"Ach! Hans, Run!" 2RRGG Enchantment At the beginning of your upkeep, you may say "Ach! Hans, run! It's the . . ." and name a creature card. If you do, search your library for the named card, put it into play, then shuffle your library. That creature has haste. Remove it from the game at end of turn. _____ 1U Creature - Shapeshifter 1/1 1: This card's name becomes the name of your choice. Play this ability anywhere, anytime. Abandon Hope X1B Sorcery As an additional cost to play Abandon Hope, discard X cards. Look at target opponent's hand and choose X cards from it. That player discards those cards. Abandoned Outpost Land Abandoned Outpost comes into play tapped. T Add W to your mana pool. T, Sacrifice Abandoned Outpost: Add one mana of any color to your mana pool. Abbey Gargoyles 2WWW Creature - Gargoyle 3/4 Flying, protection from red Abbey Gargoyles 2WWW Creature - Gargoyle 3/4 Flying, protection from red Abbey Matron 2W Creature - Human Cleric 1/3 W, T Abbey Matron gets +0/+3 until end of turn. Abbey Matron 2W Creature - Human Cleric 1/3 W, T Abbey Matron gets +0/+3 until end of turn. Abduction 2UU Enchantment - Aura Enchant creature When Abduction comes into play, untap enchanted creature. You control enchanted creature. When enchanted creature is put into a graveyard, return that card to play under its owner's control. Abduction 2UU Enchantment - Aura Enchant creature When Abduction comes into play, untap enchanted creature. You control enchanted creature. When enchanted creature is put into a graveyard, return that card to play under its owner's control. Abeyance 1W Instant Until end of turn, target player can't play instants, sorceries, or activated abilities that aren't mana abilities. Draw a card. Abjure U Instant As an additional cost to play Abjure, sacrifice a blue permanent. Counter target spell. Abolish 1WW Instant You may discard a Plains card rather than pay Abolish's mana cost. Destroy target artifact or enchantment. Abomination 3BB Creature - Horror 2/6 Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat. Abomination 3BB Creature - Horror 2/6 Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat. Aboroth 4GG Creature - Elemental 9/9 Cumulative upkeep-Put a -1/-1 counter on Aboroth. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Aboshan, Cephalid Emperor 4UU Legendary Creature - Cephalid 3/3 Tap an untapped Cephalid you control: Tap target permanent. UUU: Tap all creatures without flying. Aboshan's Desire U Enchantment - Aura Enchant creature Enchanted creature has flying. Threshold - Enchanted creature has shroud as long as seven or more cards are in your graveyard. (It can't be the target of spells or abilities.) About Face R Instant Switch target creature's power and toughness until end of turn. Absolute Grace 1W Enchantment All creatures have protection from black. Absolute Law 1W Enchantment All creatures have protection from red. Absolver Thrull 3W Creature - Thrull Cleric 2/3 Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Absolver Thrull comes into play or the creature it haunts is put into a graveyard, destroy target enchantment. Absorb WUU Instant Counter target spell. You gain 3 life. Abu Ja'far W Creature - Human 0/1 When Abu Ja'far is put into a graveyard from play, destroy all creatures blocking or blocked by it. They can't be regenerated. Abu Ja'far W Creature - Human 0/1 When Abu Ja'far is put into a graveyard from play, destroy all creatures blocking or blocked by it. They can't be regenerated. Abuna's Chant 3W Instant Choose one - You gain 5 life; or prevent the next 5 damage that would be dealt to target creature this turn. Entwine 2 (Choose both if you pay the entwine cost.) Abundance 2GG Enchantment If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order. Abundance 2GG Enchantment If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order. Abyssal Gatekeeper 1B Creature - Horror 1/1 When Abyssal Gatekeeper is put into a graveyard from play, each player sacrifices a creature. Abyssal Horror 4BB Creature - Horror 2/2 Flying When Abyssal Horror comes into play, target player discards two cards. Abyssal Horror 4BB Creature - Horror 2/2 Flying When Abyssal Horror comes into play, target player discards two cards. Abyssal Horror 4BB Creature - Horror 2/2 Flying When Abyssal Horror comes into play, target player discards two cards. Abyssal Hunter 3B Creature - Human Assassin 1/1 B, T Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature. Abyssal Hunter 3B Creature - Human Assassin 1/1 B, T Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature. Abyssal Nightstalker 3B Creature - Nightstalker 2/2 Whenever Abyssal Nightstalker attacks and isn't blocked, defending player discards a card. Abyssal Nocturnus 1BB Creature - Horror 2/2 Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn. Abyssal Specter 2BB Creature - Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card. Abyssal Specter 2BB Creature - Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card. Abyssal Specter 2BB Creature - Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card. Abyssal Specter 2BB Creature - Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card. Abyssal Specter 2BB Creature - Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card. Abyssal Specter 2BB Creature - Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card. Academy Rector 3W Creature - Human Cleric 1/2 When Academy Rector is put into a graveyard from play, you may remove Academy Rector from the game. If you do, search your library for an enchantment card and put that card into play. Then shuffle your library. Academy Researchers 1UU Creature - Human Wizard 2/2 When Academy Researchers comes into play, you may put an Aura card from your hand into play attached to Academy Researchers. Academy Researchers 1UU Creature - Human Wizard 2/2 When Academy Researchers comes into play, you may put an Aura card from your hand into play attached to Academy Researchers. Academy Ruins Legendary Land T Add 1 to your mana pool. 1U, T Put target artifact card in your graveyard on top of your library. Accelerate 1R Instant Target creature gains haste until end of turn. Draw a card. Accelerated Mutation 3GG Instant Target creature gets +X/+X until end of turn, where X is the highest converted mana cost among permanents you control. Acceptable Losses 3R Sorcery As an additional cost to play Acceptable Losses, discard a card at random. Acceptable Losses deals 5 damage to target creature. Accumulated Knowledge 1U Instant Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards. Accursed Centaur B Creature - Zombie Centaur 2/2 When Accursed Centaur comes into play, sacrifice a creature. Acid Rain 3U Sorcery Destroy all Forests. Acidic Dagger 4 Artifact 4, T Whenever target creature deals combat damage to a non-Wall creature this turn, destroy that non-Wall creature. When the targeted creature leaves play this turn, sacrifice Acidic Dagger. Play this ability only during combat before the declare blockers step. Acidic Sliver BR Creature - Sliver 2/2 All Slivers have "2, Sacrifice this permanent: This permanent deals 2 damage to target creature or player." Acidic Soil 2R Sorcery Acidic Soil deals damage to each player equal to the number of lands he or she controls. Acorn Harvest 3G Sorcery Put two 1/1 green Squirrel creature tokens into play. Flashback-1G, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Acquire 3UU Sorcery Search target opponent's library for an artifact card and put that card into play under your control. Then that player shuffles his or her library. Acridian 1G Creature - Insect 2/4 Echo 1G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Active Volcano R Instant Choose one - Destroy target blue permanent; or return target Island to its owner's hand. Active Volcano R Instant Choose one - Destroy target blue permanent; or return target Island to its owner's hand. Adamaro, First to Desire 1RR Legendary Creature - Spirit */* Adamaro, First to Desire's power and toughness are each equal to the number of cards in the hand of the opponent with the most cards in hand. Adarkar Sentinel 5 Artifact Creature - Soldier 3/3 1: Adarkar Sentinel gets +0/+1 until end of turn. Adarkar Unicorn 1WW Creature - Unicorn 2/2 T Add either U or 1U to your mana pool. Spend this mana only for cumulative upkeep abilities. Adarkar Valkyrie 4WW Snow Creature - Angel 4/5 Flying, vigilance T When target creature other than Adarkar Valkyrie is put into a graveyard this turn, return that card to play under your control. Adarkar Wastes Land T Add 1 to your mana pool. T Add W or U to your mana pool. Adarkar Wastes deals 1 damage to you. Adarkar Wastes Land T Add 1 to your mana pool. T Add W or U to your mana pool. Adarkar Wastes deals 1 damage to you. Adarkar Wastes Land T Add 1 to your mana pool. T Add W or U to your mana pool. Adarkar Wastes deals 1 damage to you. Adarkar Wastes Land T Add 1 to your mana pool. T Add W or U to your mana pool. Adarkar Wastes deals 1 damage to you. Adarkar Wastes Land T Add 1 to your mana pool. T Add W or U to your mana pool. Adarkar Wastes deals 1 damage to you. Adarkar Wastes Land T Add 1 to your mana pool. T Add W or U to your mana pool. Adarkar Wastes deals 1 damage to you. Adarkar Windform 4U Snow Creature - Illusion 3/3 Flying 1oSi: Target creature loses flying until end of turn. (oSi can be paid with one mana from a snow permanent.) Adder-Staff Boggart 1R Creature - Goblin Warrior 2/1 When Adder-Staff Boggart comes into play, clash with an opponent. If you win, put a +1/+1 counter on Adder-Staff Boggart. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Addle 1B Sorcery Choose a color. Target player reveals his or her hand, then you choose a card of that color from it. That player discards that card. Adun Oakenshield BRG Legendary Creature - Human Knight 1/2 BRG, T Return target creature card from your graveyard to your hand. Adun Oakenshield BRG Legendary Creature - Human Knight 1/2 BRG, T Return target creature card from your graveyard to your hand. Advance Scout 1W Creature - Human Soldier Scout 1/1 First strike W: Target creature gains first strike until end of turn. Advance Scout 1W Creature - Human Soldier Scout 1/1 First strike W: Target creature gains first strike until end of turn. Advanced Hoverguard 3U Creature - Drone 2/2 Flying U: Advanced Hoverguard gains shroud until end of turn. (It can't be the target of spells or abilities.) Adventurers' Guildhouse Land Green legendary creatures you control have "bands with other legendary creatures." Aegis of Honor W Enchantment 1: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead. Aegis of the Meek 3 Artifact 1, T Target 1/1 creature gets +1/+2 until end of turn. Aeolipile 2 Artifact 1, T, Sacrifice Aeolipile: Aeolipile deals 2 damage to target creature or player. Aeon Chronicler 3UU Creature - Avatar */* Aeon Chronicler's power and toughness are each equal to the number of cards in your hand. Suspend X-X3U. X can't be 0. Whenever a time counter is removed from Aeon Chronicler while it's removed from the game, draw a card. AErathi Berserker 2RRR Creature - Human Berserker 2/4 Rampage 3 (Whenever this creature becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.) Aerial Caravan 4UU Creature - Human Soldier 4/3 Flying 1UU: Remove the top card of your library from the game. Until end of turn, you may play that card. (Reveal the card as you remove it from the game.) Aesthetic Consultation B Instant Name an artist. Remove the top six cards of your library from the game, then reveal cards from the top of your library until you reveal a card by the named artist. Put that card in your hand, then remove all the other cards revealed this way from the game. Aesthir Glider 3 Artifact Creature - Bird 2/1 Flying Aesthir Glider can't block. Aesthir Glider 3 Artifact Creature - Bird 2/1 Flying Aesthir Glider can't block. AEther Barrier 2U Enchantment Whenever a player plays a creature spell, that player sacrifices a permanent unless he or she pays 1. AEther Burst 1U Instant Return up to X target creatures to their owners' hands, where X is one plus the number of cards named AEther Burst in all graveyards as you play AEther Burst. AEther Charge 4R Enchantment Whenever a Beast comes into play under your control, you may have it deal 4 damage to target opponent. AEther Flash 2RR Enchantment Whenever a creature comes into play, AEther Flash deals 2 damage to it. AEther Flash 2RR Enchantment Whenever a creature comes into play, AEther Flash deals 2 damage to it. AEther Flash 2RR Enchantment Whenever a creature comes into play, AEther Flash deals 2 damage to it. AEther Membrane 1RR Creature - Wall 0/5 Defender, reach (This creature can block creatures with flying.) Whenever AEther Membrane blocks a creature, return that creature to its owner's hand at end of combat. AEther Mutation 3GU Sorcery Return target creature to its owner's hand. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. AEther Rift 1RG Enchantment At the beginning of your upkeep, reveal a card at random from your hand. If you reveal a noncreature card this way, discard that card. If you reveal a creature card this way, put that card into play unless any player pays 5 life. If a player pays 5 life, discard that card. AEther Shockwave 3W Instant Choose one - Tap all Spirits; or tap all non-Spirit creatures. AEther Snap 3BB Sorcery Remove all counters from all permanents and remove all tokens from the game. AEther Spellbomb 1 Artifact U, Sacrifice AEther Spellbomb: Return target creature to its owner's hand. 1, Sacrifice AEther Spellbomb: Draw a card. AEther Sting 3R Enchantment Whenever an opponent plays a creature spell, AEther Sting deals 1 damage to that player. AEther Storm 3U Enchantment Creature cards can't be played. Pay 4 life: Destroy AEther Storm. It can't be regenerated. Any player may play this ability. AEther Storm 3U Enchantment Creature cards can't be played. Pay 4 life: Destroy AEther Storm. It can't be regenerated. Any player may play this ability. AEther Tide XU Sorcery As an additional cost to play AEther Tide, discard X creature cards. Return X target creatures to their owners' hands. AEther Vial 1 Artifact At the beginning of your upkeep, you may put a charge counter on AEther Vial. T You may put a creature card with converted mana cost equal to the number of charge counters on AEther Vial from your hand into play. AEther Web 1G Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature Enchanted creature gets +1/+1, has reach, and can block creatures with shadow as though they didn't have shadow. (Creatures with reach can block creatures with flying.) AEtherflame Wall 1R Creature - Wall 0/4 Defender AEtherflame Wall can block creatures with shadow as though they didn't have shadow. R: AEtherflame Wall gets +1/+0 until end of turn. AEthermage's Touch 2WU Instant Reveal the top four cards of your library. You may put a creature card from among them into play. It has "At the end of your turn, return this creature to its owner's hand." Then put the rest of the cards revealed this way on the bottom of your library in any order. AEtherplasm 2UU Creature - Illusion 1/1 Whenever AEtherplasm blocks a creature, you may return AEtherplasm to its owner's hand. If you do, you may put a creature card from your hand into play blocking that creature. AEthersnipe 5U Creature - Elemental 4/4 When AEthersnipe comes into play, return target nonland permanent to its owner's hand. Evoke 1UU (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Afflict 2B Instant Target creature gets -1/-1 until end of turn. Draw a card. Afflict 2B Instant Target creature gets -1/-1 until end of turn. Draw a card. Afiya Grove 1G Enchantment Afiya Grove comes into play with three +1/+1 counters on it. At the beginning of your upkeep, move a +1/+1 counter from Afiya Grove onto target creature. When Afiya Grove has no +1/+1 counters on it, sacrifice it. Afterlife 2W Instant Destroy target creature. It can't be regenerated. Its controller puts a 1/1 white Spirit creature token with flying into play. Afterlife 2W Instant Destroy target creature. It can't be regenerated. Its controller puts a 1/1 white Spirit creature token with flying into play. Aftershock 2RR Sorcery Destroy target artifact, creature, or land. Aftershock deals 3 damage to you. Ageless Entity 3GG Creature - Elemental 4/4 Whenever you gain life, put that many +1/+1 counters on Ageless Entity. Ageless Sentinels 3W Creature - Wall 4/4 Defender (This creature can't attack.) Flying When Ageless Sentinels blocks, it becomes a Bird Giant, and it loses defender. (It's no longer a Wall. This effect doesn't end at end of turn.) Agent of Masks 3WB Creature - Human Advisor 2/3 At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way. Agent of Shauku 1B Creature - Human Mercenary 1/1 1B, Sacrifice a land: Target creature gets +2/+0 until end of turn. Agent of Stromgald R Creature - Human Knight 1/1 R: Add B to your mana pool. Agent of Stromgald R Creature - Human Knight 1/1 R: Add B to your mana pool. Aggravated Assault 2R Enchantment 3RR: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Play this ability only any time you could play a sorcery. Aggression 2R Enchantment - Aura Enchant non-Wall creature Enchanted creature has first strike and trample. At the end of enchanted creature's controller's turn, destroy that creature if it didn't attack this turn. Aggressive Urge 1G Instant Target creature gets +1/+1 until end of turn. Draw a card. Aggressive Urge 1G Instant Target creature gets +1/+1 until end of turn. Draw a card. Agility 1R Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Agonizing Demise 3B Instant Kicker 1R (You may pay an additional 1R as you play this spell.) Destroy target nonblack creature. It can't be regenerated. If the kicker cost was paid, Agonizing Demise deals damage equal to that creature's power to the creature's controller. Agonizing Memories 2BB Sorcery Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order. Agonizing Memories 2BB Sorcery Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order. Agonizing Memories 2BB Sorcery Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order. Agonizing Memories 2BB Sorcery Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order. Agrus Kos, Wojek Veteran 3RW Legendary Creature - Human Soldier 3/3 Whenever Agrus Kos, Wojek Veteran attacks, attacking red creatures get +2/+0 and attacking white creatures get +0/+2 until end of turn. Air Bladder U Enchantment - Aura Enchant creature Enchanted creature has flying. Enchanted creature can block only creatures with flying. Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Air Elemental 3UU Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Airborne Aid 3U Sorcery Draw a card for each Bird in play. Airdrop Condor 4R Creature - Bird 2/2 Flying 1R, Sacrifice a Goblin creature: Airdrop Condor deals damage equal to the sacrificed creature's power to target creature or player. Aisling Leprechaun G Creature - Faerie 1/1 Whenever Aisling Leprechaun blocks or becomes blocked by a creature, that creature becomes green. (This effect doesn't end at end of turn.) Ajani Goldmane 2WW Planeswalker - Ajani 4 [+1]: You gain 2 life. [-1]: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn. [-6]: Put a white Avatar creature token into play with "This creature's power and toughness are each equal to your life total." Akki Avalanchers R Creature - Goblin Warrior 1/1 Sacrifice a land: Akki Avalanchers gets +2/+0 until end of turn. Play this ability only once each turn. Akki Blizzard-Herder 1R Creature - Goblin Shaman 1/1 When Akki Blizzard-Herder is put into a graveyard from play, each player sacrifices a land. Akki Coalflinger 1RR Creature - Goblin Shaman 2/2 First strike R, T Attacking creatures gain first strike until end of turn. Akki Drillmaster 2R Creature - Goblin Shaman 2/2 T Target creature gains haste until end of turn. Akki Lavarunner 3R Creature - Goblin Warrior 1/1 Haste Whenever Akki Lavarunner deals damage to an opponent, flip it. ----- Tok-Tok, Volcano Born Legendary Creature - Goblin Shaman 2/2 Protection from red If a red source would deal damage to a player, it deals that much damage plus 1 to that player instead. Akki Raider 1R Creature - Goblin Warrior 2/1 Whenever a land is put into a graveyard from play, Akki Raider gets +1/+0 until end of turn. Akki Rockspeaker 1R Creature - Goblin Shaman 1/1 When Akki Rockspeaker comes into play, add R to your mana pool. Akki Underling 1R Creature - Goblin Warrior 2/1 As long as you have seven or more cards in hand, Akki Underling gets +2/+1 and has first strike. Akki Underminer 3R Creature - Goblin Rogue Shaman 1/1 Whenever Akki Underminer deals combat damage to a player, that player sacrifices a permanent. Akroma, Angel of Fury 5RRR Legendary Creature - Angel 6/6 Akroma, Angel of Fury can't be countered. Flying, trample, protection from white, protection from blue R: Akroma, Angel of Fury gets +1/+0 until end of turn. Morph 3RRR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Akroma, Angel of Wrath 5WWW Legendary Creature - Angel 6/6 Flying, first strike, vigilance, trample, haste, protection from black, protection from red Akroma, Angel of Wrath 5WWW Legendary Creature - Angel 6/6 Flying, first strike, vigilance, trample, haste, protection from black, protection from red Akroma's Blessing 2W Instant Creatures you control gain protection from the color of your choice until end of turn. Cycling W (W, Discard this card: Draw a card.) Akroma's Devoted 3W Creature - Human Cleric 2/4 Cleric creatures have vigilance. Akroma's Memorial 7 Legendary Artifact Creatures you control have flying, first strike, vigilance, trample, haste, protection from black, and protection from red. Akroma's Vengeance 4WW Sorcery Destroy all artifacts, creatures, and enchantments. Cycling 3 (3, Discard this card: Draw a card.) Akron Legionnaire 6WW Creature - Giant Soldier 8/4 Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack. Akron Legionnaire 6WW Creature - Giant Soldier 8/4 Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack. Akron Legionnaire 6WW Creature - Giant Soldier 8/4 Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack. Aku Djinn 3BB Creature - Djinn 5/6 Trample At the beginning of your upkeep, put a +1/+1 counter on each creature each opponent controls. Akuta, Born of Ash 2BB Legendary Creature - Spirit 3/2 Haste At the beginning of your upkeep, if you have more cards in hand than each opponent, you may sacrifice a Swamp. If you do, return Akuta, Born of Ash from your graveyard to play. Al-abara's Carpet 5 Artifact 5, T Prevent all damage that would be dealt to you this turn by attacking creatures without flying. Alabaster Dragon 4WW Creature - Dragon 4/4 Flying When Alabaster Dragon is put into a graveyard from play, shuffle Alabaster Dragon into its owner's library. Alabaster Dragon 4WW Creature - Dragon 4/4 Flying When Alabaster Dragon is put into a graveyard from play, shuffle Alabaster Dragon into its owner's library. Alabaster Leech W Creature - Leech 1/3 White spells you play cost W more to play. Alabaster Potion XWW Instant Choose one - Target player gains X life; or prevent the next X damage that would be dealt to target creature or player this turn. Alabaster Potion XWW Instant Choose one - Target player gains X life; or prevent the next X damage that would be dealt to target creature or player this turn. Alabaster Potion XWW Instant Choose one - Target player gains X life; or prevent the next X damage that would be dealt to target creature or player this turn. Alabaster Wall 2W Creature - Wall 0/4 Defender (This creature can't attack.) T Prevent the next 1 damage that would be dealt to target creature or player this turn. Alaborn Cavalier 2WW Creature - Human Knight 2/2 Whenever Alaborn Cavalier attacks, you may tap target creature. Alaborn Grenadier WW Creature - Human Soldier 2/2 Vigilance Alaborn Musketeer 1W Creature - Human Soldier 2/1 Reach (This creature can block creatures with flying.) Alaborn Trooper 2W Creature - Human Soldier 2/3 Alaborn Veteran 2W Creature - Human Knight 2/2 T Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before the combat phase. Alaborn Zealot W Creature - Human Soldier 1/1 When Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot. Aladdin 2RR Creature - Human Rogue 1/1 1RR, T Gain control of target artifact as long as Aladdin remains in play. Aladdin 2RR Creature - Human Rogue 1/1 1RR, T Gain control of target artifact as long as Aladdin remains in play. Aladdin's Lamp 10 Artifact X, T The next time you would draw a card this turn, instead look at the top X cards of your library, shuffle all but one of them, put the shuffled cards on the bottom of your library, then draw a card. X can't be 0. Aladdin's Lamp 10 Artifact X, T The next time you would draw a card this turn, instead look at the top X cards of your library, shuffle all but one of them, put the shuffled cards on the bottom of your library, then draw a card. X can't be 0. Aladdin's Lamp 10 Artifact X, T The next time you would draw a card this turn, instead look at the top X cards of your library, shuffle all but one of them, put the shuffled cards on the bottom of your library, then draw a card. X can't be 0. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Aladdin's Ring 8 Artifact 8, T Aladdin's Ring deals 4 damage to target creature or player. Alarum 1W Instant Untap target nonattacking creature. It gets +1/+3 until end of turn. Albino Troll 1G Creature - Troll 3/3 Echo 1G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) 1G: Regenerate Albino Troll. Alchor's Tomb 4 Artifact 2, T Target permanent you control becomes the color of your choice. (This effect doesn't end at end of turn.) Aleatory 1R Instant Play Aleatory only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep. Alert Shu Infantry 2W Creature - Human Soldier 2/2 Vigilance Alexi, Zephyr Mage 3UU Legendary Creature - Human Spellshaper 3/3 XU, T, Discard two cards: Return X target creatures to their owners' hands. Alexi's Cloak 1U Enchantment - Aura Flash Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.) Ali Baba R Creature - Human Rogue 1/1 R: Tap target Wall. Ali Baba R Creature - Human Rogue 1/1 R: Tap target Wall. Ali from Cairo 2RR Creature - Human 0/1 Damage that would reduce your life total to less than 1 reduces it to 1 instead. Aliban's Tower 1R Instant Target blocking creature gets +3/+1 until end of turn. Aliban's Tower 1R Instant Target blocking creature gets +3/+1 until end of turn. All Hallow's Eve 2BB Sorcery Remove All Hallow's Eve from the game with two scream counters on it. At the beginning of your upkeep, if All Hallow's Eve is removed from the game with a scream counter on it, remove a scream counter from it. If there are no more scream counters on it, put it into your graveyard and each player returns all creature cards from his or her graveyard to play. All Suns' Dawn 4G Sorcery For each color, return up to one target card of that color from your graveyard to your hand. Then remove All Suns' Dawn from the game. Allay 1W Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Destroy target enchantment. Alley Grifters 1BB Creature - Human Mercenary 2/2 Whenever Alley Grifters becomes blocked, defending player discards a card. Allied Strategies 4U Sorcery Target player draws a card for each basic land type among lands he or she controls. Allosaurus Rider 5GG Creature - Elf Warrior 1+*/1+* You may remove two green cards in your hand from the game rather than pay Allosaurus Rider's mana cost. Allosaurus Rider's power and toughness are each equal to 1 plus the number of lands you control. Alloy Golem 6 Artifact Creature - Golem 4/4 As Alloy Golem comes into play, choose a color. Alloy Golem is the chosen color. (It's still an artifact.) Alluring Scent 1GG Sorcery All creatures able to block target creature this turn do so. Alluring Scent 1GG Sorcery All creatures able to block target creature this turn do so. Alluring Scent 1GG Sorcery All creatures able to block target creature this turn do so. Alms W Enchantment 1, Remove the top card in your graveyard from the game: Prevent the next 1 damage that would be dealt to target creature this turn. Alpha Kavu 2G Creature - Kavu 2/2 1G: Target Kavu creature gets -1/+1 until end of turn. Alpha Myr 2 Artifact Creature - Myr 2/1 Alpha Status 2G Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 for each other creature in play that shares a creature type with it. Altar of Bone GW Sorcery As an additional cost to play Altar of Bone, sacrifice a creature. Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library. Altar of Dementia 2 Artifact Sacrifice a creature: Target player puts a number of cards equal to the sacrificed creature's power from the top of his or her library into his or her graveyard. Altar of Shadows 7 Artifact At the beginning of your precombat main phase, add B to your mana pool for each charge counter on Altar of Shadows. 7, T Destroy target creature. Then put a charge counter on Altar of Shadows. Altar's Light 2WW Instant Remove target artifact or enchantment from the game. Alter Reality 1U Instant Change the text of target permanent or spell by replacing all instances of one color word with another. (This effect doesn't end at end of turn.) Flashback 1U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Aluren 2GG Enchantment Any player may play creature cards with converted mana cost 3 or less without paying their mana cost and as though they had flash. Ambassador Laquatus 1UU Legendary Creature - Merfolk Wizard 1/3 3: Target player puts the top three cards of his or her library into his or her graveyard. Ambassador Laquatus 1UU Legendary Creature - Merfolk Wizard 1/3 3: Target player puts the top three cards of his or her library into his or her graveyard. Ambassador Oak 3G Creature - Treefolk Warrior 3/3 When Ambassador Oak comes into play, put a 1/1 green Elf Warrior creature token into play. Amber Prison 4 Artifact You may choose not to untap Amber Prison during your untap step. 4, T Tap target artifact, creature, or land. As long as Amber Prison remains tapped, that permanent doesn't untap during its controller's untap step. Amber Prison 4 Artifact You may choose not to untap Amber Prison during your untap step. 4, T Tap target artifact, creature, or land. As long as Amber Prison remains tapped, that permanent doesn't untap during its controller's untap step. Ambiguity 2UU Enchantment Whenever a player plays a spell that counters a spell that has been played or a player plays a spell that comes into play with counters, that player may counter the next spell played or put an additional counter on a permanent that has already been played, but not countered. Ambition's Cost 3B Sorcery You draw three cards and you lose 3 life. Ambition's Cost 3B Sorcery You draw three cards and you lose 3 life. Ambush 3R Instant Blocking creatures gain first strike until end of turn. Ambush Commander 3GG Creature - Elf 2/2 Forests you control are 1/1 green Elf creatures that are still lands. 1G, Sacrifice an Elf: Target creature gets +3/+3 until end of turn. Ambush Party 4R Creature - Human Rogue 3/1 First strike, haste Ambush Party 4R Creature - Human Rogue 3/1 First strike, haste Ambush Party 4R Creature - Human Rogue 3/1 First strike, haste Amnesia 3UUU Sorcery Target player reveals his or her hand and discards all nonland cards. Amnesia 3UUU Sorcery Target player reveals his or her hand and discards all nonland cards. Amoeboid Changeling 1U Creature - Shapeshifter 1/1 Changeling (This card is every creature type at all times.) T Target creature gains all creature types until end of turn. T Target creature loses all creature types until end of turn. Amok 1R Enchantment 1, Discard a card at random: Put a +1/+1 counter on target creature. Amphibious Kavu 2G Creature - Kavu 2/2 Whenever Amphibious Kavu blocks or becomes blocked by one or more blue and/or black creatures, Amphibious Kavu gets +3/+3 until end of turn. Amrou Kithkin WW Creature - Kithkin 1/1 Amrou Kithkin can't be blocked by creatures with power 3 or greater. Amrou Kithkin WW Creature - Kithkin 1/1 Amrou Kithkin can't be blocked by creatures with power 3 or greater. Amrou Scout 1W Creature - Kithkin Rebel Scout 2/1 4, T Search your library for a Rebel permanent card with converted mana cost 3 or less and put it into play. Then shuffle your library. Amrou Seekers 2W Creature - Kithkin Rebel 2/2 Amrou Seekers can't be blocked except by artifact creatures and/or white creatures. Amugaba 5UU Creature - Illusion 6/6 Flying 2U, Discard a card: Return Amugaba to its owner's hand. Amulet of Kroog 2 Artifact 2, T Prevent the next 1 damage that would be dealt to target creature or player this turn. Amulet of Kroog 2 Artifact 2, T Prevent the next 1 damage that would be dealt to target creature or player this turn. Amulet of Kroog 2 Artifact 2, T Prevent the next 1 damage that would be dealt to target creature or player this turn. Amulet of Quoz 6 Artifact Remove Amulet of Quoz from your deck before playing if you're not playing for ante. T, Sacrifice Amulet of Quoz: Target opponent may add the top card of his or her library to the ante. If he or she doesn't, you flip a coin. If you win the flip, that player loses the game. If you lose the flip, you lose the game. Play this ability only during your upkeep. Amulet of Unmaking 5 Artifact 5, T, Remove Amulet of Unmaking from the game: Remove target artifact, creature, or land from the game. Play this ability only any time you could play a sorcery. Ana Battlemage 2G Creature - Human Wizard 2/2 Kicker 2U and/or 1B When Ana Battlemage comes into play, if the 2U kicker cost was paid, target player discards three cards. When Ana Battlemage comes into play, if the 1B kicker cost was paid, tap target untapped creature and that creature deals damage equal to its power to its controller. Ana Disciple G Creature - Human Wizard 1/1 U, T Target creature gains flying until end of turn. B, T Target creature gets -2/-0 until end of turn. Ana Sanctuary 2G Enchantment At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead. Anaba Ancestor 1R Creature - Minotaur Spirit 1/1 T Another target Minotaur creature gets +1/+1 until end of turn. Anaba Bodyguard 3R Creature - Minotaur 2/3 First strike (This creature deals combat damage before creatures without first strike.) Anaba Bodyguard 3R Creature - Minotaur 2/3 First strike (This creature deals combat damage before creatures without first strike.) Anaba Bodyguard 3R Creature - Minotaur 2/3 First strike (This creature deals combat damage before creatures without first strike.) Anaba Bodyguard 3R Creature - Minotaur 2/3 First strike (This creature deals combat damage before creatures without first strike.) Anaba Shaman 3R Creature - Minotaur Shaman 2/2 R, T Anaba Shaman deals 1 damage to target creature or player. Anaba Shaman 3R Creature - Minotaur Shaman 2/2 R, T Anaba Shaman deals 1 damage to target creature or player. Anaba Shaman 3R Creature - Minotaur Shaman 2/2 R, T Anaba Shaman deals 1 damage to target creature or player. Anaba Shaman 3R Creature - Minotaur Shaman 2/2 R, T Anaba Shaman deals 1 damage to target creature or player. Anaba Shaman 3R Creature - Minotaur Shaman 2/2 R, T Anaba Shaman deals 1 damage to target creature or player. Anaba Spirit Crafter 2RR Creature - Minotaur Shaman 1/3 Minotaur creatures get +1/+0. Anaconda 3G Creature - Snake 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Anaconda 3G Creature - Snake 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Anaconda 3G Creature - Snake 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Anaconda 3G Creature - Snake 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Anaconda 3G Creature - Snake 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Anarchist 4R Creature - Human Wizard 2/2 When Anarchist comes into play, you may return target sorcery card from your graveyard to your hand. Anarchist 4R Creature - Human Wizard 2/2 When Anarchist comes into play, you may return target sorcery card from your graveyard to your hand. Anarchist 4R Creature - Human Wizard 2/2 When Anarchist comes into play, you may return target sorcery card from your graveyard to your hand. Anarchy 2RR Sorcery Destroy all white permanents. Anavolver 3G Creature - Volver 3/3 Kicker 1U and/or B If the 1U kicker cost was paid, Anavolver comes into play with two +1/+1 counters on it and with flying. If the B kicker cost was paid, Anavolver comes into play with a +1/+1 counter on it and with "Pay 3 life: Regenerate Anavolver." Ancestor's Chosen 5WW Creature - Human Cleric 4/4 First strike (This creature deals combat damage before creatures without first strike.) When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard. Ancestor's Chosen 5WW Creature - Human Cleric 4/4 First strike (This creature deals combat damage before creatures without first strike.) When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard. Ancestor's Prophet 4W Creature - Human Cleric 1/5 Tap five untapped Clerics you control: You gain 10 life. Ancestral Knowledge 1U Enchantment Cumulative upkeep 1 When Ancestral Knowledge comes into play, look at the top ten cards of your library, then remove any number of them from the game and put the rest back on top of your library in any order. When Ancestral Knowledge leaves play, shuffle your library. Ancestral Mask 2G Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 for each other enchantment in play. Ancestral Memories 2UUU Sorcery Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard. Ancestral Memories 2UUU Sorcery Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard. Ancestral Memories 2UUU Sorcery Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard. Ancestral Memories 2UUU Sorcery Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard. Ancestral Recall U Instant Target player draws three cards. Ancestral Recall U Instant Target player draws three cards. Ancestral Recall U Instant Target player draws three cards. Ancestral Tribute 5WW Sorcery You gain 2 life for each card in your graveyard. Flashback 9WWW (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Ancestral Vision Sorcery Ancestral Vision is blue. Suspend 4-U (Rather than play this card from your hand, pay U and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Target player draws three cards. Ancient Amphitheater Land As Ancient Amphitheater comes into play, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater comes into play tapped. T Add R or W to your mana pool. Ancient Craving 3B Sorcery You draw three cards and you lose 3 life. Ancient Craving 3B Sorcery You draw three cards and you lose 3 life. Ancient Den Artifact Land (Ancient Den isn't a spell.) T Add W to your mana pool. Ancient Grudge 1R Instant Destroy target artifact. Flashback G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Ancient Hydra 4R Creature - Hydra 5/1 Fading 5 (This creature comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) 1, Remove a fade counter from Ancient Hydra: Ancient Hydra deals 1 damage to target creature or player. Ancient Kavu 3R Creature - Kavu 3/3 2: Ancient Kavu becomes colorless until end of turn. Ancient Ooze 5GG Creature - Ooze */* Ancient Ooze's power and toughness are each equal to the total converted mana cost of other creatures you control. Ancient Runes 2R Enchantment At the beginning of each player's upkeep, Ancient Runes deals damage to that player equal to the number of artifacts he or she controls. Ancient Silverback 4GG Creature - Ape 6/5 G: Regenerate Ancient Silverback. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Ancient Silverback 4GG Creature - Ape 6/5 G: Regenerate Ancient Silverback. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Ancient Silverback 4GG Creature - Ape 6/5 G: Regenerate Ancient Silverback. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Ancient Spider 2GW Creature - Spider 2/5 First strike, reach (This creature can block creatures with flying.) Ancient Spring Land Ancient Spring comes into play tapped. T Add U to your mana pool. T, Sacrifice Ancient Spring: Add WB to your mana pool. Ancient Tomb Land T Add 2 to your mana pool. Ancient Tomb deals 2 damage to you. Andradite Leech 2B Creature - Leech 2/2 Black spells you play cost B more to play. B: Andradite Leech gets +1/+1 until end of turn. Angel of Despair 3WWBB Creature - Angel 5/5 Flying When Angel of Despair comes into play, destroy target permanent. Angel of Fury 4WW Creature - Angel 3/5 Flying When Angel of Fury is put into your graveyard from play, you may shuffle it into your library. Angel of Light 4W Creature - Angel 3/3 Flying, vigilance Angel of Mercy 4W Creature - Angel 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) When Angel of Mercy comes into play, you gain 3 life. Angel of Mercy 4W Creature - Angel 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) When Angel of Mercy comes into play, you gain 3 life. Angel of Mercy 4W Creature - Angel 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) When Angel of Mercy comes into play, you gain 3 life. Angel of Mercy 4W Creature - Angel 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) When Angel of Mercy comes into play, you gain 3 life. Angel of Mercy 4W Creature - Angel 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) When Angel of Mercy comes into play, you gain 3 life. Angel of Mercy 4W Creature - Angel 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) When Angel of Mercy comes into play, you gain 3 life. Angel of Retribution 6W Creature - Angel 5/5 Flying, first strike Angel of Salvation 6WW Creature - Angel 5/5 Flash; convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Flying When Angel of Salvation comes into play, prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. Angelfire Crusader 3W Creature - Human Soldier Knight 2/3 R: Angelfire Crusader gets +1/+0 until end of turn. Angelic Blessing 2W Sorcery Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) Angelic Blessing 2W Sorcery Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) Angelic Blessing 2W Sorcery Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) Angelic Blessing 2W Sorcery Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) Angelic Blessing 2W Sorcery Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) Angelic Blessing 2W Sorcery Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) Angelic Blessing 2W Sorcery Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) Angelic Chorus 3WW Enchantment Whenever a creature comes into play under your control, you gain life equal to its toughness. Angelic Chorus 3WW Enchantment Whenever a creature comes into play under your control, you gain life equal to its toughness. Angelic Curator 1W Creature - Angel Spirit 1/1 Flying, protection from artifacts Angelic Favor 3W Instant If you control a Plains, you may tap an untapped creature you control rather than pay Angelic Favor's mana cost. Play Angelic Favor only during combat. Put a 4/4 white Angel creature token with flying into play. Remove it from the game at end of turn. Angelic Page 1W Creature - Angel Spirit 1/1 Flying T Target attacking or blocking creature gets +1/+1 until end of turn. Angelic Page 1W Creature - Angel Spirit 1/1 Flying T Target attacking or blocking creature gets +1/+1 until end of turn. Angelic Page 1W Creature - Angel Spirit 1/1 Flying T Target attacking or blocking creature gets +1/+1 until end of turn. Angelic Page 1W Creature - Angel Spirit 1/1 Flying T Target attacking or blocking creature gets +1/+1 until end of turn. Angelic Protector 3W Creature - Angel 2/2 Flying Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn. Angelic Renewal 1W Enchantment Whenever a creature is put into your graveyard from play, you may sacrifice Angelic Renewal. If you do, return that card to play. Angelic Shield WU Enchantment Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand. Angelic Voices 2WW Enchantment Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures. Angelic Voices 2WW Enchantment Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures. Angelic Wall 1W Creature - Wall 0/4 Defender, flying (This creature can't attack, and it can block creatures with flying.) Angelic Wall 1W Creature - Wall 0/4 Defender, flying (This creature can't attack, and it can block creatures with flying.) Angelic Wall 1W Creature - Wall 0/4 Defender, flying (This creature can't attack, and it can block creatures with flying.) Angel's Feather 2 Artifact Whenever a player plays a white spell, you may gain 1 life. Angel's Feather 2 Artifact Whenever a player plays a white spell, you may gain 1 life. Angel's Feather 2 Artifact Whenever a player plays a white spell, you may gain 1 life. Angel's Grace W Instant Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead. Angel's Trumpet 3 Artifact All creatures have vigilance. At the end of each player's turn, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals damage to the player equal to the number of creatures tapped this way. Anger 3R Creature - Incarnation 2/2 Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste. Angry Mob 2WW Creature - Human 2+*/2+* Trample As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2. Angry Mob 2WW Creature - Human 2+*/2+* Trample As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2. Angry Mob 2WW Creature - Human 2+*/2+* Trample As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2. Angry Mob 2WW Creature - Human 2+*/2+* Trample As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2. Angus Mackenzie GWU Legendary Creature - Human Cleric 2/2 GWU, T Prevent all combat damage that would be dealt this turn. An-Havva Constable 1GG Creature - Human 2/1+* An-Havva Constable's toughness is equal to 1 plus the number of green creatures in play. An-Havva Constable 1GG Creature - Human 2/1+* An-Havva Constable's toughness is equal to 1 plus the number of green creatures in play. An-Havva Inn 1GG Sorcery Gain X+1 life, where X is the number of green creatures in play. An-Havva Township Land T Add 1 to your mana pool. 1, T Add G to your mana pool. 2, T Add R or W to your mana pool. Animal Boneyard 2W Enchantment - Aura Enchant land Enchanted land has "T, Sacrifice a creature: You gain life equal to that creature's toughness." Animal Magnetism 4G Sorcery Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card into play and the rest into your graveyard. Animate Artifact 3U Enchantment - Aura Enchant artifact Enchanted artifact is a creature with power and toughness each equal to its converted mana cost. It's still an artifact. Animate Artifact 3U Enchantment - Aura Enchant artifact Enchanted artifact is a creature with power and toughness each equal to its converted mana cost. It's still an artifact. Animate Artifact 3U Enchantment - Aura Enchant artifact Enchanted artifact is a creature with power and toughness each equal to its converted mana cost. It's still an artifact. Animate Artifact 3U Enchantment - Aura Enchant artifact Enchanted artifact is a creature with power and toughness each equal to its converted mana cost. It's still an artifact. Animate Artifact 3U Enchantment - Aura Enchant artifact Enchanted artifact is a creature with power and toughness each equal to its converted mana cost. It's still an artifact. Animate Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets -1/-0. Animate Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets -1/-0. Animate Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets -1/-0. Animate Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets -1/-0. Animate Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets -1/-0. Animate Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets -1/-0. Animate Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets -1/-0. Animate Land G Instant Until end of turn, target land is a 3/3 creature that's still a land. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. Animate Wall W Enchantment - Aura Enchant Wall Enchanted Wall can attack as though it didn't have defender. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Ankh of Mishra 2 Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Annex 2UU Enchantment - Aura Enchant land (Target a land as you play this. This card comes into play attached to that land.) You control enchanted land. Annex 2UU Enchantment - Aura Enchant land (Target a land as you play this. This card comes into play attached to that land.) You control enchanted land. Annihilate 3BB Instant Destroy target nonblack creature. It can't be regenerated. Draw a card. Annul U Instant Counter target artifact or enchantment spell. Annul U Instant Counter target artifact or enchantment spell. Anodet Lurker 5 Artifact Creature - Construct 3/3 When Anodet Lurker is put into a graveyard from play, you gain 3 life. Anoint W Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Prevent the next 3 damage that would be dealt to target creature this turn. Antagonism 3R Enchantment At the end of each player's turn, Antagonism deals 2 damage to that player unless one of his or her opponents was dealt damage that turn. Anthem of Rakdos 2BRR Enchantment Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you. Hellbent - As long as you have no cards in hand, if a source you control would deal damage to a creature or player, it deals double that damage to that creature or player instead. Anthroplasm 2UU Creature - Shapeshifter 0/0 Anthroplasm comes into play with two +1/+1 counters on it. X, T Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it. Anti-Magic Aura 2U Enchantment - Aura Enchant creature Enchanted creature can't be the target of spells and can't be enchanted. This effect doesn't remove Anti-Magic Aura. Anti-Magic Aura 2U Enchantment - Aura Enchant creature Enchanted creature can't be the target of spells and can't be enchanted. This effect doesn't remove Anti-Magic Aura. Anurid Barkripper 1GG Creature - Frog Beast 2/2 Threshold - Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard. Anurid Brushhopper 1GW Creature - Frog Beast 3/4 Discard two cards: Remove Anurid Brushhopper from the game. Return it to play under its owner's control at end of turn. Anurid Murkdiver 4BB Creature - Zombie Frog Beast 4/3 Swampwalk Anurid Scavenger 2G Creature - Frog Beast 3/3 Protection from black At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library. Anurid Swarmsnapper 2G Creature - Frog Beast 1/4 Reach (This creature can block creatures with flying.) 1G: Anurid Swarmsnapper can block an additional creature this turn. Anvil of Bogardan 2 Artifact Players have no maximum hand size. At the beginning of each player's draw step, that player draws a card, then discards a card. An-Zerrin Ruins 2RR Enchantment As An-Zerrin Ruins comes into play, choose a creature type. Creatures of the chosen type don't untap during their controllers' untap steps. Apathy U Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may discard a card at random. If he or she does, untap that creature. Apes of Rath 2GG Creature - Ape 5/4 Whenever Apes of Rath attacks, it doesn't untap during its controller's next untap step. Aphetto Alchemist 1U Creature - Human Wizard 1/2 T Untap target artifact or creature. Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Aphetto Dredging 3B Sorcery Return up to three target creature cards of the creature type of your choice from your graveyard to your hand. Aphetto Exterminator 2B Creature - Human Wizard 3/1 Morph 3B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn. Aphetto Grifter 2U Creature - Human Wizard 1/1 Tap two untapped Wizards you control: Tap target permanent. Aphetto Runecaster 3U Creature - Human Wizard 2/3 Whenever a permanent is turned face up, you may draw a card. Aphetto Vulture 4BB Creature - Zombie Bird 3/2 Flying When Aphetto Vulture is put into a graveyard from play, you may put target Zombie card from your graveyard on top of your library. Apocalypse 2RRR Sorcery Remove all permanents from the game. You discard your hand. Apocalypse Chime 2 Artifact 2, T, Sacrifice Apocalypse Chime: Destroy all cards from the Homelands expansion. They can't be regenerated. Apprentice Necromancer 1B Creature - Zombie Wizard 1/1 B, T, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to play. That creature gains haste. At end of turn, sacrifice it. Apprentice Sorcerer 2U Creature - Human Wizard 1/1 T Apprentice Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase. Apprentice Wizard 1UU Creature - Human Wizard 0/1 U, T Add 3 to your mana pool. Apprentice Wizard 1UU Creature - Human Wizard 0/1 U, T Add 3 to your mana pool. Apprentice Wizard 1UU Creature - Human Wizard 0/1 U, T Add 3 to your mana pool. Aquamoeba 1U Creature - Elemental Beast 1/3 Discard a card: Switch Aquamoeba's power and toughness until end of turn. Aquamorph Entity 2UU Creature - Shapeshifter */* As Aquamorph Entity comes into play or is turned face up, it becomes your choice of 5/1 or 1/5. Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Aquastrand Spider 1G Creature - Spider Mutant 0/0 Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) G: Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.) Aquitect's Will U Tribal Sorcery - Merfolk Put a flood counter on target land. That land is an Island in addition to its other types as long as it has a flood counter on it. If you control a Merfolk, draw a card. Araba Mothrider 1W Creature - Human Samurai 1/1 Flying Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Arachnoid 6 Artifact Creature - Spider 2/6 Reach (This creature can block creatures with flying.) Arashi, the Sky Asunder 3GG Legendary Creature - Spirit 5/5 XG, T Arashi, the Sky Asunder deals X damage to target creature with flying. Channel - XGG, Discard Arashi: Arashi deals X damage to each creature with flying. Arbiter of Knollridge 6W Creature - Giant Wizard 5/5 Vigilance When Arbiter of Knollridge comes into play, each player's life total becomes the highest life total among all players. Arboria 2GG World Enchantment Creatures can't attack a player who didn't play a spell and didn't put a card into play during his or her last turn. Arc Blade 3RR Sorcery Arc Blade deals 2 damage to target creature or player. Remove Arc Blade from the game with three time counters on it. Suspend 3-2R (Rather than play this card from your hand, you may pay 2R and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Arc Lightning 2R Sorcery Arc Lightning deals 3 damage divided as you choose among any number of target creatures and/or players. Arc Lightning 2R Sorcery Arc Lightning deals 3 damage divided as you choose among any number of target creatures and/or players. Arc Mage 2R Creature - Human Spellshaper 2/2 2R, T, Discard a card: Arc Mage deals 2 damage divided as you choose among any number of target creatures and/or players. Arcades Sabboth 2GGWWUU Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay GWU. Untapped nonattacking creatures you control get +0/+2. W: Arcades Sabboth gets +0/+1 until end of turn. Arcades Sabboth 2GGWWUU Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay GWU. Untapped nonattacking creatures you control get +0/+2. W: Arcades Sabboth gets +0/+1 until end of turn. Arcane Denial 1U Instant Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep. Arcane Denial 1U Instant Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep. Arcane Denial 1U Instant Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep. Arcane Laboratory 2U Enchantment Each player can't play more than one spell each turn. Arcane Laboratory 2U Enchantment Each player can't play more than one spell each turn. Arcane Spyglass 4 Artifact 2, T, Sacrifice a land: Draw a card and put a charge counter on Arcane Spyglass. Remove three charge counters from Arcane Spyglass: Draw a card. Arcane Teachings 2R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+2 and has "T This creature deals 1 damage to target creature or player." Arcane Teachings 2R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+2 and has "T This creature deals 1 damage to target creature or player." Arcanis the Omnipotent 3UUU Legendary Creature - Wizard 3/4 T Draw three cards. 2UU: Return Arcanis the Omnipotent to its owner's hand. Arcanis the Omnipotent 3UUU Legendary Creature - Wizard 3/4 T Draw three cards. 2UU: Return Arcanis the Omnipotent to its owner's hand. Arcanum Wings 1U Enchantment - Aura Enchant creature Enchanted creature has flying. Aura swap 2U (2U: Exchange this Aura with an Aura card in your hand.) Arcbound Bruiser 5 Artifact Creature - Golem 0/0 Modular 3 (This comes into play with three +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Crusher 4 Artifact Creature - Juggernaut 0/0 Trample Whenever another artifact comes into play, put a +1/+1 counter on Arcbound Crusher. Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Fiend 6 Artifact Creature - Horror 0/0 Fear At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto Arcbound Fiend. Modular 3 (This comes into play with three +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Hybrid 4 Artifact Creature - Beast 0/0 Haste Modular 2 (This comes into play with two +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Lancer 7 Artifact Creature - Beast 0/0 First strike Modular 4 (This comes into play with four +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Overseer 8 Artifact Creature - Golem 0/0 At the beginning of your upkeep, put a +1/+1 counter on each creature with modular you control. Modular 6 (This comes into play with six +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Ravager 2 Artifact Creature - Beast 0/0 Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager. Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Reclaimer 4 Artifact Creature - Golem 0/0 Remove a +1/+1 counter from Arcbound Reclaimer: Put target artifact card from your graveyard on top of your library. Modular 2 (This comes into play with two +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Slith 2 Artifact Creature - Slith 0/0 Whenever Arcbound Slith deals combat damage to a player, put a +1/+1 counter on it. Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Stinger 2 Artifact Creature - Insect 0/0 Flying Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Wanderer 6 Artifact Creature - Golem 0/0 Modular-Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Arcbound Worker 1 Artifact Creature - Construct 0/0 Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.) Archaeological Dig Land T Add 1 to your mana pool. T, Sacrifice Archaeological Dig: Add one mana of any color to your mana pool. Archangel 5WW Creature - Angel 5/5 Flying, vigilance Archangel 5WW Creature - Angel 5/5 Flying, vigilance Archangel 5WW Creature - Angel 5/5 Flying, vigilance Archangel 5WW Creature - Angel 5/5 Flying, vigilance Archangel 5WW Creature - Angel 5/5 Flying, vigilance Archery Training W Enchantment - Aura Enchant creature At the beginning of your upkeep, you may put an arrow counter on Archery Training. Enchanted creature has "T This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training." Archivist 2UU Creature - Human Wizard 1/1 T Draw a card. Archivist 2UU Creature - Human Wizard 1/1 T Draw a card. Archivist 2UU Creature - Human Wizard 1/1 T Draw a card. Archivist 2UU Creature - Human Wizard 1/1 T Draw a card. Arc-Slogger 3RR Creature - Beast 4/5 R, Remove the top ten cards of your library from the game: Arc-Slogger deals 2 damage to target creature or player. Arctic Flats Snow Land Arctic Flats comes into play tapped. T Add G or W to your mana pool. Arctic Foxes 1W Creature - Fox 1/1 Creatures with power 2 or greater can't block Arctic Foxes as long as defending player controls a snow land. Arctic Merfolk 1U Creature - Merfolk 1/1 Kicker-Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you play this spell.) If the kicker cost was paid, Arctic Merfolk comes into play with a +1/+1 counter on it. Arctic Nishoba 5G Creature - Cat Warrior 6/6 Trample Cumulative upkeep G or W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Arctic Nishoba is put into a graveyard from play, you gain 2 life for each age counter on it. Arctic Wolves 3GG Creature - Wolf 4/5 Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Arctic Wolves comes into play, draw a card. Arcum Dagsson 3U Legendary Creature - Human Artificer 2/2 T Target artifact creature's controller sacrifices it. That player may search his or her library for a noncreature artifact card, put it into play, then shuffle his or her library. Arcum's Sleigh 1 Artifact 2, T Until end of turn, target creature has vigilance as long as defending player controls a snow land. Arcum's Weathervane 2 Artifact 2, T Target snow land is no longer snow. 2, T Target nonsnow basic land becomes snow. Arcum's Whistle 3 Artifact 3, T Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That player may pay X, where X is that creature's converted mana cost. If he or she doesn't, the creature attacks this turn if able, and at end of turn, destroy it if it didn't attack. Play this ability only before attackers are declared. Ardent Militia 4W Creature - Human Soldier 2/5 Vigilance Ardent Militia 4W Creature - Human Soldier 2/5 Vigilance Ardent Militia 4W Creature - Human Soldier 2/5 Vigilance Ardent Militia 4W Creature - Human Soldier 2/5 Vigilance Ardent Militia 4W Creature - Human Soldier 2/5 Vigilance Ardent Militia 4W Creature - Human Soldier 2/5 Vigilance Ardent Soldier 1W Creature - Human Soldier 1/2 Kicker 2 (You may pay an additional 2 as you play this spell.) Vigilance If the kicker cost was paid, Ardent Soldier comes into play with a +1/+1 counter on it. Arena Land 3, T Tap target creature you control and target creature of an opponent's choice he or she controls. Each of those creatures deals damage equal to its power to the other. Arena Land 3, T Tap target creature you control and target creature of an opponent's choice he or she controls. Each of those creatures deals damage equal to its power to the other. Arena of the Ancients 3 Artifact Legendary creatures don't untap during their controllers' untap steps. When Arena of the Ancients comes into play, tap all legendary creatures. Arena of the Ancients 3 Artifact Legendary creatures don't untap during their controllers' untap steps. When Arena of the Ancients comes into play, tap all legendary creatures. Arenson's Aura 2W Enchantment W, Sacrifice an enchantment: Destroy target enchantment. 