Gatherer Oracle Export - All Cards (with Saviors of Kamigawa) May 23, 2005 Abandon Hope X1B Sorcery As an additional cost to play Abandon Hope, discard X cards. Look at target opponent's hand and choose X cards from it. That player discards those cards. Abandoned Outpost Land Abandoned Outpost comes into play tapped. T: Add W to your mana pool. T, Sacrifice Abandoned Outpost: Add one mana of any color to your mana pool. Abbey Gargoyles 2WWW Creature - Gargoyle 3/4 Flying, protection from red Abbey Matron 2W Creature - Cleric 1/3 W, T: Abbey Matron gets +0/+3 until end of turn. Abduction 2UU Enchant Creature When Abduction comes into play, untap enchanted creature. You control enchanted creature. When enchanted creature is put into a graveyard, return that creature to play under its owner's control. Abeyance 1W Instant Until end of turn, target player can't play instants, sorceries, or nonmana activated abilities. Draw a card. Abjure U Instant As an additional cost to play Abjure, sacrifice a blue permanent. Counter target spell. Abolish 1WW Instant You may discard a Plains card rather than pay Abolish's mana cost. Destroy target artifact or enchantment. Abomination 3BB Creature - Abomination 2/6 Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat. Aboroth 4GG Creature - Aboroth 9/9 Cumulative upkeep-Put a -1/-1 counter on Aboroth. Aboshan, Cephalid Emperor 4UU Legendary Creature - Cephalid 3/3 Tap an untapped Cephalid you control: Tap target permanent. UUU: Tap all creatures without flying. Aboshan's Desire U 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 1W Enchantment All creatures have protection from black. Absolute Law 1W Enchantment All creatures have protection from red. Absorb WUU Instant Counter target spell. You gain 3 life. Abu Ja'far W Creature - Leper 0/1 When Abu Ja'far is put into a graveyard from play, destroy all creatures blocking or blocked by it. They can't be regenerated. Abuna's Chant 3W Instant Choose one - You gain 5 life; or prevent the next 5 damage that would be dealt to target creature this turn. Entwine 2 (Choose both if you pay the entwine cost.) Abundance 2GG Enchantment If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order. Abyssal Gatekeeper 1B Creature - Gatekeeper 1/1 When Abyssal Gatekeeper is put into a graveyard from play, each player sacrifices a creature. Abyssal Horror 4BB Creature - Horror 2/2 Flying When Abyssal Horror comes into play, target player discards two cards. Abyssal Hunter 3B Creature - Minion 1/1 B, T: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature. Abyssal Nightstalker 3B Creature - Nightstalker 2/2 Whenever Abyssal Nightstalker attacks and isn't blocked, defending player discards a card. Abyssal Specter 2BB Creature - Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card. Academy Rector 3W Creature - Cleric 1/2 When Academy Rector is put into a graveyard from play, you may remove Academy Rector from the game. If you do, search your library for an enchantment card and put that card into play. Then shuffle your library. Academy Researchers 1UU Creature - Wizard 2/2 When Academy Researchers comes into play, you may put an enchant creature card from your hand into play enchanting Academy Researchers. Accelerate 1R Instant Target creature gains haste until end of turn. Draw a card. Accelerated Mutation 3GG Instant Target creature gets +X/+X until end of turn, where X is the highest converted mana cost among permanents you control. Acceptable Losses 3R Sorcery As an additional cost to play Acceptable Losses, discard a card at random. Acceptable Losses deals 5 damage to target creature. Accumulated Knowledge 1U Instant Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards. Accursed Centaur B Creature - Zombie Centaur 2/2 When Accursed Centaur comes into play, sacrifice a creature. Acid Rain 3U Sorcery Destroy all Forests. Acidic Dagger 4 Artifact 4, T: Whenever target creature deals combat damage to a non-Wall creature this turn, destroy that non-Wall creature. When the targeted creature leaves play this turn, sacrifice Acidic Dagger. Play this ability only during combat before the declare blockers step. Acidic Sliver BR Creature - Sliver 2/2 All Slivers have "2, Sacrifice this creature: This creature deals 2 damage to target creature or player." Acidic Soil 2R Sorcery Acidic Soil deals to each player damage equal to the number of lands he or she controls. Acorn Harvest 3G Sorcery Put two 1/1 green Squirrel creature tokens into play. Flashback-1G, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Acquire 3UU Sorcery Search target opponent's library for an artifact card and put that card into play under your control. Then that player shuffles his or her library. Acridian 1G Creature - Insect 2/4 Echo (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. Adamaro, First to Desire 1RR Legendary Creature - Spirit */* Adamaro, First to Desire's power and toughness are each equal to the number of cards in the hand of the opponent with the most cards in hand. Adarkar Sentinel 5 Artifact Creature 3/3 1: Adarkar Sentinel gets +0/+1 until end of turn. Adarkar Unicorn 1WW Creature - Unicorn 2/2 T: Add either U or 1U to your mana pool. Spend this mana only for cumulative upkeep abilities. Adarkar 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 1B Sorcery Choose a color. Target player reveals his or her hand, then you choose a card of that color from it. That player discards that card. Adun Oakenshield BRG Legendary Creature 1/2 BRG, T: Return target creature card from your graveyard to your hand. Advance Scout 1W Creature - Soldier 1/1 First strike W: Target creature gains first strike until end of turn. Advanced Hoverguard 3U Creature - Drone 2/2 Flying U: Advanced Hoverguard can't be the target of spells or abilities this turn. Adventurers' Guildhouse Land Green legendary creatures you control have "bands with other legendary creatures." Aegis of Honor W Enchantment 1: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead. Aegis of the Meek 3 Artifact 1, T: Target 1/1 creature gets +1/+2 until end of turn. Aeolipile 2 Artifact 1, T, Sacrifice Aeolipile: Aeolipile deals 2 damage to target creature or player. Aerial Caravan 4UU Creature - Soldier 4/3 Flying 1UU: Remove the top card of your library from the game. Until end of turn, you may play that card 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. Ęther Barrier 2U Enchantment Whenever a player plays a creature spell, that player sacrifices a permanent unless he or she pays 1. Ęther Burst 1U Instant Return up to X target creatures to their owners' hands, where X is one plus the number of cards named Ęther Burst in all graveyards as you play Ęther Burst. Ęther Charge 4R Enchantment Whenever a Beast comes into play under your control, you may have it deal 4 damage to target opponent. Ęther Flash 2RR Enchantment Whenever a creature comes into play, Ęther Flash deals 2 damage to it. Ęther Mutation 3GU Sorcery Return target creature to its owner's hand. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Ęther Rift 1RG Enchantment At the beginning of your upkeep, reveal a card at random from your hand. If you reveal a noncreature card this way, discard that card. If you reveal a creature card this way, put that card into play unless any player pays 5 life. If a player pays 5 life, discard that card. Ęther Shockwave 3W Instant Choose one - Tap all Spirits; or tap all non-Spirit creatures. Ęther Snap 3BB Sorcery Remove all counters from all permanents and remove all tokens from the game. Ęther Spellbomb 1 Artifact U, Sacrifice Ęther Spellbomb: Return target creature to its owner's hand. 1, Sacrifice Ęther Spellbomb: Draw a card. Ęther Sting 3R Enchantment Whenever an opponent plays a creature spell, Ęther Sting deals 1 damage to that player. Ęther Storm 3U Enchantment Creature cards can't be played. Pay 4 life: Destroy Ęther Storm. It can't be regenerated. Any player may play this ability. Ęther Tide XU Sorcery As an additional cost to play Ęther Tide, discard X creature cards. Return X target creatures to their owners' hands. Ęther Vial 1 Artifact At the beginning of your upkeep, you may put a charge counter on Ęther Vial. T: You may put a creature card with converted mana cost equal to the number of charge counters on Ęther Vial from your hand into play. Afflict 2B Instant Target creature gets -1/-1 until end of turn. Draw a card. Afiya Grove 1G Enchantment Afiya Grove comes into play with three +1/+1 counters on it. At the beginning of your upkeep, move a +1/+1 counter from Afiya Grove onto target creature. When Afiya Grove has no +1/+1 counters on it, sacrifice it. Afterlife 2W Instant Destroy target creature. It can't be regenerated. Its controller puts a 1/1 white Spirit creature token with flying into play. Aftershock 2RR Sorcery Destroy target artifact, creature, or land. Aftershock deals 3 damage to you. Ageless Entity 3GG Creature - Elemental 4/4 Whenever you gain life, put that many +1/+1 counters on Ageless Entity. Ageless Sentinels 3W Creature - Wall 4/4 Defender (This creature can't attack.) Flying When Ageless Sentinels blocks, its creature type becomes Giant Bird, and it loses defender. (It's no longer a Wall. This effect doesn't end at end of turn.) Agent of Shauku 1B Creature - Mercenary 1/1 1B, Sacrifice a land: Target creature gets +2/+0 until end of turn. Agent of Stromgald R Creature - Knight 1/1 R: Add B to your mana pool. Aggravated Assault 2R Enchantment 3RR: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Play this ability only any time you could play a sorcery. Aggression 2R 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 1G Instant Target creature gets +1/+1 until end of turn. Draw a card. Agility 1R Enchant Creature Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Agonizing Demise 3B Instant Kicker 1R (You may pay an additional 1R as you play this spell.) Destroy target nonblack creature. It can't be regenerated. If the kicker cost was paid, Agonizing Demise deals damage equal to that creature's power to the creature's controller. Agonizing Memories 2BB Sorcery Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order. Air Bladder U Enchant Creature Enchanted creature has flying. Enchanted creature may block only creatures with flying. Air Elemental 3UU Creature - Elemental 4/4 Flying Airborne Aid 3U Sorcery Draw a card for each Bird in play. Airdrop Condor 4R Creature - Bird 2/2 Flying 1R, Sacrifice a Goblin: Airdrop Condor deals damage equal to the sacrificed Goblin's power to target creature or player. Aisling Leprechaun G Creature - Faerie 1/1 Whenever Aisling Leprechaun blocks or becomes blocked by a creature, that creature becomes green. (This effect doesn't end at end of turn.) Akki Avalanchers R Creature - Goblin Warrior 1/1 Sacrifice a land: Akki Avalanchers gets +2/+0 until end of turn. Play this ability only once each turn. Akki Blizzard-Herder 1R Creature - Goblin Shaman 1/1 When Akki Blizzard-Herder is put into a graveyard from play, each player sacrifices a land. Akki Coalflinger 1RR Creature - Goblin Shaman 2/2 First strike R, T: Attacking creatures gain first strike until end of turn. Akki Drillmaster 2R Creature - Goblin Shaman 2/2 T: Target creature gains haste until end of turn. Akki Lavarunner 3R Creature - Goblin Warrior 1/1 Haste Whenever Akki Lavarunner deals damage to an opponent, flip it. ----- Tok-Tok, Volcano Born Legendary Creature - Goblin Shaman 2/2 Protection from red If a red source would deal damage to a player, it deals that much damage plus 1 to that player instead. Akki Raider 1R Creature - Goblin Warrior 2/1 Whenever a land is put into a graveyard from play, Akki Raider gets +1/+0 until end of turn. Akki Rockspeaker 1R Creature - Goblin Shaman 1/1 When Akki Rockspeaker comes into play, add R to your mana pool. Akki Underling 1R Creature - Goblin Warrior 2/1 As long as you have seven or more cards in hand, Akki Underling gets +2/+1 and has first strike. Akki Underminer 3R Creature - Goblin Rogue Shaman 1/1 Whenever Akki Underminer deals combat damage to a player, that player sacrifices a permanent. Akroma, Angel of Wrath 5WWW Legendary Creature - Angel 6/6 Flying, first strike, trample, haste, protection from black, protection from red, vigilance Akroma's Blessing 2W Instant Creatures you control gain protection from the color of your choice until end of turn. Cycling W (W, Discard this card: Draw a card.) Akroma's Devoted 3W Creature - Cleric 2/4 All Clerics have vigilance. Akroma's Vengeance 4WW Sorcery Destroy all artifacts, creatures, and enchantments. Cycling 3 (3, Discard this card: Draw a card.) Akron Legionnaire 6WW Creature - Legionnaire 8/4 Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack. Aku Djinn 3BB Creature - Djinn 5/6 Trample At the beginning of your upkeep, put a +1/+1 counter on each creature you don't control. Akuta, Born of Ash 2BB Legendary Creature - Spirit 3/2 Haste At the beginning of your upkeep, if you have more cards in hand than each opponent, you may sacrifice a Swamp. If you do, return Akuta, Born of Ash from your graveyard to play. Al-abara's Carpet 5 Artifact 5, T: Prevent all damage that would be dealt to you this turn by attacking creatures without flying. Alabaster Dragon 4ww Creature - Dragon 4/4 Flying If Alabaster Dragon would be put into a graveyard from play, shuffle Alabaster Dragon into its owner's library instead. Alabaster Leech W Creature - Leech 1/3 White spells you play cost W more to play. Alabaster Potion XWW Instant Choose one - Target player gains X life; or prevent the next X damage that would be dealt to target creature or player this turn. Alabaster Wall 2W Creature - Wall 0/4 Defender (This creature can't attack.) T: Prevent the next 1 damage that would be dealt to target creature or player this turn. Alaborn Cavalier 2WW Creature - Knight 2/2 Whenever Alaborn Cavalier attacks, you may tap target creature. Alaborn Grenadier WW Creature - Soldier 2/2 Vigilance Alaborn Musketeer 1W Creature - Soldier 2/1 Alaborn Musketeer may block as though it had flying. Alaborn Trooper 2W Creature - Soldier 2/3 Alaborn Veteran 2W Creature - Knight 2/2 T: Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before the combat phase. Alaborn Zealot W Creature - Soldier 1/1 Whenever Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot. Aladdin 2RR Creature - Aladdin 1/1 1RR, T: Gain control of target artifact as long as Aladdin is in play. Aladdin's Lamp 10 Artifact X, T: The next time you would draw a card this turn, instead look at the top X cards of your library 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 1W Instant Untap target nonattacking creature. It gets +1/+3 until end of turn. Albino Troll 1G 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.) 1G: Regenerate Albino Troll. Alchor's Tomb 4 Artifact 2, T: Target permanent you control becomes the color of your choice. (This effect doesn't end at end of turn.) Aleatory 1R Instant Play Aleatory only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep. Alert Shu Infantry 2W Creature - Soldier 2/2 Vigilance Alexi, Zephyr Mage 3UU Legendary Creature - Spellshaper 3/3 XU, T, Discard two cards: Return X target creatures to their owners' hands. Alexi's Cloak 1U 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 2RR Creature - Ali-from-Cairo 0/1 Damage that would reduce your life total to less than 1 reduces it to 1 instead. Aliban's Tower 1R Instant Target blocking creature gets +3/+1 until end of turn. All Hallow's Eve 2BB 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. All Suns' Dawn 4G Sorcery For each color, return up to one target card of that color from your graveyard to your hand. Then remove All Suns' Dawn from the game. Allay 1W Instant Buyback 3 (You may pay 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 1BB Creature - Mercenary 2/2 Whenever Alley Grifters becomes blocked, defending player discards a card. Allied Strategies 4U Sorcery Target player draws a card for each basic land type among lands he or she controls. Alloy Golem 6 Artifact Creature - Golem 4/4 As Alloy Golem comes into play, choose a color. Alloy Golem is the chosen color. (It's still an artifact.) Alluring Scent 1GG Sorcery All creatures able to block target creature this turn do so. Alms W Enchantment 1, Remove the top card in your graveyard from the game: Prevent the next 1 damage that would be dealt to target creature this turn. Alpha Kavu 2G Creature - Kavu 2/2 1G: Target Kavu gets -1/+1 until end of turn. Alpha Myr 2 Artifact Creature - Myr 2/1 Alpha Status 2G Enchant Creature Enchanted creature gets +2/+2 for each other creature in play that shares a creature type with it. Altar of Bone GW Sorcery As an additional cost to play Altar of Bone, sacrifice a creature. Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library. Altar of Dementia 2 Artifact Sacrifice a creature: Target player puts a number of cards equal to the sacrificed creature's power from the top of his or her library into his or her graveyard. Altar of Shadows 7 Artifact At the beginning of your precombat main phase, add B to your mana pool for each charge counter on Altar of Shadows. 7, T: Destroy target creature. Then put a charge counter on Altar of Shadows. Altar's Light 2WW Instant Remove target artifact or enchantment from the game. Alter Reality 1U Instant Change the text of target permanent or spell by replacing all instances of one color word with another. (This effect doesn't end at end of turn.) Flashback 1U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Aluren 2GG Enchantment Any player may play creature cards with converted mana cost 3 or less without paying their mana cost any time he or she could play an instant. Ambassador Laquatus 1UU Legendary Creature - Merfolk 1/3 3: Target player puts the top three cards of his or her library into his or her graveyard. Amber Prison 4 Artifact You may choose not to untap Amber Prison during your untap step. 4, T: Tap target artifact, creature, or land. As long as Amber Prison remains tapped, that permanent doesn't untap during its controller's untap step. Ambition's Cost 3B Sorcery You draw three cards and you lose 3 life. Ambush 3R Instant Blocking creatures gain first strike until end of turn. Ambush Commander 3GG Creature - Elf 2/2 Forests you control are 1/1 green Elf creatures that are still lands. 1G, Sacrifice an Elf: Target creature gets +3/+3 until end of turn. Ambush Party 4R Creature - Ambush-Party 3/1 First strike, haste Amnesia 3UUU Sorcery Target player reveals his or her hand and discards all nonland cards. Amok 1R Enchantment 1, Discard a card at random: Put a +1/+1 counter on target creature. Amphibious Kavu 2G Creature - Kavu 2/2 Whenever Amphibious Kavu blocks or becomes blocked by one or more blue and/or black creatures, Amphibious Kavu gets +3/+3 until end of turn. Amrou Kithkin WW Creature - Kithkin 1/1 Amrou Kithkin can't be blocked by creatures with power 3 or greater. Amugaba 5UU Creature - Illusion 6/6 Flying 2U, Discard a card: Return Amugaba to its owner's hand. Amulet of Kroog 2 Artifact 2, T: Prevent the next 1 damage that would be dealt to target creature or player this turn. Amulet of Quoz 6 Artifact Remove Amulet of Quoz from your deck before playing if you're not playing for ante. T, Sacrifice Amulet of Quoz: Target opponent may add the top card of his or her library to the ante. If he or she doesn't, you flip a coin. If you win the flip, that player loses the game. If you lose the flip, you lose the game. Play this ability only during your upkeep. Amulet of Unmaking 5 Artifact 5, T, Remove Amulet of Unmaking from the game: Remove target artifact, creature, or land from the game. Play this ability only any time you could play a sorcery. Ana Disciple G Creature - Wizard 1/1 U, T: Target creature gains flying until end of turn. B, T: Target creature gets -2/-0 until end of turn. Ana Sanctuary 2G Enchantment At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead. Anaba Ancestor 1R Creature - Ghost 1/1 T: Target Minotaur gets +1/+1 until end of turn. Anaba Bodyguard 3R Creature - Minotaur 2/3 First strike Anaba Shaman 3R Creature - Minotaur 2/2 R, T: Anaba Shaman deals 1 damage to target creature or player. Anaba Spirit Crafter 2RR Creature - Minotaur 1/3 All Minotaurs get +1/+0. Anaconda 3G Creature - Snake 3/3 Swampwalk Anarchist 4R Creature - Townsfolk 2/2 When Anarchist comes into play, you may return target sorcery card from your graveyard to your hand. Anarchy 2RR Sorcery Destroy all white permanents. Anavolver 3G Creature - Volver 3/3 Kicker 1U and/or B If the 1U kicker cost was paid, Anavolver comes into play with two +1/+1 counters on it and with flying. If the B kicker cost was paid, Anavolver comes into play with a +1/+1 counter on it and with "Pay 3 life: Regenerate Anavolver." Ancestor's Chosen 5WW Creature - Cleric 4/4 First strike When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard. Ancestor's Prophet 4W Creature - Cleric Lord 1/5 Tap five untapped Clerics you control: You gain 10 life. Ancestral Knowledge 1U Enchantment Cumulative upkeep 1 When Ancestral Knowledge comes into play, look at the top ten cards of your library, then remove any number of them from the game and put the rest back on top of your library in any order. When Ancestral Knowledge leaves play, shuffle your library. Ancestral Mask 2G Enchant Creature Enchanted creature gets +2/+2 for each other enchantment in play. Ancestral Memories 2UUU Sorcery Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard. Ancestral Recall U Instant Target player draws three cards. Ancestral Tribute 5WW Sorcery You gain 2 life for each card in your graveyard. Flashback 9WWW (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Ancient Craving 3B Sorcery Draw three cards. You lose 3 life. Ancient Den Artifact Land (Ancient Den isn't a spell.) T: Add W to your mana pool. Ancient Hydra 4R Creature - Hydra 5/1 Fading 5 (This creature comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) 1, Remove a fade counter from Ancient Hydra: Ancient Hydra deals 1 damage to target creature or player. Ancient Kavu 3R Creature - Kavu 3/3 2: Ancient Kavu becomes colorless until end of turn. Ancient Ooze 5GG Creature - Ooze */* Ancient Ooze's power and toughness are each equal to the total converted mana cost of other creatures you control. Ancient Runes 2R Enchantment At the beginning of each player's upkeep, Ancient Runes deals to that player damage equal to the number of artifacts he or she controls. Ancient Silverback 4GG Creature - Ape 6/5 G: Regenerate Ancient Silverback. Ancient Spider 2GW 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 WB to your mana pool. Ancient Tomb Land T: Add 2 to your mana pool. Ancient Tomb deals 2 damage to you. Andradite Leech 2B Creature - Leech 2/2 Black spells you play cost B more to play. B: Andradite Leech gets +1/+1 until end of turn. Angel of Fury 4WW Creature - Angel 3/5 Flying When Angel of Fury is put into your graveyard from play, you may shuffle it into your library. Angel of Light 4W Creature - Angel 3/3 Flying, vigilance Angel of Mercy 4W Creature - Angel 3/3 Flying When Angel of Mercy comes into play, you gain 3 life. Angel of Retribution 6W Creature - Angel 5/5 Flying, first strike Angel's Feather 2 Artifact Whenever a player plays a white spell, you may gain 1 life. Angel's Trumpet 3 Artifact All creatures have vigilance. At the end of each player's turn, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals to the player damage equal to the number of creatures tapped this way. Angelfire Crusader 3W Creature - Soldier 2/3 R: Angelfire Crusader gets +1/+0 until end of turn. Angelic Blessing 2W Sorcery Target creature gets +3/+3 and gains flying until end of turn. Angelic Chorus 3WW Enchantment Whenever a creature comes into play under your control, you gain life equal to its toughness. Angelic Curator 1W Creature - Spirit 1/1 Flying, protection from artifacts Angelic Favor 3W Instant If you control a Plains, you may tap an untapped creature you control rather than pay Angelic Favor's mana cost. Play Angelic Favor only during combat. Put a 4/4 white Angel creature token with flying into play. Remove it from the game at end of turn. Angelic Page 1W Creature - Spirit 1/1 Flying T: Target attacking or blocking creature gets +1/+1 until end of turn. Angelic Protector 3W Creature - Angel 2/2 Flying Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn. Angelic Renewal 1W Enchantment Whenever a creature is put into your graveyard from play, you may sacrifice Angelic Renewal. If you do, return that creature to play. Angelic Shield WU Enchantment Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand. Angelic Voices 2WW Enchantment Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures. Angelic Wall 1W Creature - Wall 0/4 Defender (This creature can't attack.) Flying Anger 3R Creature - Incarnation 2/2 Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste. Angry Mob 2WW Creature - Mob 2+*/2+* Trample 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 GWU Legendary Creature 2/2 GWU, T: Prevent all combat damage that would be dealt this turn. An-Havva Constable 1GG Creature - Constable 2/1+* An-Havva Constable's toughness is equal to 1 plus the number of green creatures in play. An-Havva Inn 1GG Sorcery Gain X+1 life, where X is the number of green creatures in play. An-Havva Township Land T: Add 1 to your mana pool. 1, T: Add G to your mana pool. 2, T: Add R or W to your mana pool. Animal Boneyard 2W Enchant Land Enchanted land has "T, Sacrifice a creature: You gain life equal to that creature's toughness." Animal Magnetism 4G Sorcery Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card into play and the rest into your graveyard. Animate Artifact 3U Enchant Artifact Enchanted artifact is a creature with power and toughness each equal to its converted mana cost. It's still an artifact. Animate Dead 1B Enchantment When Animate Dead comes into play, if it's in play, it becomes an 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 didn't have defender. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Annex 2UU Enchant Land You control enchanted land. Annihilate 3BB Instant Destroy target nonblack creature. It can't be regenerated. Draw a card. Annul U Instant Counter target artifact or enchantment spell. Anodet Lurker 5 Artifact Creature 3/3 When Anodet Lurker is put into a graveyard from play, you gain 3 life. Anoint W Instant Buyback 3 (You may pay 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 3R Enchantment At the end of each player's turn, Antagonism deals 2 damage to that player unless one of his or her opponents was dealt damage that turn. Anthroplasm 2UU Creature - Shapeshifter 0/0 Anthroplasm comes into play with two +1/+1 counters on it. X, T: Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it. Anti-Magic Aura 2U 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 1GG 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 1GW Creature - Beast 3/4 Discard two cards: Remove Anurid Brushhopper from the game. Return it to play under its owner's control at end of turn. Anurid Murkdiver 4BB Creature - Zombie Beast 4/3 Swampwalk Anurid Scavenger 2G Creature - Beast 3/3 Protection from black At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library. Anurid Swarmsnapper 2G Creature - Beast 1/4 Anurid Swarmsnapper may block as though it had flying. 1G: 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. An-Zerrin Ruins 2RR Enchantment As An-Zerrin Ruins comes into play, choose a creature type. Creatures of the chosen type don't untap during their controllers' untap steps. Apathy U Enchant Creature Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may discard a card at random. If he or she does, untap that creature. Apes of Rath 2GG Creature - Ape 5/4 Whenever Apes of Rath attacks, it doesn't untap during its controller's next untap step. Aphetto Alchemist 1U Creature - Wizard 1/2 T: Untap target artifact or creature. Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Aphetto Dredging 3B Sorcery Return up to three target creature cards of the creature type of your choice from your graveyard to your hand. Aphetto Exterminator 2B Creature - Wizard 3/1 Morph 3B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn. Aphetto Grifter 2U Creature - Wizard 1/1 Tap two untapped Wizards you control: Tap target permanent. Aphetto Runecaster 3U Creature - Wizard 2/3 Whenever a creature is turned face up, you may draw a card. Aphetto Vulture 4BB Creature - Zombie Bird 3/2 Flying When Aphetto Vulture is put into a graveyard from play, you may put target Zombie card from your graveyard on top of your library. Apocalypse 2RRR Sorcery Remove all permanents from the game. You discard your hand. Apocalypse Chime 2 Artifact 2, T, Sacrifice Apocalypse Chime: Destroy all cards from the Homelands expansion. They can't be regenerated. Apprentice Necromancer 1B Creature - Wizard 1/1 B, T, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to play. That creature gains haste. At end of turn, sacrifice it. Apprentice Sorcerer 2U Creature - Wizard 1/1 T: Apprentice Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase. Apprentice Wizard 1UU Creature - Wizard 0/1 U, T: Add 3 to your mana pool. Aquamoeba 1U Creature - Beast 1/3 Discard a card: Switch Aquamoeba's power and toughness until end of turn. Araba Mothrider 1W Creature - Human Samurai 1/1 Flying Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Arachnoid 6 Artifact Creature - Spider 2/6 Arachnoid may block as though it had flying. Arashi, the Sky Asunder 3GG Legendary Creature - Spirit 5/5 XG, T: Arashi, the Sky Asunder deals X damage to target creature with flying. Channel - XGG, Discard Arashi: Arashi deals X damage to each creature with flying. Arboria 2GG World Enchantment Creatures can't attack a player who didn't play a spell and didn't put a card into play during his or her last turn. Arc Lightning 2R Sorcery Arc Lightning deals 3 damage divided as you choose among any number of target creatures and/or players. Arc Mage 2R Creature - Spellshaper 2/2 2R, T, Discard a card: Arc Mage deals 2 damage divided as you choose among any number of target creatures and/or players. Arcades Sabboth 2GGWWUU Legendary Creature - Elder Dragon 7/7 Flying Untapped nonattacking creatures you control get +0/+2. At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay GWU. W: Arcades Sabboth gets +0/+1 until end of turn. Arcane Denial 1U Instant Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep. Arcane Laboratory 2U Enchantment Each player can't play more than one spell each turn. Arcane Spyglass 4 Artifact 2, T, Sacrifice a land: Draw a card and put a charge counter on Arcane Spyglass. Remove three charge counters from Arcane Spyglass: Draw a card. Arcane Teachings 2R Enchant Creature Enchanted creature gets +2/+2 and has "T: This creature deals 1 damage to target creature or player." Arcanis the Omnipotent 3UUU Legendary Creature - Wizard 3/4 T: Draw three cards. 2UU: Return Arcanis the Omnipotent to its owner's hand. Arcbound Bruiser 5 Artifact Creature 0/0 Modular 3 (This comes into play with three +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Crusher 4 Artifact Creature 0/0 Trample Whenever another artifact comes into play, put a +1/+1 counter on Arcbound Crusher. Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Fiend 6 Artifact Creature 0/0 Fear At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto Arcbound Fiend. Modular 3 (This comes into play with three +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Hybrid 4 Artifact Creature 0/0 Haste Modular 2 (This comes into play with two +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Lancer 7 Artifact Creature 0/0 First strike Modular 4 (This comes into play with four +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Overseer 8 Artifact Creature - Golem 0/0 At the beginning of your upkeep, put a +1/+1 counter on each creature with modular you control. Modular 6 (This comes into play with six +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Ravager 2 Artifact Creature 0/0 Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager. Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Reclaimer 4 Artifact Creature - Golem 0/0 Remove a +1/+1 counter from Arcbound Reclaimer: Put target artifact card from your graveyard on top of your library. Modular 2 (This comes into play with two +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Slith 2 Artifact Creature - Slith 0/0 Whenever Arcbound Slith deals combat damage to a player, put a +1/+1 counter on it. Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Stinger 2 Artifact Creature 0/0 Flying Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Wanderer 6 Artifact Creature 0/0 Modular-Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Worker 1 Artifact Creature 0/0 Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Archaeological Dig Land T: Add 1 to your mana pool. T, Sacrifice Archaeological Dig: Add one mana of any color to your mana pool. Archangel 5WW Creature - Angel 5/5 Flying, vigilance Archery Training W Enchant Creature At the beginning of your upkeep, you may put an arrow counter on Archery Training. Enchanted creature has "T: This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training." Archivist 2UU Creature - Wizard 1/1 T: Draw a card. Arc-Slogger 3RR Creature - Beast 4/5 R, Remove the top ten cards of your library from the game: Arc-Slogger deals 2 damage to target creature or player. Arctic Foxes 1W Creature - Fox 1/1 Creatures with power 2 or greater can't block Arctic Foxes as long as defending player controls a snow-covered land. Arctic Merfolk 1U Creature - Merfolk 1/1 Kicker-Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you play this spell.) If the kicker cost was paid, Arctic Merfolk comes into play with a +1/+1 counter on it. Arctic Wolves 3GG 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, target creature has vigilance as long as defending player controls a snow-covered land. Arcum's Weathervane 2 Artifact 2, T: Target snow-covered land is no longer snow-covered. (This effect doesn't end at end of turn.) 2, T: Target non-snow-covered basic land becomes 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 4W Creature - Soldier 2/5 Vigilance Ardent Soldier 1W Creature - Soldier 1/2 Kicker 2 (You may pay an additional 2 as you play this spell.) Vigilance If the kicker cost was paid, Ardent Soldier comes into play with a +1/+1 counter on it. Arena Land 3, T: 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 Legendary creatures don't untap during their controllers' untap steps. When Arena of the Ancients comes into play, tap all legendary creatures. Arenson's Aura 2W Enchantment W, Sacrifice an enchantment: Destroy target enchantment. 3UU: Counter target enchantment spell. Argivian Archaeologist 1WW Creature - Archaeologist 1/1 WW, T: Return target artifact card from your graveyard to your hand. Argivian Blacksmith 1WW Creature - Smith 2/2 T: Prevent the next 2 damage that would be dealt to target artifact creature this turn. Argivian Find W Instant Return target artifact or enchantment card from your graveyard to your hand. Argivian Restoration 2UU Sorcery Put target artifact card from your graveyard into play. Argothian Elder 3G Creature - Elf 2/2 T: Untap two target lands. Argothian Enchantress 1G Creature - Enchantress 0/1 Argothian Enchantress can't be the target of spells or abilities. Whenever you play an enchantment spell, draw a card. Argothian Pixies 1G Creature - Faerie 2/1 Argothian Pixies can't be blocked by artifact creatures. Prevent all damage that would be dealt to Argothian Pixies by artifact creatures. Argothian Swine 3G Creature - Boar 3/3 Trample Argothian Treefolk 3GG Creature - Treefolk 3/5 Prevent all damage that would be dealt to Argothian Treefolk by artifacts. Argothian Wurm 3G Creature - Wurm 6/6 Trample When Argothian Wurm comes into play, any player may sacrifice a land. If a player does, put Argothian Wurm on top of its owner's library. Ark of Blight 2 Artifact 3, T, Sacrifice Ark of Blight: Destroy target land. Armadillo Cloak 1GW Enchant Creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life. Armageddon 3W Sorcery Destroy all lands. Armageddon Clock 6 Artifact At the beginning of your upkeep, put a doom counter on Armageddon Clock. At the beginning of your draw step, Armageddon Clock deals damage to each player equal to the number of doom counters on it. 4: Remove a doom counter from Armageddon Clock. Any player may play this ability but only during any upkeep step. Armed Response 2W Instant Armed Response deals damage to target attacking creature equal to the number of Equipment you control. Armistice 2W Enchantment 3WW: You draw a card and target opponent gains 3 life. Armor of Faith W Enchant Creature Enchanted creature gets +1/+1. W: Enchanted creature gets +0/+1 until end of turn. Armor of Thorns 1G 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 2W Creature - Sliver 2/2 All Slivers have "2: This creature gets +0/+1 until end of turn." Armor Thrull 2B Creature - Thrull 1/3 T, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature. Armored Galleon 4U Creature - Ship 5/4 Armored Galleon can't attack unless defending player controls an Island. Armored Griffin 3W Creature - Griffin 2/3 Flying, vigilance Armored Guardian 3WU Creature - Guardian 2/5 1WW: Target creature you control gains protection from the color of your choice until end of turn. 1UU: Armored Guardian can't be the target of spells or abilities this turn. Armored Pegasus 1W Creature - Pegasus 1/2 Flying Armorer Guildmage R Creature - Wizard 1/1 B, T: Target creature gets +1/+0 until end of turn. G, T: Target creature gets +0/+1 until end of turn. Arms Dealer 2R Creature - Goblin 1/1 1R, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature. Army Ants 1BR Creature - Insect 1/1 T, Sacrifice a land: Destroy target land. Army of Allah 1WW Instant Attacking creatures get +2/+0 until end of turn. Arnjlot's Ascent 1UU Enchantment Cumulative upkeep U 1: Target creature gains flying until end of turn. Arrest 2W Enchant Creature Enchanted creature can't attack or block, and its activated abilities can't be played. Arrogant Vampire 3BB Creature - Vampire 4/3 Flying Arrogant Wurm 3GG Creature - Wurm 4/4 Trample Madness 2G (You may play this card for its madness cost at the time you discard it.) Artifact Blast R Instant Counter target artifact spell. Artifact Mutation RG Instant Destroy target artifact. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Artifact Possession 2B 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. Artificer's Intuition 1U Enchantment U, Discard an artifact card: Search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. Then shuffle your library. Artificial Evolution U Instant Change the text of target spell or permanent by replacing all instances of one creature type with another. (This effect doesn't end at end of turn.) Ascendant Evincar 4BB Legendary Creature 3/3 Flying Other black creatures get +1/+1. Nonblack creatures get -1/-1. Ascending Aven 2UU Creature - Bird Soldier 3/2 Flying Ascending Aven may block only creatures with flying. Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Ashen Firebeast 6RR Creature - Beast 6/6 1R: Ashen Firebeast deals 1 damage to each creature without flying. Ashen Ghoul 3B 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 Monstrosity 5RR Creature - Spirit 7/4 Haste Ashen Monstrosity attacks each turn if able. Ashen Powder 2BB Sorcery Put target creature card from an opponent's graveyard into play under your control. Ashen-Skin Zubera 1B Creature - Zubera Spirit 1/2 When Ashen-Skin Zubera is put into a graveyard from play, target opponent discards a card for each Zubera put into a graveyard from play this turn. Ashes of the Fallen 2 Artifact As Ashes of the Fallen comes into play, choose a creature type. Each creature card in your graveyard has the chosen creature type in addition to its other types. Ashes to Ashes 1BB Sorcery Remove two target nonartifact creatures from the game. Ashes to Ashes deals 5 damage to you. Ashnod's Altar 3 Artifact Sacrifice a creature: Add 2 to your mana pool. Ashnod's Battle Gear 2 Artifact You may choose not to untap Ashnod's Battle Gear during your untap step. 2, T: Target creature you control gets +2/-2 as long as Ashnod's Battle Gear remains tapped. Ashnod's 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 2GW Legendary Creature 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 1G 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. Assassin's Blade 1B Instant Play Assassin's Blade only during the declare attackers step and only if you are the defending player. Destroy target nonblack attacking creature. Assault // Battery R // 3G Sorcery // Sorcery Assault deals 2 damage to target creature or player. // Put a 3/3 green Elephant creature token into play. 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 5UU 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 2W Enchantment Whenever a player cycles a card, you may remove target creature from the game. If you do, return that creature to play under its owner's control at end of turn. Astral Steel 2W Instant Target creature gets +1/+2 until end of turn. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Astrolabe 3 Artifact 1, T, Sacrifice Astrolabe: Add two mana of any one color to your mana pool. Draw a card at the beginning of the next turn's upkeep. Atalya, Samite Master 3WW Legendary Creature - Cleric 2/3 X, T: Choose one - Prevent the next X damage that would be dealt to target creature this turn; or you gain X life. Spend only white mana this way. Atog 1R Creature - Atog 1/2 Sacrifice an artifact: Atog gets +2/+2 until end of turn. Atogatog WUBRG Legendary Creature - Atog 5/5 Sacrifice an Atog: Atogatog gets +X/+X until end of turn, where X is the sacrificed Atog's power. Attrition 1BB Enchantment B, Sacrifice a creature: Destroy target nonblack creature. Attunement 2U Enchantment Return Attunement to its owner's hand: Draw three cards, then discard four cards. Aura Barbs 2R Instant - Arcane Each enchantment deals 2 damage to its controller, then each enchantment enchanting a creature deals 2 damage to the creature it's enchanting. Aura Blast 1W Instant Destroy target enchantment. Draw a card. Aura Extraction 1W Instant Put target enchantment on top of its owner's library. Cycling 2 (2, Discard this card: Draw a card.) Aura Flux 2U Enchantment All other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay 2." Aura Fracture 2W Enchantment Sacrifice a land: Destroy target enchantment. Aura Graft 1U Instant Gain control of target 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 GW Instant Destroy target enchantment. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Aura of Dominion UU Enchant Creature 1, Tap an untapped creature you control: Untap enchanted creature. Aura of Silence 1WW Enchantment Artifact and enchantment spells your opponents play cost 2 more to play. Sacrifice Aura of Silence: Destroy target artifact or enchantment. Aura Shards 1GW Enchantment Whenever a creature comes into play under your control, you may destroy target artifact or enchantment. Aura Thief 3U Creature - Illusion 2/2 Flying When Aura Thief is put into a graveyard from play, you gain control of all enchantments. (You don't get to move local enchantments.) Auramancer 2W Creature - Wizard 2/2 When Auramancer comes into play, you may return target enchantment card from your graveyard to your hand. Auratog 1W Creature - Atog 1/2 Sacrifice an enchantment: Auratog gets +2/+2 until end of turn. Aurification 2WW Enchantment Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it has defender. (Those creatures can't attack.) When Aurification leaves play, remove all gold counters from all creatures. Auriok Bladewarden 1W Creature - Human Soldier 1/1 T: Target creature gets +X/+X until end of turn, where X is Auriok Bladewarden's power. Auriok Champion WW Creature - Human Cleric 1/1 Protection from black and from red Whenever another creature comes into play, you may gain 1 life. Auriok Glaivemaster W Creature - Human Soldier 1/1 As long as Auriok Glaivemaster is equipped, it gets +1/+1 and has first strike. Auriok Salvagers 3W Creature - Human Soldier 2/4 1W: Return target artifact card with converted mana cost 1 or less from your graveyard to your hand. Auriok Siege Sled 6 Artifact Creature 3/5 1: Target artifact creature blocks Auriok Siege Sled this turn if able. 1: Target artifact creature can't block Auriok Siege Sled this turn. Auriok Steelshaper 1W Creature - Human Soldier 1/1 Equip costs you pay cost 1 less. As long as Auriok Steelshaper is equipped, Soldiers and Knights you control get +1/+1. Auriok Transfixer W Creature - Human Scout 1/1 W, T: Tap target artifact. Auriok Windwalker 3W Creature - Human Wizard 2/3 Flying T: Attach target Equipment you control to target creature you control. Aurochs 3G Creature - Aurochs 2/3 Trample As long as Aurochs is attacking, it gets +1/+0 for each other attacking Aurochs. Aurora Griffin 3W Creature - Griffin 2/2 Flying W: Target permanent becomes white until end of turn. Auspicious Ancestor 3W 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 4GG Legendary Creature 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 X2RR Sorcery Destroy X target snow-covered lands. Avalanche Riders 3R 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 3RR Creature - Beast 3/3 Haste When Avarax comes into play, you may search your library for a card named Avarax, reveal it, and put it into your hand. If you do, shuffle your library. 1R: Avarax gets +1/+0 until end of turn. Avarice Totem 1 Artifact 5: Exchange control of Avarice Totem and target nonland permanent. Avatar of Fury 6RR Creature - Avatar 6/6 If an opponent controls seven or more lands, Avatar of Fury costs 6 less to play. Flying R: Avatar of Fury gets +1/+0 until end of turn. Avatar of Hope 6WW Creature - Avatar 4/9 If you have 3 life or less, Avatar of Hope costs 6 less to play. Flying Avatar of Hope may block any number of creatures. Avatar of Might 6GG Creature - Avatar 8/8 If an opponent controls at least four more creatures than you, Avatar of Might costs 6 less to play. Trample Avatar of Will 6UU Creature - Avatar 5/6 If an opponent has no cards in hand, Avatar of Will costs 6 less to play. Flying Avatar of Woe 6BB Creature - Avatar 6/5 If there are ten or more creature cards total in all graveyards, Avatar of Woe costs 6 less to play. Fear T: Destroy target creature. It can't be regenerated. Aven Archer 3WW Creature - Bird Soldier 2/2 Flying 2W, T: Aven Archer deals 2 damage to target attacking or blocking creature. Aven Brigadier 3WWW Creature - Bird Soldier 3/5 Flying All other Birds get +1/+1. All other Soldiers get +1/+1. Aven Cloudchaser 3W Creature - Bird Soldier 2/2 Flying When Aven Cloudchaser comes into play, destroy target enchantment. Aven Envoy U Creature - Bird Soldier 0/2 Flying Aven Farseer 1W Creature - Bird Soldier 1/1 Flying Whenever a creature is turned face up, put a +1/+1 counter on Aven Farseer. Aven Fateshaper 6U Creature - Bird Wizard 4/5 Flying When Aven Fateshaper comes into play, look at the top four cards of your library, then put them back in any order. 