, puts into play tapped all land cards revealed this way, and removes the rest from the game. Clergy en-Vec {1}{W} Creature -- Cleric 1/1 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Clergy of the Holy Nimbus {W} Creature -- Priest 1/1 If Clergy of the Holy Nimbus would be destroyed, regenerate it. {1}: Clergy of the Holy Nimbus can't be regenerated this turn. Only any opponent may play this ability. Clickslither {1}{R}{R}{R} Creature -- Insect 3/3 Haste Sacrifice a Goblin: Clickslither gets +2/+2 and gains trample until end of turn. Cloak of Confusion {1}{B} Enchant Creature Whenever enchanted creature attacks and isn't blocked, you may have it deal no combat damage this turn. If you do, defending player discards a card at random from his or her hand. Cloak of Invisibility {U} Enchant Creature Enchanted creature has phasing and can't be blocked except by Walls. Cloak of Mists {1}{U} Enchant Creature Enchanted creature is unblockable. Clockwork Avian {5} Artifact Creature 0/4 Flying Clockwork Avian comes into play with four +1/+0 counters on it. Clockwork Avian can't have more than four +1/+0 counters on it. At end of combat, if Clockwork Avian attacked or blocked this turn, remove a +1/+0 counter from it. {X}, {T}: Put X +1/+0 counters on Clockwork Avian. Play this ability only during your upkeep. Clockwork Beast {6} Artifact Creature 0/4 Clockwork Beast comes into play with seven +1/+0 counters on it. Clockwork Beast can't have more than seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it. {X}, {T}: Put X +1/+0 counters on Clockwork Beast. Play this ability only during your upkeep. Clockwork Beetle {1} Artifact Creature -- Insect 0/0 Clockwork Beetle comes into play with two +1/+1 counters on it. Whenever Clockwork Beetle attacks or blocks, remove a +1/+1 counter from it at end of combat. Clockwork Condor {4} Artifact Creature -- Bird 0/0 Flying Clockwork Condor comes into play with three +1/+1 counters on it. Whenever Clockwork Condor attacks or blocks, remove a +1/+1 counter from it at end of combat. Clockwork Dragon {7} Artifact Creature -- Dragon 0/0 Flying Clockwork Dragon comes into play with six +1/+1 counters on it. Whenever Clockwork Dragon attacks or blocks, remove a +1/+1 counter from it at end of combat. {3}: Put a +1/+1 counter on Clockwork Dragon. Clockwork Gnomes {4} Artifact Creature -- Gnome 2/2 {3}, {T}: Regenerate target artifact creature. Clockwork Steed {4} Artifact Creature 0/3 Clockwork Steed comes into play with four +1/+0 counters on it. Clockwork Steed can't be blocked by artifact creatures. Clockwork Steed can't have more than four +1/+0 counters on it. At end of combat, if Clockwork Steed attacked or blocked this turn, remove a +1/+0 counter from it. {X}, {T}: Put X +1/+0 counters on Clockwork Steed. Play this ability only during your upkeep. Clockwork Swarm {4} Artifact Creature 0/3 Clockwork Swarm comes into play with four +1/+0 counters on it. Clockwork Swarm can't be blocked by Walls. Clockwork Swarm can't have more than four +1/+0 counters on it. At end of combat, if Clockwork Swarm attacked or blocked this turn, remove a +1/+0 counter from it. {X}, {T}: Put X +1/+0 counters on Clockwork Swarm. Play this ability only during your upkeep. Clockwork Vorrac {5} Artifact Creature -- Beast 0/0 Trample Clockwork Vorrac comes into play with four +1/+1 counters on it. Whenever Clockwork Vorrac attacks or blocks, remove a +1/+1 counter from it at end of combat. {T}: Put a +1/+1 counter on Clockwork Vorrac. Clone {3}{U} Creature -- Clone 0/0 As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature. Close Quarters {2}{R}{R} Enchantment Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to target creature or player. Clot Sliver {1}{B} Creature -- Sliver 1/1 All Slivers have "{2}: Regenerate this creature." Cloud Cover {2}{W}{U} Enchantment Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner's hand. Cloud Djinn {5}{U} Creature -- Djinn 5/4 Flying Cloud Djinn may block only creatures with flying. Cloud Elemental {2}{U} Creature -- Elemental 2/3 Flying Cloud Elemental may block only creatures with flying. Cloud of Faeries {1}{U} Creature -- Faerie 1/1 Flying When Cloud of Faeries comes into play, if you played it from your hand, untap up to two lands. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Cloud Spirit {2}{U} Creature -- Spirit 3/1 Flying Cloud Spirit may block only creatures with flying. Cloud Sprite {U} Creature -- Faerie 1/1 Flying Cloud Sprite may block only creatures with flying. Cloudchaser Eagle {3}{W} Creature -- Bird 2/2 Flying When Cloudchaser Eagle comes into play, destroy target enchantment. Cloudpost Land -- Locus Cloudpost comes into play tapped. {T}: Add {1} to your mana pool for each Locus in play. Cloudreach Cavalry {1}{W} Creature -- Soldier 1/1 Cloudreach Cavalry gets +2/+2 and has flying as long as you control a Bird. Cloudskate {1}{U} Creature -- Illusion 2/2 Flying Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Clutch of Undeath {3}{B}{B} Enchant Creature Enchanted creature gets +3/+3 as long as it's a Zombie. Otherwise, it gets -3/-3. Coal Golem {5} Artifact Creature -- Golem 3/3 {3}, Sacrifice Coal Golem: Add {R}{R}{R} to your mana pool. Coalition Flag {W} Enchant Creature Coalition Flag can enchant only a creature you control. Enchanted creature's type is Flagbearer. Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer. Coalition Honor Guard {3}{W} Creature -- Flagbearer 2/4 Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer. Coalition Victory {3}{W}{U}{B}{R}{G} Sorcery You win the game if you control a land of each basic land type and a creature of each color. Coast Watcher {1}{U} Creature -- Bird Soldier 1/1 Flying, protection from green Coastal Drake {2}{U} Creature -- Drake 2/1 Flying {1}{U}, {T}: Return target Kavu to its owner's hand. Coastal Hornclaw {4}{U} Creature -- Bird 3/3 Sacrifice a land: Coastal Hornclaw gains flying until end of turn. Coastal Piracy {2}{U}{U} Enchantment Whenever a creature you control deals combat damage to an opponent, you may draw a card. Coastal Tower Land Coastal Tower comes into play tapped. {T}: Add {W} or {U} to your mana pool. Coat of Arms {5} Artifact Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if there are three Goblins in play, each gets +2/+2.) Cobalt Golem {4} Artifact Creature -- Golem 2/3 {1}{U}: Cobalt Golem gains flying until end of turn. Cockatrice {3}{G}{G} Creature -- Cockatrice 2/4 Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Cocoon {G} Enchant Creature Cocoon can enchant only a creature you control. Enchanted creature doesn't untap during your untap step if Cocoon has a pupa counter on it. When Cocoon comes into play, tap enchanted creature and put three pupa counters on Cocoon. At the beginning of your upkeep, remove a pupa counter from Cocoon. If you can't, sacrifice it and enchanted creature gets +1/+1 and gains flying. (This effect doesn't end at end of turn.) Coercion {2}{B} Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coffin Puppets {3}{B}{B} Creature -- Zombie 3/3 Sacrifice two lands: Return Coffin Puppets from your graveyard to play. Play this ability only during your upkeep and only if you control a Swamp. Coffin Purge {B} Instant Remove target card in a graveyard from the game. Flashback {B} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Coffin Queen {2}{B} Creature -- Wizard 1/1 You may choose not to untap Coffin Queen during your untap step. {2}{B}, {T}: Put target creature card from a graveyard into play under your control. Whenever Coffin Queen becomes untapped, remove all creatures put into play with it from the game. Whenever you lose control of Coffin Queen, remove all creatures put into play with it from the game. Cognivore {6}{U}{U} Creature -- Lhurgoyf */* Flying Cognivore's power and toughness are each equal to the number of instant cards in all graveyards. Coiled Tinviper {3} Artifact Creature 2/1 First strike Coiling Woodworm {2}{G} Creature -- Insect */1 Coiling Woodworm's power is equal to the number of Forests in play. Coils of the Medusa {1}{B} Enchant Creature Enchanted creature gets +1/-1. Sacrifice Coils of the Medusa: Destroy all non-Wall creatures blocking enchanted creature. Cold Snap {2}{W} Enchantment Cumulative upkeep {2} At the beginning of each player's upkeep, Cold Snap deals to that player damage equal to the number of snow-covered lands he or she controls. Cold Storage {4} Artifact {3}: Remove target creature you control from the game. Sacrifice Cold Storage: Put into play under their owners' control all cards removed from the game with Cold Storage. Collapsing Borders {3}{R} Enchantment At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands he or she controls. Then Collapsing Borders deals 3 damage to him or her. Collective Restraint {3}{U} Enchantment Creatures can't attack you unless their controller pays {X} for each creature attacking you, where X is the number of basic land types among lands you control. (This cost is paid as attackers are declared.) Collective Unconscious {4}{G}{G} Sorcery Draw a card for each creature you control. Colos Yearling {2}{R} Creature -- Beast 1/1 Mountainwalk {R}: Colos Yearling gets +1/+0 until end of turn. Colossus of Sardia {9} Artifact Creature 9/9 Trample Colossus of Sardia doesn't untap during your untap step. {9}: Untap Colossus of Sardia. Play this ability only during your upkeep. Combat Medic {2}{W} Creature -- Soldier 0/2 {1}{W}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Commander Eesha {2}{W}{W} Creature -- Bird Soldier Legend 2/4 Flying, protection from creatures Commander Greven il-Vec {3}{B}{B}{B} Creature -- Legend 7/5 Fear When Commander Greven il-Vec comes into play, sacrifice a creature. Commando Raid {2}{R} Instant Until end of turn, target creature you control gains When this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls. Common Cause {2}{W} Enchantment Nonartifact creatures get +2/+2 as long as they all share a color. Complex Automaton {4} Artifact Creature -- Golem 4/4 At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner's hand. Complicate {2}{U} Instant Counter target spell unless its controller pays {3}. Cycling {2}{U} ({2}{U}, Discard this card from your hand: Draw a card.) When you cycle Complicate, you may counter target spell unless its controller pays {1}. Compost {1}{G} Enchantment Whenever a black card is put into an opponent's graveyard, you may draw a card. Compulsion {1}{U} Enchantment {1}{U}, Discard a card from your hand: Draw a card. {1}{U}, Sacrifice Compulsion: Draw a card. Concentrate {2}{U}{U} Sorcery Draw three cards. Conch Horn {2} Artifact {1}, {T}, Sacrifice Conch Horn: Draw two cards, then put a card from your hand on top of your library. Concordant Crossroads {G} Enchant World All creatures have haste. Cone of Flame {3}{R}{R} Sorcery Cone of Flame deals 1 damage to target creature or player, 2 damage to another target creature or player, and 3 damage to a third target creature or player. Confessor {W} Creature -- Cleric 1/1 Whenever a player discards a card from his or her hand, you may gain 1 life. Confiscate {4}{U}{U} Enchant Permanent You control enchanted permanent. Confound {1}{U} Instant Counter target spell that targets one or more creatures. Draw a card. Confusion in the Ranks {3}{R}{R} Enchantment Whenever an artifact, creature, or enchantment comes into play, its controller chooses target permanent another player controls that shares a type with it. Exchange control of those permanents. Congregate {3}{W} Instant Target player gains 2 life for each creature in play. Conquer {3}{R}{R} Enchant Land You control enchanted land. Consecrate Land {W} Enchant Land Enchanted land can't be enchanted except by Consecrate Land. If enchanted land would be destroyed, remove all damage from it instead. Conservator {4} Artifact {3}, {T}: Prevent the next 2 damage that would be dealt to you this turn. Conspiracy {3}{B}{B} Enchantment As Conspiracy comes into play, choose a creature type. Creatures you control, creature spells you control on the stack, and creature cards you own that aren't in play or on the stack are of the chosen type. Constant Mists {1}{G} Instant Buyback--Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put Constant Mists into your hand instead of your graveyard as part of its resolution.) Prevent all combat damage that would be dealt this turn. Consume Spirit {X}{1}{B} Sorcery Spend only black mana on X. Consume Spirit deals X damage to target creature or player. You gain X life. Consume Strength {1}{B}{G} Instant Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn. Consuming Ferocity {1}{R} Enchant Creature Consuming Ferocity can enchant only a non-Wall creature. Enchanted creature gets +1/+0. At the beginning of your upkeep, put a +1/+0 counter on enchanted creature. If enchanted creature has three or more +1/+0 counters on it, enchanted creature deals damage equal to its power to its controller, then destroy enchanted creature and it can't be regenerated. Consumptive Goo {B}{B} Creature -- Ooze 1/1 {2}{B}{B}: Target creature gets -1/-1 until end of turn. Put a +1/+1 counter on Consumptive Goo. Contagion {3}{B}{B} Instant You may pay 1 life and remove a black card in your hand from the game rather than pay Contagion's mana cost. Distribute two -2/-1 counters among one or two target creatures. Contaminated Bond {1}{B} Enchant Creature Whenever enchanted creature attacks or blocks, its controller loses 3 life. Contamination {2}{B} Enchantment If a land is tapped for mana, it produces {B} instead of its normal type and amount. At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature. Contemplation {1}{W}{W} Enchantment Whenever you play a spell, you gain 1 life. Contempt {1}{U} Enchant Creature Whenever enchanted creature attacks, return it and Contempt to their owners' hands at end of combat. Contested Cliffs Land {T}: Add {1} to your mana pool. {R}{G}, {T}: Choose target Beast you control and target creature an opponent controls. Each creature deals damage equal to its power to the other. Contract from Below {B} Sorcery Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, add the top card of your library to the ante, then draw seven cards. Control Magic {2}{U}{U} Enchant Creature You control enchanted creature. Convalescence {1}{W} Enchantment At the beginning of your upkeep, if you have 10 life or less, you gain 1 life. Convalescent Care {1}{W}{W} Enchantment At the beginning of your upkeep, if you have 5 life or less, you gain 3 life and draw a card. Conversion {2}{W}{W} Enchantment All Mountains are Plains. At the beginning of your upkeep, sacrifice Conversion unless you pay {W}{W}. Conviction {1}{W} Enchant Creature Enchanted creature gets +1/+3. {W}: Return Conviction to its owner's hand. Convulsing Licid {2}{R} Creature -- Licid 2/2 {R}, {T}: Convulsing Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature can't block" and "{R}: End the effect that created this ability." Cooperation {2}{W} Enchant Creature Enchanted creature has banding. Copper Gnomes {2} Artifact Creature -- Gnome 1/1 {4}, Sacrifice Copper Gnomes: Put an artifact card from your hand into play. Copper Myr {2} Artifact Creature -- Myr 1/1 {T}: Add {G} to your mana pool. Copper Tablet {2} Artifact At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player. Copperhoof Vorrac {3}{G}{G} Creature -- Beast 2/2 Copperhoof Vorrac gets +1/+1 for each untapped permanent your opponents control. Copper-Leaf Angel {5} Artifact Creature -- Angel 2/2 Flying {T}, Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel. Copy Artifact {1}{U} Enchantment As Copy Artifact comes into play, you may choose an artifact in play. If you do, Copy Artifact comes into play as a copy of that artifact. It's still an enchantment. Coral Atoll Land If Coral Atoll would come into play, return an untapped Island you control to its owner's hand instead. If you do, put Coral Atoll into play tapped. If you don't, put it into its owner's graveyard. {T}: Add {1}{U} to your mana pool. Coral Eel {1}{U} Creature -- Eel 2/1 Coral Fighters {1}{U} Creature -- Merfolk 1/1 Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library. Coral Helm {3} Artifact {3}, Discard a card at random from your hand: Target creature gets +2/+2 until end of turn. Coral Merfolk {1}{U} Creature -- Merfolk 2/1 Coral Net {U} Enchant Creature Coral Net can enchant only a green or white creature. Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you discard a card from your hand." Coral Reef {U}{U} Enchantment Coral Reef comes into play with four polyp counters on it. Sacrifice an Island: Put two polyp counters on Coral Reef. {U}, Tap an untapped blue creature you control, Remove a polyp counter from Coral Reef: Put a +0/+1 counter on target creature. Cornered Market {2}{W} Enchantment Players can't play spells or nonbasic lands with the same name as a nontoken permanent. Corpse Dance {2}{B} Instant Buyback {2} (You may pay {2} in addition to any other costs as you play this spell. If you do, put Corpse Dance into your hand instead of your graveyard as part of its resolution.) Put the top creature card from your graveyard into play. That creature gains haste. Remove the creature from the game at end of turn. Corpse Harvester {3}{B}{B} Creature -- Zombie Wizard 3/3 {1}{B}, {T}, Sacrifice a creature: Search your library for a Zombie card and a Swamp card, reveal them, and put them into your hand. Then shuffle your library. Corrosion {1}{B}{R} Enchantment Cumulative upkeep {1} At the beginning of your upkeep, put a rust counter on each artifact target opponent controls. Then, for each artifact any opponent controls, if the number of rust counters on that artifact equals or exceeds its converted mana cost, destroy the artifact. Artifacts destroyed this way can't be regenerated. When Corrosion leaves play, remove all rust counters from all artifacts. Corrupt {5}{B} Sorcery Corrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way. Corrupt Official {4}{B} Creature -- Minion 3/1 {2}{B}: Regenerate Corrupt Official. Whenever Corrupt Official becomes blocked, defending player discards a card at random from his or her hand. Corrupting Licid {2}{B} Creature -- Licid 2/2 {B}, {T}: Corrupting Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has fear" and "{B}: End the effect that created this ability." Cosmic Horror {3}{B}{B}{B} Creature -- Horror 7/7 First strike At the beginning of your upkeep, unless you pay {3}{B}{B}{B}, sacrifice Cosmic Horror and it deals 7 damage to you. Counterspell {U}{U} Instant Counter target spell. Cover of Darkness {1}{B} Enchantment As Cover of Darkness comes into play, choose a creature type. Creatures of the chosen type have fear. Covert Operative {4}{U} Creature -- Wizard 3/2 Covert Operative is unblockable. Covetous Dragon {4}{R} Creature -- Dragon 6/5 Flying When you control no artifacts, sacrifice Covetous Dragon. Cowardice {3}{U}{U} Enchantment Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. Crackdown {2}{W} Enchantment Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps. Crackling Club {R} Enchant Creature Enchanted creature gets +1/+0. Sacrifice Crackling Club: Crackling Club deals 1 damage to target creature. Cradle Guard {1}{G}{G} Creature -- Treefolk 4/4 Trample; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Crafty Pathmage {2}{U} Creature -- Wizard 1/1 {T}: Target creature with power 2 or less is unblockable this turn. Crag Saurian {R}{R}{R} Creature -- Lizard 4/4 Whenever a source deals damage to Crag Saurian, that source's controller gains control of Crag Saurian. Crash {2}{R} Instant You may sacrifice a Mountain rather than pay Crash's mana cost. Destroy target artifact. Crash of Rhinos {6}{G}{G} Creature -- Rhino 8/4 Trample Crashing Boars {3}{G}{G} Creature -- Boar 4/4 Whenever Crashing Boars attacks, defending player chooses an untapped creature he or she controls. That creature blocks Crashing Boars this turn if able. Crashing Centaur {4}{G}{G} Creature -- Centaur 3/4 {G}, Discard a card from your hand: Crashing Centaur gains trample until end of turn. Threshold -- Crashing Centaur gets +2/+2 and can't be the target of spells or abilities. (You have threshold as long as seven or more cards are in your graveyard.) Crater Hellion {4}{R}{R} Creature -- Beast 6/6 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Crater Hellion comes into play, it deals 4 damage to each other creature. Craven Giant {2}{R} Creature -- Giant 4/1 Craven Giant can't block. Craw Giant {3}{G}{G}{G}{G} Creature -- Giant 6/4 Trample Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Craw Wurm {4}{G}{G} Creature -- Wurm 6/4 Crawlspace {3} Artifact No more than two creatures may attack you each combat. Crazed Armodon {2}{G}{G} Creature -- Elephant 3/3 {G}: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed Armodon at end of turn. Play this ability only once each turn. Crazed Firecat {5}{R}{R} Creature -- Cat 4/4 When Crazed Firecat comes into play, flip a coin until you lose a flip. Put a +1/+1 counter on Crazed Firecat for each flip you win. Crazed Skirge {3}{B} Creature -- Imp 2/2 Flying; haste Creature Bond {1}{U} Enchant Creature When enchanted creature is put into a graveyard, Creature Bond deals damage equal to that creature's toughness to the creature's controller. Credit Voucher {2} Artifact {2}, {T}, Sacrifice Credit Voucher: Shuffle any number of cards from your hand into your library, then draw that many cards. Creeping Mold {2}{G}{G} Sorcery Destroy target artifact, enchantment, or land. Cremate {B} Instant Remove target card in a graveyard from the game. Draw a card. Crenellated Wall {4} Artifact Creature -- Wall 0/4 (Walls can't attack.) {T}: Target creature gets +0/+4 until end of turn. Crested Craghorn {4}{R} Creature -- Beast 4/1 Haste Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Crevasse {2}{R} Enchantment Creatures with mountainwalk may be blocked as though they didn't have mountainwalk. Crimson Acolyte {1}{W} Creature -- Cleric 1/1 Protection from red {W}: Target creature gains protection from red until end of turn. Crimson Hellkite {6}{R}{R}{R} Creature -- Dragon 6/6 Flying {X}, {T}: Crimson Hellkite deals X damage to target creature. Spend only red mana this way. Crimson Kobolds {0} Creature -- Kobold 0/1 Crimson Kobolds is red. Crimson Manticore {2}{R}{R} Creature -- Manticore 2/2 Flying {R}, {T}: Crimson Manticore deals 1 damage to target attacking or blocking creature. Crimson Roc {4}{R} Creature -- Roc 2/2 Flying Whenever Crimson Roc blocks a creature without flying, Crimson Roc gets +1/+0 and gains first strike until end of turn. Crippling Fatigue {1}{B}{B} Sorcery Target creature gets -2/-2 until end of turn. Flashback--{1}{B}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Cromat {W}{U}{B}{R}{G} Creature -- Legend 5/5 {W}{B}: Destroy target creature blocking or blocked by Cromat. {U}{R}: Cromat gains flying until end of turn. {B}{G}: Regenerate Cromat. {R}{W}: Cromat gets +1/+1 until end of turn. {G}{U}: Put Cromat on top of its owner's library. Crookclaw Elder {5}{U} Creature -- Bird Wizard 3/2 Flying Tap two untapped Birds you control: Draw a card. Tap two untapped Wizards you control: Target creature gains flying until end of turn. Crooked Scales {4} Artifact {4}, {T}: Flip a coin. If you win the flip, destroy target creature an opponent controls. If you lose the flip, destroy target creature you control unless you pay {3} and repeat this process. Crookshank Kobolds {0} Creature -- Kobold 0/1 Crookshank Kobolds is red. Crop Rotation {G} Instant As an additional cost to play Crop Rotation, sacrifice a land. Search your library for a land card and put that card into play. Then shuffle your library. Crosis, the Purger {3}{U}{B}{R} Creature -- Dragon Legend 6/6 Flying Whenever Crosis, the Purger deals combat damage to a player, you may pay {2}{B}. If you do, choose a color. That player reveals his or her hand and discards all cards of that color from it. Crosis's Attendant {5} Artifact Creature -- Golem 3/3 {1}, Sacrifice Crosis's Attendant: Add {U}{B}{R} to your mana pool. Crosis's Catacombs Land -- Lair When Crosis's Catacombs comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {U}, {B}, or {R} to your mana pool. Crosis's Charm {U}{B}{R} Instant Choose one -- Return target permanent to its owner's hand; or destroy target nonblack creature, and it can't be regenerated; or destroy target artifact. Crossbow Ambush {G} Instant Creatures you control may block as though they had flying this turn. Crossbow Infantry {1}{W} Creature -- Soldier 1/1 {T}: Crossbow Infantry deals 1 damage to target attacking or blocking creature. Crosswinds {1}{G} Enchantment Creatures with flying get -2/-0. Crovax the Cursed {2}{B}{B} Creature -- Vampire Legend 0/0 Crovax the Cursed comes into play with four +1/+1 counters on it. At the beginning of your upkeep, you may sacrifice a creature. If you do, put a +1/+1 counter on Crovax. If you don't, remove a +1/+1 counter from Crovax. {B}: Crovax gains flying until end of turn. Crowd Favorites {6}{W} Creature -- Soldier 4/4 {3}{W}: Tap target creature. {3}{W}: Crowd Favorites gets +0/+5 until end of turn. Crown of Ascension {1}{U} Enchant Creature Enchanted creature has flying. Sacrifice Crown of Ascension: Enchanted creature and other creatures that share a creature type with it gain flying until end of turn. Crown of Awe {1}{W} Enchant Creature Enchanted creature has protection from black and from red. Sacrifice Crown of Awe: Enchanted creature and other creatures that share a creature type with it gain protection from black and from red until end of turn. Crown of Flames {R} Enchant Creature {R}: Enchanted creature gets +1/+0 until end of turn. {R}: Return Crown of Flames to its owner's hand. Crown of Fury {1}{R} Enchant Creature Enchanted creature gets +1/+0 and has first strike. Sacrifice Crown of Fury: Enchanted creature and other creatures that share a creature type with it get +1/+0 and gain first strike until end of turn. Crown of Suspicion {1}{B} Enchant Creature Enchanted creature gets +2/-1. Sacrifice Crown of Suspicion: Enchanted creature and other creatures that share a creature type with it get +2/-1 until end of turn. Crown of the Ages {2} Artifact {4}, {T}: Move target enchantment enchanting a creature to another creature. Crown of Vigor {1}{G} Enchant Creature Enchanted creature gets +1/+1. Sacrifice Crown of Vigor: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn. Crude Rampart {3}{W} Creature -- Wall 4/5 (Walls can't attack.) Morph {4}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Cruel Revival {4}{B} Instant Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to your hand. Crumble {G} Instant Destroy target artifact. It can't be regenerated. That artifact's controller gains life equal to its converted mana cost. Crumbling Sanctuary {5} Artifact For each 1 damage that would be dealt to a player, that player removes the top card of his or her library from the game instead. Crusade {W}{W} Enchantment White creatures get +1/+1. Crusading Knight {2}{W}{W} Creature -- Knight 2/2 Protection from black Crusading Knight gets +1/+1 for each Swamp your opponents control. Crush of Wurms {6}{G}{G}{G} Sorcery Put three 6/6 green Wurm creature tokens into play. Flashback {9}{G}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Crypt Angel {4}{B} Creature -- Angel 3/3 Flying, protection from white When Crypt Angel comes into play, return target blue or red creature card from your graveyard to your hand. Crypt Cobra {3}{B} Creature -- Cobra 3/3 Whenever Crypt Cobra attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.) Crypt Creeper {1}{B} Creature -- Zombie 2/1 Sacrifice Crypt Creeper: Remove target card in a graveyard from the game. Crypt Rats {2}{B} Creature -- Rat 1/1 {X}: Crypt Rats deals X damage to each creature and each player. Spend only black mana this way. Crypt Sliver {1}{B} Creature -- Sliver 1/1 All Slivers have {T}: Regenerate target Sliver. Cryptic Gateway {5} Artifact Tap two untapped creatures you control: You may put a creature card from your hand into play that shares a creature type with each creature tapped this way. Crystal Chimes {3} Artifact {3}, {T}, Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand. Crystal Golem {4} Artifact Creature -- Golem 3/3 At the end of your turn, Crystal Golem phases out. Crystal Quarry Land {T}: Add {1} to your mana pool. {5}, {T}: Add {W}{U}{B}{R}{G} to your mana pool. Crystal Rod {1} Artifact Whenever a player plays a blue spell, you may pay {1}. If you do, you gain 1 life. Crystal Shard {3} Artifact {3}, {T} or {U}, {T}: Return target creature to its owner's hand unless its controller pays {1}. Crystal Spray {2}{U} Instant Change the text of target spell or permanent by replacing all instances of one color word or basic land type with another until end of turn. Draw a card. Crystal Vein Land {T}: Add {1} to your mana pool. {T}, Sacrifice Crystal Vein: Add {2} to your mana pool. Crystalline Sliver {W}{U} Creature -- Sliver 2/2 Slivers can't be the targets of spells or abilities. Culling Scales {3} Artifact At the beginning of your upkeep, destroy target nonland permanent with the lowest converted mana cost among nonland permanents in play. (If two or more permanents are tied for lowest cost, target any one of them.) Culling the Weak {B} Instant As an additional cost to play Culling the Weak, sacrifice a creature. Add {B}{B}{B}{B} to your mana pool. Cultural Exchange {4}{U}{U} Sorcery Choose any number of creatures target player controls. Choose the same number of creatures another target player controls. Those players exchange control of those creatures. (This effect doesn't end at end of turn.) Cunning {1}{U} Enchant Creature Enchanted creature gets +3/+3. When enchanted creature attacks or blocks, sacrifice Cunning at end of turn. Cunning Wish {2}{U} Instant Choose an instant card you own from outside the game, reveal that card, and put it into your hand. Remove Cunning Wish from the game. Cuombajj Witches {B}{B} Creature -- Witch 1/3 {T}: Cuombajj Witches deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice. Curfew {U} Instant Each player returns a creature he or she controls to its owner's hand. Curiosity {U} Enchant Creature Whenever enchanted creature deals damage to an opponent, you may draw a card. Curse Artifact {2}{B}{B} Enchant Artifact At the beginning of the upkeep of enchanted artifact's controller, Curse Artifact deals 2 damage to that player unless he or she sacrifices enchanted artifact. Curse of Marit Lage {3}{R}{R} Enchantment When Curse of Marit Lage comes into play, tap all Islands. Islands don't untap during their controllers' untap steps. Cursed Flesh {B} Enchant Creature Enchanted creature gets -1/-1 and has fear. Cursed Land {2}{B}{B} Enchant Land At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player. Cursed Monstrosity {4}{B} Creature -- Horror 4/3 Flying Whenever Cursed Monstrosity becomes the target of a spell or ability, sacrifice it unless you discard a land card from your hand. Cursed Rack {4} Artifact As Cursed Rack comes into play, choose an opponent. The chosen player's maximum hand size is 4. Cursed Scroll {1} Artifact {3}, {T}: Name a card. An opponent chooses a card at random from your hand. Reveal that card. If the card is the named card, Cursed Scroll deals 2 damage to target creature or player. Cursed Totem {2} Artifact Players can't play creatures' activated abilities. Custody Battle {1}{R} Enchant Creature Enchanted creature has At the beginning of your upkeep, target opponent gains control of this creature unless you sacrifice a land. Customs Depot {1}{U} Enchantment Whenever you play a creature spell, you may pay {1}. If you do, draw a card, then discard a card from your hand. Cycle of Life {1}{G}{G} Enchantment Return Cycle of Life to its owner's hand: Target creature you played this turn is 0/1 until your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature. Cyclone {2}{G}{G} Enchantment Cumulative upkeep {G} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay {G} for each age counter on it.) Whenever you pay Cyclone's cumulative upkeep, it deals damage equal to the number of age counters on Cyclone to each creature and player. Cyclopean Mummy {1}{B} Creature -- Mummy 2/1 When Cyclopean Mummy is put into a graveyard from play, remove Cyclopean Mummy from the game. Cyclopean Tomb {4} Artifact {2}, {T}: Put a mire counter on target land. That land is a Swamp as long as it has a mire counter on it. Play this ability only during your upkeep. When Cyclopean Tomb leaves play, at the beginning of each of your upkeeps until the end of the game, remove one of those mire counters. Dakkon Blackblade {2}{W}{U}{U}{B} Creature -- Legend */* Dakkon Blackblade's power and toughness are each equal to the number of lands you control. Dakmor Lancer {4}{B}{B} Creature -- Knight 3/3 When Dakmor Lancer comes into play, destroy target nonblack creature. Damping Engine {4} Artifact A player who controls more permanents than any other can't play lands or artifact, creature, or enchantment spells. That player may sacrifice a permanent to ignore this effect until end of turn. Damping Field {2}{W} Enchantment Players can't untap more than one artifact during their untap steps. Damping Matrix {3} Artifact Activated abilities of artifacts and creatures can't be played unless they're mana abilities. Dance of Many {U}{U} Enchantment When Dance of Many comes into play, put a token into play as a copy of target nontoken creature. When Dance of Many leaves play, remove the creature token from the game. When the creature token leaves play, sacrifice Dance of Many. At the beginning of your upkeep, sacrifice Dance of Many unless you pay {U}{U}. Dance of the Dead {1}{B} Enchantment When Dance of the Dead comes into play, if it's in play, it becomes an enchant creature. Put target creature card from a graveyard into play tapped under your control enchanted by Dance of the Dead. Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay {1}{B}. If he or she does, untap enchanted creature. When Dance of the Dead leaves play, destroy enchanted creature. It can't be regenerated. Dancing Scimitar {4} Artifact Creature 1/5 Flying Dandan {U}{U} Creature -- Dandan 4/1 Dandan can't attack unless defending player controls an Island. When you control no Islands, sacrifice Dandan. Daraja Griffin {3}{W} Creature -- Griffin 2/2 Flying Sacrifice Daraja Griffin: Destroy target black creature. Darba {3}{G} Creature -- Beast 5/4 At the beginning of your upkeep, sacrifice Darba unless you pay {G}{G}. Darigaaz, the Igniter {3}{B}{R}{G} Creature -- Dragon Legend 6/6 Flying Whenever Darigaaz, the Igniter deals combat damage to a player, you may pay {2}{R}. If you do, choose a color. That player reveals his or her hand and Darigaaz deals X damage to him or her, where X is the number of cards revealed of that color. Darigaaz's Attendant {5} Artifact Creature -- Golem 3/3 {1}, Sacrifice Darigaaz's Attendant: Add {B}{R}{G} to your mana pool. Darigaaz's Caldera Land -- Lair When Darigaaz's Caldera comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {B}, {R}, or {G} to your mana pool. Darigaaz's Charm {B}{R}{G} Instant Choose one -- Return target creature card from your graveyard to your hand; or Darigaaz's Charm deals 3 damage to target creature or player; or target creature gets +3/+3 until end of turn. Daring Apprentice {1}{U}{U} Creature -- Wizard 1/1 {T}, Sacrifice Daring Apprentice: Counter target spell. Daring Leap {1}{W}{U} Instant Target creature gets +1/+1 and gains flying and first strike until end of turn. Dark Banishing {2}{B} Instant Destroy target nonblack creature. It can't be regenerated. Dark Hatchling {4}{B}{B} Creature -- Horror 3/3 Flying When Dark Hatchling comes into play, destroy target nonblack creature. It can't be regenerated. Dark Heart of the Wood {B}{G} Enchantment Sacrifice a Forest: You gain 3 life. Dark Maze {4}{U} Creature -- Wall 4/5 (Walls can't attack.) {0}: Dark Maze may attack this turn as though it weren't a Wall. Remove it from the game at end of turn. Dark Privilege {1}{B} Enchant Creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature. Dark Ritual {B} Instant Add {B}{B}{B} to your mana pool. Dark Sphere {0} Artifact {T}, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, it deals half that damage, rounded up, instead. Dark Supplicant {B} Creature -- Cleric 1/1 {T}, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it into play. If you search your library this way, shuffle it. Dark Suspicions {2}{B}{B} Enchantment At the beginning of each opponent's upkeep, that player loses 1 life for each card in his or her hand more than you have in your hand. Dark Triumph {4}{B} Instant If you control a Swamp, you may sacrifice a creature rather than pay Dark Triumph's mana cost. Creatures you control get +2/+0 until end of turn. Darkest Hour {B} Enchantment All creatures are black. Darkling Stalker {3}{B} Creature -- Shade 1/1 {B}: Regenerate Darkling Stalker. {B}: Darkling Stalker gets +1/+1 until end of turn. Darkness {B} Instant Prevent all combat damage that would be dealt this turn. Darkpact {B}{B}{B} Sorcery Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. That card's previous owner owns Darkpact. Put that card on top of your library and Darkpact into the ante. Darkwatch Elves {2}{G} Creature -- Elf 2/2 Protection from black Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Darkwater Catacombs Land {1}, {T}: Add {U}{B} to your mana pool. Darkwater Egg {1} Artifact {2}, {T}, Sacrifice Darkwater Egg: Add {U}{B} to your mana pool. Draw a card. Darting Merfolk {1}{U} Creature -- Merfolk 1/1 {U}: Return Darting Merfolk to its owner's hand. Daru Cavalier {3}{W} Creature -- Soldier 2/2 First strike When Daru Cavalier comes into play, you may search your library for a card named Daru Cavalier, reveal it, and put it into your hand. If you do, shuffle your library. Daru Encampment Land {T}: Add {1} to your mana pool. {W}, {T}: Target Soldier gets +1/+1 until end of turn. Daru Healer {2}{W} Creature -- Cleric 1/2 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Morph {W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Daru Lancer {4}{W}{W} Creature -- Soldier 3/4 First strike Morph {2}{W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Daru Mender {W} Creature -- Cleric 1/1 Morph {W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Daru Mender is turned face up, regenerate target creature. Daru Sanctifier {3}{W} Creature -- Cleric 1/4 Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Daru Sanctifier is turned face up, destroy target enchantment. Daru Spiritualist {1}{W} Creature -- Cleric 1/1 Whenever a Cleric you control becomes the target of a spell or ability, it gets +0/+2 until end of turn. Daru Stinger {3}{W} Creature -- Soldier 1/1 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Soldier card you reveal in your hand.) {T}: Daru Stinger deals damage equal to the number of +1/+1 counters on it to target attacking or blocking creature. Daru Warchief {2}{W}{W} Creature -- Soldier 1/1 Soldier spells you play cost {1} less to play. Soldiers you control get +1/+2. Daughter of Autumn {2}{G}{G} Creature -- Legend 2/4 {W}: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead. Daunting Defender {4}{W} Creature -- Cleric 3/3 If a source would deal damage to a Cleric you control, prevent 1 of that damage. Dauthi Cutthroat {1}{B} Creature -- Minion 1/1 Shadow (This creature may block or be blocked by only creatures with shadow.) {1}{B}, {T}: Destroy target creature with shadow. Dauthi Embrace {2}{B} Enchantment {B}{B}: Target creature gains shadow until end of turn. (It may block or be blocked by only creatures with shadow.) Dauthi Ghoul {1}{B} Creature -- Zombie 1/1 Shadow (This creature may block or be blocked by only creatures with shadow.) Whenever a creature with shadow is put into a graveyard from play, put a +1/+1 counter on Dauthi Ghoul. Dauthi Horror {1}{B} Creature -- Beast 2/1 Shadow (This creature may block or be blocked by only creatures with shadow.) Dauthi Horror can't be blocked by white creatures. Dauthi Jackal {2}{B} Creature -- Hound 2/1 Shadow (This creature may block or be blocked by only creatures with shadow.) {B}{B}, Sacrifice Dauthi Jackal: Destroy target blocking creature. Dauthi Marauder {2}{B} Creature -- Minion 3/1 Shadow (This creature may block or be blocked by only creatures with shadow.) Dauthi Mercenary {2}{B} Creature -- Knight 2/1 Shadow (This creature may block or be blocked by only creatures with shadow.) {1}{B}: Dauthi Mercenary gets +1/+0 until end of turn. Dauthi Mindripper {3}{B} Creature -- Minion 2/1 Shadow (This creature may block or be blocked by only creatures with shadow.) Whenever Dauthi Mindripper attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards from his or her hand. Dauthi Slayer {B}{B} Creature -- Soldier 2/2 Shadow (This creature may block or be blocked by only creatures with shadow.) Dauthi Slayer attacks each turn if able. Dauthi Trapper {2}{B} Creature -- Minion 1/1 {T}: Target creature gains shadow until end of turn. (This creature may block or be blocked by only creatures with shadow.) Dauthi Warlord {1}{B} Creature -- Soldier */1 Shadow (This creature may block or be blocked by only creatures with shadow.) Dauthi Warlord's power is equal to the number of creatures with shadow in play. D'Avenant Archer {2}{W} Creature -- Soldier 1/2 {T}: D'Avenant Archer deals 1 damage to target attacking or blocking creature. Dawn Elemental {W}{W}{W}{W} Creature -- Elemental 3/3 Flying Prevent all damage that would be dealt to Dawn Elemental. Dawn of the Dead {2}{B}{B}{B} Enchantment At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn. Dawning Purist {2}{W} Creature -- Cleric 2/2 Whenever Dawning Purist deals combat damage to a player, you may destroy target enchantment that player controls. Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Dawnstrider {1}{G} Creature -- Spellshaper 1/1 {G}, {T}, Discard a card from your hand: Prevent all combat damage that would be dealt this turn. Day of the Dragons {4}{U}{U}{U} Enchantment When Day of the Dragons comes into play, remove all creatures you control from the game. Then put that many 5/5 red Dragon creature tokens with flying into play. When Day of the Dragons leaves play, sacrifice all Dragons you control. Then return the removed cards to play under your control. Daze {1}{U} Instant You may return an Island you control to its owner's hand rather than pay Daze's mana cost. Counter target spell unless its controller pays {1}. Dazzling Beauty {2}{W} Instant Play Dazzling Beauty only during the declare blockers step. Target unblocked attacking creature becomes blocked. (This ability works on unblockable creatures.) Draw a card at the beginning of the next turn's upkeep. Dead Ringers {4}{B} Sorcery Destroy two target nonblack creatures unless either one is a color the other isn't. They can't be regenerated. Deadapult {2}{R} Enchantment {R}, Sacrifice a Zombie: Deadapult deals 2 damage to target creature or player. Deadfall {2}{G} Enchantment Creatures with forestwalk may be blocked as though they didn't have forestwalk. Dead-Iron Sledge {1} Artifact -- Equipment Whenever equipped creature blocks or becomes blocked by a creature, destroy that creature and equipped creature. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Deadly Insect {4}{G} Creature -- Insect 6/1 Deadly Insect can't be the target of spells or abilities. Deadshot {3}{R} Sorcery Tap target creature. It deals damage equal to its power to another target creature. Death Bomb {3}{B} Instant As an additional cost to play Death Bomb, sacrifice a creature. Destroy target nonblack creature. It can't be regenerated. Its controller loses 2 life. Death Charmer {2}{B} Creature -- Mercenary 2/2 Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless he or she pays {2}. Death Grasp {X}{W}{B} Sorcery Death Grasp deals X damage to target creature or player. You gain X life. Death Match {3}{B} Enchantment Whenever a creature comes into play, that creature's controller may have target creature of his or her choice get -3/-3 until end of turn. Death Mutation {6}{B}{G} Sorcery Destroy target nonblack creature. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Death or Glory {4}{W} Sorcery Separate all creature cards in your graveyard into two piles. Remove the pile of an opponent's choice from the game and return the other to play. Death Pit Offering {2}{B}{B} Enchantment When Death Pit Offering comes into play, sacrifice all creatures you control. Creatures you control get +2/+2. Death Pits of Rath {3}{B}{B} Enchantment Whenever a creature is dealt damage, destroy it. It can't be regenerated. Death Pulse {2}{B}{B} Instant Target creature gets -4/-4 until end of turn. Cycling {1}{B}{B} ({1}{B}{B}, Discard this card from your hand: Draw a card.) When you cycle Death Pulse, you may have target creature get -1/-1 until end of turn. Death Spark {R} Instant Death Spark deals 1 damage to target creature or player. At the beginning of your upkeep, if Death Spark is in your graveyard with a creature card directly above it, you may pay {1}. If you do, return Death Spark to your hand. Death Speakers {W} Creature -- Speaker 1/1 Protection from black Death Stroke {B}{B} Sorcery Destroy target tapped creature. Death Ward {W} Instant Regenerate target creature. Death Watch {B} Enchant Creature When enchanted creature is put into a graveyard, its controller loses life equal to its power and you gain life equal to its toughness. Death Wish {1}{B}{B} Sorcery Choose a card you own from outside the game and put it into your hand. You lose half your life, rounded up. Remove Death Wish from the game. Deathgazer {3}{B} Creature -- Lizard 2/2 Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Deathgrip {B}{B} Enchantment {B}{B}: Counter target green spell. Deathlace {B} Instant Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.) Deathmark Prelate {3}{B} Creature -- Cleric 2/3 {2}{B}, {T}, Sacrifice a Zombie: Destroy target non-Zombie creature. It can't be regenerated. Play this ability only any time you could play a sorcery. Death's Duet {2}{B} Sorcery Return two target creature cards from your graveyard to your hand. Death's-Head Buzzard {1}{B}{B} Creature -- Bird 2/1 Flying When Death's-Head Buzzard is put into a graveyard from play, all creatures get -1/-1 until end of turn. Debt of Loyalty {1}{W}{W} Instant Regenerate target creature. You gain control of that creature if it regenerates this way this turn. Decaying Soil {1}{B}{B} Enchantment At the beginning of your upkeep, remove a card in your graveyard from the game. Threshold -- Whenever a nontoken creature is put into your graveyard from play, you may pay {1}. If you do, return that card to your hand. (You have threshold as long as seven or more cards are in your graveyard.) Decimate {2}{R}{G} Sorcery Destroy target artifact, target creature, target enchantment, and target land. Decompose {1}{B} Sorcery Remove up to three target cards in a single graveyard from the game. Decomposition {1}{G} Enchant Creature Decomposition can enchant only a black creature. Enchanted creature has "Cumulative upkeep -- Pay 1 life." When enchanted creature is put into a graveyard, its controller loses 2 life. Deconstruct {2}{G} Sorcery Destroy target artifact. Then add {G}{G}{G} to your mana pool. Decree of Annihilation {8}{R}{R} Sorcery Remove all artifacts, creatures, lands, graveyards, and hands from the game. Cycling {5}{R}{R} When you cycle Decree of Annihilation, destroy all lands. Decree of Justice {X}{X}{2}{W}{W} Sorcery Put X 4/4 white Angel creature tokens with flying into play. Cycling {2}{W} When you cycle Decree of Justice, you may pay {X}. If you do, put X 1/1 white Soldier creature tokens into play. Decree of Pain {6}{B}{B} Sorcery Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way. Cycling {3}{B}{B} When you cycle Decree of Pain, all creatures get -2/-2 until end of turn. Decree of Savagery {7}{G}{G} Instant Put four +1/+1 counters on each creature you control. Cycling {4}{G}{G} When you cycle Decree of Savagery, you may put four +1/+1 counters on target creature. Decree of Silence {6}{U}{U} Enchantment Whenever an opponent plays a spell, counter that spell and put a depletion counter on Decree of Silence. If there are three or more depletion counters on Decree of Silence, sacrifice it. Cycling {4}{U}{U} When you cycle Decree of Silence, you may counter target spell. Dedicated Martyr {W} Creature -- Cleric 1/1 {W}, Sacrifice Dedicated Martyr: You gain 3 life. Deep Analysis {3}{U} Sorcery Target player draws two cards. Flashback--{1}{U}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Deep Reconnaissance {2}{G} Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Flashback {4}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Deep Spawn {5}{U}{U}{U} Creature -- Homarid 6/6 Trample At the beginning of your upkeep, sacrifice Deep Spawn unless you put the top two cards of your library into your graveyard. {U}: Deep Spawn can't be the target of spells or abilities this turn and doesn't untap during its controller's next untap step. Tap Deep Spawn. Deep Water {U}{U} Enchantment {U}: Until end of turn, if you tap a land you control for mana, it produces {U} instead of its normal type and amount. Deepwood Drummer {1}{G} Creature -- Spellshaper 1/1 {G}, {T}, Discard a card from your hand: Target creature gets +2/+2 until end of turn. Deepwood Elder {G}{G} Creature -- Spellshaper 2/2 {X}{G}{G}, {T}, Discard a card from your hand: X target lands become Forests until end of turn. Deepwood Ghoul {2}{B} Creature -- Zombie 2/1 Pay 2 life: Regenerate Deepwood Ghoul. Deepwood Legate {3}{B} Creature -- Shade 1/1 If an opponent controls a Forest and you control a Swamp, you may play Deepwood Legate without paying its mana cost. {B}: Deepwood Legate gets +1/+1 until end of turn. Deepwood Tantiv {4}{G} Creature -- Beast 2/4 Whenever Deepwood Tantiv becomes blocked, you gain 2 life. Deepwood Wolverine {G} Creature -- Wolverine 1/1 Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn. Defender en-Vec {3}{W} Creature -- Cleric 2/4 Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to target creature or player this turn. Defender of Chaos {2}{R} Creature -- Knight 2/1 You may play Defender of Chaos any time you could play an instant. Protection from white Defender of Law {2}{W} Creature -- Knight 2/1 You may play Defender of Law any time you could play an instant. Protection from red Defender of the Order {3}{W} Creature -- Cleric 2/4 Morph {W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn. Defense Grid {2} Artifact During each player's turn, each other player's spells cost {3} more to play. Defense of the Heart {3}{G} Enchantment At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart. If you do, search your library for up to two creature cards and put those creatures into play. Then shuffle your library. Defensive Formation {W} Enchantment Instead of the attacking player, you assign the combat damage of creatures attacking you. Defensive Maneuvers {3}{W} Instant Creatures of the type of your choice get +0/+4 until end of turn. Defiant Elf {G} Creature -- Elf 1/1 Trample Defiant Falcon {1}{W} Creature -- Rebel Bird 1/1 Flying {4}, {T}: Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Defiant Vanguard {2}{W} Creature -- Rebel 2/2 When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn. {5}, {T}: Search your library for a Rebel card with converted mana cost 4 or less and put that card into play. Then shuffle your library. Defiling Tears {2}{B} Instant Until end of turn, target creature becomes black, gets +1/-1, and gains "{B}: Regenerate this creature." Deflection {3}{U} Instant Change the target of target spell with a single target. Deftblade Elite {W} Creature -- Soldier 1/1 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) {1}{W}: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn. Defy Gravity {U} Instant Target creature gains flying until end of turn. Flashback {U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Dega Disciple {W} Creature -- Wizard 1/1 {B}, {T}: Target creature gets -2/-0 until end of turn. {R}, {T}: Target creature gets +2/+0 until end of turn. Dega Sanctuary {2}{W} Enchantment At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead. Degavolver {1}{W} Creature -- Volver 1/1 Kicker {1}{B} and/or {R} If the {1}{B} kicker cost was paid, Degavolver comes into play with two +1/+1 counters on it and with "Pay 3 life: Regenerate Degavolver." If the {R} kicker cost was paid, Degavolver comes into play with a +1/+1 counter on it and with first strike. Dehydration {3}{U} Enchant Creature Enchanted creature doesn't untap during its controller's untap step. Delaying Shield {3}{W} Enchantment If you would be dealt damage, put that many delay counters on Delaying Shield instead. At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}. Delif's Cone {0} Artifact {T}, Sacrifice Delif's Cone: This turn, when target creature you control attacks and isn't blocked, you may gain life equal to its power. If you do, it deals no combat damage this turn. Delif's Cube {1} Artifact {2}, {T}: This turn, when target creature you control attacks and isn't blocked, it deals no combat damage this turn and you put a cube counter on Delif's Cube. {2}, Remove a cube counter from Delif's Cube: Regenerate target creature. Delirium {1}{B}{R} Instant Play Delirium only on an opponent's turn. Tap target creature that player controls. That creature deals damage equal to its power to the player. Prevent all combat damage that would be dealt to and dealt by the creature this turn. Delraich {6}{B} Creature -- Horror 6/6 Trample You may sacrifice three black creatures rather than pay Delraich's mana cost. Deluge {2}{U} Instant Tap all creatures without flying. Delusions of Mediocrity {3}{U} Enchantment When Delusions of Mediocrity comes into play, you gain 10 life. When Delusions of Mediocrity leaves play, you lose 10 life. Dematerialize {3}{U} Sorcery Return target permanent to its owner's hand. Flashback {5}{U}{U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Demolish {3}{R} Sorcery Destroy target artifact or land. Demonic Attorney {1}{B}{B} Sorcery Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of his or her library. Demonic Consultation {B} Instant Name a card. Remove the top six cards of your library from the game, then reveal cards from the top of your library until you reveal the named card. Put that card into your hand and remove all other cards revealed this way from the game. Demonic Hordes {3}{B}{B}{B} Creature -- Demon 5/5 {T}: Destroy target land. At the beginning of your upkeep, unless you pay {B}{B}{B}, tap Demonic Hordes and sacrifice a land of an opponent's choice. Demonic Torment {2}{B} Enchant Creature Enchanted creature can't attack. Prevent all combat damage that would be dealt by enchanted creature. Demonic Tutor {1}{B} Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Demoralize {2}{R} Instant Each creature can't be blocked this turn except by two or more creatures. Threshold -- Creatures can't block this turn. (You have threshold if seven or more cards are in your graveyard.) Demystify {W} Instant Destroy target enchantment. Dense Foliage {2}{G} Enchantment Creatures can't be the targets of spells. Denying Wind {7}{U}{U} Sorcery Search target player's library for up to seven cards and remove them from the game. Then that player shuffles his or her library. Deranged Hermit {3}{G}{G} Creature -- Elf 1/1 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Deranged Hermit comes into play, put four 1/1 green Squirrel creature tokens into play. All Squirrels get +1/+1. Derelor {3}{B} Creature -- Thrull 4/4 Black spells you play cost {B} more to play. Dermoplasm {2}{U} Creature -- Shapeshifter 1/1 Flying Morph {2}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Dermoplasm is turned face up, you may put a creature card with morph from your hand into play face up. If you do, return Dermoplasm to its owner's hand. Desert Land -- Desert {T}: Add {1} to your mana pool. {T}: Desert deals 1 damage to target attacking creature. Play this ability only during the end of combat step. Desert Nomads {2}{R} Creature -- Nomad 2/2 Desertwalk Prevent all damage that would be dealt to Desert Nomads by Deserts. Desert Twister {4}{G}{G} Sorcery Destroy target permanent. Deserted Temple Land {T}: Add {1} to your mana pool. {1}, {T}: Untap target land. Desertion {3}{U}{U} Instant Counter target spell. If it's an artifact or creature spell, put it into play under your control instead of into its owner's graveyard. Desolation {1}{B}{B} Enchantment At end of turn, each player who tapped a land for mana during that turn sacrifices a land. If a Plains is sacrificed this way, Desolation deals 2 damage to that Plains' controller. Desolation Angel {3}{B}{B} Creature -- Angel 5/4 Kicker {W}{W} (You may pay an additional {W}{W} as you play this spell.) Flying When Desolation Angel comes into play, destroy all lands you control. If the kicker cost was paid, destroy all lands instead. Desolation Giant {2}{R}{R} Creature -- Giant 3/3 Kicker {W}{W} (You may pay an additional {W}{W} as you play this spell.) When Desolation Giant comes into play, destroy all other creatures you control. If the kicker cost was paid, destroy all other creatures instead. Desperate Gambit {R} Instant Choose a source you control and flip a coin. If you win the flip, the next time that source would deal damage this turn, it deals double that damage instead. If you lose the flip, the next time it would deal damage this turn, prevent that damage. Desperate Research {1}{B} Sorcery Name a card other than a basic land card. Then reveal the top seven cards of your library and put all of them with that name into your hand. Remove the rest from the game. Despoil {3}{B} Sorcery Destroy target land. Its controller loses 2 life. Despondency {1}{B} Enchant Creature Enchanted creature gets -2/-0. When Despondency is put into a graveyard from play, return Despondency to its owner's hand. Despotic Scepter {1} Artifact {T}: Destroy target permanent you own. It can't be regenerated. Destructive Flow {B}{R}{G} Enchantment At the beginning of each player's upkeep, that player sacrifices a nonbasic land. Destructive Urge {1}{R}{R} Enchant Creature Whenever enchanted creature deals combat damage to a player, that player sacrifices a land. Detonate {X}{R} Sorcery Destroy target artifact with converted mana cost X. It can't be regenerated. Detonate deals X damage to that artifact's controller. Devastate {3}{R}{R} Sorcery Destroy target land. Devastate deals 1 damage to each creature and each player. Devastating Dreams {R}{R} Sorcery As an additional cost to play Devastating Dreams, discard X cards at random from your hand. Each player sacrifices X lands. Devastating Dreams deals X damage to each creature. Devoted Caretaker {W} Creature -- Cleric 1/2 {W}, {T}: Target permanent you control gains protection from instants and from sorceries until end of turn. Devouring Deep {2}{U} Creature -- Devouring-Deep 1/2 Islandwalk Devouring Strossus {5}{B}{B}{B} Creature -- Horror 9/9 Flying, trample At the beginning of your upkeep, sacrifice a creature. Sacrifice a creature: Regenerate Devouring Strossus. Devout Harpist {W} Creature -- Townsfolk 1/1 {T}: Destroy target enchant creature. Devout Witness {2}{W} Creature -- Spellshaper 2/2 {1}{W}, {T}, Discard a card from your hand: Destroy target artifact or enchantment. Diabolic Edict {1}{B} Instant Target player sacrifices a creature. Diabolic Intent {1}{B} Sorcery As an additional cost to play Diabolic Intent, sacrifice a creature. Search your library for a card and put that card into your hand. Then shuffle your library. Diabolic Machine {7} Artifact Creature 4/4 {3}: Regenerate Diabolic Machine. Diabolic Servitude {3}{B} Enchantment When Diabolic Servitude comes into play, return target creature card from your graveyard to play. When the returned creature is put into a graveyard, remove that creature from the game and return Diabolic Servitude to its owner's hand. When Diabolic Servitude leaves play, remove that creature from the game. Diabolic Tutor {2}{B}{B} Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Diabolic Vision {U}{B} Sorcery Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library. Diamond Kaleidoscope {4} Artifact {3}, {T}: Put a 0/1 Prism artifact creature token into play. Sacrifice a Prism token: Add one mana of any color to your mana pool. Diamond Valley Land {T}, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. Didgeridoo {1} Artifact {3}: Put a Minotaur card from your hand into play. Diligent Farmhand {G} Creature -- Druid 1/1 {1}{G}, Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. If Diligent Farmhand is in a graveyard, Muscle Burst's effect counts it as a card named Muscle Burst. Dimensional Breach {5}{W}{W} Sorcery Remove all permanents from the game. As long as any of those cards remain removed from the game, at the beginning of each player's upkeep, that player returns one of the removed cards he or she owns to play. Diminishing Returns {2}{U}{U} Sorcery Each player shuffles his or her hand and graveyard into his or her library. You remove the top ten cards of your library from the game. Then each player draws up to seven cards. Dingus Egg {4} Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Dingus Staff {4} Artifact Whenever a creature is put into a graveyard from play, Dingus Staff deals 2 damage to that creature's controller. Diplomatic Escort {1}{U} Creature -- Spellshaper 1/1 {U}, {T}, Discard a card from your hand: Counter target spell or ability that targets a creature. Diplomatic Immunity {1}{U} Enchant Creature Enchanted creature can't be the target of spells or abilities. Diplomatic Immunity can't be the target of spells or abilities. Dire Wolves {2}{G} Creature -- Wolf 2/2 Dire Wolves has banding as long as you control a Plains. Dirge of Dread {2}{B} Sorcery All creatures gain fear until end of turn. Cycling {1}{B} ({1}{B}, Discard this card from your hand: Draw a card.) When you cycle Dirge of Dread, you may have target creature gain fear until end of turn. Dirtcowl Wurm {4}{G} Creature -- Wurm 3/4 Whenever an opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm. Dirtwater Wraith {3}{B} Creature -- Wraith 1/3 Swampwalk {B}: Dirtwater Wraith gets +1/+0 until end of turn. Dirty Wererat {3}{B} Creature -- Minion Rat 2/3 {B}, Discard a card from your hand: Regenerate Dirty Wererat. Threshold -- Dirty Wererat gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.) Disappear {2}{U}{U} Enchant Creature {U}: Return enchanted creature and Disappear to their owners' hands. Disarm {U} Instant Unattach all Equipment from target creature. Disciple of Grace {1}{W} Creature -- Cleric 1/2 Protection from black Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Disciple of Kangee {2}{W} Creature -- Wizard 2/2 {U}, {T}: Target creature gains flying and becomes blue until end of turn. Disciple of Law {1}{W} Creature -- Cleric 1/2 Protection from red Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Disciple of Malice {1}{B} Creature -- Cleric 1/2 Protection from white Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Disciple of the Vault {B} Creature -- Human Cleric 1/1 Whenever an artifact is put into a graveyard from play, you may have target opponent lose 1 life. Discombobulate {2}{U}{U} Instant Counter target spell. Look at the top four cards of your library, then put them back in any order. Discordant Dirge {3}{B}{B} Enchantment At the beginning of your upkeep, you may put a verse counter on Discordant Dirge. {B}, Sacrifice Discordant Dirge: Look at target opponent's hand and choose up to X cards from it, where X is the number of verse counters on Discordant Dirge. That player discards those cards. Discordant Spirit {2}{B}{R} Creature -- Spirit 2/2 At the end of each of your opponents' turns, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn. At the end of your turn, remove all +1/+1 counters on Discordant Spirit. Disease Carriers {2}{B}{B} Creature -- Rat 2/2 When Disease Carriers is put into a graveyard from play, target creature gets -2/-2 until end of turn. Diseased Vermin {2}{B} Creature -- Rat 1/1 Whenever Diseased Vermin deals combat damage to a player, put an infection counter on it. At the beginning of your upkeep, Diseased Vermin deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it. Disempower {1}{W} Instant Put target artifact or enchantment on top of its owner's library. Disenchant {1}{W} Instant Destroy target artifact or enchantment. Disharmony {2}{R} Instant Play Disharmony only during combat before the declare blockers step. Untap target attacking creature. Gain control of that creature until end of turn. Disintegrate {X}{R} Sorcery Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Dismantling Blow {2}{W} Instant Kicker {2}{U} (You may pay an additional {2}{U} as you play this spell.) Destroy target artifact or enchantment. If the kicker cost was paid, draw two cards. Dismiss {2}{U}{U} Instant Counter target spell. Draw a card. Disorder {1}{R} Sorcery Disorder deals 2 damage to each white creature and each player who controls a white creature. Dispersal Shield {1}{U} Instant Counter target spell if its converted mana cost is less than or equal to the highest converted mana cost among permanents you control. Dispersing Orb {3}{U}{U} Enchantment {3}{U}, Sacrifice a permanent: Return target permanent to its owner's hand. Disrupt {U} Instant Counter target instant or sorcery spell unless its controller pays {1}. Draw a card. Disrupting Scepter {3} Artifact {3}, {T}: Target player discards a card from his or her hand. Play this ability only during your turn. Disruptive Pitmage {2}{U} Creature -- Wizard 1/1 {T}: Counter target spell unless its controller pays {1}. Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Disruptive Student {2}{U} Creature -- Wizard 1/1 {T}: Counter target spell unless its controller pays {1}. Dissipate {1}{U}{U} Instant Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard. Distorting Lens {2} Artifact {T}: Target permanent becomes the color of your choice until end of turn. Distorting Wake {X}{U}{U}{U} Sorcery Return X target nonland permanents to their owners' hands. Disturbed Burial {1}{B} Sorcery Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Disturbed Burial into your hand instead of your graveyard as part of its resolution.) Return target creature card from your graveyard to your hand. Dive Bomber {3}{W} Creature -- Bird Soldier 2/2 Flying {T}, Sacrifice Dive Bomber: Dive Bomber deals 2 damage to target attacking or blocking creature. Divergent Growth {G} Instant Until end of turn, lands you control gain "{T}: Add one mana of any color to your mana pool." Diversionary Tactics {3}{W} Enchantment Tap two untapped creatures you control: Tap target creature. Divert {U} Instant Change the target of target spell with a single target unless that spell's controller pays {2}. Divine Intervention {6}{W}{W} Enchantment Divine Intervention comes into play with two intervention counters on it. At the beginning of your upkeep, remove an intervention counter from Divine Intervention. If there are no intervention counters on it, the game is a draw. Divine Light {W} Sorcery Prevent all damage that would be dealt this turn to creatures you control. Divine Offering {1}{W} Instant Destroy target artifact. You gain life equal to its converted mana cost. Divine Presence {2}{W} Enchantment If a source would deal 4 damage or more to a creature or player, that source deals 3 damage to that creature or player instead. Divine Retribution {1}{W} Instant Divine Retribution deals to target attacking creature damage equal to the number of attacking creatures. Divine Sacrament {1}{W}{W} Enchantment White creatures get +1/+1. Threshold -- White creatures get an additional +1/+1. (You have threshold as long as seven or more cards are in your graveyard.) Divine Transformation {2}{W}{W} Enchant Creature Enchanted creature gets +3/+3. Diving Griffin {1}{W}{W} Creature -- Griffin 2/2 Flying Attacking doesn't cause Diving Griffin to tap. Divining Witch {1}{B} Creature -- Spellshaper 1/1 {1}{B}, {T}, Discard a card from your hand: Name a card. Remove the top six cards of your library from the game. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game. Dizzying Gaze {R} Enchant Creature Dizzying Gaze can enchant only a creature you control. {R}: Enchanted creature deals 1 damage to target creature with flying. Do or Die {1}{B} Sorcery Separate all creatures target player controls into two piles. Destroy all creatures in the pile of that player's choice. They can't be regenerated. Dodecapod {4} Artifact Creature 3/3 If a spell or ability an opponent controls causes you to discard Dodecapod from your hand, put it into play with two +1/+1 counters on it instead of putting it into your graveyard. Dogged Hunter {2}{W} Creature -- Nomad 1/1 {T}: Destroy target creature token. Dominaria's Judgment {2}{W} Instant Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, from black if you control a Swamp, from red if you control a Mountain, and from green if you control a Forest. Dominate {X}{1}{U}{U} Instant Gain control of target creature with converted mana cost X or less. (This effect doesn't end at end of turn.) Dominating Licid {1}{U}{U} Creature -- Licid 1/1 {1}{U}{U}, {T}: Dominating Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "You control enchanted creature" and "{U}: End the effect that created this ability." Domineer {1}{U}{U} Enchant Artifact Creature You control enchanted artifact creature. Donate {2}{U} Sorcery Target player gains control of target permanent you control. Doom Cannon {6} Artifact As Doom Cannon comes into play, choose a creature type. {3}, {T}, Sacrifice a creature of the chosen type: Doom Cannon deals 3 damage to target creature or player. Doomed Necromancer {2}{B} Creature -- Cleric Mercenary 2/2 {B}, {T}, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to play. Doomsday {B}{B}{B} Sorcery Search your library and graveyard for five cards and remove the rest from the game. Put the chosen cards on top of your library in any order. You lose half your life, rounded up. Doomsday Specter {2}{U}{B} Creature -- Specter 2/3 Flying When Doomsday Specter comes into play, return a blue or black creature you control to its owner's hand. Whenever Doomsday Specter deals combat damage to a player, look at that player's hand and choose a card from it. The player discards that card. Dormant Volcano Land If Dormant Volcano would come into play, return an untapped Mountain you control to its owner's hand instead. If you do, put Dormant Volcano into play tapped. If you don't, put it into its owner's graveyard. {T}: Add {1}{R} to your mana pool. Doubtless One {3}{W} Creature -- Cleric Avatar */* Doubtless One's power and toughness are each equal to the number of Clerics in play. Whenever Doubtless One deals damage, you gain that much life. Douse {2}{U} Enchantment {1}{U}: Counter target red spell. Downdraft {2}{G} Enchantment {G}: Target creature loses flying until end of turn. Sacrifice Downdraft: Downdraft deals 2 damage to each creature with flying. Downhill Charge {2}{R} Instant You may sacrifice a Mountain rather than pay Downhill Charge's mana cost. Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control. Draco {16} Artifact Creature -- Dragon 9/9 Draco costs {2} less to play for each basic land type among lands you control. Flying At the beginning of your upkeep, sacrifice Draco unless you pay {10}. This cost is reduced by {2} for each basic land type among lands you control. Draconian Cylix {3} Artifact {2}, {T}, Discard a card at random from your hand: Regenerate target creature. Dracoplasm {U}{R} Creature -- Shapeshifter */* Flying As Dracoplasm comes into play, sacrifice any number of creatures. Dracoplasm's power is equal to the total power of the sacrificed creatures and its toughness is equal to the total toughness of those creatures. {R}: Dracoplasm gets +1/+0 until end of turn. Drafna's Restoration {U} Sorcery Return any number of target artifact cards from target player's graveyard to the top of his or her library in any order. Dragon Arch {5} Artifact {2}, {T}: Put a multicolored creature card from your hand into play. Dragon Blood {3} Artifact {3}, {T}: Put a +1/+1 counter on target creature. Dragon Breath {1}{R} Enchant Creature Enchanted creature has haste. {R}: Enchanted creature gets +1/+0 until end of turn. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Breath from your graveyard to play enchanting that creature. Dragon Engine {3} Artifact Creature 1/3 {2}: Dragon Engine gets +1/+0 until end of turn. Dragon Fangs {1}{G} Enchant Creature Enchanted creature gets +1/+1 and has trample. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Fangs from your graveyard to play enchanting that creature. Dragon Mage {5}{R}{R} Creature -- Dragon Wizard 5/5 Flying Whenever Dragon Mage deals combat damage to a player, each player discards his or her hand and draws seven cards. Dragon Mask {3} Artifact {3}, {T}: Target creature you control gets +2/+2 until end of turn. Return it to its owner's hand at end of turn. Dragon Roost {4}{R}{R} Enchantment {5}{R}{R}: Put a 5/5 red Dragon creature token with flying into play. Dragon Scales {1}{W} Enchant Creature Enchanted creature gets +1/+2 and attacking doesn't cause it to tap. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Scales from your graveyard to play enchanting that creature. Dragon Shadow {1}{B} Enchant Creature Enchanted creature gets +1/+0 and has fear. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Shadow from your graveyard to play enchanting that creature. Dragon Tyrant {8}{R}{R} Creature -- Dragon 6/6 Flying, trample Double strike (This creature deals both first-strike and regular combat damage.) At the beginning of your upkeep, sacrifice Dragon Tyrant unless you pay {R}{R}{R}{R}. {R}: Dragon Tyrant gets +1/+0 until end of turn. Dragon Whelp {2}{R}{R} Creature -- Dragon 2/3 Flying {R}: Dragon Whelp gets +1/+0 until end of turn. If this ability is played four or more times this turn, sacrifice Dragon Whelp at end of turn. Dragon Wings {1}{U} Enchant Creature Enchanted creature has flying. Cycling {1}{U} ({1}{U}, Discard this card from your hand: Draw a card.) When a creature with converted mana cost 6 or more comes into play, you may return Dragon Wings from your graveyard to play enchanting that creature. Dragonspeaker Shaman {1}{R}{R} Creature -- Barbarian 2/2 Dragon spells you play cost {2} less to play. Dragonstalker {4}{W} Creature -- Bird Soldier 3/3 Flying, protection from Dragons Dragonstorm {8}{R} Sorcery Search your library for a Dragon card and put it into play. Then shuffle your library. Storm (When you play this spell, copy it for each spell played before it this turn.) Drain Life {X}{1}{B} Sorcery Spend only black mana on X. Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness. Drain Power {U}{U} Sorcery Target player plays a mana ability of each land he or she controls, then empties his or her mana pool. Add mana to your mana pool equal to the type and amount emptied from that player's mana pool this way. Drake Hatchling {2}{U} Creature -- Drake 1/3 Flying {U}: Drake Hatchling gets +1/+0 until end of turn. Play this ability only once each turn. Drake-Skull Cameo {3} Artifact {T}: Add {U} or {B} to your mana pool. Dralnu's Crusade {1}{B}{R} Enchantment All Goblins get +1/+1, are black, and are Zombies in addition to their creature types. Dralnu's Pet {1}{U}{U} Creature -- Shapeshifter 2/2 Kicker--{2}{B}, Discard a creature card from your hand. (You may pay {2}{B} and discard a creature card from your hand in addition to any other costs as you play this spell.) If the kicker cost was paid, Dralnu's Pet has flying and comes into play with X +1/+1 counters on it, where X is the discarded card's converted mana cost. Dread of Night {B} Enchantment White creatures get -1/-1. Dread Specter {3}{B} Creature -- Specter 2/2 Whenever Dread Specter blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Dread Wight {3}{B}{B} Creature -- Wight 3/4 At end of combat, put a paralyzation counter on all creatures blocking or blocked by Dread Wight and tap those creatures. They gain "If this creature has a paralyzation counter on it, it doesn't untap during its controller's untap step" and "{4}: Remove a paralyzation counter from this creature." Dream Cache {2}{U} Sorcery Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library. Dream Chisel {2} Artifact Face-down creature spells you play cost {1} less to play. Dream Coat {U} Enchant Creature {0}: Enchanted creature becomes the colors of your choice. Play this ability only once each turn. Dream Fighter {2}{U} Creature -- Soldier 1/1 Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out. Dream Halls {3}{U}{U} Enchantment Rather than pay the mana cost for a nonartifact spell, its controller may discard a card from his or her hand that shares a color with that spell. (If it has {X} in its mana cost, X is 0.) Dream Prowler {2}{U}{U} Creature -- Illusion 1/5 Dream Prowler is unblockable as long as it's attacking alone. Dream Thrush {1}{U} Creature -- Bird 1/1 Flying {T}: Target land's type becomes the basic land type of your choice until end of turn. Dream Tides {2}{U}{U} Enchantment Creatures don't untap during their controllers' untap step. Nongreen creatures have "{2}: Untap this creature. Play this ability only during your upkeep." Dreamborn Muse {2}{U}{U} Creature -- Spirit 2/2 At the beginning of each player's upkeep, that player puts the top X cards from his or her library into his or her graveyard, where X is the number of cards in his or her hand. Dream's Grip {U} Instant Choose one -- Tap target permanent; or untap target permanent. Entwine {1} (Choose both if you pay the entwine cost.) Dreams of the Dead {3}{U} Enchantment {1}{U}: Put target white or black creature card from your graveyard into play. That creature gains "Cumulative upkeep {2}." If the creature would leave play, remove it from the game instead. Dreamwinder {3}{U} Creature -- Serpent 4/3 Dreamwinder can't attack unless defending player controls an Island. {U}, Sacrifice an Island: Target land becomes an Island until end of turn. Dredge {B} Instant Sacrifice a creature or land. Draw a card. Dregs of Sorrow {X}{4}{B} Sorcery Destroy X target nonblack creatures. Draw X cards. Drift of the Dead {3}{B} Creature -- Wall */* (Walls can't attack.) Drift of the Dead's power and toughness are each equal to the number of snow-covered lands you control. Drifting Djinn {4}{U}{U} Creature -- Djinn 5/5 Flying At the beginning of your upkeep, sacrifice Drifting Djinn unless you pay {1}{U}. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Drifting Meadow Land Drifting Meadow comes into play tapped. {T}: Add {W} to your mana pool. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Drinker of Sorrow {2}{B} Creature -- Horror 5/3 Drinker of Sorrow can't block. Whenever Drinker of Sorrow deals combat damage, sacrifice a permanent. Dripping Dead {4}{B}{B} Creature -- Zombie 4/1 Dripping Dead can't block. Whenever Dripping Dead deals combat damage to a creature, destroy that creature. It can't be regenerated. Dromar, the Banisher {3}{W}{U}{B} Creature -- Dragon Legend 6/6 Flying Whenever Dromar, the Banisher deals combat damage to a player, you may pay {2}{U}. If you do, choose a color. Return all creatures of that color to their owners' hands. Dromar's Attendant {5} Artifact Creature -- Golem 3/3 {1}, Sacrifice Dromar's Attendant: Add {W}{U}{B} to your mana pool. Dromar's Cavern Land -- Lair When Dromar's Cavern comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {W}, {U}, or {B} to your mana pool. Dromar's Charm {W}{U}{B} Instant Choose one -- You gain 5 life; or counter target spell; or target creature gets -2/-2 until end of turn. Dromosaur {2}{R} Creature -- Lizard 2/3 Whenever Dromosaur blocks or becomes blocked, it gets +2/-2 until end of turn. Drop of Honey {G} Enchantment At the beginning of your upkeep, destroy target creature with the least power. It can't be regenerated. (If two or more creatures are tied for least power, target any one of them.) When there are no creatures in play, sacrifice Drop of Honey. Dross Harvester {1}{B}{B} Creature -- Horror 4/4 Protection from white At the end of your turn, you lose 4 life. Whenever a creature is put into a graveyard from play, you gain 2 life. Dross Prowler {2}{B} Creature -- Zombie 2/1 Fear Dross Scorpion {4} Artifact Creature 3/1 Whenever Dross Scorpion or another artifact creature is put into a graveyard from play, you may untap target artifact. Drought {2}{W}{W} Enchantment At the beginning of your upkeep, sacrifice Drought unless you pay {W}{W}. As an additional cost to play spells with {B} in their mana costs and activated abilities with {B} in their activation costs, that spell or ability's controller sacrifices a Swamp for each {B} in that cost. Drowned {1}{U} Creature -- Zombie 1/1 {B}: Regenerate Drowned. Drudge Skeletons {1}{B} Creature -- Skeleton 1/1 {B}: Regenerate Drudge Skeletons. Drudge Spell {B}{B} Enchantment {B}, Remove two creature cards in your graveyard from the game: Put a 1/1 black Skeleton creature token into play. It has "{B}: Regenerate this creature." When Drudge Spell leaves play, destroy all Skeleton tokens. They can't be regenerated. Druid Lyrist {G} Creature -- Druid 1/1 {G}, {T}, Sacrifice Druid Lyrist: Destroy target enchantment. Druid's Call {1}{G} Enchant Creature Whenever enchanted creature is dealt damage, its controller puts that many 1/1 green Squirrel creature tokens into play. Dry Spell {1}{B} Sorcery Dry Spell deals 1 damage to each creature and each player. Dual Nature {4}{G}{G} Enchantment Whenever a creature card comes into play, its controller puts a token into play as a copy of that creature. Whenever a creature card leaves play, remove all tokens with the same name as that creature from the game. When Dual Nature leaves play, remove all tokens created with it from the game. Duct Crawler {R} Creature -- Insect 1/1 {1}{R}: Target creature can't block Duct Crawler this turn. Dueling Grounds {1}{G}{W} Enchantment No more than one creature may attack each turn. No more than one creature may block each turn. Dungeon Shade {3}{B} Creature -- Spirit 1/1 Flying {B}: Dungeon Shade gets +1/+1 until end of turn. Duplicant {6} Artifact Creature -- Shapeshifter 2/4 Imprint -- When Duplicant comes into play, you may remove target nontoken creature from the game. (The removed card is imprinted on this artifact.) As long as a creature card is imprinted on Duplicant, Duplicant has that card's power, toughness, and creature types. It's still a Shapeshifter. Duplicity {3}{U}{U} Enchantment When Duplicity comes into play, remove from the game face down the top five cards of your library. At the beginning of your upkeep, you may exchange all the cards in your hand for the cards you removed from the game with Duplicity. At the end of your turn, discard a card from your hand. When Duplicity leaves play, put all cards removed from the game with Duplicity into their owners' graveyards. Duress {B} Sorcery Target opponent reveals his or her hand. Choose a noncreature, nonland card from it. That player discards that card. Durkwood Boars {4}{G} Creature -- Boar 4/4 Dusk Imp {2}{B} Creature -- Imp 2/1 Flying Duskrider Falcon {1}{W} Creature -- Bird 1/1 Flying, protection from black Duskwalker {B} Creature -- Minion 1/1 Kicker {3}{B} (You may pay an additional {3}{B} as you play this spell.) If the kicker cost was paid, Duskwalker comes into play with two +1/+1 counters on it and with fear. Duskworker {4} Artifact Creature 2/2 Whenever Duskworker becomes blocked, regenerate it. {3}: Duskworker gets +1/+0 until end of turn. Dust Bowl Land {T}: Add {1} to your mana pool. {3}, {T}, Sacrifice a land: Destroy target nonbasic land. Dust to Dust {1}{W}{W} Sorcery Remove two target artifacts from the game. Dwarven Armorer {R} Creature -- Dwarf 0/2 {R}, {T}, Discard a card from your hand: Put a +0/+1 counter or a +1/+0 counter on target creature. Dwarven Armory {2}{R}{R} Enchantment {2}, Sacrifice a land: Put a +2/+2 counter on target creature. Play this ability only during any upkeep step. Dwarven Berserker {1}{R} Creature -- Dwarf 1/1 Whenever Dwarven Berserker becomes blocked, it gets +3/+0 and gains trample until end of turn. Dwarven Blastminer {1}{R} Creature -- Dwarf 1/1 {2}{R}, {T}: Destroy target nonbasic land. Morph {R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Dwarven Bloodboiler {R}{R}{R} Creature -- Dwarf 2/2 Tap an untapped Dwarf you control: Target creature gets +2/+0 until end of turn. Dwarven Catapult {X}{R} Instant Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls. Dwarven Demolition Team {2}{R} Creature -- Dwarf 1/1 {T}: Destroy target Wall. Dwarven Driller {3}{R} Creature -- Dwarf 2/2 {T}: Destroy target land unless its controller has Dwarven Driller deal 2 damage to him or her. Dwarven Grunt {R} Creature -- Dwarf 1/1 Mountainwalk Dwarven Hold Land Dwarven Hold comes into play tapped. You may choose not to untap Dwarven Hold during your untap step. At the beginning of your upkeep, if Dwarven Hold is tapped, put a storage counter on it. {T}, Remove any number of storage counters from Dwarven Hold: Add {R} to your mana pool for each storage counter removed this way. Dwarven Landslide {3}{R} Sorcery Kicker--{2}{R}, Sacrifice a land. (You may pay {2}{R} and sacrifice a land in addition to any other costs as you play this spell.) Destroy target land. If the kicker cost was paid, destroy another target land. Dwarven Lieutenant {R}{R} Creature -- Dwarf 1/2 {1}{R}: Target Dwarf gets +1/+0 until end of turn. Dwarven Miner {1}{R} Creature -- Dwarf 1/2 {2}{R}, {T}: Destroy target nonbasic land. Dwarven Nomad {2}{R} Creature -- Dwarf 1/1 {T}: Target creature with power 2 or less is unblockable this turn. Dwarven Patrol {2}{R} Creature -- Dwarf 4/2 Dwarven Patrol doesn't untap during your untap step. Whenever you play a nonred spell, untap Dwarven Patrol. Dwarven Pony {R} Creature -- Pony 1/1 {1}{R}, {T}: Target Dwarf gains mountainwalk until end of turn. Dwarven Recruiter {2}{R} Creature -- Dwarf 2/2 When Dwarven Recruiter comes into play, search your library for any number of Dwarf cards and reveal those cards. Shuffle your library, then put them on top of it in any order. Dwarven Ruins Land Dwarven Ruins comes into play tapped. {T}: Add {R} to your mana pool. {T}, Sacrifice Dwarven Ruins: Add {R}{R} to your mana pool. Dwarven Scorcher {R} Creature -- Dwarf 1/1 Sacrifice Dwarven Scorcher: Dwarven Scorcher deals 1 damage to target creature unless that creature's controller has Dwarven Scorcher deal 2 damage to him or her. Dwarven Sea Clan {2}{R} Creature -- Dwarf 1/1 {T}: Dwarven Sea Clan deals 2 damage to target attacking or blocking creature whose controller controls an Island. Play this ability only during the end of combat step. Dwarven Shrine {1}{R}{R} Enchantment Whenever a player plays a spell, Dwarven Shrine deals X damage to that player, where X is twice the number of cards in all graveyards with the same name as that spell. Dwarven Soldier {1}{R} Creature -- Dwarf 2/1 Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn. Dwarven Song {R} Instant Any number of target creatures become red until end of turn. Dwarven Strike Force {4}{R} Creature -- Dwarf 4/3 Discard a card at random from your hand: Dwarven Strike Force gains first strike and haste until end of turn. Dwarven Thaumaturgist {2}{R} Creature -- Dwarf 1/2 {T}: Switch target creature's power and toughness until end of turn. Effects that alter that creature's power alter its toughness instead, and vice versa, until end of turn. Dwarven Trader {R} Creature -- Dwarf 1/1 Dwarven Vigilantes {2}{R} Creature -- Dwarf 2/2 Whenever Dwarven Vigilantes attacks and isn't blocked, you may have it deal damage equal to its power to target creature. If you do, Dwarven Vigilantes deals no combat damage this turn. Dwarven Warriors {2}{R} Creature -- Dwarf 1/1 {T}: Target creature with power 2 or less is unblockable this turn. Dwarven Weaponsmith {1}{R} Creature -- Dwarf 1/1 {T}, Sacrifice an artifact: Put a +1/+1 counter on target creature. Play this ability only during your upkeep. Dwell on the Past {G} Sorcery Target player shuffles up to four target cards from his or her graveyard into his or her library. Dying Wail {1}{B} Enchant Creature When enchanted creature is put into a graveyard, target player discards two cards from his or her hand. Dystopia {1}{B}{B} Enchantment Cumulative upkeep -- Pay 1 life At the beginning of each player's upkeep, that player sacrifices a white or green permanent. Eager Cadet {W} Creature -- Soldier 1/1 Early Harvest {1}{G}{G} Instant Target player untaps all basic lands he or she controls. Earnest Fellowship {1}{W} Enchantment Each creature has protection from its colors. Earsplitting Rats {3}{B} Creature -- Rat 2/1 When Earsplitting Rats comes into play, each player discards a card from his or her hand. Discard a card from your hand: Regenerate Earsplitting Rats. Earth Elemental {3}{R}{R} Creature -- Elemental 4/5 Earth Rift {3}{R} Sorcery Destroy target land. Flashback {5}{R}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Earthbind {R} Enchant Creature When Earthbind comes into play, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying." Earthblighter {1}{B} Creature -- Cleric 1/1 {2}{B}, {T}, Sacrifice a Goblin: Destroy target land. Earthcraft {1}{G} Enchantment Tap an untapped creature you control: Untap target basic land. Earthlink {3}{B}{R}{G} Enchantment At the beginning of your upkeep, sacrifice Earthlink unless you pay {2}. Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land. Earthlore {G} Enchant Land Earthlore can enchant only a land you control. Enchanted land has "{T}: Target blocking creature gets +1/+2 until end of turn." Earthquake {X}{R} Sorcery Earthquake deals X damage to each creature without flying and each player. Eastern Paladin {2}{B}{B} Creature -- Knight 3/3 {B}{B}, {T}: Destroy target green creature. Eater of the Dead {4}{B} Creature -- Eater 3/4 {0}: If Eater of the Dead is tapped, untap it and remove target creature card in a graveyard from the game. Ebon Praetor {4}{B}{B} Creature -- Avatar 5/5 Trample, first strike At the beginning of your upkeep, put a -2/-2 counter on Ebon Praetor unless you sacrifice a creature. If you sacrifice a Thrull this way, put a +1/+0 counter on Ebon Praetor. Ebon Stronghold Land Ebon Stronghold comes into play tapped. {T}: Add {B} to your mana pool. {T}, Sacrifice Ebon Stronghold: Add {B}{B} to your mana pool. Ebonblade Reaper {2}{B} Creature -- Cleric 1/1 Whenever Ebonblade Reaper attacks, you lose half your life, rounded up. Whenever Ebonblade Reaper deals combat damage to a player, that player loses half his or her life, rounded up. Morph {3}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Ebony Charm {B} Instant Choose one -- Target opponent loses 1 life and you gain 1 life; or remove from the game up to three target cards in a single graveyard; or target creature gains fear until end of turn. Ebony Horse {3} Artifact {2}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Ebony Rhino {7} Artifact Creature 4/5 Trample Ebony Treefolk {1}{B}{G} Creature -- Treefolk 3/3 {B}{G}: Ebony Treefolk gets +1/+1 until end of turn. Echo Chamber {4} Artifact {4}, {T}: An opponent chooses target creature he or she controls. Put a token into play as a copy of that creature. The token has haste. Remove the token from the game at end of turn. Play this ability only any time you could play a sorcery. Echo Tracer {2}{U} Creature -- Wizard 2/2 Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Echo Tracer is turned face up, return target creature to its owner's hand. Edgewalker {1}{W}{B} Creature -- Cleric 2/2 Cleric spells you play cost {W}{B} less to play. This effect reduces only the amount of colored mana you pay. (For example, if you play a Cleric with mana cost {1}{W}, it costs {1} to play.) Ekundu Cyclops {3}{R} Creature -- Giant 3/4 If a creature you control attacks, Ekundu Cyclops also attacks if able. Ekundu Griffin {3}{W} Creature -- Griffin 2/2 Flying, first strike Eladamri, Lord of Leaves {G}{G} Creature -- Legend 2/2 All Elves have forestwalk. Elves can't be the target of spells or abilities. Eladamri's Call {G}{W} Instant Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library. Eladamri's Vineyard {G} Enchantment At the beginning of each player's precombat main phase, add {G}{G} to that player's mana pool. Elder Druid {3}{G} Creature -- Cleric 2/2 {3}{G}, {T}: Tap or untap target artifact, creature, or land. Elder Land Wurm {4}{W}{W}{W} Creature -- Wurm 5/5 Trample Elder Land Wurm can't attack. When Elder Land Wurm blocks, it loses "Elder Land Wurm can't attack." Elder Spawn {4}{U}{U}{U} Creature -- Spawn 6/6 Elder Spawn can't be blocked by red creatures. At the beginning of your upkeep, unless you sacrifice an Island, sacrifice Elder Spawn and it deals 6 damage to you. Electric Eel {U} Creature -- Eel 1/1 When Electric Eel comes into play, it deals 1 damage to you. {R}{R}: Electric Eel gets +2/+0 until end of turn and deals 1 damage to you. Electrostatic Bolt {R} Instant Electrostatic Bolt deals 2 damage to target creature. If it's an artifact creature, Electrostatic Bolt deals 4 damage to it instead. Electryte {3}{R}{R} Creature -- Beast 3/3 Whenever Electryte deals combat damage to defending player, it deals damage equal to its power to each blocking creature. Elemental Augury {U}{B}{R} Enchantment {3}: Look at the top three cards of target player's library and put them back on top of that player's library in any order. Elephant Ambush {2}{G}{G} Instant Put a 3/3 green Elephant creature token into play. Flashback {6}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Elephant Grass {G} Enchantment Cumulative upkeep {1} Black creatures can't attack you. Nonblack creatures can't attack you unless their controller pays an additional {2} for each creature attacking you. Elephant Graveyard Land {T}: Add {1} to your mana pool. {T}: Regenerate target Elephant or Mammoth. Elephant Guide {2}{G} Enchant Creature Enchanted creature gets +3/+3. When enchanted creature is put into a graveyard, put a 3/3 green Elephant creature token into play. Elephant Resurgence {1}{G} Sorcery Each player puts a green Elephant creature token into play. Those creatures have "This creature's power and toughness are each equal to the number of creature cards in its controller's graveyard." Elf Replica {3} Artifact Creature -- Elf 2/2 {1}{G}, Sacrifice Elf Replica: Destroy target enchantment. Elfhame Palace Land Elfhame Palace comes into play tapped. {T}: Add {G} or {W} to your mana pool. Elfhame Sanctuary {1}{G} Enchantment At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, skip your draw step this turn and shuffle your library. El-Hajjaj {1}{B}{B} Creature -- El-Hajjaj 1/1 Whenever El-Hajjaj deals damage to a creature or player, you gain life equal to the damage dealt, but not more than the player's life total before El-Hajjaj dealt damage or the creature's toughness. Elite Archers {5}{W} Creature -- Soldier 3/3 {T}: Elite Archers deals 3 damage to target attacking or blocking creature. Elite Javelineer {2}{W} Creature -- Soldier 2/2 Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature. Elixir of Vitality {4} Artifact Elixir of Vitality comes into play tapped. {T}, Sacrifice Elixir of Vitality: You gain 4 life. {8}, {T}, Sacrifice Elixir of Vitality: You gain 8 life. Elkin Bottle {3} Artifact {3}, {T}: Remove the top card of your library from the game. Until the beginning of your next upkeep, you may play that card as though it were in your hand. At the beginning of your next upkeep, if you haven't played the card, put it into your graveyard. Elkin Lair {3}{R} Enchant World At the beginning of each player's upkeep, that player removes a card at random in his or her hand from the game. The player may play that card as though it were in his or her hand. At end of turn, if the player hasn't played the card, the player puts it into his or her graveyard. Elven Cache {2}{G}{G} Sorcery Return target card from your graveyard to your hand. Elven Fortress {G} Enchantment {1}{G}: Target blocking creature gets +0/+1 until end of turn. Elven Lyre {2} Artifact {1}, {T}, Sacrifice Elven Lyre: Target creature gets +2/+2 until end of turn. Elven Palisade {G} Enchantment Sacrifice a Forest: Target attacking creature gets -3/-0 until end of turn. Elven Riders {3}{G}{G} Creature -- Elf 3/3 Elven Riders can't be blocked except by creatures with flying and/or Walls. Elven Rite {1}{G} Sorcery Distribute two +1/+1 counters among one or two target creatures. Elven Warhounds {3}{G} Creature -- Hound 2/2 Whenever Elven Warhounds becomes blocked by a creature, put that creature on top of its owner's library. Elves of Deep Shadow {G} Creature -- Elf 1/1 {T}: Add {B} to your mana pool. Elves of Deep Shadow deals 1 damage to you. Elvish Aberration {5}{G} Creature -- Elf Mutant 4/5 {T}: Add {G}{G}{G} to your mana pool. Forestcycling {2} ({2}, Discard this card from your hand: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.) Elvish Archers {1}{G} Creature -- Elf 2/1 First strike Elvish Bard {3}{G}{G} Creature -- Elf 2/4 All creatures able to block Elvish Bard do so. Elvish Berserker {G} Creature -- Elf 1/1 Whenever Elvish Berserker becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Elvish Champion {1}{G}{G} Creature -- Lord 2/2 All Elves get +1/+1 and have forestwalk. Elvish Farmer {1}{G} Creature -- Elf 0/2 At the beginning of your upkeep, put a spore counter on Elvish Farmer. Remove three spore counters from Elvish Farmer: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: You gain 2 life. Elvish Fury {G} Instant Buyback {4} (You may pay {4} in addition to any other costs as you play this spell. If you do, put Elvish Fury into your hand instead of your graveyard as part of its resolution.) Target creature gets +2/+2 until end of turn. Elvish Guidance {2}{G} Enchant Land Whenever enchanted land is tapped for mana, its controller adds {G} to his or her mana pool for each Elf in play. Elvish Healer {2}{W} Creature -- Cleric 1/2 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. If that creature is green, prevent the next 2 damage instead. Elvish Herder {G} Creature -- Elf 1/1 {G}: Target creature gains trample until end of turn. Elvish Hunter {1}{G} Creature -- Elf 1/1 {1}{G}, {T}: Target creature doesn't untap during its controller's next untap step. Elvish Lookout {G} Creature -- Elf 1/1 Elvish Lookout can't be the target of spells or abilities. Elvish Lyrist {G} Creature -- Elf 1/1 {G}, {T}, Sacrifice Elvish Lyrist: Destroy target enchantment. Elvish Pathcutter {3}{G} Creature -- Elf 1/2 {2}{G}: Target Elf gains forestwalk until end of turn. Elvish Pioneer {G} Creature -- Elf Druid 1/1 When Elvish Pioneer comes into play, you may put a basic land card from your hand into play tapped. Elvish Piper {3}{G} Creature -- Elf 1/1 {G}, {T}: Put a creature card from your hand into play. Elvish Ranger {2}{G} Creature -- Elf 4/1 Elvish Scout {G} Creature -- Elf 1/1 {G}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to or dealt by it this turn. Elvish Scrapper {G} Creature -- Elf 1/1 {G}, {T}, Sacrifice Elvish Scrapper: Destroy target artifact. Elvish Soultiller {3}{G}{G} Creature -- Elf Mutant 5/4 When Elvish Soultiller is put into a graveyard from play, choose a creature type. Shuffle all creature cards of that type from your graveyard into your library. Elvish Spirit Guide {2}{G} Creature -- Spirit 2/2 Remove Elvish Spirit Guide from the game: Add {G} to your mana pool. Play this ability only if Elvish Spirit Guide is in your hand. Elvish Vanguard {1}{G} Creature -- Elf 1/1 Whenever another Elf comes into play, put a +1/+1 counter on Elvish Vanguard. Elvish Warrior {G}{G} Creature -- Elf 2/3 Embalmed Brawler {2}{B} Creature -- Zombie 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.) Whenever Embalmed Brawler attacks or blocks, you lose 1 life for each +1/+1 counter on it. Embargo {3}{U} Enchantment Nonland permanents don't untap during their controllers' untap steps. At the beginning of your upkeep, you lose 2 life. Ember Beast {2}{R} Creature -- Beast 3/4 Ember Beast can't attack or block alone. Ember Shot {6}{R} Instant Ember Shot deals 3 damage to target creature or player. Draw a card. Embermage Goblin {3}{R} Creature -- Goblin Wizard 1/1 When Embermage Goblin comes into play, you may search your library for a card named Embermage Goblin, reveal it, and put it into your hand. If you do, shuffle your library. {T}: Embermage Goblin deals 1 damage to target creature or player. Emberwilde Caliph {2}{U}{R} Creature -- Djinn 4/4 Flying, trample Emberwilde Caliph attacks each turn if able. Whenever Emberwilde Caliph deals damage, you lose that much life. Emberwilde Djinn {2}{R}{R} Creature -- Djinn 5/4 Flying At the beginning of each player's upkeep, that player may pay {R}{R} or 2 life. If he or she does, the player gains control of Emberwilde Djinn. Emblazoned Golem {2} Artifact Creature -- Golem 1/2 Kicker {X} (You may pay an additional {X} as you play this spell.) Spend only colored mana on X. No more than one mana of each color may be spent this way. If the kicker cost was paid, Emblazoned Golem comes into play with X +1/+1 counters on it. Embolden {2}{W} Instant Prevent the next 4 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. Flashback {1}{W} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Emerald Charm {G} Instant Choose one -- Untap target permanent; or destroy target global enchantment; or target creature loses flying until end of turn. Emerald Dragonfly {1}{G} Creature -- Dragonfly 1/1 Flying {G}{G}: Emerald Dragonfly gains first strike until end of turn. Emerald Medallion {2} Artifact Green spells you play cost {1} less to play. Emmessi Tome {4} Artifact {5}, {T}: Draw two cards, then discard a card from your hand. Emperor Crocodile {3}{G} Creature -- Crocodile 5/5 When you control no other creatures, sacrifice Emperor Crocodile. Empress Galina {3}{U}{U} Creature -- Legend 1/3 {U}{U}, {T}: Gain control of target Legend or legendary permanent. (This effect doesn't end at end of turn.) Empyrial Armor {1}{W}{W} Enchant Creature Enchanted creature gets +X/+X, where X is the number of cards in your hand. Empyrial Plate {2} Artifact -- Equipment Equipped creature gets +1/+1 for each card in your hand. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Enchanted Being {1}{W}{W} Creature -- Being 2/2 Prevent all combat damage that would be dealt to Enchanted Being by enchanted creatures. Enchantment Alteration {U} Instant Move target enchantment enchanting a creature or land to another permanent of that type. Enchantress's Presence {2}{G} Enchantment Whenever you play an enchantment spell, draw a card. Encroach {B} Sorcery Target player reveals his or her hand. Choose a nonbasic land card from it. That player discards that card. Endangered Armodon {2}{G}{G} Creature -- Elephant 4/5 When you control a creature with toughness 2 or less, sacrifice Endangered Armodon. Endbringer's Revel {2}{B} Enchantment {4}: Return target creature card from a graveyard to its owner's hand. Any player may play this ability but only any time he or she could play a sorcery. Endemic Plague {3}{B} Sorcery As an additional cost to play Endemic Plague, sacrifice a creature. Destroy all creatures that share a creature type with the sacrificed creature. They can't be regenerated. Endless Scream {X}{B} Enchant Creature Endless Scream comes into play with X scream counters on it. Enchanted creature gets +1/+0 for each scream counter on Endless Scream. Endless Wurm {3}{G}{G} Creature -- Wurm 9/9 Trample At the beginning of your upkeep, sacrifice Endless Wurm unless you sacrifice an enchantment. Endoskeleton {2} Artifact You may choose not to untap Endoskeleton during your untap step. {2}, {T}: Target creature gets +0/+3 as long as Endoskeleton remains tapped. Enduring Renewal {2}{W}{W} Enchantment Play with your hand revealed. If you would draw a card, reveal it instead. If it's a creature card, put it into your graveyard. Otherwise draw it. If a creature would be put into your graveyard from play, put that creature into your hand instead. Energizer {4} Artifact Creature 2/2 {2}, {T}: Put a +1/+1 counter on Energizer. Energy Arc {W}{U} Instant Untap any number of target creatures. Prevent all combat damage that would be dealt by and dealt to those creatures this turn. Energy Bolt {X}{R}{W} Sorcery Choose one -- Energy Bolt deals X damage to target player; or target player gains X life. Energy Field {1}{U} Enchantment Prevent all damage that would be dealt to you by sources you don't control. When a card is put into your graveyard, sacrifice Energy Field. Energy Flux {2}{U} Enchantment All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay {2}." Energy Storm {1}{W} Enchantment Cumulative upkeep {1} Prevent all damage that would be dealt by instant and sorcery spells. Creatures with flying don't untap during their controller's untap step. Energy Tap {U} Sorcery Tap target untapped creature you control. If you do, add {X} to your mana pool, where X is that creature's converted mana cost. Energy Vortex {3}{U}{U} Enchantment As Energy Vortex comes into play, choose an opponent. At the beginning of your upkeep, remove all energy counters from Energy Vortex. At the beginning of the chosen player's upkeep, Energy Vortex deals 3 damage to that player unless he or she pays {1} for each energy counter on Energy Vortex. {X}: Put X energy counters on Energy Vortex. Play this ability only during your upkeep. Enervate {1}{U} Instant Tap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. Enfeeblement {B}{B} Enchant Creature Enchanted creature gets -2/-2. Engineered Plague {2}{B} Enchantment As Engineered Plague comes into play, choose a creature type. All creatures of the chosen type get -1/-1. Engulfing Flames {R} Instant Engulfing Flames deals 1 damage to target creature. It can't be regenerated this turn. Flashback {3}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Enlightened Tutor {W} Instant Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it. Enlistment Officer {3}{W} Creature -- Soldier 2/3 First strike When Enlistment Officer comes into play, reveal the top four cards of your library. Put all Soldier cards revealed this way into your hand and the rest on the bottom of your library. Enormous Baloth {6}{G} Creature -- Beast 7/7 Enrage {X}{R} Instant Target creature gets +X/+0 until end of turn. Enraging Licid {1}{R} Creature -- Licid 1/1 {R}, {T}: Enraging Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has haste" and "{R}: End the effect that created this ability." Enslaved Dwarf {R} Creature -- Dwarf 1/1 {R}, Sacrifice Enslaved Dwarf: Target black creature gets +1/+0 and gains first strike until end of turn. Enslaved Horror {3}{B} Creature -- Horror 4/4 When Enslaved Horror comes into play, each other player may return a creature card from his or her graveyard to play. Enslaved Scout {2}{R} Creature -- Goblin 2/2 {2}: Enslaved Scout gains mountainwalk until end of turn. Ensnare {3}{U} Instant You may return two Islands you control to their owner's hand rather than pay Ensnare's mana cost. Tap all creatures. Ensnaring Bridge {3} Artifact Creatures with power greater than the number of cards in your hand can't attack. Entangler {2}{W}{W} Enchant Creature Enchanted creature may block any number of creatures. Entomb {B} Instant Search your library for a card and put that card into your graveyard. Then shuffle your library. Entrails Feaster {B} Creature -- Zombie Cat 1/1 At the beginning of your upkeep, you may remove a creature card in a graveyard from the game. If you do, put a +1/+1 counter on Entrails Feaster. If you don't, tap Entrails Feaster. Entropic Specter {3}{B}{B} Creature -- Spirit */* Flying As Entropic Specter comes into play, choose an opponent. Entropic Specter's power and toughness are each equal to the number of cards in the chosen player's hand. Whenever Entropic Specter deals damage to a player, that player discards a card from his or her hand. Envelop {U} Instant Counter target sorcery spell. Ephemeron {4}{U}{U} Creature -- Illusion 4/4 Flying Discard a card from your hand: Return Ephemeron to its owner's hand. Epic Struggle {2}{G}{G} Enchantment At the beginning of your upkeep, if you control twenty or more creatures, you win the game. Epicenter {4}{R} Sorcery Target player sacrifices a land. Threshold -- All players sacrifice all lands instead. (You have threshold if seven or more cards are in your graveyard.) Equal Treatment {1}{W} Instant If any source would deal 1 or more damage to a creature or player this turn, it deals 2 damage to that creature or player instead. Draw a card. Equilibrium {1}{U}{U} Enchantment Whenever you play a creature spell, you may pay {1}. If you do, return target creature to its owner's hand. Equinox {W} Enchant Land Enchanted land has "{T}: Counter target spell if it would destroy a land you control." Equipoise {2}{W} Enchantment At the beginning of your upkeep, for each artifact target player controls in excess of the number you control, choose an artifact he or she controls. Repeat this process for creatures and lands. The chosen permanents phase out. Eradicate {2}{B}{B} Sorcery Remove target nonblack creature from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library. Erase {W} Instant Remove target enchantment from the game. Erg Raiders {1}{B} Creature -- Raider 2/3 At the end of your turn, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn. Erhnam Djinn {3}{G} Creature -- Djinn 4/5 At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. Erithizon {2}{G}{G} Creature -- Beast 4/4 Whenever Erithizon attacks, put a +1/+1 counter on target creature of defending player's choice. Eron the Relentless {3}{R}{R} Creature -- Legend 5/2 Haste {R}{R}{R}: Regenerate Eron the Relentless. Erosion {U}{U}{U} Enchant Land At the beginning of the upkeep of enchanted land's controller, destroy enchanted land unless that player pays {1} or 1 life. Errand of Duty {1}{W} Instant Put a 1/1 white Knight creature token with banding into play. Errant Minion {2}{U} Enchant Creature At the beginning of the upkeep of enchanted creature's controller, that player may pay {1} or {2}. Errant Minion deals damage to that player equal to 2 minus the amount of mana paid this way. Errantry {1}{R} Enchant Creature Enchanted creature gets +3/+0 and can only attack alone. Erratic Explosion {2}{R} Sorcery Choose target creature or player. Reveal cards from the top of your library until you reveal a nonland card. Erratic Explosion deals damage equal to that card's converted mana cost to that creature or player. Put the revealed cards on the bottom of your library in any order. Erratic Portal {4} Artifact {1}, {T}: Return target creature to its owner's hand unless its controller pays {1}. Ersatz Gnomes {3} Artifact Creature -- Gnome 1/1 {T}: Target spell is colorless. {T}: Target permanent becomes colorless until end of turn. Ertai, the Corrupted {2}{W}{U}{B} Creature -- Wizard Legend 3/4 {U}, {T}, Sacrifice a creature or enchantment: Counter target spell. Ertai, Wizard Adept {2}{U} Creature -- Wizard Legend 1/1 {2}{U}{U}, {T}: Counter target spell. Ertai's Familiar {1}{U} Creature -- Illusion 2/2 Phasing When Ertai's Familiar leaves play, put the top three cards of your library into your graveyard. {U}: Until your next upkeep, Ertai's Familiar can't phase out. Ertai's Meddling {X}{U} Instant X can't be 0. The next time target spell would resolve, instead its controller removes it from the game, then puts X delay counters on it. As long as that card is removed from the game, remove a delay counter from it at the beginning of that player's upkeep. If the card has no delay counters on it, he or she puts it onto the stack as a copy of the original spell. Ertai's Trickery {U} Instant Counter target spell if a kicker cost was paid for it. Escape Artist {1}{U} Creature -- Wizard 1/1 Escape Artist is unblockable. {U}, Discard a card from your hand: Return Escape Artist to its owner's hand. Escape Routes {2}{U} Enchantment {2}{U}: Return target white or black creature you control to its owner's hand. Escaped Shapeshifter {3}{U}{U} Creature -- Shapeshifter 3/4 As long as an opponent controls a creature with flying other than an Escaped Shapeshifter, Escaped Shapeshifter has flying. The same is true for first strike, trample, and protection from any color. Essence Bottle {2} Artifact {3}, {T}: Put an elixir counter on Essence Bottle. {T}, Remove all elixir counters from Essence Bottle: You gain 2 life for each elixir counter removed this way. Essence Filter {1}{G}{G} Sorcery Choose one -- Destroy all enchantments; or destroy all nonwhite enchantments. Essence Flare {U} Enchant Creature Enchanted creature gets +2/+0. At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on enchanted creature. Essence Fracture {3}{U}{U} Sorcery Return two target creatures to their owners' hands. Cycling {2}{U} ({2}{U}, Discard this card from your hand: Draw a card.) Essence Leak {U} Enchant Permanent If enchanted permanent is red or green, it has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost." Essence Sliver {3}{W} Creature -- Sliver 3/3 Whenever a Sliver deals damage, its controller gains that much life. Essence Vortex {1}{U}{B} Instant Destroy target creature unless its controller pays life equal to its toughness. If destroyed this way, the creature can't be regenerated. Eternal Dragon {5}{W}{W} Creature -- Dragon Spirit 5/5 Flying {3}{W}{W}: Return Eternal Dragon from your graveyard to your hand. Play this ability only during your upkeep. Plainscycling {2} ({2}, Discard this card from your hand: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.) Eternal Flame {2}{R}{R} Sorcery Eternal Flame deals X damage to target opponent, where X is the number of Mountains you control. It deals half X damage, rounded up, to you. Eternal Warrior {R} Enchant Creature Attacking doesn't cause enchanted creature to tap. Ether Well {3}{U} Instant Put target creature on top of its owner's library. If that creature is red, you may put it on the bottom of its owner's library instead. Ethereal Champion {2}{W}{W}{W} Creature -- Avatar 3/4 Pay 1 life: Prevent the next 1 damage that would be dealt to Ethereal Champion this turn. Eureka {2}{G}{G} Sorcery Starting with you, players take turns putting an artifact, creature, enchantment, or land card from their hands into play until no one wants to put another card into play. Evacuation {3}{U}{U} Instant Return all creatures to their owners' hands. Evaporate {2}{R} Sorcery Evaporate deals 1 damage to each creature that's white or blue. Evasive Action {1}{U} Instant Counter target spell unless its controller pays {1} for each basic land type among lands you control. Everglades Land If Everglades would come into play, return an untapped Swamp you control to its owner's hand instead. If you do, put Everglades into play tapped. If you don't, put it into its owner's graveyard. {T}: Add {1}{B} to your mana pool. Everglove Courier {2}{G} Creature -- Elf 2/1 You may choose not to untap Everglove Courier during your untap step. {2}{G}, {T}: As long as Everglove Courier remains tapped, target Elf gets +2/+2 and has trample. Evil Eye of Orms-by-Gore {4}{B} Creature -- Horror 3/6 Evil Eye of Orms-by-Gore can't be blocked except by Walls. Except for creatures named Evil Eye of Orms-by-Gore, creatures you control can't attack. Evil Presence {B} Enchant Land Enchanted land is a Swamp. Evincar's Justice {2}{B}{B} Sorcery Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Evincar's Justice into your hand instead of your graveyard as part of its resolution.) Evincar's Justice deals 2 damage to each creature and each player. Eviscerator {3}{B}{B} Creature -- Horror 5/5 Protection from white When Eviscerator comes into play, you lose 5 life. Exalted Angel {4}{W}{W} Creature -- Angel 4/5 Flying Whenever Exalted Angel deals damage, you gain that much life. Morph {2}{W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Exalted Dragon {4}{W}{W} Creature -- Dragon 5/5 Flying Each turn, Exalted Dragon can't attack unless you sacrifice a land. (This cost is paid as you declare attackers.) Excavation {1}{U} Enchantment {1}, Sacrifice a land: Draw a card. Any player may play this ability. Excavator {2} Artifact {T}, Sacrifice a basic land: Target creature gains landwalk for the type of land sacrificed this way until end of turn. Excise {X}{W} Instant Remove target attacking creature from the game unless its controller pays {X}. Exclude {2}{U} Instant Counter target creature spell. Draw a card. Execute {2}{B} Instant Destroy target white creature. It can't be regenerated. Draw a card. Exhaustion {2}{U} Sorcery Creatures and lands target opponent controls don't untap during his or her next untap step. Exhume {1}{B} Sorcery Each player puts a creature card from his or her graveyard into play. Exile {2}{W} Instant Remove target nonwhite attacking creature from the game. You gain life equal to its toughness. Exiled Doomsayer {1}{W} Creature -- Cleric 1/2 All morph costs cost {2} more. (This doesn't affect the cost to play creatures face down.) Exorcist {W}{W} Creature -- Exorcist 1/1 {1}{W}, {T}: Destroy target black creature. Exoskeletal Armor {1}{G} Enchant Creature Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards. Exotic Curse {2}{B} Enchant Creature Enchanted creature gets -1/-1 for each basic land type among lands you control. Exotic Disease {4}{B} Sorcery Target player loses X life and you gain X life, where X is the number of basic land types among lands you control. Expendable Troops {1}{W} Creature -- Soldier 2/1 {T}, Sacrifice Expendable Troops: Expendable Troops deals 2 damage to target attacking or blocking creature. Exploration {G} Enchantment You may play an additional land each of your turns. Explosive Growth {G} Instant Kicker {5} (You may pay an additional {5} as you play this spell.) Target creature gets +2/+2 until end of turn. If the kicker cost was paid, that creature gets +5/+5 until end of turn instead. Explosive Vegetation {3}{G} Sorcery Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library. Expunge {2}{B} Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Extinction {4}{B} Sorcery Destroy all creatures of the creature type of your choice. Extortion {3}{B}{B} Sorcery Look at target player's hand and choose up to two cards from it. That player discards those cards. Extra Arms {4}{R} Enchant Creature Whenever enchanted creature attacks, it deals 2 damage to target creature or player. Extract {U} Sorcery Search target player's library for a card and remove that card from the game. Then that player shuffles his or her library. Extraplanar Lens {3} Artifact Imprint -- When Extraplanar Lens comes into play, you may remove target land you control from the game. (The removed card is imprinted on this artifact.) Whenever a land with the same name as the imprinted card is tapped for mana, its controller adds one mana to his or her mana pool of any type that land produced. Extravagant Spirit {3}{U} Creature -- Spirit 4/4 Flying At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay {1} for each card in your hand. Extruder {4} Artifact Creature 4/3 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Sacrifice an artifact: Put a +1/+1 counter on target creature. Eye for an Eye {W}{W} Instant Eye for an Eye deals X damage to the controller of the source of your choice that dealt damage to you this turn, where X is the damage dealt to you by that source this turn. Eye of Ramos {3} Artifact {T}: Add {U} to your mana pool. Sacrifice Eye of Ramos: Add {U} to your mana pool. Eye of Singularity {3}{W} Enchant World When Eye of Singularity comes into play, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated. Whenever a permanent other than a basic land comes into play, destroy all other permanents with that name. They can't be regenerated. Eye of Yawgmoth {3} Artifact {3}, {T}, Sacrifice a creature: Reveal cards from the top of your library equal to the sacrificed creature's power. Put one into your hand and remove the rest from the game. Fabricate {2}{U} Sorcery Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library. Face of Fear {5}{B} Creature -- Horror 3/4 {2}{B}, Discard a card from your hand: Face of Fear gains fear until end of turn. Faceless Butcher {2}{B}{B} Creature -- Nightmare Horror 2/3 When Faceless Butcher comes into play, remove target creature other than Faceless Butcher from the game. When Faceless Butcher leaves play, return the removed card to play under its owner's control. Faces of the Past {2}{U} Enchantment Whenever a creature is put into a graveyard from play, tap or untap all creatures that share a creature type with it. Fact or Fiction {3}{U} Instant Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. Fade Away {2}{U} Sorcery For each creature, that creature's controller pays {1} or sacrifices a permanent. Fade from Memory {B} Instant Remove target card in a graveyard from the game. Cycling {B} ({B}, Discard this card from your hand: Draw a card.) Faerie Conclave Land Faerie Conclave comes into play tapped. {T}: Add {U} to your mana pool. {1}{U}: Faerie Conclave becomes a 2/1 blue creature with flying until end of turn. It's still a land. Faerie Noble {2}{G} Creature -- Noble 1/2 Flying Faeries you control get +0/+1. {T}: Faeries you control get +1/+0 until end of turn. Faerie Squadron {U} Creature -- Faerie 1/1 Kicker {3}{U} (You may pay an additional {3}{U} as you play this spell.) If the kicker cost was paid, Faerie Squadron comes into play with two +1/+1 counters on it and with flying. Faith Healer {1}{W} Creature -- Cleric 1/1 Sacrifice an enchantment: You gain life equal to its converted mana cost. Fallen Angel {3}{B}{B} Creature -- Angel 3/3 Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn. Fallen Askari {1}{B} Creature -- Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Fallen Askari can't block. Fallen Cleric {4}{B} Creature -- Zombie Cleric 4/2 Protection from Clerics Morph {4}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Falling Star {2}{R} Sorcery Flip Falling Star onto the playing area from a height of at least one foot. Falling Star deals 3 damage to each creature it lands on. Tap all creatures dealt damage by Falling Star. If Falling Star doesn't turn completely over at least once during the flip, it has no effect. Falling Timber {2}{G} Instant Kicker--Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.) Prevent all combat damage target creature would deal this turn. If the kicker cost was paid, prevent all combat damage another target creature would deal this turn. Fallow Earth {2}{G} Sorcery Put target land on top of its owner's library. Fallow Wurm {2}{G} Creature -- Wurm 4/4 When Fallow Wurm comes into play, sacrifice it unless you discard a land card from your hand. False Cure {B}{B} Instant Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life he or she gained. False Dawn {1}{W} Sorcery Until end of turn, spells and abilities you control that would add colored mana to your mana pool add that much white mana instead. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card. False Demise {2}{U} Enchant Creature When enchanted creature is put into a graveyard, return that creature to play under your control. False Memories {1}{U} Instant Put the top seven cards of your library into your graveyard. At end of turn, remove seven cards in your graveyard from the game. False Orders {R} Instant Play False Orders only during the declare blockers step. Target creature defending player controls is removed from combat. Creatures that creature had been blocking this combat are considered unblocked if no other creatures are blocking them. You may have the creature block an attacking creature of your choice. False Prophet {2}{W}{W} Creature -- Cleric 2/2 When False Prophet is put into a graveyard from play, remove all creatures from the game. Falter {1}{R} Instant Creatures without flying can't block this turn. Familiar Ground {2}{G} Enchantment Each creature you control can't be blocked by more than one creature. Famished Ghoul {3}{B} Creature -- Zombie 3/2 {1}{B}, Sacrifice Famished Ghoul: Remove up to two target cards in a single graveyard from the game. Fanatical Devotion {2}{W} Enchantment Sacrifice a creature: Regenerate target creature. Fanatical Fever {2}{G}{G} Instant Target creature gets +3/+0 and gains trample until end of turn. Fangren Hunter {3}{G}{G} Creature -- Beast 4/4 Trample Fanning the Flames {X}{R}{R} Sorcery Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Fanning the Flames into your hand instead of your graveyard as part of its resolution.) Fanning the Flames deals X damage to target creature or player. Far Wanderings {2}{G} Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Threshold -- Instead search your library for three basic land cards and put them into play tapped. Then shuffle your library. (You have threshold if seven or more cards are in your graveyard.) Farmstead {W}{W}{W} Enchant Land Enchanted land has "At the beginning of your upkeep, you may pay {W}{W}. If you do, you gain 1 life." Farrelite Priest {1}{W}{W} Creature -- Cleric 1/3 {1}: Add {W} to your mana pool. If this ability is played four or more times this turn, sacrifice Farrelite Priest at end of turn. Farrel's Mantle {2}{W} Enchant Creature Enchanted creature has "Whenever this creature attacks and isn't blocked, you may have it deal X plus 2 damage to target creature, where X is this creature's power. If you do, this creature deals no combat damage this turn." Farrel's Zealot {1}{W}{W} Creature -- Townsfolk 2/2 Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot deals no combat damage this turn. Farsight Mask {5} Artifact Whenever a source an opponent controls deals damage to you, if Farsight Mask is untapped, you may draw a card. Fastbond {G} Enchantment You may play as many lands as you choose on your turn. Whenever you play a land other than the first land of the turn, Fastbond deals 1 damage to you. Fasting {W} Enchantment At the beginning of your upkeep, put a hunger counter on Fasting. If Fasting has five or more hunger counters on it, sacrifice it. Otherwise, you may choose to skip your draw step this turn and gain 2 life. When you draw a card, sacrifice Fasting. Fatal Blow {B} Instant Destroy target creature that was dealt damage this turn. It can't be regenerated. Fatal Lore {2}{B}{B} Sorcery An opponent chooses one -- You draw three cards; or you destroy up to two target creatures that opponent controls and that player draws up to three cards. Those creatures can't be regenerated. Fatal Mutation {B} Enchant Creature When enchanted creature is turned face up, destroy it. It can't be regenerated. Fatespinner {1}{U}{U} Creature -- Human Wizard 1/2 At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn. Fatigue {1}{U} Sorcery Target player skips his or her next draw step. Fault Line {X}{R}{R} Instant Fault Line deals X damage to each creature without flying and each player. Fault Riders {2}{R} Creature -- Soldier 2/2 Sacrifice a land: Fault Riders gets +2/+0 and gains first strike until end of turn. Play this ability only once each turn. Favorable Destiny {1}{W} Enchant Creature Enchanted creature gets +1/+2 as long as it's white. Enchanted creature can't be the target of spells or abilities as long as its controller controls another creature. Fear {B}{B} Enchant Creature Enchanted creature has fear. Feast of the Unicorn {3}{B} Enchant Creature Enchanted creature gets +4/+0. Feast or Famine {3}{B} Instant Choose one -- Put a 2/2 black Zombie creature token into play; or destroy target nonblack, nonartifact creature and it can't be regenerated. Fecundity {2}{G} Enchantment Whenever a creature is put into a graveyard from play, that creature's controller may draw a card. Feedback {2}{U} Enchant Enchantment At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player. Feeding Frenzy {2}{B} Instant Target creature gets -X/-X until end of turn, where X is the number of Zombies in play. Feint {R} Instant Tap all creatures blocking target attacking creature. Prevent all combat damage this turn that would be dealt by that creature and all creatures blocking it. Feldon's Cane {1} Artifact {T}, Remove Feldon's Cane from the game: Shuffle your graveyard into your library. Fellwar Stone {2} Artifact {T}: Add to your mana pool one mana of any color and type that a land an opponent controls could produce. Femeref Archers {2}{G} Creature -- Soldier 2/2 {T}: Femeref Archers deals 4 damage to target attacking creature with flying. Femeref Enchantress {G}{W} Creature -- Enchantress 1/2 Whenever an enchantment is put into a graveyard from play, draw a card. Femeref Healer {1}{W} Creature -- Cleric 1/1 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Femeref Knight {2}{W} Creature -- Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {W}: Attacking doesn't cause Femeref Knight to tap this turn. Femeref Scouts {2}{W} Creature -- Soldier 1/4 Fen Stalker {3}{B} Creature -- Nightstalker 3/2 Fen Stalker has fear as long as you control no untapped lands. Fend Off {1}{W} Instant Prevent all combat damage that would be dealt by target creature this turn. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Feral Instinct {1}{G} Instant Target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep. Feral Shadow {2}{B} Creature -- Nightstalker 2/1 Flying Feral Thallid {3}{G}{G}{G} Creature -- Fungus 6/3 At the beginning of your upkeep, put a spore counter on Feral Thallid. Remove three spore counters from Feral Thallid: Regenerate Feral Thallid. Feral Throwback {4}{G}{G} Creature -- Beast 3/3 Amplify 2 (As this card comes into play, put two +1/+1 counters on it for each Beast card you reveal in your hand.) Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Ferocity {1}{G} Enchant Creature Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it. Feroz's Ban {6} Artifact Creature spells cost {2} more to play. Fertile Ground {1}{G} Enchant Land Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool. Fervent Charge {1}{W}{B}{R} Enchantment Whenever a creature you control attacks, it gets +2/+2 until end of turn. Fervent Denial {3}{U}{U} Instant Counter target spell. Flashback {5}{U}{U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Fervor {2}{R} Enchantment Creatures you control have haste. Festering Evil {3}{B}{B} Enchantment At the beginning of your upkeep, Festering Evil deals 1 damage to each creature and each player. {B}{B}, Sacrifice Festering Evil: Festering Evil deals 3 damage to each creature and each player. Festering Goblin {B} Creature -- Zombie Goblin 1/1 When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn. Festering Wound {1}{B} Enchant Creature At the beginning of your upkeep, you may put an infection counter on Festering Wound. At the beginning of the upkeep of enchanted creature's controller, Festering Wound deals X damage to that player, where X is the number of infection counters on Festering Wound. Festival {W} Instant Play only during an opponent's upkeep. That player skips all combat phases this turn. Fetid Horror {3}{B} Creature -- Shade 1/2 {B}: Fetid Horror gets +1/+1 until end of turn. Fever Charm {R} Instant Choose one -- Target creature gains haste until end of turn; or target creature gets +2/+0 until end of turn; or Fever Charm deals 3 damage to target Wizard. Fevered Convulsions {B}{B} Enchantment {2}{B}{B}: Put a -1/-1 counter on target creature. Fevered Strength {2}{B} Instant Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep. Fickle Efreet {3}{R} Creature -- Efreet 5/2 Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet. Field of Dreams {U} Enchant World Players play with the top card of their libraries revealed. Field of Souls {2}{W}{W} Enchantment Whenever a nontoken creature is put into your graveyard from play, put a 1/1 white Essence creature token with flying into play. Field Surgeon {1}{W} Creature -- Cleric 1/1 Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn. Fierce Empath {2}{G} Creature -- Elf 1/1 When Fierce Empath comes into play, you may search your library for a creature card with converted mana cost 6 or more, reveal it, and put it into your hand. Then shuffle your library. Fiery Gambit {2}{R} Sorcery Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control. Fiery Justice {G}{W}{R} Sorcery Fiery Justice deals 5 damage divided as you choose among any number of target creatures and/or players. An opponent gains 5 life. Fiery Mantle {1}{R} Enchant Creature When Fiery Mantle is put into a graveyard from play, return Fiery Mantle to its owner's hand. {R}: Enchanted creature gets +1/+0 until end of turn. Fiery Temper {1}{R}{R} Instant Fiery Temper deals 3 damage to target creature or player. Madness {R} (You may play this card for its madness cost at the time you discard it from your hand.) Fight or Flight {3}{W} Enchantment At the beginning of each opponent's combat phase, separate all creatures that player controls into two piles. Only creatures in the pile of his or her choice may attack this turn. Fighting Chance {R} Instant For each blocking creature, flip a coin. If you win the flip, prevent all combat damage that would be dealt by that creature this turn. Fighting Drake {2}{U}{U} Creature -- Drake 2/4 Flying Filth {3}{B} Creature -- Incarnation 2/2 Swampwalk As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk. Filthy Cur {1}{B} Creature -- Hound 2/2 Whenever Filthy Cur is dealt damage, you lose that much life. Final Fortune {R}{R} Instant Take an extra turn after this one. At the end of that turn, you lose the game. Final Punishment {3}{B}{B} Sorcery Target player loses life equal to the damage already dealt to him or her this turn. Fire // Ice {1}{R} // {1}{U} Instant // Instant Fire deals 2 damage divided as you choose among any number of target creatures and/or players. // Tap target permanent. Draw a card. Fire and Brimstone {3}{W}{W} Instant Fire and Brimstone deals 4 damage to target player who declared an attacking creature this turn and 4 damage to you. Fire Ants {2}{R} Creature -- Insect 2/1 {T}: Fire Ants deals 1 damage to each other creature without flying. Fire Covenant {1}{B}{R} Instant As an additional cost to play Fire Covenant, pay X life. Fire Covenant deals X damage divided as you choose among any number of target creatures. Fire Diamond {2} Artifact Fire Diamond comes into play tapped. {T}: Add {R} to your mana pool. Fire Drake {1}{R}{R} Creature -- Drake 1/2 Flying {R}: Fire Drake gets +1/+0 until end of turn. Play this ability no more than once each turn. Fire Elemental {3}{R}{R} Creature -- Elemental 5/4 Fire Sprites {1}{G} Creature -- Faerie 1/1 Flying {G}, {T}: Add {R} to your mana pool. Fire Whip {1}{R} Enchant Creature Fire Whip can enchant only a creature you control. Enchanted creature has "{T}: This creature deals 1 damage to target creature or player." Sacrifice Fire Whip: Fire Whip deals 1 damage to target creature or player. Fireball {X}{Y}{R} Sorcery Fireball deals X damage divided evenly, rounded down, among Y plus one target creatures and/or players. Fireblast {4}{R}{R} Instant You may sacrifice two Mountains rather than pay Fireblast's mana cost. Fireblast deals 4 damage to target creature or player. Firebolt {R} Sorcery Firebolt deals 2 damage to target creature or player. Flashback {4}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Firebrand Ranger {1}{R} Creature -- Soldier 2/1 {G}, {T}: Put a basic land card from your hand into play. Firebreathing {R} Enchant Creature {R}: Enchanted creature gets +1/+0 until end of turn. Firecat Blitz {X}{R}{R} Sorcery Put X 1/1 red Cat creature tokens with haste into play. Remove them from the game at end of turn. Flashback--{R}{R}, Sacrifice X Mountains. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Firefly {3}{R} Creature -- Insect 1/1 Flying {R}: Firefly gets +1/+0 until end of turn. Fires of Yavimaya {1}{R}{G} Enchantment Creatures you control have haste. Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn. Firescreamer {3}{B} Creature -- Kavu 2/2 {R}: Firescreamer gets +1/+0 until end of turn. Fireshrieker {3} Artifact -- Equipment Equipped creature has double strike. (It deals both first-strike and regular combat damage.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Fireslinger {1}{R} Creature -- Wizard 1/1 {T}: Fireslinger deals 1 damage to target creature or player and 1 damage to you. Firestorm {R} Instant As an additional cost to play Firestorm, discard X cards from your hand. Firestorm deals X damage to each of X target creatures and/or players. Firestorm Hellkite {4}{U}{R} Creature -- Dragon 6/6 Flying, trample Cumulative upkeep {U}{R} Firestorm Phoenix {4}{R}{R} Creature -- Phoenix 3/2 Flying If Firestorm Phoenix would be put into a graveyard from play, return Firestorm Phoenix to its owner's hand instead. It can't be played again until its owner's next turn. Fishliver Oil {1}{U} Enchant Creature Enchanted creature has islandwalk. Fissure {3}{R}{R} Instant Destroy target creature or land. It can't be regenerated. Fists of the Anvil {1}{R} Instant Target creature gets +4/+0 until end of turn. Fit of Rage {1}{R} Sorcery Target creature gets +3/+3 and gains first strike until end of turn. Flailing Drake {3}{G} Creature -- Drake 2/3 Flying When Flailing Drake blocks or becomes blocked by a creature, that creature gets +1/+1 until end of turn. Flailing Manticore {3}{R} Creature -- Monster 3/3 Flying, first strike {1}: Flailing Manticore gets +1/+1 until end of turn. Any player may play this ability. {1}: Flailing Manticore gets -1/-1 until end of turn. Any player may play this ability. Flailing Ogre {2}{R} Creature -- Ogre 3/3 {1}: Flailing Ogre gets +1/+1 until end of turn. Any player may play this ability. {1}: Flailing Ogre gets -1/-1 until end of turn. Any player may play this ability. Flailing Soldier {R} Creature -- Soldier 2/2 {1}: Flailing Soldier gets +1/+1 until end of turn. Any player may play this ability. {1}: Flailing Soldier gets -1/-1 until end of turn. Any player may play this ability. Flame Burst {1}{R} Instant Flame Burst deals X damage to target creature or player, where X is 2 plus the number of cards named Flame Burst in all graveyards. Flame Elemental {2}{R}{R} Creature -- Elemental 3/2 {R}, {T}, Sacrifice Flame Elemental: Flame Elemental deals damage equal to its power to target creature. Flame Jet {1}{R} Sorcery Flame Jet deals 3 damage to target player. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Flame Rift {1}{R} Sorcery Flame Rift deals 4 damage to each player. Flame Spirit {4}{R} Creature -- Spirit 2/3 {R}: Flame Spirit gets +1/+0 until end of turn. Flame Wave {3}{R}{R}{R}{R} Sorcery Flame Wave deals 4 damage to target player and each creature he or she controls. Flameshot {3}{R} Sorcery You may discard a Mountain card from your hand rather than pay Flameshot's mana cost. Flameshot deals 3 damage divided as you choose among any number of target creatures. Flamestick Courier {2}{R} Creature -- Goblin 2/1 You may choose not to untap Flamestick Courier during your untap step. {2}{R}, {T}: As long as Flamestick Courier remains tapped, target Goblin gets +2/+2 and has haste. Flametongue Kavu {3}{R} Creature -- Kavu 4/2 When Flametongue Kavu comes into play, it deals 4 damage to target creature. Flamewave Invoker {2}{R} Creature -- Goblin Mutant 2/2 {7}{R}: Flamewave Invoker deals 5 damage to target player. Flaming Gambit {X}{R} Instant Flaming Gambit deals X damage to target player. That player may choose a creature he or she controls and have Flaming Gambit deal that damage to it instead. Flashback {X}{R}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flaming Sword {1}{R} Enchant Creature You may play Flaming Sword any time you could play an instant. Enchanted creature gets +1/+0 and has first strike. Flare {2}{R} Instant Flare deals 1 damage to target creature or player. Draw a card at the beginning of the next turn's upkeep. Flaring Pain {1}{R} Instant Damage can't be prevented this turn. Flashback {R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flash {1}{U} Instant Choose a creature card in your hand. You may pay its mana cost reduced by up to {2}. If you do, put that card into play. If you don't, put that card into your graveyard. Flash Counter {1}{U} Instant Counter target instant spell. Flash Flood {U} Instant Choose one -- Destroy target red permanent; or return target Mountain to its owner's hand. Flash of Defiance {1}{R} Sorcery Players can't block with green and/or white creatures this turn. Flashback--{1}{R}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flash of Insight {X}{1}{U} Instant Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library. Flashback--{1}{U}, Remove X blue cards in your graveyard from the game. (You can't remove Flash of Insight to pay for its own flashback cost.) Flashfires {3}{R} Sorcery Destroy all Plains. Flay {3}{B} Sorcery Target player discards a card at random from his or her hand. Then that player discards another card at random from his or her hand unless he or she pays {1}. Flayed Nim {3}{B} Creature -- Skeleton 2/2 Whenever Flayed Nim deals combat damage to a creature, that creature's controller loses that much life. {2}{B}: Regenerate Flayed Nim. Fledgling Djinn {1}{B} Creature -- Djinn 2/2 Flying At the beginning of your upkeep, Fledgling Djinn deals 1 damage to you. Fledgling Dragon {2}{R}{R} Creature -- Dragon 2/2 Flying Threshold -- Fledgling Dragon gets +3/+3 and has "{R}: Fledgling Dragon gets +1/+0 until end of turn." (You have threshold as long as seven or more cards are in your graveyard.) Fledgling Imp {2}{B} Creature -- Imp 2/2 {B}, Discard a card from your hand: Fledgling Imp gains flying until end of turn. Fledgling Osprey {U} Creature -- Bird 1/1 Fledgling Osprey has flying as long as it's enchanted. Fleetfoot Panther {1}{G}{W} Creature -- Cat 3/4 You may play Fleetfoot Panther any time you could play an instant. When Fleetfoot Panther comes into play, return a green or white creature you control to its owner's hand. Fleeting Aven {1}{U}{U} Creature -- Bird Wizard 2/2 Flying Whenever a player cycles a card, return Fleeting Aven to its owner's hand. Fleeting Image {2}{U} Creature -- Illusion 2/1 Flying {1}{U}: Return Fleeting Image to its owner's hand. Flesh Reaver {1}{B} Creature -- Horror 4/4 Whenever Flesh Reaver deals damage to a creature or opponent, Flesh Reaver deals that much damage to you. Flicker {1}{W} Sorcery Remove target nontoken permanent from the game, then return it to play under its owner's control. Flickering Ward {W} Enchant Creature As Flickering Ward comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Flickering Ward. {W}: Return Flickering Ward to its owner's hand. Flight {U} Enchant Creature Enchanted creature has flying. Fling {1}{R} Instant As an additional cost to play Fling, sacrifice a creature. Fling deals damage equal to the sacrificed creature's power to target creature or player. Flint Golem {4} Artifact Creature -- Golem 2/3 Whenever Flint Golem becomes blocked, defending player puts the top three cards from his or her library into his or her graveyard. Floating Shield {2}{W} Enchant Creature As Floating Shield comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Floating Shield. Sacrifice Floating Shield: Target creature gains protection from the chosen color until end of turn. Flood {U} Enchantment {U}{U}: Tap target creature without flying. Flood Plain Land Flood Plain comes into play tapped. {T}, Sacrifice Flood Plain: Search your library for a Plains or Island card and put it into play. Then shuffle your library. Flooded Shoreline {U}{U} Enchantment {U}{U}, Return two Islands you control to their owner's hand: Return target creature to its owner's hand. Flooded Strand Land {T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card and put it into play. Then shuffle your library. Flooded Woodlands {2}{U}{B} Enchantment Green creatures have "This creature can't attack unless you sacrifice a land." (This cost is paid as attackers are declared.) Floodgate {3}{U} Creature -- Wall 0/5 (Walls can't attack.) When Floodgate gains flying, sacrifice it. When Floodgate leaves play, it deals to each nonblue creature without flying 1 damage for each two Islands you control. Floodwater Dam {3} Artifact {X}{X}{1}, {T}: Tap X target lands. Floral Spuzzem {3}{G} Creature -- Spuzzem 2/2 Whenever Floral Spuzzem attacks and isn't blocked, you may destroy target artifact defending player controls. If you do, Floral Spuzzem deals no combat damage this turn. Flow of Maggots {2}{B} Creature -- Insect 2/2 Cumulative upkeep {1} Flow of Maggots can't be blocked by non-Wall creatures. Flowering Field {1}{W} Enchant Land Enchanted land has "{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn." Flowstone Armor {3} Artifact You may choose not to untap Flowstone Armor during your untap step. {3}, {T}: Target creature gets +1/-1 as long as Flowstone Armor remains tapped. Flowstone Blade {R} Enchant Creature {R}: Enchanted creature gets +1/-1 until end of turn. Flowstone Charger {2}{R}{W} Creature -- Beast 2/5 Whenever Flowstone Charger attacks, it gets +3/-3 until end of turn. Flowstone Crusher {3}{R}{R} Creature -- Beast 4/4 {R}: Flowstone Crusher gets +1/-1 until end of turn. Flowstone Flood {3}{R} Sorcery Buyback--Pay 3 life, Discard a card at random from your hand (You may pay 3 life and discard a card at random from your hand in addition to any other costs as you play this spell. If you do, put Flowstone Flood into your hand instead of your graveyard as part of its resolution.) Destroy target land. Flowstone Giant {2}{R}{R} Creature -- Giant 3/3 {R}: Flowstone Giant gets +2/-2 until end of turn. Flowstone Hellion {4}{R} Creature -- Beast 3/3 Haste {0}: Flowstone Hellion gets +1/-1 until end of turn. Flowstone Mauler {4}{R}{R} Creature -- Beast 4/5 Trample {R}: Flowstone Mauler gets +1/-1 until end of turn. Flowstone Overseer {2}{R}{R}{R} Creature -- Beast 4/4 {R}{R}: Target creature gets +1/-1 until end of turn. Flowstone Salamander {3}{R}{R} Creature -- Salamander 3/4 {R}: Flowstone Salamander deals 1 damage to target creature blocking it. Flowstone Sculpture {6} Artifact Creature 4/4 {2}, Discard a card from your hand: Put a +1/+1 counter on Flowstone Sculpture or Flowstone Sculpture gains flying, first strike, or trample. (This effect doesn't end at end of turn.) Flowstone Shambler {2}{R} Creature -- Beast 2/2 {R}: Flowstone Shambler gets +1/-1 until end of turn. Flowstone Slide {X}{2}{R}{R} Sorcery All creatures get +X/-X until end of turn. Flowstone Strike {1}{R} Instant Target creature gets +1/-1 and gains haste until end of turn. Flowstone Surge {1}{R} Enchantment Creatures you control get +1/-1. Flowstone Thopter {7} Artifact Creature 4/4 {1}: Flowstone Thopter gets +1/-1 and gains flying until end of turn. Flowstone Wall {2}{R} Creature -- Wall 0/6 (Walls can't attack.) {R}: Flowstone Wall gets +1/-1 until end of turn. Flowstone Wyvern {3}{R}{R} Creature -- Drake 3/3 Flying {R}: Flowstone Wyvern gets +2/-2 until end of turn. Fluctuator {2} Artifact Cycling costs you up to {2} less to play. Flux {2}{U} Sorcery Each player discards any number of cards from his or her hand, then draws that many cards. Draw a card. Flying Carpet {4} Artifact {2}, {T}: Target creature gains flying until end of turn. Flying Men {U} Creature -- Flying-Men 1/1 Flying Fodder Cannon {4} Artifact {4}, {T}, Sacrifice a creature: Fodder Cannon deals 4 damage to target creature. Fog {G} Instant Prevent all combat damage that would be dealt this turn. Fog Bank {1}{U} Creature -- Wall 0/2 (Walls can't attack.) Flying Prevent all combat damage that would be dealt to and dealt by Fog Bank. Fog Elemental {2}{U} Creature -- Elemental 4/4 Flying When Fog Elemental attacks or blocks, sacrifice it at end of combat. Fog of Gnats {B}{B} Creature -- Insect 1/1 Flying {B}: Regenerate Fog of Gnats. Fog Patch {1}{G} Instant Play Fog Patch only during the declare blockers step. Attacking creatures become blocked. (This spell works on unblockable creatures.) Foil {2}{U}{U} Instant You may discard an Island card and another card from your hand rather than pay Foil's mana cost. Counter target spell. Folk Medicine {2}{G} Instant You gain 1 life for each creature you control. Flashback {1}{W} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Folk of An-Havva {G} Creature -- Townsfolk 1/1 Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn. Folk of the Pines {4}{G} Creature -- Dryad 2/5 {1}{G}: Folk of the Pines gets +1/+0 until end of turn. Food Chain {2}{G} Enchantment Remove a creature you control from the game: Add X mana of any one color to your mana pool, where X is the removed creature's converted mana cost plus one. This mana may be spent only to play creature spells. Fool's Tome {4} Artifact {2}, {T}: Draw a card. Play this ability only if you have no cards in hand. Foothill Guide {W} Creature -- Cleric 1/1 Protection from Goblins Morph {W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Foratog {2}{G} Creature -- Atog 1/2 {G}, Sacrifice a Forest: Foratog gets +2/+2 until end of turn. Forbid {1}{U}{U} Instant Buyback--Discard two cards from your hand. (You may discard two cards from your hand in addition to any other costs as you play this spell. If you do, put Forbid into your hand instead of your graveyard as part of its resolution.) Counter target spell. Forbidden Crypt {3}{B}{B} Enchantment If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game. If a card would be put into your graveyard, remove that card from the game instead. Forbidden Lore {2}{G} Enchant Land Forbidden Lore can enchant only a land you control. Enchanted land has "{T}: Target creature gets +2/+1 until end of turn." Forbidden Ritual {2}{B}{B} Sorcery Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless he or she sacrifices a permanent or discards a card from his or her hand. You may repeat this process as many times as you choose. Forbidding Watchtower Land Forbidding Watchtower comes into play tapped. {T}: Add {W} to your mana pool. {1}{W}: Forbidding Watchtower becomes a 1/5 white creature until end of turn. It's still a land. Force Bubble {2}{W}{W} Enchantment If damage would be dealt to you, put that many depletion counters on Force Bubble instead. When there are four or more depletion counters on Force Bubble, sacrifice it. At end of turn, remove all depletion counters from Force Bubble. Force of Nature {2}{G}{G}{G}{G} Creature -- Force 8/8 Trample At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay {G}{G}{G}{G}. Force of Will {3}{U}{U} Instant You may pay 1 life and remove a blue card in your hand from the game rather than pay Force of Will's mana cost. Counter target spell. Force Spike {U} Instant Counter target spell unless its controller pays {1}. Force Void {2}{U} Instant Counter target spell unless its controller pays {1}. Draw a card at the beginning of the next turn's upkeep. Forced March {X}{B}{B}{B} Sorcery Destroy all creatures with converted mana cost X or less. Forcefield {3} Artifact {1}: Prevent all but 1 combat damage that would be dealt this turn by target unblocked creature attacking you. Forcemage Advocate {1}{G} Creature -- Centaur 2/1 {T}: Return target card in an opponent's graveyard to his or her hand. Put a +1/+1 counter on target creature. Foreshadow {1}{U} Instant Name a card. Target opponent puts the top card from his or her library into his or her graveyard. If it's the named card, you draw a card. Draw a card at the beginning of the next turn's upkeep. Foresight {1}{U} Sorcery Search your library for three cards, remove them from the game, then shuffle your library. Draw a card at the beginning of the next turn's upkeep. Forest Basic Land -- Forest [G] Forethought Amulet {5} Artifact If an instant or sorcery spell would deal 3 or more damage to you, it deals 2 damage to you instead. At the beginning of your upkeep, sacrifice Forethought Amulet unless you pay {3}. Forge Armor {4}{R} Instant As an additional cost to play Forge Armor, sacrifice an artifact. Put X +1/+1 counters on target creature, where X is the sacrificed artifact's converted mana cost. Forget {U}{U} Sorcery Target player discards two cards from his or her hand, then draws as many cards as he or she discarded this way. Forgotten Ancient {3}{G} Creature -- Elemental 0/3 Whenever a player plays a spell, you may put a +1/+1 counter on Forgotten Ancient. At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures. Forgotten Cave Land Forgotten Cave comes into play tapped. {T}: Add {R} to your mana pool. Cycling {R} ({R}, Discard this card from your hand: Draw a card.) Forgotten Harvest {1}{G} Enchantment At the beginning of your upkeep, you may remove a land card in your graveyard from the game. If you do, put a +1/+1 counter on target creature. Forgotten Lore {G} Sorcery An opponent chooses a card in your graveyard. You may pay {G}. If you do, that opponent chooses a card not already chosen for Forgotten Lore. You may repeat this process any number of times. Put the last chosen card in your hand. Foriysian Brigade {3}{W} Creature -- Soldier 2/4 Foriysian Brigade may block two creatures each combat. Fork {R}{R} Instant Put a copy of target instant or sorcery spell onto the stack, except that it copies Fork's color and you may choose new targets for the copy. Form of the Dragon {4}{R}{R}{R} Enchantment At the beginning of your upkeep, Form of the Dragon deals 5 damage to target creature or player. At the end of each turn, your life total becomes 5. Creatures without flying can't attack you. Formation {1}{W} Instant Target creature gains banding until end of turn. Draw a card at the beginning of the next turn's upkeep. Forsaken City Land Forsaken City doesn't untap during your untap step. At the beginning of your upkeep, you may remove a card in your hand from the game. If you do, untap Forsaken City. {T}: Add one mana of any color to your mana pool. Forsaken Wastes {2}{B} Enchant World If a player would gain life, that player gains no life instead. At the beginning of each player's upkeep, that player loses 1 life. When Forsaken Wastes becomes the target of a spell, that spell's controller loses 5 life. Fortified Area {1}{W}{W} Enchantment Walls you control get +1/+0 and have banding. Fortitude {1}{G} Enchant Creature When Fortitude is put into a graveyard from play, return Fortitude to its owner's hand. Sacrifice a Forest: Regenerate enchanted creature. Foster {2}{G}{G} Enchantment Whenever a creature you control is put into a graveyard from play, you may pay {1}. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard. Foul Familiar {2}{B} Creature -- Spirit 3/1 Foul Familiar can't block. {B}, Pay 1 life: Return Foul Familiar to its owner's hand. Foul Imp {B}{B} Creature -- Imp 2/2 Flying When Foul Imp comes into play, you lose 2 life. Foul Presence {2}{B} Enchant Creature Enchanted creature gets -1/-1 and has "{T}: Target creature gets -1/-1 until end of turn." Fountain of Cho Land Fountain of Cho comes into play tapped. {T}: Put a storage counter on Fountain of Cho. {T}, Remove any number of storage counters from Fountain of Cho: Add {W} to your mana pool for each storage counter removed this way. Fountain of Youth {0} Artifact {2}, {T}: You gain 1 life. Fountain Watch {3}{W}{W} Creature -- Guardian 2/4 Artifacts and enchantments you control can't be the target of spells or abilities. Foxfire {2}{G} Instant Untap target attacking creature. Prevent all combat damage that would be dealt to or dealt by that creature this turn. Draw a card at the beginning of the next turn's upkeep. Fractured Loyalty {1}{R} Enchant Creature Whenever enchanted creature becomes the target of a spell or ability, that spell or ability's controller gains control of enchanted creature. (This effect doesn't end at end of turn.) Frankenstein's Monster {X}{B}{B} Creature -- Monster 0/1 As Frankenstein's Monster comes into play, remove X creature cards in your graveyard from the game. If you can't, put Frankenstein's Monster into its owner's graveyard instead of into play. For each creature card removed this way, Frankenstein's Monster comes into play with a +2/+0, +1/+1, or +0/+2 counter. Frantic Purification {2}{W} Instant Destroy target enchantment. Madness {W} (You may play this card for its madness cost at the time you discard it from your hand.) Frantic Search {2}{U} Instant Draw two cards, then discard two cards from your hand. Untap up to three lands. Freewind Falcon {1}{W} Creature -- Bird 1/1 Flying, protection from red Frenetic Efreet {1}{U}{R} Creature -- Efreet 2/1 Flying {0}: If Frenetic Efreet is in play, flip a coin. If you win the flip, Frenetic Efreet phases out. If you lose the flip, sacrifice Frenetic Efreet. Frenetic Ogre {4}{R} Creature -- Ogre 2/3 {R}, Discard a card at random from your hand: Frenetic Ogre gets +3/+0 until end of turn. Frenetic Raptor {5}{R} Creature -- Beast 6/6 Beasts can't block. Frenzied Tilling {3}{R}{G} Sorcery Destroy target land. Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Fresh Volunteers {1}{W} Creature -- Rebel 2/2 Freyalise Supplicant {1}{G} Creature -- Cleric 1/1 {T}, Sacrifice a red or white creature: Freyalise Supplicant deals to target creature or player damage equal to half the sacrificed creature's power, rounded down. Freyalise's Charm {G}{G} Enchantment Whenever an opponent plays a black spell, you may pay {G}{G}. If you do, you draw a card. {G}{G}: Return Freyalise's Charm to its owner's hand. Freyalise's Winds {2}{G}{G} Enchantment Whenever a permanent becomes tapped, put a wind counter on it. That permanent gains "This permanent doesn't untap during your untap step if it has a wind counter on it" and "At the beginning of your upkeep, remove a wind counter from this permanent." Frightcrawler {1}{B} Creature -- Horror 1/1 Fear Threshold -- Frightcrawler gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.) Frightshroud Courier {2}{B} Creature -- Zombie 2/1 You may choose not to untap Frightshroud Courier during your untap step. {2}{B}, {T}: As long as Frightshroud Courier remains tapped, target Zombie gets +2/+2 and has fear. Frog Tongue {G} Enchant Creature When Frog Tongue comes into play, draw a card. Enchanted creature may block as though it had flying. Frogmite {4} Artifact Creature 2/2 Affinity for artifacts (This spell costs {1} less to play for each artifact you control.) Frontline Strategist {W} Creature -- Soldier 1/1 Morph {W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Frontline Strategist is turned face up, prevent all combat damage non-Soldiers would deal this turn. Frost Giant {3}{R}{R}{R} Creature -- Giant 4/4 Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Frozen Shade {2}{B} Creature -- Shade 0/1 {B}: Frozen Shade gets +1/+1 until end of turn. Frozen Solid {1}{U}{U} Enchant Creature Enchanted creature doesn't untap during its controller's untap step. When damage is dealt to enchanted creature, destroy it. Fugitive Druid {3}{G} Creature -- Druid 3/2 Whenever Fugitive Druid becomes the target of an enchantment spell, you draw a card. Fugitive Wizard {U} Creature -- Wizard 1/1 Fugue {3}{B}{B} Sorcery Target player discards three cards from his or her hand. Fumarole {3}{B}{R} Sorcery As an additional cost to play Fumarole, pay 3 life. Destroy target creature and target land. Funeral Charm {B} Instant Choose one -- Target player discards a card from his or her hand; or target creature gets +2/-1 until end of turn; or target creature gains swampwalk until end of turn. Funeral March {1}{B}{B} Enchant Creature When enchanted creature leaves play, its controller sacrifices a creature. Funeral Pyre {W} Instant Remove target card in a graveyard from the game. Its owner puts a 1/1 white Spirit creature token with flying into play. Fungal Bloom {G}{G} Enchantment {G}{G}: Put a spore counter on target Fungus. Fungal Shambler {4}{G}{U}{B} Creature -- Beast 6/4 Trample Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card from his or her hand. Fungus Elemental {3}{G} Creature -- Elemental 3/3 {G}, Sacrifice a Forest: Put a +2/+2 counter on Fungus Elemental. Play this ability only if Fungus Elemental came into play this turn. Fungusaur {3}{G} Creature -- Fungusaur 2/2 Whenever Fungusaur is dealt damage, put a +1/+1 counter on it. Furious Assault {2}{R} Enchantment Whenever you play a creature spell, Furious Assault deals 1 damage to target player. Furnace Brood {3}{R} Creature -- Elemental 3/3 {R}: Target creature can't be regenerated this turn. Furnace of Rath {1}{R}{R}{R} Enchantment If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead. Furnace Spirit {2}{R} Creature -- Spirit 1/1 Haste {R}: Furnace Spirit gets +1/+0 until end of turn. Future Sight {2}{U}{U}{U} Enchantment Play with the top card of your library revealed. You may play the top card of your library as though it were in your hand. Fylamarid {1}{U}{U} Creature -- Beast 1/3 Flying Fylamarid can't be blocked by blue creatures. {U}: Target creature becomes blue until end of turn. Fylgja {W} Enchant Creature Fylgja comes into play with four healing counters on it. Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn. {2}{W}: Put a healing counter on Fylgja. Fyndhorn Bow {2} Artifact {3}, {T}: Target creature gains first strike until end of turn. Fyndhorn Brownie {2}{G} Creature -- Brownie 1/1 {2}{G}, {T}: Untap target creature. Fyndhorn Druid {2}{G} Creature -- Druid 2/2 When Fyndhorn Druid is put into a graveyard from play, if it was blocked this turn, you gain 4 life. Fyndhorn Elder {2}{G} Creature -- Elf 1/1 {T}: Add {G}{G} to your mana pool. Fyndhorn Elves {G} Creature -- Elf 1/1 {T}: Add {G} to your mana pool. Fyndhorn Pollen {2}{G} Enchantment Cumulative upkeep {1} All creatures get -1/-0. {1}{G}: All creatures get -1/-0 until end of turn. Gabriel Angelfire {3}{G}{G}{W}{W} Creature -- Legend 4/4 At the beginning of your upkeep, choose flying, first strike, trample, or rampage 3. Gabriel Angelfire gains that ability until your next upkeep. Gaea's Avenger {1}{G}{G} Creature -- Gaea's-Avenger 1+*/1+* Gaea's Avenger's power and toughness are each equal to 1 plus the number of artifacts your opponents control. Gaea's Balance {3}{G} Sorcery As an additional cost to play Gaea's Balance, sacrifice five lands. Search your library for a land card of each basic land type and put them into play. Then shuffle your library. Gaea's Blessing {1}{G} Sorcery Target player shuffles up to three target cards from his or her graveyard into his or her library. Draw a card. When Gaea's Blessing is put into your graveyard from your library, shuffle your graveyard into your library. Gaea's Bounty {2}{G} Sorcery Search your library for up to two Forest cards, reveal those cards, and put them into your hand. Then shuffle your library. Gaea's Cradle Legendary Land {T}: Add {G} to your mana pool for each creature you control. Gaea's Embrace {2}{G}{G} Enchant Creature Enchanted creature gets +3/+3 and has trample. {G}: Regenerate enchanted creature. Gaea's Herald {1}{G} Creature -- Elf 1/1 Creature spells can't be countered. Gaea's Liege {3}{G}{G}{G} Creature -- Gaea's-Liege */* As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls. {T}: Target land becomes a Forest until Gaea's Liege leaves play. Gaea's Might {G} Instant Target creature gets +1/+1 until end of turn for each basic land type among lands you control. Gaea's Skyfolk {G}{U} Creature -- Elf Merfolk 2/2 Flying Gaea's Touch {G}{G} Enchantment You may play an additional land during your turn if that land is a basic Forest. Sacrifice Gaea's Touch: Add {G}{G} to your mana pool. Gainsay {1}{U} Instant Counter target blue spell. Galina's Knight {W}{U} Creature -- Merfolk Knight 2/2 Protection from red Gallantry {1}{W} Instant Target blocking creature gets +4/+4 until end of turn. Draw a card. Gallowbraid {3}{B}{B} Creature -- Legend 5/5 Trample Cumulative upkeep -- Pay 1 life Galvanic Key {2} Artifact You may play Galvanic Key any time you could play an instant. {3}, {T}: Untap target artifact. Gamble {R} Sorcery Search your library for a card, put that card into your hand, then discard a card at random from your hand. Then shuffle your library. Game of Chaos {R}{R}{R} Sorcery Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life. If you lose the flip, you lose 1 life and that opponent gains 1 life. The winner of each flip decides whether to flip again. Double the life stakes with each flip. Game Preserve {2}{G} Enchantment At the beginning of your upkeep, each player reveals the top card of his or her library. If all cards revealed this way are creature cards, put those cards into play under their owners' control. (Otherwise, put them back face-down on top of their owners' libraries.) Gamekeeper {3}{G} Creature -- Elf 2/2 When Gamekeeper is put into a graveyard from play, you may remove Gamekeeper from the game. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into play and put the other cards revealed this way into your graveyard. Gang of Elk {5}{G} Creature -- Beast 5/4 Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it. Gangrenous Goliath {3}{B}{B} Creature -- Zombie Giant 4/4 Tap three untapped Clerics you control: Return Gangrenous Goliath from your graveyard to your hand. Gangrenous Zombies {1}{B}{B} Creature -- Zombie 2/2 {T}, Sacrifice Gangrenous Zombies: Gangrenous Zombies deals 1 damage to each creature and each player. If you control a snow-covered Swamp, Gangrenous Zombies deals 2 damage to each creature and each player instead. Gargantuan Gorilla {4}{G}{G}{G} Creature -- Ape 7/7 At the beginning of your upkeep, sacrifice Gargantuan Gorilla unless you sacrifice a Forest. If you sacrifice Gargantuan Gorilla this way, it deals 7 damage to you. If you sacrifice a snow-covered Forest this way, Gargantuan Gorilla gains trample until end of turn. {T}: Gargantuan Gorilla deals damage equal to its power to target creature. That creature deals damage equal to its power to Gargantuan Gorilla. Gaseous Form {2}{U} Enchant Creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. Gate to Phyrexia {B}{B} Enchantment Sacrifice a creature: Destroy target artifact. Play this ability only during your upkeep and only once each turn. Gate to the AEther {6} Artifact At the beginning of each player's upkeep, that player reveals the top card of his or her library. If it's an artifact, creature, enchantment, or land card, the player may put it into play. Gauntlet of Might {4} Artifact Red creatures get +1/+1. Whenever a Mountain is tapped for mana, its controller adds an additional {R} to his or her mana pool. Gauntlets of Chaos {5} Artifact {5}, Sacrifice Gauntlets of Chaos: Exchange control of target artifact, creature, or land an opponent controls and a permanent you control if they share one of those types. Destroy all enchantments on those permanents. (This effect doesn't end at end of turn.) Gaze of Pain {1}{B} Sorcery Until end of turn, whenever a creature you control attacks and isn't blocked, you may choose to have it deal damage equal to its power to a target creature. If you do, it deals no combat damage this turn. Gempalm Avenger {5}{W} Creature -- Soldier 3/5 Cycling {2}{W} ({2}{W}, Discard this card from your hand: Draw a card.) When you cycle Gempalm Avenger, all Soldiers get +1/+1 and gain first strike until end of turn. Gempalm Incinerator {2}{R} Creature -- Goblin 2/1 Cycling {1}{R} ({1}{R}, Discard this card from your hand: Draw a card.) When you cycle Gempalm Incinerator, you may have it deal X damage to target creature, where X is the number of Goblins in play. Gempalm Polluter {5}{B} Creature -- Zombie 4/3 Cycling {B}{B} ({B}{B}, Discard this card from your hand: Draw a card.) When you cycle Gempalm Polluter, you may have target player lose 1 life for each Zombie in play. Gempalm Sorcerer {2}{U} Creature -- Wizard 2/2 Cycling {2}{U} ({2}{U}, Discard this card from your hand: Draw a card.) When you cycle Gempalm Sorcerer, all Wizards gain flying until end of turn. Gempalm Strider {1}{G} Creature -- Elf 2/2 Cycling {2}{G}{G} ({2}{G}{G}, Discard this card from your hand: Draw a card.) When you cycle Gempalm Strider, all Elves get +2/+2 until end of turn. Gemstone Mine Land Gemstone Mine comes into play with three mining counters on it. {T}, Remove a mining counter from Gemstone Mine: Add one mana of any color to your mana pool. If there are no mining counters on Gemstone Mine, sacrifice it. General Jarkeld {3}{W} Creature -- Legend 1/2 {T}: Switch the blocking creatures of two target attacking creatures. Play this ability only during the declare blockers step. General's Regalia {3} Artifact {3}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature you control instead. Genesis {4}{G} Creature -- Incarnation 4/4 At the beginning of your upkeep, if Genesis is in your graveyard, you may pay {2}{G}. If you do, return target creature card from your graveyard to your hand. Geothermal Crevice Land Geothermal Crevice comes into play tapped. {T}: Add {R} to your mana pool. {T}, Sacrifice Geothermal Crevice: Add {B}{G} to your mana pool. Gerrard Capashen {3}{W}{W} Creature -- Legend 3/4 At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand. {3}{W}: Tap target creature. Play this ability only if Gerrard Capashen is attacking. Gerrard's Battle Cry {W} Enchantment {2}{W}: Creatures you control get +1/+1 until end of turn. Gerrard's Command {G}{W} Instant Untap target creature. It gets +3/+3 until end of turn. Gerrard's Irregulars {4}{R} Creature -- Soldier 4/2 Trample; haste Gerrard's Verdict {W}{B} Sorcery Target player discards two cards from his or her hand. You gain 3 life for each land card discarded this way. Gerrard's Wisdom {2}{W}{W} Sorcery You gain 2 life for each card in your hand. Ghastly Demise {B} Instant Destroy target nonblack creature if its toughness is less than or equal to the number of cards in your graveyard. Ghastly Remains {B}{B}{B} Creature -- Zombie 0/0 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.) At the beginning of your upkeep, if Ghastly Remains is in your graveyard, you may pay {B}{B}{B}. If you do, return Ghastly Remains to your hand. Ghazban Ogre {G} Creature -- Ogre 2/2 At the beginning of your upkeep, if a player has more life than any other, that player gains control of Ghazban Ogre. Ghitu Encampment Land Ghitu Encampment comes into play tapped. {T}: Add {R} to your mana pool. {1}{R}: Ghitu Encampment becomes a 2/1 red creature with first strike until end of turn. It's still a land. Ghitu Fire {X}{R} Sorcery You may play Ghitu Fire any time you could play an instant if you pay {2} more to play it. Ghitu Fire deals X damage to target creature or player. Ghitu Fire-Eater {2}{R} Creature -- Nomad 2/2 {T}, Sacrifice Ghitu Fire-Eater: Ghitu Fire-Eater deals damage equal to its power to target creature or player. Ghitu Slinger {2}{R} Creature -- Nomad 2/2 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Ghitu Slinger comes into play, it deals 2 damage to target creature or player. Ghitu War Cry {2}{R} Enchantment {R}: Target creature gets +1/+0 until end of turn. Ghost Hounds {1}{B} Creature -- Hound 1/1 Attacking doesn't cause Ghost Hounds to tap. Whenever Ghost Hounds blocks or becomes blocked by a white creature, Ghost Hounds gains first strike until end of turn. Ghost Ship {2}{U}{U} Creature -- Ship 2/4 Flying {U}{U}{U}: Regenerate Ghost Ship. Ghost Town Land {T}: Add {1} to your mana pool. {0}: Return Ghost Town to its owner's hand. Play this ability only during another player's turn. Ghosthelm Courier {2}{U} Creature -- Wizard 2/1 You may choose not to untap Ghosthelm Courier during your untap step. {2}{U}, {T}: As long as Ghosthelm Courier remains tapped, target Wizard gets +2/+2 and can't be the target of spells or abilities. Ghostly Flame {B}{R} Enchantment Black and/or red permanents and spells are colorless sources of damage. Ghostly Wings {1}{U} Enchant Creature Enchanted creature gets +1/+1 and has flying. Discard a card from your hand: Return enchanted creature to its owner's hand. Ghosts of the Damned {1}{B}{B} Creature -- Ghost 0/2 {T}: Target creature gets -1/-0 until end of turn. Ghoul's Feast {1}{B} Instant Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. Giant Albatross {1}{U} Creature -- Albatross 1/1 Flying When Giant Albatross is put into a graveyard from play, you may pay {1}{U}. If you do, for each creature that dealt damage to Giant Albatross this turn, destroy that creature unless its controller pays 2 life. A creature destroyed this way can't be regenerated. Giant Badger {1}{G}{G} Creature -- Badger 2/2 Whenever Giant Badger blocks, it gets +2/+2 until end of turn. Giant Caterpillar {3}{G} Creature -- Insect 3/3 {G}, Sacrifice Giant Caterpillar: Put a 1/1 green Butterfly creature token with flying into play at end of turn. Giant Cockroach {3}{B} Creature -- Insect 4/2 Giant Crab {4}{U} Creature -- Crab 3/3 {U}: Giant Crab can't be the target of spells or abilities this turn. Giant Growth {G} Instant Target creature gets +3/+3 until end of turn. Giant Mantis {3}{G} Creature -- Mantis 2/4 Giant Mantis may block as though it had flying. Giant Octopus {3}{U} Creature -- Octopus 3/3 Giant Oyster {2}{U}{U} Creature -- Oyster 0/3 You may choose not to untap Giant Oyster during your untap step. {T}: As long as Giant Oyster remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your upkeeps, put a -1/-1 counter on that creature. When Giant Oyster becomes untapped or leaves play, remove all -1/-1 counters from the creature. Giant Shark {5}{U} Creature -- Shark 4/4 Giant Shark can't attack unless defending player controls an Island. Whenever Giant Shark blocks or becomes blocked by a creature that has been dealt damage this turn, Giant Shark gets +2/+0 and gains trample until end of turn. When you control no Islands, sacrifice Giant Shark. Giant Slug {1}{B} Creature -- Slug 1/1 {5}: At the beginning of your next upkeep, Giant Slug gains landwalk for a basic land type of your choice until the end of that turn. Giant Spider {3}{G} Creature -- Spider 2/4 Giant Spider may block as though it had flying. Giant Strength {R}{R} Enchant Creature Enchanted creature gets +2/+2. Giant Tortoise {1}{U} Creature -- Tortoise 1/1 Giant Tortoise gets +0/+3 as long as it's untapped. Giant Trap Door Spider {1}{R}{G} Creature -- Spider 2/3 {1}{R}{G}, {T}: Remove from the game Giant Trap Door Spider and target creature without flying that's attacking you. Giant Turtle {1}{G}{G} Creature -- Turtle 2/4 Giant Turtle can't attack if it attacked during your last turn. Giant Warthog {5}{G} Creature -- Beast 5/5 Trample Gibbering Hyenas {2}{G} Creature -- Hyena 3/2 Gibbering Hyenas can't block black creatures. Gift of the Woods {G} Enchant Creature Whenever enchanted creature blocks or becomes blocked, enchanted creature gets +0/+3 until end of turn and you gain 1 life. Gigapede {3}{G}{G} Creature -- Insect 6/1 Gigapede can't be the target of spells or abilities. At the beginning of your upkeep, if Gigapede is in your graveyard, you may discard a card from your hand. If you do, return Gigapede to your hand. Gilded Drake {1}{U} Creature -- Drake 3/3 Flying When Gilded Drake comes into play, choose one -- sacrifice Gilded Drake; or exchange control of Gilded Drake and target creature an opponent controls. If you can't make the exchange, sacrifice Gilded Drake. This ability can't be countered. (This effect doesn't end at end of turn.) Gilded Light {1}{W} Instant You can't be the target of spells or abilities this turn. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Gilded Lotus {5} Artifact {T}: Add three mana of any one color to your mana pool. Glacial Chasm Land Cumulative upkeep -- Pay 2 life If Glacial Chasm would come into play, sacrifice a land instead. If you do, put Glacial Chasm into play. If you don't, put it into its owner's graveyard. Skip your combat phase. Prevent all damage that would be dealt to you. Glacial Crevasses {2}{R} Enchantment Sacrifice a snow-covered Mountain: Prevent all combat damage that would be dealt this turn. Glacial Wall {2}{U} Creature -- Wall 0/7 (Walls can't attack.) Glaciers {2}{W}{U} Enchantment At the beginning of your upkeep, sacrifice Glaciers unless you pay {W}{U}. All Mountains are Plains. Glade Gnarr {5}{G} Creature -- Beast 4/4 Whenever a player plays a blue spell, Glade Gnarr gets +2/+2 until end of turn. Glarecaster {4}{W}{W} Creature -- Bird Cleric 3/3 Flying {5}{W}: The next time damage would be dealt to Glarecaster or you this turn, that damage is dealt to target creature or player instead. Glasses of Urza {1} Artifact {T}: Look at target player's hand. Gliding Licid {2}{U} Creature -- Licid 2/2 {U}, {T}: Gliding Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has flying" and "{U}: End the effect that created this ability." Glimmering Angel {3}{W} Creature -- Angel 2/2 Flying {U}: Glimmering Angel can't be the target of spells or abilities this turn. Glimmervoid Land At end of turn, if you control no artifacts, sacrifice Glimmervoid. {T}: Add one mana of any color to your mana pool. Glintwing Invoker {4}{U} Creature -- Wizard Mutant 3/3 {7}{U}: Glintwing Invoker gets +3/+3 and gains flying until end of turn. Glissa Sunseeker {2}{G}{G} Creature -- Elf Legend 3/2 First strike {T}: Destroy target artifact if its converted mana cost is equal to the amount of mana in your mana pool. Glittering Lion {2}{W} Creature -- Cat 2/2 Prevent all damage that would be dealt to Glittering Lion. {3}: Until end of turn, Glittering Lion loses "Prevent all damage that would be dealt to Glittering Lion." Any player may play this ability. Glittering Lynx {W} Creature -- Cat 1/1 Prevent all damage that would be dealt to Glittering Lynx. {2}: Until end of turn, Glittering Lynx loses "Prevent all damage that would be dealt to Glittering Lynx." Any player may play this ability. Global Ruin {4}{W} Sorcery Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest. Gloom {2}{B} Enchantment White spells cost an additional {3} to play. Activated abilities of white enchantments cost an additional {3} to play. Gloomdrifter {3}{B} Creature -- Minion 2/2 Flying Threshold -- When Gloomdrifter comes into play, nonblack creatures get -2/-2 until end of turn. (You have threshold if seven or more cards are in your graveyard.) Glorious Anthem {1}{W}{W} Enchantment Creatures you control get +1/+1. Glory {3}{W}{W} Creature -- Incarnation 3/3 Flying {2}{W}: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard. Glory Seeker {1}{W} Creature -- Soldier 2/2 Glowering Rogon {5}{G} Creature -- Beast 4/4 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.) Glowing Anemone {3}{U} Creature -- Beast 1/3 When Glowing Anemone comes into play, you may return target land to its owner's hand. Glowrider {2}{W} Creature -- Cleric 2/1 Noncreature spells cost {1} more to play. Gluttonous Zombie {4}{B} Creature -- Zombie 3/3 Fear Glyph of Delusion {U} Instant Put X glyph counters on target creature that target Wall blocked this turn, where X is the power of that blocked creature. The creature gains "This creature doesn't untap during your untap step if it has a glyph counter on it" and "At the beginning of your upkeep, remove a glyph counter from this creature." Glyph of Destruction {R} Instant Target blocking Wall you control gets +10/+0 until end of combat. Prevent all damage that would be dealt to it this turn. Destroy it at end of turn. Glyph of Doom {B} Instant At end of combat, destroy all creatures that were blocked by target Wall this turn. Glyph of Life {W} Instant Choose target Wall. Until end of turn, whenever an attacking creature deals damage to that Wall, you gain that much life. Glyph of Reincarnation {G} Instant Play only during the end of combat step. Destroy all creatures that were blocked by target Wall this turn. They can't be regenerated. For each creature put into a graveyard this way, choose a creature card from the graveyard of that creature's controller and return that card to play under its owner's control. Goblin Artisans {R} Creature -- Goblin 1/1 {T}: Flip a coin. If you win the flip, draw a card. Otherwise, counter target artifact spell you control that isn't the target of an ability from another creature named Goblin Artisans. Goblin Assassin {3}{R}{R} Creature -- Goblin Assassin 2/2 Whenever Goblin Assassin or another Goblin comes into play, each player flips a coin. Each player whose coin comes up tails sacrifices a creature. Goblin Balloon Brigade {R} Creature -- Goblin 1/1 {R}: Goblin Balloon Brigade gains flying until end of turn. Goblin Berserker {3}{R} Creature -- Goblin 2/2 First strike; haste Goblin Bomb {1}{R} Enchantment At the beginning of your upkeep, you may flip a coin. If you win the flip, put a fuse counter on Goblin Bomb. If you lose the flip, remove a fuse counter from Goblin Bomb. Remove five fuse counters from Goblin Bomb, Sacrifice Goblin Bomb: Goblin Bomb deals 20 damage to target player. Goblin Bombardment {1}{R} Enchantment Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player. Goblin Brigand {1}{R} Creature -- Goblin 2/2 Goblin Brigand attacks each turn if able. Goblin Burrows Land {T}: Add {1} to your mana pool. {1}{R}, {T}: Target Goblin gets +2/+0 until end of turn. Goblin Cadets {R} Creature -- Goblin 2/1 Whenever Goblin Cadets blocks or becomes blocked, target opponent gains control of it. (This removes Goblin Cadets from combat.) Goblin Caves {1}{R}{R} Enchant Land If enchanted land is a Mountain, all Goblins get +0/+2. Goblin Charbelcher {4} Artifact {3}, {T}: Reveal cards from the top of your library until you reveal a land card. Goblin Charbelcher deals damage equal to the number of nonland cards revealed this way to target creature or player. If the revealed land card was a Mountain, Goblin Charbelcher deals double that damage instead. Put the revealed cards on the bottom of your library in any order. Goblin Chariot {2}{R} Creature -- Goblin 2/2 Haste Goblin Chirurgeon {R} Creature -- Goblin 0/2 Sacrifice a Goblin: Regenerate target creature. Goblin Clearcutter {3}{R} Creature -- Goblin 3/3 {T}, Sacrifice a Forest: Add three mana in any combination of red and/or green to your mana pool. Goblin Digging Team {R} Creature -- Goblin 1/1 {T}, Sacrifice Goblin Digging Team: Destroy target Wall. Goblin Dirigible {6} Artifact Creature 4/4 Flying Goblin Dirigible doesn't untap during your untap step. At the beginning of your upkeep, you may pay {4}. If you do, untap Goblin Dirigible. Goblin Dynamo {5}{R}{R} Creature -- Goblin Mutant 4/4 {T}: Goblin Dynamo deals 1 damage to target creature or player. {X}{R}, {T}, Sacrifice Goblin Dynamo: Goblin Dynamo deals X damage to target creature or player. Goblin Elite Infantry {1}{R} Creature -- Goblin 2/2 Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn. Goblin Festival {1}{R} Enchantment {2}: Goblin Festival deals 1 damage to target creature or player. Flip a coin. If you lose the flip, choose one of your opponents. That player gains control of Goblin Festival. Goblin Firebug {1}{R} Creature -- Goblin 2/2 When Goblin Firebug leaves play, sacrifice a land. Goblin Flotilla {2}{R} Creature -- Goblin 2/2 Islandwalk At the beginning of combat, unless you pay {R}, whenever Goblin Flotilla blocks or becomes blocked by a creature this combat, that creature gains first strike until end of turn. Goblin Game {5}{R}{R} Sorcery Each player hides at least one item, then all players reveal them simultaneously. Each player loses life equal to the number of items he or she revealed. The player who revealed the fewest items then loses half his or her life, rounded up. If two or more players are tied for fewest, each loses half his or her life, rounded up. Goblin Gardener {3}{R} Creature -- Goblin 2/1 When Goblin Gardener is put into a graveyard from play, destroy target land. Goblin Glider {1}{R} Creature -- Goblin 1/1 Flying Goblin Glider can't block. Goblin Goon {3}{R} Creature -- Goblin Mutant 6/6 Goblin Goon can't attack unless you control more creatures than defending player. Goblin Goon can't block unless you control more creatures than attacking player. Goblin Grappler {R} Creature -- Goblin 1/1 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Goblin Grenade {R} Sorcery As an additional cost to play Goblin Grenade, sacrifice a Goblin. Goblin Grenade deals 5 damage to target creature or player. Goblin Grenadiers {3}{R} Creature -- Goblin 2/2 Sacrifice Goblin Grenadiers: Destroy target creature and target land. Play this ability only if Goblin Grenadiers is attacking and unblocked. Goblin Hero {2}{R} Creature -- Goblin 2/2 Goblin King {1}{R}{R} Creature -- Lord 2/2 All Goblins get +1/+1 and have mountainwalk. Goblin Kites {1}{R} Enchantment {R}: Target creature you control with toughness 2 or less gains flying until end of turn. Flip a coin at end of turn. If you lose the flip, sacrifice that creature. Goblin Lackey {R} Creature -- Goblin 1/1 Whenever Goblin Lackey deals damage to a player, you may put a Goblin card from your hand into play. Goblin Legionnaire {R}{W} Creature -- Goblin Soldier 2/2 {R}, Sacrifice Goblin Legionnaire: Goblin Legionnaire deals 2 damage to target creature or player. {W}, Sacrifice Goblin Legionnaire: Prevent the next 2 damage that would be dealt to target creature or player this turn. Goblin Lookout {1}{R} Creature -- Goblin 1/2 {T}, Sacrifice a Goblin: All Goblins get +2/+0 until end of turn. Goblin Lyre {3} Artifact Sacrifice Goblin Lyre: Flip a coin. If you win the flip, Goblin Lyre deals damage to target opponent equal to the number of creatures you control. If you lose the flip, Goblin Lyre deals damage to you equal to the number of creatures that opponent controls. Goblin Machinist {4}{R} Creature -- Goblin 0/5 {2}{R}: Reveal cards from the top of your library until you reveal a nonland card. Goblin Machinist gets +X/+0 until end of turn, where X is that card's converted mana cost. Put the revealed cards on the bottom of your library in any order. Goblin Marshal {4}{R}{R} Creature -- Goblin 3/3 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Whenever Goblin Marshal comes into play or is put into a graveyard from play, put two 1/1 red Goblin creature tokens into play. Goblin Masons {1}{R} Creature -- Goblin 2/1 When Goblin Masons is put into a graveyard from play, destroy target Wall. Goblin Matron {2}{R} Creature -- Goblin 1/1 When Goblin Matron comes into play, you may search your library for a Goblin card, reveal that card and put it into your hand. If you do, shuffle your library. Goblin Medics {2}{R} Creature -- Goblin 1/1 Whenever Goblin Medics becomes tapped, it deals 1 damage to target creature or player. Goblin Mutant {2}{R}{R} Creature -- Goblin 5/3 Trample Goblin Mutant can't attack if defending player controls an untapped creature with power 3 or greater. Goblin Mutant can't block creatures with power 3 or greater. Goblin Offensive {X}{1}{R}{R} Sorcery Put X 1/1 red Goblin creature tokens into play. Goblin Patrol {R} Creature -- Goblin 2/1 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Goblin Piledriver {1}{R} Creature -- Goblin 1/2 Protection from blue Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin. Goblin Psychopath {3}{R} Creature -- Goblin Mutant 5/5 Whenever Goblin Psychopath attacks or blocks, flip a coin. If you lose the flip, the next time it would deal combat damage this turn, it deals that damage to you instead. Goblin Pyromancer {3}{R} Creature -- Goblin Wizard 2/2 When Goblin Pyromancer comes into play, all Goblins get +3/+0 until end of turn. At end of turn, destroy all Goblins. Goblin Raider {1}{R} Creature -- Goblin 2/2 Goblin Raider can't block. Goblin Recruiter {1}{R} Creature -- Goblin 1/1 When Goblin Recruiter comes into play, search your library for any number of Goblin cards. Reveal those cards, then shuffle your library and put them on top of it in any order. Goblin Replica {3} Artifact Creature -- Goblin 2/2 {3}{R}, Sacrifice Goblin Replica: Destroy target artifact. Goblin Ringleader {3}{R} Creature -- Goblin 2/2 Haste When Goblin Ringleader comes into play, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library. Goblin Rock Sled {1}{R} Creature -- Rock-Sled 3/1 Trample Goblin Rock Sled doesn't untap during your untap step if it attacked during your last turn. Goblin Rock Sled can't attack unless defending player controls a Mountain. Goblin Sappers {1}{R} Creature -- Goblin 1/1 {R}{R}, {T}: Target creature you control is unblockable this turn. Destroy it and Goblin Sappers at end of combat. {R}{R}{R}{R}, {T}: Target creature you control is unblockable this turn. Destroy it at end of combat. Goblin Scouts {3}{R}{R} Sorcery Put three 1/1 red Goblin Scout creature tokens with mountainwalk into play. Goblin Sharpshooter {2}{R} Creature -- Goblin 1/1 Goblin Sharpshooter doesn't untap during your untap step. Whenever a creature is put into a graveyard from play, untap Goblin Sharpshooter. {T}: Goblin Sharpshooter deals 1 damage to target creature or player. Goblin Shrine {1}{R}{R} Enchant Land If enchanted land is a Mountain, all Goblins get +1/+0. When Goblin Shrine leaves play, it deals 1 damage to each Goblin. Goblin Ski Patrol {1}{R} Creature -- Goblin 1/1 {1}{R}: Goblin Ski Patrol gets +2/+0 and gains flying until end of turn. Destroy it at end of turn. It can't be regenerated. Play this ability only once and only if you control a snow-covered Mountain. Goblin Sky Raider {2}{R} Creature -- Goblin 1/2 Flying Goblin Sledder {R} Creature -- Goblin 1/1 Sacrifice a Goblin: Target creature gets +1/+1 until end of turn. Goblin Snowman {3}{R} Creature -- Goblin 1/1 If Goblin Snowman is blocking, prevent all combat damage dealt to and dealt by it. {T}: Goblin Snowman deals 1 damage to target creature it's blocking. Goblin Soothsayer {R} Creature -- Goblin 1/1 {R}, {T}, Sacrifice a Goblin: Red creatures get +1/+1 until end of turn. Goblin Spelunkers {2}{R} Creature -- Goblin 2/2 Mountainwalk Goblin Spy {R} Creature -- Goblin 1/1 Play with the top card of your library revealed. Goblin Striker {1}{R} Creature -- Goblin Berserker 1/1 First strike, haste Goblin Swine-Rider {R} Creature -- Goblin 1/1 When Goblin Swine-Rider becomes blocked, it deals 2 damage to each attacking creature and 2 damage to each blocking creature. Goblin Taskmaster {R} Creature -- Goblin 1/1 {1}{R}: Target Goblin gets +1/+0 until end of turn. Morph {R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Goblin Tinkerer {1}{R} Creature -- Goblin 1/2 {R}, {T}: Destroy target artifact. That artifact deals damage equal to its converted mana cost to Goblin Tinkerer. Goblin Trenches {1}{R}{W} Enchantment {2}, Sacrifice a land: Put two 1/1 red and white Goblin Soldier creature tokens into play. Goblin Turncoat {1}{B} Creature -- Goblin Mercenary 2/1 Sacrifice a Goblin: Regenerate Goblin Turncoat. Goblin Vandal {R} Creature -- Goblin 1/1 {R}: Destroy target artifact defending player controls and prevent all combat damage Goblin Vandal would deal this turn. Play this ability only once each turn, only during the declare blockers step, and only if Goblin Vandal is attacking and unblocked. Goblin War Buggy {1}{R} Creature -- Goblin 2/2 Haste Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Goblin War Drums {2}{R} Enchantment Each creature you control can't be blocked except by two or more creatures. Goblin War Strike {R} Sorcery Goblin War Strike deals damage equal to the number of Goblins you control to target player. Goblin War Wagon {4} Artifact Creature 3/3 Goblin War Wagon doesn't untap during your untap step. At the beginning of your upkeep, you may pay {2}. If you do, untap Goblin War Wagon. Goblin Warchief {1}{R}{R} Creature -- Goblin 2/2 Goblin spells you play cost {1} less to play. Goblins you control have haste. Goblin Warrens {2}{R} Enchantment {2}{R}, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens into play. Goblin Welder {R} Creature -- Goblin 1/1 {T}: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact in play and puts the other artifact from his or her graveyard into play. Goblin Wizard {2}{R}{R} Creature -- Goblin 1/1 {T}: Put a Goblin card from your hand into play. {R}: Target Goblin gains protection from white until end of turn. Goblins of the Flarg {R} Creature -- Goblin 1/1 Mountainwalk When you control a Dwarf, sacrifice Goblins of the Flarg. Goham Djinn {5}{B} Creature -- Djinn 5/5 {1}{B}: Regenerate Goham Djinn. Goham Djinn gets -2/-2 as long as black is the most common color among all permanents or is tied for most common. Gold Myr {2} Artifact Creature -- Myr 1/1 {T}: Add {W} to your mana pool. Golden Wish {3}{W}{W} Sorcery Choose an artifact or enchantment card you own from outside the game, reveal that card, and put it into your hand. Remove Golden Wish from the game. Golem-Skin Gauntlets {1} Artifact -- Equipment Equipped creature gets +1/+0 for each Equipment attached to it. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Golgothian Sylex {4} Artifact {1}, {T}: Destroy all cards from the Antiquities expansion. Goliath Beetle {2}{G} Creature -- Insect 3/1 Trample Goretusk Firebeast {5}{R} Creature -- Beast 2/2 When Goretusk Firebeast comes into play, it deals 4 damage to target player. Gorilla Berserkers {3}{G}{G} Creature -- Ape 2/3 Trample; rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Gorilla Berserkers can't be blocked except by three or more creatures. Gorilla Chieftain {2}{G}{G} Creature -- Ape 3/3 {1}{G}: Regenerate Gorilla Chieftain. Gorilla Pack {2}{G} Creature -- Ape 3/3 Gorilla Pack can't attack unless defending player controls a Forest. When you control no Forests, sacrifice Gorilla Pack. Gorilla Shaman {R} Creature -- Ape 1/1 {X}{X}{1}: Destroy target noncreature artifact with converted mana cost X. Gorilla Titan {3}{G}{G} Creature -- Ape 4/4 Trample Gorilla Titan gets +4/+4 as long as there are no cards in your graveyard. Gorilla War Cry {1}{R} Instant Play Gorilla War Cry only during combat before the declare blockers step. Attacking creatures can't be blocked this turn except by two or more creatures. Draw a card at the beginning of the next turn's upkeep. Gorilla Warrior {2}{G} Creature -- Ape 3/2 Gossamer Chains {W}{W} Enchantment Return Gossamer Chains to its owner's hand: Prevent all combat damage that would be dealt by target unblocked creature this turn. Gosta Dirk {3}{W}{W}{U}{U} Creature -- Legend 4/4 First strike Creatures with islandwalk may be blocked as though they didn't have islandwalk. Grab the Reins {3}{R} Instant Choose one -- Until end of turn, you gain control of target creature and it gains haste; or sacrifice a creature, then Grab the Reins deals damage equal to that creature's power to target creature or player. Entwine {2}{R} (Choose both if you pay the entwine cost.) Graceful Antelope {2}{W}{W} Creature -- Antelope 1/4 Plainswalk Whenever Graceful Antelope deals combat damage to a player, you may have target land become a Plains until Graceful Antelope leaves play. Grafted Skullcap {4} Artifact At the beginning of your draw step, draw a card. At the end of your turn, discard your hand. Grand Coliseum Land Grand Coliseum comes into play tapped. {T}: Add {1} to your mana pool. {T}: Add one mana of any color to your mana pool. Grand Coliseum deals 1 damage to you. Grand Melee {3}{R} Enchantment All creatures attack each turn if able. All creatures block each turn if able. Grandmother Sengir {4}{B} Creature -- Legend 3/3 {1}{B}, {T}: Target creature gets -1/-1 until end of turn. Granger Guildmage {G} Creature -- Wizard 1/1 {W}, {T}: Target creature gains first strike until end of turn. {R}, {T}: Granger Guildmage deals 1 damage to target creature or player and 1 damage to you. Granite Gargoyle {2}{R} Creature -- Gargoyle 2/2 Flying {R}: Granite Gargoyle gets +0/+1 until end of turn. Granite Grip {2}{R} Enchant Creature Enchanted creature gets +1/+0 for each Mountain you control. Granite Shard {3} Artifact {3}, {T} or {R}, {T}: Granite Shard deals 1 damage to target creature or player. Grapeshot Catapult {4} Artifact Creature 2/3 {T}: Grapeshot Catapult deals 1 damage to target creature with flying. Grassland Crusader {5}{W} Creature -- Cleric Soldier 2/4 {T}: Target Elf or Soldier gets +2/+2 until end of turn. Grasslands Land Grasslands comes into play tapped. {T}, Sacrifice Grasslands: Search your library for a Forest or Plains card and put it into play. Then shuffle your library. Gratuitous Violence {2}{R}{R}{R} Enchantment If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead. Grave Consequences {1}{B} Instant Each player may remove any number of cards in his or her graveyard from the game. Then each player loses 1 life for each card in his or her graveyard. Draw a card. Grave Defiler {3}{B} Creature -- Zombie 2/1 When Grave Defiler comes into play, reveal the top four cards of your library. Put all Zombie cards revealed this way into your hand and the rest on the bottom of your library. {1}{B}: Regenerate Grave Defiler. Grave Pact {1}{B}{B}{B} Enchantment Whenever a creature you control is put into a graveyard from play, each other player sacrifices a creature. Grave Robbers {1}{B}{B} Creature -- Robber 1/1 {B}, {T}: Remove target artifact card in a graveyard from the game. You gain 2 life. Grave Servitude {1}{B} Enchant Creature You may play Grave Servitude any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn. Enchanted creature gets +3/-1 and is black. Gravebane Zombie {3}{B} Creature -- Zombie 3/2 If Gravebane Zombie would be put into a graveyard from play, put Gravebane Zombie on top of its owner's library instead. Gravebind {B} Instant Target creature can't be regenerated this turn. Draw a card at the beginning of the next turn's upkeep. Graveborn Muse {2}{B}{B} Creature -- Zombie Spirit 3/3 At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control. Gravedigger {3}{B} Creature -- Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravegouger {2}{B} Creature -- Nightmare Horror 2/2 When Gravegouger comes into play, remove up to two target cards in a single graveyard from the game. When Gravegouger leaves play, return the removed cards to their owner's graveyard. Gravel Slinger {3}{W} Creature -- Soldier 1/3 {T}: Gravel Slinger deals 1 damage to target attacking or blocking creature. Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Gravespawn Sovereign {4}{B}{B} Creature -- Zombie Lord 3/3 Tap five untapped Zombies you control: Put target creature card from a graveyard into play under your control. Gravestorm {B}{B}{B} Enchantment At the beginning of your upkeep, target opponent may remove a card in his or her graveyard from the game. If that player doesn't, you may draw a card. Gravity Sphere {2}{R} Enchant World All creatures lose flying. Graxiplon {5}{U} Creature -- Beast 3/4 Graxiplon is unblockable unless defending player controls three or more creatures that share a creature type. Gray Ogre {2}{R} Creature -- Ogre 2/2 Great Defender {W} Instant Target creature gets +0/+X until end of turn, where X is its converted mana cost. Great Furnace Artifact Land (Great Furnace isn't a spell.) {T}: Add {R} to your mana pool. Great Wall {2}{W} Enchantment Creatures with plainswalk may be blocked as though they didn't have plainswalk. Great Whale {5}{U}{U} Creature -- Whale 5/5 When Great Whale comes into play, if you played it from your hand, untap up to seven lands. Greater Good {2}{G}{G} Enchantment Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards from your hand. Greater Realm of Preservation {1}{W} Enchantment {1}{W}: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage. Greater Werewolf {4}{B} Creature -- Lycanthrope 2/4 At end of combat, put a -0/-2 counter on all creatures blocking or blocked by Greater Werewolf. Greed {3}{B} Enchantment {B}, Pay 2 life: Draw a card. Greel, Mind Raker {3}{B}{B} Creature -- Spellshaper Legend 3/3 {X}{B}, {T}, Discard two cards from your hand: Target player discards X cards at random from his or her hand. Greel's Caress {1}{B} Enchant Creature You may play Greel's Caress any time you could play an instant. Enchanted creature gets -3/-0. Green Mana Battery {4} Artifact {2}, {T}: Put a charge counter on Green Mana Battery. {T}, Remove any number of charge counters from Green Mana Battery: Add {G} to your mana pool, then add an additional {G} to your mana pool for each charge counter removed this way. Green Scarab {W} Enchant Creature Enchanted creature can't be blocked by green creatures. Enchanted creature gets +2/+2 as long as an opponent controls a green permanent. Green Ward {W} Enchant Creature Enchanted creature has protection from green. This effect doesn't remove Green Ward. Greener Pastures {2}{G} Enchantment At the beginning of each player's upkeep, if that player controls more lands than any other, the player puts a 1/1 green Saproling creature token into play. Grid Monitor {4} Artifact Creature 4/6 You can't play creature spells. Griffin Canyon Land {T}: Add {1} to your mana pool. {T}: Untap target Griffin and it gets +1/+1 until end of turn. Grim Feast {1}{B}{G} Enchantment At the beginning of your upkeep, Grim Feast deals 1 damage to you. Whenever a creature is put into an opponent's graveyard from play, you gain life equal to its toughness. Grim Lavamancer {R} Creature -- Wizard 1/1 {R}, {T}, Remove two cards in your graveyard from the game: Grim Lavamancer deals 2 damage to target creature or player. Grim Monolith {2} Artifact Grim Monolith doesn't untap during your untap step. {T}: Add {3} to your mana pool. {4}: Untap Grim Monolith. Grim Reminder {2}{B} Instant Search your library for a nonland card and reveal it. Each opponent who played a card this turn with the same name as that card loses 6 life. Then shuffle the revealed card back into your library. {B}{B}: Return Grim Reminder from your graveyard to your hand. Play this ability only during your upkeep. Grindstone {1} Artifact {3}, {T}: Put the top two cards of target player's library into that player's graveyard. If both cards share a color, repeat this process. Grinning Demon {2}{B}{B} Creature -- Demon 6/6 At the beginning of your upkeep, you lose 2 life. Morph {2}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Grinning Totem {4} Artifact {2}, {T}, Sacrifice Grinning Totem: Search target opponent's library for a card and remove that card from the game. Then that player shuffles his or her library. You may play the card as though it were in your hand. At the beginning of your next upkeep, if you haven't played the card, put it into its owner's graveyard. Grip of Amnesia {1}{U} Instant Counter target spell unless its controller removes his or her graveyard from the game. Draw a card. Grip of Chaos {4}{R}{R} Enchantment Whenever a spell or ability is put onto the stack, if it has a single target, reselect its target at random. (Select from among all legal targets.) Grizzled Wolverine {1}{R}{R} Creature -- Wolverine 2/2 Whenever Grizzled Wolverine becomes blocked, you may pay {R}. If you do, Grizzled Wolverine gets +2/+0 until end of turn. Grizzly Bears {1}{G} Creature -- Bear 2/2 Grizzly Fate {3}{G}{G} Sorcery Put two 2/2 green Bear creature tokens into play. Threshold -- Instead put four 2/2 green Bear creature tokens into play. Flashback {5}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Groffskithur {5}{G} Creature -- Beast 3/3 Whenever Groffskithur becomes blocked, you may return target card named Groffskithur from your graveyard to your hand. Grollub {2}{B} Creature -- Beast 3/3 Whenever Grollub is dealt damage, each opponent gains that much life. Grotesque Hybrid {4}{B} Creature -- Zombie 3/3 Whenever Grotesque Hybrid deals combat damage to a creature, destroy that creature. It can't be regenerated. Discard a card from your hand: Grotesque Hybrid gains flying and protection from green and from white until end of turn. Ground Seal {1}{G} Enchantment When Ground Seal comes into play, draw a card. Cards in graveyards can't be the targets of spells or abilities. Groundskeeper {G} Creature -- Druid 1/1 {1}{G}: Return target basic land card from your graveyard to your hand. Guard Dogs {3}{W} Creature -- Hound 2/2 {2}{W}, {T}: Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent. Guardian Angel {X}{W} Instant Prevent the next X damage that would be dealt to target creature or player this turn. Until end of turn, you may pay {1} any time you could play an instant. If you do, prevent the next 1 damage that would be dealt to that creature or player this turn. Guardian Beast {3}{B} Creature -- Guardian 2/4 As long as Guardian Beast is untapped, noncreature artifacts you control can't be enchanted. As long as Guardian Beast is untapped, if an effect would destroy a noncreature artifact you control, that artifact remains in play instead. As long as Guardian Beast is untapped, if a player would gain control of a noncreature artifact you control, that artifact remains under your control instead. Guerrilla Tactics {1}{R} Instant Guerrilla Tactics deals 2 damage to target creature or player. When a spell or ability an opponent controls causes you to discard Guerrilla Tactics from your hand, Guerrilla Tactics deals 4 damage to target creature or player. Guided Passage {U}{R}{G} Sorcery Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle your library. Guided Strike {1}{W} Instant Target creature gets +1/+0 and gains first strike until end of turn. Draw a card. Guiding Spirit {1}{W}{U} Creature -- Angel 1/2 Flying {T}: If the top card of target player's graveyard is a creature card, put that card on the top of that player's library. Guiltfeeder {3}{B}{B} Creature -- Horror 0/4 Fear Whenever Guiltfeeder attacks and isn't blocked, defending player loses 1 life for each card in his or her graveyard. Guilty Conscience {W} Enchant Creature Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to enchanted creature. Gulf Squid {3}{U} Creature -- Beast 2/2 When Gulf Squid comes into play, tap all lands target player controls. Guma {2}{R} Creature -- Cat 2/2 Protection from blue Gurzigost {3}{G}{G} Creature -- Beast 6/8 At the beginning of your upkeep, sacrifice Gurzigost unless you put two cards from your graveyard on the bottom of your library. {G}{G}, Discard a card from your hand: You may have Gurzigost deal its combat damage to defending player this turn as though it weren't blocked. Gush {4}{U} Instant You may return two Islands you control to their owner's hand rather than pay Gush's mana cost. Draw two cards. Gustcloak Harrier {1}{W}{W} Creature -- Bird Soldier 2/2 Flying Whenever Gustcloak Harrier becomes blocked, you may untap it and remove it from combat. Gustcloak Runner {W} Creature -- Soldier 1/1 Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat. Gustcloak Savior {4}{W} Creature -- Bird Soldier 3/4 Flying Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat. Gustcloak Sentinel {2}{W}{W} Creature -- Soldier 3/3 Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat. Gustcloak Skirmisher {3}{W} Creature -- Bird Soldier 2/3 Flying Whenever Gustcloak Skirmisher becomes blocked, you may untap it and remove it from combat. Gustha's Scepter {0} Artifact When Gustha's Scepter leaves play, put all cards removed from the game with Gustha's Scepter into their owner's graveyard. {T}: Remove a card in your hand from the game face down. You may look at it at any time. {T}: Return a card you own removed from the game with Gustha's Scepter to your hand. Gwendlyn Di Corci {U}{B}{B}{R} Creature -- Legend 3/5 {T}: Target player discards a card at random from his or her hand. Play this ability only during your turn. Hail Storm {1}{G}{G} Instant Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control. Hakim, Loreweaver {3}{U}{U} Creature -- Legend 2/4 Flying {U}{U}: Return target enchant creature card from your graveyard to play enchanting Hakim, Loreweaver. Play this ability only during your upkeep and only if Hakim isn't enchanted. {U}{U}, {T}: Destroy all enchantments enchanting Hakim. Halam Djinn {5}{R} Creature -- Djinn 6/5 Haste Halam Djinn gets -2/-2 as long as red is the most common color among all permanents or is tied for most common. Halberdier {3}{R} Creature -- Barbarian 3/1 First strike Halfdane {1}{W}{U}{B} Creature -- Legend 3/3 At the beginning of your upkeep, Halfdane's power and toughness become equal to the power and toughness of target creature other than Halfdane, until the end of your next upkeep. Hall of Gemstone {1}{G}{G} Enchant World At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of their normal color. Hallowed Ground {1}{W} Enchantment {W}{W}: Return target non-snow-covered land you control to its owner's hand. Hallowed Healer {2}{W} Creature -- Cleric 1/1 {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. Threshold -- {T}: Prevent the next 4 damage that would be dealt to target creature or player this turn. (Play this ability only if seven or more cards are in your graveyard.) Halls of Mist Land Cumulative upkeep {1} Creatures that attacked during their controller's last turn can't attack. Hammer Mage {1}{R} Creature -- Spellshaper 1/1 {X}{R}, {T}, Discard a card from your hand: Destroy all artifacts with converted mana cost X or less. Hammer of Bogardan {1}{R}{R} Sorcery Hammer of Bogardan deals 3 damage to target creature or player. {2}{R}{R}{R}: Return Hammer of Bogardan from your graveyard to your hand. Play this ability only during your upkeep. Hammerhead Shark {1}{U} Creature -- Fish 2/3 Hammerhead Shark can't attack unless defending player controls an Island. Hammerheim Legendary Land {T}: Add {R} to your mana pool. {T}: Target creature loses all landwalk abilities until end of turn. Hand of Justice {5}{W} Creature -- Avatar 2/6 {T}, Tap three untapped white creatures you control: Destroy target creature. Hand to Hand {2}{R} Enchantment Instants and activated abilities, other than mana abilities, can't be played during the combat phase. Hanna, Ship's Navigator {1}{W}{U} Creature -- Legend 1/2 {1}{W}{U}, {T}: Return target artifact or enchantment card from your graveyard to your hand. Hanna's Custody {2}{W} Enchantment Artifacts can't be the target of spells or abilities. Hapless Researcher {U} Creature -- Wizard 1/1 Sacrifice Hapless Researcher: Draw a card, then discard a card from your hand. Harbinger of Night {2}{B}{B} Creature -- Spirit 2/3 At the beginning of your upkeep, put a -1/-1 counter on each creature. Harbor Guardian {2}{W}{U} Creature -- Guardian 3/4 Harbor Guardian may block as though it had flying. Whenever Harbor Guardian attacks, defending player may draw a card. Harmattan Efreet {2}{U}{U} Creature -- Efreet 2/2 Flying {1}{U}{U}: Target creature gains flying until end of turn. Harmonic Convergence {2}{G} Instant Return all enchantments to top of their owners' libraries. Harrow {2}{G} Instant As an additional cost to play Harrow, sacrifice a land. Search your library for up to two basic land cards and put them into play. Then shuffle your library. Harsh Judgment {2}{W}{W} Enchantment As Harsh Judgment comes into play, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead. Harsh Mercy {2}{W} Sorcery Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated. Harvest Mage {G} Creature -- Spellshaper 1/1 {G}, {T}, Discard a card from your hand: Until end of turn, if you tap a land for mana, it produces one mana of any color instead of its normal type and amount. Harvest Wurm {1}{G} Creature -- Wurm 3/2 When Harvest Wurm comes into play, sacrifice it unless you return a basic land card from your graveyard to your hand. Harvester Druid {1}{G} Creature -- Druid 1/1 {T}: Add to your mana pool one mana of any color that a land you control could produce. Hasran Ogress {B}{B} Creature -- Ogre 3/2 Whenever Hasran Ogress attacks, it deals 3 damage to you unless you pay {2}. Hate Weaver {1}{B} Creature -- Wizard 2/1 {2}: Target blue or red creature gets +1/+0 until end of turn. Hatred {3}{B}{B} Instant As an additional cost to play Hatred, pay any amount of life. Target creature gets +X/+0 until end of turn, where X is the amount of life paid this way. Haunted Angel {2}{W} Creature -- Angel 3/3 Flying When Haunted Angel is put into a graveyard from play, remove Haunted Angel from the game and each other player puts a 3/3 black Angel creature token with flying into play. Haunted Cadaver {3}{B} Creature -- Zombie 2/2 Whenever Haunted Cadaver deals combat damage to a player, you may sacrifice it. If you do, that player discards three cards from his or her hand. Morph {1}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Haunted Crossroads {2}{B} Enchantment {B}: Put target creature card from your graveyard on top of your library. Haunting Apparition {1}{U}{B} Creature -- Ghost 1+*/2 Flying As Haunting Apparition comes into play, choose an opponent. Haunting Apparition's power is equal to 1 plus the number of green creature cards in the chosen player's graveyard. Haunting Echoes {3}{B}{B} Sorcery Remove all cards in target player's graveyard other than basic land cards from the game. Search that player's library for all cards with the same name as cards removed this way and remove them from the game. Then that player shuffles his or her library. Haunting Misery {1}{B}{B} Sorcery As an additional cost to play Haunting Misery, remove any number of creature cards in your graveyard from the game. Haunting Misery deals X damage to target player, where X is the number of cards removed this way. Haunting Wind {3}{B} Enchantment Whenever an artifact becomes tapped or a player plays an artifact's activated ability without {T} in its activation cost, Haunting Wind deals 1 damage to that artifact's controller. Havenwood Battleground Land Havenwood Battleground comes into play tapped. {T}: Add {G} to your mana pool. {T}, Sacrifice Havenwood Battleground: Add {G}{G} to your mana pool. Havoc {1}{R} Enchantment Whenever an opponent plays a white spell, he or she loses 2 life. Havoc Demon {5}{B}{B} Creature -- Demon 5/5 Flying When Havoc Demon is put into a graveyard from play, all creatures get -5/-5 until end of turn. Hawkeater Moth {3}{G} Creature -- Insect 1/2 Flying Hawkeater Moth can't be the target of spells or abilities. Hazduhr the Abbot {3}{W}{W} Creature -- Legend 2/5 {X}, {T}: The next X damage that would be dealt this turn to target white creature you control is dealt to Hazduhr the Abbot instead. Hazerider Drake {2}{W}{U} Creature -- Drake 2/3 Flying, protection from red Hazezon Tamar {4}{R}{G}{W} Creature -- Legend 2/4 At the beginning of your upkeep, if Hazezon Tamar came into play since the beginning of your last upkeep, put X 1/1 red, green, and white Sand Warrior creature tokens into play, where X is the number of lands you control. When Hazezon Tamar leaves play, remove all Sand Warrior tokens from the game. Hazy Homunculus {1}{U} Creature -- Illusion 1/1 Hazy Homunculus is unblockable as long as defending player controls an untapped land. Head Games {3}{B}{B} Sorcery Target opponent puts the cards from his or her hand on top of his or her library. Search that player's library for that many cards. The player puts those cards into his or her hand, then shuffles his or her library. Headhunter {1}{B} Creature -- Cleric 1/1 Whenever Headhunter deals combat damage to a player, that player discards a card from his or her hand. Morph {B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Headless Horseman {2}{B} Creature -- Horseman 2/2 Headlong Rush {1}{R} Instant Attacking creatures gain first strike until end of turn. Headstone {1}{B} Instant Remove target card in a graveyard from the game. Draw a card at the beginning of the next turn's upkeep. Heal {W} Instant Prevent the next 1 damage that would be dealt to target creature or player this turn. Draw a card at the beginning of the next turn's upkeep. Healing Salve {W} Instant Choose one -- Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn. Heart of Bogardan {2}{R}{R} Enchantment Cumulative upkeep {2} When Heart of Bogardan's cumulative upkeep isn't paid, it deals damage equal to its last paid cumulative upkeep to target player and each creature he or she controls. Heart of Ramos {3} Artifact {T}: Add {R} to your mana pool. Sacrifice Heart of Ramos: Add {R} to your mana pool. Heart of Yavimaya Land If Heart of Yavimaya would come into play, sacrifice a Forest instead. If you do, put Heart of Yavimaya into play. If you don't, put it into its owner's graveyard. {T}: Add {G} to your mana pool. {T}: Target creature gets +1/+1 until end of turn. Heart Sliver {1}{R} Creature -- Sliver 1/1 All Slivers have haste. Heart Warden {1}{G} Creature -- Elf 1/1 {T}: Add {G} to your mana pool. {2}, Sacrifice Heart Warden: Draw a card. Heart Wolf {3}{R} Creature -- Wolf 2/2 First strike {T}: Target Dwarf gains first strike and gets +2/+0 until end of turn. When that Dwarf leaves play this turn, sacrifice Heart Wolf. Play this ability only during combat. Hearth Charm {R} Instant Choose one -- Destroy target artifact creature; or attacking creatures get +1/+0 until end of turn; or target creature with power 2 or less is unblockable this turn. Heartstone {3} Artifact Creatures' activated abilities cost {1} less to play. If this would make an ability cost 0 or less mana to play, it costs {1}, plus any nonmana costs. Heartwood Dryad {1}{G} Creature -- Dryad 2/1 Heartwood Dryad may block as though it had shadow. Heartwood Giant {3}{G}{G} Creature -- Giant 4/4 {T}, Sacrifice a Forest: Heartwood Giant deals 2 damage to target player. Heartwood Shard {3} Artifact {3}, {T} or {G}, {T}: Target creature gains trample until end of turn. Heartwood Treefolk {2}{G}{G} Creature -- Treefolk 3/4 Forestwalk Heat of Battle {1}{R} Enchantment Whenever a creature blocks, Heat of Battle deals 1 damage to that creature's controller. Heat Ray {X}{R} Instant Heat Ray deals X damage to target creature. Heat Stroke {2}{R} Enchantment Whenever a creature blocks or becomes blocked, destroy it at end of combat. Heat Wave {2}{R} Enchantment Cumulative upkeep {R} Blue creatures can't block creatures you control. Nonblue creatures can't block creatures you control unless their controller pays 1 life for each blocking creature he or she controls. Heaven's Gate {W} Instant Any number of target creatures become white until end of turn. Heavy Ballista {3}{W} Creature -- Soldier 2/3 {T}: Heavy Ballista deals 2 damage to target attacking or blocking creature. Hecatomb {1}{B}{B} Enchantment When Hecatomb comes into play, sacrifice Hecatomb unless you sacrifice four creatures. Tap an untapped Swamp you control: Hecatomb deals 1 damage to target creature or player. Heedless One {3}{G} Creature -- Elf Avatar */* Trample Heedless One's power and toughness are each equal to the number of Elves in play. Heightened Awareness {3}{U}{U} Enchantment As Heightened Awareness comes into play, discard your hand. At the beginning of your draw step, draw a card. Helionaut {2}{W} Creature -- Soldier 1/2 Flying {1}, {T}: Add one mana of any color to your mana pool. Hell Swarm {B} Instant All creatures get -1/-0 until end of turn. Hell-Bent Raider {1}{R}{R} Creature -- Barbarian 2/2 First strike, haste Discard a card at random from your hand: Hell-Bent Raider gains protection from white until end of turn. Hellfire {2}{B}{B}{B} Sorcery Destroy all nonblack creatures. Hellfire deals X plus 3 damage to you, where X is the number of creatures put into all graveyards this way. Hell's Caretaker {3}{B} Creature -- Hell's-Caretaker 1/1 {T}, Sacrifice a creature: Return target creature card from your graveyard to play. Play this ability only during your upkeep. Helm of Awakening {2} Artifact Spells cost {1} less to play. Helm of Chatzuk {1} Artifact {1}, {T}: Target creature gains banding until end of turn. Helm of Obedience {4} Artifact {1}{X}, {T}: Put the top card of target opponent's library into his or her graveyard. Repeat this process an additional X times or until you put a creature card into that graveyard, whichever comes first. If the last card put into that graveyard this way is a creature card, sacrifice Helm of Obedience and put that card into play under your control. Helm of Possession {4} Artifact You may choose not to untap Helm of Possession during your untap step. {2}, {T}, Sacrifice a creature: You control target creature as long as you control Helm of Possession and Helm of Possession remains tapped. Hematite Golem {4} Artifact Creature -- Golem 1/4 {1}{R}: Hematite Golem gets +2/+0 until end of turn. Hematite Talisman {2} Artifact Whenever a red spell is played, you may pay {3}. If you do, untap target permanent. Henge Guardian {5} Artifact Creature 3/4 {2}: Henge Guardian gains trample until end of turn. Henge of Ramos Land {T}: Add {1} to your mana pool. {2}, {T}: Add one mana of any color to your mana pool. Herald of Serra {2}{W}{W} Creature -- Angel 3/4 Flying; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Attacking doesn't cause Herald of Serra to tap. Hermetic Study {1}{U} Enchant Creature Enchanted creature has "{T}: This creature deals 1 damage to target creature or player." Hermit Druid {1}{G} Creature -- Druid 1/1 {G}, {T}: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard. Heroes' Reunion {G}{W} Instant Target player gains 7 life. Heroic Defiance {1}{W} Enchant Creature Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common. Heroism {2}{W} Enchantment Sacrifice a white creature: For each attacking red creature, prevent all combat damage that would be dealt by it this turn unless the attacking player pays {2}{R}. Hero's Resolve {1}{W} Enchant Creature Enchanted creature gets +1/+5. Hesitation {1}{U} Enchantment When a spell is played, sacrifice Hesitation. If you do, counter that spell. Hibernation {2}{U} Instant Return all green permanents to their owners' hands. Hibernation Sliver {U}{B} Creature -- Sliver 2/2 All Slivers have "Pay 2 life: Return this creature to its owner's hand." Hickory Woodlot Land Hickory Woodlot comes into play tapped with two depletion counters on it. {T}, Remove a depletion counter from Hickory Woodlot: Add {G}{G} to your mana pool. If there are no depletion counters on Hickory Woodlot, sacrifice it. Hidden Ancients {1}{G} Enchantment When an opponent plays an enchantment spell, if Hidden Ancients is an enchantment, Hidden Ancients becomes a 5/5 Treefolk creature. Hidden Gibbons {G} Enchantment When an opponent plays an instant spell, if Hidden Gibbons is an enchantment, Hidden Gibbons becomes a 4/4 Ape creature. Hidden Guerrillas {G} Enchantment When an opponent plays an artifact spell, if Hidden Guerrillas is an enchantment, Hidden Guerrillas becomes a 5/3 Soldier creature with trample. Hidden Herd {G} Enchantment When an opponent plays a nonbasic land, if Hidden Herd is an enchantment, Hidden Herd becomes a 3/3 Beast creature. Hidden Horror {1}{B}{B} Creature -- Horror 4/4 When Hidden Horror comes into play, sacrifice it unless you discard a creature card from your hand. Hidden Path {2}{G}{G}{G}{G} Enchantment Green creatures have forestwalk. Hidden Predators {G} Enchantment When an opponent controls a creature with power 4 or greater, if Hidden Predators is an enchantment, Hidden Predators becomes a 4/4 Beast creature. Hidden Retreat {2}{W} Enchantment Put a card from your hand on top of your library: Prevent all damage that would be dealt by target instant or sorcery spell this turn. Hidden Spider {G} Enchantment When a creature with flying comes into play under an opponent's control, if Hidden Spider is an enchantment, Hidden Spider becomes a 3/5 Spider creature that may block as though it had flying. Hidden Stag {1}{G} Enchantment Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Beast creature. Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment. High Ground {W} Enchantment Each creature you control may block an additional creature. High Market Land {T}: Add {1} to your mana pool. {T}, Sacrifice a creature: You gain 1 life. High Seas {2}{U} Enchantment Red creature spells and green creature spells cost {1} more to play. High Tide {U} Instant Until end of turn, whenever a player taps an Island for mana, that player adds an additional {U} to his or her mana pool. Highway Robber {2}{B}{B} Creature -- Mercenary 2/2 When Highway Robber comes into play, you gain 2 life and target opponent loses 2 life. Hill Giant {3}{R} Creature -- Giant 3/3 Hindering Touch {3}{U} Instant Counter target spell unless its controller pays {2}. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Hint of Insanity {2}{B} Sorcery Target player reveals his or her hand. That player discards from it all nonland cards with the same name as another card in his or her hand. Hipparion {1}{W} Creature -- Hipparion 1/3 Hipparion can't block creatures with power 3 or greater unless you pay {1}. (This cost is paid as blockers are declared.) Hired Giant {3}{R} Creature -- Giant 4/4 When Hired Giant comes into play, each other player may search his or her library for a land card, put that card into play, then shuffle that library. Hivis of the Scale {3}{R}{R} Creature -- Legend 3/4 You may choose not to untap Hivis of the Scale during your untap step. {T}: Gain control of target Dragon as long as Hivis remains tapped and as long as you control Hivis. Hoar Shade {3}{B} Creature -- Shade 1/2 {B}: Hoar Shade gets +1/+1 until end of turn. Hobble {2}{W} Enchant Creature When Hobble comes into play, draw a card. Enchanted creature can't attack. Enchanted creature can't block if it's black. Holistic Wisdom {1}{G}{G} Enchantment {2}, Remove a card in your hand from the game: Return target card from your graveyard to your hand if it shares a type with the card removed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.) Hollow Dogs {4}{B} Creature -- Hound 3/3 Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn. Hollow Specter {1}{B}{B} Creature -- Specter 2/2 Flying Whenever Hollow Specter deals combat damage to a player, you may pay {X}. If you do, that player reveals X cards from his or her hand and you choose one of them. That player discards that card. Hollow Trees Land Hollow Trees comes into play tapped. You may choose not to untap Hollow Trees during your untap step. At the beginning of your upkeep, if Hollow Trees is tapped, put a storage counter on it. {T}, Remove any number of storage counters from Hollow Trees: Add {G} to your mana pool for each storage counter removed this way. Hollow Warrior {4} Artifact Creature -- Golem 4/4 Hollow Warrior can't attack or block unless you tap an untapped creature you control not declared as an attacking or blocking creature this turn. (This cost is paid as attackers or blockers are declared.) Holy Armor {W} Enchant Creature Enchanted creature gets +0/+2. {W}: Enchanted creature gets +0/+1 until end of turn. Holy Day {W} Instant Prevent all combat damage that would be dealt this turn. Holy Light {2}{W} Instant Nonwhite creatures get -1/-1 until end of turn. Holy Strength {W} Enchant Creature Enchanted creature gets +1/+2. Homarid {2}{U} Creature -- Homarid 2/2 Homarid comes into play with a tide counter on it. At the beginning of your upkeep, put a tide counter on Homarid. As long as there is exactly one tide counter on Homarid, it gets -1/-1. As long as there are exactly three tide counters on Homarid, it gets +1/+1. Whenever there are four tide counters on Homarid, remove all tide counters from it. Homarid Shaman {2}{U}{U} Creature -- Homarid 2/1 {U}: Tap target green creature. Homarid Spawning Bed {U}{U} Enchantment {1}{U}{U}, Sacrifice a blue creature: Put X 1/1 blue Camarid creature tokens into play, where X is the converted mana cost of the sacrificed creature. Homarid Warrior {4}{U} Creature -- Homarid 3/3 {U}: Homarid Warrior can't be the target of spells or abilities this turn and doesn't untap during your next untap step. Tap Homarid Warrior. Honor Guard {W} Creature -- Soldier 1/1 {W}: Honor Guard gets +0/+1 until end of turn. Honor the Fallen {1}{W} Instant Remove all creature cards in all graveyards from the game. You gain 1 life for each card removed this way. Honorable Passage {1}{W} Instant The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals damage equal to the damage prevented this way to the source's controller. Honorable Scout {W} Creature -- Soldier 1/1 When Honorable Scout comes into play, you gain 2 life for each black and/or red creature target opponent controls. Hooded Kavu {2}{R} Creature -- Kavu 2/2 {B}: Hooded Kavu gains fear until end of turn. Hoodwink {1}{U} Instant Return target artifact, enchantment, or land to its owner's hand. Hope and Glory {1}{W} Instant Untap two target creatures. Each of them gets +1/+1 until end of turn. Hope Charm {W} Instant Choose one -- Target creature gains first strike until end of turn; or target player gains 2 life; or destroy target local enchantment. Hopping Automaton {3} Artifact Creature 2/2 {0}: Hopping Automaton gets -1/-1 and gains flying until end of turn. Horn of Deafening {4} Artifact {2}, {T}: Prevent all combat damage that would be dealt by target creature this turn. Horn of Greed {3} Artifact Whenever a player plays a land, that player draws a card. Horn of Plenty {6} Artifact Whenever a player plays a spell, he or she may pay {1}. If that player does, he or she draws a card at end of turn. Horn of Ramos {3} Artifact {T}: Add {G} to your mana pool. Sacrifice Horn of Ramos: Add {G} to your mana pool. Horned Cheetah {2}{G}{W} Creature -- Cat 2/2 Whenever Horned Cheetah deals damage, you gain that much life. Horned Kavu {R}{G} Creature -- Kavu 3/4 When Horned Kavu comes into play, return a red or green creature you control to its owner's hand. Horned Sliver {2}{G} Creature -- Sliver 2/2 All Slivers have trample. Horned Troll {2}{G} Creature -- Troll 2/2 {G}: Regenerate Horned Troll. Horned Turtle {2}{U} Creature -- Turtle 1/4 Hornet Cannon {4} Artifact {3}, {T}: Put a 1/1 Hornet artifact creature token with flying and haste into play. Destroy that creature at end of turn. Hornet Cobra {1}{G}{G} Creature -- Cobra 2/1 First strike Horrible Hordes {3} Artifact Creature 2/2 Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Horror of Horrors {3}{B}{B} Enchantment Sacrifice a Swamp: Regenerate target black creature. Horseshoe Crab {2}{U} Creature -- Crab 1/3 {U}: Untap Horseshoe Crab. Hot Springs {1}{G} Enchant Land Hot Springs can enchant only a land you control. Enchanted land has "{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn." Howl from Beyond {X}{B} Instant Target creature gets +X/+0 until end of turn. Howling Gale {1}{G} Instant Howling Gale deals 1 damage to each creature with flying and each player. Flashback {1}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Howling Mine {2} Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Wolf {2}{G}{G} Creature -- Wolf 2/2 When Howling Wolf comes into play, you may search your library for up to three cards named Howling Wolf, reveal them, and put them into your hand. If you do, shuffle your library. Hulking Cyclops {3}{R}{R} Creature -- Giant 5/5 Hulking Cyclops can't block. Hulking Ogre {2}{R} Creature -- Ogre 3/3 Hulking Ogre can't block. Hull Breach {R}{G} Sorcery Choose one -- Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment. Hum of the Radix {2}{G}{G} Enchantment Each artifact spell costs {1} more to play for each artifact its controller controls. Humble {1}{W} Instant Target creature loses all abilities and becomes 0/1 until end of turn. Humility {2}{W}{W} Enchantment All creatures lose all abilities and are 1/1. Hunding Gjornersen {3}{W}{U}{U} Creature -- Legend 5/4 Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Hundroog {6}{G} Creature -- Beast 4/7 Cycling {3} ({3}, Discard this card from your hand: Draw a card.) Hungry Mist {2}{G}{G} Creature -- Mist 6/2 At the beginning of your upkeep, sacrifice Hungry Mist unless you pay {G}{G}. Hunted Wumpus {3}{G} Creature -- Beast 6/6 When Hunted Wumpus comes into play, each other player may put a creature card from his or her hand into play. Hunter Sliver {1}{R} Creature -- Sliver 1/1 All Slivers have provoke. (When a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.) Hunting Drake {4}{U} Creature -- Drake 2/2 Flying When Hunting Drake comes into play, put target red or green creature on top of its owner's library. Hunting Grounds {G}{W} Enchantment Threshold -- Whenever an opponent plays a spell, you may put a creature card from your hand into play. (You have threshold as long as seven or more cards are in your graveyard.) Hunting Kavu {1}{R}{G} Creature -- Kavu 2/3 {1}{R}{G}, {T}: Remove from the game Hunting Kavu and target creature without flying that's attacking you. Hunting Moa {2}{G} Creature -- Beast 3/2 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Whenever Hunting Moa comes into play or is put into a graveyard from play, put a +1/+1 counter on target creature. Hunting Pack {5}{G}{G} Instant Put a 4/4 green Beast creature token into play. Storm (When you play this spell, copy it for each spell played before it this turn.) Hurkyl's Recall {1}{U} Instant Return all artifacts target player owns to his or her hand. Hurloon Minotaur {1}{R}{R} Creature -- Minotaur 2/3 Hurloon Shaman {1}{R}{R} Creature -- Minotaur 2/3 When Hurloon Shaman is put into a graveyard from play, each player sacrifices a land. Hurr Jackal {R} Creature -- Jackal 1/1 {T}: Target creature can't be regenerated this turn. Hurricane {X}{G} Sorcery Hurricane deals X damage to each creature with flying and each player. Hush {3}{G} Sorcery Destroy all enchantments. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Hyalopterous Lemure {4}{B} Creature -- Lemure 4/3 {0}: Hyalopterous Lemure gets -1/-0 and gains flying until end of turn. Hydroblast {U} Instant Choose one -- Counter target spell if it's red; or destroy target permanent if it's red. Hydromorph Guardian {2}{U} Creature -- Guardian 2/2 {U}, Sacrifice Hydromorph Guardian: Counter target spell that targets one or more creatures you control. Hydromorph Gull {3}{U}{U} Creature -- Bird Guardian 3/3 Flying {U}, Sacrifice Hydromorph Gull: Counter target spell that targets one or more creatures you control. Hymn of Rebirth {3}{G}{W} Sorcery Put target creature card from a graveyard into play under your control. Hymn to Tourach {B}{B} Sorcery Target player discards two cards at random from his or her hand. Hyperion Blacksmith {1}{R}{R} Creature -- Smith 2/2 {T}: Tap or untap target artifact an opponent controls. Hypnotic Cloud {1}{B} Sorcery Kicker {4} (You may pay an additional {4} as you play this spell.) Target player discards a card from his or her hand. If the kicker cost was paid, that player discards three cards from his or her hand instead. Hypnotic Specter {1}{B}{B} Creature -- Specter 2/2 Flying Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random from his or her hand. Hypnox {8}{B}{B}{B} Creature -- Nightmare Horror 8/8 Flying When Hypnox comes into play, if you played it from your hand, remove all cards in target opponent's hand from the game. When Hypnox leaves play, return the removed cards to their owner's hand. Hypochondria {1}{W} Enchantment {W}, Discard a card from your hand: Prevent the next 3 damage that would be dealt to target creature or player this turn. {W}, Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to target creature or player this turn. Hystrodon {4}{G} Creature -- Beast 3/4 Trample Whenever Hystrodon deals combat damage to a player, you may draw a card. Morph {1}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Icatian Infantry {W} Creature -- Soldier 1/1 {1}: Icatian Infantry gains banding until end of turn. {1}: Icatian Infantry gains first strike until end of turn. Icatian Javelineers {W} Creature -- Soldier 1/1 Icatian Javelineers comes into play with a javelin counter on it. {T}, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player. Icatian Lieutenant {W}{W} Creature -- Soldier 1/2 {1}{W}: Target Soldier gets +1/+0 until end of turn. Icatian Moneychanger {W} Creature -- Townsfolk 0/2 Icatian Moneychanger comes into play with three credit counters on it. When Icatian Moneychanger comes into play, it deals 3 damage to you. At the beginning of your upkeep, put a credit counter on Icatian Moneychanger. Sacrifice Icatian Moneychanger: You gain 1 life for each credit counter on Icatian Moneychanger. Play this ability only during your upkeep. Icatian Phalanx {4}{W} Creature -- Soldier 2/4 Banding Icatian Priest {W} Creature -- Cleric 1/1 {1}{W}{W}: Target creature gets +1/+1 until end of turn. Icatian Scout {W} Creature -- Soldier 1/1 {1}, {T}: Target creature gains first strike until end of turn. Icatian Skirmishers {3}{W} Creature -- Soldier 1/1 Banding, first strike Whenever Icatian Skirmishers attacks, all creatures banded with it gain first strike until end of turn. Icatian Store Land Icatian Store comes into play tapped. You may choose not to untap Icatian Store during your untap step. At the beginning of your upkeep, if Icatian Store is tapped, put a storage counter on it. {T}, Remove any number of storage counters from Icatian Store: Add {W} to your mana pool for each storage counter removed this way. Icatian Town {5}{W} Sorcery Put four 1/1 white Citizen creature tokens into play. Ice Cauldron {4} Artifact {X}, {T}: Put a charge counter on Ice Cauldron and remove a nonland card in your hand from the game. You may play that card as though it were in your hand. Note the type and amount of mana used to pay this activation cost. Play this ability only if there are no charge counters on Ice Cauldron. {T}, Remove a charge counter from Ice Cauldron: Add to your mana pool mana of the type and amount last used to put a charge counter on Ice Cauldron. Spend this mana only to play the last card removed from the game with Ice Cauldron. Ice Cave {3}{U}{U} Enchantment Whenever a player plays a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.) Ice Floe Land You may choose not to untap Ice Floe during your untap step. {T}: Tap target creature without flying that's attacking you. It doesn't untap during its controller's untap step as long as Ice Floe remains tapped. Ice Storm {2}{G} Sorcery Destroy target land. Iceberg {X}{U}{U} Enchantment Iceberg comes into play with X ice counters on it. {3}: Put an ice counter on Iceberg. Remove an ice counter from Iceberg: Add {1} to your mana pool. Icequake {1}{B}{B} Sorcery Destroy target land. If that land is a snow-covered land, Icequake deals 1 damage to the land's controller. Ichneumon Druid {1}{G}{G} Creature -- Druid 1/1 Whenever an opponent plays an instant spell other than the first instant spell that player plays each turn, Ichneumon Druid deals 4 damage to him or her. Ichorid {3}{B} Creature -- Horror 3/1 Haste At end of turn, sacrifice Ichorid. At the beginning of your upkeep, if Ichorid is in your graveyard, you may remove a black creature card in your graveyard other than Ichorid from the game. If you do, return Ichorid to play. Icy Manipulator {4} Artifact {1}, {T}: Tap target artifact, creature, or land. Icy Prison {U}{U} Enchantment When Icy Prison comes into play, remove target creature from the game. At the beginning of your upkeep, sacrifice Icy Prison unless any player pays {3}. When Icy Prison leaves play, return the removed creature to play under its owner's control. Ifh-Biff Efreet {2}{G}{G} Creature -- Efreet 3/3 Flying {G}: Ifh-Biff Efreet deals 1 damage to each creature with flying and each player. Any player may play this ability. Igneous Golem {5} Artifact Creature -- Golem 3/4 {2}: Igneous Golem gains trample until end of turn. Ignoble Soldier {2}{W} Creature -- Soldier 3/1 Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn. Ihsan's Shade {3}{B}{B}{B} Creature -- Legend 5/5 Protection from white Ill-Gotten Gains {2}{B}{B} Sorcery Remove Ill-Gotten Gains from the game. Each player discards his or her hand, then returns up to three cards from his or her graveyard to his or her hand. Illicit Auction {3}{R}{R} Sorcery Each player may bid life for control of target creature. You begin the bidding at 0. In turn order, each player may top the high bid. The auction ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect doesn't end at end of turn.) Illuminate {X}{R} Sorcery Kicker {2}{R} and/or {3}{U} (You may pay an additional {2}{R} and/or {3}{U} as you play this spell.) Illuminate deals X damage to target creature. If the {2}{R} kicker cost was paid, Illuminate deals X damage to that creature's controller. If the {3}{U} kicker cost was paid, you draw X cards. Illuminated Wings {1}{U} Enchant Creature Enchanted creature has flying. {2}, Sacrifice Illuminated Wings: Draw a card. Illumination {W}{W} Instant Counter target artifact or enchantment spell. Its controller gains life equal to its converted mana cost. Illusion // Reality {U} // {2}{G} Instant // Instant Target spell or permanent becomes the color of your choice until end of turn. // Destroy target artifact. Illusionary Forces {3}{U} Creature -- Illusion 4/4 Flying Cumulative upkeep {U} Illusionary Mask {2} Artifact {X}: Put a creature card with converted mana cost X or less from your hand into play face down as a 0/1 creature. Put X mask counters on that creature. Play this ability only any time you could play a sorcery. You may turn the creature face up any time you could play an instant by removing all mask counters from it. Illusionary Presence {1}{U}{U} Creature -- Illusion 2/2 Cumulative upkeep {U} At the beginning of your upkeep, Illusionary Presence gains the landwalk ability of your choice until end of turn. Illusionary Terrain {U}{U} Enchantment Cumulative upkeep {2} As Illusionary Terrain comes into play, choose two basic land types. Basic lands of the first chosen type are of the second chosen type. Illusionary Wall {4}{U} Creature -- Wall 7/4 (Walls can't attack.) Flying, first strike Cumulative upkeep {U} Illusions of Grandeur {3}{U} Enchantment Cumulative upkeep {2} When Illusions of Grandeur comes into play, you gain 20 life. When Illusions of Grandeur leaves play, you lose 20 life. Imagecrafter {U} Creature -- Wizard 1/1 {T}: Choose a creature type other than Legend or Wall. Target creature's type becomes that type until end of turn. Imaginary Pet {1}{U} Creature -- Illusion 4/4 At the beginning of your upkeep, if you have a card in hand, return Imaginary Pet to its owner's hand. Immobilizing Ink {1}{U} Enchant Creature Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has "{1}, Discard a card from your hand: Untap this creature." Immolation {R} Enchant Creature Enchanted creature gets +2/-2. Impatience {2}{R} Enchantment At the end of each player's turn, if that player didn't play a spell that turn, Impatience deals 2 damage to him or her. Impending Disaster {1}{R} Enchantment At the beginning of your upkeep, if there are seven or more lands in play, sacrifice Impending Disaster. If you do, destroy all lands. Imperial Hellkite {5}{R}{R} Creature -- Dragon 6/6 Flying Morph {6}{R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Imperial Hellkite is turned face up, you may search your library for a Dragon card, reveal it, and put it into your hand. If you do, shuffle your library. Implements of Sacrifice {2} Artifact {1}, {T}, Sacrifice Implements of Sacrifice: Add two mana of any one color to your mana pool. Implode {4}{R} Sorcery Destroy target land. Draw a card. Imposing Visage {R} Enchant Creature Enchanted creature can't be blocked except by two or more creatures. Imprison {B} Enchant Creature Whenever a player plays an activated ability of enchanted creature with {T} in its activation cost that doesn't produce mana, you may pay {1}. If you do, counter that ability. If you don't, sacrifice Imprison. Whenever enchanted creature attacks or blocks, you may pay {1}. If you do, tap the creature and remove it from combat. If it blocked and a creature it blocked now has no blockers, that creature is considered unblocked. If you don't pay {1}, sacrifice Imprison. Improvised Armor {3}{W} Enchant Creature Enchanted creature gets +2/+5. Cycling {3} ({3}, Discard this card from your hand: Draw a card.) Imps' Taunt {1}{B} Instant Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Imps' Taunt into your hand instead of your graveyard as part of its resolution.) Target creature attacks this turn if able. Impulse {1}{U} Instant Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library. Impulsive Maneuvers {2}{R}{R} Enchantment Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage. In the Eye of Chaos {2}{U} Enchant World Whenever a player plays an instant spell, counter it unless that player pays {X}, where X is its converted mana cost. Incendiary {R} Enchant Creature At the beginning of your upkeep, you may put a fuse counter on Incendiary. When enchanted creature is put into a graveyard, Incendiary deals X damage to target creature or player, where X is the number of fuse counters on Incendiary. Incinerate {1}{R} Instant Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn. Incite War {2}{R} Instant Choose one -- Creatures target player controls attack this turn if able; or creatures you control gain first strike until end of turn. Entwine {2} (Choose both if you pay the entwine cost.) Indentured Djinn {1}{U}{U} Creature -- Djinn 4/4 Flying When Indentured Djinn comes into play, each other player may draw up to three cards. Indestructible Aura {W} Instant Until end of turn, prevent all damage that would be dealt to target creature. Index {U} Sorcery Look at the top five cards of your library, then put them back in any order. Inertia Bubble {1}{U} Enchant Artifact Enchanted artifact doesn't untap during its controller's untap step. Infantry Veteran {W} Creature -- Soldier 1/1 {T}: Target attacking creature gets +1/+1 until end of turn. Infected Vermin {2}{B} Creature -- Rat 1/1 {2}{B}: Infected Vermin deals 1 damage to each creature and each player. Threshold -- {3}{B}: Infected Vermin deals 3 damage to each creature and each player. (Play this ability only if seven or more cards are in your graveyard.) Infectious Rage {1}{R} Enchant Creature Enchanted creature gets +2/-1. When enchanted creature is put into a graveyard, choose a creature at random Infectious Rage can enchant. Return Infectious Rage to play enchanting that creature. Infernal Caretaker {3}{B} Creature -- Cleric 2/2 Morph {3}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Infernal Caretaker is turned face up, return all Zombie cards from all graveyards to their owners' hands. Infernal Contract {B}{B}{B} Sorcery Draw four cards. You lose half your life, rounded up. Infernal Darkness {2}{B}{B} Enchantment Cumulative upkeep -- Pay {B} and 1 life If a land is tapped for mana, it produces {B} instead of its normal type and amount. Infernal Denizen {7}{B} Creature -- Infernal-Denizen 5/7 At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap Infernal Denizen, and an opponent may gain control of the creature you control of his or her choice. That opponent retains control of that creature as long as Infernal Denizen remains in play. {T}: Gain control of target creature as long as Infernal Denizen remains in play. Infernal Genesis {4}{B}{B} Enchantment At the beginning of each player's upkeep, that player puts the top card from his or her library into his or her graveyard. He or she then puts X 1/1 black Minion creature tokens into play, where X is that card's converted mana cost. Infernal Harvest {1}{B} Sorcery As an additional cost to play Infernal Harvest, return any number of Swamps you control to their owner's hand. Infernal Harvest deals damage equal to the number of Swamps returned this way, divided as you choose among any number of target creatures. Infernal Medusa {3}{B}{B} Creature -- Medusa 2/4 Whenever Infernal Medusa blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Infernal Tribute {B}{B}{B} Enchantment {2}, Sacrifice a nontoken permanent: Draw a card. Inferno {5}{R}{R} Instant Inferno deals 6 damage to each creature and each player. Infest {1}{B}{B} Sorcery All creatures get -2/-2 until end of turn. Infiltrate {U} Instant Target creature is unblockable this turn. Infinite Authority {W}{W}{W} Enchant Creature Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy that creature at end of combat. At end of turn, if that creature was put into a graveyard this way, put a +1/+1 counter on enchanted creature. Infinite Hourglass {4} Artifact At the beginning of your upkeep, put a time counter on Infinite Hourglass. All creatures get +1/+0 for each time counter on Infinite Hourglass. {3}: Remove a time counter from Infinite Hourglass. Any player may play this ability but only during any upkeep step. Inflame {R} Instant Inflame deals 2 damage to each creature dealt damage this turn. Information Dealer {1}{U} Creature -- Wizard 1/1 {T}: Look at the top X cards of your library, where X is the number of Wizards in play, then put them back in any order. Infuse {2}{U} Instant Untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. Inheritance {W} Enchantment Whenever a creature is put into a graveyard from play, you may pay {3}. If you do, draw a card. Initiates of the Ebon Hand {B} Creature -- Cleric 1/1 {1}: Add {B} to your mana pool. If this ability is played four or more times this turn, sacrifice Initiates of the Ebon Hand at end of turn. Inner Sanctum {1}{W}{W} Enchantment Cumulative upkeep -- Pay 2 life Prevent all damage that would be dealt to creatures you control. Innocent Blood {B} Sorcery Each player sacrifices a creature. Inquisition {2}{B} Sorcery Target player reveals his or her hand. Inquisition deals damage to that player equal to the number of white cards in his or her hand. Insidious Bookworms {B} Creature -- Worm 1/1 When Insidious Bookworms is put into a graveyard from play, you may pay {1}{B}. If you do, target player discards a card at random from his or her hand. Insidious Dreams {3}{B} Instant As an additional cost to play Insidious Dreams, discard X cards from your hand. Search your library for X cards. Then shuffle your library and put those cards on top of it in any order. Insight {2}{U} Enchantment Whenever an opponent plays a green spell, you draw a card. Insist {G} Sorcery The next creature spell you play this turn can't be countered by spells or abilities. Draw a card. Insolence {2}{R} Enchant Creature Whenever enchanted creature becomes tapped, Insolence deals 2 damage to that creature's controller. Inspiration {3}{U} Instant Target player draws two cards. Inspirit {2}{W} Instant Untap target creature. It gets +2/+4 until end of turn. Instigator {1}{B} Creature -- Spellshaper 1/1 {1}{B}{B}, {T}, Discard a card from your hand: Creatures target player controls attack this turn if able. Instill Energy {G} Enchant Creature Enchanted creature has haste. {0}: Untap enchanted creature. Play this ability only during your turn but only once each turn. Insubordination {B}{B} Enchant Creature At the end of the turn of enchanted creature's controller, Insubordination deals 2 damage to that player unless enchanted creature attacked this turn. Insurrection {5}{R}{R}{R} Sorcery Untap all creatures and gain control of them until end of turn. They gain haste until end of turn. Interdict {1}{U} Instant Counter target activated ability of a permanent. (Mana abilities can't be countered.) Draw a card. Intervene {U} Instant Counter target spell that targets a creature. Intimidation {2}{B}{B}{B} Enchantment Creatures you control have fear. Intrepid Hero {2}{W} Creature -- Soldier 1/1 {T}: Destroy target creature with power 4 or greater. Intruder Alarm {2}{U} Enchantment Creatures don't untap during their controllers' untap steps. Whenever a creature comes into play, untap all creatures. Intuition {2}{U} Instant Search your library for any three cards and reveal them. An opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library. Invasion Plans {2}{R} Enchantment All creatures block each turn if able. Instead of the defending player, the attacking player chooses how each creature blocks. Invigorate {2}{G} Instant If you control a Forest, you may have an opponent gain 3 life rather than pay Invigorate's mana cost. Target creature gets +4/+4 until end of turn. Invigorating Boon {1}{G} Enchantment Whenever a player cycles a card, you may put a +1/+1 counter on target creature. Invigorating Falls {2}{G}{G} Sorcery You gain life equal to the number of creature cards in all graveyards. Inviolability {1}{W} Enchant Creature Prevent all damage that would be dealt to enchanted creature. Invisibility {U}{U} Enchant Creature Enchanted creature can't be blocked except by Walls. Invoke Prejudice {U}{U}{U}{U} Enchantment Whenever an opponent plays a nonartifact creature spell that doesn't share a color with a creature you control, counter that spell unless its controller pays {X}, where X is its converted mana cost. Invulnerability {1}{W} Instant Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Invulnerability into your hand instead of your graveyard as part of its resolution.) The next time a source of your choice would deal damage to you this turn, prevent that damage. Iridescent Angel {5}{W}{U} Creature -- Angel 4/4 Flying, protection from all colors Iridescent Drake {3}{U} Creature -- Drake 2/2 Flying When Iridescent Drake comes into play, if you played it from your hand, put target enchant creature card from a graveyard into play enchanting Iridescent Drake. (You control that enchantment.) Irini Sengir {2}{B}{B} Creature -- Legend 2/2 White enchantments and green enchantments cost {2} more to play. Iron Lance {2} Artifact {3}, {T}: Target creature gains first strike until end of turn. Iron Maiden {3} Artifact At the beginning of each opponent's upkeep, Iron Maiden deals 1 damage to that player for each card more than four in his or her hand. Iron Myr {2} Artifact Creature -- Myr 1/1 {T}: Add {R} to your mana pool. Iron Star {1} Artifact Whenever a player plays a red spell, you may pay {1}. If you do, you gain 1 life. Iron Tusk Elephant {4}{W} Creature -- Elephant 3/3 Trample Iron Will {W} Instant Target creature gets +0/+4 until end of turn. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Ironclaw Curse {R} Enchant Creature Enchanted creature gets -0/-1. Enchanted creature can't block a creature with power equal to or greater than enchanted creature's toughness. Ironclaw Orcs {1}{R} Creature -- Orc 2/2 Ironclaw Orcs can't block a creature with power 2 or greater. Ironfist Crusher {4}{W} Creature -- Soldier 2/4 Ironfist Crusher may block any number of creatures. Morph {3}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Iron-Heart Chimera {4} Artifact Creature -- Chimera 2/2 Attacking doesn't cause Iron-Heart Chimera to tap. Sacrifice Iron-Heart Chimera: Put a +2/+2 counter on target Chimera and attacking doesn't cause that Chimera to tap. (This effect doesn't end at end of turn.) Ironroot Treefolk {4}{G} Creature -- Treefolk 3/5 Ironshell Beetle {1}{G} Creature -- Insect 1/1 When Ironshell Beetle comes into play, put a +1/+1 counter on target creature. Irradiate {3}{B} Instant Target creature gets -1/-1 until end of turn for each artifact you control. Irrigation Ditch Land Irrigation Ditch comes into play tapped. {T}: Add {W} to your mana pool. {T}, Sacrifice Irrigation Ditch: Add {G}{U} to your mana pool. Island Basic Land -- Island [U] Island Fish Jasconius {4}{U}{U}{U} Creature -- Island-Fish 6/8 Island Fish Jasconius can't attack unless defending player controls an Island. Jasconius doesn't untap during your untap step. {U}{U}{U}: Untap Jasconius. Play this ability only during your upkeep. When you control no Islands, sacrifice Jasconius. Island of Wak-Wak Land {T}: Target creature with flying gets -X/-0 until end of turn, where X is its power. Island Sanctuary {1}{W} Enchantment If you would draw a card during your draw step, instead you may skip that draw. If you do, until the beginning of your next turn, only creatures with flying or islandwalk may attack you. Isochron Scepter {2} Artifact Imprint -- When Isochron Scepter comes into play, you may remove an instant card with converted mana cost 2 or less in your hand from the game. (The removed card is imprinted on this artifact.) {2}, {T}: You may copy the imprinted instant card and play the copy without paying its mana cost. Ivory Charm {W} Instant Choose one -- All creatures get -2/-0 until end of turn; or tap target creature; or prevent the next 1 damage that would be dealt to target creature or player this turn. Ivory Cup {1} Artifact Whenever a player plays a white spell, you may pay {1}. If you do, you gain 1 life. Ivory Gargoyle {4}{W} Creature -- Gargoyle 2/2 Flying When Ivory Gargoyle is put into a graveyard from play, return it to play under its owner's control at end of turn and skip your next draw step. {4}{W}: Remove Ivory Gargoyle from the game. Ivory Guardians {4}{W}{W} Creature -- Guardian 3/3 Protection from red All Guardians get +1/+1 as long as an opponent controls a red permanent. Ivory Mask {2}{W}{W} Enchantment You can't be the target of spells or abilities. Ivory Tower {1} Artifact At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus four. Ivy Elemental {X}{G} Creature -- Elemental 0/0 Ivy Elemental comes into play with X +1/+1 counters on it. Ivy Seer {3}{G} Creature -- Wizard 1/1 {2}{G}, {T}: Reveal any number of green cards in your hand. Target creature gets +X/+X until end of turn, where X is the number of cards revealed this way. Ixidor, Reality Sculptor {3}{U}{U} Creature -- Wizard Legend 3/4 Face-down creatures get +1/+1. {2}{U}: Turn target face-down creature face up. Ixidor's Will {2}{U} Instant Counter target spell unless its controller pays {2} for each Wizard in play. Jabari's Banner {2} Artifact {1}, {T}: Target creature gains flanking until end of turn. (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Jabari's Influence {3}{W}{W} Instant Play Jabari's Influence only after combat. Gain control of target nonartifact, nonblack creature that attacked you this turn and put a -1/-0 counter on it. Jackal Pup {R} Creature -- Hound 2/1 Whenever Jackal Pup is dealt damage, it deals that much damage to you. Jackalope Herd {3}{G} Creature -- Beast 4/5 When you play a spell, return Jackalope Herd to its owner's hand. Jacques le Vert {1}{R}{G}{W} Creature -- Legend 3/2 Green creatures you control get +0/+2. Jade Leech {2}{G}{G} Creature -- Leech 5/5 Green spells you play cost {G} more to play. Jade Monolith {4} Artifact {1}: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead. Jade Statue {4} Artifact {2}: Jade Statue becomes a 3/6 artifact creature until end of combat. Play this ability only during combat. Jaded Response {1}{U} Instant Counter target spell if it shares a color with a creature you control. Jagged Lightning {3}{R}{R} Sorcery Jagged Lightning deals 3 damage to target creature and 3 damage to another target creature. Jalum Tome {3} Artifact {2}, {T}: Draw a card, then discard a card from your hand. Jamuraan Lion {2}{W} Creature -- Lion 3/1 {W}, {T}: Target creature can't block this turn. Jandor's Ring {6} Artifact {2}, {T}, Discard from your hand the last card you drew this turn: Draw a card. Jandor's Saddlebags {2} Artifact {3}, {T}: Untap target creature. Jangling Automaton {3} Artifact Creature 3/2 Whenever Jangling Automaton attacks, untap all creatures defending player controls. Jareth, Leonine Titan {3}{W}{W}{W} Creature -- Cat Giant Legend 4/7 Whenever Jareth, Leonine Titan blocks, it gets +7/+7 until end of turn. {W}: Jareth gains protection from the color of your choice until end of turn. Jasmine Boreal {3}{G}{W} Creature -- Legend 4/5 Jasmine Seer {3}{W} Creature -- Wizard 1/1 {2}{W}, {T}: Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way. Jayemdae Tome {4} Artifact {4}, {T}: Draw a card. Jedit Ojanen {4}{W}{W}{U} Creature -- Legend 5/5 Jerrard of the Closed Fist {3}{R}{G}{G} Creature -- Legend 6/5 Jeska, Warrior Adept {2}{R}{R} Creature -- Barbarian Legend 3/1 First strike, haste {T}: Jeska, Warrior Adept deals 1 damage to target creature or player. Jester's Cap {4} Artifact {2}, {T}, Sacrifice Jester's Cap: Search target player's library for three cards and remove them from the game. Then that player shuffles his or her library. Jester's Mask {5} Artifact Jester's Mask comes into play tapped. {1}, {T}, Sacrifice Jester's Mask: Target opponent puts his or her hand on top of his or her library. Search that library for as many cards as he or she put on top of it this way. That player puts those cards into his or her hand, then shuffles his or her library. Jet Medallion {2} Artifact Black spells you play cost {1} less to play. Jeweled Amulet {0} Artifact {1}, {T}: Put a charge counter on Jeweled Amulet. Note what type of mana was used to pay this activation cost. Play this ability only if there are no charge counters on Jeweled Amulet. {T}, Remove all charge counters from Jeweled Amulet: Add one mana of the type last used to put a charge counter on Jeweled Amulet to your mana pool. Play this ability only if there are one or more charge counters on Jeweled Amulet. Jeweled Bird {1} Artifact Remove Jeweled Bird from your deck before playing if you're not playing for ante. {T}: Put Jeweled Bird into the ante. If you do, put all other cards you own in the ante into your graveyard, then draw a card. Jeweled Spirit {3}{W}{W} Creature -- Spirit 3/3 Flying Sacrifice two lands: Jeweled Spirit gains protection from artifacts or from the color of your choice until end of turn. Jeweled Torque {2} Artifact As Jeweled Torque comes into play, choose a color. Whenever a player plays a spell of the chosen color, you may pay {2}. If you do, you gain 2 life. Jhoira's Toolbox {2} Artifact Creature 1/1 {2}: Regenerate target artifact creature. Jhovall Queen {4}{W}{W} Creature -- Rebel 4/7 Attacking doesn't cause Jhovall Queen to tap. Jhovall Rider {4}{W} Creature -- Rebel 3/3 Trample Jihad {W}{W}{W} Enchantment As Jihad comes into play, choose a color and an opponent. White creatures get +2/+1. When the chosen opponent controls no cards of the chosen color, sacrifice Jihad. Jilt {1}{U} Instant Kicker {1}{R} (You may pay an additional {1}{R} as you play this spell.) Return target creature to its owner's hand. If the kicker cost was paid, Jilt deals 2 damage to another target creature. Jinx {1}{U} Instant Target land's type becomes the basic land type of your choice until end of turn. Draw a card at the beginning of the next turn's upkeep. Jinxed Choker {3} Artifact At the end of your turn, target opponent gains control of Jinxed Choker and puts a charge counter on it. At the beginning of your upkeep, Jinxed Choker deals damage to you equal to the number of charge counters on it. {3}: Put a charge counter on Jinxed Choker or remove one from it. Jinxed Idol {2} Artifact At the beginning of your upkeep, Jinxed Idol deals 2 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Idol. (This effect doesn't end at end of turn.) Jinxed Ring {2} Artifact Whenever a card is put into your graveyard from play, Jinxed Ring deals 1 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Ring. (This effect doesn't end at end of turn.) Johan {3}{R}{G}{W} Creature -- Legend 5/4 At the beginning of your combat phase, you may have Johan gain "Johan can't attack" until end of combat. If you do, attacking doesn't cause creatures you control to tap this combat if Johan is untapped. Johtull Wurm {5}{G} Creature -- Wurm 6/6 Whenever Johtull Wurm becomes blocked, it gets -2/-1 until end of turn for each creature blocking it beyond the first. Jokulhaups {4}{R}{R} Sorcery Destroy all artifacts, creatures, and lands. They can't be regenerated. Jolrael, Empress of Beasts {3}{G}{G} Creature -- Spellshaper Legend 3/3 {2}{G}, {T}, Discard two cards from your hand: Until end of turn, all lands target player controls are 3/3 creatures that are still lands. Jolrael's Centaur {1}{G}{G} Creature -- Centaur 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Jolrael's Centaur can't be the target of spells or abilities. Jolrael's Favor {1}{G} Enchant Creature You may play Jolrael's Favor any time you could play an instant. {1}{G}: Regenerate enchanted creature. Jolt {2}{U} Instant Tap or untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. Jolting Merfolk {2}{U}{U} Creature -- Merfolk 2/2 Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Jolting Merfolk: Tap target creature. Journey of Discovery {2}{G} Sorcery Choose one -- Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library; or you may play up to two additional lands this turn. Entwine {2}{G} (Choose both if you pay the entwine cost.) Joven {3}{R}{R} Creature -- Legend 3/3 {R}{R}{R}, {T}: Destroy target noncreature artifact. Joven's Ferrets {G} Creature -- Ferret 1/1 Whenever Joven's Ferrets attacks, it gets +0/+2 until end of turn. At end of combat, tap all creatures that blocked Joven's Ferrets this turn. They don't untap during their controller's next untap step. Joven's Tools {6} Artifact {4}, {T}: This turn, target creature can't be blocked except by Walls. Jovial Evil {2}{B} Sorcery Jovial Evil deals X damage to target opponent, where X is twice the number of white creatures that player controls. Juggernaut {4} Artifact Creature 5/3 Juggernaut attacks each turn if able. Juggernaut can't be blocked by Walls. Juju Bubble {1} Artifact Cumulative upkeep {1} When you play a card, sacrifice Juju Bubble. {2}: You gain 1 life. Jump {U} Instant Target creature gains flying until end of turn. Jungle Barrier {2}{G}{U} Creature -- Wall 2/6 (Walls can't attack.) When Jungle Barrier comes into play, draw a card. Jungle Basin Land If Jungle Basin would come into play, return an untapped Forest you control to its owner's hand instead. If you do, put Jungle Basin into play tapped. If you don't, put it into its owner's graveyard. {T}: Add {1}{G} to your mana pool. Jungle Patrol {3}{G} Creature -- Soldier 3/2 {1}{G}, {T}: Put a 0/1 green Wood Wall creature token into play. (Walls can't attack.) Sacrifice a Wood Wall: Add {R} to your mana pool. Jungle Troll {1}{R}{G} Creature -- Troll 2/1 {R}: Regenerate Jungle Troll. {G}: Regenerate Jungle Troll. Jungle Wurm {3}{G}{G} Creature -- Wurm 5/5 Whenever Jungle Wurm becomes blocked, it gets -1/-1 until end of turn for each creature blocking it beyond the first. Juniper Order Advocate {2}{W} Creature -- Knight 1/2 Green creatures you control get +1/+1 as long as Juniper Order Advocate is untapped. Juniper Order Druid {2}{G} Creature -- Cleric 1/1 {T}: Untap target land. Junk Diver {3} Artifact Creature 1/1 Flying When Junk Diver is put into a graveyard from play, return another target artifact card from your graveyard to your hand. Junk Golem {4} Artifact Creature -- Golem 0/0 Junk Golem comes into play with three +1/+1 counters on it. At the beginning of your upkeep, sacrifice Junk Golem unless you remove a +1/+1 counter from it. {1}, Discard a card from your hand: Put a +1/+1 counter on Junk Golem. Juntu Stakes {2} Artifact Creatures with power 1 or less don't untap during their controllers' untap steps. Junun Efreet {1}{B}{B} Creature -- Efreet 3/3 Flying At the beginning of your upkeep, sacrifice Junun Efreet unless you pay {B}{B}. Justice {2}{W}{W} Enchantment At the beginning of your upkeep, sacrifice Justice unless you pay {W}{W}. Whenever a red creature or spell deals damage, Justice deals that much damage to that creature's or spell's controller. Juxtapose {3}{U} Sorcery You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for highest cost, that player chooses one. (This effect doesn't end at end of turn.) Juzam Djinn {2}{B}{B} Creature -- Djinn 5/5 At the beginning of your upkeep, Juzam Djinn deals 1 damage to you. Kaboom! {4}{R} Sorcery Choose any number of target players. For each of those players, reveal cards from the top of your library until you reveal a nonland card. Kaboom! deals damage equal to that card's converted mana cost to that player, then you put the revealed cards on the bottom of your library in any order. Kaervek's Hex {3}{B} Sorcery Kaervek's Hex deals 1 damage to each nonblack creature and an additional 1 damage to each green creature. Kaervek's Purge {X}{B}{R} Sorcery Destroy target creature with converted mana cost equal to X. If that creature is put into a graveyard this way, Kaervek's Purge deals damage equal to the creature's power to the creature's controller. Kaervek's Spite {B}{B}{B} Instant As an additional cost to play Kaervek's Spite, sacrifice all permanents you control and discard your hand. Target player loses 5 life. Kaervek's Torch {X}{R} Sorcery As long as Kaervek's Torch is on the stack, spells that target it cost {2} more to play. Kaervek's Torch deals X damage to target creature or player. Kamahl, Fist of Krosa {4}{G}{G} Creature -- Druid Legend 4/3 {G}: Target land becomes a 1/1 creature until end of turn. It's still a land. {2}{G}{G}{G}: Creatures you control get +3/+3 and gain trample until end of turn. Kamahl, Pit Fighter {4}{R}{R} Creature -- Barbarian Legend 6/1 Haste {T}: Kamahl, Pit Fighter deals 3 damage to target creature or player. Kamahl's Desire {1}{R} Enchant Creature Enchanted creature has first strike. Threshold -- Enchanted creature gets +3/+0. (You have threshold as long as seven or more cards are in your graveyard.) Kamahl's Sledge {5}{R}{R} Sorcery Kamahl's Sledge deals 4 damage to target creature. Threshold -- Instead Kamahl's Sledge deals 4 damage to that creature and 4 damage to that creature's controller. (You have threshold if seven or more cards are in your graveyard.) Kamahl's Summons {3}{G} Sorcery Each player may reveal any number of creature cards from his or her hand. Then each player puts a 2/2 green Bear creature token into play for each card he or she revealed this way. Kangee, Aerie Keeper {2}{W}{U} Creature -- Legend 2/2 Kicker {2}{X} (You may pay an additional {2}{X} as you play this spell.) Flying When Kangee, Aerie Keeper comes into play, if the kicker cost was paid, put X feather counters on it. All Birds get +1/+1 for each feather counter on Kangee, Aerie Keeper. Karakas Legendary Land {T}: Add {W} to your mana pool. {T}: Return target Legend to its owner's hand. Karma {2}{W}{W} Enchantment At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps he or she controls. Karmic Guide {3}{W}{W} Creature -- Spirit 2/2 Flying, protection from black; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Karmic Guide comes into play, if you played it from your hand, return target creature card from your graveyard to play. Karmic Justice {2}{W} Enchantment Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls. Karn, Silver Golem {5} Artifact Creature -- Golem Legend 4/4 Whenever Karn, Silver Golem blocks or becomes blocked, it gets -4/+4 until end of turn. {1}: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (That artifact retains its abilities.) Karn's Touch {U}{U} Instant Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.) Karona, False God {1}{W}{U}{B}{R}{G} Creature -- Legend 5/5 Haste At the beginning of each player's upkeep, that player untaps Karona, False God and gains control of it. Whenever Karona attacks, creatures of the type of your choice get +3/+3 until end of turn. Karona's Zealot {4}{W} Creature -- Cleric 2/5 Morph {3}{W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Karona's Zealot is turned face up, all damage that would be dealt to it this turn is dealt to target creature instead. Karoo Land If Karoo would come into play, return an untapped Plains you control to its owner's hand instead. If you do, put Karoo into play tapped. If you don't, put it into its owner's graveyard. {T}: Add {1}{W} to your mana pool. Karoo Meerkat {1}{G} Creature -- Meerkat 2/1 Protection from blue Karplusan Forest Land {T}: Add {1} to your mana pool. {T}: Add {R} or {G} to your mana pool. Karplusan Forest deals 1 damage to you. Karplusan Giant {6}{R} Creature -- Giant 3/3 Tap an untapped snow-covered land you control: Karplusan Giant gets +1/+1 until end of turn. Karplusan Yeti {3}{R}{R} Creature -- Yeti 3/3 {T}: Karplusan Yeti deals damage equal to its power to target creature. That creature deals damage equal to its power to Karplusan Yeti. Kasimir the Lone Wolf {4}{W}{U} Creature -- Legend 5/3 Katabatic Winds {2}{G} Enchantment Phasing Creatures with flying can't attack, block, or use any ability that includes {T} in its activation cost. Kavu Aggressor {2}{R} Creature -- Kavu 3/2 Kicker {4} (You may pay an additional {4} as you play this spell.) Kavu Aggressor can't block. If the kicker cost was paid, Kavu Aggressor comes into play with a +1/+1 counter on it. Kavu Chameleon {3}{G}{G} Creature -- Kavu 4/4 Kavu Chameleon can't be countered. {G}: Kavu Chameleon becomes the color of your choice until end of turn. Kavu Climber {3}{G}{G} Creature -- Kavu 3/3 When Kavu Climber comes into play, draw a card. Kavu Glider {2}{R} Creature -- Kavu 2/1 {W}: Kavu Glider gets +0/+1 until end of turn. {U}: Kavu Glider gains flying until end of turn. Kavu Howler {4}{G}{G} Creature -- Kavu 4/5 When Kavu Howler comes into play, reveal the top four cards of your library. Put all Kavu cards revealed this way into your hand and the rest on the bottom of your library. Kavu Lair {2}{G} Enchantment Whenever a creature with power 4 or greater comes into play, its controller draws a card. Kavu Mauler {4}{G}{G} Creature -- Kavu 4/4 Trample Whenever Kavu Mauler attacks, it gets +1/+1 until end of turn for each other attacking Kavu. Kavu Monarch {2}{R}{R} Creature -- Kavu 3/3 All Kavu have trample. Whenever another Kavu comes into play, put a +1/+1 counter on Kavu Monarch. Kavu Recluse {2}{R} Creature -- Kavu 2/2 {T}: Target land becomes a Forest until end of turn. Kavu Runner {3}{R} Creature -- Kavu 3/3 Kavu Runner has haste as long as no opponent controls a white or blue creature. Kavu Scout {2}{R} Creature -- Kavu 0/2 Kavu Scout gets +1/+0 for each basic land type among lands you control. Kavu Titan {1}{G} Creature -- Kavu 2/2 Kicker {2}{G} (You may pay an additional {2}{G} as you play this spell.) If the kicker cost was paid, Kavu Titan comes into play with three +1/+1 counters on it and with trample. Kaysa {3}{G}{G} Creature -- Legend 2/3 Green creatures you control get +1/+1. Keeneye Aven {3}{U} Creature -- Bird Soldier 2/3 Flying Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Keep Watch {2}{U} Instant Draw a card for each attacking creature. Keeper of Kookus {R} Creature -- Goblin 1/1 {R}: Keeper of Kookus gains protection from red until end of turn. Keeper of the Beasts {G}{G} Creature -- Wizard 1/2 {G}, {T}: Put a 2/2 green Beast creature token into play. Play this ability only if an opponent controls more creatures than you. Keeper of the Dead {B}{B} Creature -- Wizard 1/2 {B}, {T}: Destroy target nonblack creature controlled by an opponent with at least two fewer creature cards in his or her graveyard than you. Keeper of the Flame {R}{R} Creature -- Wizard 1/2 {R}, {T}: Keeper of the Flame deals 2 damage to target opponent with more life than you. Keeper of the Light {W}{W} Creature -- Wizard 1/2 {W}, {T}: You gain 3 life. Play this ability only if you have less life than an opponent. Keeper of the Mind {U}{U} Creature -- Wizard 1/2 {U}, {T}: Draw a card. Play this ability only if an opponent has at least two more cards in hand than you. Keeper of the Nine Gales {2}{U} Creature -- Bird Wizard 1/2 Flying {T}, Tap two untapped Birds you control: Return target permanent to its owner's hand. Keeper of Tresserhorn {5}{B} Creature -- Keeper 6/6 Whenever Keeper of Tresserhorn attacks and isn't blocked, it deals no combat damage this turn and defending player loses 2 life. Keepers of the Faith {1}{W}{W} Creature -- Keeper 2/3 Kei Takahashi {2}{G}{W} Creature -- Legend 2/2 {T}: Prevent the next 2 damage that would be dealt to target creature this turn. Keldon Arsonist {2}{R} Creature -- Soldier 1/1 {1}, Sacrifice two lands: Destroy target land. Keldon Battlewagon {5} Artifact Creature 0/3 Trample Keldon Battlewagon can't block. When Keldon Battlewagon attacks, sacrifice it at end of combat. Tap an untapped creature you control: Keldon Battlewagon gets +X/+0 until end of turn, where X is the tapped creature's power. Keldon Berserker {3}{R} Creature -- Soldier 2/3 Whenever Keldon Berserker attacks, if you control no untapped lands, it gets +3/+0 until end of turn. Keldon Champion {2}{R}{R} Creature -- Barbarian 3/2 Haste Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Keldon Champion comes into play, it deals 3 damage to target player. Keldon Firebombers {3}{R}{R} Creature -- Soldier 3/3 When Keldon Firebombers comes into play, each player sacrifices all lands he or she controls except for three. Keldon Mantle {1}{R} Enchant Creature {B}: Regenerate enchanted creature. {R}: Enchanted creature gets +1/+0 until end of turn. {G}: Enchanted creature gains trample until end of turn. Keldon Necropolis Legendary Land {T}: Add {1} to your mana pool. {4}{R}, {T}, Sacrifice a creature: Keldon Necropolis deals 2 damage to target creature or player. Keldon Twilight {1}{B}{R} Enchantment At the end of each player's turn, if no creatures attacked that turn, that player sacrifices a creature he or she controlled since the beginning of the turn. Keldon Vandals {2}{R} Creature -- Townsfolk 4/1 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Keldon Vandals comes into play, destroy target artifact. Keldon Warlord {2}{R}{R} Creature -- Lord */* Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control. Kelsinko Ranger {W} Creature -- Ranger 1/1 {1}{W}: Target green creature gains first strike until end of turn. Kezzerdrix {2}{B}{B} Creature -- Beast 4/4 First strike At the beginning of your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you. Khabal Ghoul {2}{B} Creature -- Ghoul 1/1 At end of turn, put a +1/+1 counter on Khabal Ghoul for each creature put into a graveyard from play this turn. Kill Switch {3} Artifact {2}, {T}: Tap all other artifacts. They don't untap during their controllers' untap steps as long as Kill Switch remains tapped. Killer Bees {1}{G}{G} Creature -- Bee 0/1 Flying {G}: Killer Bees gets +1/+1 until end of turn. Killer Whale {3}{U}{U} Creature -- Whale 3/5 {U}: Killer Whale gains flying until end of turn. Kilnmouth Dragon {5}{R}{R} Creature -- Dragon 5/5 Amplify 3 (As this card comes into play, put three +1/+1 counters on it for each Dragon card you reveal in your hand.) Flying {T}: Kilnmouth Dragon deals damage equal to the number of +1/+1 counters on it to target creature or player. Kindle {1}{R} Instant Kindle deals to target creature or player damage equal to the number of cards named Kindle in all graveyards plus 2. King Cheetah {3}{G} Creature -- Cheetah 3/2 You may play King Cheetah any time you could play an instant. King Crab {4}{U}{U} Creature -- Crab 4/5 {1}{U}, {T}: Put target green creature on top of its owner's library. King Suleiman {1}{W} Creature -- King 1/1 {T}: Destroy target Djinn or Efreet. Kingfisher {3}{U} Creature -- Bird 2/2 Flying When Kingfisher is put into a graveyard from play, draw a card. Kird Ape {R} Creature -- Ape 1/1 Kird Ape gets +1/+2 as long as you control a Forest. Kirtar's Desire {W} Enchant Creature Enchanted creature can't attack. Threshold -- Enchanted creature can't block. (You have threshold as long as seven or more cards are in your graveyard.) Kirtar's Wrath {4}{W}{W} Sorcery Destroy all creatures. They can't be regenerated. Threshold -- Instead destroy all creatures, then put two 1/1 white Spirit creature tokens with flying into play. Creatures destroyed this way can't be regenerated. (You have threshold if seven or more cards are in your graveyard.) Kismet {3}{W} Enchantment Artifacts, creatures, and lands your opponents control come into play tapped. Kithkin Armor {W} Enchant Creature Enchanted creature can't be blocked by creatures with power 3 or greater. Sacrifice Kithkin Armor: The next time a source of your choice would deal damage to enchanted creature this turn, prevent that damage. Kjeldoran Dead {B} Creature -- Skeleton 3/1 When Kjeldoran Dead comes into play, sacrifice a creature. {B}: Regenerate Kjeldoran Dead. Kjeldoran Elite Guard {3}{W} Creature -- Soldier 2/2 {T}: Target creature gets +2/+2 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Elite Guard. Play this ability only during combat. Kjeldoran Escort {2}{W}{W} Creature -- Soldier 2/3 Banding Kjeldoran Frostbeast {3}{G}{W} Creature -- Frostbeast 2/4 Whenever Kjeldoran Frostbeast blocks or becomes blocked by a creature, destroy that creature at end of combat. Kjeldoran Guard {1}{W} Creature -- Soldier 1/1 {T}: Target creature gets +1/+1 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Guard. Play this ability only during combat and only if defending player controls no snow-covered lands. Kjeldoran Home Guard {3}{W} Creature -- Soldier 1/6 At end of combat, if Kjeldoran Home Guard attacked or blocked this turn, put a -0/-1 counter on it and put a 0/1 white Deserter creature token into play. Kjeldoran Knight {W}{W} Creature -- Knight 1/1 Banding {1}{W}: Kjeldoran Knight gets +1/+0 until end of turn. {W}{W}: Kjeldoran Knight gets +0/+2 until end of turn. Kjeldoran Outpost Land If Kjeldoran Outpost would come into play, sacrifice a Plains instead. If you do, put Kjeldoran Outpost into play. If you don't, put it into its owner's graveyard. {T}: Add {W} to your mana pool. {1}{W}, {T}: Put a 1/1 white Soldier creature token into play. Kjeldoran Phalanx {5}{W} Creature -- Soldier 2/5 Banding, first strike Kjeldoran Pride {1}{W} Enchant Creature Enchanted creature gets +1/+2. {2}{U}: Move Kjeldoran Pride to target creature. Kjeldoran Royal Guard {3}{W}{W} Creature -- Soldier 2/5 {T}: All combat damage that unblocked creatures would deal to you this turn is dealt to Kjeldoran Royal Guard instead. Kjeldoran Skycaptain {4}{W} Creature -- Soldier 2/2 Banding, flying, first strike Kjeldoran Skyknight {2}{W} Creature -- Soldier 1/1 Banding, flying, first strike Kjeldoran Warrior {W} Creature -- Hero 1/1 Banding Knight Errant {1}{W} Creature -- Knight 2/2 Knight of Dawn {1}{W}{W} Creature -- Knight 2/2 First strike {W}{W}: Knight of Dawn gains protection from the color of your choice until end of turn. Knight of Dusk {1}{B}{B} Creature -- Knight 2/2 {B}{B}: Destroy target creature blocking Knight of Dusk. Knight of Stromgald {B}{B} Creature -- Knight 2/1 Protection from white {B}{B}: Knight of Stromgald gets +1/+0 until end of turn. {B}: Knight of Stromgald gains first strike until end of turn. Knight of the Mists {2}{U} Creature -- Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) When Knight of the Mists comes into play, you may pay {U}. If you don't, destroy target Knight. It can't be regenerated. Knight of Valor {2}{W} Creature -- Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{W}: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Play this ability only once each turn. Knighthood {2}{W} Enchantment Creatures you control have first strike. Knights of Thorn {3}{W} Creature -- Knight 2/2 Banding, protection from red Knowledge Vault {4} Artifact When Knowledge Vault leaves play, put all cards removed from the game with Knowledge Vault into their owner's graveyard at end of turn. {2}, {T}: Remove the top card of your library from the game face down. Sacrifice Knowledge Vault: Discard your hand, then put all cards removed from the game with Knowledge Vault into their owner's hand. Kobold Drill Sergeant {1}{R} Creature -- Drill-Sergeant 1/2 Kobolds you control get +0/+1 and have trample. Kobold Overlord {1}{R} Creature -- Lord 1/2 First strike Kobolds you control have first strike. Kobold Taskmaster {1}{R} Creature -- Taskmaster 1/2 Kobolds you control get +1/+0. Kobolds of Kher Keep {0} Creature -- Kobold 0/1 Kobolds of Kher Keep is red. Kookus {3}{R}{R} Creature -- Djinn 3/5 Trample At the beginning of your upkeep, if you don't control a creature named Keeper of Kookus, Kookus deals 3 damage to you and attacks this turn if able. {R}: Kookus gets +1/+0 until end of turn. Kor Chant {2}{W} Instant All damage that would be dealt this turn to target creature you control from a source of your choice is dealt to another target creature instead. Kor Haven Legendary Land {T}: Add {1} to your mana pool. {1}{W}, {T}: Prevent all combat damage that would be dealt by target attacking creature this turn. Kormus Bell {4} Artifact All Swamps are 1/1 creatures that are still lands. Koskun Falls {2}{B}{B} Enchant World At the beginning of your upkeep, sacrifice Koskun Falls unless you tap an untapped creature you control. Each creature can't attack you unless its controller pays an additional {2}. (This cost is paid as attackers are declared.) Koskun Keep Land {T}: Add {1} to your mana pool. {1}, {T}: Add {R} to your mana pool. {2}, {T}: Add {B} or {G} to your mana pool. Krakilin {X}{G}{G} Creature -- Beast 0/0 Krakilin comes into play with X +1/+1 counters on it. {1}{G}: Regenerate Krakilin. Krark-Clan Grunt {2}{R} Creature -- Goblin Warrior 2/2 Sacrifice an artifact: Krark-Clan Grunt gets +1/+0 and gains first strike until end of turn. Krark-Clan Shaman {R} Creature -- Goblin Shaman 1/1 Sacrifice an artifact: Krark-Clan Shaman deals 1 damage to each creature without flying. Krark's Thumb {2} Legendary Artifact If you would flip a coin, instead flip two coins and ignore one. Kris Mage {R} Creature -- Spellshaper 1/1 {R}, {T}, Discard a card from your hand: Kris Mage deals 1 damage to target creature or player. Krosan Archer {3}{G} Creature -- Centaur 2/3 Krosan Archer may block as though it had flying. {G}, Discard a card from your hand: Krosan Archer gets +0/+2 until end of turn. Krosan Avenger {2}{G} Creature -- Druid 3/1 Trample Threshold -- {1}{G}: Regenerate Krosan Avenger. (Play this ability only if seven or more cards are in your graveyard.) Krosan Beast {3}{G} Creature -- Squirrel Beast 1/1 Threshold -- Krosan Beast gets +7/+7. (You have threshold as long as seven or more cards are in your graveyard.) Krosan Cloudscraper {7}{G}{G}{G} Creature -- Beast Mutant 13/13 At the beginning of your upkeep, sacrifice Krosan Cloudscraper unless you pay {G}{G}. Morph {7}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Krosan Colossus {6}{G}{G}{G} Creature -- Beast 9/9 Morph {6}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Krosan Constrictor {3}{G} Creature -- Snake 2/2 Swampwalk {T}: Target black creature gets -2/-0 until end of turn. Krosan Drover {3}{G} Creature -- Elf 2/2 Creature spells you play with converted mana cost 6 or more cost {2} less to play. Krosan Groundshaker {4}{G}{G}{G} Creature -- Beast 6/6 {G}: Target Beast gains trample until end of turn. Krosan Reclamation {1}{G} Instant Target player shuffles up to two target cards from his or her graveyard into his or her library. Flashback {1}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Krosan Restorer {2}{G} Creature -- Druid 1/2 {T}: Untap target land. Threshold -- {T}: Untap up to three target lands. (Play this ability only if seven or more cards are in your graveyard.) Krosan Tusker {5}{G}{G} Creature -- Beast 6/5 Cycling {2}{G} ({2}{G}, Discard this card from your hand: Draw a card.) When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, shuffle your library. Krosan Verge Land Krosan Verge comes into play tapped. {T}: Add {1} to your mana pool. {2}, {T}, Sacrifice Krosan Verge: Search your library for a Forest card and a Plains card and put them into play tapped. Then shuffle your library. Krosan Vorine {3}{G} Creature -- Cat Beast 3/2 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Krosan Vorine can't be blocked by more than one creature. Krosan Warchief {2}{G} Creature -- Beast 2/2 Beast spells you play cost {1} less to play. {1}{G}: Regenerate target Beast. Krosan Wayfarer {G} Creature -- Druid 1/1 Sacrifice Krosan Wayfarer: Put a land card from your hand into play. Krovikan Elementalist {B}{B} Creature -- Wizard 1/1 {2}{R}: Target creature gets +1/+0 until end of turn. {U}{U}: Target creature you control gains flying until end of turn. Sacrifice it at end of turn. Krovikan Fetish {2}{B} Enchant Creature When Krovikan Fetish comes into play, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +1/+1. Krovikan Horror {3}{B} Creature -- Horror 2/2 At end of turn, if Krovikan Horror is in your graveyard with a creature card directly above it, you may return Krovikan Horror to your hand. {1}, Sacrifice a creature: Krovikan Horror deals 1 damage to target creature or player. Krovikan Plague {2}{B} Enchant Creature Krovikan Plague can enchant only a non-Wall creature you control. When Krovikan Plague comes into play, draw a card at the beginning of the next turn's upkeep. Enchanted creature has "{T}: Put a -0/-1 counter on this creature, and Krovikan Plague deals 1 damage to target creature or player." Krovikan Sorcerer {2}{U} Creature -- Wizard 1/1 {T}, Discard a card from your hand: Draw a card. {T}, Discard a black card from your hand: Draw two cards, then discard one of them. Krovikan Vampire {3}{B}{B} Creature -- Vampire 3/3 Whenever a creature dealt damage by Krovikan Vampire this turn is put into a graveyard, put that card into play under your control at end of turn. Sacrifice the creature when you lose control of Krovikan Vampire. Kry Shield {2} Artifact {2}, {T}: Prevent all damage that would be dealt this turn by target creature you control. That creature gets +0/+X until end of turn, where X is its converted mana cost. Kudzu {1}{G}{G} Enchant Land When enchanted land becomes tapped, destroy it. That land's controller moves Kudzu to a land of his or her choice. Kukemssa Pirates {3}{U} Creature -- Pirate 2/2 Whenever Kukemssa Pirates attacks and isn't blocked, you may gain control of target artifact defending player controls. If you do, Kukemssa Pirates deals no combat damage this turn. Kukemssa Serpent {3}{U} Creature -- Serpent 4/3 Kukemssa Serpent can't attack unless defending player controls an Island. {U}, Sacrifice an Island: Target land an opponent controls becomes an Island until end of turn. When you control no Islands, sacrifice Kukemssa Serpent. Kurgadon {4}{G} Creature -- Beast 3/3 Whenever you play a creature spell with converted mana cost 6 or more, put three +1/+1 counters on Kurgadon. Kyren Archive {3} Artifact At the beginning of your upkeep, you may remove the top card of your library from the game face down. {5}, Discard your hand, Sacrifice Kyren Archive: Put all cards removed from the game with Kyren Archive into their owner's hand. Kyren Glider {1}{R} Creature -- Goblin 1/1 Flying Kyren Glider can't block. Kyren Legate {1}{R} Creature -- Goblin 1/1 If an opponent controls a Plains and you control a Mountain, you may play Kyren Legate without paying its mana cost. Haste Kyren Negotiations {2}{R}{R} Enchantment Tap an untapped creature you control: Kyren Negotiations deals 1 damage to target player. Kyren Sniper {2}{R} Creature -- Goblin 1/1 At the beginning of your upkeep, you may have Kyren Sniper deal 1 damage to target player. Kyren Toy {3} Artifact {1}, {T}: Put a charge counter on Kyren Toy. {T}, Remove X charge counters from Kyren Toy: Add {1}{X} to your mana pool. Kyscu Drake {3}{G} Creature -- Drake 2/2 Flying {G}: Kyscu Drake gets +0/+1 until end of turn. Play this ability no more than once each turn. Sacrifice Kyscu Drake and a creature named Spitting Drake: Search your library for a card named Viashivan Dragon and put that card into play. Then shuffle your library. Lab Rats {B} Sorcery Buyback {4} (You may pay {4} in addition to any other costs as you play this spell. If you do, put Lab Rats into your hand instead of your graveyard as part of its resolution.) Put a 1/1 black Rat creature token into play. Labyrinth Minotaur {3}{U} Creature -- Minotaur 1/4 Whenever Labyrinth Minotaur blocks a creature, that creature doesn't untap during its controller's next untap step. Laccolith Grunt {2}{R} Creature -- Beast 2/2 Whenever Laccolith Grunt becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Grunt deals no combat damage this turn. Laccolith Rig {R} Enchant Creature Whenever enchanted creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, enchanted creature deals no combat damage this turn. Laccolith Titan {5}{R}{R} Creature -- Beast 6/6 Whenever Laccolith Titan becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Titan deals no combat damage this turn. Laccolith Warrior {2}{R}{R} Creature -- Beast 3/3 Whenever Laccolith Warrior becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Warrior deals no combat damage this turn. Laccolith Whelp {R} Creature -- Beast 1/1 Whenever Laccolith Whelp becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Whelp deals no combat damage this turn. Lady Caleria {3}{G}{G}{W}{W} Creature -- Legend 3/6 {T}: Lady Caleria deals 3 damage to target attacking or blocking creature. Lady Evangela {W}{U}{B} Creature -- Legend 1/2 {W}{B}, {T}: Prevent all combat damage that would be dealt by target creature this turn. Lady Orca {5}{B}{R} Creature -- Legend 7/4 Lake of the Dead Land If Lake of the Dead would come into play, sacrifice a Swamp instead. If you do, put Lake of the Dead into play. If you don't, put it into its owner's graveyard. {T}: Add {B} to your mana pool. {T}, Sacrifice a Swamp: Add {B}{B}{B}{B} to your mana pool. Lance {W} Enchant Creature Enchanted creature has first strike. Lancers en-Kor {3}{W}{W} Creature -- Soldier 3/3 Trample {0}: The next 1 damage that would be dealt to Lancers en-Kor this turn is dealt to target creature you control instead. Land Cap Land {T}: Add {W} or {U} to your mana pool. Land Cap doesn't untap during its controller's next untap step. Land Equilibrium {2}{U}{U} Enchantment If an opponent who controls at least as many lands as you do would put a land into play, that player instead puts that land into play then sacrifices a land. Land Grant {1}{G} Sorcery If you have no land cards in hand, you may reveal your hand rather than pay Land Grant's mana cost. Search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library. Land Leeches {1}{G}{G} Creature -- Leech 2/2 First strike Land Tax {W} Enchantment At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, and put them into your hand. If you do, shuffle your library. Land's Edge {1}{R}{R} Enchant World Discard a card from your hand: If the discarded card is a land card, Land's Edge deals 2 damage to target player. Any player may play this ability. Landslide {R} Sorcery Sacrifice any number of Mountains. Landslide deals that much damage to target player. Lapis Lazuli Talisman {2} Artifact Whenever a blue spell is played, you may pay {3}. If you do, untap target permanent. Laquatus's Champion {4}{B}{B} Creature -- Nightmare Horror 6/3 When Laquatus's Champion comes into play, target player loses 6 life. When Laquatus's Champion leaves play, that player gains 6 life. {B}: Regenerate Laquatus's Champion. Laquatus's Creativity {4}{U} Sorcery Target player draws cards equal to the number of cards in his or her hand, then discards that many cards from it. Laquatus's Disdain {1}{U} Instant Counter target spell played from a graveyard. Draw a card. Larceny {3}{B}{B} Enchantment Whenever a creature you control deals combat damage to a player, that player discards a card from his or her hand. Lashknife {1}{W} Enchant Creature If you control a Plains, you may tap an untapped creature you control rather than pay Lashknife's mana cost. Enchanted creature has first strike. Lashknife Barrier {2}{W} Enchantment When Lashknife Barrier comes into play, draw a card. If a source would deal damage to a creature you control, it deals that much damage minus 1 to that creature instead. Last Breath {1}{W} Instant Remove target creature with power 2 or less from the game. Its controller gains 4 life. Last Caress {2}{B} Sorcery Target player loses 1 life and you gain 1 life. Draw a card. Last Laugh {2}{B}{B} Enchantment Whenever a permanent other than Last Laugh is put into a graveyard from play, Last Laugh deals 1 damage to each creature and each player. When no creatures are in play, sacrifice Last Laugh. Last Rites {2}{B} Sorcery Discard any number of cards from your hand. Target player reveals his or her hand, then you choose a nonland card from it for each card discarded this way. That player discards those cards. Last Stand {W}{U}{B}{R}{G} Sorcery Target opponent loses 2 life for each Swamp you control. Last Stand deals damage equal to the number of Mountains you control to target creature. Put a 1/1 green Saproling creature token into play for each Forest you control. You gain 2 life for each Plains you control. Draw a card for each Island you control, then discard that many cards from your hand. Last-Ditch Effort {R} Instant Sacrifice any number of creatures. Last-Ditch Effort deals X damage to target creature or player, where X is the number of creatures sacrificed this way. Lat-Nam's Legacy {1}{U} Instant Shuffle a card from your hand into your library. If you do, draw two cards at the beginning of the next turn's upkeep. Latulla, Keldon Overseer {3}{R}{R} Creature -- Spellshaper Legend 3/3 {X}{R}, {T}, Discard two cards from your hand: Latulla, Keldon Overseer deals X damage to target creature or player. Latulla's Orders {1}{R} Enchant Creature You may play Latulla's Orders any time you could play an instant. Whenever enchanted creature deals combat damage to defending player, you may destroy target artifact that player controls. Launch {1}{U} Enchant Creature Enchanted creature has flying. When Launch is put into a graveyard from play, return Launch to its owner's hand. Lava Axe {4}{R} Sorcery Lava Axe deals 5 damage to target player. Lava Blister {1}{R} Sorcery Destroy target nonbasic land unless its controller has Lava Blister deal 6 damage to him or her. Lava Burst {X}{R} Sorcery Lava Burst deals X damage to target creature or player. If Lava Burst would deal damage to a creature, that damage can't be prevented or dealt instead to another creature or player. Lava Dart {R} Instant Lava Dart deals 1 damage to target creature or player. Flashback--Sacrifice a Mountain. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Lava Hounds {2}{R}{R} Creature -- Hound 4/4 Haste When Lava Hounds comes into play, it deals 4 damage to you. Lava Runner {1}{R}{R} Creature -- Lizard 2/2 Haste Whenever Lava Runner becomes the target of a spell or ability, that spell or ability's controller sacrifices a land. Lava Storm {3}{R}{R} Instant Choose one -- Lava Storm deals 2 damage to each attacking creature; or Lava Storm deals 2 damage to each blocking creature. Lava Tubes Land {T}: Add {B} or {R} to your mana pool. Lava Tubes doesn't untap during its controller's next untap step. Lava Zombie {1}{B}{R} Creature -- Zombie 4/3 When Lava Zombie comes into play, return a black or red creature you control to its owner's hand. {2}: Lava Zombie gets +1/+0 until end of turn. Lavaborn Muse {3}{R} Creature -- Spirit 3/3 At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Lavaborn Muse deals 3 damage to him or her. Lavamancer's Skill {1}{R} Enchant Creature Enchanted creature has {T}: This creature deals 1 damage to target creature. If enchanted creature is a Wizard, it has {T}: This creature deals 2 damage to target creature. Lawbringer {2}{W} Creature -- Rebel 2/2 {T}, Sacrifice Lawbringer: Remove target red creature from the game. Lay of the Land {G} Sorcery Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library. Lay Waste {3}{R} Sorcery Destroy target land. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Lead Astray {1}{W} Instant Tap up to two target creatures. Lead Golem {5} Artifact Creature -- Golem 3/5 Whenever Lead Golem attacks, it doesn't untap during its controller's next untap step. Lead-Belly Chimera {4} Artifact Creature -- Chimera 2/2 Trample Sacrifice Lead-Belly Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains trample. (This effect doesn't end at end of turn.) Leaden Myr {2} Artifact Creature -- Myr 1/1 {T}: Add {B} to your mana pool. Leaf Dancer {1}{G}{G} Creature -- Centaur 2/2 Forestwalk Leap {U} Instant Target creature gains flying until end of turn. Draw a card. Leaping Lizard {1}{G}{G} Creature -- Lizard 2/3 {1}{G}: Leaping Lizard gains flying and gets -0/-1 until end of turn. Leeches {1}{W}{W} Sorcery Target player loses all poison counters. Leeches deals 1 damage to that player for each poison counter removed this way. Leeching Licid {1}{B} Creature -- Licid 1/1 {B}, {T}: Leeching Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "At the beginning of the upkeep of enchanted creature's controller, Leeching Licid deals 1 damage to that player" and "{B}: End the effect that created this ability." Leering Gargoyle {1}{W}{U} Creature -- Gargoyle 2/2 Flying {T}: Leering Gargoyle gets -2/+2 and loses flying until end of turn. Leery Fogbeast {2}{G} Creature -- Beast 4/2 Whenever Leery Fogbeast becomes blocked, prevent all combat damage that would be dealt this turn. Legacy Weapon {7} Legendary Artifact {W}{U}{B}{R}{G}: Remove target permanent from the game. If Legacy Weapon would be put into a graveyard from anywhere, reveal Legacy Weapon and shuffle it into its owner's library instead. Legacy's Allure {U}{U} Enchantment At the beginning of your upkeep, you may put a treasure counter on Legacy's Allure. Sacrifice Legacy's Allure: Gain control of target creature with power no greater than the number of treasure counters on Legacy's Allure. (This effect doesn't end at end of turn.) Legerdemain {2}{U}{U} Sorcery Exchange control of target artifact or creature and another target permanent if they share one of those types. (This effect doesn't end at end of turn.) Legions of Lim-Dul {1}{B}{B} Creature -- Zombie 2/3 Snow-covered swampwalk Leonin Abunas {3}{W} Creature -- Cat Cleric 2/5 Artifacts you control can't be the targets of spells or abilities your opponents control. Leonin Bladetrap {3} Artifact You may play Leonin Bladetrap any time you could play an instant. {2}, Sacrifice Leonin Bladetrap: Leonin Bladetrap deals 2 damage to each attacking creature without flying. Leonin Den-Guard {1}{W} Creature -- Cat Soldier 1/3 As long as Leonin Den-Guard is equipped, it gets +1/+1 and attacking doesn't cause it to tap. Leonin Elder {W} Creature -- Cat Cleric 1/1 Whenever an artifact comes into play, you may gain 1 life. Leonin Scimitar {1} Artifact -- Equipment Equipped creature gets +1/+1. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Leonin Skyhunter {W}{W} Creature -- Cat Knight 2/2 Flying Leonin Sun Standard {2} Artifact {1}{W}: Creatures you control get +1/+1 until end of turn. Leshrac's Rite {B} Enchant Creature Enchanted creature has swampwalk. Leshrac's Sigil {B}{B} Enchantment Whenever an opponent plays a green spell, you may pay {B}{B}. If you do, look at that player's hand and choose a card from it. The player discards that card. {B}{B}: Return Leshrac's Sigil to its owner's hand. Lesser Gargadon {2}{R}{R} Creature -- Beast 6/4 Whenever Lesser Gargadon attacks or blocks, sacrifice a land. Lesser Werewolf {3}{B} Creature -- Lycanthrope 2/4 {B}: If Lesser Werewolf's power is 1 or more, it gets -1/-0 until end of turn and put a -0/-1 counter on target creature blocking or blocked by Lesser Werewolf. Play this ability only during the declare blockers step. Lethal Vapors {2}{B}{B} Enchantment Whenever a creature comes into play, destroy it. {0}: Destroy Lethal Vapors. You skip your next turn. Any player may play this ability. Leveler {5} Artifact Creature 10/10 When Leveler comes into play, remove your library from the game. Leviathan {5}{U}{U}{U}{U} Creature -- Leviathan 10/10 Trample Leviathan comes into play tapped and doesn't untap during your untap step. At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan. Leviathan can't attack unless you sacrifice two Islands. (This cost is paid as attackers are declared.) Levitation {2}{U}{U} Enchantment Creatures you control have flying. Ley Druid {2}{G} Creature -- Cleric 1/1 {T}: Untap target land. Ley Line {3}{G} Enchantment At the beginning of each player's upkeep, that player may put a +1/+1 counter on target creature of his or her choice. Lhurgoyf {2}{G}{G} Creature -- Lhurgoyf */1+* Lhurgoyf's power is equal to the number of creature cards in all graveyards and its toughness is equal to that number plus 1. Liability {1}{B}{B} Enchantment Whenever a card is put into a player's graveyard from play, that player loses 1 life. Liar's Pendulum {1} Artifact {2}, {T}: Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, draw a card. Liberate {1}{W} Instant Remove target creature you control from the game. At end of turn, return that card to play under its owner's control. Liberated Dwarf {R} Creature -- Dwarf 1/1 {R}, Sacrifice Liberated Dwarf: Target green creature gets +1/+0 and gains first strike until end of turn. Library of Alexandria Land {T}: Add {1} to your mana pool. {T}: Draw a card. Play this ability only if you have exactly seven cards in your hand. Library of Lat-Nam {4}{U} Sorcery An opponent chooses one -- You draw three cards at the beginning of the next turn's upkeep; or you search your library for a card, put that card into your hand, then shuffle your library. Library of Leng {1} Artifact You have no maximum hand size. If an effect causes you to discard a card from your hand, discard it, but you may put it on top of your library instead of into your graveyard. Lich {B}{B}{B}{B} Enchantment As Lich comes into play, your life total becomes 0. You don't lose the game for having 0 or less life. If you would gain life, draw that many cards instead. Whenever you're dealt damage, sacrifice that many permanents. When Lich leaves play, you lose the game. Lichenthrope {3}{G}{G} Creature -- Lichenthrope 5/5 For each 1 damage that would be dealt to Lichenthrope, put a -1/-1 counter on it instead. At the beginning of your upkeep, remove a -1/-1 counter from Lichenthrope. Liege of the Axe {3}{W} Creature -- Soldier 2/3 Attacking doesn't cause Liege of the Axe to tap. Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Liege of the Axe is turned face up, untap it. Liege of the Hollows {2}{G}{G} Creature -- Spirit 3/4 When Liege of the Hollows is put into a graveyard from play, each player may pay any amount of mana. Then each player puts into play a number of 1/1 green Squirrel creature tokens equal to the amount of mana he or she paid this way. Lieutenant Kirtar {1}{W}{W} Creature -- Bird Soldier Legend 2/2 Flying {1}{W}, Sacrifice Lieutenant Kirtar: Remove target attacking creature from the game. Life // Death {G} // {1}{B} Sorcery // Sorcery Until end of turn, all lands you control are 1/1 creatures that are still lands. // Return target creature card from your graveyard to play. You lose life equal to its converted mana cost. Life Burst {1}{W} Instant Target player gains 4 life, then gains 4 life for each card named Life Burst in each graveyard. Life Chisel {4} Artifact Sacrifice a creature: Gain life equal to the sacrificed creature's toughness. Play this ability only during your upkeep. Life Matrix {4} Artifact {4}, {T}: Put a matrix counter on target creature and that creature gains "Remove a matrix counter from this creature: Regenerate this creature." Play this ability only during your upkeep. Lifeblood {2}{W}{W} Enchantment Whenever a Mountain an opponent controls becomes tapped, you gain 1 life. Lifeforce {G}{G} Enchantment {G}{G}: Counter target black spell. Lifelace {G} Instant Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.) Lifeline {5} Artifact Whenever a creature is put into a graveyard from play and another creature is in play, return the first creature from that graveyard to play under its owner's control at end of turn. Lifespark Spellbomb {1} Artifact {G}, Sacrifice Lifespark Spellbomb: Until end of turn, target land becomes a 3/3 creature that's still a land. {1}, Sacrifice Lifespark Spellbomb: Draw a card. Lifetap {U}{U} Enchantment Whenever a Forest an opponent controls becomes tapped, you gain 1 life. Light of Day {3}{W} Enchantment Black creatures can't attack or block. Lightbringer {2}{W} Creature -- Rebel 2/2 {T}, Sacrifice Lightbringer: Remove target black creature from the game. Lightning Angel {1}{R}{W}{U} Creature -- Angel 3/4 Flying; haste Attacking doesn't cause Lightning Angel to tap. Lightning Blast {3}{R} Instant Lightning Blast deals 4 damage to target creature or player. Lightning Blow {1}{W} Instant Target creature gains first strike until end of turn. Draw a card at the beginning of the next turn's upkeep. Lightning Bolt {R} Instant Lightning Bolt deals 3 damage to target creature or player. Lightning Cloud {3}{R} Enchantment Whenever a red spell is played, you may pay {R}. If you do, Lightning Cloud deals 1 damage to target creature or player. Lightning Coils {3} Artifact Whenever a nontoken creature you control is put into a graveyard from play, put a charge counter on Lightning Coils. At the beginning of your upkeep, if Lightning Coils has five or more charge counters on it, remove all of them from it and put that many 3/1 red Elemental creature tokens with haste into play. Remove them from the game at end of turn. Lightning Dart {1}{R} Instant Lightning Dart deals 1 damage to target creature. If that creature is white or blue, Lightning Dart deals 4 damage to it instead. Lightning Dragon {2}{R}{R} Creature -- Dragon 4/4 Flying; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) {R}: Lightning Dragon gets +1/+0 until end of turn. Lightning Elemental {3}{R} Creature -- Elemental 4/1 Haste Lightning Greaves {2} Artifact -- Equipment Equipped creature has haste and can't be the target of spells or abilities. Equip {0} ({0}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Lightning Hounds {2}{R}{R} Creature -- Hound 3/2 First strike Lightning Reflexes {1}{R} Enchant Creature You may play Lightning Reflexes any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn. Enchanted creature gets +1/+0 and has first strike. Lightning Rift {1}{R} Enchantment Whenever a player cycles a card, you may pay {1}. If you do, Lightning Rift deals 2 damage to target creature or player. Lightning Surge {3}{R}{R} Sorcery Lightning Surge deals 4 damage to target creature or player. Threshold -- Instead Lightning Surge deals 6 damage to that creature or player and the damage can't be prevented. Flashback {5}{R}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Lilting Refrain {1}{U} Enchantment At the beginning of your upkeep, you may put a verse counter on Lilting Refrain. Sacrifice Lilting Refrain: Counter target spell unless its controller pays {X}, where X is the number of verse counters on Lilting Refrain. Lim-Dul's Cohort {1}{B}{B} Creature -- Zombie 2/3 Whenever Lim-Dul's Cohort blocks or becomes blocked by a creature, that creature can't be regenerated this turn. Lim-Dul's Hex {1}{B} Enchantment At the beginning of your upkeep, for each player, Lim-Dul's Hex deals 1 damage to that player unless he or she pays {B} or {3}. Lim-Dul's High Guard {1}{B}{B} Creature -- Skeleton 2/1 First strike {1}{B}: Regenerate Lim-Dul's High Guard. Lim-Dul's Paladin {2}{B}{R} Creature -- Paladin 0/3 Trample At the beginning of your upkeep, sacrifice Lim-Dul's Paladin unless you discard a card from your hand. If you sacrifice it this way, draw a card. Whenever Lim-Dul's Paladin becomes blocked, it gets +6/+3 until end of turn. Whenever Lim-Dul's Paladin attacks and isn't blocked, it deals no combat damage this turn and defending player loses 4 life. Lim-Dul's Vault {U}{B} Instant Look at the top five cards of your library. As many times as you choose, you may pay 1 life, put those cards on the bottom of your library and look at the next five cards of your library. Then remove the top five cards from your library, shuffle it, and put those cards back in any order. Limestone Golem {6} Artifact Creature -- Golem 3/4 {2}, Sacrifice Limestone Golem: Target player draws a card. Limited Resources {W} Enchantment When Limited Resources comes into play, each player chooses five lands he or she controls and sacrifices the rest. Players can't play lands if there are ten or more lands in play. Lin Sivvi, Defiant Hero {1}{W}{W} Creature -- Rebel Legend 1/3 {X}, {T}: Search your library for a Rebel card with converted mana cost X or less and put that card into play. Then shuffle your library. {3}: Put target Rebel card from your graveyard on the bottom of your library. Lingering Death {1}{B} Enchant Creature The controller of enchanted creature sacrifices it at the end of his or her turn. Lingering Mirage {1}{U} Enchant Land Enchanted land is an Island. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Lion's Eye Diamond {0} Artifact Sacrifice Lion's Eye Diamond, Discard your hand: Add three mana of any one color to your mana pool. Play this ability only any time you could play an instant. Liquid Fire {4}{R}{R} Sorcery Liquid Fire deals 5 damage divided as you choose between target creature and that creature's controller. Liquify {2}{U} Instant Counter target spell with converted mana cost 3 or less. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard. Lithatog {1}{R}{G} Creature -- Atog 1/2 Sacrifice an artifact: Lithatog gets +1/+1 until end of turn. Sacrifice a land: Lithatog gets +1/+1 until end of turn. Lithophage {3}{R}{R} Creature -- Insect 7/7 At the beginning of your upkeep, sacrifice Lithophage unless you sacrifice a Mountain. Living Airship {3}{U} Creature -- Ship 2/3 Flying {2}{G}: Regenerate Living Airship. Living Armor {4} Artifact {T}, Sacrifice Living Armor: Put X +0/+1 counters on target creature, where X is that creature's converted mana cost. Living Artifact {G} Enchant Artifact Whenever you're dealt damage, put that many vitality counters on Living Artifact. At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life. Living Death {3}{B}{B} Sorcery Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way. Living Hive {6}{G}{G} Creature -- Elemental 6/6 Trample Whenever Living Hive deals combat damage to a player, put that many 1/1 green Insect creature tokens into play. Living Lands {3}{G} Enchantment All Forests are 1/1 creatures that are still lands. Living Plane {2}{G}{G} Enchant World All lands are 1/1 creatures that are still lands. Living Terrain {2}{G}{G} Enchant Land Enchanted land is a 5/6 green Treefolk creature that's still a land. Living Wall {4} Artifact Creature -- Wall 0/6 (Walls can't attack.) {1}: Regenerate Living Wall. Living Wish {1}{G} Sorcery Choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Remove Living Wish from the game. Livonya Silone {2}{R}{R}{G}{G} Creature -- Legend 4/4 First strike, legendary landwalk Llanowar Behemoth {3}{G}{G} Creature -- Behemoth 4/4 Tap an untapped creature you control: Llanowar Behemoth gets +1/+1 until end of turn. Llanowar Cavalry {2}{G} Creature -- Soldier 1/4 {W}: Attacking doesn't cause Llanowar Cavalry to tap this turn. Llanowar Dead {B}{G} Creature -- Zombie Elf 2/2 {T}: Add {B} to your mana pool. Llanowar Druid {1}{G} Creature -- Elf 1/2 {T}, Sacrifice Llanowar Druid: Untap all Forests. Llanowar Elite {G} Creature -- Elf 1/1 Kicker {8} (You may pay an additional {8} as you play this spell.) Trample If the kicker cost was paid, Llanowar Elite comes into play with five +1/+1 counters on it. Llanowar Elves {G} Creature -- Elf 1/1 {T}: Add {G} to your mana pool. Llanowar Knight {G}{W} Creature -- Elf Knight 2/2 Protection from black Llanowar Sentinel {2}{G} Creature -- Elf 2/3 When Llanowar Sentinel comes into play, you may pay {1}{G}. If you do, search your library for a card named Llanowar Sentinel and put that card into play. Then shuffle your library. Llanowar Vanguard {2}{G} Creature -- Dryad 1/1 {T}: Llanowar Vanguard gets +0/+4 until end of turn. Llanowar Wastes Land {T}: Add {1} to your mana pool. {T}: Add {B} or {G} to your mana pool. Llanowar Wastes deals 1 damage to you. Llawan, Cephalid Empress {3}{U} Creature -- Cephalid Legend 2/3 When Llawan, Cephalid Empress comes into play, return all blue creatures your opponents control to their owners' hands. Your opponents can't play blue creature spells. Loafing Giant {4}{R} Creature -- Giant 4/6 Whenever Loafing Giant attacks or blocks, put the top card of your library into your graveyard. If that card is a land card, prevent all combat damage that Loafing Giant would deal this turn. Lobotomy {2}{U}{B} Sorcery Target player reveals his or her hand, then you choose a card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and remove them from the game. Then that player shuffles his or her library. Locust Swarm {3}{G} Creature -- Swarm 1/1 Flying {G}: Regenerate Locust Swarm. {G}: Untap Locust Swarm. Play this ability only once each turn. Lodestone Bauble {0} Artifact {1}, {T}, Sacrifice Lodestone Bauble: Put up to four target basic land cards from a player's graveyard on top of his or her library in any order. That player draws a card at the beginning of the next turn's upkeep. Lodestone Myr {4} Artifact Creature -- Myr 2/2 Trample Tap an untapped artifact you control: Lodestone Myr gets +1/+1 until end of turn. Lone Wolf {2}{G} Creature -- Wolf 2/2 You may have Lone Wolf deal its combat damage to defending player as though it weren't blocked. Lonely Sandbar Land Lonely Sandbar comes into play tapped. {T}: Add {U} to your mana pool. Cycling {U} ({U}, Discard this card from your hand: Draw a card.) Longbow Archer {W}{W} Creature -- Soldier 2/2 First strike Longbow Archer may block as though it had flying. Longhorn Firebeast {2}{R} Creature -- Beast 3/2 When Longhorn Firebeast comes into play, any opponent may have it deal 5 damage to him or her. If a player does, sacrifice Longhorn Firebeast. Long-Term Plans {2}{U} Instant Search your library for a card, shuffle your library, then put that card third from the top. Looming Hoverguard {4}{U}{U} Creature -- Drone 3/3 Flying When Looming Hoverguard comes into play, put target artifact on top of its owner's library. Looming Shade {2}{B} Creature -- Shade 1/1 {B}: Looming Shade gets +1/+1 until end of turn. Lord Magnus {3}{G}{W}{W} Creature -- Legend 4/3 First strike Creatures with plainswalk may be blocked as though they didn't have plainswalk. Creatures with forestwalk may be blocked as though they didn't have forestwalk. Lord of Atlantis {U}{U} Creature -- Lord 2/2 All Merfolk get +1/+1 and have islandwalk. Lord of the Pit {4}{B}{B}{B} Creature -- Demon 7/7 Flying, trample At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you. Lord of the Undead {1}{B}{B} Creature -- Lord 2/2 All Zombies get +1/+1. {1}{B}, {T}: Return target Zombie card from your graveyard to your hand. Lord of Tresserhorn {1}{U}{B}{R} Creature -- Legend 10/4 When Lord of Tresserhorn comes into play, you lose 2 life and sacrifice two creatures, and an opponent draws two cards. {B}: Regenerate Lord of Tresserhorn. Lost in Thought {1}{U} Enchant Creature Enchanted creature can't attack or block and its activated abilities can't be played. Its controller may remove three cards in his or her graveyard from the game to ignore this ability until end of turn. Lost Order of Jarkeld {2}{W}{W} Creature -- Knight 1+*/1+* As Lost Order of Jarkeld comes into play, choose an opponent. Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures that opponent controls. Lost Soul {1}{B}{B} Creature -- Minion 2/1 Swampwalk Lotus Blossom {2} Artifact At the beginning of your upkeep, you may put a petal counter on Lotus Blossom. {T}, Sacrifice Lotus Blossom: Add X mana of any one color to your mana pool, where X is the number of petal counters on Lotus Blossom. Lotus Guardian {7} Artifact Creature 4/4 Flying {T}: Add one mana of any color to your mana pool. Lotus Petal {0} Artifact {T}, Sacrifice Lotus Petal: Add one mana of any color to your mana pool. Lotus Vale Land If Lotus Vale would come into play, sacrifice two untapped lands instead. If you do, put Lotus Vale into play. If you don't, put it into its owner's graveyard. {T}: Add three mana of any one color to your mana pool. Lowland Basilisk {2}{G} Creature -- Basilisk 1/3 Whenever Lowland Basilisk deals damage to a creature, destroy that creature at end of combat. Lowland Giant {2}{R}{R} Creature -- Giant 4/3 Lowland Tracker {4}{W} Creature -- Soldier 2/2 First strike Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Loxodon Mender {5}{W} Creature -- Elephant Cleric 3/3 {W}, {T}: Regenerate target artifact. Loxodon Peacekeeper {1}{W} Creature -- Elephant Soldier 4/4 At the beginning of your upkeep, the player with the lowest life total gains control of Loxodon Peacekeeper. If two or more players are tied for lowest life total, you choose one of them, and that player gains control of Loxodon Peacekeeper. Loxodon Punisher {3}{W} Creature -- Elephant Soldier 2/2 Loxodon Punisher gets +2/+2 for each Equipment attached to it. Loxodon Warhammer {3} Artifact -- Equipment Equipped creature gets +3/+0, has trample, and has "Whenever this creature deals damage, you gain that much life." Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Lull {1}{G} Instant Prevent all combat damage that would be dealt this turn. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Lumbering Satyr {2}{G}{G} Creature -- Beast 5/4 All creatures have forestwalk. Lumengrid Augur {3}{U} Creature -- Vedalken Wizard 2/2 {1}, {T}: Target player draws a card, then discards a card from his or her hand. If that player discards an artifact card this way, untap Lumengrid Augur. Lumengrid Sentinel {2}{U} Creature -- Human Wizard 1/2 Flying Whenever an artifact comes into play under your control, you may tap target permanent. Lumengrid Warden {1}{U} Creature -- Human Wizard 1/3 Luminous Angel {4}{W}{W}{W} Creature -- Angel 4/4 Flying At the beginning of your upkeep, you may put a 1/1 white Spirit creature token with flying into play. Luminous Guardian {3}{W} Creature -- Guardian 1/4 {W}: Luminous Guardian gets +0/+1 until end of turn. {2}: Luminous Guardian may block an additional creature this turn. Lunge {2}{R} Instant Lunge deals 2 damage to target creature and 2 damage to target player. Lure {1}{G}{G} Enchant Creature All creatures able to block enchanted creature do so. Lure of Prey {2}{G}{G} Instant Play Lure of Prey only if an opponent played a creature spell this turn. Put a green creature card from your hand into play. Lurker {2}{G} Creature -- Lurker 2/3 Lurker can't be the target of spells unless it attacked or blocked this turn. Lurking Evil {B}{B}{B} Enchantment Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying. Lurking Jackals {B} Enchantment When an opponent has 10 life or less, if Lurking Jackals is an enchantment, it becomes a 3/2 Hound creature. Lurking Skirge {1}{B} Enchantment When a creature is put into an opponent's graveyard from play, if Lurking Skirge is an enchantment, Lurking Skirge becomes a 3/2 Imp creature with flying. Macetail Hystrodon {6}{R} Creature -- Beast 4/4 First strike, haste Cycling {3} ({3}, Discard this card from your hand: Draw a card.) Mad Dog {1}{R} Creature -- Hound 2/2 At the end of your turn, if Mad Dog didn't attack or come under your control this turn, sacrifice it. Maddening Imp {2}{B} Creature -- Imp 1/1 Flying {T}: Non-Wall creatures the active player controls gain "this creature attacks if able" until end of turn. At end of turn, destroy each of those creatures that didn't attack this turn. Play this ability only during an opponent's turn and only before attackers are declared. Maddening Wind {2}{G} Enchant Creature Cumulative upkeep {G} At the beginning of the upkeep of enchanted creature's controller, Maddening Wind deals 2 damage to that player. Mage il-Vec {2}{R} Creature -- Wizard 2/2 {T}, Discard a card at random from your hand: Mage il-Vec deals 1 damage to target creature or player. Mages' Contest {1}{R}{R} Instant You and target spell's controller bid life. You start the bidding with a high bid of 1. In turn order, each player may top the high bid. The bidding ends when the high bid stands. The highest bidder loses life equal to the high bid. If you win the bidding, counter that spell. Mage's Guile {1}{U} Instant Target creature can't be the target of spells or abilities this turn. Cycling {U} ({U}, Discard this card from your hand: Draw a card.) Mageta the Lion {3}{W}{W} Creature -- Spellshaper Legend 3/3 {2}{W}{W}, {T}, Discard two cards from your hand: Destroy all creatures except for Mageta the Lion. Those creatures can't be regenerated. Mageta's Boon {1}{W} Enchant Creature You may play Mageta's Boon any time you could play an instant. Enchanted creature gets +1/+2. Maggot Carrier {B} Creature -- Zombie 1/1 When Maggot Carrier comes into play, each player loses 1 life. Maggot Therapy {2}{B} Enchant Creature You may play Maggot Therapy any time you could play an instant. Enchanted creature gets +2/-2. Magical Hack {U} Instant Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk.") (This effect doesn't end at end of turn.) Magistrate's Scepter {3} Artifact {4}, {T}: Put a charge counter on Magistrate's Scepter. {T}, Remove three charge counters from Magistrate's Scepter: Take another turn after this one. Magistrate's Veto {2}{R} Enchantment White creatures and blue creatures can't block. Magma Burst {3}{R} Instant Kicker--Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you play this spell.) Magma Burst deals 3 damage to target creature or player. If the kicker cost was paid, Magma Burst deals 3 damage to another target creature or player. Magma Mine {1} Artifact {4}: Put a pressure counter on Magma Mine. {T}, Sacrifice Magma Mine: Magma Mine deals damage equal to the number of pressure counters on it to target creature or player. Magma Sliver {3}{R} Creature -- Sliver 3/3 All Slivers have {T}: Target Sliver gets +X/+0 until end of turn, where X is the number of Slivers in play. Magma Vein {2}{R} Enchantment {R}, Sacrifice a land: Magma Vein deals 1 damage to each creature without flying. Magmasaur {3}{R}{R} Creature -- Elemental 0/0 Magmasaur comes into play with five +1/+1 counters on it. At the beginning of your upkeep, sacrifice Magmasaur unless you remove a +1/+1 counter from it. If you sacrifice Magmasaur this way, it deals damage equal to the number of +1/+1 counters on it to each creature without flying and each player. Magnetic Mountain {1}{R}{R} Enchantment Blue creatures don't untap during their controllers' untap steps. Blue creatures have "{4}: Untap this creature. Play this ability only during your upkeep." Magnetic Web {2} Artifact If a creature with a magnet counter on it attacks, all creatures with magnet counters on them attack this turn if able. Whenever a creature with a magnet counter on it attacks, all creatures with magnet counters on them block that creature this turn if able. {1}, {T}: Put a magnet counter on target creature. Magnify {G} Instant All creatures get +1/+1 until end of turn. Magnigoth Treefolk {4}{G} Creature -- Treefolk 2/6 For each basic land type among lands you control, Magnigoth Treefolk has landwalk of that type. Magnivore {2}{R}{R} Creature -- Lhurgoyf */* Haste Magnivore's power and toughness are each equal to the number of sorcery cards in all graveyards. Magus of the Unseen {1}{U} Creature -- Wizard 1/1 {1}{U}, {T}: Untap target artifact an opponent controls and gain control of it until end of turn. If it's an artifact creature, it gains haste until end of turn. When you lose control of the artifact, tap it. Mahamoti Djinn {4}{U}{U} Creature -- Djinn 5/6 Flying Major Teroh {3}{W} Creature -- Bird Soldier Legend 2/3 Flying {3}{W}{W}, Sacrifice Major Teroh: Remove all black creatures from the game. Malachite Golem {6} Artifact Creature -- Golem 5/3 {1}{G}: Malachite Golem gains trample until end of turn. Malachite Talisman {2} Artifact Whenever a green spell is played, you may pay {3}. If you do, untap target permanent. Malevolent Awakening {1}{B}{B} Enchantment {1}{B}{B}, Sacrifice a creature: Return target creature card from your graveyard to your hand. Malicious Advice {X}{U}{B} Instant Tap X target artifacts, creatures, and/or lands. You lose X life. Malignant Growth {3}{G}{U} Enchantment Cumulative upkeep {1} At the beginning of your upkeep, put a growth counter on Malignant Growth. At the beginning of each of your opponents' draw steps, that player draws a card for each growth counter on Malignant Growth, then Malignant Growth deals to the player damage equal to the number of cards he or she drew this way. Mammoth Harness {3}{G} Enchant Creature Enchanted creature loses flying. Whenever enchanted creature blocks a creature, the blocked creature gains first strike until end of turn. Whenever enchanted creature becomes blocked by a creature, the blocking creature gains first strike until end of turn. Mana Breach {2}{U} Enchantment Whenever a player plays a spell, that player returns a land he or she controls to its owner's hand. Mana Cache {1}{R}{R} Enchantment At the end of each player's turn, put a charge counter on Mana Cache for each untapped land that player controls. Remove a charge counter from Mana Cache: Add {1} to your mana pool. Any player may play this ability but only during his or her turn before the end phase. Mana Chains {U} Enchant Creature Enchanted creature has "Cumulative upkeep {1}." Mana Clash {R} Sorcery You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip. Mana Crypt {0} Artifact At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you. {T}: Add {2} to your mana pool. Mana Cylix {1} Artifact {1}, {T}: Add one mana of any color to your mana pool. Mana Drain {U}{U} Instant Counter target spell. At the beginning of your next main phase, add {X} to your mana pool, where X is that spell's converted mana cost. Mana Echoes {2}{R}{R} Enchantment Whenever a creature comes into play, you may add {1} to your mana pool for each creature you control that shares a creature type with it. Mana Flare {2}{R} Enchantment Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool. Mana Leak {1}{U} Instant Counter target spell unless its controller pays {3}. Mana Leech {2}{B} Creature -- Worm 1/1 You may choose not to untap Mana Leech during your untap step. {T}: Tap target land. It doesn't untap during its controller's untap step as long as Mana Leech remains tapped. Mana Matrix {6} Artifact Instant and enchantment spells you play cost up to {2} less to play. Mana Maze {1}{U} Enchantment Players can't play spells that share a color with the spell last played this turn. Mana Prism {3} Artifact {T}: Add {1} to your mana pool. {1}, {T}: Add one mana of any color to your mana pool. Mana Severance {1}{U} Sorcery Search your library for any number of land cards and remove them from the game. Then shuffle your library. Mana Short {2}{U} Instant Tap all lands target player controls and empty his or her mana pool. Mana Vapors {1}{U} Sorcery Lands target player controls don't untap during his or her next untap step. Mana Vault {1} Artifact Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay {4}. If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. {T}: Add {3} to your mana pool. Mana Vortex {1}{U}{U} Enchantment When Mana Vortex comes