3UU: Counter target enchantment spell. Arenson's Aura 2W Enchantment W, Sacrifice an enchantment: Destroy target enchantment. 3UU: Counter target enchantment spell. Argivian Archaeologist 1WW Creature - Human Artificer 1/1 WW, T Return target artifact card from your graveyard to your hand. Argivian Archaeologist 1WW Creature - Human Artificer 1/1 WW, T Return target artifact card from your graveyard to your hand. Argivian Blacksmith 1WW Creature - Human Artificer 2/2 T Prevent the next 2 damage that would be dealt to target artifact creature this turn. Argivian Find W Instant Return target artifact or enchantment card from your graveyard to your hand. Argivian Restoration 2UU Sorcery Return target artifact card from your graveyard to play. Argothian Elder 3G Creature - Elf Druid 2/2 T Untap two target lands. Argothian Elder 3G Creature - Elf Druid 2/2 T Untap two target lands. Argothian Enchantress 1G Creature - Human Druid 0/1 Shroud (This permanent can't be the target of spells or abilities.) Whenever you play an enchantment spell, draw a card. Argothian Pixies 1G Creature - Faerie 2/1 Argothian Pixies can't be blocked by artifact creatures. Prevent all damage that would be dealt to Argothian Pixies by artifact creatures. Argothian Pixies 1G Creature - Faerie 2/1 Argothian Pixies can't be blocked by artifact creatures. Prevent all damage that would be dealt to Argothian Pixies by artifact creatures. Argothian Swine 3G Creature - Boar 3/3 Trample Argothian Treefolk 3GG Creature - Treefolk 3/5 Prevent all damage that would be dealt to Argothian Treefolk by artifacts. Argothian Wurm 3G Creature - Wurm 6/6 Trample When Argothian Wurm comes into play, any player may sacrifice a land. If a player does, put Argothian Wurm on top of its owner's library. Ark of Blight 2 Artifact 3, T, Sacrifice Ark of Blight: Destroy target land. Armadillo Cloak 1GW Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon 3W Sorcery Destroy all lands. Armageddon Clock 6 Artifact At the beginning of your upkeep, put a doom counter on Armageddon Clock. At the beginning of your draw step, Armageddon Clock deals damage to each player equal to the number of doom counters on it. 4: Remove a doom counter from Armageddon Clock. Any player may play this ability but only during any upkeep step. Armageddon Clock 6 Artifact At the beginning of your upkeep, put a doom counter on Armageddon Clock. At the beginning of your draw step, Armageddon Clock deals damage to each player equal to the number of doom counters on it. 4: Remove a doom counter from Armageddon Clock. Any player may play this ability but only during any upkeep step. Armageddon Clock 6 Artifact At the beginning of your upkeep, put a doom counter on Armageddon Clock. At the beginning of your draw step, Armageddon Clock deals damage to each player equal to the number of doom counters on it. 4: Remove a doom counter from Armageddon Clock. Any player may play this ability but only during any upkeep step. Armed Response 2W Instant Armed Response deals damage to target attacking creature equal to the number of Equipment you control. Armistice 2W Enchantment 3WW: You draw a card and target opponent gains 3 life. Armor of Faith W Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. W: Enchanted creature gets +0/+1 until end of turn. Armor of Faith W Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. W: Enchanted creature gets +0/+1 until end of turn. Armor of Thorns 1G Enchantment - Aura You may play Armor of Thorns any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant nonblack creature Enchanted creature gets +2/+2. Armor Sliver 2W Creature - Sliver 2/2 All Sliver creatures have "2: This creature gets +0/+1 until end of turn." Armor Thrull 2B Creature - Thrull 1/3 T, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature. Armor Thrull 2B Creature - Thrull 1/3 T, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature. Armor Thrull 2B Creature - Thrull 1/3 T, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature. Armor Thrull 2B Creature - Thrull 1/3 T, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature. Armored Galleon 4U Creature - Human Pirate 5/4 Armored Galleon can't attack unless defending player controls an Island. Armored Griffin 3W Creature - Griffin 2/3 Flying, vigilance Armored Guardian 3WU Creature - Cat Soldier 2/5 1WW: Target creature you control gains protection from the color of your choice until end of turn. 1UU: Armored Guardian gains shroud until end of turn. (It can't be the target of spells or abilities.) Armored Pegasus 1W Creature - Pegasus 1/2 Flying Armored Pegasus 1W Creature - Pegasus 1/2 Flying Armored Pegasus 1W Creature - Pegasus 1/2 Flying Armored Pegasus 1W Creature - Pegasus 1/2 Flying Armored Pegasus 1W Creature - Pegasus 1/2 Flying Armorer Guildmage R Creature - Human Wizard 1/1 B, T Target creature gets +1/+0 until end of turn. G, T Target creature gets +0/+1 until end of turn. Arms Dealer 2R Creature - Goblin Rogue 1/1 1R, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature. Army Ants 1BR Creature - Insect 1/1 T, Sacrifice a land: Destroy target land. Army of Allah 1WW Instant Attacking creatures get +2/+0 until end of turn. Army of Allah 1WW Instant Attacking creatures get +2/+0 until end of turn. Arnjlot's Ascent 1UU Enchantment Cumulative upkeep U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) 1: Target creature gains flying until end of turn. Arrest 2W Enchantment - Aura Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be played. Arrest 2W Enchantment - Aura Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be played. Arrogant Vampire 3BB Creature - Vampire 4/3 Flying Arrogant Wurm 3GG Creature - Wurm 4/4 Trample Madness 2G (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Artful Looter 2U Creature - Human Wizard 1/2 T Draw a card, then discard a card. Whenever a permanent comes into play that shares an artist with another permanent you control, untap Artful Looter. Artifact Blast R Instant Counter target artifact spell. Artifact Blast R Instant Counter target artifact spell. Artifact Mutation RG Instant Destroy target artifact. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Artifact Possession 2B Enchantment - Aura Enchant artifact Whenever enchanted artifact becomes tapped or a player plays an activated ability of enchanted artifact without T in its activation cost, Artifact Possession deals 2 damage to that artifact's controller. Artifact Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from artifacts. This effect doesn't remove Artifact Ward. Artificer's Intuition 1U Enchantment U, Discard an artifact card: Search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. Then shuffle your library. Artificial Evolution U Instant Change the text of target spell or permanent by replacing all instances of one creature type with another. The new creature type can't be Wall. (This effect doesn't end at end of turn.) Ascendant Evincar 4BB Legendary Creature - Vampire 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Other black creatures get +1/+1. Nonblack creatures get -1/-1. Ascendant Evincar 4BB Legendary Creature - Vampire 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Other black creatures get +1/+1. Nonblack creatures get -1/-1. Ascending Aven 2UU Creature - Bird Soldier 3/2 Flying Ascending Aven can block only creatures with flying. Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Ashcoat Bear 1G Creature - Bear 2/2 Flash (You may play this spell any time you could play an instant.) Ashen Firebeast 6RR Creature - Elemental Beast 6/6 1R: Ashen Firebeast deals 1 damage to each creature without flying. Ashen Ghoul 3B Creature - Zombie 3/1 Haste B: Return Ashen Ghoul from your graveyard to play. Play this ability only during your upkeep and only if three or more creature cards are above Ashen Ghoul. Ashen Monstrosity 5RR Creature - Spirit 7/4 Haste Ashen Monstrosity attacks each turn if able. Ashen Powder 2BB Sorcery Put target creature card from an opponent's graveyard into play under your control. Ashen Powder 2BB Sorcery Put target creature card from an opponent's graveyard into play under your control. Ashen-Skin Zubera 1B Creature - Zubera Spirit 1/2 When Ashen-Skin Zubera is put into a graveyard from play, target opponent discards a card for each Zubera put into a graveyard from play this turn. Ashes of the Fallen 2 Artifact As Ashes of the Fallen comes into play, choose a creature type. Each creature card in your graveyard has the chosen creature type in addition to its other types. Ashes to Ashes 1BB Sorcery Remove two target nonartifact creatures from the game. Ashes to Ashes deals 5 damage to you. Ashes to Ashes 1BB Sorcery Remove two target nonartifact creatures from the game. Ashes to Ashes deals 5 damage to you. Ashes to Ashes 1BB Sorcery Remove two target nonartifact creatures from the game. Ashes to Ashes deals 5 damage to you. Ashling the Pilgrim 1R Legendary Creature - Elemental Shaman 1/1 1R: Put a +1/+1 counter on Ashling the Pilgrim. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling the Pilgrim, and it deals that much damage to each creature and each player. Ashling's Prerogative 1R Enchantment As Ashling's Prerogative comes into play, choose odd or even. (Zero is even.) Each creature with converted mana cost of the chosen value has haste. Each creature without converted mana cost of the chosen value comes into play tapped. Ashnod's Altar 3 Artifact Sacrifice a creature: Add 2 to your mana pool. Ashnod's Altar 3 Artifact Sacrifice a creature: Add 2 to your mana pool. Ashnod's Altar 3 Artifact Sacrifice a creature: Add 2 to your mana pool. Ashnod's Altar 3 Artifact Sacrifice a creature: Add 2 to your mana pool. Ashnod's Battle Gear 2 Artifact You may choose not to untap Ashnod's Battle Gear during your untap step. 2, T Target creature you control gets +2/-2 as long as Ashnod's Battle Gear remains tapped. Ashnod's Battle Gear 2 Artifact You may choose not to untap Ashnod's Battle Gear during your untap step. 2, T Target creature you control gets +2/-2 as long as Ashnod's Battle Gear remains tapped. Ashnod's Coupon 0 Artifact T, Sacrifice Ashnod's Coupon: Target player gets you target drink. Errata: You pay any costs for the drink. Ashnod's Cylix 2 Artifact 3, T Target player looks at the top three cards of his or her library, puts one of them back on top of his or her library, then removes the rest from the game. Ashnod's Transmogrant 1 Artifact T, Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its other types. Ashnod's Transmogrant 1 Artifact T, Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its other types. Ashnod's Transmogrant 1 Artifact T, Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its other types. Ashnod's Transmogrant 1 Artifact T, Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its other types. Asmira, Holy Avenger 2GW Legendary Creature - Human Cleric 2/3 Flying At end of turn, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from play this turn. Aspect of Mongoose 1G Enchantment - Aura Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.) When Aspect of Mongoose is put into a graveyard from play, return Aspect of Mongoose to its owner's hand. Aspect of Wolf 1G Enchantment - Aura Enchant creature Enchanted creature gets +X/+Y, where X is equal to half the number of Forests you control, rounded down, and Y is equal to half the number of Forests you control, rounded up. Aspect of Wolf 1G Enchantment - Aura Enchant creature Enchanted creature gets +X/+Y, where X is equal to half the number of Forests you control, rounded down, and Y is equal to half the number of Forests you control, rounded up. Aspect of Wolf 1G Enchantment - Aura Enchant creature Enchanted creature gets +X/+Y, where X is equal to half the number of Forests you control, rounded down, and Y is equal to half the number of Forests you control, rounded up. Aspect of Wolf 1G Enchantment - Aura Enchant creature Enchanted creature gets +X/+Y, where X is equal to half the number of Forests you control, rounded down, and Y is equal to half the number of Forests you control, rounded up. Aspect of Wolf 1G Enchantment - Aura Enchant creature Enchanted creature gets +X/+Y, where X is equal to half the number of Forests you control, rounded down, and Y is equal to half the number of Forests you control, rounded up. Aspect of Wolf 1G Enchantment - Aura Enchant creature Enchanted creature gets +X/+Y, where X is equal to half the number of Forests you control, rounded down, and Y is equal to half the number of Forests you control, rounded up. Ass Whuppin' 1WB Sorcery Destroy target silver-bordered permanent in any game you can see from your seat. Assassinate 2B Sorcery Destroy target tapped creature. Assassinate 2B Sorcery Destroy target tapped creature. Assassin's Blade 1B Instant Play Assassin's Blade only during the declare attackers step and only if you are the defending player. Destroy target nonblack attacking creature. Assault // Battery R / / 3G Sorcery // Sorcery Assault deals 2 damage to target creature or player. // Put a 3/3 green Elephant creature token into play. Assault // Battery R / / 3G Sorcery // Sorcery Assault deals 2 damage to target creature or player. // Put a 3/3 green Elephant creature token into play. Assault // Battery R / / 3G Sorcery // Sorcery Assault deals 2 damage to target creature or player. // Put a 3/3 green Elephant creature token into play. Assault Zeppelid 2GU Creature - Beast 3/3 Flying, trample Assembly Hall 5 Artifact 4, T Reveal a creature card in your hand. Search your library for a card with the same name as that card, reveal the card, and put it into your hand. Then shuffle your library. Assembly-Worker 3 Artifact Creature - Assembly-Worker 2/2 T Target Assembly-Worker creature gets +1/+1 until end of turn. Assert Authority 5UU Instant Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard. Assquatch 4R Creature - Donkey Lord 31/2/31/2 Each other Donkey gets +11/2/+11/2. Whenever another Donkey comes into play, untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. Astral Slide 2W Enchantment Whenever a player cycles a card, you may remove target creature from the game. If you do, return the removed card to play under its owner's control at end of turn. Astral Steel 2W Instant Target creature gets +1/+2 until end of turn. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Astrolabe 3 Artifact 1, T, Sacrifice Astrolabe: Add two mana of any one color to your mana pool. Draw a card at the beginning of the next turn's upkeep. Astrolabe 3 Artifact 1, T, Sacrifice Astrolabe: Add two mana of any one color to your mana pool. Draw a card at the beginning of the next turn's upkeep. Atalya, Samite Master 3WW Legendary Creature - Human Cleric 2/3 X, T Choose one - Prevent the next X damage that would be dealt to target creature this turn; or you gain X life. Spend only white mana this way. Atinlay Igpay 5W Eaturecray - Igpay 3/3 Oubleday ikestray Eneverwhay Atinlay Igpay's ontrollercay eaksspay ay onnay-Igpay-Atinlay ordway, acrificesay Atinlay Igpay. Atog 1R Creature - Atog 1/2 Sacrifice an artifact: Atog gets +2/+2 until end of turn. Atog 1R Creature - Atog 1/2 Sacrifice an artifact: Atog gets +2/+2 until end of turn. Atog 1R Creature - Atog 1/2 Sacrifice an artifact: Atog gets +2/+2 until end of turn. Atog 1R Creature - Atog 1/2 Sacrifice an artifact: Atog gets +2/+2 until end of turn. Atogatog WUBRG Legendary Creature - Atog 5/5 Sacrifice an Atog creature: Atogatog gets +X/+X until end of turn, where X is the sacrificed creature's power. Attrition 1BB Enchantment B, Sacrifice a creature: Destroy target nonblack creature. Attunement 2U Enchantment Return Attunement to its owner's hand: Draw three cards, then discard four cards. Augur il-Vec 1W Creature - Human Cleric 1/3 Shadow (This creature can block or be blocked by only creatures with shadow.) Sacrifice Augur il-Vec: You gain 4 life. Play this ability only during your upkeep. Augur of Skulls 1B Creature - Skeleton Wizard 1/1 1B: Regenerate Augur of Skulls. Sacrifice Augur of Skulls: Target player discards two cards. Play this ability only during your upkeep. Auntie's Hovel Land As Auntie's Hovel comes into play, you may reveal a Goblin card from your hand. If you don't, Auntie's Hovel comes into play tapped. T Add B or R to your mana pool. Auntie's Snitch 2B Creature - Goblin Rogue 3/1 Auntie's Snitch can't block. Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie's Snitch is in your graveyard, you may return Auntie's Snitch to your hand. Aura Barbs 2R Instant - Arcane Each enchantment deals 2 damage to its controller, then each Aura attached to a creature deals 2 damage to the creature it's attached to. Aura Blast 1W Instant Destroy target enchantment. Draw a card. Aura Extraction 1W Instant Put target enchantment on top of its owner's library. Cycling 2 (2, Discard this card: Draw a card.) Aura Flux 2U Enchantment All other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay 2." Aura Fracture 2W Enchantment Sacrifice a land: Destroy target enchantment. Aura Graft 1U Instant Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant. Aura Graft 1U Instant Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant. Aura Mutation GW Instant Destroy target enchantment. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Aura of Dominion UU Enchantment - Aura Enchant creature 1, Tap an untapped creature you control: Untap enchanted creature. Aura of Silence 1WW Enchantment Artifact and enchantment spells your opponents play cost 2 more to play. Sacrifice Aura of Silence: Destroy target artifact or enchantment. Aura of Silence 1WW Enchantment Artifact and enchantment spells your opponents play cost 2 more to play. Sacrifice Aura of Silence: Destroy target artifact or enchantment. Aura Shards 1GW Enchantment Whenever a creature comes into play under your control, you may destroy target artifact or enchantment. Aura Thief 3U Creature - Illusion 2/2 Flying When Aura Thief is put into a graveyard from play, you gain control of all enchantments. (You don't get to move Auras.) Auramancer 2W Creature - Human Wizard 2/2 When Auramancer comes into play, you may return target enchantment card from your graveyard to your hand. Auramancer's Guise 2UU Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance. Auratog 1W Creature - Atog 1/2 Sacrifice an enchantment: Auratog gets +2/+2 until end of turn. Auratog 1W Creature - Atog 1/2 Sacrifice an enchantment: Auratog gets +2/+2 until end of turn. Auratouched Mage 5W Creature - Human Wizard 3/3 When Auratouched Mage comes into play, search your library for an Aura card that could enchant it. If Auratouched Mage is still in play, attach that Aura to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle your library. Aurification 2WW Enchantment Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it has defender. (Those creatures can't attack.) When Aurification leaves play, remove all gold counters from all creatures. Auriok Bladewarden 1W Creature - Human Soldier 1/1 T Target creature gets +X/+X until end of turn, where X is Auriok Bladewarden's power. Auriok Champion WW Creature - Human Cleric 1/1 Protection from black and from red Whenever another creature comes into play, you may gain 1 life. Auriok Glaivemaster W Creature - Human Soldier 1/1 As long as Auriok Glaivemaster is equipped, it gets +1/+1 and has first strike. Auriok Salvagers 3W Creature - Human Soldier 2/4 1W: Return target artifact card with converted mana cost 1 or less from your graveyard to your hand. Auriok Siege Sled 6 Artifact Creature - Juggernaut 3/5 1: Target artifact creature blocks Auriok Siege Sled this turn if able. 1: Target artifact creature can't block Auriok Siege Sled this turn. Auriok Steelshaper 1W Creature - Human Soldier 1/1 Equip costs you pay cost 1 less. As long as Auriok Steelshaper is equipped, Soldier and Knight creatures you control get +1/+1. Auriok Transfixer W Creature - Human Scout 1/1 W, T Tap target artifact. Auriok Windwalker 3W Creature - Human Wizard 2/3 Flying T Attach target Equipment you control to target creature you control. Aurochs 3G Creature - Aurochs 2/3 Trample Whenever Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs. Aurochs 3G Creature - Aurochs 2/3 Trample Whenever Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs. Aurochs Herd 5G Creature - Aurochs 4/4 Trample When Aurochs Herd comes into play, you may search your library for an Aurochs card, reveal it, and put it into your hand. If you do, shuffle your library. Whenever Aurochs Herd attacks, it gets +1/+0 until end of turn for each other attacking Aurochs. Aurora Eidolon 3W Creature - Spirit 2/2 W, Sacrifice Aurora Eidolon: Prevent the next 3 damage that would be dealt to target creature or player this turn. Whenever you play a multicolored spell, you may return Aurora Eidolon from your graveyard to your hand. Aurora Griffin 3W Creature - Griffin 2/2 Flying W: Target permanent becomes white until end of turn. Auspicious Ancestor 3W Creature - Human Cleric 2/3 When Auspicious Ancestor is put into a graveyard from play, you gain 3 life. Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Austere Command 4WW Sorcery Choose two - Destroy all artifacts; or destroy all enchantments; or destroy all creatures with converted mana cost 3 or less; or destroy all creatures with converted mana cost 4 or greater. Autochthon Wurm 10GGGWW Creature - Wurm 9/14 Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Trample Autumn Willow 4GG Legendary Creature - Avatar 4/4 Shroud G: Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn't have shroud. Autumn Willow 4GG Legendary Creature - Avatar 4/4 Shroud G: Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn't have shroud. Avalanche X2RR Sorcery Destroy X target snow lands. Avalanche Riders 3R Creature - Human Nomad 2/2 Haste Echo 3R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Avalanche Riders comes into play, destroy target land. Avalanche Riders 3R Creature - Human Nomad 2/2 Haste Echo 3R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Avalanche Riders comes into play, destroy target land. Avarax 3RR Creature - Beast 3/3 Haste When Avarax comes into play, you may search your library for a card named Avarax, reveal it, and put it into your hand. If you do, shuffle your library. 1R: Avarax gets +1/+0 until end of turn. Avarice Totem 1 Artifact 5: Exchange control of Avarice Totem and target nonland permanent. Avatar of Discord (B / R)(B / R)(B / R) Creature - Avatar 5/3 (o(b/r) can be paid with either B or R.) Flying When Avatar of Discord comes into play, sacrifice it unless you discard two cards. Avatar of Fury 6RR Creature - Avatar 6/6 If an opponent controls seven or more lands, Avatar of Fury costs 6 less to play. Flying R: Avatar of Fury gets +1/+0 until end of turn. Avatar of Hope 6WW Creature - Avatar 4/9 If you have 3 life or less, Avatar of Hope costs 6 less to play. Flying Avatar of Hope can block any number of creatures. Avatar of Hope 6WW Creature - Avatar 4/9 If you have 3 life or less, Avatar of Hope costs 6 less to play. Flying Avatar of Hope can block any number of creatures. Avatar of Hope 6WW Creature - Avatar 4/9 If you have 3 life or less, Avatar of Hope costs 6 less to play. Flying Avatar of Hope can block any number of creatures. Avatar of Me 2UU Creature - Avatar */* Avatar of Me costs 1 more to play for each ten years you've been alive. Avatar of Me's power is equal to your height in feet and its toughness is equal to your American shoe size. Round to the nearest 1/2. Avatar of Me's color is the color of your eyes. Avatar of Might 6GG Creature - Avatar 8/8 If an opponent controls at least four more creatures than you, Avatar of Might costs 6 less to play. Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Avatar of Might 6GG Creature - Avatar 8/8 If an opponent controls at least four more creatures than you, Avatar of Might costs 6 less to play. Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Avatar of Will 6UU Creature - Avatar 5/6 If an opponent has no cards in hand, Avatar of Will costs 6 less to play. Flying Avatar of Woe 6BB Creature - Avatar 6/5 If there are ten or more creature cards total in all graveyards, Avatar of Woe costs 6 less to play. Fear T Destroy target creature. It can't be regenerated. Avatar of Woe 6BB Creature - Avatar 6/5 If there are ten or more creature cards total in all graveyards, Avatar of Woe costs 6 less to play. Fear T Destroy target creature. It can't be regenerated. Aven Archer 3WW Creature - Bird Soldier Archer 2/2 Flying 2W, T Aven Archer deals 2 damage to target attacking or blocking creature. Aven Augur 3U Creature - Bird Wizard 2/2 Flying Sacrifice Aven Augur: Return up to two target creatures to their owners' hands. Play this ability only during your upkeep. Aven Brigadier 3WWW Creature - Bird Soldier 3/5 Flying Other Bird creatures get +1/+1. Other Soldier creatures get +1/+1. Aven Cloudchaser 3W Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Cloudchaser comes into play, destroy target enchantment. Aven Cloudchaser 3W Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Cloudchaser comes into play, destroy target enchantment. Aven Cloudchaser 3W Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Cloudchaser comes into play, destroy target enchantment. Aven Cloudchaser 3W Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Cloudchaser comes into play, destroy target enchantment. Aven Envoy U Creature - Bird Soldier 0/2 Flying Aven Farseer 1W Creature - Bird Soldier 1/1 Flying Whenever a permanent is turned face up, put a +1/+1 counter on Aven Farseer. Aven Fateshaper 6U Creature - Bird Wizard 4/5 Flying When Aven Fateshaper comes into play, look at the top four cards of your library, then put them back in any order. 4U: Look at the top four cards of your library, then put them back in any order. Aven Fisher 3U Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Fisher is put into a graveyard from play, you may draw a card. Aven Fisher 3U Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Fisher is put into a graveyard from play, you may draw a card. Aven Fisher 3U Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Fisher is put into a graveyard from play, you may draw a card. Aven Fisher 3U Creature - Bird Soldier 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) When Aven Fisher is put into a graveyard from play, you may draw a card. Aven Flock 4W Creature - Bird Soldier 2/3 Flying (This creature can't be blocked except by creatures with flying.) W: Aven Flock gets +0/+1 until end of turn. Aven Flock 4W Creature - Bird Soldier 2/3 Flying (This creature can't be blocked except by creatures with flying.) W: Aven Flock gets +0/+1 until end of turn. Aven Flock 4W Creature - Bird Soldier 2/3 Flying (This creature can't be blocked except by creatures with flying.) W: Aven Flock gets +0/+1 until end of turn. Aven Fogbringer 3U Creature - Bird Wizard 2/1 Flying When Aven Fogbringer comes into play, return target land to its owner's hand. Aven Liberator 2WW Creature - Bird Soldier 2/3 Flying Morph 3W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Aven Liberator is turned face up, target creature you control gains protection from the color of your choice until end of turn. Aven Mindcensor 2W Creature - Bird Wizard 2/1 Flash (You may play this spell any time you could play an instant.) Flying If an opponent would search a library, that player searches the top four cards of that library instead. Aven Redeemer 3W Creature - Bird Cleric 2/2 Flying T Prevent the next 2 damage that would be dealt to target creature or player this turn. Aven Riftwatcher 2W Creature - Bird Rebel Soldier 2/3 Flying Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Aven Riftwatcher comes into play or leaves play, you gain 2 life. Aven Shrine 1WW Enchantment Whenever a player plays a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell. Aven Smokeweaver 2UU Creature - Bird Soldier 2/3 Flying, protection from red Aven Soulgazer 3WW Creature - Bird Cleric 3/3 Flying 2W: Look at target face-down creature. Aven Trooper 3W Creature - Bird Soldier 1/1 Flying 2W, Discard a card: Aven Trooper gets +1/+2 until end of turn. Aven Warcraft 2W Instant Creatures you control get +0/+2 until end of turn. Threshold - If seven or more cards are in your graveyard, creatures you control also gain protection from the color of your choice until end of turn. Aven Warhawk 4W Creature - Bird Soldier 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Bird and/or Soldier card you reveal in your hand.) Flying Aven Windreader 3UU Creature - Bird Soldier Wizard 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) 1U: Target player reveals the top card of his or her library. Aven Windreader 3UU Creature - Bird Soldier Wizard 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) 1U: Target player reveals the top card of his or her library. Aven Windreader 3UU Creature - Bird Soldier Wizard 3/3 Flying (This creature can't be blocked except by creatures with flying or reach.) 1U: Target player reveals the top card of his or her library. Avenger en-Dal 1W Creature - Human Spellshaper 1/1 2W, T, Discard a card: Remove target attacking creature from the game. Its controller gains life equal to its toughness. Avenging Angel 3WW Creature - Angel 3/3 Flying When Avenging Angel is put into a graveyard from play, you may put Avenging Angel on top of its owner's library. Avenging Druid 2G Creature - Human Druid 1/3 Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. Put that card into play and put all other cards revealed this way into your graveyard. Avian Changeling 2W Creature - Shapeshifter 2/2 Changeling (This card is every creature type at all times.) Flying Avizoa 3U Creature - Jellyfish 2/2 Flying 0: Avizoa gets +2/+2 until end of turn. You skip your next untap step. Play this ability only once each turn. Avoid Fate G Instant Counter target instant or Aura spell that targets a permanent you control. Avoid Fate G Instant Counter target instant or Aura spell that targets a permanent you control. Awakening 2GG Enchantment At the beginning of each upkeep, all players untap all creatures and lands they control. Awe Strike W Instant The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way. Awesome Presence U Enchantment - Aura Enchant creature Enchanted creature can't be blocked unless defending player pays 3 for each creature he or she controls that's blocking it. Awesome Presence U Enchantment - Aura Enchant creature Enchanted creature can't be blocked unless defending player pays 3 for each creature he or she controls that's blocking it. AWOL 2W Instant Remove target attacking creature from the game. Then remove it from the removed-from-game zone and put it into the absolutely-removed-from-the-freaking-game-forever zone. Axegrinder Giant 4RR Creature - Giant Warrior 6/4 Axelrod Gunnarson 4BBRR Legendary Creature - Giant 5/5 Trample Whenever a creature dealt damage by Axelrod Gunnarson this turn is put into a graveyard, you gain 1 life and Axelrod deals 1 damage to target player. Axelrod Gunnarson 4BBRR Legendary Creature - Giant 5/5 Trample Whenever a creature dealt damage by Axelrod Gunnarson this turn is put into a graveyard, you gain 1 life and Axelrod deals 1 damage to target player. Ayesha Tanaka WWUU Legendary Creature - Human Artificer 2/2 Banding T Counter target activated ability from an artifact source unless that ability's controller pays W. Ayesha Tanaka WWUU Legendary Creature - Human Artificer 2/2 Banding T Counter target activated ability from an artifact source unless that ability's controller pays W. Aysen Abbey Land T Add 1 to your mana pool. 1, T Add W to your mana pool. 2, T Add G or U to your mana pool. Aysen Bureaucrats 1W Creature - Human Advisor 1/1 T Tap target creature with power 2 or less. Aysen Bureaucrats 1W Creature - Human Advisor 1/1 T Tap target creature with power 2 or less. Aysen Bureaucrats 1W Creature - Human Advisor 1/1 T Tap target creature with power 2 or less. Aysen Crusader 2WW Creature - Human Knight 2+*/2+* Aysen Crusader's power and toughness are each equal to 2 plus the number of Soldiers and Warriors you control. Aysen Highway 3WWW Enchantment White creatures have plainswalk. Ayumi, the Last Visitor 3GG Legendary Creature - Spirit 7/3 Legendary landwalk Azami, Lady of Scrolls 2UUU Legendary Creature - Human Wizard 0/2 Tap an untapped Wizard you control: Draw a card. Azimaet Drake 2U Creature - Drake 1/3 Flying U: Azimaet Drake gets +1/+0 until end of turn. Play this ability only once each turn. Azorius AEthermage 1WU Creature - Human Wizard 1/1 Whenever a permanent is returned to your hand, you may pay 1. If you do, draw a card. Azorius Chancery Land Azorius Chancery comes into play tapped. When Azorius Chancery comes into play, return a land you control to its owner's hand. T Add WU to your mana pool. Azorius First-Wing WU Creature - Griffin 2/2 Flying, protection from enchantments Azorius Guildmage (W / U)(W / U) Creature - Vedalken Wizard 2/2 (o(w/u) can be paid with either W or U.) 2W: Tap target creature. 2U: Counter target activated ability. (Mana abilities can't be targeted.) Azorius Herald 2W Creature - Spirit 2/1 Azorius Herald is unblockable. When Azorius Herald comes into play, you gain 4 life. When Azorius Herald comes into play, sacrifice it unless U was spent to play it. Azorius Ploy 1WWU Instant Prevent all combat damage target creature would deal this turn. Prevent all combat damage that would be dealt to target creature this turn. Azorius Signet 2 Artifact 1, T Add WU to your mana pool. Azure Drake 3U Creature - Drake 2/4 Flying (This creature can't be blocked except by creatures with flying.) Azure Drake 3U Creature - Drake 2/4 Flying (This creature can't be blocked except by creatures with flying.) Azure Drake 3U Creature - Drake 2/4 Flying (This creature can't be blocked except by creatures with flying.) Azure Drake 3U Creature - Drake 2/4 Flying (This creature can't be blocked except by creatures with flying.) Azure Drake 3U Creature - Drake 2/4 Flying (This creature can't be blocked except by creatures with flying.) Azusa, Lost but Seeking 2G Legendary Creature - Human Monk 1/2 You may play two additional lands on each of your turns. B.F.M. (Big Furry Monster) Summon The Biggest, Baddest, Nastiest, You must play both B.F.M. cards to put leaves play, sacrifice the other. B.F.M. can be blocked only by three or B.F.M. (Big Furry Monster) Summon The Biggest, Baddest, Nastiest, You must play both B.F.M. cards to put leaves play, sacrifice the other. B.F.M. can be blocked only by three or Back to Basics 2U Enchantment Nonbasic lands don't untap during their controllers' untap steps. Backdraft 1R Instant This turn, whenever target sorcery spell deals damage, Backdraft deals half that much damage, rounded down, to that spell's controller. Backfire U Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to you, Backfire deals that much damage to that creature's controller. Backfire U Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to you, Backfire deals that much damage to that creature's controller. Backlash 1BR Instant Tap target untapped creature. That creature deals damage equal to its power to its controller. Backslide 1U Instant Turn target creature with morph face down. Cycling U (U, Discard this card: Draw a card.) Bad Ass 2BB Creature - Donkey Zombie 31/2/1 1B, Growl: Regenerate Bad Ass. Bad Moon 1B Enchantment Black creatures get +1/+1. Bad Moon 1B Enchantment Black creatures get +1/+1. Bad Moon 1B Enchantment Black creatures get +1/+1. Bad Moon 1B Enchantment Black creatures get +1/+1. Bad Moon 1B Enchantment Black creatures get +1/+1. Bad Moon 1B Enchantment Black creatures get +1/+1. Bad Moon 1B Enchantment Black creatures get +1/+1. Bad River Land Bad River comes into play tapped. T, Sacrifice Bad River: Search your library for an Island or Swamp card and put it into play. Then shuffle your library. Badlands Land - Mountain Swamp Badlands Land - Mountain Swamp Badlands Land - Mountain Swamp Badlands Land - Mountain Swamp Baki's Curse 2UU Sorcery Baki's Curse deals 2 damage to each creature for each Aura attached to that creature. Baku Altar 2 Artifact Whenever you play a Spirit or Arcane spell, you may put a ki counter on Baku Altar. 