4U: Look at the top four cards of your library, then put them back in any order. Aven Fisher 3U Creature - Bird Soldier 2/2 Flying When Aven Fisher is put into a graveyard from play, you may draw a card. Aven Flock 4W Creature - Bird Soldier 2/3 Flying W: Aven Flock gets +0/+1 until end of turn. Aven Fogbringer 3U Creature - Bird Wizard 2/1 Flying When Aven Fogbringer comes into play, return target land to its owner's hand. Aven Liberator 2WW Creature - Bird Soldier 2/3 Flying Morph 3W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Aven Liberator is turned face up, target creature you control gains protection from the color of your choice until end of turn. Aven Redeemer 3W Creature - Bird Cleric 2/2 Flying T: Prevent the next 2 damage that would be dealt to target creature or player this turn. Aven Shrine 1WW Enchantment Whenever a player plays a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell. Aven Smokeweaver 2UU Creature - Bird Soldier 2/3 Flying, protection from red Aven Soulgazer 3WW Creature - Bird Cleric 3/3 Flying 2W: Look at target face-down creature. Aven Trooper 3W Creature - Bird Soldier 1/1 Flying 2W, Discard a card: Aven Trooper gets +1/+2 until end of turn. Aven Warcraft 2W Instant Creatures you control get +0/+2 until end of turn. Threshold - 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 4W Creature - Bird Soldier 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Bird and/or Soldier card you reveal in your hand.) Flying Aven Windreader 3UU Creature - Bird Soldier Wizard 3/3 Flying 1U: Target player reveals the top card of his or her library. Avenger en-Dal 1W Creature - Spellshaper 1/1 2W, T, Discard a card: Remove target attacking creature from the game. Its controller gains life equal to its toughness. Avenging Angel 3WW Creature - Angel 3/3 Flying If Avenging Angel would be put into a graveyard from play, you may put Avenging Angel on top of its owner's library instead. Avenging Druid 2G Creature - Druid 1/3 Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. Put that card into play and put all other cards revealed this way into your graveyard. Avizoa 3U Creature - Avizoa 2/2 Flying 0: Avizoa gets +2/+2 until end of turn. You skip your next untap step. Play this ability only once each turn. Avoid Fate G Instant Counter target instant or enchantment spell that targets a permanent you control. Awakening 2GG 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 it. (This cost is paid as blockers are declared.) Axelrod Gunnarson 4BBRR Legendary Creature 5/5 Trample Whenever a creature dealt damage by Axelrod Gunnarson this turn is put into a graveyard, you gain 1 life and Axelrod deals 1 damage to target player. Ayesha Tanaka WWUU Legendary Creature 2/2 Banding T: Counter target activated ability from an artifact source unless that ability's controller pays W. Aysen Abbey Land T: Add 1 to your mana pool. 1, T: Add W to your mana pool. 2, T: Add G or U to your mana pool. Aysen Bureaucrats 1W Creature - Bureaucrat 1/1 T: Tap target creature with power 2 or less. Aysen Crusader 2WW Creature - Crusader 2+*/2+* Aysen Crusader's power and toughness are each equal to 2 plus the number of Heroes you control. Aysen Highway 3WWW Enchantment White creatures have plainswalk. Ayumi, the Last Visitor 3GG Legendary Creature - Spirit 7/3 Legendary landwalk Azami, Lady of Scrolls 2UUU Legendary Creature - Human Wizard 0/2 Tap an untapped Wizard you control: Draw a card. Azimaet Drake 2U Creature - Drake 1/3 Flying U: Azimaet Drake gets +1/+0 until end of turn. Play this ability only once each turn. Azure Drake 3U Creature - Drake 2/4 Flying Azusa, Lost but Seeking 2G Legendary Creature - Human Monk 1/2 You may play two additional lands on each of your turns. Back to Basics 2U Enchantment Nonbasic lands don't untap during their controllers' untap steps. Backdraft 1R Instant This turn, whenever target sorcery spell deals damage, Backdraft deals half that much damage, rounded down, to that spell's controller. Backfire U Enchant Creature Whenever enchanted creature deals damage to you, Backfire deals that much damage to that creature's controller. Backlash 1BR Instant Tap target untapped creature. That creature deals damage equal to its power to its controller. Backslide 1U Instant Turn target creature with morph face down. Cycling U (U, Discard this card: Draw a card.) Bad Moon 1B Enchantment Black creatures get +1/+1. Bad River Land Bad River comes into play tapped. T, Sacrifice Bad River: Search your library for an Island or Swamp card and put it into play. Then shuffle your library. Badlands Land - Mountain Swamp Baki's Curse 2UU Sorcery Baki's Curse deals 2 damage to each creature for each enchant creature enchanting that creature. Baku Altar 2 Artifact Whenever you play a Spirit or Arcane spell, you may put a ki counter on Baku Altar. 2, T, Remove a ki counter from Baku Altar: Put a 1/1 colorless Spirit creature token into play. Balance 1W Sorcery Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players do the same for creatures and discard cards the same way. Balance of Power 3UU Sorcery If target opponent has more cards in hand than you, draw cards equal to the difference. Balancing Act 2WW Sorcery Each player chooses a number of permanents he or she controls equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards the same way. Balduvian Barbarians 1RR Creature - Barbarian 3/2 Balduvian Bears 1G Creature - Bear 2/2 Balduvian Conjurer 1U 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 3B Creature - Zombie 2/3 2R, Remove a creature card in your graveyard from the game: Put a 3/1 black and red Graveborn creature token with haste into play. Sacrifice it at end of turn. Balduvian Horde 2RR Creature - Barbarian 5/5 When Balduvian Horde comes into play, sacrifice it unless you discard a card at random. Balduvian Hydra XRR Creature - Hydra 0/1 Balduvian Hydra comes into play with X +1/+0 counters on it. Remove a +1/+0 counter from Balduvian Hydra: Prevent the next 1 damage that would be dealt to Balduvian Hydra this turn. RRR: Put a +1/+0 counter on Balduvian Hydra. Play this ability only during your upkeep. Balduvian Shaman U Creature - Cleric 1/1 T: Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. That enchantment gains "Cumulative upkeep 1." (For example, you may change "counters black spells" to "counters blue spells.") Balduvian Trading Post Land If Balduvian Trading Post would come into play, sacrifice an untapped Mountain instead. If you do, put Balduvian Trading Post into play. If you don't, put it into its owner's graveyard. T: Add 1R to your mana pool. 1, T: Balduvian Trading Post deals 1 damage to target attacking creature. Balduvian War-Makers 4R Creature - Barbarian 3/3 Haste Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Baleful Stare 2U Sorcery Target opponent reveals his or her hand. You draw a card for each Mountain and red card in it. Ball Lightning RRR Creature - Ball-Lightning 6/1 Trample; haste At end of turn, sacrifice Ball Lightning. Ballista Squad 3W Creature - Rebel 2/2 XW, T: Ballista Squad deals X damage to target attacking or blocking creature. Balloon Peddler 2U Creature - Spellshaper 2/2 U, T, Discard a card: Target creature gains flying until end of turn. Balm of Restoration 2 Artifact 1, T, Sacrifice Balm of Restoration: Choose one - You gain 2 life; or prevent the next 2 damage that would be dealt to target creature or player this turn. Balshan Beguiler 2U Creature - Wizard 1/1 Whenever Balshan Beguiler deals combat damage to a player, that player reveals the top two cards of his or her library. You choose one of those cards and put it into his or her graveyard. Balshan Collaborator 3U Creature - Bird Soldier 2/2 Flying B: Balshan Collaborator gets +1/+1 until end of turn. Balshan Griffin 3UU Creature - Griffin 3/2 Flying 1U, Discard a card: Return Balshan Griffin to its owner's hand. Balthor the Defiled 2BB Legendary Creature - Zombie Dwarf 2/2 All Minions get +1/+1. BBB, Remove Balthor the Defiled from the game: Each player returns all black and all red creature cards from his or her graveyard to play. Balthor the Stout 1RR Legendary Creature - Dwarf 2/2 All Barbarians get +1/+1. R: Target Barbarian gets +1/+0 until end of turn. Bamboozle 2U Sorcery Target player reveals the top four cards of his or her library. You choose two of those cards and put them into his or her graveyard. Put the rest on top of his or her library in any order. Bandage W Instant Prevent the next 1 damage that would be dealt to target creature or player this turn. Draw a card. Bane of the Living 2BB Creature - Insect 4/3 Morph XBB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Bane of the Living is turned face up, all creatures get -X/-X until end of turn. Banshee 2BB Creature - Banshee 0/1 X, T: Banshee deals X damage divided evenly between you and target creature or player. Round up for you and down for that creature or player. Banshee's Blade 2 Artifact - Equipment Equipped creature gets +1/+1 for each charge counter on Banshee's Blade. Whenever equipped creature deals combat damage, put a charge counter on Banshee's Blade. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Barbarian Bully 2R Creature - Barbarian 2/2 Discard a card at random: Barbarian Bully gets +2/+2 until end of turn unless a player has Barbarian Bully deal 4 damage to him or her. Play this ability only once each turn. Barbarian General 4R Creature - Soldier 3/2 Horsemanship Barbarian Guides 2R Creature - Barbarian 1/2 2R, T: 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 Horde 3R Creature - Soldier 3/3 Barbarian Lunatic 2R Creature - Barbarian 2/1 2R, Sacrifice Barbarian Lunatic: Barbarian Lunatic deals 2 damage to target creature. Barbarian Outcast 1R Creature - Barbarian Beast 2/2 When you control no Swamps, sacrifice Barbarian Outcast. Barbarian Ring Land T: Add R to your mana pool. Barbarian Ring deals 1 damage to you. Threshold - R, T, Sacrifice Barbarian Ring: Barbarian Ring deals 2 damage to target creature or player. (Play this ability only if seven or more cards are in your graveyard.) Barbary Apes 1G Creature - Ape 2/2 Barbed Field 2RR Enchant Land Enchanted land has "T: This land deals 1 damage to target creature or player." Barbed Foliage 2GG Enchantment Whenever a creature attacks you, it loses flanking until end of turn. Whenever a creature without flying attacks you, Barbed Foliage deals 1 damage to it. Barbed Lightning 2R Instant Choose one - Barbed Lightning deals 3 damage to target creature; or Barbed Lightning deals 3 damage to target player. Entwine 2 (Choose both if you pay the entwine cost.) Barbed Sextant 1 Artifact 1, T, Sacrifice Barbed Sextant: Add one mana of any color to your mana pool. Draw a card at the beginning of the next turn's upkeep. Barbed Sliver 2R Creature - Sliver 2/2 All Slivers have "2: This creature gets +1/+0 until end of turn." Barbed Wire 3 Artifact At the beginning of each player's upkeep, Barbed Wire deals 1 damage to that player. 2: Prevent the next 1 damage that would be dealt by Barbed Wire this turn. Barbed-Back Wurm 4B Creature - Wurm 4/3 B: Target green creature blocking Barbed-Back Wurm gets -1/-1 until end of turn. Barbtooth Wurm 5G Creature - Wurm 6/4 Bargain 2W Sorcery Target opponent draws a card. You gain 7 life. Bargaining Table 5 Artifact X, T: Draw a card. X is the number of cards in an opponent's hand as you play this ability. Barishi 2GG Creature - Barishi 4/3 When Barishi is put into a graveyard from play, remove Barishi from the game, then shuffle all creature cards from your graveyard into your library. Barkhide Mauler 4G Creature - Beast 4/4 Cycling 2 (2, Discard this card: Draw a card.) Barktooth Warbeard 4BRR Legendary Creature 6/5 Barl's Cage 4 Artifact 3: Target creature doesn't untap during its controller's next untap step. Baron Sengir 5BBB Legendary Creature 5/5 Flying Whenever a creature dealt damage by Baron Sengir this turn is put into a graveyard, put a +2/+2 counter on Baron Sengir. T: Regenerate target Vampire. Barrel Down Sokenzan 2R Instant - Arcane Sweep - Return any number of Mountains you control to their owner's hand. Barrel Down Sokenzan deals damage to target creature equal to twice the number of Mountains returned this way. Barreling Attack 2RR Instant Target creature gets +1/+1 for each creature blocking it and gains trample until end of turn. Barren Moor Land Barren Moor comes into play tapped. T: Add B to your mana pool. Cycling B (B, Discard this card: Draw a card.) Barrin, Master Wizard 1UU Legendary Creature - Wizard 1/1 2, Sacrifice a permanent: Return target creature to its owner's hand. Barrin's Codex 4 Artifact At the beginning of your upkeep, you may put a page counter on Barrin's Codex. 4, T, Sacrifice Barrin's Codex: Draw X cards, where X is the number of page counters on Barrin's Codex. Barrin's Spite 2UB Sorcery Choose a player and two target creatures that player controls. The player chooses and sacrifices one of them. Return the other to its owner's hand. Barrin's Unmaking 1U Instant Return target permanent to its owner's hand if that permanent shares a color with the most common color among all permanents or the color tied for most common. Barrow Ghoul 1B Creature - Zombie 4/4 At the beginning of your upkeep, sacrifice Barrow Ghoul unless you remove the top creature card in your graveyard from the game. Bartel Runeaxe 3BRG Legendary Creature 6/5 Vigilance Bartel Runeaxe can't be the target of enchant creature spells. Barter in Blood 2BB Sorcery Each player sacrifices two creatures. Basal Thrull BB Creature - Thrull 1/2 T, Sacrifice Basal Thrull: Add BB 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 with defender into play. Basalt Monolith 3 Artifact Basalt Monolith doesn't untap during your untap step. 3: Untap Basalt Monolith. T: Add 3 to your mana pool. This mana can't be spent on abilities of permanents named Basalt Monolith. Bash to Bits 3R Instant Destroy target artifact. Flashback 4RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Basking Rootwalla G Creature - Lizard 1/1 1G: Basking Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn. Madness 0 (You may play this card for its madness cost at the time you discard it.) Baton of Courage 3 Artifact You may play Baton of Courage any time you could play an instant. Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) Remove a charge counter from Baton of Courage: Target creature gets +1/+1 until end of turn. Baton of Morale 2 Artifact 2: Target creature gains banding until end of turn. Battered Golem 3 Artifact Creature - Golem 3/2 Battered Golem doesn't untap during your untap step. Whenever an artifact comes into play, you may untap Battered Golem. Battering Craghorn 2RR Creature - Beast 3/1 First strike Morph 1RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Battering Ram 2 Artifact Creature 1/1 At the beginning of your combat phase, Battering Ram gains banding until end of combat. Whenever Battering Ram becomes blocked by a Wall, destroy that Wall at end of combat. Battle Cry 2W Instant Untap all white creatures you control. Whenever a creature blocks this turn, it gets +0/+1 until end of turn. Battle Frenzy 2R Instant Green creatures you control get +1/+1 until end of turn. Nongreen creatures you control get +1/+0 until end of turn. Battle of Wits 3UU Enchantment At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game. Battle Rampart 2R Creature - Wall 1/3 Defender (This creature can't attack.) T: Target creature gains haste until end of turn. Battle Screech 2WW Sorcery Put two 1/1 white Bird creature tokens with flying into play. Flashback-Tap three untapped white creatures you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Battle Squadron 3RR Creature - Ship */* Flying Battle Squadron's power and toughness are each equal to the number of creatures you control. Battle Strain 1R Enchantment Whenever a creature blocks, Battle Strain deals 1 damage to that creature's controller. Battlefield Forge Land T: Add 1 to your mana pool. T: Add R or W to your mana pool. Battlefield Forge deals 1 damage to you. Battlefield Medic 1W Creature - Cleric 1/1 T: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics in play. Battlefield Percher 3BB Creature - Bird 2/2 Flying Battlefield Percher may block only creatures with flying. 1B: Battlefield Percher gets +1/+1 until end of turn. Battlefield Scrounger 3GG Creature - Centaur 3/3 Threshold - Put three cards from your graveyard on the bottom of your library: Battlefield Scrounger gets +3/+3 until end of turn. Play this ability only once each turn. (Play this ability only if seven or more cards are in your graveyard.) Battlegrowth G Instant Put a +1/+1 counter on target creature. Battle-Mad Ronin 1R Creature - Human Samurai 1/1 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Battle-Mad Ronin attacks each turn if able. Battlewise Aven 3W Creature - Bird Soldier 2/2 Flying Threshold - Battlewise Aven gets +1/+1 and has first strike. (You have threshold as long as seven or more cards are in your graveyard.) Bay Falcon 1U Creature - Bird 1/1 Flying, vigilance Bayou Land - Swamp Forest Bayou Dragonfly 1G Creature - Insect 1/1 Flying; swampwalk Bazaar of Baghdad Land T: Draw two cards, then discard three cards. Bazaar of Wonders 3UU World Enchantment When Bazaar of Wonders comes into play, remove all cards in all graveyards from the game. Whenever a spell is played, counter it if a card with the same name is in play or in a graveyard. Beacon of Creation 3G Sorcery Put a 1/1 green Insect creature token into play for each Forest you control. Shuffle Beacon of Creation into its owner's library. Beacon of Destiny 1W Creature - Cleric 1/3 T: The next time a source of your choice would deal damage to you this turn, that damage is dealt to Beacon of Destiny instead. Beacon of Destruction 3RR Instant Beacon of Destruction deals 5 damage to target creature or player. Shuffle Beacon of Destruction into its owner's library. Beacon of Immortality 5W Instant Double target player's life total. Shuffle Beacon of Immortality into its owner's library. Beacon of Tomorrows 6UU Sorcery Target player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library. Beacon of Unrest 3BB Sorcery Put target artifact or creature card from a graveyard into play under your control. Shuffle Beacon of Unrest into its owner's library. Bear Cub 1G Creature - Bear 2/2 Bearscape 1GG Enchantment 1G, Remove two cards in your graveyard from the game: Put a 2/2 green Bear creature token into play. Beast Attack 2GGG Instant Put a 4/4 green Beast creature token into play. Flashback 2GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Beast of Burden 6 Artifact Creature */* Beast of Burden's power and toughness are each equal to the number of creatures in play. Beast Walkers 1WW Creature - Hero 2/2 G: Beast Walkers gains banding until end of turn. Beasts of Bogardan 4R Creature - Beast 3/3 Protection from red Beasts of Bogardan gets +1/+1 as long as any opponent controls a white permanent. Bedlam 2RR Enchantment Creatures can't block. Bee Sting 3G Sorcery Bee Sting deals 2 damage to target creature or player. Befoul 2BB Sorcery Destroy target land or nonblack creature. It can't be regenerated. Belbe's Armor 3 Artifact X, T: Target creature gets -X/+X until end of turn. Belbe's Percher 2B Creature - Bird 2/2 Flying Belbe's Percher 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 4B Creature - Spirit 3/3 Flying Whenever Bellowing Fiend deals damage to a creature, Bellowing Fiend deals 3 damage to that creature's controller and 3 damage to you. Beloved Chaplain 1W Creature - Cleric 1/1 Protection from creatures Benalish Emissary 2W Creature - Wizard 1/4 Kicker 1G (You may pay an additional 1G as you play this spell.) When Benalish Emissary comes into play, if the kicker cost was paid, destroy target land. Benalish Heralds 3W Creature - Soldier 2/4 3U, T: Draw a card. Benalish Hero W Creature - Hero 1/1 Banding Benalish Infantry 2W Creature - Soldier 1/3 Banding Benalish Knight 2W Creature - Knight 2/2 First strike You may play Benalish Knight any time you could play an instant. Benalish Lancer 2W Creature - Knight 2/2 Kicker 2W (You may pay an additional 2W as you play this spell.) If the kicker cost was paid, Benalish Lancer comes into play with two +1/+1 counters on it and with first strike. Benalish Missionary W Creature - Cleric 1/1 1W, T: Prevent all combat damage that would be dealt by target blocked creature this turn. Benalish Trapper 1W Creature - Soldier 1/2 W, T: Tap target creature. Ben-Ben, Akki Hermit 2RR Legendary Creature - Goblin Shaman 1/1 T: Ben-Ben, Akki Hermit deals damage to target attacking creature equal to the number of untapped Mountains you control. Bend or Break 3R Sorcery Each player separates all lands he or she controls into two piles. For each player, an opponent chooses a pile. Destroy all lands in the chosen piles. Tap all lands in the other piles. Benevolent Bodyguard W Creature - Cleric 1/1 Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn. Benevolent Unicorn 1W Creature - Unicorn 1/2 If a spell would deal damage to a creature or player, it deals that much damage minus 1 to that creature or player instead. Benthic Behemoth 5UUU Creature - Serpent 7/6 Islandwalk Benthic Djinn 2UB Creature - Djinn 5/3 Islandwalk At the beginning of your upkeep, you lose 2 life. Benthic Explorers 3U Creature - Merfolk 2/4 T: Untap a tapped land an opponent controls. If you do, add one mana of any type that land could produce to your mana pool. Bequeathal G Enchant Creature When enchanted creature is put into a graveyard, you draw two cards. Bereavement 1B Enchantment Whenever a green creature is put into a graveyard from play, its controller discards a card. Berserk G Instant Play Berserk only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At end of turn, destroy that creature if it attacked this turn. Berserk Murlodont 4G Creature - Beast 3/3 Whenever a Beast becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Bestial Fury 2R 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 5B Instant Choose one - Destroy target creature; or return target creature card from your graveyard to play. Entwine-Sacrifice three lands. (Choose both if you pay the entwine cost.) Betrothed of Fire 1R 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 3G Sorcery Search your library for a creature card with the same name as target creature and put that card into play. Then shuffle your library. Bile Urchin B Creature - Spirit 1/1 Sacrifice Bile Urchin: Target player loses 1 life. Bind 1G Instant Counter target activated ability. (Mana abilities can't be countered.) Draw a card. Binding Agony 1B Enchant Creature Whenever enchanted creature is dealt damage, Binding Agony deals that much damage to that creature's controller. Binding Grasp 3U Enchant Creature At the beginning of your upkeep, sacrifice Binding Grasp unless you pay 1U. You control enchanted creature. Enchanted creature gets +0/+1. Biorhythm 6GG Sorcery Each player's life total becomes the number of creatures he or she controls. Birchlore Rangers G Creature - Elf 1/1 Tap two untapped Elves you control: Add one mana of any color to your mana pool. Morph G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Bird Maiden 2R Creature - Maiden 1/2 Flying Birds of Paradise G Creature - Bird 0/1 Flying T: Add one mana of any color to your mana pool. Black Carriage 3BB Creature - Carriage 4/4 Trample Black Carriage doesn't untap during your untap step. Sacrifice a creature: Untap Black Carriage. Play this ability only during your upkeep. Black Knight BB Creature - Knight 2/2 First strike, protection from white Black Lotus 0 Artifact T, Sacrifice Black Lotus: Add three mana of any one color to your mana pool. Black Mana Battery 4 Artifact 2, T: Put a charge counter on Black Mana Battery. T, Remove any number of charge counters from Black Mana Battery: Add B to your mana pool, then add an additional B to your mana pool for each charge counter removed this way. Black Market 3BB Enchantment Whenever a creature is put into a graveyard from play, put a charge counter on Black Market. At the beginning of your precombat main phase, add B to your mana pool for each charge counter on Black Market. Black Scarab W 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 2R Creature - Sliver 2/2 All Slivers get +1/+0. Blademane Baku 1R Creature - Spirit 1/1 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Blademane Baku. 1, Remove X ki counters from Blademane Baku: For each counter removed, Blademane Baku gets +2/+0 until end of turn. Bladewing the Risen 3BBRR Legendary Creature - Dragon 4/4 Flying When Bladewing the Risen comes into play, you may return target Dragon card from your graveyard to play. BR: All Dragons get +1/+1 until end of turn. Bladewing's Thrall 2BB Creature - Zombie 3/3 Bladewing's Thrall has flying as long as you control a Dragon. When a Dragon comes into play, you may return Bladewing's Thrall from your graveyard to play. Blanchwood Armor 2G Enchant Creature Enchanted creature gets +1/+1 for each Forest you control. Blanchwood Treefolk 4G Creature - Treefolk 4/5 Blanket of Night 1BB Enchantment Each land is a Swamp in addition to its land type. Blasted Landscape Land T: Add 1 to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Blaster Mage 2R Creature - Spellshaper 2/2 R, T, Discard a card: Destroy target Wall. Blasting Station 3 Artifact T, Sacrifice a creature: Blasting Station deals 1 damage to target creature or player. Whenever a creature comes into play, you may untap Blasting Station. Blastoderm 2GG Creature - Beast 5/5 Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Blastoderm can't be the target of spells or abilities. Blatant Thievery 4UUU Sorcery For each opponent, gain control of target permanent that player controls. (This effect doesn't end at end of turn.) Blaze XR Sorcery Blaze deals X damage to target creature or player. Blaze of Glory W Instant Target creature may block any number of creatures this turn. It must block each attacking creature this turn if able. Blazing Effigy 1R Creature - Effigy 0/3 When Blazing Effigy is put into a graveyard from play, Blazing Effigy deals X damage to target creature, where X is 3 plus the amount of damage dealt to Blazing Effigy this turn by other sources named Blazing Effigy. Blazing Salvo R Instant Blazing Salvo deals 3 damage to target creature unless that creature's controller has Blazing Salvo deal 5 damage to him or her. Blazing Shoal XRR Instant - Arcane You may remove a red card with converted mana cost X in your hand from the game rather than pay Blazing Shoal's mana cost. Target creature gets +X/+0 until end of turn. Blazing Specter 2BR Creature - Specter 2/2 Flying; haste Whenever Blazing Specter deals combat damage to a player, that player discards a card. Blessed Breath W Instant - Arcane Target creature you control gains protection from the color of your choice until end of turn. Splice onto Arcane W (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Blessed Orator 3W Creature - Cleric 1/4 Other creatures you control get +0/+1. Blessed Reversal 1W Instant You gain 3 life for each creature attacking you. Blessed Wind 7WW Sorcery Target player's life total becomes 20. Blessed Wine 1W Instant You gain 1 life. Draw a card at the beginning of the next turn's upkeep. Blessing WW Enchant Creature W: Enchanted creature gets +1/+1 until end of turn. Blessing of Leeches 2B Enchant Creature You may play Blessing of Leeches any time you could play an instant. At the beginning of your upkeep, you lose 1 life. 0: Regenerate enchanted creature. Blight BB Enchant Land When enchanted land becomes tapped, destroy it. Blighted Shaman 1B 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 Creeper 1B Creature - Zombie Beast 3/3 Whenever a player plays a spell, Blind Creeper gets -1/-1 until end of turn. Blind Fury 2RR Instant 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 2UU Legendary Creature 3/3 1U: Target spell or permanent becomes the color of your choice until end of turn. Blind with Anger 3R Instant - Arcane Untap target nonlegendary creature and gain control of it until end of turn. That creature gains haste until end of turn. Blinding Angel 3WW Creature - Angel 2/4 Flying Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase. Blinding Beam 2W Instant Choose one - Tap two target creatures; or creatures don't untap during target player's next untap step. Entwine 1 (Choose both if you pay the entwine cost.) Blinding Light 2W Sorcery Tap all nonwhite creatures. Blinding Powder 1 Artifact - Equipment Equipped creature has "Unattach Blinding Powder: Prevent all combat damage that would be dealt to this creature this turn." Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) Blinking Spirit 3W Creature - Spirit 2/2 0: Return Blinking Spirit to its owner's hand. Blinkmoth Infusion 12UU Instant Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Untap all artifacts. Blinkmoth Nexus Land T: Add 1 to your mana pool. 1: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land. 1, T: Target Blinkmoth gets +1/+1 until end of turn. Blinkmoth Urn 5 Artifact At the beginning of each player's precombat main phase, if Blinkmoth Urn is untapped, that player adds 1 to his or her mana pool for each artifact he or she controls. Blinkmoth Well Land T: Add 1 to your mana pool. 2, T: Tap target noncreature artifact. Blistering Barrier 2R Creature - Wall 5/2 Defender (This creature can't attack.) Blistering Firecat 1RRR Creature - Cat 7/1 Trample, haste At end of turn, sacrifice Blistering Firecat. Morph RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Blizzard GG Enchantment 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 5UU Creature - Elemental 5/5 Flying 3U: Untap Blizzard Elemental. Bloated Toad 2G Creature - Toad 2/2 Protection from blue Cycling 2 (2, Discard this card: Draw a card.) Blockade Runner 3U Creature - Merfolk 2/2 U: Blockade Runner is unblockable this turn. Blood Celebrant B Creature - Cleric 1/1 B, Pay 1 life: Add one mana of any color to your mana pool. Blood Clock 4 Artifact At the beginning of each player's upkeep, that player returns a permanent he or she controls to its owner's hand unless he or she pays 2 life. Blood Frenzy 1R Instant Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn. Blood Hound 2R Creature - Hound 1/1 Whenever you're dealt damage, you may put that many +1/+1 counters on Blood Hound. At the end of your turn, remove all +1/+1 counters from Blood Hound. Blood Lust 1R 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 2R Enchantment Nonbasic lands are Mountains. Blood Oath 3R Instant Choose a card type. Target opponent reveals his or her hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.) Blood of the Martyr WWW Instant Until end of turn, if damage would be dealt to any creature, you may have that damage dealt to you instead. Blood Pet B Creature - Thrull 1/1 Sacrifice Blood Pet: Add B to your mana pool. Blood Rites 3RR Enchantment 1R, Sacrifice a creature: Blood Rites deals 2 damage to target creature or player. Blood Speaker 3B Creature - Ogre Shaman 3/2 At the beginning of your upkeep, you may sacrifice Blood Speaker. If you do, search your library for a Demon card, reveal that card, and put it into your hand. Then shuffle your library. Whenever a Demon comes into play under your control, return Blood Speaker from your graveyard to your hand. Blood Vassal 2B Creature - Thrull 2/2 Sacrifice Blood Vassal: Add BB to your mana pool. Bloodcurdler 1B 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.) Bloodcurdling Scream XB Sorcery Target creature gets +X/+0 until end of turn. Bloodfire Colossus 6RR Creature - Giant 6/6 R, Sacrifice Bloodfire Colossus: Bloodfire Colossus deals 6 damage to each creature and each player. Bloodfire Dwarf R Creature - Dwarf 1/1 R, Sacrifice Bloodfire Dwarf: Bloodfire Dwarf deals 1 damage to each creature without flying. Bloodfire Infusion 2R Enchant Creature Bloodfire Infusion can enchant only a creature you control. R, Sacrifice enchanted creature: Bloodfire Infusion deals damage equal to the sacrificed creature's power to each creature. Bloodfire Kavu 2RR Creature - Kavu 2/2 R, Sacrifice Bloodfire Kavu: Bloodfire Kavu deals 2 damage to each creature. Bloodline Shaman 1G Creature - Elf Wizard 1/1 T: Choose a creature type. Reveal the top card of your library. If that card is a creature card of the chosen type, put it into your hand. Otherwise, put it into your graveyard. Bloodrock Cyclops 2R Creature - Giant 3/3 Bloodrock Cyclops attacks each turn if able. Bloodscent 3G Instant All creatures able to block target creature this turn do so. Bloodshot Cyclops 5R Creature - Giant 4/4 T, Sacrifice a creature: Bloodshot Cyclops deals damage equal to the sacrificed creature's power to target creature or player. Bloodstained Mire Land T, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card and put it into play. Then shuffle your library. Bloodstoke Howler 5R Creature - Beast 3/4 Morph 6R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Bloodstoke Howler is turned face up, Beasts you control get +3/+0 until end of turn. Bloodstone Cameo 3 Artifact T: Add B or R to your mana pool. Bloodthirsty Ogre 2B Creature - Ogre Warrior Shaman 3/1 T: Put a devotion counter on Bloodthirsty Ogre. T: Target creature gets -X/-X until end of turn, where X is the number of devotion counters on Bloodthirsty Ogre. Play this ability only if you control a Demon. Blossoming Wreath G Instant You gain life equal to the number of creature cards in your graveyard. Blue Elemental Blast U Instant Choose one - Counter target red spell; or destroy target red permanent. Blue Mana Battery 4 Artifact 2, T: Put a charge counter on Blue Mana Battery. T, Remove any number of charge counters from Blue Mana Battery: Add U to your mana pool, then add an additional U to your mana pool for each charge counter removed this way. Blue Scarab W 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 1G Creature - Mongoose 2/1 Blurred Mongoose can't be countered. Blurred Mongoose can't be the target of spells or abilities. Boa Constrictor 4G Creature - Snake 3/3 T: Boa Constrictor gets +3/+3 until end of turn. Body of Jukai 7GG Creature - Spirit 8/5 Trample Soulshift 8 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 8 or less from your graveyard to your hand.) Body Snatcher 2BB Creature - Minion 2/2 When Body Snatcher comes into play, you may discard a creature card. If you don't, remove Body Snatcher from the game. When Body Snatcher is put into a graveyard from play, remove Body Snatcher from the game and return target creature card from your graveyard to play. Bog Down 2B Sorcery Kicker-Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you play this spell.) Target player discards two cards. If the kicker cost was paid, that player discards three cards instead. Bog Elemental 3BB Creature - Elemental 5/4 Protection from white At the beginning of your upkeep, sacrifice Bog Elemental unless you sacrifice a land. Bog Glider 2B Creature - Mercenary 1/1 Flying T, Sacrifice a land: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Bog Gnarr 4G Creature - Beast 2/2 Whenever a player plays a black spell, Bog Gnarr gets +2/+2 until end of turn. Bog Imp 1B Creature - Imp 1/1 Flying Bog Initiate 1B Creature - Wizard 1/1 1: Add B to your mana pool. Bog Raiders 2B Creature - Zombie 2/2 Swampwalk Bog Rats B Creature - Rat 1/1 Bog Rats can't be blocked by Walls. Bog Smugglers 1BB Creature - Mercenary 2/2 Swampwalk Bog Witch 2B Creature - Spellshaper 1/1 B, T, Discard a card: Add BBB to your mana pool. Bog Wraith 3B Creature - Wraith 3/3 Swampwalk Bog Wreckage Land Bog Wreckage comes into play tapped. T: Add B to your mana pool. T, Sacrifice Bog Wreckage: Add one mana of any color to your mana pool. Bogardan Firefiend 2R Creature - Spirit 2/1 When Bogardan Firefiend is put into a graveyard from play, it deals 2 damage to target creature. Bogardan Phoenix 2RRR 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 3R Instant Destroy all Islands. Boiling Blood 2R Instant Target creature attacks this turn if able. Draw a card. Boiling Seas 3R Sorcery Destroy all Islands. Bola Warrior 1R Creature - Spellshaper 1/1 R, T, Discard a card: Target creature can't block this turn. Bomb Squad 3R Creature - Dwarf 1/1 T: Put a fuse counter on target creature. At the beginning of your upkeep, put a fuse counter on each creature with a fuse counter on it. Whenever a creature has four or more fuse counters on it, remove all fuse counters from it and destroy it. That creature deals 4 damage to its controller. Bone Dancer 1BB Creature - Zombie 2/2 Whenever Bone Dancer attacks and isn't blocked, you may put the top creature card from defending player's graveyard into play under your control. If you do, Bone Dancer deals no combat damage this turn. Bone Flute 3 Artifact 2, T: All creatures get -1/-0 until end of turn. Bone Harvest 2B Instant Put any number of target creature cards from your graveyard on top of your library. Draw a card at the beginning of the next turn's upkeep. Bone Mask 4 Artifact 2, T: The next time a source of your choice would deal damage to you this turn, prevent that damage. For each 1 damage prevented this way, remove the top card of your library from the game. Bone Shaman 2RR Creature - Giant 3/3 B: Until end of turn, Bone Shaman gains "Creatures dealt damage by Bone Shaman this turn can't be regenerated this turn." Bone Shredder 2B Creature - Minion 1/1 Flying; echo (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 1B Creature - Zombie Cleric 1/1 1B: Regenerate target Zombie. Morph 2B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Boneshard Slasher 1B Creature - Horror 1/1 Flying Threshold - 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 4R Creature - Beast 4/2 Whenever a creature is turned face up, Bonethorn Valesk deals 1 damage to target creature or player. Booby Trap 6 Artifact As Booby Trap comes into play, name a card other than a basic land card and choose an opponent. 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 1R 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 UU Instant Return target permanent to its owner's hand. Border Guard 2W Creature - Soldier 1/4 Border Patrol 4W Creature - Nomad 1/6 Vigilance Boris Devilboon 3BR Legendary Creature 2/2 2BR, T: Put a 1/1 black and red Minor Demon creature token into play. Borrowing 100,000 Arrows 2U Sorcery Draw a card for each tapped creature target opponent controls. Borrowing the East Wind XGG Sorcery Borrowing the East Wind deals X damage to each creature with horsemanship and each player. Boseiju, Who Shelters All Legendary Land Boseiju, Who Shelters All comes into play tapped. T, Pay 2 life: Add 1 to your mana pool. If that mana is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities. Bosh, Iron Golem 8 Legendary Artifact Creature - Golem 6/7 Trample 3R, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player. Bösium 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 1BB Enchantment At the beginning of each player's upkeep, that player discards a card at random. Bottomless Vault Land Bottomless Vault comes into play tapped. You may choose not to untap Bottomless Vault during your untap step. At the beginning of your upkeep, if Bottomless Vault is tapped, put a storage counter on it. T, Remove any number of storage counters from Bottomless Vault: Add B to your mana pool for each storage counter removed this way. Bouncing Beebles 2U Creature - Beeble 2/2 Bouncing Beebles is unblockable as long as defending player controls an artifact. Bounteous Kirin 5GG Legendary Creature - Kirin Spirit 4/4 Flying Whenever you play a Spirit or Arcane spell, you may gain life equal to that spell's converted mana cost. Bounty Hunter 2BB Creature - Minion 2/2 T: Put a bounty counter on target nonblack creature. T: Destroy target creature with a bounty counter on it. Bounty of the Hunt 3GG Instant You may remove a green card in your hand from the game rather than pay Bounty of the Hunt's mana cost. 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 2BB Legendary Creature - Minion 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 1U Instant Target player puts the top three cards of his or her library into his or her graveyard. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Braingeyser XUU 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 1GG Creature - Beast 4/1 Trample Morph G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Brand R Instant Gain control of all permanents you own. (This effect doesn't end at end of turn.) Cycling 2 (2, Discard this card: Draw a card.) Brand of Ill Omen 3R 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 2R 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 1R Enchant Creature Enchanted creature gets +1/+1 for each other creature you control. Brawl 3RR Instant Until end of turn, all creatures gain "T: This creature deals damage equal to its power to target creature." Brawn 3G Creature - Incarnation 3/3 Trample As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample. Breach 2B Instant Target creature gets +2/+0 and gains fear until end of turn. Break Asunder 2GG Sorcery Destroy target artifact or enchantment. Cycling 2 (2, Discard this card: Draw a card.) Break Open 1R Instant Turn target face-down creature an opponent controls face up. Breaking Point 1RR Sorcery 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 2UU Sorcery You may play Breaking Wave any time you could play an instant if you pay 2 more to play it. Simultaneously untap all tapped creatures and tap all untapped creatures. Breakthrough XU Sorcery Draw four cards, then choose X cards in your hand and discard the rest. Breath of Darigaaz 1R Sorcery Kicker 2 (You may pay an additional 2 as you play this spell.) Breath of Darigaaz deals 1 damage to each creature without flying and each player. If the kicker cost was paid, Breath of Darigaaz deals 4 damage to each creature without flying and each player instead. Breath of Dreams 2UU Enchantment Cumulative upkeep U Green creatures have "Cumulative upkeep 1." Breath of Life 3W Sorcery Return target creature card from your graveyard to play. Breathstealer 2B Creature - Nightstalker 2/2 B: Breathstealer gets +1/-1 until end of turn. Breathstealer's Crypt 2UB Enchantment If a player would draw a card, instead he or she draws a card and reveals it. If it's a creature card, that player discards it unless he or she pays 3 life. Breeding Pit 3B Enchantment At the beginning of your upkeep, sacrifice Breeding Pit unless you pay BB. At the end of your turn, put a 0/1 black Thrull creature token into play. Breezekeeper 3U Creature - Djinn 4/4 Flying, phasing Briar Patch 1GG Enchantment Whenever a creature attacks you, it gets -1/-0 until end of turn. Briar Shield G Enchant Creature Enchanted creature gets +1/+1. Sacrifice Briar Shield: Enchanted creature gets +3/+3 until end of turn. Briarknit Kami 3GG Creature - Spirit 3/3 Whenever you play a Spirit or Arcane spell, put a +1/+1 counter on target creature. Bribery 3UU Sorcery Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library. Brightstone Ritual R Instant Add R to your mana pool for each Goblin in play. Brilliant Halo 1W Enchant Creature Enchanted creature gets +1/+2. When Brilliant Halo is put into a graveyard from play, return Brilliant Halo to its owner's hand. Brilliant Plan 4U Sorcery Draw three cards. Brimstone Dragon 6RR Creature - Dragon 6/6 Flying, haste Brine Hag 2UU Creature - Hag 2/2 When Brine Hag is put into a graveyard from play, all creatures that dealt damage to it this turn become 0/2. (This effect doesn't end at end of turn.) Brine Seer 3U Creature - Wizard 1/1 2U, T: Reveal any number of blue cards in your hand. Counter target spell unless its controller pays 1 for each card revealed this way. Brine Shaman 1B Creature - Cleric 1/1 T, Sacrifice a creature: Target creature gets +2/+2 until end of turn. 1UU, Sacrifice a creature: Counter target creature spell. Bringer of the Black Dawn 7BB Creature - Bringer 5/5 You may pay WUBRG rather than pay Bringer of the Black Dawn's mana cost. Trample At the beginning of your upkeep, you may pay 2 life. If you do, search your library for a card, then shuffle your library and put that card on top of it. Bringer of the Blue Dawn 7UU Creature - Bringer 5/5 You may pay WUBRG rather than pay Bringer of the Blue Dawn's mana cost. Trample At the beginning of your upkeep, you may draw two cards. Bringer of the Green Dawn 7GG Creature - Bringer 5/5 You may pay WUBRG rather than pay Bringer of the Green Dawn's mana cost. Trample At the beginning of your upkeep, you may put a 3/3 green Beast creature token into play. Bringer of the Red Dawn 7RR Creature - Bringer 5/5 You may pay WUBRG rather than pay Bringer of the Red Dawn's mana cost. Trample At the beginning of your upkeep, you may untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. Bringer of the White Dawn 7WW Creature - Bringer 5/5 You may pay WUBRG rather than pay Bringer of the White Dawn's mana cost. Trample At the beginning of your upkeep, you may return target artifact card from your graveyard to play. Brink of Madness 2BB Enchantment At the beginning of your upkeep, if you have no cards in hand, sacrifice Brink of Madness. If you do, target opponent discards his or her hand. Broken Dam U Sorcery Tap one or two target creatures without horsemanship. Broken Fall 2G Enchantment Return Broken Fall to its owner's hand: Regenerate target creature. Broken Visage 4B Instant Destroy target attacking nonartifact creature. It can't be regenerated. Put a black Spirit creature token into play with power and toughness equal to the power and toughness of that creature. Sacrifice the Spirit token at end of turn. Brontotherium 4GG Creature - Beast 5/3 Trample Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Bronze Horse 7 Artifact Creature 4/4 Trample If you control another creature, prevent all damage that would be dealt to Bronze Horse by spells that target it. Bronze Tablet 6 Artifact Remove Bronze Tablet from your deck before playing if you're not playing for ante. Bronze Tablet comes into play tapped. 4, T: Target nontoken permanent's controller may pay 10 life. If he or she does, remove Bronze Tablet from the game. If he or she doesn't and Bronze Tablet is in play, you own that permanent and that player owns Bronze Tablet, then remove Bronze Tablet and that permanent from the game. Brood of Cockroaches 1B Creature - Insect 1/1 When Brood of Cockroaches is put into your graveyard from play, at end of turn, you lose 1 life and return Brood of Cockroaches to your hand. Brood Sliver 4G Creature - Sliver 3/3 Whenever a Sliver deals combat damage to a player, its controller may put a 1/1 colorless Sliver creature token into play. Broodhatch Nantuko 1G Creature - Insect Druid 1/1 Whenever Broodhatch Nantuko is dealt damage, you may put that many 1/1 green Insect creature tokens into play. Morph 2G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Broodstar 8UU Creature - Beast */* Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying Broodstar's power and toughness are each equal to the number of artifacts you control. Brothers of Fire 1RR Creature - Brother 2/2 1RR: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you. Brothers Yamazaki 2R Legendary Creature - Human Samurai 2/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) If there are exactly two permanents named Brothers Yamazaki in play, the "legend rule" doesn't apply to them. Each other creature named Brothers Yamazaki gets +2/+2 and has haste. Browbeat 2R Sorcery Unless a player has Browbeat deal 5 damage to him or her, target player draws three cards. Brown Ouphe G Creature - Ouphe 1/1 1G, T: Counter target activated ability from an artifact source. (Mana abilities can't be countered.) Browse 2UU Enchantment 2UU: 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 2B Sorcery Buyback 2BB (You may pay 2BB 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 1GG Creature - Brushwagg 3/2 Whenever Brushwagg blocks or becomes blocked, it gets -2/+2 until end of turn. Brutal Deceiver 2R Creature - Spirit 2/2 1: Look at the top card of your library. 2: Reveal the top card of your library. If it's a land, Brutal Deceiver gets +1/+0 and gains first strike until end of turn. Play this ability only once each turn. Brutal Nightstalker 3BB Creature - Nightstalker 3/2 When Brutal Nightstalker comes into play, you may have target opponent discard a card. Brutal Suppression R Enchantment Rebels' activated abilities cost an additional "Sacrifice a land" to play. Bubble Matrix 4 Artifact Prevent all damage that would be dealt to creatures. Bubbling Beebles 4U Creature - Beeble 3/3 Bubbling Beebles is unblockable as long as defending player controls an enchantment. Bubbling Muck B Sorcery Until end of turn, whenever a player taps a Swamp for mana, its controller adds B to his or her mana pool. Budoka Gardener 1G Creature - Human Monk 2/1 T: You may put a land card from your hand into play. If you control ten or more lands, flip Budoka Gardener. ----- Dokai, Weaver of Life Legendary Creature - Human Monk 3/3 4GG, T: Put an X/X green Elemental creature token into play, where X is the number of lands you control. Budoka Pupil 1GG Creature - Human Monk 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Budoka Pupil. At end of turn, if there are two or more ki counters on Budoka Pupil, you may flip it. ---- Ichiga, Who Topples Oaks Legendary Creature - Spirit 4/3 Trample Remove a ki counter from Ichiga, Who Topples Oaks: Target creature gets +2/+2 until end of turn. Builder's Bane XXR Sorcery Destroy X target artifacts. Builder's Bane deals to each player damage equal to the number of artifacts he or she controlled destroyed this way. Bull Elephant 3G Creature - Elephant 4/4 When Bull Elephant comes into play, sacrifice it unless you return two Forests you control to their owner's hand. Bull Hippo 3G Creature - Hippo 3/3 Islandwalk Bullwhip 4 Artifact 2, T: Bullwhip deals 1 damage to target creature. That creature attacks this turn if able. Bulwark 3RR Enchantment At the beginning of your upkeep, Bulwark deals 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 1U Enchant Creature You may play Buoyancy any time you could play an instant. Enchanted creature has flying. Burden of Greed 3B Instant Target player loses 1 life for each tapped artifact he or she controls. Burgeoning G Enchantment Whenever an opponent plays a land, you may put a land card from your hand into play. Buried Alive 2B Sorcery Search your library for up to three creature cards and put them into your graveyard. Then shuffle your library. Burning Cloak R Sorcery Target creature gets +2/+0 until end of turn. Burning Cloak deals 2 damage to that creature. Burning Fields 4R Sorcery Burning Fields deals 5 damage to target opponent. Burning of Xinye 4RR Sorcery Each player sacrifices 4 lands. Burning of Xinye deals 4 damage to each creature. Burning Palm Efreet 2RR Creature - Efreet 2/2 1RR: Burning Palm Efreet deals 2 damage to target creature with flying and that creature loses flying until end of turn. Burning Sands 3RR Enchantment Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land. Burning Shield Askari 2R Creature - Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) RR: Burning Shield Askari gains first strike until end of turn. Burning Wish 1R Sorcery Choose a sorcery card you own from outside the game, reveal that card, and put it into your hand. Remove Burning Wish from the game. Burning-Eye Zubera 2RR Creature - Zubera Spirit 3/3 When Burning-Eye Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, Burning-Eye Zubera deals 3 damage to target creature or player. Burnout 1R Instant Counter target instant spell if it is blue. Draw a card at the beginning of the next turn's upkeep. Burnt Offering B Instant As an additional cost to play Burnt Offering, sacrifice a creature. Add 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. Burr Grafter 3G Creature - Spirit 2/2 Sacrifice Burr Grafter: Target creature gets +2/+2 until end of turn. Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Burrowing R Enchant Creature Enchanted creature has mountainwalk. Burst of Energy W Instant Untap target permanent. Bushi Tenderfoot W Creature - Human Soldier 1/1 When a creature dealt damage by Bushi Tenderfoot this turn is put into a graveyard, flip Bushi Tenderfoot. ----- Kenzo the Hardhearted Legendary Creature - Human Samurai 3/4 Double strike; bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Butcher Orgg 4RRR Creature - Orgg 6/6 You may divide Butcher Orgg's combat damage as you choose among defending player and/or any number of creatures he or she controls. Cabal Archon 2B Creature - Cleric 2/2 B, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life. Cabal Coffers Land 2, T: Add B to your mana pool for each Swamp you control. Cabal Conditioning 6B Sorcery Any number of target players each discards a number of cards equal to the highest converted mana cost among permanents you control. Cabal Executioner 2BB Creature - Cleric 2/2 Whenever Cabal Executioner deals combat damage to a player, that player sacrifices a creature. Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Cabal Inquisitor 1B Creature - Minion 1/1 Threshold - 1B, T, Remove two cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery. (Play this ability only if seven or more cards are in your graveyard.) Cabal Interrogator 1B Creature - Zombie Wizard 1/1 XB, T: Target player reveals X cards from his or her hand and you choose one of them. That player discards that card. Play this ability only any time you could play a sorcery. Cabal Patriarch 3BBB Legendary Creature - Wizard 5/5 2B, Sacrifice a creature: Target creature gets -2/-2 until end of turn. 2B, Remove a creature card in your graveyard from the game: Target creature gets -2/-2 until end of turn. Cabal Pit Land T: Add B to your mana pool. Cabal Pit deals 1 damage to you. Threshold - B, T, Sacrifice Cabal Pit: Target creature gets -2/-2 until end of turn. (Play this ability only if seven or more cards are in your graveyard.) Cabal Ritual 1B Instant Add BBB to your mana pool. Threshold - Instead add BBBBB to your mana pool. (You have threshold if seven or more cards are in your graveyard.) Cabal Shrine 1BB Enchantment Whenever a player plays a spell, that player discards X cards, where X is the number of cards in all graveyards with the same name as that spell. Cabal Slaver 2B Creature - Cleric 2/1 Whenever a Goblin deals combat damage to a player, that player discards a card. Cabal Surgeon 2BB Creature - Minion 2/1 2BB, T, Remove two cards in your graveyard from the game: Return target creature card from your graveyard to your hand. Cabal Therapy B Sorcery Name a nonland card. Target player reveals his or her hand and discards all cards with that name. Flashback-Sacrifice a creature. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Cabal Torturer 1BB Creature - Minion 1/1 B, T: Target creature gets -1/-1 until end of turn. Threshold - 3BB, T: Target creature gets -2/-2 until end of turn. (Play this ability only if seven or more cards are in your graveyard.) Cabal Trainee B Creature - Minion 1/1 Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn. Cackling Fiend 2BB Creature - Zombie 2/1 When Cackling Fiend comes into play, each opponent discards a card. Cackling Imp 2BB Creature - Imp 2/2 Flying T: Target player loses 1 life. Cackling Witch 1B Creature - Spellshaper 1/1 XB, T, Discard a card: Target creature gets +X/+0 until end of turn. Cadaverous Bloom 3BG Enchantment Remove a card in your hand from the game: Add BB or GG to your mana pool. Cadaverous Knight 2B Creature - Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) 1BB: Regenerate Cadaverous Knight. Cage of Hands 2W Enchant Creature Enchanted creature can't attack or block. 1W: Return Cage of Hands to its owner's hand. Cagemail 1W Enchant Creature Enchanted creature gets +2/+2 and can't attack. Caldera Kavu 2R Creature - Kavu 2/2 1B: Caldera Kavu gets +1/+1 until end of turn. G: Caldera Kavu becomes the color of your choice until end of turn. Caldera Lake Land Caldera Lake comes into play tapped. T: Add 1 to your mana pool. T: Add U or R to your mana pool. Caldera Lake deals 1 damage to you. Call for Blood 4B Instant - Arcane As an additional cost to play Call for Blood, sacrifice a creature. Target creature gets -X/-X until end of turn, where X is the sacrificed creature's power. Call of the Herd 2G Sorcery Put a 3/3 green Elephant creature token into play. Flashback 3G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Call of the Wild 2GG Enchantment 2GG: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard. Call to Arms 1W Enchantment As Call to Arms comes into play, choose a color and an opponent. White creatures get +1/+1. When the chosen color isn't the most common color among permanents the chosen opponent controls, sacrifice Call to Arms. Call to Glory 1W Instant Untap all creatures you control. Samurai you control get +1/+1 until end of turn. Call to the Grave 4B Enchantment At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature. At end of turn, if no creatures are in play, sacrifice Call to the Grave. Caller of the Claw 2G 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 2G Creature - Lord */* As Caller of the Hunt comes into play, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures in play of the chosen type. Callous Deceiver 2U Creature - Spirit 1/3 1: Look at the top card of your library. 2: Reveal the top card of your library. If it's a land, Callous Deceiver gets +1/+0 and gains flying until end of turn. Play this ability only once each turn. Callous Giant 4RR Creature - Giant 4/4 If a source would deal 3 damage or less to Callous Giant, prevent that damage. Callous Oppressor 1UU Creature - Cephalid 1/2 You may choose not to untap Callous Oppressor during your untap step. As Callous Oppressor comes into play, an opponent chooses a creature type. T: Gain control of target creature that isn't of the chosen type as long as Callous Oppressor remains tapped. Callow Jushi 1UU Creature - Human Wizard 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Callow Jushi. At end of turn, if there are two or more ki counters on Callow Jushi, you may flip it. ---- Jaraku the Interloper Legendary Creature - Spirit 3/4 Remove a ki counter from Jaraku the Interloper: Counter target spell unless its controller pays 2. Calming Licid 2W Creature - Licid 2/2 W, T: Calming Licid loses 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 3G Sorcery Destroy all enchantments you don't control. Then, if you control an untapped land, destroy all enchantments you control. Caltrops 3 Artifact Whenever a creature attacks, Caltrops deals 1 damage to it. Camel W Creature - Camel 0/1 Banding Prevent all damage that would be dealt to Camel or to creatures banded with Camel by Deserts. Camouflage G Instant Play Camouflage only during the declare attackers step. This turn, instead of declaring blockers, the defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures. Assign each pile to a different attacking creature at random, and any creatures in that pile that can block the creature do so. (Piles can be empty) Candelabra of Tawnos 1 Artifact X, T: Untap X target lands. Candles' Glow 1W Instant - Arcane Prevent the next 3 damage that would be dealt to target creature or player this turn. You gain 1 life for each damage prevented this way. Splice onto Arcane 1W (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Cannibalize 1B Sorcery Choose a player and two target creatures that player controls. You remove one from the game and put two +1/+1 counters on the other. Canopy Claws G Instant Target creature loses flying until end of turn. Flashback G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Canopy Crawler 3G Creature - Beast 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.) T: Target creature gets +1/+1 until end of turn for each +1/+1 counter on Canopy Crawler. Canopy Dragon 4GG Creature - Dragon 4/4 Trample 1G: Canopy Dragon gains flying and loses trample until end of turn. Canopy Spider 1G Creature - Spider 1/3 Canopy Spider may block as though it had flying. Canopy Surge 1G Sorcery Kicker 2 (You may pay an additional 2 as you play this spell.) Canopy Surge deals 1 damage to each creature with flying and each player. If the kicker cost was paid, Canopy Surge deals 4 damage to each creature with flying and each player instead. Cantivore 1WW Creature - Lhurgoyf */* Vigilance Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards. Canyon Drake 2RR Creature - Drake 1/2 Flying 1, Discard a card at random: Canyon Drake gets +2/+0 until end of turn. Canyon Wildcat 1R Creature - Cat 2/1 Mountainwalk Cao Cao, Lord of Wei 3BB Legendary Creature 3/3 T: Target opponent discards two cards. Play this ability only during your turn, before the combat phase. Cao Ren, Wei Commander 2BB Legendary Creature 3/3 Horsemanship When Cao Ren, Wei Commander comes into play, you lose 3 life. Capashen Knight 1W Creature - Knight 1/1 First strike 1W: Capashen Knight gets +1/+0 until end of turn. Capashen Standard W Enchant Creature Enchanted creature gets +1/+1. 2, Sacrifice Capashen Standard: Draw a card. Capashen Templar 2W Creature - Knight 2/2 W: Capashen Templar gets +0/+1 until end of turn. Capashen Unicorn 1W Creature - Unicorn 1/2 1W, T, Sacrifice Capashen Unicorn: Destroy target artifact or enchantment. Capricious Sorcerer 2U Creature - Wizard 1/1 T: Capricious Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase. Capsize 1UU Instant Buyback 3 (You may pay 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 2GW Legendary Creature 2/2 T: Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library. Captain's Maneuver XRW Instant The next X damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead. Captive Flame 2R Enchantment R: Target creature gets +1/+0 until end of turn. Capture of Jingzhou 3UU Sorcery Take an extra turn after this one. Carapace G Enchant Creature Enchanted creature gets +0/+2. Sacrifice Carapace: Regenerate enchanted creature. Carbonize 2R Instant Carbonize deals 3 damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Careful Study U Sorcery Draw two cards, then discard two cards. Caribou Range 2WW Enchant Land Caribou Range can enchant only a land you control. Enchanted land has "WW, T: Put a 0/1 white Caribou creature token into play." Sacrifice a Caribou: You gain 1 life. Carnassid 4GG Creature - Beast 5/4 Trample 1G: Regenerate Carnassid. Carnival of Souls 1B Enchantment Whenever a creature comes into play, you lose 1 life and add B to your mana pool. Carnivorous Plant 3G Creature - Wall 4/5 Defender (This creature can't attack.) Carnophage B Creature - Zombie 2/2 At the beginning of your upkeep, tap Carnophage unless you pay 1 life. Carpet of Flowers G Enchantment At the beginning of your precombat main phase, you may add up to X mana of any one color to your mana pool, where X is the number of Islands target opponent controls. Carrier Pigeons 3W Creature - Bird 1/1 Flying When Carrier Pigeons comes into play, draw a card at the beginning of the next turn's upkeep. Carrion 1BB Instant Sacrifice a creature. Put into play a number of 0/1 black Maggot creature tokens equal to the sacrificed creature's power. Carrion Ants 2BB Creature - Ant 0/1 1: Carrion Ants gets +1/+1 until end of turn. Carrion Beetles B Creature - Insect 1/1 2B, T: Remove up to three target cards in a single graveyard from the game. Carrion Feeder B Creature - Zombie 1/1 Carrion Feeder can't block. Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder. Carrion Rats B Creature - Rat 2/1 Whenever Carrion Rats attacks or blocks, any player may remove a card in his or her graveyard from the game. If a player does, Carrion Rats deals no combat damage this turn. Carrion Wall 1BB Creature - Wall 3/2 Defender (This creature can't attack.) 1B: Regenerate Carrion Wall. Carrion Wurm 3BB Creature - Zombie Wurm 6/5 Whenever Carrion Wurm attacks or blocks, any player may remove three cards in his or her graveyard from the game. If a player does, Carrion Wurm deals no combat damage this turn. Carrionette 1B Creature - Skeleton 1/1 2BB: Remove Carrionette and target creature from the game unless that creature's controller pays 2. Play this ability only if Carrionette is in your graveyard. Carry Away UU Enchant Equipment When Carry Away comes into play, unattach enchanted Equipment. You control enchanted Equipment. Cartographer 2G Creature - Townsfolk 2/2 When Cartographer comes into play, you may return target land card from your graveyard to your hand. Casting of Bones 2B Enchant Creature When enchanted creature is put into a graveyard, draw three cards, then discard one of them. Castle 3W Enchantment Untapped creatures you control get +0/+2. Castle Sengir Land T: Add 1 to your mana pool. 1, T: Add B to your mana pool. 2, T: Add U or R to your mana pool. Cat Burglar 3B Creature - Minion 2/2 2B, T: Target player discards a card. Play this ability only any time you could play a sorcery. Cat Warriors 1GG Creature - Cat Warrior 2/2 Forestwalk Cataclysm 2WW Sorcery Each player chooses from the permanents he or she controls an artifact, a creature, an enchantment, and a land, then sacrifices the rest. Catacomb Dragon 4BB Creature - Dragon 4/4 Flying Whenever Catacomb Dragon becomes blocked by a nonartifact, non-Dragon creature, that creature gets -X/-0 until end of turn, where X is half the creature's power, rounded down. Catalog 2U Instant Draw two cards, then discard a card. Catalyst Stone 2 Artifact Flashback costs you pay cost up to 2 less. Flashback costs your opponents pay cost 2 more. Catapult Master 3WW Creature - Soldier Lord 3/3 Tap five untapped Soldiers you control: Remove target creature from the game. Catapult Squad 1W Creature - Soldier 2/1 Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature. Catastrophe 4WW Sorcery Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated. Cateran Brute 2B Creature - Mercenary 2/2 2, T: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Cateran Enforcer 3BB Creature - Mercenary 4/3 Fear 4, T: Search your library for a Mercenary card with converted mana cost 4 or less and put that card into play. Then shuffle your library. Cateran Kidnappers 2BB Creature - Mercenary 4/2 3, T: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Cateran Overlord 4BBB Creature - Mercenary 7/5 Sacrifice a creature: Regenerate Cateran Overlord. 6, T: Search your library for a Mercenary card with converted mana cost 6 or less and put that card into play. Then shuffle your library. Cateran Persuader BB Creature - Mercenary 2/1 1, T: Search your library for a Mercenary card with converted mana cost 1 or less and put that card into play. Then shuffle your library. Cateran Slaver 4BB Creature - Mercenary 5/5 Swampwalk 5, T: Search your library for a Mercenary card with converted mana cost 5 or less and put that card into play. Then shuffle your library. Cateran Summons B Sorcery Search your library for a Mercenary card, reveal that card, and put it into your hand. Then shuffle your library. Cathedral of Serra Land White legendary creatures you control have "bands with other legendary creatures." Cathodion 3 Artifact Creature 3/3 When Cathodion is put into a graveyard from play, add 3 to your mana pool. Cauldron Dance 4BR Instant Play Cauldron Dance only during combat. Return target creature card from your graveyard to play. That creature gains haste. Return it to your hand at end of turn. Put a creature card from your hand into play. That creature gains haste. Put it into your graveyard at end of turn. Caustic Tar 4BB Enchant Land Enchanted land has "T: Target player loses 3 life." Caustic Wasps 2G Creature - Insect 1/1 Flying Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls. Cave People 1RR Creature - Cave-People 1/4 Whenever Cave People attacks, it gets +1/-2 until end of turn. 1RR, T: Target creature gains mountainwalk until end of turn. Cave Sense 1R Enchant Creature Enchanted creature gets +1/+1 and has mountainwalk. Cave Tiger 2G Creature - Cat 2/2 Whenever Cave Tiger becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Cave-In 3RR Sorcery You may remove a red card in your hand from the game rather than pay Cave-In's mana cost. Cave-In deals 2 damage to each creature and each player. Cavern Crawler 2R Creature - Insect 0/3 Mountainwalk R: Cavern Crawler gets +1/-1 until end of turn. Cavern Harpy UB Creature - Beast 2/1 Flying When Cavern Harpy comes into play, return a blue or black creature you control to its owner's hand. Pay 1 life: Return Cavern Harpy to its owner's hand. Caverns of Despair 2RR World Enchantment No more than two creatures 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 2W Instant Target player can't play creature spells this turn. Draw a card. Celestial Convergence 2WW Enchantment Celestial Convergence comes into play with seven omen counters on it. At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw. Celestial Dawn 1WW 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 3WW Creature - Bird Cleric 2/2 Flying When Celestial Gatekeeper is put into a graveyard from play, remove it from the game, then return up to two target Bird and/or Cleric cards from your graveyard to play. Celestial Kirin 2WW Legendary Creature - Kirin Spirit 3/3 Flying Whenever you play a Spirit or Arcane spell, destroy all permanents with that spell's converted mana cost. Celestial Prism 3 Artifact 2, T: Add one mana of any color to your mana pool. Celestial Sword 6 Artifact 3, T: Target creature you control gets +3/+3 until end of turn. Destroy it at end of turn. A creature destroyed this way can't be regenerated. Cemetery Gate 2B Creature - Wall 0/5 Defender (This creature can't attack.) Protection from black Centaur Archer 1RG Creature - Centaur 3/2 T: Centaur Archer deals 1 damage to target creature with flying. Centaur Chieftain 3G Creature - Centaur 3/3 Haste Threshold - 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 3GG Enchantment 2GG: Put a 3/3 green Centaur creature token into play. Centaur Rootcaster 3G Creature - Centaur Druid 2/2 Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library. Centaur Veteran 5G Creature - Centaur 3/3 Trample G, Discard a card: Regenerate Centaur Veteran. Cephalid Aristocrat 4U Creature - Cephalid 3/3 Whenever Cephalid Aristocrat becomes the target of a spell or ability, put the top two cards of your library into your graveyard. Cephalid Broker 3U Creature - Cephalid 2/2 T: Target player draws two cards, then discards two cards. Cephalid Coliseum Land T: Add U to your mana pool. Cephalid Coliseum deals 1 damage to you. Threshold - U, T, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. (Play this ability only if seven or more cards are in your graveyard.) Cephalid Constable 1UU Creature - Cephalid Wizard 1/1 Whenever Cephalid Constable deals combat damage to a player, return up to X target permanents that player controls to their owners' hands, where X is the damage it dealt to that player. Cephalid Illusionist 1U Creature - Cephalid Wizard 1/1 Whenever Cephalid Illusionist becomes the target of a spell or ability, put the top three cards of your library into your graveyard. 2U, T: This turn prevent all combat damage that would be dealt to and dealt by target creature you control. Cephalid Inkshrouder 2U Creature - Cephalid 2/1 Discard a card: Cephalid Inkshrouder can't be the target of spells or abilities and is unblockable this turn. Cephalid Looter 2U Creature - Cephalid 2/1 T: Target player draws a card, then discards a card. Cephalid Pathmage 2U Creature - Cephalid Wizard 1/2 Cephalid Pathmage is unblockable. T, Sacrifice Cephalid Pathmage: Target creature is unblockable this turn. Cephalid Retainer 2UU Creature - Cephalid 2/3 UU: Tap target creature without flying. Cephalid Sage 3U Creature - Cephalid 2/3 Threshold - When Cephalid Sage comes into play, draw three cards, then discard two cards. (You have threshold if seven or more cards are in your graveyard.) Cephalid Scout 1U Creature - Cephalid Wizard 1/1 Flying 2U, Sacrifice a land: Draw a card. Cephalid Shrine 1UU Enchantment Whenever a player plays a spell, counter that spell unless that player pays X, where X is the number of cards in all graveyards with the same name as the spell. Cephalid Snitch 1U Creature - Cephalid Wizard 1/1 Sacrifice Cephalid Snitch: Target creature loses protection from black until end of turn. Cephalid Vandal 1U Creature - Cephalid 1/1 At the beginning of your upkeep, put a shred counter on Cephalid Vandal. Then put the top card of your library into your graveyard for each shred counter on Cephalid Vandal. Ceremonial Guard 2R Creature - Soldier 3/4 When Ceremonial Guard attacks or blocks, destroy it at end of combat. Cerulean Wyvern 4U Creature - Drake 3/3 Flying, protection from green Cessation 2W Enchant Creature Enchanted creature can't attack. When Cessation is put into a graveyard from play, return Cessation to its owner's hand. Ceta Disciple U Creature - Wizard 1/1 R, T: Target creature gets +2/+0 until end of turn. G, T: Add one mana of any color to your mana pool. Ceta Sanctuary 2U Enchantment At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card. Cetavolver 1U Creature - Volver 1/1 Kicker 1R and/or G If the 1R kicker cost was paid, Cetavolver comes into play with two +1/+1 counters on it and with first strike. If the G kicker cost was paid, Cetavolver comes into play with a +1/+1 counter on it and with trample. Chain Lightning R Sorcery Chain Lightning deals 3 damage to target creature or player. Then that player or that creatures controller may pay RR. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain of Acid 3G Sorcery Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy. Chain of Plasma 1R Instant Chain of Plasma deals 3 damage to target creature or player. Then that player or that creature's controller may discard a card. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain of Silence 1W Instant Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain of Smog 1B Sorcery Target player discards two cards. That player may copy this spell and may choose a new target for that copy. Chain of Vapor U Instant Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain Stasis U Instant Tap or untap target creature. Then that creature's controller may pay 2U. If the player does, he or she may copy this spell and may choose a new target for that copy. Chainer, Dementia Master 3BB Legendary Creature - Minion 3/3 All Nightmares get +1/+1. BBB, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its creature types. When Chainer, Dementia Master leaves play, remove all Nightmares from the game. Chainer's Edict 1B Sorcery Target player sacrifices a creature. Flashback 5BB (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Chainflinger 3R Creature - Beast 2/2 1R, T: Chainflinger deals 1 damage to target creature or player. Threshold - 2R, T: Chainflinger deals 2 damage to target creature or player. (Play this ability only if seven or more cards are in your graveyard.) Chains of Mephistopheles 1B Enchantment If a player would draw a card except the first one he or she draws in a draw step, that player discards a card instead. If the player discards a card, he or she draws a card. If the player doesn't discard a card, he or she puts the top card of his or her library into his or her graveyard. Chalice of the Void XX Artifact Chalice of the Void comes into play with X charge counters on it. Whenever a player plays a spell with converted mana cost equal to the number of charge counters on Chalice of the Void, counter that spell. Chamber of Manipulation 2UU Enchant Land Enchanted land has "T, Discard a card: Gain control of target creature until end of turn." Chambered Nautilus 2U Creature - Beast 2/2 Whenever Chambered Nautilus becomes blocked, you may draw a card. Chameleon Spirit 3U Creature - Illusion */* As Chameleon Spirit comes into play, choose a color. Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control. Champion Lancer 4WW Creature - Knight 3/3 Prevent all damage that would be dealt to Champion Lancer by creatures. Champion's Victory U Sorcery Play Champion's Victory only during the declare attackers step and only if you are the defending player. Return target attacking creature to its owner's hand. Chance Encounter 2RR Enchantment Whenever you win a coin flip, put a luck counter on Chance Encounter. At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game. Chandler 4R Legendary Creature 3/3 RRR, T: Destroy target artifact creature. Change of Heart W Instant Buyback 3 (You may pay 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 GG Sorcery Until end of turn, any time you could play a mana ability you may pay 1 life. If you do, add 1 to your mana pool. Channel the Suns 3G Sorcery Add WUBRG to your mana pool. 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 2RR Creature - Harlequin 2/4 R: Remove the top card of your library from the game. If that card is a land card, Chaos Harlequin gets -4/-0 until end of turn. Otherwise, Chaos Harlequin gets +2/+0 until end of turn. Chaos Lord 4RRR Creature - Lord 7/7 First strike, haste At the beginning of each player's upkeep, if the number of permanents is even, that player gains control of Chaos Lord. When Chaos Lord comes into play, it loses haste until end of turn. Chaos Moon 3R Enchantment At the beginning of each 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 2R World Enchantment Creatures with flying can't block creatures without flying. Creatures without flying may block as though they have flying. Chaotic Goo 2RR Creature - Ooze 0/0 Chaotic Goo comes into play with three +1/+1 counters on it. At the beginning of your upkeep, you may flip a coin. If you win the flip, add a +1/+1 counter to Chaotic Goo. If you lose the flip, remove a +1/+1 counter from Chaotic Goo. Chaotic Strike 1R Instant Play Chaotic Strike only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card. Charcoal Diamond 2 Artifact Charcoal Diamond comes into play tapped. T: Add B to your mana pool. Charge Across the Araba 4W Instant - Arcane Sweep - Return any number of Plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each Plains returned this way. Charging Bandits 4B Creature - Bandit 3/3 Whenever Charging Bandits attacks, it gets +2/+0 until end of turn. Charging Paladin 2W Creature - Knight 2/2 Whenever Charging Paladin attacks, it gets +0/+3 until end of turn. Charging Rhino 3GG Creature - Rhino 4/4 Charging Rhino can't be blocked by more than one creature. Charging Slateback 4R Creature - Beast 4/3 Charging Slateback can't block. Morph 4R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Charging Troll 2GW Creature - Troll 3/3 Vigilance G: Regenerate Charging Troll. Chariot of the Sun 3 Artifact 2, T: Target creature you control gains flying and has a toughness of 1 until end of turn. Charisma UUU Enchant Creature Whenever enchanted creature deals damage to a creature, you control that creature as long as Charisma remains in play. Charm Peddler W Creature - Spellshaper 1/1 W, T, Discard a card: The next time a source of your choice would deal damage to target creature this turn, prevent that damage. Charmed Griffin 3W Creature - Griffin 3/3 Flying When Charmed Griffin comes into play, each other player may put an artifact or enchantment card into play from his or her hand. Charmed Pendant 4 Artifact T, Put the top card of your library into your graveyard: For each colored mana symbol in that card's mana cost, add one mana of that color to your mana pool. Play this ability only any time you could play an instant. (For example, if the card's mana cost is 3UUB, you add UUB to your mana pool.) Chartooth Cougar 5R Creature - Cat Beast 4/4 R: Chartooth Cougar gets +1/+0 until end of turn. Mountaincycling 2 (2, Discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.) Chastise 3W Instant Destroy target attacking creature. You gain life equal to its power. Chatter of the Squirrel G Sorcery Put a 1/1 green Squirrel creature token into play. Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Chieftain en-Dal 1WW Creature - Knight 2/2 Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn. Child of Gaea 3GGG Creature - Elemental 7/7 Trample At the beginning of your upkeep, sacrifice Child of Gaea unless you pay GG. 1G: Regenerate Child of Gaea. Child of Thorns G Creature - Spirit 1/1 Sacrifice Child of Thorns: Target creature gets +1/+1 until end of turn. Childhood Horror 3B Creature - Horror 2/2 Flying Threshold - Childhood Horror gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.) Chill 1U Enchantment Red spells cost 2 more to play. Chill Haunting 1B Instant As an additional cost to play Chill Haunting, remove X creature cards in your graveyard from the game. Target creature gets -X/-X until end of turn. Chilling Apparition 2B Creature - Ghost 1/1 B: Regenerate Chilling Apparition. Whenever Chilling Apparition deals combat damage to a player, that player discards a card. Chime of Night 1B Enchant Creature When Chime of Night is put into a graveyard from play, destroy target nonblack creature. Chimeric Coils 1 Artifact X1: Chimeric Coils becomes an X/X artifact creature. Sacrifice it at end of turn. Chimeric Egg 3 Artifact Whenever an opponent plays a nonartifact spell, put a charge counter on Chimeric Egg. Remove three charge counters from Chimeric Egg: Chimeric Egg becomes a 6/6 artifact creature with trample until end of turn. Chimeric Idol 3 Artifact 0: Tap all lands you control. Chimeric Idol becomes a 3/3 artifact creature until end of turn. Chimeric Sphere 3 Artifact 2: Until end of turn, Chimeric Sphere becomes a 2/1 artifact creature with flying. 2: Until end of turn, Chimeric Sphere becomes a 3/2 artifact creature without flying. Chimeric Staff 4 Artifact X: Chimeric Staff becomes an X/X artifact creature until end of turn. Chimney Imp 4B Creature - Imp 1/2 Flying When Chimney Imp is put into a graveyard from play, target opponent puts a card from his or her hand on top of his or her library. Chisei, Heart of Oceans 2UU Legendary Creature - Spirit 4/4 Flying At the beginning of your upkeep, sacrifice Chisei, Heart of Oceans unless you remove a counter from a permanent you control. Chittering Rats 1BB Creature - Rat 2/2 When Chittering Rats comes into play, target opponent puts a card from his or her hand on top of his or her library. Chlorophant GGG Creature - Elemental 1/1 At the beginning of your upkeep, you may put a +1/+1 counter on Chlorophant. Threshold - 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 1WW, T, Discard a card: The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Cho-Arrim Bruiser 5W Creature - Rebel 3/4 Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures. Cho-Arrim Legate 2W Creature - Soldier 1/2 Protection from black If an opponent controls a Swamp and you control a Plains, you may play Cho-Arrim Legate without paying its mana cost. Choice of Damnations 5B Sorcery - Arcane Target opponent chooses a number. You may have that player lose that much life. If you don't, that player sacrifices all but that many permanents. Choke 2G Enchantment Islands don't untap during their controllers' untap steps. Choking Sands 1BB Sorcery Destroy target non-Swamp land. If that land is a nonbasic land, Choking Sands deals 2 damage to the land's controller. Choking Tethers 3U Instant Tap up to four target creatures. Cycling 1U (1U, Discard this card: Draw a card.) When you cycle Choking Tethers, you may tap target creature. Choking Vines XG Instant Play Choking Vines only during the declare blockers step. X target attacking creatures become blocked. Choking Vines deals 1 damage to each of those creatures. (This spell works on unblockable creatures.) Cho-Manno, Revolutionary 2WW Legendary Creature - Rebel 2/2 Prevent all damage that would be dealt to Cho-Manno, Revolutionary. Cho-Manno's Blessing WW 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. Chorus of Woe B Sorcery Creatures you control get +1/+0 until end of turn. Chromatic Armor 1WU 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. Chromescale Drake 6UUU Creature - Drake 3/4 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying When Chromescale Drake comes into play, reveal the top three cards of your library. Put all artifact cards revealed this way into your hand and the rest into your graveyard. Chromeshell Crab 4U Creature - Beast 3/3 Morph 4U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Chromeshell Crab is turned face up, you may exchange control of target creature you control and target creature an opponent controls. Chromium 2WWUUBB Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Chromium unless you pay WUB. Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Chronatog 1U Creature - Atog 1/2 0: Chronatog gets +3/+3 until end of turn. You skip your next turn. Play this ability only once each turn. Chub Toad 2G Creature - Toad 1/1 Whenever Chub Toad blocks or becomes blocked, it gets +2/+2 until end of turn. Churning Eddy 3U Sorcery Return target creature and target land to their owners' hands. Cinder Cloud 3RR Instant Destroy target creature. If a white creature is put into a graveyard this way, Cinder Cloud deals to that creature's controller damage equal to the creature's power. Cinder Crawler 1R Creature - Salamander 1/2 R: Cinder Crawler gets +1/+0 until end of turn. Play this ability only if Cinder Crawler is blocked. Cinder Elemental 3R Creature - Elemental 2/2 XR, T, Sacrifice Cinder Elemental: Cinder Elemental deals X damage to target creature or player. Cinder Giant 3R Creature - Giant 5/3 At the beginning of your upkeep, Cinder Giant deals 2 damage to each other creature you control. Cinder Marsh Land T: Add 1 to your mana pool. T: Add B or R to your mana pool. Cinder Marsh doesn't untap during its controller's next untap step. Cinder Seer 3R Creature - Wizard 1/1 2R, T: Reveal any number of red cards in your hand. Cinder Seer deals X damage to target creature or player, where X is the number of cards revealed this way. Cinder Shade 1BR Creature - Shade 1/1 B: Cinder Shade gets +1/+1 until end of turn. R, Sacrifice Cinder Shade: Cinder Shade deals damage equal to its power to target creature. Cinder Storm 6R Sorcery Cinder Storm deals 7 damage to target creature or player. Cinder Wall R Creature - Wall 3/3 Defender (This creature can't attack.) When Cinder Wall blocks, destroy it at end of combat. Circle of Despair 1WB Enchantment 1, Sacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. Circle of Protection: Artifacts 1W Enchantment 2: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black 1W Enchantment 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W Enchantment 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W Enchantment 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Shadow 1W Enchantment 1: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W Enchantment 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Solace 3W Enchantment As Circle of Solace comes into play, choose a creature type. 1W: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage. Circling Vultures B Creature - Bird 3/2 Flying You may discard Circling Vultures any time you could play an instant. At the beginning of your upkeep, sacrifice Circling Vultures unless you remove the top creature card in your graveyard from the game. Circular Logic 2U 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.) Citadel of Pain 2R Enchantment At the end of each player's turn, Citadel of Pain deals X damage to that player, where X is the number of untapped lands he or she controls. Citanul Centaurs 3G Creature - Centaur 6/3 Echo (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 1G Creature - Druid 1/1 Whenever an opponent plays an artifact spell, put a +1/+1 counter on Citanul Druid. Citanul Flute 5 Artifact X, T: Search your library for a creature card with converted mana cost no greater than X. Reveal that card and put it into your hand. Then shuffle your library. Citanul Hierophants 3G Creature - Druid 3/2 Creatures you control have "T: Add G to your mana pool." 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 2G Enchantment Players can play spells and activated abilities only during their own turns. (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. Clash of Realities 3R Enchantment All Spirits have "When this creature comes into play, you may have it deal 3 damage to target non-Spirit creature." All non-Spirit creatures have "When this creature comes into play, you may have it deal 3 damage to target Spirit." Claws of Gix 0 Artifact 1, Sacrifice a permanent: You gain 1 life. Claws of Wirewood 3G Sorcery Claws of Wirewood deals 3 damage to each creature with flying and each player. Cycling 2 (2, Discard this card: Draw a card.) Clay Statue 4 Artifact Creature 3/1 2: Regenerate Clay Statue. Cleanfall 2W Sorcery - Arcane Destroy all enchantments. Cleanse 2WW Sorcery Destroy all black creatures. Cleansing WWW Sorcery For each land, destroy that land unless any player pays 1 life. Cleansing Meditation 1WW 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 1W Instant Destroy target enchantment. Cycling 2 (2, Discard this card: Draw a card.) Clear the Land 2G Sorcery Each player reveals the top five cards of his or her library, puts into play tapped all land cards revealed this way, and removes the rest from the game. Clearwater Goblet 5 Artifact Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) At the beginning of your upkeep, you may gain 1 life for each charge counter on Clearwater Goblet. Clergy en-Vec 1W Creature - Cleric 1/1 T: Prevent the next 1 damage that would be dealt to target creature or player this turn. Clergy of the Holy Nimbus W Creature - Priest 1/1 If Clergy of the Holy Nimbus would be destroyed, regenerate it. 1: Clergy of the Holy Nimbus can't be regenerated this turn. Only any opponent may play this ability. Clickslither 1RRR Creature - Insect 3/3 Haste Sacrifice a Goblin: Clickslither gets +2/+2 and gains trample until end of turn. Cloak of Confusion 1B Enchant Creature Whenever enchanted creature attacks and isn't blocked, you may have it deal no combat damage this turn. If you do, defending player discards a card at random. Cloak of Feathers U Sorcery Target creature gains flying until end of turn. Draw a card. Cloak of Invisibility U Enchant Creature Enchanted creature has phasing and can't be blocked except by Walls. Cloak of Mists 1U Enchant Creature Enchanted creature is unblockable. Clock of Omens 4 Artifact Tap two untapped artifacts you control: Untap target artifact. 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 3U 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 2RR Enchantment Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to target creature or player. Clot Sliver 1B Creature - Sliver 1/1 All Slivers have "2: Regenerate this creature." Cloud Cover 2WU Enchantment Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner's hand. Cloud Djinn 5U Creature - Djinn 5/4 Flying Cloud Djinn may block only creatures with flying. Cloud Dragon 5U Creature - Dragon 5/4 Flying Cloud Dragon may block only creatures with flying. Cloud Elemental 2U Creature - Elemental 2/3 Flying Cloud Elemental may block only creatures with flying. Cloud of Faeries 1U 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: Draw a card.) Cloud Pirates U Creature - Pirate 1/1 Flying Cloud Pirates may block only creatures with flying. Cloud Spirit 2U 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 3W Creature - Bird 2/2 Flying When Cloudchaser Eagle comes into play, destroy target enchantment. Cloudcrest Lake Land T: Add 1 to your mana pool. T: Add W or U to your mana pool. Cloudcrest Lake doesn't untap during your next untap step. Cloudhoof Kirin 3UU Legendary Creature - Kirin Spirit 4/4 Flying Whenever you play a Spirit or Arcane spell, you may put the top X cards of target player's library into his or her graveyard, where X is that spell's converted mana cost. Cloudpost Land - Locus Cloudpost comes into play tapped. T: Add 1 to your mana pool for each Locus in play. Cloudreach Cavalry 1W Creature - Soldier 1/1 Cloudreach Cavalry gets +2/+2 and has flying as long as you control a Bird. Cloudskate 1U Creature - Illusion 2/2 Flying Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Clutch of Undeath 3BB Enchant Creature Enchanted creature gets +3/+3 as long as it's a Zombie. Otherwise, it gets -3/-3. Coal Golem 5 Artifact Creature - Golem 3/3 3, Sacrifice Coal Golem: Add RRR to your mana pool. 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 3W Creature - Flagbearer 2/4 Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer. Coalition Victory 3WUBRG Sorcery You win the game if you control a land of each basic land type and a creature of each color. Coast Watcher 1U Creature - Bird Soldier 1/1 Flying, protection from green Coastal Drake 2U Creature - Drake 2/1 Flying 1U, T: Return target Kavu to its owner's hand. Coastal Hornclaw 4U Creature - Bird 3/3 Sacrifice a land: Coastal Hornclaw gains flying until end of turn. Coastal Piracy 2UU Enchantment Whenever a creature you control deals combat damage to an opponent, you may draw a card. Coastal Tower Land Coastal Tower comes into play tapped. T: Add W or U to your mana pool. Coastal Wizard 2UU Creature - Wizard 1/1 T: Return Coastal Wizard and another target creature to their owners' hands. Play this ability only during your turn, before the combat phase. Coat of Arms 5 Artifact Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if there are three Goblins in play, each gets +2/+2.) Cobalt Golem 4 Artifact Creature - Golem 2/3 1U: Cobalt Golem gains flying until end of turn. Cockatrice 3GG Creature - Cockatrice 2/4 Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Cocoon G 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 2B Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coffin Puppets 3BB Creature - Zombie 3/3 Sacrifice two lands: Return Coffin Puppets from your graveyard to play. Play this ability only during your upkeep and only if you control a Swamp. Coffin Purge B Instant Remove target card in a graveyard from the game. Flashback B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Coffin Queen 2B Creature - Wizard 1/1 You may choose not to untap Coffin Queen during your untap step. 2B, T: Put target creature card from a graveyard into play under your control. 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 6UU Creature - Lhurgoyf */* Flying Cognivore's power and toughness are each equal to the number of instant cards in all graveyards. Coiled Tinviper 3 Artifact Creature 2/1 First strike Coiling Woodworm 2G Creature - Insect */1 Coiling Woodworm's power is equal to the number of Forests in play. Coils of the Medusa 1B Enchant Creature Enchanted creature gets +1/-1. Sacrifice Coils of the Medusa: Destroy all non-Wall creatures blocking enchanted creature. Cold Snap 2W Enchantment Cumulative upkeep 2 At the beginning of each player's upkeep, Cold Snap deals 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 3R Enchantment At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands he or she controls. Then Collapsing Borders deals 3 damage to him or her. Collective Restraint 3U Enchantment Creatures can't attack you unless their controller pays X for each creature 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 4GG Sorcery Draw a card for each creature you control. Colos Yearling 2R Creature - Beast 1/1 Mountainwalk R: Colos Yearling gets +1/+0 until end of turn. Colossus of Sardia 9 Artifact Creature 9/9 Trample Colossus of Sardia doesn't untap during your untap step. 9: Untap Colossus of Sardia. Play this ability only during your upkeep. Combat Medic 2W Creature - Soldier 0/2 1W: Prevent the next 1 damage that would be dealt to target creature or player this turn. Command of Unsummoning 2U Instant Play Command of Unsummoning only during the declare attackers step and only if you are the defending player. Return one or two target attacking creatures to their owner's hand. Commander Eesha 2WW Legendary Creature - Bird Soldier 2/4 Flying, protection from creatures Commander Greven il-Vec 3BBB Legendary Creature 7/5 Fear When Commander Greven il-Vec comes into play, sacrifice a creature. Commando Raid 2R Instant Until end of turn, target creature you control gains "When this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls." Common Cause 2W Enchantment Nonartifact creatures get +2/+2 as long as they all share a color. Commune with Nature G Sorcery Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Complex Automaton 4 Artifact Creature - Golem 4/4 At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner's hand. Complicate 2U Instant Counter target spell unless its controller pays 3. Cycling 2U (2U, Discard this card: Draw a card.) When you cycle Complicate, you may counter target spell unless its controller pays 1. Composite Golem 6 Artifact Creature - Golem 4/4 Sacrifice Composite Golem: Add WUBRG to your mana pool. Compost 1G Enchantment Whenever a black card is put into an opponent's graveyard, you may draw a card. Compulsion 1U Enchantment 1U, Discard a card: Draw a card. 1U, Sacrifice Compulsion: Draw a card. Concentrate 2UU 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 World Enchantment All creatures have haste. Condescend XU Instant Counter target spell unless its controller pays X. Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.) Cone of Flame 3RR Sorcery Cone of Flame deals 1 damage to target creature or player, 2 damage to another target creature or player, and 3 damage to a third target creature or player. Confessor W Creature - Cleric 1/1 Whenever a player discards a card, you may gain 1 life. Confiscate 4UU Enchant Permanent You control enchanted permanent. Confound 1U Instant Counter target spell that targets one or more creatures. Draw a card. Confusion in the Ranks 3RR Enchantment Whenever an artifact, creature, or enchantment comes into play, its controller chooses target permanent another player controls that shares a type with it. Exchange control of those permanents. Congregate 3W Instant Target player gains 2 life for each creature in play. Conjurer's Bauble 1 Artifact T, Sacrifice Conjurer's Bauble: Put up to one target card from your graveyard on the bottom of your library. Draw a card. Conquer 3RR Enchant Land You control enchanted land. Consecrate Land W Enchant Land Enchanted land can't be enchanted except by Consecrate Land. Enchanted land is indestructible. Conservator 4 Artifact 3, T: Prevent the next 2 damage that would be dealt to you this turn. Conspiracy 3BB Enchantment As Conspiracy comes into play, choose a creature type. 