Abandon Hope {X}{1}{B} Sorcery As an additional cost to play Abandon Hope, discard X cards from your hand. Look at target opponent's hand and choose X cards from it. That player discards those cards. Abandoned Outpost Land Abandoned Outpost comes into play tapped. {T}: Add {W} to your mana pool. {T}, Sacrifice Abandoned Outpost: Add one mana of any color to your mana pool. Abduction {2}{U}{U} Enchant Creature When Abduction comes into play, untap enchanted creature. You control enchanted creature. When enchanted creature is put into a graveyard, return that creature to play under its owner's control. Abolish {1}{W}{W} Instant You may discard a Plains card from your hand rather than pay Abolish's mana cost. Destroy target artifact or enchantment. Aboshan, Cephalid Emperor {4}{U}{U} Creature -- Cephalid Legend 3/3 Tap an untapped Cephalid you control: Tap target permanent. {U}{U}{U}: Tap all creatures without flying. Aboshan's Desire {U} Enchant Creature Enchanted creature has flying. Threshold -- Enchanted creature can't be the target of spells or abilities. (You have threshold as long as seven or more cards are in your graveyard.) About Face {R} Instant Switch target creature's power and toughness until end of turn. Effects that alter the creature's power alter its toughness instead, and vice versa, this turn. Absolute Grace {1}{W} Enchantment All creatures have protection from black. Absolute Law {1}{W} Enchantment All creatures have protection from red. Absorb {W}{U}{U} Instant Counter target spell. You gain 3 life. Abundance {2}{G}{G} Enchantment If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order. Abyssal Horror {4}{B}{B} Creature -- Horror 2/2 Flying When Abyssal Horror comes into play, target player discards two cards from his or her hand. Abyssal Hunter {3}{B} Creature -- Minion 1/1 {B}, {T}: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature. Abyssal Specter {2}{B}{B} Creature -- Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card from his or her hand. Academy Rector {3}{W} Creature -- Cleric 1/2 When Academy Rector is put into a graveyard from play, you may remove Academy Rector from the game. If you do, search your library for an enchantment card and put that card into play. Then shuffle your library. Academy Researchers {1}{U}{U} Creature -- Wizard 2/2 When Academy Researchers comes into play, you may put an enchant creature card from your hand into play enchanting Academy Researchers. Accelerate {1}{R} Instant Target creature gains haste until end of turn. Draw a card. Accelerated Mutation {3}{G}{G} Instant Target creature gets +X/+X until end of turn, where X is the highest converted mana cost among permanents you control. Acceptable Losses {3}{R} Sorcery As an additional cost to play Acceptable Losses, discard a card at random from your hand. Acceptable Losses deals 5 damage to target creature. Accumulated Knowledge {1}{U} Instant Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards. Accursed Centaur {B} Creature -- Zombie Centaur 2/2 When Accursed Centaur comes into play, sacrifice a creature. Acidic Sliver {B}{R} Creature -- Sliver 2/2 All Slivers have "{2}, Sacrifice this creature: This creature deals 2 damage to target creature or player." Acidic Soil {2}{R} Sorcery Acidic Soil deals to each player damage equal to the number of lands he or she controls. Acorn Harvest {3}{G} Sorcery Put two 1/1 green Squirrel creature tokens into play. Flashback--{1}{G}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Acridian {1}{G} Creature -- Insect 2/4 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Adarkar Wastes Land {T}: Add {1} to your mana pool. {T}: Add {W} or {U} to your mana pool. Adarkar Wastes deals 1 damage to you. Addle {1}{B} Sorcery Choose a color. Target player reveals his or her hand, then you choose a card of that color from it. That player discards that card. Advance Scout {1}{W} Creature -- Soldier 1/1 First strike {W}: Target creature gains first strike until end of turn. 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. Aerial Caravan {4}{U}{U} Creature -- Soldier 4/3 Flying {1}{U}{U}: Remove the top card of your library from the game. Until end of turn, you may play that card as though it were in your hand. (Reveal the card as you remove it from the game.) AEther Barrier {2}{U} Enchantment Whenever a player plays a creature spell, that player sacrifices a permanent unless he or she pays {1}. AEther Burst {1}{U} Instant Return up to X target creatures to their owners' hands, where X is one plus the number of cards named AEther Burst in all graveyards as you play AEther Burst. AEther Charge {4}{R} Enchantment Whenever a Beast comes into play under your control, you may have it deal 4 damage to target opponent. AEther Flash {2}{R}{R} Enchantment Whenever a creature comes into play, AEther Flash deals 2 damage to it. AEther Mutation {3}{G}{U} Sorcery Return target creature to its owner's hand. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. AEther Rift {1}{R}{G} Enchantment At the beginning of your upkeep, reveal a card at random from your hand. If you reveal a noncreature card this way, discard that card. If you reveal a creature card this way, put that card into play unless any player pays 5 life. If a player pays 5 life, discard that card. AEther Spellbomb {1} Artifact {U}, Sacrifice AEther Spellbomb: Return target creature to its owner's hand. {1}, Sacrifice AEther Spellbomb: Draw a card. AEther Sting {3}{R} Enchantment Whenever an opponent plays a creature spell, AEther Sting deals 1 damage to that player. AEther Tide {X}{U} Sorcery As an additional cost to play AEther Tide, discard X creature cards from your hand. Return X target creatures to their owners' hands. Afflict {2}{B} Instant Target creature gets -1/-1 until end of turn. Draw a card. Afterlife {2}{W} Instant Destroy target creature. It can't be regenerated. Its controller puts a 1/1 white Spirit creature token with flying into play. Aftershock {2}{R}{R} Sorcery Destroy target artifact, creature, or land. Aftershock deals 3 damage to you. Ageless Sentinels {3}{W} Creature -- Wall 4/4 (Walls can't attack.) Flying When Ageless Sentinels blocks, its creature type becomes Giant Bird. (It's no longer a Wall. This effect doesn't end at end of turn.) Agent of Shauku {1}{B} Creature -- Mercenary 1/1 {1}{B}, Sacrifice a land: Target creature gets +2/+0 until end of turn. Aggravated Assault {2}{R} Enchantment {3}{R}{R}: Untap all creatures you control. After this phase, there is an additional combat phase followed by an additional main phase. Play this ability only any time you could play a sorcery. Aggressive Urge {1}{G} Instant Target creature gets +1/+1 until end of turn. Draw a card. Agonizing Demise {3}{B} Instant Kicker {1}{R} (You may pay an additional {1}{R} as you play this spell.) Destroy target nonblack creature. It can't be regenerated. If the kicker cost was paid, Agonizing Demise deals damage equal to that creature's power to the creature's controller. Agonizing Memories {2}{B}{B} Sorcery Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order. Air Bladder {U} Enchant Creature Enchanted creature has flying. Enchanted creature may block only creatures with flying. Air Elemental {3}{U}{U} Creature -- Elemental 4/4 Flying Airborne Aid {3}{U} Sorcery Draw a card for each Bird in play. Airdrop Condor {4}{R} Creature -- Bird 2/2 Flying {1}{R}, Sacrifice a Goblin: Airdrop Condor deals damage equal to the sacrificed Goblin's power to target creature or player. Akroma, Angel of Wrath {5}{W}{W}{W} Creature -- Angel Legend 6/6 Flying, first strike, trample, haste, protection from black, protection from red Attacking doesn't cause Akroma, Angel of Wrath to tap. Akroma's Blessing {2}{W} Instant Creatures you control gain protection from the color of your choice until end of turn. Cycling {W} ({W}, Discard this card from your hand: Draw a card.) Akroma's Devoted {3}{W} Creature -- Cleric 2/4 Attacking doesn't cause Clerics to tap. Akroma's Vengeance {4}{W}{W} Sorcery Destroy all artifacts, creatures, and enchantments. Cycling {3} ({3}, Discard this card from your hand: Draw a card.) Alabaster Leech {W} Creature -- Leech 1/3 White spells you play cost {W} more to play. Alabaster Wall {2}{W} Creature -- Wall 0/4 (Walls can't attack.) {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Aladdin's Ring {8} Artifact {8}, {T}: Aladdin's Ring deals 4 damage to target creature or player. Albino Troll {1}{G} Creature -- Troll 3/3 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) {1}{G}: Regenerate Albino Troll. Alexi, Zephyr Mage {3}{U}{U} Creature -- Spellshaper Legend 3/3 {X}{U}, {T}, Discard two cards from your hand: Return X target creatures to their owners' hands. Alexi's Cloak {1}{U} Enchant Creature You may play Alexi's Cloak any time you could play an instant. Enchanted creature can't be the target of spells or abilities. Allay {1}{W} Instant Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Allay into your hand instead of your graveyard as part of its resolution.) Destroy target enchantment. Alley Grifters {1}{B}{B} Creature -- Mercenary 2/2 Whenever Alley Grifters becomes blocked, defending player discards a card from his or her hand. Allied Strategies {4}{U} Sorcery Target player draws a card for each basic land type among lands he or she controls. Alloy Golem {6} Artifact Creature -- Golem 4/4 As Alloy Golem comes into play, choose a color. Alloy Golem is the chosen color. (It's still an artifact.) Alpha Kavu {2}{G} Creature -- Kavu 2/2 {1}{G}: Target Kavu gets -1/+1 until end of turn. Alpha Myr {2} Artifact Creature -- Myr 2/1 Alpha Status {2}{G} Enchant Creature Enchanted creature gets +2/+2 for each other creature in play that shares a creature type with it. Altar of Dementia {2} Artifact Sacrifice a creature: Target player puts a number of cards equal to the sacrificed creature's power from the top of his or her library into his or her graveyard. Altar of Shadows {7} Artifact At the beginning of your precombat main phase, add {B} to your mana pool for each charge counter on Altar of Shadows. {7}, {T}: Destroy target creature. Then put a charge counter on Altar of Shadows. Altar's Light {2}{W}{W} Instant Remove target artifact or enchantment from the game. Alter Reality {1}{U} Instant Change the text of target permanent or spell by replacing all instances of one color word with another. (This effect doesn't end at end of turn.) Flashback {1}{U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Aluren {2}{G}{G} Enchantment Any player may play creature cards with converted mana cost 3 or less without paying their mana cost any time he or she could play an instant. Ambassador Laquatus {1}{U}{U} Creature -- Merfolk Legend 1/3 {3}: Target player puts the top three cards of his or her library into his or her graveyard. Amber Prison {4} Artifact You may choose not to untap Amber Prison during your untap step. {4}, {T}: Tap target artifact, creature, or land. As long as Amber Prison remains tapped, that permanent doesn't untap during its controller's untap step. Ambition's Cost {3}{B} Sorcery You draw three cards and you lose 3 life. Ambush Commander {3}{G}{G} Creature -- Elf 2/2 Forests you control are 1/1 green Elf creatures that are still lands. {1}{G}, Sacrifice an Elf: Target creature gets +3/+3 until end of turn. Amok {1}{R} Enchantment {1}, Discard a card at random from your hand: Put a +1/+1 counter on target creature. Amphibious Kavu {2}{G} Creature -- Kavu 2/2 Whenever Amphibious Kavu blocks or becomes blocked by one or more blue and/or black creatures, Amphibious Kavu gets +3/+3 until end of turn. Amugaba {5}{U}{U} Creature -- Illusion 6/6 Flying {2}{U}, Discard a card from your hand: Return Amugaba to its owner's hand. Ana Disciple {G} Creature -- Wizard 1/1 {U}, {T}: Target creature gains flying until end of turn. {B}, {T}: Target creature gets -2/-0 until end of turn. Ana Sanctuary {2}{G} Enchantment At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead. Anaba Bodyguard {3}{R} Creature -- Minotaur 2/3 First strike Anaba Shaman {3}{R} Creature -- Minotaur 2/2 {R}, {T}: Anaba Shaman deals 1 damage to target creature or player. Anaconda {3}{G} Creature -- Snake 3/3 Swampwalk Anarchist {4}{R} Creature -- Townsfolk 2/2 When Anarchist comes into play, you may return target sorcery card from your graveyard to your hand. Anavolver {3}{G} Creature -- Volver 3/3 Kicker {1}{U} and/or {B} If the {1}{U} kicker cost was paid, Anavolver comes into play with two +1/+1 counters on it and with flying. If the {B} kicker cost was paid, Anavolver comes into play with a +1/+1 counter on it and with "Pay 3 life: Regenerate Anavolver." Ancestor's Chosen {5}{W}{W} Creature -- Cleric 4/4 First strike When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard. Ancestor's Prophet {4}{W} Creature -- Cleric Lord 1/5 Tap five untapped Clerics you control: You gain 10 life. Ancestral Mask {2}{G} Enchant Creature Enchanted creature gets +2/+2 for each other enchantment in play. Ancestral Memories {2}{U}{U}{U} Sorcery Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard. Ancestral Tribute {5}{W}{W} Sorcery You gain 2 life for each card in your graveyard. Flashback {9}{W}{W}{W} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Ancient Den Artifact Land (Ancient Den isn't a spell.) {T}: Add {W} to your mana pool. Ancient Hydra {4}{R} Creature -- Hydra 5/1 Fading 5 (This creature comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) {1}, Remove a fade counter from Ancient Hydra: Ancient Hydra deals 1 damage to target creature or player. Ancient Kavu {3}{R} Creature -- Kavu 3/3 {2}: Ancient Kavu becomes colorless until end of turn. Ancient Ooze {5}{G}{G} Creature -- Ooze */* Ancient Ooze's power and toughness are each equal to the total converted mana cost of other creatures you control. Ancient Runes {2}{R} Enchantment At the beginning of each player's upkeep, Ancient Runes deals to that player damage equal to the number of artifacts he or she controls. Ancient Silverback {4}{G}{G} Creature -- Ape 6/5 {G}: Regenerate Ancient Silverback. Ancient Spider {2}{G}{W} Creature -- Spider 2/5 First strike Ancient Spider may block as though it had flying. Ancient Spring Land Ancient Spring comes into play tapped. {T}: Add {U} to your mana pool. {T}, Sacrifice Ancient Spring: Add {W}{B} to your mana pool. Ancient Tomb Land {T}: Add {2} to your mana pool. Ancient Tomb deals 2 damage to you. Andradite Leech {2}{B} Creature -- Leech 2/2 Black spells you play cost {B} more to play. {B}: Andradite Leech gets +1/+1 until end of turn. Angel of Mercy {4}{W} Creature -- Angel 3/3 Flying When Angel of Mercy comes into play, you gain 3 life. Angel of Retribution {6}{W} Creature -- Angel 5/5 Flying, first strike Angelfire Crusader {3}{W} Creature -- Soldier 2/3 {R}: Angelfire Crusader gets +1/+0 until end of turn. Angelic Blessing {2}{W} Sorcery Target creature gets +3/+3 and gains flying until end of turn. Angelic Chorus {3}{W}{W} Enchantment Whenever a creature comes into play under your control, you gain life equal to its toughness. Angelic Curator {1}{W} Creature -- Spirit 1/1 Flying, protection from artifacts Angelic Favor {3}{W} Instant If you control a Plains, you may tap an untapped creature you control rather than pay Angelic Favor's mana cost. Play Angelic Favor only during combat. Put a 4/4 white Angel creature token with flying into play. Remove it from the game at end of turn. Angelic Page {1}{W} Creature -- Spirit 1/1 Flying {T}: Target attacking or blocking creature gets +1/+1 until end of turn. Angelic Protector {3}{W} Creature -- Angel 2/2 Flying Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn. Angelic Shield {W}{U} Enchantment Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand. Angelic Wall {1}{W} Creature -- Wall 0/4 (Walls can't attack.) Flying Angel's Trumpet {3} Artifact Attacking doesn't cause creatures to tap. At the end of each player's turn, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals to the player damage equal to the number of creatures tapped this way. Anger {3}{R} Creature -- Incarnation 2/2 Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste. Animal Boneyard {2}{W} Enchant Land Enchanted land has "{T}, Sacrifice a creature: You gain life equal to that creature's toughness." Animal Magnetism {4}{G} Sorcery Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card into play and the rest into your graveyard. Animate Land {G} Instant Until end of turn, target land is a 3/3 creature that's still a land. Animate Wall {W} Enchant Creature Enchanted creature may attack as though it weren't a Wall. Ankh of Mishra {2} Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Annex {2}{U}{U} Enchant Land You control enchanted land. Annihilate {3}{B}{B} Instant Destroy target nonblack creature. It can't be regenerated. Draw a card. Annul {U} Instant Counter target artifact or enchantment spell. Anoint {W} Instant Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Anoint into your hand instead of your graveyard as part of its resolution.) Prevent the next 3 damage that would be dealt to target creature this turn. Antagonism {3}{R} Enchantment At the end of each player's turn, Antagonism deals 2 damage to that player unless one of his or her opponents was dealt damage that turn. Anthroplasm {2}{U}{U} Creature -- Shapeshifter 0/0 Anthroplasm comes into play with two +1/+1 counters on it. {X}, {T}: Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it. Anurid Barkripper {1}{G}{G} Creature -- Beast 2/2 Threshold -- Anurid Barkripper gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.) Anurid Brushhopper {1}{G}{W} Creature -- Beast 3/4 Discard two cards from your hand: Remove Anurid Brushhopper from the game. Return it to play under its owner's control at end of turn. Anurid Murkdiver {4}{B}{B} Creature -- Zombie Beast 4/3 Swampwalk Anurid Scavenger {2}{G} Creature -- Beast 3/3 Protection from black At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library. Anurid Swarmsnapper {2}{G} Creature -- Beast 1/4 Anurid Swarmsnapper may block as though it had flying. {1}{G}: Anurid Swarmsnapper may block an additional creature this turn. Apes of Rath {2}{G}{G} Creature -- Ape 5/4 Whenever Apes of Rath attacks, it doesn't untap during its controller's next untap step. Aphetto Alchemist {1}{U} Creature -- Wizard 1/2 {T}: Untap target artifact or creature. Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Aphetto Dredging {3}{B} Sorcery Return up to three target creature cards of the creature type of your choice from your graveyard to your hand. Aphetto Exterminator {2}{B} Creature -- Wizard 3/1 Morph {3}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn. Aphetto Grifter {2}{U} Creature -- Wizard 1/1 Tap two untapped Wizards you control: Tap target permanent. Aphetto Runecaster {3}{U} Creature -- Wizard 2/3 Whenever a creature is turned face up, you may draw a card. Aphetto Vulture {4}{B}{B} Creature -- Zombie Bird 3/2 Flying When Aphetto Vulture is put into a graveyard from play, you may put target Zombie card from your graveyard on top of your library. Apocalypse {2}{R}{R}{R} Sorcery Remove all permanents from the game. You discard your hand. Apprentice Necromancer {1}{B} Creature -- Wizard 1/1 {B}, {T}, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to play. That creature gains haste. At end of turn, sacrifice it. Aquamoeba {1}{U} Creature -- Beast 1/3 Discard a card from your hand: Switch Aquamoeba's power and toughness until end of turn. Arc Lightning {2}{R} Sorcery Arc Lightning deals 3 damage divided as you choose among any number of target creatures and/or players. Arc Mage {2}{R} Creature -- Spellshaper 2/2 {2}{R}, {T}, Discard a card from your hand: Arc Mage deals 2 damage divided as you choose among any number of target creatures and/or players. Arcane Laboratory {2}{U} Enchantment Each player can't play more than one spell each turn. Arcane Teachings {2}{R} Enchant Creature Enchanted creature gets +2/+2 and has "{T}: This creature deals 1 damage to target creature or player." Arcanis the Omnipotent {3}{U}{U}{U} Creature -- Wizard Legend 3/4 {T}: Draw three cards. {2}{U}{U}: Return Arcanis the Omnipotent to its owner's hand. Archaeological Dig Land {T}: Add {1} to your mana pool. {T}, Sacrifice Archaeological Dig: Add one mana of any color to your mana pool. Archangel {5}{W}{W} Creature -- Angel 5/5 Flying Attacking doesn't cause Archangel to tap. Archery Training {W} Enchant Creature At the beginning of your upkeep, you may put an arrow counter on Archery Training. Enchanted creature has "{T}: This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training." Archivist {2}{U}{U} Creature -- Wizard 1/1 {T}: Draw a card. Arc-Slogger {3}{R}{R} Creature -- Beast 4/5 {R}, Remove the top ten cards of your library from the game: Arc-Slogger deals 2 damage to target creature or player. Arctic Merfolk {1}{U} Creature -- Merfolk 1/1 Kicker--Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you play this spell.) If the kicker cost was paid, Arctic Merfolk comes into play with a +1/+1 counter on it. Ardent Militia {4}{W} Creature -- Soldier 2/5 Attacking doesn't cause Ardent Militia to tap. Ardent Soldier {1}{W} Creature -- Soldier 1/2 Kicker {2} (You may pay an additional {2} as you play this spell.) Attacking doesn't cause Ardent Soldier to tap. If the kicker cost was paid, Ardent Soldier comes into play with a +1/+1 counter on it. Argothian Elder {3}{G} Creature -- Elf 2/2 {T}: Untap two target lands. Argothian Enchantress {1}{G} Creature -- Enchantress 0/1 Argothian Enchantress can't be the target of spells or abilities. Whenever you play an enchantment spell, draw a card. Argothian Swine {3}{G} Creature -- Boar 3/3 Trample Argothian Wurm {3}{G} Creature -- Wurm 6/6 Trample When Argothian Wurm comes into play, any player may sacrifice a land. If a player does, put Argothian Wurm on top of its owner's library. Ark of Blight {2} Artifact {3}, {T}, Sacrifice Ark of Blight: Destroy target land. Armadillo Cloak {1}{G}{W} Enchant Creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life. Armageddon {3}{W} Sorcery Destroy all lands. Armistice {2}{W} Enchantment {3}{W}{W}: You draw a card and target opponent gains 3 life. Armor Sliver {2}{W} Creature -- Sliver 2/2 All Slivers have "{2}: This creature gets +0/+1 until end of turn." Armored Guardian {3}{W}{U} Creature -- Guardian 2/5 {1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn. {1}{U}{U}: Armored Guardian can't be the target of spells or abilities this turn. Armored Pegasus {1}{W} Creature -- Pegasus 1/2 Flying Arms Dealer {2}{R} Creature -- Goblin 1/1 {1}{R}, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature. Arrest {2}{W} Enchant Creature Enchanted creature can't attack or block, and its activated abilities can't be played. Arrogant Wurm {3}{G}{G} Creature -- Wurm 4/4 Trample Madness {2}{G} (You may play this card for its madness cost at the time you discard it from your hand.) Artifact Mutation {R}{G} Instant Destroy target artifact. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Artificial Evolution {U} Instant Change the text of target spell or permanent by replacing all instances of one creature type with another. The new creature type can't be Legend or Wall. (This effect doesn't end at end of turn.) Ascendant Evincar {4}{B}{B} Creature -- Legend 3/3 Flying Other black creatures get +1/+1. Nonblack creatures get -1/-1. Ascending Aven {2}{U}{U} Creature -- Bird Soldier 3/2 Flying Ascending Aven may block only creatures with flying. Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Ashen Firebeast {6}{R}{R} Creature -- Beast 6/6 {1}{R}: Ashen Firebeast deals 1 damage to each creature without flying. Ashen Powder {2}{B}{B} Sorcery Put target creature card from an opponent's graveyard into play under your control. Ashnod's Altar {3} Artifact Sacrifice a creature: Add {2} to your mana pool. Assault // Battery {R} // {3}{G} Sorcery // Sorcery Assault deals 2 damage to target creature or player. // Put a 3/3 green Elephant creature token into play. Assembly Hall {5} Artifact {4}, {T}: Reveal a creature card in your hand. Search your library for a card with the same name as that card, reveal the card, and put it into your hand. Then shuffle your library. Assert Authority {5}{U}{U} Instant Affinity for artifacts (This spell costs {1} less to play for each artifact you control.) Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard. Astral Slide {2}{W} Enchantment Whenever a player cycles a card, you may remove target creature from the game. If you do, return that creature to play under its owner's control at end of turn. Astral Steel {2}{W} Instant Target creature gets +1/+2 until end of turn. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Atalya, Samite Master {3}{W}{W} Creature -- Cleric Legend 2/3 {X}, {T}: Choose one -- Prevent the next X damage that would be dealt to target creature this turn; or you gain X life. Spend only white mana this way. Atog {1}{R} Creature -- Atog 1/2 Sacrifice an artifact: Atog gets +2/+2 until end of turn. Atogatog {W}{U}{B}{R}{G} Creature -- Atog Legend 5/5 Sacrifice an Atog: Atogatog gets +X/+X until end of turn, where X is the sacrificed Atog's power. Attrition {1}{B}{B} Enchantment {B}, Sacrifice a creature: Destroy target nonblack creature. Attunement {2}{U} Enchantment Return Attunement to its owner's hand: Draw three cards, then discard four cards from your hand. Aura Blast {1}{W} Instant Destroy target enchantment. Draw a card. Aura Extraction {1}{W} Instant Put target enchantment on top of its owner's library. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Aura Flux {2}{U} Enchantment All other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay {2}." Aura Fracture {2}{W} Enchantment Sacrifice a land: Destroy target enchantment. Aura Graft {1}{U} Instant Gain control of target enchantment that's enchanting a permanent. Move that enchantment to another permanent it can enchant. (This effect doesn't end at end of turn.) Aura Mutation {G}{W} Instant Destroy target enchantment. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Aura Shards {1}{G}{W} Enchantment Whenever a creature comes into play under your control, you may destroy target artifact or enchantment. Aura Thief {3}{U} Creature -- Illusion 2/2 Flying When Aura Thief is put into a graveyard from play, you gain control of all enchantments. (You don't get to move local enchantments.) Auramancer {2}{W} Creature -- Wizard 2/2 When Auramancer comes into play, you may return target enchantment card from your graveyard to your hand. Auratog {1}{W} Creature -- Atog 1/2 Sacrifice an enchantment: Auratog gets +2/+2 until end of turn. Aurification {2}{W}{W} Enchantment Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it is a Wall in addition to its other creature types. (Walls can't attack.) When Aurification leaves play, remove all gold counters from all creatures. Auriok Bladewarden {1}{W} Creature -- Human Soldier 1/1 {T}: Target creature gets +X/+X until end of turn, where X is Auriok Bladewarden's power. Auriok Steelshaper {1}{W} Creature -- Human Soldier 1/1 Equip costs you pay cost {1} less. As long as Auriok Steelshaper is equipped, Soldiers and Knights you control get +1/+1. Auriok Transfixer {W} Creature -- Human Scout 1/1 {W}, {T}: Tap target artifact. Aurora Griffin {3}{W} Creature -- Griffin 2/2 Flying {W}: Target permanent becomes white until end of turn. Avalanche Riders {3}{R} Creature -- Nomad 2/2 Haste Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Avalanche Riders comes into play, destroy target land. Avarax {3}{R}{R} Creature -- Beast 3/3 Haste When Avarax comes into play, you may search your library for a card named Avarax, reveal it, and put it into your hand. If you do, shuffle your library. {1}{R}: Avarax gets +1/+0 until end of turn. Avatar of Fury {6}{R}{R} Creature -- Avatar 6/6 If an opponent controls seven or more lands, Avatar of Fury costs {6} less to play. Flying {R}: Avatar of Fury gets +1/+0 until end of turn. Avatar of Hope {6}{W}{W} Creature -- Avatar 4/9 If you have 3 life or less, Avatar of Hope costs {6} less to play. Flying Avatar of Hope may block any number of creatures. Avatar of Might {6}{G}{G} Creature -- Avatar 8/8 If an opponent controls at least four more creatures than you, Avatar of Might costs {6} less to play. Trample Avatar of Will {6}{U}{U} Creature -- Avatar 5/6 If an opponent has no cards in hand, Avatar of Will costs {6} less to play. Flying Avatar of Woe {6}{B}{B} Creature -- Avatar 6/5 If there are ten or more creature cards total in all graveyards, Avatar of Woe costs {6} less to play. Fear {T}: Destroy target creature. It can't be regenerated. Aven Archer {3}{W}{W} Creature -- Bird Soldier 2/2 Flying {2}{W}, {T}: Aven Archer deals 2 damage to target attacking or blocking creature. Aven Brigadier {3}{W}{W}{W} Creature -- Bird Soldier 3/5 Flying All other Birds get +1/+1. All other Soldiers get +1/+1. Aven Cloudchaser {3}{W} Creature -- Bird Soldier 2/2 Flying When Aven Cloudchaser comes into play, destroy target enchantment. Aven Envoy {U} Creature -- Bird Soldier 0/2 Flying Aven Farseer {1}{W} Creature -- Bird Soldier 1/1 Flying Whenever a creature is turned face up, put a +1/+1 counter on Aven Farseer. Aven Fateshaper {6}{U} Creature -- Bird Wizard 4/5 Flying When Aven Fateshaper comes into play, look at the top four cards of your library, then put them back in any order. {4}{U}: Look at the top four cards of your library, then put them back in any order. Aven Fisher {3}{U} Creature -- Bird Soldier 2/2 Flying When Aven Fisher is put into a graveyard from play, you may draw a card. Aven Flock {4}{W} Creature -- Bird Soldier 2/3 Flying {W}: Aven Flock gets +0/+1 until end of turn. Aven Fogbringer {3}{U} Creature -- Bird Wizard 2/1 Flying When Aven Fogbringer comes into play, return target land to its owner's hand. Aven Liberator {2}{W}{W} Creature -- Bird Soldier 2/3 Flying Morph {3}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Aven Liberator is turned face up, target creature you control gains protection from the color of your choice until end of turn. Aven Redeemer {3}{W} Creature -- Bird Cleric 2/2 Flying {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. Aven Shrine {1}{W}{W} Enchantment Whenever a player plays a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell. Aven Smokeweaver {2}{U}{U} Creature -- Bird Soldier 2/3 Flying, protection from red Aven Soulgazer {3}{W}{W} Creature -- Bird Cleric 3/3 Flying {2}{W}: Look at target face-down creature. Aven Trooper {3}{W} Creature -- Bird Soldier 1/1 Flying {2}{W}, Discard a card from your hand: Aven Trooper gets +1/+2 until end of turn. Aven Warcraft {2}{W} Instant Creatures you control get +0/+2 until end of turn. Threshold -- Creatures you control also gain protection from the color of your choice until end of turn. (You have threshold if seven or more cards are in your graveyard.) Aven Warhawk {4}{W} Creature -- Bird Soldier 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Bird and/or Soldier card you reveal in your hand.) Flying Aven Windreader {3}{U}{U} Creature -- Bird Soldier Wizard 3/3 Flying {1}{U}: Target player reveals the top card of his or her library. Avenger en-Dal {1}{W} Creature -- Spellshaper 1/1 {2}{W}, {T}, Discard a card from your hand: Remove target attacking creature from the game. Its controller gains life equal to its toughness. Avenging Angel {3}{W}{W} Creature -- Angel 3/3 Flying If Avenging Angel would be put into a graveyard from play, you may put Avenging Angel on top of its owner's library instead. Avenging Druid {2}{G} Creature -- Druid 1/3 Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. Put that card into play and put all other cards revealed this way into your graveyard. Awakening {2}{G}{G} Enchantment At the beginning of each player's upkeep, all players untap all creatures and lands they control. Awe Strike {W} Instant The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way. Back to Basics {2}{U} Enchantment Nonbasic lands don't untap during their controllers' untap steps. Backlash {1}{B}{R} Instant Tap target untapped creature. That creature deals damage equal to its power to its controller. Backslide {1}{U} Instant Turn target creature with morph face down. Cycling {U} ({U}, Discard this card from your hand: Draw a card.) Balance of Power {3}{U}{U} Sorcery If target opponent has more cards in hand than you, draw cards equal to the difference. Balancing Act {2}{W}{W} Sorcery Each player chooses a number of permanents he or she controls equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards from his or her hand the same way. Balduvian Barbarians {1}{R}{R} Creature -- Barbarian 3/2 Balduvian Horde {2}{R}{R} Creature -- Barbarian 5/5 When Balduvian Horde comes into play, sacrifice it unless you discard a card at random from your hand. Baleful Stare {2}{U} Sorcery Target opponent reveals his or her hand. You draw a card for each Mountain and red card in it. Ballista Squad {3}{W} Creature -- Rebel 2/2 {X}{W}, {T}: Ballista Squad deals X damage to target attacking or blocking creature. Balloon Peddler {2}{U} Creature -- Spellshaper 2/2 {U}, {T}, Discard a card from your hand: Target creature gains flying until end of turn. Balshan Beguiler {2}{U} Creature -- Wizard 1/1 Whenever Balshan Beguiler deals combat damage to a player, that player reveals the top two cards of his or her library. You choose one of those cards and put it into his or her graveyard. Balshan Collaborator {3}{U} Creature -- Bird Soldier 2/2 Flying {B}: Balshan Collaborator gets +1/+1 until end of turn. Balshan Griffin {3}{U}{U} Creature -- Griffin 3/2 Flying {1}{U}, Discard a card from your hand: Return Balshan Griffin to its owner's hand. Balthor the Defiled {2}{B}{B} Creature -- Zombie Dwarf Legend 2/2 All Minions get +1/+1. {B}{B}{B}, Remove Balthor the Defiled from the game: Each player returns all black and all red creature cards from his or her graveyard to play. Balthor the Stout {1}{R}{R} Creature -- Dwarf Legend 2/2 All Barbarians get +1/+1. {R}: Target Barbarian gets +1/+0 until end of turn. Bamboozle {2}{U} Sorcery Target player reveals the top four cards of his or her library. You choose two of those cards and put them into his or her graveyard. Put the rest on top of his or her library in any order. Bandage {W} Instant Prevent the next 1 damage that would be dealt to target creature or player this turn. Draw a card. Bane of the Living {2}{B}{B} Creature -- Insect 4/3 Morph {X}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Bane of the Living is turned face up, all creatures get -X/-X until end of turn. Banshee's Blade {2} Artifact -- Equipment Equipped creature gets +1/+1 for each charge counter on Banshee's Blade. Whenever equipped creature deals combat damage, put a charge counter on this card. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Barbarian Bully {2}{R} Creature -- Barbarian 2/2 Discard a card at random from your hand: Barbarian Bully gets +2/+2 until end of turn unless a player has Barbarian Bully deal 4 damage to him or her. Play this ability only once each turn. Barbarian Lunatic {2}{R} Creature -- Barbarian 2/1 {2}{R}, Sacrifice Barbarian Lunatic: Barbarian Lunatic deals 2 damage to target creature. Barbarian Outcast {1}{R} Creature -- Barbarian Beast 2/2 When you control no Swamps, sacrifice Barbarian Outcast. Barbarian Ring Land {T}: Add {R} to your mana pool. Barbarian Ring deals 1 damage to you. Threshold -- {R}, {T}, Sacrifice Barbarian Ring: Barbarian Ring deals 2 damage to target creature or player. (Play this ability only if seven or more cards are in your graveyard.) Barbed Field {2}{R}{R} Enchant Land Enchanted land has "{T}: This land deals 1 damage to target creature or player." Barbed Sliver {2}{R} Creature -- Sliver 2/2 All Slivers have "{2}: This creature gets +1/+0 until end of turn." Barbed Wire {3} Artifact At the beginning of each player's upkeep, Barbed Wire deals 1 damage to that player. {2}: Prevent the next 1 damage that would be dealt by Barbed Wire this turn. 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. Barkhide Mauler {4}{G} Creature -- Beast 4/4 Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Barren Moor Land Barren Moor comes into play tapped. {T}: Add {B} to your mana pool. Cycling {B} ({B}, Discard this card from your hand: Draw a card.) Barrin, Master Wizard {1}{U}{U} Creature -- Wizard Legend 1/1 {2}, Sacrifice a permanent: Return target creature to its owner's hand. Barrin's Codex {4} Artifact At the beginning of your upkeep, you may put a page counter on Barrin's Codex. {4}, {T}, Sacrifice Barrin's Codex: Draw X cards, where X is the number of page counters on Barrin's Codex. Barrin's Spite {2}{U}{B} Sorcery Choose a player and two target creatures that player controls. The player chooses and sacrifices one of them. Return the other to its owner's hand. Barrin's Unmaking {1}{U} Instant Return target permanent to its owner's hand if that permanent shares a color with the most common color among all permanents or the color tied for most common. Barter in Blood {2}{B}{B} Sorcery Each player sacrifices two creatures. Bash to Bits {3}{R} Instant Destroy target artifact. Flashback {4}{R}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Basking Rootwalla {G} Creature -- Lizard 1/1 {1}{G}: Basking Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn. Madness {0} (You may play this card for its madness cost at the time you discard it from your hand.) Battering Craghorn {2}{R}{R} Creature -- Beast 3/1 First strike Morph {1}{R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Battle of Wits {3}{U}{U} Enchantment At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game. Battle Rampart {2}{R} Creature -- Wall 1/3 (Walls can't attack.) {T}: Target creature gains haste until end of turn. Battle Screech {2}{W}{W} Sorcery Put two 1/1 white Bird creature tokens with flying into play. Flashback--Tap three untapped white creatures you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Battle Squadron {3}{R}{R} Creature -- Ship */* Flying Battle Squadron's power and toughness are each equal to the number of creatures you control. Battle Strain {1}{R} Enchantment Whenever a creature blocks, Battle Strain deals 1 damage to that creature's controller. Battlefield Forge Land {T}: Add {1} to your mana pool. {T}: Add {R} or {W} to your mana pool. Battlefield Forge deals 1 damage to you. Battlefield Medic {1}{W} Creature -- Cleric 1/1 {T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics in play. Battlefield Percher {3}{B}{B} Creature -- Bird 2/2 Flying Battlefield Percher may block only creatures with flying. {1}{B}: Battlefield Percher gets +1/+1 until end of turn. Battlefield Scrounger {3}{G}{G} Creature -- Centaur 3/3 Threshold -- Put three cards from your graveyard on the bottom of your library: Battlefield Scrounger gets +3/+3 until end of turn. Play this ability only once each turn. (Play this ability only if seven or more cards are in your graveyard.) Battlegrowth {G} Instant Put a +1/+1 counter on target creature. Battlewise Aven {3}{W} Creature -- Bird Soldier 2/2 Flying Threshold -- Battlewise Aven gets +1/+1 and has first strike. (You have threshold as long as seven or more cards are in your graveyard.) Bayou Dragonfly {1}{G} Creature -- Insect 1/1 Flying; swampwalk Beacon of Destiny {1}{W} Creature -- Cleric 1/3 {T}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to Beacon of Destiny instead. Bearscape {1}{G}{G} Enchantment {1}{G}, Remove two cards in your graveyard from the game: Put a 2/2 green Bear creature token into play. Beast Attack {2}{G}{G}{G} Instant Put a 4/4 green Beast creature token into play. Flashback {2}{G}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Beast of Burden {6} Artifact Creature */* Beast of Burden's power and toughness are each equal to the number of creatures in play. Bedlam {2}{R}{R} Enchantment Creatures can't block. Befoul {2}{B}{B} Sorcery Destroy target land or nonblack creature. It can't be regenerated. Belbe's Armor {3} Artifact {X}, {T}: Target creature gets -X/+X until end of turn. Belbe's Percher {2}{B} Creature -- Bird 2/2 Flying Belbe's Percher may block only creatures with flying. Belbe's Portal {5} Artifact As Belbe's Portal comes into play, choose a creature type. {3}, {T}: Put a creature card of the chosen type from your hand into play. Bellowing Fiend {4}{B} Creature -- Spirit 3/3 Flying Whenever Bellowing Fiend deals damage to a creature, Bellowing Fiend deals 3 damage to that creature's controller and 3 damage to you. Beloved Chaplain {1}{W} Creature -- Cleric 1/1 Protection from creatures Benalish Emissary {2}{W} Creature -- Wizard 1/4 Kicker {1}{G} (You may pay an additional {1}{G} as you play this spell.) When Benalish Emissary comes into play, if the kicker cost was paid, destroy target land. Benalish Heralds {3}{W} Creature -- Soldier 2/4 {3}{U}, {T}: Draw a card. Benalish Lancer {2}{W} Creature -- Knight 2/2 Kicker {2}{W} (You may pay an additional {2}{W} as you play this spell.) If the kicker cost was paid, Benalish Lancer comes into play with two +1/+1 counters on it and with first strike. Benalish Trapper {1}{W} Creature -- Soldier 1/2 {W}, {T}: Tap target creature. Bend or Break {3}{R} Sorcery Each player separates all lands he or she controls into two piles. For each player, an opponent chooses a pile. Destroy all lands in the chosen piles. Tap all lands in the other piles. Benevolent Bodyguard {W} Creature -- Cleric 1/1 Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn. Benthic Behemoth {5}{U}{U}{U} Creature -- Serpent 7/6 Islandwalk Bequeathal {G} Enchant Creature When enchanted creature is put into a graveyard, you draw two cards. Bereavement {1}{B} Enchantment Whenever a green creature is put into a graveyard from play, its controller discards a card from his or her hand. Berserk Murlodont {4}{G} Creature -- Beast 3/3 Whenever a Beast becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Betrayal of Flesh {5}{B} Instant Choose one -- Destroy target creature; or return target creature card from your graveyard to play. Entwine--Sacrifice three lands. (Choose both if you pay the entwine cost.) Bifurcate {3}{G} Sorcery Search your library for a creature card with the same name as target creature and put that card into play. Then shuffle your library. Bind {1}{G} Instant Counter target activated ability. (Mana abilities can't be countered.) Draw a card. Biorhythm {6}{G}{G} Sorcery Each player's life total becomes the number of creatures he or she controls. Birchlore Rangers {G} Creature -- Elf 1/1 Tap two untapped Elves you control: Add one mana of any color to your mana pool. Morph {G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Birds of Paradise {G} Creature -- Bird 0/1 Flying {T}: Add one mana of any color to your mana pool. Black Market {3}{B}{B} Enchantment Whenever a creature is put into a graveyard from play, put a charge counter on Black Market. At the beginning of your precombat main phase, add {B} to your mana pool for each charge counter on Black Market. Blackmail {B} Sorcery Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. Blade Sliver {2}{R} Creature -- Sliver 2/2 All Slivers get +1/+0. Bladewing the Risen {3}{B}{B}{R}{R} Creature -- Dragon Legend 4/4 Flying When Bladewing the Risen comes into play, you may return target Dragon card from your graveyard to play. {B}{R}: All Dragons get +1/+1 until end of turn. Bladewing's Thrall {2}{B}{B} Creature -- Zombie 3/3 Bladewing's Thrall has flying as long as you control a Dragon. When a Dragon comes into play, you may return Bladewing's Thrall from your graveyard to play. Blanchwood Armor {2}{G} Enchant Creature Enchanted creature gets +1/+1 for each Forest you control. Blanchwood Treefolk {4}{G} Creature -- Treefolk 4/5 Blasted Landscape Land {T}: Add {1} to your mana pool. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Blaster Mage {2}{R} Creature -- Spellshaper 2/2 {R}, {T}, Discard a card from your hand: Destroy target Wall. Blastoderm {2}{G}{G} Creature -- Beast 5/5 Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Blastoderm can't be the target of spells or abilities. Blatant Thievery {4}{U}{U}{U} Sorcery For each opponent, gain control of target permanent that player controls. (This effect doesn't end at end of turn.) Blaze {X}{R} Sorcery Blaze deals X damage to target creature or player. Blazing Salvo {R} Instant Blazing Salvo deals 3 damage to target creature unless that creature's controller has Blazing Salvo deal 5 damage to him or her. Blazing Specter {2}{B}{R} Creature -- Specter 2/2 Flying; haste Whenever Blazing Specter deals combat damage to a player, that player discards a card from his or her hand. Blessed Orator {3}{W} Creature -- Cleric 1/4 Other creatures you control get +0/+1. Blessed Reversal {1}{W} Instant You gain 3 life for each creature attacking you. Blessed Wind {7}{W}{W} Sorcery Target player's life total becomes 20. Blight {B}{B} Enchant Land When enchanted land becomes tapped, destroy it. Blighted Shaman {1}{B} Creature -- Wizard 1/1 {T}, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn. {T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn. Blind Seer {2}{U}{U} Creature -- Legend 3/3 {1}{U}: Target spell or permanent becomes the color of your choice until end of turn. Blinding Angel {3}{W}{W} Creature -- Angel 2/4 Flying Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase. Blinding Beam {2}{W} Instant Choose one -- Tap two target creatures; or creatures don't untap during target player's next untap step. Entwine {1} (Choose both if you pay the entwine cost.) Blinding Light {2}{W} Sorcery Tap all nonwhite creatures. 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 Firecat {1}{R}{R}{R} Creature -- Cat 7/1 Trample, haste At end of turn, sacrifice Blistering Firecat. Morph {R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Blizzard Elemental {5}{U}{U} Creature -- Elemental 5/5 Flying {3}{U}: Untap Blizzard Elemental. Bloated Toad {2}{G} Creature -- Toad 2/2 Protection from blue Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Blockade Runner {3}{U} Creature -- Merfolk 2/2 {U}: Blockade Runner is unblockable this turn. Blood Celebrant {B} Creature -- Cleric 1/1 {B}, Pay 1 life: Add one mana of any color to your mana pool. Blood Frenzy {1}{R} Instant Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn. Blood Hound {2}{R} Creature -- Hound 1/1 Whenever you're dealt damage, you may put that many +1/+1 counters on Blood Hound. At the end of your turn, remove all +1/+1 counters from Blood Hound. Blood Moon {2}{R} Enchantment Nonbasic lands are Mountains. Blood Oath {3}{R} Instant Choose a card type. Target opponent reveals his or her hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.) Blood Pet {B} Creature -- Thrull 1/1 Sacrifice Blood Pet: Add {B} to your mana pool. Blood Vassal {2}{B} Creature -- Thrull 2/2 Sacrifice Blood Vassal: Add {B}{B} to your mana pool. Bloodcurdler {1}{B} Creature -- Horror 1/1 Flying At the beginning of your upkeep, put the top card of your library into your graveyard. Threshold -- Bloodcurdler gets +1/+1 and has "At the end of your turn, remove two cards in your graveyard from the game." (You have threshold as long as seven or more cards are in your graveyard.) Bloodfire Colossus {6}{R}{R} Creature -- Giant 6/6 {R}, Sacrifice Bloodfire Colossus: Bloodfire Colossus deals 6 damage to each creature and each player. Bloodfire Dwarf {R} Creature -- Dwarf 1/1 {R}, Sacrifice Bloodfire Dwarf: Bloodfire Dwarf deals 1 damage to each creature without flying. Bloodfire Infusion {2}{R} Enchant Creature Bloodfire Infusion can enchant only a creature you control. {R}, Sacrifice enchanted creature: Bloodfire Infusion deals damage equal to the enchanted creature's power to each creature. Bloodfire Kavu {2}{R}{R} Creature -- Kavu 2/2 {R}, Sacrifice Bloodfire Kavu: Bloodfire Kavu deals 2 damage to each creature. Bloodline Shaman {1}{G} Creature -- Elf Wizard 1/1 {T}: Choose a creature type. Reveal the top card of your library. If that card is a creature card of the chosen type, put it into your hand. Otherwise, put it into your graveyard. Bloodscent {3}{G} Instant All creatures able to block target creature this turn do so. Bloodshot Cyclops {5}{R} Creature -- Giant 4/4 {T}, Sacrifice a creature: Bloodshot Cyclops deals damage equal to the sacrificed creature's power to target creature or player. Bloodstained Mire Land {T}, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card and put it into play. Then shuffle your library. Bloodstoke Howler {5}{R} Creature -- Beast 3/4 Morph {6}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Bloodstoke Howler is turned face up, Beasts you control get +3/+0 until end of turn. Bloodstone Cameo {3} Artifact {T}: Add {B} or {R} to your mana pool. Blurred Mongoose {1}{G} Creature -- Mongoose 2/1 Blurred Mongoose can't be countered. Blurred Mongoose can't be the target of spells or abilities. Boa Constrictor {4}{G} Creature -- Snake 3/3 {T}: Boa Constrictor gets +3/+3 until end of turn. Body Snatcher {2}{B}{B} Creature -- Minion 2/2 When Body Snatcher comes into play, you may discard a creature card from your hand. If you don't, remove Body Snatcher from the game. When Body Snatcher is put into a graveyard from play, remove Body Snatcher from the game and return target creature card from your graveyard to play. Bog Down {2}{B} Sorcery Kicker--Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you play this spell.) Target player discards two cards from his or her hand. If the kicker cost was paid, that player discards three cards from his or her hand instead. Bog Elemental {3}{B}{B} Creature -- Elemental 5/4 Protection from white At the beginning of your upkeep, sacrifice Bog Elemental unless you sacrifice a land. Bog Glider {2}{B} Creature -- Mercenary 1/1 Flying {T}, Sacrifice a land: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Bog Gnarr {4}{G} Creature -- Beast 2/2 Whenever a player plays a black spell, Bog Gnarr gets +2/+2 until end of turn. Bog Imp {1}{B} Creature -- Imp 1/1 Flying Bog Initiate {1}{B} Creature -- Wizard 1/1 {1}: Add {B} to your mana pool. Bog Raiders {2}{B} Creature -- Zombie 2/2 Swampwalk Bog Rats {B} Creature -- Rat 1/1 Bog Rats can't be blocked by Walls. Bog Smugglers {1}{B}{B} Creature -- Mercenary 2/2 Swampwalk Bog Witch {2}{B} Creature -- Spellshaper 1/1 {B}, {T}, Discard a card from your hand: Add {B}{B}{B} to your mana pool. Bog Wraith {3}{B} Creature -- Wraith 3/3 Swampwalk Bog Wreckage Land Bog Wreckage comes into play tapped. {T}: Add {B} to your mana pool. {T}, Sacrifice Bog Wreckage: Add one mana of any color to your mana pool. Boil {3}{R} Instant Destroy all Islands. Bola Warrior {1}{R} Creature -- Spellshaper 1/1 {R}, {T}, Discard a card from your hand: Target creature can't block this turn. Bomb Squad {3}{R} Creature -- Dwarf 1/1 {T}: Put a fuse counter on target creature. At the beginning of your upkeep, put a fuse counter on each creature with a fuse counter on it. Whenever a creature has four or more fuse counters on it, remove all fuse counters from it and destroy it. That creature deals 4 damage to its controller. Bone Shredder {2}{B} Creature -- Minion 1/1 Flying; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Bone Shredder comes into play, destroy target nonartifact, nonblack creature. Boneknitter {1}{B} Creature -- Zombie Cleric 1/1 {1}{B}: Regenerate target Zombie. Morph {2}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Boneshard Slasher {1}{B} Creature -- Horror 1/1 Flying Threshold -- Boneshard Slasher gets +2/+2 and has "When Boneshard Slasher becomes the target of a spell or ability, sacrifice it." (You have threshold as long as seven or more cards are in your graveyard.) Bonesplitter {1} Artifact -- Equipment Equipped creature gets +2/+0. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Bonethorn Valesk {4}{R} Creature -- Beast 4/2 Whenever a creature is turned face up, Bonethorn Valesk deals 1 damage to target creature or player. Booby Trap {6} Artifact As Booby Trap comes into play, name a card other than a basic land card and choose an opponent. Reveal all cards the chosen player draws as they're drawn. When a card drawn by the chosen player is the named card, sacrifice Booby Trap. If you do, it deals 10 damage to that player. Book Burning {1}{R} Sorcery Unless a player has Book Burning deal 6 damage to him or her, put the top six cards of target player's library into his or her graveyard. Boomerang {U}{U} Instant Return target permanent to its owner's hand. Border Patrol {4}{W} Creature -- Nomad 1/6 Attacking doesn't cause Border Patrol to tap. Bosh, Iron Golem {8} Artifact Creature -- Golem Legend 6/7 Trample {3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player. Bottle Gnomes {3} Artifact Creature -- Gnome 1/3 Sacrifice Bottle Gnomes: You gain 3 life. Bottle of Suleiman {4} Artifact {1}, Sacrifice Bottle of Suleiman: Flip a coin. If you lose the flip, Bottle of Suleiman deals 5 damage to you. If you win the flip, put a 5/5 Djinn artifact creature token with flying into play. Bottomless Pit {1}{B}{B} Enchantment At the beginning of each player's upkeep, that player discards a card at random from his or her hand. Bouncing Beebles {2}{U} Creature -- Beeble 2/2 Bouncing Beebles is unblockable as long as defending player controls an artifact. Bounty Hunter {2}{B}{B} Creature -- Minion 2/2 {T}: Put a bounty counter on target nonblack creature. {T}: Destroy target creature with a bounty counter on it. Braids, Cabal Minion {2}{B}{B} Creature -- Minion Legend 2/2 At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land. Braidwood Cup {3} Artifact {T}: You gain 1 life. Braidwood Sextant {1} Artifact {2}, {T}, Sacrifice Braidwood Sextant: Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library. Brain Freeze {1}{U} Instant Target player puts the top three cards of his or her library into his or her graveyard. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Brainstorm {U} Instant Draw three cards, then put two cards from your hand on top of your library in any order. Branchsnap Lorian {1}{G}{G} Creature -- Beast 4/1 Trample Morph {G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Brand {R} Instant Gain control of all permanents you own. (This effect doesn't end at end of turn.) Cycling {2} ({2}, Discard this card from your hand: Draw a card.) 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 Secretary {3} Artifact Creature 2/1 {2}, Sacrifice Brass Secretary: Draw a card. Bravado {1}{R} Enchant Creature Enchanted creature gets +1/+1 for each other creature you control. Brawl {3}{R}{R} Instant Until end of turn, all creatures gain "{T}: This creature deals damage equal to its power to target creature." Brawn {3}{G} Creature -- Incarnation 3/3 Trample As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample. Breach {2}{B} Instant Target creature gets +2/+0 and gains fear until end of turn. Break Asunder {2}{G}{G} Sorcery Destroy target artifact or enchantment. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Break Open {1}{R} Instant Turn target face-down creature an opponent controls face up. Breaking Point {1}{R}{R} Sorcery Destroy all creatures unless a player has Breaking Point deal 6 damage to him or her. Creatures destroyed this way can't be regenerated. Breaking Wave {2}{U}{U} Sorcery You may play Breaking Wave any time you could play an instant if you pay {2} more to play it. Simultaneously untap all tapped creatures and tap all untapped creatures. Breakthrough {X}{U} Sorcery Draw four cards, then choose X cards in your hand and discard the rest from it. Breath of Darigaaz {1}{R} Sorcery Kicker {2} (You may pay an additional {2} as you play this spell.) Breath of Darigaaz deals 1 damage to each creature without flying and each player. If the kicker cost was paid, Breath of Darigaaz deals 4 damage to each creature without flying and each player instead. Breath of Life {3}{W} Sorcery Return target creature card from your graveyard to play. Briar Patch {1}{G}{G} Enchantment Whenever a creature attacks you, it gets -1/-0 until end of turn. Bribery {3}{U}{U} Sorcery Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library. Brightstone Ritual {R} Instant Add {R} to your mana pool for each Goblin in play. Brilliant Halo {1}{W} Enchant Creature Enchanted creature gets +1/+2. When Brilliant Halo is put into a graveyard from play, return Brilliant Halo to its owner's hand. Brine Seer {3}{U} Creature -- Wizard 1/1 {2}{U}, {T}: Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way. Brink of Madness {2}{B}{B} Enchantment At the beginning of your upkeep, if you have no cards in hand, sacrifice Brink of Madness. If you do, target opponent discards his or her hand. Broken Fall {2}{G} Enchantment Return Broken Fall to its owner's hand: Regenerate target creature. Brontotherium {4}{G}{G} Creature -- Beast 5/3 Trample Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Brood Sliver {4}{G} Creature -- Sliver 3/3 Whenever a Sliver deals combat damage to a player, its controller may put a 1/1 colorless Sliver creature token into play. Broodhatch Nantuko {1}{G} Creature -- Insect Druid 1/1 Whenever Broodhatch Nantuko is dealt damage, you may put that many 1/1 green Insect creature tokens into play. Morph {2}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Broodstar {8}{U}{U} Creature -- Beast */* Affinity for artifacts (This spell costs {1} less to play for each artifact you control.) Flying Broodstar's power and toughness are each equal to the number of artifacts you control. Browbeat {2}{R} Sorcery Unless a player has Browbeat deal 5 damage to him or her, target player draws three cards. Brown Ouphe {G} Creature -- Ouphe 1/1 {1}{G}, {T}: Counter target activated ability from an artifact source. (Mana abilities can't be countered.) Browse {2}{U}{U} Enchantment {2}{U}{U}: Look at the top five cards of your library, put one of them into your hand, then remove the rest from the game. Brush with Death {2}{B} Sorcery Buyback {2}{B}{B} (You may pay {2}{B}{B} in addition to any other costs as you play this spell. If you do, put Brush with Death into your hand instead of your graveyard as part of its resolution.) Target opponent loses 2 life. You gain 2 life. Brushland Land {T}: Add {1} to your mana pool. {T}: Add {G} or {W} to your mana pool. Brushland deals 1 damage to you. Brutal Suppression {R} Enchantment Rebels' activated abilities cost an additional "Sacrifice a land" to play. Bubbling Beebles {4}{U} Creature -- Beeble 3/3 Bubbling Beebles is unblockable as long as defending player controls an enchantment. Bubbling Muck {B} Sorcery Until end of turn, whenever a player taps a Swamp for mana, its controller adds {B} to his or her mana pool. Bull Hippo {3}{G} Creature -- Hippo 3/3 Islandwalk Bullwhip {4} Artifact {2}, {T}: Bullwhip deals 1 damage to target creature. That creature attacks this turn if able. Bulwark {3}{R}{R} Enchantment At the beginning of your upkeep, Bulwark deals to target opponent damage equal to the number of cards in your hand greater than the number of cards in his or her hand. Buoyancy {1}{U} Enchant Creature You may play Buoyancy any time you could play an instant. Enchanted creature has flying. Burgeoning {G} Enchantment Whenever an opponent plays a land, you may put a land card from your hand into play. Buried Alive {2}{B} Sorcery Search your library for up to three creature cards and put them into your graveyard. Then shuffle your library. Burning Sands {3}{R}{R} Enchantment Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land. Burning Wish {1}{R} Sorcery Choose a sorcery card you own from outside the game, reveal that card, and put it into your hand. Remove Burning Wish from the game. Burrowing {R} Enchant Creature Enchanted creature has mountainwalk. Burst of Energy {W} Instant Untap target permanent. Butcher Orgg {4}{R}{R}{R} Creature -- Orgg 6/6 You may divide Butcher Orgg's combat damage as you choose among defending player and/or any number of creatures he or she controls. Cabal Archon {2}{B} Creature -- Cleric 2/2 {B}, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life. Cabal Coffers Land {2}, {T}: Add {B} to your mana pool for each Swamp you control. Cabal Conditioning {6}{B} Sorcery Any number of target players each discards cards from his or her hand equal to the highest converted mana cost among permanents you control. Cabal Executioner {2}{B}{B} Creature -- Cleric 2/2 Whenever Cabal Executioner deals combat damage to a player, that player sacrifices a creature. Morph {3}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Cabal Inquisitor {1}{B} Creature -- Minion 1/1 Threshold -- {1}{B}, {T}, Remove two cards in your graveyard from the game: Target player discards a card from his or her hand. Play this ability only any time you could play a sorcery. (Play this ability only if seven or more cards are in your graveyard.) Cabal Interrogator {1}{B} Creature -- Zombie Wizard 1/1 {X}{B}, {T}: Target player reveals X cards from his or her hand and you choose one of them. That player discards that card. Play this ability only any time you could play a sorcery. Cabal Patriarch {3}{B}{B}{B} Creature -- Wizard Legend 5/5 {2}{B}, Sacrifice a creature: Target creature gets -2/-2 until end of turn. {2}{B}, Remove a creature card in your graveyard from the game: Target creature gets -2/-2 until end of turn. Cabal Pit Land {T}: Add {B} to your mana pool. Cabal Pit deals 1 damage to you. Threshold -- {B}, {T}, Sacrifice Cabal Pit: Target creature gets -2/-2 until end of turn. (Play this ability only if seven or more cards are in your graveyard.) Cabal Ritual {1}{B} Instant Add {B}{B}{B} to your mana pool. Threshold -- Instead add {B}{B}{B}{B}{B} to your mana pool. (You have threshold if seven or more cards are in your graveyard.) Cabal Shrine {1}{B}{B} Enchantment Whenever a player plays a spell, that player discards X cards from his or her hand, where X is the number of cards in all graveyards with the same name as that spell. Cabal Slaver {2}{B} Creature -- Cleric 2/1 Whenever a Goblin deals combat damage to a player, that player discards a card from his or her hand. Cabal Surgeon {2}{B}{B} Creature -- Minion 2/1 {2}{B}{B}, {T}, Remove two cards in your graveyard from the game: Return target creature card from your graveyard to your hand. Cabal Therapy {B} Sorcery Name a nonland card. Target player reveals his or her hand and discards from it all cards with that name. Flashback--Sacrifice a creature. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Cabal Torturer {1}{B}{B} Creature -- Minion 1/1 {B}, {T}: Target creature gets -1/-1 until end of turn. Threshold -- {3}{B}{B}, {T}: Target creature gets -2/-2 until end of turn. (Play this ability only if seven or more cards are in your graveyard.) Cabal Trainee {B} Creature -- Minion 1/1 Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn. Cackling Fiend {2}{B}{B} Creature -- Zombie 2/1 When Cackling Fiend comes into play, each opponent discards a card from his or her hand. Cackling Witch {1}{B} Creature -- Spellshaper 1/1 {X}{B}, {T}, Discard a card from your hand: Target creature gets +X/+0 until end of turn. Cagemail {1}{W} Enchant Creature Enchanted creature gets +2/+2 and can't attack. Caldera Kavu {2}{R} Creature -- Kavu 2/2 {1}{B}: Caldera Kavu gets +1/+1 until end of turn. {G}: Caldera Kavu becomes the color of your choice until end of turn. Caldera Lake Land Caldera Lake comes into play tapped. {T}: Add {1} to your mana pool. {T}: Add {U} or {R} to your mana pool. Caldera Lake deals 1 damage to you. Call of the Herd {2}{G} Sorcery Put a 3/3 green Elephant creature token into play. Flashback {3}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Call of the Wild {2}{G}{G} Enchantment {2}{G}{G}: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard. Call to the Grave {4}{B} Enchantment At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature. At end of turn, if no creatures are in play, sacrifice Call to the Grave. Caller of the Claw {2}{G} Creature -- Elf 2/2 You may play Caller of the Claw any time you could play an instant. When Caller of the Claw comes into play, put a 2/2 green Bear creature token into play for each nontoken creature put into your graveyard from play this turn. Caller of the Hunt {2}{G} Creature -- Lord */* As Caller of the Hunt comes into play, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures in play of the chosen type. Callous Giant {4}{R}{R} Creature -- Giant 4/4 If a source would deal 3 damage or less to Callous Giant, prevent that damage. Callous Oppressor {1}{U}{U} Creature -- Cephalid 1/2 You may choose not to untap Callous Oppressor during your untap step. As Callous Oppressor comes into play, an opponent chooses a creature type. {T}: Gain control of target creature that isn't of the chosen type as long as Callous Oppressor remains tapped. Calming Licid {2}{W} Creature -- Licid 2/2 {W}, {T}: Calming Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature can't attack" and "{W}: End the effect that created this ability." Calming Verse {3}{G} Sorcery Destroy all enchantments you don't control. Then, if you control an untapped land, destroy all enchantments you control. Caltrops {3} Artifact Whenever a creature attacks, Caltrops deals 1 damage to it. Cannibalize {1}{B} Sorcery Choose a player and two target creatures that player controls. You remove one from the game and put two +1/+1 counters on the other. Canopy Claws {G} Instant Target creature loses flying until end of turn. Flashback {G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Canopy Crawler {3}{G} Creature -- Beast 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.) {T}: Target creature gets +1/+1 until end of turn for each +1/+1 counter on Canopy Crawler. Canopy Spider {1}{G} Creature -- Spider 1/3 Canopy Spider may block as though it had flying. Canopy Surge {1}{G} Sorcery Kicker {2} (You may pay an additional {2} as you play this spell.) Canopy Surge deals 1 damage to each creature with flying and each player. If the kicker cost was paid, Canopy Surge deals 4 damage to each creature with flying and each player instead. Cantivore {1}{W}{W} Creature -- Lhurgoyf */* Attacking doesn't cause Cantivore to tap. Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards. Canyon Drake {2}{R}{R} Creature -- Drake 1/2 Flying {1}, Discard a card at random from your hand: Canyon Drake gets +2/+0 until end of turn. Canyon Wildcat {1}{R} Creature -- Cat 2/1 Mountainwalk Capashen Knight {1}{W} Creature -- Knight 1/1 First strike {1}{W}: Capashen Knight gets +1/+0 until end of turn. Capashen Standard {W} Enchant Creature Enchanted creature gets +1/+1. {2}, Sacrifice Capashen Standard: Draw a card. Capashen Templar {2}{W} Creature -- Knight 2/2 {W}: Capashen Templar gets +0/+1 until end of turn. Capashen Unicorn {1}{W} Creature -- Unicorn 1/2 {1}{W}, {T}, Sacrifice Capashen Unicorn: Destroy target artifact or enchantment. Capsize {1}{U}{U} Instant Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Capsize into your hand instead of your graveyard as part of its resolution.) Return target permanent to its owner's hand. Captain Sisay {2}{G}{W} Creature -- Legend 2/2 {T}: Search your library for a Legend or legendary card, reveal that card, and put it into your hand. Then shuffle your library. Captain's Maneuver {X}{R}{W} Instant The next X damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead. Carbonize {2}{R} Instant Carbonize deals 3 damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Careful Study {U} Sorcery Draw two cards, then discard two cards from your hand. Carnassid {4}{G}{G} Creature -- Beast 5/4 Trample {1}{G}: Regenerate Carnassid. Carnival of Souls {1}{B} Enchantment Whenever a creature comes into play, you lose 1 life and add {B} to your mana pool. 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. Carrion Beetles {B} Creature -- Insect 1/1 {2}{B}, {T}: Remove up to three target cards in a single graveyard from the game. Carrion Feeder {B} Creature -- Zombie 1/1 Carrion Feeder can't block. Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder. Carrion Rats {B} Creature -- Rat 2/1 Whenever Carrion Rats attacks or blocks, any player may remove a card in his or her graveyard from the game. If a player does, Carrion Rats deals no combat damage this turn. Carrion Wall {1}{B}{B} Creature -- Wall 3/2 (Walls can't attack.) {1}{B}: Regenerate Carrion Wall. Carrion Wurm {3}{B}{B} Creature -- Zombie Wurm 6/5 Whenever Carrion Wurm attacks or blocks, any player may remove three cards in his or her graveyard from the game. If a player does, Carrion Wurm deals no combat damage this turn. Carrionette {1}{B} Creature -- Skeleton 1/1 {2}{B}{B}: Remove Carrionette and target creature from the game unless that creature's controller pays {2}. Play this ability only if Carrionette is in your graveyard. Cartographer {2}{G} Creature -- Townsfolk 2/2 When Cartographer comes into play, you may return target land card from your graveyard to your hand. Castle {3}{W} Enchantment Untapped creatures you control get +0/+2. Cat Burglar {3}{B} Creature -- Minion 2/2 {2}{B}, {T}: Target player discards a card from his or her hand. Play this ability only any time you could play a sorcery. Cat Warriors {1}{G}{G} Creature -- Cat Warrior 2/2 Forestwalk Cataclysm {2}{W}{W} Sorcery Each player chooses from the permanents he or she controls an artifact, a creature, an enchantment, and a land, then sacrifices the rest. Catalog {2}{U} Instant Draw two cards, then discard a card from your hand. Catalyst Stone {2} Artifact Flashback costs you pay cost up to {2} less. Flashback costs your opponents pay cost {2} more. Catapult Master {3}{W}{W} Creature -- Soldier Lord 3/3 Tap five untapped Soldiers you control: Remove target creature from the game. Catapult Squad {1}{W} Creature -- Soldier 2/1 Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature. Catastrophe {4}{W}{W} Sorcery Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated. Cateran Brute {2}{B} Creature -- Mercenary 2/2 {2}, {T}: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Cateran Enforcer {3}{B}{B} Creature -- Mercenary 4/3 Fear {4}, {T}: Search your library for a Mercenary card with converted mana cost 4 or less and put that card into play. Then shuffle your library. Cateran Kidnappers {2}{B}{B} Creature -- Mercenary 4/2 {3}, {T}: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Cateran Overlord {4}{B}{B}{B} Creature -- Mercenary 7/5 Sacrifice a creature: Regenerate Cateran Overlord. {6}, {T}: Search your library for a Mercenary card with converted mana cost 6 or less and put that card into play. Then shuffle your library. Cateran Persuader {B}{B} Creature -- Mercenary 2/1 {1}, {T}: Search your library for a Mercenary card with converted mana cost 1 or less and put that card into play. Then shuffle your library. Cateran Slaver {4}{B}{B} Creature -- Mercenary 5/5 Swampwalk {5}, {T}: Search your library for a Mercenary card with converted mana cost 5 or less and put that card into play. Then shuffle your library. Cateran Summons {B} Sorcery Search your library for a Mercenary card, reveal that card, and put it into your hand. Then shuffle your library. Cathodion {3} Artifact Creature 3/3 When Cathodion is put into a graveyard from play, add {3} to your mana pool. Cauldron Dance {4}{B}{R} Instant Play Cauldron Dance only during combat. Return target creature card from your graveyard to play. That creature gains haste. Return it to your hand at end of turn. Put a creature card from your hand into play. That creature gains haste. Put it into your graveyard at end of turn. Caustic Tar {4}{B}{B} Enchant Land Enchanted land has "{T}: Target player loses 3 life." Caustic Wasps {2}{G} Creature -- Insect 1/1 Flying Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls. Cave Sense {1}{R} Enchant Creature Enchanted creature gets +1/+1 and has mountainwalk. Cave Tiger {2}{G} Creature -- Cat 2/2 Whenever Cave Tiger becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Cave-In {3}{R}{R} Sorcery You may remove a red card in your hand from the game rather than pay Cave-In's mana cost. Cave-In deals 2 damage to each creature and each player. Cavern Crawler {2}{R} Creature -- Insect 0/3 Mountainwalk {R}: Cavern Crawler gets +1/-1 until end of turn. Cavern Harpy {U}{B} Creature -- Beast 2/1 Flying When Cavern Harpy comes into play, return a blue or black creature you control to its owner's hand. Pay 1 life: Return Cavern Harpy to its owner's hand. Caves of Koilos Land {T}: Add {1} to your mana pool. {T}: Add {W} or {B} to your mana pool. Caves of Koilos deals 1 damage to you. Cease-Fire {2}{W} Instant Target player can't play creature spells this turn. Draw a card. Celestial Convergence {2}{W}{W} Enchantment Celestial Convergence comes into play with seven omen counters on it. At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw. Celestial Dawn {1}{W}{W} Enchantment Nonland cards you own that aren't in play, spells you control, and nonland permanents you control are white. Lands you control are Plains. Spells and abilities you control produce white mana instead of any other color. You may spend white mana as though it were mana of any color. Celestial Gatekeeper {3}{W}{W} Creature -- Bird Cleric 2/2 Flying When Celestial Gatekeeper is put into a graveyard from play, remove it from the game, then return up to two target Bird and/or Cleric cards from your graveyard to play. Centaur Chieftain {3}{G} Creature -- Centaur 3/3 Haste Threshold -- When Centaur Chieftain comes into play, creatures you control get +1/+1 and gain trample until end of turn. (You have threshold if seven or more cards are in your graveyard.) Centaur Garden Land {T}: Add {G} to your mana pool. Centaur Garden deals 1 damage to you. Threshold -- {G}, {T}, Sacrifice Centaur Garden: Target creature gets +3/+3 until end of turn. (Play this ability only if seven or more cards are in your graveyard.) Centaur Glade {3}{G}{G} Enchantment {2}{G}{G}: Put a 3/3 green Centaur creature token into play. Centaur Rootcaster {3}{G} Creature -- Centaur Druid 2/2 Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library. Centaur Veteran {5}{G} Creature -- Centaur 3/3 Trample {G}, Discard a card from your hand: Regenerate Centaur Veteran. Cephalid Aristocrat {4}{U} Creature -- Cephalid 3/3 Whenever Cephalid Aristocrat becomes the target of a spell or ability, put the top two cards of your library into your graveyard. Cephalid Broker {3}{U} Creature -- Cephalid 2/2 {T}: Target player draws two cards, then discards two cards from his or her hand. Cephalid Coliseum Land {T}: Add {U} to your mana pool. Cephalid Coliseum deals 1 damage to you. Threshold -- {U}, {T}, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards from his or her hand. (Play this ability only if seven or more cards are in your graveyard.) Cephalid Constable {1}{U}{U} Creature -- Cephalid Wizard 1/1 Whenever Cephalid Constable deals combat damage to a player, return up to X target permanents that player controls to their owners' hands, where X is the damage it dealt to that player. Cephalid Illusionist {1}{U} Creature -- Cephalid Wizard 1/1 Whenever Cephalid Illusionist becomes the target of a spell or ability, put the top three cards of your library into your graveyard. {2}{U}, {T}: This turn prevent all combat damage that would be dealt to and dealt by target creature you control. Cephalid Inkshrouder {2}{U} Creature -- Cephalid 2/1 Discard a card from your hand: Cephalid Inkshrouder can't be the target of spells or abilities and is unblockable this turn. Cephalid Looter {2}{U} Creature -- Cephalid 2/1 {T}: Target player draws a card, then discards a card from his or her hand. Cephalid Pathmage {2}{U} Creature -- Cephalid Wizard 1/2 Cephalid Pathmage is unblockable. {T}, Sacrifice Cephalid Pathmage: Target creature is unblockable this turn. Cephalid Retainer {2}{U}{U} Creature -- Cephalid 2/3 {U}{U}: Tap target creature without flying. Cephalid Sage {3}{U} Creature -- Cephalid 2/3 Threshold -- When Cephalid Sage comes into play, draw three cards, then discard two cards from your hand. (You have threshold if seven or more cards are in your graveyard.) Cephalid Scout {1}{U} Creature -- Cephalid Wizard 1/1 Flying {2}{U}, Sacrifice a land: Draw a card. Cephalid Shrine {1}{U}{U} Enchantment Whenever a player plays a spell, counter that spell unless that player pays {X}, where X is the number of cards in all graveyards with the same name as the spell. Cephalid Snitch {1}{U} Creature -- Cephalid Wizard 1/1 Sacrifice Cephalid Snitch: Target creature loses protection from black until end of turn. Cephalid Vandal {1}{U} Creature -- Cephalid 1/1 At the beginning of your upkeep, put a shred counter on Cephalid Vandal. Then put the top card of your library into your graveyard for each shred counter on Cephalid Vandal. Ceremonial Guard {2}{R} Creature -- Soldier 3/4 When Ceremonial Guard attacks or blocks, destroy it at end of combat. Cessation {2}{W} Enchant Creature Enchanted creature can't attack. When Cessation is put into a graveyard from play, return Cessation to its owner's hand. Ceta Disciple {U} Creature -- Wizard 1/1 {R}, {T}: Target creature gets +2/+0 until end of turn. {G}, {T}: Add one mana of any color to your mana pool. Ceta Sanctuary {2}{U} Enchantment At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card from your hand. If you control a red permanent and a green permanent, instead draw two cards, then discard a card from your hand. Cetavolver {1}{U} Creature -- Volver 1/1 Kicker {1}{R} and/or {G} If the {1}{R} kicker cost was paid, Cetavolver comes into play with two +1/+1 counters on it and with first strike. If the {G} kicker cost was paid, Cetavolver comes into play with a +1/+1 counter on it and with trample. Chain of Acid {3}{G} Sorcery Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy. Chain of Plasma {1}{R} Instant Chain of Plasma deals 3 damage to target creature or player. Then that player or that creature's controller may discard a card from his or her hand. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain of Silence {1}{W} Instant Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain of Smog {1}{B} Sorcery Target player discards two cards from his or her hand. That player may copy this spell and may choose a new target for that copy. Chain of Vapor {U} Instant Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy. Chainer, Dementia Master {3}{B}{B} Creature -- Minion Legend 3/3 All Nightmares get +1/+1. {B}{B}{B}, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its creature types. When Chainer, Dementia Master leaves play, remove all Nightmares from the game. Chainer's Edict {1}{B} Sorcery Target player sacrifices a creature. Flashback {5}{B}{B} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Chainflinger {3}{R} Creature -- Beast 2/2 {1}{R}, {T}: Chainflinger deals 1 damage to target creature or player. Threshold -- {2}{R}, {T}: Chainflinger deals 2 damage to target creature or player. (Play this ability only if seven or more cards are in your graveyard.) Chalice of the Void {X}{X} Artifact Chalice of the Void comes into play with X charge counters on it. Whenever a player plays a spell with converted mana cost equal to the number of charge counters on Chalice of the Void, counter that spell. Chamber of Manipulation {2}{U}{U} Enchant Land Enchanted land has "{T}, Discard a card from your hand: Gain control of target creature until end of turn." Chambered Nautilus {2}{U} Creature -- Beast 2/2 Whenever Chambered Nautilus becomes blocked, you may draw a card. Chameleon Spirit {3}{U} Creature -- Illusion */* As Chameleon Spirit comes into play, choose a color. Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control. Chance Encounter {2}{R}{R} Enchantment Whenever you win a coin flip, put a luck counter on Chance Encounter. At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game. 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. Chaotic Goo {2}{R}{R} Creature -- Ooze 0/0 Chaotic Goo comes into play with three +1/+1 counters on it. At the beginning of your upkeep, you may flip a coin. If you win the flip, add a +1/+1 counter to Chaotic Goo. If you lose the flip, remove a +1/+1 counter from Chaotic Goo. Chaotic Strike {1}{R} Instant Play Chaotic Strike only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card. Charcoal Diamond {2} Artifact Charcoal Diamond comes into play tapped. {T}: Add {B} to your mana pool. Charging Paladin {2}{W} Creature -- Knight 2/2 Whenever Charging Paladin attacks, it gets +0/+3 until end of turn. Charging Rhino {3}{G}{G} Creature -- Rhino 4/4 Charging Rhino can't be blocked by more than one creature. Charging Slateback {4}{R} Creature -- Beast 4/3 Charging Slateback can't block. Morph {4}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Charging Troll {2}{G}{W} Creature -- Troll 3/3 Attacking doesn't cause Charging Troll to tap. {G}: Regenerate Charging Troll. Charisma {U}{U}{U} Enchant Creature Whenever enchanted creature deals damage to a creature, you control that creature as long as Charisma remains in play. Charm Peddler {W} Creature -- Spellshaper 1/1 {W}, {T}, Discard a card from your hand: The next time a source of your choice would deal damage to target creature this turn, prevent that damage. Charmed Griffin {3}{W} Creature -- Griffin 3/3 Flying When Charmed Griffin comes into play, each other player may put an artifact or enchantment card into play from his or her hand. Charmed Pendant {4} Artifact {T}, Put the top card of your library into your graveyard: For each colored mana symbol in that card's mana cost, add one mana of that color to your mana pool. Play this ability only any time you could play an instant. (For example, if the card's mana cost is {3}{U}{U}{B}, you add {U}{U}{B} to your mana pool.) Chartooth Cougar {5}{R} Creature -- Cat Beast 4/4 {R}: Chartooth Cougar gets +1/+0 until end of turn. Mountaincycling {2} ({2}, Discard this card from your hand: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.) Chastise {3}{W} Instant Destroy target attacking creature. You gain life equal to its power. Chatter of the Squirrel {G} Sorcery Put a 1/1 green Squirrel creature token into play. Flashback {1}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Chieftain en-Dal {1}{W}{W} Creature -- Knight 2/2 Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn. Child of Gaea {3}{G}{G}{G} Creature -- Elemental 7/7 Trample At the beginning of your upkeep, sacrifice Child of Gaea unless you pay {G}{G}. {1}{G}: Regenerate Child of Gaea. Childhood Horror {3}{B} Creature -- Horror 2/2 Flying Threshold -- Childhood Horror gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.) Chill {1}{U} Enchantment Red spells cost {2} more to play. Chill Haunting {1}{B} Instant As an additional cost to play Chill Haunting, remove X creature cards in your graveyard from the game. Target creature gets -X/-X until end of turn. Chilling Apparition {2}{B} Creature -- Ghost 1/1 {B}: Regenerate Chilling Apparition. Whenever Chilling Apparition deals combat damage to a player, that player discards a card from his or her hand. Chime of Night {1}{B} Enchant Creature When Chime of Night is put into a graveyard from play, destroy target nonblack creature. Chimeric Idol {3} Artifact {0}: Tap all lands you control. Chimeric Idol becomes a 3/3 artifact creature until end of turn. Chimeric Staff {4} Artifact {X}: Chimeric Staff becomes an X/X artifact creature until end of turn. Chimney Imp {4}{B} Creature -- Imp 1/2 Flying When Chimney Imp is put into a graveyard from play, target opponent puts a card from his or her hand on top of his or her library. Chlorophant {G}{G}{G} Creature -- Elemental 1/1 At the beginning of your upkeep, you may put a +1/+1 counter on Chlorophant. Threshold -- At the beginning of your upkeep, you may put another +1/+1 counter on Chlorophant. (You have threshold as long as seven or more cards are in your graveyard.) Cho-Arrim Alchemist {W} Creature -- Spellshaper 1/1 {1}{W}{W}, {T}, Discard a card from your hand: The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Cho-Arrim Bruiser {5}{W} Creature -- Rebel 3/4 Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures. Cho-Arrim Legate {2}{W} Creature -- Soldier 1/2 Protection from black If an opponent controls a Swamp and you control a Plains, you may play Cho-Arrim Legate without paying its mana cost. Choke {2}{G} Enchantment Islands don't untap during their controllers' untap steps. Choking Tethers {3}{U} Instant Tap up to four target creatures. Cycling {1}{U} ({1}{U}, Discard this card from your hand: Draw a card.) When you cycle Choking Tethers, you may tap target creature. Cho-Manno, Revolutionary {2}{W}{W} Creature -- Rebel Legend 2/2 Prevent all damage that would be dealt to Cho-Manno, Revolutionary. Cho-Manno's Blessing {W}{W} Enchant Creature You may play Cho-Manno's Blessing any time you could play an instant. As Cho-Manno's Blessing comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing. Chromatic Sphere {1} Artifact {1}, {T}, Sacrifice Chromatic Sphere: Add one mana of any color to your mana pool. Draw a card. Chrome Mox {0} Artifact Imprint -- When Chrome Mox comes into play, you may remove a nonartifact, nonland card in your hand from the game. (The removed card is imprinted on this artifact.) {T}: Add one mana of any of the imprinted card's colors to your mana pool. Chromeshell Crab {4}{U} Creature -- Beast 3/3 Morph {4}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Chromeshell Crab is turned face up, you may exchange control of target creature you control and target creature an opponent controls. Churning Eddy {3}{U} Sorcery Return target creature and target land to their owners' hands. Cinder Crawler {1}{R} Creature -- Salamander 1/2 {R}: Cinder Crawler gets +1/+0 until end of turn. Play this ability only if Cinder Crawler is blocked. Cinder Elemental {3}{R} Creature -- Elemental 2/2 {X}{R}, {T}, Sacrifice Cinder Elemental: Cinder Elemental deals X damage to target creature or player. Cinder Marsh Land {T}: Add {1} to your mana pool. {T}: Add {B} or {R} to your mana pool. Cinder Marsh doesn't untap during its controller's next untap step. Cinder Seer {3}{R} Creature -- Wizard 1/1 {2}{R}, {T}: Reveal any number of red cards in your hand. Cinder Seer deals X damage to target creature or player, where X is the number of cards revealed this way. Cinder Shade {1}{B}{R} Creature -- Shade 1/1 {B}: Cinder Shade gets +1/+1 until end of turn. {R}, Sacrifice Cinder Shade: Cinder Shade deals damage equal to its power to target creature. Cinder Wall {R} Creature -- Wall 3/3 (Walls can't attack.) When Cinder Wall blocks, destroy it at end of combat. Circle of Protection: Black {1}{W} Enchantment {1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue {1}{W} Enchantment {1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green {1}{W} Enchantment {1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red {1}{W} Enchantment {1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Shadow {1}{W} Enchantment {1}: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage. Circle of Protection: White {1}{W} Enchantment {1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Solace {3}{W} Enchantment As Circle of Solace comes into play, choose a creature type. {1}{W}: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage. Circular Logic {2}{U} Instant Counter target spell unless its controller pays {1} for each card in your graveyard. Madness {U} (You may play this card for its madness cost at the time you discard it from your hand.) Citadel of Pain {2}{R} Enchantment At the end of each player's turn, Citadel of Pain deals X damage to that player, where X is the number of untapped lands he or she controls. Citanul Centaurs {3}{G} Creature -- Centaur 6/3 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Citanul Centaurs can't be the target of spells or abilities. Citanul Flute {5} Artifact {X}, {T}: Search your library for a creature card with converted mana cost no greater than X. Reveal that card and put it into your hand. Then shuffle your library. Citanul Hierophants {3}{G} Creature -- Druid 3/2 Creatures you control have "{T}: Add {G} to your mana pool." City 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 Traitors Land When you play another land, sacrifice City of Traitors. {T}: Add {2} to your mana pool. Claws of Gix {0} Artifact {1}, Sacrifice a permanent: You gain 1 life. Claws of Wirewood {3}{G} Sorcery Claws of Wirewood deals 3 damage to each creature with flying and each player. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Cleansing Meditation {1}{W}{W} Sorcery Destroy all enchantments. Threshold -- Instead destroy all enchantments, then return to play all cards in your graveyard destroyed this way. (You have threshold if seven or more cards are in your graveyard.) Clear {1}{W} Instant Destroy target enchantment. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Clear the Land {2}{G} Sorcery Each player reveals the top five cards of his or her library, puts into play tapped all land cards revealed this way, and removes the rest from the game. Clergy en-Vec {1}{W} Creature -- Cleric 1/1 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Clickslither {1}{R}{R}{R} Creature -- Insect 3/3 Haste Sacrifice a Goblin: Clickslither gets +2/+2 and gains trample until end of turn. Cloak of Mists {1}{U} Enchant Creature Enchanted creature is unblockable. 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 Vorrac {5} Artifact Creature -- Beast 0/0 Trample Clockwork Vorrac comes into play with four +1/+1 counters on it. Whenever Clockwork Vorrac attacks or blocks, remove a +1/+1 counter from it at end of combat. {T}: Put a +1/+1 counter on Clockwork Vorrac. Clone {3}{U} Creature -- Clone 0/0 As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature. Close Quarters {2}{R}{R} Enchantment Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to target creature or player. Clot Sliver {1}{B} Creature -- Sliver 1/1 All Slivers have "{2}: Regenerate this creature." Cloud Cover {2}{W}{U} Enchantment Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner's hand. Cloud of Faeries {1}{U} Creature -- Faerie 1/1 Flying When Cloud of Faeries comes into play, if you played it from your hand, untap up to two lands. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Cloud Spirit {2}{U} Creature -- Spirit 3/1 Flying Cloud Spirit may block only creatures with flying. Cloud Sprite {U} Creature -- Faerie 1/1 Flying Cloud Sprite may block only creatures with flying. Cloudchaser Eagle {3}{W} Creature -- Bird 2/2 Flying When Cloudchaser Eagle comes into play, destroy target enchantment. Cloudpost Land -- Locus Cloudpost comes into play tapped. {T}: Add {1} to your mana pool for each Locus in play. Cloudreach Cavalry {1}{W} Creature -- Soldier 1/1 Cloudreach Cavalry gets +2/+2 and has flying as long as you control a Bird. Cloudskate {1}{U} Creature -- Illusion 2/2 Flying Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Clutch of Undeath {3}{B}{B} Enchant Creature Enchanted creature gets +3/+3 as long as it's a Zombie. Otherwise, it gets -3/-3. Coalition Flag {W} Enchant Creature Coalition Flag can enchant only a creature you control. Enchanted creature's type is Flagbearer. Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer. Coalition Honor Guard {3}{W} Creature -- Flagbearer 2/4 Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer. Coalition Victory {3}{W}{U}{B}{R}{G} Sorcery You win the game if you control a land of each basic land type and a creature of each color. Coast Watcher {1}{U} Creature -- Bird Soldier 1/1 Flying, protection from green Coastal Drake {2}{U} Creature -- Drake 2/1 Flying {1}{U}, {T}: Return target Kavu to its owner's hand. Coastal Hornclaw {4}{U} Creature -- Bird 3/3 Sacrifice a land: Coastal Hornclaw gains flying until end of turn. Coastal Piracy {2}{U}{U} Enchantment Whenever a creature you control deals combat damage to an opponent, you may draw a card. Coastal Tower Land Coastal Tower comes into play tapped. {T}: Add {W} or {U} to your mana pool. Coat of Arms {5} Artifact Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if there are three Goblins in play, each gets +2/+2.) Cobalt Golem {4} Artifact Creature -- Golem 2/3 {1}{U}: Cobalt Golem gains flying until end of turn. Coercion {2}{B} Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coffin Puppets {3}{B}{B} Creature -- Zombie 3/3 Sacrifice two lands: Return Coffin Puppets from your graveyard to play. Play this ability only during your upkeep and only if you control a Swamp. Coffin Purge {B} Instant Remove target card in a graveyard from the game. Flashback {B} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Coffin Queen {2}{B} Creature -- Wizard 1/1 You may choose not to untap Coffin Queen during your untap step. {2}{B}, {T}: Put target creature card from a graveyard into play under your control. Whenever Coffin Queen becomes untapped, remove all creatures put into play with it from the game. Whenever you lose control of Coffin Queen, remove all creatures put into play with it from the game. Cognivore {6}{U}{U} Creature -- Lhurgoyf */* Flying Cognivore's power and toughness are each equal to the number of instant cards in all graveyards. Coiled Tinviper {3} Artifact Creature 2/1 First strike Coiling Woodworm {2}{G} Creature -- Insect */1 Coiling Woodworm's power is equal to the number of Forests in play. Cold Storage {4} Artifact {3}: Remove target creature you control from the game. Sacrifice Cold Storage: Put into play under their owners' control all cards removed from the game with Cold Storage. Collapsing Borders {3}{R} Enchantment At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands he or she controls. Then Collapsing Borders deals 3 damage to him or her. Collective Restraint {3}{U} Enchantment Creatures can't attack you unless their controller pays {X} for each creature attacking you, where X is the number of basic land types among lands you control. (This cost is paid as attackers are declared.) Collective Unconscious {4}{G}{G} Sorcery Draw a card for each creature you control. Colos Yearling {2}{R} Creature -- Beast 1/1 Mountainwalk {R}: Colos Yearling gets +1/+0 until end of turn. Commander Eesha {2}{W}{W} Creature -- Bird Soldier Legend 2/4 Flying, protection from creatures Commander Greven il-Vec {3}{B}{B}{B} Creature -- Legend 7/5 Fear When Commander Greven il-Vec comes into play, sacrifice a creature. Commando Raid {2}{R} Instant Until end of turn, target creature you control gains When this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls. Common Cause {2}{W} Enchantment Nonartifact creatures get +2/+2 as long as they all share a color. Complex Automaton {4} Artifact Creature -- Golem 4/4 At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner's hand. Complicate {2}{U} Instant Counter target spell unless its controller pays {3}. Cycling {2}{U} ({2}{U}, Discard this card from your hand: Draw a card.) When you cycle Complicate, you may counter target spell unless its controller pays {1}. Compost {1}{G} Enchantment Whenever a black card is put into an opponent's graveyard, you may draw a card. Compulsion {1}{U} Enchantment {1}{U}, Discard a card from your hand: Draw a card. {1}{U}, Sacrifice Compulsion: Draw a card. Concentrate {2}{U}{U} Sorcery Draw three cards. Confessor {W} Creature -- Cleric 1/1 Whenever a player discards a card from his or her hand, you may gain 1 life. Confiscate {4}{U}{U} Enchant Permanent You control enchanted permanent. Confound {1}{U} Instant Counter target spell that targets one or more creatures. Draw a card. Confusion in the Ranks {3}{R}{R} Enchantment Whenever an artifact, creature, or enchantment comes into play, its controller chooses target permanent another player controls that shares a type with it. Exchange control of those permanents. Congregate {3}{W} Instant Target player gains 2 life for each creature in play. Conquer {3}{R}{R} Enchant Land You control enchanted land. Conspiracy {3}{B}{B} Enchantment As Conspiracy comes into play, choose a creature type. Creatures you control, creature spells you control on the stack, and creature cards you own that aren't in play or on the stack are of the chosen type. Constant Mists {1}{G} Instant Buyback--Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put Constant Mists into your hand instead of your graveyard as part of its resolution.) Prevent all combat damage that would be dealt this turn. Consume Spirit {X}{1}{B} Sorcery Spend only black mana on X. Consume Spirit deals X damage to target creature or player. You gain X life. Consume Strength {1}{B}{G} Instant Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn. Consumptive Goo {B}{B} Creature -- Ooze 1/1 {2}{B}{B}: Target creature gets -1/-1 until end of turn. Put a +1/+1 counter on Consumptive Goo. Contaminated Bond {1}{B} Enchant Creature Whenever enchanted creature attacks or blocks, its controller loses 3 life. Contamination {2}{B} Enchantment If a land is tapped for mana, it produces {B} instead of its normal type and amount. At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature. Contemplation {1}{W}{W} Enchantment Whenever you play a spell, you gain 1 life. Contempt {1}{U} Enchant Creature Whenever enchanted creature attacks, return it and Contempt to their owners' hands at end of combat. Contested Cliffs Land {T}: Add {1} to your mana pool. {R}{G}, {T}: Choose target Beast you control and target creature an opponent controls. Each creature deals damage equal to its power to the other. Convalescence {1}{W} Enchantment At the beginning of your upkeep, if you have 10 life or less, you gain 1 life. Convalescent Care {1}{W}{W} Enchantment At the beginning of your upkeep, if you have 5 life or less, you gain 3 life and draw a card. Conviction {1}{W} Enchant Creature Enchanted creature gets +1/+3. {W}: Return Conviction to its owner's hand. Convulsing Licid {2}{R} Creature -- Licid 2/2 {R}, {T}: Convulsing Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature can't block" and "{R}: End the effect that created this ability." 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. Copperhoof Vorrac {3}{G}{G} Creature -- Beast 2/2 Copperhoof Vorrac gets +1/+1 for each untapped permanent your opponents control. Copper-Leaf Angel {5} Artifact Creature -- Angel 2/2 Flying {T}, Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel. Coral Eel {1}{U} Creature -- Eel 2/1 Coral Merfolk {1}{U} Creature -- Merfolk 2/1 Coral Net {U} Enchant Creature Coral Net can enchant only a green or white creature. Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you discard a card from your hand." Cornered Market {2}{W} Enchantment Players can't play spells or nonbasic lands with the same name as a nontoken permanent. Corpse Dance {2}{B} Instant Buyback {2} (You may pay {2} in addition to any other costs as you play this spell. If you do, put Corpse Dance into your hand instead of your graveyard as part of its resolution.) Put the top creature card from your graveyard into play. That creature gains haste. Remove the creature from the game at end of turn. Corpse Harvester {3}{B}{B} Creature -- Zombie Wizard 3/3 {1}{B}, {T}, Sacrifice a creature: Search your library for a Zombie card and a Swamp card, reveal them, and put them into your hand. Then shuffle your library. Corrupt {5}{B} Sorcery Corrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way. Corrupt Official {4}{B} Creature -- Minion 3/1 {2}{B}: Regenerate Corrupt Official. Whenever Corrupt Official becomes blocked, defending player discards a card at random from his or her hand. Corrupting Licid {2}{B} Creature -- Licid 2/2 {B}, {T}: Corrupting Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has fear" and "{B}: End the effect that created this ability." Counterspell {U}{U} Instant Counter target spell. Cover of Darkness {1}{B} Enchantment As Cover of Darkness comes into play, choose a creature type. Creatures of the chosen type have fear. Covert Operative {4}{U} Creature -- Wizard 3/2 Covert Operative is unblockable. Covetous Dragon {4}{R} Creature -- Dragon 6/5 Flying When you control no artifacts, sacrifice Covetous Dragon. Cowardice {3}{U}{U} Enchantment Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. Crackdown {2}{W} Enchantment Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps. Crackling Club {R} Enchant Creature Enchanted creature gets +1/+0. Sacrifice Crackling Club: Crackling Club deals 1 damage to target creature. Cradle Guard {1}{G}{G} Creature -- Treefolk 4/4 Trample; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Crafty Pathmage {2}{U} Creature -- Wizard 1/1 {T}: Target creature with power 2 or less is unblockable this turn. Crag Saurian {R}{R}{R} Creature -- Lizard 4/4 Whenever a source deals damage to Crag Saurian, that source's controller gains control of Crag Saurian. Crash {2}{R} Instant You may sacrifice a Mountain rather than pay Crash's mana cost. Destroy target artifact. Crashing Boars {3}{G}{G} Creature -- Boar 4/4 Whenever Crashing Boars attacks, defending player chooses an untapped creature he or she controls. That creature blocks Crashing Boars this turn if able. Crashing Centaur {4}{G}{G} Creature -- Centaur 3/4 {G}, Discard a card from your hand: Crashing Centaur gains trample until end of turn. Threshold -- Crashing Centaur gets +2/+2 and can't be the target of spells or abilities. (You have threshold as long as seven or more cards are in your graveyard.) Crater Hellion {4}{R}{R} Creature -- Beast 6/6 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Crater Hellion comes into play, it deals 4 damage to each other creature. Craven Giant {2}{R} Creature -- Giant 4/1 Craven Giant can't block. Craw Wurm {4}{G}{G} Creature -- Wurm 6/4 Crawlspace {3} Artifact No more than two creatures may attack you each combat. Crazed Armodon {2}{G}{G} Creature -- Elephant 3/3 {G}: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed Armodon at end of turn. Play this ability only once each turn. Crazed Firecat {5}{R}{R} Creature -- Cat 4/4 When Crazed Firecat comes into play, flip a coin until you lose a flip. Put a +1/+1 counter on Crazed Firecat for each flip you win. Crazed Skirge {3}{B} Creature -- Imp 2/2 Flying; haste Credit Voucher {2} Artifact {2}, {T}, Sacrifice Credit Voucher: Shuffle any number of cards from your hand into your library, then draw that many cards. Creeping Mold {2}{G}{G} Sorcery Destroy target artifact, enchantment, or land. Cremate {B} Instant Remove target card in a graveyard from the game. Draw a card. Crenellated Wall {4} Artifact Creature -- Wall 0/4 (Walls can't attack.) {T}: Target creature gets +0/+4 until end of turn. Crested Craghorn {4}{R} Creature -- Beast 4/1 Haste Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Crimson Acolyte {1}{W} Creature -- Cleric 1/1 Protection from red {W}: Target creature gains protection from red until end of turn. Crimson Hellkite {6}{R}{R}{R} Creature -- Dragon 6/6 Flying {X}, {T}: Crimson Hellkite deals X damage to target creature. Spend only red mana this way. Crippling Fatigue {1}{B}{B} Sorcery Target creature gets -2/-2 until end of turn. Flashback--{1}{B}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Cromat {W}{U}{B}{R}{G} Creature -- Legend 5/5 {W}{B}: Destroy target creature blocking or blocked by Cromat. {U}{R}: Cromat gains flying until end of turn. {B}{G}: Regenerate Cromat. {R}{W}: Cromat gets +1/+1 until end of turn. {G}{U}: Put Cromat on top of its owner's library. Crookclaw Elder {5}{U} Creature -- Bird Wizard 3/2 Flying Tap two untapped Birds you control: Draw a card. Tap two untapped Wizards you control: Target creature gains flying until end of turn. Crooked Scales {4} Artifact {4}, {T}: Flip a coin. If you win the flip, destroy target creature an opponent controls. If you lose the flip, destroy target creature you control unless you pay {3} and repeat this process. Crop Rotation {G} Instant As an additional cost to play Crop Rotation, sacrifice a land. Search your library for a land card and put that card into play. Then shuffle your library. Crosis, the Purger {3}{U}{B}{R} Creature -- Dragon Legend 6/6 Flying Whenever Crosis, the Purger deals combat damage to a player, you may pay {2}{B}. If you do, choose a color. That player reveals his or her hand and discards all cards of that color from it. Crosis's Attendant {5} Artifact Creature -- Golem 3/3 {1}, Sacrifice Crosis's Attendant: Add {U}{B}{R} to your mana pool. Crosis's Catacombs Land -- Lair When Crosis's Catacombs comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {U}, {B}, or {R} to your mana pool. Crosis's Charm {U}{B}{R} Instant Choose one -- Return target permanent to its owner's hand; or destroy target nonblack creature, and it can't be regenerated; or destroy target artifact. Crossbow Ambush {G} Instant Creatures you control may block as though they had flying this turn. Crossbow Infantry {1}{W} Creature -- Soldier 1/1 {T}: Crossbow Infantry deals 1 damage to target attacking or blocking creature. Crosswinds {1}{G} Enchantment Creatures with flying get -2/-0. Crovax the Cursed {2}{B}{B} Creature -- Vampire Legend 0/0 Crovax the Cursed comes into play with four +1/+1 counters on it. At the beginning of your upkeep, you may sacrifice a creature. If you do, put a +1/+1 counter on Crovax. If you don't, remove a +1/+1 counter from Crovax. {B}: Crovax gains flying until end of turn. Crowd Favorites {6}{W} Creature -- Soldier 4/4 {3}{W}: Tap target creature. {3}{W}: Crowd Favorites gets +0/+5 until end of turn. Crown of Ascension {1}{U} Enchant Creature Enchanted creature has flying. Sacrifice Crown of Ascension: Enchanted creature and other creatures that share a creature type with it gain flying until end of turn. Crown of Awe {1}{W} Enchant Creature Enchanted creature has protection from black and from red. Sacrifice Crown of Awe: Enchanted creature and other creatures that share a creature type with it gain protection from black and from red until end of turn. Crown of Flames {R} Enchant Creature {R}: Enchanted creature gets +1/+0 until end of turn. {R}: Return Crown of Flames to its owner's hand. Crown of Fury {1}{R} Enchant Creature Enchanted creature gets +1/+0 and has first strike. Sacrifice Crown of Fury: Enchanted creature and other creatures that share a creature type with it get +1/+0 and gain first strike until end of turn. Crown of Suspicion {1}{B} Enchant Creature Enchanted creature gets +2/-1. Sacrifice Crown of Suspicion: Enchanted creature and other creatures that share a creature type with it get +2/-1 until end of turn. Crown of Vigor {1}{G} Enchant Creature Enchanted creature gets +1/+1. Sacrifice Crown of Vigor: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn. Crude Rampart {3}{W} Creature -- Wall 4/5 (Walls can't attack.) Morph {4}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Cruel Revival {4}{B} Instant Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to your hand. Crumbling Sanctuary {5} Artifact For each 1 damage that would be dealt to a player, that player removes the top card of his or her library from the game instead. Crusade {W}{W} Enchantment White creatures get +1/+1. Crusading Knight {2}{W}{W} Creature -- Knight 2/2 Protection from black Crusading Knight gets +1/+1 for each Swamp your opponents control. Crush of Wurms {6}{G}{G}{G} Sorcery Put three 6/6 green Wurm creature tokens into play. Flashback {9}{G}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Crypt Angel {4}{B} Creature -- Angel 3/3 Flying, protection from white When Crypt Angel comes into play, return target blue or red creature card from your graveyard to your hand. Crypt Creeper {1}{B} Creature -- Zombie 2/1 Sacrifice Crypt Creeper: Remove target card in a graveyard from the game. Crypt Rats {2}{B} Creature -- Rat 1/1 {X}: Crypt Rats deals X damage to each creature and each player. Spend only black mana this way. Crypt Sliver {1}{B} Creature -- Sliver 1/1 All Slivers have {T}: Regenerate target Sliver. Cryptic Gateway {5} Artifact Tap two untapped creatures you control: You may put a creature card from your hand into play that shares a creature type with each creature tapped this way. Crystal Chimes {3} Artifact {3}, {T}, Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand. Crystal Quarry Land {T}: Add {1} to your mana pool. {5}, {T}: Add {W}{U}{B}{R}{G} to your mana pool. Crystal Rod {1} Artifact Whenever a player plays a blue spell, you may pay {1}. If you do, you gain 1 life. Crystal Shard {3} Artifact {3}, {T} or {U}, {T}: Return target creature to its owner's hand unless its controller pays {1}. Crystal Spray {2}{U} Instant Change the text of target spell or permanent by replacing all instances of one color word or basic land type with another until end of turn. Draw a card. Crystal Vein Land {T}: Add {1} to your mana pool. {T}, Sacrifice Crystal Vein: Add {2} to your mana pool. Crystalline Sliver {W}{U} Creature -- Sliver 2/2 Slivers can't be the targets of spells or abilities. Culling Scales {3} Artifact At the beginning of your upkeep, destroy target nonland permanent with the lowest converted mana cost among nonland permanents in play. (If two or more permanents are tied for lowest cost, target any one of them.) Culling the Weak {B} Instant As an additional cost to play Culling the Weak, sacrifice a creature. Add {B}{B}{B}{B} to your mana pool. Cultural Exchange {4}{U}{U} Sorcery Choose any number of creatures target player controls. Choose the same number of creatures another target player controls. Those players exchange control of those creatures. (This effect doesn't end at end of turn.) Cunning {1}{U} Enchant Creature Enchanted creature gets +3/+3. When enchanted creature attacks or blocks, sacrifice Cunning at end of turn. Cunning Wish {2}{U} Instant Choose an instant card you own from outside the game, reveal that card, and put it into your hand. Remove Cunning Wish from the game. 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. Cursed Flesh {B} Enchant Creature Enchanted creature gets -1/-1 and has fear. Cursed Monstrosity {4}{B} Creature -- Horror 4/3 Flying Whenever Cursed Monstrosity becomes the target of a spell or ability, sacrifice it unless you discard a land card from your hand. Cursed Scroll {1} Artifact {3}, {T}: Name a card. An opponent chooses a card at random from your hand. Reveal that card. If the card is the named card, Cursed Scroll deals 2 damage to target creature or player. Cursed Totem {2} Artifact Players can't play creatures' activated abilities. Custody Battle {1}{R} Enchant Creature Enchanted creature has At the beginning of your upkeep, target opponent gains control of this creature unless you sacrifice a land. Customs Depot {1}{U} Enchantment Whenever you play a creature spell, you may pay {1}. If you do, draw a card, then discard a card from your hand. Dakmor Lancer {4}{B}{B} Creature -- Knight 3/3 When Dakmor Lancer comes into play, destroy target nonblack creature. Damping Engine {4} Artifact A player who controls more permanents than any other can't play lands or artifact, creature, or enchantment spells. That player may sacrifice a permanent to ignore this effect until end of turn. Damping Matrix {3} Artifact Activated abilities of artifacts and creatures can't be played unless they're mana abilities. Dancing Scimitar {4} Artifact Creature 1/5 Flying Daraja Griffin {3}{W} Creature -- Griffin 2/2 Flying Sacrifice Daraja Griffin: Destroy target black creature. Darba {3}{G} Creature -- Beast 5/4 At the beginning of your upkeep, sacrifice Darba unless you pay {G}{G}. Darigaaz, the Igniter {3}{B}{R}{G} Creature -- Dragon Legend 6/6 Flying Whenever Darigaaz, the Igniter deals combat damage to a player, you may pay {2}{R}. If you do, choose a color. That player reveals his or her hand and Darigaaz deals X damage to him or her, where X is the number of cards revealed of that color. Darigaaz's Attendant {5} Artifact Creature -- Golem 3/3 {1}, Sacrifice Darigaaz's Attendant: Add {B}{R}{G} to your mana pool. Darigaaz's Caldera Land -- Lair When Darigaaz's Caldera comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {B}, {R}, or {G} to your mana pool. Darigaaz's Charm {B}{R}{G} Instant Choose one -- Return target creature card from your graveyard to your hand; or Darigaaz's Charm deals 3 damage to target creature or player; or target creature gets +3/+3 until end of turn. Daring Apprentice {1}{U}{U} Creature -- Wizard 1/1 {T}, Sacrifice Daring Apprentice: Counter target spell. Daring Leap {1}{W}{U} Instant Target creature gets +1/+1 and gains flying and first strike until end of turn. Dark Banishing {2}{B} Instant Destroy target nonblack creature. It can't be regenerated. Dark Hatchling {4}{B}{B} Creature -- Horror 3/3 Flying When Dark Hatchling comes into play, destroy target nonblack creature. It can't be regenerated. Dark Ritual {B} Instant Add {B}{B}{B} to your mana pool. Dark Supplicant {B} Creature -- Cleric 1/1 {T}, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it into play. If you search your library this way, shuffle it. Dark Suspicions {2}{B}{B} Enchantment At the beginning of each opponent's upkeep, that player loses 1 life for each card in his or her hand more than you have in your hand. Dark Triumph {4}{B} Instant If you control a Swamp, you may sacrifice a creature rather than pay Dark Triumph's mana cost. Creatures you control get +2/+0 until end of turn. Darkest Hour {B} Enchantment All creatures are black. Darkling Stalker {3}{B} Creature -- Shade 1/1 {B}: Regenerate Darkling Stalker. {B}: Darkling Stalker gets +1/+1 until end of turn. Darkwatch Elves {2}{G} Creature -- Elf 2/2 Protection from black Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Darkwater Catacombs Land {1}, {T}: Add {U}{B} to your mana pool. Darkwater Egg {1} Artifact {2}, {T}, Sacrifice Darkwater Egg: Add {U}{B} to your mana pool. Draw a card. Darting Merfolk {1}{U} Creature -- Merfolk 1/1 {U}: Return Darting Merfolk to its owner's hand. Daru Cavalier {3}{W} Creature -- Soldier 2/2 First strike When Daru Cavalier comes into play, you may search your library for a card named Daru Cavalier, reveal it, and put it into your hand. If you do, shuffle your library. Daru Encampment Land {T}: Add {1} to your mana pool. {W}, {T}: Target Soldier gets +1/+1 until end of turn. Daru Healer {2}{W} Creature -- Cleric 1/2 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Morph {W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Daru Lancer {4}{W}{W} Creature -- Soldier 3/4 First strike Morph {2}{W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Daru Mender {W} Creature -- Cleric 1/1 Morph {W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Daru Mender is turned face up, regenerate target creature. Daru Sanctifier {3}{W} Creature -- Cleric 1/4 Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Daru Sanctifier is turned face up, destroy target enchantment. Daru Spiritualist {1}{W} Creature -- Cleric 1/1 Whenever a Cleric you control becomes the target of a spell or ability, it gets +0/+2 until end of turn. Daru Stinger {3}{W} Creature -- Soldier 1/1 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Soldier card you reveal in your hand.) {T}: Daru Stinger deals damage equal to the number of +1/+1 counters on it to target attacking or blocking creature. Daru Warchief {2}{W}{W} Creature -- Soldier 1/1 Soldier spells you play cost {1} less to play. Soldiers you control get +1/+2. Daunting Defender {4}{W} Creature -- Cleric 3/3 If a source would deal damage to a Cleric you control, prevent 1 of that damage. Dauthi Cutthroat {1}{B} Creature -- Minion 1/1 Shadow (This creature may block or be blocked by only creatures with shadow.) {1}{B}, {T}: Destroy target creature with shadow. Dauthi Embrace {2}{B} Enchantment {B}{B}: Target creature gains shadow until end of turn. (It may block or be blocked by only creatures with shadow.) Dauthi Ghoul {1}{B} Creature -- Zombie 1/1 Shadow (This creature may block or be blocked by only creatures with shadow.) Whenever a creature with shadow is put into a graveyard from play, put a +1/+1 counter on Dauthi Ghoul. Dauthi Horror {1}{B} Creature -- Beast 2/1 Shadow (This creature may block or be blocked by only creatures with shadow.) Dauthi Horror can't be blocked by white creatures. Dauthi Jackal {2}{B} Creature -- Hound 2/1 Shadow (This creature may block or be blocked by only creatures with shadow.) {B}{B}, Sacrifice Dauthi Jackal: Destroy target blocking creature. Dauthi Marauder {2}{B} Creature -- Minion 3/1 Shadow (This creature may block or be blocked by only creatures with shadow.) Dauthi Mercenary {2}{B} Creature -- Knight 2/1 Shadow (This creature may block or be blocked by only creatures with shadow.) {1}{B}: Dauthi Mercenary gets +1/+0 until end of turn. Dauthi Mindripper {3}{B} Creature -- Minion 2/1 Shadow (This creature may block or be blocked by only creatures with shadow.) Whenever Dauthi Mindripper attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards from his or her hand. Dauthi Slayer {B}{B} Creature -- Soldier 2/2 Shadow (This creature may block or be blocked by only creatures with shadow.) Dauthi Slayer attacks each turn if able. Dauthi Trapper {2}{B} Creature -- Minion 1/1 {T}: Target creature gains shadow until end of turn. (This creature may block or be blocked by only creatures with shadow.) Dauthi Warlord {1}{B} Creature -- Soldier */1 Shadow (This creature may block or be blocked by only creatures with shadow.) Dauthi Warlord's power is equal to the number of creatures with shadow in play. D'Avenant Archer {2}{W} Creature -- Soldier 1/2 {T}: D'Avenant Archer deals 1 damage to target attacking or blocking creature. Dawn Elemental {W}{W}{W}{W} Creature -- Elemental 3/3 Flying Prevent all damage that would be dealt to Dawn Elemental. Dawn of the Dead {2}{B}{B}{B} Enchantment At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn. Dawning Purist {2}{W} Creature -- Cleric 2/2 Whenever Dawning Purist deals combat damage to a player, you may destroy target enchantment that player controls. Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Dawnstrider {1}{G} Creature -- Spellshaper 1/1 {G}, {T}, Discard a card from your hand: Prevent all combat damage that would be dealt this turn. Day of the Dragons {4}{U}{U}{U} Enchantment When Day of the Dragons comes into play, remove all creatures you control from the game. Then put that many 5/5 red Dragon creature tokens with flying into play. When Day of the Dragons leaves play, sacrifice all Dragons you control. Then return the removed cards to play under your control. Daze {1}{U} Instant You may return an Island you control to its owner's hand rather than pay Daze's mana cost. Counter target spell unless its controller pays {1}. Dead Ringers {4}{B} Sorcery Destroy two target nonblack creatures unless either one is a color the other isn't. They can't be regenerated. Deadapult {2}{R} Enchantment {R}, Sacrifice a Zombie: Deadapult deals 2 damage to target creature or player. Dead-Iron Sledge {1} Artifact -- Equipment Whenever equipped creature blocks or becomes blocked by a creature, destroy that creature and equipped creature. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Deadly Insect {4}{G} Creature -- Insect 6/1 Deadly Insect can't be the target of spells or abilities. Deadshot {3}{R} Sorcery Tap target creature. It deals damage equal to its power to another target creature. Death Bomb {3}{B} Instant As an additional cost to play Death Bomb, sacrifice a creature. Destroy target nonblack creature. It can't be regenerated. Its controller loses 2 life. Death Charmer {2}{B} Creature -- Mercenary 2/2 Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless he or she pays {2}. Death Grasp {X}{W}{B} Sorcery Death Grasp deals X damage to target creature or player. You gain X life. Death Match {3}{B} Enchantment Whenever a creature comes into play, that creature's controller may have target creature of his or her choice get -3/-3 until end of turn. Death Mutation {6}{B}{G} Sorcery Destroy target nonblack creature. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Death or Glory {4}{W} Sorcery Separate all creature cards in your graveyard into two piles. Remove the pile of an opponent's choice from the game and return the other to play. Death Pit Offering {2}{B}{B} Enchantment When Death Pit Offering comes into play, sacrifice all creatures you control. Creatures you control get +2/+2. Death Pits of Rath {3}{B}{B} Enchantment Whenever a creature is dealt damage, destroy it. It can't be regenerated. Death Pulse {2}{B}{B} Instant Target creature gets -4/-4 until end of turn. Cycling {1}{B}{B} ({1}{B}{B}, Discard this card from your hand: Draw a card.) When you cycle Death Pulse, you may have target creature get -1/-1 until end of turn. Death Stroke {B}{B} Sorcery Destroy target tapped creature. Death Wish {1}{B}{B} Sorcery Choose a card you own from outside the game and put it into your hand. You lose half your life, rounded up. Remove Death Wish from the game. Deathgazer {3}{B} Creature -- Lizard 2/2 Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Deathmark Prelate {3}{B} Creature -- Cleric 2/3 {2}{B}, {T}, Sacrifice a Zombie: Destroy target non-Zombie creature. It can't be regenerated. Play this ability only any time you could play a sorcery. Death's Duet {2}{B} Sorcery Return two target creature cards from your graveyard to your hand. Death's-Head Buzzard {1}{B}{B} Creature -- Bird 2/1 Flying When Death's-Head Buzzard is put into a graveyard from play, all creatures get -1/-1 until end of turn. Decaying Soil {1}{B}{B} Enchantment At the beginning of your upkeep, remove a card in your graveyard from the game. Threshold -- Whenever a nontoken creature is put into your graveyard from play, you may pay {1}. If you do, return that card to your hand. (You have threshold as long as seven or more cards are in your graveyard.) Decimate {2}{R}{G} Sorcery Destroy target artifact, target creature, target enchantment, and target land. Decompose {1}{B} Sorcery Remove up to three target cards in a single graveyard from the game. Deconstruct {2}{G} Sorcery Destroy target artifact. Then add {G}{G}{G} to your mana pool. Decree of Annihilation {8}{R}{R} Sorcery Remove all artifacts, creatures, lands, graveyards, and hands from the game. Cycling {5}{R}{R} When you cycle Decree of Annihilation, destroy all lands. Decree of Justice {X}{X}{2}{W}{W} Sorcery Put X 4/4 white Angel creature tokens with flying into play. Cycling {2}{W} When you cycle Decree of Justice, you may pay {X}. If you do, put X 1/1 white Soldier creature tokens into play. Decree of Pain {6}{B}{B} Sorcery Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way. Cycling {3}{B}{B} When you cycle Decree of Pain, all creatures get -2/-2 until end of turn. Decree of Savagery {7}{G}{G} Instant Put four +1/+1 counters on each creature you control. Cycling {4}{G}{G} When you cycle Decree of Savagery, you may put four +1/+1 counters on target creature. Decree of Silence {6}{U}{U} Enchantment Whenever an opponent plays a spell, counter that spell and put a depletion counter on Decree of Silence. If there are three or more depletion counters on Decree of Silence, sacrifice it. Cycling {4}{U}{U} When you cycle Decree of Silence, you may counter target spell. Dedicated Martyr {W} Creature -- Cleric 1/1 {W}, Sacrifice Dedicated Martyr: You gain 3 life. Deep Analysis {3}{U} Sorcery Target player draws two cards. Flashback--{1}{U}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Deep Reconnaissance {2}{G} Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Flashback {4}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Deepwood Drummer {1}{G} Creature -- Spellshaper 1/1 {G}, {T}, Discard a card from your hand: Target creature gets +2/+2 until end of turn. Deepwood Elder {G}{G} Creature -- Spellshaper 2/2 {X}{G}{G}, {T}, Discard a card from your hand: X target lands become Forests until end of turn. Deepwood Ghoul {2}{B} Creature -- Zombie 2/1 Pay 2 life: Regenerate Deepwood Ghoul. Deepwood Legate {3}{B} Creature -- Shade 1/1 If an opponent controls a Forest and you control a Swamp, you may play Deepwood Legate without paying its mana cost. {B}: Deepwood Legate gets +1/+1 until end of turn. Deepwood Tantiv {4}{G} Creature -- Beast 2/4 Whenever Deepwood Tantiv becomes blocked, you gain 2 life. Deepwood Wolverine {G} Creature -- Wolverine 1/1 Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn. Defender en-Vec {3}{W} Creature -- Cleric 2/4 Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to target creature or player this turn. Defender of Chaos {2}{R} Creature -- Knight 2/1 You may play Defender of Chaos any time you could play an instant. Protection from white Defender of Law {2}{W} Creature -- Knight 2/1 You may play Defender of Law any time you could play an instant. Protection from red Defender of the Order {3}{W} Creature -- Cleric 2/4 Morph {W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn. Defense Grid {2} Artifact During each player's turn, each other player's spells cost {3} more to play. Defense of the Heart {3}{G} Enchantment At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart. If you do, search your library for up to two creature cards and put those creatures into play. Then shuffle your library. Defensive Formation {W} Enchantment Instead of the attacking player, you assign the combat damage of creatures attacking you. Defensive Maneuvers {3}{W} Instant Creatures of the type of your choice get +0/+4 until end of turn. Defiant Elf {G} Creature -- Elf 1/1 Trample Defiant Falcon {1}{W} Creature -- Rebel Bird 1/1 Flying {4}, {T}: Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Defiant Vanguard {2}{W} Creature -- Rebel 2/2 When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn. {5}, {T}: Search your library for a Rebel card with converted mana cost 4 or less and put that card into play. Then shuffle your library. Defiling Tears {2}{B} Instant Until end of turn, target creature becomes black, gets +1/-1, and gains "{B}: Regenerate this creature." Deflection {3}{U} Instant Change the target of target spell with a single target. Deftblade Elite {W} Creature -- Soldier 1/1 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) {1}{W}: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn. Defy Gravity {U} Instant Target creature gains flying until end of turn. Flashback {U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Dega Disciple {W} Creature -- Wizard 1/1 {B}, {T}: Target creature gets -2/-0 until end of turn. {R}, {T}: Target creature gets +2/+0 until end of turn. Dega Sanctuary {2}{W} Enchantment At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead. Degavolver {1}{W} Creature -- Volver 1/1 Kicker {1}{B} and/or {R} If the {1}{B} kicker cost was paid, Degavolver comes into play with two +1/+1 counters on it and with "Pay 3 life: Regenerate Degavolver." If the {R} kicker cost was paid, Degavolver comes into play with a +1/+1 counter on it and with first strike. Dehydration {3}{U} Enchant Creature Enchanted creature doesn't untap during its controller's untap step. Delaying Shield {3}{W} Enchantment If you would be dealt damage, put that many delay counters on Delaying Shield instead. At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}. Delraich {6}{B} Creature -- Horror 6/6 Trample You may sacrifice three black creatures rather than pay Delraich's mana cost. Deluge {2}{U} Instant Tap all creatures without flying. Delusions of Mediocrity {3}{U} Enchantment When Delusions of Mediocrity comes into play, you gain 10 life. When Delusions of Mediocrity leaves play, you lose 10 life. Dematerialize {3}{U} Sorcery Return target permanent to its owner's hand. Flashback {5}{U}{U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Demolish {3}{R} Sorcery Destroy target artifact or land. Demoralize {2}{R} Instant Each creature can't be blocked this turn except by two or more creatures. Threshold -- Creatures can't block this turn. (You have threshold if seven or more cards are in your graveyard.) Demystify {W} Instant Destroy target enchantment. Dense Foliage {2}{G} Enchantment Creatures can't be the targets of spells. Denying Wind {7}{U}{U} Sorcery Search target player's library for up to seven cards and remove them from the game. Then that player shuffles his or her library. Deranged Hermit {3}{G}{G} Creature -- Elf 1/1 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Deranged Hermit comes into play, put four 1/1 green Squirrel creature tokens into play. All Squirrels get +1/+1. Derelor {3}{B} Creature -- Thrull 4/4 Black spells you play cost {B} more to play. Dermoplasm {2}{U} Creature -- Shapeshifter 1/1 Flying Morph {2}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Dermoplasm is turned face up, you may put a creature card with morph from your hand into play face up. If you do, return Dermoplasm to its owner's hand. Desert Twister {4}{G}{G} Sorcery Destroy target permanent. Deserted Temple Land {T}: Add {1} to your mana pool. {1}, {T}: Untap target land. Desertion {3}{U}{U} Instant Counter target spell. If it's an artifact or creature spell, put it into play under your control instead of into its owner's graveyard. Desolation Angel {3}{B}{B} Creature -- Angel 5/4 Kicker {W}{W} (You may pay an additional {W}{W} as you play this spell.) Flying When Desolation Angel comes into play, destroy all lands you control. If the kicker cost was paid, destroy all lands instead. Desolation Giant {2}{R}{R} Creature -- Giant 3/3 Kicker {W}{W} (You may pay an additional {W}{W} as you play this spell.) When Desolation Giant comes into play, destroy all other creatures you control. If the kicker cost was paid, destroy all other creatures instead. Desperate Research {1}{B} Sorcery Name a card other than a basic land card. Then reveal the top seven cards of your library and put all of them with that name into your hand. Remove the rest from the game. Despoil {3}{B} Sorcery Destroy target land. Its controller loses 2 life. Despondency {1}{B} Enchant Creature Enchanted creature gets -2/-0. When Despondency is put into a graveyard from play, return Despondency to its owner's hand. Destructive Flow {B}{R}{G} Enchantment At the beginning of each player's upkeep, that player sacrifices a nonbasic land. Destructive Urge {1}{R}{R} Enchant Creature Whenever enchanted creature deals combat damage to a player, that player sacrifices a land. Detonate {X}{R} Sorcery Destroy target artifact with converted mana cost X. It can't be regenerated. Detonate deals X damage to that artifact's controller. Devastate {3}{R}{R} Sorcery Destroy target land. Devastate deals 1 damage to each creature and each player. Devastating Dreams {R}{R} Sorcery As an additional cost to play Devastating Dreams, discard X cards at random from your hand. Each player sacrifices X lands. Devastating Dreams deals X damage to each creature. Devoted Caretaker {W} Creature -- Cleric 1/2 {W}, {T}: Target permanent you control gains protection from instants and from sorceries until end of turn. Devouring Strossus {5}{B}{B}{B} Creature -- Horror 9/9 Flying, trample At the beginning of your upkeep, sacrifice a creature. Sacrifice a creature: Regenerate Devouring Strossus. Devout Harpist {W} Creature -- Townsfolk 1/1 {T}: Destroy target enchant creature. Devout Witness {2}{W} Creature -- Spellshaper 2/2 {1}{W}, {T}, Discard a card from your hand: Destroy target artifact or enchantment. Diabolic Edict {1}{B} Instant Target player sacrifices a creature. Diabolic Intent {1}{B} Sorcery As an additional cost to play Diabolic Intent, sacrifice a creature. Search your library for a card and put that card into your hand. Then shuffle your library. Diabolic Servitude {3}{B} Enchantment When Diabolic Servitude comes into play, return target creature card from your graveyard to play. When the returned creature is put into a graveyard, remove that creature from the game and return Diabolic Servitude to its owner's hand. When Diabolic Servitude leaves play, remove that creature from the game. Diabolic Tutor {2}{B}{B} Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Diligent Farmhand {G} Creature -- Druid 1/1 {1}{G}, Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. If Diligent Farmhand is in a graveyard, Muscle Burst's effect counts it as a card named Muscle Burst. Dimensional Breach {5}{W}{W} Sorcery Remove all permanents from the game. As long as any of those cards remain removed from the game, at the beginning of each player's upkeep, that player returns one of the removed cards he or she owns to play. Diminishing Returns {2}{U}{U} Sorcery Each player shuffles his or her hand and graveyard into his or her library. You remove the top ten cards of your library from the game. Then each player draws up to seven cards. Dingus Egg {4} Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Diplomatic Escort {1}{U} Creature -- Spellshaper 1/1 {U}, {T}, Discard a card from your hand: Counter target spell or ability that targets a creature. Diplomatic Immunity {1}{U} Enchant Creature Enchanted creature can't be the target of spells or abilities. Diplomatic Immunity can't be the target of spells or abilities. Dirge of Dread {2}{B} Sorcery All creatures gain fear until end of turn. Cycling {1}{B} ({1}{B}, Discard this card from your hand: Draw a card.) When you cycle Dirge of Dread, you may have target creature gain fear until end of turn. Dirtcowl Wurm {4}{G} Creature -- Wurm 3/4 Whenever an opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm. Dirty Wererat {3}{B} Creature -- Minion Rat 2/3 {B}, Discard a card from your hand: Regenerate Dirty Wererat. Threshold -- Dirty Wererat gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.) Disappear {2}{U}{U} Enchant Creature {U}: Return enchanted creature and Disappear to their owners' hands. Disarm {U} Instant Unattach all Equipment from target creature. Disciple of Grace {1}{W} Creature -- Cleric 1/2 Protection from black Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Disciple of Kangee {2}{W} Creature -- Wizard 2/2 {U}, {T}: Target creature gains flying and becomes blue until end of turn. Disciple of Law {1}{W} Creature -- Cleric 1/2 Protection from red Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Disciple of Malice {1}{B} Creature -- Cleric 1/2 Protection from white Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Disciple of the Vault {B} Creature -- Human Cleric 1/1 Whenever an artifact is put into a graveyard from play, you may have target opponent lose 1 life. Discombobulate {2}{U}{U} Instant Counter target spell. Look at the top four cards of your library, then put them back in any order. Discordant Dirge {3}{B}{B} Enchantment At the beginning of your upkeep, you may put a verse counter on Discordant Dirge. {B}, Sacrifice Discordant Dirge: Look at target opponent's hand and choose up to X cards from it, where X is the number of verse counters on Discordant Dirge. That player discards those cards. Disease Carriers {2}{B}{B} Creature -- Rat 2/2 When Disease Carriers is put into a graveyard from play, target creature gets -2/-2 until end of turn. Disenchant {1}{W} Instant Destroy target artifact or enchantment. Dismantling Blow {2}{W} Instant Kicker {2}{U} (You may pay an additional {2}{U} as you play this spell.) Destroy target artifact or enchantment. If the kicker cost was paid, draw two cards. Dismiss {2}{U}{U} Instant Counter target spell. Draw a card. Disorder {1}{R} Sorcery Disorder deals 2 damage to each white creature and each player who controls a white creature. Dispersal Shield {1}{U} Instant Counter target spell if its converted mana cost is less than or equal to the highest converted mana cost among permanents you control. Dispersing Orb {3}{U}{U} Enchantment {3}{U}, Sacrifice a permanent: Return target permanent to its owner's hand. Disrupt {U} Instant Counter target instant or sorcery spell unless its controller pays {1}. Draw a card. Disrupting Scepter {3} Artifact {3}, {T}: Target player discards a card from his or her hand. Play this ability only during your turn. Disruptive Pitmage {2}{U} Creature -- Wizard 1/1 {T}: Counter target spell unless its controller pays {1}. Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Disruptive Student {2}{U} Creature -- Wizard 1/1 {T}: Counter target spell unless its controller pays {1}. Distorting Lens {2} Artifact {T}: Target permanent becomes the color of your choice until end of turn. Distorting Wake {X}{U}{U}{U} Sorcery Return X target nonland permanents to their owners' hands. Disturbed Burial {1}{B} Sorcery Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Disturbed Burial into your hand instead of your graveyard as part of its resolution.) Return target creature card from your graveyard to your hand. Dive Bomber {3}{W} Creature -- Bird Soldier 2/2 Flying {T}, Sacrifice Dive Bomber: Dive Bomber deals 2 damage to target attacking or blocking creature. Divergent Growth {G} Instant Until end of turn, lands you control gain "{T}: Add one mana of any color to your mana pool." Diversionary Tactics {3}{W} Enchantment Tap two untapped creatures you control: Tap target creature. Divert {U} Instant Change the target of target spell with a single target unless that spell's controller pays {2}. Divine Light {W} Sorcery Prevent all damage that would be dealt this turn to creatures you control. Divine Presence {2}{W} Enchantment If a source would deal 4 damage or more to a creature or player, that source deals 3 damage to that creature or player instead. Divine Sacrament {1}{W}{W} Enchantment White creatures get +1/+1. Threshold -- White creatures get an additional +1/+1. (You have threshold as long as seven or more cards are in your graveyard.) Divine Transformation {2}{W}{W} Enchant Creature Enchanted creature gets +3/+3. Diving Griffin {1}{W}{W} Creature -- Griffin 2/2 Flying Attacking doesn't cause Diving Griffin to tap. Divining Witch {1}{B} Creature -- Spellshaper 1/1 {1}{B}, {T}, Discard a card from your hand: Name a card. Remove the top six cards of your library from the game. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game. Dizzying Gaze {R} Enchant Creature Dizzying Gaze can enchant only a creature you control. {R}: Enchanted creature deals 1 damage to target creature with flying. Do or Die {1}{B} Sorcery Separate all creatures target player controls into two piles. Destroy all creatures in the pile of that player's choice. They can't be regenerated. Dodecapod {4} Artifact Creature 3/3 If a spell or ability an opponent controls causes you to discard Dodecapod from your hand, put it into play with two +1/+1 counters on it instead of putting it into your graveyard. Dogged Hunter {2}{W} Creature -- Nomad 1/1 {T}: Destroy target creature token. Dominaria's Judgment {2}{W} Instant Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, from black if you control a Swamp, from red if you control a Mountain, and from green if you control a Forest. Dominate {X}{1}{U}{U} Instant Gain control of target creature with converted mana cost X or less. (This effect doesn't end at end of turn.) Dominating Licid {1}{U}{U} Creature -- Licid 1/1 {1}{U}{U}, {T}: Dominating Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "You control enchanted creature" and "{U}: End the effect that created this ability." Domineer {1}{U}{U} Enchant Artifact Creature You control enchanted artifact creature. Donate {2}{U} Sorcery Target player gains control of target permanent you control. Doom Cannon {6} Artifact As Doom Cannon comes into play, choose a creature type. {3}, {T}, Sacrifice a creature of the chosen type: Doom Cannon deals 3 damage to target creature or player. Doomed Necromancer {2}{B} Creature -- Cleric Mercenary 2/2 {B}, {T}, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to play. Doomsday {B}{B}{B} Sorcery Search your library and graveyard for five cards and remove the rest from the game. Put the chosen cards on top of your library in any order. You lose half your life, rounded up. Doomsday Specter {2}{U}{B} Creature -- Specter 2/3 Flying When Doomsday Specter comes into play, return a blue or black creature you control to its owner's hand. Whenever Doomsday Specter deals combat damage to a player, look at that player's hand and choose a card from it. The player discards that card. Doubtless One {3}{W} Creature -- Cleric Avatar */* Doubtless One's power and toughness are each equal to the number of Clerics in play. Whenever Doubtless One deals damage, you gain that much life. Douse {2}{U} Enchantment {1}{U}: Counter target red spell. Downhill Charge {2}{R} Instant You may sacrifice a Mountain rather than pay Downhill Charge's mana cost. Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control. Draco {16} Artifact Creature -- Dragon 9/9 Draco costs {2} less to play for each basic land type among lands you control. Flying At the beginning of your upkeep, sacrifice Draco unless you pay {10}. This cost is reduced by {2} for each basic land type among lands you control. Dracoplasm {U}{R} Creature -- Shapeshifter */* Flying As Dracoplasm comes into play, sacrifice any number of creatures. Dracoplasm's power is equal to the total power of the sacrificed creatures and its toughness is equal to the total toughness of those creatures. {R}: Dracoplasm gets +1/+0 until end of turn. Dragon Arch {5} Artifact {2}, {T}: Put a multicolored creature card from your hand into play. Dragon Blood {3} Artifact {3}, {T}: Put a +1/+1 counter on target creature. Dragon Breath {1}{R} Enchant Creature Enchanted creature has haste. {R}: Enchanted creature gets +1/+0 until end of turn. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Breath from your graveyard to play enchanting that creature. Dragon Engine {3} Artifact Creature 1/3 {2}: Dragon Engine gets +1/+0 until end of turn. Dragon Fangs {1}{G} Enchant Creature Enchanted creature gets +1/+1 and has trample. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Fangs from your graveyard to play enchanting that creature. Dragon Mage {5}{R}{R} Creature -- Dragon Wizard 5/5 Flying Whenever Dragon Mage deals combat damage to a player, each player discards his or her hand and draws seven cards. Dragon Mask {3} Artifact {3}, {T}: Target creature you control gets +2/+2 until end of turn. Return it to its owner's hand at end of turn. Dragon Roost {4}{R}{R} Enchantment {5}{R}{R}: Put a 5/5 red Dragon creature token with flying into play. Dragon Scales {1}{W} Enchant Creature Enchanted creature gets +1/+2 and attacking doesn't cause it to tap. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Scales from your graveyard to play enchanting that creature. Dragon Shadow {1}{B} Enchant Creature Enchanted creature gets +1/+0 and has fear. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Shadow from your graveyard to play enchanting that creature. Dragon Tyrant {8}{R}{R} Creature -- Dragon 6/6 Flying, trample Double strike (This creature deals both first-strike and regular combat damage.) At the beginning of your upkeep, sacrifice Dragon Tyrant unless you pay {R}{R}{R}{R}. {R}: Dragon Tyrant gets +1/+0 until end of turn. Dragon Wings {1}{U} Enchant Creature Enchanted creature has flying. Cycling {1}{U} ({1}{U}, Discard this card from your hand: Draw a card.) When a creature with converted mana cost 6 or more comes into play, you may return Dragon Wings from your graveyard to play enchanting that creature. Dragonspeaker Shaman {1}{R}{R} Creature -- Barbarian 2/2 Dragon spells you play cost {2} less to play. Dragonstalker {4}{W} Creature -- Bird Soldier 3/3 Flying, protection from Dragons Dragonstorm {8}{R} Sorcery Search your library for a Dragon card and put it into play. Then shuffle your library. Storm (When you play this spell, copy it for each spell played before it this turn.) Drake Hatchling {2}{U} Creature -- Drake 1/3 Flying {U}: Drake Hatchling gets +1/+0 until end of turn. Play this ability only once each turn. Drake-Skull Cameo {3} Artifact {T}: Add {U} or {B} to your mana pool. Dralnu's Crusade {1}{B}{R} Enchantment All Goblins get +1/+1, are black, and are Zombies in addition to their creature types. Dralnu's Pet {1}{U}{U} Creature -- Shapeshifter 2/2 Kicker--{2}{B}, Discard a creature card from your hand. (You may pay {2}{B} and discard a creature card from your hand in addition to any other costs as you play this spell.) If the kicker cost was paid, Dralnu's Pet has flying and comes into play with X +1/+1 counters on it, where X is the discarded card's converted mana cost. Dread of Night {B} Enchantment White creatures get -1/-1. Dream Cache {2}{U} Sorcery Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library. Dream Chisel {2} Artifact Face-down creature spells you play cost {1} less to play. Dream Halls {3}{U}{U} Enchantment Rather than pay the mana cost for a nonartifact spell, its controller may discard a card from his or her hand that shares a color with that spell. (If it has {X} in its mana cost, X is 0.) Dream Prowler {2}{U}{U} Creature -- Illusion 1/5 Dream Prowler is unblockable as long as it's attacking alone. Dream Thrush {1}{U} Creature -- Bird 1/1 Flying {T}: Target land's type becomes the basic land type of your choice until end of turn. Dreamborn Muse {2}{U}{U} Creature -- Spirit 2/2 At the beginning of each player's upkeep, that player puts the top X cards from his or her library into his or her graveyard, where X is the number of cards in his or her hand. Dream's Grip {U} Instant Choose one -- Tap target permanent; or untap target permanent. Entwine {1} (Choose both if you pay the entwine cost.) Dreamwinder {3}{U} Creature -- Serpent 4/3 Dreamwinder can't attack unless defending player controls an Island. {U}, Sacrifice an Island: Target land becomes an Island until end of turn. Dredge {B} Instant Sacrifice a creature or land. Draw a card. Dregs of Sorrow {X}{4}{B} Sorcery Destroy X target nonblack creatures. Draw X cards. Drifting Djinn {4}{U}{U} Creature -- Djinn 5/5 Flying At the beginning of your upkeep, sacrifice Drifting Djinn unless you pay {1}{U}. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Drifting Meadow Land Drifting Meadow comes into play tapped. {T}: Add {W} to your mana pool. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Drinker of Sorrow {2}{B} Creature -- Horror 5/3 Drinker of Sorrow can't block. Whenever Drinker of Sorrow deals combat damage, sacrifice a permanent. Dripping Dead {4}{B}{B} Creature -- Zombie 4/1 Dripping Dead can't block. Whenever Dripping Dead deals combat damage to a creature, destroy that creature. It can't be regenerated. Dromar, the Banisher {3}{W}{U}{B} Creature -- Dragon Legend 6/6 Flying Whenever Dromar, the Banisher deals combat damage to a player, you may pay {2}{U}. If you do, choose a color. Return all creatures of that color to their owners' hands. Dromar's Attendant {5} Artifact Creature -- Golem 3/3 {1}, Sacrifice Dromar's Attendant: Add {W}{U}{B} to your mana pool. Dromar's Cavern Land -- Lair When Dromar's Cavern comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {W}, {U}, or {B} to your mana pool. Dromar's Charm {W}{U}{B} Instant Choose one -- You gain 5 life; or counter target spell; or target creature gets -2/-2 until end of turn. Dromosaur {2}{R} Creature -- Lizard 2/3 Whenever Dromosaur blocks or becomes blocked, it gets +2/-2 until end of turn. Dross Harvester {1}{B}{B} Creature -- Horror 4/4 Protection from white At the end of your turn, you lose 4 life. Whenever a creature is put into a graveyard from play, you gain 2 life. Dross Prowler {2}{B} Creature -- Zombie 2/1 Fear Dross Scorpion {4} Artifact Creature 3/1 Whenever Dross Scorpion or another artifact creature is put into a graveyard from play, you may untap target artifact. Drudge Skeletons {1}{B} Creature -- Skeleton 1/1 {B}: Regenerate Drudge Skeletons. Druid Lyrist {G} Creature -- Druid 1/1 {G}, {T}, Sacrifice Druid Lyrist: Destroy target enchantment. Druid's Call {1}{G} Enchant Creature Whenever enchanted creature is dealt damage, its controller puts that many 1/1 green Squirrel creature tokens into play. Dry Spell {1}{B} Sorcery Dry Spell deals 1 damage to each creature and each player. Dual Nature {4}{G}{G} Enchantment Whenever a creature card comes into play, its controller puts a token into play as a copy of that creature. Whenever a creature card leaves play, remove all tokens with the same name as that creature from the game. When Dual Nature leaves play, remove all tokens created with it from the game. Duct Crawler {R} Creature -- Insect 1/1 {1}{R}: Target creature can't block Duct Crawler this turn. Dueling Grounds {1}{G}{W} Enchantment No more than one creature may attack each turn. No more than one creature may block each turn. Dungeon Shade {3}{B} Creature -- Spirit 1/1 Flying {B}: Dungeon Shade gets +1/+1 until end of turn. Duplicant {6} Artifact Creature -- Shapeshifter 2/4 Imprint -- When Duplicant comes into play, you may remove target nontoken creature from the game. (The removed card is imprinted on this artifact.) As long as a creature card is imprinted on Duplicant, Duplicant has that card's power, toughness, and creature types. It's still a Shapeshifter. Duplicity {3}{U}{U} Enchantment When Duplicity comes into play, remove from the game face down the top five cards of your library. At the beginning of your upkeep, you may exchange all the cards in your hand for the cards you removed from the game with Duplicity. At the end of your turn, discard a card from your hand. When Duplicity leaves play, put all cards removed from the game with Duplicity into their owners' graveyards. Duress {B} Sorcery Target opponent reveals his or her hand. Choose a noncreature, nonland card from it. That player discards that card. Dusk Imp {2}{B} Creature -- Imp 2/1 Flying Duskwalker {B} Creature -- Minion 1/1 Kicker {3}{B} (You may pay an additional {3}{B} as you play this spell.) If the kicker cost was paid, Duskwalker comes into play with two +1/+1 counters on it and with fear. Duskworker {4} Artifact Creature 2/2 Whenever Duskworker becomes blocked, regenerate it. {3}: Duskworker gets +1/+0 until end of turn. Dust Bowl Land {T}: Add {1} to your mana pool. {3}, {T}, Sacrifice a land: Destroy target nonbasic land. Dwarven Blastminer {1}{R} Creature -- Dwarf 1/1 {2}{R}, {T}: Destroy target nonbasic land. Morph {R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Dwarven Bloodboiler {R}{R}{R} Creature -- Dwarf 2/2 Tap an untapped Dwarf you control: Target creature gets +2/+0 until end of turn. Dwarven Demolition Team {2}{R} Creature -- Dwarf 1/1 {T}: Destroy target Wall. Dwarven Driller {3}{R} Creature -- Dwarf 2/2 {T}: Destroy target land unless its controller has Dwarven Driller deal 2 damage to him or her. Dwarven Grunt {R} Creature -- Dwarf 1/1 Mountainwalk Dwarven Landslide {3}{R} Sorcery Kicker--{2}{R}, Sacrifice a land. (You may pay {2}{R} and sacrifice a land in addition to any other costs as you play this spell.) Destroy target land. If the kicker cost was paid, destroy another target land. Dwarven Patrol {2}{R} Creature -- Dwarf 4/2 Dwarven Patrol doesn't untap during your untap step. Whenever you play a nonred spell, untap Dwarven Patrol. Dwarven Recruiter {2}{R} Creature -- Dwarf 2/2 When Dwarven Recruiter comes into play, search your library for any number of Dwarf cards and reveal those cards. Shuffle your library, then put them on top of it in any order. Dwarven Ruins Land Dwarven Ruins comes into play tapped. {T}: Add {R} to your mana pool. {T}, Sacrifice Dwarven Ruins: Add {R}{R} to your mana pool. Dwarven Scorcher {R} Creature -- Dwarf 1/1 Sacrifice Dwarven Scorcher: Dwarven Scorcher deals 1 damage to target creature unless that creature's controller has Dwarven Scorcher deal 2 damage to him or her. Dwarven Shrine {1}{R}{R} Enchantment Whenever a player plays a spell, Dwarven Shrine deals X damage to that player, where X is twice the number of cards in all graveyards with the same name as that spell. Dwarven Strike Force {4}{R} Creature -- Dwarf 4/3 Discard a card at random from your hand: Dwarven Strike Force gains first strike and haste until end of turn. Dwell on the Past {G} Sorcery Target player shuffles up to four target cards from his or her graveyard into his or her library. Dying Wail {1}{B} Enchant Creature When enchanted creature is put into a graveyard, target player discards two cards from his or her hand. Eager Cadet {W} Creature -- Soldier 1/1 Early Harvest {1}{G}{G} Instant Target player untaps all basic lands he or she controls. Earnest Fellowship {1}{W} Enchantment Each creature has protection from its colors. Earsplitting Rats {3}{B} Creature -- Rat 2/1 When Earsplitting Rats comes into play, each player discards a card from his or her hand. Discard a card from your hand: Regenerate Earsplitting Rats. Earth Rift {3}{R} Sorcery Destroy target land. Flashback {5}{R}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Earthblighter {1}{B} Creature -- Cleric 1/1 {2}{B}, {T}, Sacrifice a Goblin: Destroy target land. Earthcraft {1}{G} Enchantment Tap an untapped creature you control: Untap target basic land. Earthquake {X}{R} Sorcery Earthquake deals X damage to each creature without flying and each player. Eastern Paladin {2}{B}{B} Creature -- Knight 3/3 {B}{B}, {T}: Destroy target green creature. Ebon Stronghold Land Ebon Stronghold comes into play tapped. {T}: Add {B} to your mana pool. {T}, Sacrifice Ebon Stronghold: Add {B}{B} to your mana pool. Ebonblade Reaper {2}{B} Creature -- Cleric 1/1 Whenever Ebonblade Reaper attacks, you lose half your life, rounded up. Whenever Ebonblade Reaper deals combat damage to a player, that player loses half his or her life, rounded up. Morph {3}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Ebony Treefolk {1}{B}{G} Creature -- Treefolk 3/3 {B}{G}: Ebony Treefolk gets +1/+1 until end of turn. Echo Chamber {4} Artifact {4}, {T}: An opponent chooses target creature he or she controls. Put a token into play as a copy of that creature. The token has haste. Remove the token from the game at end of turn. Play this ability only any time you could play a sorcery. Echo Tracer {2}{U} Creature -- Wizard 2/2 Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Echo Tracer is turned face up, return target creature to its owner's hand. Edgewalker {1}{W}{B} Creature -- Cleric 2/2 Cleric spells you play cost {W}{B} less to play. This effect reduces only the amount of colored mana you pay. (For example, if you play a Cleric with mana cost {1}{W}, it costs {1} to play.) Ekundu Griffin {3}{W} Creature -- Griffin 2/2 Flying, first strike Eladamri, Lord of Leaves {G}{G} Creature -- Legend 2/2 All Elves have forestwalk. Elves can't be the target of spells or abilities. Eladamri's Call {G}{W} Instant Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library. Eladamri's Vineyard {G} Enchantment At the beginning of each player's precombat main phase, add {G}{G} to that player's mana pool. Elder Druid {3}{G} Creature -- Cleric 2/2 {3}{G}, {T}: Tap or untap target artifact, creature, or land. Electrostatic Bolt {R} Instant Electrostatic Bolt deals 2 damage to target creature. If it's an artifact creature, Electrostatic Bolt deals 4 damage to it instead. Electryte {3}{R}{R} Creature -- Beast 3/3 Whenever Electryte deals combat damage to defending player, it deals damage equal to its power to each blocking creature. Elephant Ambush {2}{G}{G} Instant Put a 3/3 green Elephant creature token into play. Flashback {6}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Elephant Guide {2}{G} Enchant Creature Enchanted creature gets +3/+3. When enchanted creature is put into a graveyard, put a 3/3 green Elephant creature token into play. Elephant Resurgence {1}{G} Sorcery Each player puts a green Elephant creature token into play. Those creatures have "This creature's power and toughness are each equal to the number of creature cards in its controller's graveyard." Elf Replica {3} Artifact Creature -- Elf 2/2 {1}{G}, Sacrifice Elf Replica: Destroy target enchantment. Elfhame Palace Land Elfhame Palace comes into play tapped. {T}: Add {G} or {W} to your mana pool. Elfhame Sanctuary {1}{G} Enchantment At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, skip your draw step this turn and shuffle your library. Elite Archers {5}{W} Creature -- Soldier 3/3 {T}: Elite Archers deals 3 damage to target attacking or blocking creature. Elite Javelineer {2}{W} Creature -- Soldier 2/2 Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature. Elven Cache {2}{G}{G} Sorcery Return target card from your graveyard to your hand. Elven Palisade {G} Enchantment Sacrifice a Forest: Target attacking creature gets -3/-0 until end of turn. Elven Riders {3}{G}{G} Creature -- Elf 3/3 Elven Riders can't be blocked except by creatures with flying and/or Walls. Elven Rite {1}{G} Sorcery Distribute two +1/+1 counters among one or two target creatures. Elven Warhounds {3}{G} Creature -- Hound 2/2 Whenever Elven Warhounds becomes blocked by a creature, put that creature on top of its owner's library. Elvish Aberration {5}{G} Creature -- Elf Mutant 4/5 {T}: Add {G}{G}{G} to your mana pool. Forestcycling {2} ({2}, Discard this card from your hand: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.) Elvish Archers {1}{G} Creature -- Elf 2/1 First strike Elvish Berserker {G} Creature -- Elf 1/1 Whenever Elvish Berserker becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Elvish Champion {1}{G}{G} Creature -- Lord 2/2 All Elves get +1/+1 and have forestwalk. Elvish Fury {G} Instant Buyback {4} (You may pay {4} in addition to any other costs as you play this spell. If you do, put Elvish Fury into your hand instead of your graveyard as part of its resolution.) Target creature gets +2/+2 until end of turn. Elvish Guidance {2}{G} Enchant Land Whenever enchanted land is tapped for mana, its controller adds {G} to his or her mana pool for each Elf in play. Elvish Herder {G} Creature -- Elf 1/1 {G}: Target creature gains trample until end of turn. Elvish Lookout {G} Creature -- Elf 1/1 Elvish Lookout can't be the target of spells or abilities. Elvish Lyrist {G} Creature -- Elf 1/1 {G}, {T}, Sacrifice Elvish Lyrist: Destroy target enchantment. Elvish Pathcutter {3}{G} Creature -- Elf 1/2 {2}{G}: Target Elf gains forestwalk until end of turn. Elvish Pioneer {G} Creature -- Elf Druid 1/1 When Elvish Pioneer comes into play, you may put a basic land card from your hand into play tapped. Elvish Piper {3}{G} Creature -- Elf 1/1 {G}, {T}: Put a creature card from your hand into play. Elvish Scrapper {G} Creature -- Elf 1/1 {G}, {T}, Sacrifice Elvish Scrapper: Destroy target artifact. Elvish Soultiller {3}{G}{G} Creature -- Elf Mutant 5/4 When Elvish Soultiller is put into a graveyard from play, choose a creature type. Shuffle all creature cards of that type from your graveyard into your library. Elvish Vanguard {1}{G} Creature -- Elf 1/1 Whenever another Elf comes into play, put a +1/+1 counter on Elvish Vanguard. Elvish Warrior {G}{G} Creature -- Elf 2/3 Embalmed Brawler {2}{B} Creature -- Zombie 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.) Whenever Embalmed Brawler attacks or blocks, you lose 1 life for each +1/+1 counter on it. Embargo {3}{U} Enchantment Nonland permanents don't untap during their controllers' untap steps. At the beginning of your upkeep, you lose 2 life. Ember Beast {2}{R} Creature -- Beast 3/4 Ember Beast can't attack or block alone. Ember Shot {6}{R} Instant Ember Shot deals 3 damage to target creature or player. Draw a card. Embermage Goblin {3}{R} Creature -- Goblin Wizard 1/1 When Embermage Goblin comes into play, you may search your library for a card named Embermage Goblin, reveal it, and put it into your hand. If you do, shuffle your library. {T}: Embermage Goblin deals 1 damage to target creature or player. Emblazoned Golem {2} Artifact Creature -- Golem 1/2 Kicker {X} (You may pay an additional {X} as you play this spell.) Spend only colored mana on X. No more than one mana of each color may be spent this way. If the kicker cost was paid, Emblazoned Golem comes into play with X +1/+1 counters on it. Embolden {2}{W} Instant Prevent the next 4 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. Flashback {1}{W} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Emerald Medallion {2} Artifact Green spells you play cost {1} less to play. Emmessi Tome {4} Artifact {5}, {T}: Draw two cards, then discard a card from your hand. Emperor Crocodile {3}{G} Creature -- Crocodile 5/5 When you control no other creatures, sacrifice Emperor Crocodile. Empress Galina {3}{U}{U} Creature -- Legend 1/3 {U}{U}, {T}: Gain control of target Legend or legendary permanent. (This effect doesn't end at end of turn.) Empyrial 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.) Enchantment Alteration {U} Instant Move target enchantment enchanting a creature or land to another permanent of that type. Enchantress's Presence {2}{G} Enchantment Whenever you play an enchantment spell, draw a card. Encroach {B} Sorcery Target player reveals his or her hand. Choose a nonbasic land card from it. That player discards that card. Endangered Armodon {2}{G}{G} Creature -- Elephant 4/5 When you control a creature with toughness 2 or less, sacrifice Endangered Armodon. Endbringer's Revel {2}{B} Enchantment {4}: Return target creature card from a graveyard to its owner's hand. Any player may play this ability but only any time he or she could play a sorcery. Endemic Plague {3}{B} Sorcery As an additional cost to play Endemic Plague, sacrifice a creature. Destroy all creatures that share a creature type with the sacrificed creature. They can't be regenerated. Endless Scream {X}{B} Enchant Creature Endless Scream comes into play with X scream counters on it. Enchanted creature gets +1/+0 for each scream counter on Endless Scream. Endless Wurm {3}{G}{G} Creature -- Wurm 9/9 Trample At the beginning of your upkeep, sacrifice Endless Wurm unless you sacrifice an enchantment. Endoskeleton {2} Artifact You may choose not to untap Endoskeleton during your untap step. {2}, {T}: Target creature gets +0/+3 as long as Endoskeleton remains tapped. Energizer {4} Artifact Creature 2/2 {2}, {T}: Put a +1/+1 counter on Energizer. Energy Field {1}{U} Enchantment Prevent all damage that would be dealt to you by sources you don't control. When a card is put into your graveyard, sacrifice Energy Field. Energy Flux {2}{U} Enchantment All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay {2}." Enfeeblement {B}{B} Enchant Creature Enchanted creature gets -2/-2. Engineered Plague {2}{B} Enchantment As Engineered Plague comes into play, choose a creature type. All creatures of the chosen type get -1/-1. Engulfing Flames {R} Instant Engulfing Flames deals 1 damage to target creature. It can't be regenerated this turn. Flashback {3}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Enlightened Tutor {W} Instant Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it. Enlistment Officer {3}{W} Creature -- Soldier 2/3 First strike When Enlistment Officer comes into play, reveal the top four cards of your library. Put all Soldier cards revealed this way into your hand and the rest on the bottom of your library. Enormous Baloth {6}{G} Creature -- Beast 7/7 Enrage {X}{R} Instant Target creature gets +X/+0 until end of turn. Enraging Licid {1}{R} Creature -- Licid 1/1 {R}, {T}: Enraging Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has haste" and "{R}: End the effect that created this ability." Enslaved Dwarf {R} Creature -- Dwarf 1/1 {R}, Sacrifice Enslaved Dwarf: Target black creature gets +1/+0 and gains first strike until end of turn. Enslaved Horror {3}{B} Creature -- Horror 4/4 When Enslaved Horror comes into play, each other player may return a creature card from his or her graveyard to play. Ensnare {3}{U} Instant You may return two Islands you control to their owner's hand rather than pay Ensnare's mana cost. Tap all creatures. Ensnaring Bridge {3} Artifact Creatures with power greater than the number of cards in your hand can't attack. Entangler {2}{W}{W} Enchant Creature Enchanted creature may block any number of creatures. Entomb {B} Instant Search your library for a card and put that card into your graveyard. Then shuffle your library. Entrails Feaster {B} Creature -- Zombie Cat 1/1 At the beginning of your upkeep, you may remove a creature card in a graveyard from the game. If you do, put a +1/+1 counter on Entrails Feaster. If you don't, tap Entrails Feaster. Entropic Specter {3}{B}{B} Creature -- Spirit */* Flying As Entropic Specter comes into play, choose an opponent. Entropic Specter's power and toughness are each equal to the number of cards in the chosen player's hand. Whenever Entropic Specter deals damage to a player, that player discards a card from his or her hand. Envelop {U} Instant Counter target sorcery spell. Ephemeron {4}{U}{U} Creature -- Illusion 4/4 Flying Discard a card from your hand: Return Ephemeron to its owner's hand. Epic Struggle {2}{G}{G} Enchantment At the beginning of your upkeep, if you control twenty or more creatures, you win the game. Epicenter {4}{R} Sorcery Target player sacrifices a land. Threshold -- All players sacrifice all lands instead. (You have threshold if seven or more cards are in your graveyard.) Equal Treatment {1}{W} Instant If any source would deal 1 or more damage to a creature or player this turn, it deals 2 damage to that creature or player instead. Draw a card. Equilibrium {1}{U}{U} Enchantment Whenever you play a creature spell, you may pay {1}. If you do, return target creature to its owner's hand. Eradicate {2}{B}{B} Sorcery Remove target nonblack creature from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library. Erase {W} Instant Remove target enchantment from the game. Erhnam Djinn {3}{G} Creature -- Djinn 4/5 At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. Erithizon {2}{G}{G} Creature -- Beast 4/4 Whenever Erithizon attacks, put a +1/+1 counter on target creature of defending player's choice. Erratic Explosion {2}{R} Sorcery Choose target creature or player. Reveal cards from the top of your library until you reveal a nonland card. Erratic Explosion deals damage equal to that card's converted mana cost to that creature or player. Put the revealed cards on the bottom of your library in any order. Erratic Portal {4} Artifact {1}, {T}: Return target creature to its owner's hand unless its controller pays {1}. Ertai, the Corrupted {2}{W}{U}{B} Creature -- Wizard Legend 3/4 {U}, {T}, Sacrifice a creature or enchantment: Counter target spell. Ertai, Wizard Adept {2}{U} Creature -- Wizard Legend 1/1 {2}{U}{U}, {T}: Counter target spell. Ertai's Meddling {X}{U} Instant X can't be 0. The next time target spell would resolve, instead its controller removes it from the game, then puts X delay counters on it. As long as that card is removed from the game, remove a delay counter from it at the beginning of that player's upkeep. If the card has no delay counters on it, he or she puts it onto the stack as a copy of the original spell. Ertai's Trickery {U} Instant Counter target spell if a kicker cost was paid for it. Escape Artist {1}{U} Creature -- Wizard 1/1 Escape Artist is unblockable. {U}, Discard a card from your hand: Return Escape Artist to its owner's hand. Escape Routes {2}{U} Enchantment {2}{U}: Return target white or black creature you control to its owner's hand. Escaped Shapeshifter {3}{U}{U} Creature -- Shapeshifter 3/4 As long as an opponent controls a creature with flying other than an Escaped Shapeshifter, Escaped Shapeshifter has flying. The same is true for first strike, trample, and protection from any color. Essence Bottle {2} Artifact {3}, {T}: Put an elixir counter on Essence Bottle. {T}, Remove all elixir counters from Essence Bottle: You gain 2 life for each elixir counter removed this way. Essence Fracture {3}{U}{U} Sorcery Return two target creatures to their owners' hands. Cycling {2}{U} ({2}{U}, Discard this card from your hand: Draw a card.) Essence Leak {U} Enchant Permanent If enchanted permanent is red or green, it has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost." Essence Sliver {3}{W} Creature -- Sliver 3/3 Whenever a Sliver deals damage, its controller gains that much life. Eternal Dragon {5}{W}{W} Creature -- Dragon Spirit 5/5 Flying {3}{W}{W}: Return Eternal Dragon from your graveyard to your hand. Play this ability only during your upkeep. Plainscycling {2} ({2}, Discard this card from your hand: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.) Ethereal Champion {2}{W}{W}{W} Creature -- Avatar 3/4 Pay 1 life: Prevent the next 1 damage that would be dealt to Ethereal Champion this turn. Evacuation {3}{U}{U} Instant Return all creatures to their owners' hands. Evasive Action {1}{U} Instant Counter target spell unless its controller pays {1} for each basic land type among lands you control. Everglove Courier {2}{G} Creature -- Elf 2/1 You may choose not to untap Everglove Courier during your untap step. {2}{G}, {T}: As long as Everglove Courier remains tapped, target Elf gets +2/+2 and has trample. Evil Eye of Orms-by-Gore {4}{B} Creature -- Horror 3/6 Evil Eye of Orms-by-Gore can't be blocked except by Walls. Except for creatures named Evil Eye of Orms-by-Gore, creatures you control can't attack. Evincar's Justice {2}{B}{B} Sorcery Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Evincar's Justice into your hand instead of your graveyard as part of its resolution.) Evincar's Justice deals 2 damage to each creature and each player. Eviscerator {3}{B}{B} Creature -- Horror 5/5 Protection from white When Eviscerator comes into play, you lose 5 life. Exalted Angel {4}{W}{W} Creature -- Angel 4/5 Flying Whenever Exalted Angel deals damage, you gain that much life. Morph {2}{W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Exalted Dragon {4}{W}{W} Creature -- Dragon 5/5 Flying Each turn, Exalted Dragon can't attack unless you sacrifice a land. (This cost is paid as you declare attackers.) Excavation {1}{U} Enchantment {1}, Sacrifice a land: Draw a card. Any player may play this ability. Excavator {2} Artifact {T}, Sacrifice a basic land: Target creature gains landwalk for the type of land sacrificed this way until end of turn. Excise {X}{W} Instant Remove target attacking creature from the game unless its controller pays {X}. Exclude {2}{U} Instant Counter target creature spell. Draw a card. Execute {2}{B} Instant Destroy target white creature. It can't be regenerated. Draw a card. Exhaustion {2}{U} Sorcery Creatures and lands target opponent controls don't untap during his or her next untap step. Exhume {1}{B} Sorcery Each player puts a creature card from his or her graveyard into play. Exile {2}{W} Instant Remove target nonwhite attacking creature from the game. You gain life equal to its toughness. Exiled Doomsayer {1}{W} Creature -- Cleric 1/2 All morph costs cost {2} more. (This doesn't affect the cost to play creatures face down.) Exoskeletal Armor {1}{G} Enchant Creature Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards. Exotic Curse {2}{B} Enchant Creature Enchanted creature gets -1/-1 for each basic land type among lands you control. Exotic Disease {4}{B} Sorcery Target player loses X life and you gain X life, where X is the number of basic land types among lands you control. Expendable Troops {1}{W} Creature -- Soldier 2/1 {T}, Sacrifice Expendable Troops: Expendable Troops deals 2 damage to target attacking or blocking creature. Exploration {G} Enchantment You may play an additional land each of your turns. Explosive Growth {G} Instant Kicker {5} (You may pay an additional {5} as you play this spell.) Target creature gets +2/+2 until end of turn. If the kicker cost was paid, that creature gets +5/+5 until end of turn instead. Explosive Vegetation {3}{G} Sorcery Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library. Expunge {2}{B} Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Extinction {4}{B} Sorcery Destroy all creatures of the creature type of your choice. Extortion {3}{B}{B} Sorcery Look at target player's hand and choose up to two cards from it. That player discards those cards. Extra Arms {4}{R} Enchant Creature Whenever enchanted creature attacks, it deals 2 damage to target creature or player. Extract {U} Sorcery Search target player's library for a card and remove that card from the game. Then that player shuffles his or her library. Extraplanar Lens {3} Artifact Imprint -- When Extraplanar Lens comes into play, you may remove target land you control from the game. (The removed card is imprinted on this artifact.) Whenever a land with the same name as the imprinted card is tapped for mana, its controller adds one mana to his or her mana pool of any type that land produced. Extravagant Spirit {3}{U} Creature -- Spirit 4/4 Flying At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay {1} for each card in your hand. Extruder {4} Artifact Creature 4/3 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Sacrifice an artifact: Put a +1/+1 counter on target creature. Eye of Ramos {3} Artifact {T}: Add {U} to your mana pool. Sacrifice Eye of Ramos: Add {U} to your mana pool. Eye of Yawgmoth {3} Artifact {3}, {T}, Sacrifice a creature: Reveal cards from the top of your library equal to the sacrificed creature's power. Put one into your hand and remove the rest from the game. Fabricate {2}{U} Sorcery Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library. Face of Fear {5}{B} Creature -- Horror 3/4 {2}{B}, Discard a card from your hand: Face of Fear gains fear until end of turn. Faceless Butcher {2}{B}{B} Creature -- Nightmare Horror 2/3 When Faceless Butcher comes into play, remove target creature other than Faceless Butcher from the game. When Faceless Butcher leaves play, return the removed card to play under its owner's control. Faces of the Past {2}{U} Enchantment Whenever a creature is put into a graveyard from play, tap or untap all creatures that share a creature type with it. Fact or Fiction {3}{U} Instant Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. Fade Away {2}{U} Sorcery For each creature, that creature's controller pays {1} or sacrifices a permanent. Fade from Memory {B} Instant Remove target card in a graveyard from the game. Cycling {B} ({B}, Discard this card from your hand: Draw a card.) Faerie Conclave Land Faerie Conclave comes into play tapped. {T}: Add {U} to your mana pool. {1}{U}: Faerie Conclave becomes a 2/1 blue creature with flying until end of turn. It's still a land. Faerie Squadron {U} Creature -- Faerie 1/1 Kicker {3}{U} (You may pay an additional {3}{U} as you play this spell.) If the kicker cost was paid, Faerie Squadron comes into play with two +1/+1 counters on it and with flying. Faith Healer {1}{W} Creature -- Cleric 1/1 Sacrifice an enchantment: You gain life equal to its converted mana cost. Fallen Angel {3}{B}{B} Creature -- Angel 3/3 Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn. Fallen Cleric {4}{B} Creature -- Zombie Cleric 4/2 Protection from Clerics Morph {4}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Falling Timber {2}{G} Instant Kicker--Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.) Prevent all combat damage target creature would deal this turn. If the kicker cost was paid, prevent all combat damage another target creature would deal this turn. Fallow Earth {2}{G} Sorcery Put target land on top of its owner's library. False Cure {B}{B} Instant Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life he or she gained. False Dawn {1}{W} Sorcery Until end of turn, spells and abilities you control that would add colored mana to your mana pool add that much white mana instead. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card. False Demise {2}{U} Enchant Creature When enchanted creature is put into a graveyard, return that creature to play under your control. False Memories {1}{U} Instant Put the top seven cards of your library into your graveyard. At end of turn, remove seven cards in your graveyard from the game. False Prophet {2}{W}{W} Creature -- Cleric 2/2 When False Prophet is put into a graveyard from play, remove all creatures from the game. Falter {1}{R} Instant Creatures without flying can't block this turn. Familiar Ground {2}{G} Enchantment Each creature you control can't be blocked by more than one creature. Famished Ghoul {3}{B} Creature -- Zombie 3/2 {1}{B}, Sacrifice Famished Ghoul: Remove up to two target cards in a single graveyard from the game. Fanatical Devotion {2}{W} Enchantment Sacrifice a creature: Regenerate target creature. Fangren Hunter {3}{G}{G} Creature -- Beast 4/4 Trample Fanning the Flames {X}{R}{R} Sorcery Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Fanning the Flames into your hand instead of your graveyard as part of its resolution.) Fanning the Flames deals X damage to target creature or player. Far Wanderings {2}{G} Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Threshold -- Instead search your library for three basic land cards and put them into play tapped. Then shuffle your library. (You have threshold if seven or more cards are in your graveyard.) Farsight Mask {5} Artifact Whenever a source an opponent controls deals damage to you, if Farsight Mask is untapped, you may draw a card. Fatal Blow {B} Instant Destroy target creature that was dealt damage this turn. It can't be regenerated. Fatal Mutation {B} Enchant Creature When enchanted creature is turned face up, destroy it. It can't be regenerated. Fatespinner {1}{U}{U} Creature -- Human Wizard 1/2 At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn. Fatigue {1}{U} Sorcery Target player skips his or her next draw step. Fault Line {X}{R}{R} Instant Fault Line deals X damage to each creature without flying and each player. Fault Riders {2}{R} Creature -- Soldier 2/2 Sacrifice a land: Fault Riders gets +2/+0 and gains first strike until end of turn. Play this ability only once each turn. Fear {B}{B} Enchant Creature Enchanted creature has fear. Feast of the Unicorn {3}{B} Enchant Creature Enchanted creature gets +4/+0. Fecundity {2}{G} Enchantment Whenever a creature is put into a graveyard from play, that creature's controller may draw a card. Feeding Frenzy {2}{B} Instant Target creature gets -X/-X until end of turn, where X is the number of Zombies in play. Femeref Archers {2}{G} Creature -- Soldier 2/2 {T}: Femeref Archers deals 4 damage to target attacking creature with flying. Fen Stalker {3}{B} Creature -- Nightstalker 3/2 Fen Stalker has fear as long as you control no untapped lands. Fend Off {1}{W} Instant Prevent all combat damage that would be dealt by target creature this turn. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Feral Shadow {2}{B} Creature -- Nightstalker 2/1 Flying Feral Throwback {4}{G}{G} Creature -- Beast 3/3 Amplify 2 (As this card comes into play, put two +1/+1 counters on it for each Beast card you reveal in your hand.) Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Ferocity {1}{G} Enchant Creature Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it. Feroz's Ban {6} Artifact Creature spells cost {2} more to play. Fertile Ground {1}{G} Enchant Land Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool. Fervent Charge {1}{W}{B}{R} Enchantment Whenever a creature you control attacks, it gets +2/+2 until end of turn. Fervent Denial {3}{U}{U} Instant Counter target spell. Flashback {5}{U}{U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Fervor {2}{R} Enchantment Creatures you control have haste. Festering Goblin {B} Creature -- Zombie Goblin 1/1 When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn. Festering Wound {1}{B} Enchant Creature At the beginning of your upkeep, you may put an infection counter on Festering Wound. At the beginning of the upkeep of enchanted creature's controller, Festering Wound deals X damage to that player, where X is the number of infection counters on Festering Wound. Fever Charm {R} Instant Choose one -- Target creature gains haste until end of turn; or target creature gets +2/+0 until end of turn; or Fever Charm deals 3 damage to target Wizard. Fevered Convulsions {B}{B} Enchantment {2}{B}{B}: Put a -1/-1 counter on target creature. Fickle Efreet {3}{R} Creature -- Efreet 5/2 Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet. Field of Souls {2}{W}{W} Enchantment Whenever a nontoken creature is put into your graveyard from play, put a 1/1 white Essence creature token with flying into play. Field Surgeon {1}{W} Creature -- Cleric 1/1 Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn. Fierce Empath {2}{G} Creature -- Elf 1/1 When Fierce Empath comes into play, you may search your library for a creature card with converted mana cost 6 or more, reveal it, and put it into your hand. Then shuffle your library. Fiery Gambit {2}{R} Sorcery Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control. Fiery Mantle {1}{R} Enchant Creature When Fiery Mantle is put into a graveyard from play, return Fiery Mantle to its owner's hand. {R}: Enchanted creature gets +1/+0 until end of turn. Fiery Temper {1}{R}{R} Instant Fiery Temper deals 3 damage to target creature or player. Madness {R} (You may play this card for its madness cost at the time you discard it from your hand.) Fight or Flight {3}{W} Enchantment At the beginning of each opponent's combat phase, separate all creatures that player controls into two piles. Only creatures in the pile of his or her choice may attack this turn. Fighting Chance {R} Instant For each blocking creature, flip a coin. If you win the flip, prevent all combat damage that would be dealt by that creature this turn. Fighting Drake {2}{U}{U} Creature -- Drake 2/4 Flying Filth {3}{B} Creature -- Incarnation 2/2 Swampwalk As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk. Filthy Cur {1}{B} Creature -- Hound 2/2 Whenever Filthy Cur is dealt damage, you lose that much life. Final Fortune {R}{R} Instant Take an extra turn after this one. At the end of that turn, you lose the game. Final Punishment {3}{B}{B} Sorcery Target player loses life equal to the damage already dealt to him or her this turn. Fire // Ice {1}{R} // {1}{U} Instant // Instant Fire deals 2 damage divided as you choose among any number of target creatures and/or players. // Tap target permanent. Draw a card. Fire Ants {2}{R} Creature -- Insect 2/1 {T}: Fire Ants deals 1 damage to each other creature without flying. Fire Diamond {2} Artifact Fire Diamond comes into play tapped. {T}: Add {R} to your mana pool. Fire Elemental {3}{R}{R} Creature -- Elemental 5/4 Firebolt {R} Sorcery Firebolt deals 2 damage to target creature or player. Flashback {4}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Firebrand Ranger {1}{R} Creature -- Soldier 2/1 {G}, {T}: Put a basic land card from your hand into play. Firebreathing {R} Enchant Creature {R}: Enchanted creature gets +1/+0 until end of turn. Firecat Blitz {X}{R}{R} Sorcery Put X 1/1 red Cat creature tokens with haste into play. Remove them from the game at end of turn. Flashback--{R}{R}, Sacrifice X Mountains. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Firefly {3}{R} Creature -- Insect 1/1 Flying {R}: Firefly gets +1/+0 until end of turn. Fires of Yavimaya {1}{R}{G} Enchantment Creatures you control have haste. Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn. Firescreamer {3}{B} Creature -- Kavu 2/2 {R}: Firescreamer gets +1/+0 until end of turn. Fireshrieker {3} Artifact -- Equipment Equipped creature has double strike. (It deals both first-strike and regular combat damage.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Fireslinger {1}{R} Creature -- Wizard 1/1 {T}: Fireslinger deals 1 damage to target creature or player and 1 damage to you. Fists of the Anvil {1}{R} Instant Target creature gets +4/+0 until end of turn. Fit of Rage {1}{R} Sorcery Target creature gets +3/+3 and gains first strike until end of turn. Flailing Drake {3}{G} Creature -- Drake 2/3 Flying When Flailing Drake blocks or becomes blocked by a creature, that creature gets +1/+1 until end of turn. Flailing Manticore {3}{R} Creature -- Monster 3/3 Flying, first strike {1}: Flailing Manticore gets +1/+1 until end of turn. Any player may play this ability. {1}: Flailing Manticore gets -1/-1 until end of turn. Any player may play this ability. Flailing Ogre {2}{R} Creature -- Ogre 3/3 {1}: Flailing Ogre gets +1/+1 until end of turn. Any player may play this ability. {1}: Flailing Ogre gets -1/-1 until end of turn. Any player may play this ability. Flailing Soldier {R} Creature -- Soldier 2/2 {1}: Flailing Soldier gets +1/+1 until end of turn. Any player may play this ability. {1}: Flailing Soldier gets -1/-1 until end of turn. Any player may play this ability. Flame Burst {1}{R} Instant Flame Burst deals X damage to target creature or player, where X is 2 plus the number of cards named Flame Burst in all graveyards. Flame Jet {1}{R} Sorcery Flame Jet deals 3 damage to target player. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Flame Rift {1}{R} Sorcery Flame Rift deals 4 damage to each player. Flame Spirit {4}{R} Creature -- Spirit 2/3 {R}: Flame Spirit gets +1/+0 until end of turn. Flame Wave {3}{R}{R}{R}{R} Sorcery Flame Wave deals 4 damage to target player and each creature he or she controls. Flameshot {3}{R} Sorcery You may discard a Mountain card from your hand rather than pay Flameshot's mana cost. Flameshot deals 3 damage divided as you choose among any number of target creatures. Flamestick Courier {2}{R} Creature -- Goblin 2/1 You may choose not to untap Flamestick Courier during your untap step. {2}{R}, {T}: As long as Flamestick Courier remains tapped, target Goblin gets +2/+2 and has haste. Flametongue Kavu {3}{R} Creature -- Kavu 4/2 When Flametongue Kavu comes into play, it deals 4 damage to target creature. Flamewave Invoker {2}{R} Creature -- Goblin Mutant 2/2 {7}{R}: Flamewave Invoker deals 5 damage to target player. Flaming Gambit {X}{R} Instant Flaming Gambit deals X damage to target player. That player may choose a creature he or she controls and have Flaming Gambit deal that damage to it instead. Flashback {X}{R}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flaming Sword {1}{R} Enchant Creature You may play Flaming Sword any time you could play an instant. Enchanted creature gets +1/+0 and has first strike. Flaring Pain {1}{R} Instant Damage can't be prevented this turn. Flashback {R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flash {1}{U} Instant Choose a creature card in your hand. You may pay its mana cost reduced by up to {2}. If you do, put that card into play. If you don't, put that card into your graveyard. Flash Counter {1}{U} Instant Counter target instant spell. Flash of Defiance {1}{R} Sorcery Players can't block with green and/or white creatures this turn. Flashback--{1}{R}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flash of Insight {X}{1}{U} Instant Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library. Flashback--{1}{U}, Remove X blue cards in your graveyard from the game. (You can't remove Flash of Insight to pay for its own flashback cost.) Flashfires {3}{R} Sorcery Destroy all Plains. Flay {3}{B} Sorcery Target player discards a card at random from his or her hand. Then that player discards another card at random from his or her hand unless he or she pays {1}. Flayed Nim {3}{B} Creature -- Skeleton 2/2 Whenever Flayed Nim deals combat damage to a creature, that creature's controller loses that much life. {2}{B}: Regenerate Flayed Nim. Fledgling Dragon {2}{R}{R} Creature -- Dragon 2/2 Flying Threshold -- Fledgling Dragon gets +3/+3 and has "{R}: Fledgling Dragon gets +1/+0 until end of turn." (You have threshold as long as seven or more cards are in your graveyard.) Fledgling Imp {2}{B} Creature -- Imp 2/2 {B}, Discard a card from your hand: Fledgling Imp gains flying until end of turn. Fledgling Osprey {U} Creature -- Bird 1/1 Fledgling Osprey has flying as long as it's enchanted. Fleetfoot Panther {1}{G}{W} Creature -- Cat 3/4 You may play Fleetfoot Panther any time you could play an instant. When Fleetfoot Panther comes into play, return a green or white creature you control to its owner's hand. Fleeting Aven {1}{U}{U} Creature -- Bird Wizard 2/2 Flying Whenever a player cycles a card, return Fleeting Aven to its owner's hand. Fleeting Image {2}{U} Creature -- Illusion 2/1 Flying {1}{U}: Return Fleeting Image to its owner's hand. Flesh Reaver {1}{B} Creature -- Horror 4/4 Whenever Flesh Reaver deals damage to a creature or opponent, Flesh Reaver deals that much damage to you. Flicker {1}{W} Sorcery Remove target nontoken permanent from the game, then return it to play under its owner's control. Flickering Ward {W} Enchant Creature As Flickering Ward comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Flickering Ward. {W}: Return Flickering Ward to its owner's hand. Flight {U} Enchant Creature Enchanted creature has flying. Fling {1}{R} Instant As an additional cost to play Fling, sacrifice a creature. Fling deals damage equal to the sacrificed creature's power to target creature or player. Flint Golem {4} Artifact Creature -- Golem 2/3 Whenever Flint Golem becomes blocked, defending player puts the top three cards from his or her library into his or her graveyard. Floating Shield {2}{W} Enchant Creature As Floating Shield comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Floating Shield. Sacrifice Floating Shield: Target creature gains protection from the chosen color until end of turn. 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. Flowering Field {1}{W} Enchant Land Enchanted land has "{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn." Flowstone Armor {3} Artifact You may choose not to untap Flowstone Armor during your untap step. {3}, {T}: Target creature gets +1/-1 as long as Flowstone Armor remains tapped. Flowstone Blade {R} Enchant Creature {R}: Enchanted creature gets +1/-1 until end of turn. Flowstone Charger {2}{R}{W} Creature -- Beast 2/5 Whenever Flowstone Charger attacks, it gets +3/-3 until end of turn. Flowstone Crusher {3}{R}{R} Creature -- Beast 4/4 {R}: Flowstone Crusher gets +1/-1 until end of turn. Flowstone Flood {3}{R} Sorcery Buyback--Pay 3 life, Discard a card at random from your hand (You may pay 3 life and discard a card at random from your hand in addition to any other costs as you play this spell. If you do, put Flowstone Flood into your hand instead of your graveyard as part of its resolution.) Destroy target land. Flowstone Giant {2}{R}{R} Creature -- Giant 3/3 {R}: Flowstone Giant gets +2/-2 until end of turn. Flowstone Hellion {4}{R} Creature -- Beast 3/3 Haste {0}: Flowstone Hellion gets +1/-1 until end of turn. Flowstone Mauler {4}{R}{R} Creature -- Beast 4/5 Trample {R}: Flowstone Mauler gets +1/-1 until end of turn. Flowstone Overseer {2}{R}{R}{R} Creature -- Beast 4/4 {R}{R}: Target creature gets +1/-1 until end of turn. Flowstone Salamander {3}{R}{R} Creature -- Salamander 3/4 {R}: Flowstone Salamander deals 1 damage to target creature blocking it. Flowstone Sculpture {6} Artifact Creature 4/4 {2}, Discard a card from your hand: Put a +1/+1 counter on Flowstone Sculpture or Flowstone Sculpture gains flying, first strike, or trample. (This effect doesn't end at end of turn.) Flowstone Shambler {2}{R} Creature -- Beast 2/2 {R}: Flowstone Shambler gets +1/-1 until end of turn. Flowstone Slide {X}{2}{R}{R} Sorcery All creatures get +X/-X until end of turn. Flowstone Strike {1}{R} Instant Target creature gets +1/-1 and gains haste until end of turn. Flowstone Surge {1}{R} Enchantment Creatures you control get +1/-1. Flowstone Thopter {7} Artifact Creature 4/4 {1}: Flowstone Thopter gets +1/-1 and gains flying until end of turn. Flowstone Wall {2}{R} Creature -- Wall 0/6 (Walls can't attack.) {R}: Flowstone Wall gets +1/-1 until end of turn. Flowstone Wyvern {3}{R}{R} Creature -- Drake 3/3 Flying {R}: Flowstone Wyvern gets +2/-2 until end of turn. Fluctuator {2} Artifact Cycling costs you up to {2} less to play. Flying Carpet {4} Artifact {2}, {T}: Target creature gains flying until end of turn. Fodder Cannon {4} Artifact {4}, {T}, Sacrifice a creature: Fodder Cannon deals 4 damage to target creature. Fog {G} Instant Prevent all combat damage that would be dealt this turn. Fog Bank {1}{U} Creature -- Wall 0/2 (Walls can't attack.) Flying Prevent all combat damage that would be dealt to and dealt by Fog Bank. Fog Elemental {2}{U} Creature -- Elemental 4/4 Flying When Fog Elemental attacks or blocks, sacrifice it at end of combat. Fog of Gnats {B}{B} Creature -- Insect 1/1 Flying {B}: Regenerate Fog of Gnats. Fog Patch {1}{G} Instant Play Fog Patch only during the declare blockers step. Attacking creatures become blocked. (This spell works on unblockable creatures.) Foil {2}{U}{U} Instant You may discard an Island card and another card from your hand rather than pay Foil's mana cost. Counter target spell. Folk Medicine {2}{G} Instant You gain 1 life for each creature you control. Flashback {1}{W} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Food Chain {2}{G} Enchantment Remove a creature you control from the game: Add X mana of any one color to your mana pool, where X is the removed creature's converted mana cost plus one. This mana may be spent only to play creature spells. Fool's Tome {4} Artifact {2}, {T}: Draw a card. Play this ability only if you have no cards in hand. Foothill Guide {W} Creature -- Cleric 1/1 Protection from Goblins Morph {W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Foratog {2}{G} Creature -- Atog 1/2 {G}, Sacrifice a Forest: Foratog gets +2/+2 until end of turn. Forbid {1}{U}{U} Instant Buyback--Discard two cards from your hand. (You may discard two cards from your hand in addition to any other costs as you play this spell. If you do, put Forbid into your hand instead of your graveyard as part of its resolution.) Counter target spell. Forbidden Crypt {3}{B}{B} Enchantment If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game. If a card would be put into your graveyard, remove that card from the game instead. Forbidding Watchtower Land Forbidding Watchtower comes into play tapped. {T}: Add {W} to your mana pool. {1}{W}: Forbidding Watchtower becomes a 1/5 white creature until end of turn. It's still a land. Force Bubble {2}{W}{W} Enchantment If damage would be dealt to you, put that many depletion counters on Force Bubble instead. When there are four or more depletion counters on Force Bubble, sacrifice it. At end of turn, remove all depletion counters from Force Bubble. Force Spike {U} Instant Counter target spell unless its controller pays {1}. Forced March {X}{B}{B}{B} Sorcery Destroy all creatures with converted mana cost X or less. Forcemage Advocate {1}{G} Creature -- Centaur 2/1 {T}: Return target card in an opponent's graveyard to his or her hand. Put a +1/+1 counter on target creature. Forest Basic Land -- Forest [G] Forge Armor {4}{R} Instant As an additional cost to play Forge Armor, sacrifice an artifact. Put X +1/+1 counters on target creature, where X is the sacrificed artifact's converted mana cost. Forget {U}{U} Sorcery Target player discards two cards from his or her hand, then draws as many cards as he or she discarded this way. Forgotten Ancient {3}{G} Creature -- Elemental 0/3 Whenever a player plays a spell, you may put a +1/+1 counter on Forgotten Ancient. At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures. Forgotten Cave Land Forgotten Cave comes into play tapped. {T}: Add {R} to your mana pool. Cycling {R} ({R}, Discard this card from your hand: Draw a card.) Forgotten Harvest {1}{G} Enchantment At the beginning of your upkeep, you may remove a land card in your graveyard from the game. If you do, put a +1/+1 counter on target creature. Form of the Dragon {4}{R}{R}{R} Enchantment At the beginning of your upkeep, Form of the Dragon deals 5 damage to target creature or player. At the end of each turn, your life total becomes 5. Creatures without flying can't attack you. 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. Fortitude {1}{G} Enchant Creature When Fortitude is put into a graveyard from play, return Fortitude to its owner's hand. Sacrifice a Forest: Regenerate enchanted creature. Foster {2}{G}{G} Enchantment Whenever a creature you control is put into a graveyard from play, you may pay {1}. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard. Foul Imp {B}{B} Creature -- Imp 2/2 Flying When Foul Imp comes into play, you lose 2 life. Foul Presence {2}{B} Enchant Creature Enchanted creature gets -1/-1 and has "{T}: Target creature gets -1/-1 until end of turn." Fountain of Cho Land Fountain of Cho comes into play tapped. {T}: Put a storage counter on Fountain of Cho. {T}, Remove any number of storage counters from Fountain of Cho: Add {W} to your mana pool for each storage counter removed this way. Fountain of Youth {0} Artifact {2}, {T}: You gain 1 life. Fountain Watch {3}{W}{W} Creature -- Guardian 2/4 Artifacts and enchantments you control can't be the target of spells or abilities. Fractured Loyalty {1}{R} Enchant Creature Whenever enchanted creature becomes the target of a spell or ability, that spell or ability's controller gains control of enchanted creature. (This effect doesn't end at end of turn.) Frantic Purification {2}{W} Instant Destroy target enchantment. Madness {W} (You may play this card for its madness cost at the time you discard it from your hand.) Frantic Search {2}{U} Instant Draw two cards, then discard two cards from your hand. Untap up to three lands. Frenetic Ogre {4}{R} Creature -- Ogre 2/3 {R}, Discard a card at random from your hand: Frenetic Ogre gets +3/+0 until end of turn. Frenetic Raptor {5}{R} Creature -- Beast 6/6 Beasts can't block. Frenzied Tilling {3}{R}{G} Sorcery Destroy target land. Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Fresh Volunteers {1}{W} Creature -- Rebel 2/2 Frightcrawler {1}{B} Creature -- Horror 1/1 Fear Threshold -- Frightcrawler gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.) Frightshroud Courier {2}{B} Creature -- Zombie 2/1 You may choose not to untap Frightshroud Courier during your untap step. {2}{B}, {T}: As long as Frightshroud Courier remains tapped, target Zombie gets +2/+2 and has fear. Frog Tongue {G} Enchant Creature When Frog Tongue comes into play, draw a card. Enchanted creature may block as though it had flying. Frogmite {4} Artifact Creature 2/2 Affinity for artifacts (This spell costs {1} less to play for each artifact you control.) Frontline Strategist {W} Creature -- Soldier 1/1 Morph {W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Frontline Strategist is turned face up, prevent all combat damage non-Soldiers would deal this turn. Frozen Solid {1}{U}{U} Enchant Creature Enchanted creature doesn't untap during its controller's untap step. When damage is dealt to enchanted creature, destroy it. Fugitive Druid {3}{G} Creature -- Druid 3/2 Whenever Fugitive Druid becomes the target of an enchantment spell, you draw a card. Fugitive Wizard {U} Creature -- Wizard 1/1 Fugue {3}{B}{B} Sorcery Target player discards three cards from his or her hand. 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 Shambler {4}{G}{U}{B} Creature -- Beast 6/4 Trample Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card from his or her hand. Fungusaur {3}{G} Creature -- Fungusaur 2/2 Whenever Fungusaur is dealt damage, put a +1/+1 counter on it. Furious Assault {2}{R} Enchantment Whenever you play a creature spell, Furious Assault deals 1 damage to target player. Furnace Brood {3}{R} Creature -- Elemental 3/3 {R}: Target creature can't be regenerated this turn. Furnace of Rath {1}{R}{R}{R} Enchantment If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead. Furnace Spirit {2}{R} Creature -- Spirit 1/1 Haste {R}: Furnace Spirit gets +1/+0 until end of turn. Future Sight {2}{U}{U}{U} Enchantment Play with the top card of your library revealed. You may play the top card of your library as though it were in your hand. Fylamarid {1}{U}{U} Creature -- Beast 1/3 Flying Fylamarid can't be blocked by blue creatures. {U}: Target creature becomes blue until end of turn. Fyndhorn Brownie {2}{G} Creature -- Brownie 1/1 {2}{G}, {T}: Untap target creature. Fyndhorn Elder {2}{G} Creature -- Elf 1/1 {T}: Add {G}{G} to your mana pool. Gaea's Balance {3}{G} Sorcery As an additional cost to play Gaea's Balance, sacrifice five lands. Search your library for a land card of each basic land type and put them into play. Then shuffle your library. Gaea's Bounty {2}{G} Sorcery Search your library for up to two Forest cards, reveal those cards, and put them into your hand. Then shuffle your library. Gaea's Cradle Legendary Land {T}: Add {G} to your mana pool for each creature you control. Gaea's Embrace {2}{G}{G} Enchant Creature Enchanted creature gets +3/+3 and has trample. {G}: Regenerate enchanted creature. Gaea's Herald {1}{G} Creature -- Elf 1/1 Creature spells can't be countered. Gaea's Might {G} Instant Target creature gets +1/+1 until end of turn for each basic land type among lands you control. Gaea's Skyfolk {G}{U} Creature -- Elf Merfolk 2/2 Flying Gainsay {1}{U} Instant Counter target blue spell. Galina's Knight {W}{U} Creature -- Merfolk Knight 2/2 Protection from red Gallantry {1}{W} Instant Target blocking creature gets +4/+4 until end of turn. Draw a card. Galvanic Key {2} Artifact You may play Galvanic Key any time you could play an instant. {3}, {T}: Untap target artifact. Gamble {R} Sorcery Search your library for a card, put that card into your hand, then discard a card at random from your hand. Then shuffle your library. Game Preserve {2}{G} Enchantment At the beginning of your upkeep, each player reveals the top card of his or her library. If all cards revealed this way are creature cards, put those cards into play under their owners' control. (Otherwise, put them back face-down on top of their owners' libraries.) Gamekeeper {3}{G} Creature -- Elf 2/2 When Gamekeeper is put into a graveyard from play, you may remove Gamekeeper from the game. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into play and put the other cards revealed this way into your graveyard. Gang of Elk {5}{G} Creature -- Beast 5/4 Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it. Gangrenous Goliath {3}{B}{B} Creature -- Zombie Giant 4/4 Tap three untapped Clerics you control: Return Gangrenous Goliath from your graveyard to your hand. Gaseous Form {2}{U} Enchant Creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. Gate to the AEther {6} Artifact At the beginning of each player's upkeep, that player reveals the top card of his or her library. If it's an artifact, creature, enchantment, or land card, the player may put it into play. Gempalm Avenger {5}{W} Creature -- Soldier 3/5 Cycling {2}{W} ({2}{W}, Discard this card from your hand: Draw a card.) When you cycle Gempalm Avenger, all Soldiers get +1/+1 and gain first strike until end of turn. Gempalm Incinerator {2}{R} Creature -- Goblin 2/1 Cycling {1}{R} ({1}{R}, Discard this card from your hand: Draw a card.) When you cycle Gempalm Incinerator, you may have it deal X damage to target creature, where X is the number of Goblins in play. Gempalm Polluter {5}{B} Creature -- Zombie 4/3 Cycling {B}{B} ({B}{B}, Discard this card from your hand: Draw a card.) When you cycle Gempalm Polluter, you may have target player lose 1 life for each Zombie in play. Gempalm Sorcerer {2}{U} Creature -- Wizard 2/2 Cycling {2}{U} ({2}{U}, Discard this card from your hand: Draw a card.) When you cycle Gempalm Sorcerer, all Wizards gain flying until end of turn. Gempalm Strider {1}{G} Creature -- Elf 2/2 Cycling {2}{G}{G} ({2}{G}{G}, Discard this card from your hand: Draw a card.) When you cycle Gempalm Strider, all Elves get +2/+2 until end of turn. General's Regalia {3} Artifact {3}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature you control instead. Genesis {4}{G} Creature -- Incarnation 4/4 At the beginning of your upkeep, if Genesis is in your graveyard, you may pay {2}{G}. If you do, return target creature card from your graveyard to your hand. Geothermal Crevice Land Geothermal Crevice comes into play tapped. {T}: Add {R} to your mana pool. {T}, Sacrifice Geothermal Crevice: Add {B}{G} to your mana pool. Gerrard Capashen {3}{W}{W} Creature -- Legend 3/4 At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand. {3}{W}: Tap target creature. Play this ability only if Gerrard Capashen is attacking. Gerrard's Battle Cry {W} Enchantment {2}{W}: Creatures you control get +1/+1 until end of turn. Gerrard's Command {G}{W} Instant Untap target creature. It gets +3/+3 until end of turn. Gerrard's Irregulars {4}{R} Creature -- Soldier 4/2 Trample; haste Gerrard's Verdict {W}{B} Sorcery Target player discards two cards from his or her hand. You gain 3 life for each land card discarded this way. Gerrard's Wisdom {2}{W}{W} Sorcery You gain 2 life for each card in your hand. Ghastly Demise {B} Instant Destroy target nonblack creature if its toughness is less than or equal to the number of cards in your graveyard. Ghastly Remains {B}{B}{B} Creature -- Zombie 0/0 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.) At the beginning of your upkeep, if Ghastly Remains is in your graveyard, you may pay {B}{B}{B}. If you do, return Ghastly Remains to your hand. Ghitu Encampment Land Ghitu Encampment comes into play tapped. {T}: Add {R} to your mana pool. {1}{R}: Ghitu Encampment becomes a 2/1 red creature with first strike until end of turn. It's still a land. Ghitu Fire {X}{R} Sorcery You may play Ghitu Fire any time you could play an instant if you pay {2} more to play it. Ghitu Fire deals X damage to target creature or player. Ghitu Fire-Eater {2}{R} Creature -- Nomad 2/2 {T}, Sacrifice Ghitu Fire-Eater: Ghitu Fire-Eater deals damage equal to its power to target creature or player. Ghitu Slinger {2}{R} Creature -- Nomad 2/2 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Ghitu Slinger comes into play, it deals 2 damage to target creature or player. Ghitu War Cry {2}{R} Enchantment {R}: Target creature gets +1/+0 until end of turn. Ghost Town Land {T}: Add {1} to your mana pool. {0}: Return Ghost Town to its owner's hand. Play this ability only during another player's turn. Ghosthelm Courier {2}{U} Creature -- Wizard 2/1 You may choose not to untap Ghosthelm Courier during your untap step. {2}{U}, {T}: As long as Ghosthelm Courier remains tapped, target Wizard gets +2/+2 and can't be the target of spells or abilities. Ghostly Wings {1}{U} Enchant Creature Enchanted creature gets +1/+1 and has flying. Discard a card from your hand: Return enchanted creature to its owner's hand. Ghoul's Feast {1}{B} Instant Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. Giant Badger {1}{G}{G} Creature -- Badger 2/2 Whenever Giant Badger blocks, it gets +2/+2 until end of turn. Giant Caterpillar {3}{G} Creature -- Insect 3/3 {G}, Sacrifice Giant Caterpillar: Put a 1/1 green Butterfly creature token with flying into play at end of turn. Giant Cockroach {3}{B} Creature -- Insect 4/2 Giant Crab {4}{U} Creature -- Crab 3/3 {U}: Giant Crab can't be the target of spells or abilities this turn. Giant Growth {G} Instant Target creature gets +3/+3 until end of turn. Giant Octopus {3}{U} Creature -- Octopus 3/3 Giant Spider {3}{G} Creature -- Spider 2/4 Giant Spider may block as though it had flying. Giant Strength {R}{R} Enchant Creature Enchanted creature gets +2/+2. Giant Warthog {5}{G} Creature -- Beast 5/5 Trample Gigapede {3}{G}{G} Creature -- Insect 6/1 Gigapede can't be the target of spells or abilities. At the beginning of your upkeep, if Gigapede is in your graveyard, you may discard a card from your hand. If you do, return Gigapede to your hand. Gilded Drake {1}{U} Creature -- Drake 3/3 Flying When Gilded Drake comes into play, choose one -- sacrifice Gilded Drake; or exchange control of Gilded Drake and target creature an opponent controls. If you can't make the exchange, sacrifice Gilded Drake. This ability can't be countered. (This effect doesn't end at end of turn.) Gilded Light {1}{W} Instant You can't be the target of spells or abilities this turn. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Gilded Lotus {5} Artifact {T}: Add three mana of any one color to your mana pool. Glacial Wall {2}{U} Creature -- Wall 0/7 (Walls can't attack.) Glade Gnarr {5}{G} Creature -- Beast 4/4 Whenever a player plays a blue spell, Glade Gnarr gets +2/+2 until end of turn. Glarecaster {4}{W}{W} Creature -- Bird Cleric 3/3 Flying {5}{W}: The next time damage would be dealt to Glarecaster or you this turn, that damage is dealt to target creature or player instead. Glasses of Urza {1} Artifact {T}: Look at target player's hand. Gliding Licid {2}{U} Creature -- Licid 2/2 {U}, {T}: Gliding Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has flying" and "{U}: End the effect that created this ability." Glimmering Angel {3}{W} Creature -- Angel 2/2 Flying {U}: Glimmering Angel can't be the target of spells or abilities this turn. Glimmervoid Land At end of turn, if you control no artifacts, sacrifice Glimmervoid. {T}: Add one mana of any color to your mana pool. Glintwing Invoker {4}{U} Creature -- Wizard Mutant 3/3 {7}{U}: Glintwing Invoker gets +3/+3 and gains flying until end of turn. Glissa Sunseeker {2}{G}{G} Creature -- Elf Legend 3/2 First strike {T}: Destroy target artifact if its converted mana cost is equal to the amount of mana in your mana pool. Glittering Lion {2}{W} Creature -- Cat 2/2 Prevent all damage that would be dealt to Glittering Lion. {3}: Until end of turn, Glittering Lion loses "Prevent all damage that would be dealt to Glittering Lion." Any player may play this ability. Glittering Lynx {W} Creature -- Cat 1/1 Prevent all damage that would be dealt to Glittering Lynx. {2}: Until end of turn, Glittering Lynx loses "Prevent all damage that would be dealt to Glittering Lynx." Any player may play this ability. Global Ruin {4}{W} Sorcery Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest. Gloomdrifter {3}{B} Creature -- Minion 2/2 Flying Threshold -- When Gloomdrifter comes into play, nonblack creatures get -2/-2 until end of turn. (You have threshold if seven or more cards are in your graveyard.) Glorious Anthem {1}{W}{W} Enchantment Creatures you control get +1/+1. Glory {3}{W}{W} Creature -- Incarnation 3/3 Flying {2}{W}: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard. Glory Seeker {1}{W} Creature -- Soldier 2/2 Glowering Rogon {5}{G} Creature -- Beast 4/4 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.) Glowing Anemone {3}{U} Creature -- Beast 1/3 When Glowing Anemone comes into play, you may return target land to its owner's hand. Glowrider {2}{W} Creature -- Cleric 2/1 Noncreature spells cost {1} more to play. Gluttonous Zombie {4}{B} Creature -- Zombie 3/3 Fear Goblin Assassin {3}{R}{R} Creature -- Goblin Assassin 2/2 Whenever Goblin Assassin or another Goblin comes into play, each player flips a coin. Each player whose coin comes up tails sacrifices a creature. Goblin Berserker {3}{R} Creature -- Goblin 2/2 First strike; haste Goblin Bombardment {1}{R} Enchantment Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player. Goblin Brigand {1}{R} Creature -- Goblin 2/2 Goblin Brigand attacks each turn if able. Goblin Burrows Land {T}: Add {1} to your mana pool. {1}{R}, {T}: Target Goblin gets +2/+0 until end of turn. Goblin Cadets {R} Creature -- Goblin 2/1 Whenever Goblin Cadets blocks or becomes blocked, target opponent gains control of it. (This removes Goblin Cadets from combat.) Goblin Charbelcher {4} Artifact {3}, {T}: Reveal cards from the top of your library until you reveal a land card. Goblin Charbelcher deals damage equal to the number of nonland cards revealed this way to target creature or player. If the revealed land card was a Mountain, Goblin Charbelcher deals double that damage instead. Put the revealed cards on the bottom of your library in any order. Goblin Chariot {2}{R} Creature -- Goblin 2/2 Haste Goblin Clearcutter {3}{R} Creature -- Goblin 3/3 {T}, Sacrifice a Forest: Add three mana in any combination of red and/or green to your mana pool. Goblin Digging Team {R} Creature -- Goblin 1/1 {T}, Sacrifice Goblin Digging Team: Destroy target Wall. Goblin Dirigible {6} Artifact Creature 4/4 Flying Goblin Dirigible doesn't untap during your untap step. At the beginning of your upkeep, you may pay {4}. If you do, untap Goblin Dirigible. Goblin Dynamo {5}{R}{R} Creature -- Goblin Mutant 4/4 {T}: Goblin Dynamo deals 1 damage to target creature or player. {X}{R}, {T}, Sacrifice Goblin Dynamo: Goblin Dynamo deals X damage to target creature or player. Goblin Elite Infantry {1}{R} Creature -- Goblin 2/2 Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn. Goblin Festival {1}{R} Enchantment {2}: Goblin Festival deals 1 damage to target creature or player. Flip a coin. If you lose the flip, choose one of your opponents. That player gains control of Goblin Festival. Goblin Firebug {1}{R} Creature -- Goblin 2/2 When Goblin Firebug leaves play, sacrifice a land. Goblin Game {5}{R}{R} Sorcery Each player hides at least one item, then all players reveal them simultaneously. Each player loses life equal to the number of items he or she revealed. The player who revealed the fewest items then loses half his or her life, rounded up. If two or more players are tied for fewest, each loses half his or her life, rounded up. Goblin Gardener {3}{R} Creature -- Goblin 2/1 When Goblin Gardener is put into a graveyard from play, destroy target land. Goblin Glider {1}{R} Creature -- Goblin 1/1 Flying Goblin Glider can't block. Goblin Goon {3}{R} Creature -- Goblin Mutant 6/6 Goblin Goon can't attack unless you control more creatures than defending player. Goblin Goon can't block unless you control more creatures than attacking player. Goblin Grappler {R} Creature -- Goblin 1/1 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Goblin Hero {2}{R} Creature -- Goblin 2/2 Goblin King {1}{R}{R} Creature -- Lord 2/2 All Goblins get +1/+1 and have mountainwalk. Goblin Lackey {R} Creature -- Goblin 1/1 Whenever Goblin Lackey deals damage to a player, you may put a Goblin card from your hand into play. Goblin Legionnaire {R}{W} Creature -- Goblin Soldier 2/2 {R}, Sacrifice Goblin Legionnaire: Goblin Legionnaire deals 2 damage to target creature or player. {W}, Sacrifice Goblin Legionnaire: Prevent the next 2 damage that would be dealt to target creature or player this turn. Goblin Lookout {1}{R} Creature -- Goblin 1/2 {T}, Sacrifice a Goblin: All Goblins get +2/+0 until end of turn. Goblin Machinist {4}{R} Creature -- Goblin 0/5 {2}{R}: Reveal cards from the top of your library until you reveal a nonland card. Goblin Machinist gets +X/+0 until end of turn, where X is that card's converted mana cost. Put the revealed cards on the bottom of your library in any order. Goblin Marshal {4}{R}{R} Creature -- Goblin 3/3 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Whenever Goblin Marshal comes into play or is put into a graveyard from play, put two 1/1 red Goblin creature tokens into play. Goblin Masons {1}{R} Creature -- Goblin 2/1 When Goblin Masons is put into a graveyard from play, destroy target Wall. Goblin Matron {2}{R} Creature -- Goblin 1/1 When Goblin Matron comes into play, you may search your library for a Goblin card, reveal that card and put it into your hand. If you do, shuffle your library. Goblin Medics {2}{R} Creature -- Goblin 1/1 Whenever Goblin Medics becomes tapped, it deals 1 damage to target creature or player. Goblin Offensive {X}{1}{R}{R} Sorcery Put X 1/1 red Goblin creature tokens into play. Goblin Patrol {R} Creature -- Goblin 2/1 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Goblin Piledriver {1}{R} Creature -- Goblin 1/2 Protection from blue Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin. Goblin Psychopath {3}{R} Creature -- Goblin Mutant 5/5 Whenever Goblin Psychopath attacks or blocks, flip a coin. If you lose the flip, the next time it would deal combat damage this turn, it deals that damage to you instead. Goblin Pyromancer {3}{R} Creature -- Goblin Wizard 2/2 When Goblin Pyromancer comes into play, all Goblins get +3/+0 until end of turn. At end of turn, destroy all Goblins. Goblin Raider {1}{R} Creature -- Goblin 2/2 Goblin Raider can't block. Goblin Recruiter {1}{R} Creature -- Goblin 1/1 When Goblin Recruiter comes into play, search your library for any number of Goblin cards. Reveal those cards, then shuffle your library and put them on top of it in any order. Goblin Replica {3} Artifact Creature -- Goblin 2/2 {3}{R}, Sacrifice Goblin Replica: Destroy target artifact. Goblin Ringleader {3}{R} Creature -- Goblin 2/2 Haste When Goblin Ringleader comes into play, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library. Goblin Sharpshooter {2}{R} Creature -- Goblin 1/1 Goblin Sharpshooter doesn't untap during your untap step. Whenever a creature is put into a graveyard from play, untap Goblin Sharpshooter. {T}: Goblin Sharpshooter deals 1 damage to target creature or player. Goblin Sky Raider {2}{R} Creature -- Goblin 1/2 Flying Goblin Sledder {R} Creature -- Goblin 1/1 Sacrifice a Goblin: Target creature gets +1/+1 until end of turn. Goblin Spelunkers {2}{R} Creature -- Goblin 2/2 Mountainwalk Goblin Spy {R} Creature -- Goblin 1/1 Play with the top card of your library revealed. Goblin Striker {1}{R} Creature -- Goblin Berserker 1/1 First strike, haste Goblin Taskmaster {R} Creature -- Goblin 1/1 {1}{R}: Target Goblin gets +1/+0 until end of turn. Morph {R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Goblin Trenches {1}{R}{W} Enchantment {2}, Sacrifice a land: Put two 1/1 red and white Goblin Soldier creature tokens into play. Goblin Turncoat {1}{B} Creature -- Goblin Mercenary 2/1 Sacrifice a Goblin: Regenerate Goblin Turncoat. Goblin War Buggy {1}{R} Creature -- Goblin 2/2 Haste Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Goblin War Drums {2}{R} Enchantment Each creature you control can't be blocked except by two or more creatures. Goblin War Strike {R} Sorcery Goblin War Strike deals damage equal to the number of Goblins you control to target player. Goblin War Wagon {4} Artifact Creature 3/3 Goblin War Wagon doesn't untap during your untap step. At the beginning of your upkeep, you may pay {2}. If you do, untap Goblin War Wagon. Goblin Warchief {1}{R}{R} Creature -- Goblin 2/2 Goblin spells you play cost {1} less to play. Goblins you control have haste. Goblin Warrens {2}{R} Enchantment {2}{R}, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens into play. Goblin Welder {R} Creature -- Goblin 1/1 {T}: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact in play and puts the other artifact from his or her graveyard into play. Goham Djinn {5}{B} Creature -- Djinn 5/5 {1}{B}: Regenerate Goham Djinn. Goham Djinn gets -2/-2 as long as black is the most common color among all permanents or is tied for most common. Gold Myr {2} Artifact Creature -- Myr 1/1 {T}: Add {W} to your mana pool. Golden Wish {3}{W}{W} Sorcery Choose an artifact or enchantment card you own from outside the game, reveal that card, and put it into your hand. Remove Golden Wish from the game. Golem-Skin Gauntlets {1} Artifact -- Equipment Equipped creature gets +1/+0 for each Equipment attached to it. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Goliath Beetle {2}{G} Creature -- Insect 3/1 Trample Goretusk Firebeast {5}{R} Creature -- Beast 2/2 When Goretusk Firebeast comes into play, it deals 4 damage to target player. Gorilla Chieftain {2}{G}{G} Creature -- Ape 3/3 {1}{G}: Regenerate Gorilla Chieftain. Gorilla Titan {3}{G}{G} Creature -- Ape 4/4 Trample Gorilla Titan gets +4/+4 as long as there are no cards in your graveyard. Gorilla Warrior {2}{G} Creature -- Ape 3/2 Grab the Reins {3}{R} Instant Choose one -- Until end of turn, you gain control of target creature and it gains haste; or sacrifice a creature, then Grab the Reins deals damage equal to that creature's power to target creature or player. Entwine {2}{R} (Choose both if you pay the entwine cost.) Graceful Antelope {2}{W}{W} Creature -- Antelope 1/4 Plainswalk Whenever Graceful Antelope deals combat damage to a player, you may have target land become a Plains until Graceful Antelope leaves play. Grafted Skullcap {4} Artifact At the beginning of your draw step, draw a card. At the end of your turn, discard your hand. Grand Coliseum Land Grand Coliseum comes into play tapped. {T}: Add {1} to your mana pool. {T}: Add one mana of any color to your mana pool. Grand Coliseum deals 1 damage to you. Grand Melee {3}{R} Enchantment All creatures attack each turn if able. All creatures block each turn if able. Granite Grip {2}{R} Enchant Creature Enchanted creature gets +1/+0 for each Mountain you control. Granite Shard {3} Artifact {3}, {T} or {R}, {T}: Granite Shard deals 1 damage to target creature or player. Grapeshot Catapult {4} Artifact Creature 2/3 {T}: Grapeshot Catapult deals 1 damage to target creature with flying. Grassland Crusader {5}{W} Creature -- Cleric Soldier 2/4 {T}: Target Elf or Soldier gets +2/+2 until end of turn. Gratuitous Violence {2}{R}{R}{R} Enchantment If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead. Grave Consequences {1}{B} Instant Each player may remove any number of cards in his or her graveyard from the game. Then each player loses 1 life for each card in his or her graveyard. Draw a card. Grave Defiler {3}{B} Creature -- Zombie 2/1 When Grave Defiler comes into play, reveal the top four cards of your library. Put all Zombie cards revealed this way into your hand and the rest on the bottom of your library. {1}{B}: Regenerate Grave Defiler. Grave Pact {1}{B}{B}{B} Enchantment Whenever a creature you control is put into a graveyard from play, each other player sacrifices a creature. Gravebane Zombie {3}{B} Creature -- Zombie 3/2 If Gravebane Zombie would be put into a graveyard from play, put Gravebane Zombie on top of its owner's library instead. Graveborn Muse {2}{B}{B} Creature -- Zombie Spirit 3/3 At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control. Gravedigger {3}{B} Creature -- Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravegouger {2}{B} Creature -- Nightmare Horror 2/2 When Gravegouger comes into play, remove up to two target cards in a single graveyard from the game. When Gravegouger leaves play, return the removed cards to their owner's graveyard. Gravel Slinger {3}{W} Creature -- Soldier 1/3 {T}: Gravel Slinger deals 1 damage to target attacking or blocking creature. Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Gravespawn Sovereign {4}{B}{B} Creature -- Zombie Lord 3/3 Tap five untapped Zombies you control: Put target creature card from a graveyard into play under your control. Gravestorm {B}{B}{B} Enchantment At the beginning of your upkeep, target opponent may remove a card in his or her graveyard from the game. If that player doesn't, you may draw a card. Graxiplon {5}{U} Creature -- Beast 3/4 Graxiplon is unblockable unless defending player controls three or more creatures that share a creature type. Great Furnace Artifact Land (Great Furnace isn't a spell.) {T}: Add {R} to your mana pool. Great Whale {5}{U}{U} Creature -- Whale 5/5 When Great Whale comes into play, if you played it from your hand, untap up to seven lands. Greater Good {2}{G}{G} Enchantment Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards from your hand. Greed {3}{B} Enchantment {B}, Pay 2 life: Draw a card. Greel, Mind Raker {3}{B}{B} Creature -- Spellshaper Legend 3/3 {X}{B}, {T}, Discard two cards from your hand: Target player discards X cards at random from his or her hand. Greel's Caress {1}{B} Enchant Creature You may play Greel's Caress any time you could play an instant. Enchanted creature gets -3/-0. Greener Pastures {2}{G} Enchantment At the beginning of each player's upkeep, if that player controls more lands than any other, the player puts a 1/1 green Saproling creature token into play. Grid Monitor {4} Artifact Creature 4/6 You can't play creature spells. Grim Lavamancer {R} Creature -- Wizard 1/1 {R}, {T}, Remove two cards in your graveyard from the game: Grim Lavamancer deals 2 damage to target creature or player. Grim Monolith {2} Artifact Grim Monolith doesn't untap during your untap step. {T}: Add {3} to your mana pool. {4}: Untap Grim Monolith. Grim Reminder {2}{B} Instant Search your library for a nonland card and reveal it. Each opponent who played a card this turn with the same name as that card loses 6 life. Then shuffle the revealed card back into your library. {B}{B}: Return Grim Reminder from your graveyard to your hand. Play this ability only during your upkeep. Grindstone {1} Artifact {3}, {T}: Put the top two cards of target player's library into that player's graveyard. If both cards share a color, repeat this process. Grinning Demon {2}{B}{B} Creature -- Demon 6/6 At the beginning of your upkeep, you lose 2 life. Morph {2}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Grinning Totem {4} Artifact {2}, {T}, Sacrifice Grinning Totem: Search target opponent's library for a card and remove that card from the game. Then that player shuffles his or her library. You may play the card as though it were in your hand. At the beginning of your next upkeep, if you haven't played the card, put it into its owner's graveyard. Grip of Amnesia {1}{U} Instant Counter target spell unless its controller removes his or her graveyard from the game. Draw a card. Grip of Chaos {4}{R}{R} Enchantment Whenever a spell or ability is put onto the stack, if it has a single target, reselect its target at random. (Select from among all legal targets.) Grizzly Bears {1}{G} Creature -- Bear 2/2 Grizzly Fate {3}{G}{G} Sorcery Put two 2/2 green Bear creature tokens into play. Threshold -- Instead put four 2/2 green Bear creature tokens into play. Flashback {5}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Groffskithur {5}{G} Creature -- Beast 3/3 Whenever Groffskithur becomes blocked, you may return target card named Groffskithur from your graveyard to your hand. Grollub {2}{B} Creature -- Beast 3/3 Whenever Grollub is dealt damage, each opponent gains that much life. Grotesque Hybrid {4}{B} Creature -- Zombie 3/3 Whenever Grotesque Hybrid deals combat damage to a creature, destroy that creature. It can't be regenerated. Discard a card from your hand: Grotesque Hybrid gains flying and protection from green and from white until end of turn. Ground Seal {1}{G} Enchantment When Ground Seal comes into play, draw a card. Cards in graveyards can't be the targets of spells or abilities. Groundskeeper {G} Creature -- Druid 1/1 {1}{G}: Return target basic land card from your graveyard to your hand. Guard Dogs {3}{W} Creature -- Hound 2/2 {2}{W}, {T}: Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent. Guerrilla Tactics {1}{R} Instant Guerrilla Tactics deals 2 damage to target creature or player. When a spell or ability an opponent controls causes you to discard Guerrilla Tactics from your hand, Guerrilla Tactics deals 4 damage to target creature or player. Guided Passage {U}{R}{G} Sorcery Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle your library. Guided Strike {1}{W} Instant Target creature gets +1/+0 and gains first strike until end of turn. Draw a card. Guiltfeeder {3}{B}{B} Creature -- Horror 0/4 Fear Whenever Guiltfeeder attacks and isn't blocked, defending player loses 1 life for each card in his or her graveyard. Guilty Conscience {W} Enchant Creature Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to enchanted creature. Gulf Squid {3}{U} Creature -- Beast 2/2 When Gulf Squid comes into play, tap all lands target player controls. Guma {2}{R} Creature -- Cat 2/2 Protection from blue Gurzigost {3}{G}{G} Creature -- Beast 6/8 At the beginning of your upkeep, sacrifice Gurzigost unless you put two cards from your graveyard on the bottom of your library. {G}{G}, Discard a card from your hand: You may have Gurzigost deal its combat damage to defending player this turn as though it weren't blocked. Gush {4}{U} Instant You may return two Islands you control to their owner's hand rather than pay Gush's mana cost. Draw two cards. Gustcloak Harrier {1}{W}{W} Creature -- Bird Soldier 2/2 Flying Whenever Gustcloak Harrier becomes blocked, you may untap it and remove it from combat. Gustcloak Runner {W} Creature -- Soldier 1/1 Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat. Gustcloak Savior {4}{W} Creature -- Bird Soldier 3/4 Flying Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat. Gustcloak Sentinel {2}{W}{W} Creature -- Soldier 3/3 Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat. Gustcloak Skirmisher {3}{W} Creature -- Bird Soldier 2/3 Flying Whenever Gustcloak Skirmisher becomes blocked, you may untap it and remove it from combat. Halam Djinn {5}{R} Creature -- Djinn 6/5 Haste Halam Djinn gets -2/-2 as long as red is the most common color among all permanents or is tied for most common. Halberdier {3}{R} Creature -- Barbarian 3/1 First strike Hallowed Healer {2}{W} Creature -- Cleric 1/1 {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. Threshold -- {T}: Prevent the next 4 damage that would be dealt to target creature or player this turn. (Play this ability only if seven or more cards are in your graveyard.) Hammer Mage {1}{R} Creature -- Spellshaper 1/1 {X}{R}, {T}, Discard a card from your hand: Destroy all artifacts with converted mana cost X or less. Hammer of Bogardan {1}{R}{R} Sorcery Hammer of Bogardan deals 3 damage to target creature or player. {2}{R}{R}{R}: Return Hammer of Bogardan from your graveyard to your hand. Play this ability only during your upkeep. Hammerhead Shark {1}{U} Creature -- Fish 2/3 Hammerhead Shark can't attack unless defending player controls an Island. Hand to Hand {2}{R} Enchantment Instants and activated abilities, other than mana abilities, can't be played during the combat phase. Hanna, Ship's Navigator {1}{W}{U} Creature -- Legend 1/2 {1}{W}{U}, {T}: Return target artifact or enchantment card from your graveyard to your hand. Hanna's Custody {2}{W} Enchantment Artifacts can't be the target of spells or abilities. Hapless Researcher {U} Creature -- Wizard 1/1 Sacrifice Hapless Researcher: Draw a card, then discard a card from your hand. Harmattan Efreet {2}{U}{U} Creature -- Efreet 2/2 Flying {1}{U}{U}: Target creature gains flying until end of turn. Harmonic Convergence {2}{G} Instant Return all enchantments to top of their owners' libraries. Harrow {2}{G} Instant As an additional cost to play Harrow, sacrifice a land. Search your library for up to two basic land cards and put them into play. Then shuffle your library. Harsh Judgment {2}{W}{W} Enchantment As Harsh Judgment comes into play, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead. Harsh Mercy {2}{W} Sorcery Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated. Harvest Mage {G} Creature -- Spellshaper 1/1 {G}, {T}, Discard a card from your hand: Until end of turn, if you tap a land for mana, it produces one mana of any color instead of its normal type and amount. Harvester Druid {1}{G} Creature -- Druid 1/1 {T}: Add to your mana pool one mana of any color that a land you control could produce. Hate Weaver {1}{B} Creature -- Wizard 2/1 {2}: Target blue or red creature gets +1/+0 until end of turn. Hatred {3}{B}{B} Instant As an additional cost to play Hatred, pay any amount of life. Target creature gets +X/+0 until end of turn, where X is the amount of life paid this way. Haunted Angel {2}{W} Creature -- Angel 3/3 Flying When Haunted Angel is put into a graveyard from play, remove Haunted Angel from the game and each other player puts a 3/3 black Angel creature token with flying into play. Haunted Cadaver {3}{B} Creature -- Zombie 2/2 Whenever Haunted Cadaver deals combat damage to a player, you may sacrifice it. If you do, that player discards three cards from his or her hand. Morph {1}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Haunted Crossroads {2}{B} Enchantment {B}: Put target creature card from your graveyard on top of your library. Haunting Echoes {3}{B}{B} Sorcery Remove all cards in target player's graveyard other than basic land cards from the game. Search that player's library for all cards with the same name as cards removed this way and remove them from the game. Then that player shuffles his or her library. Havenwood Battleground Land Havenwood Battleground comes into play tapped. {T}: Add {G} to your mana pool. {T}, Sacrifice Havenwood Battleground: Add {G}{G} to your mana pool. Havoc {1}{R} Enchantment Whenever an opponent plays a white spell, he or she loses 2 life. Havoc Demon {5}{B}{B} Creature -- Demon 5/5 Flying When Havoc Demon is put into a graveyard from play, all creatures get -5/-5 until end of turn. Hawkeater Moth {3}{G} Creature -- Insect 1/2 Flying Hawkeater Moth can't be the target of spells or abilities. Hazy Homunculus {1}{U} Creature -- Illusion 1/1 Hazy Homunculus is unblockable as long as defending player controls an untapped land. Head Games {3}{B}{B} Sorcery Target opponent puts the cards from his or her hand on top of his or her library. Search that player's library for that many cards. The player puts those cards into his or her hand, then shuffles his or her library. Headhunter {1}{B} Creature -- Cleric 1/1 Whenever Headhunter deals combat damage to a player, that player discards a card from his or her hand. Morph {B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Headlong Rush {1}{R} Instant Attacking creatures gain first strike until end of turn. Healing Salve {W} Instant Choose one -- Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn. Heart of Ramos {3} Artifact {T}: Add {R} to your mana pool. Sacrifice Heart of Ramos: Add {R} to your mana pool. Heart Sliver {1}{R} Creature -- Sliver 1/1 All Slivers have haste. Heart Warden {1}{G} Creature -- Elf 1/1 {T}: Add {G} to your mana pool. {2}, Sacrifice Heart Warden: Draw a card. Heartstone {3} Artifact Creatures' activated abilities cost {1} less to play. If this would make an ability cost 0 or less mana to play, it costs {1}, plus any nonmana costs. Heartwood Dryad {1}{G} Creature -- Dryad 2/1 Heartwood Dryad may block as though it had shadow. Heartwood Giant {3}{G}{G} Creature -- Giant 4/4 {T}, Sacrifice a Forest: Heartwood Giant deals 2 damage to target player. Heartwood Shard {3} Artifact {3}, {T} or {G}, {T}: Target creature gains trample until end of turn. Heartwood Treefolk {2}{G}{G} Creature -- Treefolk 3/4 Forestwalk Heat of Battle {1}{R} Enchantment Whenever a creature blocks, Heat of Battle deals 1 damage to that creature's controller. Heat Ray {X}{R} Instant Heat Ray deals X damage to target creature. Heavy Ballista {3}{W} Creature -- Soldier 2/3 {T}: Heavy Ballista deals 2 damage to target attacking or blocking creature. Hecatomb {1}{B}{B} Enchantment When Hecatomb comes into play, sacrifice Hecatomb unless you sacrifice four creatures. Tap an untapped Swamp you control: Hecatomb deals 1 damage to target creature or player. Heedless One {3}{G} Creature -- Elf Avatar */* Trample Heedless One's power and toughness are each equal to the number of Elves in play. Heightened Awareness {3}{U}{U} Enchantment As Heightened Awareness comes into play, discard your hand. At the beginning of your draw step, draw a card. Helionaut {2}{W} Creature -- Soldier 1/2 Flying {1}, {T}: Add one mana of any color to your mana pool. Hell-Bent Raider {1}{R}{R} Creature -- Barbarian 2/2 First strike, haste Discard a card at random from your hand: Hell-Bent Raider gains protection from white until end of turn. Helm of Possession {4} Artifact You may choose not to untap Helm of Possession during your untap step. {2}, {T}, Sacrifice a creature: You control target creature as long as you control Helm of Possession and Helm of Possession remains tapped. Hematite Golem {4} Artifact Creature -- Golem 1/4 {1}{R}: Hematite Golem gets +2/+0 until end of turn. Henge Guardian {5} Artifact Creature 3/4 {2}: Henge Guardian gains trample until end of turn. Henge of Ramos Land {T}: Add {1} to your mana pool. {2}, {T}: Add one mana of any color to your mana pool. Herald of Serra {2}{W}{W} Creature -- Angel 3/4 Flying; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Attacking doesn't cause Herald of Serra to tap. Hermetic Study {1}{U} Enchant Creature Enchanted creature has "{T}: This creature deals 1 damage to target creature or player." Hermit Druid {1}{G} Creature -- Druid 1/1 {G}, {T}: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard. Heroes' Reunion {G}{W} Instant Target player gains 7 life. Heroic Defiance {1}{W} Enchant Creature Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common. Hero's Resolve {1}{W} Enchant Creature Enchanted creature gets +1/+5. Hesitation {1}{U} Enchantment When a spell is played, sacrifice Hesitation. If you do, counter that spell. Hibernation {2}{U} Instant Return all green permanents to their owners' hands. Hibernation Sliver {U}{B} Creature -- Sliver 2/2 All Slivers have "Pay 2 life: Return this creature to its owner's hand." Hickory Woodlot Land Hickory Woodlot comes into play tapped with two depletion counters on it. {T}, Remove a depletion counter from Hickory Woodlot: Add {G}{G} to your mana pool. If there are no depletion counters on Hickory Woodlot, sacrifice it. Hidden Ancients {1}{G} Enchantment When an opponent plays an enchantment spell, if Hidden Ancients is an enchantment, Hidden Ancients becomes a 5/5 Treefolk creature. Hidden Gibbons {G} Enchantment When an opponent plays an instant spell, if Hidden Gibbons is an enchantment, Hidden Gibbons becomes a 4/4 Ape creature. Hidden Guerrillas {G} Enchantment When an opponent plays an artifact spell, if Hidden Guerrillas is an enchantment, Hidden Guerrillas becomes a 5/3 Soldier creature with trample. Hidden Herd {G} Enchantment When an opponent plays a nonbasic land, if Hidden Herd is an enchantment, Hidden Herd becomes a 3/3 Beast creature. Hidden Horror {1}{B}{B} Creature -- Horror 4/4 When Hidden Horror comes into play, sacrifice it unless you discard a creature card from your hand. Hidden Predators {G} Enchantment When an opponent controls a creature with power 4 or greater, if Hidden Predators is an enchantment, Hidden Predators becomes a 4/4 Beast creature. Hidden Retreat {2}{W} Enchantment Put a card from your hand on top of your library: Prevent all damage that would be dealt by target instant or sorcery spell this turn. Hidden Spider {G} Enchantment When a creature with flying comes into play under an opponent's control, if Hidden Spider is an enchantment, Hidden Spider becomes a 3/5 Spider creature that may block as though it had flying. Hidden Stag {1}{G} Enchantment Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Beast creature. Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment. High Ground {W} Enchantment Each creature you control may block an additional creature. High Market Land {T}: Add {1} to your mana pool. {T}, Sacrifice a creature: You gain 1 life. High Seas {2}{U} Enchantment Red creature spells and green creature spells cost {1} more to play. Highway Robber {2}{B}{B} Creature -- Mercenary 2/2 When Highway Robber comes into play, you gain 2 life and target opponent loses 2 life. Hill Giant {3}{R} Creature -- Giant 3/3 Hindering Touch {3}{U} Instant Counter target spell unless its controller pays {2}. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Hint of Insanity {2}{B} Sorcery Target player reveals his or her hand. That player discards from it all nonland cards with the same name as another card in his or her hand. Hired Giant {3}{R} Creature -- Giant 4/4 When Hired Giant comes into play, each other player may search his or her library for a land card, put that card into play, then shuffle that library. Hobble {2}{W} Enchant Creature When Hobble comes into play, draw a card. Enchanted creature can't attack. Enchanted creature can't block if it's black. Holistic Wisdom {1}{G}{G} Enchantment {2}, Remove a card in your hand from the game: Return target card from your graveyard to your hand if it shares a type with the card removed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.) Hollow Dogs {4}{B} Creature -- Hound 3/3 Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn. Hollow Specter {1}{B}{B} Creature -- Specter 2/2 Flying Whenever Hollow Specter deals combat damage to a player, you may pay {X}. If you do, that player reveals X cards from his or her hand and you choose one of them. That player discards that card. Hollow 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 Day {W} Instant Prevent all combat damage that would be dealt this turn. Holy Strength {W} Enchant Creature Enchanted creature gets +1/+2. Honor Guard {W} Creature -- Soldier 1/1 {W}: Honor Guard gets +0/+1 until end of turn. Honor the Fallen {1}{W} Instant Remove all creature cards in all graveyards from the game. You gain 1 life for each card removed this way. Honorable Scout {W} Creature -- Soldier 1/1 When Honorable Scout comes into play, you gain 2 life for each black and/or red creature target opponent controls. Hooded Kavu {2}{R} Creature -- Kavu 2/2 {B}: Hooded Kavu gains fear until end of turn. Hoodwink {1}{U} Instant Return target artifact, enchantment, or land to its owner's hand. Hope and Glory {1}{W} Instant Untap two target creatures. Each of them gets +1/+1 until end of turn. Hopping Automaton {3} Artifact Creature 2/2 {0}: Hopping Automaton gets -1/-1 and gains flying until end of turn. Horn of Greed {3} Artifact Whenever a player plays a land, that player draws a card. Horn of Plenty {6} Artifact Whenever a player plays a spell, he or she may pay {1}. If that player does, he or she draws a card at end of turn. Horn of Ramos {3} Artifact {T}: Add {G} to your mana pool. Sacrifice Horn of Ramos: Add {G} to your mana pool. Horned Cheetah {2}{G}{W} Creature -- Cat 2/2 Whenever Horned Cheetah deals damage, you gain that much life. Horned Kavu {R}{G} Creature -- Kavu 3/4 When Horned Kavu comes into play, return a red or green creature you control to its owner's hand. Horned Sliver {2}{G} Creature -- Sliver 2/2 All Slivers have trample. Horned Troll {2}{G} Creature -- Troll 2/2 {G}: Regenerate Horned Troll. Horned Turtle {2}{U} Creature -- Turtle 1/4 Hornet Cannon {4} Artifact {3}, {T}: Put a 1/1 Hornet artifact creature token with flying and haste into play. Destroy that creature at end of turn. Horseshoe Crab {2}{U} Creature -- Crab 1/3 {U}: Untap Horseshoe Crab. Howl from Beyond {X}{B} Instant Target creature gets +X/+0 until end of turn. Howling Gale {1}{G} Instant Howling Gale deals 1 damage to each creature with flying and each player. Flashback {1}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Howling Mine {2} Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Wolf {2}{G}{G} Creature -- Wolf 2/2 When Howling Wolf comes into play, you may search your library for up to three cards named Howling Wolf, reveal them, and put them into your hand. If you do, shuffle your library. Hulking Cyclops {3}{R}{R} Creature -- Giant 5/5 Hulking Cyclops can't block. Hulking Ogre {2}{R} Creature -- Ogre 3/3 Hulking Ogre can't block. Hull Breach {R}{G} Sorcery Choose one -- Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment. Hum of the Radix {2}{G}{G} Enchantment Each artifact spell costs {1} more to play for each artifact its controller controls. Humble {1}{W} Instant Target creature loses all abilities and becomes 0/1 until end of turn. Humility {2}{W}{W} Enchantment All creatures lose all abilities and are 1/1. Hundroog {6}{G} Creature -- Beast 4/7 Cycling {3} ({3}, Discard this card from your hand: Draw a card.) Hunted Wumpus {3}{G} Creature -- Beast 6/6 When Hunted Wumpus comes into play, each other player may put a creature card from his or her hand into play. Hunter Sliver {1}{R} Creature -- Sliver 1/1 All Slivers have provoke. (When a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.) Hunting Drake {4}{U} Creature -- Drake 2/2 Flying When Hunting Drake comes into play, put target red or green creature on top of its owner's library. Hunting Grounds {G}{W} Enchantment Threshold -- Whenever an opponent plays a spell, you may put a creature card from your hand into play. (You have threshold as long as seven or more cards are in your graveyard.) Hunting Kavu {1}{R}{G} Creature -- Kavu 2/3 {1}{R}{G}, {T}: Remove from the game Hunting Kavu and target creature without flying that's attacking you. Hunting Moa {2}{G} Creature -- Beast 3/2 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Whenever Hunting Moa comes into play or is put into a graveyard from play, put a +1/+1 counter on target creature. Hunting Pack {5}{G}{G} Instant Put a 4/4 green Beast creature token into play. Storm (When you play this spell, copy it for each spell played before it this turn.) Hurricane {X}{G} Sorcery Hurricane deals X damage to each creature with flying and each player. Hush {3}{G} Sorcery Destroy all enchantments. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Hydromorph Guardian {2}{U} Creature -- Guardian 2/2 {U}, Sacrifice Hydromorph Guardian: Counter target spell that targets one or more creatures you control. Hydromorph Gull {3}{U}{U} Creature -- Bird Guardian 3/3 Flying {U}, Sacrifice Hydromorph Gull: Counter target spell that targets one or more creatures you control. Hypnotic Cloud {1}{B} Sorcery Kicker {4} (You may pay an additional {4} as you play this spell.) Target player discards a card from his or her hand. If the kicker cost was paid, that player discards three cards from his or her hand instead. Hypnox {8}{B}{B}{B} Creature -- Nightmare Horror 8/8 Flying When Hypnox comes into play, if you played it from your hand, remove all cards in target opponent's hand from the game. When Hypnox leaves play, return the removed cards to their owner's hand. Hypochondria {1}{W} Enchantment {W}, Discard a card from your hand: Prevent the next 3 damage that would be dealt to target creature or player this turn. {W}, Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to target creature or player this turn. Hystrodon {4}{G} Creature -- Beast 3/4 Trample Whenever Hystrodon deals combat damage to a player, you may draw a card. Morph {1}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Icatian Town {5}{W} Sorcery Put four 1/1 white Citizen creature tokens into play. Ice Cave {3}{U}{U} Enchantment Whenever a player plays a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.) Ichorid {3}{B} Creature -- Horror 3/1 Haste At end of turn, sacrifice Ichorid. At the beginning of your upkeep, if Ichorid is in your graveyard, you may remove a black creature card in your graveyard other than Ichorid from the game. If you do, return Ichorid to play. Icy Manipulator {4} Artifact {1}, {T}: Tap target artifact, creature, or land. Ignoble Soldier {2}{W} Creature -- Soldier 3/1 Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn. Ill-Gotten Gains {2}{B}{B} Sorcery Remove Ill-Gotten Gains from the game. Each player discards his or her hand, then returns up to three cards from his or her graveyard to his or her hand. Illicit Auction {3}{R}{R} Sorcery Each player may bid life for control of target creature. You begin the bidding at 0. In turn order, each player may top the high bid. The auction ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect doesn't end at end of turn.) Illuminate {X}{R} Sorcery Kicker {2}{R} and/or {3}{U} (You may pay an additional {2}{R} and/or {3}{U} as you play this spell.) Illuminate deals X damage to target creature. If the {2}{R} kicker cost was paid, Illuminate deals X damage to that creature's controller. If the {3}{U} kicker cost was paid, you draw X cards. Illuminated Wings {1}{U} Enchant Creature Enchanted creature has flying. {2}, Sacrifice Illuminated Wings: Draw a card. Illusion // Reality {U} // {2}{G} Instant // Instant Target spell or permanent becomes the color of your choice until end of turn. // Destroy target artifact. Imagecrafter {U} Creature -- Wizard 1/1 {T}: Choose a creature type other than Legend or Wall. Target creature's type becomes that type until end of turn. Imaginary Pet {1}{U} Creature -- Illusion 4/4 At the beginning of your upkeep, if you have a card in hand, return Imaginary Pet to its owner's hand. Immobilizing Ink {1}{U} Enchant Creature Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has "{1}, Discard a card from your hand: Untap this creature." Impatience {2}{R} Enchantment At the end of each player's turn, if that player didn't play a spell that turn, Impatience deals 2 damage to him or her. Impending Disaster {1}{R} Enchantment At the beginning of your upkeep, if there are seven or more lands in play, sacrifice Impending Disaster. If you do, destroy all lands. Imperial Hellkite {5}{R}{R} Creature -- Dragon 6/6 Flying Morph {6}{R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Imperial Hellkite is turned face up, you may search your library for a Dragon card, reveal it, and put it into your hand. If you do, shuffle your library. Implode {4}{R} Sorcery Destroy target land. Draw a card. Improvised Armor {3}{W} Enchant Creature Enchanted creature gets +2/+5. Cycling {3} ({3}, Discard this card from your hand: Draw a card.) Imps' Taunt {1}{B} Instant Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Imps' Taunt into your hand instead of your graveyard as part of its resolution.) Target creature attacks this turn if able. Impulsive Maneuvers {2}{R}{R} Enchantment Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage. Incendiary {R} Enchant Creature At the beginning of your upkeep, you may put a fuse counter on Incendiary. When enchanted creature is put into a graveyard, Incendiary deals X damage to target creature or player, where X is the number of fuse counters on Incendiary. Incite War {2}{R} Instant Choose one -- Creatures target player controls attack this turn if able; or creatures you control gain first strike until end of turn. Entwine {2} (Choose both if you pay the entwine cost.) Indentured Djinn {1}{U}{U} Creature -- Djinn 4/4 Flying When Indentured Djinn comes into play, each other player may draw up to three cards. Index {U} Sorcery Look at the top five cards of your library, then put them back in any order. Inertia Bubble {1}{U} Enchant Artifact Enchanted artifact doesn't untap during its controller's untap step. Infantry Veteran {W} Creature -- Soldier 1/1 {T}: Target attacking creature gets +1/+1 until end of turn. Infected Vermin {2}{B} Creature -- Rat 1/1 {2}{B}: Infected Vermin deals 1 damage to each creature and each player. Threshold -- {3}{B}: Infected Vermin deals 3 damage to each creature and each player. (Play this ability only if seven or more cards are in your graveyard.) Infectious Rage {1}{R} Enchant Creature Enchanted creature gets +2/-1. When enchanted creature is put into a graveyard, choose a creature at random Infectious Rage can enchant. Return Infectious Rage to play enchanting that creature. Infernal Caretaker {3}{B} Creature -- Cleric 2/2 Morph {3}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Infernal Caretaker is turned face up, return all Zombie cards from all graveyards to their owners' hands. Infernal Contract {B}{B}{B} Sorcery Draw four cards. You lose half your life, rounded up. Infernal Genesis {4}{B}{B} Enchantment At the beginning of each player's upkeep, that player puts the top card from his or her library into his or her graveyard. He or she then puts X 1/1 black Minion creature tokens into play, where X is that card's converted mana cost. Inferno {5}{R}{R} Instant Inferno deals 6 damage to each creature and each player. Infest {1}{B}{B} Sorcery All creatures get -2/-2 until end of turn. Infiltrate {U} Instant Target creature is unblockable this turn. Inflame {R} Instant Inflame deals 2 damage to each creature dealt damage this turn. Information Dealer {1}{U} Creature -- Wizard 1/1 {T}: Look at the top X cards of your library, where X is the number of Wizards in play, then put them back in any order. Innocent Blood {B} Sorcery Each player sacrifices a creature. Insidious Dreams {3}{B} Instant As an additional cost to play Insidious Dreams, discard X cards from your hand. Search your library for X cards. Then shuffle your library and put those cards on top of it in any order. Insight {2}{U} Enchantment Whenever an opponent plays a green spell, you draw a card. Insist {G} Sorcery The next creature spell you play this turn can't be countered by spells or abilities. Draw a card. Insolence {2}{R} Enchant Creature Whenever enchanted creature becomes tapped, Insolence deals 2 damage to that creature's controller. Inspiration {3}{U} Instant Target player draws two cards. Inspirit {2}{W} Instant Untap target creature. It gets +2/+4 until end of turn. Instigator {1}{B} Creature -- Spellshaper 1/1 {1}{B}{B}, {T}, Discard a card from your hand: Creatures target player controls attack this turn if able. Insubordination {B}{B} Enchant Creature At the end of the turn of enchanted creature's controller, Insubordination deals 2 damage to that player unless enchanted creature attacked this turn. Insurrection {5}{R}{R}{R} Sorcery Untap all creatures and gain control of them until end of turn. They gain haste until end of turn. Interdict {1}{U} Instant Counter target activated ability of a permanent. (Mana abilities can't be countered.) Draw a card. Intervene {U} Instant Counter target spell that targets a creature. Intimidation {2}{B}{B}{B} Enchantment Creatures you control have fear. Intrepid Hero {2}{W} Creature -- Soldier 1/1 {T}: Destroy target creature with power 4 or greater. Intruder Alarm {2}{U} Enchantment Creatures don't untap during their controllers' untap steps. Whenever a creature comes into play, untap all creatures. Intuition {2}{U} Instant Search your library for any three cards and reveal them. An opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library. Invasion Plans {2}{R} Enchantment All creatures block each turn if able. Instead of the defending player, the attacking player chooses how each creature blocks. Invigorate {2}{G} Instant If you control a Forest, you may have an opponent gain 3 life rather than pay Invigorate's mana cost. Target creature gets +4/+4 until end of turn. Invigorating Boon {1}{G} Enchantment Whenever a player cycles a card, you may put a +1/+1 counter on target creature. Invigorating Falls {2}{G}{G} Sorcery You gain life equal to the number of creature cards in all graveyards. Inviolability {1}{W} Enchant Creature Prevent all damage that would be dealt to enchanted creature. Invisibility {U}{U} Enchant Creature Enchanted creature can't be blocked except by Walls. Invulnerability {1}{W} Instant Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Invulnerability into your hand instead of your graveyard as part of its resolution.) The next time a source of your choice would deal damage to you this turn, prevent that damage. Iridescent Angel {5}{W}{U} Creature -- Angel 4/4 Flying, protection from all colors Iridescent Drake {3}{U} Creature -- Drake 2/2 Flying When Iridescent Drake comes into play, if you played it from your hand, put target enchant creature card from a graveyard into play enchanting Iridescent Drake. (You control that enchantment.) Iron Lance {2} Artifact {3}, {T}: Target creature gains first strike until end of turn. Iron Maiden {3} Artifact At the beginning of each opponent's upkeep, Iron Maiden deals 1 damage to that player for each card more than four in his or her hand. Iron Myr {2} Artifact Creature -- Myr 1/1 {T}: Add {R} to your mana pool. Iron Star {1} Artifact Whenever a player plays a red spell, you may pay {1}. If you do, you gain 1 life. Iron Will {W} Instant Target creature gets +0/+4 until end of turn. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Ironfist Crusher {4}{W} Creature -- Soldier 2/4 Ironfist Crusher may block any number of creatures. Morph {3}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Ironshell Beetle {1}{G} Creature -- Insect 1/1 When Ironshell Beetle comes into play, put a +1/+1 counter on target creature. Irradiate {3}{B} Instant Target creature gets -1/-1 until end of turn for each artifact you control. Irrigation Ditch Land Irrigation Ditch comes into play tapped. {T}: Add {W} to your mana pool. {T}, Sacrifice Irrigation Ditch: Add {G}{U} to your mana pool. Island Basic Land -- Island [U] Isochron Scepter {2} Artifact Imprint -- When Isochron Scepter comes into play, you may remove an instant card with converted mana cost 2 or less in your hand from the game. (The removed card is imprinted on this artifact.) {2}, {T}: You may copy the imprinted instant card and play the copy without paying its mana cost. Ivory Cup {1} Artifact Whenever a player plays a white spell, you may pay {1}. If you do, you gain 1 life. Ivory Mask {2}{W}{W} Enchantment You can't be the target of spells or abilities. Ivy Elemental {X}{G} Creature -- Elemental 0/0 Ivy Elemental comes into play with X +1/+1 counters on it. Ivy Seer {3}{G} Creature -- Wizard 1/1 {2}{G}, {T}: Reveal any number of green cards in your hand. Target creature gets +X/+X until end of turn, where X is the number of cards revealed this way. Ixidor, Reality Sculptor {3}{U}{U} Creature -- Wizard Legend 3/4 Face-down creatures get +1/+1. {2}{U}: Turn target face-down creature face up. Ixidor's Will {2}{U} Instant Counter target spell unless its controller pays {2} for each Wizard in play. Jackal Pup {R} Creature -- Hound 2/1 Whenever Jackal Pup is dealt damage, it deals that much damage to you. Jackalope Herd {3}{G} Creature -- Beast 4/5 When you play a spell, return Jackalope Herd to its owner's hand. Jade Leech {2}{G}{G} Creature -- Leech 5/5 Green spells you play cost {G} more to play. Jade Monolith {4} Artifact {1}: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead. Jaded Response {1}{U} Instant Counter target spell if it shares a color with a creature you control. Jagged Lightning {3}{R}{R} Sorcery Jagged Lightning deals 3 damage to target creature and 3 damage to another target creature. Jalum Tome {3} Artifact {2}, {T}: Draw a card, then discard a card from your hand. Jandor's Saddlebags {2} Artifact {3}, {T}: Untap target creature. Jareth, Leonine Titan {3}{W}{W}{W} Creature -- Cat Giant Legend 4/7 Whenever Jareth, Leonine Titan blocks, it gets +7/+7 until end of turn. {W}: Jareth gains protection from the color of your choice until end of turn. Jasmine Seer {3}{W} Creature -- Wizard 1/1 {2}{W}, {T}: Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way. Jayemdae Tome {4} Artifact {4}, {T}: Draw a card. Jeska, Warrior Adept {2}{R}{R} Creature -- Barbarian Legend 3/1 First strike, haste {T}: Jeska, Warrior Adept deals 1 damage to target creature or player. Jet Medallion {2} Artifact Black spells you play cost {1} less to play. Jeweled Spirit {3}{W}{W} Creature -- Spirit 3/3 Flying Sacrifice two lands: Jeweled Spirit gains protection from artifacts or from the color of your choice until end of turn. Jeweled Torque {2} Artifact As Jeweled Torque comes into play, choose a color. Whenever a player plays a spell of the chosen color, you may pay {2}. If you do, you gain 2 life. Jhoira's Toolbox {2} Artifact Creature 1/1 {2}: Regenerate target artifact creature. Jhovall Queen {4}{W}{W} Creature -- Rebel 4/7 Attacking doesn't cause Jhovall Queen to tap. Jhovall Rider {4}{W} Creature -- Rebel 3/3 Trample Jilt {1}{U} Instant Kicker {1}{R} (You may pay an additional {1}{R} as you play this spell.) Return target creature to its owner's hand. If the kicker cost was paid, Jilt deals 2 damage to another target creature. Jinxed Choker {3} Artifact At the end of your turn, target opponent gains control of Jinxed Choker and puts a charge counter on it. At the beginning of your upkeep, Jinxed Choker deals damage to you equal to the number of charge counters on it. {3}: Put a charge counter on Jinxed Choker or remove one from it. Jinxed Idol {2} Artifact At the beginning of your upkeep, Jinxed Idol deals 2 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Idol. (This effect doesn't end at end of turn.) Jinxed Ring {2} Artifact Whenever a card is put into your graveyard from play, Jinxed Ring deals 1 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Ring. (This effect doesn't end at end of turn.) Jokulhaups {4}{R}{R} Sorcery Destroy all artifacts, creatures, and lands. They can't be regenerated. Jolrael, Empress of Beasts {3}{G}{G} Creature -- Spellshaper Legend 3/3 {2}{G}, {T}, Discard two cards from your hand: Until end of turn, all lands target player controls are 3/3 creatures that are still lands. Jolrael's Favor {1}{G} Enchant Creature You may play Jolrael's Favor any time you could play an instant. {1}{G}: Regenerate enchanted creature. Jolting Merfolk {2}{U}{U} Creature -- Merfolk 2/2 Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Jolting Merfolk: Tap target creature. Journey of Discovery {2}{G} Sorcery Choose one -- Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library; or you may play up to two additional lands this turn. Entwine {2}{G} (Choose both if you pay the entwine cost.) Jungle Barrier {2}{G}{U} Creature -- Wall 2/6 (Walls can't attack.) When Jungle Barrier comes into play, draw a card. Junk Diver {3} Artifact Creature 1/1 Flying When Junk Diver is put into a graveyard from play, return another target artifact card from your graveyard to your hand. Junk Golem {4} Artifact Creature -- Golem 0/0 Junk Golem comes into play with three +1/+1 counters on it. At the beginning of your upkeep, sacrifice Junk Golem unless you remove a +1/+1 counter from it. {1}, Discard a card from your hand: Put a +1/+1 counter on Junk Golem. Juntu Stakes {2} Artifact Creatures with power 1 or less don't untap during their controllers' untap steps. Juxtapose {3}{U} Sorcery You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for highest cost, that player chooses one. (This effect doesn't end at end of turn.) Kaboom! {4}{R} Sorcery Choose any number of target players. For each of those players, reveal cards from the top of your library until you reveal a nonland card. Kaboom! deals damage equal to that card's converted mana cost to that player, then you put the revealed cards on the bottom of your library in any order. Kamahl, Fist of Krosa {4}{G}{G} Creature -- Druid Legend 4/3 {G}: Target land becomes a 1/1 creature until end of turn. It's still a land. {2}{G}{G}{G}: Creatures you control get +3/+3 and gain trample until end of turn. Kamahl, Pit Fighter {4}{R}{R} Creature -- Barbarian Legend 6/1 Haste {T}: Kamahl, Pit Fighter deals 3 damage to target creature or player. Kamahl's Desire {1}{R} Enchant Creature Enchanted creature has first strike. Threshold -- Enchanted creature gets +3/+0. (You have threshold as long as seven or more cards are in your graveyard.) Kamahl's Sledge {5}{R}{R} Sorcery Kamahl's Sledge deals 4 damage to target creature. Threshold -- Instead Kamahl's Sledge deals 4 damage to that creature and 4 damage to that creature's controller. (You have threshold if seven or more cards are in your graveyard.) Kamahl's Summons {3}{G} Sorcery Each player may reveal any number of creature cards from his or her hand. Then each player puts a 2/2 green Bear creature token into play for each card he or she revealed this way. Kangee, Aerie Keeper {2}{W}{U} Creature -- Legend 2/2 Kicker {2}{X} (You may pay an additional {2}{X} as you play this spell.) Flying When Kangee, Aerie Keeper comes into play, if the kicker cost was paid, put X feather counters on it. All Birds get +1/+1 for each feather counter on Kangee, Aerie Keeper. Karma {2}{W}{W} Enchantment At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps he or she controls. Karmic Guide {3}{W}{W} Creature -- Spirit 2/2 Flying, protection from black; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Karmic Guide comes into play, if you played it from your hand, return target creature card from your graveyard to play. Karmic Justice {2}{W} Enchantment Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls. Karn, Silver Golem {5} Artifact Creature -- Golem Legend 4/4 Whenever Karn, Silver Golem blocks or becomes blocked, it gets -4/+4 until end of turn. {1}: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (That artifact retains its abilities.) Karn's Touch {U}{U} Instant Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.) Karona, False God {1}{W}{U}{B}{R}{G} Creature -- Legend 5/5 Haste At the beginning of each player's upkeep, that player untaps Karona, False God and gains control of it. Whenever Karona attacks, creatures of the type of your choice get +3/+3 until end of turn. Karona's Zealot {4}{W} Creature -- Cleric 2/5 Morph {3}{W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Karona's Zealot is turned face up, all damage that would be dealt to it this turn is dealt to target creature instead. Karplusan Forest Land {T}: Add {1} to your mana pool. {T}: Add {R} or {G} to your mana pool. Karplusan Forest deals 1 damage to you. Kavu Aggressor {2}{R} Creature -- Kavu 3/2 Kicker {4} (You may pay an additional {4} as you play this spell.) Kavu Aggressor can't block. If the kicker cost was paid, Kavu Aggressor comes into play with a +1/+1 counter on it. Kavu Chameleon {3}{G}{G} Creature -- Kavu 4/4 Kavu Chameleon can't be countered. {G}: Kavu Chameleon becomes the color of your choice until end of turn. Kavu Climber {3}{G}{G} Creature -- Kavu 3/3 When Kavu Climber comes into play, draw a card. Kavu Glider {2}{R} Creature -- Kavu 2/1 {W}: Kavu Glider gets +0/+1 until end of turn. {U}: Kavu Glider gains flying until end of turn. Kavu Howler {4}{G}{G} Creature -- Kavu 4/5 When Kavu Howler comes into play, reveal the top four cards of your library. Put all Kavu cards revealed this way into your hand and the rest on the bottom of your library. Kavu Lair {2}{G} Enchantment Whenever a creature with power 4 or greater comes into play, its controller draws a card. Kavu Mauler {4}{G}{G} Creature -- Kavu 4/4 Trample Whenever Kavu Mauler attacks, it gets +1/+1 until end of turn for each other attacking Kavu. Kavu Monarch {2}{R}{R} Creature -- Kavu 3/3 All Kavu have trample. Whenever another Kavu comes into play, put a +1/+1 counter on Kavu Monarch. Kavu Recluse {2}{R} Creature -- Kavu 2/2 {T}: Target land becomes a Forest until end of turn. Kavu Runner {3}{R} Creature -- Kavu 3/3 Kavu Runner has haste as long as no opponent controls a white or blue creature. Kavu Scout {2}{R} Creature -- Kavu 0/2 Kavu Scout gets +1/+0 for each basic land type among lands you control. Kavu Titan {1}{G} Creature -- Kavu 2/2 Kicker {2}{G} (You may pay an additional {2}{G} as you play this spell.) If the kicker cost was paid, Kavu Titan comes into play with three +1/+1 counters on it and with trample. Keeneye Aven {3}{U} Creature -- Bird Soldier 2/3 Flying Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Keep Watch {2}{U} Instant Draw a card for each attacking creature. Keeper of the Beasts {G}{G} Creature -- Wizard 1/2 {G}, {T}: Put a 2/2 green Beast creature token into play. Play this ability only if an opponent controls more creatures than you. Keeper of the Dead {B}{B} Creature -- Wizard 1/2 {B}, {T}: Destroy target nonblack creature controlled by an opponent with at least two fewer creature cards in his or her graveyard than you. Keeper of the Flame {R}{R} Creature -- Wizard 1/2 {R}, {T}: Keeper of the Flame deals 2 damage to target opponent with more life than you. Keeper of the Light {W}{W} Creature -- Wizard 1/2 {W}, {T}: You gain 3 life. Play this ability only if you have less life than an opponent. Keeper of the Mind {U}{U} Creature -- Wizard 1/2 {U}, {T}: Draw a card. Play this ability only if an opponent has at least two more cards in hand than you. Keeper of the Nine Gales {2}{U} Creature -- Bird Wizard 1/2 Flying {T}, Tap two untapped Birds you control: Return target permanent to its owner's hand. Keldon Arsonist {2}{R} Creature -- Soldier 1/1 {1}, Sacrifice two lands: Destroy target land. Keldon Battlewagon {5} Artifact Creature 0/3 Trample Keldon Battlewagon can't block. When Keldon Battlewagon attacks, sacrifice it at end of combat. Tap an untapped creature you control: Keldon Battlewagon gets +X/+0 until end of turn, where X is the tapped creature's power. Keldon Berserker {3}{R} Creature -- Soldier 2/3 Whenever Keldon Berserker attacks, if you control no untapped lands, it gets +3/+0 until end of turn. Keldon Champion {2}{R}{R} Creature -- Barbarian 3/2 Haste Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Keldon Champion comes into play, it deals 3 damage to target player. Keldon Firebombers {3}{R}{R} Creature -- Soldier 3/3 When Keldon Firebombers comes into play, each player sacrifices all lands he or she controls except for three. Keldon Mantle {1}{R} Enchant Creature {B}: Regenerate enchanted creature. {R}: Enchanted creature gets +1/+0 until end of turn. {G}: Enchanted creature gains trample until end of turn. Keldon Necropolis Legendary Land {T}: Add {1} to your mana pool. {4}{R}, {T}, Sacrifice a creature: Keldon Necropolis deals 2 damage to target creature or player. Keldon Twilight {1}{B}{R} Enchantment At the end of each player's turn, if no creatures attacked that turn, that player sacrifices a creature he or she controlled since the beginning of the turn. Keldon Vandals {2}{R} Creature -- Townsfolk 4/1 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Keldon Vandals comes into play, destroy target artifact. Kezzerdrix {2}{B}{B} Creature -- Beast 4/4 First strike At the beginning of your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you. Kill Switch {3} Artifact {2}, {T}: Tap all other artifacts. They don't untap during their controllers' untap steps as long as Kill Switch remains tapped. Killer Whale {3}{U}{U} Creature -- Whale 3/5 {U}: Killer Whale gains flying until end of turn. Kilnmouth Dragon {5}{R}{R} Creature -- Dragon 5/5 Amplify 3 (As this card comes into play, put three +1/+1 counters on it for each Dragon card you reveal in your hand.) Flying {T}: Kilnmouth Dragon deals damage equal to the number of +1/+1 counters on it to target creature or player. Kindle {1}{R} Instant Kindle deals to target creature or player damage equal to the number of cards named Kindle in all graveyards plus 2. King Crab {4}{U}{U} Creature -- Crab 4/5 {1}{U}, {T}: Put target green creature on top of its owner's library. Kingfisher {3}{U} Creature -- Bird 2/2 Flying When Kingfisher is put into a graveyard from play, draw a card. Kirtar's Desire {W} Enchant Creature Enchanted creature can't attack. Threshold -- Enchanted creature can't block. (You have threshold as long as seven or more cards are in your graveyard.) Kirtar's Wrath {4}{W}{W} Sorcery Destroy all creatures. They can't be regenerated. Threshold -- Instead destroy all creatures, then put two 1/1 white Spirit creature tokens with flying into play. Creatures destroyed this way can't be regenerated. (You have threshold if seven or more cards are in your graveyard.) Kismet {3}{W} Enchantment Artifacts, creatures, and lands your opponents control come into play tapped. Kjeldoran Dead {B} Creature -- Skeleton 3/1 When Kjeldoran Dead comes into play, sacrifice a creature. {B}: Regenerate Kjeldoran Dead. Kjeldoran Royal Guard {3}{W}{W} Creature -- Soldier 2/5 {T}: All combat damage that unblocked creatures would deal to you this turn is dealt to Kjeldoran Royal Guard instead. Knight Errant {1}{W} Creature -- Knight 2/2 Knight of Dawn {1}{W}{W} Creature -- Knight 2/2 First strike {W}{W}: Knight of Dawn gains protection from the color of your choice until end of turn. Knight of Dusk {1}{B}{B} Creature -- Knight 2/2 {B}{B}: Destroy target creature blocking Knight of Dusk. Knighthood {2}{W} Enchantment Creatures you control have first strike. Kor Chant {2}{W} Instant All damage that would be dealt this turn to target creature you control from a source of your choice is dealt to another target creature instead. Kor Haven Legendary Land {T}: Add {1} to your mana pool. {1}{W}, {T}: Prevent all combat damage that would be dealt by target attacking creature this turn. Krakilin {X}{G}{G} Creature -- Beast 0/0 Krakilin comes into play with X +1/+1 counters on it. {1}{G}: Regenerate Krakilin. Krark-Clan Grunt {2}{R} Creature -- Goblin Warrior 2/2 Sacrifice an artifact: Krark-Clan Grunt gets +1/+0 and gains first strike until end of turn. Krark-Clan Shaman {R} Creature -- Goblin Shaman 1/1 Sacrifice an artifact: Krark-Clan Shaman deals 1 damage to each creature without flying. Krark's Thumb {2} Legendary Artifact If you would flip a coin, instead flip two coins and ignore one. Kris Mage {R} Creature -- Spellshaper 1/1 {R}, {T}, Discard a card from your hand: Kris Mage deals 1 damage to target creature or player. Krosan Archer {3}{G} Creature -- Centaur 2/3 Krosan Archer may block as though it had flying. {G}, Discard a card from your hand: Krosan Archer gets +0/+2 until end of turn. Krosan Avenger {2}{G} Creature -- Druid 3/1 Trample Threshold -- {1}{G}: Regenerate Krosan Avenger. (Play this ability only if seven or more cards are in your graveyard.) Krosan Beast {3}{G} Creature -- Squirrel Beast 1/1 Threshold -- Krosan Beast gets +7/+7. (You have threshold as long as seven or more cards are in your graveyard.) Krosan Cloudscraper {7}{G}{G}{G} Creature -- Beast Mutant 13/13 At the beginning of your upkeep, sacrifice Krosan Cloudscraper unless you pay {G}{G}. Morph {7}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Krosan Colossus {6}{G}{G}{G} Creature -- Beast 9/9 Morph {6}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Krosan Constrictor {3}{G} Creature -- Snake 2/2 Swampwalk {T}: Target black creature gets -2/-0 until end of turn. Krosan Drover {3}{G} Creature -- Elf 2/2 Creature spells you play with converted mana cost 6 or more cost {2} less to play. Krosan Groundshaker {4}{G}{G}{G} Creature -- Beast 6/6 {G}: Target Beast gains trample until end of turn. Krosan Reclamation {1}{G} Instant Target player shuffles up to two target cards from his or her graveyard into his or her library. Flashback {1}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Krosan Restorer {2}{G} Creature -- Druid 1/2 {T}: Untap target land. Threshold -- {T}: Untap up to three target lands. (Play this ability only if seven or more cards are in your graveyard.) Krosan Tusker {5}{G}{G} Creature -- Beast 6/5 Cycling {2}{G} ({2}{G}, Discard this card from your hand: Draw a card.) When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, shuffle your library. Krosan Verge Land Krosan Verge comes into play tapped. {T}: Add {1} to your mana pool. {2}, {T}, Sacrifice Krosan Verge: Search your library for a Forest card and a Plains card and put them into play tapped. Then shuffle your library. Krosan Vorine {3}{G} Creature -- Cat Beast 3/2 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Krosan Vorine can't be blocked by more than one creature. Krosan Warchief {2}{G} Creature -- Beast 2/2 Beast spells you play cost {1} less to play. {1}{G}: Regenerate target Beast. Krosan Wayfarer {G} Creature -- Druid 1/1 Sacrifice Krosan Wayfarer: Put a land card from your hand into play. Kurgadon {4}{G} Creature -- Beast 3/3 Whenever you play a creature spell with converted mana cost 6 or more, put three +1/+1 counters on Kurgadon. Kyren Archive {3} Artifact At the beginning of your upkeep, you may remove the top card of your library from the game face down. {5}, Discard your hand, Sacrifice Kyren Archive: Put all cards removed from the game with Kyren Archive into their owner's hand. Kyren Glider {1}{R} Creature -- Goblin 1/1 Flying Kyren Glider can't block. Kyren Legate {1}{R} Creature -- Goblin 1/1 If an opponent controls a Plains and you control a Mountain, you may play Kyren Legate without paying its mana cost. Haste Kyren Negotiations {2}{R}{R} Enchantment Tap an untapped creature you control: Kyren Negotiations deals 1 damage to target player. Kyren Sniper {2}{R} Creature -- Goblin 1/1 At the beginning of your upkeep, you may have Kyren Sniper deal 1 damage to target player. Kyren Toy {3} Artifact {1}, {T}: Put a charge counter on Kyren Toy. {T}, Remove X charge counters from Kyren Toy: Add {1}{X} to your mana pool. Lab Rats {B} Sorcery Buyback {4} (You may pay {4} in addition to any other costs as you play this spell. If you do, put Lab Rats into your hand instead of your graveyard as part of its resolution.) Put a 1/1 black Rat creature token into play. Laccolith Grunt {2}{R} Creature -- Beast 2/2 Whenever Laccolith Grunt becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Grunt deals no combat damage this turn. Laccolith Rig {R} Enchant Creature Whenever enchanted creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, enchanted creature deals no combat damage this turn. Laccolith Titan {5}{R}{R} Creature -- Beast 6/6 Whenever Laccolith Titan becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Titan deals no combat damage this turn. Laccolith Warrior {2}{R}{R} Creature -- Beast 3/3 Whenever Laccolith Warrior becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Warrior deals no combat damage this turn. Laccolith Whelp {R} Creature -- Beast 1/1 Whenever Laccolith Whelp becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Whelp deals no combat damage this turn. Lancers en-Kor {3}{W}{W} Creature -- Soldier 3/3 Trample {0}: The next 1 damage that would be dealt to Lancers en-Kor this turn is dealt to target creature you control instead. Land Grant {1}{G} Sorcery If you have no land cards in hand, you may reveal your hand rather than pay Land Grant's mana cost. Search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library. Landslide {R} Sorcery Sacrifice any number of Mountains. Landslide deals that much damage to target player. Laquatus's Champion {4}{B}{B} Creature -- Nightmare Horror 6/3 When Laquatus's Champion comes into play, target player loses 6 life. When Laquatus's Champion leaves play, that player gains 6 life. {B}: Regenerate Laquatus's Champion. Laquatus's Creativity {4}{U} Sorcery Target player draws cards equal to the number of cards in his or her hand, then discards that many cards from it. Laquatus's Disdain {1}{U} Instant Counter target spell played from a graveyard. Draw a card. Larceny {3}{B}{B} Enchantment Whenever a creature you control deals combat damage to a player, that player discards a card from his or her hand. Lashknife {1}{W} Enchant Creature If you control a Plains, you may tap an untapped creature you control rather than pay Lashknife's mana cost. Enchanted creature has first strike. Lashknife Barrier {2}{W} Enchantment When Lashknife Barrier comes into play, draw a card. If a source would deal damage to a creature you control, it deals that much damage minus 1 to that creature instead. Last Breath {1}{W} Instant Remove target creature with power 2 or less from the game. Its controller gains 4 life. Last Caress {2}{B} Sorcery Target player loses 1 life and you gain 1 life. Draw a card. Last Laugh {2}{B}{B} Enchantment Whenever a permanent other than Last Laugh is put into a graveyard from play, Last Laugh deals 1 damage to each creature and each player. When no creatures are in play, sacrifice Last Laugh. Last Rites {2}{B} Sorcery Discard any number of cards from your hand. Target player reveals his or her hand, then you choose a nonland card from it for each card discarded this way. That player discards those cards. Last Stand {W}{U}{B}{R}{G} Sorcery Target opponent loses 2 life for each Swamp you control. Last Stand deals damage equal to the number of Mountains you control to target creature. Put a 1/1 green Saproling creature token into play for each Forest you control. You gain 2 life for each Plains you control. Draw a card for each Island you control, then discard that many cards from your hand. Last-Ditch Effort {R} Instant Sacrifice any number of creatures. Last-Ditch Effort deals X damage to target creature or player, where X is the number of creatures sacrificed this way. Latulla, Keldon Overseer {3}{R}{R} Creature -- Spellshaper Legend 3/3 {X}{R}, {T}, Discard two cards from your hand: Latulla, Keldon Overseer deals X damage to target creature or player. Latulla's Orders {1}{R} Enchant Creature You may play Latulla's Orders any time you could play an instant. Whenever enchanted creature deals combat damage to defending player, you may destroy target artifact that player controls. Launch {1}{U} Enchant Creature Enchanted creature has flying. When Launch is put into a graveyard from play, return Launch to its owner's hand. Lava Axe {4}{R} Sorcery Lava Axe deals 5 damage to target player. Lava Blister {1}{R} Sorcery Destroy target nonbasic land unless its controller has Lava Blister deal 6 damage to him or her. Lava Dart {R} Instant Lava Dart deals 1 damage to target creature or player. Flashback--Sacrifice a Mountain. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Lava Hounds {2}{R}{R} Creature -- Hound 4/4 Haste When Lava Hounds comes into play, it deals 4 damage to you. Lava Runner {1}{R}{R} Creature -- Lizard 2/2 Haste Whenever Lava Runner becomes the target of a spell or ability, that spell or ability's controller sacrifices a land. Lava Zombie {1}{B}{R} Creature -- Zombie 4/3 When Lava Zombie comes into play, return a black or red creature you control to its owner's hand. {2}: Lava Zombie gets +1/+0 until end of turn. Lavaborn Muse {3}{R} Creature -- Spirit 3/3 At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Lavaborn Muse deals 3 damage to him or her. Lavamancer's Skill {1}{R} Enchant Creature Enchanted creature has {T}: This creature deals 1 damage to target creature. If enchanted creature is a Wizard, it has {T}: This creature deals 2 damage to target creature. Lawbringer {2}{W} Creature -- Rebel 2/2 {T}, Sacrifice Lawbringer: Remove target red creature from the game. Lay of the Land {G} Sorcery Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library. Lay Waste {3}{R} Sorcery Destroy target land. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Lead Astray {1}{W} Instant Tap up to two target creatures. Lead Golem {5} Artifact Creature -- Golem 3/5 Whenever Lead Golem attacks, it doesn't untap during its controller's next untap step. Leaden Myr {2} Artifact Creature -- Myr 1/1 {T}: Add {B} to your mana pool. Leaf Dancer {1}{G}{G} Creature -- Centaur 2/2 Forestwalk Leap {U} Instant Target creature gains flying until end of turn. Draw a card. Leeching Licid {1}{B} Creature -- Licid 1/1 {B}, {T}: Leeching Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "At the beginning of the upkeep of enchanted creature's controller, Leeching Licid deals 1 damage to that player" and "{B}: End the effect that created this ability." Leery Fogbeast {2}{G} Creature -- Beast 4/2 Whenever Leery Fogbeast becomes blocked, prevent all combat damage that would be dealt this turn. Legacy Weapon {7} Legendary Artifact {W}{U}{B}{R}{G}: Remove target permanent from the game. If Legacy Weapon would be put into a graveyard from anywhere, reveal Legacy Weapon and shuffle it into its owner's library instead. Legacy's Allure {U}{U} Enchantment At the beginning of your upkeep, you may put a treasure counter on Legacy's Allure. Sacrifice Legacy's Allure: Gain control of target creature with power no greater than the number of treasure counters on Legacy's Allure. (This effect doesn't end at end of turn.) Legerdemain {2}{U}{U} Sorcery Exchange control of target artifact or creature and another target permanent if they share one of those types. (This effect doesn't end at end of turn.) Leonin Abunas {3}{W} Creature -- Cat Cleric 2/5 Artifacts you control can't be the targets of spells or abilities your opponents control. Leonin Bladetrap {3} Artifact You may play Leonin Bladetrap any time you could play an instant. {2}, Sacrifice Leonin Bladetrap: Leonin Bladetrap deals 2 damage to each attacking creature without flying. Leonin Den-Guard {1}{W} Creature -- Cat Soldier 1/3 As long as Leonin Den-Guard is equipped, it gets +1/+1 and attacking doesn't cause it to tap. Leonin Elder {W} Creature -- Cat Cleric 1/1 Whenever an artifact comes into play, you may gain 1 life. Leonin Scimitar {1} Artifact -- Equipment Equipped creature gets +1/+1. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Leonin Skyhunter {W}{W} Creature -- Cat Knight 2/2 Flying Leonin Sun Standard {2} Artifact {1}{W}: Creatures you control get +1/+1 until end of turn. Leshrac's Rite {B} Enchant Creature Enchanted creature has swampwalk. Lesser Gargadon {2}{R}{R} Creature -- Beast 6/4 Whenever Lesser Gargadon attacks or blocks, sacrifice a land. Lethal Vapors {2}{B}{B} Enchantment Whenever a creature comes into play, destroy it. {0}: Destroy Lethal Vapors. You skip your next turn. Any player may play this ability. Leveler {5} Artifact Creature 10/10 When Leveler comes into play, remove your library from the game. Levitation {2}{U}{U} Enchantment Creatures you control have flying. Ley Line {3}{G} Enchantment At the beginning of each player's upkeep, that player may put a +1/+1 counter on target creature of his or her choice. Lhurgoyf {2}{G}{G} Creature -- Lhurgoyf */1+* Lhurgoyf's power is equal to the number of creature cards in all graveyards and its toughness is equal to that number plus 1. Liability {1}{B}{B} Enchantment Whenever a card is put into a player's graveyard from play, that player loses 1 life. Liar's Pendulum {1} Artifact {2}, {T}: Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, draw a card. Liberate {1}{W} Instant Remove target creature you control from the game. At end of turn, return that card to play under its owner's control. Liberated Dwarf {R} Creature -- Dwarf 1/1 {R}, Sacrifice Liberated Dwarf: Target green creature gets +1/+0 and gains first strike until end of turn. Library of Lat-Nam {4}{U} Sorcery An opponent chooses one -- You draw three cards at the beginning of the next turn's upkeep; or you search your library for a card, put that card into your hand, then shuffle your library. Liege of the Axe {3}{W} Creature -- Soldier 2/3 Attacking doesn't cause Liege of the Axe to tap. Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Liege of the Axe is turned face up, untap it. Lieutenant Kirtar {1}{W}{W} Creature -- Bird Soldier Legend 2/2 Flying {1}{W}, Sacrifice Lieutenant Kirtar: Remove target attacking creature from the game. Life // Death {G} // {1}{B} Sorcery // Sorcery Until end of turn, all lands you control are 1/1 creatures that are still lands. // Return target creature card from your graveyard to play. You lose life equal to its converted mana cost. Life Burst {1}{W} Instant Target player gains 4 life, then gains 4 life for each card named Life Burst in each graveyard. Lifeline {5} Artifact Whenever a creature is put into a graveyard from play and another creature is in play, return the first creature from that graveyard to play under its owner's control at end of turn. Lifespark Spellbomb {1} Artifact {G}, Sacrifice Lifespark Spellbomb: Until end of turn, target land becomes a 3/3 creature that's still a land. {1}, Sacrifice Lifespark Spellbomb: Draw a card. Light of Day {3}{W} Enchantment Black creatures can't attack or block. Lightbringer {2}{W} Creature -- Rebel 2/2 {T}, Sacrifice Lightbringer: Remove target black creature from the game. Lightning Angel {1}{R}{W}{U} Creature -- Angel 3/4 Flying; haste Attacking doesn't cause Lightning Angel to tap. Lightning Blast {3}{R} Instant Lightning Blast deals 4 damage to target creature or player. Lightning Coils {3} Artifact Whenever a nontoken creature you control is put into a graveyard from play, put a charge counter on Lightning Coils. At the beginning of your upkeep, if Lightning Coils has five or more charge counters on it, remove all of them from it and put that many 3/1 red Elemental creature tokens with haste into play. Remove them from the game at end of turn. Lightning Dart {1}{R} Instant Lightning Dart deals 1 damage to target creature. If that creature is white or blue, Lightning Dart deals 4 damage to it instead. Lightning Dragon {2}{R}{R} Creature -- Dragon 4/4 Flying; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) {R}: Lightning Dragon gets +1/+0 until end of turn. Lightning Elemental {3}{R} Creature -- Elemental 4/1 Haste Lightning Greaves {2} Artifact -- Equipment Equipped creature has haste and can't be the target of spells or abilities. Equip {0} ({0}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Lightning Hounds {2}{R}{R} Creature -- Hound 3/2 First strike Lightning Rift {1}{R} Enchantment Whenever a player cycles a card, you may pay {1}. If you do, Lightning Rift deals 2 damage to target creature or player. Lightning Surge {3}{R}{R} Sorcery Lightning Surge deals 4 damage to target creature or player. Threshold -- Instead Lightning Surge deals 6 damage to that creature or player and the damage can't be prevented. Flashback {5}{R}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Lilting Refrain {1}{U} Enchantment At the beginning of your upkeep, you may put a verse counter on Lilting Refrain. Sacrifice Lilting Refrain: Counter target spell unless its controller pays {X}, where X is the number of verse counters on Lilting Refrain. Limestone Golem {6} Artifact Creature -- Golem 3/4 {2}, Sacrifice Limestone Golem: Target player draws a card. Limited Resources {W} Enchantment When Limited Resources comes into play, each player chooses five lands he or she controls and sacrifices the rest. Players can't play lands if there are ten or more lands in play. Lin Sivvi, Defiant Hero {1}{W}{W} Creature -- Rebel Legend 1/3 {X}, {T}: Search your library for a Rebel card with converted mana cost X or less and put that card into play. Then shuffle your library. {3}: Put target Rebel card from your graveyard on the bottom of your library. Lingering Death {1}{B} Enchant Creature The controller of enchanted creature sacrifices it at the end of his or her turn. Lingering Mirage {1}{U} Enchant Land Enchanted land is an Island. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Liquid Fire {4}{R}{R} Sorcery Liquid Fire deals 5 damage divided as you choose between target creature and that creature's controller. Liquify {2}{U} Instant Counter target spell with converted mana cost 3 or less. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard. Lithatog {1}{R}{G} Creature -- Atog 1/2 Sacrifice an artifact: Lithatog gets +1/+1 until end of turn. Sacrifice a land: Lithatog gets +1/+1 until end of turn. Lithophage {3}{R}{R} Creature -- Insect 7/7 At the beginning of your upkeep, sacrifice Lithophage unless you sacrifice a Mountain. Living Airship {3}{U} Creature -- Ship 2/3 Flying {2}{G}: Regenerate Living Airship. Living Death {3}{B}{B} Sorcery Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way. Living Hive {6}{G}{G} Creature -- Elemental 6/6 Trample Whenever Living Hive deals combat damage to a player, put that many 1/1 green Insect creature tokens into play. Living Lands {3}{G} Enchantment All Forests are 1/1 creatures that are still lands. Living Terrain {2}{G}{G} Enchant Land Enchanted land is a 5/6 green Treefolk creature that's still a land. Living Wish {1}{G} Sorcery Choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Remove Living Wish from the game. Llanowar Behemoth {3}{G}{G} Creature -- Behemoth 4/4 Tap an untapped creature you control: Llanowar Behemoth gets +1/+1 until end of turn. Llanowar Cavalry {2}{G} Creature -- Soldier 1/4 {W}: Attacking doesn't cause Llanowar Cavalry to tap this turn. Llanowar Dead {B}{G} Creature -- Zombie Elf 2/2 {T}: Add {B} to your mana pool. Llanowar Elite {G} Creature -- Elf 1/1 Kicker {8} (You may pay an additional {8} as you play this spell.) Trample If the kicker cost was paid, Llanowar Elite comes into play with five +1/+1 counters on it. Llanowar Elves {G} Creature -- Elf 1/1 {T}: Add {G} to your mana pool. Llanowar Knight {G}{W} Creature -- Elf Knight 2/2 Protection from black Llanowar Vanguard {2}{G} Creature -- Dryad 1/1 {T}: Llanowar Vanguard gets +0/+4 until end of turn. Llanowar Wastes Land {T}: Add {1} to your mana pool. {T}: Add {B} or {G} to your mana pool. Llanowar Wastes deals 1 damage to you. Llawan, Cephalid Empress {3}{U} Creature -- Cephalid Legend 2/3 When Llawan, Cephalid Empress comes into play, return all blue creatures your opponents control to their owners' hands. Your opponents can't play blue creature spells. Loafing Giant {4}{R} Creature -- Giant 4/6 Whenever Loafing Giant attacks or blocks, put the top card of your library into your graveyard. If that card is a land card, prevent all combat damage that Loafing Giant would deal this turn. Lobotomy {2}{U}{B} Sorcery Target player reveals his or her hand, then you choose a card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and remove them from the game. Then that player shuffles his or her library. Lodestone Myr {4} Artifact Creature -- Myr 2/2 Trample Tap an untapped artifact you control: Lodestone Myr gets +1/+1 until end of turn. Lone Wolf {2}{G} Creature -- Wolf 2/2 You may have Lone Wolf deal its combat damage to defending player as though it weren't blocked. Lonely Sandbar Land Lonely Sandbar comes into play tapped. {T}: Add {U} to your mana pool. Cycling {U} ({U}, Discard this card from your hand: Draw a card.) Longbow Archer {W}{W} Creature -- Soldier 2/2 First strike Longbow Archer may block as though it had flying. Longhorn Firebeast {2}{R} Creature -- Beast 3/2 When Longhorn Firebeast comes into play, any opponent may have it deal 5 damage to him or her. If a player does, sacrifice Longhorn Firebeast. Long-Term Plans {2}{U} Instant Search your library for a card, shuffle your library, then put that card third from the top. Looming Hoverguard {4}{U}{U} Creature -- Drone 3/3 Flying When Looming Hoverguard comes into play, put target artifact on top of its owner's library. Looming Shade {2}{B} Creature -- Shade 1/1 {B}: Looming Shade gets +1/+1 until end of turn. Lord of Atlantis {U}{U} Creature -- Lord 2/2 All Merfolk get +1/+1 and have islandwalk. Lord of the Undead {1}{B}{B} Creature -- Lord 2/2 All Zombies get +1/+1. {1}{B}, {T}: Return target Zombie card from your graveyard to your hand. Lost in Thought {1}{U} Enchant Creature Enchanted creature can't attack or block and its activated abilities can't be played. Its controller may remove three cards in his or her graveyard from the game to ignore this ability until end of turn. Lost Soul {1}{B}{B} Creature -- Minion 2/1 Swampwalk Lotus Blossom {2} Artifact At the beginning of your upkeep, you may put a petal counter on Lotus Blossom. {T}, Sacrifice Lotus Blossom: Add X mana of any one color to your mana pool, where X is the number of petal counters on Lotus Blossom. Lotus Guardian {7} Artifact Creature 4/4 Flying {T}: Add one mana of any color to your mana pool. Lotus Petal {0} Artifact {T}, Sacrifice Lotus Petal: Add one mana of any color to your mana pool. Lowland Basilisk {2}{G} Creature -- Basilisk 1/3 Whenever Lowland Basilisk deals damage to a creature, destroy that creature at end of combat. Lowland Giant {2}{R}{R} Creature -- Giant 4/3 Lowland Tracker {4}{W} Creature -- Soldier 2/2 First strike Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Loxodon Mender {5}{W} Creature -- Elephant Cleric 3/3 {W}, {T}: Regenerate target artifact. Loxodon Peacekeeper {1}{W} Creature -- Elephant Soldier 4/4 At the beginning of your upkeep, the player with the lowest life total gains control of Loxodon Peacekeeper. If two or more players are tied for lowest life total, you choose one of them, and that player gains control of Loxodon Peacekeeper. Loxodon Punisher {3}{W} Creature -- Elephant Soldier 2/2 Loxodon Punisher gets +2/+2 for each Equipment attached to it. Loxodon Warhammer {3} Artifact -- Equipment Equipped creature gets +3/+0, has trample, and has "Whenever this creature deals damage, you gain that much life." Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Lull {1}{G} Instant Prevent all combat damage that would be dealt this turn. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Lumbering Satyr {2}{G}{G} Creature -- Beast 5/4 All creatures have forestwalk. Lumengrid Augur {3}{U} Creature -- Vedalken Wizard 2/2 {1}, {T}: Target player draws a card, then discards a card from his or her hand. If that player discards an artifact card this way, untap Lumengrid Augur. Lumengrid Sentinel {2}{U} Creature -- Human Wizard 1/2 Flying Whenever an artifact comes into play under your control, you may tap target permanent. Lumengrid Warden {1}{U} Creature -- Human Wizard 1/3 Luminous Angel {4}{W}{W}{W} Creature -- Angel 4/4 Flying At the beginning of your upkeep, you may put a 1/1 white Spirit creature token with flying into play. Luminous Guardian {3}{W} Creature -- Guardian 1/4 {W}: Luminous Guardian gets +0/+1 until end of turn. {2}: Luminous Guardian may block an additional creature this turn. Lunge {2}{R} Instant Lunge deals 2 damage to target creature and 2 damage to target player. Lure {1}{G}{G} Enchant Creature All creatures able to block enchanted creature do so. Lurking Evil {B}{B}{B} Enchantment Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying. Lurking Jackals {B} Enchantment When an opponent has 10 life or less, if Lurking Jackals is an enchantment, it becomes a 3/2 Hound creature. Lurking Skirge {1}{B} Enchantment When a creature is put into an opponent's graveyard from play, if Lurking Skirge is an enchantment, Lurking Skirge becomes a 3/2 Imp creature with flying. Macetail Hystrodon {6}{R} Creature -- Beast 4/4 First strike, haste Cycling {3} ({3}, Discard this card from your hand: Draw a card.) Mad Dog {1}{R} Creature -- Hound 2/2 At the end of your turn, if Mad Dog didn't attack or come under your control this turn, sacrifice it. Maddening Imp {2}{B} Creature -- Imp 1/1 Flying {T}: Non-Wall creatures the active player controls gain "this creature attacks if able" until end of turn. At end of turn, destroy each of those creatures that didn't attack this turn. Play this ability only during an opponent's turn and only before attackers are declared. Mage il-Vec {2}{R} Creature -- Wizard 2/2 {T}, Discard a card at random from your hand: Mage il-Vec deals 1 damage to target creature or player. Mages' Contest {1}{R}{R} Instant You and target spell's controller bid life. You start the bidding with a high bid of 1. In turn order, each player may top the high bid. The bidding ends when the high bid stands. The highest bidder loses life equal to the high bid. If you win the bidding, counter that spell. Mage's Guile {1}{U} Instant Target creature can't be the target of spells or abilities this turn. Cycling {U} ({U}, Discard this card from your hand: Draw a card.) Mageta the Lion {3}{W}{W} Creature -- Spellshaper Legend 3/3 {2}{W}{W}, {T}, Discard two cards from your hand: Destroy all creatures except for Mageta the Lion. Those creatures can't be regenerated. Mageta's Boon {1}{W} Enchant Creature You may play Mageta's Boon any time you could play an instant. Enchanted creature gets +1/+2. Maggot Carrier {B} Creature -- Zombie 1/1 When Maggot Carrier comes into play, each player loses 1 life. Maggot Therapy {2}{B} Enchant Creature You may play Maggot Therapy any time you could play an instant. Enchanted creature gets +2/-2. Magistrate's Scepter {3} Artifact {4}, {T}: Put a charge counter on Magistrate's Scepter. {T}, Remove three charge counters from Magistrate's Scepter: Take another turn after this one. Magistrate's Veto {2}{R} Enchantment White creatures and blue creatures can't block. Magma Burst {3}{R} Instant Kicker--Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you play this spell.) Magma Burst deals 3 damage to target creature or player. If the kicker cost was paid, Magma Burst deals 3 damage to another target creature or player. Magma Sliver {3}{R} Creature -- Sliver 3/3 All Slivers have {T}: Target Sliver gets +X/+0 until end of turn, where X is the number of Slivers in play. Magma Vein {2}{R} Enchantment {R}, Sacrifice a land: Magma Vein deals 1 damage to each creature without flying. Magmasaur {3}{R}{R} Creature -- Elemental 0/0 Magmasaur comes into play with five +1/+1 counters on it. At the beginning of your upkeep, sacrifice Magmasaur unless you remove a +1/+1 counter from it. If you sacrifice Magmasaur this way, it deals damage equal to the number of +1/+1 counters on it to each creature without flying and each player. Magnetic Web {2} Artifact If a creature with a magnet counter on it attacks, all creatures with magnet counters on them attack this turn if able. Whenever a creature with a magnet counter on it attacks, all creatures with magnet counters on them block that creature this turn if able. {1}, {T}: Put a magnet counter on target creature. Magnify {G} Instant All creatures get +1/+1 until end of turn. Magnigoth Treefolk {4}{G} Creature -- Treefolk 2/6 For each basic land type among lands you control, Magnigoth Treefolk has landwalk of that type. Magnivore {2}{R}{R} Creature -- Lhurgoyf */* Haste Magnivore's power and toughness are each equal to the number of sorcery cards in all graveyards. Mahamoti Djinn {4}{U}{U} Creature -- Djinn 5/6 Flying Major Teroh {3}{W} Creature -- Bird Soldier Legend 2/3 Flying {3}{W}{W}, Sacrifice Major Teroh: Remove all black creatures from the game. Malachite Golem {6} Artifact Creature -- Golem 5/3 {1}{G}: Malachite Golem gains trample until end of turn. Malevolent Awakening {1}{B}{B} Enchantment {1}{B}{B}, Sacrifice a creature: Return target creature card from your graveyard to your hand. Malicious Advice {X}{U}{B} Instant Tap X target artifacts, creatures, and/or lands. You lose X life. Mana Breach {2}{U} Enchantment Whenever a player plays a spell, that player returns a land he or she controls to its owner's hand. Mana Cache {1}{R}{R} Enchantment At the end of each player's turn, put a charge counter on Mana Cache for each untapped land that player controls. Remove a charge counter from Mana Cache: Add {1} to your mana pool. Any player may play this ability but only during his or her turn before the end phase. Mana Clash {R} Sorcery You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip. Mana Cylix {1} Artifact {1}, {T}: Add one mana of any color to your mana pool. Mana Echoes {2}{R}{R} Enchantment Whenever a creature comes into play, you may add {1} to your mana pool for each creature you control that shares a creature type with it. Mana Leak {1}{U} Instant Counter target spell unless its controller pays {3}. Mana Leech {2}{B} Creature -- Worm 1/1 You may choose not to untap Mana Leech during your untap step. {T}: Tap target land. It doesn't untap during its controller's untap step as long as Mana Leech remains tapped. Mana Maze {1}{U} Enchantment Players can't play spells that share a color with the spell last played this turn. Mana Prism {3} Artifact {T}: Add {1} to your mana pool. {1}, {T}: Add one mana of any color to your mana pool. Mana Severance {1}{U} Sorcery Search your library for any number of land cards and remove them from the game. Then shuffle your library. Mana Short {2}{U} Instant Tap all lands target player controls and empty his or her mana pool. Mana Vapors {1}{U} Sorcery Lands target player controls don't untap during his or her next untap step. Manabarbs {3}{R} Enchantment Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player. Manabond {G} Enchantment At the end of your turn, you may reveal your hand and put all land cards from it into play. If you do, discard your hand. Manacles of Decay {1}{W} Enchant Creature Enchanted creature can't attack. {B}: Enchanted creature gets -1/-1 until end of turn. {R}: Enchanted creature can't block this turn. Manakin {2} Artifact Creature 1/1 {T}: Add {1} to your mana pool. Maniacal Rage {1}{R} Enchant Creature Enchanted creature gets +2/+2 and can't block. Manipulate Fate {1}{U} Sorcery Search your library for three cards, remove them from the game, then shuffle your library. Draw a card. Manta Riders {U} Creature -- Merfolk 1/1 {U}: Manta Riders gains flying until end of turn. Mantis Engine {5} Artifact Creature 3/3 {2}: Mantis Engine gains flying until end of turn. {2}: Mantis Engine gains first strike until end of turn. Marauding Knight {2}{B}{B} Creature -- Knight 2/2 Protection from white Marauding Knight gets +1/+1 for each Plains your opponents control. Marble Diamond {2} Artifact Marble Diamond comes into play tapped. {T}: Add {W} to your mana pool. Marble Titan {3}{W} Creature -- Giant 3/3 Creatures with power 3 or greater don't untap during their controllers' untap steps. March of Souls {4}{W} Sorcery Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller puts a 1/1 white Spirit creature token with flying into play. March of the Machines {3}{U} Enchantment Each noncreature artifact is an artifact creature with power and toughness each equal to its converted mana cost. (Equipment that's a creature can't equip a creature.) Mark of Fury {R} Enchant Creature Enchanted creature has haste. At end of turn, return Mark of Fury to its owner's hand. Marker Beetles {1}{G}{G} Creature -- Insect 2/3 When Marker Beetles is put into a graveyard from play, target creature gets +1/+1 until end of turn. {2}, Sacrifice Marker Beetles: Draw a card. Maro {2}{G}{G} Creature -- Elemental */* Maro's power and toughness are each equal to the number of cards in your hand. Marsh Boa {G} Creature -- Snake 1/1 Swampwalk Marsh Crocodile {2}{U}{B} Creature -- Crocodile 4/4 When Marsh Crocodile comes into play, return a blue or black creature you control to its owner's hand. When Marsh Crocodile comes into play, each player discards a card from his or her hand. Marsh Lurker {3}{B} Creature -- Beast 3/2 Sacrifice a Swamp: Marsh Lurker gains fear until end of turn. Martyr's Cause {2}{W} Enchantment Sacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. Martyrs' Tomb {2}{W}{B} Enchantment Pay 2 life: Prevent the next 1 damage that would be dealt to target creature this turn. Mask of Intolerance {2} Artifact At the beginning of each player's upkeep, if there are four or more basic land types among lands that player controls, Mask of Intolerance deals 3 damage to him or her. Mask of Law and Grace {W} Enchant Creature Enchanted creature has protection from black and protection from red. Mask of Memory {2} Artifact -- Equipment Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card from your hand. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Mask of the Mimic {U} Instant As an additional cost to play Mask of the Mimic, sacrifice a creature. Search your library for a card with the same name as target nontoken creature and put that card into play. Then shuffle your library. Masked Gorgon {4}{B} Creature -- Gorgon 5/5 Green creatures and white creatures have protection from Gorgons. Threshold -- Masked Gorgon has protection from green and from white. (You have threshold as long as seven or more cards are in your graveyard.) Mass Hysteria {R} Enchantment All creatures have haste. Massacre {2}{B}{B} Sorcery If an opponent controls a Plains and you control a Swamp, you may play Massacre without paying its mana cost. All creatures get -2/-2 until end of turn. Master Apothecary {W}{W}{W} Creature -- Cleric 2/2 Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to target creature or player this turn. Master Decoy {1}{W} Creature -- Soldier 1/2 {W}, {T}: Tap target creature. Master Healer {4}{W} Creature -- Cleric 1/4 {T}: Prevent the next 4 damage that would be dealt to target creature or player this turn. Master of the Veil {2}{U}{U} Creature -- Wizard 2/3 Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Master of the Veil is turned face up, you may turn target creature with morph face down. Masticore {4} Artifact Creature 4/4 At the beginning of your upkeep, you may discard a card from your hand. If you don't, sacrifice Masticore. {2}: Masticore deals 1 damage to target creature. {2}: Regenerate Masticore. Mawcor {3}{U}{U} Creature -- Beast 3/3 Flying {T}: Mawcor deals 1 damage to target creature or player. Maze of Shadows Land {T}: Add {1} to your mana pool. {T}: Untap target attacking creature with shadow. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Meddle {1}{U} Instant If target spell has only one target and that target is a creature, change that spell's target to another creature. Meddling Mage {W}{U} Creature -- Wizard 2/2 As Meddling Mage comes into play, name a nonland card. The named card can't be played. Medicine Bag {3} Artifact {1}, {T}, Discard a card from your hand: Regenerate target creature. Meditate {2}{U} Instant Draw four cards. You skip your next turn. Meekstone {1} Artifact Creatures with power 3 or greater don't untap during their controllers' untap steps. Megatherium {2}{G} Creature -- Beast 4/4 Trample When Megatherium comes into play, sacrifice it unless you pay {1} for each card in your hand. Megatog {4}{R}{R} Creature -- Atog 3/4 Sacrifice an artifact: Megatog gets +3/+3 and gains trample until end of turn. Megrim {2}{B} Enchantment Whenever an opponent discards a card from his or her hand, Megrim deals 2 damage to that player. Meltdown {X}{R} Sorcery Destroy each artifact with converted mana cost X or less. Memory Crystal {3} Artifact Buyback costs are reduced by {2}. Memory Jar {5} Artifact {T}, Sacrifice Memory Jar: Each player removes his or her hand from the game face down, and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way. Memory Lapse {1}{U} Instant Counter target spell. If you do, put it on top of its owner's library instead of into that player's graveyard. Menacing Ogre {3}{R}{R} Creature -- Ogre 3/3 Trample, haste When Menacing Ogre comes into play, each player secretly chooses a number. Then those numbers are revealed. Each player with the highest number loses that much life. If you are one of those players, put two +1/+1 counters on Menacing Ogre. Mental Discipline {1}{U}{U} Enchantment {1}{U}, Discard a card from your hand: Draw a card. Mental Note {U} Instant Put the top two cards of your library into your graveyard. Draw a card. Mercadian Atlas {5} Artifact At the end of your turn, if you didn't play a land this turn, you may draw a card. Mercadian Bazaar Land Mercadian Bazaar comes into play tapped. {T}: Put a storage counter on Mercadian Bazaar. {T}, Remove any number of storage counters from Mercadian Bazaar: Add {R} to your mana pool for each storage counter removed this way. Mercadian Lift {2} Artifact {1}, {T}: Put a winch counter on Mercadian Lift. {T}, Remove X winch counters from Mercadian Lift: Put a creature card with converted mana cost X from your hand into play. Mercadia's Downfall {2}{R} Instant Attacking creatures get +X/+0 until end of turn, where X is the number of nonbasic lands defending player controls. Mercenary Informer {2}{W} Creature -- Rebel Mercenary 2/1 Mercenary Informer can't be the target of black spells or abilities from black sources. {2}{W}: Put target Mercenary on the bottom of its owner's library. Merchant of Secrets {2}{U} Creature -- Wizard 1/1 When Merchant of Secrets comes into play, draw a card. Merchant Scroll {1}{U} Sorcery Search your library for a blue instant card, reveal that card, and put it into your hand. Then shuffle your library. Mercurial Kite {3}{U} Creature -- Bird 2/2 Flying Whenever Mercurial Kite deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step. Merfolk Looter {1}{U} Creature -- Merfolk 1/1 {T}: Draw a card, then discard a card from your hand. Merfolk of the Pearl Trident {U} Creature -- Merfolk 1/1 Mesa Falcon {1}{W} Creature -- Bird 1/1 Flying {1}{W}: Mesa Falcon gets +0/+1 until end of turn. Mesmeric Fiend {1}{B} Creature -- Nightmare Horror 1/1 When Mesmeric Fiend comes into play, target opponent reveals his or her hand and you choose a nonland card from it. Remove that card from the game. When Mesmeric Fiend leaves play, return the removed card to its owner's hand. Mesmeric Orb {2} Artifact Whenever a permanent becomes untapped, that permanent's controller puts the top card of his or her library into his or her graveyard. Metallic Sliver {1} Artifact Creature -- Sliver 1/1 Metalworker {3} Artifact Creature 1/2 {T}: Reveal any number of artifact cards in your hand. Add {2} to your mana pool for each card revealed this way. Metamorphic Wurm {3}{G}{G} Creature -- Elephant Wurm 3/3 Threshold -- Metamorphic Wurm gets +4/+4. (You have threshold as long as seven or more cards are in your graveyard.) Metamorphose {1}{U} Instant Put target permanent an opponent controls on top of its owner's library. That opponent may put an artifact, creature, enchantment, or land card from his or her hand into play. Metathran Aerostat {2}{U}{U} Creature -- Ship 2/2 Flying {X}{U}: You may put a creature card with converted mana cost X from your hand into play. If you do, return Metathran Aerostat to its owner's hand. Metathran Elite {1}{U}{U} Creature -- Soldier 2/3 Metathran Elite is unblockable as long as it's enchanted. Metathran Soldier {1}{U} Creature -- Soldier 1/1 Metathran Soldier is unblockable. Metathran Transport {1}{U}{U} Creature -- Ship 1/3 Flying Metathran Transport can't be blocked by blue creatures. {U}: Target creature becomes blue until end of turn. Metathran Zombie {1}{U} Creature -- Zombie 1/1 {B}: Regenerate Metathran Zombie. Meteor Crater Land {T}: Choose a color of a permanent you control. Add one mana of that color to your mana pool. Meteor Storm {R}{G} Enchantment {2}{R}{G}, Discard two cards at random from your hand: Meteor Storm deals 4 damage to target creature or player. Metrognome {4} Artifact When a spell or ability an opponent controls causes you to discard Metrognome from your hand, put four 1/1 Gnome artifact creature tokens into play. {4}, {T}: Put a 1/1 Gnome artifact creature token into play. Midnight Ritual {X}{2}{B} Sorcery Remove X target creature cards in your graveyard from the game. For each creature card removed this way, put a 2/2 black Zombie creature token into play. Midsummer Revel {3}{G}{G} Enchantment At the beginning of your upkeep, you may put a verse counter on Midsummer Revel. {G}, Sacrifice Midsummer Revel: Put X 3/3 green Beast creature tokens into play, where X is the number of verse counters on Midsummer Revel. Might of Oaks {3}{G} Instant Target creature gets +7/+7 until end of turn. Might Weaver {1}{G} Creature -- Wizard 2/1 {2}: Target red or white creature gains trample until end of turn. Militant Monk {1}{W}{W} Creature -- Cleric 2/1 Attacking doesn't cause Militant Monk to tap. {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Millikin {2} Artifact Creature 0/1 {T}, Put the top card of your library into your graveyard: Add {1} to your mana pool. Millstone {2} Artifact {2}, {T}: Target player puts the top two cards of his or her library into his or her graveyard. Mind Bend {U} Instant Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. (For example, you may change "nonblack creature" to "nongreen creature" or "forestwalk" to "plainswalk." This effect doesn't end at end of turn.) Mind Burst {1}{B} Sorcery Target player discards X cards from his or her hand, where X is one plus the number of cards named Mind Burst in all graveyards. Mind Extraction {2}{B} Sorcery As an additional cost to play Mind Extraction, sacrifice a creature. Target player reveals his or her hand and discards all cards of each of the sacrificed creature's colors from it. Mind Games {U} Instant Buyback {2}{U} (You may pay {2}{U} in addition to any other costs as you play this spell. If you do, put Mind Games into your hand instead of your graveyard as part of its resolution.) Tap target artifact, creature, or land. Mind Maggots {3}{B} Creature -- Insect 2/2 When Mind Maggots comes into play, discard any number of creature cards from your hand. For each card discarded this way, put two +1/+1 counters on Mind Maggots. Mind Over Matter {2}{U}{U}{U}{U} Enchantment Discard a card from your hand: Tap or untap target artifact, creature, or land. Mind Peel {B} Sorcery Buyback {2}{B}{B} (You may pay {2}{B}{B} in addition to any other costs as you play this spell. If you do, put Mind Peel into your hand instead of your graveyard as part of its resolution.) Target player discards a card from his or her hand. Mind Rot {2}{B} Sorcery Target player discards two cards from his or her hand. Mind Slash {1}{B}{B} Enchantment {B}, Sacrifice a creature: Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery. Mind Sludge {4}{B} Sorcery Target player discards a card from his or her hand for each Swamp you control. Mind Swords {1}{B} Sorcery If you control a Swamp, you may sacrifice a creature rather than pay Mind Swords's mana cost. Each player removes two cards in his or her hand from the game. Mind Warp {X}{3}{B} Sorcery Look at target player's hand and choose X cards from it. That player discards them. Mindless Automaton {4} Artifact Creature 0/0 Mindless Automaton comes into play with two +1/+1 counters on it. {1}, Discard a card from your hand: Put a +1/+1 counter on Mindless Automaton. Remove two +1/+1 counters from Mindless Automaton: Draw a card. Mind's Desire {4}{U}{U} Sorcery Shuffle your library. Then remove the top card of your library from the game. Until end of turn, you may play it as though it were in your hand without paying its mana cost. (If it has X in its mana cost, X is 0.) Storm (When you play this spell, copy it for each spell played before it this turn.) Mind's Eye {5} Artifact Whenever an opponent draws a card, you may pay {1}. If you do, draw a card. Mindslaver {6} Legendary Artifact {4}, {T}, Sacrifice Mindslaver: You control target player's next turn. (You see all cards that player could see and make all decisions for the player. He or she doesn't lose life because of mana burn.) Mindslicer {2}{B}{B} Creature -- Horror 4/3 When Mindslicer is put into a graveyard from play, each player discards his or her hand. Mindstorm Crown {3} Artifact At the beginning of your upkeep, draw a card if you had no cards in hand at the beginning of this turn. If you had a card in hand, Mindstorm Crown deals 1 damage to you. Mindwarper {2}{B}{B} Creature -- Spirit 0/0 Mindwarper comes into play with three +1/+1 counters on it. {2}{B}, Remove a +1/+1 counter from Mindwarper: Target player discards a card from his or her hand. Play this ability only any time you could play a sorcery. Mindwhip Sliver {2}{B} Creature -- Sliver 2/2 All Slivers have "{2}, Sacrifice this creature: Target player discards a card at random from his or her hand. Play this ability only any time you could play a sorcery." Mine Bearer {2}{W} Creature -- Soldier 1/1 {T}, Sacrifice Mine Bearer: Destroy target attacking creature. Mine Layer {3}{R} Creature -- Dwarf 1/1 {1}{R}, {T}: Put a mine counter on target land. Whenever a land with a mine counter on it becomes tapped, destroy it. When Mine Layer leaves play, remove all mine counters from all lands. Minion of the Wastes {3}{B}{B}{B} Creature -- Minion */* Trample As Minion of the Wastes comes into play, pay any amount of life. Minion of the Wastes' power and toughness are each equal to the life paid this way. Minotaur Explorer {1}{R} Creature -- Minotaur 3/3 When Minotaur Explorer comes into play, sacrifice it unless you discard a card at random from your hand. Minotaur Illusionist {3}{U}{R} Creature -- Minotaur 3/4 {1}{U}: Minotaur Illusionist can't be the target of spells or abilities this turn. {R}, Sacrifice Minotaur Illusionist: Minotaur Illusionist deals damage equal to its power to target creature. Minotaur Tactician {3}{R} Creature -- Minotaur 1/1 Haste Minotaur Tactician gets +1/+1 as long as you control a white creature. Minotaur Tactician gets +1/+1 as long as you control a blue creature. Mirari {5} Legendary Artifact Whenever you play an instant or sorcery spell, you may pay {3}. If you do, put a copy of that spell onto the stack. You may choose new targets for that copy. Mirari's Wake {3}{G}{W} Enchantment Creatures you control get +1/+1. Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced. Mire Kavu {3}{R} Creature -- Kavu 3/2 Mire Kavu gets +1/+1 as long as you control a Swamp. Mirozel {3}{U} Creature -- Illusion 2/3 Flying When Mirozel becomes the target of a spell or ability, return Mirozel to its owner's hand. Mirri, Cat Warrior {1}{G}{G} Creature -- Cat Warrior Legend 2/3 First strike; forestwalk Attacking doesn't cause Mirri, Cat Warrior to tap. Mirri's Guile {G} Enchantment At the beginning of your upkeep, you may look at the top three cards of your library, then put them back in any order. Mirror Golem {6} Artifact Creature -- Golem 3/4 Imprint -- When Mirror Golem comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.) Mirror Golem has protection from each of the imprinted card's card types. (The card types are artifact, creature, enchantment, instant, land, and sorcery.) Mirror Strike {3}{W} Instant Target unblocked creature deals combat damage to its controller instead of to you this turn. Mirror Wall {3}{U} Creature -- Wall 3/4 (Walls can't attack.) {W}: Mirror Wall may attack this turn as though it weren't a Wall. Mirrorwood Treefolk {3}{G} Creature -- Treefolk 2/4 {2}{R}{W}: The next time damage would be dealt to Mirrorwood Treefolk this turn, that damage is dealt to target creature or player instead. Miscalculation {1}{U} Instant Counter target spell unless its controller pays {2}. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Mischievous Poltergeist {2}{B} Creature -- Ghost 1/1 Flying Pay 1 life: Regenerate Mischievous Poltergeist. Mischievous Quanar {4}{U} Creature -- Beast 3/3 {3}{U}{U}: Turn Mischievous Quanar face down. Morph {1}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Mischievous Quanar is turned face up, copy target instant or sorcery spell. You may choose new targets for that copy. Misdirection {3}{U}{U} Instant You may remove a blue card in your hand from the game rather than pay Misdirection's mana cost. Change the target of target spell with a single target. Misery Charm {B} Instant Choose one -- Destroy target Cleric; or return target Cleric card from your graveyard to your hand; or target player loses 2 life. Misguided Rage {2}{R} Sorcery Target player sacrifices a permanent. Mishra's Helix {5} Artifact {X}, {T}: Tap X target lands. Misshapen Fiend {1}{B} Creature -- Mercenary 1/1 Flying Misstep {1}{U} Sorcery Creatures target player controls don't untap during that player's next untap step. Mist of Stagnation {3}{U}{U} Enchantment Permanents don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player untaps a permanent for each card in his or her graveyard. Mistform Dreamer {2}{U} Creature -- Illusion 2/1 Flying {1}: Mistform Dreamer's type becomes the creature type of your choice until end of turn. Mistform Mask {1}{U} Enchant Creature {1}: Enchanted creature's type becomes the creature type of your choice until end of turn. Mistform Mutant {4}{U}{U} Creature -- Illusion Mutant 3/4 {1}{U}: Choose a creature type other than Legend or Wall. Target creature's type becomes that type until end of turn. Mistform Seaswift {3}{U} Creature -- Illusion 3/1 Flying {1}: Mistform Seaswift's type becomes the creature type of your choice until end of turn. Morph {1}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Mistform Shrieker {3}{U}{U} Creature -- Illusion 3/3 Flying {1}: Mistform Shrieker's type becomes the creature type of your choice until end of turn. Morph {3}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Mistform Skyreaver {5}{U}{U} Creature -- Illusion 6/6 Flying {1}: Mistform Skyreaver's type becomes the creature type of your choice until end of turn. Mistform Sliver {1}{U} Creature -- Illusion Sliver 1/1 All Slivers have "{1}: This creature's type becomes the creature type of your choice in addition to its other types until end of turn." Mistform Stalker {1}{U} Creature -- Illusion 1/1 {1}: Mistform Stalker's type becomes the creature type of your choice until end of turn. {2}{U}{U}: Mistform Stalker gets +2/+2 and gains flying until end of turn. Mistform Ultimus {3}{U} Creature -- Illusion Legend 3/3 Mistform Ultimus is every creature type (even if this card isn't in play). Mistform Ultimus may attack as though it weren't a Wall. Mistform Wakecaster {4}{U} Creature -- Illusion 2/3 Flying {1}: Mistform Wakecaster's type becomes the creature type of your choice until end of turn. {2}{U}{U}, {T}: Choose a creature type. The type of each creature you control becomes that type until end of turn. Mistform Wall {2}{U} Creature -- Illusion Wall 1/4 (Walls can't attack.) {1}: Mistform Wall's type becomes the creature type of your choice until end of turn. Mistform Warchief {2}{U} Creature -- Illusion 1/3 Creature spells you play that share a creature type with Mistform Warchief cost {1} less to play. {T}: Mistform Warchief's type becomes the creature type of your choice until end of turn. Mnemonic Sliver {2}{U} Creature -- Sliver 2/2 All Slivers have "{2}, Sacrifice this creature: Draw a card." Mob Justice {1}{R} Sorcery Mob Justice deals to target player damage equal to the number of creatures you control. Mobile Fort {4} Artifact Creature -- Wall 0/6 (Walls can't attack.) {3}: Mobile Fort gets +3/-1 until end of turn and may attack this turn as though it weren't a Wall. Play this ability only once each turn. Mobilization {2}{W} Enchantment Attacking doesn't cause Soldiers to tap. {2}{W}: Put a 1/1 white Soldier creature token into play. Mogg Alarm {1}{R}{R} Sorcery You may sacrifice two Mountains rather than pay Mogg Alarm's mana cost. Put two 1/1 red Goblin creature tokens into play. Mogg Assassin {2}{R} Creature -- Goblin 2/1 {T}: You and target opponent each choose a target creature the other controls. Flip a coin. If you win the flip, destroy the creature you chose. If you lose the flip, destroy the creature your opponent chose. Mogg Bombers {3}{R} Creature -- Goblin 3/4 When another creature comes into play, sacrifice Mogg Bombers. If you do, it deals 3 damage to target player. Mogg Cannon {2} Artifact {T}: Target creature you control gets +1/+0 and gains flying until end of turn. Destroy that creature at end of turn. Mogg Conscripts {R} Creature -- Goblin 2/2 Mogg Conscripts can't attack unless you've played a creature spell this turn. Mogg Fanatic {R} Creature -- Goblin 1/1 Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player. Mogg Flunkies {1}{R} Creature -- Goblin 3/3 Mogg Flunkies can't attack or block alone. Mogg Hollows Land {T}: Add {1} to your mana pool. {T}: Add {R} or {G} to your mana pool. Mogg Hollows doesn't untap during its controller's next untap step. Mogg Infestation {3}{R}{R} Sorcery Destroy all creatures target player controls. For each creature put into a graveyard this way, put two 1/1 red Goblin creature tokens into play under that player's control. Mogg Jailer {1}{R} Creature -- Goblin 2/2 Mogg Jailer can't attack if defending player controls an untapped creature with power 2 or less. Mogg Maniac {1}{R} Creature -- Goblin 1/1 Whenever Mogg Maniac is dealt damage, it deals that much damage to target opponent. Mogg Raider {R} Creature -- Goblin 1/1 Sacrifice a Goblin: Target creature gets +1/+1 until end of turn. Mogg Salvage {2}{R} Instant If an opponent controls an Island and you control a Mountain, you may play Mogg Salvage without paying its mana cost. Destroy target artifact. Mogg Sentry {R} Creature -- Goblin 1/1 Whenever an opponent plays a spell, Mogg Sentry gets +2/+2 until end of turn. Mogg Squad {1}{R} Creature -- Goblin 3/3 Mogg Squad gets -1/-1 for each other creature in play. Mogg Toady {1}{R} Creature -- Goblin 2/2 Mogg Toady can't attack unless you control more creatures than defending player. Mogg Toady can't block unless you control more creatures than attacking player. Moggcatcher {2}{R}{R} Creature -- Mercenary 2/2 {3}, {T}: Search your library for a Goblin card and put that card into play. Then shuffle your library. Molder Slug {3}{G}{G} Creature -- Beast 4/6 At the beginning of each player's upkeep, that player sacrifices an artifact. Molimo, Maro-Sorcerer {4}{G}{G}{G} Creature -- Legend */* Trample Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control. Molten Hydra {1}{R} Creature -- Hydra 1/1 {1}{R}{R}: Put a +1/+1 counter on Molten Hydra. {T}, Remove all +1/+1 counters from Molten Hydra: Molten Hydra deals X damage to target creature or player, where X is the number of counters removed this way. Molten Influence {1}{R} Instant Counter target instant or sorcery spell unless its controller has Molten Influence deal 4 damage to him or her. Molten Rain {1}{R}{R} Sorcery Destroy target land. If that land is nonbasic, Molten Rain deals 2 damage to the land's controller. Molting Harpy {B} Creature -- Mercenary 2/1 Flying At the beginning of your upkeep, sacrifice Molting Harpy unless you pay {2}. Moment of Silence {W} Instant Target player skips his or her next combat phase this turn. Moment's Peace {1}{G} Instant Prevent all combat damage that would be dealt this turn. Flashback {2}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Momentum {2}{G} Enchant Creature At the beginning of your upkeep, you may put a growth counter on Momentum. Enchanted creature gets +1/+1 for each growth counter on Momentum. Mongrel Pack {3}{G} Creature -- Hound 4/1 When Mongrel Pack is put into a graveyard from play during combat, put four 1/1 green Hound creature tokens into play. Monk Idealist {2}{W} Creature -- Cleric 2/2 When Monk Idealist comes into play, return target enchantment card from your graveyard to your hand. Monk Realist {1}{W} Creature -- Cleric 1/1 When Monk Realist comes into play, destroy target enchantment. Monkey Cage {5} Artifact When a creature comes into play, sacrifice Monkey Cage and put into play a number of 2/2 green Ape creature tokens equal to that creature's converted mana cost. Monstrous Growth {1}{G} Sorcery Target creature gets +4/+4 until end of turn. Monstrous Hound {3}{R} Creature -- Hound 4/4 Monstrous Hound can't attack unless you control more lands than defending player. Monstrous Hound can't block unless you control more lands than attacking player. Moonlit Wake {2}{W} Enchantment Whenever a creature is put into a graveyard from play, you gain 1 life. Morality Shift {5}{B}{B} Sorcery Exchange your graveyard and library. Then shuffle your library. Morbid Hunger {4}{B}{B} Sorcery Morbid Hunger deals 3 damage to target creature or player. You gain 3 life. Flashback {7}{B}{B} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Morgue Theft {1}{B} Sorcery Return target creature card from your graveyard to your hand. Flashback {4}{B} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Morgue Thrull {2}{B} Creature -- Thrull 2/2 Sacrifice Morgue Thrull: Put the top three cards of your library into your graveyard. Morgue Toad {2}{B} Creature -- Toad 2/2 Sacrifice Morgue Toad: Add {U}{R} to your mana pool. Moriok Scavenger {3}{B} Creature -- Human Rogue 2/3 When Moriok Scavenger comes into play, you may return target artifact creature card from your graveyard to your hand. Morningtide {1}{W} Sorcery Remove all cards in all graveyards from the game. Morphling {3}{U}{U} Creature -- Shapeshifter 3/3 {U}: Untap Morphling. {U}: Morphling gains flying until end of turn. {U}: Morphling can't be the target of spells or abilities this turn. {1}: Morphling gets +1/-1 until end of turn. {1}: Morphling gets -1/+1 until end of turn. Mortal Combat {2}{B}{B} Enchantment At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game. Mortiphobia {1}{B}{B} Enchantment {1}{B}, Discard a card from your hand: Remove target card in a graveyard from the game. {1}{B}, Sacrifice Mortiphobia: Remove target card in a graveyard from the game. Mortivore {2}{B}{B} Creature -- Lhurgoyf */* Mortivore's power and toughness are each equal to the number of creature cards in all graveyards. {B}: Regenerate Mortivore. Mortuary {3}{B} Enchantment Whenever a creature is put into your graveyard from play, put that card on top of your library. Moss Diamond {2} Artifact Moss Diamond comes into play tapped. {T}: Add {G} to your mana pool. Moss Monster {3}{G}{G} Creature -- Monster 3/6 Mossdog {G} Creature -- Hound 1/1 Whenever Mossdog becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on Mossdog. Mossfire Egg {1} Artifact {2}, {T}, Sacrifice Mossfire Egg: Add {R}{G} to your mana pool. Draw a card. Mossfire Valley Land {1}, {T}: Add {R}{G} to your mana pool. Mother of Runes {W} Creature -- Cleric 1/1 {T}: Target creature you control gains protection from the color of your choice until end of turn. Mountain Basic Land -- Mountain [R] Mountain Goat {R} Creature -- Goat 1/1 Mountainwalk Mounted Archers {3}{W} Creature -- Soldier 2/3 Mounted Archers may block as though it had flying. {W}: Mounted Archers may block an additional creature this turn. Mourner's Shield {4} Artifact Imprint -- When Mourner's Shield comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.) {2}, {T}: Prevent all damage that would be dealt this turn by a source of your choice that shares a color with the imprinted card. Mournful Zombie {2}{B} Creature -- Zombie 2/1 {W}, {T}: Target player gains 1 life. Mourning {1}{B} Enchant Creature Enchanted creature gets -2/-0. {B}: Return Mourning to its owner's hand. Mox Diamond {0} Artifact As an additional cost to play Mox Diamond, discard a land card from your hand. {T}: Add one mana of any color to your mana pool. Mudhole {2}{R} Instant Target player removes all land cards in his or her graveyard from the game. Mulch {1}{G} Sorcery Reveal the top four cards of your library. Put all land cards revealed this way into your hand and all other cards revealed this way into your graveyard. Multani, Maro-Sorcerer {4}{G}{G} Creature -- Legend */* Multani, Maro-Sorcerer can't be the target of spells or abilities. Multani's power and toughness are each equal to the total number of cards in all players' hands. Multani's Acolyte {G}{G} Creature -- Elf 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.) When Multani's Acolyte comes into play, draw a card. Multani's Decree {3}{G} Sorcery Destroy all enchantments. You gain 2 life for each enchantment destroyed this way. Multani's Harmony {G} Enchant Creature Enchanted creature has "{T}: Add one mana of any color to your mana pool." Multani's Presence {G} Enchantment Whenever a spell you played is countered, draw a card. Mungha Wurm {2}{G}{G} Creature -- Wurm 6/5 You can't untap more than one land during your untap step. Murderous Betrayal {B}{B}{B} Enchantment {B}{B}, Pay half your life rounded up: Destroy target nonblack creature. It can't be regenerated. Muscle Burst {1}{G} Instant Target creature gets +X/+X until end of turn, where X is 3 plus the number of cards named Muscle Burst in all graveyards. Muscle Sliver {1}{G} Creature -- Sliver 1/1 All Slivers get +1/+1. Mutilate {2}{B}{B} Sorcery All creatures get -1/-1 until end of turn for each Swamp you control. Muzzle {1}{W} Enchant Creature Prevent all damage that would be dealt by enchanted creature. Myr Adapter {3} Artifact Creature -- Myr 1/1 Myr Adapter gets +1/+1 for each Equipment attached to it. Myr Enforcer {7} Artifact Creature -- Myr 4/4 Affinity for artifacts (This spell costs {1} less to play for each artifact you control.) Myr Incubator {6} Artifact {6}, {T}, Sacrifice Myr Incubator: Search your library for any number of artifact cards, remove them from the game, then put that many 1/1 Myr artifact creature tokens into play. Then shuffle your library. Myr Mindservant {1} Artifact Creature -- Myr 1/1 {2}, {T}: Shuffle your library. Myr Prototype {5} Artifact Creature -- Myr 2/2 At the beginning of your upkeep, put a +1/+1 counter on Myr Prototype. Myr Prototype can't attack or block unless you pay {1} for each +1/+1 counter on it. (This cost is paid as attackers or blockers are declared.) Myr Retriever {2} Artifact Creature -- Myr 1/1 When Myr Retriever is put into a graveyard from play, return another target artifact card from your graveyard to your hand. Mystic Compass {2} Artifact {1}, {T}: Target land's type becomes the basic land type of your choice until end of turn. Mystic Crusader {1}{W}{W} Creature -- Nomad Mystic 2/1 Protection from black and from red Threshold -- Mystic Crusader gets +1/+1 and has flying. (You have threshold as long as seven or more cards are in your graveyard.) Mystic Enforcer {2}{G}{W} Creature -- Nomad Mystic 3/3 Protection from black Threshold -- Mystic Enforcer gets +3/+3 and has flying. (You have threshold as long as seven or more cards are in your graveyard.) Mystic Familiar {1}{W} Creature -- Bird 1/2 Flying Threshold -- Mystic Familiar gets +1/+1 and has protection from black. (You have threshold as long as seven or more cards are in your graveyard.) Mystic Penitent {W} Creature -- Nomad Mystic 1/1 Attacking doesn't cause Mystic Penitent to tap. Threshold -- Mystic Penitent gets +1/+1 and has flying. (You have threshold as long as seven or more cards are in your graveyard.) Mystic Snake {1}{G}{U}{U} Creature -- Snake 2/2 You may play Mystic Snake any time you could play an instant. When Mystic Snake comes into play, counter target spell. Mystic Visionary {1}{W} Creature -- Nomad Mystic 2/1 Threshold -- Mystic Visionary has flying. (You have threshold as long as seven or more cards are in your graveyard.) Mystic Zealot {3}{W} Creature -- Nomad Mystic 2/4 Threshold -- Mystic Zealot gets +1/+1 and has flying. (You have threshold as long as seven or more cards are in your graveyard.) Mystical Tutor {U} Instant Search your library for an instant or sorcery card and reveal that card. Shuffle your library, then put the card on top of it. Mythic Proportions {4}{G}{G}{G} Enchant Creature Enchanted creature gets +8/+8 and has trample. Nakaya Shade {1}{B} Creature -- Shade 1/1 {B}: Nakaya Shade gets +1/+1 until end of turn unless any player pays {2}. Nameless One {3}{U} Creature -- Wizard Avatar */* Nameless One's power and toughness are each equal to the number of Wizards in play. Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Nantuko Blightcutter {2}{G} Creature -- Insect Druid 2/2 Protection from black Threshold -- Nantuko Blightcutter gets +1/+1 for each black permanent your opponents control. (You have threshold as long as seven or more cards are in your graveyard.) Nantuko Calmer {2}{G}{G} Creature -- Insect Druid 2/3 {G}, {T}, Sacrifice Nantuko Calmer: Destroy target enchantment. Threshold -- Nantuko Calmer gets +1/+1. (You have threshold as long as seven or more cards are in your graveyard.) Nantuko Cultivator {3}{G} Creature -- Insect Druid 2/2 When Nantuko Cultivator comes into play, you may discard any number of land cards from your hand. Put that many +1/+1 counters on Nantuko Cultivator and draw that many cards. Nantuko Disciple {3}{G} Creature -- Insect Druid 2/2 {G}, {T}: Target creature gets +2/+2 until end of turn. Nantuko Elder {2}{G} Creature -- Insect Druid 1/2 {T}: Add {1}{G} to your mana pool. Nantuko Husk {2}{B} Creature -- Zombie Insect 2/2 Sacrifice a creature: Nantuko Husk gets +2/+2 until end of turn. Nantuko Mentor {2}{G} Creature -- Insect Druid 1/1 {2}{G}, {T}: Target creature gets +X/+X until end of turn, where X is that creature's power. Nantuko Monastery Land {T}: Add {1} to your mana pool. Threshold -- {G}{W}: Nantuko Monastery becomes a 4/4 green and white creature with first strike until end of turn. It's still a land. (Play this ability only if seven or more cards are in your graveyard.) Nantuko Shade {B}{B} Creature -- Insect Shade 2/1 {B}: Nantuko Shade gets +1/+1 until end of turn. Nantuko Shrine {1}{G}{G} Enchantment Whenever a player plays a spell, that player puts X 1/1 green Squirrel creature tokens into play, where X is the number of cards in all graveyards with the same name as that spell. Nantuko Tracer {1}{G} Creature -- Insect Druid 2/1 When Nantuko Tracer comes into play, you may put target card from a graveyard on the bottom of its owner's library. Nantuko Vigilante {3}{G} Creature -- Insect Druid Mutant 3/2 Morph {1}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Nantuko Vigilante is turned face up, destroy target artifact or enchantment. Narcissism {2}{G} Enchantment {G}, Discard a card from your hand: Target creature gets +2/+2 until end of turn. {G}, Sacrifice Narcissism: Target creature gets +2/+2 until end of turn. Natural Affinity {2}{G} Instant Until end of turn, all lands become 2/2 creatures that are still lands. Natural Emergence {2}{R}{G} Enchantment When Natural Emergence comes into play, return a red or green enchantment you control to its owner's hand. Lands you control are 2/2 creatures with first strike. They're still lands. Natural Spring {3}{G}{G} Sorcery Target player gains 8 life. Naturalize {1}{G} Instant Destroy target artifact or enchantment. Nature's Resurgence {2}{G}{G} Sorcery Each player draws a card for each creature card in his or her graveyard. Nature's Revolt {3}{G}{G} Enchantment All lands are 2/2 creatures that are still lands. Nausea {1}{B} Sorcery All creatures get -1/-1 until end of turn. Necra Disciple {B} Creature -- Wizard 1/1 {G}, {T}: Add one mana of any color to your mana pool. {W}, {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Necra Sanctuary {2}{B} Enchantment At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead. Necravolver {2}{B} Creature -- Volver 2/2 Kicker {1}{G} and/or {W} If the {1}{G} kicker cost was paid, Necravolver comes into play with two +1/+1 counters on it and with trample. If the {W} kicker cost was paid, Necravolver comes into play with a +1/+1 counter on it and with "Whenever Necravolver deals damage, you gain that much life." Necrogen Mists {2}{B} Enchantment At the beginning of each player's upkeep, that player discards a card from his or her hand. Necrogen Spellbomb {1} Artifact {B}, Sacrifice Necrogen Spellbomb: Target player discards a card from his or her hand. {1}, Sacrifice Necrogen Spellbomb: Draw a card. Necrologia {3}{B}{B} Instant Play Necrologia only during your end of turn step. As an additional cost to play Necrologia, pay any amount of life. Draw cards equal to the life paid this way. Necrosavant {3}{B}{B}{B} Creature -- Necrosavant 5/5 {3}{B}{B}, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep. Need for Speed {R} Enchantment Sacrifice a land: Target creature gains haste until end of turn. Needle Storm {2}{G} Sorcery Needle Storm deals 4 damage to each creature with flying. Needlebug {4} Artifact Creature -- Insect 2/2 Protection from artifacts You may play Needlebug any time you could play an instant. Needleshot Gourna {4}{G}{G} Creature -- Beast 3/6 Needleshot Gourna may block as though it had flying. Nefarious Lich {B}{B}{B}{B} Enchantment If you would be dealt damage, remove that many cards in your graveyard from the game instead. If you can't, you lose the game. If you would gain life, draw that many cards instead. When Nefarious Lich leaves play, you lose the game. Nefashu {4}{B}{B} Creature -- Zombie Mutant 5/3 Whenever Nefashu attacks, up to five target creatures each get -1/-1 until end of turn. Nekrataal {2}{B}{B} Creature -- Nekrataal 2/1 First strike When Nekrataal comes into play, destroy target nonartifact, nonblack creature. That creature can't be regenerated. Nemata, Grove Guardian {4}{G}{G} Creature -- Treefolk Legend 4/5 {2}{G}: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: All Saprolings get +1/+1 until end of turn. Nesting Wurm {4}{G}{G} Creature -- Wurm 4/3 Trample When Nesting Wurm comes into play, you may search your library for up to three cards named Nesting Wurm, reveal them, and put them into your hand. If you do, shuffle your library. Nether Spirit {1}{B}{B} Creature -- Spirit 2/2 At the beginning of your upkeep, if Nether Spirit is the only creature card in your graveyard, you may return Nether Spirit to play. Netter en-Dal {W} Creature -- Spellshaper 1/1 {W}, {T}, Discard a card from your hand: Target creature can't attack this turn. Neurok Familiar {1}{U} Creature -- Bird 1/1 Flying When Neurok Familiar comes into play, reveal the top card of your library. If it's an artifact card, put it into your hand. Otherwise, put it into your graveyard. Neurok Hoversail {1} Artifact -- Equipment Equipped creature has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Neurok Spy {2}{U} Creature -- Human Rogue 2/2 Neurok Spy is unblockable as long as defending player controls an artifact. New Frontiers {X}{G} Sorcery Each player may search his or her library for up to X basic land cards and put them into play tapped. Then each player who searched his or her library this way shuffles it. Night // Day {B} // {2}{W} Instant // Instant Target creature gets -1/-1 until end of turn. // Creatures target player controls get +1/+1 until end of turn. Nightmare {5}{B} Creature -- Nightmare */* Flying Nightmare's power and toughness are each equal to the number of Swamps you control. Nightmare Lash {4} Artifact -- Equipment Equipped creature gets +1/+1 for each Swamp you control. Equip--Pay 3 life. (Pay 3 life: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Nightscape Apprentice {B} Creature -- Wizard 1/1 {U}, {T}: Put target creature you control on top of its owner's library. {R}, {T}: Target creature gains first strike until end of turn. Nightscape Battlemage {2}{B} Creature -- Wizard 2/2 Kicker {2}{U} and/or {2}{R} When Nightscape Battlemage comes into play, if the {2}{U} kicker cost was paid, return up to two target nonblack creatures to their owners' hands. When Nightscape Battlemage comes into play, if the {2}{R} kicker cost was paid, destroy target land. Nightscape Familiar {1}{B} Creature -- Zombie 1/1 Blue spells and red spells you play cost {1} less to play. {1}{B}: Regenerate Nightscape Familiar. Nightscape Master {2}{B}{B} Creature -- Wizard 2/2 {U}{U}, {T}: Return target creature to its owner's hand. {R}{R}, {T}: Nightscape Master deals 2 damage to target creature. Nightshade Seer {3}{B} Creature -- Wizard 1/1 {2}{B}, {T}: Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way. Nightwind Glider {2}{W} Creature -- Rebel 2/1 Flying, protection from black Nim Devourer {3}{B}{B} Creature -- Zombie 4/1 Nim Devourer gets +1/+0 for each artifact you control. {B}{B}: Return Nim Devourer from your graveyard to play, then sacrifice a creature. Play this ability only during your upkeep. Nim Lasher {2}{B} Creature -- Zombie 1/1 Nim Lasher gets +1/+0 for each artifact you control. Nim Replica {3} Artifact Creature -- Zombie 3/1 {2}{B}, Sacrifice Nim Replica: Target creature gets -1/-1 until end of turn. Nim Shambler {2}{B}{B} Creature -- Zombie 2/1 Nim Shambler gets +1/+0 for each artifact you control. Sacrifice a creature: Regenerate Nim Shambler. Nim Shrieker {3}{B} Creature -- Zombie 0/1 Flying Nim Shrieker gets +1/+0 for each artifact you control. Nimble Mongoose {G} Creature -- Mongoose 1/1 Nimble Mongoose can't be the target of spells or abilities. Threshold -- Nimble Mongoose gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.) No Mercy {2}{B}{B} Enchantment Whenever a creature deals damage to you, destroy it. No Quarter {3}{R} Enchantment Whenever a creature becomes blocked by a creature with lesser power, destroy the blocking creature. Whenever a creature blocks a creature with lesser power, destroy the attacking creature. No Rest for the Wicked {1}{B} Enchantment Sacrifice No Rest for the Wicked: Return to your hand all creature cards put into your graveyard from play since the beginning of the turn. Noble Panther {1}{G}{W} Creature -- Cat 3/3 {1}: Noble Panther gains first strike until end of turn. Noble Purpose {3}{W}{W} Enchantment Whenever a creature you control deals combat damage, you gain that much life. Noble Stand {4}{W} Enchantment Whenever a creature you control blocks, you gain 2 life. Noble Templar {5}{W} Creature -- Cleric Soldier 3/6 Attacking doesn't cause Noble Templar to tap. Plainscycling {2} ({2}, Discard this card from your hand: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.) Nocturnal Raid {2}{B}{B} Instant Black creatures get +2/+0 until end of turn. Noetic Scales {4} Artifact At the beginning of each player's upkeep, return to its owner's hand each creature that player controls with power greater than the number of cards in his or her hand. Nomad Decoy {2}{W} Creature -- Nomad 1/2 {W}, {T}: Tap target creature. Threshold -- {W}{W}, {T}: Tap two target creatures. (Play this ability only if seven or more cards are in your graveyard.) Nomad Mythmaker {2}{W} Creature -- Cleric 2/2 {W}, {T}: Put target enchant creature card from a graveyard into play enchanting a creature you control. (You control that enchantment.) Nomad Stadium Land {T}: Add {W} to your mana pool. Nomad Stadium deals 1 damage to you. Threshold -- {W}, {T}, Sacrifice Nomad Stadium: You gain 4 life. (Play this ability only if seven or more cards are in your graveyard.) Nomadic Elf {1}{G} Creature -- Elf 2/2 {1}{G}: Add one mana of any color to your mana pool. Nomads en-Kor {W} Creature -- Soldier 1/1 {0}: The next 1 damage that would be dealt to Nomads en-Kor this turn is dealt to target creature you control instead. Northern Paladin {2}{W}{W} Creature -- Knight 3/3 {W}{W}, {T}: Destroy target black permanent. Norwood Ranger {G} Creature -- Elf 1/2 Nostalgic Dreams {G}{G} Sorcery As an additional cost to play Nostalgic Dreams, discard X cards from your hand. Return X target cards from your graveyard to your hand. Remove Nostalgic Dreams from the game. Nosy Goblin {2}{R} Creature -- Goblin 2/1 {T}, Sacrifice Nosy Goblin: Destroy target face-down creature. Notorious Assassin {3}{B} Creature -- Spellshaper 2/2 {2}{B}, {T}, Discard a card from your hand: Destroy target nonblack creature. It can't be regenerated. Nova Cleric {W} Creature -- Cleric 1/2 {2}{W}, {T}, Sacrifice Nova Cleric: Destroy all enchantments. Noxious Field {1}{B}{B} Enchant Land Enchanted land has "{T}: This land deals 1 damage to each creature and each player." Noxious Ghoul {3}{B}{B} Creature -- Zombie 3/3 Whenever Noxious Ghoul or another Zombie comes into play, all non-Zombie creatures get -1/-1 until end of turn. Noxious Vapors {1}{B}{B} Sorcery Each player reveals his or her hand and chooses one card of each color from it, then discards all other nonland cards from it. Nuisance Engine {3} Artifact {2}, {T}: Put a 0/1 Pest artifact creature token into play. Null Brooch {4} Artifact {2}, {T}, Discard your hand: Counter target noncreature spell. Nullmage Advocate {2}{G} Creature -- Insect Druid 2/3 {T}: Return two target cards in an opponent's graveyard to his or her hand. Destroy target artifact or enchantment. Nurturing Licid {1}{G} Creature -- Licid 1/1 {G}, {T}: Nurturing Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "{G}: Regenerate enchanted creature" and "{G}: End the effect that created this ability." Nut Collector {5}{G} Creature -- Druid 1/1 At the beginning of your upkeep, you may put a 1/1 green Squirrel creature token into play. Threshold -- All Squirrels get +2/+2. (You have threshold as long as seven or more cards are in your graveyard.) Oath of Druids {1}{G} Enchantment At the beginning of each player's upkeep, if that player controls fewer creatures than any of his or her opponents, the player may reveal cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and all other cards revealed this way into his or her graveyard. Oath of Ghouls {1}{B} Enchantment At the beginning of each player's upkeep, if there are more creature cards in that player's graveyard than in any of his or her opponents' graveyards, the player may return target creature card of his or her choice from his or her graveyard to his or her hand. Oath of Lieges {1}{W} Enchantment At the beginning of each player's upkeep, if that player controls fewer lands than any of his or her opponents, the player may search his or her library for a basic land card and put that card into play. The player then shuffles his or her library. Oath of Mages {1}{R} Enchantment At the beginning of each player's upkeep, that player may have Oath of Mages deal 1 damage to target player of his or her choice who has more life than he or she does and who is his or her opponent. Oath of Scholars {3}{U} Enchantment At the beginning of each player's upkeep, if that player has fewer cards in hand than any of his or her opponents, the player may discard his or her hand and draw three cards. Oblation {2}{W} Instant The owner of target nonland permanent shuffles it into his or her library, then draws two cards. Obliterate {6}{R}{R} Sorcery Obliterate can't be countered. Destroy all artifacts, creatures, and lands. They can't be regenerated. Oblivion Stone {3} Artifact {4}, {T}: Put a fate counter on target permanent. {5}, {T}, Sacrifice Oblivion Stone: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents. Obsessive Search {U} Instant Draw a card. Madness {U} (You may play this card for its madness cost at the time you discard it from your hand.) Obsianus Golem {6} Artifact Creature -- Golem 4/6 Obsidian Acolyte {1}{W} Creature -- Cleric 1/1 Protection from black {W}: Target creature gains protection from black until end of turn. Obstinate Familiar {R} Creature -- Lizard 1/1 If you would draw a card, you may skip that draw instead. Off Balance {W} Instant Target creature can't attack or block this turn. Ogre Leadfoot {4}{R} Creature -- Ogre 3/3 Whenever Ogre Leadfoot becomes blocked by an artifact creature, destroy that creature. Ogre Shaman {3}{R}{R} Creature -- Ogre 3/3 {2}, Discard a card at random from your hand: Ogre Shaman deals 2 damage to target creature or player. Ogre Taskmaster {3}{R} Creature -- Ogre 4/3 Ogre Taskmaster can't block. Okk {1}{R} Creature -- Goblin 4/4 Okk can't attack unless a creature with greater power also attacks. Okk can't block unless a creature with greater power also blocks. Omega Myr {2} Artifact Creature -- Myr 1/2 One Dozen Eyes {5}{G} Sorcery Choose one -- Put a 5/5 green Beast creature token into play; or put five 1/1 green Insect creature tokens into play. Entwine {G}{G}{G} (Choose both if you pay the entwine cost.) One with Nature {G} Enchant Creature Whenever enchanted creature deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. Then shuffle your library. Onslaught {R} Enchantment Whenever you play a creature spell, tap target creature. Opal Acrolith {2}{W} Enchantment Whenever an opponent plays a creature spell, if Opal Acrolith is an enchantment, Opal Acrolith becomes a 2/4 Guardian creature. {0}: Opal Acrolith becomes an enchantment. Opal Archangel {4}{W} Enchantment When an opponent plays a creature spell, if Opal Archangel is an enchantment, Opal Archangel becomes a 5/5 Angel creature with flying. Attacking doesn't cause it to tap. Opal Avenger {2}{W} Enchantment When you have 10 life or less, if Opal Avenger is an enchantment, Opal Avenger becomes a 3/5 Guardian creature. Opal Caryatid {W} Enchantment When an opponent plays a creature spell, if Opal Caryatid is an enchantment, Opal Caryatid becomes a 2/2 Soldier creature. Opal Champion {2}{W} Enchantment When an opponent plays a creature spell, if Opal Champion is an enchantment, Opal Champion becomes a 3/3 Knight creature with first strike. Opal Gargoyle {1}{W} Enchantment When an opponent plays a creature spell, if Opal Gargoyle is an enchantment, Opal Gargoyle becomes a 2/2 Gargoyle creature with flying. Opal Titan {2}{W}{W} Enchantment When an opponent plays a creature spell, if Opal Titan is an enchantment, Opal Titan becomes a 4/4 Giant creature with protection from each of that spell's colors. Opalescence {2}{W}{W} Enchantment Each other global enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment. Opportunist {2}{R} Creature -- Soldier 2/2 {T}: Opportunist deals 1 damage to target creature that was dealt damage this turn. Opportunity {4}{U}{U} Instant Target player draws four cards. Opposition {2}{U}{U} Enchantment Tap an untapped creature you control: Tap target artifact, creature, or land. Oppression {1}{B}{B} Enchantment Whenever a player plays a spell, that player discards a card from his or her hand. Opt {U} Instant Look at the top card of your library. You may put that card on the bottom of your library. Draw a card. Oracle en-Vec {1}{W} Creature -- Wizard 1/1 {T}: Target opponent chooses any number of creatures he or she controls. During that player's next turn, those creatures attack if able, and other creatures can't attack. At the end of that turn, destroy each of those creatures that didn't attack. Play this ability only during your turn. Oracle's Attendants {3}{W} Creature -- Soldier 1/5 {T}: All damage that would be dealt to target creature this turn by a source of your choice is dealt to Oracle's Attendants instead. Oraxid {3}{U} Creature -- Beast 2/3 Protection from red Orcish Artillery {1}{R}{R} Creature -- Orc 1/3 {T}: Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Oriflamme {3}{R} Enchantment Attacking creatures you control get +1/+0. Orcish Spy {R} Creature -- Orc 1/1 {T}: Look at the top three cards of target player's library. Order // Chaos {3}{W} // {2}{R} Instant // Instant Remove target attacking creature from the game. // Creatures can't block this turn. Order of the Sacred Torch {1}{W}{W} Creature -- Paladin 2/2 {T}, Pay 1 life: Counter target black spell. Order of Yawgmoth {2}{B}{B} Creature -- Knight 2/2 Fear Whenever Order of Yawgmoth deals damage to a player, that player discards a card from his or her hand. Ordered Migration {3}{W}{U} Sorcery Put a 1/1 blue Bird creature token with flying into play for each basic land type among lands you control. Organ Grinder {2}{B} Creature -- Zombie 3/1 {T}, Remove three cards in your graveyard from the game: Target player loses 3 life. Orim, Samite Healer {1}{W}{W} Creature -- Cleric Legend 1/3 {T}: Prevent the next 3 damage that would be dealt to target creature or player this turn. Orim's Chant {W} Instant Kicker {W} (You may pay an additional {W} as you play this spell.) Target player can't play spells this turn. If the kicker cost was paid, creatures can't attack this turn. Orim's Cure {1}{W} Instant If you control a Plains, you may tap an untapped creature you control rather than pay the mana cost of Orim's Cure. Prevent the next 4 damage that would be dealt to target creature or player this turn. Orim's Prayer {1}{W}{W} Enchantment Whenever a creature attacks you, you gain 1 life. Orim's Thunder {2}{W} Instant Kicker {R} (You may pay an additional {R} as you play this spell.) Destroy target artifact or enchantment. If the kicker cost was paid, Orim's Thunder deals damage equal to that artifact or enchantment's converted mana cost to target creature. Orim's Touch {W} Instant Kicker {1} (You may pay an additional {1} as you play this spell.) Prevent the next 2 damage that would be dealt to target creature or player this turn. If the kicker cost was paid, prevent the next 4 damage that would be dealt to that creature or player this turn instead. Ornithopter {0} Artifact Creature 0/2 Flying Ostracize {B} Sorcery Target opponent reveals his or her hand. Choose a creature card from it. That player discards that card. Otarian Juggernaut {4} Artifact Creature 2/3 Otarian Juggernaut can't be blocked by Walls. Threshold -- Otarian Juggernaut gets +3/+0 and attacks each turn if able. (You have threshold as long as seven or more cards are in your graveyard.) Outbreak {3}{B} Sorcery You may discard a Swamp card from your hand rather than pay Outbreak's mana cost. Choose a creature type. All creatures of that type get -1/-1 until end of turn. Outmaneuver {X}{R} Instant X target blocked creatures deal combat damage as though they weren't blocked this turn. Overabundance {1}{R}{G} Enchantment Whenever a player taps a land for mana, that player adds one additional mana to his or her mana pool of the same type, and Overabundance deals 1 damage to him or her. Overburden {1}{U} Enchantment Whenever a player puts a creature card into play, that player returns a land he or she controls to its owner's hand. Overeager Apprentice {2}{B} Creature -- Minion 1/2 Discard a card from your hand, Sacrifice Overeager Apprentice: Add {B}{B}{B} to your mana pool. Overgrown Estate {B}{G}{W} Enchantment Sacrifice a land: You gain 3 life. Overgrowth {2}{G} Enchant Land Whenever enchanted land is tapped for mana, its controller adds {G}{G} to his or her mana pool. Overlaid Terrain {2}{G}{G} Enchantment As Overlaid Terrain comes into play, sacrifice all lands you control. Lands you control have "{T}: Add two mana of any one color to your mana pool." Overload {R} Instant Kicker {2} (You may pay an additional {2} as you play this spell.) Destroy target artifact if its converted mana cost is 2 or less. If the kicker cost was paid, destroy that artifact if its converted mana cost is 5 or less instead. Overmaster {R} Sorcery The next instant or sorcery spell you play this turn can't be countered by spells or abilities. Draw a card. Override {2}{U} Instant Counter target spell unless its controller pays {1} for each artifact you control. Overrun {2}{G}{G}{G} Sorcery Creatures you control get +3/+3 and gain trample until end of turn. Oversold Cemetery {1}{B} Enchantment At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand. Overtaker {1}{U} Creature -- Spellshaper 1/1 {3}{U}, {T}, Discard a card from your hand: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. Overwhelming Instinct {2}{G} Enchantment Whenever you attack with three or more creatures, draw a card. Pacifism {1}{W} Enchant Creature Enchanted creature can't attack or block. Pack Hunt {3}{G} Sorcery Search your library for up to three cards with the same name as target creature, reveal them, and put them into your hand. Then shuffle your library. Pain // Suffering {B} // {3}{R} Sorcery // Sorcery Target player discards a card from his or her hand. // Destroy target land. Painbringer {2}{B}{B} Creature -- Minion 1/1 {T}, Remove any number of cards in your graveyard from the game: Target creature gets -X/-X until end of turn, where X is the number of cards removed this way. Painful Memories {1}{B} Sorcery Look at target opponent's hand and choose a card from it. Put that card on top of that player's library. Paladin en-Vec {1}{W}{W} Creature -- Knight 2/2 First strike, protection from black, protection from red Pale Moon {1}{U} Instant Until end of turn, if a player taps a nonbasic land for mana, it produces colorless mana instead of its normal type. Palinchron {5}{U}{U} Creature -- Illusion 4/5 Flying When Palinchron comes into play, if you played it from your hand, untap up to seven lands. {2}{U}{U}: Return Palinchron to its owner's hand. Pallimud {2}{R} Creature -- Beast */3 As Pallimud comes into play, choose an opponent. Pallimud's power is equal to the number of tapped lands the chosen player controls. Panacea {4} Artifact {X}{X}, {T}: Prevent the next X damage that would be dealt to target creature or player this turn. Pandemonium {3}{R} Enchantment Whenever a creature comes into play, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice. Pangosaur {2}{G}{G} Creature -- Lizard 6/6 Whenever a player plays a land, return Pangosaur to its owner's hand. Panic Attack {2}{R} Sorcery Up to three target creatures can't block this turn. Panther Warriors {4}{G} Creature -- Cat Warrior 6/3 Parallax Dementia {1}{B} Enchant Creature Fading 1 (This enchantment comes into play with one fade counter on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Enchanted creature gets +3/+2. When Parallax Dementia leaves play, destroy enchanted creature. That creature can't be regenerated. Parallax Inhibitor {2} Artifact {1}, {T}, Sacrifice Parallax Inhibitor: Put a fade counter on each permanent with fading you control. Parallax Nexus {2}{B} Enchantment Fading 5 (This enchantment comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Parallax Nexus: Target opponent removes a card in his or her hand from the game if Parallax Nexus is in play. Play this ability only any time you could play a sorcery. When Parallax Nexus leaves play, each player returns to his or her hand all cards he or she owns removed from the game with Parallax Nexus. Parallax Tide {2}{U}{U} Enchantment Fading 5 (This enchantment comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Parallax Tide: Remove target land from the game if Parallax Tide is in play. When Parallax Tide leaves play, each player returns to play all cards he or she owns removed from the game with Parallax Tide. Parallax Wave {2}{W}{W} Enchantment Fading 5 (This enchantment comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Parallax Wave: Remove target creature from the game if Parallax Wave is in play. When Parallax Wave leaves play, each player returns to play all cards other than Parallax Wave he or she owns removed from the game with Parallax Wave. Parallel Evolution {3}{G}{G} Sorcery For each token creature, its controller puts a token into play that's a copy of that token creature. Flashback {4}{G}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Parallel Thoughts {3}{U}{U} Enchantment When Parallel Thoughts comes into play, search your library for seven cards, remove them from the game in a face-down pile, and shuffle that pile. Then shuffle your library. If you would draw a card, you may instead put the top card of the pile you removed into your hand. Parasitic Bond {3}{B} Enchant Creature At the beginning of the upkeep of enchanted creature's controller, Parasitic Bond deals 2 damage to that player. Parch {1}{R} Instant Choose one -- Parch deals 2 damage to target creature or player; or Parch deals 4 damage to target blue creature. Pardic Arsonist {2}{R}{R} Creature -- Barbarian 3/3 Threshold -- When Pardic Arsonist comes into play, it deals 3 damage to target creature or player. (You have threshold if seven or more cards are in your graveyard.) Pardic Collaborator {3}{R} Creature -- Barbarian 2/2 First strike {B}: Pardic Collaborator gets +1/+1 until end of turn. Pardic Firecat {3}{R} Creature -- Cat 2/3 Haste If Pardic Firecat is in a graveyard, Flame Burst's effect counts it as a card named Flame Burst. Pardic Lancer {4}{R} Creature -- Barbarian 3/2 Discard a card at random from your hand: Pardic Lancer gets +1/+0 and gains first strike until end of turn. Pardic Miner {1}{R} Creature -- Dwarf 1/1 Sacrifice Pardic Miner: Target player can't play lands this turn. Pardic Swordsmith {2}{R} Creature -- Dwarf 1/1 {R}, Discard a card at random from your hand: Pardic Swordsmith gets +2/+0 until end of turn. Pariah {2}{W} Enchant Creature All damage that would be dealt to you is dealt to enchanted creature instead. Paroxysm {1}{R} Enchant Creature At the beginning of the upkeep of enchanted creature's controller, reveal the top card of that player's library. If that card is a land card, destroy enchanted creature. Otherwise, enchanted creature gets +3/+3 until end of turn. (Return the card to the top of the player's library, face down.) Patagia Golem {4} Artifact Creature -- Golem 2/3 {3}: Patagia Golem gains flying until end of turn. Patchwork Gnomes {3} Artifact Creature -- Gnome 2/1 Discard a card from your hand: Regenerate Patchwork Gnomes. Path of Peace {3}{W} Sorcery Destroy target creature. Its owner gains 4 life. Patriarch's Bidding {3}{B}{B} Sorcery Each player chooses a creature type. Each player returns all creature cards of a type chosen this way from his or her graveyard to play. Patriarch's Desire {3}{B} Enchant Creature Enchanted creature gets +2/-2. Threshold -- Enchanted creature gets an additional +2/-2. (You have threshold as long as seven or more cards are in your graveyard.) Patrol Hound {1}{W} Creature -- Hound 2/2 Discard a card from your hand: Patrol Hound gains first strike until end of turn. Patron of the Wild {G} Creature -- Elf 1/1 Morph {2}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Patron of the Wild is turned face up, target creature gets +3/+3 until end of turn. Patron Wizard {U}{U}{U} Creature -- Wizard 2/2 Tap an untapped Wizard you control: Counter target spell unless its controller pays {1}. Pattern of Rebirth {3}{G} Enchant Creature When enchanted creature is put into a graveyard, that creature's controller may search his or her library for a creature card and put that card into play. If that player does, he or she then shuffles his or her library. Pay No Heed {W} Instant Prevent all damage a source of your choice would deal this turn. Peace and Quiet {1}{W} Instant Destroy two target enchantments. Peace of Mind {1}{W} Enchantment {W}, Discard a card from your hand: You gain 3 life. Peach Garden Oath {W} Sorcery You gain 2 life for each creature you control. Pearl Dragon {4}{W}{W} Creature -- Dragon 4/4 Flying {1}{W}: Pearl Dragon gets +0/+1 until end of turn. Pearl Medallion {2} Artifact White spells you play cost {1} less to play. Pearl Shard {3} Artifact {3}, {T} or {W}, {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. Pearlspear Courier {2}{W} Creature -- Soldier 2/1 You may choose not to untap Pearlspear Courier during your untap step. {2}{W}, {T}: As long as Pearlspear Courier remains tapped, target Soldier gets +2/+2 and has Attacking doesn't cause this creature to tap. Peat Bog Land Peat Bog comes into play tapped with two depletion counters on it. {T}, Remove a depletion counter from Peat Bog: Add {B}{B} to your mana pool. If there are no depletion counters on Peat Bog, sacrifice it. Pedantic Learning {U}{U} Enchantment Whenever a land card is put into your graveyard from your library, you may pay {1}. If you do, draw a card. Peek {U} Instant Look at target player's hand. Draw a card. Peer Pressure {3}{U} Sorcery Choose a creature type. If you control more creatures of that type than any other player, you gain control of all creatures of that type. (This effect doesn't end at end of turn.) Pegasus Charger {2}{W} Creature -- Pegasus 2/1 Flying, first strike Pegasus Refuge {3}{W} Enchantment {2}, Discard a card from your hand: Put a 1/1 white Pegasus creature token with flying into play. Pegasus Stampede {1}{W} Sorcery Buyback--Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put Pegasus Stampede into your hand instead of your graveyard as part of its resolution.) Put a 1/1 white Pegasus creature token with flying into play. Pemmin's Aura {1}{U}{U} Enchant Creature {U}: Untap enchanted creature. {U}: Enchanted creature gains flying until end of turn. {U}: Enchanted creature can't be the target of spells or abilities this turn. {1}: Enchanted creature gets +1/-1 or -1/+1 until end of turn. Penance {2}{W} Enchantment Put a card from your hand on top of your library: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage. Pendrell Drake {3}{U} Creature -- Drake 2/3 Flying Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Pendrell Flux {1}{U} Enchant Creature Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you pay its mana cost." Pentagram of the Ages {4} Artifact {4}, {T}: The next time a source of your choice would deal damage to you this turn, prevent that damage. Pentavus {7} Artifact Creature 0/0 Pentavus comes into play with five +1/+1 counters on it. {1}, Remove a +1/+1 counter from Pentavus: Put a 1/1 Pentavite artifact creature token with flying into play. {1}, Sacrifice a Pentavite: Put a +1/+1 counter on Pentavus. Penumbra Bobcat {2}{G} Creature -- Cat 2/1 When Penumbra Bobcat is put into a graveyard from play, put a 2/1 black Cat creature token into play. Penumbra Kavu {4}{G} Creature -- Kavu 3/3 When Penumbra Kavu is put into a graveyard from play, put a 3/3 black Kavu creature token into play. Penumbra Wurm {5}{G}{G} Creature -- Wurm 6/6 Trample When Penumbra Wurm is put into a graveyard from play, put a 6/6 black Wurm creature token with trample into play. Peregrine Drake {4}{U} Creature -- Drake 2/3 Flying When Peregrine Drake comes into play, if you played it from your hand, untap up to five lands. Perish {2}{B} Sorcery Destroy all green creatures. They can't be regenerated. Pernicious Deed {1}{B}{G} Enchantment {X}, Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with converted mana cost X or less. Persecute {2}{B}{B} Sorcery Choose a color. Target player reveals his or her hand and discards all cards of that color from it. Persuasion {3}{U}{U} Enchant Creature You control enchanted creature. Pestilence {2}{B}{B} Enchantment At end of turn, if no creatures are in play, sacrifice Pestilence. {B}: Pestilence deals 1 damage to each creature and each player. Petradon {6}{R}{R} Creature -- Nightmare Beast 5/6 When Petradon comes into play, remove two target lands from the game. When Petradon leaves play, return the removed cards to play under their owners' control. {R}: Petradon gets +1/+0 until end of turn. Petravark {3}{R} Creature -- Nightmare Beast 2/2 When Petravark comes into play, remove target land from the game. When Petravark leaves play, return the removed card to play under its owner's control. Petrified Field Land {T}: Add {1} to your mana pool. {T}, Sacrifice Petrified Field: Return target land card from your graveyard to your hand. Pewter Golem {5} Artifact Creature -- Golem 4/2 {1}{B}: Regenerate Pewter Golem. Phage the Untouchable {3}{B}{B}{B}{B} Creature -- Minion Legend 4/4 When Phage the Untouchable comes into play, if you didn't play it from your hand, you lose the game. Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated. Whenever Phage deals combat damage to a player, that player loses the game. Phantasmal Terrain {U}{U} Enchant Land As Phantasmal Terrain comes into play, choose a basic land type. Enchanted land's type is the chosen type. Phantatog {1}{W}{U} Creature -- Atog 1/2 Sacrifice an enchantment: Phantatog gets +1/+1 until end of turn. Discard a card from your hand: Phantatog gets +1/+1 until end of turn. Phantom Centaur {2}{G}{G} Creature -- Centaur Spirit 2/0 Protection from black Phantom Centaur comes into play with three +1/+1 counters on it. If damage would be dealt to Phantom Centaur, prevent that damage. Remove a +1/+1 counter from Phantom Centaur. Phantom Flock {3}{W}{W} Creature -- Bird Soldier Spirit 0/0 Flying Phantom Flock comes into play with three +1/+1 counters on it. If damage would be dealt to Phantom Flock, prevent that damage. Remove a +1/+1 counter from Phantom Flock. Phantom Nantuko {2}{G} Creature -- Insect Spirit 0/0 Trample Phantom Nantuko comes into play with two +1/+1 counters on it. If damage would be dealt to Phantom Nantuko, prevent that damage. Remove a +1/+1 counter from Phantom Nantuko. {T}: Put a +1/+1 counter on Phantom Nantuko. Phantom Nishoba {5}{G}{W} Creature -- Beast Spirit 0/0 Trample Phantom Nishoba comes into play with seven +1/+1 counters on it. Whenever Phantom Nishoba deals damage, you gain that much life. If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a +1/+1 counter from Phantom Nishoba. Phantom Nomad {1}{W} Creature -- Nomad Spirit 0/0 Phantom Nomad comes into play with two +1/+1 counters on it. If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad. Phantom Tiger {2}{G} Creature -- Cat Spirit 1/0 Phantom Tiger comes into play with two +1/+1 counters on it. If damage would be dealt to Phantom Tiger, prevent that damage. Remove a +1/+1 counter from Phantom Tiger. Phantom Warrior {1}{U}{U} Creature -- Illusion 2/2 Phantom Warrior is unblockable. Phantom Whelp {1}{U} Creature -- Hound 2/2 When Phantom Whelp attacks or blocks, return it to its owner's hand at end of combat. Phyrexian Altar {3} Artifact Sacrifice a creature: Add one mana of any color to your mana pool. Phyrexian Arena {1}{B}{B} Enchantment At the beginning of your upkeep, you draw a card and you lose 1 life. Phyrexian Battleflies {B} Creature -- Insect 0/1 Flying {B}: Phyrexian Battleflies gets +1/+0 until end of turn. This ability may be played no more than twice each turn. Phyrexian Bloodstock {4}{B} Creature -- Zombie 3/3 When Phyrexian Bloodstock leaves play, destroy target white creature. It can't be regenerated. Phyrexian Broodlings {1}{B}{B} Creature -- Minion 2/2 {1}, Sacrifice a creature: Put a +1/+1 counter on Phyrexian Broodlings. Phyrexian Colossus {7} Artifact Creature 8/8 Phyrexian Colossus doesn't untap during your untap step. Pay 8 life: Untap Phyrexian Colossus. Phyrexian Colossus can't be blocked except by three or more creatures. Phyrexian Debaser {3}{B} Creature -- Carrier 2/2 Flying {T}, Sacrifice Phyrexian Debaser: Target creature gets -2/-2 until end of turn. Phyrexian Defiler {2}{B}{B} Creature -- Carrier 3/3 {T}, Sacrifice Phyrexian Defiler: Target creature gets -3/-3 until end of turn. Phyrexian Delver {3}{B}{B} Creature -- Zombie 3/2 When Phyrexian Delver comes into play, return target creature card from your graveyard to play. You lose life equal to that card's converted mana cost. Phyrexian Denouncer {1}{B} Creature -- Carrier 1/1 {T}, Sacrifice Phyrexian Denouncer: Target creature gets -1/-1 until end of turn. Phyrexian Driver {2}{B} Creature -- Mercenary 1/1 When Phyrexian Driver comes into play, all other Mercenaries get +1/+1 until end of turn. Phyrexian Gargantua {4}{B}{B} Creature -- Horror 4/4 When Phyrexian Gargantua comes into play, you draw two cards and you lose 2 life. Phyrexian Ghoul {2}{B} Creature -- Zombie 2/2 Sacrifice a creature: Phyrexian Ghoul gets +2/+2 until end of turn. Phyrexian Grimoire {3} Artifact {4}, {T}: An opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other one into your hand. Phyrexian Hulk {6} Artifact Creature 5/4 Phyrexian Infiltrator {2}{B} Creature -- Minion 2/2 {2}{U}{U}: Exchange control of Phyrexian Infiltrator and target creature. (This effect doesn't end at end of turn.) Phyrexian Lens {3} Artifact {T}, Pay 1 life: Add one mana of any color to your mana pool. Phyrexian Monitor {3}{B} Creature -- Skeleton 2/2 {B}: Regenerate Phyrexian Monitor. Phyrexian Negator {2}{B} Creature -- Horror 5/5 Trample Whenever Phyrexian Negator is dealt damage, sacrifice a permanent for each 1 damage dealt to it. Phyrexian Plaguelord {3}{B}{B} Creature -- Carrier 4/4 {T}, Sacrifice Phyrexian Plaguelord: Target creature gets -4/-4 until end of turn. Sacrifice a creature: Target creature gets -1/-1 until end of turn. Phyrexian Processor {4} Artifact As Phyrexian Processor comes into play, pay any amount of life. {4}, {T}: Put a black Minion creature token into play. Its power and toughness are each equal to the amount of life paid. Phyrexian Prowler {3}{B} Creature -- Mercenary 3/3 Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Phyrexian Prowler: Phyrexian Prowler gets +1/+1 until end of turn. Phyrexian Rager {2}{B} Creature -- Horror 2/2 When Phyrexian Rager comes into play, you draw a card and you lose 1 life. Phyrexian Reaper {4}{B} Creature -- Zombie 3/3 Whenever Phyrexian Reaper becomes blocked by a green creature, destroy that creature. It can't be regenerated. Phyrexian Reclamation {B} Enchantment {1}{B}, Pay 2 life: Return target creature card from your graveyard to your hand. Phyrexian Scuta {3}{B} Creature -- Zombie 3/3 Kicker--Pay 3 life. (You may pay 3 life in addition to any other costs as you play this spell.) If the kicker cost was paid, Phyrexian Scuta comes into play with two +1/+1 counters on it. Phyrexian Slayer {3}{B} Creature -- Minion 2/2 Flying Whenever Phyrexian Slayer becomes blocked by a white creature, destroy that creature. It can't be regenerated. Phyrexian Splicer {2} Artifact {2}, {T}: Choose one -- flying; first strike; shadow; or trample. Target creature with that ability loses it until end of turn and another target creature gains it until end of turn. Phyrexian Tower Legendary Land {T}: Add {1} to your mana pool. {T}, Sacrifice a creature: Add {B}{B} to your mana pool. Phyrexian Tyranny {U}{B}{R} Enchantment Whenever a player draws a card, that player loses 2 life unless he or she pays {2}. Phyrexian Vault {3} Artifact {2}, {T}, Sacrifice a creature: Draw a card. Pianna, Nomad Captain {1}{W}{W} Creature -- Nomad Legend 2/2 Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn. Piety Charm {W} Instant Choose one -- Destroy target enchant creature; or target Soldier gets +2/+2 until end of turn; or attacking doesn't cause creatures you control to tap this turn. Pilgrim of Justice {2}{W} Creature -- Cleric 1/3 Protection from red {W}, Sacrifice Pilgrim of Justice: The next time a red source of your choice would deal damage this turn, prevent that damage. Pilgrim of Virtue {2}{W} Creature -- Cleric 1/3 Protection from black {W}, Sacrifice Pilgrim of Virtue: The next time a black source of your choice would deal damage this turn, prevent that damage. Pillage {1}{R}{R} Sorcery Destroy target artifact or land. It can't be regenerated. Pincer Spider {2}{G} Creature -- Spider 2/3 Kicker {3} (You may pay an additional {3} as you play this spell.) Pincer Spider may block as though it had flying. If the kicker cost was paid, Pincer Spider comes into play with a +1/+1 counter on it. Pincher Beetles {2}{G} Creature -- Insect 3/1 Pincher Beetles can't be the target of spells or abilities. Pine Barrens Land Pine Barrens comes into play tapped. {T}: Add {1} to your mana pool. {T}: Add {B} or {G} to your mana pool. Pine Barrens deals 1 damage to you. Pinpoint Avalanche {3}{R}{R} Instant Pinpoint Avalanche deals 4 damage to target creature. The damage can't be prevented. Pious Warrior {3}{W} Creature -- Rebel 2/3 Whenever Pious Warrior is dealt combat damage, you gain that much life. Piper's Melody {G} Sorcery Shuffle any number of target creature cards from your graveyard into your library. Pit Imp {B} Creature -- Imp 0/1 Flying {B}: Pit Imp gets +1/+0 until end of turn. Play this ability no more than twice each turn. Pit Raptor {2}{B}{B} Creature -- Mercenary 4/3 Flying, first strike At the beginning of your upkeep, sacrifice Pit Raptor unless you pay {2}{B}{B}. Pit Spawn {4}{B}{B}{B} Creature -- Beast 6/4 First strike At the beginning of your upkeep, sacrifice Pit Spawn unless you pay {B}{B}. Whenever Pit Spawn deals damage to a creature, remove that creature from the game. Pit Trap {2} Artifact {2}, {T}, Sacrifice Pit Trap: Destroy target attacking creature without flying. It can't be regenerated. Pitchstone Wall {2}{R} Creature -- Wall 2/5 (Walls can't attack.) Whenever you discard a card from your hand, you may sacrifice Pitchstone Wall. If you do, return the discarded card from your graveyard to your hand. Plagiarize {3}{U} Instant Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card. Plague Beetle {B} Creature -- Insect 1/1 Swampwalk Plague Dogs {4}{B} Creature -- Hound 3/3 When Plague Dogs is put into a graveyard from play, all creatures get -1/-1 until end of turn. {2}, Sacrifice Plague Dogs: Draw a card. Plague Fiend {1}{B} Creature -- Insect 1/1 Whenever Plague Fiend deals combat damage to a creature, destroy that creature unless its controller pays {2}. Plague Spitter {2}{B} Creature -- Horror 2/2 At the beginning of your upkeep, Plague Spitter deals 1 damage to each creature and each player. When Plague Spitter is put into a graveyard from play, Plague Spitter deals 1 damage to each creature and each player. Plague Spores {4}{B}{R} Sorcery Destroy target nonblack creature and target land. They can't be regenerated. Plague Wind {7}{B}{B} Sorcery Destroy all creatures you don't control. They can't be regenerated. Plague Witch {1}{B} Creature -- Spellshaper 1/1 {B}, {T}, Discard a card from your hand: Target creature gets -1/-1 until end of turn. Plaguebearer {1}{B} Creature -- Zombie 1/1 {X}{X}{B}: Destroy target nonblack creature with converted mana cost equal to X. Plains Basic Land -- Plains [W] Planar Birth {1}{W} Sorcery Return all basic land cards from all graveyards to play under their owners' control, tapped. Planar Chaos {2}{R} Enchantment At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice Planar Chaos. Whenever a player plays a spell, that player flips a coin. If he or she loses the flip, counter that spell. Planar Collapse {1}{W} Enchantment At the beginning of your upkeep, if there are four or more creatures in play, sacrifice Planar Collapse. If you do, destroy all creatures. They can't be regenerated. Planar Despair {3}{B}{B} Sorcery All creatures get -1/-1 until end of turn for each basic land type among lands you control. Planar Guide {W} Creature -- Cleric 1/1 {3}{W}, Remove Planar Guide from the game: Remove all creatures from the game. At end of turn, return those cards to play under their owners' control. Planar Overlay {2}{U} Sorcery Each player chooses a land he or she controls of each basic land type. Return those lands to their owners' hands. Planar Portal {6} Artifact {6}, {T}: Search your library for a card and put that card into your hand. Then shuffle your library. Planar Void {B} Enchantment Whenever a card is put into a graveyard, remove that card from the game. Planeswalker's Favor {2}{G} Enchantment {3}{G}: Target opponent reveals a card at random in his or her hand. Target creature gets +X/+X until end of turn, where X is the revealed card's converted mana cost. Planeswalker's Fury {2}{R} Enchantment {3}{R}: Target opponent reveals a card at random in his or her hand. Planeswalker's Fury deals damage equal to that card's converted mana cost to that player. Play this ability only any time you could play a sorcery. Planeswalker's Mirth {2}{W} Enchantment {3}{W}: Target opponent reveals a card at random in his or her hand. You gain life equal to that card's converted mana cost. Planeswalker's Mischief {2}{U} Enchantment {3}{U}: Target opponent reveals a card at random in his or her hand. If it's an instant or sorcery card, remove it from the game. As long as it remains removed from the game, you may play it as though it were in your hand without paying its mana cost. (If it has {X} in its mana cost, X is 0.) At end of turn, if you haven't played it, return it to its owner's hand. Play this ability only any time you could play a sorcery. Planeswalker's Scorn {2}{B} Enchantment {3}{B}: Target opponent reveals a card at random in his or her hand. Target creature gets -X/-X until end of turn, where X is the revealed card's converted mana cost. Play this ability only any time you could play a sorcery. Plated Rootwalla {4}{G} Creature -- Lizard 3/3 {2}{G}: Plated Rootwalla gets +3/+3 until end of turn. Play this ability only once each turn. Plated Slagwurm {4}{G}{G}{G} Creature -- Wurm 8/8 Plated Slagwurm can't be the target of spells or abilities your opponents control. Plated Sliver {W} Creature -- Sliver 1/1 All Slivers get +0/+1. Plated Spider {4}{G} Creature -- Spider 4/4 Plated Spider may block as though it had flying. Platinum Angel {7} Artifact Creature -- Angel 4/4 Flying You can't lose the game and your opponents can't win the game. Pledge of Loyalty {1}{W} Enchant Creature Enchanted creature has protection from the colors of permanents you control. This effect doesn't remove Pledge of Loyalty. Plow Under {3}{G}{G} Sorcery Put two target lands on top of their owner's library. Pollen Remedy {W} Instant Kicker--Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.) Prevent the next 3 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. If the kicker cost was paid, prevent the next 6 damage this way instead. Polluted Delta Land {T}, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card and put it into play. Then shuffle your library. Polluted Mire Land Polluted Mire comes into play tapped. {T}: Add {B} to your mana pool. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Polymorph {3}{U} Sorcery Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and shuffles all other cards revealed this way into his or her library. Port Inspector {1}{U} Creature -- Townsfolk 1/2 Whenever Port Inspector becomes blocked, you may look at defending player's hand. Portcullis {4} Artifact Whenever a creature comes into play, if there are two or more other creatures in play, remove that creature from the game. When Portcullis leaves play, return to play under their owners' control all creatures removed from the game with Portcullis. Possessed Aven {2}{U}{U} Creature -- Bird Soldier Horror 3/3 Flying Threshold -- Possessed Aven gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target blue creature." (You have threshold as long as seven or more cards are in your graveyard.) Possessed Barbarian {2}{R}{R} Creature -- Barbarian Horror 3/3 First strike Threshold -- Possessed Barbarian gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target red creature." (You have threshold as long as seven or more cards are in your graveyard.) Possessed Centaur {2}{G}{G} Creature -- Centaur Horror 3/3 Trample Threshold -- Possessed Centaur gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target green creature." (You have threshold as long as seven or more cards are in your graveyard.) Possessed Nomad {2}{W}{W} Creature -- Nomad Horror 3/3 Attacking doesn't cause Possessed Nomad to tap. Threshold -- Possessed Nomad gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target white creature." (You have threshold as long as seven or more cards are in your graveyard.) Pouncing Jaguar {G} Creature -- Cat 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.) Pouncing Kavu {1}{R} Creature -- Kavu 1/1 Kicker {2}{R} (You may pay an additional {2}{R} as you play this spell.) First strike If the kicker cost was paid, Pouncing Kavu comes into play with two +1/+1 counters on it and with haste. Powder Keg {2} Artifact At the beginning of your upkeep, you may put a fuse counter on Powder Keg. {T}, Sacrifice Powder Keg: Destroy each artifact and creature with converted mana cost equal to the number of fuse counters on Powder Keg. Power Armor {4} Artifact {3}, {T}: Target creature gets +1/+1 until end of turn for each basic land type among lands you control. Power Conduit {2} Artifact {T}, Remove a counter from a permanent you control: Choose one -- Put a charge counter on target artifact; or put a +1/+1 counter on target creature. Power Matrix {4} Artifact {T}: Target creature gets +1/+1 and gains flying, first strike, and trample until end of turn. Power Sink {X}{U} Instant Counter target spell unless its controller pays {X}. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Taint {1}{U} Enchant Enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player pays {2} or loses 2 life. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Powerstone Minefield {2}{R}{W} Enchantment Whenever a creature attacks or blocks, Powerstone Minefield deals 2 damage to it. Pradesh Gypsies {2}{G} Creature -- Gypsy 1/1 {1}{G}, {T}: Target creature gets -2/-0 until end of turn. Precognition {4}{U} Enchantment At the beginning of your upkeep, you may look at the top card of target opponent's library, then you may put that card on the bottom of that player's library. Predator, Flagship {5} Legendary Artifact {2}: Target creature gains flying until end of turn. {5}, {T}: Destroy target creature with flying. Predator's Strike {1}{G} Instant Target creature gets +3/+3 and gains trample until end of turn. Predatory Hunger {G} Enchant Creature Whenever an opponent plays a creature spell, put a +1/+1 counter on enchanted creature. Predict {1}{U} Instant Name a card, then put the top card of target player's library into his or her graveyard. If that card is the named card, you draw two cards. Otherwise, you draw a card. Presence of the Master {3}{W} Enchantment Whenever a player plays an enchantment spell, counter it. Pretender's Claim {1}{B} Enchant Creature Whenever enchanted creature becomes blocked, tap all lands defending player controls. Price of Glory {2}{R} Enchantment Whenever a player taps a land for mana during another player's turn, destroy that land. Price of Progress {1}{R} Instant Price of Progress deals 2 damage to each player for each nonbasic land he or she controls. Pride of Lions {3}{G}{G} Creature -- Cat 4/4 You may have Pride of Lions deal its combat damage to defending player as though it weren't blocked. Priest of Gix {2}{B} Creature -- Minion 2/1 When Priest of Gix comes into play, if you played it from your hand, add {B}{B}{B} to your mana pool. Priest of Titania {1}{G} Creature -- Elf 1/1 {T}: Add {G} to your mana pool for each Elf in play. Primal Boost {2}{G} Instant Target creature gets +4/+4 until end of turn. Cycling {2}{G} ({2}{G}, Discard this card from your hand: Draw a card.) When you cycle Primal Boost, you may have target creature get +1/+1 until end of turn. Primal Clay {4} Artifact Creature */* Primal Clay comes into play as your choice of a 3/3 artifact creature; a 2/2 artifact creature with flying; or a 1/6 Wall artifact creature. (Walls can't attack.) Primal Frenzy {G} Enchant Creature Enchanted creature has trample. Primal Growth {2}{G} Sorcery Kicker--Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you play this spell.) Search your library for a basic land card, put that card into play, then shuffle your library. If the kicker cost was paid, instead search your library for two basic land cards, put them into play, then shuffle your library. Primal Rage {1}{G} Enchantment Creatures you control have trample. Primal Whisperer {4}{G} Creature -- Elf Soldier 2/2 Primal Whisperer gets +2/+2 for each face-down creature in play. Morph {3}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Primeval Force {2}{G}{G}{G} Creature -- Elemental 8/8 When Primeval Force comes into play, sacrifice it unless you sacrifice three Forests. Primeval Shambler {4}{B} Creature -- Mercenary 3/3 {B}: Primeval Shambler gets +1/+1 until end of turn. Primitive Etchings {2}{G}{G} Enchantment Reveal the first card you draw each turn. Whenever you reveal a creature card this way, draw a card. Primoc Escapee {6}{U} Creature -- Bird Beast 4/4 Flying Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Prismatic Strands {2}{W} Instant Prevent all damage that sources of the color of your choice would deal this turn. Flashback--Tap an untapped white creature you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Prison Barricade {1}{W} Creature -- Wall 1/3 (Walls can't attack.) Kicker {1}{W} (You may pay an additional {1}{W} as you play this spell.) If the kicker cost was paid, Prison Barricade comes into play with a +1/+1 counter on it and with "Prison Barricade may attack as though it weren't a Wall." Private Research {U} Enchant Creature At the beginning of your upkeep, you may put a page counter on Private Research. When enchanted creature is put into a graveyard, draw a card for each page counter on Private Research. Probe {2}{U} Sorcery Kicker {1}{B} (You may pay an additional {1}{B} as you play this spell.) Draw three cards, then discard two cards from your hand. If the kicker cost was paid, target player discards two cards from his or her hand. Prodigal Sorcerer {2}{U} Creature -- Wizard 1/1 {T}: Prodigal Sorcerer deals 1 damage to target creature or player. Profane Prayers {2}{B}{B} Sorcery Profane Prayers deals X damage to target creature or player and you gain X life, where X is the number of Clerics in play. Prohibit {1}{U} Instant Kicker {2} (You may pay an additional {2} as you play this spell.) Counter target spell if its converted mana cost is 2 or less. If the kicker cost was paid, counter that spell if its converted mana cost is 4 or less instead. Promise of Power {2}{B}{B}{B} Sorcery Choose one -- You draw five cards and you lose 5 life; or put a black Demon creature token with flying into play with power and toughness each equal to the number of cards in your hand as the token comes into play. Entwine {4} (Choose both if you pay the entwine cost.) Propaganda {2}{U} Enchantment Creatures can't attack you unless their controller pays {2} for each creature attacking you. (This cost is paid as attackers are declared.) Prophetic Bolt {3}{U}{R} Instant Prophetic Bolt deals 4 damage to target creature or player. Look at the top four cards of your library. Put one of those cards into your hand and the rest on the bottom of your library. Prosperity {X}{U} Sorcery Each player draws X cards. Protective Sphere {2}{W} Enchantment {1}, Pay 1 life: Prevent all damage that would be dealt to you this turn by a source of your choice that shares a color with the mana spent on this activation cost. (Colorless mana prevents no damage.) Proteus Machine {3} Artifact Creature 2/2 Morph {0} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Proteus Machine is turned face up, its type becomes the creature type of your choice. (This effect doesn't end at end of turn.) Proteus Staff {3} Artifact {2}{U}, {T}: Put target creature on the bottom of its owner's library. That creature's controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and the rest on the bottom of his or her library in any order. Play this ability only any time you could play a sorcery. Provoke {1}{G} Instant Untap target creature you don't control. That creature blocks this turn if able. Draw a card. Prowling Pangolin {3}{B}{B} Creature -- Beast 6/5 When Prowling Pangolin comes into play, any player may sacrifice two creatures. If a player does, sacrifice Prowling Pangolin. Psionic Gift {1}{U} Enchant Creature Enchanted creature has "{T}: This creature deals 1 damage to target creature or player." Psychatog {1}{U}{B} Creature -- Atog 1/2 Discard a card from your hand: Psychatog gets +1/+1 until end of turn. Remove two cards in your graveyard from the game: Psychatog gets +1/+1 until end of turn. Psychic Battle {3}{U}{U} Enchantment Whenever a player chooses one or more targets, each player reveals the top card of his or her library. The player who reveals the card with the highest converted mana cost may change the target or targets. If two or more cards are tied for highest cost, the target or targets remain unchanged. Changing targets this way doesn't trigger this ability. Psychic Membrane {2}{U} Creature -- Wall 0/3 (Walls can't attack.) Whenever Psychic Membrane blocks, you may draw a card. Psychic Theft {1}{U} Sorcery Target player reveals his or her hand. Choose an instant or sorcery card from it, and remove that card from the game. As long as the card remains removed from the game, you may play it as though it were in your hand. At end of turn, if you haven't played the card, return it to its owner's hand. Psychic Trance {2}{U}{U} Instant Until end of turn, Wizards you control gain {T}: Counter target spell. Psychic Transfer {4}{U} Sorcery If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player. Psychic Venom {1}{U} Enchant Land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller. Psychogenic Probe {2} Artifact Whenever a spell or ability causes a player to shuffle his or her library, Psychogenic Probe deals 2 damage to him or her. Psychotic Haze {2}{B}{B} Instant Psychotic Haze deals 1 damage to each creature and each player. Madness {1}{B} (You may play this card for its madness cost at the time you discard it from your hand.) Puffer Extract {5} Artifact {X}, {T}: Target creature you control gets +X/+X until end of turn. Destroy it at end of turn. Pulsating Illusion {4}{U} Creature -- Illusion 0/1 Flying Discard a card from your hand: Pulsating Illusion gets +4/+4 until end of turn. Play this ability only once each turn. Pulse of Llanowar {3}{G} Enchantment If a basic land you control is tapped for mana, it produces mana of any one color instead of its normal type. Pulsemage Advocate {2}{W} Creature -- Cleric 1/3 {T}: Return three target cards in an opponent's graveyard to his or her hand. Return target creature card from your graveyard to play. Pulverize {4}{R}{R} Sorcery You may sacrifice two Mountains rather than pay Pulverize's mana cost. Destroy all artifacts. Puppet Strings {3} Artifact {2}, {T}: Tap or untap target creature. Puppeteer {2}{U} Creature -- Wizard 1/2 {U}, {T}: Tap or untap target creature. Puppet's Verdict {1}{R}{R} Instant Flip a coin. If you win the flip, destroy all creatures with power 2 or less. If you lose the flip, destroy all creatures with power 3 or greater. Pure Reflection {2}{W} Enchantment Whenever a player plays a creature spell, destroy all Reflections. Then that player puts a white Reflection creature token into play with power and toughness each equal to the converted mana cost of that spell. Purging Scythe {5} Artifact At the beginning of your upkeep, Purging Scythe deals 2 damage to the creature with the least toughness. If two or more creatures are tied for least toughness, you choose one. Purify {3}{W}{W} Sorcery Destroy all artifacts and enchantments. Pursuit of Knowledge {3}{W} Enchantment If you would draw a card, you may put a study counter on Pursuit of Knowledge instead. Remove three study counters from Pursuit of Knowledge, Sacrifice Pursuit of Knowledge: Draw seven cards. Putrefaction {4}{B} Enchantment Whenever a player plays a white spell or green spell, that player discards a card from his or her hand. Putrid Imp {B} Creature -- Zombie Imp 1/1 Discard a card from your hand: Putrid Imp gains flying until end of turn. Threshold -- Putrid Imp gets +1/+1 and can't block. (You have threshold as long as seven or more cards are in your graveyard.) Putrid Raptor {4}{B}{B} Creature -- Zombie Beast 4/4 Morph--Discard a Zombie card from your hand. (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Putrid Warrior {W}{B} Creature -- Soldier Zombie 2/2 Whenever Putrid Warrior deals damage, choose one -- each player loses 1 life; or each player gains 1 life. Pygmy Kavu {3}{G} Creature -- Kavu 1/2 When Pygmy Kavu comes into play, draw a card for each black creature your opponents control. Pygmy Pyrosaur {1}{R} Creature -- Lizard 1/1 Pygmy Pyrosaur can't block. {R}: Pygmy Pyrosaur gets +1/+0 until end of turn. Pygmy Razorback {1}{G} Creature -- Boar 2/1 Trample Pygmy Troll {1}{G} Creature -- Troll 1/1 Whenever Pygmy Troll becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. {G}: Regenerate Pygmy Troll. Pyre Zombie {1}{B}{R} Creature -- Zombie 2/1 At the beginning of your upkeep, if Pyre Zombie is in your graveyard, you may pay {1}{B}{B}. If you do, return Pyre Zombie from your graveyard to your hand. {1}{R}{R}, Sacrifice Pyre Zombie: Pyre Zombie deals 2 damage to target creature or player. Pyrite Spellbomb {1} Artifact {R}, Sacrifice Pyrite Spellbomb: Pyrite Spellbomb deals 2 damage to target creature or player. {1}, Sacrifice Pyrite Spellbomb: Draw a card. Pyroclasm {1}{R} Sorcery Pyroclasm deals 2 damage to each creature. Pyromancy {2}{R}{R} Enchantment {3}, Discard a card at random from your hand: Pyromancy deals to target creature or player damage equal to the converted mana cost of the discarded card. Pyromania {2}{R} Enchantment {1}{R}, Discard a card at random from your hand: Pyromania deals 1 damage to target creature or player. {1}{R}, Sacrifice Pyromania: Pyromania deals 1 damage to target creature or player. Pyrostatic Pillar {1}{R} Enchantment Whenever a player plays a spell with converted mana cost 3 or less, Pyrostatic Pillar deals 2 damage to that player. Pyrotechnics {4}{R} Sorcery Pyrotechnics deals 4 damage divided as you choose among any number of target creatures and/or players. Python {1}{B}{B} Creature -- Snake 3/2 Quagmire Druid {2}{B} Creature -- Zombie Druid 2/2 {G}, {T}, Sacrifice a creature: Destroy target enchantment. Quagmire Lamprey {2}{B} Creature -- Fish 1/1 Whenever Quagmire Lamprey becomes blocked by a creature, put a -1/-1 counter on that creature. Quash {2}{U}{U} Instant Counter target instant or sorcery spell. Search its controller's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. That player then shuffles his or her library. Questing Phelddagrif {1}{G}{W}{U} Creature -- Phelddagrif 4/4 {G}: Questing Phelddagrif gets +1/+1 until end of turn. Target opponent puts a 1/1 green Hippo creature token into play. {W}: Questing Phelddagrif gains protection from black and from red until end of turn. Target opponent gains 2 life. {U}: Questing Phelddagrif gains flying until end of turn. Target opponent may draw a card. Quick Sliver {1}{G} Creature -- Sliver 1/1 You may play Quick Sliver any time you could play an instant. Any player may play Sliver cards any time he or she could play an instant. Quickening Licid {1}{W} Creature -- Licid 1/1 {1}{W}, {T}: Quickening Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has first strike" and "{W}: End the effect that created this ability." Quicksilver Amulet {4} Artifact {4}, {T}: Put a creature card from your hand into play. Quicksilver Dagger {1}{U}{R} Enchant Creature Enchanted creature has "{T}: This creature deals 1 damage to target player. You draw a card." Quicksilver Dragon {4}{U}{U} Creature -- Dragon 5/5 Flying {U}: If target spell has only one target and that target is Quicksilver Dragon, change that spell's target to another creature. Morph {4}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Quicksilver Elemental {3}{U}{U} Creature -- Elemental 3/4 {U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn. (If any of the abilities use that creature's name, use this creature's name instead.) You may spend blue mana as though it were mana of any color to pay the activation costs of Quicksilver Elemental's abilities. Quicksilver Fountain {3} Artifact At the beginning of each player's upkeep, that player puts a flood counter on target non-Island land he or she controls of his or her choice. That land is an Island as long as it has a flood counter on it. At end of turn, if all lands in play are Islands, remove all flood counters from them. Quicksilver Wall {2}{U} Creature -- Wall 1/6 (Walls can't attack.) {4}: Return Quicksilver Wall to its owner's hand. Any player may play this ability. Quiet Speculation {1}{U} Sorcery Search target player's library for up to three cards with flashback and put them into that player's graveyard. Then the player shuffles his or her library. Quirion Dryad {1}{G} Creature -- Dryad 1/1 Whenever you play a white, blue, black, or red spell, put a +1/+1 counter on Quirion Dryad. Quirion Elves {1}{G} Creature -- Elf 1/1 As Quirion Elves comes into play, choose a color. {T}: Add {G} to your mana pool. {T}: Add one mana of the chosen color to your mana pool. Quirion Explorer {1}{G} Creature -- Elf 1/1 {T}: Add to your mana pool one mana of any color that a land an opponent controls could produce. Quirion Sentinel {1}{G} Creature -- Elf 2/1 When Quirion Sentinel comes into play, add one mana of any color to your mana pool. Quirion Trailblazer {3}{G} Creature -- Elf 1/2 When Quirion Trailblazer comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library. Rabid Elephant {4}{G} Creature -- Elephant 3/4 Whenever Rabid Elephant becomes blocked, it gets +2/+2 until end of turn for each creature blocking it. Rabid Rats {1}{B} Creature -- Rat 1/1 {T}: Target blocking creature gets -1/-1 until end of turn. Rabid Wolverines {3}{G}{G} Creature -- Wolverine 4/4 Whenever Rabid Wolverines becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Rack and Ruin {2}{R} Instant Destroy two target artifacts. Rackling {4} Artifact Creature 2/2 At the beginning of each opponent's upkeep, Rackling deals X damage to that player, where X is the number of cards in his or her hand fewer than three. Radiant Kavu {R}{G}{W} Creature -- Kavu 3/3 {R}{G}{W}: Prevent all combat damage blue creatures and black creatures would deal this turn. Radiant, Archangel {3}{W}{W} Creature -- Angel Legend 3/3 Flying Attacking doesn't cause Radiant, Archangel to tap. Radiant gets +1/+1 for each other creature with flying in play. Radiant's Dragoons {3}{W} Creature -- Soldier 2/5 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) When Radiant's Dragoons comes into play, you gain 5 life. Radiant's Judgment {2}{W} Instant Destroy target creature with power 4 or greater. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Radiate {3}{R}{R} Instant Choose target instant or sorcery spell that targets only a single permanent or player. For each other permanent or player that spell could target, put a copy of the spell onto the stack. Each copy targets a different one of those permanents and players. Radjan Spirit {3}{G} Creature -- Spirit 3/2 {T}: Target creature loses flying until end of turn. Rag Man {2}{B}{B} Creature -- Minion 2/1 {B}{B}{B}, {T}: Target opponent reveals his or her hand and discards a creature card at random from it. Play this ability only during your turn. Rage Weaver {1}{R} Creature -- Wizard 2/1 {2}: Target black or green creature gains haste until end of turn. Raging Goblin {R} Creature -- Goblin 1/1 Haste Raging Kavu {1}{R}{G} Creature -- Kavu 3/1 Haste You may play Raging Kavu any time you could play an instant. Rain of Blades {W} Instant Rain of Blades deals 1 damage to each attacking creature. Rain of Filth {B} Instant Until end of turn, lands you control gain "Sacrifice this land: Add {B} to your mana pool." Rain of Salt {4}{R}{R} Sorcery Destroy two target lands. Rain of Tears {1}{B}{B} Sorcery Destroy target land. Rainbow Crow {3}{U} Creature -- Bird 2/2 Flying {1}: Rainbow Crow becomes the color of your choice until end of turn. Raise Dead {B} Sorcery Return target creature card from your graveyard to your hand. Raise the Alarm {1}{W} Instant Put two 1/1 white Soldier creature tokens into play. Raka Disciple {R} Creature -- Wizard 1/1 {W}, {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. {U}, {T}: Target creature gains flying until end of turn. Raka Sanctuary {2}{R} Enchantment At the beginning of your upkeep, if you control a white or blue permanent, Raka Sanctuary deals 1 damage to target creature. If you control a white permanent and a blue permanent, Raka Sanctuary deals 3 damage to that creature instead. Rakavolver {2}{R} Creature -- Volver 2/2 Kicker {1}{W} and/or {U} If the {1}{W} kicker cost was paid, Rakavolver comes into play with two +1/+1 counters on it and with "Whenever Rakavolver deals damage, you gain that much life." If the {U} kicker cost was paid, Rakavolver comes into play with a +1/+1 counter on it and with flying. Ramosian Captain {1}{W}{W} Creature -- Rebel 2/2 First strike {5}, {T}: Search your library for a Rebel card with converted mana cost 4 or less and put that card into play. Then shuffle your library. Ramosian Commander {2}{W}{W} Creature -- Rebel 2/4 {6}, {T}: Search your library for a Rebel card with converted mana cost 5 or less and put that card into play. Then shuffle your library. Ramosian Lieutenant {1}{W} Creature -- Rebel 1/2 {4}, {T}: Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Ramosian Rally {3}{W} Instant If you control a Plains, you may tap an untapped creature you control rather than pay Ramosian Rally's mana cost. Creatures you control get +1/+1 until end of turn. Ramosian Sergeant {W} Creature -- Rebel 1/1 {3}, {T}: Search your library for a Rebel card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Ramosian Sky Marshal {3}{W}{W} Creature -- Rebel 3/3 Flying {7}, {T}: Search your library for a Rebel card with converted mana cost 6 or less and put that card into play. Then shuffle your library. Rampant Elephant {3}{W} Creature -- Elephant 2/2 {G}: Target creature blocks Rampant Elephant this turn if able. Rampant Growth {1}{G} Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Rampart Crawler {B} Creature -- Mercenary 1/1 Rampart Crawler can't be blocked by Walls. Rancid Earth {1}{B}{B} Sorcery Destroy target land. Threshold -- Instead destroy that land and Rancid Earth deals 1 damage to each creature and each player. (You have threshold if seven or more cards are in your graveyard.) Rancor {G} Enchant Creature Enchanted creature gets +2/+0 and has trample. When Rancor is put into a graveyard from play, return Rancor to its owner's hand. Ranger en-Vec {1}{W}{G} Creature -- Soldier 2/2 First strike {G}: Regenerate Ranger en-Vec. Rank and File {2}{B}{B} Creature -- Zombie 3/3 When Rank and File comes into play, all green creatures get -1/-1 until end of turn. Ransack {3}{U} Sorcery Look at the top five cards of target player's library. Put any number of them on the bottom of that library in any order and the rest on top of the library in any order. Rapid Decay {1}{B} Instant Remove from the game up to three target cards in a single graveyard. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Rappelling Scouts {2}{W}{W} Creature -- Rebel 1/4 Flying {2}{W}: Rappelling Scouts gains protection from the color of your choice until end of turn. Rathi Assassin {2}{B}{B} Creature -- Mercenary 2/2 {1}{B}{B}, {T}: Destroy target tapped nonblack creature. {3}, {T}: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Rathi Dragon {2}{R}{R} Creature -- Dragon 5/5 Flying When Rathi Dragon comes into play, sacrifice it unless you sacrifice two Mountains. Rathi Fiend {3}{B} Creature -- Mercenary 2/2 When Rathi Fiend comes into play, each player loses 3 life. {3}, {T}: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Rathi Intimidator {1}{B}{B} Creature -- Mercenary 2/1 Fear {2}, {T}: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Rath's Edge Legendary Land {T}: Add {1} to your mana pool. {4}, {T}, Sacrifice a land: Rath's Edge deals 1 damage to target creature or player. Rats' Feast {X}{B} Sorcery Remove X target cards in a single graveyard from the game. Rats of Rath {1}{B} Creature -- Rat 2/1 {B}: Destroy target artifact, creature, or land you control. Ravaged Highlands Land Ravaged Highlands comes into play tapped. {T}: Add {R} to your mana pool. {T}, Sacrifice Ravaged Highlands: Add one mana of any color to your mana pool. Raven Familiar {2}{U} Creature -- Bird 1/2 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 Raven Familiar comes into play, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. Raven Guild Initiate {2}{U} Creature -- Wizard 1/4 Morph--Return a Bird you control to its owner's hand. (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Raven Guild Master {1}{U}{U} Creature -- Wizard Mutant 1/1 Whenever Raven Guild Master deals combat damage to a player, that player removes the top ten cards of his or her library from the game. Morph {2}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Ravenous Baboons {3}{R} Creature -- Ape 2/2 When Ravenous Baboons comes into play, destroy target nonbasic land. Ravenous Baloth {2}{G}{G} Creature -- Beast 4/4 Sacrifice a Beast: You gain 4 life. Ravenous Rats {1}{B} Creature -- Rat 1/1 When Ravenous Rats comes into play, target opponent discards a card from his or her hand. Ravenous Skirge {2}{B} Creature -- Imp 1/1 Flying Whenever Ravenous Skirge attacks, it gets +2/+0 until end of turn. Ray of Distortion {3}{W} Instant Destroy target artifact or enchantment. Flashback {4}{W}{W} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Ray of Revelation {1}{W} Instant Destroy target enchantment. Flashback {G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Rayne, Academy Chancellor {2}{U} Creature -- Wizard Legend 1/1 Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card, and if Rayne, Academy Chancellor is enchanted, you may draw another card. Raze {R} Sorcery As an additional cost to play Raze, sacrifice a land. Destroy target land. Razing Snidd {4}{B}{R} Creature -- Beast 3/3 When Razing Snidd comes into play, return a black or red creature you control to its owner's hand. When Razing Snidd comes into play, each player sacrifices a land. Razor Barrier {1}{W} Instant Target permanent you control gains protection from artifacts or from the color of your choice until end of turn. Razorfin Hunter {U}{R} Creature -- Merfolk Goblin 1/1 {T}: Razorfin Hunter deals 1 damage to target creature or player. Razorfoot Griffin {3}{W} Creature -- Griffin 2/2 Flying, first strike Razortooth Rats {2}{B} Creature -- Rat 2/1 Fear Read the Runes {X}{U} Instant Draw X cards. For each card drawn this way, discard a card from your hand unless you sacrifice a permanent. Reality Anchor {1}{G} Instant Target creature loses shadow until end of turn. Draw a card. Reanimate {B} Sorcery Put target creature card from a graveyard into play under your control. You lose life equal to its converted mana cost. Reap {1}{G} Instant Return any number of target cards from your graveyard to your hand. You can't choose more cards than the number of black permanents your opponents control. Reaping the Graves {2}{B} Instant Return target creature card from your graveyard to your hand. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Reaping the Rewards {W} Instant Buyback--Sacrifice a land. (You may sarifice a land in addition to any other costs as you play this spell. If you do, put Reaping the Rewards into your hand instead of your graveyard as part of its resolution.) You gain 2 life. Rebel Informer {2}{B} Creature -- Mercenary Rebel 1/2 Rebel Informer can't be the target of white spells or abilities from white sources. {3}: Put target Rebel on the bottom of its owner's library. Reborn Hero {2}{W} Creature -- Soldier 2/2 Attacking doesn't cause Reborn Hero to tap. Threshold -- When Reborn Hero is put into a graveyard from play, you may pay {W}{W}. If you do, return Reborn Hero to play under your control. (You have threshold if seven or more cards are in your graveyard.) Rebound {1}{U} Instant Change the target of target spell with a single target if that target is a player. The new target must be a player. Rebuild {2}{U} Instant Return all artifacts to their owners' hands. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Recall {X}{X}{U} Sorcery Discard X cards from your hand, then return a card from your graveyard to your hand for each card discarded this way. Remove Recall from the game. Recantation {3}{U}{U} Enchantment At the beginning of your upkeep, you may put a verse counter on Recantation. {U}, Sacrifice Recantation: Return up to X target permanents to their owners' hands, where X is the number of verse counters on Recantation. Reckless Abandon {R} Sorcery As an additional cost to play Reckless Abandon, sacrifice a creature. Reckless Abandon deals 4 damage to target creature or player. Reckless Assault {2}{B}{R} Enchantment {1}, Pay 2 life: Reckless Assault deals 1 damage to target creature or player. Reckless Charge {R} Sorcery Target creature gets +3/+0 and gains haste until end of turn. Flashback {2}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Reckless Embermage {3}{R} Creature -- Wizard 2/2 {1}{R}: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself. Reckless Ogre {3}{R} Creature -- Ogre 3/2 Whenever Reckless Ogre attacks alone, it gets +3/+0 until end of turn. Reckless One {3}{R} Creature -- Goblin Avatar */* Haste Reckless One's power and toughness are each equal to the number of Goblins in play. Reckless Spite {1}{B}{B} Instant Destroy two target nonblack creatures. You lose 5 life. Reclaim {G} Instant Put target card from your graveyard on top of your library. Reclusive Wight {3}{B} Creature -- Minion 4/4 At the beginning of your upkeep, if you control another nonland permanent, sacrifice Reclusive Wight. Recoil {1}{U}{B} Instant Return target permanent to its owner's hand. Then that player discards a card from his or her hand. Reconnaissance {W} Enchantment {0}: Remove target attacking creature you control from combat and untap it. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Recoup {1}{R} Sorcery Target sorcery card in your graveyard gains flashback until end of turn. If you play that card this turn, its flashback cost becomes equal to its mana cost as you play it. (Mana cost includes color.) Flashback {3}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Recover {2}{B} Sorcery Return target creature card from your graveyard to your hand. Draw a card. Recuperate {3}{W} Instant Choose one -- You gain 6 life; or prevent the next 6 damage that would be dealt to target creature this turn. Recurring Nightmare {2}{B} Enchantment Sacrifice a creature, Return Recurring Nightmare to its owner's hand: Return target creature card from your graveyard to play. Play this ability only any time you could play a sorcery. Recycle {4}{G}{G} Enchantment Skip your draw step. Whenever you play a card, draw a card. Your maximum hand size is two. Redeem {1}{W} Instant Prevent all damage that would be dealt this turn to up to two target creatures. Redwood Treefolk {4}{G} Creature -- Treefolk 3/6 Reef Shaman {U} Creature -- Merfolk 0/2 {T}: Target land's type becomes the basic land type of your choice until end of turn. Reflecting Pool Land {T}: Add to your mana pool one mana of any type that a land you control could produce. Reflexes {R} Enchant Creature Enchanted creature has first strike. Refresh {2}{G} Instant Regenerate target creature. Draw a card. Refreshing Rain {3}{G} Instant If an opponent controls a Swamp and you control a Forest, you may play Refreshing Rain without paying its mana cost. Target player gains 6 life. Regal Unicorn {2}{W} Creature -- Unicorn 2/3 Regeneration {1}{G} Enchant Creature {G}: Regenerate enchanted creature. Regress {2}{U} Instant Return target permanent to its owner's hand. Reins of Power {2}{U}{U} Instant Untap all creatures. You and target opponent each gain control of all creatures the other controls until end of turn. Those creatures gain haste until end of turn. Reiver Demon {4}{B}{B}{B}{B} Creature -- Demon 6/6 Flying When Reiver Demon comes into play, if you played it from your hand, destroy all nonartifact, nonblack creatures. They can't be regenerated. Rejuvenate {3}{G} Sorcery You gain 6 life. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Rejuvenation Chamber {3} Artifact Fading 2 (This artifact comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) {T}: You gain 2 life. Relearn {1}{U}{U} Sorcery Return target instant or sorcery card from your graveyard to your hand. Relentless Assault {2}{R}{R} Sorcery Untap all creatures that attacked this turn. After this phase, there is an additional combat phase followed by an additional main phase. Relic Bane {1}{B}{B} Enchant Artifact Enchanted artifact has "At the beginning of your upkeep, you lose 2 life." Reliquary Monk {2}{W} Creature -- Cleric 2/2 When Reliquary Monk is put into a graveyard from play, destroy target artifact or enchantment. Remedy {1}{W} Instant Prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. Remembrance {3}{W} Enchantment Whenever a nontoken creature you control is put into a graveyard from play, you may search your library for a creature card with the same name as that creature, reveal the card and put it into your hand. If you do, shuffle your library. Reminisce {2}{U} Sorcery Target player shuffles his or her graveyard into his or her library. Remote Farm Land Remote Farm comes into play tapped with two depletion counters on it. {T}, Remove a depletion counter from Remote Farm: Add {W}{W} to your mana pool. If there are no depletion counters on Remote Farm, sacrifice it. Remote Isle Land Remote Isle comes into play tapped. {T}: Add {U} to your mana pool. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Remove Soul {1}{U} Instant Counter target creature spell. Renegade Warlord {4}{R} Creature -- Soldier 3/3 First strike Whenever Renegade Warlord attacks, each other attacking creature gets +1/+0 until end of turn. Renewed Faith {2}{W} Instant You gain 6 life. Cycling {1}{W} ({1}{W}, Discard this card from your hand: Draw a card.) When you cycle Renewed Faith, you may gain 2 life. Renounce {1}{W} Instant Sacrifice any number of permanents. You gain 2 life for each one sacrificed this way. Repel {3}{U} Instant Put target creature on top of its owner's library. Repentance {2}{W} Sorcery Target creature deals damage to itself equal to its power. Repentant Vampire {3}{B}{B} Creature -- Vampire 3/3 Flying Whenever a creature dealt damage by Repentant Vampire this turn is put into a graveyard, put a +1/+1 counter on Repentant Vampire. Threshold -- Repentant Vampire is white and has "{T}: Destroy target black creature." Repercussion {1}{R}{R} Enchantment Whenever a creature is dealt damage, Repercussion deals that much damage to that creature's controller. Replenish {3}{W} Sorcery Return all enchantment cards from your graveyard to play. (Local enchantments with no permanent to enchant remain in your graveyard.) Repopulate {1}{G} Instant Shuffle all creature cards from target player's graveyard into that player's library. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Reprisal {1}{W} Instant Destroy target creature with power 4 or greater. It can't be regenerated. Reprocess {2}{B}{B} Sorcery Sacrifice any number of artifacts, creatures, and/or lands. Draw a card for each permanent sacrificed this way. Repulse {2}{U} Instant Return target creature to its owner's hand. Draw a card. Rescind {1}{U}{U} Instant Return target permanent to its owner's hand. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Rescue {U} Instant Return target permanent you control to its owner's hand. Resilient Wanderer {2}{W}{W} Creature -- Nomad 2/3 First strike Discard a card from your hand: Resilient Wanderer gains protection from the color of your choice until end of turn. Resistance Fighter {W} Creature -- Soldier 1/1 Sacrifice Resistance Fighter: Prevent all combat damage target creature would deal this turn. Respite {1}{G} Instant Prevent all combat damage that would be dealt this turn. You gain 1 life for each attacking creature. Restless Dreams {B} Sorcery As an additional cost to play Restless Dreams, discard X cards from your hand. Return X target creature cards from your graveyard to your hand. Restock {3}{G}{G} Sorcery Return two target cards from your graveyard to your hand. Remove Restock from the game. Restrain {2}{W} Instant Prevent all combat damage that would be dealt by target attacking creature this turn. Draw a card. Resuscitate {1}{G} Instant Until end of turn, creatures you control gain "{1}: Regenerate this creature." Retaliation {2}{G} Enchantment Creatures you control have "Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it." Rethink {2}{U} Instant Counter target spell unless its controller pays {X}, where X is its converted mana cost. Retraced Image {U} Sorcery Reveal a card in your hand, then put that card into play if it has the same name as a permanent. Retromancer {2}{R}{R} Creature -- Viashino 3/3 Whenever Retromancer becomes the target of a spell or ability, Retromancer deals 3 damage to that spell or ability's controller. Reveille Squad {2}{W}{W} Creature -- Rebel 3/3 Whenever one or more creatures attack you, if Reveille Squad is untapped, you may untap all creatures you control. Revenant {4}{B} Creature -- Spirit */* Flying Revenant's power and toughness are each equal to the number of creature cards in your graveyard. Revered Elder {2}{W} Creature -- Cleric 1/2 {1}: Prevent the next 1 damage that would be dealt to Revered Elder this turn. Reverent Mantra {3}{W} Instant You may remove a white card in your hand from the game rather than pay Reverent Mantra's mana cost. All creatures gain protection from the color of your choice until end of turn. Reverent Silence {3}{G} Sorcery If you control a Forest, you may have each other player gain 6 life rather than pay Reverent Silence's mana cost. Destroy all enchantments. Reverse Damage {1}{W}{W} Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Revive {1}{G} Sorcery Return target green card from your graveyard to your hand. Reviving Dose {2}{W} Instant You gain 3 life. Draw a card. Reviving Vapors {2}{W}{U} Instant Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's converted mana cost. Put the other cards revealed this way into your graveyard. Reward the Faithful {W} Instant Any number of target players each gains life equal to the highest converted mana cost among permanents you control. Rewards of Diversity {2}{W} Enchantment Whenever an opponent plays a multicolored spell, you gain 4 life. Rewind {2}{U}{U} Instant Counter target spell, then untap up to four lands. Reya Dawnbringer {6}{W}{W}{W} Creature -- Angel Legend 4/6 Flying At the beginning of your upkeep, you may return target creature card from your graveyard to play. Rhox {4}{G}{G} Creature -- Beast 5/5 You may have Rhox deal its combat damage to defending player as though it weren't blocked. {2}{G}: Regenerate Rhox. Rhystic Cave Land {T}: Choose a color. Add one mana of that color to your mana pool unless any player pays {1}. You can't play this ability as another spell or ability is being played. Rhystic Circle {2}{W}{W} Enchantment {1}: Any player may pay {1}. If no one does, the next time a source of your choice would deal damage to you this turn, prevent that damage. Rhystic Deluge {2}{U} Enchantment {U}: Tap target creature unless its controller pays {1}. Rhystic Lightning {2}{R} Instant Rhystic Lightning deals 4 damage to target creature or player unless that creature's controller or that player pays {2}. If he or she does, Rhystic Lightning deals 2 damage to the creature or player. Rhystic Scrying {2}{U}{U} Sorcery Draw three cards. Then, if any player pays {2}, discard three cards from your hand. Rhystic Shield {1}{W} Instant Creatures you control get +0/+1 until end of turn. They get an additional +0/+2 until end of turn unless any player pays {2}. Rhystic Study {2}{U} Enchantment Whenever an opponent plays a spell, you may draw a card unless that player pays {1}. Rhystic Syphon {3}{B}{B} Sorcery Unless target player pays {3}, he or she loses 5 life and you gain 5 life. Rhystic Tutor {2}{B} Sorcery Unless any player pays {2}, search your library for a card, put that card into your hand, then shuffle your library. Rib Cage Spider {2}{G} Creature -- Spider 1/4 Rib Cage Spider may block as though it had flying. Ribbon Snake {1}{U}{U} Creature -- Snake 2/3 Flying {2}: Ribbon Snake loses flying until end of turn. Any player may play this ability. Ridgeline Rager {2}{R} Creature -- Beast 1/2 {R}: Ridgeline Rager gets +1/+0 until end of turn. Ridgetop Raptor {3}{R} Creature -- Beast 2/1 Double strike (This creature deals both first-strike and regular combat damage.) Riftstone Portal Land {T}: Add {1} to your mana pool. As long as Riftstone Portal is in your graveyard, lands you control have "{T}: Add {G} or {W} to your mana pool." Righteous Aura {1}{W} Enchantment {W}, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage. Righteous Cause {3}{W}{W} Enchantment Whenever a creature attacks, you gain 1 life. Righteous Indignation {2}{W} Enchantment Whenever a creature blocks a black or red creature, the blocking creature gets +1/+1 until end of turn. Ring of Gix {3} Artifact Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) {1}, {T}: Tap target artifact, creature, or land. Riptide Biologist {1}{U} Creature -- Wizard 1/2 Protection from Beasts Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Riptide Chronologist {3}{U}{U} Creature -- Wizard 1/3 {U}, Sacrifice Riptide Chronologist: Untap all creatures of the type of your choice. Riptide Crab {1}{W}{U} Creature -- Crab 1/3 Attacking doesn't cause Riptide Crab to tap. When Riptide Crab is put into a graveyard from play, draw a card. Riptide Director {2}{U}{U} Creature -- Wizard 2/3 {2}{U}{U}, {T}: Draw a card for each Wizard you control. Riptide Entrancer {1}{U}{U} Creature -- Wizard 1/1 Whenever Riptide Entrancer deals combat damage to a player, you may sacrifice it. If you do, gain control of target creature that player controls. (This effect doesn't end at end of turn.) Morph {U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Riptide Laboratory Land {T}: Add {1} to your mana pool. {1}{U}, {T}: Return target Wizard you control to its owner's hand. Riptide Mangler {1}{U} Creature -- Beast 0/3 {1}{U}: Change Riptide Mangler's power to target creature's power. (It doesn't change back at end of turn.) Riptide Replicator {X}{4} Artifact As Riptide Replicator comes into play, choose a color and a creature type. Riptide Replicator comes into play with X charge counters on it. {4}, {T}: Put an X/X creature token of the chosen color and type into play, where X is the number of charge counters on Riptide Replicator. Riptide Shapeshifter {3}{U}{U} Creature -- Shapeshifter 3/3 {2}{U}{U}, Sacrifice Riptide Shapeshifter: Choose a creature type. Reveal cards from the top of your library until you reveal a creature card of that type. Put that card into play and shuffle the rest into your library. Riptide Survivor {2}{U} Creature -- Wizard 2/1 Morph {1}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Riptide Survivor is turned face up, discard two cards from your hand, then draw three cards. Rishadan Airship {2}{U} Creature -- Pirate 3/1 Flying Rishadan Airship may block only creatures with flying. Rishadan Brigand {4}{U} Creature -- Pirate 3/2 Flying When Rishadan Brigand comes into play, each opponent sacrifices a permanent unless he or she pays {3}. Rishadan Brigand may block only creatures with flying. Rishadan Cutpurse {2}{U} Creature -- Pirate 1/1 When Rishadan Cutpurse comes into play, each opponent sacrifices a permanent unless he or she pays {1}. Rishadan Footpad {3}{U} Creature -- Pirate 2/2 When Rishadan Footpad comes into play, each opponent sacrifices a permanent unless he or she pays {2}. Rishadan Pawnshop {2} Artifact {2}, {T}: Shuffle target nontoken permanent you control into its owner's library. Rishadan Port Land {T}: Add {1} to your mana pool. {1}, {T}: Tap target land. Rising Waters {3}{U} Enchantment Lands don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player untaps a land he or she controls. Risky Move {3}{R}{R}{R} Enchantment At the beginning of each player's upkeep, that player gains control of Risky Move. When you gain control of Risky Move from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature. Rites of Initiation {R} Instant Discard any number of cards at random from your hand. Creatures you control get +1/+0 until end of turn for each card discarded this way. Rites of Refusal {1}{U} Instant Discard any number of cards from your hand. Counter target spell unless its controller pays {3} for each card discarded this way. Rites of Spring {1}{G} Sorcery Discard any number of cards from your hand. Search your library for that many basic land cards, reveal those cards, and put them into your hand. Then shuffle your library. Rith, the Awakener {3}{R}{G}{W} Creature -- Dragon Legend 6/6 Flying Whenever Rith, the Awakener deals combat damage to a player, you may pay {2}{G}. If you do, choose a color. Put a 1/1 green Saproling creature token into play for each permanent of that color. Rith's Attendant {5} Artifact Creature -- Golem 3/3 {1}, Sacrifice Rith's Attendant: Add {R}{G}{W} to your mana pool. Rith's Charm {R}{G}{W} Instant Choose one -- Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens into play; or prevent all damage a source of your choice would deal this turn. Rith's Grove Land -- Lair When Rith's Grove comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {R}, {G}, or {W} to your mana pool. Rivalry {2}{R} Enchantment At the beginning of each player's upkeep, if that player controls more lands than any other, Rivalry deals 2 damage to him or her. River Boa {1}{G} Creature -- Snake 2/1 Islandwalk {G}: Regenerate River Boa. Roar of the Kha {1}{W} Instant Choose one -- Creatures you control get +1/+1 until end of turn; or untap all creatures you control. Entwine {1}{W} (Choose both if you pay the entwine cost.) Roar of the Wurm {6}{G} Sorcery Put a 6/6 green Wurm creature token into play. Flashback {3}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Robber Fly {2}{R} Creature -- Insect 1/1 Flying Whenever Robber Fly becomes blocked, defending player discards his or her hand, then draws that many cards. Robe of Mirrors {U} Enchant Creature Enchanted creature can't be the target of spells or abilities. Rock Badger {4}{R} Creature -- Beast 3/3 Mountainwalk Rock Jockey {2}{R} Creature -- Goblin 3/3 You can't play Rock Jockey if you played a land this turn. You can't play lands if you played Rock Jockey this turn. Rockshard Elemental {5}{R}{R} Creature -- Elemental 4/3 Double strike (This creature deals both first-strike and regular combat damage.) Morph {4}{R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Rod of Ruin {4} Artifact {3}, {T}: Rod of Ruin deals 1 damage to target creature or player. Rofellos, Llanowar Emissary {G}{G} Creature -- Elf Legend 2/1 {T}: Add {G} to your mana pool for each Forest you control. Rofellos's Gift {G} Sorcery Reveal any number of green cards in your hand. Return an enchantment card from your graveyard to your hand for each card revealed this way. Rogue Kavu {1}{R} Creature -- Kavu 1/1 Whenever Rogue Kavu attacks alone, it gets +2/+0 until end of turn. Rolling Stones {1}{W} Enchantment Walls may attack as though they weren't Walls. Rolling Thunder {X}{R}{R} Sorcery Rolling Thunder deals X damage divided as you choose among any number of target creatures and/or players. Root Cage {1}{G} Enchantment Mercenaries don't untap during their controllers' untap steps. Root Elemental {4}{G}{G} Creature -- Elemental 6/5 Morph {5}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Root Elemental is turned face up, you may put a creature card from your hand into play. Root Greevil {3}{G} Creature -- Beast 2/3 {2}{G}, {T}, Sacrifice Root Greevil: Destroy all enchantments of the color of your choice. Root Maze {G} Enchantment Artifacts and lands come into play tapped. Root Sliver {3}{G} Creature -- Sliver 2/2 Root Sliver can't be countered. Sliver spells can't be countered. Rootbreaker Wurm {5}{G}{G} Creature -- Wurm 6/6 Trample Rooting Kavu {2}{G}{G} Creature -- Kavu 4/3 When Rooting Kavu is put into a graveyard from play, you may remove Rooting Kavu from the game. If you do, shuffle all creature cards from your graveyard into your library. Rootwalla {2}{G} Creature -- Lizard 2/2 {1}{G}: Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn. Rootwater Alligator {3}{G} Creature -- Alligator 3/2 Sacrifice a Forest: Regenerate Rootwater Alligator. Rootwater Commando {2}{U} Creature -- Merfolk 2/2 Islandwalk Rootwater Depths Land {T}: Add {1} to your mana pool. {T}: Add {U} or {B} to your mana pool. Rootwater Depths doesn't untap during its controller's next untap step. Rootwater Diver {U} Creature -- Merfolk 1/1 {T}, Sacrifice Rootwater Diver: Return target artifact card from your graveyard to your hand. Rootwater Hunter {2}{U} Creature -- Merfolk 1/1 {T}: Rootwater Hunter deals 1 damage to target creature or player. Rootwater Matriarch {2}{U}{U} Creature -- Merfolk 2/3 {T}: Gain control of target creature as long as it's enchanted. Rootwater Mystic {U} Creature -- Merfolk 1/1 {1}{U}: Look at the top card of target player's library. Rootwater Shaman {2}{U} Creature -- Merfolk 2/2 You may play enchant creature cards any time you could play an instant. Rootwater Thief {1}{U} Creature -- Merfolk 1/2 {U}: Rootwater Thief gains flying until end of turn. Whenever Rootwater Thief deals combat damage to a player, you may pay {2}. If you do, search that player's library for a card and remove that card from the game, then the player shuffles his or her library. Rorix Bladewing {3}{R}{R}{R} Creature -- Dragon Legend 6/5 Flying, haste Rotlung Reanimator {2}{B} Creature -- Zombie Cleric 2/2 Whenever Rotlung Reanimator or another Cleric is put into a graveyard from play, put a 2/2 black Zombie creature token into play. Rotting Giant {1}{B} Creature -- Zombie Giant 3/3 Whenever Rotting Giant attacks or blocks, sacrifice it unless you remove a card in your graveyard from the game. Rouse {1}{B} Instant If you control a Swamp, you may pay 2 life rather than pay Rouse's mana cost. Target creature gets +2/+0 until end of turn. Rout {3}{W}{W} Sorcery You may play Rout any time you could play an instant if you pay {2} more to play it. Destroy all creatures. They can't be regenerated. Rowen {2}{G}{G} Enchantment Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card. Royal Assassin {1}{B}{B} Creature -- Assassin 1/1 {T}: Destroy target tapped creature. Ruby Leech {1}{R} Creature -- Leech 2/2 First strike Red spells you play cost {R} more to play. Ruby Medallion {2} Artifact Red spells you play cost {1} less to play. Ruham Djinn {5}{W} Creature -- Djinn 5/5 First strike Ruham Djinn gets -2/-2 as long as white is the most common color among all permanents or is tied for most common. Ruination {3}{R} Sorcery Destroy all nonbasic lands. Ruins of Trokair Land Ruins of Trokair comes into play tapped. {T}: Add {W} to your mana pool. {T}, Sacrifice Ruins of Trokair: Add {W}{W} to your mana pool. Rukh Egg {3}{R} Creature -- Egg 0/3 When Rukh Egg is put into a graveyard from play, put a 4/4 red Rukh creature token with flying into play at end of turn. Rule of Law {2}{W} Enchantment Each player can't play more than one spell each turn. Rumbling Crescendo {3}{R}{R} Enchantment At the beginning of your upkeep, you may put a verse counter on Rumbling Crescendo. {R}, Sacrifice Rumbling Crescendo: Destroy up to X target lands, where X is the number of verse counters on Rumbling Crescendo. Rummaging Wizard {3}{U} Creature -- Wizard 2/2 {2}{U}: Look at the top card of your library. You may put that card into your graveyard. Run Wild {G} Instant Until end of turn, target creature gains trample and {G}: Regenerate this creature. Rune of Protection: Artifacts {1}{W} Enchantment {W}: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Rune of Protection: Black {1}{W} Enchantment {W}: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Rune of Protection: Blue {1}{W} Enchantment {W}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Rune of Protection: Green {1}{W} Enchantment {W}: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Rune of Protection: Lands {1}{W} Enchantment {W}: The next time a land source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Rune of Protection: Red {1}{W} Enchantment {W}: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Rune of Protection: White {1}{W} Enchantment {W}: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Rupture {2}{R} Sorcery Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player. Rush of Knowledge {4}{U} Sorcery Draw cards equal to the highest converted mana cost among permanents you control. Rushing River {2}{U} Instant Kicker--Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.) Return target nonland permanent to its owner's hand. If the kicker cost was paid, return another target nonland permanent to its owner's hand. Rushwood Dryad {1}{G} Creature -- Dryad 2/1 Forestwalk Rushwood Elemental {G}{G}{G}{G}{G} Creature -- Elemental 4/4 Trample At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental. Rushwood Grove Land Rushwood Grove comes into play tapped. {T}: Put a storage counter on Rushwood Grove. {T}, Remove any number of storage counters from Rushwood Grove: Add {G} to your mana pool for each storage counter removed this way. Rushwood Herbalist {2}{G} Creature -- Spellshaper 2/2 {G}, {T}, Discard a card from your hand: Regenerate target creature. Rushwood Legate {2}{G} Creature -- Dryad 2/1 If an opponent controls an Island and you control a Forest, you may play Rushwood Legate without paying its mana cost. Rust Elemental {4} Artifact Creature -- Elemental 4/4 Flying At the beginning of your upkeep, sacrifice an artifact other than Rust Elemental. If you can't, tap Rust Elemental and you lose 4 life. Rusting Golem {4} Artifact Creature -- Golem */* Fading 5 (This creature comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Rusting Golem's power and toughness are each equal to the number of fade counters on it. Rustmouth Ogre {4}{R}{R} Creature -- Ogre 5/4 Whenever Rustmouth Ogre deals combat damage to a player, you may destroy target artifact that player controls. Rustspore Ram {4} Artifact Creature 1/3 When Rustspore Ram comes into play, destroy target Equipment. Saber Ants {3}{G} Creature -- Insect 2/3 Whenever Saber Ants is dealt damage, you may put that many 1/1 green Insect creature tokens into play. Sabertooth Nishoba {4}{G}{W} Creature -- Beast 5/5 Trample, protection from blue, protection from red Sabertooth Wyvern {4}{R} Creature -- Drake 3/2 Flying, first strike Sabretooth Tiger {2}{R} Creature -- Cat 2/1 First strike Sacred Ground {1}{W} Enchantment Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from play, return that land to play. Sacred Guide {W} Creature -- Cleric 1/1 {1}{W}, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and remove all other revealed cards from the game. Sacred Nectar {1}{W} Sorcery You gain 4 life. Sacred Prey {G} Creature -- Beast 1/1 When Sacred Prey becomes blocked, you gain 1 life. Sacred Rites {W} Instant Discard any number of cards from your hand. Creatures you control get +0/+1 until end of turn for each card discarded this way. Sadistic Glee {B} Enchant Creature Whenever a creature is put into a graveyard from play, put a +1/+1 counter on enchanted creature. Sadistic Hypnotist {3}{B}{B} Creature -- Minion 2/2 Sacrifice a creature: Target player discards two cards from his or her hand. Play this ability only any time you could play a sorcery. Safeguard {3}{W}{W} Enchantment {2}{W}: Prevent all combat damage that would be dealt by target creature this turn. Sage Aven {3}{U} Creature -- Bird Wizard 1/3 Flying When Sage Aven comes into play, look at the top four cards of your library, then put them back in any order. Sage of Lat-Nam {1}{U} Creature -- Sage 1/2 {T}, Sacrifice an artifact: Draw a card. Sage Owl {1}{U} Creature -- Bird 1/1 Flying When Sage Owl comes into play, look at the top four cards of your library, then put them back in any order. Sailmonger {3}{U} Creature -- Monger 3/3 {2}: Target creature gains flying until end of turn. Any player may play this ability. Salt Flats Land Salt Flats comes into play tapped. {T}: Add {1} to your mana pool. {T}: Add {W} or {B} to your mana pool. Salt Flats deals 1 damage to you. Salt Marsh Land Salt Marsh comes into play tapped. {T}: Add {U} or {B} to your mana pool. Samite Archer {1}{W}{U} Creature -- Cleric 1/1 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. {T}: Samite Archer deals 1 damage to target creature or player. Samite Blessing {W} Enchant Creature Enchanted creature has "{T}: The next time a source of your choice would deal damage to target creature this turn, prevent that damage." Samite Elder {2}{W} Creature -- Cleric 1/2 {T}: Creatures you control gain protection from the colors of target permanent you control until end of turn. Samite Healer {1}{W} Creature -- Cleric 1/1 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Ministration {1}{W} Instant Prevent all damage that would be dealt by a source of your choice to you this turn. Whenever damage from a black or red source is prevented this way, you gain life equal to that damage. Samite Pilgrim {1}{W} Creature -- Cleric 1/1 {T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control. Samite Sanctuary {2}{W} Enchantment {2}: Prevent the next 1 damage that would be dealt to target creature this turn. Any player may play this ability. Sanctimony {1}{W} Enchantment Whenever an opponent taps a Mountain for mana, you may gain 1 life. Sanctum Custodian {2}{W} Creature -- Cleric 1/2 {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. Sanctum Guardian {1}{W}{W} Creature -- Soldier 1/4 Sacrifice Sanctum Guardian: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. Sand Squid {3}{U} Creature -- Beast 2/2 Islandwalk You may choose not to untap Sand Squid during your untap step. {T}: Tap target creature. That creature doesn't untap during its controller's untap step as long as Sand Squid remains tapped. Sandbar Merfolk {U} Creature -- Merfolk 1/1 Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Sandbar Serpent {4}{U} Creature -- Serpent 3/4 Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Sandskin {2}{W} Enchant Creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. Sandstone Deadfall {3} Artifact {T}, Sacrifice two lands and Sandstone Deadfall: Destroy target attacking creature. Sandstone Needle Land Sandstone Needle comes into play tapped with two depletion counters on it. {T}, Remove a depletion counter from Sandstone Needle: Add {R}{R} to your mana pool. If there are no depletion counters on Sandstone Needle, sacrifice it. Sandstone Warrior {2}{R}{R} Creature -- Soldier 1/3 First strike {R}: Sandstone Warrior gets +1/+0 until end of turn. Sanguine Guard {1}{B}{B} Creature -- Knight 2/2 First strike {1}{B}: Regenerate Sanguine Guard. Sapphire Leech {1}{U} Creature -- Leech 2/2 Flying Blue spells you play cost {U} more to play. Sapphire Medallion {2} Artifact Blue spells you play cost {1} less to play. Saprazzan Bailiff {3}{U}{U} Creature -- Merfolk 2/2 When Saprazzan Bailiff comes into play, remove all artifact and enchantment cards in all graveyards from the game. When Saprazzan Bailiff leaves play, return all artifact and enchantment cards from all graveyards to their owners' hands. Saprazzan Breaker {4}{U} Creature -- Beast 3/3 {U}: Put the top card of your library into your graveyard. If that card is a land card, Saprazzan Breaker is unblockable this turn. Saprazzan Cove Land Saprazzan Cove comes into play tapped. {T}: Put a storage counter on Saprazzan Cove. {T}, Remove any number of storage counters from Saprazzan Cove: Add {U} to your mana pool for each storage counter removed this way. Saprazzan Heir {1}{U} Creature -- Merfolk 1/1 Whenever Saprazzan Heir becomes blocked, you may draw three cards. Saprazzan Legate {3}{U} Creature -- Soldier 1/3 Flying If an opponent controls a Mountain and you control an Island, you may play Saprazzan Legate without paying its mana cost. Saprazzan Outrigger {3}{U} Creature -- Ship 5/5 When Saprazzan Outrigger attacks or blocks, put it on top of its owner's library at end of combat. Saprazzan Raider {2}{U} Creature -- Merfolk 1/2 When Saprazzan Raider becomes blocked, return it to its owner's hand. Saprazzan Skerry Land Saprazzan Skerry comes into play tapped with two depletion counters on it. {T}, Remove a depletion counter from Saprazzan Skerry: Add {U}{U} to your mana pool. If there are no depletion counters on Saprazzan Skerry, sacrifice it. Saproling Burst {4}{G} Enchantment Fading 7 (This enchantment comes into play with seven fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Saproling Burst: Put a green Saproling creature token into play. It has "This creature's power and toughness are each equal to the number of fade counters on Saproling Burst." When Saproling Burst leaves play, destroy all tokens put into play with Saproling Burst. They can't be regenerated. Saproling Cluster {1}{G} Enchantment {1}, Discard a card from your hand: Put a 1/1 green Saproling creature token into play. Any player may play this ability. Saproling Infestation {1}{G} Enchantment Whenever a player pays a kicker cost, you put a 1/1 green Saproling creature token into play. Saproling Symbiosis {3}{G} Sorcery You may play Saproling Symbiosis any time you could play an instant if you pay {2} more to play it. Put a 1/1 green Saproling creature token into play for each creature you control. Sarcatog {1}{B}{R} Creature -- Atog 1/2 Remove two cards in your graveyard from the game: Sarcatog gets +1/+1 until end of turn. Sacrifice an artifact: Sarcatog gets +1/+1 until end of turn. Sarcomancy {B} Enchantment When Sarcomancy comes into play, put a 2/2 black Zombie creature token into play. At the beginning of your upkeep, if there are no Zombies in play, Sarcomancy deals 1 damage to you. Savage Firecat {3}{R}{R} Creature -- Cat 0/0 Trample Savage Firecat comes into play with seven +1/+1 counters on it. Whenever you tap a land for mana, remove a +1/+1 counter from Savage Firecat. Savage Gorilla {4}{G} Creature -- Ape 3/3 {U}{B}, {T}, Sacrifice Savage Gorilla: Target creature gets -3/-3 until end of turn. Draw a card. Savage Offensive {1}{R} Sorcery Kicker {G} (You may pay an additional {G} as you play this spell.) Creatures you control gain first strike until end of turn. If the kicker cost was paid, they get +1/+1 until end of turn. Savannah Lions {W} Creature -- Lion 2/1 Sawtooth Loon {2}{W}{U} Creature -- Bird 2/2 Flying When Sawtooth Loon comes into play, return a white or blue creature you control to its owner's hand. When Sawtooth Loon comes into play, draw two cards, then put two cards from your hand on the bottom of your library. Scabland Land Scabland comes into play tapped. {T}: Add {1} to your mana pool. {T}: Add {R} or {W} to your mana pool. Scabland deals 1 damage to you. Scald {1}{R} Enchantment Whenever a player taps an Island for mana, Scald deals 1 damage to that player. Scalding Salamander {2}{R} Creature -- Salamander 2/1 Whenever Scalding Salamander attacks, you may have it deal 1 damage to each creature without flying defending player controls. Scalding Tongs {2} Artifact At the beginning of your upkeep, if you have three or fewer cards in hand, Scalding Tongs deals 1 damage to target opponent. Scale of Chiss-Goria {3} Artifact Affinity for artifacts (This spell costs {1} less to play for each artifact you control.) You may play Scale of Chiss-Goria any time you could play an instant. {T}: Target creature gets +0/+1 until end of turn. Scaled Wurm {7}{G} Creature -- Wurm 7/6 Scalpelexis {4}{U} Creature -- Beast 1/5 Flying Whenever Scalpelexis deals combat damage to a player, that player removes the top four cards of his or her library from the game. If two or more of those cards have the same name, repeat this process. Scandalmonger {3}{B} Creature -- Monger 3/3 {2}: Target player discards a card from his or her hand. Any player may play this ability but only if he or she could play a sorcery. Scapegoat {W} Instant As an additional cost to play Scapegoat, sacrifice a creature. Return any number of target creatures you control to their owner's hand. Scare Tactics {B} Instant Creatures you control get +1/+0 until end of turn. Scarred Puma {R} Creature -- Cat 2/1 Scarred Puma can't attack unless a black or green creature also attacks. Scathe Zombies {2}{B} Creature -- Zombie 2/2 Scattershot {2}{R} Instant Scattershot deals 1 damage to target creature. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Scavenged Weaponry {2}{B} Enchant Creature When Scavenged Weaponry comes into play, draw a card. Enchanted creature gets +1/+1. Scavenger Folk {G} Creature -- Scavenger 1/1 {G}, {T}, Sacrifice Scavenger Folk: Destroy target artifact. Scent of Brine {1}{U} Instant Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way. Scent of Cinder {1}{R} Sorcery Reveal any number of red cards in your hand. Scent of Cinder deals X damage to target creature or player, where X is the number of cards revealed this way. Scent of Ivy {G} Instant Reveal any number of green cards in your hand. Target creature gets +X/+X until end of turn, where X is the number of cards revealed this way. Scent of Jasmine {W} Instant Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way. Scent of Nightshade {1}{B} Instant Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way. School of Piranha {1}{U} Creature -- Fish 3/3 At the beginning of your upkeep, sacrifice School of Piranha unless you pay {1}{U}. Scion of Darkness {5}{B}{B}{B} Creature -- Avatar 6/6 Trample Whenever Scion of Darkness deals combat damage to a player, you may put target creature card from that player's graveyard into play under your control. Cycling {3} ({3}, Discard this card from your hand: Draw a card.) Scorched Earth {X}{R} Sorcery As an additional cost to play Scorched Earth, discard X land cards from your hand. Destroy X target lands. Scorching Lava {1}{R} Instant Kicker {R} (You may pay an additional {R} as you play this spell.) Scorching Lava deals 2 damage to target creature or player. If the kicker cost was paid, that creature can't be regenerated this turn and if it would be put into a graveyard this turn, remove it from the game instead. Scorching Missile {3}{R} Sorcery Scorching Missile deals 4 damage to target player. Flashback {9}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Scoria Cat {3}{R}{R} Creature -- Cat 3/3 Scoria Cat gets +3/+3 as long as you control no untapped lands. Scoria Wurm {4}{R} Creature -- Wurm 7/7 At the beginning of your upkeep, flip a coin. If you lose the flip, return Scoria Wurm to its owner's hand. Scornful Egotist {7}{U} Creature -- Wizard 1/1 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.) Scour {2}{W}{W} Instant Remove target enchantment from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that enchantment and remove them from the game. That player then shuffles his or her library. Scouting Trek {1}{G} Sorcery Search your library for any number of basic land cards. Reveal those cards, then shuffle your library and put them on top of it. Scrabbling Claws {1} Artifact {T}: Target player removes a card in his or her graveyard from the game. {1}, Sacrifice Scrabbling Claws: Remove target card in a graveyard from the game. Draw a card. Scragnoth {4}{G} Creature -- Beast 3/4 Scragnoth can't be countered. Protection from blue Scrap {2}{R} Instant Destroy target artifact. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Scrapheap {3} Artifact Whenever an artifact or enchantment is put into your graveyard from play, you gain 1 life. Screaming Seahawk {4}{U} Creature -- Bird 2/2 Flying When Screaming Seahawk comes into play, you may search your library for a card named Screaming Seahawk, reveal it, and put it into your hand. If you do, shuffle your library. Screams of the Damned {3}{B}{B} Enchantment {1}{B}, Remove a card in your graveyard from the game: Screams of the Damned deals 1 damage to each creature and each player. Screeching Buzzard {3}{B} Creature -- Bird 2/2 Flying When Screeching Buzzard is put into a graveyard from play, each opponent discards a card from his or her hand. Screeching Harpy {2}{B}{B} Creature -- Beast 2/2 Flying {1}{B}: Regenerate Screeching Harpy. Scrivener {4}{U} Creature -- Townsfolk 2/2 When Scrivener comes into play, you may return target instant card from your graveyard to your hand. Scroll Rack {2} Artifact {1}, {T}: Choose any number of cards in your hand and set those cards aside face down. Put an equal number of cards from the top of your library into your hand. Then put the cards set aside this way on top of your library in any order. Scrying Glass {2} Artifact {3}, {T}: Choose a number greater than 0 and a color. Target opponent reveals his or her hand. If that opponent reveals exactly the chosen number of cards of the chosen color, you draw a card. Sculpting Steel {3} Artifact As Sculpting Steel comes into play, you may choose an artifact in play. If you do, Sculpting Steel comes into play as a copy of that artifact. Scythe of the Wretched {2} Artifact -- Equipment Equipped creature gets +2/+2. Whenever a creature dealt damage by equipped creature this turn is put into a graveyard, return that card to play under your control. Attach Scythe of the Wretched to that creature. Equip {4} Sea Eagle {1}{U} Creature -- Bird 1/1 Flying Sea Monster {4}{U}{U} Creature -- Serpent 6/6 Sea Monster can't attack unless defending player controls an Island. Sea Snidd {4}{U} Creature -- Beast 3/3 {T}: Target land's type becomes the basic land type of your choice until end of turn. Seafloor Debris Land Seafloor Debris comes into play tapped. {T}: Add {U} to your mana pool. {T}, Sacrifice Seafloor Debris: Add one mana of any color to your mana pool. Seahunter {2}{U}{U} Creature -- Mercenary 2/2 {3}, {T}: Search your library for a Merfolk card and put that card into play. Then shuffle your library. Seal of Cleansing {1}{W} Enchantment Sacrifice Seal of Cleansing: Destroy target artifact or enchantment. Seal of Doom {2}{B} Enchantment Sacrifice Seal of Doom: Destroy target nonblack creature. It can't be regenerated. Seal of Fire {R} Enchantment Sacrifice Seal of Fire: Seal of Fire deals 2 damage to target creature or player. Seal of Removal {U} Enchantment Sacrifice Seal of Removal: Return target creature to its owner's hand. Seal of Strength {G} Enchantment Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn. Search for Survivors {2}{R} Sorcery Remove your graveyard from the game. An opponent chooses a card at random from among those cards. If it's a creature card, put it into play. Otherwise, it remains removed from the game. Then return the rest of those cards to your graveyard and shuffle them. Searing Flesh {6}{R} Sorcery Searing Flesh deals 7 damage to target opponent. Searing Rays {2}{R} Sorcery Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls. Searing Touch {R} Instant Buyback {4} (You may pay {4} in addition to any other costs as you play this spell. If you do, put Searing Touch into your hand instead of your graveyard as part of its resolution.) Searing Touch deals 1 damage to target creature or player. Searing Wind {8}{R} Instant Searing Wind deals 10 damage to target creature or player. Sea's Claim {U} Enchant Land Enchanted land is an Island. Seashell Cameo {3} Artifact {T}: Add {W} or {U} to your mana pool. Seaside Haven Land {T}: Add {1} to your mana pool. {W}{U}, {T}, Sacrifice a Bird: Draw a card. Seasoned Marshal {2}{W}{W} Creature -- Soldier 2/2 Whenever Seasoned Marshal attacks, you may tap target creature. Seat of the Synod Artifact Land (Seat of the Synod isn't a spell.) {T}: Add {U} to your mana pool. Secluded Steppe Land Secluded Steppe comes into play tapped. {T}: Add {W} to your mana pool. Cycling {W} ({W}, Discard this card from your hand: Draw a card.) Second Chance {2}{U} Enchantment At the beginning of your upkeep, if you have 5 life or less, sacrifice Second Chance. If you do, take another turn after this one. Second Sunrise {1}{W}{W} Instant Each player returns to play all artifact, creature, enchantment, and land cards that were put into his or her graveyard from play this turn. Second Thoughts {4}{W} Instant Remove target attacking creature from the game. Draw a card. Security Detail {3}{W} Enchantment {W}{W}: Put a 1/1 white Soldier creature token into play. Play this ability only if you control no creatures and only once each turn. Seedborn Muse {3}{G}{G} Creature -- Spirit 2/4 Untap all permanents you control during each other player's untap step. Seedtime {1}{G} Instant Play Seedtime only during your turn. Take an extra turn after this one if an opponent played a blue spell this turn. Seeker of Skybreak {1}{G} Creature -- Elf 2/1 {T}: Untap target creature. Seer's Vision {2}{U}{B} Enchantment All opponents play with their hands revealed. Sacrifice Seer's Vision: Look at target player's hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery. Seething Anger {R} Sorcery Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Seething Anger into your hand instead of your graveyard as part of its resolution.) Target creature gets +3/+0 until end of turn. Seething Song {2}{R} Instant Add {R}{R}{R}{R}{R} to your mana pool. Segmented Wurm {3}{R}{G} Creature -- Wurm 5/5 Whenever Segmented Wurm becomes the target of a spell or ability, put a -1/-1 counter on it. Segovian Leviathan {4}{U} Creature -- Serpent 3/3 Islandwalk Seismic Assault {R}{R}{R} Enchantment Discard a land card from your hand: Seismic Assault deals 2 damage to target creature or player. Seismic Mage {3}{R} Creature -- Spellshaper 1/1 {2}{R}, {T}, Discard a card from your hand: Destroy target land. Seize the Day {3}{R} Sorcery Untap target creature. After this phase, there is an additional combat phase followed by an additional main phase. Flashback {2}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Selenia, Dark Angel {3}{W}{B} Creature -- Angel Legend 3/3 Flying Pay 2 life: Return Selenia, Dark Angel to its owner's hand. Selfless Exorcist {3}{W}{W} Creature -- Cleric 3/4 {T}: Remove target creature card in a graveyard from the game. That card deals damage equal to its power to Selfless Exorcist. (A * on a card not in play is 0.) Sengir Autocrat {3}{B} Creature -- Minion 2/2 When Sengir Autocrat comes into play, put three 0/1 black Serf creature tokens into play. When Sengir Autocrat leaves play, remove all Serf tokens from the game. Sengir Vampire {3}{B}{B} Creature -- Vampire 4/4 Flying Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire. Serene Offering {1}{W} Instant Destroy target enchantment. You gain life equal to that enchantment's converted mana cost. Serene Sunset {X}{G} Instant Prevent all combat damage X target creatures would deal this turn. Serenity {1}{W} Enchantment At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated. Serpent Warrior {2}{B} Creature -- Soldier 3/3 When Serpent Warrior comes into play, you lose 3 life. Serpentine Basilisk {2}{G}{G} Creature -- Basilisk 2/3 Whenever Serpentine Basilisk deals combat damage to a creature, destroy that creature at end of combat. Morph {1}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Serpentine Kavu {4}{G} Creature -- Kavu 4/4 {R}: Serpentine Kavu gains haste until end of turn. Serra Advocate {3}{W} Creature -- Angel 2/2 Flying {T}: Target attacking or blocking creature gets +2/+2 until end of turn. Serra Angel {3}{W}{W} Creature -- Angel 4/4 Flying Attacking doesn't cause Serra Angel to tap. Serra Avatar {4}{W}{W}{W} Creature -- Avatar */* Serra Avatar's power and toughness are each equal to your life total. If Serra Avatar would be put into a graveyard from anywhere, reveal Serra Avatar, then shuffle it into its owner's library instead. Serra Zealot {W} Creature -- Soldier 1/1 First strike Serra's Blessing {1}{W} Enchantment Attacking doesn't cause creatures you control to tap. Serra's Embrace {2}{W}{W} Enchant Creature Enchanted creature gets +2/+2 and has flying. Attacking doesn't cause enchanted creature to tap. Serra's Hymn {W} Enchantment At the beginning of your upkeep, you may put a verse counter on Serra's Hymn. Sacrifice Serra's Hymn: Prevent up to X damage total that would be dealt this turn to any number of target creatures and/or players, divided as you choose, where X is the number of verse counters on Serra's Hymn. Serra's Liturgy {2}{W}{W} Enchantment At the beginning of your upkeep, you may put a verse counter on Serra's Liturgy. {W}, Sacrifice Serra's Liturgy: Destroy up to X target artifacts and/or enchantments, where X is the number of verse counters on Serra's Liturgy. Serra's Sanctum Legendary Land {T}: Add {W} to your mana pool for each enchantment you control. Serum Tank {3} Artifact Whenever Serum Tank or another artifact comes into play, put a charge counter on Serum Tank. {3}, {T}, Remove a charge counter from Serum Tank: Draw a card. Servant of Volrath {2}{B} Creature -- Minion 3/3 When Servant of Volrath leaves play, sacrifice a creature. Seton, Krosan Protector {G}{G}{G} Creature -- Centaur Druid Legend 2/2 Tap an untapped Druid you control: Add {G} to your mana pool. Seton's Desire {2}{G} Enchant Creature Enchanted creature gets +2/+2. Threshold -- All creatures able to block enchanted creature do so. (You have threshold as long as seven or more cards are in your graveyard.) Seton's Scout {1}{G} Creature -- Centaur Druid 2/1 Seton's Scout may block as though it had flying. Threshold -- Seton's Scout gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.) Sever Soul {3}{B}{B} Sorcery Destroy target nonblack creature. It can't be regenerated. You gain life equal to its toughness. Severed Legion {1}{B}{B} Creature -- Zombie 2/2 Fear Shackles {2}{W} Enchant Creature Enchanted creature doesn't untap during its controller's untap step. {W}: Return Shackles to its owner's hand. Shade's Breath {1}{B} Instant Until end of turn, each creature you control becomes black, its creature type becomes Shade, and it gains {B}: This creature gets +1/+1 until end of turn. Shade's Form {1}{B}{B} Enchant Creature Enchanted creature has "{B}: This creature gets +1/+1 until end of turn." When enchanted creature is put into a graveyard, return that creature to play under your control. Shadow Rift {U} Instant Target creature gains shadow until end of turn. (It may block or be blocked by only creatures with shadow.) Draw a card. Shadowblood Egg {1} Artifact {2}, {T}, Sacrifice Shadowblood Egg: Add {B}{R} to your mana pool. Draw a card. Shadowblood Ridge Land {1}, {T}: Add {B}{R} to your mana pool. Shadowmage Infiltrator {1}{U}{B} Creature -- Wizard 1/3 Fear Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card. Shadowstorm {R} Sorcery Shadowstorm deals 2 damage to each creature with shadow. Shaleskin Bruiser {6}{R} Creature -- Beast 4/4 Trample Whenever Shaleskin Bruiser attacks, it gets +3/+0 until end of turn for each other attacking Beast. Shaleskin Plower {3}{R} Creature -- Beast 3/2 Morph {4}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Shaleskin Plower is turned face up, destroy target land. Shaman en-Kor {1}{W} Creature -- Cleric 1/2 {0}: The next 1 damage that would be dealt to Shaman en-Kor this turn is dealt to target creature you control instead. {1}{W}: The next time a source would deal damage to target creature this turn, that damage is dealt to Shaman en-Kor instead. Shaman's Trance {2}{R} Instant Until end of turn, other players can't play cards from their graveyards, and you may play cards from other players' graveyards as though they were in your graveyard. Shambling Swarm {1}{B}{B}{B} Creature -- Horror 3/3 When Shambling Swarm is put into a graveyard from play, distribute three -1/-1 counters among one, two, or three target creatures. Remove those counters at end of turn. Shanodin Dryads {G} Creature -- Dryad 1/1 Forestwalk Shard Phoenix {4}{R} Creature -- Phoenix 2/2 Flying {R}{R}{R}: Return Shard Phoenix from your graveyard to your hand. Play this ability only during your upkeep. Sacrifice Shard Phoenix: Shard Phoenix deals 2 damage to each creature without flying. Shared Fate {4}{U} Enchantment If a player would draw a card, that player removes the top card of an opponent's library from the game face down instead. Each player may look at and play cards he or she removed from the game with Shared Fate as though they were in his or her hand. Shared Triumph {1}{W} Enchantment As Shared Triumph comes into play, choose a creature type. Creatures of the chosen type get +1/+1. Shatter {1}{R} Instant Destroy target artifact. Shattering Pulse {1}{R} Instant Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Shattering Pulse into your hand instead of your graveyard as part of its resolution.) Destroy target artifact. Shatterstorm {2}{R}{R} Sorcery Destroy all artifacts. They can't be regenerated. Shelter {1}{W} Instant Target creature you control gains protection from the color of your choice until end of turn. Draw a card. Sheltering Prayers {W} Enchantment Basic lands each player controls can't be the targets of spells or abilities as long as that player controls three or fewer lands. Shepherd of Rot {1}{B} Creature -- Zombie Cleric 1/1 {T}: Each player loses 1 life for each Zombie in play. Shield Dancer {2}{W} Creature -- Rebel 1/3 {2}{W}: The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead. Shield Mate {W} Creature -- Soldier 1/1 Sacrifice Shield Mate: Target creature gets +0/+4 until end of turn. Shield of Duty and Reason {W} Enchant Creature Enchanted creature has protection from green and from blue. Shield Wall {1}{W} Instant Creatures you control get +0/+2 until end of turn. Shieldmage Advocate {2}{W} Creature -- Cleric 1/3 {T}: Return target card in an opponent's graveyard to his or her hand. Prevent all damage that would be dealt to target creature or player this turn by a source of your choice. Shieldmage Elder {5}{W} Creature -- Cleric Wizard 2/3 Tap two untapped Clerics you control: Prevent all damage target creature would deal this turn. Tap two untapped Wizards you control: Prevent all damage target spell would deal this turn. Shifting Sky {2}{U} Enchantment As Shifting Sky comes into play, choose a color. All nonland permanents are the chosen color. Shifting Sliver {3}{U} Creature -- Sliver 2/2 Slivers can't be blocked except by Slivers. Shifting Wall {X} Artifact Creature -- Wall 0/0 (Walls can't attack.) Shifting Wall comes into play with X +1/+1 counters on it. Shifty Doppelganger {2}{U} Creature -- Shapeshifter 1/1 {3}{U}, Remove Shifty Doppelganger from the game: Put a creature card from your hand into play. That creature gains haste until end of turn. At end of turn, sacrifice that creature. If you do, return Shifty Doppelganger to play. Shimmering Barrier {1}{W} Creature -- Wall 1/3 (Walls can't attack.) First strike Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Shimmering Mirage {1}{U} Instant Target land's type becomes the basic land type of your choice until end of turn. Draw a card. Shimmering Wings {U} Enchant Creature Enchanted creature has flying. {U}: Return Shimmering Wings to its owner's hand. Shivan Dragon {4}{R}{R} Creature -- Dragon 5/5 Flying {R}: Shivan Dragon gets +1/+0 until end of turn. Shivan Emissary {2}{R} Creature -- Wizard 1/1 Kicker {1}{B} (You may pay an additional {1}{B} as you play this spell.) When Shivan Emissary comes into play, if the kicker cost was paid, destroy target nonblack creature. It can't be regenerated. Shivan Gorge Legendary Land {T}: Add {1} to your mana pool. {2}{R}, {T}: Shivan Gorge deals 1 damage to each opponent. Shivan Harvest {1}{R} Enchantment {1}{R}, Sacrifice a creature: Destroy target nonbasic land. Shivan Hellkite {5}{R}{R} Creature -- Dragon 5/5 Flying {1}{R}: Shivan Hellkite deals 1 damage to target creature or player. Shivan Oasis Land Shivan Oasis comes into play tapped. {T}: Add {R} or {G} to your mana pool. Shivan Phoenix {4}{R}{R} Creature -- Phoenix 3/4 Flying When Shivan Phoenix is put into a graveyard from play, return Shivan Phoenix to its owner's hand. Shivan Raptor {2}{R} Creature -- Lizard 3/1 First strike; haste Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Shivan Reef Land {T}: Add {1} to your mana pool. {T}: Add {U} or {R} to your mana pool. Shivan Reef deals 1 damage to you. Shivan Wurm {3}{R}{G} Creature -- Wurm 7/7 Trample When Shivan Wurm comes into play, return a red or green creature you control to its owner's hand. Shivan Zombie {B}{R} Creature -- Barbarian Zombie 2/2 Protection from white Shiv's Embrace {2}{R}{R} Enchant Creature Enchanted creature gets +2/+2 and has flying. {R}: Enchanted creature gets +1/+0 until end of turn. Shock {R} Instant Shock deals 2 damage to target creature or player. Shock Troops {3}{R} Creature -- Soldier 2/2 Sacrifice Shock Troops: Shock Troops deals 2 damage to target creature or player. Shocker {1}{R} Creature -- Insect 1/1 Whenever Shocker deals damage to a player, that player discards his or her hand, then draws that many cards. Shoreline Raider {2}{U} Creature -- Merfolk 2/2 Protection from Kavu Shoreline Ranger {5}{U} Creature -- Bird Soldier 3/4 Flying Islandcycling {2} ({2}, Discard this card from your hand: Search your library for an Island card, reveal it, and put it into your hand. Then shuffle your library.) Shoving Match {2}{U} Instant Until end of turn, all creatures gain "{T}: Tap target creature." Show and Tell {2}{U} Sorcery Each player may put an artifact, creature, enchantment, or land card from his or her hand into play. Shower of Coals {3}{R}{R} Sorcery Shower of Coals deals 2 damage to each of up to three target creatures and/or players. Threshold -- Shower of Coals deals 4 damage to each of those creatures and/or players instead. (You have threshold if seven or more cards are in your graveyard.) Shower of Sparks {R} Instant Shower of Sparks deals 1 damage to target creature and 1 damage to target player. Shrapnel Blast {1}{R} Instant As an additional cost to play Shrapnel Blast, sacrifice an artifact. Shrapnel Blast deals 5 damage to target creature or player. Shriek of Dread {1}{B} Instant Target creature gains fear until end of turn. Shrieking Mogg {1}{R} Creature -- Goblin 1/1 Haste When Shrieking Mogg comes into play, tap all other creatures. Shrouded Serpent {4}{U}{U}{U} Creature -- Serpent 4/4 Whenever Shrouded Serpent attacks, defending player may pay {4}. If he or she doesn't, Shrouded Serpent is unblockable this turn. Sibilant Spirit {5}{U} Creature -- Spirit 5/6 Flying Whenever Sibilant Spirit attacks, defending player may draw a card. Sick and Tired {2}{B} Instant Two target creatures each get -1/-1 until end of turn. Sicken {B} Enchant Creature Enchanted creature gets -1/-1. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Sickening Dreams {1}{B} Sorcery As an additional cost to play Sickening Dreams, discard X cards from your hand. Sickening Dreams deals X damage to each creature and each player. Siege-Gang Commander {3}{R}{R} Creature -- Goblin 2/2 When Siege-Gang Commander comes into play, put three 1/1 red Goblin creature tokens into play. {1}{R}, Sacrifice a Goblin: Siege-Gang Commander deals 2 damage to target creature or player. Sift {3}{U} Sorcery Draw three cards, then discard a card from your hand. Sigil of Sleep {U} Enchant Creature Whenever enchanted creature deals damage to a player, return target creature that player controls to its owner's hand. Sigil of the New Dawn {3}{W} Enchantment Whenever a creature is put into your graveyard from play, you may pay {1}{W}. If you do, return that card to your hand. Silent Assassin {B}{B} Creature -- Mercenary 2/1 {3}{B}: Destroy target blocking creature at end of combat. Silent Attendant {2}{W} Creature -- Cleric 0/2 {T}: You gain 1 life. Silent Specter {4}{B}{B} Creature -- Specter 4/4 Flying Whenever Silent Specter deals combat damage to a player, that player discards two cards from his or her hand. Morph {3}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Silk Net {G} Instant Target creature gets +1/+1 and may block as though it had flying until end of turn. Silkenfist Fighter {1}{W} Creature -- Soldier 1/3 Whenever Silkenfist Fighter becomes blocked, untap it. Silkenfist Order {3}{W}{W} Creature -- Soldier 3/5 Whenever Silkenfist Order becomes blocked, untap it. Silklash Spider {3}{G}{G} Creature -- Spider 2/7 Silklash Spider may block as though it had flying. {X}{G}{G}: Silklash Spider deals X damage to each creature with flying. Silt Crawler {2}{G} Creature -- Beast 3/3 When Silt Crawler comes into play, tap all lands you control. Silver Drake {1}{W}{U} Creature -- Drake 3/3 Flying When Silver Drake comes into play, return a white or blue creature you control to its owner's hand. Silver Knight {W}{W} Creature -- Knight 2/2 First strike, protection from red Silver Myr {2} Artifact Creature -- Myr 1/1 {T}: Add {U} to your mana pool. Silver Seraph {5}{W}{W}{W} Creature -- Angel 6/6 Flying Threshold -- Other creatures you control get +2/+2. (You have threshold as long as seven or more cards are in your graveyard.) Silver Wyvern {3}{U}{U} Creature -- Drake 4/3 Flying {U}: Change the target of target spell or ability with a single target if that target is Silver Wyvern. The new target must be a creature. Silverback Ape {3}{G}{G} Creature -- Ape 5/5 Silverglade Elemental {4}{G} Creature -- Elemental 4/4 When Silverglade Elemental comes into play, you may search your library for a Forest card and put that card into play. If you do, shuffle your library. Silverglade Pathfinder {1}{G} Creature -- Spellshaper 1/1 {1}{G}, {T}, Discard a card from your hand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Silvos, Rogue Elemental {3}{G}{G}{G} Creature -- Elemental Legend 8/5 Trample {G}: Regenerate Silvos, Rogue Elemental. Simian Grunts {2}{G} Creature -- Ape 3/4 You may play Simian Grunts any time you could play an instant. Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Simoon {R}{G} Instant Simoon deals 1 damage to each creature target opponent controls. Simplify {G} Sorcery Each player sacrifices an enchantment. Singe {R} Instant Singe deals 1 damage to target creature. That creature becomes black until end of turn. Sinister Strength {1}{B} Enchant Creature Enchanted creature gets +3/+1 and is black. Sisay's Ingenuity {U} Enchant Creature When Sisay's Ingenuity comes into play, draw a card. Enchanted creature has "{2}{U}: Target creature becomes the color of your choice until end of turn." Sisay's Ring {4} Artifact {T}: Add {2} to your mana pool. Sivvi's Ruse {2}{W}{W} Instant If an opponent controls a Mountain and you control a Plains, you may play Sivvi's Ruse without paying its mana cost. Prevent all damage that would be dealt this turn to creatures you control. Sivvi's Valor {2}{W} Instant If you control a Plains, you may tap an untapped creature you control rather than pay the mana cost of Sivvi's Valor. All damage that would be dealt to target creature this turn is dealt to you instead. Sizzle {2}{R} Sorcery Sizzle deals 3 damage to each opponent. Skeletal Scrying {X}{B} Instant As an additional cost to play Skeletal Scrying, remove X cards in your graveyard from the game. You draw X cards and you lose X life. Skeleton Scavengers {2}{B} Creature -- Skeleton 0/0 Skeleton Scavengers comes into play with one +1/+1 counter on it. Pay {1} for each +1/+1 counter on Skeleton Scavengers: Regenerate Skeleton Scavengers. When it regenerates this way, put a +1/+1 counter on it. Skeleton Shard {3} Artifact {3}, {T} or {B}, {T}: Return target artifact creature card from your graveyard to your hand. Skinthinner {1}{B} Creature -- Zombie 2/1 Morph {3}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Skinthinner is turned face up, destroy target nonblack creature. It can't be regenerated. Skirge Familiar {4}{B} Creature -- Imp 3/2 Flying Discard a card from your hand: Add {B} to your mana pool. Skirk Alarmist {1}{R} Creature -- Wizard 1/2 Haste {T}: Turn target face-down creature you control face up. At end of turn, sacrifice it. Skirk Commando {1}{R}{R} Creature -- Goblin 2/1 Whenever Skirk Commando deals combat damage to a player, you may have it deal 2 damage to target creature that player controls. Morph {2}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Skirk Drill Sergeant {1}{R} Creature -- Goblin 2/1 Whenever Skirk Drill Sergeant or another Goblin is put into a graveyard from play, you may pay {2}{R}. If you do, reveal the top card of your library. If it's a Goblin card, put it into play. Otherwise, put it into your graveyard. Skirk Fire Marshal {3}{R}{R} Creature -- Goblin Lord 2/2 Protection from red Tap five untapped Goblins you control: Skirk Fire Marshal deals 10 damage to each creature and each player. Skirk Marauder {1}{R} Creature -- Goblin 2/1 Morph {2}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Skirk Marauder is turned face up, it deals 2 damage to target creature or player. Skirk Outrider {3}{R} Creature -- Goblin 2/2 Skirk Outrider gets +2/+2 and has trample as long as you control a Beast. Skirk Prospector {R} Creature -- Goblin 1/1 Sacrifice a Goblin: Add {R} to your mana pool. Skirk Volcanist {3}{R} Creature -- Goblin 3/1 Morph--Sacrifice two Mountains. (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Skirk Volcanist is turned face up, it deals 3 damage divided as you choose among any number of target creatures. Skittering Horror {2}{B} Creature -- Horror 4/3 When you play a creature spell, sacrifice Skittering Horror. Skittering Skirge {B}{B} Creature -- Imp 3/2 Flying When you play a creature spell, sacrifice Skittering Skirge. Skittish Kavu {1}{R} Creature -- Kavu 1/1 Skittish Kavu gets +1/+1 as long as no opponent controls a white or blue creature. Skittish Valesk {6}{R} Creature -- Beast 5/5 At the beginning of your upkeep, flip a coin. If you lose the flip, turn Skittish Valesk face down. Morph {5}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Skizzik {3}{R} Creature -- Elemental 5/3 Kicker {R} (You may pay an additional {R} as you play this spell.) Trample; haste At end of turn, sacrifice Skizzik unless the kicker cost was paid. Skulking Fugitive {2}{B} Creature -- Mercenary 3/4 When Skulking Fugitive becomes the target of a spell or ability, sacrifice it. Skull Catapult {4} Artifact {1}, {T}, Sacrifice a creature: Skull Catapult deals 2 damage to target creature or player. Skull Fracture {B} Sorcery Target player discards a card from his or her hand. Flashback {3}{B} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Skull of Orm {3} Artifact {5}, {T}: Return target enchantment card from your graveyard to your hand. Skull of Ramos {3} Artifact {T}: Add {B} to your mana pool. Sacrifice Skull of Ramos: Add {B} to your mana pool. Skullscorch {R}{R} Sorcery Target player discards two cards at random from his or her hand unless that player has Skullscorch deal 4 damage to him or her. Skulltap {1}{B} Sorcery As an additional cost to play Skulltap, sacrifice a creature. Draw two cards. Sky Diamond {2} Artifact Sky Diamond comes into play tapped. {T}: Add {U} to your mana pool. Sky Spirit {1}{W}{U} Creature -- Spirit 2/2 Flying, first strike Sky Weaver {1}{U} Creature -- Wizard 2/1 {2}: Target white or black creature gains flying until end of turn. Skycloud Egg {1} Artifact {2}, {T}, Sacrifice Skycloud Egg: Add {W}{U} to your mana pool. Draw a card. Skycloud Expanse Land {1}, {T}: Add {W}{U} to your mana pool. Skyhunter Cub {2}{W} Creature -- Cat Knight 2/2 As long as Skyhunter Cub is equipped, it gets +1/+1 and has flying. Skyhunter Patrol {2}{W}{W} Creature -- Cat Knight 2/3 Flying, first strike Skyshaper {2} Artifact Sacrifice Skyshaper: Creatures you control gain flying until end of turn. Skyship Weatherlight {4} Legendary Artifact When Skyship Weatherlight comes into play, search your library for any number of artifact and/or creature cards and remove them from the game. Then shuffle your library. {4}, {T}: Choose a card at random that was removed from the game with Skyship Weatherlight. Put that card into its owner's hand. Skyshooter {1}{G} Creature -- Centaur 1/2 Skyshooter may block as though it had flying. {T}, Sacrifice Skyshooter: Destroy target attacking or blocking creature with flying. Skyshroud Archer {G} Creature -- Elf 1/1 {T}: Target creature with flying gets -1/-1 until end of turn. Skyshroud Behemoth {5}{G}{G} Creature -- Beast 10/10 Fading 2 (This creature comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Skyshroud Behemoth comes into play tapped. Skyshroud Blessing {1}{G} Instant Lands can't be the targets of spells or abilities this turn. Draw a card. Skyshroud Claim {3}{G} Sorcery Search your library for up to two Forest cards and put them into play. Then shuffle your library. Skyshroud Condor {1}{U} Creature -- Bird 2/2 Flying You can't play Skyshroud Condor unless you've played another spell this turn. Skyshroud Cutter {3}{G} Creature -- Beast 2/2 If you control a Forest, you may have each other player gain 5 life rather than pay Skyshroud Cutter's mana cost. Skyshroud Elf {1}{G} Creature -- Elf 1/1 {T}: Add {G} to your mana pool. {1}: Add {W} or {R} to your mana pool. Skyshroud Elite {G} Creature -- Elf 1/1 Skyshroud Elite gets +1/+2 as long as an opponent controls a nonbasic land. Skyshroud Falcon {1}{W} Creature -- Bird 1/1 Flying Attacking doesn't cause Skyshroud Falcon to tap. Skyshroud Forest Land Skyshroud Forest comes into play tapped. {T}: Add {1} to your mana pool. {T}: Add {U} or {G} to your mana pool. Skyshroud Forest deals 1 damage to you. Skyshroud Poacher {2}{G}{G} Creature -- Rebel 2/2 {3}, {T}: Search your library for an Elf card and put that card into play. Then shuffle your library. Skyshroud Ranger {G} Creature -- Elf 1/1 {T}: Put a land card from your hand into play. Play this ability only any time you could play a sorcery. Skyshroud Ridgeback {G} Creature -- Beast 2/3 Fading 2 (This creature comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Skyshroud Sentinel {2}{G} Creature -- Elf 1/1 When Skyshroud Sentinel comes into play, you may search your library for up to three cards named Skyshroud Sentinel, reveal them, and put them into your hand. If you do, shuffle your library. Skyshroud Troll {2}{G}{G} Creature -- Troll 3/3 {1}{G}: Regenerate Skyshroud Troll. Skyshroud Troopers {3}{G} Creature -- Elf 3/3 {T}: Add {G} to your mana pool. Skyshroud Vampire {3}{B}{B} Creature -- Vampire 3/3 Flying Discard a creature card from your hand: Skyshroud Vampire gets +2/+2 until end of turn. Skyshroud War Beast {1}{G} Creature -- Beast */* Trample As Skyshroud War Beast comes into play, choose an opponent. Skyshroud War Beast's power and toughness are each equal to the number of nonbasic lands the chosen player controls. Skywing Aven {2}{U} Creature -- Bird Soldier 2/1 Flying Discard a card from your hand: Return Skywing Aven to its owner's hand. Slagwurm Armor {1} Artifact -- Equipment Equipped creature gets +0/+6. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Slate of Ancestry {4} Artifact {4}, {T}, Discard your hand: Draw a card for each creature you control. Slaughter {2}{B}{B} Instant Buyback--Pay 4 life. (You may pay 4 life in addition to any other costs as you play this spell. If you do, put Slaughter into your hand instead of your graveyard as part of its resolution.) Destroy target nonblack creature. It can't be regenerated. Slay {2}{B} Instant Destroy target green creature. It can't be regenerated. Draw a card. Sleeper Agent {B} Creature -- Minion 3/3 When Sleeper Agent comes into play, target opponent gains control of it. At the beginning of your upkeep, Sleeper Agent deals 2 damage to you. Sleeper's Guile {2}{B} Enchant Creature Enchanted creature has fear. When Sleeper's Guile is put into a graveyard from play, return Sleeper's Guile to its owner's hand. Sleeper's Robe {U}{B} Enchant Creature Enchanted creature has fear. Whenever enchanted creature deals combat damage to an opponent, you may draw a card. Sleeping Potion {1}{U} Enchant Creature When Sleeping Potion comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. When enchanted creature becomes the target of a spell or ability, sacrifice Sleeping Potion. Sleight of Hand {U} Sorcery Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library. Slice and Dice {4}{R}{R} Sorcery Slice and Dice deals 4 damage to each creature. Cycling {2}{R} ({2}{R}, Discard this card from your hand: Draw a card.) When you cycle Slice and Dice, you may have it deal 1 damage to each creature. Slimy Kavu {2}{R} Creature -- Kavu 2/2 {T}: Target land becomes a Swamp until end of turn. Slingshot Goblin {2}{R} Creature -- Goblin 2/2 {R}, {T}: Slingshot Goblin deals 2 damage to target blue creature. Slinking Serpent {2}{U}{B} Creature -- Serpent 2/3 Forestwalk Slinking Skirge {3}{B} Creature -- Imp 2/1 Flying {2}, Sacrifice Slinking Skirge: Draw a card. Slippery Karst Land Slippery Karst comes into play tapped. {T}: Add {G} to your mana pool. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Slipstream Eel {5}{U}{U} Creature -- Beast 6/6 Slipstream Eel can't attack unless defending player controls an Island. Cycling {1}{U} ({1}{U}, Discard this card from your hand: Draw a card.) Sliptide Serpent {4}{U}{U} Creature -- Serpent 4/4 {3}{U}: Return Sliptide Serpent to its owner's hand. Slith Ascendant {1}{W}{W} Creature -- Slith 1/1 Flying Whenever Slith Ascendant deals combat damage to a player, put a +1/+1 counter on it. Slith Bloodletter {B}{B} Creature -- Slith 1/1 Whenever Slith Bloodletter deals combat damage to a player, put a +1/+1 counter on it. {1}{B}: Regenerate Slith Bloodletter. Slith Firewalker {R}{R} Creature -- Slith 1/1 Haste Whenever Slith Firewalker deals combat damage to a player, put a +1/+1 counter on it. Slith Predator {G}{G} Creature -- Slith 1/1 Trample Whenever Slith Predator deals combat damage to a player, put a +1/+1 counter on it. Slith Strider {1}{U}{U} Creature -- Slith 1/1 Whenever Slith Strider becomes blocked, draw a card. Whenever Slith Strider deals combat damage to a player, put a +1/+1 counter on it. Slithery Stalker {1}{B}{B} Creature -- Nightmare Horror 1/1 Swampwalk When Slithery Stalker comes into play, remove target green or white creature an opponent controls from the game. When Slithery Stalker leaves play, return the removed card to play under its owner's control. Sliver Overlord {W}{U}{B}{R}{G} Creature -- Sliver Mutant Legend 7/7 {3}: Search your library for a Sliver card, reveal that card, and put it into your hand. Then shuffle your library. {3}: Gain control of target Sliver. (This effect doesn't end at end of turn.) Sliver Queen {W}{U}{B}{R}{G} Creature -- Sliver Legend 7/7 {2}: Put a 1/1 colorless Sliver creature token into play. Slow Motion {2}{U} Enchant Creature At the beginning of the upkeep of enchanted creature's controller, that player sacrifices that creature unless he or she pays {2}. When Slow Motion is put into a graveyard from play, return Slow Motion to its owner's hand. Sluggishness {1}{R} Enchant Creature Enchanted creature can't block. When Sluggishness is put into a graveyard from play, return Sluggishness to its owner's hand. Smash {2}{R} Instant Destroy target artifact. Draw a card. Smite {W} Instant Destroy target blocked creature. Smokespew Invoker {2}{B} Creature -- Zombie Mutant 3/1 {7}{B}: Target creature gets -3/-3 until end of turn. Smokestack {4} Artifact At the beginning of your upkeep, you may put a soot counter on Smokestack. At the beginning of each player's upkeep, that player sacrifices a permanent for each soot counter on Smokestack. Smoldering Crater Land Smoldering Crater comes into play tapped. {T}: Add {R} to your mana pool. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Smoldering Tar {2}{B}{R} Enchantment At the beginning of your upkeep, target player loses 1 life. Sacrifice Smoldering Tar: Smoldering Tar deals 4 damage to target creature. Play this ability only any time you could play a sorcery. Smother {1}{B} Instant Destroy target creature with converted mana cost 3 or less. It can't be regenerated. Snag {3}{G} Instant You may discard a Forest card from your hand rather than pay Snag's mana cost. Prevent all combat damage that would be dealt by unblocked creatures this turn. Snake Basket {4} Artifact {X}, Sacrifice Snake Basket: Put X 1/1 green Cobra creature tokens into play. Play this ability only any time you could play a sorcery. Snake Pit {3}{G} Enchantment Whenever an opponent plays a blue or black spell, you may put a 1/1 green Snake creature token into play. Snap {1}{U} Instant Return target creature to its owner's hand. Untap up to two lands. Snapping Thragg {4}{R} Creature -- Beast 3/3 Whenever Snapping Thragg deals combat damage to a player, you may have it deal 3 damage to target creature that player controls. Morph {4}{R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Snarling Undorak {2}{G}{G} Creature -- Beast 3/3 {2}{G}: Target Beast gets +1/+1 until end of turn. Morph {1}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Sneak Attack {3}{R} Enchantment {R}: Put a creature card from your hand into play. That creature gains haste until end of turn. Sacrifice the creature at end of turn. Sneaky Homunculus {1}{U} Creature -- Illusion 1/1 Sneaky Homunculus can't block or be blocked by creatures with power 2 or greater. Snorting Gahr {2}{G}{G} Creature -- Beast 3/3 Whenever Snorting Gahr becomes blocked, it gets +2/+2 until end of turn. Snuff Out {3}{B} Instant If you control a Swamp, you may pay 4 life rather than pay Snuff Out's mana cost. Destroy target nonblack creature. It can't be regenerated. Solar Blast {3}{R} Instant Solar Blast deals 3 damage to target creature or player. Cycling {1}{R}{R} ({1}{R}{R}, Discard this card from your hand: Draw a card.) When you cycle Solar Blast, you may have it deal 1 damage to target creature or player. Solar Tide {4}{W}{W} Sorcery Choose one -- Destroy all creatures with power 2 or less; or destroy all creatures with power 3 or greater. Entwine--Sacrifice two lands. (Choose both if you pay the entwine cost.) Soldevi Sage {1}{U} Creature -- Wizard 1/1 {T}, Sacrifice two lands: Draw three cards, then discard one of them from your hand. Soldier Replica {3} Artifact Creature -- Soldier 1/3 {1}{W}, Sacrifice Soldier Replica: Soldier Replica deals 3 damage to target attacking or blocking creature. Solemn Simulacrum {4} Artifact Creature 2/2 When Solemn Simulacrum comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library. When Solemn Simulacrum is put into a graveyard from play, you may draw a card. Solidarity {3}{W} Instant Creatures you control get +0/+5 until end of turn. Solitary Confinement {2}{W} Enchantment At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card from your hand. Skip your draw step. You can't be the target of spells or abilities. Prevent all damage that would be dealt to you. Soltari Champion {2}{W} Creature -- Soldier 2/2 Shadow (This creature may block or be blocked by only creatures with shadow.) Whenever Soltari Champion attacks, all other creatures you control get +1/+1 until end of turn. Soltari Crusader {2}{W} Creature -- Knight 2/1 Shadow (This creature may block or be blocked by only creatures with shadow.) {1}{W}: Soltari Crusader gets +1/+0 until end of turn. Soltari Emissary {1}{W} Creature -- Soldier 2/1 {W}: Soltari Emissary gains shadow until end of turn. (This creature may block or be blocked by only creatures with shadow.) Soltari Foot Soldier {W} Creature -- Soldier 1/1 Shadow (This creature may block or be blocked by only creatures with shadow.) Soltari Guerrillas {2}{W}{R} Creature -- Soldier 3/2 Shadow (This creature may block or be blocked by only creatures with shadow.) {0}: The next time Soltari Guerrillas would deal combat damage to defending player this turn, it deals that damage to target creature instead. Soltari Lancer {2}{W} Creature -- Knight 2/2 Shadow (This creature may block or be blocked by only creatures with shadow.) Whenever Soltari Lancer attacks, it gains first strike until end of combat. Soltari Monk {W}{W} Creature -- Cleric 2/1 Protection from black; shadow (This creature may block or be blocked by only creatures with shadow.) Soltari Priest {W}{W} Creature -- Cleric 2/1 Protection from red; shadow (This creature may block or be blocked by only creatures with shadow.) Soltari Trooper {1}{W} Creature -- Soldier 1/1 Shadow (This creature may block or be blocked by only creatures with shadow.) Whenever Soltari Trooper attacks, it gets +1/+1 until end of turn. Soltari Visionary {1}{W}{W} Creature -- Cleric 2/2 Shadow (This creature may block or be blocked by only creatures with shadow.) Whenever Soltari Visionary deals damage to a player, destroy target enchantment that player controls. Somber Hoverguard {5}{U} Creature -- Drone 3/2 Affinity for artifacts (This spell costs {1} less to play for each artifact you control.) Flying Somnophore {2}{U}{U} Creature -- Illusion 2/2 Flying Whenever Somnophore deals damage to a player, tap target creature that player controls. That creature doesn't untap during its controller's untap step as long as Somnophore remains in play. Song of Serenity {1}{G} Enchantment Enchanted creatures can't attack or block. Songstitcher {W} Creature -- Cleric 1/1 {1}{W}: Prevent all combat damage that would be dealt this turn by target attacking creature with flying. Sonic Burst {1}{R} Instant As an additional cost to play Sonic Burst, discard a card at random from your hand. Sonic Burst deals 4 damage to target creature or player. Sonic Seizure {R} Instant As an additional cost to play Sonic Seizure, discard a card at random from your hand. Sonic Seizure deals 3 damage to target creature or player. Sootfeather Flock {4}{B} Creature -- Bird 3/2 Flying Morph {3}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Soothing Balm {1}{W} Instant Target player gains 5 life. Soothsaying {U} Enchantment {3}{U}{U}: Shuffle your library. {X}: Look at the top X cards of your library and put them back in any order. Soul Burn {X}{2}{B} Sorcery Spend only black and/or red mana on X. Soul Burn deals X damage to target creature or player. You gain life equal to the damage dealt, but not more than the amount of {B} spent on X, the player's life total before Soul Burn dealt damage, or the creature's toughness. Soul Channeling {2}{B} Enchant Creature Pay 2 life: Regenerate enchanted creature. Soul Charmer {2}{W} Creature -- Rebel 2/2 Whenever Soul Charmer deals combat damage to a creature, you gain 2 life unless that creature's controller pays {2}. Soul Collector {3}{B}{B} Creature -- Vampire 3/4 Flying Whenever a creature dealt damage by Soul Collector this turn is put into a graveyard, return that card to play under your control. Morph {B}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Soul Feast {3}{B}{B} Sorcery Target player loses 4 life and you gain 4 life. Soul Foundry {4} Artifact Imprint -- When Soul Foundry comes into play, you may remove a creature card in your hand from the game. (The removed card is imprinted on this artifact.) {X}, {T}: Put a creature token into play that's a copy of the imprinted creature card. X is the converted mana cost of that card. Soul Link {1}{W}{B} Enchant Creature Whenever enchanted creature deals damage, you gain that much life. Whenever enchanted creature is dealt damage, you gain that much life. Soul Net {1} Artifact Whenever a creature is put into a graveyard from play, you may pay {1}. If you do, you gain 1 life. Soul Nova {3}{W}{W} Instant Remove target attacking creature and all Equipment attached to it from the game. Soul Scourge {4}{B} Creature -- Nightmare Horror 3/2 Flying When Soul Scourge comes into play, target player loses 3 life. When Soul Scourge leaves play, that player gains 3 life. Soul Sculptor {2}{W} Creature -- Townsfolk 1/1 {1}{W}, {T}: Target creature becomes an enchantment and loses all abilities until a player plays a creature spell. Soul Strings {X}{B} Sorcery Return two target creature cards from your graveyard to your hand unless any player pays {X}. Soul Warden {W} Creature -- Cleric 1/1 Whenever another creature comes into play, you gain 1 life. Soulcatcher {1}{W} Creature -- Bird Soldier 1/1 Flying Whenever a creature with flying is put into a graveyard from play, put a +1/+1 counter on Soulcatcher. Soulcatchers' Aerie {1}{W} Enchantment Whenever a Bird is put into your graveyard from play, put a feather counter on Soulcatchers' Aerie. All Birds get +1/+1 for each feather counter on Soulcatchers' Aerie. Souldrinker {3}{B} Creature -- Spirit 2/2 Pay 3 life: Put a +1/+1 counter on Souldrinker. Soulgorger Orgg {3}{R}{R} Creature -- Nightmare Orgg 6/6 Trample When Soulgorger Orgg comes into play, you lose all but 1 life. When Soulgorger Orgg leaves play, you gain life equal to the life you lost when it came into play. Soulless One {3}{B} Creature -- Zombie Avatar */* Soulless One's power and toughness are each equal to the number of Zombies in play plus the number of Zombie cards in all graveyards. Southern Paladin {2}{W}{W} Creature -- Knight 3/3 {W}{W}, {T}: Destroy target red permanent. Sowing Salt {2}{R}{R} Sorcery Remove target nonbasic land from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that land and remove them from the game. That player then shuffles his or her library. Spark Mage {R} Creature -- Dwarf Wizard 1/1 Whenever Spark Mage deals combat damage to a player, you may have Spark Mage deal 1 damage to target creature that player controls. Spark Spray {R} Instant Spark Spray deals 1 damage to target creature or player. Cycling {R} ({R}, Discard this card from your hand: Draw a card.) Sparkcaster {2}{R}{G} Creature -- Kavu 5/3 When Sparkcaster comes into play, return a red or green creature you control to its owner's hand. When Sparkcaster comes into play, it deals 1 damage to target player. Sparksmith {1}{R} Creature -- Goblin 1/1 {T}: Sparksmith deals X damage to target creature and X damage to you, where X is the number of Goblins in play. Sparring Golem {3} Artifact Creature -- Golem 2/2 Whenever Sparring Golem becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Spawning Pool Land Spawning Pool comes into play tapped. {T}: Add {B} to your mana pool. {1}{B}: Spawning Pool becomes a 1/1 black creature with "{B}: Regenerate this creature" until end of turn. It's still a land. Specter's Wail {1}{B} Sorcery Target player discards a card at random from his or her hand. Spectral Lynx {1}{W} Creature -- Cat 2/1 Protection from green {B}: Regenerate Spectral Lynx. Spectral Sliver {2}{B} Creature -- Sliver 2/2 All Slivers have {2}: This creature gets +1/+1 until end of turn. Spell Blast {X}{U} Instant Counter target spell with converted mana cost X. Spellbane Centaur {2}{G} Creature -- Centaur 3/2 Creatures you control can't be the targets of blue spells or abilities from blue sources. Spellbook {0} Artifact You have no maximum hand size. Spellgorger Barbarian {3}{R} Creature -- Nightmare Barbarian 3/1 When Spellgorger Barbarian comes into play, discard a card at random from your hand. When Spellgorger Barbarian leaves play, draw a card. Spelljack {3}{U}{U}{U} Instant Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard. As long as it remains removed from the game, you may play it as though it were in your hand without paying its mana cost. (If it has X in its mana cost, X is 0.) Spellshock {2}{R} Enchantment Whenever a player plays a spell, Spellshock deals 2 damage to that player. Spellweaver Helix {3} Artifact Imprint -- When Spellweaver Helix comes into play, you may remove two target sorcery cards in a single graveyard from the game. (The removed cards are imprinted on this artifact.) Whenever a card is played, if it has the same name as one of the imprinted sorcery cards, you may copy the other and play the copy without paying its mana cost. Sphere of Duty {3}{W} Enchantment If a green source would deal damage to you, prevent 2 of that damage. Sphere of Grace {3}{W} Enchantment If a black source would deal damage to you, prevent 2 of that damage. Sphere of Law {3}{W} Enchantment If a red source would deal damage to you, prevent 2 of that damage. Sphere of Purity {3}{W} Enchantment If an artifact would deal damage to you, prevent 1 of that damage. Sphere of Reason {3}{W} Enchantment If a blue source would deal damage to you, prevent 2 of that damage. Sphere of Resistance {2} Artifact Spells cost {1} more to play. Sphere of Truth {3}{W} Enchantment If a white source would deal damage to you, prevent 2 of that damage. Spidersilk Armor {2}{G} Enchantment Creatures you control get +0/+1 and may block as though they had flying. Spike Breeder {3}{G} Creature -- Spike 0/0 Spike Breeder comes into play with three +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Breeder: Put a +1/+1 counter on target creature. {2}, Remove a +1/+1 counter from Spike Breeder: Put a 1/1 green Spike creature token into play. Spike Cannibal {1}{B}{B} Creature -- Spike 0/0 Spike Cannibal comes into play with a +1/+1 counter on it. When Spike Cannibal comes into play, move all +1/+1 counters from all creatures onto it. Spike Colony {4}{G} Creature -- Spike 0/0 Spike Colony comes into play with four +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Colony: Put a +1/+1 counter on target creature. Spike Drone {G} Creature -- Spike 0/0 Spike Drone comes into play with a +1/+1 counter on it. {2}, Remove a +1/+1 counter from Spike Drone: Put a +1/+1 counter on target creature. Spike Feeder {1}{G}{G} Creature -- Spike 0/0 Spike Feeder comes into play with two +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Feeder: Put a +1/+1 counter on target creature. Remove a +1/+1 counter from Spike Feeder: You gain 2 life. Spike Hatcher {6}{G} Creature -- Spike 0/0 Spike Hatcher comes into play with six +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Hatcher: Put a +1/+1 counter on target creature. {1}, Remove a +1/+1 counter from Spike Hatcher: Regenerate Spike Hatcher. Spike Rogue {1}{G}{G} Creature -- Spike 0/0 Spike Rogue comes into play with two +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Rogue: Put a +1/+1 counter on target creature. {2}, Remove a +1/+1 counter from a creature you control: Put a +1/+1 counter on Spike Rogue. Spike Soldier {2}{G}{G} Creature -- Spike 0/0 Spike Soldier comes into play with three +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Soldier: Put a +1/+1 counter on target creature. Remove a +1/+1 counter from Spike Soldier: Spike Soldier gets +2/+2 until end of turn. Spike Weaver {2}{G}{G} Creature -- Spike 0/0 Spike Weaver comes into play with three +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Weaver: Put a +1/+1 counter on target creature. {1}, Remove a +1/+1 counter from Spike Weaver: Prevent all combat damage that would be dealt this turn. Spike Worker {2}{G} Creature -- Spike 0/0 Spike Worker comes into play with two +1/+1 counters on it. {2}, Remove a +1/+1 counter from Spike Worker: Put a +1/+1 counter on target creature. Spikeshot Goblin {2}{R} Creature -- Goblin Shaman 1/2 {R}, {T}: Spikeshot Goblin deals damage equal to its power to target creature or player. Spiketail Drake {3}{U}{U} Creature -- Drake 3/3 Flying Sacrifice Spiketail Drake: Counter target spell unless its controller pays {3}. Spiketail Hatchling {1}{U} Creature -- Drake 1/1 Flying Sacrifice Spiketail Hatchling: Counter target spell unless its controller pays {1}. Spinal Embrace {3}{U}{U}{B} Instant Play Spinal Embrace only during combat. Untap target creature you don't control and gain control of it. It gains haste until end of turn. At end of turn, sacrifice it. If you do, you gain life equal to its toughness. Spinal Graft {1}{B} Enchant Creature Enchanted creature gets +3/+3. When enchanted creature becomes the target of a spell or ability, destroy enchanted creature. It can't be regenerated. Spindrift Drake {U} Creature -- Drake 2/1 Flying At the beginning of your upkeep, sacrifice Spindrift Drake unless you pay {U}. Spined Basher {2}{B} Creature -- Zombie Beast 3/1 Morph {2}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Spined Fluke {2}{B} Creature -- Horror 5/1 When Spined Fluke comes into play, sacrifice a creature. {B}: Regenerate Spined Fluke. Spined Sliver {R}{G} Creature -- Sliver 2/2 Whenever a Sliver becomes blocked, that Sliver gets +1/+1 until end of turn for each creature blocking it. Spined Wurm {4}{G} Creature -- Wurm 5/4 Spineless Thug {1}{B} Creature -- Mercenary 2/2 Spineless Thug can't block. Spire Owl {1}{U} Creature -- Bird 1/1 Flying When Spire Owl comes into play, look at the top four cards of your library, then put them back in any order. Spirit Cairn {2}{W} Enchantment Whenever a player discards a card from his or her hand, you may pay {W}. If you do, put a 1/1 white Spirit creature token with flying into play. Spirit en-Kor {3}{W} Creature -- Spirit 2/2 Flying {0}: The next 1 damage that would be dealt to Spirit en-Kor this turn is dealt to target creature you control instead. Spirit Flare {3}{W} Instant Tap target untapped creature you control. If you do, it deals damage equal to its power to target attacking or blocking creature an opponent controls. Flashback--{1}{W}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Spirit Link {W} Enchant Creature Whenever enchanted creature deals damage, you gain that much life. Spirit Mirror {2}{W}{W} Enchantment At the beginning of your upkeep, if there are no Reflection tokens in play, put a 2/2 white Reflection creature token into play. {0}: Destroy target Reflection. Spirit of Resistance {2}{W} Enchantment If you control a permanent of each color, prevent all damage that would be dealt to you. Spirit Weaver {1}{W} Creature -- Wizard 2/1 {2}: Target green or blue creature gets +0/+1 until end of turn. Spiritmonger {3}{B}{G} Creature -- Beast 6/6 Whenever Spiritmonger deals damage to a creature, put a +1/+1 counter on Spiritmonger. {B}: Regenerate Spiritmonger. {G}: Spiritmonger becomes the color of your choice until end of turn. Spiritual Asylum {2}{W}{W} Enchantment Creatures and lands you control can't be the target of spells or abilities. When a creature you control attacks, sacrifice Spiritual Asylum. Spiritual Focus {1}{W} Enchantment Whenever a spell or ability an opponent controls causes you to discard a card from your hand, you gain 2 life and you may draw a card. Spiritualize {2}{W} Instant Until end of turn, whenever target creature deals damage, you gain that much life. Draw a card. Spite // Malice {3}{U} // {3}{B} Instant // Instant Counter target noncreature spell. // Destroy target nonblack creature. It can't be regenerated. Spiteful Bully {1}{B} Creature -- Mercenary 3/3 At the beginning of your upkeep, Spiteful Bully deals 3 damage to target creature you control. Spitfire Handler {1}{R} Creature -- Goblin 1/1 Spitfire Handler can't block creatures with power greater than Spitfire Handler's power. {R}: Spitfire Handler gets +1/+0 until end of turn. Spitting Drake {3}{R} Creature -- Drake 2/2 Flying {R}: Spitting Drake gets +1/+0 until end of turn. Play this ability no more than once each turn. Spitting Earth {1}{R} Sorcery Spitting Earth deals damage equal to the number of Mountains you control to target creature. Spitting Gourna {3}{G}{G} Creature -- Beast 3/4 Spitting Gourna may block as though it had flying. Morph {4}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Spitting Hydra {3}{R}{R} Creature -- Hydra 0/0 Spitting Hydra comes into play with four +1/+1 counters on it. {1}{R}, Remove a +1/+1 counter from Spitting Hydra: Spitting Hydra deals 1 damage to target creature. Spitting Spider {3}{G}{G} Creature -- Spider 3/5 Spitting Spider may block as though it had flying. Sacrifice a land: Spitting Spider deals 1 damage to each creature with flying. Splinter {2}{G}{G} Sorcery Remove target artifact from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that artifact and remove them from the game. That player then shuffles his or her library. Spoils of the Vault {B} Instant Name a card. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game, and you lose 1 life for each of the removed cards. Spontaneous Combustion {1}{B}{R} Instant As an additional cost to play Spontaneous Combustion, sacrifice a creature. Spontaneous Combustion deals 3 damage to each creature. Spontaneous Generation {3}{G} Sorcery Put a 1/1 green Saproling creature token into play for each card in your hand. Spore Frog {G} Creature -- Frog 1/1 Sacrifice Spore Frog: Prevent all combat damage that would be dealt this turn. Sporogenesis {3}{G} Enchantment At the beginning of your upkeep, you may put a fungus counter on target nontoken creature. Whenever a creature is put into a graveyard from play, put a 1/1 green Saproling creature token into play for each fungus counter on that creature. When Sporogenesis leaves play, remove all fungus counters from all creatures. Spreading Algae {G} Enchant Land Spreading Algae can enchant only a Swamp. When enchanted land becomes tapped, destroy that land. When Spreading Algae is put into a graveyard from play, return Spreading Algae to its owner's hand. Spreading Plague {4}{B} Enchantment Whenever a creature comes into play, destroy all other creatures that share a color with it. They can't be regenerated. Springing Tiger {3}{G} Creature -- Cat 3/3 Threshold -- Springing Tiger gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.) Sprouting Vines {2}{G} Instant Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library. Storm (When you play this spell, copy it for each spell played before it this turn.) Spur Grappler {2}{R} Creature -- Beast 2/1 Spur Grappler gets +2/+1 as long as you control no untapped lands. Spurnmage Advocate {W} Creature -- Nomad 1/1 {T}: Return two target cards in an opponent's graveyard to his or her hand. Destroy target attacking creature. Spurred Wolverine {4}{R} Creature -- Beast 3/2 Tap two untapped Beasts you control: Target creature gains first strike until end of turn. Spy Network {U} Instant Look at target player's hand, the top card of that player's library, and any face-down creatures he or she controls. Look at the top four cards of your library, then put them back in any order. Squall {2}{G} Sorcery Squall deals 2 damage to each creature with flying. Squallmonger {3}{G} Creature -- Monger 3/3 {2}: Squallmonger deals 1 damage to each creature with flying and each player. Any player may play this ability. Squee, Goblin Nabob {2}{R} Creature -- Goblin Legend 1/1 At the beginning of your upkeep, if Squee, Goblin Nabob is in your graveyard, you may return Squee to your hand. Squee's Embrace {R}{W} Enchant Creature Enchanted creature gets +2/+2. When enchanted creature is put into a graveyard, return that creature card to its owner's hand. Squee's Revenge {1}{U}{R} Sorcery Choose a number. Flip a coin that many times or until you lose a flip, whichever comes first. If you win all the flips, draw two cards for each flip. Squee's Toy {1} Artifact {T}: Prevent the next 1 damage that would be dealt to target creature this turn. Squeeze {3}{U} Enchantment Sorcery spells cost {3} more to play. Squirming Mass {1}{B} Creature -- Horror 1/1 Fear Squirrel Mob {1}{G}{G} Creature -- Squirrel 2/2 Squirrel Mob gets +1/+1 for each other Squirrel in play. Squirrel Nest {1}{G}{G} Enchant Land Enchanted land has "{T}: Put a 1/1 green Squirrel creature token into play." Squirrel Wrangler {2}{G}{G} Creature -- Druid 2/2 {1}{G}, Sacrifice a land: Put two 1/1 green Squirrel creature tokens into play. {1}{G}, Sacrifice a land: All Squirrels get +1/+1 until end of turn. Stabilizer {2} Artifact Players can't cycle cards. Stag Beetle {3}{G}{G} Creature -- Insect 0/0 Stag Beetle comes into play with X +1/+1 counters on it, where X is the number of other creatures in play. Stalking Assassin {1}{U}{B} Creature -- Assassin 1/1 {3}{U}, {T}: Tap target creature. {3}{B}, {T}: Destroy target tapped creature. Stalking Bloodsucker {4}{B}{B} Creature -- Vampire 4/4 Flying {1}{B}, Discard a card from your hand: Stalking Bloodsucker gets +2/+2 until end of turn. Stalking Stones Land {T}: Add {1} to your mana pool. {6}: Stalking Stones becomes a 3/3 artifact creature that's still a land. (This effect doesn't end at end of turn.) Stalking Tiger {3}{G} Creature -- Tiger 3/3 Stalking Tiger can't be blocked by more than one creature. Stamina {2}{G} Enchant Creature Attacking doesn't cause enchanted creature to tap. Sacrifice Stamina: Regenerate enchanted creature. Stampede Driver {G} Creature -- Spellshaper 1/1 {1}{G}, {T}, Discard a card from your hand: Creatures you control get +1/+1 and gain trample until end of turn. Stand // Deliver {W} // {2}{U} Instant // Instant Prevent the next 2 damage that would be dealt to target creature this turn. // Return target permanent to its owner's hand. Stand or Fall {3}{R} Enchantment At the beginning of your combat phase, separate all creatures defending player controls into two piles. Only creatures in the pile of that player's choice may block this turn. Standard Bearer {1}{W} Creature -- Flagbearer 1/1 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. Standardize {U}{U} Instant Choose a creature type other than Legend or Wall. Each creature's type becomes that type until end of turn. Standing Troops {2}{W} Creature -- Soldier 1/4 Attacking doesn't cause Standing Troops to tap. Standstill {1}{U} Enchantment When a player plays a spell, sacrifice Standstill. If you do, each of that player's opponents draws three cards. Star Compass {2} Artifact Star Compass comes into play tapped. {T}: Add to your mana pool one mana of any color a basic land you control could produce. Starke of Rath {1}{R}{R} Creature -- Legend 2/2 {T}: Destroy target artifact or creature. That permanent's controller gains control of Starke of Rath. (This effect doesn't end at end of turn.) Starlight {1}{W} Sorcery You gain 3 life for each black creature target opponent controls. Starlight Invoker {1}{W} Creature -- Cleric Mutant 1/3 {7}{W}: You gain 5 life. Starlit Sanctum Land {T}: Add {1} to your mana pool. {W}, {T}, Sacrifice a Cleric: You gain life equal to that Cleric's toughness. {B}, {T}, Sacrifice a Cleric: Target player loses life equal to that Cleric's power. Starstorm {X}{R}{R} Instant Starstorm deals X damage to each creature. Cycling {3} ({3}, Discard this card from your hand: Draw a card.) Statecraft {3}{U} Enchantment Prevent all combat damage that would be dealt to and dealt by creatures you control. Static Orb {3} Artifact If Static Orb is untapped, players can't untap more than two permanents during their untap steps. Staunch Defenders {3}{W}{W} Creature -- Soldier 3/4 When Staunch Defenders comes into play, you gain 4 life. Steadfast Guard {W}{W} Creature -- Rebel 2/2 Attacking doesn't cause Steadfast Guard to tap. Steal Artifact {2}{U}{U} Enchant Artifact You control enchanted artifact. Steal Enchantment {U}{U} Enchant Enchantment You control enchanted enchantment. Steal Strength {1}{B} Instant Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn. Steam Blast {2}{R} Sorcery Steam Blast deals 2 damage to each creature and each player. Steam Vines {1}{R}{R} Enchant Land When enchanted land becomes tapped, destroy it and Steam Vines deals 1 damage to that land's controller. That player moves Steam Vines to a land of his or her choice. Steamclaw {2} Artifact {3}, {T}: Remove target card in a graveyard from the game. {1}, Sacrifice Steamclaw: Remove target card in a graveyard from the game. Steel Leaf Paladin {4}{G}{W} Creature -- Knight 4/4 First strike When Steel Leaf Paladin comes into play, return a green or white creature you control to its owner's hand. Steel Wall {1} Artifact Creature -- Wall 0/4 (Walls can't attack.) Steely Resolve {1}{G} Enchantment As Steely Resolve comes into play, choose a creature type. Creatures of the chosen type can't be the targets of spells or abilities. Sterling Grove {G}{W} Enchantment All other enchantments you control can't be the targets of spells or abilities. {1}, Sacrifice Sterling Grove: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it. Stern Judge {2}{W} Creature -- Cleric 2/2 {T}: Each player loses 1 life for each Swamp he or she controls. Stern Proctor {U}{U} Creature -- Wizard 1/2 When Stern Proctor comes into play, return target artifact or enchantment to its owner's hand. Stifle {U} Instant Counter target activated or triggered ability. (Mana abilities can't be countered.) Still Life {1}{G}{G} Enchantment {G}{G}: Still Life becomes a 4/3 Centaur creature until end of turn. It's still an enchantment. Stinging Barrier {2}{U}{U} Creature -- Wall 0/4 (Walls can't attack.) {U}, {T}: Stinging Barrier deals 1 damage to target creature or player. Stinging Licid {1}{U} Creature -- Licid 1/1 {1}{U}, {T}: Stinging Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Whenever enchanted creature becomes tapped, Stinging Licid deals 2 damage to that creature's controller" and "{U}: End the effect that created this ability." Stitch Together {B}{B} Sorcery Return target creature card from your graveyard to your hand. Threshold -- Instead return that card from your graveyard to play. (You have threshold if seven or more cards are in your graveyard.) Stoic Champion {W}{W} Creature -- Soldier 2/2 Whenever a player cycles a card, Stoic Champion gets +2/+2 until end of turn. Stone Kavu {4}{G} Creature -- Kavu 3/3 {R}: Stone Kavu gets +1/+0 until end of turn. {W}: Stone Kavu gets +0/+1 until end of turn. Stone Rain {2}{R} Sorcery Destroy target land. Stone-Tongue Basilisk {4}{G}{G}{G} Creature -- Basilisk 4/5 Whenever Stone-Tongue Basilisk deals combat damage to a creature, destroy that creature at end of combat. Threshold -- All creatures able to block Stone-Tongue Basilisk do so. (You have threshold as long as seven or more cards are in your graveyard.) Stonewood Invoker {1}{G} Creature -- Elf Mutant 2/2 {7}{G}: Stonewood Invoker gets +5/+5 until end of turn. Storage Matrix {3} Artifact As long as Storage Matrix is untapped, before a player untaps all permanents he or she controls during his or her untap step, that player chooses artifacts, creatures, or lands. Permanents not of the chosen type don't untap this untap step. Storm Cauldron {5} Artifact Each player may play an additional land during each of his or her turns. Whenever a land is tapped for mana, return it to its owner's hand. Storm Crow {1}{U} Creature -- Bird 1/2 Flying Storm Front {G} Enchantment {G}{G}: Tap target creature with flying. Storm Shaman {2}{R} Creature -- Cleric 0/4 {R}: Storm Shaman gets +1/+0 until end of turn. Stormscape Apprentice {U} Creature -- Wizard 1/1 {W}, {T}: Tap target creature. {B}, {T}: Target player loses 1 life. Stormscape Battlemage {2}{U} Creature -- Wizard 2/2 Kicker {W} and/or {2}{B} When Stormscape Battlemage comes into play, if the {W} kicker cost was paid, you gain 3 life. When Stormscape Battlemage comes into play, if the {2}{B} kicker cost was paid, destroy target nonblack creature. That creature can't be regenerated. Stormscape Familiar {1}{U} Creature -- Bird 1/1 Flying White spells and black spells you play cost {1} less to play. Stormscape Master {2}{U}{U} Creature -- Wizard 2/2 {W}{W}, {T}: Target creature gains protection from the color of your choice until end of turn. {B}{B}, {T}: Target player loses 2 life and you gain 2 life. Stormwatch Eagle {3}{U} Creature -- Bird 2/1 Flying Sacrifice a land: Return Stormwatch Eagle to its owner's hand. Story Circle {1}{W}{W} Enchantment As Story Circle comes into play, choose a color. {W}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage. Strafe {R} Sorcery Strafe deals 3 damage to target nonred creature. Strands of Night {2}{B}{B} Enchantment {B}{B}, Pay 2 life, Sacrifice a Swamp: Return target creature card from your graveyard to play. Stratadon {10} Artifact Creature 5/5 Stratadon costs {1} less to play for each basic land type among lands you control. Trample Stream of Life {X}{G} Sorcery Target player gains X life. Strength of Isolation {1}{W} Enchant Creature Enchanted creature gets +1/+2 and has protection from black. Madness {W} (You may play this card for its madness cost at the time you discard it from your hand.) Strength of Lunacy {1}{B} Enchant Creature Enchanted creature gets +2/+1 and has protection from white. Madness {B} (You may play this card for its madness cost at the time you discard it from your hand.) Strength of Night {2}{G} Instant Kicker {B} (You may pay an additional {B} as you play this spell.) Creatures you control get +1/+1 until end of turn. If the kicker cost was paid, Zombies you control get an additional +2/+2 until end of turn. Strength of Unity {3}{W} Enchant Creature Enchanted creature gets +1/+1 for each basic land type among lands you control. Stroke of Genius {X}{2}{U} Instant Target player draws X cards. Stromgald Cabal {1}{B}{B} Creature -- Knight 2/2 {T}, Pay 1 life: Counter target white spell. Strongarm Tactics {1}{B} Sorcery Each player discards a card from his or her hand. Then each player who didn't discard a creature card this way loses 4 life. Strongarm Thug {2}{B} Creature -- Mercenary 1/1 When Strongarm Thug comes into play, you may return target Mercenary card from your graveyard to your hand. Stronghold Assassin {1}{B}{B} Creature -- Assassin 2/1 {T}, Sacrifice a creature: Destroy target nonblack creature. Stronghold Biologist {2}{U} Creature -- Spellshaper 1/1 {U}{U}, {T}, Discard a card from your hand: Counter target creature spell. Stronghold Discipline {2}{B}{B} Sorcery Each player loses 1 life for each creature he or she controls. Stronghold Gambit {1}{R} Sorcery Each player chooses a card in his or her hand. Then each player reveals his or her chosen card. The owner of the creature card revealed this way with the lowest converted mana cost puts that card into play. If two or more creature cards are tied for lowest cost, those cards are put into play. Stronghold Machinist {2}{U} Creature -- Spellshaper 1/1 {U}{U}, {T}, Discard a card from your hand: Counter target noncreature spell. Stronghold Taskmaster {2}{B}{B} Creature -- Minion 4/3 All other black creatures get -1/-1. Stronghold Zeppelin {2}{U}{U} Creature -- Ship 3/3 Flying Stronghold Zeppelin may block only creatures with flying. Stun {1}{R} Instant Target creature can't block this turn. Draw a card. Stupefying Touch {1}{U} Enchant Creature When Stupefying Touch comes into play, draw a card. Enchanted creature's activated abilities can't be played. Stupor {2}{B} Sorcery Target opponent discards a card at random from his or her hand, then discards a card from his or her hand. Submerge {4}{U} Instant If an opponent controls a Forest and you control an Island, you may play Submerge without paying its mana cost. Put target creature on top of its owner's library. Subterranean Hangar Land Subterranean Hangar comes into play tapped. {T}: Put a storage counter on Subterranean Hangar. {T}, Remove any number of storage counters from Subterranean Hangar: Add {B} to your mana pool for each storage counter removed this way. Subversion {3}{B}{B} Enchantment At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way. Sudden Impact {3}{R} Instant Sudden Impact deals damage equal to the number of cards in target player's hand to that player. Sudden Strength {3}{G} Instant Target creature gets +3/+3 until end of turn. Draw a card. Suffocating Blast {1}{U}{U}{R} Instant Counter target spell and Suffocating Blast deals 3 damage to target creature. Sulam Djinn {5}{G} Creature -- Djinn 6/6 Trample Sulam Djinn gets -2/-2 as long as green is the most common color among all permanents or is tied for most common. Sulfur Vent Land Sulfur Vent comes into play tapped. {T}: Add {B} to your mana pool. {T}, Sacrifice Sulfur Vent: Add {U}{R} to your mana pool. Sulfuric Vapors {3}{R} Enchantment If a red spell would deal damage to a creature or player, it deals that much damage plus 1 to that creature or player instead. Sulfuric Vortex {1}{R}{R} Enchantment At the beginning of each player's upkeep, Sulfuric Vortex deals 2 damage to that player. If a player would gain life, that player gains no life instead. Sulfurous Springs Land {T}: Add {1} to your mana pool. {T}: Add {B} or {R} to your mana pool. Sulfurous Springs deals 1 damage to you. Summer Bloom {1}{G} Sorcery You may play up to three additional lands this turn. Sun Droplet {2} Artifact Whenever you're dealt damage, put that many charge counters on Sun Droplet. At the beginning of each player's upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life. Sunbeam Spellbomb {1} Artifact {W}, Sacrifice Sunbeam Spellbomb: You gain 5 life. {1}, Sacrifice Sunbeam Spellbomb: Draw a card. Sunder {3}{U}{U} Instant Return all lands to their owners' hands. Sunfire Balm {2}{W} Instant Prevent the next 4 damage that would be dealt to target creature or player this turn. Cycling {1}{W} ({1}{W}, Discard this card from your hand: Draw a card.) When you cycle Sunfire Balm, you may prevent the next 1 damage that would be dealt to target creature or player this turn. Sungrass Egg {1} Artifact {2}, {T}, Sacrifice Sungrass Egg: Add {G}{W} to your mana pool. Draw a card. Sungrass Prairie Land {1}, {T}: Add {G}{W} to your mana pool. Sunken Field {1}{U} Enchant Land Enchanted land has "{T}: Counter target spell unless its controller pays {1}." Sunken Hope {3}{U}{U} Enchantment At the beginning of each player's upkeep, that player returns a creature he or she controls to its owner's hand. Sunscape Apprentice {W} Creature -- Wizard 1/1 {G}, {T}: Target creature gets +1/+1 until end of turn. {U}, {T}: Put target creature you control on top of its owner's library. Sunscape Battlemage {2}{W} Creature -- Wizard 2/2 Kicker {1}{G} and/or {2}{U} When Sunscape Battlemage comes into play, if the {1}{G} kicker cost was paid, destroy target creature with flying. When Sunscape Battlemage comes into play, if the {2}{U} kicker cost was paid, draw two cards. Sunscape Familiar {1}{W} Creature -- Wall 0/3 (Walls can't attack.) Green spells and blue spells you play cost {1} less to play. Sunscape Master {2}{W}{W} Creature -- Wizard 2/2 {G}{G}, {T}: Creatures you control get +2/+2 until end of turn. {U}{U}, {T}: Return target creature to its owner's hand. Sunstrike Legionnaire {1}{W} Creature -- Soldier 1/2 Sunstrike Legionnaire doesn't untap during your untap step. Whenever another creature comes into play, untap Sunstrike Legionnaire. {T}: Tap target creature with converted mana cost 3 or less. Suntail Hawk {W} Creature -- Bird 1/1 Flying Sunweb {3}{W} Creature -- Wall 5/6 (Walls can't attack.) Flying Sunweb can't block creatures with power 2 or less. Suppress {2}{B} Sorcery Target player removes all cards in his or her hand from the game face down. At the end of that player's next turn, that player returns those cards to his or her hand. Supreme Inquisitor {3}{U}{U} Creature -- Wizard Lord 1/3 Tap five untapped Wizards you control: Search target player's library for up to five cards and remove them from the game. Then that player shuffles his or her library. Surprise Deployment {3}{W} Instant Play Surprise Deployment only during combat. Put a nonwhite creature card from your hand into play. At end of turn, return that creature to your hand. (Return it only if it's in play.) Survival of the Fittest {1}{G} Enchantment {G}, Discard a creature card from your hand: Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library. Sustainer of the Realm {2}{W}{W} Creature -- Angel 2/3 Flying Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn. Sustenance {1}{G} Enchantment {1}, Sacrifice a land: Target creature gets +1/+1 until end of turn. Sutured Ghoul {4}{B}{B}{B} Creature -- Zombie */* Trample As Sutured Ghoul comes into play, remove any number of creature cards in your graveyard from the game. Sutured Ghoul's power is equal to the total power of the removed cards and its toughness is equal to their total toughness. (A * on a card not in play is 0.) Svyelunite Temple Land Svyelunite Temple comes into play tapped. {T}: Add {U} to your mana pool. {T}, Sacrifice Svyelunite Temple: Add {U}{U} to your mana pool. Swamp Basic Land -- Swamp [B] Swarm of Rats {1}{B} Creature -- Rat */1 Swarm of Rats's power is equal to the number of Rats you control. Swat {1}{B}{B} Instant Destroy target creature with power 2 or less. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Sway of Illusion {1}{U} Instant Any number of target creatures become the color of your choice until end of turn. Draw a card. Swelter {3}{R} Sorcery Swelter deals 2 damage to each of two target creatures. Swirling Sandstorm {3}{R} Sorcery Threshold -- Swirling Sandstorm deals 5 damage to each creature without flying. (You have threshold if seven or more cards are in your graveyard.) Swooping Talon {4}{W}{W} Creature -- Bird Soldier 2/6 Flying {1}: Swooping Talon loses flying until end of turn. Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Sword Dancer {1}{W} Creature -- Rebel 1/2 {W}{W}: Target attacking creature gets -1/-0 until end of turn. Sword of Kaldra {4} Legendary Artifact -- Equipment Equipped creature gets +5/+5. Whenever equipped creature deals damage to a creature, remove that creature from the game. Equip {4} ({4}: 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.) Sword of the Chosen {2} Legendary Artifact {T}: Target Legend creature gets +2/+2 until end of turn. Sylvan Messenger {3}{G} Creature -- Elf 2/2 Trample When Sylvan Messenger comes into play, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library. Sylvan Might {1}{G} Instant Target creature gets +2/+2 and gains trample until end of turn. Flashback {2}{G}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Sylvan Safekeeper {G} Creature -- Wizard 1/1 Sacrifice a land: Target creature you control can't be the target of spells or abilities this turn. Sylvan Scrying {1}{G} Sorcery Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Symbiosis {1}{G} Instant Two target creatures each get +2/+2 until end of turn. Symbiotic Beast {4}{G}{G} Creature -- Beast 4/4 When Symbiotic Beast is put into a graveyard from play, put four 1/1 green Insect creature tokens into play. Symbiotic Deployment {2}{G} Enchantment Skip your draw step. {1}, Tap two untapped creatures you control: Draw a card. Symbiotic Elf {3}{G} Creature -- Elf 2/2 When Symbiotic Elf is put into a graveyard from play, put two 1/1 green Insect creature tokens into play. Symbiotic Wurm {5}{G}{G}{G} Creature -- Wurm 7/7 When Symbiotic Wurm is put into a graveyard from play, put seven 1/1 green Insect creature tokens into play. Synapse Sliver {4}{U} Creature -- Sliver 3/3 Whenever a Sliver deals combat damage to a player, its controller may draw a card. Syncopate {X}{U} Instant Counter target spell unless its controller pays {X}. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard. Synod Sanctum {1} Artifact {2}, {T}: Remove target permanent you control from the game. {2}, Sacrifice Synod Sanctum: Return to play under your control all cards removed from the game with Synod Sanctum. Syphon Mind {3}{B} Sorcery Each other player discards a card from his or her hand. You draw a card for each card discarded this way. Syphon Soul {2}{B} Sorcery Syphon Soul deals 2 damage to each other player. You gain life equal to the damage dealt this way. Tahngarth, Talruum Hero {3}{R}{R} Creature -- Minotaur Legend 4/4 Attacking doesn't cause Tahngarth, Talruum Hero to tap. {1}{R}, {T}: Tahngarth deals damage equal to its power to target creature. That creature deals damage equal to its power to Tahngarth. Tahngarth's Glare {R} Sorcery Look at the top three cards of target opponent's library, then put them back in any order. That player looks at the top three cards of your library, then puts them back in any order. Tahngarth's Rage {R} Enchant Creature Enchanted creature gets +3/+0 as long as it's attacking. Otherwise, it gets -2/-1. Tainted AEther {2}{B}{B} Enchantment Whenever a creature comes into play, its controller sacrifices a creature or land. Tainted Field Land {T}: Add {1} to your mana pool. {T}: Add {W} or {B} to your mana pool. Play this ability only if you control a Swamp. Tainted Isle Land {T}: Add {1} to your mana pool. {T}: Add {U} or {B} to your mana pool. Play this ability only if you control a Swamp. Tainted Pact {1}{B} Instant Remove the top card of your library from the game. You may put that card into your hand unless it has the same name as another card removed this way. Repeat this process until you put a card into your hand or you remove two cards with the same name, whichever comes first. Tainted Peak Land {T}: Add {1} to your mana pool. {T}: Add {B} or {R} to your mana pool. Play this ability only if you control a Swamp. Tainted Well {2}{B} Enchant Land When Tainted Well comes into play, draw a card. Enchanted land is a Swamp. Tainted Wood Land {T}: Add {1} to your mana pool. {T}: Add {B} or {G} to your mana pool. Play this ability only if you control a Swamp. Taj-Nar Swordsmith {3}{W} Creature -- Cat Soldier 2/3 When Taj-Nar Swordsmith comes into play, you may pay {X}. If you do, search your library for an Equipment card with converted mana cost X or less and put that card into play. Then shuffle your library. Talisman of Dominance {2} Artifact {T}: Add {1} to your mana pool. {T}: Add {U} or {B} to your mana pool. Talisman of Dominance deals 1 damage to you. Talisman of Impulse {2} Artifact {T}: Add {1} to your mana pool. {T}: Add {R} or {G} to your mana pool. Talisman of Impulse deals 1 damage to you. Talisman of Indulgence {2} Artifact {T}: Add {1} to your mana pool. {T}: Add {B} or {R} to your mana pool. Talisman of Indulgence deals 1 damage to you. Talisman of Progress {2} Artifact {T}: Add {1} to your mana pool. {T}: Add {W} or {U} to your mana pool. Talisman of Progress deals 1 damage to you. Talisman of Unity {2} Artifact {T}: Add {1} to your mana pool. {T}: Add {G} or {W} to your mana pool. Talisman of Unity deals 1 damage to you. Talon Sliver {1}{W} Creature -- Sliver 1/1 All Slivers have first strike. Talruum Minotaur {2}{R}{R} Creature -- Minotaur 3/3 Haste Tangle {1}{G} Instant Prevent all combat damage that would be dealt this turn. Each attacking creature doesn't untap during its controller's next untap step. Tangle Wire {3} Artifact Fading 4 (This artifact 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.) At the beginning of each player's upkeep, that player taps an untapped artifact, creature, or land he or she controls for each fade counter on Tangle Wire. Tanglebloom {1} Artifact {1}, {T}: You gain 1 life. Tangleroot {3} Artifact Whenever a player plays a creature spell, that player adds {G} to his or her mana pool. Tariff {1}{W} Sorcery Each player sacrifices the creature he or she controls with the highest converted mana cost unless he or she pays that creature's mana cost. If two creatures a player controls are tied for highest cost, that player chooses one. Tarnished Citadel Land {T}: Add {1} to your mana pool. {T}: Add one mana of any color to your mana pool. Tarnished Citadel deals 3 damage to you. Task Force {2}{W} Creature -- Rebel 1/3 Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn. Task Mage Assembly {2}{R} Enchantment When there are no creatures in play, sacrifice Task Mage Assembly. {2}: Task Mage Assembly deals 1 damage to target creature. Any player may play this ability but only any time he or she could play a sorcery. Tattoo Ward {2}{W} Enchant Creature Enchanted creature gets +1/+1 and has protection from enchantments. This effect doesn't remove Tattoo Ward. Sacrifice Tattoo Ward: Destroy target enchantment. Taunting Elf {G} Creature -- Elf 0/1 All creatures able to block Taunting Elf do so. Tectonic Break {X}{R}{R} Sorcery Each player sacrifices X lands. Tectonic Instability {2}{R} Enchantment Whenever a land comes into play, tap all lands its controller controls. Teferi's Care {2}{W} Enchantment {W}, Sacrifice an enchantment: Destroy target enchantment. {3}{U}{U}: Counter target enchantment spell. Teferi's Moat {3}{W}{U} Enchantment As Teferi's Moat comes into play, choose a color. Creatures of the chosen color without flying can't attack you. Teferi's Puzzle Box {4} Artifact At the beginning of each player's draw step, that player puts the cards in his or her hand on the bottom of his or her library in any order, then draws that many cards. Teferi's Response {1}{U} Instant Counter target spell or ability an opponent controls that targets a land you control. If a permanent's ability is countered this way, destroy that permanent. Draw two cards. Tek {5} Artifact Creature -- Dragon 2/2 Tek gets +0/+2 as long as you control a Plains, has flying as long as you control an Island, gets +2/+0 as long as you control a Swamp, has first strike as long as you control a Mountain, and has trample as long as you control a Forest. Telekinetic Bonds {2}{U}{U}{U} Enchantment Whenever a player discards a card from his or her hand, you may pay {1}{U}. If you do, tap or untap target permanent. Telepathic Spies {2}{U} Creature -- Wizard 2/2 When Telepathic Spies comes into play, look at target opponent's hand. Telepathy {U} Enchantment Your opponents play with their hands revealed. Telethopter {4} Artifact Creature 3/1 Tap an untapped creature you control: Telethopter gains flying until end of turn. Tel-Jilad Archers {4}{G} Creature -- Elf Archer 2/4 Protection from artifacts Tel-Jilad Archers may block as though it had flying. Tel-Jilad Chosen {1}{G} Creature -- Elf Warrior 2/1 Protection from artifacts Tel-Jilad Exile {3}{G} Creature -- Troll Warrior 2/3 {1}{G}: Regenerate Tel-Jilad Exile. Tel-Jilad Stylus {1} Artifact {T}: Put target permanent you own on the bottom of your library. Temper {X}{1}{W} Instant Prevent the next X damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature. Tempest of Light {2}{W} Instant Destroy all enchantments. Temple of the False God Land {T}: Add {2} to your mana pool. Play this ability only if you control five or more lands. Temporal Adept {1}{U}{U} Creature -- Wizard 1/1 {U}{U}{U}, {T}: Return target permanent to its owner's hand. Temporal Aperture {2} Artifact {5}, {T}: Shuffle your library and reveal the top card. Until end of turn, as long as that card remains on top of your library, you may play the card as though it were in your hand without paying its mana cost. (If it has {X} in its mana cost, X is 0.) Temporal Cascade {5}{U}{U} Sorcery Choose one -- Each player shuffles his or her hand and graveyard into his or her library; or each player draws seven cards. Entwine {2} (Choose both if you pay the entwine cost.) Temporal Distortion {3}{U}{U} Enchantment Whenever a creature or land becomes tapped, put an hourglass counter on it. Permanents with an hourglass counter on them don't untap during their controllers' untap steps. At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls. Temporal Fissure {4}{U} Sorcery Return target permanent to its owner's hand. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Temporal Spring {1}{G}{U} Sorcery Put target permanent on top of its owner's library. Temporary Insanity {3}{R} Instant Untap target creature with power less than the number of cards in your graveyard and gain control of it until end of turn. That creature gains haste until end of turn. Tempting Licid {2}{G} Creature -- Licid 2/2 {G}, {T}: Tempting Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "All creatures able to block enchanted creature do so" and "{G}: End the effect that created this ability." Tempting Wurm {1}{G} Creature -- Wurm 5/5 When Tempting Wurm comes into play, each opponent may put any number of artifact, creature, enchantment, and/or land cards from his or her hand into play. Tendrils of Agony {2}{B}{B} Sorcery Target player loses 2 life and you gain 2 life. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Tephraderm {4}{R} Creature -- Beast 4/5 Whenever a creature deals damage to Tephraderm, Tephraderm deals that much damage to that creature. Whenever a spell deals damage to Tephraderm, Tephraderm deals that much damage to that spell's controller. Terminal Moraine Land {T}: Add {1} to your mana pool. {2}, {T}, Sacrifice Terminal Moraine: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Terminate {B}{R} Instant Destroy target creature. It can't be regenerated. Teroh's Faithful {3}{W} Creature -- Cleric 1/4 When Teroh's Faithful comes into play, you gain 4 life. Teroh's Vanguard {3}{W} Creature -- Nomad 2/3 You may play Teroh's Vanguard any time you could play an instant. Threshold -- When Teroh's Vanguard comes into play, creatures you control gain protection from black until end of turn. (You have threshold if seven or more cards are in your graveyard.) Terrain Generator Land {T}: Add {1} to your mana pool. {2}, {T}: Put a basic land card from your hand into play tapped. Terravore {1}{G}{G} Creature -- Lhurgoyf */* Trample Terravore's power and toughness are each equal to the number of land cards in all graveyards. Territorial Dispute {4}{R}{R} Enchantment Players can't play lands. At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land. Terror {1}{B} Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Test of Endurance {2}{W}{W} Enchantment At the beginning of your upkeep, if you have 50 or more life, you win the game. Testament of Faith {W} Enchantment {X}: Testament of Faith becomes an X/X Wall creature until end of turn. It's still an enchantment. (Walls can't attack.) Tethered Griffin {W} Creature -- Griffin 2/3 Flying When you control no enchantments, sacrifice Tethered Griffin. Tethered Skirge {2}{B} Creature -- Imp 2/2 Flying Whenever Tethered Skirge becomes the target of a spell or ability, you lose 1 life. Thalakos Deceiver {3}{U} Creature -- Wizard 1/1 Shadow (This creature may block or be blocked by only creatures with shadow.) When Thalakos Deceiver attacks and is not blocked, you may sacrifice it. If you do, gain control of target creature. (This effect doesn't end at end of turn.) Thalakos Dreamsower {2}{U} Creature -- Wizard 1/1 Shadow (This creature may block or be blocked by only creatures with shadow.) You may choose not to untap Thalakos Dreamsower during your untap step. Whenever Thalakos Dreamsower deals damage to an opponent, tap target creature. That creature doesn't untap during its controller's untap step as long as Thalakos Dreamsower remains tapped. Thalakos Drifters {2}{U}{U} Creature -- Townsfolk 3/3 Discard a card from your hand: Thalakos Drifters gains shadow until end of turn. (This creature may block or be blocked by only creatures with shadow.) Thalakos Lowlands Land {T}: Add {1} to your mana pool. {T}: Add {W} or {U} to your mana pool. Thalakos Lowlands doesn't untap during its controller's next untap step. Thalakos Mistfolk {2}{U} Creature -- Illusion 2/1 Shadow (This creature may block or be blocked by only creatures with shadow.) {U}: Put Thalakos Mistfolk on top of its owner's library. Thalakos Scout {2}{U} Creature -- Soldier 2/1 Shadow (This creature may block or be blocked by only creatures with shadow.) Discard a card from your hand: Return Thalakos Scout to its owner's hand. Thalakos Seer {U}{U} Creature -- Wizard 1/1 Shadow (This creature may block or be blocked by only creatures with shadow.) When Thalakos Seer leaves play, draw a card. Thalakos Sentry {1}{U} Creature -- Soldier 1/2 Shadow (This creature may block or be blocked by only creatures with shadow) Thaumatog {1}{G}{W} Creature -- Atog 1/2 Sacrifice a land: Thaumatog gets +1/+1 until end of turn. Sacrifice an enchantment: Thaumatog gets +1/+1 until end of turn. The Hive {5} Artifact {5}, {T}: Put a 1/1 Wasp artifact creature token with flying into play. Theft of Dreams {2}{U} Sorcery For each tapped creature target opponent controls, draw a card. Thermal Blast {4}{R} Instant Thermal Blast deals 3 damage to target creature. Threshold -- Thermal Blast deals 5 damage to that creature instead. (You have threshold if seven or more cards are in your graveyard.) Thermal Glider {2}{W} Creature -- Rebel 2/1 Flying, protection from red Thicket Basilisk {3}{G}{G} Creature -- Basilisk 2/4 Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Thicket Elemental {3}{G}{G} Creature -- Elemental 4/4 Kicker {1}{G} (You may pay an additional {1}{G} as you play this spell.) When Thicket Elemental comes into play, if the kicker cost was paid, you may reveal cards from the top of your library until you reveal a creature card. If you do, put that card into play and shuffle all other cards revealed this way into your library. Thieves' Auction {4}{R}{R}{R} Sorcery Set aside all nontoken permanents. Starting with you, each player chooses one of the cards set aside and puts it into play tapped under his or her control. Repeat this process until all those cards have been chosen. Thieving Magpie {2}{U}{U} Creature -- Bird 1/3 Flying Whenever Thieving Magpie deals damage to an opponent, you draw a card. Think Tank {2}{U} Enchantment At the beginning of your upkeep, look at the top card of your library. You may put that card into your graveyard. Thirst for Knowledge {2}{U} Instant Draw three cards. Then discard two cards from your hand unless you discard an artifact card from your hand. Thopter Squadron {5} Artifact Creature 0/0 Flying Thopter Squadron comes into play with three +1/+1 counters on it. {1}, Remove a +1/+1 counter from Thopter Squadron: Put a 1/1 Thopter artifact creature token with flying into play. Play this ability only any time you could play a sorcery. {1}, Sacrifice a Thopter: Put a +1/+1 counter on Thopter Squadron. Play this ability only any time you could play a sorcery. Thorn Elemental {5}{G}{G} Creature -- Elemental 7/7 You may have Thorn Elemental deal its combat damage to defending player as though it weren't blocked. Thornscape Apprentice {G} Creature -- Wizard 1/1 {W}, {T}: Tap target creature. {R}, {T}: Target creature gains first strike until end of turn. Thornscape Battlemage {2}{G} Creature -- Wizard 2/2 Kicker {R} and/or {W} When Thornscape Battlemage comes into play, if the {R} kicker cost was paid, Thornscape Battlemage deals 2 damage to target creature or player. When Thornscape Battlemage comes into play, if the {W} kicker cost was paid, destroy target artifact. Thornscape Familiar {1}{G} Creature -- Insect 2/1 Red spells and white spells you play cost {1} less to play. Thornscape Master {2}{G}{G} Creature -- Wizard 2/2 {R}{R}, {T}: Thornscape Master deals 2 damage to target creature. {W}{W}, {T}: Target creature gains protection from the color of your choice until end of turn. Thornwind Faeries {1}{U}{U} Creature -- Faerie 1/1 Flying {T}: Thornwind Faeries deals 1 damage to target creature or player. Thought Devourer {2}{U}{U} Creature -- Beast 4/4 Flying Your maximum hand size is reduced by four. Thought Eater {1}{U} Creature -- Beast 2/2 Flying Your maximum hand size is reduced by three. Thought Nibbler {U} Creature -- Beast 1/1 Flying Your maximum hand size is reduced by two. Thought Prison {5} Artifact Imprint -- When Thought Prison comes into play, you may have target player reveal his or her hand. If you do, choose a nonland card from it and remove that card from the game. (The removed card is imprinted on this artifact.) Whenever a player plays a spell that shares a color or converted mana cost with the imprinted card, Thought Prison deals 2 damage to that player. Thoughtbound Primoc {2}{R} Creature -- Bird Beast 2/3 Flying At the beginning of your upkeep, if a player controls more Wizards than any other player, he or she gains control of Thoughtbound Primoc. Thoughtcast {4}{U} Sorcery Affinity for artifacts (This spell costs {1} less to play for each artifact you control.) Draw two cards. Thoughtleech {G}{G} Enchantment Whenever an Island an opponent controls becomes tapped, you may gain 1 life. Thran Dynamo {4} Artifact {T}: Add {3} to your mana pool. Thran Foundry {1} Artifact {1}, {T}, Remove Thran Foundry from the game: Target player shuffles his or her graveyard into his or her library. Thran Golem {5} Artifact Creature -- Golem 3/3 As long as Thran Golem is enchanted, it gets +2/+2 and has flying, first strike, and trample. Thran Lens {2} Artifact All permanents are colorless. Thran Quarry Land At end of turn, if you control no creatures, sacrifice Thran Quarry. {T}: Add one mana of any color to your mana pool. Thran Turbine {1} Artifact At the beginning of your upkeep, you may add up to {2} to your mana pool. You can't spend this mana to play spells. Thran War Machine {4} Artifact Creature 4/5 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Thran War Machine attacks each turn if able. Thran Weaponry {4} Artifact Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) You may choose not to untap Thran Weaponry during your untap step. {2}, {T}: All creatures get +2/+2 as long as Thran Weaponry remains tapped. Thrashing Mudspawn {3}{B}{B} Creature -- Beast 4/4 Whenever Thrashing Mudspawn is dealt damage, you lose that much life. Morph {1}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Thrashing Wumpus {3}{B}{B} Creature -- Beast 3/3 {B}: Thrashing Wumpus deals 1 damage to each creature and each player. Threaten {2}{R} Sorcery Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. Thresher Beast {3}{G}{G} Creature -- Beast 4/4 Whenever Thresher Beast becomes blocked, defending player sacrifices a land. Thriss, Nantuko Primus {5}{G}{G} Creature -- Insect Druid Legend 5/5 {G}, {T}: Target creature gets +5/+5 until end of turn. Thrive {X}{G} Sorcery Put a +1/+1 counter on each of X target creatures. Throne of Bone {1} Artifact Whenever a player plays a black spell, you may pay {1}. If you do, you gain 1 life. Thrull Surgeon {1}{B} Creature -- Thrull 1/1 {1}{B}, Sacrifice Thrull Surgeon: Look at target player's hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery. Thumbscrews {2} Artifact At the beginning of your upkeep, if you have five or more cards in hand, Thumbscrews deals 1 damage to target opponent. Thunder of Hooves {3}{R} Sorcery Thunder of Hooves deals X damage to each creature without flying and each player, where X is the number of Beasts in play. Thunderclap {2}{R} Instant You may sacrifice a Mountain rather than pay Thunderclap's mana cost. Thunderclap deals 3 damage to target creature. Thundercloud Elemental {5}{U}{U} Creature -- Elemental 3/4 Flying {3}{U}: Tap all creatures with toughness 2 or less. {3}{U}: All other creatures lose flying until end of turn. Thundering Giant {3}{R}{R} Creature -- Giant 4/3 Haste Thunderscape Apprentice {R} Creature -- Wizard 1/1 {B}, {T}: Target player loses 1 life. {G}, {T}: Target creature gets +1/+1 until end of turn. Thunderscape Battlemage {2}{R} Creature -- Wizard 2/2 Kicker {1}{B} and/or {G} When Thunderscape Battlemage comes into play, if the {1}{B} kicker cost was paid, target player discards two cards from his or her hand. When Thunderscape Battlemage comes into play, if the {G} kicker cost was paid, destroy target enchantment. Thunderscape Familiar {1}{R} Creature -- Kavu 1/1 First strike Black spells and green spells you play cost {1} less to play. Thunderscape Master {2}{R}{R} Creature -- Wizard 2/2 {B}{B}, {T}: Target player loses 2 life and you gain 2 life. {G}{G}, {T}: Creatures you control get +2/+2 until end of turn. Thwart {2}{U}{U} Instant You may return three Islands you control to their owner's hand rather than pay Thwart's mana cost. Counter target spell. Ticking Gnomes {3} Artifact Creature -- Gnome 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.) Sacrifice Ticking Gnomes: Ticking Gnomes deals 1 damage to target creature or player. Tidal Bore {1}{U} Instant You may return an Island you control to its owner's hand rather than pay Tidal Bore's mana cost. Tap or untap target creature. Tidal Courier {3}{U} Creature -- Merfolk 1/2 When Tidal Courier comes into play, reveal the top four cards of your library. Put all Merfolk cards revealed this way into your hand and the rest on the bottom of your library. {3}{U}: Tidal Courier gains flying until end of turn. Tidal Kraken {5}{U}{U}{U} Creature -- Monster 6/6 Tidal Kraken is unblockable. Tidal Surge {1}{U} Sorcery Tap up to three target creatures without flying. Tidal Visionary {U} Creature -- Wizard 1/1 {T}: Target creature becomes the color of your choice until end of turn. Tidal Warrior {U} Creature -- Merfolk 1/1 {T}: Target land becomes an Island until end of turn. Tiger Claws {2}{G} Enchant Creature You may play Tiger Claws any time you could play an instant. Enchanted creature gets +1/+1 and has trample. Tigereye Cameo {3} Artifact {T}: Add {G} or {W} to your mana pool. Timberland Ruins Land Timberland Ruins comes into play tapped. {T}: Add {G} to your mana pool. {T}, Sacrifice Timberland Ruins: Add one mana of any color to your mana pool. Timberwatch Elf {2}{G} Creature -- Elf 1/2 {T}: Target creature gets +X/+X until end of turn, where X is the number of Elves in play. Time Ebb {2}{U} Sorcery Put target creature on top of its owner's library. Time Spiral {4}{U}{U} Sorcery Remove Time Spiral from the game. Each player shuffles his or her graveyard and hand into his or her library, then draws seven cards. You untap up to six lands. Time Stretch {8}{U}{U} Sorcery Target player takes two extra turns after this one. Time Warp {3}{U}{U} Sorcery Target player takes an extra turn after this one. Timesifter {5} Artifact At the beginning of each player's upkeep, each player removes the top card of his or her library from the game. The player who removed the card with the highest converted mana cost takes an extra turn after this one. If two or more players' cards are tied for highest cost, the tied players repeat this process until the tie is broken. Timid Drake {2}{U} Creature -- Drake 3/3 Flying When another creature comes into play, return Timid Drake to its owner's hand. Tinder Farm Land Tinder Farm comes into play tapped. {T}: Add {G} to your mana pool. {T}, Sacrifice Tinder Farm: Add {R}{W} to your mana pool. Tinker {2}{U} Sorcery As an additional cost to play Tinker, sacrifice an artifact. Search your library for an artifact card and put that card into play. Then shuffle your library. Tireless Tribe {W} Creature -- Nomad 1/1 Discard a card from your hand: Tireless Tribe gets +0/+4 until end of turn. Titania's Boon {3}{G} Sorcery Put a +1/+1 counter on each creature you control. Titania's Chosen {2}{G} Creature -- Elf 1/1 Whenever a player plays a green spell, put a +1/+1 counter on Titania's Chosen. Titanic Bulvox {6}{G}{G} Creature -- Beast 7/4 Trample Morph {4}{G}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Titanium Golem {5} Artifact Creature -- Golem 3/3 {1}{W}: Titanium Golem gains first strike until end of turn. Tolarian Academy Legendary Land {T}: Add {U} to your mana pool for each artifact you control. Tolarian Emissary {2}{U} Creature -- Wizard 1/2 Kicker {1}{W} (You may pay an additional {1}{W} as you play this spell.) Flying When Tolarian Emissary comes into play, if the kicker cost was paid, destroy target enchantment. Tolarian Winds {1}{U} Instant Discard your hand, then draw that many cards. Tombfire {B} Sorcery Target player removes all cards with flashback in his or her graveyard from the game. Tonic Peddler {1}{W} Creature -- Spellshaper 1/1 {W}, {T}, Discard a card from your hand: Target player gains 3 life. Tooth and Claw {3}{R} Enchantment Sacrifice two creatures: Put a 3/1 red Carnivore creature token into play. Tooth and Nail {5}{G}{G} Sorcery Choose one -- Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle your library; or put up to two creature cards from your hand into play. Entwine {2} (Choose both if you pay the entwine cost.) Tooth of Chiss-Goria {3} Artifact Affinity for artifacts (This spell costs {1} less to play for each artifact you control.) You may play Tooth of Chiss-Goria any time you could play an instant. {T}: Target creature gets +1/+0 until end of turn. Tooth of Ramos {3} Artifact {T}: Add {W} to your mana pool. Sacrifice Tooth of Ramos: Add {W} to your mana pool. Topple {2}{W} Sorcery Remove target creature with the greatest power from the game. If two or more creatures are tied for greatest power, you may target any one of them. Torch Song {2}{R} Enchantment At the beginning of your upkeep, you may put a verse counter on Torch Song. {2}{R}, Sacrifice Torch Song: Torch Song deals X damage to target creature or player, where X is the number of verse counters on Torch Song. Torment {1}{B} Enchant Creature Enchanted creature gets -3/-0. Tormented Angel {3}{W} Creature -- Angel 1/5 Flying Torrent of Fire {3}{R}{R} Sorcery Torrent of Fire deals damage equal to the highest converted mana cost among permanents you control to target creature or player. Torture Chamber {3} Artifact At the beginning of your upkeep, put a pain counter on Torture Chamber. At the end of your turn, Torture Chamber deals damage to you equal to the number of pain counters on it. {1}, {T}, Remove all pain counters from Torture Chamber: Torture Chamber deals to target creature damage equal to the number of pain counters removed this way. Tortured Existence {B} Enchantment {B}, Discard a creature card from your hand: Return target creature card from your graveyard to your hand. Totem Speaker {4}{G} Creature -- Elf Druid 3/3 Whenever a Beast comes into play, you may gain 3 life. Touch of Invisibility {3}{U} Sorcery Target creature is unblockable this turn. Draw a card. Tower Drake {2}{U} Creature -- Drake 2/1 Flying {W}: Tower Drake gets +0/+1 until end of turn. Tower of Champions {4} Artifact {8}, {T}: Target creature gets +6/+6 until end of turn. Tower of Eons {4} Artifact {8}, {T}: You gain 10 life. Tower of Fortunes {4} Artifact {8}, {T}: Draw four cards. Tower of Murmurs {4} Artifact {8}, {T}: Target player puts the top eight cards of his or her library into his or her graveyard. Tower of the Magistrate Land {T}: Add {1} to your mana pool. {1}, {T}: Target creature gains protection from artifacts until end of turn. Towering Baloth {6}{G}{G} Creature -- Beast 7/6 Morph {6}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Toxic Stench {1}{B} Instant Target nonblack creature gets -1/-1 until end of turn. Threshold -- Instead destroy that creature. It can't be regenerated. (You have threshold if seven or more cards are in your graveyard.) Toxin Sliver {3}{B} Creature -- Sliver 3/3 Whenever a Sliver deals combat damage to a creature, destroy that creature. It can't be regenerated. Toymaker {2} Artifact Creature -- Spellshaper 1/1 {1}, {T}, Discard a card from your hand: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.) Trade Routes {1}{U} Enchantment {1}: Return target land you control to its owner's hand. {1}, Discard a land card from your hand: Draw a card. Trade Secrets {1}{U}{U} Sorcery Target opponent draws two cards, then you draw up to four cards. That opponent may repeat this process as many times as he or she chooses. Tradewind Rider {3}{U} Creature -- Spirit 1/4 Flying {T}, Tap two untapped creatures you control: Return target permanent to its owner's hand. Tragic Poet {W} Creature -- Townsfolk 1/1 {T}, Sacrifice Tragic Poet: Return target enchantment card from your graveyard to your hand. Trained Armodon {1}{G}{G} Creature -- Elephant 3/3 Trained Orgg {6}{R} Creature -- Beast 6/6 Trained Pronghorn {1}{W} Creature -- Antelope 1/1 Discard a card from your hand: Prevent all damage that would be dealt to Trained Pronghorn this turn. Tranquil Grove {1}{G} Enchantment {1}{G}{G}: Destroy all other enchantments. Tranquil Path {4}{G} Sorcery Destroy all enchantments. Draw a card. Tranquil Thicket Land Tranquil Thicket comes into play tapped. {T}: Add {G} to your mana pool. Cycling {G} ({G}, Discard this card from your hand: Draw a card.) Tranquility {2}{G} Sorcery Destroy all enchantments. Transcendence {3}{W}{W}{W} Enchantment You don't lose the game for having 0 or less life. When you have 20 or more life, you lose the game. Whenever you lose life, you gain 2 life for each 1 life you lost. (Damage dealt to you causes you to lose life.) Transmogrifying Licid {3} Artifact Creature -- Licid 2/2 {1}, {T}: Transmogrifying Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature gets +1/+1 and is an artifact that's still a creature" and "{1}: End the effect that created this ability." Trap Digger {3}{W} Creature -- Soldier 1/3 {2}{W}, {T}: Put a trap counter on target land you control. Sacrifice a land with a trap counter on it: Trap Digger deals 3 damage to target attacking creature without flying. Trap Runner {2}{W}{W} Creature -- Soldier 2/3 {T}: Target attacking unblocked creature becomes blocked. Play this ability only during the declare blockers step. (This ability works on unblockable creatures.) Trash for Treasure {2}{R} Sorcery As an additional cost to play Trash for Treasure, sacrifice an artifact. Return target artifact card from your graveyard to play. Traumatize {3}{U}{U} Sorcery Target player puts the top half of his or her library, rounded down, into his or her graveyard. Traveler's Cloak {2}{U} Enchant Creature As Traveler's Cloak comes into play, choose a land type. Enchanted creature has landwalk of the chosen type. When Traveler's Cloak comes into play, draw a card. Traveling Plague {3}{B}{B} Enchant Creature At the beginning of each player's upkeep, put a plague counter on Traveling Plague. Enchanted creature gets -1/-1 for each plague counter on Traveling Plague. When enchanted creature leaves play, that creature's controller returns Traveling Plague from its owner's graveyard to play. Treacherous Link {1}{B} Enchant Creature All damage that would be dealt to enchanted creature is dealt to its controller instead. Treacherous Vampire {4}{B} Creature -- Vampire 4/4 Flying Whenever Treacherous Vampire attacks or blocks, sacrifice it unless you remove a card in your graveyard from the game. Threshold -- Treacherous Vampire gets +2/+2 and has "When Treacherous Vampire is put into a graveyard from play, you lose 6 life." Treacherous Werewolf {2}{B} Creature -- Minion Wolf 2/2 Threshold -- Treacherous Werewolf gets +2/+2 and has "When Treacherous Werewolf is put into a graveyard from play, you lose 4 life." (You have threshold as long as seven or more cards are in your graveyard.) Treachery {3}{U}{U} Enchant Creature When Treachery comes into play, if you played it from your hand, untap up to five lands. You control enchanted creature. Treasure Hunter {2}{W} Creature -- Townsfolk 2/2 When Treasure Hunter comes into play, you may return target artifact card from your graveyard to your hand. Treasure Trove {2}{U}{U} Enchantment {2}{U}{U}: Draw a card. Tree of Tales Artifact Land (Tree of Tales isn't a spell.) {T}: Add {G} to your mana pool. Treefolk Healer {4}{G} Creature -- Treefolk 2/3 {2}{W}, {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn. Treefolk Mystic {3}{G} Creature -- Treefolk 2/4 Whenever a creature blocks or becomes blocked by Treefolk Mystic, destroy all enchantments on that creature. Treefolk Seedlings {2}{G} Creature -- Treefolk 2/* Treefolk Seedlings's toughness is equal to the number of Forests you control. Treespring Lorian {5}{G} Creature -- Beast 5/4 Morph {5}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Treetop Bracers {1}{G} Enchant Creature Enchanted creature gets +1/+1 and can be blocked only by creatures with flying. Treetop Rangers {2}{G} Creature -- Elf 2/2 Treetop Rangers can't be blocked except by creatures with flying. Treetop Scout {G} Creature -- Elf 1/1 Treetop Scout can't be blocked except by creatures with flying. Treetop Sentinel {2}{U}{U} Creature -- Bird Soldier 2/3 Flying, protection from green Treetop Village Land Treetop Village comes into play tapped. {T}: Add {G} to your mana pool. {1}{G}: Treetop Village becomes a 3/3 green creature with trample until end of turn. It's still a land. Tremble {1}{R} Sorcery Each player sacrifices a land. Tremor {R} Sorcery Tremor deals 1 damage to each creature without flying. Trench Wurm {3}{B} Creature -- Wurm 3/3 {2}{R}, {T}: Destroy target nonbasic land. Trenching Steed {3}{W} Creature -- Rebel 2/3 Sacrifice a land: Trenching Steed gets +0/+3 until end of turn. Treva, the Renewer {3}{G}{W}{U} Creature -- Dragon Legend 6/6 Flying Whenever Treva, the Renewer deals combat damage to a player, you may pay {2}{W}. If you do, choose a color. You gain 1 life for each permanent of that color. Treva's Attendant {5} Artifact Creature -- Golem 3/3 {1}, Sacrifice Treva's Attendant: Add {G}{W}{U} to your mana pool. Treva's Charm {G}{W}{U} Instant Choose one -- Destroy target enchantment; or remove target attacking creature from the game; or draw a card, then discard a card from your hand. Treva's Ruins Land -- Lair When Treva's Ruins comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {G}, {W}, or {U} to your mana pool. Tribal Flames {1}{R} Sorcery Tribal Flames deals X damage to target creature or player, where X is the number of basic land types among lands you control. Tribal Forcemage {1}{G} Creature -- Elf Wizard 1/1 Morph {1}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Tribal Forcemage is turned face up, creatures of the type of your choice get +2/+2 and gain trample until end of turn. Tribal Golem {6} Artifact Creature -- Golem 4/4 Tribal Golem has trample as long as you control a Beast, haste as long as you control a Goblin, first strike as long as you control a Soldier, flying as long as you control a Wizard, and {B}: Regenerate Tribal Golem as long as you control a Zombie. Tribal Unity {X}{2}{G} Instant Creatures of the type of your choice get +X/+X until end of turn. Trickery Charm {U} Instant Choose one -- Target creature gains flying until end of turn; or target creature's type becomes the creature type of your choice until end of turn; or look at the top four cards of your library, then put them back in any order. Trickster Mage {U} Creature -- Spellshaper 1/1 {U}, {T}, Discard a card from your hand: Tap or untap target artifact, creature, or land. Triskelion {6} Artifact Creature 1/1 Triskelion comes into play with three +1/+1 counters on it. Remove a +1/+1 counter from Triskelion: Triskelion deals 1 damage to target creature or player. Troll Ascetic {1}{G}{G} Creature -- Troll Shaman 3/2 Troll Ascetic can't be the target of spells or abilities your opponents control. {1}{G}: Regenerate Troll Ascetic. Troll-Horn Cameo {3} Artifact {T}: Add {R} or {G} to your mana pool. Trolls of Tel-Jilad {5}{G}{G} Creature -- Troll Shaman 5/6 {1}{G}: Regenerate target green creature. Troubled Healer {2}{W} Creature -- Cleric 1/2 Sacrifice a land: Prevent the next 2 damage that would be dealt to target creature or player this turn. Troublesome Spirit {2}{U}{U} Creature -- Spirit 3/4 Flying At the end of your turn, tap all lands you control. True Believer {W}{W} Creature -- Cleric 2/2 You can't be the target of spells or abilities. Trumpet Blast {2}{R} Instant Attacking creatures get +2/+0 until end of turn. Trumpeting Armodon {3}{G} Creature -- Elephant 3/3 {1}{G}: Target creature blocks Trumpeting Armodon this turn if able. Tsabo Tavoc {5}{B}{R} Creature -- Legend 7/4 First strike, protection from Legends {B}{B}, {T}: Destroy target Legend. It can't be regenerated. Tsabo's Assassin {2}{B}{B} Creature -- Assassin 1/1 {T}: Destroy target creature if it shares a color with the most common color among all permanents or the color tied for most common. A creature destroyed this way can't be regenerated. Tsabo's Decree {5}{B} Instant Choose a creature type. Target player reveals his or her hand and discards all creature cards of that type from it. Then destroy all creatures of that type that player controls. They can't be regenerated. Tsabo's Web {2} Artifact When Tsabo's Web comes into play, draw a card. Lands with an activated ability that doesn't produce mana don't untap during their controllers' untap steps. Tundra Kavu {2}{R} Creature -- Kavu 2/2 {T}: Target land becomes a Plains or an Island until end of turn. Tundra Wolves {W} Creature -- Wolf 1/1 First strike Tunneler Wurm {6}{G}{G} Creature -- Wurm 6/6 Discard a card from your hand: Regenerate Tunneler Wurm. Turbulent Dreams {U}{U} Sorcery As an additional cost to play Turbulent Dreams, discard X cards from your hand. Return X target nonland permanents to their owners' hands. Turf Wound {2}{R} Instant Target player can't play land cards this turn. Draw a card. Turn to Dust {G} Instant Destroy target Equipment. Then add {G} to your mana pool. Turnabout {2}{U}{U} Instant Tap or untap all artifacts, creatures, or lands target player controls. Twiddle {U} Instant Tap or untap target artifact, creature, or land. Twigwalker {2}{G} Creature -- Insect 2/2 {1}{G}, Sacrifice Twigwalker: Two target creatures each get +2/+2 until end of turn. Twilight's Call {4}{B}{B} Sorcery You may play Twilight's Call any time you could play an instant if you pay {2} more to play it. Each player returns all creature cards from his or her graveyard to play. Twisted Abomination {5}{B} Creature -- Zombie Mutant 5/3 {B}: Regenerate Twisted Abomination. Swampcycling {2} ({2}, Discard this card from your hand: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.) Twisted Experiment {1}{B} Enchant Creature Enchanted creature gets +3/-1. Twitch {2}{U} Instant Tap or untap target artifact, creature, or land. Draw a card. Two-Headed Dragon {4}{R}{R} Creature -- Dragon 4/4 Flying {1}{R}: Two-Headed Dragon gets +2/+0 until end of turn. Two-Headed Dragon can't be blocked except by two or more creatures. Two-Headed Dragon may block an additional creature. Uktabi Orangutan {2}{G} Creature -- Ape 2/2 When Uktabi Orangutan comes into play, destroy target artifact. Uktabi Wildcats {4}{G} Creature -- Cat */* Uktabi Wildcats's power and toughness are each equal to the number of Forests you control. {G}, Sacrifice a Forest: Regenerate Uktabi Wildcats. Umbilicus {4} Artifact At the beginning of each player's upkeep, that player returns a permanent he or she controls to its owner's hand unless he or she pays 2 life. Unburden {1}{B}{B} Sorcery Target player discards two cards from his or her hand. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Uncontrolled Infestation {1}{R} Enchant Land Uncontrolled Infestation can enchant only a nonbasic land. When enchanted land becomes tapped, destroy it. Undead Gladiator {1}{B}{B} Creature -- Zombie Barbarian 3/1 {1}{B}, Discard a card from your hand: Return Undead Gladiator from your graveyard to your hand. Play this ability only during your upkeep. Cycling {1}{B} ({1}{B}, Discard this card from your hand: Draw a card.) Undead Warchief {2}{B}{B} Creature -- Zombie 1/1 Zombie spells you play cost {1} less to play. Zombies you control get +2/+1. Underground River Land {T}: Add {1} to your mana pool. {T}: Add {U} or {B} to your mana pool. Underground River deals 1 damage to you. Undermine {U}{U}{B} Instant Counter target spell. Its controller loses 3 life. Undertaker {1}{B} Creature -- Spellshaper 1/1 {B}, {T}, Discard a card from your hand: Return target creature card from your graveyard to your hand. Underworld Dreams {B}{B}{B} Enchantment Whenever an opponent draws a card, Underworld Dreams deals 1 damage to him or her. Unearth {B} Sorcery Return target creature card with converted mana cost 3 or less from your graveyard to play. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Unhinge {2}{B} Sorcery Target player discards a card from his or her hand. Draw a card. Unholy Grotto Land {T}: Add {1} to your mana pool. {B}, {T}: Put target Zombie card from your graveyard on top of your library. Unholy Strength {B} Enchant Creature Enchanted creature gets +2/+1. Unified Strike {W} Instant Remove target attacking creature from the game if its power is less than or equal to the number of Soldiers in play. Unifying Theory {1}{U} Enchantment Whenever a player plays a spell, that player may pay {2}. If the player does, he or she draws a card. Unmask {3}{B} Sorcery You may remove a black card in your hand from the game rather than pay Unmask's mana cost. Target player reveals his or her hand. Choose a nonland card from it. That player discards that card. Unnatural Hunger {3}{B}{B} Enchant Creature At the beginning of the upkeep of enchanted creature's controller, Unnatural Hunger deals to that player damage equal to enchanted creature's power unless he or she sacrifices another creature. Unnatural Selection {1}{U} Enchantment {1}: Choose a creature type other than Wall. Target creature's type becomes that type until end of turn. Unnerve {3}{B} Sorcery Each opponent discards two cards from his or her hand. Unquestioned Authority {2}{W} Enchant Creature When Unquestioned Authority comes into play, draw a card. Enchanted creature has protection from creatures. Unseen Walker {1}{G} Creature -- Dryad 1/1 Forestwalk {1}{G}{G}: Target creature gains forestwalk until end of turn. Unspeakable Symbol {1}{B}{B} Enchantment Pay 3 life: Put a +1/+1 counter on target creature. Unstable Hulk {1}{R}{R} Creature -- Goblin Mutant 2/2 Morph {3}{R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Unstable Hulk is turned face up, it gets +6/+6 and gains trample until end of turn. You skip your next turn. Unstable Shapeshifter {3}{U} Creature -- Shapeshifter 0/1 Whenever a creature comes into play, Unstable Shapeshifter becomes a copy of that creature and gains this ability. (This effect doesn't copy counters on the creature.) Unsummon {U} Instant Return target creature to its owner's hand. Untamed Wilds {2}{G} Sorcery Search your library for a basic land card and put that card into play. Then shuffle your library. Unworthy Dead {1}{B} Creature -- Skeleton 1/1 {B}: Regenerate Unworthy Dead. Unyaro Griffin {3}{W} Creature -- Griffin 2/2 Flying Sacrifice Unyaro Griffin: Counter target red instant or sorcery spell. Upheaval {4}{U}{U} Sorcery Return all permanents to their owners' hands. Uphill Battle {2}{R} Enchantment Creatures your opponents play come into play tapped. Upwelling {3}{G} Enchantment Mana pools don't empty at the end of phases or turns. (This effect stops mana burn.) Urborg Drake {1}{U}{B} Creature -- Drake 2/3 Flying Urborg Drake attacks each turn if able. Urborg Elf {1}{G} Creature -- Elf 1/1 {T}: Add {G}, {U}, or {B} to your mana pool. Urborg Emissary {2}{B} Creature -- Wizard 3/1 Kicker {1}{U} (You may pay an additional {1}{U} as you play this spell.) When Urborg Emissary comes into play, if the kicker cost was paid, return target permanent to its owner's hand. Urborg Phantom {2}{B} Creature -- Minion 3/1 Urborg Phantom can't block. {U}: Prevent all combat damage that would be dealt to and dealt by Urborg Phantom this turn. Urborg Shambler {2}{B}{B} Creature -- Horror 4/3 All other black creatures get -1/-1. Urborg Skeleton {B} Creature -- Skeleton 0/1 Kicker {3} (You may pay an additional {3} as you play this spell.) {B}: Regenerate Urborg Skeleton. If the kicker cost was paid, Urborg Skeleton comes into play with a +1/+1 counter on it. Urborg Uprising {4}{B} Sorcery Return up to two target creature cards from your graveyard to your hand. Draw a card. Urborg Volcano Land Urborg Volcano comes into play tapped. {T}: Add {B} or {R} to your mana pool. Urza's Armor {6} Artifact If a source would deal damage to you, prevent 1 of that damage. Urza's Blueprints {6} Artifact Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) {T}: Draw a card. Urza's Filter {4} Artifact Multicolored spells cost up to {2} less to play. Urza's Guilt {2}{U}{B} Sorcery Each player draws two cards, then discards three cards from his or her hand, then loses 4 life. Urza's Incubator {3} Artifact As Urza's Incubator comes into play, choose a creature type. Creature spells of the chosen type cost {2} less to play. Urza's Mine Land -- Urza's Mine {T}: Add {1} to your mana pool. If you control an Urza's Power-Plant and an Urza's Tower, add {2} to your mana pool instead. Urza's Power Plant Land -- Urza's Power-Plant {T}: Add {1} to your mana pool. If you control an Urza's Mine and an Urza's Tower, add {2} to your mana pool instead. Urza's Rage {2}{R} Instant Kicker {8}{R} (You may pay an additional {8}{R} as you play this spell.) Urza's Rage can't be countered by spells or abilities. Urza's Rage deals 3 damage to target creature or player. If the kicker cost was paid, instead Urza's Rage deals 10 damage to that creature or player and the damage can't be prevented. Urza's Tower Land -- Urza's Tower {T}: Add {1} to your mana pool. If you control an Urza's Mine and an Urza's Power-Plant, add {3} to your mana pool instead. Utopia Tree {1}{G} Creature -- Plant 0/2 {T}: Add one mana of any color to your mana pool. Valor {3}{W} Creature -- Incarnation 2/2 First strike As long as Valor is in your graveyard and you control a Plains, creatures you control have first strike. Vampire Hounds {2}{B} Creature -- Hound 2/2 Discard a creature card from your hand: Vampire Hounds gets +2/+2 until end of turn. Vampiric Dragon {6}{B}{R} Creature -- Vampire Dragon 5/5 Flying Whenever a creature dealt damage by Vampiric Dragon this turn is put into a graveyard, put a +1/+1 counter on Vampiric Dragon. {1}{R}: Vampiric Dragon deals 1 damage to target creature. Vampiric Embrace {2}{B}{B} Enchant Creature Enchanted creature gets +2/+2 and has flying. Whenever a creature dealt damage by enchanted creature this turn is put into a graveyard, put a +1/+1 counter on enchanted creature. Vampiric Spirit {2}{B}{B} Creature -- Spirit 4/3 Flying When Vampiric Spirit comes into play, you lose 4 life. Vampiric Tutor {B} Instant Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life. Vault of Whispers Artifact Land (Vault of Whispers isn't a spell.) {T}: Add {B} to your mana pool. Vebulid {B} Creature -- Horror 0/0 Vebulid comes into play with a +1/+1 counter on it. At the beginning of your upkeep, you may put a +1/+1 counter on Vebulid. When Vebulid attacks or blocks, destroy it at end of combat. Vec Townships Land {T}: Add {1} to your mana pool. {T}: Add {G} or {W} to your mana pool. Vec Townships doesn't untap during its controller's next untap step. Vedalken Archmage {2}{U}{U} Creature -- Vedalken Wizard 0/2 Whenever you play an artifact spell, draw a card. Veil of Birds {U} Enchantment When an opponent plays a spell, if Veil of Birds is an enchantment, Veil of Birds becomes a 1/1 Bird creature with flying. Veiled Apparition {1}{U} Enchantment When an opponent plays a spell, if Veiled Apparition is an enchantment, Veiled Apparition becomes a 3/3 Illusion creature with flying. That creature has "At the beginning of your upkeep, sacrifice Veiled Apparition unless you pay {1}{U}." Veiled Crocodile {2}{U} Enchantment When a player has no cards in hand, if Veiled Crocodile is an enchantment, Veiled Crocodile becomes a 4/4 Crocodile creature. Veiled Sentry {U} Enchantment When an opponent plays a spell, if Veiled Sentry is an enchantment, Veiled Sentry becomes an Illusion creature with power and toughness each equal to that spell's converted mana cost. Veiled Serpent {2}{U} Enchantment When an opponent plays a spell, if Veiled Serpent is an enchantment, Veiled Serpent becomes a 4/4 Serpent creature. It can't attack unless defending player controls an Island. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Vendetta {B} Instant Destroy target nonblack creature. It can't be regenerated. You lose life equal to that creature's toughness. Venerable Monk {2}{W} Creature -- Cleric 2/2 When Venerable Monk comes into play, you gain 2 life. Vengeance {3}{W} Sorcery Destroy target tapped creature. Vengeful Dead {3}{B} Creature -- Zombie 3/2 Whenever Vengeful Dead or another Zombie is put into a graveyard from play, each opponent loses 1 life. Vengeful Dreams {W}{W} Instant As an additional cost to play Vengeful Dreams, discard X cards from your hand. Remove X target attacking creatures from the game. Venomous Breath {3}{G} Instant At end of combat, destroy all creatures that blocked or were blocked by target creature this turn. Venomous Dragonfly {3}{G} Creature -- Insect 1/1 Flying Whenever Venomous Dragonfly blocks or becomes blocked by a creature, destroy that creature at end of combat. Venomous Fangs {2}{G} Enchant Creature Whenever enchanted creature deals damage to a creature, destroy that creature. Venomous Vines {2}{G}{G} Sorcery Destroy target enchanted permanent. Venomspout Brackus {6}{G} Creature -- Beast 5/5 {1}{G}, {T}: Venomspout Brackus deals 5 damage to target attacking or blocking creature with flying. Morph {3}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Verdant Field {2}{G} Enchant Land Enchanted land has "{T}: Target creature gets +1/+1 until end of turn." Verdant Force {5}{G}{G}{G} Creature -- Elemental 7/7 At the beginning of each player's upkeep, you put a 1/1 green Saproling creature token into play under your control. Verdant Succession {4}{G} Enchantment Whenever a green nontoken creature is put into a graveyard from play, that creature's controller may search his or her library for a card with the same name as that creature and put it into play. If that player does, he or she then shuffles his or her library. Verdant Touch {1}{G} Sorcery Buyback {3} (You may pay {3} in addition to any other costs as you play this spell. If you do, put Verdant Touch into your hand instead of your graveyard as part of its resolution.) Target land becomes a 2/2 creature that's still a land. (This effect doesn't end at end of turn.) Verdeloth the Ancient {4}{G}{G} Creature -- Treefolk Legend 4/7 Kicker {X} (You may pay an additional {X} as you play this spell.) All other Treefolk and all Saprolings get +1/+1. When Verdeloth the Ancient comes into play, if the kicker cost was paid, put X 1/1 green Saproling creature tokens into play. Verdigris {2}{G} Instant Destroy target artifact. Verduran Emissary {2}{G} Creature -- Wizard 2/3 Kicker {1}{R} (You may pay an additional {1}{R} as you play this spell.) When Verduran Emissary comes into play, if the kicker cost was paid, destroy target artifact. It can't be regenerated. Verduran Enchantress {1}{G}{G} Creature -- Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Vermiculos {4}{B} Creature -- Horror 1/1 Whenever an artifact comes into play, Vermiculos gets +4/+4 until end of turn. Vernal Bloom {3}{G} Enchantment Whenever a Forest is tapped for mana, its controller adds {G} to his or her mana pool. Vernal Equinox {3}{G} Enchantment Any player may play creature and enchantment cards any time he or she could play an instant. Vertigo {R} Instant Vertigo deals 2 damage to target creature with flying. That creature loses flying until end of turn. Veteran Brawlers {1}{R} Creature -- Soldier 4/4 Veteran Brawlers can't attack if defending player controls an untapped land. Veteran Brawlers can't block if you control an untapped land. Vexing Arcanix {4} Artifact {3}, {T}: Target player names a card, then reveals the top card of his or her library. If it's the named card, the player puts it into his or her hand. Otherwise, the player puts it into his or her graveyard and Vexing Arcanix deals 2 damage to him or her. Vexing Beetle {4}{G} Creature -- Insect 3/3 Vexing Beetle can't be countered. Vexing Beetle gets +3/+3 as long as no opponent controls a creature. Vhati il-Dal {2}{B}{G} Creature -- Legend 3/3 {T}: Target creature's power or toughness becomes 1 until end of turn. (Later effects may increase or decrease the creature's power or toughness.) Viashino Bey {2}{R}{R} Creature -- Viashino 4/3 If Viashino Bey attacks, all creatures you control attack if able. Viashino Cutthroat {2}{R}{R} Creature -- Viashino 5/3 Haste At end of turn, return Viashino Cutthroat to its owner's hand. Viashino Grappler {2}{R} Creature -- Viashino 3/1 {G}: Viashino Grappler gains trample until end of turn. Viashino Heretic {2}{R} Creature -- Viashino 1/3 {1}{R}, {T}: Destroy target artifact. Viashino Heretic deals to that artifact's controller damage equal to the artifact's converted mana cost. Viashino Outrider {2}{R} Creature -- Viashino 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.) Viashino Runner {3}{R} Creature -- Viashino 3/2 Viashino Runner can't be blocked except by two or more creatures. Viashino Sandscout {1}{R} Creature -- Viashino 2/1 Haste At end of turn, return Viashino Sandscout to its owner's hand. Viashino Sandstalker {1}{R}{R} Creature -- Viashino 4/2 Haste At end of turn, return Viashino Sandstalker to its owner's hand. (Return it only if it's in play.) Viashino Sandswimmer {2}{R}{R} Creature -- Viashino 3/2 {R}: Flip a coin. If you win the flip, return Viashino Sandswimmer to its owner's hand. If you lose the flip, sacrifice Viashino Sandswimmer. Viashino Warrior {3}{R} Creature -- Viashino 4/2 Viashino Weaponsmith {3}{R} Creature -- Viashino 2/2 Whenever Viashino Weaponsmith becomes blocked, it gets +2/+2 until end of turn for each creature blocking it. Vicious Hunger {B}{B} Sorcery Vicious Hunger deals 2 damage to target creature and you gain 2 life. Vicious Kavu {1}{B}{R} Creature -- Kavu 2/2 Whenever Vicious Kavu attacks, it gets +2/+0 until end of turn. Victimize {2}{B} Sorcery As an additional cost to play Victimize, sacrifice a creature. Put two target creature cards from your graveyard into play tapped. Victual Sliver {G}{W} Creature -- Sliver 2/2 All Slivers have "{2}, Sacrifice this creature: You gain 4 life." Vigilant Drake {4}{U} Creature -- Drake 3/3 Flying {2}{U}: Untap Vigilant Drake. Vigilant Sentry {1}{W}{W} Creature -- Nomad 2/2 Threshold -- Vigilant Sentry gets +1/+1 and has "{T}: Target attacking or blocking creature gets +3/+3 until end of turn." (You have threshold as long as seven or more cards are in your graveyard.) Vigorous Charge {G} Instant Kicker {W} (You may pay an additional {W} as you play this spell.) Target creature gains trample until end of turn. Whenever that creature deals combat damage this turn, if the kicker cost was paid, you gain life equal to that damage. Vile Consumption {1}{U}{B} Enchantment All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1 life." Vile Deacon {2}{B}{B} Creature -- Cleric 2/2 Whenever Vile Deacon attacks, it gets +X/+X until end of turn, where X is the number of Clerics in play. Vile Requiem {2}{B}{B} Enchantment At the beginning of your upkeep, you may put a verse counter on Vile Requiem. {1}{B}, Sacrifice Vile Requiem: Destroy up to X target nonblack creatures, where X is the number of verse counters on Vile Requiem. They can't be regenerated. Vindicate {1}{W}{B} Sorcery Destroy target permanent. Vine Dryad {3}{G} Creature -- Dryad 1/3 Forestwalk You may play Vine Dryad any time you could play an instant. You may remove a green card in your hand from the game rather than pay Vine Dryad's mana cost. Vine Trellis {1}{G} Creature -- Wall 0/4 (Walls can't attack.) {T}: Add {G} to your mana pool. Vintara Elephant {4}{G} Creature -- Elephant 4/3 Trample {3}: Vintara Elephant loses trample until end of turn. Any player may play this ability. Vintara Snapper {G}{G} Creature -- Turtle 2/2 Vintara Snapper can't be the target of spells or abilities as long as you control no untapped lands. Violent Eruption {1}{R}{R}{R} Instant Violent Eruption deals 4 damage divided as you choose among any number of target creatures and/or players. Madness {1}{R}{R} (You may play this card for its madness cost at the time you discard it from your hand.) Viridian Joiner {2}{G} Creature -- Elf Druid 1/2 {T}: Add an amount of {G} to your mana pool equal to Viridian Joiner's power. Viridian Longbow {1} Artifact -- Equipment Equipped creature has "{T}: This creature deals 1 damage to target creature or player." Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Viridian Shaman {2}{G} Creature -- Elf Shaman 2/2 When Viridian Shaman comes into play, destroy target artifact. Visara the Dreadful {3}{B}{B}{B} Creature -- Gorgon Legend 5/5 Flying {T}: Destroy target creature. It can't be regenerated. Viseling {4} Artifact Creature 2/2 At the beginning of each opponent's upkeep, Viseling deals X damage to that player, where X is the number of cards in his or her hand minus four. Vitality Charm {G} Instant Choose one -- Put a 1/1 green Insect creature token into play; or target creature gets +1/+1 and gains trample until end of turn; or regenerate target Beast. Vitalize {G} Instant Untap all creatures you control. Vitalizing Wind {8}{G} Instant Creatures you control get +7/+7 until end of turn. Vivify {2}{G} Instant Target land becomes a 3/3 creature until end of turn. It's still a land. Draw a card. Vizzerdrix {6}{U} Creature -- Beast 6/6 Vodalian Hypnotist {1}{U} Creature -- Wizard 1/1 {2}{B}, {T}: Target player discards a card from his or her hand. Play this ability only any time you could play a sorcery. Vodalian Merchant {1}{U} Creature -- Merfolk 1/2 When Vodalian Merchant comes into play, draw a card, then discard a card from your hand. Vodalian Mystic {1}{U} Creature -- Merfolk 1/1 {T}: Target instant or sorcery spell becomes the color of your choice. Vodalian Serpent {3}{U} Creature -- Serpent 2/2 Kicker {2} (You may pay an additional {2} as you play this spell.) Vodalian Serpent can't attack unless defending player controls an Island. If the kicker cost was paid, Vodalian Serpent comes into play with four +1/+1 counters on it. Vodalian Soldiers {1}{U} Creature -- Merfolk 1/2 Vodalian Zombie {U}{B} Creature -- Merfolk Zombie 2/2 Protection from green Voice of All {2}{W}{W} Creature -- Angel 2/2 Flying As Voice of All comes into play, choose a color. Voice of All has protection from the chosen color. Voice of Duty {3}{W} Creature -- Angel 2/2 Flying, protection from green Voice of Grace {3}{W} Creature -- Angel 2/2 Flying, protection from black Voice of Law {3}{W} Creature -- Angel 2/2 Flying, protection from red Voice of Reason {3}{W} Creature -- Angel 2/2 Flying, protection from blue Voice of the Woods {3}{G}{G} Creature -- Elf Lord 2/2 Tap five untapped Elves you control: Put a 7/7 green Elemental creature token with trample into play. Voice of Truth {3}{W} Creature -- Angel 2/2 Flying, protection from white Void {3}{B}{R} Sorcery Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards from it all nonland cards with converted mana cost equal to the number. Voidmage Apprentice {1}{U} Creature -- Wizard 1/1 Morph {2}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Voidmage Apprentice is turned face up, counter target spell. Voidmage Prodigy {U}{U} Creature -- Wizard 2/1 {U}{U}, Sacrifice a Wizard: Counter target spell. 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.) Volcanic Dragon {4}{R}{R} Creature -- Dragon 4/4 Flying; haste Volcanic Geyser {X}{R}{R} Instant Volcanic Geyser deals X damage to target creature or player. Volcanic Hammer {1}{R} Sorcery Volcanic Hammer deals 3 damage to target creature or player. Volcanic Spray {1}{R} Sorcery Volcanic Spray deals 1 damage to each creature without flying and each player. Flashback {1}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Volcanic Wind {4}{R}{R} Sorcery Volcanic Wind deals X damage divided as you choose among any number of target creatures, where X is the number of creatures in play as you play Volcanic Wind. Volcano Imp {3}{B} Creature -- Imp 2/2 Flying {1}{R}: Volcano Imp gains first strike until end of turn. Volley of Boulders {8}{R} Sorcery Volley of Boulders deals 6 damage divided as you choose among any number of target creatures and/or players. Flashback {R}{R}{R}{R}{R}{R} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Volrath the Fallen {3}{B}{B}{B} Creature -- Legend 6/4 {1}{B}, Discard a creature card from your hand: Volrath the Fallen gets +X/+X until end of turn, where X is the discarded card's converted mana cost. Volrath's Curse {1}{U} Enchant Creature Enchanted creature can't attack or block and its activated abilities can't be played. Enchanted creature's controller may sacrifice a permanent to ignore this ability until end of turn. {1}{U}: Return Volrath's Curse to its owner's hand. Volrath's Dungeon {2}{B}{B} Enchantment Pay 5 life: Destroy Volrath's Dungeon. Any player may play this ability but only during his or her turn. Discard a card from your hand: Target player puts a card from his or her hand on top of his or her library. Play this ability only any time you could play a sorcery. Volrath's Gardens {1}{G} Enchantment {2}, Tap an untapped creature you control: You gain 2 life. Play this ability only any time you could play a sorcery. Volrath's Laboratory {5} Artifact As Volrath's Laboratory comes into play, choose a color and creature type. {5}, {T}: Put into play a 2/2 creature token of the chosen color and type. Volrath's Shapeshifter {1}{U}{U} Creature -- Shapeshifter 0/1 As long as Volrath's Shapeshifter is in play and the top card of your graveyard is a creature card, Volrath's Shapeshifter has that card's name, mana cost, color, types, power, and toughness. It has that card's abilities in addition to its own. {2}: Discard a card from your hand. Volrath's Stronghold Legendary Land {T}: Add {1} to your mana pool. {1}{B}, {T}: Put target creature card from your graveyard on top of your library. Voltaic Key {1} Artifact {1}, {T}: Untap target artifact. Voracious Cobra {2}{R}{G} Creature -- Snake 2/2 First strike Whenever Voracious Cobra deals combat damage to a creature, destroy that creature. Vorrac Battlehorns {2} Artifact -- Equipment Equipped creature has trample and can't be blocked by more than one creature. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Vug Lizard {1}{R}{R} Creature -- Lizard 3/4 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.) Mountainwalk Vulshok Battlegear {3} Artifact -- Equipment Equipped creature gets +3/+3. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Vulshok Battlemaster {4}{R} Creature -- Human Warrior 2/2 Haste When Vulshok Battlemaster comes into play, attach all Equipment in play to it. (Control of the Equipment doesn't change.) Vulshok Berserker {3}{R} Creature -- Human Berserker 3/2 Haste Vulshok Gauntlets {2} Artifact -- Equipment Equipped creature gets +4/+2 and doesn't untap during its controller's untap step. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Wail of the Nim {2}{B} Instant Choose one -- Regenerate each creature you control; or Wail of the Nim deals 1 damage to each creature and each player. Entwine {B} (Choose both if you pay the entwine cost.) Waiting in the Weeds {1}{G}{G} Sorcery Each player puts a 1/1 green Cat creature token into play for each untapped Forest he or she controls. Wake of Destruction {3}{R}{R}{R} Sorcery Destroy target land and all other lands with the same name as that land. Walking Desecration {2}{B} Creature -- Zombie 1/1 {B}, {T}: Creatures of the type of your choice attack this turn if able. Walking Dream {3}{U} Creature -- Illusion 3/3 Walking Dream is unblockable. Walking Dream doesn't untap during your untap step if an opponent controls two or more creatures. Walking Sponge {1}{U} Creature -- Sponge 1/1 {T}: Target creature loses flying, first strike, or trample until end of turn. Wall of Air {1}{U}{U} Creature -- Wall 1/5 (Walls can't attack.) Flying Wall of Blood {2}{B} Creature -- Wall 0/2 (Walls can't attack.) Pay 1 life: Wall of Blood gets +1/+1 until end of turn. Wall of Blossoms {1}{G} Creature -- Wall 0/4 (Walls can't attack.) When Wall of Blossoms comes into play, draw a card. Wall of Bone {2}{B} Creature -- Wall 1/4 (Walls can't attack.) {B}: Regenerate Wall of Bone. Wall of Deceit {1}{U} Creature -- Wall 0/5 (Walls can't attack.) {3}: Turn Wall of Deceit face down. 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.) Wall of Diffusion {1}{R} Creature -- Wall 0/5 (Walls can't attack.) Wall of Diffusion may block as though it had shadow. Wall of Distortion {2}{B}{B} Creature -- Wall 1/3 (Walls can't attack.) {2}{B}, {T}: Target player discards a card from his or her hand. Play this ability only any time you could play a sorcery. Wall of Essence {1}{W} Creature -- Wall 0/4 (Walls can't attack.) Whenever Wall of Essence is dealt combat damage, you gain that much life. Wall of Fire {1}{R}{R} Creature -- Wall 0/5 (Walls can't attack.) {R}: Wall of Fire gets +1/+0 until end of turn. Wall of Glare {1}{W} Creature -- Wall 0/5 (Walls can't attack.) Wall of Glare may block any number of creatures. Wall of Hope {W} Creature -- Wall 0/3 (Walls can't attack.) Whenever Wall of Hope is dealt damage, you gain that much life. Wall of Junk {2} Artifact Creature -- Wall 0/7 (Walls can't attack.) Whenever Wall of Junk blocks, return it to its owner's hand at end of combat. Wall of Mulch {1}{G} Creature -- Wall 0/4 (Walls can't attack.) {G}, Sacrifice a Wall: Draw a card. Wall of Nets {1}{W}{W} Creature -- Wall 0/7 (Walls can't attack.) At end of combat, remove from the game all creatures blocked by Wall of Nets. When Wall of Nets leaves play, return to play under their owners' control all creatures removed from the game with Wall of Nets. Wall of Razors {1}{R} Creature -- Wall 4/1 (Walls can't attack.) First strike Wall of Souls {1}{B} Creature -- Wall 0/4 (Walls can't attack.) Whenever Wall of Souls is dealt combat damage, it deals that much damage to target opponent. Wall of Spears {3} Artifact Creature -- Wall 2/3 (Walls can't attack.) First strike Wall of Stone {1}{R}{R} Creature -- Wall 0/8 (Walls can't attack.) Wall of Swords {3}{W} Creature -- Wall 3/5 (Walls can't attack.) Flying Wall of Tears {1}{U} Creature -- Wall 0/4 (Walls can't attack.) Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat. Wall of Vipers {2}{B} Creature -- Wall 2/4 (Walls can't attack.) {3}: Destroy Wall of Vipers and target creature it's blocking. Any player may play this ability. Wall of Wonder {2}{U}{U} Creature -- Wall 1/5 (Walls can't attack.) {2}{U}{U}: Wall of Wonder gets +4/-4 until end of turn and may attack this turn as though it weren't a Wall. Wallop {1}{G} Sorcery Destroy target blue or black creature with flying. Wand of Denial {2} Artifact {T}: Look at the top card of target player's library. If it's a nonland card, you may pay 2 life. If you do, put it into that player's graveyard. Wanderguard Sentry {4}{U} Creature -- Drone 3/3 When Wanderguard Sentry comes into play, look at target opponent's hand. Wandering Eye {2}{U} Creature -- Illusion 1/3 Flying All players play with their hands revealed. Wandering Stream {2}{G} Sorcery You gain 2 life for each basic land type among lands you control. War Cadence {2}{R} Enchantment {X}{R}: Creatures can't block this turn unless their controller pays {X} for each blocking creature he or she controls. (This cost is paid as blockers are declared.) War Dance {G} Enchantment At the beginning of your upkeep, you may put a verse counter on War Dance. Sacrifice War Dance: Target creature gets +X/+X until end of turn, where X is the number of verse counters on War Dance. War Elemental {R}{R}{R} Creature -- Elemental 1/1 When War Elemental comes into play, sacrifice it unless an opponent was dealt damage this turn. Whenever damage is dealt to an opponent, put that many +1/+1 counters on War Elemental. War Tax {2}{U} Enchantment {X}{U}: Creatures can't attack this turn unless their controller pays {X} for each attacking creature. (This cost is paid as attackers are declared.) Warbreak Trumpeter {R} Creature -- Goblin 1/1 Morph {X}{X}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Warbreak Trumpeter is turned face up, put X 1/1 red Goblin creature tokens into play. Ward Sliver {4}{W} Creature -- Sliver 2/2 As Ward Sliver comes into play, choose a color. All Slivers have protection from the chosen color. Warmonger {3}{R} Creature -- Monger 3/3 {2}: Warmonger deals 1 damage to each creature without flying and each player. Any player may play this ability. Warmth {1}{W} Enchantment Whenever an opponent plays a red spell, you gain 2 life. Warpath {3}{R} Instant Warpath deals 3 damage to each blocking creature and each blocked creature. Warped Devotion {2}{B} Enchantment Whenever a permanent is returned to a player's hand, that player discards a card from his or her hand. Warped Researcher {4}{U} Creature -- Wizard Mutant 3/4 Whenever a player cycles a card, Warped Researcher gains flying until end of turn and can't be the target of spells or abilities this turn. Warrior Angel {4}{W}{W} Creature -- Angel 3/4 Flying Whenever Warrior Angel deals damage, you gain that much life. Warrior en-Kor {W}{W} Creature -- Knight 2/2 {0}: The next 1 damage that would be dealt to Warrior en-Kor this turn is dealt to target creature you control instead. Warrior's Honor {2}{W} Instant Creatures you control get +1/+1 until end of turn. Warthog {1}{G}{G} Creature -- Warthog 3/2 Swampwalk Wash Out {3}{U} Sorcery Return all permanents of the color of your choice to their owners' hands. Waste Away {4}{B} Instant As an additional cost to play Waste Away, discard a card from your hand. Target creature gets -5/-5 until end of turn. Wasteland Land {T}: Add {1} to your mana pool. {T}, Sacrifice Wasteland: Destroy target nonbasic land. Watchdog {3} Artifact Creature 1/2 Watchdog blocks each turn if able. Whenever a creature attacks you, if Watchdog is untapped, that creature gets -1/-0 until end of turn. Waterfront Bouncer {1}{U} Creature -- Spellshaper 1/1 {U}, {T}, Discard a card from your hand: Return target creature to its owner's hand. Waterspout Elemental {3}{U}{U} Creature -- Elemental 3/4 Kicker {U} (You may pay an additional {U} as you play this spell.) Flying When Waterspout Elemental comes into play, if the kicker cost was paid, return all other creatures to their owners' hands and you skip your next turn. Wave of Indifference {X}{R} Sorcery X target creatures can't block this turn. Wave of Reckoning {4}{W} Sorcery Each creature deals to itself damage equal to its power. Wax // Wane {G} // {W} Instant // Instant Target creature gets +2/+2 until end of turn. // Destroy target enchantment. Wayfaring Giant {5}{W} Creature -- Giant 1/3 Wayfaring Giant gets +1/+1 for each basic land type among lands you control. Waylay {2}{W} Instant Play Waylay only during combat. Put three 2/2 white Knight creature tokens into play. Remove them from the game at end of turn. Wayward Angel {4}{W}{W} Creature -- Angel Horror 4/4 Flying Attacking doesn't cause Wayward Angel to tap. Threshold -- Wayward Angel gets +3/+3, is black, has trample, and has "At the beginning of your upkeep, sacrifice a creature." (You have threshold as long as seven or more cards are in your graveyard.) Wayward Soul {2}{U}{U} Creature -- Spirit 3/2 Flying {U}: Put Wayward Soul on top of its owner's library. Weathered Wayfarer {W} Creature -- Nomad Cleric 1/1 {W}, {T}: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Play this ability only if an opponent controls more lands than you. Weatherseed Elf {G} Creature -- Elf 1/1 {T}: Target creature gains forestwalk until end of turn. Weatherseed Faeries {2}{U} Creature -- Faerie 2/1 Flying, protection from red Weatherseed Treefolk {2}{G}{G}{G} Creature -- Treefolk 5/3 Trample When Weatherseed Treefolk is put into a graveyard from play, return Weatherseed Treefolk to its owner's hand. Weaver of Lies {5}{U}{U} Creature -- Beast 4/4 Morph {4}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Weaver of Lies is turned face up, turn any number of target creatures with morph other than Weaver of Lies face down. Web of Inertia {2}{U} Enchantment At the beginning of each opponent's combat phase, that player may remove a card in his or her graveyard from the game. If the player doesn't, creatures he or she controls can't attack you this turn. Weird Harvest {X}{G}{G} Sorcery Each player may search his or her library for up to X creature cards, reveal those cards, and put them into his or her hand. Then each player who searched his or her library this way shuffles it. Welding Jar {0} Artifact Sacrifice Welding Jar: Regenerate target artifact. Welkin Hawk {1}{W} Creature -- Bird 1/1 Flying When Welkin Hawk is put into a graveyard from play, you may search your library for a card named Welkin Hawk, reveal that card, and put it into your hand. If you do, shuffle your library. Well of Discovery {6} Artifact At the end of your turn, if you control no untapped lands, draw a card. Well of Life {4} Artifact At the end of your turn, if you control no untapped lands, you gain 2 life. Well-Laid Plans {2}{U} Enchantment Prevent all damage that would be dealt to a creature by another creature if they share a color. Wellwisher {1}{G} Creature -- Elf 1/1 {T}: You gain 1 life for each Elf in play. Werebear {1}{G} Creature -- Druid Bear 1/1 {T}: Add {G} to your mana pool. Threshold -- Werebear gets +3/+3. (You have threshold as long as seven or more cards are in your graveyard.) Western Paladin {2}{B}{B} Creature -- Knight 3/3 {B}{B}, {T}: Destroy target white creature. Wheel and Deal {3}{U} Instant Any number of target opponents each discards his or her hand and draws seven cards. Draw a card. Wheel of Torture {3} Artifact At the beginning of each opponent's upkeep, Wheel of Torture deals 1 damage to that player for each card fewer than three in his or her hand. Whetstone {3} Artifact {3}: Each player puts the top two cards from his or her library into his or her graveyard. Whim of Volrath {U} Instant Buyback {2} (You may pay {2} in addition to any other costs as you play this spell. If you do, put Whim of Volrath into your hand instead of your graveyard as part of its resolution.) Change the text of target permanent by replacing all instances of one color word or basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.") Whip Sergeant {2}{R} Creature -- Soldier 2/1 {R}: Target creature gains haste until end of turn. Whip Silk {G} Enchant Creature Enchanted creature may block as though it had flying. {G}: Return Whip Silk to its owner's hand. Whipcorder {W}{W} Creature -- Soldier Rebel 2/2 {W}, {T}: Tap target creature. 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.) Whipgrass Entangler {2}{W} Creature -- Cleric 1/3 {1}{W}: Until end of turn, target creature gains This creature can't attack or block unless its controller pays {1} for each Cleric in play. (This cost is paid as attackers or blockers are declared.) Whipkeeper {2}{R}{R} Creature -- Dwarf 1/1 {T}: Whipkeeper deals damage to target creature equal to the damage already dealt to it this turn. Whipstitched Zombie {1}{B} Creature -- Zombie 2/2 At the beginning of your upkeep, sacrifice Whipstitched Zombie unless you pay {B}. Whiptongue Frog {2}{U} Creature -- Frog 1/3 {U}: Whiptongue Frog gains flying until end of turn. Whirlpool Drake {3}{U} Creature -- Drake 2/2 Flying When Whirlpool Drake comes into play, shuffle the cards from your hand into your library, then draw that many cards. When Whirlpool Drake is put into a graveyard from play, shuffle the cards from your hand into your library, then draw that many cards. Whirlpool Rider {1}{U} Creature -- Merfolk 1/1 When Whirlpool Rider comes into play, shuffle the cards from your hand into your library, then draw that many cards. Whirlpool Warrior {2}{U} Creature -- Merfolk 2/2 When Whirlpool Warrior comes into play, shuffle the cards from your hand into your library, then draw that many cards. {R}, Sacrifice Whirlpool Warrior: Each player shuffles the cards from his or her hand into his or her library, then draws that many cards. Whirlwind {2}{G}{G} Sorcery Destroy all creatures with flying. Whispering Shade {3}{B} Creature -- Shade 1/1 Swampwalk {B}: Whispering Shade gets +1/+1 until end of turn. Whispers of the Muse {U} Instant Buyback {5} (You may pay {5} in addition to any other costs as you play this spell. If you do, put Whispers of the Muse into your hand instead of your graveyard as part of its resolution.) Draw a card. White Knight {W}{W} Creature -- Knight 2/2 First strike, protection from black Wild Colos {2}{R} Creature -- Beast 2/2 Haste Wild Dogs {G} Creature -- Hound 2/1 At the beginning of your upkeep, if a player has more life than any other, that player gains control of Wild Dogs. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Wild Growth {G} Enchant Land Whenever enchanted land is tapped for mana, its controller adds {G} to his or her mana pool. Wild Jhovall {3}{R} Creature -- Cat 3/3 Wild Mammoth {2}{G} Creature -- Elephant 3/4 At the beginning of your upkeep, if a player controls more creatures than any other, that player gains control of Wild Mammoth. Wild Might {1}{G} Instant Target creature gets +1/+1 until end of turn. That creature gets an additional +4/+4 until end of turn unless any player pays {2}. Wild Mongrel {1}{G} Creature -- Hound 2/2 Discard a card from your hand: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn. Wild Research {2}{R} Enchantment {1}{W}: Search your library for an enchantment card and reveal that card. Put it into your hand, then discard a card at random from your hand. Then shuffle your library. {1}{U}: Search your library for an instant card and reveal that card. Put it into your hand, then discard a card at random from your hand. Then shuffle your library. Wild Wurm {3}{R} Creature -- Wurm 5/4 When Wild Wurm comes into play, flip a coin. If you lose the flip, return Wild Wurm to its owner's hand. Wildfire {4}{R}{R} Sorcery Each player sacrifices four lands. Wildfire deals 4 damage to each creature. Willbender {1}{U} Creature -- Wizard 1/2 Morph {1}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Willbender is turned face up, change the target of target spell or ability with a single target. Wind Dancer {1}{U} Creature -- Faerie 1/1 Flying {T}: Target creature gains flying until end of turn. Wind Drake {2}{U} Creature -- Drake 2/2 Flying Wind Spirit {4}{U} Creature -- Spirit 3/2 Flying Wind Spirit cant be blocked except by two or more creatures. Windborn Muse {3}{W} Creature -- Spirit 2/3 Flying Creatures can't attack you unless their controller pays {2} for each creature attacking you. (This cost is paid as attackers are declared.) Windfall {2}{U} Sorcery Each player discards his or her hand, then draws cards equal to the greatest number a player discarded this way. Winding Wurm {4}{G} Creature -- Wurm 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.) Winds of Rath {3}{W}{W} Sorcery Destroy all creatures that aren't enchanted. They can't be regenerated. Windscouter {3}{U} Creature -- Ship 3/3 Flying Whenever Windscouter attacks or blocks, return it to its owner's hand at end of combat. Windswept Heath Land {T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card and put it into play. Then shuffle your library. Wing Shards {1}{W}{W} Instant Target player sacrifices an attacking creature. Storm (When you play this spell, copy it for each spell played before it this turn.) Wing Snare {2}{G} Sorcery Destroy target creature with flying. Wing Storm {2}{G} Sorcery Wing Storm deals damage to each player equal to twice the number of creatures with flying that player controls. Wingbeat Warrior {2}{W} Creature -- Bird Soldier 2/1 Flying Morph {2}{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 Wingbeat Warrior is turned face up, target creature gains first strike until end of turn. Winged Sliver {1}{U} Creature -- Sliver 1/1 All Slivers have flying. Wings of Hope {W}{U} Enchant Creature Enchanted creature gets +1/+3 and has flying. Winnow {1}{W} Instant Destroy target nonland permanent if another permanent with the same name is in play. Draw a card. Wintermoon Mesa Land Wintermoon Mesa comes into play tapped. {T}: Add {1} to your mana pool. {2}, {T}, Sacrifice Wintermoon Mesa: Tap two target lands. Winter's Grasp {1}{G}{G} Sorcery Destroy target land. Wipe Clean {1}{W} Instant Remove target enchantment from the game. Cycling {3} ({3}, Discard this card from your hand: Draw a card.) Wirecat {4} Artifact Creature 4/3 Wirecat can't attack or block if an enchantment is in play. Wirewood Channeler {3}{G} Creature -- Elf 2/2 {T}: Add X mana of any one color to your mana pool, where X is the number of Elves in play. Wirewood Elf {1}{G} Creature -- Elf 1/2 {T}: Add {G} to your mana pool. Wirewood Guardian {5}{G}{G} Creature -- Elf Mutant 6/6 Forestcycling {2} ({2}, Discard this card from your hand: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.) Wirewood Herald {1}{G} Creature -- Elf 1/1 When Wirewood Herald is put into a graveyard from play, you may search your library for an Elf card, reveal that card and put it into your hand. If you do, shuffle your library. Wirewood Hivemaster {1}{G} Creature -- Elf 1/1 Whenever another nontoken Elf comes into play, you may put a 1/1 green Insect creature token into play. Wirewood Lodge Land {T}: Add {1} to your mana pool. {G}, {T}: Untap target Elf. Wirewood Pride {G} Instant Target creature gets +X/+X until end of turn, where X is the number of Elves in play. Wirewood Savage {2}{G} Creature -- Elf 2/2 Whenever a Beast comes into play, you may draw a card. Wirewood Symbiote {G} Creature -- Insect 1/1 Return an Elf you control to its owner's hand: Untap target creature. Play this ability only once each turn. Wishmonger {3}{W} Creature -- Monger 3/3 {2}: Target creature gains protection from the color of its controller's choice until end of turn. Any player may play this ability. Witch Engine {5}{B} Creature -- Horror 4/4 Swampwalk {T}: Add {B}{B}{B}{B} to your mana pool. Choose an opponent. That opponent gains control of Witch Engine. Play this ability only any time you could play an instant. Withdraw {U}{U} Instant Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays {1}. Withered Wretch {B}{B} Creature -- Zombie Cleric 2/2 {1}: Remove target card in a graveyard from the game. Withering Hex {B} Enchant Creature Whenever a player cycles a card, put a plague counter on Withering Hex. Enchanted creature gets -1/-1 for each plague counter on Withering Hex. Wizard Mentor {2}{U} Creature -- Wizard 2/2 {T}: Return Wizard Mentor and target creature you control to their owner's hand. Wizard Replica {3} Artifact Creature -- Wizard 1/3 Flying {U}, Sacrifice Wizard Replica: Counter target spell unless its controller pays {2}. Woebearer {4}{B} Creature -- Zombie 2/3 Fear Whenever Woebearer deals combat damage to a player, you may return target creature card from your graveyard to your hand. Wonder {3}{U} Creature -- Incarnation 2/2 Flying As long as Wonder is in your graveyard and you control an Island, creatures you control have flying. Wood Elves {2}{G} Creature -- Elf 1/1 When Wood Elves comes into play, search your library for a Forest card and put that card into play. Then shuffle your library. Wood Sage {U}{G} Creature -- Druid 1/1 {T}: Name a creature card. Reveal the top four cards of your library. Put any of them that are the named card into your hand and the rest into your graveyard. Woodcloaker {5}{G} Creature -- Elf 3/3 Morph {2}{G}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Woodcloaker is turned face up, target creature gains trample until end of turn. Wooded Foothills Land {T}, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card and put it into play. Then shuffle your library. Wooden Sphere {1} Artifact Whenever a player plays a green spell, you may pay {1}. If you do, you gain 1 life. Woodland Druid {G} Creature -- Druid 1/2 Woodripper {3}{G}{G} Creature -- Beast 4/6 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.) {1}, Remove a fade counter from Woodripper: Destroy target artifact. Word of Blasting {1}{R} Instant Destroy target Wall. It can't be regenerated. Word of Blasting deals damage equal to that Wall's converted mana cost to the Wall's controller. Words of War {2}{R} Enchantment {1}: The next time you would draw a card this turn, Words of War deals 2 damage to target creature or player instead. Words of Waste {2}{B} Enchantment {1}: The next time you would draw a card this turn, each opponent discards a card from his or her hand instead. Words of Wilding {2}{G} Enchantment {1}: The next time you would draw a card this turn, put a 2/2 green Bear creature token into play instead. Words of Wind {2}{U} Enchantment {1}: The next time you would draw a card this turn, each player returns a permanent he or she controls to its owner's hand instead. Words of Wisdom {1}{U} Instant You draw two cards, then each other player draws a card. Words of Worship {2}{W} Enchantment {1}: The next time you would draw a card this turn, you gain 5 life instead. Workhorse {6} Artifact Creature 0/0 Workhorse comes into play with four +1/+1 counters on it. Remove a +1/+1 counter from Workhorse: Add {1} to your mana pool. Worldgorger Dragon {3}{R}{R}{R} Creature -- Nightmare Dragon 7/7 Flying, trample When Worldgorger Dragon comes into play, remove all other permanents you control from the game. When Worldgorger Dragon leaves play, return the removed cards to play under their owners' control. Worldly Counsel {1}{U} Instant Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of those cards into your hand and the rest on the bottom of your library. Worldly Tutor {G} Instant Search your library for a creature card and reveal that card. Shuffle your library, then put the revealed card back on top of it. Worldslayer {5} Artifact -- Equipment Whenever equipped creature deals combat damage to a player, destroy all permanents other than Worldslayer. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Wormfang Behemoth {3}{U}{U} Creature -- Nightmare Beast 5/5 When Wormfang Behemoth comes into play, remove all cards in your hand from the game. When Wormfang Behemoth leaves play, return the removed cards to their owner's hand. Wormfang Crab {3}{U} Creature -- Nightmare Crab 3/6 Wormfang Crab is unblockable. When Wormfang Crab comes into play, an opponent chooses a permanent you control other than Wormfang Crab and removes it from the game. When Wormfang Crab leaves play, return the removed card to play under its owner's control. Wormfang Drake {2}{U} Creature -- Nightmare Drake 3/4 Flying When Wormfang Drake comes into play, sacrifice it unless you remove a creature you control other than Wormfang Drake from the game. When Wormfang Drake leaves play, return the removed card to play under its owner's control. Wormfang Manta {5}{U}{U} Creature -- Nightmare Beast 6/1 Flying When Wormfang Manta comes into play, you skip your next turn. When Wormfang Manta leaves play, you take an extra turn after this one. Wormfang Newt {1}{U} Creature -- Nightmare Beast 2/2 When Wormfang Newt comes into play, remove a land you control from the game. When Wormfang Newt leaves play, return the removed card to play under its owner's control. Wormfang Turtle {2}{U} Creature -- Nightmare Beast 2/4 When Wormfang Turtle comes into play, remove a land you control from the game. When Wormfang Turtle leaves play, return the removed card to play under its owner's control. Worn Powerstone {3} Artifact Worn Powerstone comes into play tapped. {T}: Add {2} to your mana pool. Worry Beads {3} Artifact At the beginning of each player's upkeep, that player puts the top card from his or her library into his or her graveyard. Worship {3}{W} Enchantment If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead. Worthy Cause {W} Instant Buyback {2} (You may pay {2} in addition to any other costs as you play this spell. If you do, put Worthy Cause into your hand instead of your graveyard as part of its resolution.) Sacrifice a creature. You gain life equal to the sacrificed creature's toughness. Wrath of God {2}{W}{W} Sorcery Destroy all creatures. They can't be regenerated. Wrath of Marit Lage {3}{U}{U} Enchantment When Wrath of Marit Lage comes into play, tap all red creatures. Red creatures don't untap during their controllers' untap steps. Wrench Mind {B}{B} Sorcery Target player discards two cards from his or her hand unless he or she discards an artifact card from his or her hand. Wretched Anurid {1}{B} Creature -- Zombie Beast 3/3 Whenever another creature comes into play, you lose 1 life. Wurmskin Forger {5}{G}{G} Creature -- Elf Warrior 2/2 When Wurmskin Forger comes into play, distribute three +1/+1 counters among any number of target creatures. Wyluli Wolf {1}{G} Creature -- Wolf 1/1 {T}: Target creature gets +1/+1 until end of turn. Xantid Swarm {G} Creature -- Insect 0/1 Flying Whenever Xantid Swarm attacks, defending player can't play spells this turn. Yavimaya Barbarian {R}{G} Creature -- Barbarian Elf 2/2 Protection from blue Yavimaya Coast Land {T}: Add {1} to your mana pool. {T}: Add {G} or {U} to your mana pool. Yavimaya Coast deals 1 damage to you. Yavimaya Elder {1}{G}{G} Creature -- Druid 2/1 When Yavimaya Elder is put into a graveyard from play, you may search your library for up to two basic land cards, reveal them, and put them into your hand. If you do, shuffle your library. {2}, Sacrifice Yavimaya Elder: Draw a card. Yavimaya Enchantress {2}{G} Creature -- Druid 2/2 Yavimaya Enchantress gets +1/+1 for each enchantment in play. Yavimaya Granger {2}{G} Creature -- Elf 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 Yavimaya Granger comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library. Yavimaya Hollow Legendary Land {T}: Add {1} to your mana pool. {G}, {T}: Regenerate target creature. Yavimaya Kavu {2}{R}{G} Creature -- Kavu */* Yavimaya Kavu's power is equal to the number of red creatures in play. Yavimaya Kavu's toughness is equal to the number of green creatures in play. Yavimaya Scion {4}{G} Creature -- Treefolk 4/4 Protection from artifacts Yavimaya Wurm {4}{G}{G} Creature -- Wurm 6/4 Trample Yavimaya's Embrace {5}{G}{U}{U} Enchant Creature You control enchanted creature. Enchanted creature gets +2/+2 and has trample. Yawgmoth's Agenda {3}{B}{B} Enchantment Play no more than one spell each turn. You may play cards in your graveyard as though they were in your hand. If a card would be put into your graveyard from anywhere, remove it from the game instead. Yawgmoth's Bargain {4}{B}{B} Enchantment Skip your draw step. Pay 1 life: Draw a card. Yawgmoth's Edict {1}{B} Enchantment Whenever an opponent plays a white spell, that player loses 1 life and you gain 1 life. Yawgmoth's Will {2}{B} Sorcery Until end of turn, you may play cards in your graveyard as though they were in your hand. If a card would be put into your graveyard this turn, remove that card from the game instead. Yotian Soldier {3} Artifact Creature -- Soldier 1/4 Attacking doesn't cause Yotian Soldier to tap. Youthful Knight {1}{W} Creature -- Knight 2/1 First strike Zanam Djinn {5}{U} Creature -- Djinn 5/6 Flying Zanam Djinn gets -2/-2 as long as blue is the most common color among all permanents or is tied for most common. Zap {2}{R} Instant Zap deals 1 damage to target creature or player. Draw a card. Zealots en-Dal {3}{W} Creature -- Soldier 2/4 At the beginning of your upkeep, if all nonland permanents you control are white, you gain 1 life. Zealous Inquisitor {2}{W} Creature -- Cleric 2/2 {1}{W}: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead. Zephid {4}{U}{U} Creature -- Illusion 3/4 Flying Zephid can't be the target of spells or abilities. Zephid's Embrace {2}{U}{U} Enchant Creature Enchanted creature gets +2/+2 and has flying. It can't be the target of spells or abilities. Zerapa Minotaur {2}{R}{R} Creature -- Minotaur 3/3 First strike {2}: Zerapa Minotaur loses first strike until end of turn. Any player may play this ability. Zombie Assassin {4}{B} Creature -- Zombie Assassin 3/2 {T}, Remove two cards in your graveyard and Zombie Assassin from the game: Destroy target nonblack creature. It can't be regenerated. Zombie Boa {4}{B} Creature -- Zombie Snake 3/3 {1}{B}: Choose a color. Whenever Zombie Boa becomes blocked by a creature of that color this turn, destroy that creature. Play this ability only any time you could play a sorcery. Zombie Brute {6}{B} Creature -- Zombie 5/4 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.) Trample Zombie Cannibal {B} Creature -- Zombie 1/1 Whenever Zombie Cannibal deals combat damage to a player, you may remove target card in that player's graveyard from the game. Zombie Cutthroat {3}{B}{B} Creature -- Zombie 3/4 Morph--Pay 5 life. (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Zombie Infestation {1}{B} Enchantment Discard two cards from your hand: Put a 2/2 black Zombie creature token into play. Zombie Master {1}{B}{B} Creature -- Lord 2/3 All Zombies have "{B}: Regenerate this creature" and swampwalk. Zombie Trailblazer {B}{B}{B} Creature -- Zombie 2/2 Tap an untapped Zombie you control: Target land becomes a Swamp until end of turn. Tap an untapped Zombie you control: Target creature gains swampwalk until end of turn. Zombify {3}{B} Sorcery Return target creature card from your graveyard to play. Zoologist {3}{G} Creature -- Druid 1/2 {3}{G}, {T}: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard. Zur's Weirding {3}{U} Enchantment Players play with their hands revealed. If a player would draw a card, he or she reveals it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws the card.