2, T, Remove a ki counter from Baku Altar: Put a 1/1 colorless Spirit creature token into play. Balance 1W Sorcery Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players discard cards the same way, then sacrifice creatures the same way. Balance 1W Sorcery Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players discard cards the same way, then sacrifice creatures the same way. Balance 1W Sorcery Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players discard cards the same way, then sacrifice creatures the same way. Balance 1W Sorcery Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players discard cards the same way, then sacrifice creatures the same way. Balance 1W Sorcery Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players discard cards the same way, then sacrifice creatures the same way. Balance of Power 3UU Sorcery If target opponent has more cards in hand than you, draw cards equal to the difference. Balance of Power 3UU Sorcery If target opponent has more cards in hand than you, draw cards equal to the difference. Balance of Power 3UU Sorcery If target opponent has more cards in hand than you, draw cards equal to the difference. Balancing Act 2WW Sorcery Each player chooses a number of permanents he or she controls equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards the same way. Balduvian Barbarians 1RR Creature - Human Barbarian 3/2 Balduvian Barbarians 1RR Creature - Human Barbarian 3/2 Balduvian Barbarians 1RR Creature - Human Barbarian 3/2 Balduvian Barbarians 1RR Creature - Human Barbarian 3/2 Balduvian Barbarians 1RR Creature - Human Barbarian 3/2 Balduvian Bears 1G Creature - Bear 2/2 Balduvian Conjurer 1U Creature - Human Wizard 0/2 T Until end of turn, target snow land becomes a 2/2 creature that's still a land. Balduvian Dead 3B Creature - Zombie 2/3 2R, Remove a creature card in your graveyard from the game: Put a 3/1 black and red Graveborn creature token with haste into play. Sacrifice it at end of turn. Balduvian Fallen 3B Creature - Zombie 3/5 Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever Balduvian Fallen's cumulative upkeep is paid, it gets +1/+0 until end of turn for each B or R spent this way. Balduvian Frostwaker 2U Creature - Human Wizard 1/1 U, T Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land. Balduvian Horde 2RR Creature - Human Barbarian 5/5 When Balduvian Horde comes into play, sacrifice it unless you discard a card at random. Balduvian Horde 2RR Creature - Human Barbarian 5/5 When Balduvian Horde comes into play, sacrifice it unless you discard a card at random. Balduvian Horde 2RR Creature - Human Barbarian 5/5 When Balduvian Horde comes into play, sacrifice it unless you discard a card at random. Balduvian Horde 2RR Creature - Human Barbarian 5/5 When Balduvian Horde comes into play, sacrifice it unless you discard a card at random. Balduvian Hydra XRR Creature - Hydra 0/1 Balduvian Hydra comes into play with X +1/+0 counters on it. Remove a +1/+0 counter from Balduvian Hydra: Prevent the next 1 damage that would be dealt to Balduvian Hydra this turn. RRR: Put a +1/+0 counter on Balduvian Hydra. Play this ability only during your upkeep. Balduvian Rage XR Instant Target attacking creature gets +X/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep. Balduvian Shaman U Creature - Human Cleric Shaman 1/1 T Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. That enchantment gains "Cumulative upkeep 1." (For example, you may change "counters black spells" to "counters blue spells.") Balduvian Trading Post Land If Balduvian Trading Post would come into play, sacrifice an untapped Mountain instead. If you do, put Balduvian Trading Post into play. If you don't, put it into its owner's graveyard. T Add 1R to your mana pool. 1, T Balduvian Trading Post deals 1 damage to target attacking creature. Balduvian Warlord 3R Creature - Human Barbarian 3/2 T Remove target blocking creature from combat. Creatures it blocked that no other creature blocked this combat become unblocked, then it blocks an attacking creature of your choice. Play this ability only during the declare blockers step. Balduvian War-Makers 4R Creature - Human Barbarian 3/3 Haste Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Balduvian War-Makers 4R Creature - Human Barbarian 3/3 Haste Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Baleful Stare 2U Sorcery Target opponent reveals his or her hand. You draw a card for each Mountain and red card in it. Baleful Stare 2U Sorcery Target opponent reveals his or her hand. You draw a card for each Mountain and red card in it. Baleful Stare 2U Sorcery Target opponent reveals his or her hand. You draw a card for each Mountain and red card in it. Ball Lightning RRR Creature - Elemental 6/1 Trample, haste At end of turn, sacrifice Ball Lightning. Ball Lightning RRR Creature - Elemental 6/1 Trample, haste At end of turn, sacrifice Ball Lightning. Ball Lightning RRR Creature - Elemental 6/1 Trample, haste At end of turn, sacrifice Ball Lightning. Ball Lightning RRR Creature - Elemental 6/1 Trample, haste At end of turn, sacrifice Ball Lightning. Ball Lightning RRR Creature - Elemental 6/1 Trample, haste At end of turn, sacrifice Ball Lightning. Ballista Squad 3W Creature - Human Rebel 2/2 XW, T Ballista Squad deals X damage to target attacking or blocking creature. Ballista Squad 3W Creature - Human Rebel 2/2 XW, T Ballista Squad deals X damage to target attacking or blocking creature. Ballista Squad 3W Creature - Human Rebel 2/2 XW, T Ballista Squad deals X damage to target attacking or blocking creature. Balloon Peddler 2U Creature - Human Spellshaper 2/2 U, T, Discard a card: Target creature gains flying until end of turn. Ballyrush Banneret 1W Creature - Kithkin Soldier 2/1 Kithkin spells and Soldier spells you play cost 1 less to play. Balm of Restoration 2 Artifact 1, T, Sacrifice Balm of Restoration: Choose one - You gain 2 life; or prevent the next 2 damage that would be dealt to target creature or player this turn. Balshan Beguiler 2U Creature - Human Wizard 1/1 Whenever Balshan Beguiler deals combat damage to a player, that player reveals the top two cards of his or her library. You choose one of those cards and put it into his or her graveyard. Balshan Collaborator 3U Creature - Bird Soldier 2/2 Flying B: Balshan Collaborator gets +1/+1 until end of turn. Balshan Griffin 3UU Creature - Griffin 3/2 Flying 1U, Discard a card: Return Balshan Griffin to its owner's hand. Balthor the Defiled 2BB Legendary Creature - Zombie Dwarf 2/2 Minion creatures get +1/+1. BBB, Remove Balthor the Defiled from the game: Each player returns all black and all red creature cards from his or her graveyard to play. Balthor the Stout 1RR Legendary Creature - Dwarf Barbarian 2/2 Other Barbarian creatures get +1/+1. R: Another target Barbarian creature gets +1/+0 until end of turn. Bamboozle 2U Sorcery Target player reveals the top four cards of his or her library. You choose two of those cards and put them into his or her graveyard. Put the rest on top of his or her library in any order. Bandage W Instant Prevent the next 1 damage that would be dealt to target creature or player this turn. Draw a card. Bandage W Instant Prevent the next 1 damage that would be dealt to target creature or player this turn. Draw a card. Bane of the Living 2BB Creature - Insect 4/3 Morph XBB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Bane of the Living is turned face up, all creatures get -X/-X until end of turn. Banshee 2BB Creature - Spirit 0/1 X, T Banshee deals X damage divided evenly between you and target creature or player. Round up for you and down for that creature or player. Banshee 2BB Creature - Spirit 0/1 X, T Banshee deals X damage divided evenly between you and target creature or player. Round up for you and down for that creature or player. Banshee's Blade 2 Artifact - Equipment Equipped creature gets +1/+1 for each charge counter on Banshee's Blade. Whenever equipped creature deals combat damage, put a charge counter on Banshee's Blade. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Barbarian Bully 2R Creature - Human Barbarian 2/2 Discard a card at random: Barbarian Bully gets +2/+2 until end of turn unless a player has Barbarian Bully deal 4 damage to him or her. Play this ability only once each turn. Barbarian General 4R Creature - Human Barbarian Soldier 3/2 Horsemanship Barbarian Guides 2R Creature - Human Barbarian 1/2 2R, T Choose a land type. Target creature you control gains snow landwalk of the chosen type until end of turn. Return that creature to its owner's hand at end of turn. Barbarian Horde 3R Creature - Human Barbarian Soldier 3/3 Barbarian Lunatic 2R Creature - Human Barbarian 2/1 2R, Sacrifice Barbarian Lunatic: Barbarian Lunatic deals 2 damage to target creature. Barbarian Outcast 1R Creature - Human Barbarian Beast 2/2 When you control no Swamps, sacrifice Barbarian Outcast. Barbarian Riftcutter 4R Creature - Human Barbarian 3/3 R, Sacrifice Barbarian Riftcutter: Destroy target land. Barbarian Ring Land T Add R to your mana pool. Barbarian Ring deals 1 damage to you. Threshold - R, T, Sacrifice Barbarian Ring: Barbarian Ring deals 2 damage to target creature or player. Play this ability only if seven or more cards are in your graveyard. Barbary Apes 1G Creature - Ape 2/2 Barbed Field 2RR Enchantment - Aura Enchant land Enchanted land has "T This land deals 1 damage to target creature or player." Barbed Foliage 2GG Enchantment Whenever a creature attacks you, it loses flanking until end of turn. Whenever a creature without flying attacks you, Barbed Foliage deals 1 damage to it. Barbed Lightning 2R Instant Choose one - Barbed Lightning deals 3 damage to target creature; or Barbed Lightning deals 3 damage to target player. Entwine 2 (Choose both if you pay the entwine cost.) Barbed Sextant 1 Artifact 1, T, Sacrifice Barbed Sextant: Add one mana of any color to your mana pool. Draw a card at the beginning of the next turn's upkeep. Barbed Sextant 1 Artifact 1, T, Sacrifice Barbed Sextant: Add one mana of any color to your mana pool. Draw a card at the beginning of the next turn's upkeep. Barbed Shocker 3R Creature - Insect 2/2 Trample, haste Whenever Barbed Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards. Barbed Sliver 2R Creature - Sliver 2/2 All Sliver creatures have "2: This creature gets +1/+0 until end of turn." Barbed Wire 3 Artifact At the beginning of each player's upkeep, Barbed Wire deals 1 damage to that player. 2: Prevent the next 1 damage that would be dealt by Barbed Wire this turn. Barbed-Back Wurm 4B Creature - Wurm 4/3 B: Target green creature blocking Barbed-Back Wurm gets -1/-1 until end of turn. Barbtooth Wurm 5G Creature - Wurm 6/4 Barbtooth Wurm 5G Creature - Wurm 6/4 Bargain 2W Sorcery Target opponent draws a card. You gain 7 life. Bargain 2W Sorcery Target opponent draws a card. You gain 7 life. Bargaining Table 5 Artifact X, T Draw a card. X is the number of cards in an opponent's hand as you play this ability. Barishi 2GG Creature - Elemental 4/3 When Barishi is put into a graveyard from play, remove Barishi from the game, then shuffle all creature cards from your graveyard into your library. Barkhide Mauler 4G Creature - Beast 4/4 Cycling 2 (2, Discard this card: Draw a card.) Barktooth Warbeard 4BRR Legendary Creature - Human Warrior 6/5 Barl's Cage 4 Artifact 3: Target creature doesn't untap during its controller's next untap step. Barl's Cage 4 Artifact 3: Target creature doesn't untap during its controller's next untap step. Barl's Cage 4 Artifact 3: Target creature doesn't untap during its controller's next untap step. Baron Sengir 5BBB Legendary Creature - Vampire 5/5 Flying Whenever a creature dealt damage by Baron Sengir this turn is put into a graveyard, put a +2/+2 counter on Baron Sengir. T Regenerate another target Vampire. Baron Sengir 5BBB Legendary Creature - Vampire 5/5 Flying Whenever a creature dealt damage by Baron Sengir this turn is put into a graveyard, put a +2/+2 counter on Baron Sengir. T Regenerate another target Vampire. Barrel Down Sokenzan 2R Instant - Arcane Sweep - Return any number of Mountains you control to their owner's hand. Barrel Down Sokenzan deals damage to target creature equal to twice the number of Mountains returned this way. Barreling Attack 2RR Instant Target creature gets +1/+1 for each creature blocking it and gains trample until end of turn. Barren Glory 4WW Enchantment At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game. Barren Moor Land Barren Moor comes into play tapped. T Add B to your mana pool. Cycling B (B, Discard this card: Draw a card.) Barrin, Master Wizard 1UU Legendary Creature - Human Wizard 1/1 2, Sacrifice a permanent: Return target creature to its owner's hand. Barrin's Codex 4 Artifact At the beginning of your upkeep, you may put a page counter on Barrin's Codex. 4, T, Sacrifice Barrin's Codex: Draw X cards, where X is the number of page counters on Barrin's Codex. Barrin's Spite 2UB Sorcery Choose a player and two target creatures that player controls. The player chooses and sacrifices one of them. Return the other to its owner's hand. Barrin's Unmaking 1U Instant Return target permanent to its owner's hand if that permanent shares a color with the most common color among all permanents or a color tied for most common. Barrow Ghoul 1B Creature - Zombie 4/4 At the beginning of your upkeep, sacrifice Barrow Ghoul unless you remove the top creature card in your graveyard from the game. Bartel Runeaxe 3BRG Legendary Creature - Giant Warrior 6/5 Vigilance Bartel Runeaxe can't be the target of Aura spells. Barter in Blood 2BB Sorcery Each player sacrifices two creatures. Baru, Fist of Krosa 3GG Legendary Creature - Human Druid 4/4 Whenever a Forest comes into play, green creatures you control get +1/+1 and gain trample until end of turn. Grandeur - Discard another card named Baru, Fist of Krosa: Put an X/X green Wurm creature token into play, where X is the number of lands you control. Basal Sliver 2B Creature - Sliver 2/2 All Slivers have "Sacrifice this permanent: Add BB to your mana pool." Basal Thrull BB Creature - Thrull 1/2 T, Sacrifice Basal Thrull: Add BB to your mana pool. Basal Thrull BB Creature - Thrull 1/2 T, Sacrifice Basal Thrull: Add BB to your mana pool. Basal Thrull BB Creature - Thrull 1/2 T, Sacrifice Basal Thrull: Add BB to your mana pool. Basal Thrull BB Creature - Thrull 1/2 T, Sacrifice Basal Thrull: Add BB to your mana pool. Basal Thrull BB Creature - Thrull 1/2 T, Sacrifice Basal Thrull: Add BB to your mana pool. Basalt Gargoyle 2R Creature - Gargoyle 3/2 Flying Echo 2R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) R: Basalt Gargoyle gets +0/+1 until end of turn. Basalt Golem 5 Artifact Creature - Golem 2/4 Basalt Golem can't be blocked by artifact creatures. Whenever Basalt Golem becomes blocked by a creature, that creature's controller sacrifices it at end of combat. If the player does, he or she puts a 0/2 Wall artifact creature token with defender into play. Basalt Monolith 3 Artifact Basalt Monolith doesn't untap during your untap step. 3: Untap Basalt Monolith. T Add 3 to your mana pool. Basalt Monolith 3 Artifact Basalt Monolith doesn't untap during your untap step. 3: Untap Basalt Monolith. T Add 3 to your mana pool. Basalt Monolith 3 Artifact Basalt Monolith doesn't untap during your untap step. 3: Untap Basalt Monolith. T Add 3 to your mana pool. Basalt Monolith 3 Artifact Basalt Monolith doesn't untap during your untap step. 3: Untap Basalt Monolith. T Add 3 to your mana pool. Bash to Bits 3R Instant Destroy target artifact. Flashback 4RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Basking Rootwalla G Creature - Lizard 1/1 1G: Basking Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn. Madness 0 (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Bathe in Light 1W Instant Radiance - Choose a color. Target creature and each other creature that shares a color with it gain protection from the chosen color until end of turn. Baton of Courage 3 Artifact Flash Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) Remove a charge counter from Baton of Courage: Target creature gets +1/+1 until end of turn. Baton of Morale 2 Artifact 2: Target creature gains banding until end of turn. Battered Golem 3 Artifact Creature - Golem 3/2 Battered Golem doesn't untap during your untap step. Whenever an artifact comes into play, you may untap Battered Golem. Battering Craghorn 2RR Creature - Goat Beast 3/1 First strike Morph 1RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Battering Ram 2 Artifact Creature - Construct 1/1 At the beginning of your combat phase, Battering Ram gains banding until end of combat. Whenever Battering Ram becomes blocked by a Wall, destroy that Wall at end of combat. Battering Ram 2 Artifact Creature - Construct 1/1 At the beginning of your combat phase, Battering Ram gains banding until end of combat. Whenever Battering Ram becomes blocked by a Wall, destroy that Wall at end of combat. Battering Ram 2 Artifact Creature - Construct 1/1 At the beginning of your combat phase, Battering Ram gains banding until end of combat. Whenever Battering Ram becomes blocked by a Wall, destroy that Wall at end of combat. Battering Sliver 5R Creature - Sliver 4/4 All Sliver creatures have trample. Battering Wurm 6G Creature - Wurm 4/3 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.) Creatures with power less than Battering Wurm's power can't block it. Battle Cry 2W Instant Untap all white creatures you control. Whenever a creature blocks this turn, it gets +0/+1 until end of turn. Battle Frenzy 2R Instant Green creatures you control get +1/+1 until end of turn. Nongreen creatures you control get +1/+0 until end of turn. Battle Mastery 2W Enchantment - Aura Enchant creature Enchanted creature has double strike. Battle of Wits 3UU Enchantment At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game. Battle of Wits 3UU Enchantment At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game. Battle Rampart 2R Creature - Wall 1/3 Defender (This creature can't attack.) T Target creature gains haste until end of turn. Battle Screech 2WW Sorcery Put two 1/1 white Bird creature tokens with flying into play. Flashback-Tap three untapped white creatures you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Battle Squadron 3RR Creature - Goblin */* Flying Battle Squadron's power and toughness are each equal to the number of creatures you control. Battle Strain 1R Enchantment Whenever a creature blocks, Battle Strain deals 1 damage to that creature's controller. Battlefield Forge Land T Add 1 to your mana pool. T Add R or W to your mana pool. Battlefield Forge deals 1 damage to you. Battlefield 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 Forge Land T Add 1 to your mana pool. T Add R or W to your mana pool. Battlefield Forge deals 1 damage to you. Battlefield Medic 1W Creature - Human Cleric 1/1 T Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics in play. Battlefield Percher 3BB Creature - Bird 2/2 Flying Battlefield Percher can block only creatures with flying. 1B: Battlefield Percher gets +1/+1 until end of turn. Battlefield Scrounger 3GG Creature - Centaur 3/3 Threshold - Put three cards from your graveyard on the bottom of your library: Battlefield Scrounger gets +3/+3 until end of turn. Play this ability only once each turn, and only if seven or more cards are in your graveyard. Battlegrowth G Instant Put a +1/+1 counter on target creature. Battle-Mad Ronin 1R Creature - Human Samurai 1/1 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Battle-Mad Ronin attacks each turn if able. Battletide Alchemist 3WW Creature - Kithkin Cleric 3/4 If a source would deal damage to a player, you may prevent X of that damage, where X is the number of Clerics you control. Battlewand Oak 2G Creature - Treefolk Warrior 1/3 Whenever a Forest comes into play under your control, Battlewand Oak gets +2/+2 until end of turn. Whenever you play a Treefolk spell, Battlewand Oak gets +2/+2 until end of turn. Battlewise Aven 3W Creature - Bird Soldier 2/2 Flying Threshold - Battlewise Aven gets +1/+1 and has first strike as long as seven or more cards are in your graveyard. Bay Falcon 1U Creature - Bird 1/1 Flying, vigilance Bayou Land - Swamp Forest Bayou Land - Swamp Forest Bayou Land - Swamp Forest Bayou Land - Swamp Forest Bayou Dragonfly 1G Creature - Insect 1/1 Flying, swampwalk Bazaar of Baghdad Land T Draw two cards, then discard three cards. Bazaar of Wonders 3UU World Enchantment When Bazaar of Wonders comes into play, remove all cards in all graveyards from the game. Whenever a spell is played, counter it if a card with the same name is in a graveyard or a nontoken permanent with the same name is in play. Beacon Hawk 1W Creature - Bird 1/1 Flying Whenever Beacon Hawk deals combat damage to a player, you may untap target creature. W: Beacon Hawk gets +0/+1 until end of turn. Beacon of Creation 3G Sorcery Put a 1/1 green Insect creature token into play for each Forest you control. Shuffle Beacon of Creation into its owner's library. Beacon of Destiny 1W Creature - Human Cleric 1/3 T The next time a source of your choice would deal damage to you this turn, that damage is dealt to Beacon of Destiny instead. Beacon of Destruction 3RR Instant Beacon of Destruction deals 5 damage to target creature or player. Shuffle Beacon of Destruction into its owner's library. Beacon of Destruction 3RR Instant Beacon of Destruction deals 5 damage to target creature or player. Shuffle Beacon of Destruction into its owner's library. Beacon of Immortality 5W Instant Double target player's life total. Shuffle Beacon of Immortality into its owner's library. Beacon of Immortality 5W Instant Double target player's life total. Shuffle Beacon of Immortality into its owner's library. Beacon of Tomorrows 6UU Sorcery Target player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library. Beacon of Unrest 3BB Sorcery Put target artifact or creature card in a graveyard into play under your control. Shuffle Beacon of Unrest into its owner's library. Beacon of Unrest 3BB Sorcery Put target artifact or creature card in a graveyard into play under your control. Shuffle Beacon of Unrest into its owner's library. Bear Cub 1G Creature - Bear 2/2 Bearscape 1GG Enchantment 1G, Remove two cards in your graveyard from the game: Put a 2/2 green Bear creature token into play. Beast Attack 2GGG Instant Put a 4/4 green Beast creature token into play. Flashback 2GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Beast of Burden 6 Artifact Creature - Golem */* Beast of Burden's power and toughness are each equal to the number of creatures in play. Beast of Burden 6 Artifact Creature - Golem */* Beast of Burden's power and toughness are each equal to the number of creatures in play. Beast of Burden 6 Artifact Creature - Golem */* Beast of Burden's power and toughness are each equal to the number of creatures in play. Beast of Burden 6 Artifact Creature - Golem */* Beast of Burden's power and toughness are each equal to the number of creatures in play. Beast of Burden 6 Artifact Creature - Golem */* Beast of Burden's power and toughness are each equal to the number of creatures in play. Beast Walkers 1WW Creature - Human Beast Soldier 2/2 G: Beast Walkers gains banding until end of turn. Beastmaster's Magemark 2G Enchantment - Aura Enchant creature Creatures you control that are enchanted get +1/+1. Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Beasts of Bogardan 4R Creature - Beast 3/3 Protection from red Beasts of Bogardan gets +1/+1 as long as any opponent controls a white permanent. Beasts of Bogardan 4R Creature - Beast 3/3 Protection from red Beasts of Bogardan gets +1/+1 as long as any opponent controls a white permanent. Bedlam 2RR Enchantment Creatures can't block. Bedlam 2RR Enchantment Creatures can't block. Bee Sting 3G Sorcery Bee Sting deals 2 damage to target creature or player. Bee Sting 3G Sorcery Bee Sting deals 2 damage to target creature or player. Befoul 2BB Sorcery Destroy target land or nonblack creature. It can't be regenerated. Befoul 2BB Sorcery Destroy target land or nonblack creature. It can't be regenerated. Befoul 2BB Sorcery Destroy target land or nonblack creature. It can't be regenerated. Belbe's Armor 3 Artifact X, T Target creature gets -X/+X until end of turn. Belbe's Percher 2B Creature - Bird 2/2 Flying Belbe's Percher can block only creatures with flying. Belbe's Portal 5 Artifact As Belbe's Portal comes into play, choose a creature type. 3, T You may put a creature card of the chosen type from your hand into play. Belfry Spirit 3WW Creature - Spirit 1/1 Flying Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Belfry Spirit comes into play or the creature it haunts is put into a graveyard, put two 1/1 black Bat creature tokens with flying into play. Bellowing Fiend 4B Creature - Spirit 3/3 Flying Whenever Bellowing Fiend deals damage to a creature, Bellowing Fiend deals 3 damage to that creature's controller and 3 damage to you. Bellowing Fiend 4B Creature - Spirit 3/3 Flying Whenever Bellowing Fiend deals damage to a creature, Bellowing Fiend deals 3 damage to that creature's controller and 3 damage to you. Belltower Sphinx 4U Creature - Sphinx 2/5 Flying Whenever a source deals damage to Belltower Sphinx, that source's controller puts that many cards from the top of his or her library into his or her graveyard. Beloved Chaplain 1W Creature - Human Cleric 1/1 Protection from creatures Benalish Cavalry 1W Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Benalish Commander 3W Creature - Human Soldier */* Benalish Commander's power and toughness are each equal to the number of Soldiers you control. Suspend X-XWW. X can't be 0. Whenever a time counter is removed from Benalish Commander while it's removed from the game, put a 1/1 white Soldier creature token into play. Benalish Emissary 2W Creature - Human Wizard 1/4 Kicker 1G (You may pay an additional 1G as you play this spell.) When Benalish Emissary comes into play, if the kicker cost was paid, destroy target land. Benalish Heralds 3W Creature - Human Soldier 2/4 3U, T Draw a card. Benalish Hero W Creature - Human Soldier 1/1 Banding Benalish Hero W Creature - Human Soldier 1/1 Banding Benalish Hero W Creature - Human Soldier 1/1 Banding Benalish Hero W Creature - Human Soldier 1/1 Banding Benalish Hero W Creature - Human Soldier 1/1 Banding Benalish Hero W Creature - Human Soldier 1/1 Banding Benalish Hero W Creature - Human Soldier 1/1 Banding Benalish Infantry 2W Creature - Human Soldier 1/3 Banding Benalish Knight 2W Creature - Human Knight 2/2 Flash (You may play this spell any time you could play an instant.) First strike (This creature deals combat damage before creatures without first strike.) Benalish Knight 2W Creature - Human Knight 2/2 Flash (You may play this spell any time you could play an instant.) First strike (This creature deals combat damage before creatures without first strike.) Benalish Lancer 2W Creature - Human Knight 2/2 Kicker 2W (You may pay an additional 2W as you play this spell.) If the kicker cost was paid, Benalish Lancer comes into play with two +1/+1 counters on it and with first strike. Benalish Missionary W Creature - Human Cleric 1/1 1W, T Prevent all combat damage that would be dealt by target blocked creature this turn. Benalish Trapper 1W Creature - Human Soldier 1/2 W, T Tap target creature. Ben-Ben, Akki Hermit 2RR Legendary Creature - Goblin Shaman 1/1 T Ben-Ben, Akki Hermit deals damage to target attacking creature equal to the number of untapped Mountains you control. Bend or Break 3R Sorcery Each player separates all lands he or she controls into two piles. For each player, an opponent chooses a pile. Destroy all lands in the chosen piles. Tap all lands in the other piles. Benediction of Moons W Sorcery You gain 1 life for each player. Haunt (When this spell card is put into a graveyard after resolving, remove it from the game haunting target creature.) When the creature Benediction of Moons haunts is put into a graveyard, you gain 1 life for each player. Benevolent Ancestor 2W Creature - Spirit 0/4 Defender (This creature can't attack.) T Prevent the next 1 damage that would be dealt to target creature or player this turn. Benevolent Bodyguard W Creature - Human Cleric 1/1 Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn. Benevolent Unicorn 1W Creature - Unicorn 1/2 If a spell would deal damage to a creature or player, it deals that much damage minus 1 to that creature or player instead. Benthic Behemoth 5UUU Creature - Serpent 7/6 Islandwalk Benthic Behemoth 5UUU Creature - Serpent 7/6 Islandwalk Benthic Djinn 2UB Creature - Djinn 5/3 Islandwalk At the beginning of your upkeep, you lose 2 life. Benthic Explorers 3U Creature - Merfolk Scout 2/4 T, Untap a tapped land an opponent controls: Add one mana of any type that land could produce to your mana pool. Benthic Explorers 3U Creature - Merfolk Scout 2/4 T, Untap a tapped land an opponent controls: Add one mana of any type that land could produce to your mana pool. Benthicore 6U Creature - Elemental 5/5 When Benthicore comes into play, put two 1/1 blue Merfolk Wizard creature tokens into play. Tap two untapped Merfolk you control: Untap Benthicore. It gains shroud until end of turn. (It can't be the target of spells or abilities.) Bequeathal G Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, you draw two cards. Bereavement 1B Enchantment Whenever a green creature is put into a graveyard from play, its controller discards a card. Bereavement 1B Enchantment Whenever a green creature is put into a graveyard from play, its controller discards a card. Berserk G Instant Play Berserk only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At end of turn, destroy that creature if it attacked this turn. Berserk G Instant Play Berserk only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At end of turn, destroy that creature if it attacked this turn. Berserk G Instant Play Berserk only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At end of turn, destroy that creature if it attacked this turn. Berserk G Instant Play Berserk only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At end of turn, destroy that creature if it attacked this turn. Berserk Murlodont 4G Creature - Beast 3/3 Whenever a Beast becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Bestial Fury 2R Enchantment - Aura Enchant creature When Bestial Fury comes into play, draw a card at the beginning of the next turn's upkeep. Whenever enchanted creature becomes blocked, it gets +4/+0 and gains trample until end of turn. Bestial Fury 2R Enchantment - Aura Enchant creature When Bestial Fury comes into play, draw a card at the beginning of the next turn's upkeep. Whenever enchanted creature becomes blocked, it gets +4/+0 and gains trample until end of turn. Bestial Fury 2R Enchantment - Aura Enchant creature When Bestial Fury comes into play, draw a card at the beginning of the next turn's upkeep. Whenever enchanted creature becomes blocked, it gets +4/+0 and gains trample until end of turn. Betrayal U Enchantment - Aura Enchant creature an opponent controls Whenever enchanted creature becomes tapped, you draw a card. Betrayal of Flesh 5B Instant Choose one - Destroy target creature; or return target creature card from your graveyard to play. Entwine-Sacrifice three lands. (Choose both if you pay the entwine cost.) Betrothed of Fire 1R Enchantment - Aura Enchant creature Sacrifice an untapped creature: Enchanted creature gets +2/+0 until end of turn. Sacrifice enchanted creature: Creatures you control get +2/+0 until end of turn. Bewilder 2U Instant Target creature gets -3/-0 until end of turn. Draw a card. Bifurcate 3G Sorcery Search your library for a creature card with the same name as target creature and put that card into play. Then shuffle your library. Big Game Hunter 1BB Creature - Human Rebel Assassin 1/1 When Big Game Hunter comes into play, destroy target creature with power 4 or greater. It can't be regenerated. Madness B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Bile Urchin B Creature - Spirit 1/1 Sacrifice Bile Urchin: Target player loses 1 life. Bind 1G Instant Counter target activated ability. (Mana abilities can't be targeted.) Draw a card. Binding Agony 1B Enchantment - Aura Enchant creature Whenever enchanted creature is dealt damage, Binding Agony deals that much damage to that creature's controller. Binding Grasp 3U Enchantment - Aura Enchant creature At the beginning of your upkeep, sacrifice Binding Grasp unless you pay 1U. You control enchanted creature. Enchanted creature gets +0/+1. Binding Grasp 3U Enchantment - Aura Enchant creature At the beginning of your upkeep, sacrifice Binding Grasp unless you pay 1U. You control enchanted creature. Enchanted creature gets +0/+1. B-I-N-G-O 1G Creature - Hound 1/1 Trample Whenever a player plays a spell, put a chip counter on its converted mana cost. B-I-N-G-O gets +9/+9 for each set of three numbers in a row with chip counters on them. Biomantic Mastery 4(G / U)(G / U)(G / U) Sorcery (o(g/u) can be paid with either G or U.) Draw a card for each creature target player controls, then draw a card for each creature another target player controls. Bioplasm 3GG Creature - Ooze 4/4 Whenever Bioplasm attacks, remove the top card of your library from the game. If it's a creature card, Bioplasm gets +X/+Y until end of turn, where X is the removed creature card's power and Y is its toughness. Biorhythm 6GG Sorcery Each player's life total becomes the number of creatures he or she controls. Biorhythm 6GG Sorcery Each player's life total becomes the number of creatures he or she controls. Birchlore Rangers G Creature - Elf Druid 1/1 Tap two untapped Elves you control: Add one mana of any color to your mana pool. Morph G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Bird Maiden 2R Creature - Human Bird 1/2 Flying Bird Maiden 2R Creature - Human Bird 1/2 Flying Bird Maiden 2R Creature - Human Bird 1/2 Flying Bird Maiden 2R Creature - Human Bird 1/2 Flying Birds of Paradise G Creature - Bird 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) T Add one mana of any color to your mana pool. Birds of Paradise G Creature - Bird 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) T Add one mana of any color to your mana pool. Birds of Paradise G Creature - Bird 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) T Add one mana of any color to your mana pool. Birds of Paradise G Creature - Bird 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) T Add one mana of any color to your mana pool. Birds of Paradise G Creature - Bird 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) T Add one mana of any color to your mana pool. Birds of Paradise G Creature - Bird 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) T Add one mana of any color to your mana pool. Birds of Paradise G Creature - Bird 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) T Add one mana of any color to your mana pool. Birds of Paradise G Creature - Bird 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) T Add one mana of any color to your mana pool. Birds of Paradise G Creature - Bird 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) T Add one mana of any color to your mana pool. Birds of Paradise G Creature - Bird 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) T Add one mana of any color to your mana pool. Birds of Paradise G Creature - Bird 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) T Add one mana of any color to your mana pool. Bitter Ordeal 2B Sorcery Search target player's library for a card and remove that card from the game. Then that player shuffles his or her library. Gravestorm (When you play this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.) Bitterblossom 1B Tribal Enchantment - Faerie At the beginning of your upkeep, you lose 1 life and put a 1/1 black Faerie Rogue creature token with flying into play. Black Carriage 3BB Creature - Horse 4/4 Trample Black Carriage doesn't untap during your untap step. Sacrifice a creature: Untap Black Carriage. Play this ability only during your upkeep. Black Knight BB Creature - Human Knight 2/2 First strike, protection from white Black Knight BB Creature - Human Knight 2/2 First strike, protection from white Black Knight BB Creature - Human Knight 2/2 First strike, protection from white Black Knight BB Creature - Human Knight 2/2 First strike, protection from white Black Knight BB Creature - Human Knight 2/2 First strike, protection from white Black Knight BB Creature - Human Knight 2/2 First strike, protection from white Black Knight BB Creature - Human Knight 2/2 First strike, protection from white Black Lotus 0 Artifact T, Sacrifice Black Lotus: Add three mana of any one color to your mana pool. Black Lotus 0 Artifact T, Sacrifice Black Lotus: Add three mana of any one color to your mana pool. Black Lotus 0 Artifact T, Sacrifice Black Lotus: Add three mana of any one color to your mana pool. Black Mana Battery 4 Artifact 2, T Put a charge counter on Black Mana Battery. T, Remove any number of charge counters from Black Mana Battery: Add B to your mana pool, then add an additional B to your mana pool for each charge counter removed this way. Black Mana Battery 4 Artifact 2, T Put a charge counter on Black Mana Battery. T, Remove any number of charge counters from Black Mana Battery: Add B to your mana pool, then add an additional B to your mana pool for each charge counter removed this way. Black Market 3BB Enchantment Whenever a creature is put into a graveyard from play, put a charge counter on Black Market. At the beginning of your precombat main phase, add B to your mana pool for each charge counter on Black Market. Black Poplar Shaman 2B Creature - Treefolk Shaman 1/3 2B: Regenerate target Treefolk. Black Scarab W Enchantment - Aura Enchant creature Enchanted creature can't be blocked by black creatures. Enchanted creature gets +2/+2 as long as an opponent controls a black permanent. Black Vise 1 Artifact As Black Vise comes into play, choose an opponent. At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in his or her hand minus 4. Black Vise 1 Artifact As Black Vise comes into play, choose an opponent. At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in his or her hand minus 4. Black Vise 1 Artifact As Black Vise comes into play, choose an opponent. At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in his or her hand minus 4. Black Vise 1 Artifact As Black Vise comes into play, choose an opponent. At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in his or her hand minus 4. Black Vise 1 Artifact As Black Vise comes into play, choose an opponent. At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in his or her hand minus 4. Black Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from black. This effect doesn't remove Black Ward. Black Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from black. This effect doesn't remove Black Ward. Black Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from black. This effect doesn't remove Black Ward. Black Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from black. This effect doesn't remove Black Ward. Black Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from black. This effect doesn't remove Black Ward. Blacker Lotus 0 Artifact T Tear Blacker Lotus into pieces. Add four mana of any one color to your mana pool. Play this ability as a mana source. Remove the pieces from the game afterwards. Blackmail B Sorcery Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. 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 of the Sixth Pride 1W Creature - Cat Rebel 3/1 Blade Sliver 2R Creature - Sliver 2/2 All Sliver creatures get +1/+0. Blademane Baku 1R Creature - Spirit 1/1 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Blademane Baku. 1, Remove X ki counters from Blademane Baku: For each counter removed, Blademane Baku gets +2/+0 until end of turn. Blades of Velis Vel 1R Tribal Instant - Shapeshifter Changeling (This card is every creature type at all times.) Up to two target creatures each get +2/+0 and gain all creature types until end of turn. Bladewing the Risen 3BBRR Legendary Creature - Zombie Dragon 4/4 Flying When Bladewing the Risen comes into play, you may return target Dragon permanent card from your graveyard to play. BR: Dragon creatures get +1/+1 until end of turn. Bladewing's Thrall 2BB Creature - Zombie 3/3 Bladewing's Thrall has flying as long as you control a Dragon. When a Dragon comes into play, you may return Bladewing's Thrall from your graveyard to play. Blanchwood Armor 2G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+1 for each Forest you control. Blanchwood Armor 2G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+1 for each Forest you control. Blanchwood Armor 2G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+1 for each Forest you control. Blanchwood Armor 2G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+1 for each Forest you control. Blanchwood Armor 2G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+1 for each Forest you control. Blanchwood Treefolk 4G Creature - Treefolk 4/5 Blanket of Night 1BB Enchantment Each land is a Swamp in addition to its other land types. Blast from the Past 2R Instant Madness R, cycling 1R, kicker 2R, flashback 3R, buyback 4R Blast from the Past deals 2 damage to target creature or player. If the kicker cost was paid, put a 1/1 red Goblin creature token into play. Blasted Landscape Land T Add 1 to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Blaster Mage 2R Creature - Human Spellshaper 2/2 R, T, Discard a card: Destroy target Wall. Blasting Station 3 Artifact T, Sacrifice a creature: Blasting Station deals 1 damage to target creature or player. Whenever a creature comes into play, you may untap Blasting Station. Blastoderm 2GG Creature - Beast 5/5 Shroud (This permanent can't be the target of spells or abilities.) 