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 1G Instant Buyback-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put 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 X1B Sorcery Spend only black mana on X. Consume Spirit deals X damage to target creature or player. You gain X life. Consume Strength 1BG Instant Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn. Consuming Ferocity 1R 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 that creature has three or more +1/+0 counters on it, it deals damage equal to its power to its controller, then destroy that creature and it can't be regenerated. Consuming Vortex 1U Instant - Arcane Return target creature to its owner's hand. Splice onto Arcane 3U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Consumptive Goo BB Creature - Ooze 1/1 2BB: Target creature gets -1/-1 until end of turn. Put a +1/+1 counter on Consumptive Goo. Contagion 3BB Instant You may pay 1 life and remove a black card in your hand from the game rather than pay Contagion's mana cost. Distribute two -2/-1 counters among one or two target creatures. Contaminated Bond 1B Enchant Creature Whenever enchanted creature attacks or blocks, its controller loses 3 life. Contamination 2B Enchantment If a land is tapped for mana, it produces B instead of its normal type and amount. At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature. Contemplation 1WW Enchantment Whenever you play a spell, you gain 1 life. Contempt 1U Enchant Creature Whenever enchanted creature attacks, return it and Contempt to their owners' hands at end of combat. Contested Cliffs Land T: Add 1 to your mana pool. RG, T: Choose target Beast you control and target creature an opponent controls. Each creature deals damage equal to its power to the other. Contract from Below B Sorcery Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, add the top card of your library to the ante, then draw seven cards. Control Magic 2UU Enchant Creature You control enchanted creature. Control of the Court 1R Sorcery Draw four cards, then discard three cards at random. Convalescence 1W Enchantment At the beginning of your upkeep, if you have 10 life or less, you gain 1 life. Convalescent Care 1WW Enchantment At the beginning of your upkeep, if you have 5 life or less, you gain 3 life and draw a card. Conversion 2WW Enchantment All Mountains are Plains. At the beginning of your upkeep, sacrifice Conversion unless you pay WW. Conviction 1W Enchant Creature Enchanted creature gets +1/+3. W: Return Conviction to its owner's hand. Convulsing Licid 2R 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 2W Enchant Creature Enchanted creature has banding. Copper Gnomes 2 Artifact Creature - Gnome 1/1 4, Sacrifice Copper Gnomes: Put an artifact card from your hand into play. Copper Myr 2 Artifact Creature - Myr 1/1 T: Add G to your mana pool. Copper Tablet 2 Artifact At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player. Copperhoof Vorrac 3GG Creature - Beast 2/2 Copperhoof Vorrac gets +1/+1 for each untapped permanent your opponents control. Copper-Leaf Angel 5 Artifact Creature - Angel 2/2 Flying T, Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel. Copy Artifact 1U Enchantment As Copy Artifact comes into play, you may choose an artifact in play. If you do, Copy Artifact comes into play as a copy of that artifact. It's still an enchantment. 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 1U to your mana pool. Coral Eel 1U Creature - Eel 2/1 Coral Fighters 1U 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: Target creature gets +2/+2 until end of turn. Coral Merfolk 1U 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." Coral Reef UU Enchantment Coral Reef comes into play with four polyp counters on it. Sacrifice an Island: Put two polyp counters on Coral Reef. U, Tap an untapped blue creature you control, Remove a polyp counter from Coral Reef: Put a +0/+1 counter on target creature. Coretapper 2 Artifact Creature - Myr 1/1 T: Put a charge counter on target artifact. Sacrifice Coretapper: Put two charge counters on target artifact. Cornered Market 2W Enchantment Players can't play spells or nonbasic lands with the same name as a nontoken permanent. Corpse Dance 2B Instant Buyback 2 (You may pay 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 3BB Creature - Zombie Wizard 3/3 1B, T, Sacrifice a creature: Search your library for a Zombie card and a Swamp card, reveal them, and put them into your hand. Then shuffle your library. Corrosion 1BR 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 5B Sorcery Corrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way. Corrupt Court Official 1B Creature - Advisor 1/1 When Corrupt Official comes into play, target opponent discards a card. Corrupt Eunuchs 3R Creature - Advisor 2/2 When Corrupt Eunuchs comes into play, it deals 2 damage to target creature. Corrupt Official 4B Creature - Minion 3/1 2B: Regenerate Corrupt Official. Whenever Corrupt Official becomes blocked, defending player discards a card at random. Corrupting Licid 2B Creature - Licid 2/2 B, T: Corrupting Licid loses 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 3BBB Creature - Horror 7/7 First strike At the beginning of your upkeep, unless you pay 3BBB, sacrifice Cosmic Horror and it deals 7 damage to you. Cosmic Larva 1RR Creature - Beast 7/6 Trample At the beginning of your upkeep, sacrifice Cosmic Larva unless you sacrifice two lands. Council of Advisors 2U Creature - Advisor 1/1 When Council of Advisors comes into play, draw a card. Counsel of the Soratami 2U Sorcery Draw two cards. Counterintelligence 2UU Sorcery Return one or two target creatures to their owner's hand. Counterspell UU Instant Counter target spell. Cover of Darkness 1B Enchantment As Cover of Darkness comes into play, choose a creature type. Creatures of the chosen type have fear. Covert Operative 4U Creature - Wizard 3/2 Covert Operative is unblockable. Covetous Dragon 4R Creature - Dragon 6/5 Flying When you control no artifacts, sacrifice Covetous Dragon. Cowardice 3UU Enchantment Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. Cowed by Wisdom W Enchant Creature Enchanted creature can't attack or block unless its controller pays 1 for each card in your hand. (This cost is paid as attackers or blockers are declared.) Crack the Earth R Sorcery - Arcane Each player sacrifices a permanent. Crackdown 2W Enchantment Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps. Crackling Club R Enchant Creature Enchanted creature gets +1/+0. Sacrifice Crackling Club: Crackling Club deals 1 damage to target creature. Cradle Guard 1GG Creature - Treefolk 4/4 Trample; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Crafty Pathmage 2U Creature - Wizard 1/1 T: Target creature with power 2 or less is unblockable this turn. Crag Saurian RRR Creature - Lizard 4/4 Whenever a source deals damage to Crag Saurian, that source's controller gains control of Crag Saurian. Cranial Extraction 3B Sorcery - Arcane Name a nonland card. Search target player's graveyard, hand, and library for all cards with that name and remove them from the game. Then that player shuffles his or her library. Cranial Plating 2 Artifact - Equipment Equipped creature gets +1/+0 for each artifact you control. BB: Attach Cranial Plating to target creature you control. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Crash 2R Instant You may sacrifice a Mountain rather than pay Crash's mana cost. Destroy target artifact. Crash of Rhinos 6GG Creature - Rhino 8/4 Trample Crashing Boars 3GG Creature - Boar 4/4 Whenever Crashing Boars attacks, defending player chooses an untapped creature he or she controls. That creature blocks Crashing Boars this turn if able. Crashing Centaur 4GG Creature - Centaur 3/4 G, Discard a card: Crashing Centaur gains trample until end of turn. Threshold - 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 4RR 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 2R Creature - Giant 4/1 Craven Giant can't block. Craven Knight 1B Creature - Knight 2/2 Craven Knight can't block. Craw Giant 3GGGG Creature - Giant 6/4 Trample Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Craw Wurm 4GG Creature - Wurm 6/4 Crawling Filth 5B Creature - Spirit 2/2 Fear Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.) Crawlspace 3 Artifact No more than two creatures may attack you each combat. Crazed Armodon 2GG Creature - Elephant 3/3 G: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed Armodon at end of turn. Play this ability only once each turn. Crazed Firecat 5RR Creature - Cat 4/4 When Crazed Firecat comes into play, flip a coin until you lose a flip. Put a +1/+1 counter on Crazed Firecat for each flip you win. Crazed Goblin R Creature - Goblin Warrior 1/1 Crazed Goblin attacks each turn if able. Crazed Skirge 3B Creature - Imp 2/2 Flying; haste Creature Bond 1U 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 2GG Sorcery Destroy target artifact, enchantment, or land. Cremate B Instant Remove target card in a graveyard from the game. Draw a card. Crenellated Wall 4 Artifact Creature - Wall 0/4 Defender (This creature can't attack.) T: Target creature gets +0/+4 until end of turn. Crested Craghorn 4R Creature - Beast 4/1 Haste Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Crevasse 2R Enchantment Creatures with mountainwalk may be blocked as though they didn't have mountainwalk. Crimson Acolyte 1W Creature - Cleric 1/1 Protection from red W: Target creature gains protection from red until end of turn. Crimson Hellkite 6RRR Creature - Dragon 6/6 Flying X, T: Crimson Hellkite deals X damage to target creature. Spend only red mana this way. Crimson Kobolds 0 Creature - Kobold 0/1 Crimson Kobolds is red. Crimson Manticore 2RR Creature - Manticore 2/2 Flying R, T: Crimson Manticore deals 1 damage to target attacking or blocking creature. Crimson Roc 4R Creature - 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 1BB Sorcery Target creature gets -2/-2 until end of turn. Flashback-1B, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Cromat WUBRG Legendary Creature 5/5 WB: Destroy target creature blocking or blocked by Cromat. UR: Cromat gains flying until end of turn. BG: Regenerate Cromat. RW: Cromat gets +1/+1 until end of turn. GU: Put Cromat on top of its owner's library. Crookclaw Elder 5U Creature - Bird Wizard 3/2 Flying Tap two untapped Birds you control: Draw a card. Tap two untapped Wizards you control: Target creature gains flying until end of turn. Crooked Scales 4 Artifact 4, T: Flip a coin. If you win the flip, destroy target creature an opponent controls. If you lose the flip, destroy target creature you control unless you pay 3 and repeat this process. Crookshank Kobolds 0 Creature - Kobold 0/1 Crookshank Kobolds is red. Crop Rotation G Instant As an additional cost to play Crop Rotation, sacrifice a land. Search your library for a land card and put that card into play. Then shuffle your library. Crosis, the Purger 3UBR Legendary Creature - Dragon 6/6 Flying Whenever Crosis, the Purger deals combat damage to a player, you may pay 2B. If you do, choose a color. That player reveals his or her hand and discards all cards of that color. Crosis's Attendant 5 Artifact Creature - Golem 3/3 1, Sacrifice Crosis's Attendant: Add UBR to your mana pool. Crosis's Catacombs Land - Lair When Crosis's Catacombs comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. T: Add U, B, or R to your mana pool. Crosis's Charm UBR Instant Choose one - Return target permanent to its owner's hand; or destroy target nonblack creature, and it can't be regenerated; or destroy target artifact. Crossbow Ambush G Instant Creatures you control may block as though they had flying this turn. Crossbow Infantry 1W Creature - Soldier 1/1 T: Crossbow Infantry deals 1 damage to target attacking or blocking creature. Crosswinds 1G Enchantment Creatures with flying get -2/-0. Crovax the Cursed 2BB Legendary Creature - Vampire 0/0 Crovax the Cursed comes into play with four +1/+1 counters on it. At the beginning of your upkeep, you may sacrifice a creature. If you do, put a +1/+1 counter on Crovax. If you don't, remove a +1/+1 counter from Crovax. B: Crovax gains flying until end of turn. Crowd Favorites 6W Creature - Soldier 4/4 3W: Tap target creature. 3W: Crowd Favorites gets +0/+5 until end of turn. Crown of Ascension 1U Enchant Creature Enchanted creature has flying. Sacrifice Crown of Ascension: Enchanted creature and other creatures that share a creature type with it gain flying until end of turn. Crown of Awe 1W 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 1R Enchant Creature Enchanted creature gets +1/+0 and has first strike. Sacrifice Crown of Fury: Enchanted creature and other creatures that share a creature type with it get +1/+0 and gain first strike until end of turn. Crown of Suspicion 1B 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 1G Enchant Creature Enchanted creature gets +1/+1. Sacrifice Crown of Vigor: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn. Crucible of Worlds 3 Artifact You may play land cards from your graveyard as though they were in your hand. Crude Rampart 3W Creature - Wall 4/5 Defender (This creature can't attack.) Morph 4W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Cruel Bargain BBB Sorcery Draw four cards. You lose half your life, rounded up. Cruel Deceiver 1B Creature - Spirit 2/1 1: Look at the top card of your library. 2: Reveal the top card of your library. If it's a land, Cruel Deceiver gains "Whenever Cruel Deceiver deals damage to a creature, destroy that creature" until end of turn. Play this ability only once each turn. Cruel Edict 1B Sorcery Target opponent sacrifices a creature. Cruel Fate 4U Sorcery Look at the top five cards of target opponent's library. Put one of those cards into that player's graveyard, and the rest on top of his or her library in any order. Cruel Revival 4B Instant Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to your hand. Cruel Tutor 2B Sorcery Search your deck for a card, then shuffle your library and put that card on top of it. You lose 2 life. Crumble G Instant Destroy target artifact. It can't be regenerated. That artifact's controller gains life equal to its converted mana cost. Crumbling Sanctuary 5 Artifact For each 1 damage that would be dealt to a player, that player removes the top card of his or her library from the game instead. Crusade WW Enchantment White creatures get +1/+1. Crusading Knight 2WW Creature - Knight 2/2 Protection from black Crusading Knight gets +1/+1 for each Swamp your opponents control. Crush of Wurms 6GGG Sorcery Put three 6/6 green Wurm creature tokens into play. Flashback 9GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Crushing Pain 1R Instant - Arcane Crushing Pain deals 6 damage to target creature that was dealt damage this turn. Crypt Angel 4B Creature - Angel 3/3 Flying, protection from white When Crypt Angel comes into play, return target blue or red creature card from your graveyard to your hand. Crypt Cobra 3B 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 1B Creature - Zombie 2/1 Sacrifice Crypt Creeper: Remove target card in a graveyard from the game. Crypt Rats 2B Creature - Rat 1/1 X: Crypt Rats deals X damage to each creature and each player. Spend only black mana this way. Crypt Sliver 1B Creature - Sliver 1/1 All Slivers have "T: Regenerate target Sliver." Cryptic Gateway 5 Artifact Tap two untapped creatures you control: You may put a creature card from your hand into play that shares a creature type with each creature tapped this way. Crystal Chimes 3 Artifact 3, T, Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand. Crystal Golem 4 Artifact Creature - Golem 3/3 At the end of your turn, Crystal Golem phases out. Crystal Quarry Land T: Add 1 to your mana pool. 5, T: Add WUBRG to your mana pool. Crystal Rod 1 Artifact Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life. Crystal Shard 3 Artifact 3, T or U, T: Return target creature to its owner's hand unless its controller pays 1. Crystal Spray 2U Instant Change the text of target spell or permanent by replacing all instances of one color word or basic land type with another until end of turn. Draw a card. Crystal Vein Land T: Add 1 to your mana pool. T, Sacrifice Crystal Vein: Add 2 to your mana pool. Crystalline Sliver WU Creature - Sliver 2/2 Slivers can't be the targets of spells or abilities. Culling Scales 3 Artifact At the beginning of your upkeep, destroy target nonland permanent with the lowest converted mana cost among nonland permanents in play. (If two or more permanents are tied for lowest cost, target any one of them.) Culling the Weak B Instant As an additional cost to play Culling the Weak, sacrifice a creature. Add BBBB to your mana pool. Cultural Exchange 4UU Sorcery Choose any number of creatures target player controls. Choose the same number of creatures another target player controls. Those players exchange control of those creatures. (This effect doesn't end at end of turn.) Cunning 1U Enchant Creature Enchanted creature gets +3/+3. When enchanted creature attacks or blocks, sacrifice Cunning at end of turn. Cunning Advisor 3B Creature - Advisor 1/1 T: Target opponent discards a card. Play this ability only during your turn, before the combat phase. Cunning Bandit 1RR Creature - Human Warrior 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Cunning Bandit. At end of turn, if there are two or more ki counters on Cunning Bandit, you may flip it. ---- Azamuki, Treachery Incarnate Legendary Creature - Spirit 5/2 Remove a ki counter from Azamuki, Treachery Incarnate: Gain control of target creature until end of turn. Cunning Giant 5R Creature - Giant 4/4 If Cunning Giant is unblocked, you may have it deal its combat damage to a creature defending player controls instead of to him or her. Cunning Wish 2U Instant Choose an instant card you own from outside the game, reveal that card, and put it into your hand. Remove Cunning Wish from the game. Cuombajj Witches BB Creature - Witch 1/3 T: Cuombajj Witches deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice. Curfew U Instant Each player returns a creature he or she controls to its owner's hand. Curiosity U Enchant Creature Whenever enchanted creature deals damage to an opponent, you may draw a card. Curse Artifact 2BB Enchant Artifact At the beginning of the upkeep of enchanted artifact's controller, Curse Artifact deals 2 damage to that player unless he or she sacrifices that artifact. Curse of Marit Lage 3RR Enchantment When Curse of Marit Lage comes into play, tap all Islands. Islands don't untap during their controllers' untap steps. Cursed Flesh B Enchant Creature Enchanted creature gets -1/-1 and has fear. Cursed Land 2BB Enchant Land At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player. Cursed Monstrosity 4B Creature - Horror 4/3 Flying Whenever Cursed Monstrosity becomes the target of a spell or ability, sacrifice it unless you discard a land card. Cursed Rack 4 Artifact As Cursed Rack comes into play, choose an opponent. The chosen player's maximum hand size is 4. Cursed Ronin 3B Creature - Human Samurai 1/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) B: Cursed Ronin gets +1/+1 until end of turn. Cursed Scroll 1 Artifact 3, T: Name a card. 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. Curtain of Light 1W Instant Target attacking unblocked creature becomes blocked. Draw a card. Custody Battle 1R Enchant Creature Enchanted creature has "At the beginning of your upkeep, target opponent gains control of this creature unless you sacrifice a land." Customs Depot 1U Enchantment Whenever you play a creature spell, you may pay 1. If you do, draw a card, then discard a card. Cut the Earthly Bond U Instant - Arcane Return target enchanted permanent to its owner's hand. Cut the Tethers 2UU Sorcery For each Spirit, return it to its owner's hand unless that player pays 3. Cycle of Life 1GG Enchantment Return Cycle of Life to its owner's hand: Target creature you played this turn is 0/1 until your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature. Cyclone 2GG Enchantment Cumulative upkeep G (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay G for each age counter on it.) Whenever you pay Cyclone's cumulative upkeep, it deals damage equal to the number of age counters on Cyclone to each creature and player. Cyclopean Mummy 1B 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. D'Avenant Archer 2W Creature - Soldier 1/2 T: D'Avenant Archer deals 1 damage to target attacking or blocking creature. Dakkon Blackblade 2WUUB Legendary Creature */* Dakkon Blackblade's power and toughness are each equal to the number of lands you control. Dakmor Bat 1B Creature - Bat 1/1 Flying Dakmor Ghoul 2BB Creature - Zombie 2/2 When Dakmor Ghoul comes into play, target opponent loses 2 life and you gain 2 life. Dakmor Lancer 4BB Creature - Knight 3/3 When Dakmor Lancer comes into play, destroy target nonblack creature. Dakmor Plague 3BB Sorcery Dakmor Plague deals 3 damage to each creature and each player. Dakmor Scorpion 1B Creature - Scorpion 2/1 Dakmor Sorceress 5B Creature - Wizard */4 Dakmor Sorceress's power is equal to the number of Swamps you control. Dampen Thought 1U Instant - Arcane Target player puts the top four cards of his or her library into his or her graveyard. Splice onto Arcane 1U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Damping Engine 4 Artifact A player who controls more permanents than any other can't play lands or artifact, creature, or enchantment spells. That player may sacrifice a permanent to ignore this effect until end of turn. Damping Field 2W Enchantment Players can't untap more than one artifact during their untap steps. Damping Matrix 3 Artifact Activated abilities of artifacts and creatures can't be played unless they're mana abilities. Dance of Many UU Enchantment When Dance of Many comes into play, put a token into play as a copy of target nontoken creature. When Dance of Many leaves play, remove the creature token from the game. When the creature token leaves play, sacrifice Dance of Many. At the beginning of your upkeep, sacrifice Dance of Many unless you pay UU. Dance of Shadows 3BB Sorcery - Arcane Creatures you control get +1/+0 and gain fear until end of turn. Dance of the Dead 1B Enchantment When Dance of the Dead comes into play, if it's in play, it becomes an 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 1B. If he or she does, untap that creature. When Dance of the Dead leaves play, destroy enchanted creature. It can't be regenerated. Dancing Scimitar 4 Artifact Creature 1/5 Flying Dandān UU Creature - Dandān 4/1 Dandān can't attack unless defending player controls an Island. When you control no Islands, sacrifice Dandān. Daraja Griffin 3W Creature - Griffin 2/2 Flying Sacrifice Daraja Griffin: Destroy target black creature. Darba 3G Creature - Beast 5/4 At the beginning of your upkeep, sacrifice Darba unless you pay GG. Darigaaz, the Igniter 3BRG Legendary Creature - Dragon 6/6 Flying Whenever Darigaaz, the Igniter deals combat damage to a player, you may pay 2R. If you do, choose a color. That player reveals his or her hand and Darigaaz deals X damage to him or her, where X is the number of cards revealed of that color. Darigaaz's Attendant 5 Artifact Creature - Golem 3/3 1, Sacrifice Darigaaz's Attendant: Add BRG to your mana pool. Darigaaz's Caldera Land - Lair When Darigaaz's Caldera comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. T: Add B, R, or G to your mana pool. Darigaaz's Charm BRG Instant Choose one - Return target creature card from your graveyard to your hand; or Darigaaz's Charm deals 3 damage to target creature or player; or target creature gets +3/+3 until end of turn. Daring Apprentice 1UU Creature - Wizard 1/1 T, Sacrifice Daring Apprentice: Counter target spell. Daring Leap 1WU Instant Target creature gets +1/+1 and gains flying and first strike until end of turn. Dark Banishing 2B Instant Destroy target nonblack creature. It can't be regenerated. Dark Hatchling 4BB Creature - Horror 3/3 Flying When Dark Hatchling comes into play, destroy target nonblack creature. It can't be regenerated. Dark Heart of the Wood BG Enchantment Sacrifice a Forest: You gain 3 life. Dark Maze 4U Creature - Wall 4/5 Defender (This creature can't attack.) 0: Dark Maze may attack this turn as though it didn't have defender. Remove it from the game at end of turn. Dark Offering 4BB Sorcery Destroy target nonblack creature. You gain 3 life. Dark Privilege 1B Enchant Creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature. Dark Ritual B Instant Add BBB to your mana pool. Dark Sphere 0 Artifact T, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, it deals half that damage, rounded up, instead. Dark Supplicant B Creature - Cleric 1/1 T, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it into play. If you search your library this way, shuffle it. Dark Suspicions 2BB Enchantment At the beginning of each opponent's upkeep, that player loses 1 life for each card in his or her hand more than you have in your hand. Dark Triumph 4B Instant If you control a Swamp, you may sacrifice a creature rather than pay Dark Triumph's mana cost. Creatures you control get +2/+0 until end of turn. Darkest Hour B Enchantment All creatures are black. Darkling Stalker 3B Creature - Shade 1/1 B: Regenerate Darkling Stalker. B: Darkling Stalker gets +1/+1 until end of turn. Darkness B Instant Prevent all combat damage that would be dealt this turn. Darkpact BBB Sorcery Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. That card's previous owner owns Darkpact. Put that card on top of your library and Darkpact into the ante. Darksteel Brute 2 Artifact Darksteel Brute is indestructible. ("Destroy" effects and lethal damage don't destroy it.) 3: Darksteel Brute becomes a 2/2 artifact creature until end of turn. Darksteel Citadel Artifact Land Darksteel Citadel is indestructible. ("Destroy" effects and lethal damage don't destroy it.) T: Add 1 to your mana pool. Darksteel Colossus 11 Artifact Creature 11/11 Trample Darksteel Colossus is indestructible. ("Destroy" effects and lethal damage don't destroy it.) If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead. Darksteel Forge 9 Artifact Artifacts you control are indestructible. ("Destroy" effects and lethal damage don't destroy them.) Darksteel Gargoyle 7 Artifact Creature - Gargoyle 3/3 Flying Darksteel Gargoyle is indestructible. ("Destroy" effects and lethal damage don't destroy it.) Darksteel Ingot 3 Artifact Darksteel Ingot is indestructible. ("Destroy" effects and lethal damage don't destroy it.) T: Add one mana of any color to your mana pool. Darksteel Pendant 2 Artifact Darksteel Pendant is indestructible. ("Destroy" effects and lethal damage don't destroy it.) 1, T: Look at the top card of your library. You may put that card on the bottom of your library. Darksteel Reactor 4 Artifact Darksteel Reactor is indestructible. ("Destroy" effects and lethal damage don't destroy it.) At the beginning of your upkeep, you may put a charge counter on Darksteel Reactor. When Darksteel Reactor has twenty or more charge counters on it, you win the game. Darkwatch Elves 2G Creature - Elf 2/2 Protection from black Cycling 2 (2, Discard this card: Draw a card.) Darkwater Catacombs Land 1, T: Add UB to your mana pool. Darkwater Egg 1 Artifact 2, T, Sacrifice Darkwater Egg: Add UB to your mana pool. Draw a card. Darting Merfolk 1U Creature - Merfolk 1/1 U: Return Darting Merfolk to its owner's hand. Daru Cavalier 3W Creature - Soldier 2/2 First strike When Daru Cavalier comes into play, you may search your library for a card named Daru Cavalier, reveal it, and put it into your hand. If you do, shuffle your library. Daru Encampment Land T: Add 1 to your mana pool. W, T: Target Soldier gets +1/+1 until end of turn. Daru Healer 2W Creature - Cleric 1/2 T: Prevent the next 1 damage that would be dealt to target creature or player this turn. Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Daru Lancer 4WW Creature - Soldier 3/4 First strike Morph 2WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Daru Mender W Creature - Cleric 1/1 Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Daru Mender is turned face up, regenerate target creature. Daru Sanctifier 3W Creature - Cleric 1/4 Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Daru Sanctifier is turned face up, destroy target enchantment. Daru Spiritualist 1W Creature - Cleric 1/1 Whenever a Cleric you control becomes the target of a spell or ability, it gets +0/+2 until end of turn. Daru Stinger 3W Creature - Soldier 1/1 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Soldier card you reveal in your hand.) T: Daru Stinger deals damage equal to the number of +1/+1 counters on it to target attacking or blocking creature. Daru Warchief 2WW Creature - Soldier 1/1 Soldier spells you play cost 1 less to play. Soldiers you control get +1/+2. Daughter of Autumn 2GG Legendary Creature 2/4 W: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead. Daunting Defender 4W Creature - Cleric 3/3 If a source would deal damage to a Cleric you control, prevent 1 of that damage. Dauthi Cutthroat 1B Creature - Minion 1/1 Shadow (This creature may block or be blocked by only creatures with shadow.) 1B, T: Destroy target creature with shadow. Dauthi Embrace 2B Enchantment BB: Target creature gains shadow until end of turn. (It may block or be blocked by only creatures with shadow.) Dauthi Ghoul 1B 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 1B 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 2B Creature - Hound 2/1 Shadow (This creature may block or be blocked by only creatures with shadow.) BB, Sacrifice Dauthi Jackal: Destroy target blocking creature. Dauthi Marauder 2B Creature - Minion 3/1 Shadow (This creature may block or be blocked by only creatures with shadow.) Dauthi Mercenary 2B Creature - Knight 2/1 Shadow (This creature may block or be blocked by only creatures with shadow.) 1B: Dauthi Mercenary gets +1/+0 until end of turn. Dauthi Mindripper 3B Creature - Minion 2/1 Shadow (This creature 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. Dauthi Slayer BB 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 2B 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 1B 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. Dawn Elemental WWWW Creature - Elemental 3/3 Flying Prevent all damage that would be dealt to Dawn Elemental. Dawn of the Dead 2BBB Enchantment At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn. Dawn's Reflection 3G Enchant Land Whenever enchanted land is tapped for mana, its controller adds two mana of any combination of colored mana to his or her mana pool. Dawning Purist 2W Creature - Cleric 2/2 Whenever Dawning Purist deals combat damage to a player, you may destroy target enchantment that player controls. Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Dawnstrider 1G Creature - Spellshaper 1/1 G, T, Discard a card: Prevent all combat damage that would be dealt this turn. Day of Destiny 3W Legendary Enchantment Legendary creatures you control get +2/+2. Day of the Dragons 4UUU Enchantment When Day of the Dragons comes into play, remove all creatures you control from the game. Then put that many 5/5 red Dragon creature tokens with flying into play. When Day of the Dragons leaves play, sacrifice all Dragons you control. Then return the removed cards to play under your control. Daze 1U Instant You may return an Island you control to its owner's hand rather than pay Daze's mana cost. Counter target spell unless its controller pays 1. Dazzling Beauty 2W Instant Play Dazzling Beauty only during the declare blockers step. Target 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 4B Sorcery Destroy two target nonblack creatures unless either one is a color the other isn't. They can't be regenerated. Deadapult 2R Enchantment R, Sacrifice a Zombie: Deadapult deals 2 damage to target creature or player. Deadfall 2G Enchantment Creatures with forestwalk 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 4G Creature - Insect 6/1 Deadly Insect can't be the target of spells or abilities. Deadshot 3R Sorcery Tap target creature. It deals damage equal to its power to another target creature. Death Bomb 3B Instant As an additional cost to play Death Bomb, sacrifice a creature. Destroy target nonblack creature. It can't be regenerated. Its controller loses 2 life. Death Charmer 2B Creature - Mercenary 2/2 Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless he or she pays 2. Death Cloud XBBB Sorcery Each player loses X life, then discards X cards, then sacrifices X creatures, then sacrifices X lands. Death Denied XBB Instant - Arcane Return X target creature cards from your graveyard to your hand. Death Grasp XWB Sorcery Death Grasp deals X damage to target creature or player. You gain X life. Death Match 3B Enchantment Whenever a creature comes into play, that creature's controller may have target creature of his or her choice get -3/-3 until end of turn. Death Mutation 6BG Sorcery Destroy target nonblack creature. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Death of a Thousand Stings 4B Instant - Arcane Target player loses 1 life and you gain 1 life. At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Death of a Thousand Stings from your graveyard to your hand. Death or Glory 4W Sorcery Separate all creature cards in your graveyard into two piles. Remove the pile of an opponent's choice from the game and return the other to play. Death Pit Offering 2BB Enchantment When Death Pit Offering comes into play, sacrifice all creatures you control. Creatures you control get +2/+2. Death Pits of Rath 3BB Enchantment Whenever a creature is dealt damage, destroy it. It can't be regenerated. Death Pulse 2BB Instant Target creature gets -4/-4 until end of turn. Cycling 1BB (1BB, Discard this card: Draw a card.) When you cycle Death Pulse, you may have target creature get -1/-1 until end of turn. Death Spark R Instant Death Spark deals 1 damage to target creature or player. At the beginning of your upkeep, if Death Spark is in your graveyard with a creature card directly above it, you may pay 1. If you do, return Death Spark to your hand. Death Speakers W Creature - Speaker 1/1 Protection from black Death Stroke BB Sorcery Destroy target tapped creature. Death Ward W Instant Regenerate target creature. Death Watch B Enchant Creature When enchanted creature is put into a graveyard, its controller loses life equal to its power and you gain life equal to its toughness. Death Wish 1BB Sorcery Choose a card you own from outside the game and put it into your hand. You lose half your life, rounded up. Remove Death Wish from the game. Death's Duet 2B Sorcery Return two target creature cards from your graveyard to your hand. Death's-Head Buzzard 1BB Creature - Bird 2/1 Flying When Death's-Head Buzzard is put into a graveyard from play, all creatures get -1/-1 until end of turn. Deathcoil Wurm 6GG Creature - Wurm 7/6 You may have Deathcoil Wurm deal its combat damage to defending player as though it weren't blocked. Deathcurse Ogre 5B Creature - Ogre Warrior 3/3 When Deathcurse Ogre is put into a graveyard from play, each player loses 3 life. Deathgazer 3B Creature - Lizard 2/2 Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Deathgrip BB Enchantment BB: Counter target green spell. Deathknell Kami 1B Creature - Spirit 0/1 Flying 2: Deathknell Kami gets +1/+1 until end of turn. Sacrifice it at end of turn. Soulshift 1 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 1 or less from your graveyard to your hand.) Deathlace B Instant Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.) Deathmark Prelate 3B Creature - Cleric 2/3 2B, T, Sacrifice a Zombie: Destroy target non-Zombie creature. It can't be regenerated. Play this ability only any time you could play a sorcery. Death-Mask Duplicant 7 Artifact Creature - Shapeshifter 5/5 Imprint - 1: Remove target creature card in your graveyard from the game. (The removed card is imprinted on this artifact.) As long as an imprinted creature card has flying, Death-Mask Duplicant has flying. The same is true for fear, first strike, double strike, haste, landwalk, protection, and trample. Deathmask Nezumi 2B Creature - Rat Shaman 2/2 As long as you have seven or more cards in hand, Deathmask Nezumi gets +2/+1 and has fear. Debt of Loyalty 1WW Instant Regenerate target creature. You gain control of that creature if it regenerates this way this turn. Decaying Soil 1BB 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.) Deception 2B Sorcery Target opponent discards two cards. Decimate 2RG Sorcery Destroy target artifact, target creature, target enchantment, and target land. Decompose 1B Sorcery Remove up to three target cards in a single graveyard from the game. Decomposition 1G 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 2G Sorcery Destroy target artifact. Then add GGG to your mana pool. Decree of Annihilation 8RR Sorcery Remove all artifacts, creatures, lands, graveyards, and hands from the game. Cycling 5RR When you cycle Decree of Annihilation, destroy all lands. Decree of Justice XX2WW Sorcery Put X 4/4 white Angel creature tokens with flying into play. Cycling 2W When you cycle Decree of Justice, you may pay X. If you do, put X 1/1 white Soldier creature tokens into play. Decree of Pain 6BB Sorcery Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way. Cycling 3BB When you cycle Decree of Pain, all creatures get -2/-2 until end of turn. Decree of Savagery 7GG Instant Put four +1/+1 counters on each creature you control. Cycling 4GG When you cycle Decree of Savagery, you may put four +1/+1 counters on target creature. Decree of Silence 6UU Enchantment Whenever an opponent plays a spell, counter that spell and put a depletion counter on Decree of Silence. If there are three or more depletion counters on Decree of Silence, sacrifice it. Cycling 4UU When you cycle Decree of Silence, you may counter target spell. Dedicated Martyr W Creature - Cleric 1/1 W, Sacrifice Dedicated Martyr: You gain 3 life. Deep Analysis 3U Sorcery Target player draws two cards. Flashback-1U, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Deep Reconnaissance 2G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Flashback 4G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Deep Spawn 5UUU Creature - Homarid 6/6 Trample At the beginning of your upkeep, sacrifice Deep Spawn unless you put the top two cards of your library into your graveyard. U: Deep Spawn can't be the target of spells or abilities this turn and doesn't untap during its controller's next untap step. Tap Deep Spawn. Deep Water UU Enchantment U: Until end of turn, if you tap a land you control for mana, it produces U instead of its normal type and amount. Deep Wood 1G Instant Play Deep Wood only during the declare attackers step and only if you are the defending player. Prevent all damage that would be dealt to you by attacking creatures this turn. Deep-Sea Serpent 4UU Creature - Serpent 5/5 Deep-Sea Serpent can't attack unless defending player controls an Island. Deepwood Drummer 1G Creature - Spellshaper 1/1 G, T, Discard a card: Target creature gets +2/+2 until end of turn. Deepwood Elder GG Creature - Spellshaper 2/2 XGG, T, Discard a card: X target lands become Forests until end of turn. Deepwood Ghoul 2B Creature - Zombie 2/1 Pay 2 life: Regenerate Deepwood Ghoul. Deepwood Legate 3B Creature - Shade 1/1 If an opponent controls a Forest and you control a Swamp, you may play Deepwood Legate without paying its mana cost. B: Deepwood Legate gets +1/+1 until end of turn. Deepwood Tantiv 4G Creature - Beast 2/4 Whenever Deepwood Tantiv becomes blocked, you gain 2 life. Deepwood Wolverine G Creature - Wolverine 1/1 Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn. Defender en-Vec 3W Creature - Cleric 2/4 Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to target creature or player this turn. Defender of Chaos 2R Creature - Knight 2/1 You may play Defender of Chaos any time you could play an instant. Protection from white Defender of Law 2W Creature - Knight 2/1 You may play Defender of Law any time you could play an instant. Protection from red Defender of the Order 3W Creature - Cleric 2/4 Morph WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn. Defense Grid 2 Artifact During each player's turn, each other player's spells cost 3 more to play. Defense of the Heart 3G Enchantment At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart. If you do, search your library for up to two creature cards and put those creatures into play. Then shuffle your library. Defensive Formation W Enchantment Instead of the attacking player, you assign the combat damage of creatures attacking you. Defensive Maneuvers 3W Instant Creatures of the type of your choice get +0/+4 until end of turn. Defiant Elf G Creature - Elf 1/1 Trample Defiant Falcon 1W Creature - Rebel Bird 1/1 Flying 4, T: Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Defiant Stand 1W Instant Play Defiant Stand only during the declare attackers step and only if you are the defending player. Target creature gets +1/+3 until the end of the turn. If that creature is tapped, untap it. Defiant Vanguard 2W Creature - 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 2B Instant Until end of turn, target creature becomes black, gets +1/-1, and gains "B: Regenerate this creature." Deflection 3U Instant Change the target of target spell with a single target. Deftblade Elite W Creature - Soldier 1/1 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) 1W: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn. Defy Gravity U Instant Target creature gains flying until end of turn. Flashback U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Dega Disciple W Creature - Wizard 1/1 B, T: Target creature gets -2/-0 until end of turn. R, T: Target creature gets +2/+0 until end of turn. Dega Sanctuary 2W Enchantment At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead. Degavolver 1W Creature - Volver 1/1 Kicker 1B and/or R If the 1B kicker cost was paid, Degavolver comes into play with two +1/+1 counters on it and with "Pay 3 life: Regenerate Degavolver." If the R kicker cost was paid, Degavolver comes into play with a +1/+1 counter on it and with first strike. Dehydration 3U Enchant Creature Enchanted creature doesn't untap during its controller's untap step. Déją Vu 2U Sorcery Return target sorcery card from your graveyard to your hand. Delaying Shield 3W Enchantment If you would be dealt damage, put that many delay counters on Delaying Shield instead. At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay 1W. Delif's Cone 0 Artifact T, Sacrifice Delif's Cone: This turn, when target creature you control attacks and isn't blocked, you may gain life equal to its power. If you do, it deals no combat damage this turn. Delif's Cube 1 Artifact 2, T: This turn, when target creature you control attacks and isn't blocked, it deals no combat damage this turn and you put a cube counter on Delif's Cube. 2, Remove a cube counter from Delif's Cube: Regenerate target creature. Delirium 1BR Instant Play Delirium only 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 6B Creature - Horror 6/6 Trample You may sacrifice three black creatures rather than pay Delraich's mana cost. Deluge 2U Instant Tap all creatures without flying. Delusions of Mediocrity 3U Enchantment When Delusions of Mediocrity comes into play, you gain 10 life. When Delusions of Mediocrity leaves play, you lose 10 life. Dematerialize 3U Sorcery Return target permanent to its owner's hand. Flashback 5UU (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Demolish 3R Sorcery Destroy target artifact or land. Demon's Horn 2 Artifact Whenever a player plays a black spell, you may gain 1 life. Demonic Attorney 1BB Sorcery Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of his or her library. Demonic Consultation B Instant Name a card. Remove the top six cards of your library from the game, then reveal cards from the top of your library until you reveal the named card. Put that card into your hand and remove all other cards revealed this way from the game. Demonic Hordes 3BBB Creature - Demon 5/5 T: Destroy target land. At the beginning of your upkeep, unless you pay BBB, tap Demonic Hordes and sacrifice a land of an opponent's choice. Demonic Torment 2B Enchant Creature Enchanted creature can't attack. Prevent all combat damage that would be dealt by enchanted creature. Demonic Tutor 1B Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Demoralize 2R 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. Denizen of the Deep 6UU Creature - Serpent 11/11 When Denizen of the Deep comes into play, return all other creatures you control to their owner's hand. Dense Canopy 1G Enchantment Creatures with flying can't block creatures without flying. Dense Foliage 2G Enchantment Creatures can't be the targets of spells. Denying Wind 7UU Sorcery Search target player's library for up to seven cards and remove them from the game. Then that player shuffles his or her library. Deranged Hermit 3GG Creature - Elf 1/1 Echo (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 3B Creature - Thrull 4/4 Black spells you play cost B more to play. Dermoplasm 2U Creature - Shapeshifter 1/1 Flying Morph 2UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Dermoplasm is turned face up, you may put a creature card with morph from your hand into play face up. If you do, return Dermoplasm to its owner's hand. Descendant of Kiyomaro 1WW Creature - Human Soldier 2/3 As long as you have more cards in hand than each opponent, Descendant of Kiyomaro gets +1/+2 and has "Whenever this creature deals combat damage, you gain 3 life." Descendant of Masumaro 2G Creature - Human Monk 1/1 At the beginning of your upkeep, put a +1/+1 counter on Descendant of Masumaro for each card in your hand, then remove a +1/+1 counter from Descendant of Masumaro for each card in target opponent's hand. Descendant of Soramaro 3U Creature - Human Wizard 2/3 1U: Look at the top X cards of your library, where X is the number of cards in your hand, then put them back in any order. Desecration Elemental 3B Creature - Elemental 8/8 Fear Whenever a player plays a spell, sacrifice a creature. Desert Land - Desert T: Add 1 to your mana pool. T: Desert deals 1 damage to target attacking creature. Play this ability only during the end of combat step. Desert Drake 3R Creature - Drake 2/2 Flying Desert Nomads 2R Creature - Nomad 2/2 Desertwalk Prevent all damage that would be dealt to Desert Nomads by Deserts. Desert Sandstorm 2R Sorcery Desert Sandstorm deals 1 damage to each creature. Desert Twister 4GG Sorcery Destroy target permanent. Deserted Temple Land T: Add 1 to your mana pool. 1, T: Untap target land. Desertion 3UU Instant Counter target spell. If it's an artifact or creature spell, put it into play under your control instead of into its owner's graveyard. Desolation 1BB Enchantment At end of turn, each player who tapped a land for mana during that turn sacrifices a land. If a Plains is sacrificed this way, Desolation deals 2 damage to that Plains' controller. Desolation Angel 3BB Creature - Angel 5/4 Kicker WW (You may pay an additional WW as you play this spell.) Flying When Desolation Angel comes into play, destroy all lands you control. If the kicker cost was paid, destroy all lands instead. Desolation Giant 2RR Creature - Giant 3/3 Kicker WW (You may pay an additional WW as you play this spell.) When Desolation Giant comes into play, destroy all other creatures you control. If the kicker cost was paid, destroy all other creatures instead. Desperate Charge 2B Sorcery Creatures you control get +2/+0 until end of turn. Desperate Gambit R Instant Choose a source you control and flip a coin. If you win the flip, the next time that source would deal damage this turn, it deals double that damage instead. If you lose the flip, the next time it would deal damage this turn, prevent that damage. Desperate Research 1B Sorcery Name a card other than a basic land card. Then reveal the top seven cards of your library and put all of them with that name into your hand. Remove the rest from the game. Desperate Ritual 1R Instant - Arcane Add RRR to your mana pool. Splice onto Arcane 1R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Despoil 3B Sorcery Destroy target land. Its controller loses 2 life. Despondency 1B Enchant Creature Enchanted creature gets -2/-0. When Despondency is put into a graveyard from play, return Despondency to its owner's hand. Despotic Scepter 1 Artifact T: Destroy target permanent you own. It can't be regenerated. Destructive Flow BRG Enchantment At the beginning of each player's upkeep, that player sacrifices a nonbasic land. Destructive Urge 1RR Enchant Creature Whenever enchanted creature deals combat damage to a player, that player sacrifices a land. Detonate XR Sorcery Destroy target artifact with converted mana cost X. It can't be regenerated. Detonate deals X damage to that artifact's controller. Devastate 3RR Sorcery Destroy target land. Devastate deals 1 damage to each creature and each player. Devastating Dreams RR Sorcery As an additional cost to play Devastating Dreams, discard X cards at random. Each player sacrifices X lands. Devastating Dreams deals X damage to each creature. Devastation 5RR Sorcery Destroy all creatures and lands. Devoted Caretaker W Creature - Cleric 1/2 W, T: Target permanent you control gains protection from instants and from sorceries until end of turn. Devoted Hero W Creature - Soldier 1/2 Devoted Retainer W Creature - Human Samurai 1/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Devour in Shadow BB Instant Destroy target creature. It can't be regenerated. You lose life equal to that creature's toughness. Devouring Deep 2U Creature - Devouring-Deep 1/2 Islandwalk Devouring Greed 2BB Sorcery - Arcane As an additional cost to play Devouring Greed, you may sacrifice any number of Spirits. Target player loses 2 life plus 2 life for each Spirit sacrificed this way. You gain that much life. Devouring Rage 4R Instant - Arcane As an additional cost to play Devouring Rage, you may sacrifice any number of Spirits. Target creature gets +3/+0 until end of turn. For each Spirit sacrificed this way, that creature gets an additional +3/+0 until end of turn. Devouring Strossus 5BBB Creature - Horror 9/9 Flying, trample At the beginning of your upkeep, sacrifice a creature. Sacrifice a creature: Regenerate Devouring Strossus. Devout Harpist W Creature - Townsfolk 1/1 T: Destroy target enchant creature. Devout Monk W Creature - Cleric 1/1 When Devout Monk comes into play, you gain 1 life. Devout Witness 2W Creature - Spellshaper 2/2 1W, T, Discard a card: Destroy target artifact or enchantment. Diabolic Edict 1B Instant Target player sacrifices a creature. Diabolic Intent 1B Sorcery As an additional cost to play Diabolic Intent, sacrifice a creature. Search your library for a card and put that card into your hand. Then shuffle your library. Diabolic Machine 7 Artifact Creature 4/4 3: Regenerate Diabolic Machine. Diabolic Servitude 3B Enchantment When Diabolic Servitude comes into play, return target creature card from your graveyard to play. When the returned creature is put into a graveyard, remove that creature from the game and return Diabolic Servitude to its owner's hand. When Diabolic Servitude leaves play, remove that creature from the game. Diabolic Tutor 2BB Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Diabolic Vision UB Sorcery Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library. Diamond Kaleidoscope 4 Artifact 3, T: Put a 0/1 Prism artifact creature token into play. Sacrifice a Prism token: Add one mana of any color to your mana pool. Diamond Valley Land T, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. Diaochan, Artful Beauty 3R Legendary Creature 1/1 T: Destroy target creature of your choice, then destroy target creature of an opponent's choice. Play this ability only during your turn, before the combat phase. Didgeridoo 1 Artifact 3: Put a Minotaur card from your hand into play. Diligent Farmhand G Creature - Druid 1/1 1G, Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. If Diligent Farmhand is in a graveyard, Muscle Burst's effect counts it as a card named Muscle Burst. Dimensional Breach 5WW Sorcery Remove all permanents from the game. As long as any of those cards remain removed from the game, at the beginning of each player's upkeep, that player returns one of the removed cards he or she owns to play. Diminishing Returns 2UU Sorcery Each player shuffles his or her hand and graveyard into his or her library. You remove the top ten cards of your library from the game. Then each player draws up to seven cards. Dingus Egg 4 Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Dingus Staff 4 Artifact Whenever a creature is put into a graveyard from play, Dingus Staff deals 2 damage to that creature's controller. Diplomatic Escort 1U Creature - Spellshaper 1/1 U, T, Discard a card: Counter target spell or ability that targets a creature. Diplomatic Immunity 1U Enchant Creature Enchanted creature can't be the target of spells or abilities. Diplomatic Immunity can't be the target of spells or abilities. Dire Wolves 2G Creature - Wolf 2/2 Dire Wolves has banding as long as you control a Plains. Dirge of Dread 2B Sorcery All creatures gain fear until end of turn. Cycling 1B (1B, Discard this card: Draw a card.) When you cycle Dirge of Dread, you may have target creature gain fear until end of turn. Dirtcowl Wurm 4G Creature - Wurm 3/4 Whenever an opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm. Dirtwater Wraith 3B Creature - Wraith 1/3 Swampwalk B: Dirtwater Wraith gets +1/+0 until end of turn. Dirty Wererat 3B Creature - Minion Rat 2/3 B, Discard a card: Regenerate Dirty Wererat. Threshold - Dirty Wererat gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.) Disappear 2UU Enchant Creature U: Return enchanted creature and Disappear to their owners' hands. Disarm U Instant Unattach all Equipment from target creature. Disciple of Grace 1W Creature - Cleric 1/2 Protection from black Cycling 2 (2, Discard this card: Draw a card.) Disciple of Kangee 2W Creature - Wizard 2/2 U, T: Target creature gains flying and becomes blue until end of turn. Disciple of Law 1W Creature - Cleric 1/2 Protection from red Cycling 2 (2, Discard this card: Draw a card.) Disciple of Malice 1B Creature - Cleric 1/2 Protection from white Cycling 2 (2, Discard this card: Draw a card.) Disciple of the Vault B Creature - Human Cleric 1/1 Whenever an artifact is put into a graveyard from play, you may have target opponent lose 1 life. Discombobulate 2UU Instant Counter target spell. Look at the top four cards of your library, then put them back in any order. Discordant Dirge 3BB Enchantment At the beginning of your upkeep, you may put a verse counter on Discordant Dirge. B, Sacrifice Discordant Dirge: Look at target opponent's hand and choose up to X cards from it, where X is the number of verse counters on Discordant Dirge. That player discards those cards. Discordant Spirit 2BR Creature - Spirit 2/2 At the end of each 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 2BB Creature - Rat 2/2 When Disease Carriers is put into a graveyard from play, target creature gets -2/-2 until end of turn. Diseased Vermin 2B Creature - Rat 1/1 Whenever Diseased Vermin deals combat damage to a player, put an infection counter on it. At the beginning of your upkeep, Diseased Vermin deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it. Disempower 1W Instant Put target artifact or enchantment on top of its owner's library. Disenchant 1W Instant Destroy target artifact or enchantment. Disharmony 2R Instant Play Disharmony only during combat before the declare blockers step. Untap target attacking creature. Gain control of that creature until end of turn. Disintegrate XR Sorcery Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Dismantle 2R Sorcery Destroy target artifact. If that artifact had counters on it, put that many +1/+1 counters or charge counters on an artifact you control. Dismantling Blow 2W Instant Kicker 2U (You may pay an additional 2U as you play this spell.) Destroy target artifact or enchantment. If the kicker cost was paid, draw two cards. Dismiss 2UU Instant Counter target spell. Draw a card. Disorder 1R Sorcery Disorder deals 2 damage to each white creature and each player who controls a white creature. Dispersal Shield 1U Instant Counter target spell if its converted mana cost is less than or equal to the highest converted mana cost among permanents you control. Dispersing Orb 3UU Enchantment 3U, Sacrifice a permanent: Return target permanent to its owner's hand. Disrupt U Instant Counter target instant or sorcery spell unless its controller pays 1. Draw a card. Disrupting Scepter 3 Artifact 3, T: Target player discards a card. Play this ability only during your turn. Disrupting Shoal XUU Instant - Arcane You may remove a blue card with converted mana cost X in your hand from the game rather than pay Disrupting Shoal's mana cost. Counter target spell if its converted mana cost is X. Disruption Aura 2U Enchant Artifact Enchanted artifact has "At the beginning of your upkeep, sacrifice this artifact unless you pay its mana cost." Disruptive Pitmage 2U Creature - Wizard 1/1 T: Counter target spell unless its controller pays 1. Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Disruptive Student 2U Creature - Wizard 1/1 T: Counter target spell unless its controller pays 1. Dissipate 1UU Instant Counter target spell. If 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 XUUU Sorcery Return X target nonland permanents to their owners' hands. Distress BB Sorcery Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. Disturbed Burial 1B Sorcery Buyback 3 (You may pay 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 3W 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 3W Enchantment Tap two untapped creatures you control: Tap target creature. Divert U Instant Change the target of target spell with a single target unless that spell's controller pays 2. Divine Intervention 6WW Enchantment Divine Intervention comes into play with two intervention counters on it. At the beginning of your upkeep, remove an intervention counter from Divine Intervention. If there are no intervention counters on it, the game is a draw. Divine Light W Sorcery Prevent all damage that would be dealt this turn to creatures you control. Divine Offering 1W Instant Destroy target artifact. You gain life equal to its converted mana cost. Divine Presence 2W Enchantment If a source would deal 4 damage or more to a creature or player, that source deals 3 damage to that creature or player instead. Divine Retribution 1W Instant Divine Retribution deals to target attacking creature damage equal to the number of attacking creatures. Divine Sacrament 1WW 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 2WW Enchant Creature Enchanted creature gets +3/+3. Diving Griffin 1WW Creature - Griffin 2/2 Flying, vigilance Divining Witch 1B Creature - Spellshaper 1/1 1B, T, Discard a card: Name a card. Remove the top six cards of your library from the game. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game. 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. Djinn of the Lamp 5UU Creature - Djinn 5/6 Flying Do or Die 1B Sorcery Separate all creatures target player controls into two piles. Destroy all creatures in the pile of that player's choice. They can't be regenerated. Dodecapod 4 Artifact Creature 3/3 If a spell or ability an opponent controls causes you to discard Dodecapod, put it into play with two +1/+1 counters on it instead of putting it into your graveyard. Dogged Hunter 2W Creature - Nomad 1/1 T: Destroy target creature token. Dominaria's Judgment 2W Instant Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, from black if you control a Swamp, from red if you control a Mountain, and from green if you control a Forest. Dominate X1UU Instant Gain control of target creature with converted mana cost X or less. (This effect doesn't end at end of turn.) Dominating Licid 1UU Creature - Licid 1/1 1UU, T: Dominating Licid loses this ability, becomes an enchant creature enchanting target creature, and gains "U: End the effect that created this ability." You control enchanted creature. Domineer 1UU Enchant Artifact Creature You control enchanted artifact creature. Donate 2U Sorcery Target player gains control of target permanent you control. Dong Zhou, the Tyrant 4R Legendary Creature 3/3 When Dong Zhou, the Tyrant comes into play, target creature an opponent controls deals damage equal to its power to that player. Doom Cannon 6 Artifact As Doom Cannon comes into play, choose a creature type. 3, T, Sacrifice a creature of the chosen type: Doom Cannon deals 3 damage to target creature or player. Doomed Necromancer 2B Creature - Cleric Mercenary 2/2 B, T, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to play. Doomsday BBB Sorcery Search your library and graveyard for five cards and remove the rest from the game. Put the chosen cards on top of your library in any order. You lose half your life, rounded up. Doomsday Specter 2UB Creature - Specter 2/3 Flying When Doomsday Specter comes into play, return a blue or black creature you control to its owner's hand. Whenever Doomsday Specter deals combat damage to a player, look at that player's hand and choose a card from it. The player discards that card. Door to Nothingness 5 Artifact Door to Nothingness comes into play tapped. WWUUBBRRGG, T, Sacrifice Door to Nothingness: Target player loses the game. Dormant 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 1R to your mana pool. Dosan the Falling Leaf 1GG Legendary Creature - Human Monk 2/2 Players can play spells only during their own turns. Dosan's Oldest Chant 4G Sorcery You gain 6 life. Draw a card. Doubling Cube 2 Artifact 3, T: Double the amount of each type of mana in your mana pool. Doubtless One 3W Creature - Cleric Avatar */* Doubtless One's power and toughness are each equal to the number of Clerics in play. Whenever Doubtless One deals damage, you gain that much life. Douse 2U Enchantment 1U: Counter target red spell. Downdraft 2G Enchantment G: Target creature loses flying until end of turn. Sacrifice Downdraft: Downdraft deals 2 damage to each creature with flying. Downhill Charge 2R Instant You may sacrifice a Mountain rather than pay Downhill Charge's mana cost. Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control. Draco 16 Artifact Creature - Dragon 9/9 Draco costs 2 less to play for each basic land type among lands you control. Flying At the beginning of your upkeep, sacrifice Draco unless you pay 10. This cost is reduced by 2 for each basic land type among lands you control. Draconian Cylix 3 Artifact 2, T, Discard a card at random: Regenerate target creature. Dracoplasm UR Creature - Shapeshifter */* Flying As Dracoplasm comes into play, sacrifice any number of creatures. Dracoplasm's power is equal to the total power of the sacrificed creatures and its toughness is equal to the total toughness of those creatures. R: Dracoplasm gets +1/+0 until end of turn. Drafna's Restoration U Sorcery Return any number of target artifact cards from target player's graveyard to the top of his or her library in any order. Dragon Arch 5 Artifact 2, T: Put a multicolored creature card from your hand into play. Dragon Blood 3 Artifact 3, T: Put a +1/+1 counter on target creature. Dragon Breath 1R 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 1G 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 5RR Creature - Dragon Wizard 5/5 Flying Whenever Dragon Mage deals combat damage to a player, each player discards his or her hand and draws seven cards. Dragon Mask 3 Artifact 3, T: Target creature you control gets +2/+2 until end of turn. Return it to its owner's hand at end of turn. Dragon Roost 4RR Enchantment 5RR: Put a 5/5 red Dragon creature token with flying into play. Dragon Scales 1W Enchant Creature Enchanted creature gets +1/+2 and has vigilance. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Scales from your graveyard to play enchanting that creature. Dragon Shadow 1B 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 8RR Creature - Dragon 6/6 Flying, trample Double strike (This creature deals both first-strike and regular combat damage.) At the beginning of your upkeep, sacrifice Dragon Tyrant unless you pay RRRR. R: Dragon Tyrant gets +1/+0 until end of turn. Dragon Whelp 2RR Creature - Dragon 2/3 Flying R: Dragon Whelp gets +1/+0 until end of turn. If this ability is played four or more times this turn, sacrifice Dragon Whelp at end of turn. Dragon Wings 1U Enchant Creature Enchanted creature has flying. Cycling 1U (1U, Discard this card: Draw a card.) When a creature with converted mana cost 6 or more comes into play, you may return Dragon Wings from your graveyard to play enchanting that creature. Dragon's Claw 2 Artifact Whenever a player plays a red spell, you may gain 1 life. Dragonspeaker Shaman 1RR Creature - Barbarian 2/2 Dragon spells you play cost 2 less to play. Dragonstalker 4W Creature - Bird Soldier 3/3 Flying, protection from Dragons Dragonstorm 8R Sorcery Search your library for a Dragon card and put it into play. Then shuffle your library. Storm (When you play this spell, copy it for each spell played before it this turn.) Drain Life X1B Sorcery Spend only black mana on X. Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness. Drain Power UU Sorcery Target player plays a mana ability of each land he or she controls, then empties his or her mana pool. Add mana to your mana pool equal to the type and amount emptied from that player's mana pool this way. Drake Hatchling 2U Creature - Drake 1/3 Flying U: Drake Hatchling gets +1/+0 until end of turn. Play this ability only once each turn. Drake-Skull Cameo 3 Artifact T: Add U or B to your mana pool. Dralnu's Crusade 1BR Enchantment All Goblins are Zombies in addition to their creature types. All Goblins get +1/+1 and are black. Dralnu's Pet 1UU Creature - Shapeshifter 2/2 Kicker-2B, Discard a creature card. (You may pay 2B and discard a creature card in addition to any other costs as you play this spell.) If the kicker cost was paid, Dralnu's Pet has flying and comes into play with X +1/+1 counters on it, where X is the discarded card's converted mana cost. Dread Charge 3B Sorcery Until end of turn, black creatures you control can be blocked only by black creatures. Dread of Night B Enchantment White creatures get -1/-1. Dread Reaper 3BBB Creature - Horror 6/5 Flying When Dread Reaper comes into play, you lose 5 life. Dread Specter 3B Creature - Specter 2/2 Whenever Dread Specter blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Dread Wight 3BB Creature - Wight 3/4 At end of combat, put a paralyzation counter on all creatures blocking or blocked by Dread Wight and tap those creatures. They gain "If this creature has a paralyzation counter on it, it doesn't untap during its controller's untap step" and "4: Remove a paralyzation counter from this creature." Dream Cache 2U Sorcery Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library. Dream Chisel 2 Artifact Face-down creature spells you play cost 1 less to play. Dream Coat U Enchant Creature 0: Enchanted creature becomes the colors of your choice. Play this ability only once each turn. Dream Fighter 2U Creature - Soldier 1/1 Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out. Dream Halls 3UU Enchantment Rather than pay the mana cost for a nonartifact spell, its controller may discard a card that shares a color with that spell. Dream Prowler 2UU Creature - Illusion 1/5 Dream Prowler is unblockable as long as it's attacking alone. Dream Thrush 1U Creature - Bird 1/1 Flying T: Target land's type becomes the basic land type of your choice until end of turn. Dream Tides 2UU Enchantment Creatures don't untap during their controllers' untap step. Nongreen creatures have "2: Untap this creature. Play this ability only during your upkeep." Dream's Grip U Instant Choose one - Tap target permanent; or untap target permanent. Entwine 1 (Choose both if you pay the entwine cost.) Dreamborn Muse 2UU Creature - Spirit 2/2 At the beginning of each player's upkeep, that player puts the top X cards from his or her library into his or her graveyard, where X is the number of cards in his or her hand. Dreamcatcher U Creature - Spirit 1/1 Whenever you play a Spirit or Arcane spell, you may sacrifice Dreamcatcher. If you do, draw a card. Dreams of the Dead 3U Enchantment 1U: 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 3U Creature - Serpent 4/3 Dreamwinder can't attack unless defending player controls an Island. U, Sacrifice an Island: Target land becomes an Island until end of turn. Dredge B Instant Sacrifice a creature or land. Draw a card. Dregs of Sorrow X4B Sorcery Destroy X target nonblack creatures. Draw X cards. Drift of the Dead 3B Creature - Wall */* Defender (This creature can't attack.) Drift of the Dead's power and toughness are each equal to the number of snow-covered lands you control. Drifting Djinn 4UU Creature - Djinn 5/5 Flying At the beginning of your upkeep, sacrifice Drifting Djinn unless you pay 1U. Cycling 2 (2, Discard this card: Draw a card.) Drifting Meadow Land Drifting Meadow comes into play tapped. T: Add W to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Drill-Skimmer 4 Artifact Creature 2/1 Flying Drill-Skimmer can't be the target of spells or abilities as long as you control another artifact creature. Drinker of Sorrow 2B Creature - Horror 5/3 Drinker of Sorrow can't block. Whenever Drinker of Sorrow deals combat damage, sacrifice a permanent. Dripping Dead 4BB Creature - Zombie 4/1 Dripping Dead can't block. Whenever Dripping Dead deals combat damage to a creature, destroy that creature. It can't be regenerated. Dripping-Tongue Zubera 1G Creature - Zubera Spirit 1/2 When Dripping-Tongue Zubera is put into a graveyard from play, put a 1/1 colorless Spirit creature token into play for each Zubera put into a graveyard from play this turn. Dromar, the Banisher 3WUB Legendary Creature - Dragon 6/6 Flying Whenever Dromar, the Banisher deals combat damage to a player, you may pay 2U. If you do, choose a color. Return all creatures of that color to their owners' hands. Dromar's Attendant 5 Artifact Creature - Golem 3/3 1, Sacrifice Dromar's Attendant: Add WUB to your mana pool. Dromar's Cavern Land - Lair When Dromar's Cavern comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. T: Add W, U, or B to your mana pool. Dromar's Charm WUB Instant Choose one - You gain 5 life; or counter target spell; or target creature gets -2/-2 until end of turn. Dromosaur 2R Creature - Lizard 2/3 Whenever Dromosaur blocks or becomes blocked, it gets +2/-2 until end of turn. Drooling Ogre 1R Creature - Ogre 3/3 Whenever a player plays an artifact spell, that player gains control of Drooling Ogre. (This effect doesn't end at end of turn.) Drop of Honey G Enchantment At the beginning of your upkeep, destroy 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 Crocodile 3B Creature - Zombie Crocodile 5/1 Dross Golem 5 Artifact Creature - Golem 3/2 Affinity for Swamps (This spell costs 1 less to play for each Swamp you control.) Fear Dross Harvester 1BB Creature - Horror 4/4 Protection from white At the end of your turn, you lose 4 life. Whenever a creature is put into a graveyard from play, you gain 2 life. Dross Prowler 2B Creature - Zombie 2/1 Fear Dross Scorpion 4 Artifact Creature 3/1 Whenever Dross Scorpion or another artifact creature is put into a graveyard from play, you may untap target artifact. Drought 2WW Enchantment At the beginning of your upkeep, sacrifice Drought unless you pay WW. As an additional cost to play spells with B in their mana costs and activated abilities with B in their activation costs, that spell or ability's controller sacrifices a Swamp for each B in that cost. Drowned 1U Creature - Zombie 1/1 B: Regenerate Drowned. Drudge Skeletons 1B Creature - Skeleton 1/1 B: Regenerate Drudge Skeletons. Drudge Spell BB Enchantment B, Remove two creature cards in your graveyard from the game: Put a 1/1 black Skeleton creature token into play. It has "B: Regenerate this creature." When Drudge Spell leaves play, destroy all Skeleton tokens. They can't be regenerated. Druid Lyrist G Creature - Druid 1/1 G, T, Sacrifice Druid Lyrist: Destroy target enchantment. Druid's Call 1G Enchant Creature Whenever enchanted creature is dealt damage, its controller puts that many 1/1 green Squirrel creature tokens into play. Dry Spell 1B Sorcery Dry Spell deals 1 damage to each creature and each player. Dual Nature 4GG 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 1R: Target creature can't block Duct Crawler this turn. Dueling Grounds 1GW Enchantment No more than one creature may attack each turn. No more than one creature may block each turn. Dungeon Shade 3B Creature - Spirit 1/1 Flying B: Dungeon Shade gets +1/+1 until end of turn. Duplicant 6 Artifact Creature - Shapeshifter 2/4 Imprint - When Duplicant comes into play, you may remove target nontoken creature from the game. (The removed card is imprinted on this artifact.) As long as a creature card is imprinted on Duplicant, Duplicant has the power, toughness, and creature types of the last creature card imprinted on it. It's still a Shapeshifter. Duplicity 3UU Enchantment When Duplicity comes into play, remove from the game face down the top five cards of your library. At the beginning of your upkeep, you may exchange all the cards in your hand for the cards you removed from the game with Duplicity. At the end of your turn, discard a card. When Duplicity leaves play, put all cards removed from the game with Duplicity into their owners' graveyards. Duress B Sorcery Target opponent reveals his or her hand. Choose a noncreature, nonland card from it. That player discards that card. Durkwood Boars 4G Creature - Boar 4/4 Dusk Imp 2B Creature - Imp 2/1 Flying Duskrider Falcon 1W Creature - Bird 1/1 Flying, protection from black Duskwalker B Creature - Minion 1/1 Kicker 3B (You may pay an additional 3B as you play this spell.) If the kicker cost was paid, Duskwalker comes into play with two +1/+1 counters on it and with fear. Duskworker 4 Artifact Creature 2/2 Whenever Duskworker becomes blocked, regenerate it. 3: Duskworker gets +1/+0 until end of turn. Dust Bowl Land T: Add 1 to your mana pool. 3, T, Sacrifice a land: Destroy target nonbasic land. Dust to Dust 1WW Sorcery Remove two target artifacts from the game. Dwarven Armorer R Creature - Dwarf 0/2 R, T, Discard a card: Put a +0/+1 counter or a +1/+0 counter on target creature. Dwarven Armory 2RR Enchantment 2, Sacrifice a land: Put a +2/+2 counter on target creature. Play this ability only during any upkeep step. Dwarven Berserker 1R Creature - Dwarf 1/1 Whenever Dwarven Berserker becomes blocked, it gets +3/+0 and gains trample until end of turn. Dwarven Blastminer 1R Creature - Dwarf 1/1 2R, T: Destroy target nonbasic land. Morph R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Dwarven Bloodboiler RRR Creature - Dwarf 2/2 Tap an untapped Dwarf you control: Target creature gets +2/+0 until end of turn. Dwarven Catapult XR Instant Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls. Dwarven Demolition Team 2R Creature - Dwarf 1/1 T: Destroy target Wall. Dwarven Driller 3R Creature - Dwarf 2/2 T: Destroy target land unless its controller has Dwarven Driller deal 2 damage to him or her. Dwarven Grunt R Creature - Dwarf 1/1 Mountainwalk Dwarven Hold Land Dwarven Hold comes into play tapped. You may choose not to untap Dwarven Hold during your untap step. At the beginning of your upkeep, if Dwarven Hold is tapped, put a storage counter on it. T, Remove any number of storage counters from Dwarven Hold: Add R to your mana pool for each storage counter removed this way. Dwarven Landslide 3R Sorcery Kicker-2R, Sacrifice a land. (You may pay 2R and sacrifice a land in addition to any other costs as you play this spell.) Destroy target land. If the kicker cost was paid, destroy another target land. Dwarven Lieutenant RR Creature - Dwarf 1/2 1R: Target Dwarf gets +1/+0 until end of turn. Dwarven Miner 1R Creature - Dwarf 1/2 2R, T: Destroy target nonbasic land. Dwarven Nomad 2R Creature - Dwarf 1/1 T: Target creature with power 2 or less is unblockable this turn. Dwarven Patrol 2R Creature - Dwarf 4/2 Dwarven Patrol doesn't untap during your untap step. Whenever you play a nonred spell, untap Dwarven Patrol. Dwarven Pony R Creature - Pony 1/1 1R, T: Target Dwarf gains mountainwalk until end of turn. Dwarven Recruiter 2R Creature - Dwarf 2/2 When Dwarven Recruiter comes into play, search your library for any number of Dwarf cards and reveal those cards. Shuffle your library, then put them on top of it in any order. Dwarven Ruins Land Dwarven Ruins comes into play tapped. T: Add R to your mana pool. T, Sacrifice Dwarven Ruins: Add RR to your mana pool. Dwarven Scorcher R Creature - Dwarf 1/1 Sacrifice Dwarven Scorcher: Dwarven Scorcher deals 1 damage to target creature unless that creature's controller has Dwarven Scorcher deal 2 damage to him or her. Dwarven Sea Clan 2R Creature - Dwarf 1/1 T: 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 1RR Enchantment Whenever a player plays a spell, Dwarven Shrine deals X damage to that player, where X is twice the number of cards in all graveyards with the same name as that spell. Dwarven Soldier 1R Creature - Dwarf 2/1 Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn. Dwarven Song R Instant Any number of target creatures become red until end of turn. Dwarven Strike Force 4R Creature - Dwarf 4/3 Discard a card at random: Dwarven Strike Force gains first strike and haste until end of turn. Dwarven Thaumaturgist 2R Creature - Dwarf 1/2 T: Switch target creature's power and toughness until end of turn. 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 2R Creature - Dwarf 2/2 Whenever Dwarven Vigilantes attacks and isn't blocked, you may have it deal damage equal to its power to target creature. If you do, Dwarven Vigilantes deals no combat damage this turn. Dwarven Warriors 2R Creature - Dwarf 1/1 T: Target creature with power 2 or less is unblockable this turn. Dwarven Weaponsmith 1R Creature - Dwarf 1/1 T, Sacrifice an artifact: Put a +1/+1 counter on target creature. Play this ability only during your upkeep. Dwell on the Past G Sorcery Target player shuffles up to four target cards from his or her graveyard into his or her library. Dying Wail 1B Enchant Creature When enchanted creature is put into a graveyard, target player discards two cards. Dystopia 1BB Enchantment Cumulative upkeep-Pay 1 life. At the beginning of each player's upkeep, that player sacrifices a white or green permanent. Eager Cadet W Creature - Soldier 1/1 Early Frost 1U Instant Tap up to three target lands. Early Harvest 1GG Instant Target player untaps all basic lands he or she controls. Earnest Fellowship 1W Enchantment Each creature has protection from its colors. Earsplitting Rats 3B Creature - Rat 2/1 When Earsplitting Rats comes into play, each player discards a card. Discard a card: Regenerate Earsplitting Rats. Earth Elemental 3RR Creature - Elemental 4/5 Earth Rift 3R Sorcery Destroy target land. Flashback 5RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) 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 1B Creature - Cleric 1/1 2B, T, Sacrifice a Goblin: Destroy target land. Earthcraft 1G Enchantment Tap an untapped creature you control: Untap target basic land. Earthlink 3BRG Enchantment At the beginning of your upkeep, sacrifice Earthlink unless you pay 2. Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land. Earthlore G 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 XR Sorcery Earthquake deals X damage to each creature without flying and each player. Earthshaker 4RR Creature - Spirit 4/5 Whenever you play a Spirit or Arcane spell, Earthshaker deals 2 damage to each creature without flying. Eastern Paladin 2BB Creature - Knight 3/3 BB, T: Destroy target green creature. Eater of Days 4 Artifact Creature - Leviathan 9/8 Flying, trample When Eater of Days comes into play, you skip your next two turns. Eater of the Dead 4B Creature - Eater 3/4 0: If Eater of the Dead is tapped, untap it and remove target creature card in a graveyard from the game. Ebon Dragon 5BB Creature - Dragon 5/4 Flying When Ebon Dragon comes into play, you may have target opponent discard a card. Ebon Drake 2B Creature - Drake 3/3 Flying Whenever a player plays a spell, you lose 1 life. Ebon Praetor 4BB Creature - Avatar 5/5 Trample, first strike At the beginning of your upkeep, put a -2/-2 counter on Ebon Praetor unless you sacrifice a creature. If you sacrifice a Thrull this way, put a +1/+0 counter on Ebon Praetor. Ebon Stronghold Land Ebon Stronghold comes into play tapped. T: Add B to your mana pool. T, Sacrifice Ebon Stronghold: Add BB to your mana pool. Ebonblade Reaper 2B Creature - Cleric 1/1 Whenever Ebonblade Reaper attacks, you lose half your life, rounded up. Whenever Ebonblade Reaper deals combat damage to a player, that player loses half his or her life, rounded up. Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Ebony Charm B Instant Choose one - Target opponent loses 1 life and you gain 1 life; or remove from the game up to three target cards in a single graveyard; or target creature gains fear until end of turn. Ebony Horse 3 Artifact 2, T: Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Ebony Owl Netsuke 2 Artifact At the beginning of each opponent's upkeep, if that player has seven or more cards in hand, Ebony Owl Netsuke deals 4 damage to him or her. Ebony Rhino 7 Artifact Creature 4/5 Trample Ebony Treefolk 1BG Creature - Treefolk 3/3 BG: Ebony Treefolk gets +1/+1 until end of turn. Echo Chamber 4 Artifact 4, T: An opponent chooses target creature he or she controls. Put a token into play as a copy of that creature. The token has haste. Remove the token from the game at end of turn. Play this ability only any time you could play a sorcery. Echo Tracer 2U Creature - Wizard 2/2 Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Echo Tracer is turned face up, return target creature to its owner's hand. Echoing Calm 1W Instant Destroy target enchantment and all other enchantments with the same name as that enchantment. Echoing Courage 1G Instant Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn. Echoing Decay 1B Instant Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn. Echoing Ruin 1R Sorcery Destroy target artifact and all other artifacts with the same name as that artifact. Echoing Truth 1U Instant Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands. Edgewalker 1WB Creature - Cleric 2/2 Cleric spells you play cost WB less to play. This effect reduces only the amount of colored mana you pay. (For example, if you play a Cleric with mana cost 1W, it costs 1 to play.) Eerie Procession 2U Sorcery - Arcane Search your library for an Arcane card, reveal that card, and put it into your hand. Then shuffle your library. Eiganjo Castle Legendary Land T: Add W to your mana pool. W, T: Prevent the next 2 damage that would be dealt to target legendary creature this turn. Eiganjo Free-Riders 3W Creature - Human Soldier 3/4 Flying At the beginning of your upkeep, return a white creature you control to its owner's hand. Eight-and-a-Half-Tails WW Legendary Creature - Fox Cleric 2/2 1W: Target permanent you control gains protection from white until end of turn. 1: Target spell or permanent becomes white until end of turn. Eightfold Maze 2W Instant Play Eightfold Maze only during the declare attackers step and only if you are the defending player. Destroy target attacking creature. Ekundu Cyclops 3R Creature - Giant 3/4 If a creature you control attacks, Ekundu Cyclops also attacks if able. Ekundu Griffin 3W Creature - Griffin 2/2 Flying, first strike Eladamri, Lord of Leaves GG Legendary Creature 2/2 All Elves have forestwalk. Elves can't be the target of spells or abilities. Eladamri's Call GW Instant Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library. Eladamri's Vineyard G Enchantment At the beginning of each player's precombat main phase, add GG to that player's mana pool. Elder Druid 3G Creature - Cleric 2/2 3G, T: Tap or untap target artifact, creature, or land. Elder Land Wurm 4WWW Creature - Wurm 5/5 Defender, trample When Elder Land Wurm blocks, it loses defender. (This effect doesn't end at end of turn.) Elder Pine of Jukai 2G Creature - Spirit 2/1 Whenever you play a Spirit or Arcane spell, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest on the bottom of your library in any order. Soulshift 2 Elder Spawn 4UUU Creature - Spawn 6/6 Elder Spawn can't be blocked by red creatures. At the beginning of your upkeep, unless you sacrifice an Island, sacrifice Elder Spawn and it deals 6 damage to you. Electric Eel U Creature - Eel 1/1 When Electric Eel comes into play, it deals 1 damage to you. RR: Electric Eel gets +2/+0 until end of turn and deals 1 damage to you. Electrostatic Bolt R Instant Electrostatic Bolt deals 2 damage to target creature. If it's an artifact creature, Electrostatic Bolt deals 4 damage to it instead. Electryte 3RR Creature - Beast 3/3 Whenever Electryte deals combat damage to defending player, it deals damage equal to its power to each blocking creature. Elemental Augury UBR Enchantment 3: Look at the top three cards of target player's library and put them back on top of that player's library in any order. Elephant Ambush 2GG Instant Put a 3/3 green Elephant creature token into play. Flashback 6GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Elephant Grass G Enchantment Cumulative upkeep 1 Black creatures can't attack you. Nonblack creatures can't attack you unless their controller pays 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 2G Enchant Creature Enchanted creature gets +3/+3. When enchanted creature is put into a graveyard, put a 3/3 green Elephant creature token into play. Elephant Resurgence 1G Sorcery Each player puts a green Elephant creature token into play. Those creatures have "This creature's power and toughness are each equal to the number of creature cards in its controller's graveyard." Elf Replica 3 Artifact Creature - Elf 2/2 1G, Sacrifice Elf Replica: Destroy target enchantment. Elfhame Palace Land Elfhame Palace comes into play tapped. T: Add G or W to your mana pool. Elfhame Sanctuary 1G Enchantment At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, skip your draw step this turn and shuffle your library. El-Hajjāj 1BB Creature - El-Hajjāj 1/1 Whenever El-Hajjāj 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-Hajjāj dealt damage or the creature's toughness. Elite Archers 5W Creature - Soldier 3/3 T: Elite Archers deals 3 damage to target attacking or blocking creature. Elite Cat Warrior 2G Creature - Cat Warrior 2/3 Forestwalk Elite Javelineer 2W Creature - Soldier 2/2 Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature. Elixir of Vitality 4 Artifact Elixir of Vitality comes into play tapped. T, Sacrifice Elixir of Vitality: You gain 4 life. 8, T, Sacrifice Elixir of Vitality: You gain 8 life. Elkin Bottle 3 Artifact 3, T: Remove the top card of your library from the game. Until the beginning of your next upkeep, you may play that card 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 3R World Enchantment At the beginning of each player's upkeep, that player removes a card at random in his or her hand from the game. The player may play that card 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 2GG Sorcery Return target card from your graveyard to your hand. Elven Fortress G Enchantment 1G: Target blocking creature gets +0/+1 until end of turn. Elven Lyre 2 Artifact 1, T, Sacrifice Elven Lyre: Target creature gets +2/+2 until end of turn. Elven Palisade G Enchantment Sacrifice a Forest: Target attacking creature gets -3/-0 until end of turn. Elven Riders 3GG Creature - Elf 3/3 Elven Riders can't be blocked except by creatures with flying and/or Walls. Elven Rite 1G Sorcery Distribute two +1/+1 counters among one or two target creatures. Elven Warhounds 3G Creature - Hound 2/2 Whenever Elven Warhounds becomes blocked by a creature, put that creature on top of its owner's library. Elves of Deep Shadow G Creature - Elf 1/1 T: Add B to your mana pool. Elves of Deep Shadow deals 1 damage to you. Elvish Aberration 5G Creature - Elf Mutant 4/5 T: Add GGG to your mana pool. Forestcycling 2 (2, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.) Elvish Archers 1G Creature - Elf 2/1 First strike Elvish Bard 3GG Creature - Elf 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 1GG Creature - Lord 2/2 All Elves get +1/+1 and have forestwalk. Elvish Farmer 1G Creature - Elf 0/2 At the beginning of your upkeep, put a spore counter on Elvish Farmer. Remove three spore counters from Elvish Farmer: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: You gain 2 life. Elvish Fury G Instant Buyback 4 (You may pay 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 2G Enchant Land Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool for each Elf in play. Elvish Healer 2W Creature - Cleric 1/2 T: Prevent the next 1 damage that would be dealt to target creature or player this turn. If that creature is green, prevent the next 2 damage instead. Elvish Herder G Creature - Elf 1/1 G: Target creature gains trample until end of turn. Elvish Hunter 1G Creature - Elf 1/1 1G, 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 3G Creature - Elf 1/2 2G: Target Elf gains forestwalk until end of turn. Elvish Pioneer G Creature - Elf Druid 1/1 When Elvish Pioneer comes into play, you may put a basic land card from your hand into play tapped. Elvish Piper 3G Creature - Elf 1/1 G, T: Put a creature card from your hand into play. Elvish Ranger 2G Creature - Elf 4/1 Elvish Scout G Creature - Elf 1/1 G, T: Untap target attacking creature you control. Prevent all combat damage that would be dealt to or dealt by it this turn. Elvish Scrapper G Creature - Elf 1/1 G, T, Sacrifice Elvish Scrapper: Destroy target artifact. Elvish Soultiller 3GG Creature - Elf Mutant 5/4 When Elvish Soultiller is put into a graveyard from play, choose a creature type. Shuffle all creature cards of that type from your graveyard into your library. Elvish Spirit Guide 2G Creature - Spirit 2/2 Remove Elvish Spirit Guide from the game: Add G to your mana pool. Play this ability only if Elvish Spirit Guide is in your hand. Elvish Vanguard 1G Creature - Elf 1/1 Whenever another Elf comes into play, put a +1/+1 counter on Elvish Vanguard. Elvish Warrior GG Creature - Elf 2/3 Embalmed Brawler 2B Creature - Zombie 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.) Whenever Embalmed Brawler attacks or blocks, you lose 1 life for each +1/+1 counter on it. Embargo 3U Enchantment Nonland permanents don't untap during their controllers' untap steps. At the beginning of your upkeep, you lose 2 life. Ember Beast 2R Creature - Beast 3/4 Ember Beast can't attack or block alone. Ember Shot 6R Instant Ember Shot deals 3 damage to target creature or player. Draw a card. Ember-Fist Zubera 1R Creature - Zubera Spirit 1/2 When Ember-Fist Zubera is put into a graveyard from play, it deals damage to target creature or player equal to the number of Zubera put into all graveyards from play this turn. Embermage Goblin 3R Creature - Goblin Wizard 1/1 When Embermage Goblin comes into play, you may search your library for a card named Embermage Goblin, reveal it, and put it into your hand. If you do, shuffle your library. T: Embermage Goblin deals 1 damage to target creature or player. Emberwilde Caliph 2UR Creature - Djinn 4/4 Flying, trample Emberwilde Caliph attacks each turn if able. Whenever Emberwilde Caliph deals damage, you lose that much life. Emberwilde Djinn 2RR Creature - Djinn 5/4 Flying At the beginning of each player's upkeep, that player may pay RR or 2 life. If he or she does, the player gains control of Emberwilde Djinn. Emblazoned Golem 2 Artifact Creature - Golem 1/2 Kicker X (You may pay an additional X as you play this spell.) Spend only colored mana on X. No more than one mana of each color may be spent this way. If the kicker cost was paid, Emblazoned Golem comes into play with X +1/+1 counters on it. Embolden 2W Instant Prevent the next 4 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. Flashback 1W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) 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 1G Creature - Dragonfly 1/1 Flying GG: Emerald Dragonfly gains first strike until end of turn. Emerald Medallion 2 Artifact Green spells you play cost 1 less to play. Emissary of Despair 1BB Creature - Spirit 2/1 Flying Whenever Emissary of Despair deals combat damage to a player, that player loses 1 life for each artifact he or she controls. Emissary of Hope 1WW Creature - Spirit 2/1 Flying Whenever Emissary of Hope deals combat damage to a player, you gain 1 life for each artifact that player controls. Emmessi Tome 4 Artifact 5, T: Draw two cards, then discard a card. Emperor Crocodile 3G Creature - Crocodile 5/5 When you control no other creatures, sacrifice Emperor Crocodile. Empress Galina 3UU Legendary Creature 1/3 UU, T: Gain control of target legendary permanent. (This effect doesn't end at end of turn.) Empty City Ruse W Sorcery Target opponent skips the combat phase of his or her next turn. Empty-Shrine Kannushi W Creature - Human Cleric 1/1 Empty-Shrine Kannushi has protection from the colors of permanents you control. Empyrial Armor 1WW Enchant Creature Enchanted creature gets +X/+X, where X is the number of cards in your hand. Empyrial Plate 2 Artifact - Equipment Equipped creature gets +1/+1 for each card in your hand. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Enchanted Being 1WW Creature - Being 2/2 Prevent all combat damage that would be dealt to Enchanted Being by enchanted creatures. Enchantment Alteration U Instant Move target enchantment enchanting a creature or land to another permanent of that type. Enchantress's Presence 2G Enchantment Whenever you play an enchantment spell, draw a card. Encroach B Sorcery Target player reveals his or her hand. Choose a nonbasic land card from it. That player discards that card. Endangered Armodon 2GG Creature - Elephant 4/5 When you control a creature with toughness 2 or less, sacrifice Endangered Armodon. Endbringer's Revel 2B Enchantment 4: Return target creature card from a graveyard to its owner's hand. Any player may play this ability but only any time he or she could play a sorcery. Endemic Plague 3B Sorcery As an additional cost to play Endemic Plague, sacrifice a creature. Destroy all creatures that share a creature type with the sacrificed creature. They can't be regenerated. Endless Cockroaches 1BB Creature - Insect 1/1 When Endless Cockroaches is put into to a graveyard from play, return Endless Cockroaches to your hand. Endless Scream XB Enchant Creature Endless Scream comes into play with X scream counters on it. Enchanted creature gets +1/+0 for each scream counter on Endless Scream. Endless Swarm 5GGG Sorcery Put a 1/1 green Snake creature token into play for each card in your hand. Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.) Endless Whispers 2BB Enchantment Each creature has "When this creature is put into a graveyard from play, choose target opponent. That player puts this creature card from that graveyard into play under his or her control at end of turn." Endless Wurm 3GG Creature - Wurm 9/9 Trample At the beginning of your upkeep, sacrifice Endless Wurm unless you sacrifice an enchantment. Endoskeleton 2 Artifact You may choose not to untap Endoskeleton during your untap step. 2, T: Target creature gets +0/+3 as long as Endoskeleton remains tapped. Enduring Ideal 5WW Sorcery Search your library for an enchantment card and put it into play. Then shuffle your library. Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.) Enduring Renewal 2WW Enchantment Play with your hand revealed. If you would draw a card, reveal 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 WU 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 XRW Sorcery Choose one - Energy Bolt deals X damage to target player; or target player gains X life. Energy Chamber 2 Artifact At the beginning of your upkeep, choose one - Put a +1/+1 counter on target artifact creature; or put a charge counter on target noncreature artifact. Energy Field 1U Enchantment Prevent all damage that would be dealt to you by sources you don't control. When a card is put into your graveyard, sacrifice Energy Field. Energy Flux 2U Enchantment All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay 2." Energy Storm 1W Enchantment Cumulative upkeep 1 Prevent all damage that would be dealt by instant and sorcery spells. Creatures with flying don't untap during their controller's untap step. Energy Tap U Sorcery Tap target untapped creature you control. If you do, add X to your mana pool, where X is that creature's converted mana cost. Energy Vortex 3UU Enchantment As Energy Vortex comes into play, choose an opponent. At the beginning of your upkeep, remove all energy counters from Energy Vortex. At the beginning of the chosen player's upkeep, Energy Vortex deals 3 damage to that player unless he or she pays 1 for each energy counter on Energy Vortex. X: Put X energy counters on Energy Vortex. Play this ability only during your upkeep. Enervate 1U Instant Tap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. Enfeeblement BB Enchant Creature Enchanted creature gets -2/-2. Engineered Explosives X Artifact Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) 2, Sacrifice Engineered Explosives: Destroy each nonland permanent with converted mana cost equal to the number of charge counters on Engineered Explosives. Engineered Plague 2B Enchantment As Engineered Plague comes into play, choose a creature type. All creatures of the chosen type get -1/-1. Engulfing Flames R Instant Engulfing Flames deals 1 damage to target creature. It can't be regenerated this turn. Flashback 3R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Enlightened Tutor W Instant Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it. Enlistment Officer 3W Creature - Soldier 2/3 First strike When Enlistment Officer comes into play, reveal the top four cards of your library. Put all Soldier cards revealed this way into your hand and the rest on the bottom of your library. Enormous Baloth 6G Creature - Beast 7/7 Enrage XR Instant Target creature gets +X/+0 until end of turn. Enraging Licid 1R Creature - Licid 1/1 R, T: Enraging Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has haste" and "R: End the effect that created this ability." Enshrined Memories XG Sorcery Reveal the top X cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order. Enslaved Dwarf R Creature - Dwarf 1/1 R, Sacrifice Enslaved Dwarf: Target black creature gets +1/+0 and gains first strike until end of turn. Enslaved Horror 3B Creature - Horror 4/4 When Enslaved Horror comes into play, each other player may return a creature card from his or her graveyard to play. Enslaved Scout 2R Creature - Goblin 2/2 2: Enslaved Scout gains mountainwalk until end of turn. Ensnare 3U Instant You may return two Islands you control to their owner's hand rather than pay Ensnare's mana cost. Tap all creatures. Ensnaring Bridge 3 Artifact Creatures with power greater than the number of cards in your hand can't attack. Ensouled Scimitar 3 Artifact - Equipment 3: Ensouled Scimitar becomes a 1/5 artifact creature with flying until end of turn. (Equipment that's a creature can't equip a creature.) Equipped creature gets +1/+5. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) Entangler 2WW 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 3BB Creature - Spirit */* Flying As Entropic Specter comes into play, choose an opponent. Entropic Specter's power and toughness are each equal to the number of cards in the chosen player's hand. Whenever Entropic Specter deals damage to a player, that player discards a card. Envelop U Instant Counter target sorcery spell. Eon Hub 5 Artifact Players skip their upkeep steps. Ephemeron 4UU Creature - Illusion 4/4 Flying Discard a card: Return Ephemeron to its owner's hand. Epic Struggle 2GG Enchantment At the beginning of your upkeep, if you control twenty or more creatures, you win the game. Epicenter 4R Sorcery Target player sacrifices a land. Threshold - All players sacrifice all lands instead. (You have threshold if seven or more cards are in your graveyard.) Equal Treatment 1W Instant If any source would deal 1 or more damage to a creature or player this turn, it deals 2 damage to that creature or player instead. Draw a card. Equilibrium 1UU Enchantment Whenever you play a creature spell, you may pay 1. If you do, return target creature to its owner's hand. Equinox W Enchant Land Enchanted land has "T: Counter target spell if it would destroy a land you control." Equipoise 2W Enchantment At the beginning of your upkeep, for each artifact target player controls in excess of the number you control, choose an artifact he or she controls. Repeat this process for creatures and lands. The chosen permanents phase out. Eradicate 2BB Sorcery Remove target nonblack creature from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library. Erase W Instant Remove target enchantment from the game. Erayo, Soratami Ascendant 1U Legendary Creature - Moonfolk Monk 1/1 Flying Whenever the fourth spell of a turn is played, flip Erayo, Soratami Ascendant. ----- Erayo's Essence Legendary Enchantment Whenever an opponent plays a spell for the first time in a turn, counter that spell. Erg Raiders 1B Creature - Raider 2/3 At the end of your turn, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn. Erhnam Djinn 3G Creature - Djinn 4/5 At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. Erithizon 2GG Creature - Beast 4/4 Whenever Erithizon attacks, put a +1/+1 counter on target creature of defending player's choice. Eron the Relentless 3RR Legendary Creature 5/2 Haste RRR: Regenerate Eron the Relentless. Erosion UUU Enchant Land At the beginning of the upkeep of enchanted land's controller, destroy that land unless that player pays 1 or 1 life. Errand of Duty 1W Instant Put a 1/1 white Knight creature token with banding into play. Errant Minion 2U Enchant Creature At the beginning of the upkeep of enchanted creature's controller, that player may pay 1 or 2. Errant Minion deals damage to that player equal to 2 minus the amount of mana paid this way. Errantry 1R Enchant Creature Enchanted creature gets +3/+0 and can only attack alone. Erratic Explosion 2R Sorcery Choose target creature or player. Reveal cards from the top of your library until you reveal a nonland card. Erratic Explosion deals damage equal to that card's converted mana cost to that creature or player. Put the revealed cards on the bottom of your library in any order. Erratic Portal 4 Artifact 1, T: Return target creature to its owner's hand unless its controller pays 1. Ersatz Gnomes 3 Artifact Creature - Gnome 1/1 T: Target spell is colorless. T: Target permanent becomes colorless until end of turn. Ertai, the Corrupted 2WUB Legendary Creature - Wizard 3/4 U, T, Sacrifice a creature or enchantment: Counter target spell. Ertai, Wizard Adept 2U Legendary Creature - Wizard 1/1 2UU, T: Counter target spell. Ertai's Familiar 1U Creature - Illusion 2/2 Phasing When Ertai's Familiar leaves play, put the top three cards of your library into your graveyard. U: Until your next upkeep, Ertai's Familiar can't phase out. Ertai's Meddling XU Instant X can't be 0. The next time target spell would resolve, instead its controller removes it from the game, then puts X delay counters on it. As long as that card is removed from the game, remove a delay counter from it at the beginning of that player's upkeep. If the card has no delay counters on it, he or she puts it onto the stack as a copy of the original spell. Ertai's Trickery U Instant Counter target spell if a kicker cost was paid for it. Escape Artist 1U Creature - Wizard 1/1 Escape Artist is unblockable. U, Discard a card: Return Escape Artist to its owner's hand. Escape Routes 2U Enchantment 2U: Return target white or black creature you control to its owner's hand. Escaped Shapeshifter 3UU Creature - Shapeshifter 3/4 As long as an opponent controls a creature with flying 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 Drain 4B Sorcery Essence Drain deals 3 damage to target creature or player and you gain 3 life. Essence Filter 1GG Sorcery Choose one - Destroy all enchantments; or destroy all nonwhite enchantments. Essence Flare U Enchant Creature Enchanted creature gets +2/+0. At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature. Essence Fracture 3UU Sorcery Return two target creatures to their owners' hands. Cycling 2U (2U, Discard this card: Draw a card.) Essence Leak U Enchant Permanent If enchanted permanent is red or green, it has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost." Essence Sliver 3W Creature - Sliver 3/3 Whenever a Sliver deals damage, its controller gains that much life. Essence Vortex 1UB Instant Destroy target creature unless its controller pays life equal to its toughness. If destroyed this way, the creature can't be regenerated. Etched Oracle 4 Artifact Creature 0/0 Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.) 1, Remove four +1/+1 counters from Etched Oracle: Target player draws three cards. Eternal Dominion 7UUU Sorcery Search target opponent's library for an artifact, creature, enchantment, or land card. Put that card into play under your control. Then that player shuffles his or her library. Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.) Eternal Dragon 5WW Creature - Dragon Spirit 5/5 Flying 3WW: Return Eternal Dragon from your graveyard to your hand. Play this ability only during your upkeep. Plainscycling 2 (2, Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.) Eternal Flame 2RR Sorcery Eternal Flame deals X damage to target opponent, where X is the number of Mountains you control. It deals half X damage, rounded up, to you. Eternal Warrior R Enchant Creature Enchanted creature has vigilance. Eternal Witness 1GG Creature - Human Shaman 2/1 When Eternal Witness comes into play, you may return target card from your graveyard to your hand. Ether Well 3U Instant Put target creature on top of its owner's library. If that creature is red, you may put it on the bottom of its owner's library instead. Ethereal Champion 2WWW Creature - Avatar 3/4 Pay 1 life: Prevent the next 1 damage that would be dealt to Ethereal Champion this turn. Ethereal Haze W Instant - Arcane Prevent all damage that would be dealt by creatures this turn. Eunuchs' Intrigues 2R Sorcery Target opponent chooses a creature he or she controls. Other creatures he or she controls can't block this turn. Eureka 2GG Sorcery Starting with you, players take turns putting an artifact, creature, enchantment, or land card from their hands into play until no one wants to put another card into play. Evacuation 3UU Instant Return all creatures to their owners' hands. Evaporate 2R Sorcery Evaporate deals 1 damage to each creature that's white or blue. Evasive Action 1U Instant Counter target spell unless its controller pays 1 for each basic land type among lands you control. Everglades Land 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 1B to your mana pool. Everglove Courier 2G Creature - Elf 2/1 You may choose not to untap Everglove Courier during your untap step. 2G, T: As long as Everglove Courier remains tapped, target Elf gets +2/+2 and has trample. Evermind { } Instant - Arcane (Spells without mana costs can't be played.) Draw a card. Evermind is blue. Splice onto Arcane 1U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Evil Eye of Orms-by-Gore 4B Creature - 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 2BB 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 3BB Creature - Horror 5/5 Protection from white When Eviscerator comes into play, you lose 5 life. Exalted Angel 4WW Creature - Angel 4/5 Flying Whenever Exalted Angel deals damage, you gain that much life. Morph 2WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Exalted Dragon 4WW Creature - Dragon 5/5 Flying Each turn, Exalted Dragon can't attack unless you sacrifice a land. (This cost is paid as you declare attackers.) Excavation 1U Enchantment 1, Sacrifice a land: Draw a card. Any player may play this ability. Excavator 2 Artifact T, Sacrifice a basic land: Target creature gains landwalk for the type of land sacrificed this way until end of turn. Excise XW Instant Remove target attacking creature from the game unless its controller pays X. Exclude 2U Instant Counter target creature spell. Draw a card. Execute 2B Instant Destroy target white creature. It can't be regenerated. Draw a card. Exhaustion 2U Sorcery Creatures and lands target opponent controls don't untap during his or her next untap step. Exhume 1B Sorcery Each player puts a creature card from his or her graveyard into play. Exile 2W Instant Remove target nonwhite attacking creature from the game. You gain life equal to its toughness. Exile into Darkness 4B Sorcery Target player sacrifices a creature with converted mana cost 3 or less. At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Exile into Darkness from your graveyard to your hand. Exiled Doomsayer 1W Creature - Cleric 1/2 All morph costs cost 2 more. (This doesn't affect the cost to play creatures face down.) Exorcist WW Creature - Exorcist 1/1 1W, T: Destroy target black creature. Exoskeletal Armor 1G Enchant Creature Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards. Exotic Curse 2B Enchant Creature Enchanted creature gets -1/-1 for each basic land type among lands you control. Exotic Disease 4B Sorcery Target player loses X life and you gain X life, where X is the number of basic land types among lands you control. Expendable Troops 1W Creature - Soldier 2/1 T, Sacrifice Expendable Troops: Expendable Troops deals 2 damage to target attacking or blocking creature. Exploration G Enchantment You may play an additional land each of your turns. Explosive Growth G Instant Kicker 5 (You may pay an additional 5 as you play this spell.) Target creature gets +2/+2 until end of turn. If the kicker cost was paid, that creature gets +5/+5 until end of turn instead. Explosive Vegetation 3G Sorcery Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library. Expunge 2B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Cycling 2 (2, Discard this card: Draw a card.) Extinction 4B Sorcery Destroy all creatures of the creature type of your choice. Extinguish 1U Instant Counter target sorcery spell. Extortion 3BB Sorcery Look at target player's hand and choose up to two cards from it. That player discards those cards. Extra Arms 4R Enchant Creature Whenever enchanted creature attacks, it deals 2 damage to target creature or player. Extract U Sorcery Search target player's library for a card and remove that card from the game. Then that player shuffles his or her library. Extraplanar Lens 3 Artifact Imprint - When Extraplanar Lens comes into play, you may remove target land you control from the game. (The removed card is imprinted on this artifact.) Whenever a land with the same name as the imprinted card is tapped for mana, its controller adds one mana to his or her mana pool of any type that land produced. Extravagant Spirit 3U Creature - Spirit 4/4 Flying At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay 1 for each card in your hand. Extruder 4 Artifact Creature 4/3 Echo (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 WW Instant Eye for an Eye deals X damage to the controller of the source of your choice that dealt damage to you this turn, where X is the damage dealt to you by that source this turn. Eye of Nowhere UU Sorcery - Arcane Return target permanent to its owner's hand. Eye of Ramos 3 Artifact T: Add U to your mana pool. Sacrifice Eye of Ramos: Add U to your mana pool. Eye of Singularity 3W World Enchantment When Eye of Singularity comes into play, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated. Whenever a permanent other than a basic land comes into play, destroy all other permanents with that name. They can't be regenerated. Eye of Yawgmoth 3 Artifact 3, T, Sacrifice a creature: Reveal cards from the top of your library equal to the sacrificed creature's power. Put one into your hand and remove the rest from the game. Eye Spy U Sorcery Look at the top card of target player's library. You may put that card into his or her graveyard. Eyes of the Watcher 2U Enchantment Whenever you play an instant or sorcery spell, you may pay 1. If you do, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Fabricate 2U Sorcery Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library. Face of Fear 5B Creature - Horror 3/4 2B, Discard a card: Face of Fear gains fear until end of turn. Faceless Butcher 2BB Creature - Nightmare Horror 2/3 When Faceless Butcher comes into play, remove target creature other than Faceless Butcher from the game. When Faceless Butcher leaves play, return the removed card to play under its owner's control. Faces of the Past 2U Enchantment Whenever a creature is put into a graveyard from play, tap or untap all creatures that share a creature type with it. Fact or Fiction 3U Instant Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. Fade Away 2U Sorcery For each creature, that creature's controller pays 1 or sacrifices a permanent. Fade from Memory B Instant Remove target card in a graveyard from the game. Cycling B (B, Discard this card: Draw a card.) Faerie Conclave Land Faerie Conclave comes into play tapped. T: Add U to your mana pool. 1U: Faerie Conclave becomes a 2/1 blue creature with flying until end of turn. It's still a land. Faerie Noble 2G Creature - Noble 1/2 Flying Faeries you control get +0/+1. T: Faeries you control get +1/+0 until end of turn. Faerie Squadron U Creature - Faerie 1/1 Kicker 3U (You may pay an additional 3U as you play this spell.) If the kicker cost was paid, Faerie Squadron comes into play with two +1/+1 counters on it and with flying. Faith Healer 1W Creature - Cleric 1/1 Sacrifice an enchantment: You gain life equal to its converted mana cost. Faithful Squire 1WW Creature - Human Soldier 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Faithful Squire. At end of turn, if there are two or more ki counters on Faithful Squire, you may flip it. ----- Kaiso, Memory of Loyalty Legendary Creature - Spirit 3/4 Flying Remove a ki counter from Kaiso, Memory of Loyalty: Prevent all damage that would be dealt to target creature this turn. Fallen Angel 3BB Creature - Angel 3/3 Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn. Fallen Askari 1B 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 4B Creature - Zombie Cleric 4/2 Protection from Clerics Morph 4B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Falling Star 2R Sorcery Flip Falling Star onto the playing area from a height of at least one foot. Falling Star deals 3 damage to each creature it lands on. Tap all creatures dealt damage by Falling Star. If Falling Star doesn't turn completely over at least once during the flip, it has no effect. Falling Timber 2G Instant Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.) Prevent all combat damage target creature would deal this turn. If the kicker cost was paid, prevent all combat damage another target creature would deal this turn. Fallow Earth 2G Sorcery Put target land on top of its owner's library. Fallow Wurm 2G Creature - Wurm 4/4 When Fallow Wurm comes into play, sacrifice it unless you discard a land card. False Cure BB Instant Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life he or she gained. False Dawn 1W Sorcery Until end of turn, spells and abilities you control that would add colored mana to your mana pool add that much white mana instead. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card. False Defeat 3W Sorcery Return target creature card from your graveyard to play. False Demise 2U Enchant Creature When enchanted creature is put into a graveyard, return that creature to play under your control. False Memories 1U Instant Put the top seven cards of your library into your graveyard. At end of turn, remove seven cards in your graveyard from the game. False Mourning G Sorcery Put target card from your graveyard on top of your library. False Orders R Instant Play False Orders only during the declare blockers step. Target creature defending player controls is removed from combat. Creatures that creature had been blocking this combat are considered unblocked if no other creatures are blocking them. You may have the creature block an attacking creature of your choice. False Peace W Sorcery Target player skips the combat phases of his or her next turn. False Prophet 2WW Creature - Cleric 2/2 When False Prophet is put into a graveyard from play, remove all creatures from the game. False Summoning 1U Instant Counter target creature spell. Falter 1R Instant Creatures without flying can't block this turn. Familiar Ground 2G Enchantment Each creature you control can't be blocked by more than one creature. Famine 3BB Sorcery Famine deals 3 damage to each creature and each player. Famished Ghoul 3B Creature - Zombie 3/2 1B, Sacrifice Famished Ghoul: Remove up to two target cards in a single graveyard from the game. Fanatical Devotion 2W Enchantment Sacrifice a creature: Regenerate target creature. Fanatical Fever 2GG Instant Target creature gets +3/+0 and gains trample until end of turn. Fangren Firstborn 1GGG Creature - Beast 4/2 Whenever Fangren Firstborn attacks, put a +1/+1 counter on each attacking creature. Fangren Hunter 3GG Creature - Beast 4/4 Trample Fangren Pathcutter 4GG Creature - Beast 4/6 Whenever Fangren Pathcutter attacks, attacking creatures gain trample until end of turn. Fanning the Flames XRR Sorcery Buyback 3 (You may pay 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 2G 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 WWW Enchant Land Enchanted land has "At the beginning of your upkeep, you may pay WW. If you do, you gain 1 life." Farrel's Mantle 2W Enchant Creature Enchanted creature has "Whenever this creature attacks and isn't blocked, you may have it deal X plus 2 damage to target creature, where X is this creature's power. If you do, this creature deals no combat damage this turn." Farrel's Zealot 1WW Creature - Townsfolk 2/2 Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot deals no combat damage this turn. Farrelite Priest 1WW 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. 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 2BB Sorcery An opponent chooses one - You draw three cards; or you destroy up to two target creatures that opponent controls and that player draws up to three cards. Those creatures can't be regenerated. Fatal Mutation B Enchant Creature When enchanted creature is turned face up, destroy it. It can't be regenerated. Fatespinner 1UU Creature - Human Wizard 1/2 At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn. Fatigue 1U Sorcery Target player skips his or her next draw step. Fault Line XRR Instant Fault Line deals X damage to each creature without flying and each player. Fault Riders 2R Creature - Soldier 2/2 Sacrifice a land: Fault Riders gets +2/+0 and gains first strike until end of turn. Play this ability only once each turn. Favorable Destiny 1W Enchant Creature Enchanted creature gets +1/+2 as long as it's white. Enchanted creature can't be the target of spells or abilities as long as its controller controls another creature. Fear BB Enchant Creature Enchanted creature has fear. Feast of the Unicorn 3B Enchant Creature Enchanted creature gets +4/+0. Feast of Worms 3GG Sorcery - Arcane Destroy target land. If that land is legendary, its controller sacrifices another land. Feast or Famine 3B Instant Choose one - Put a 2/2 black Zombie creature token into play; or destroy target nonblack, nonartifact creature and it can't be regenerated. Fecundity 2G Enchantment Whenever a creature is put into a graveyard from play, that creature's controller may draw a card. Feedback 2U Enchant Enchantment At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player. Feedback Bolt 4R Instant Feedback Bolt deals damage to target player equal to the number of artifacts you control. Feeding Frenzy 2B Instant Target creature gets -X/-X until end of turn, where X is the number of Zombies in play. Feint R Instant Tap all creatures blocking target attacking creature. Prevent all combat damage this turn that would be dealt by that creature and all creatures blocking it. Feldon's Cane 1 Artifact T, Remove Feldon's Cane from the game: Shuffle your graveyard into your library. Fellwar Stone 2 Artifact T: Add to your mana pool one mana of any color and type that a land an opponent controls could produce. Femeref Archers 2G Creature - Soldier 2/2 T: Femeref Archers deals 4 damage to target attacking creature with flying. Femeref Enchantress GW Creature - Enchantress 1/2 Whenever an enchantment is put into a graveyard from play, draw a card. Femeref Healer 1W Creature - Cleric 1/1 T: Prevent the next 1 damage that would be dealt to target creature or player this turn. Femeref Knight 2W Creature - Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) W: Femeref Knight gains vigilance until end of turn. Femeref Scouts 2W Creature - Soldier 1/4 Fen Stalker 3B Creature - Nightstalker 3/2 Fen Stalker has fear as long as you control no untapped lands. Fend Off 1W Instant Prevent all combat damage that would be dealt by target creature this turn. Cycling 2 (2, Discard this card: Draw a card.) Feral Deceiver 3G Creature - Spirit 3/2 1: Look at the top card of your library. 2: Reveal the top card of your library. If it's a land, Feral Deceiver gets +2/+2 and gains trample until end of turn. Play this ability only once each turn. Feral Instinct 1G Instant Target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep. Feral Lightning 3RRR Sorcery Put three 3/1 red Elemental creature tokens with haste into play. Remove them from the game at end of turn. Feral Shadow 2B Creature - Nightstalker 2/1 Flying Feral Thallid 3GGG Creature - Fungus 6/3 At the beginning of your upkeep, put a spore counter on Feral Thallid. Remove three spore counters from Feral Thallid: Regenerate Feral Thallid. Feral Throwback 4GG Creature - Beast 3/3 Amplify 2 (As this card comes into play, put two +1/+1 counters on it for each Beast card you reveal in your hand.) Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Ferocious Charge 2G Instant Target creature gets +4/+4 until end of turn. Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.) Ferocity 1G Enchant Creature Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it. Feroz's Ban 6 Artifact Creature spells cost 2 more to play. Ferropede 3 Artifact Creature - Insect 1/1 Ferropede is unblockable. Whenever Ferropede deals combat damage to a player, you may remove a counter from target permanent. Fertile Ground 1G 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 1WBR Enchantment Whenever a creature you control attacks, it gets +2/+2 until end of turn. Fervent Denial 3UU Instant Counter target spell. Flashback 5UU (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Fervor 2R Enchantment Creatures you control have haste. Festering Evil 3BB Enchantment At the beginning of your upkeep, Festering Evil deals 1 damage to each creature and each player. BB, Sacrifice Festering Evil: Festering Evil deals 3 damage to each creature and each player. Festering Goblin B Creature - Zombie Goblin 1/1 When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn. Festering Wound 1B 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. Festival of Trokin W Sorcery You gain 2 life for each creature you control. Fetid Horror 3B Creature - Shade 1/2 B: Fetid Horror gets +1/+1 until end of turn. Fever Charm R Instant Choose one - Target creature gains haste until end of turn; or target creature gets +2/+0 until end of turn; or Fever Charm deals 3 damage to target Wizard. Fevered Convulsions BB Enchantment 2BB: Put a -1/-1 counter on target creature. Fevered Strength 2B Instant Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep. Fickle Efreet 3R Creature - Efreet 5/2 Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet. Fiddlehead Kami 4G Creature - Spirit 3/3 Whenever you play a Spirit or Arcane spell, regenerate Fiddlehead Kami. Field of Dreams U World Enchantment Players play with the top card of their libraries revealed. Field of Reality 2U Enchant Creature Enchanted creature can't be blocked by Spirits. 1U: Return Field of Reality to its owner's hand. Field of Souls 2WW Enchantment Whenever a nontoken creature is put into your graveyard from play, put a 1/1 white Essence creature token with flying into play. Field Surgeon 1W Creature - Cleric 1/1 Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn. Fierce Empath 2G Creature - Elf 1/1 When Fierce Empath comes into play, you may search your library for a creature card with converted mana cost 6 or more, reveal it, and put it into your hand. Then shuffle your library. Fiery Gambit 2R Sorcery Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control. Fiery Justice GWR 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 1R Enchant Creature When Fiery Mantle is put into a graveyard from play, return Fiery Mantle to its owner's hand. R: Enchanted creature gets +1/+0 until end of turn. Fiery Temper 1RR Instant Fiery Temper deals 3 damage to target creature or player. Madness R (You may play this card for its madness cost at the time you discard it.) Fight or Flight 3W Enchantment At the beginning of each opponent's combat phase, separate all creatures that player controls into two piles. Only creatures in the pile of his or her choice 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 2UU Creature - Drake 2/4 Flying Fill with Fright 3B Sorcery Target player discards two cards. Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.) Filth 3B Creature - Incarnation 2/2 Swampwalk As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk. Filthy Cur 1B Creature - Hound 2/2 Whenever Filthy Cur is dealt damage, you lose that much life. Final Fortune RR Instant Take an extra turn after this one. At the end of that turn, you lose the game. Final Judgment 4WW Sorcery Remove all creatures from the game. Final Punishment 3BB Sorcery Target player loses life equal to the damage already dealt to him or her this turn. Final Strike 2BB Sorcery As an additional cost to play Final Strike, sacrifice a creature. Final Strike deals to target opponent damage equal to the sacrificed creature's power. Fire // Ice 1R // 1U Instant // Instant Fire deals 2 damage divided as you choose among any number of target creatures and/or players. // Tap target permanent. Draw a card. Fire Ambush 1R Sorcery Fire Ambush deals 3 damage to target creature or player. Fire and Brimstone 3WW Instant Fire and Brimstone deals 4 damage to target player who declared an attacking creature this turn and 4 damage to you. Fire Ants 2R Creature - Insect 2/1 T: Fire Ants deals 1 damage to each other creature without flying. Fire Bowman R Creature - Soldier 1/1 Sacrifice Fire Bowman: Fire Bowman deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase. Fire Covenant 1BR Instant As an additional cost to play Fire Covenant, pay X life. Fire Covenant deals X damage divided as you choose among any number of target creatures. Fire Diamond 2 Artifact Fire Diamond comes into play tapped. T: Add R to your mana pool. Fire Dragon 6RRR Creature - Dragon 6/6 Flying When Fire Dragon comes into play, it deals damage equal to the number of Mountains you control to target creature. Fire Drake 1RR Creature - Drake 1/2 Flying R: Fire Drake gets +1/+0 until end of turn. Play this ability no more than once each turn. Fire Elemental 3RR Creature - Elemental 5/4 Fire Imp 2R Creature - Imp 2/1 When Fire Imp comes into play, it deals 2 damage to target creature. Fire Snake 4R Creature - Snake 3/1 When Fire Snake is put into a graveyard from play, destroy target land. Fire Sprites 1G Creature - Faerie 1/1 Flying G, T: Add R to your mana pool. Fire Tempest 5RR Sorcery Fire Tempest deals 6 damage to each creature and each player. Fire Whip 1R 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 XR Sorcery Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players. As an additional cost to play Fireball, pay 1 for each target beyond the first. Fireblast 4RR Instant You may sacrifice two Mountains rather than pay Fireblast's mana cost. Fireblast deals 4 damage to target creature or player. Firebolt R Sorcery Firebolt deals 2 damage to target creature or player. Flashback 4R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Firebrand Ranger 1R Creature - Soldier 2/1 G, T: Put a basic land card from your hand into play. Firebreathing R Enchant Creature R: Enchanted creature gets +1/+0 until end of turn. Firecat Blitz XRR Sorcery Put X 1/1 red Cat creature tokens with haste into play. Remove them from the game at end of turn. Flashback-RR, Sacrifice X Mountains. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Firefly 3R Creature - Insect 1/1 Flying R: Firefly gets +1/+0 until end of turn. Fires of Yavimaya 1RG Enchantment Creatures you control have haste. Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn. Firescreamer 3B Creature - Kavu 2/2 R: Firescreamer gets +1/+0 until end of turn. Fireshrieker 3 Artifact - Equipment Equipped creature has double strike. (It deals both first-strike and regular combat damage.) Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Fireslinger 1R Creature - Wizard 1/1 T: Fireslinger deals 1 damage to target creature or player and 1 damage to you. Firestorm R Instant As an additional cost to play Firestorm, discard X cards. Firestorm deals X damage to each of X target creatures and/or players. Firestorm Hellkite 4UR Creature - Dragon 6/6 Flying, trample Cumulative upkeep UR Firestorm Phoenix 4RR Creature - Phoenix 3/2 Flying If Firestorm Phoenix would be put into a graveyard from play, return Firestorm Phoenix to its owner's hand instead. It can't be played again until its owner's next turn. First Volley 1R Instant - Arcane First Volley deals 1 damage to target creature and 1 damage to that creature's controller. Fishliver Oil 1U Enchant Creature Enchanted creature has islandwalk. Fissure 3RR Instant Destroy target creature or land. It can't be regenerated. Fist of Suns 3 Artifact You may pay WUBRG rather than pay the mana cost for spells that you play. Fists of the Anvil 1R Instant Target creature gets +4/+0 until end of turn. Fit of Rage 1R Sorcery Target creature gets +3/+3 and gains first strike until end of turn. Flailing Drake 3G Creature - Drake 2/3 Flying When Flailing Drake blocks or becomes blocked by a creature, that creature gets +1/+1 until end of turn. Flailing Manticore 3R Creature - Monster 3/3 Flying, first strike 1: Flailing Manticore gets +1/+1 until end of turn. Any player may play this ability. 1: Flailing Manticore gets -1/-1 until end of turn. Any player may play this ability. Flailing Ogre 2R Creature - Ogre 3/3 1: Flailing Ogre gets +1/+1 until end of turn. Any player may play this ability. 1: Flailing Ogre gets -1/-1 until end of turn. Any player may play this ability. Flailing Soldier R Creature - Soldier 2/2 1: Flailing Soldier gets +1/+1 until end of turn. Any player may play this ability. 1: Flailing Soldier gets -1/-1 until end of turn. Any player may play this ability. Flame Burst 1R Instant Flame Burst deals X damage to target creature or player, where X is 2 plus the number of cards named Flame Burst in all graveyards. Flame Elemental 2RR Creature - Elemental 3/2 R, T, Sacrifice Flame Elemental: Flame Elemental deals damage equal to its power to target creature. Flame Jet 1R Sorcery Flame Jet deals 3 damage to target player. Cycling 2 (2, Discard this card: Draw a card.) Flame Rift 1R Sorcery Flame Rift deals 4 damage to each player. Flame Spirit 4R Creature - Spirit 2/3 R: Flame Spirit gets +1/+0 until end of turn. Flame Wave 3RRRR Sorcery Flame Wave deals 4 damage to target player and each creature he or she controls. Flamebreak RRR Sorcery Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn. Flames of the Blood Hand 2R Instant Flames of the Blood Hand deals 4 damage to target player. The damage can't be prevented. If that player would gain life this turn, that player gains no life instead. Flameshot 3R Sorcery You may discard a Mountain card rather than pay Flameshot's mana cost. Flameshot deals 3 damage divided as you choose among any number of target creatures. Flamestick Courier 2R Creature - Goblin 2/1 You may choose not to untap Flamestick Courier during your untap step. 2R, T: As long as Flamestick Courier remains tapped, target Goblin gets +2/+2 and has haste. Flametongue Kavu 3R Creature - Kavu 4/2 When Flametongue Kavu comes into play, it deals 4 damage to target creature. Flamewave Invoker 2R Creature - Goblin Mutant 2/2 7R: Flamewave Invoker deals 5 damage to target player. Flaming Gambit XR Instant Flaming Gambit deals X damage to target player. That player may choose a creature he or she controls and have Flaming Gambit deal that damage to it instead. Flashback XRR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flaming Sword 1R Enchant Creature You may play Flaming Sword any time you could play an instant. Enchanted creature gets +1/+0 and has first strike. Flanking Troops 2WW Creature - Soldier 2/2 Whenever Flanking Troops attacks, you may tap target creature. Flare 2R Instant Flare deals 1 damage to target creature or player. Draw a card at the beginning of the next turn's upkeep. Flaring Pain 1R Instant Damage can't be prevented this turn. Flashback R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flash 1U Instant Choose a creature card in your hand. You may pay its mana cost reduced by up to 2. If you do, put that card into play. If you don't, put that card into your graveyard. Flash Counter 1U Instant Counter target instant spell. Flash Flood U Instant Choose one - Destroy target red permanent; or return target Mountain to its owner's hand. Flash of Defiance 1R Sorcery Players can't block with green and/or white creatures this turn. Flashback-1R, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flash of Insight X1U Instant Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library. Flashback-1U, Remove X blue cards in your graveyard from the game. (You can't remove Flash of Insight to pay for its own flashback cost.) Flashfires 3R Sorcery Destroy all Plains. Flay 3B Sorcery Target player discards a card at random. Then that player discards another card at random unless he or she pays 1. Flayed Nim 3B Creature - Skeleton 2/2 Whenever Flayed Nim deals combat damage to a creature, that creature's controller loses that much life. 2B: Regenerate Flayed Nim. Fledgling Djinn 1B Creature - Djinn 2/2 Flying At the beginning of your upkeep, Fledgling Djinn deals 1 damage to you. Fledgling Dragon 2RR Creature - Dragon 2/2 Flying Threshold - 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 2B Creature - Imp 2/2 B, Discard a card: 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 1GW 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. Fleet-Footed Monk 1W Creature - Cleric 1/1 Fleet-Footed Monk can't be blocked by creatures with power 2 or greater. Fleeting Aven 1UU Creature - Bird Wizard 2/2 Flying Whenever a player cycles a card, return Fleeting Aven to its owner's hand. Fleeting Image 2U Creature - Illusion 2/1 Flying 1U: Return Fleeting Image to its owner's hand. Flesh Reaver 1B Creature - Horror 4/4 Whenever Flesh Reaver deals damage to a creature or opponent, Flesh Reaver deals that much damage to you. Fleshgrafter 2B Creature - Human Warrior 2/2 Discard an artifact card: Fleshgrafter gets +2/+2 until end of turn. Flicker 1W Sorcery Remove target nontoken permanent from the game, then return it to play under its owner's control. 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 1R Instant As an additional cost to play Fling, sacrifice a creature. Fling deals damage equal to the sacrificed creature's power to target creature or player. Flint Golem 4 Artifact Creature - Golem 2/3 Whenever Flint Golem becomes blocked, defending player puts the top three cards from his or her library into his or her graveyard. Floating Shield 2W Enchant Creature As Floating Shield comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Floating Shield. Sacrifice Floating Shield: Target creature gains protection from the chosen color until end of turn. Floating-Dream Zubera 1U Creature - Zubera Spirit 1/2 When Floating-Dream Zubera is put into a graveyard from play, draw a card for each Zubera put into a graveyard from play this turn. Flood U Enchantment UU: Tap target creature without flying. Flood Plain Land Flood Plain comes into play tapped. T, Sacrifice Flood Plain: Search your library for a Plains or Island card and put it into play. Then shuffle your library. Floodbringer 1U Creature - Moonfolk Wizard 1/2 Flying 2, Return a land you control to its owner's hand: Tap target land. Flooded Shoreline UU Enchantment UU, Return two Islands you control to their owner's hand: Return target creature to its owner's hand. Flooded Strand Land T, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card and put it into play. Then shuffle your library. Flooded Woodlands 2UB Enchantment Green creatures have "This creature can't attack unless you sacrifice a land." (This cost is paid as attackers are declared.) Floodgate 3U Creature - Wall 0/5 Defender (This creature can't attack.) When Floodgate has 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 XX1, T: Tap X target lands. Floral Spuzzem 3G Creature - Spuzzem 2/2 Whenever Floral Spuzzem attacks and isn't blocked, you may destroy target artifact defending player controls. If you do, Floral Spuzzem deals no combat damage this turn. Flow of Maggots 2B Creature - Insect 2/2 Cumulative upkeep 1 Flow of Maggots can't be blocked by non-Wall creatures. Flowering Field 1W 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 2RW Creature - Beast 2/5 Whenever Flowstone Charger attacks, it gets +3/-3 until end of turn. Flowstone Crusher 3RR Creature - Beast 4/4 R: Flowstone Crusher gets +1/-1 until end of turn. Flowstone Flood 3R Sorcery Buyback-Pay 3 life, Discard a card at random (You may pay 3 life and discard a card at random in addition to any other costs as you play this spell. If you do, put Flowstone Flood into your hand instead of your graveyard as part of its resolution.) Destroy target land. Flowstone Giant 2RR Creature - Giant 3/3 R: Flowstone Giant gets +2/-2 until end of turn. Flowstone Hellion 4R Creature - Beast 3/3 Haste 0: Flowstone Hellion gets +1/-1 until end of turn. Flowstone Mauler 4RR Creature - Beast 4/5 Trample R: Flowstone Mauler gets +1/-1 until end of turn. Flowstone Overseer 2RRR Creature - Beast 4/4 RR: Target creature gets +1/-1 until end of turn. Flowstone Salamander 3RR Creature - Salamander 3/4 R: Flowstone Salamander deals 1 damage to target creature blocking it. Flowstone Sculpture 6 Artifact Creature 4/4 2, Discard a card: Put a +1/+1 counter on Flowstone Sculpture or Flowstone Sculpture gains flying, first strike, or trample. (This effect doesn't end at end of turn.) Flowstone Shambler 2R Creature - Beast 2/2 R: Flowstone Shambler gets +1/-1 until end of turn. Flowstone Slide X2RR Sorcery All creatures get +X/-X until end of turn. Flowstone Strike 1R Instant Target creature gets +1/-1 and gains haste until end of turn. Flowstone Surge 1R Enchantment Creatures you control get +1/-1. Flowstone Thopter 7 Artifact Creature 4/4 1: Flowstone Thopter gets +1/-1 and gains flying until end of turn. Flowstone Wall 2R Creature - Wall 0/6 Defender (This creature can't attack.) R: Flowstone Wall gets +1/-1 until end of turn. Flowstone Wyvern 3RR Creature - Drake 3/3 Flying R: Flowstone Wyvern gets +2/-2 until end of turn. Fluctuator 2 Artifact Cycling costs you up to 2 less to play. Flux 2U Sorcery Each player discards any number of cards, then draws that many cards. Draw a card. Flying Carpet 4 Artifact 2, T: Target creature gains flying until end of turn. Flying Men U Creature - 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 1U Creature - Wall 0/2 Defender (This creature can't attack.) Flying Prevent all combat damage that would be dealt to and dealt by Fog Bank. Fog Elemental 2U Creature - Elemental 4/4 Flying When Fog Elemental attacks or blocks, sacrifice it at end of combat. Fog of Gnats BB Creature - Insect 1/1 Flying B: Regenerate Fog of Gnats. Fog Patch 1G Instant Play Fog Patch only during the declare blockers step. Attacking creatures become blocked. (This spell works on unblockable creatures.) Foil 2UU Instant You may discard an Island card and another card rather than pay Foil's mana cost. Counter target spell. Fold into Ęther 2UU Instant Counter target spell. If you do, that spell's controller may put a creature card from his or her hand into play. Folk Medicine 2G Instant You gain 1 life for each creature you control. Flashback 1W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Folk of An-Havva G Creature - Townsfolk 1/1 Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn. Folk of the Pines 4G Creature - Dryad 2/5 1G: Folk of the Pines gets +1/+0 until end of turn. Food Chain 2G Enchantment Remove a creature you control from the game: Add X mana of any one color to your mana pool, where X is the removed creature's converted mana cost plus one. 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. Foot Soldiers 3W Creature - Soldier 2/4 Foothill Guide W Creature - Cleric 1/1 Protection from Goblins Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Footsteps of the Goryo 2B Sorcery - Arcane Return target creature card from your graveyard to play. Sacrifice that creature at end of turn. Foratog 2G Creature - Atog 1/2 G, Sacrifice a Forest: Foratog gets +2/+2 until end of turn. Forbid 1UU Instant Buyback-Discard two cards. (You may discard two cards in addition to any other costs as you play this spell. If you do, put Forbid into your hand instead of your graveyard as part of its resolution.) Counter target spell. Forbidden Crypt 3BB Enchantment If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game. If a card would be put into your graveyard, remove that card from the game instead. Forbidden Lore 2G 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 Orchard Land T: Add one mana of any color to your mana pool. Whenever you tap Forbidden Orchard for mana, put a 1/1 colorless Spirit creature token into play under target opponent's control. Forbidden Ritual 2BB Sorcery Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless he or she sacrifices a permanent or discards a card. You may repeat this process as many times as you choose. Forbidding Watchtower Land Forbidding Watchtower comes into play tapped. T: Add W to your mana pool. 1W: Forbidding Watchtower becomes a 1/5 white creature until end of turn. It's still a land. Force Bubble 2WW Enchantment If damage would be dealt to you, put that many depletion counters on Force Bubble instead. When there are four or more depletion counters on Force Bubble, sacrifice it. At end of turn, remove all depletion counters from Force Bubble. Force of Nature 2GGGG Creature - Force 8/8 Trample At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay GGGG. Force of Will 3UU Instant You may pay 1 life and remove a blue card in your hand from the game rather than pay Force of Will's mana cost. Counter target spell. Force Spike U Instant Counter target spell unless its controller pays 1. Force Void 2U Instant Counter target spell unless its controller pays 1. Draw a card at the beginning of the next turn's upkeep. Forced March XBBB Sorcery Destroy all creatures with converted mana cost X or less. Forced Retreat 2U Sorcery Put target creature on top of its owner's library. Forcefield 3 Artifact 1: Prevent all but 1 combat damage that would be dealt this turn by target unblocked creature attacking you. Forcemage Advocate 1G Creature - Centaur 2/1 T: Return target card in an opponent's graveyard to his or her hand. Put a +1/+1 counter on target creature. Foreshadow 1U Instant Name a card. 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 1U Sorcery Search your library for three cards, remove them from the game, then shuffle your library. Draw a card at the beginning of the next turn's upkeep. Forest Basic Land - Forest [G] Forest Bear 1G Creature - Bear 2/2 Forethought Amulet 5 Artifact If an instant or sorcery spell would deal 3 or more damage to you, it deals 2 damage to you instead. At the beginning of your upkeep, sacrifice Forethought Amulet unless you pay 3. Forge Armor 4R Instant As an additional cost to play Forge Armor, sacrifice an artifact. Put X +1/+1 counters on target creature, where X is the sacrificed artifact's converted mana cost. Forget UU Sorcery Target player discards two cards, then draws as many cards as he or she discarded this way. Forgotten Ancient 3G Creature - Elemental 0/3 Whenever a player plays a spell, you may put a +1/+1 counter on Forgotten Ancient. At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures. Forgotten Cave Land Forgotten Cave comes into play tapped. T: Add R to your mana pool. Cycling R (R, Discard this card: Draw a card.) Forgotten Harvest 1G Enchantment At the beginning of your upkeep, you may remove a land card in your graveyard from the game. If you do, put a +1/+1 counter on target creature. Forgotten Lore G Sorcery 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 3W Creature - Soldier 2/4 Foriysian Brigade may block two creatures each combat. Fork RR 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. Forked Lightning 3R Sorcery Forked Lightning deals 4 damage divided as you choose among one, two, or three target creatures. Forked-Branch Garami 3GG Creature - Spirit 4/4 Soulshift 4, soulshift 4 (When this is put into a graveyard from play, you may return up to two target Spirit cards with converted mana cost 4 or less from your graveyard to your hand.) Form of the Dragon 4RRR Enchantment At the beginning of your upkeep, Form of the Dragon deals 5 damage to target creature or player. At the end of each turn, your life total becomes 5. Creatures without flying can't attack you. Formation 1W Instant Target creature gains banding until end of turn. Draw a card at the beginning of the next turn's upkeep. Forsaken City Land Forsaken City doesn't untap during your untap step. At the beginning of your upkeep, you may remove a card in your hand from the game. If you do, untap Forsaken City. T: Add one mana of any color to your mana pool. Forsaken Wastes 2B World Enchantment If a player would gain life, that player gains no life instead. At the beginning of each player's upkeep, that player loses 1 life. When Forsaken Wastes becomes the target of a spell, that spell's controller loses 5 life. Fortified Area 1WW Enchantment Walls you control get +1/+0 and have banding. Fortitude 1G 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 2GG Enchantment Whenever a creature you control is put into a graveyard from play, you may pay 1. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard. Foul Familiar 2B Creature - Spirit 3/1 Foul Familiar can't block. B, Pay 1 life: Return Foul Familiar to its owner's hand. Foul Imp BB Creature - Imp 2/2 Flying When Foul Imp comes into play, you lose 2 life. Foul Presence 2B Enchant Creature Enchanted creature gets -1/-1 and has "T: Target creature gets -1/-1 until end of turn." Foul Spirit 2B Creature - Spirit 3/2 Flying When Foul Spirit comes into play, sacrifice a land. Fountain of Cho Land Fountain of Cho comes into play tapped. T: Put a storage counter on Fountain of Cho. T, Remove any number of storage counters from Fountain of Cho: Add W to your mana pool for each storage counter removed this way. Fountain of Youth 0 Artifact 2, T: You gain 1 life. Fountain Watch 3WW Creature - Guardian 2/4 Artifacts and enchantments you control can't be the target of spells or abilities. Foxfire 2G 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 1R Enchant Creature Whenever enchanted creature becomes the target of a spell or ability, that spell or ability's controller gains control of that creature. (This effect doesn't end at end of turn.) Frankenstein's Monster XBB Creature - Monster 0/1 As Frankenstein's Monster comes into play, remove X creature cards in your graveyard from the game. If you can't, put Frankenstein's Monster into its owner's graveyard instead of into play. For each creature card removed this way, Frankenstein's Monster comes into play with a +2/+0, +1/+1, or +0/+2 counter. Frantic Purification 2W Instant Destroy target enchantment. Madness W (You may play this card for its madness cost at the time you discard it.) Frantic Search 2U Instant Draw two cards, then discard two cards. Untap up to three lands. Freed from the Real 2U Enchant Creature U: Tap enchanted creature. U: Untap enchanted creature. Freewind Falcon 1W Creature - Bird 1/1 Flying, protection from red Frenetic Efreet 1UR Creature - Efreet 2/1 Flying 0: If Frenetic Efreet is in play, flip a coin. If you win the flip, Frenetic Efreet phases out. If you lose the flip, sacrifice Frenetic Efreet. Frenetic Ogre 4R Creature - Ogre 2/3 R, Discard a card at random: Frenetic Ogre gets +3/+0 until end of turn. Frenetic Raptor 5R Creature - Beast 6/6 Beasts can't block. Frenzied Tilling 3RG Sorcery Destroy target land. Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Fresh Volunteers 1W Creature - Rebel 2/2 Freyalise Supplicant 1G Creature - Cleric 1/1 T, Sacrifice a red or white creature: Freyalise Supplicant deals to target creature or player damage equal to half the sacrificed creature's power, rounded down. Freyalise's Charm GG Enchantment Whenever an opponent plays a black spell, you may pay GG. If you do, you draw a card. GG: Return Freyalise's Charm to its owner's hand. Freyalise's Winds 2GG Enchantment Whenever a permanent becomes tapped, put a wind counter on it. That permanent gains "This permanent doesn't untap during your untap step if it has a wind counter on it" and "At the beginning of your upkeep, remove a wind counter from this permanent." Frightcrawler 1B Creature - Horror 1/1 Fear Threshold - Frightcrawler gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.) Frightshroud Courier 2B Creature - Zombie 2/1 You may choose not to untap Frightshroud Courier during your untap step. 2B, T: As long as Frightshroud Courier remains tapped, target Zombie gets +2/+2 and has fear. Frog Tongue G 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 3RRR Creature - Giant 4/4 Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Frost Ogre 3RR Creature - Ogre Warrior 5/3 Frostling R Creature - Spirit 1/1 Sacrifice Frostling: Frostling deals 1 damage to target creature. Frostwielder 2RR Creature - Human Shaman 1/2 T: Frostwielder deals 1 damage to target creature or player. If a creature dealt damage by Frostwielder this turn would be put into a graveyard, remove it from the game instead. Frozen Shade 2B Creature - Shade 0/1 B: Frozen Shade gets +1/+1 until end of turn. Frozen Solid 1UU Enchant Creature Enchanted creature doesn't untap during its controller's untap step. When damage is dealt to enchanted creature, destroy it. Fruition G Sorcery You gain 1 life for each Forest in play. Fugitive Druid 3G Creature - Druid 3/2 Whenever Fugitive Druid becomes the target of an enchantment spell, you draw a card. Fugitive Wizard U Creature - Wizard 1/1 Fugue 3BB Sorcery Target player discards three cards. Fumarole 3BR Sorcery As an additional cost to play Fumarole, pay 3 life. Destroy target creature and target land. Fumiko the Lowblood 2RR Legendary Creature - Human Samurai 3/2 Fumiko the Lowblood has bushido X, where X is the number of attacking creatures. (When this blocks or becomes blocked, it gets +X/+X until end of turn.) Creatures your opponents control attack each turn if able. Funeral Charm B Instant Choose one - Target player discards a card; or target creature gets +2/-1 until end of turn; or target creature gains swampwalk until end of turn. Funeral March 1BB 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 GG Enchantment GG: Put a spore counter on target Fungus. Fungal Shambler 4GUB Creature - Beast 6/4 Trample Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card. Fungus Elemental 3G Creature - Elemental 3/3 G, Sacrifice a Forest: Put a +2/+2 counter on Fungus Elemental. Play this ability only if Fungus Elemental came into play this turn. Fungusaur 3G Creature - Fungusaur 2/2 Whenever Fungusaur is dealt damage, put a +1/+1 counter on it. Furious Assault 2R Enchantment Whenever you play a creature spell, Furious Assault deals 1 damage to target player. Furnace Brood 3R Creature - Elemental 3/3 R: Target creature can't be regenerated this turn. Furnace Dragon 6RRR Creature - Dragon 5/5 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying When Furnace Dragon comes into play, if you played it from your hand, remove all artifacts from the game. Furnace of Rath 1RRR Enchantment If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead. Furnace Spirit 2R Creature - Spirit 1/1 Haste R: Furnace Spirit gets +1/+0 until end of turn. Furnace Whelp 2RR Creature - Dragon 2/2 Flying R: Furnace Whelp gets +1/+0 until end of turn. Future Sight 2UUU 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 1UU Creature - Beast 1/3 Flying Fylamarid can't be blocked by blue creatures. U: Target creature becomes blue until end of turn. Fylgja W Enchant Creature Fylgja comes into play with four healing counters on it. Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn. 2W: Put a healing counter on Fylgja. Fyndhorn Bow 2 Artifact 3, T: Target creature gains first strike until end of turn. Fyndhorn Brownie 2G Creature - Brownie 1/1 2G, T: Untap target creature. Fyndhorn Druid 2G Creature - Druid 2/2 When Fyndhorn Druid is put into a graveyard from play, if it was blocked this turn, you gain 4 life. Fyndhorn Elder 2G Creature - Elf 1/1 T: Add GG to your mana pool. Fyndhorn Elves G Creature - Elf 1/1 T: Add G to your mana pool. Fyndhorn Pollen 2G Enchantment Cumulative upkeep 1 All creatures get -1/-0. 1G: All creatures get -1/-0 until end of turn. Gabriel Angelfire 3GGWW Legendary Creature 4/4 At the beginning of your upkeep, choose flying, first strike, trample, or rampage 3. Gabriel Angelfire gains that ability until your next upkeep. Gaea's Avenger 1GG Creature - Gaea's-Avenger 1+*/1+* Gaea's Avenger's power and toughness are each equal to 1 plus the number of artifacts your opponents control. Gaea's Balance 3G Sorcery As an additional cost to play Gaea's Balance, sacrifice five lands. Search your library for a land card of each basic land type and put them into play. Then shuffle your library. Gaea's Blessing 1G Sorcery Target player shuffles up to three target cards from his or her graveyard into his or her library. Draw a card. When Gaea's Blessing is put into your graveyard from your library, shuffle your graveyard into your library. Gaea's Bounty 2G Sorcery Search your library for up to two Forest cards, reveal those cards, and put them into your hand. Then shuffle your library. Gaea's Cradle Legendary Land T: Add G to your mana pool for each creature you control. Gaea's Embrace 2GG Enchant Creature Enchanted creature gets +3/+3 and has trample. G: Regenerate enchanted creature. Gaea's Herald 1G Creature - Elf 1/1 Creature spells can't be countered. Gaea's Liege 3GGG Creature - 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 GU Creature - Elf Merfolk 2/2 Flying Gaea's Touch GG Enchantment You may play an additional land during your turn if that land is a basic Forest. Sacrifice Gaea's Touch: Add GG to your mana pool. Gainsay 1U Instant Counter target blue spell. Gale Force 4G Sorcery Gale Force deals 5 damage to each creature with flying. Galina's Knight WU Creature - Merfolk Knight 2/2 Protection from red Gallantry 1W Instant Target blocking creature gets +4/+4 until end of turn. Draw a card. Gallowbraid 3BB Legendary Creature 5/5 Cumulative upkeep-Pay 1 life. Trample Galvanic 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. Then shuffle your library. Game of Chaos RRR Sorcery Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life. 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 2G Enchantment At the beginning of your upkeep, each player reveals the top card of his or her library. If all cards revealed this way are creature cards, put those cards into play under their owners' control. (Otherwise, put them back face-down on top of their owners' libraries.) Gamekeeper 3G Creature - Elf 2/2 When Gamekeeper is put into a graveyard from play, you may remove Gamekeeper from the game. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into play and put the other cards revealed this way into your graveyard. Gang of Elk 5G Creature - Beast 5/4 Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it. Gangrenous Goliath 3BB Creature - Zombie Giant 4/4 Tap three untapped Clerics you control: Return Gangrenous Goliath from your graveyard to your hand. Gangrenous Zombies 1BB Creature - Zombie 2/2 T, Sacrifice Gangrenous Zombies: Gangrenous Zombies deals 1 damage to each creature and each player. If you control a snow-covered Swamp, Gangrenous Zombies deals 2 damage to each creature and each player instead. Gargantuan Gorilla 4GGG Creature - Ape 7/7 At the beginning of your upkeep, sacrifice Gargantuan Gorilla unless you sacrifice a Forest. If you sacrifice Gargantuan Gorilla this way, it deals 7 damage to you. If you sacrifice a snow-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 2U Enchant Creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. Gate to Phyrexia BB Enchantment Sacrifice a creature: Destroy target artifact. Play this ability only during your upkeep and only once each turn. Gate to the Ęther 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 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 Adamaro 2RR Instant - Arcane Gaze of Adamaro deals damage equal to the number of cards in target player's hand to that player. Gaze of Pain 1B Sorcery Until end of turn, whenever a creature you control attacks and isn't blocked, you may choose to have it deal damage equal to its power to a target creature. If you do, it deals no combat damage this turn. Gemini Engine 6 Artifact Creature 3/4 Whenever Gemini Engine attacks, put an attacking Twin artifact creature token into play. Its power is equal to Gemini Engine's power and its toughness is equal to Gemini Engine's toughness. Sacrifice the token at end of combat. Gempalm Avenger 5W Creature - Soldier 3/5 Cycling 2W (2W, Discard this card: Draw a card.) When you cycle Gempalm Avenger, all Soldiers get +1/+1 and gain first strike until end of turn. Gempalm Incinerator 2R Creature - Goblin 2/1 Cycling 1R (1R, Discard this card: Draw a card.) When you cycle Gempalm Incinerator, you may have it deal X damage to target creature, where X is the number of Goblins in play. Gempalm Polluter 5B Creature - Zombie 4/3 Cycling BB (BB, Discard this card: Draw a card.) When you cycle Gempalm Polluter, you may have target player lose 1 life for each Zombie in play. Gempalm Sorcerer 2U Creature - Wizard 2/2 Cycling 2U (2U, Discard this card: Draw a card.) When you cycle Gempalm Sorcerer, all Wizards gain flying until end of turn. Gempalm Strider 1G Creature - Elf 2/2 Cycling 2GG (2GG, Discard this card: Draw a card.) When you cycle Gempalm Strider, all Elves get +2/+2 until end of turn. Gemstone Array 4 Artifact 2: Put a charge counter on Gemstone Array. Remove a charge counter from Gemstone Array: Add one mana of any color to your mana pool. Gemstone Mine Land Gemstone Mine comes into play with three mining counters on it. T, Remove a mining counter from Gemstone Mine: Add one mana of any color to your mana pool. If there are no mining counters on Gemstone Mine, sacrifice it. General Jarkeld 3W Legendary Creature 1/2 T: Switch the blocking creatures of two target attacking creatures. Play this ability only during the declare blockers step. General's Kabuto 4 Artifact - Equipment Equipped creature can't be the target of spells or abilities. Prevent all combat damage that would be dealt to equipped creature. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) General's Regalia 3 Artifact 3: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature you control instead. Genesis 4G Creature - Incarnation 4/4 At the beginning of your upkeep, if Genesis is in your graveyard, you may pay 2G. If you do, return target creature card from your graveyard to your hand. Genesis Chamber 2 Artifact Whenever a nontoken creature comes into play, if Genesis Chamber is untapped, that creature's controller puts a 1/1 Myr artifact creature token into play. Genju of the Cedars G Enchant Forest 2: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land. When enchanted Forest is put into a graveyard, you may return Genju of the Cedars from your graveyard to your hand. Genju of the Falls U Enchant Island 2: Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land. When enchanted Island is put into a graveyard, you may return Genju of the Falls from your graveyard to your hand. Genju of the Fens B Enchant Swamp 2: Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with "B: This creature gets +1/+1 until end of turn." It's still a land. When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand. Genju of the Fields W Enchant Plains 2: Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, you gain that much life." It's still a land. When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand. Genju of the Realm WUBRG Legendary Enchant Land 2: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land. When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand. Genju of the Spires R Enchant Mountain 2: Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land. When enchanted Mountain is put into a graveyard, you may return Genju of the Spires from your graveyard to your hand. Geothermal Crevice Land Geothermal Crevice comes into play tapped. T: Add R to your mana pool. T, Sacrifice Geothermal Crevice: Add BG to your mana pool. Gerrard Capashen 3WW Legendary Creature 3/4 At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand. 3W: Tap target creature. Play this ability only if Gerrard Capashen is attacking. Gerrard's Battle Cry W Enchantment 2W: Creatures you control get +1/+1 until end of turn. Gerrard's Command GW Instant Untap target creature. It gets +3/+3 until end of turn. Gerrard's Irregulars 4R Creature - Soldier 4/2 Trample; haste Gerrard's Verdict WB Sorcery Target player discards two cards. You gain 3 life for each land card discarded this way. Gerrard's Wisdom 2WW Sorcery You gain 2 life for each card in your hand. Geth's Grimoire 4 Artifact Whenever an opponent discards a card, you may draw a card. Ghastly Demise B Instant Destroy target nonblack creature if its toughness is less than or equal to the number of cards in your graveyard. Ghastly Remains BBB Creature - Zombie 0/0 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.) At the beginning of your upkeep, if Ghastly Remains is in your graveyard, you may pay BBB. If you do, return Ghastly Remains to your hand. Ghazbįn 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 Ghazbįn Ogre. Ghitu Encampment Land Ghitu Encampment comes into play tapped. T: Add R to your mana pool. 1R: Ghitu Encampment becomes a 2/1 red creature with first strike until end of turn. It's still a land. Ghitu Fire XR Sorcery You may play Ghitu Fire any time you could play an instant if you pay 2 more to play it. Ghitu Fire deals X damage to target creature or player. Ghitu Fire-Eater 2R Creature - Nomad 2/2 T, Sacrifice Ghitu Fire-Eater: Ghitu Fire-Eater deals damage equal to its power to target creature or player. Ghitu Slinger 2R Creature - Nomad 2/2 Echo (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 2R Enchantment R: Target creature gets +1/+0 until end of turn. Ghost Hounds 1B Creature - Hound 1/1 Vigilance Whenever Ghost Hounds blocks or becomes blocked by a white creature, Ghost Hounds gains first strike until end of turn. Ghost Ship 2UU Creature - Ship 2/4 Flying UUU: 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 2U Creature - Wizard 2/1 You may choose not to untap Ghosthelm Courier during your untap step. 2U, T: As long as Ghosthelm Courier remains tapped, target Wizard gets +2/+2 and can't be the target of spells or abilities. Ghost-Lit Nourisher 2G Creature - Spirit 2/1 2G, T: Target creature gets +2/+2 until end of turn. Channel - 3G, Discard Ghost-Lit Nourisher: Target creature gets +4/+4 until end of turn. Ghost-Lit Raider 2R Creature - Spirit 2/1 2R, T: Ghost-Lit Raider deals 2 damage to target creature. Channel - 3R, Discard Ghost-Lit Raider: Ghost-Lit Raider deals 4 damage to target creature. Ghost-Lit Redeemer W Creature - Spirit 1/1 W, T: You gain 2 life. Channel - 1W, Discard Ghost-Lit Redeemer: You gain 4 life. Ghost-Lit Stalker B Creature - Spirit 1/1 4B, T: Target player discards two cards. Play this ability only any time you could play a sorcery. Channel - 5BB, Discard Ghost-Lit Stalker: Target player discards four cards. Play this ability only any time you could play a sorcery. Ghost-Lit Warder 1U Creature - Spirit 1/1 3U, T: Counter target spell unless its controller pays 2. Channel - 3U, Discard Ghost-Lit Warder: Counter target spell unless its controller pays 4. Ghostly Flame BR Enchantment Black and/or red permanents and spells are colorless sources of damage. Ghostly Prison 2W Enchantment Creatures can't attack you unless their controller pays 2 for each creature attacking you. (This cost is paid as attackers are declared.) Ghostly Visit 2B Sorcery Destroy target nonblack creature. Ghostly Wings 1U Enchant Creature Enchanted creature gets +1/+1 and has flying. Discard a card: Return enchanted creature to its owner's hand. Ghosts of the Damned 1BB Creature - Ghost 0/2 T: Target creature gets -1/-0 until end of turn. Ghoul's Feast 1B Instant Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. Giant Albatross 1U Creature - Albatross 1/1 Flying When Giant Albatross is put into a graveyard from play, you may pay 1U. If you do, for each creature that dealt damage to Giant Albatross this turn, destroy that creature unless its controller pays 2 life. A creature destroyed this way can't be regenerated. Giant Badger 1GG Creature - Badger 2/2 Whenever Giant Badger blocks, it gets +2/+2 until end of turn. Giant Caterpillar 3G Creature - Insect 3/3 G, Sacrifice Giant Caterpillar: Put a 1/1 green Butterfly creature token with flying into play at end of turn. Giant Cockroach 3B Creature - Insect 4/2 Giant Crab 4U Creature - Crab 3/3 U: Giant Crab can't be the target of spells or abilities this turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Mantis 3G Creature - Mantis 2/4 Giant Mantis may block as though it had flying. Giant Octopus 3U Creature - Octopus 3/3 Giant Oyster 2UU Creature - Oyster 0/3 You may choose not to untap Giant Oyster during your untap step. T: As long as Giant Oyster remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your 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 5U Creature - Shark 4/4 Giant Shark can't attack unless defending player controls an Island. Whenever Giant Shark blocks or becomes blocked by a creature that has been dealt damage this turn, Giant Shark gets +2/+0 and gains trample until end of turn. When you control no Islands, sacrifice Giant Shark. Giant Slug 1B Creature - Slug 1/1 5: At the beginning of your next upkeep, Giant Slug gains landwalk for a basic land type of your choice until the end of that turn. Giant Spider 3G Creature - Spider 2/4 Giant Spider may block as though it had flying. Giant Strength RR Enchant Creature Enchanted creature gets +2/+2. Giant Tortoise 1U Creature - Tortoise 1/1 Giant Tortoise gets +0/+3 as long as it's untapped. Giant Trap Door Spider 1RG Creature - Spider 2/3 1RG, T: Remove from the game Giant Trap Door Spider and target creature without flying that's attacking you. Giant Turtle 1GG Creature - Turtle 2/4 Giant Turtle can't attack if it attacked during your last turn. Giant Warthog 5G Creature - Beast 5/5 Trample Gibbering Hyenas 2G Creature - Hyena 3/2 Gibbering Hyenas can't block black creatures. Gibbering Kami 3B Creature - Spirit 2/2 Flying Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Gift of Estates 1W Sorcery If an opponent has more lands in play than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library. Gift of the Woods G Enchant Creature Whenever enchanted creature blocks or becomes blocked, enchanted creature gets +0/+3 until end of turn and you gain 1 life. Gifts Ungiven 3U Instant Search your library for four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle your library. Gigapede 3GG Creature - Insect 6/1 Gigapede can't be the target of spells or abilities. At the beginning of your upkeep, if Gigapede is in your graveyard, you may discard a card. If you do, return Gigapede to your hand. Gilded Drake 1U Creature - Drake 3/3 Flying When Gilded Drake comes into play, choose one - sacrifice Gilded Drake; or exchange control of Gilded Drake and target creature an opponent controls. If you can't make the exchange, sacrifice Gilded Drake. This ability can't be countered. (This effect doesn't end at end of turn.) Gilded Light 1W Instant You can't be the target of spells or abilities this turn. Cycling 2 (2, Discard this card: Draw a card.) Gilded Lotus 5 Artifact T: Add three mana of any one color to your mana pool. Glacial Chasm Land Cumulative upkeep-Pay 2 life. If Glacial Chasm would come into play, sacrifice a land instead. If you do, put Glacial Chasm into play. If you don't, put it into its owner's graveyard. Skip your combat phase. Prevent all damage that would be dealt to you. Glacial Crevasses 2R Enchantment Sacrifice a snow-covered Mountain: Prevent all combat damage that would be dealt this turn. Glacial Ray 1R Instant - Arcane Glacial Ray deals 2 damage to target creature or player. Splice onto Arcane 1R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Glacial Wall 2U Creature - Wall 0/7 Defender (This creature can't attack.) Glaciers 2WU Enchantment At the beginning of your upkeep, sacrifice Glaciers unless you pay WU. All Mountains are Plains. Glade Gnarr 5G Creature - Beast 4/4 Whenever a player plays a blue spell, Glade Gnarr gets +2/+2 until end of turn. Glarecaster 4WW Creature - Bird Cleric 3/3 Flying 5W: 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 2U 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 3W Creature - Angel 2/2 Flying U: Glimmering Angel can't be the target of spells or abilities this turn. Glimmervoid Land At end of turn, if you control no artifacts, sacrifice Glimmervoid. T: Add one mana of any color to your mana pool. Glimpse of Nature G Sorcery Whenever you play a creature spell this turn, draw a card. Glintwing Invoker 4U Creature - Wizard Mutant 3/3 7U: Glintwing Invoker gets +3/+3 and gains flying until end of turn. Glissa Sunseeker 2GG Legendary Creature - Elf 3/2 First strike T: Destroy target artifact if its converted mana cost is equal to the amount of mana in your mana pool. Glitterfang R Creature - Spirit 1/1 Haste At end of turn, return Glitterfang to its owner's hand. Glittering Lion 2W Creature - Cat 2/2 Prevent all damage that would be dealt to Glittering Lion. 3: Until end of turn, Glittering Lion loses "Prevent all damage that would be dealt to Glittering Lion." Any player may play this ability. Glittering Lynx W Creature - Cat 1/1 Prevent all damage that would be dealt to Glittering Lynx. 2: Until end of turn, Glittering Lynx loses "Prevent all damage that would be dealt to Glittering Lynx." Any player may play this ability. Global Ruin 4W Sorcery Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest. Gloom 2B Enchantment White spells cost an additional 3 to play. Activated abilities of white enchantments cost an additional 3 to play. Gloomdrifter 3B 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 1WW Enchantment Creatures you control get +1/+1. Glory 3WW Creature - Incarnation 3/3 Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard. Glory Seeker 1W Creature - Soldier 2/2 Glowering Rogon 5G Creature - Beast 4/4 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.) Glowing Anemone 3U Creature - Beast 1/3 When Glowing Anemone comes into play, you may return target land to its owner's hand. Glowrider 2W Creature - Cleric 2/1 Noncreature spells cost 1 more to play. Gluttonous Zombie 4B 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. Gnarled Mass 1GG Creature - Spirit 3/3 Gnat Miser B Creature - Rat Shaman 1/1 Each opponent's maximum hand size is reduced by one. Goblin Archaeologist 1R Creature - Goblin Artificer 1/2 R, T: Flip a coin. If you win the flip, destroy target artifact and untap Goblin Archaeologist. If you lose the flip, sacrifice Goblin Archaeologist. Goblin Artisans R Creature - Goblin 1/1 T: Flip a coin. If you win the flip, draw a card. Otherwise, counter target artifact spell you control that isn't the target of an ability from another creature named Goblin Artisans. Goblin Assassin 3RR Creature - Goblin Assassin 2/2 Whenever Goblin Assassin or another Goblin comes into play, each player flips a coin. Each player whose coin comes up tails sacrifices a creature. Goblin Balloon Brigade R Creature - Goblin 1/1 R: Goblin Balloon Brigade gains flying until end of turn. Goblin Berserker 3R Creature - Goblin 2/2 First strike; haste Goblin Bomb 1R Enchantment At the beginning of your upkeep, you may flip a coin. If you win the flip, put a fuse counter on Goblin Bomb. If you lose the flip, remove a fuse counter from Goblin Bomb. Remove five fuse counters from Goblin Bomb, Sacrifice Goblin Bomb: Goblin Bomb deals 20 damage to target player. Goblin Bombardment 1R Enchantment Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player. Goblin Brawler 2R Creature - Goblin Warrior 2/2 First strike Goblin Brawler can't be equipped. Goblin Brigand 1R Creature - Goblin 2/2 Goblin Brigand attacks each turn if able. Goblin Bully 1R Creature - Goblin 2/1 Goblin Burrows Land T: Add 1 to your mana pool. 1R, T: Target Goblin gets +2/+0 until end of turn. Goblin Cadets R Creature - Goblin 2/1 Whenever Goblin Cadets blocks or becomes blocked, target opponent gains control of it. (This removes Goblin Cadets from combat.) Goblin Cannon 4 Artifact 2: Goblin Cannon deals 1 damage to target creature or player. Sacrifice Goblin Cannon. Goblin Cavaliers 2R Creature - Goblin 3/2 Goblin Caves 1RR 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 2R Creature - Goblin 2/2 Haste Goblin Chirurgeon R Creature - Goblin 0/2 Sacrifice a Goblin: Regenerate target creature. Goblin Clearcutter 3R Creature - Goblin 3/3 T, Sacrifice a Forest: Add three mana in any combination of red and/or green to your mana pool. Goblin Cohort R Creature - Goblin Warrior 2/2 Goblin Cohort can't attack unless you've played a creature spell this turn. Goblin Commando 4R Creature - Goblin 2/2 When Goblin Commando comes into play, it deals 2 damage to target creature. Goblin Digging Team R Creature - Goblin 1/1 T, Sacrifice Goblin Digging Team: Destroy target Wall. Goblin Dirigible 6 Artifact Creature 4/4 Flying Goblin Dirigible doesn't untap during your untap step. At the beginning of your upkeep, you may pay 4. If you do, untap Goblin Dirigible. Goblin Dynamo 5RR Creature - Goblin Mutant 4/4 T: Goblin Dynamo deals 1 damage to target creature or player. XR, T, Sacrifice Goblin Dynamo: Goblin Dynamo deals X damage to target creature or player. Goblin Elite Infantry 1R Creature - Goblin 2/2 Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn. Goblin Festival 1R Enchantment 2: Goblin Festival deals 1 damage to target creature or player. Flip a coin. If you lose the flip, choose one of your opponents. That player gains control of Goblin Festival. Goblin Firebug 1R Creature - Goblin 2/2 When Goblin Firebug leaves play, sacrifice a land. Goblin Firestarter R Creature - Goblin 1/1 Sacrifice Goblin Firestarter: Goblin Firestarter deals 1 damage to target creature or player. Play only during your turn, before the combat phase. Goblin Flotilla 2R Creature - Goblin 2/2 Islandwalk At the beginning of combat, unless you pay R, whenever Goblin Flotilla blocks or becomes blocked by a creature this combat, that creature gains first strike until end of turn. Goblin Game 5RR Sorcery Each player hides at least one item, then all players reveal them simultaneously. Each player loses life equal to the number of items he or she revealed. The player who revealed the fewest items then loses half his or her life, rounded up. If two or more players are tied for fewest, each loses half his or her life, rounded up. Goblin Gardener 3R Creature - Goblin 2/1 When Goblin Gardener is put into a graveyard from play, destroy target land. Goblin General 1RR Creature - Goblin 1/1 Whenever Goblin General attacks, Goblins you control get +1/+1 until end of turn. Goblin Glider 1R Creature - Goblin 1/1 Flying Goblin Glider can't block. Goblin Goon 3R Creature - Goblin Mutant 6/6 Goblin Goon can't attack unless you control more creatures than defending player. Goblin Goon can't block unless you control more creatures than attacking player. Goblin Grappler R Creature - Goblin 1/1 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Goblin Grenade R Sorcery As an additional cost to play Goblin Grenade, sacrifice a Goblin. Goblin Grenade deals 5 damage to target creature or player. Goblin Grenadiers 3R Creature - Goblin 2/2 Sacrifice Goblin Grenadiers: Destroy target creature and target land. Play this ability only if Goblin Grenadiers is attacking and unblocked. Goblin Hero 2R Creature - Goblin 2/2 Goblin King 1RR Creature - Lord 2/2 All Goblins get +1/+1 and have mountainwalk. Goblin Kites 1R Enchantment R: Target creature you control with toughness 2 or less gains flying until end of turn. Flip a coin at end of turn. If you lose the flip, sacrifice that creature. Goblin Lackey R Creature - Goblin 1/1 Whenever Goblin Lackey deals damage to a player, you may put a Goblin card from your hand into play. Goblin Legionnaire RW Creature - Goblin Soldier 2/2 R, Sacrifice Goblin Legionnaire: Goblin Legionnaire deals 2 damage to target creature or player. W, Sacrifice Goblin Legionnaire: Prevent the next 2 damage that would be dealt to target creature or player this turn. Goblin Lookout 1R Creature - Goblin 1/2 T, Sacrifice a Goblin: All Goblins get +2/+0 until end of turn. Goblin Lore 1R Sorcery Draw four cards, then discard three cards at random. Goblin Lyre 3 Artifact Sacrifice Goblin Lyre: Flip a coin. If you win the flip, Goblin Lyre deals damage to target opponent equal to the number of creatures you control. If you lose the flip, Goblin Lyre deals damage to you equal to the number of creatures that opponent controls. Goblin Machinist 4R Creature - Goblin 0/5 2R: Reveal cards from the top of your library until you reveal a nonland card. Goblin Machinist gets +X/+0 until end of turn, where X is that card's converted mana cost. Put the revealed cards on the bottom of your library in any order. Goblin Marshal 4RR Creature - Goblin 3/3 Echo (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 1R Creature - Goblin 2/1 When Goblin Masons is put into a graveyard from play, destroy target Wall. Goblin Matron 2R Creature - Goblin 1/1 When Goblin Matron comes into play, you may search your library for a Goblin card, reveal that card and put it into your hand. If you do, shuffle your library. Goblin Medics 2R Creature - Goblin 1/1 Whenever Goblin Medics becomes tapped, it deals 1 damage to target creature or player. Goblin Mountaineer R Creature - Goblin 1/1 Mountainwalk Goblin Mutant 2RR Creature - Goblin 5/3 Trample Goblin Mutant can't attack if defending player controls an untapped creature with power 3 or greater. Goblin Mutant can't block creatures with power 3 or greater. Goblin Offensive X1RR Sorcery Put X 1/1 red Goblin creature tokens into play. Goblin Patrol R Creature - Goblin 2/1 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Goblin Piker 1R Creature - Goblin 2/1 Goblin Piledriver 1R Creature - Goblin 1/2 Protection from blue Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin. Goblin Psychopath 3R Creature - Goblin Mutant 5/5 Whenever Goblin Psychopath attacks or blocks, flip a coin. If you lose the flip, the next time it would deal combat damage this turn, it deals that damage to you instead. Goblin Pyromancer 3R Creature - Goblin Wizard 2/2 When Goblin Pyromancer comes into play, all Goblins get +3/+0 until end of turn. At end of turn, destroy all Goblins. Goblin Raider 1R Creature - Goblin 2/2 Goblin Raider can't block. Goblin Recruiter 1R Creature - Goblin 1/1 When Goblin Recruiter comes into play, search your library for any number of Goblin cards. 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 3R, Sacrifice Goblin Replica: Destroy target artifact. Goblin Ringleader 3R Creature - Goblin 2/2 Haste When Goblin Ringleader comes into play, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library. Goblin Rock Sled 1R Creature - Rock-Sled 3/1 Trample Goblin Rock Sled doesn't untap during your untap step if it attacked during your last turn. Goblin Rock Sled can't attack unless defending player controls a Mountain. Goblin Sappers 1R Creature - Goblin 1/1 RR, T: Target creature you control is unblockable this turn. Destroy it and Goblin Sappers at end of combat. RRRR, T: Target creature you control is unblockable this turn. Destroy it at end of combat. Goblin Scouts 3RR Sorcery Put three 1/1 red Goblin Scout creature tokens with mountainwalk into play. Goblin Settler 3R Creature - Goblin 1/1 When Goblin Settler comes into play, destroy target land. Goblin Sharpshooter 2R Creature - Goblin 1/1 Goblin Sharpshooter doesn't untap during your untap step. Whenever a creature is put into a graveyard from play, untap Goblin Sharpshooter. T: Goblin Sharpshooter deals 1 damage to target creature or player. Goblin Shrine 1RR 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 1R Creature - Goblin 1/1 1R: Goblin Ski Patrol gets +2/+0 and gains flying until end of turn. Destroy it at end of turn. It can't be regenerated. Play this ability only once and only if you control a snow-covered Mountain. Goblin Sky Raider 2R 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 3R 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 2R Creature - Goblin 2/2 Mountainwalk Goblin Spy R Creature - Goblin 1/1 Play with the top card of your library revealed. Goblin Striker 1R Creature - Goblin Berserker 1/1 First strike, haste Goblin Swine-Rider R Creature - Goblin 1/1 When Goblin Swine-Rider becomes blocked, it deals 2 damage to each attacking creature and 2 damage to each blocking creature. Goblin Taskmaster R Creature - Goblin 1/1 1R: Target Goblin gets +1/+0 until end of turn. Morph R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Goblin Tinkerer 1R Creature - Goblin 1/2 R, T: Destroy target artifact. That artifact deals damage equal to its converted mana cost to Goblin Tinkerer. Goblin Trenches 1RW Enchantment 2, Sacrifice a land: Put two 1/1 red and white Goblin Soldier creature tokens into play. Goblin Turncoat 1B Creature - Goblin Mercenary 2/1 Sacrifice a Goblin: Regenerate Goblin Turncoat. Goblin 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 1R 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 Cry 2R Sorcery Target opponent chooses a creature he or she controls. Other creatures he or she controls can't block this turn. Goblin War Drums 2R Enchantment Each creature you control can't be blocked except by two or more creatures. Goblin War Strike R Sorcery Goblin War Strike deals damage equal to the number of Goblins you control to target player. Goblin War Wagon 4 Artifact Creature 3/3 Goblin War Wagon doesn't untap during your untap step. At the beginning of your upkeep, you may pay 2. If you do, untap Goblin War Wagon. Goblin Warchief 1RR Creature - Goblin 2/2 Goblin spells you play cost 1 less to play. Goblins you control have haste. Goblin Warrens 2R Enchantment 2R, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens into play. Goblin Welder R Creature - Goblin 1/1 T: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player sacrifices the artifact in play, then puts the other artifact from his or her graveyard into play. Goblin Wizard 2RR Creature - Goblin 1/1 T: Put a Goblin card from your hand into play. R: Target Goblin gains protection from white until end of turn. Goblins of the Flarg R Creature - Goblin 1/1 Mountainwalk When you control a Dwarf, sacrifice Goblins of the Flarg. Godo, Bandit Warlord 5R Legendary Creature - Human Barbarian 3/3 When Godo, Bandit Warlord comes into play, you may search your library for an Equipment card and put it into play. If you do, shuffle your library. Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, you get an additional combat phase. Godo's Irregulars R Creature - Human Warrior 1/1 R: Godo's Irregulars deals 1 damage to target creature blocking it. Gods' Eye, Gate to the Reikai Legendary Land T: Add 1 to your mana pool. When Gods' Eye, Gate to the Reikai is put into a graveyard from play, put a 1/1 colorless Spirit creature token into play. Goham Djinn 5B Creature - Djinn 5/5 1B: Regenerate Goham Djinn. Goham Djinn gets -2/-2 as long as black is the most common color among all permanents or is tied for most common. Gold Myr 2 Artifact Creature - Myr 1/1 T: Add W to your mana pool. Golden Bear 3G Creature - Bear 4/3 Golden Wish 3WW Sorcery Choose an artifact or enchantment card you own from outside the game, reveal that card, and put it into your hand. Remove Golden Wish from the game. Golem-Skin Gauntlets 1 Artifact - Equipment Equipped creature gets +1/+0 for each Equipment attached to it. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Golgothian Sylex 4 Artifact 1, T: Destroy all cards from the Antiquities expansion. Goliath Beetle 2G Creature - Insect 3/1 Trample Goretusk Firebeast 5R Creature - Beast 2/2 When Goretusk Firebeast comes into play, it deals 4 damage to target player. Gorilla Berserkers 3GG Creature - Ape 2/3 Trample; rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Gorilla Berserkers can't be blocked except by three or more creatures. Gorilla Chieftain 2GG Creature - Ape 3/3 1G: Regenerate Gorilla Chieftain. Gorilla Pack 2G Creature - Ape 3/3 Gorilla Pack can't attack unless defending player controls a Forest. When you control no Forests, sacrifice Gorilla Pack. Gorilla Shaman R Creature - Ape 1/1 XX1: Destroy target noncreature artifact with converted mana cost X. Gorilla Titan 3GG Creature - Ape 4/4 Trample Gorilla Titan gets +4/+4 as long as there are no cards in your graveyard. Gorilla War Cry 1R Instant Play Gorilla War Cry only during combat before the declare blockers step. Attacking creatures can't be blocked this turn except by two or more creatures. Draw a card at the beginning of the next turn's upkeep. Gorilla Warrior 2G Creature - Ape 3/2 Goryo's Vengeance 1B Instant - Arcane Return target legendary creature card from your graveyard to play. That creature gains haste. Remove it from the game at end of turn. Splice onto Arcane 2B (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Gossamer Chains WW Enchantment Return Gossamer Chains to its owner's hand: Prevent all combat damage that would be dealt by target unblocked creature this turn. Gosta Dirk 3WWUU Legendary Creature 4/4 First strike Creatures with islandwalk may be blocked as though they didn't have islandwalk. Grab the Reins 3R Instant Choose one - Until end of turn, you gain control of target creature and it gains haste; or sacrifice a creature, then Grab the Reins deals damage equal to that creature's power to target creature or player. Entwine 2R (Choose both if you pay the entwine cost.) Graceful Adept 2U Creature - Human Wizard 1/3 You have no maximum hand size. Graceful Antelope 2WW Creature - Antelope 1/4 Plainswalk Whenever Graceful Antelope deals combat damage to a player, you may have target land become a Plains until Graceful Antelope leaves play. Grafted Skullcap 4 Artifact At the beginning of your draw step, draw a card. At the end of your turn, discard your hand. Grafted Wargear 3 Artifact - Equipment Equipped creature gets +3/+2. Whenever Grafted Wargear becomes unattached from a permanent, sacrifice that permanent. Equip 0 (0: Attach to target creature you control. Equip only as a sorcery.) Grand Coliseum Land Grand Coliseum comes into play tapped. T: Add 1 to your mana pool. T: Add one mana of any color to your mana pool. Grand Coliseum deals 1 damage to you. Grand Melee 3R Enchantment All creatures attack each turn if able. All creatures block each turn if able. Grandmother Sengir 4B Legendary Creature 3/3 1B, T: Target creature gets -1/-1 until end of turn. Granger Guildmage G Creature - Wizard 1/1 W, T: Target creature gains first strike until end of turn. R, T: Granger Guildmage deals 1 damage to target creature or player and 1 damage to you. Granite Gargoyle 2R Creature - Gargoyle 2/2 Flying R: Granite Gargoyle gets +0/+1 until end of turn. Granite Grip 2R 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. Granulate 2RR Sorcery Destroy each nonland artifact with converted mana cost 4 or less. Grapeshot Catapult 4 Artifact Creature 2/3 T: Grapeshot Catapult deals 1 damage to target creature with flying. Grassland Crusader 5W Creature - Cleric Soldier 2/4 T: Target Elf or Soldier gets +2/+2 until end of turn. Grasslands Land Grasslands comes into play tapped. T, Sacrifice Grasslands: Search your library for a Forest or Plains card and put it into play. Then shuffle your library. Gratuitous Violence 2RRR Enchantment If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead. Grave Consequences 1B Instant Each player may remove any number of cards in his or her graveyard from the game. Then each player loses 1 life for each card in his or her graveyard. Draw a card. Grave Defiler 3B Creature - Zombie 2/1 When Grave Defiler comes into play, reveal the top four cards of your library. Put all Zombie cards revealed this way into your hand and the rest on the bottom of your library. 1B: Regenerate Grave Defiler. Grave Pact 1BBB Enchantment Whenever a creature you control is put into a graveyard from play, each other player sacrifices a creature. Grave Robbers 1BB Creature - Robber 1/1 B, T: Remove target artifact card in a graveyard from the game. You gain 2 life. Grave Servitude 1B 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 3B Creature - Zombie 3/2 If Gravebane Zombie would be put into a graveyard from play, put Gravebane Zombie on top of its owner's library instead. Gravebind B Instant Target creature can't be regenerated this turn. Draw a card at the beginning of the next turn's upkeep. Graveborn Muse 2BB Creature - Zombie Spirit 3/3 At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control. Gravedigger 3B Creature - Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravegouger 2B Creature - Nightmare Horror 2/2 When Gravegouger comes into play, remove up to two target cards in a single graveyard from the game. When Gravegouger leaves play, return the removed cards to their owner's graveyard. Gravel Slinger 3W Creature - Soldier 1/3 T: Gravel Slinger deals 1 damage to target attacking or blocking creature. Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Gravespawn Sovereign 4BB Creature - Zombie Lord 3/3 Tap five untapped Zombies you control: Put target creature card from a graveyard into play under your control. Gravestorm BBB Enchantment At the beginning of your upkeep, target opponent may remove a card in his or her graveyard from the game. If that player doesn't, you may draw a card. Gravity Sphere 2R World Enchantment All creatures lose flying. Graxiplon 5U Creature - Beast 3/4 Graxiplon is unblockable unless defending player controls three or more creatures that share a creature type. Gray Ogre 2R Creature - Ogre 2/2 Great Defender W Instant Target creature gets +0/+X until end of turn, where X is its converted mana cost. Great Furnace Artifact Land (Great Furnace isn't a spell.) T: Add R to your mana pool. Great Wall 2W Enchantment Creatures with plainswalk may be blocked as though they didn't have plainswalk. Great Whale 5UU Creature - Whale 5/5 When Great Whale comes into play, if you played it from your hand, untap up to seven lands. Greater Good 2GG Enchantment Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. Greater Harvester 2BBB Creature - Horror 5/6 At the beginning of your upkeep, sacrifice a permanent. Whenever Greater Harvester deals combat damage to a player, that player sacrifices two permanents. Greater Realm of Preservation 1W Enchantment 1W: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage. Greater Werewolf 4B Creature - Lycanthrope 2/4 At end of combat, put a -0/-2 counter on all creatures blocking or blocked by Greater Werewolf. Greed 3B Enchantment B, Pay 2 life: Draw a card. Greel, Mind Raker 3BB Legendary Creature - Spellshaper 3/3 XB, T, Discard two cards: Target player discards X cards at random. Greel's Caress 1B 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 2G Enchantment At the beginning of each player's upkeep, if that player controls more lands than any other, the player puts a 1/1 green Saproling creature token into play. 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 1BG Enchantment At the beginning of your upkeep, Grim Feast deals 1 damage to you. Whenever a creature is put into an opponent's graveyard from play, you gain life equal to its toughness. Grim Lavamancer R Creature - Wizard 1/1 R, T, Remove two cards in your graveyard from the game: Grim Lavamancer deals 2 damage to target creature or player. Grim Monolith 2 Artifact Grim Monolith doesn't untap during your untap step. T: Add 3 to your mana pool. 4: Untap Grim Monolith. Grim Reminder 2B Instant Search your library for a nonland card and reveal it. Each opponent who played a card this turn with the same name as that card loses 6 life. Then shuffle the revealed card back into your library. BB: Return Grim Reminder from your graveyard to your hand. Play this ability only during your upkeep. Grim Tutor 1BB Sorcery Search your library for a card and put that card into your hand, then shuffle your library. You lose 3 life. Grimclaw Bats 1B Creature - Bat 1/1 Flying B, Pay 1 life: Grimclaw Bats gets +1/+1 until end of turn. Grinding Station 2 Artifact T, Sacrifice an artifact: Target player puts the top three cards of his or her library into his or her graveyard. Whenever an artifact comes into play, you may untap Grinding Station. Grindstone 1 Artifact 3, T: Put the top two cards of target player's library into that player's graveyard. If both cards share a color, repeat this process. Grinning Demon 2BB Creature - Demon 6/6 At the beginning of your upkeep, you lose 2 life. Morph 2BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Grinning Totem 4 Artifact 2, T, Sacrifice Grinning Totem: Search target opponent's library for a card and remove 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 1U Instant Counter target spell unless its controller removes his or her graveyard from the game. Draw a card. Grip of Chaos 4RR Enchantment Whenever a spell or ability is put onto the stack, if it has a single target, reselect its target at random. (Select from among all legal targets.) Grizzled Wolverine 1RR Creature - Wolverine 2/2 Whenever Grizzled Wolverine becomes blocked, you may pay R. If you do, Grizzled Wolverine gets +2/+0 until end of turn. Grizzly Bears 1G Creature - Bear 2/2 Grizzly Fate 3GG Sorcery Put two 2/2 green Bear creature tokens into play. Threshold - Instead put four 2/2 green Bear creature tokens into play. Flashback 5GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Groffskithur 5G Creature - Beast 3/3 Whenever Groffskithur becomes blocked, you may return target card named Groffskithur from your graveyard to your hand. Grollub 2B Creature - Beast 3/3 Whenever Grollub is dealt damage, each opponent gains that much life. Grotesque Hybrid 4B Creature - Zombie 3/3 Whenever Grotesque Hybrid deals combat damage to a creature, destroy that creature. It can't be regenerated. Discard a card: Grotesque Hybrid gains flying and protection from green and from white until end of turn. Ground Seal 1G 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 1G: Return target basic land card from your graveyard to your hand. Guan Yu, Sainted Warrior 3WW Legendary Creature 3/5 Horsemanship When Guan Yu, Sainted Warrior is put into your graveyard from play, you may shuffle Guan Yu into your library. Guan Yu's 1,000-Li March 4WW Sorcery Destroy all tapped creatures. Guard Dogs 3W Creature - Hound 2/2 2W, T: Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent. Guardian Angel XW Instant Prevent the next X damage that would be dealt to target creature or player this turn. Until end of turn, you may pay 1 any time you could play an instant. If you do, prevent the next 1 damage that would be dealt to that creature or player this turn. Guardian Beast 3B Creature - Guardian 2/4 As long as Guardian Beast is untapped, noncreature artifacts you control can't be enchanted, they're indestructible, and other players can't gain control of them. Guardian Idol 2 Artifact Guardian Idol comes into play tapped. T: Add 1 to your mana pool. 2: Guardian Idol becomes a 2/2 artifact creature until end of turn. Guardian of Solitude 1U Creature - Spirit 1/2 Whenever you play a Spirit or Arcane spell, target creature gains flying until end of turn. Guerrilla Tactics 1R Instant Guerrilla Tactics deals 2 damage to target creature or player. When a spell or ability an opponent controls causes you to discard Guerrilla Tactics, Guerrilla Tactics deals 4 damage to target creature or player. Guided Passage URG Sorcery Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle your library. Guided Strike 1W Instant Target creature gets +1/+0 and gains first strike until end of turn. Draw a card. Guiding Spirit 1WU Creature - 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 3BB Creature - Horror 0/4 Fear Whenever Guiltfeeder attacks and isn't blocked, defending player loses 1 life for each card in his or her graveyard. Guilty Conscience W Enchant Creature Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to that creature. Gulf Squid 3U Creature - Beast 2/2 When Gulf Squid comes into play, tap all lands target player controls. Guma 2R Creature - Cat 2/2 Protection from blue Gurzigost 3GG Creature - Beast 6/8 At the beginning of your upkeep, sacrifice Gurzigost unless you put two cards from your graveyard on the bottom of your library. GG, Discard a card: You may have Gurzigost deal its combat damage to defending player this turn as though it weren't blocked. Gush 4U Instant You may return two Islands you control to their owner's hand rather than pay Gush's mana cost. Draw two cards. Gustcloak Harrier 1WW Creature - Bird Soldier 2/2 Flying Whenever Gustcloak Harrier becomes blocked, you may untap it and remove it from combat. Gustcloak Runner W Creature - Soldier 1/1 Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat. Gustcloak Savior 4W Creature - Bird Soldier 3/4 Flying Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat. Gustcloak Sentinel 2WW Creature - Soldier 3/3 Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat. Gustcloak Skirmisher 3W Creature - Bird Soldier 2/3 Flying Whenever Gustcloak Skirmisher becomes blocked, you may untap it and remove it from combat. Gustha's Scepter 0 Artifact When Gustha's Scepter leaves play, put all cards removed from the game with Gustha's Scepter into their owner's graveyard. T: Remove a card in your hand from the game face down. You may look at it at any time. T: Return a card you own removed from the game with Gustha's Scepter to your hand. Gutwrencher Oni 3BB Creature - Demon Spirit 5/4 Trample At the beginning of your upkeep, discard a card if you don't control an Ogre. Gwendlyn Di Corci UBBR Legendary Creature 3/5 T: Target player discards a card at random. Play this ability only during your turn. Hail of Arrows XW Instant Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures. Hail Storm 1GG Instant Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control. Hair-Strung Koto 6 Artifact Tap an untapped creature you control: Target player puts the top card of his or her library into his or her graveyard. Hakim, Loreweaver 3UU Legendary Creature 2/4 Flying UU: 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. UU, T: Destroy all enchantments enchanting Hakim. Halam Djinn 5R Creature - Djinn 6/5 Haste Halam Djinn gets -2/-2 as long as red is the most common color among all permanents or is tied for most common. Halberdier 3R Creature - Barbarian 3/1 First strike Halfdane 1WUB Legendary Creature 3/3 At the beginning of your upkeep, Halfdane's power and toughness become equal to the power and toughness of target creature other than Halfdane, until the end of your next upkeep. Hall of Gemstone 1GG World Enchantment At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of their normal color. Hall of the Bandit Lord Legendary Land Hall of the Bandit Lord comes into play tapped. T, Pay 3 life: Add 1 to your mana pool. If that mana is spent on a creature spell, that creature has haste. Hallow W Instant Prevent all damage target spell would deal this turn. You gain life equal to the damage prevented this way. Hallowed Ground 1W Enchantment WW: Return target non-snow-covered land you control to its owner's hand. Hallowed Healer 2W Creature - Cleric 1/1 T: Prevent the next 2 damage that would be dealt to target creature or player this turn. Threshold - T: Prevent the next 4 damage that would be dealt to target creature or player this turn. (Play this ability only if seven or more cards are in your graveyard.) Halls of Mist Land Cumulative upkeep 1 Creatures that attacked during their controller's last turn can't attack. Hammer Mage 1R Creature - Spellshaper 1/1 XR, T, Discard a card: Destroy all artifacts with converted mana cost X or less. Hammer of Bogardan 1RR Sorcery Hammer of Bogardan deals 3 damage to target creature or player. 2RRR: Return Hammer of Bogardan from your graveyard to your hand. Play this ability only during your upkeep. Hammerhead Shark 1U Creature - Fish 2/3 Hammerhead Shark can't attack unless defending player controls an Island. Hammerheim Legendary Land T: Add R to your mana pool. T: Target creature loses all landwalk abilities until end of turn. Hana Kami G Creature - Spirit 1/1 1G, Sacrifice Hana Kami: Return target Arcane card from your graveyard to your hand. Hanabi Blast 1RR Instant Hanabi Blast deals 2 damage to target creature or player. Return Hanabi Blast to its owner's hand, then discard a card at random. Hand of Cruelty BB Creature - Human Samurai 2/2 Protection from white Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Hand of Death 2B Sorcery Destroy target nonblack creature. Hand of Honor WW Creature - Human Samurai 2/2 Protection from black Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Hand of Justice 5W Creature - Avatar 2/6 T, Tap three untapped white creatures you control: Destroy target creature. Hand to Hand 2R Enchantment Instants and activated abilities, other than mana abilities, can't be played during the combat phase. Hankyu 1 Artifact - Equipment Equipped creature has "T: Put an aim counter on Hankyu" and "T, Remove all aim counters from Hankyu: This creature deals damage to target creature or player equal to the number of aim counters removed." Equip 4 (4: Attach to target creature you control. Equip only as a sorcery.) Hanna, Ship's Navigator 1WU Legendary Creature 1/2 1WU, T: Return target artifact or enchantment card from your graveyard to your hand. Hanna's Custody 2W Enchantment Artifacts can't be the target of spells or abilities. Hapless Researcher U Creature - Wizard 1/1 Sacrifice Hapless Researcher: Draw a card, then discard a card. Harbinger of Night 2BB Creature - Spirit 2/3 At the beginning of your upkeep, put a -1/-1 counter on each creature. Harbinger of Spring 4G Creature - Spirit 2/1 Protection from non-Spirit creatures Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) Harbor Guardian 2WU Creature - Guardian 3/4 Harbor Guardian may block as though it had flying. Whenever Harbor Guardian attacks, defending player may draw a card. Harmattan Efreet 2UU Creature - Efreet 2/2 Flying 1UU: Target creature gains flying until end of turn. Harmonic Convergence 2G Instant Return all enchantments to top of their owners' libraries. Harmony of Nature 2G Sorcery Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way. Harrow 2G Instant As an additional cost to play Harrow, sacrifice a land. Search your library for up to two basic land cards and put them into play. Then shuffle your library. Harsh Deceiver 3W Creature - Spirit 1/4 1: Look at the top card of your library. 2: Reveal the top card of your library. If it's a land, untap Harsh Deceiver and it gets +1/+1 until end of turn. Play this ability only once each turn. Harsh Judgment 2WW Enchantment As Harsh Judgment comes into play, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead. Harsh Justice 2W Instant Play Harsh Justice only during the declare attackers step and only if you are the defending player. This turn, whenever an attacking creature deals combat damage to you, it deals that much damage to its controller. Harsh Mercy 2W Sorcery Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated. Haru-Onna 3G Creature - Spirit 2/1 When Haru-Onna comes into play, draw a card. Whenever you play a Spirit or Arcane spell, you may return Haru-Onna to its owner's hand. Harvest Mage G Creature - Spellshaper 1/1 G, T, Discard a card: Until end of turn, if you tap a land for mana, it produces one mana of any color instead of its normal type and amount. Harvest Wurm 1G Creature - Wurm 3/2 When Harvest Wurm comes into play, sacrifice it unless you return a basic land card from your graveyard to your hand. Harvester Druid 1G Creature - Druid 1/1 T: Add to your mana pool one mana of any color that a land you control could produce. Hasran Ogress BB Creature - Ogre 3/2 Whenever Hasran Ogress attacks, it deals 3 damage to you unless you pay 2. Hate Weaver 1B Creature - Wizard 2/1 2: Target blue or red creature gets +1/+0 until end of turn. Hatred 3BB Instant As an additional cost to play Hatred, pay any amount of life. Target creature gets +X/+0 until end of turn, where X is the amount of life paid this way. Haunted Angel 2W Creature - Angel 3/3 Flying When Haunted Angel is put into a graveyard from play, remove Haunted Angel from the game and each other player puts a 3/3 black Angel creature token with flying into play. Haunted Cadaver 3B Creature - Zombie 2/2 Whenever Haunted Cadaver deals combat damage to a player, you may sacrifice it. If you do, that player discards three cards. Morph 1B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Haunted Crossroads 2B Enchantment B: Put target creature card from your graveyard on top of your library. Haunting Apparition 1UB Creature - 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 3BB Sorcery Remove all cards in target player's graveyard other than basic land cards from the game. Search that player's library for all cards with the same name as cards removed this way and remove them from the game. Then that player shuffles his or her library. Haunting Misery 1BB Sorcery As an additional cost to play Haunting Misery, remove any number of creature cards in your graveyard from the game. Haunting Misery deals X damage to target player, where X is the number of cards removed this way. Haunting Wind 3B Enchantment Whenever an artifact becomes tapped or a player plays an artifact's activated ability without T in its activation cost, Haunting Wind deals 1 damage to that artifact's controller. Havenwood Battleground Land Havenwood Battleground comes into play tapped. T: Add G to your mana pool. T, Sacrifice Havenwood Battleground: Add GG to your mana pool. Havoc 1R Enchantment Whenever an opponent plays a white spell, he or she loses 2 life. Havoc Demon 5BB Creature - Demon 5/5 Flying When Havoc Demon is put into a graveyard from play, all creatures get -5/-5 until end of turn. Hawkeater Moth 3G Creature - Insect 1/2 Flying Hawkeater Moth can't be the target of spells or abilities. Hazduhr the Abbot 3WW Legendary Creature 2/5 X, T: The next X damage that would be dealt this turn to target white creature you control is dealt to Hazduhr the Abbot instead. Hazerider Drake 2WU Creature - Drake 2/3 Flying, protection from red Hazezon Tamar 4RGW Legendary Creature 2/4 At the beginning of your upkeep, if Hazezon Tamar came into play since the beginning of your last upkeep, put 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 1U Creature - Illusion 1/1 Hazy Homunculus is unblockable as long as defending player controls an untapped land. He Who Hungers 4B Legendary Creature - Spirit 3/2 Flying 1, Sacrifice a Spirit: Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery. Soulshift 4 Head Games 3BB Sorcery Target opponent puts the cards from his or her hand on top of his or her library. Search that player's library for that many cards. The player puts those cards into his or her hand, then shuffles his or her library. Headhunter 1B Creature - Cleric 1/1 Whenever Headhunter deals combat damage to a player, that player discards a card. Morph B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Headless Horseman 2B Creature - Horseman 2/2 Headlong Rush 1R Instant Attacking creatures gain first strike until end of turn. Headstone 1B Instant Remove target card in a graveyard from the game. Draw a card at the beginning of the next turn's upkeep. Heal W Instant Prevent the next 1 damage that would be dealt to target creature or player this turn. Draw a card at the beginning of the next turn's upkeep. Healer's Headdress 2 Artifact - Equipment Equipped creature gets +0/+2 and has "T: Prevent the next 1 damage that would be dealt to target creature or player this turn." WW: Attach Healer's Headdress to target creature you control. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Healing Salve W Instant Choose one - Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn. Heart of Bogardan 2RR Enchantment Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay 2 for each age counter on it.) When Heart of Bogardan's cumulative upkeep isn't paid, it deals damage equal to twice the number of age counters minus two to target player and each creature he or she controls. Heart of Light 2W Enchant Creature Prevent all damage that would be dealt to and dealt by enchanted creature. Heart of Ramos 3 Artifact T: Add R to your mana pool. Sacrifice Heart of Ramos: Add R to your mana pool. Heart of Yavimaya Land If Heart of Yavimaya would come into play, sacrifice a Forest instead. If you do, put Heart of Yavimaya into play. If you don't, put it into its owner's graveyard. T: Add G to your mana pool. T: Target creature gets +1/+1 until end of turn. Heart Sliver 1R Creature - Sliver 1/1 All Slivers have haste. Heart Warden 1G Creature - Elf 1/1 T: Add G to your mana pool. 2, Sacrifice Heart Warden: Draw a card. Heart Wolf 3R Creature - Wolf 2/2 First strike T: Target Dwarf gains first strike and gets +2/+0 until end of turn. When that Dwarf leaves play this turn, sacrifice Heart Wolf. Play this ability only during combat. Heartbeat of Spring 2G Enchantment Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool. Hearth Charm R Instant Choose one - Destroy target artifact creature; or attacking creatures get +1/+0 until end of turn; or target creature with power 2 or less is unblockable this turn. Hearth Kami 1R Creature - Spirit 2/1 X, Sacrifice Hearth Kami: Destroy target artifact with converted mana cost X. Heartless Hidetsugu 3RR Legendary Creature - Ogre Shaman 4/3 T: Heartless Hidetsugu deals to each player damage equal to half that player's life total, rounded down. Heartseeker 4 Artifact - Equipment Equipped creature gets +2/+1 and has "T, Unattach Heartseeker: Destroy target creature." Equip 5 (5: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Heartstone 3 Artifact Creatures' activated abilities cost 1 less to play. If this would make an ability cost 0 or less mana to play, it costs 1, plus any nonmana costs. Heartwood Dryad 1G Creature - Dryad 2/1 Heartwood Dryad may block as though it had shadow. Heartwood Giant 3GG Creature - Giant 4/4 T, Sacrifice a Forest: Heartwood Giant deals 2 damage to target player. Heartwood Shard 3 Artifact 3, T or G, T: Target creature gains trample until end of turn. Heartwood Treefolk 2GG Creature - Treefolk 3/4 Forestwalk Heat of Battle 1R Enchantment Whenever a creature blocks, Heat of Battle deals 1 damage to that creature's controller. Heat Ray XR Instant Heat Ray deals X damage to target creature. Heat Stroke 2R Enchantment Whenever a creature blocks or becomes blocked, destroy it at end of combat. Heat Wave 2R Enchantment Cumulative upkeep R Blue creatures can't block creatures you control. Nonblue creatures can't block creatures you control unless their controller pays 1 life for each blocking creature he or she controls. Heaven's Gate W Instant Any number of target creatures become white until end of turn. Heavy Ballista 3W Creature - Soldier 2/3 T: Heavy Ballista deals 2 damage to target attacking or blocking creature. Heavy Fog 1G Sorcery Play Heavy Fog only during the declare attackers step and only if you are the defending player. Prevent all damage that would be dealt to you by attacking creatures this turn. Hecatomb 1BB Enchantment When Hecatomb comes into play, sacrifice Hecatomb unless you sacrifice four creatures. Tap an untapped Swamp you control: Hecatomb deals 1 damage to target creature or player. Heed the Mists 3UU Sorcery - Arcane Put the top card of your library into your graveyard, then draw cards equal to that card's converted mana cost. Heedless One 3G Creature - Elf Avatar */* Trample Heedless One's power and toughness are each equal to the number of Elves in play. Heightened Awareness 3UU Enchantment As Heightened Awareness comes into play, discard your hand. At the beginning of your draw step, draw a card. Helionaut 2W Creature - Soldier 1/2 Flying 1, T: Add one mana of any color to your mana pool. Heliophial 5 Artifact Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) 2, Sacrifice Heliophial: Heliophial deals damage to target creature or player equal to the number of charge counters on Heliophial. Hell Swarm B Instant All creatures get -1/-0 until end of turn. Hell's Caretaker 3B 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. Hell-Bent Raider 1RR Creature - Barbarian 2/2 First strike, haste Discard a card at random: Hell-Bent Raider gains protection from white until end of turn. Hellfire 2BBB Sorcery Destroy all nonblack creatures. Hellfire deals X plus 3 damage to you, where X is the number of creatures put into all graveyards this way. Helm of Awakening 2 Artifact Spells cost 1 less to play. Helm of Chatzuk 1 Artifact 1, T: Target creature gains banding until end of turn. Helm of Kaldra 3 Legendary Artifact - Equipment Equipped creature has first strike, trample, and haste. 1: If you control Equipment named Helm of Kaldra, Sword of Kaldra, and Shield of Kaldra, put a legendary 4/4 colorless Avatar creature token named Kaldra into play and attach those Equipment to it. Equip 2 Helm of Obedience 4 Artifact 1X, T: Put the top card of target opponent's library into his or her graveyard. Repeat this process an additional X times or until you put a creature card into that graveyard, whichever comes first. If the last card put into that graveyard this way is a creature card, sacrifice Helm of Obedience and put that card into play under your control. Helm of Possession 4 Artifact You may choose not to untap Helm of Possession during your untap step. 2, T, Sacrifice a creature: You control target creature as long as you control Helm of Possession and Helm of Possession remains tapped. Hematite Golem 4 Artifact Creature - Golem 1/4 1R: Hematite Golem gets +2/+0 until end of turn. Hematite Talisman 2 Artifact Whenever a red spell is played, you may pay 3. If you do, untap target permanent. Henge Guardian 5 Artifact Creature 3/4 2: Henge Guardian gains trample until end of turn. Henge of Ramos Land T: Add 1 to your mana pool. 2, T: Add one mana of any color to your mana pool. Herald of Serra 2WW Creature - Angel 3/4 Flying; vigilance; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Hermetic Study 1U Enchant Creature Enchanted creature has "T: This creature deals 1 damage to target creature or player." Hermit Druid 1G Creature - Druid 1/1 G, T: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard. Hero's Demise 1B Instant Destroy target legendary creature. Hero's Resolve 1W Enchant Creature Enchanted creature gets +1/+5. Heroes' Reunion GW Instant Target player gains 7 life. Heroic Defiance 1W Enchant Creature Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common. Heroism 2W Enchantment Sacrifice a white creature: For each attacking red creature, prevent all combat damage that would be dealt by it this turn unless the attacking player pays 2R. Hesitation 1U Enchantment When a spell is played, sacrifice Hesitation. If you do, counter that spell. Hibernation 2U Instant Return all green permanents to their owners' hands. Hibernation Sliver UB Creature - Sliver 2/2 All Slivers have "Pay 2 life: Return this creature to its owner's hand." Hickory Woodlot Land Hickory Woodlot comes into play tapped with two depletion counters on it. T, Remove a depletion counter from Hickory Woodlot: Add GG to your mana pool. If there are no depletion counters on Hickory Woodlot, sacrifice it. Hidden Ancients 1G Enchantment When an opponent plays an enchantment spell, if Hidden Ancients is an enchantment, Hidden Ancients becomes a 5/5 Treefolk creature. Hidden Gibbons G Enchantment When an opponent plays an instant spell, if Hidden Gibbons is an enchantment, Hidden Gibbons becomes a 4/4 Ape creature. Hidden Guerrillas G Enchantment When an opponent plays an artifact spell, if Hidden Guerrillas is an enchantment, Hidden Guerrillas becomes a 5/3 Soldier creature with trample. Hidden Herd G Enchantment When an opponent plays a nonbasic land, if Hidden Herd is an enchantment, Hidden Herd becomes a 3/3 Beast creature. Hidden Horror 1BB Creature - Horror 4/4 When Hidden Horror comes into play, sacrifice it unless you discard a creature card. Hidden Path 2GGGG Enchantment Green creatures have forestwalk. Hidden Predators G Enchantment When an opponent controls a creature with power 4 or greater, if Hidden Predators is an enchantment, Hidden Predators becomes a 4/4 Beast creature. Hidden Retreat 2W Enchantment Put a card from your hand on top of your library: Prevent all damage that would be dealt by target instant or sorcery spell this turn. Hidden Spider G Enchantment When a creature with flying comes into play under an opponent's control, if Hidden Spider is an enchantment, Hidden Spider becomes a 3/5 Spider creature that may block as though it had flying. Hidden Stag 1G Enchantment Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Beast creature. Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment. Hideous Laughter 2BB Instant - Arcane All creatures get -2/-2 until end of turn. Splice onto Arcane 3BB (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Hidetsugu's Second Rite 3R Instant If target player has exactly 10 life, Hidetsugu's Second Rite deals 10 damage to that player. High Ground W Enchantment Each creature you control 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 2U Enchantment Red creature spells and green creature spells cost 1 more to play. High Tide U Instant Until end of turn, whenever a player taps an Island for mana, that player adds U to his or her mana pool. Highland Giant 2RR Creature - Giant 3/4 Highway Robber 2BB Creature - Mercenary 2/2 When Highway Robber comes into play, you gain 2 life and target opponent loses 2 life. Higure, the Still Wind 3UU Legendary Creature - Human Ninja 3/4 Ninjutsu 2UU (2UU, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.) Whenever Higure deals combat damage to a player, you may search your library for a Ninja card, reveal it, and put it into your hand. If you do, shuffle your library. 2: Target Ninja is unblockable this turn. Hikari, Twilight Guardian 3WW Legendary Creature - Spirit 4/4 Flying Whenever you play a Spirit or Arcane spell, you may remove Hikari, Twilight Guardian from the game. If you do, return it to play under its owner's control at end of turn. Hill Giant 3R Creature - Giant 3/3 Hinder 1UU Instant Counter target spell. If it's countered this way, put that card on the top or bottom of its owner's library instead of that player's graveyard. Hindering Touch 3U Instant Counter target spell unless its controller pays 2. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Hint of Insanity 2B Sorcery Target player reveals his or her hand. That player discards all nonland cards with the same name as another card in his or her hand. Hipparion 1W Creature - Hipparion 1/3 Hipparion can't block creatures with power 3 or greater unless you pay 1. (This cost is paid as blockers are declared.) Hired Giant 3R Creature - Giant 4/4 When Hired Giant comes into play, each other player may search his or her library for a land card, put that card into play, then shuffle that library. Hired Muscle 1BB Creature - Human Warrior 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Hired Muscle. At end of turn, if there are two or more ki counters on Hired Muscle, you may flip it. ---- Scarmaker Legendary Creature - Spirit 4/4 Remove a ki counter from Scarmaker: Target creature gains fear until end of turn. Hisoka, Minamo Sensei 2UU Legendary Creature - Human Wizard 1/3 2U, Discard a card: Counter target spell if it has the same converted mana cost as the discarded card. Hisoka's Defiance 1U Instant Counter target Spirit or Arcane spell. Hisoka's Guard 1U Creature - Human Wizard 1/1 You may choose not to untap Hisoka's Guard during your untap step. 1U, T: As long as Hisoka's Guard remains tapped, target creature you control other than Hisoka's Guard can't be the target of spells or abilities. Hivis of the Scale 3RR Legendary Creature 3/4 You may choose not to untap Hivis of the Scale during your untap step. T: Gain control of target Dragon as long as Hivis remains tapped and as long as you control Hivis. Hoar Shade 3B Creature - Shade 1/2 B: Hoar Shade gets +1/+1 until end of turn. Hobble 2W Enchant Creature When Hobble comes into play, draw a card. Enchanted creature can't attack. Enchanted creature can't block if it's black. Hokori, Dust Drinker 2WW Legendary Creature - Spirit 2/2 Lands don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player untaps a land he or she controls. Hold the Line 1WW Instant Blocking creatures get +7/+7 until end of turn. Holistic Wisdom 1GG Enchantment 2, Remove a card in your hand from the game: Return target card from your graveyard to your hand if it shares a type with the card removed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.) Hollow Dogs 4B Creature - Hound 3/3 Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn. Hollow Specter 1BB Creature - Specter 2/2 Flying Whenever Hollow Specter deals combat damage to a player, you may pay X. If you do, that player reveals X cards from his or her hand and you choose one of them. That player discards that card. Hollow Trees Land Hollow Trees comes into play tapped. You may choose not to untap Hollow Trees during your untap step. At the beginning of your upkeep, if Hollow Trees is tapped, put a storage counter on it. T, Remove any number of storage counters from Hollow Trees: Add G to your mana pool for each storage counter removed this way. Hollow Warrior 4 Artifact Creature - Golem 4/4 Hollow Warrior can't attack or block unless you tap an untapped creature you control not declared as an attacking or blocking creature this turn. (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 2W Instant Nonwhite creatures get -1/-1 until end of turn. Holy Strength W Enchant Creature Enchanted creature gets +1/+2. Homarid 2U Creature - Homarid 2/2 Homarid comes into play with a tide counter on it. At the beginning of your upkeep, put a tide counter on Homarid. As long as there is exactly one tide counter on Homarid, it gets -1/-1. As long as there are exactly three tide counters on Homarid, it gets +1/+1. Whenever there are four tide counters on Homarid, remove all tide counters from it. Homarid Shaman 2UU Creature - Homarid 2/1 U: Tap target green creature. Homarid Spawning Bed UU Enchantment 1UU, Sacrifice a blue creature: Put X 1/1 blue Camarid creature tokens into play, where X is the converted mana cost of the sacrificed creature. Homarid Warrior 4U Creature - Homarid 3/3 U: Homarid Warrior can't be the target of spells or abilities this turn and doesn't untap during your next untap step. Tap Homarid Warrior. Homura, Human Ascendant 4RR Legendary Creature - Human Monk 4/4 Homura, Human Ascendant can't block. When Homura is put into a graveyard from play, return it to play flipped. ----- Homura's Essence Legendary Enchantment Creatures you control get +2/+2 and have flying and "R: This creature gets +1/+0 until end of turn." Honden of Cleansing Fire 3W Legendary Enchantment - Shrine At the beginning of your upkeep, you gain 2 life for each Shrine you control. Honden of Infinite Rage 2R Legendary Enchantment - Shrine At the beginning of your upkeep, Honden of Infinite Rage deals damage to target creature or player equal to the number of Shrines you control. Honden of Life's Web 4G Legendary Enchantment - Shrine At the beginning of your upkeep, put a 1/1 colorless Spirit creature token into play for each Shrine you control. Honden of Night's Reach 3B Legendary Enchantment - Shrine At the beginning of your upkeep, target opponent discards a card for each Shrine you control. Honden of Seeing Winds 4U Legendary Enchantment - Shrine At the beginning of your upkeep, draw a card for each Shrine you control. Honor Guard W Creature - Soldier 1/1 W: Honor Guard gets +0/+1 until end of turn. Honor the Fallen 1W Instant Remove all creature cards in all graveyards from the game. You gain 1 life for each card removed this way. Honorable Passage 1W Instant The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals damage equal to the damage prevented this way to the source's controller. Honorable Scout W Creature - Soldier 1/1 When Honorable Scout comes into play, you gain 2 life for each black and/or red creature target opponent controls. Honor-Worn Shaku 3 Artifact T: Add 1 to your mana pool. Tap an untapped legendary permanent you control: Untap Honor-Worn Shaku. Hooded Kavu 2R Creature - Kavu 2/2 B: Hooded Kavu gains fear until end of turn. Hoodwink 1U Instant Return target artifact, enchantment, or land to its owner's hand. Hope and Glory 1W Instant Untap two target creatures. Each of them gets +1/+1 until end of turn. Hope Charm W Instant Choose one - Target creature gains first strike until end of turn; or target player gains 2 life; or destroy target local enchantment. Hopping Automaton 3 Artifact Creature 2/2 0: Hopping Automaton gets -1/-1 and gains flying until end of turn. Horizon Seed 4W Creature - Spirit 2/1 Whenever you play a Spirit or Arcane spell, regenerate target creature. Horn of Deafening 4 Artifact 2, T: Prevent all combat damage that would be dealt by target creature this turn. Horn of Greed 3 Artifact Whenever a player plays a land, that player draws a card. Horn of Plenty 6 Artifact Whenever a player plays a spell, he or she may pay 1. If that player does, he or she draws a card at end of turn. Horn of Ramos 3 Artifact T: Add G to your mana pool. Sacrifice Horn of Ramos: Add G to your mana pool. Horned Cheetah 2GW Creature - Cat 2/2 Whenever Horned Cheetah deals damage, you gain that much life. Horned Helm 2 Artifact - Equipment Equipped creature gets +1/+1 and has trample. GG: Attach Horned Helm to target creature you control. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Horned Kavu RG Creature - Kavu 3/4 When Horned Kavu comes into play, return a red or green creature you control to its owner's hand. Horned Sliver 2G Creature - Sliver 2/2 All Slivers have trample. Horned Troll 2G Creature - Troll 2/2 G: Regenerate Horned Troll. Horned Turtle 2U Creature - Turtle 1/4 Hornet Cannon 4 Artifact 3, T: Put a 1/1 Hornet artifact creature token with flying and haste into play. Destroy that creature at end of turn. Hornet Cobra 1GG Creature - Cobra 2/1 First strike Horobi, Death's Wail 2BB Legendary Creature - Spirit 4/4 Flying Whenever a creature becomes the target of a spell or ability, destroy that creature. Horobi's Whisper 1BB Instant - Arcane If you control a Swamp, destroy target nonblack creature. Splice onto Arcane-Remove four cards in your graveyard from the game. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Horrible Hordes 3 Artifact Creature 2/2 Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Horror of Horrors 3BB Enchantment Sacrifice a Swamp: Regenerate target black creature. Horseshoe Crab 2U Creature - Crab 1/3 U: Untap Horseshoe Crab. Hot Springs 1G 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." Hoverguard Observer 2UU Creature - Drone 3/3 Flying Hoverguard Observer may block only creatures with flying. Hoverguard Sweepers 6UU Creature - Drone 5/6 Flying When Hoverguard Sweepers comes into play, you may return up to two target creatures to their owners' hands. Howl from Beyond XB Instant Target creature gets +X/+0 until end of turn. Howling Fury 2B Sorcery Target creature gets +4/+0 until end of turn. Howling Gale 1G Instant Howling Gale deals 1 damage to each creature with flying and each player. Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Howling Mine 2 Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Wolf 2GG Creature - Wolf 2/2 When Howling Wolf comes into play, you may search your library for up to three cards named Howling Wolf, reveal them, and put them into your hand. If you do, shuffle your library. Hua Tuo, Honored Physician 1GG Legendary Creature 1/2 T: Put target creature card from your graveyard on top of your library. Play this ability only during your turn, before the combat phase. Huang Zhong, Shu General 2WW Legendary Creature 2/3 Huang Zhong, Shu General can't be blocked by more than one creature. Hulking Cyclops 3RR Creature - Giant 5/5 Hulking Cyclops can't block. Hulking Goblin 1R Creature - Goblin 2/2 Hulking Goblin can't block. Hulking Ogre 2R Creature - Ogre 3/3 Hulking Ogre can't block. Hull Breach RG Sorcery Choose one - Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment. Hum of the Radix 2GG Enchantment Each artifact spell costs 1 more to play for each artifact its controller controls. Humble 1W Instant Target creature loses all abilities and becomes 0/1 until end of turn. Humble Budoka 1G Creature - Human Monk 2/2 Humble Budoka can't be the target of spells or abilities. Humility 2WW Enchantment All creatures lose all abilities. Humility gains "All creatures are 1/1." Hunding Gjornersen 3WUU Legendary Creature 5/4 Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Hundred-Talon Kami 4W Creature - Spirit 2/3 Flying Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) Hundred-Talon Strike W Instant - Arcane Target creature gets +1/+0 and gains first strike until end of turn. Splice onto Arcane-Tap an untapped white creature you control. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Hundroog 6G Creature - Beast 4/7 Cycling 3 (3, Discard this card: Draw a card.) Hunger of the Nim 1B Sorcery Target creature gets +1/+0 until end of turn for each artifact you control. Hungry Mist 2GG Creature - Mist 6/2 At the beginning of your upkeep, sacrifice Hungry Mist unless you pay GG. Hunted Wumpus 3G Creature - Beast 6/6 When Hunted Wumpus comes into play, each other player may put a creature card from his or her hand into play. Hunter Sliver 1R Creature - Sliver 1/1 All Slivers have provoke. (When a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.) Hunting Cheetah 2G Creature - Cheetah 2/3 Whenever Hunting Cheetah deals damage to an opponent, you may search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library. Hunting Drake 4U Creature - Drake 2/2 Flying When Hunting Drake comes into play, put target red or green creature on top of its owner's library. Hunting Grounds GW Enchantment Threshold - 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 1RG Creature - Kavu 2/3 1RG, T: Remove from the game Hunting Kavu and target creature without flying that's attacking you. Hunting Moa 2G Creature - 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 5GG Instant Put a 4/4 green Beast creature token into play. Storm (When you play this spell, copy it for each spell played before it this turn.) Hurkyl's Recall 1U Instant Return all artifacts target player owns to his or her hand. Hurloon Minotaur 1RR Creature - Minotaur 2/3 Hurloon Shaman 1RR Creature - Minotaur 2/3 When Hurloon Shaman is put into a graveyard from play, each player sacrifices a land. Hurr Jackal R Creature - Jackal 1/1 T: Target creature can't be regenerated this turn. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hush 3G Sorcery Destroy all enchantments. Cycling 2 (2, Discard this card: Draw a card.) Hyalopterous Lemure 4B Creature - Lemure 4/3 0: Hyalopterous Lemure gets -1/-0 and gains flying until end of turn. Hydroblast U Instant Choose one - Counter target spell if it's red; or destroy target permanent if it's red. Hydromorph Guardian 2U Creature - Guardian 2/2 U, Sacrifice Hydromorph Guardian: Counter target spell that targets one or more creatures you control. Hydromorph Gull 3UU Creature - Bird Guardian 3/3 Flying U, Sacrifice Hydromorph Gull: Counter target spell that targets one or more creatures you control. Hymn of Rebirth 3GW Sorcery Put target creature card from a graveyard into play under your control. Hymn to Tourach BB Sorcery Target player discards two cards at random. Hyperion Blacksmith 1RR Creature - Smith 2/2 T: Tap or untap target artifact an opponent controls. Hypnotic Cloud 1B Sorcery Kicker 4 (You may pay an additional 4 as you play this spell.) Target player discards a card. If the kicker cost was paid, that player discards three cards instead. Hypnotic Specter 1BB Creature - Specter 2/2 Flying Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random. Hypnox 8BBB Creature - Nightmare Horror 8/8 Flying When Hypnox comes into play, if you played it from your hand, remove all cards in target opponent's hand from the game. When Hypnox leaves play, return the removed cards to their owner's hand. Hypochondria 1W Enchantment W, Discard a card: Prevent the next 3 damage that would be dealt to target creature or player this turn. W, Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to target creature or player this turn. Hystrodon 4G Creature - Beast 3/4 Trample Whenever Hystrodon deals combat damage to a player, you may draw a card. Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) 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 WW Creature - Soldier 1/2 1W: Target Soldier gets +1/+0 until end of turn. Icatian Moneychanger W Creature - Townsfolk 0/2 Icatian Moneychanger comes into play with three credit counters on it. When Icatian Moneychanger comes into play, it deals 3 damage to you. At the beginning of your upkeep, put a credit counter on Icatian Moneychanger. Sacrifice Icatian Moneychanger: You gain 1 life for each credit counter on Icatian Moneychanger. Play this ability only during your upkeep. Icatian Phalanx 4W Creature - Soldier 2/4 Banding Icatian Priest W Creature - Cleric 1/1 1WW: Target creature gets +1/+1 until end of turn. Icatian Scout W Creature - Soldier 1/1 1, T: Target creature gains first strike until end of turn. Icatian Skirmishers 3W Creature - Soldier 1/1 Banding, first strike Whenever Icatian Skirmishers attacks, all creatures banded with it gain first strike until end of turn. Icatian Store Land Icatian Store comes into play tapped. You may choose not to untap Icatian Store during your untap step. At the beginning of your upkeep, if Icatian Store is tapped, put a storage counter on it. T, Remove any number of storage counters from Icatian Store: Add W to your mana pool for each storage counter removed this way. Icatian Town 5W Sorcery Put four 1/1 white Citizen creature tokens into play. Ice Cauldron 4 Artifact X, T: Put a charge counter on Ice Cauldron and remove a nonland card in your hand from the game. 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 3UU Enchantment Whenever a player plays a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.) Ice Floe Land You may choose not to untap Ice Floe during your untap step. T: Tap target creature without flying that's attacking you. It doesn't untap during its controller's untap step as long as Ice Floe remains tapped. Ice Storm 2G Sorcery Destroy target land. Iceberg XUU Enchantment Iceberg comes into play with X ice counters on it. 3: Put an ice counter on Iceberg. Remove an ice counter from Iceberg: Add 1 to your mana pool. Icequake 1BB Sorcery Destroy target land. If that land is a snow-covered land, Icequake deals 1 damage to the land's controller. Ichneumon Druid 1GG Creature - Druid 1/1 Whenever an opponent plays an instant spell other than the first instant spell that player plays each turn, Ichneumon Druid deals 4 damage to him or her. Ichorid 3B Creature - Horror 3/1 Haste At end of turn, sacrifice Ichorid. At the beginning of your upkeep, if Ichorid is in your graveyard, you may remove a black creature card in your graveyard other than Ichorid from the game. If you do, return Ichorid to play. Icy Manipulator 4 Artifact 1, T: Tap target artifact, creature, or land. Icy Prison UU Enchantment When Icy Prison comes into play, remove target creature from the game. At the beginning of your upkeep, sacrifice Icy Prison unless any player pays 3. When Icy Prison leaves play, return the removed creature to play under its owner's control. Ideas Unbound UU Sorcery - Arcane Draw three cards. Discard three cards at end of turn. Ifh-Bķff Efreet 2GG Creature - Efreet 3/3 Flying G: Ifh-Bķff 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 2W Creature - Soldier 3/1 Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn. Ihsan's Shade 3BBB Legendary Creature 5/5 Protection from white Iizuka the Ruthless 3RR Legendary Creature - Human Samurai 3/3 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) 2R, Sacrifice a Samurai: Samurai you control gain double strike until end of turn. Ill-Gotten Gains 2BB Sorcery Remove Ill-Gotten Gains from the game. Each player discards his or her hand, then returns up to three cards from his or her graveyard to his or her hand. Illicit Auction 3RR Sorcery Each player may bid life for control of target creature. You begin the bidding at 0. In turn order, each player may top the high bid. The auction ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect doesn't end at end of turn.) Illuminate XR Sorcery Kicker 2R and/or 3U (You may pay an additional 2R and/or 3U as you play this spell.) Illuminate deals X damage to target creature. If the 2R kicker cost was paid, Illuminate deals X damage to that creature's controller. If the 3U kicker cost was paid, you draw X cards. Illuminated Wings 1U Enchant Creature Enchanted creature has flying. 2, Sacrifice Illuminated Wings: Draw a card. Illumination WW Instant Counter target artifact or enchantment spell. Its controller gains life equal to its converted mana cost. Illusion // Reality U // 2G Instant // Instant Target spell or permanent becomes the color of your choice until end of turn. // Destroy target artifact. Illusionary Forces 3U Creature - Illusion 4/4 Flying Cumulative upkeep U Illusionary Mask 2 Artifact X: Put a creature card with converted mana cost X or less from your hand into play face down as a 0/1 creature. Put X mask counters on that creature. Play this ability only any time you could play a sorcery. The creature's controller may turn the creature face up any time he or she could play an instant by removing all mask counters from it. This effect ends if the creature is turned face up. Illusionary Presence 1UU Creature - Illusion 2/2 Cumulative upkeep U At the beginning of your upkeep, Illusionary Presence gains the landwalk ability of your choice until end of turn. Illusionary Terrain UU Enchantment Cumulative upkeep 2 As Illusionary Terrain comes into play, choose two basic land types. Basic lands of the first chosen type are of the second chosen type. Illusionary Wall 4U Creature - Wall 7/4 Defender (This creature can't attack.) Flying, first strike Cumulative upkeep U Illusions of Grandeur 3U Enchantment Cumulative upkeep 2 When Illusions of Grandeur comes into play, you gain 20 life. When Illusions of Grandeur leaves play, you lose 20 life. Imagecrafter U Creature - Wizard 1/1 T: Choose a creature type. Target creature's type becomes that type until end of turn. Imaginary Pet 1U Creature - Illusion 4/4 At the beginning of your upkeep, if you have a card in hand, return Imaginary Pet to its owner's hand. Imi Statue 3 Artifact Players can't untap more than one artifact during their untap steps. Immobilizing Ink 1U Enchant Creature Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has "1, Discard a card: Untap this creature." Immolation R Enchant Creature Enchanted creature gets +2/-2. Impatience 2R Enchantment At the end of each player's turn, if that player didn't play a spell that turn, Impatience deals 2 damage to him or her. Impending Disaster 1R Enchantment At the beginning of your upkeep, if there are seven or more lands in play, sacrifice Impending Disaster. If you do, destroy all lands. Imperial Edict 1B Sorcery Target opponent sacrifices a creature. Imperial Hellkite 5RR Creature - Dragon 6/6 Flying Morph 6RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Imperial Hellkite is turned face up, you may search your library for a Dragon card, reveal it, and put it into your hand. If you do, shuffle your library. Imperial Recruiter 2R Creature - Advisor 1/1 When Imperial Recruiter comes into play, search your library for a creature with power 2 or less, reveal that card, and put it into your hand. Then shuffle your library. Imperial Seal B Sorcery Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life. Implements of Sacrifice 2 Artifact 1, T, Sacrifice Implements of Sacrifice: Add two mana of any one color to your mana pool. Implode 4R Sorcery Destroy target land. Draw a card. Imposing Visage R 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 3W Enchant Creature Enchanted creature gets +2/+5. Cycling 3 (3, Discard this card: Draw a card.) Imps' Taunt 1B 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 1U Instant Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library. Impulsive Maneuvers 2RR Enchantment Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage. In the Eye of Chaos 2U World Enchantment Whenever a player plays an