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.) Blatant Thievery 4UUU Sorcery For each opponent, gain control of target permanent that player controls. (This effect doesn't end at end of turn.) Blaze XR Sorcery Blaze deals X damage to target creature or player. Blaze XR Sorcery Blaze deals X damage to target creature or player. Blaze XR Sorcery Blaze deals X damage to target creature or player. Blaze XR Sorcery Blaze deals X damage to target creature or player. Blaze XR Sorcery Blaze deals X damage to target creature or player. Blaze XR Sorcery Blaze deals X damage to target creature or player. Blaze XR Sorcery Blaze deals X damage to target creature or player. Blaze XR Sorcery Blaze deals X damage to target creature or player. Blaze XR Sorcery Blaze deals X damage to target creature or player. Blaze of Glory W Instant Target creature can block any number of creatures this turn. It must block each attacking creature this turn if able. Blaze of Glory W Instant Target creature can block any number of creatures this turn. It must block each attacking creature this turn if able. Blaze of Glory W Instant Target creature can block any number of creatures this turn. It must block each attacking creature this turn if able. Blazing Archon 6WWW Creature - Archon 5/6 Flying Creatures can't attack you. Blazing Blade Askari 2R Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) 2: Blazing Blade Askari becomes colorless until end of turn. Blazing Effigy 1R Creature - Elemental 0/3 When Blazing Effigy is put into a graveyard from play, Blazing Effigy deals X damage to target creature, where X is 3 plus the amount of damage dealt to Blazing Effigy this turn by other sources named Blazing Effigy. Blazing Salvo R Instant Blazing Salvo deals 3 damage to target creature unless that creature's controller has Blazing Salvo deal 5 damage to him or her. Blazing Shoal XRR Instant - Arcane You may remove a red card with converted mana cost X in your hand from the game rather than pay Blazing Shoal's mana cost. Target creature gets +X/+0 until end of turn. Blazing Specter 2BR Creature - Specter 2/2 Flying, haste Whenever Blazing Specter deals combat damage to a player, that player discards a card. Blessed Breath W Instant - Arcane Target creature you control gains protection from the color of your choice until end of turn. Splice onto Arcane W (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Blessed Orator 3W Creature - Human Cleric 1/4 Other creatures you control get +0/+1. Blessed Orator 3W Creature - Human Cleric 1/4 Other creatures you control get +0/+1. Blessed Reversal 1W Instant You gain 3 life for each creature attacking you. Blessed Reversal 1W Instant You gain 3 life for each creature attacking you. Blessed Reversal 1W Instant You gain 3 life for each creature attacking you. Blessed Reversal 1W Instant You gain 3 life for each creature attacking you. Blessed Wind 7WW Sorcery Target player's life total becomes 20. Blessed Wine 1W Instant You gain 1 life. Draw a card at the beginning of the next turn's upkeep. Blessed Wine 1W Instant You gain 1 life. Draw a card at the beginning of the next turn's upkeep. Blessing WW Enchantment - Aura Enchant creature W: Enchanted creature gets +1/+1 until end of turn. Blessing WW Enchantment - Aura Enchant creature W: Enchanted creature gets +1/+1 until end of turn. Blessing WW Enchantment - Aura Enchant creature W: Enchanted creature gets +1/+1 until end of turn. Blessing WW Enchantment - Aura Enchant creature W: Enchanted creature gets +1/+1 until end of turn. Blessing WW Enchantment - Aura Enchant creature W: Enchanted creature gets +1/+1 until end of turn. Blessing of Leeches 2B Enchantment - Aura Flash Enchant creature At the beginning of your upkeep, you lose 1 life. 0: Regenerate enchanted creature. Blessing of the Nephilim W Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each of its colors. Blight BB Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it. Blight BB Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it. Blight BB Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it. Blight BB Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it. Blight BB Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it. Blighted Shaman 1B Creature - Human Cleric Shaman 1/1 T, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn. T, Sacrifice a creature: Target creature gets +2/+2 until end of turn. Blighted Shaman 1B Creature - Human Cleric Shaman 1/1 T, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn. T, Sacrifice a creature: Target creature gets +2/+2 until end of turn. Blightsoil Druid 1B Creature - Elf Druid 1/2 T, Pay 1 life: Add G to your mana pool. Blightspeaker 1B Creature - Human Rebel Cleric 1/1 T Target player loses 1 life. 4, T Search your library for a Rebel permanent card with converted mana cost 3 or less and put it into play. Then shuffle your library. Blind Creeper 1B Creature - Zombie Beast 3/3 Whenever a player plays a spell, Blind Creeper gets -1/-1 until end of turn. Blind Fury 2RR Instant Play Blind Fury only before the combat damage step. All creatures lose trample until end of turn. If a creature would deal combat damage to a creature this turn, it deals double that damage to that creature instead. Blind Hunter 2WB Creature - Bat 2/2 Flying Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Blind Hunter comes into play or the creature it haunts is put into a graveyard, target player loses 2 life and you gain 2 life. Blind Phantasm 2U Creature - Illusion 2/3 Blind Seer 2UU Legendary Creature - Human Wizard 3/3 1U: Target spell or permanent becomes the color of your choice until end of turn. Blind with Anger 3R Instant - Arcane Untap target nonlegendary creature and gain control of it until end of turn. That creature gains haste until end of turn. Blinding Angel 3WW Creature - Angel 2/4 Flying (This creature can't be blocked except by creatures with flying.) Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase. Blinding Angel 3WW Creature - Angel 2/4 Flying (This creature can't be blocked except by creatures with flying.) Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase. Blinding Angel 3WW Creature - Angel 2/4 Flying (This creature can't be blocked except by creatures with flying.) Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase. Blinding Beam 2W Instant Choose one - Tap two target creatures; or creatures don't untap during target player's next untap step. Entwine 1 (Choose both if you pay the entwine cost.) Blinding Light 2W Sorcery Tap all nonwhite creatures. Blinding Light 2W Sorcery Tap all nonwhite creatures. Blinding Light 2W Sorcery Tap all nonwhite creatures. Blinding Light 2W Sorcery Tap all nonwhite creatures. Blinding Powder 1 Artifact - Equipment Equipped creature has "Unattach Blinding Powder: Prevent all combat damage that would be dealt to this creature this turn." Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) Blind-Spot Giant 2R Creature - Giant Warrior 4/3 Blind-Spot Giant can't attack or block unless you control another Giant. Blinking Spirit 3W Creature - Spirit 2/2 0: Return Blinking Spirit to its owner's hand. Blinking Spirit 3W Creature - Spirit 2/2 0: Return Blinking Spirit to its owner's hand. Blinking Spirit 3W Creature - Spirit 2/2 0: Return Blinking Spirit to its owner's hand. Blinking Spirit 3W Creature - Spirit 2/2 0: Return Blinking Spirit to its owner's hand. Blinkmoth Infusion 12UU Instant Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Untap all artifacts. Blinkmoth Nexus Land T Add 1 to your mana pool. 1: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land. 1, T Target Blinkmoth creature gets +1/+1 until end of turn. Blinkmoth Urn 5 Artifact At the beginning of each player's precombat main phase, if Blinkmoth Urn is untapped, that player adds 1 to his or her mana pool for each artifact he or she controls. Blinkmoth Well Land T Add 1 to your mana pool. 2, T Tap target noncreature artifact. Blistering Barrier 2R Creature - Wall 5/2 Defender (This creature can't attack.) Blistering Firecat 1RRR Creature - Elemental Cat 7/1 Trample, haste At end of turn, sacrifice Blistering Firecat. Morph RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Blizzard GG Enchantment Play Blizzard only if you control a snow land. Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Creatures with flying don't untap during their controllers' untap steps. Blizzard Elemental 5UU Creature - Elemental 5/5 Flying 3U: Untap Blizzard Elemental. Blizzard Elemental 5UU Creature - Elemental 5/5 Flying 3U: Untap Blizzard Elemental. Blizzard Specter 2UB Snow Creature - Specter 2/3 Flying Whenever Blizzard Specter deals combat damage to a player, choose one - That player returns a permanent he or she controls to its owner's hand; or that player discards a card. Bloated Toad 2G Creature - Frog 2/2 Protection from blue Cycling 2 (2, Discard this card: Draw a card.) Blockade Runner 3U Creature - Merfolk 2/2 U: Blockade Runner is unblockable this turn. Blockbuster 3RR Enchantment 1R, Sacrifice Blockbuster: Blockbuster deals 3 damage to each tapped creature and each player. Blood Celebrant B Creature - Human Cleric 1/1 B, Pay 1 life: Add one mana of any color to your mana pool. Blood Clock 4 Artifact At the beginning of each player's upkeep, that player returns a permanent he or she controls to its owner's hand unless he or she pays 2 life. Blood Crypt Land - Swamp Mountain (T Add B or R to your mana pool.) As Blood Crypt comes into play, you may pay 2 life. If you don't, Blood Crypt comes into play tapped. Blood Frenzy 1R Instant Play Blood Frenzy only before the combat damage step. Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn. Blood Funnel 1B Enchantment Noncreature spells you play cost 2 less to play. Whenever you play a noncreature spell, counter that spell unless you sacrifice a creature. Blood Hound 2R Creature - Hound 1/1 Whenever you're dealt damage, you may put that many +1/+1 counters on Blood Hound. At the end of your turn, remove all +1/+1 counters from Blood Hound. Blood Knight RR Creature - Human Knight 2/2 First strike, protection from white Blood Lust 1R Instant If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1. Blood Lust 1R Instant If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1. Blood Lust 1R Instant If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1. Blood Moon 2R Enchantment Nonbasic lands are Mountains. Blood Moon 2R Enchantment Nonbasic lands are Mountains. Blood Moon 2R Enchantment Nonbasic lands are Mountains. Blood Moon 2R Enchantment Nonbasic lands are Mountains. Blood Oath 3R Instant Choose a card type. Target opponent reveals his or her hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way. Blood of the Martyr WWW Instant Until end of turn, if damage would be dealt to any creature, you may have that damage dealt to you instead. Blood of the Martyr WWW Instant Until end of turn, if damage would be dealt to any creature, you may have that damage dealt to you instead. Blood Pet B Creature - Thrull 1/1 Sacrifice Blood Pet: Add B to your mana pool. Blood Pet B Creature - Thrull 1/1 Sacrifice Blood Pet: Add B to your mana pool. Blood Pet B Creature - Thrull 1/1 Sacrifice Blood Pet: Add B to your mana pool. Blood Rites 3RR Enchantment 1R, Sacrifice a creature: Blood Rites deals 2 damage to target creature or player. Blood Speaker 3B Creature - Ogre Shaman 3/2 At the beginning of your upkeep, you may sacrifice Blood Speaker. If you do, search your library for a Demon card, reveal that card, and put it into your hand. Then shuffle your library. Whenever a Demon comes into play under your control, return Blood Speaker from your graveyard to your hand. Blood Vassal 2B Creature - Thrull 2/2 Sacrifice Blood Vassal: Add BB to your mana pool. Bloodbond March 2BG Enchantment Whenever a creature spell is played, each player returns all cards with the same name as that spell from his or her graveyard to play. Bloodcurdler 1B Creature - Horror 1/1 Flying At the beginning of your upkeep, put the top card of your library into your graveyard. Threshold - As long as seven or more cards are in your graveyard, Bloodcurdler gets +1/+1 and has "At the end of your turn, remove two cards in your graveyard from the game." Bloodcurdling Scream XB Sorcery Target creature gets +X/+0 until end of turn. Bloodfire Colossus 6RR Creature - Giant 6/6 R, Sacrifice Bloodfire Colossus: Bloodfire Colossus deals 6 damage to each creature and each player. Bloodfire Colossus 6RR Creature - Giant 6/6 R, Sacrifice Bloodfire Colossus: Bloodfire Colossus deals 6 damage to each creature and each player. Bloodfire Colossus 6RR Creature - Giant 6/6 R, Sacrifice Bloodfire Colossus: Bloodfire Colossus deals 6 damage to each creature and each player. Bloodfire Dwarf R Creature - Dwarf 1/1 R, Sacrifice Bloodfire Dwarf: Bloodfire Dwarf deals 1 damage to each creature without flying. Bloodfire Infusion 2R Enchantment - Aura Enchant creature you control R, Sacrifice enchanted creature: Bloodfire Infusion deals damage equal to the sacrificed creature's power to each creature. Bloodfire Kavu 2RR Creature - Kavu 2/2 R, Sacrifice Bloodfire Kavu: Bloodfire Kavu deals 2 damage to each creature. Bloodletter 2B Creature - Zombie 2/3 When the names of three or more nonland permanents begin with the same letter, sacrifice Bloodletter. If you do, it deals 2 damage to each creature and each player. Bloodletter Quill 3 Artifact 2, T, Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill. UB: Remove a blood counter from Bloodletter Quill. Bloodline Shaman 1G Creature - Elf Wizard Shaman 1/1 T Choose a creature type. Reveal the top card of your library. If that card is a creature card of the chosen type, put it into your hand. Otherwise, put it into your graveyard. Bloodrock Cyclops 2R Creature - Cyclops 3/3 Bloodrock Cyclops attacks each turn if able. Bloodrock Cyclops 2R Creature - Cyclops 3/3 Bloodrock Cyclops attacks each turn if able. Bloodrock Cyclops 2R Creature - Cyclops 3/3 Bloodrock Cyclops attacks each turn if able. Bloodscale Prowler 2R Creature - Viashino Warrior 3/1 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.) Bloodscent 3G Instant All creatures able to block target creature this turn do so. Bloodshot Cyclops 5R Creature - Cyclops Giant 4/4 T, Sacrifice a creature: Bloodshot Cyclops deals damage equal to the sacrificed creature's power to target creature or player. Bloodshot Cyclops 5R Creature - Cyclops Giant 4/4 T, Sacrifice a creature: Bloodshot Cyclops deals damage equal to the sacrificed creature's power to target creature or player. Bloodshot Cyclops 5R Creature - Cyclops Giant 4/4 T, Sacrifice a creature: Bloodshot Cyclops deals damage equal to the sacrificed creature's power to target creature or player. Bloodshot Trainee 3R Creature - Goblin Warrior 2/3 T Bloodshot Trainee deals 4 damage to target creature. Play this ability only if Bloodshot Trainee's power is 4 or greater. Bloodstained Mire Land T, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card and put it into play. Then shuffle your library. Bloodstoke Howler 5R Creature - Beast 3/4 Morph 6R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Bloodstoke Howler is turned face up, Beast creatures you control get +3/+0 until end of turn. Bloodstone Cameo 3 Artifact T Add B or R to your mana pool. Bloodthirsty Ogre 2B Creature - Ogre Warrior Shaman 3/1 T Put a devotion counter on Bloodthirsty Ogre. T Target creature gets -X/-X until end of turn, where X is the number of devotion counters on Bloodthirsty Ogre. Play this ability only if you control a Demon. Blossoming Wreath G Instant You gain life equal to the number of creature cards in your graveyard. Blue Elemental Blast U Instant Choose one - Counter target red spell; or destroy target red permanent. Blue Elemental Blast U Instant Choose one - Counter target red spell; or destroy target red permanent. Blue Elemental Blast U Instant Choose one - Counter target red spell; or destroy target red permanent. Blue Elemental Blast U Instant Choose one - Counter target red spell; or destroy target red permanent. Blue Elemental Blast U Instant Choose one - Counter target red spell; or destroy target red permanent. Blue Mana Battery 4 Artifact 2, T Put a charge counter on Blue Mana Battery. T, Remove any number of charge counters from Blue Mana Battery: Add U to your mana pool, then add an additional U to your mana pool for each charge counter removed this way. Blue Mana Battery 4 Artifact 2, T Put a charge counter on Blue Mana Battery. T, Remove any number of charge counters from Blue Mana Battery: Add U to your mana pool, then add an additional U to your mana pool for each charge counter removed this way. Blue Scarab W Enchantment - Aura Enchant creature Enchanted creature can't be blocked by blue creatures. Enchanted creature gets +2/+2 as long as an opponent controls a blue permanent. Blue Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from blue. This effect doesn't remove Blue Ward. Blue Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from blue. This effect doesn't remove Blue Ward. Blue Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from blue. This effect doesn't remove Blue Ward. Blue Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from blue. This effect doesn't remove Blue Ward. Blue Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from blue. This effect doesn't remove Blue Ward. Blurred Mongoose 1G Creature - Mongoose 2/1 Shroud (This permanent can't be the target of spells or abilities.) Blurred Mongoose can't be countered. Boa Constrictor 4G Creature - Snake 3/3 T Boa Constrictor gets +3/+3 until end of turn. Body Double 4U Creature - Shapeshifter 0/0 As Body Double comes into play, you may choose a creature card in a graveyard. If you do, Body Double comes into play as a copy of that card. Body of Jukai 7GG Creature - Spirit 8/5 Trample Soulshift 8 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 8 or less from your graveyard to your hand.) Body Snatcher 2BB Creature - Minion 2/2 When Body Snatcher comes into play, you may discard a creature card. If you don't, remove Body Snatcher from the game. When Body Snatcher is put into a graveyard from play, remove Body Snatcher from the game and return target creature card from your graveyard to play. Bog Down 2B Sorcery Kicker-Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you play this spell.) Target player discards two cards. If the kicker cost was paid, that player discards three cards instead. Bog Elemental 3BB Creature - Elemental 5/4 Protection from white At the beginning of your upkeep, sacrifice Bog Elemental unless you sacrifice a land. Bog Glider 2B Creature - Human Mercenary 1/1 Flying T, Sacrifice a land: Search your library for a Mercenary permanent card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Bog Gnarr 4G Creature - Beast 2/2 Whenever a player plays a black spell, Bog Gnarr gets +2/+2 until end of turn. Bog Hoodlums 5B Creature - Goblin Warrior 4/1 Bog Hoodlums can't block. When Bog Hoodlums comes into play, clash with an opponent. If you win, put a +1/+1 counter on Bog Hoodlums. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Bog Imp 1B Creature - Imp 1/1 Flying (This creature can't be blocked except by creatures with flying.) Bog Imp 1B Creature - Imp 1/1 Flying (This creature can't be blocked except by creatures with flying.) Bog Imp 1B Creature - Imp 1/1 Flying (This creature can't be blocked except by creatures with flying.) Bog Imp 1B Creature - Imp 1/1 Flying (This creature can't be blocked except by creatures with flying.) Bog Imp 1B Creature - Imp 1/1 Flying (This creature can't be blocked except by creatures with flying.) Bog Imp 1B Creature - Imp 1/1 Flying (This creature can't be blocked except by creatures with flying.) Bog Imp 1B Creature - Imp 1/1 Flying (This creature can't be blocked except by creatures with flying.) Bog Imp 1B Creature - Imp 1/1 Flying (This creature can't be blocked except by creatures with flying.) Bog Imp 1B Creature - Imp 1/1 Flying (This creature can't be blocked except by creatures with flying.) Bog Imp 1B Creature - Imp 1/1 Flying (This creature can't be blocked except by creatures with flying.) Bog Initiate 1B Creature - Human Wizard 1/1 1: Add B to your mana pool. Bog Raiders 2B Creature - Zombie 2/2 Swampwalk Bog Raiders 2B Creature - Zombie 2/2 Swampwalk Bog Raiders 2B Creature - Zombie 2/2 Swampwalk Bog Rats B Creature - Rat 1/1 Bog Rats can't be blocked by Walls. Bog Rats B Creature - Rat 1/1 Bog Rats can't be blocked by Walls. Bog Rats B Creature - Rat 1/1 Bog Rats can't be blocked by Walls. Bog Rats B Creature - Rat 1/1 Bog Rats can't be blocked by Walls. Bog Serpent 5B Creature - Serpent 5/5 Bog Serpent can't attack unless defending player controls a Swamp. When you control no Swamps, sacrifice Bog Serpent. Bog Smugglers 1BB Creature - Human Mercenary 2/2 Swampwalk Bog Witch 2B Creature - Human Spellshaper 1/1 B, T, Discard a card: Add BBB to your mana pool. Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wraith 3B Creature - Wraith 3/3 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Bog Wreckage Land Bog Wreckage comes into play tapped. T Add B to your mana pool. T, Sacrifice Bog Wreckage: Add one mana of any color to your mana pool. Bogardan Firefiend 2R Creature - Elemental Spirit 2/1 When Bogardan Firefiend is put into a graveyard from play, it deals 2 damage to target creature. Bogardan Firefiend 2R Creature - Elemental Spirit 2/1 When Bogardan Firefiend is put into a graveyard from play, it deals 2 damage to target creature. Bogardan Hellkite 6RR Creature - Dragon 5/5 Flash (You may play this spell any time you could play an instant.) Flying When Bogardan Hellkite comes into play, it deals 5 damage divided as you choose among any number of target creatures and/or players. Bogardan Lancer 1R Creature - Human Knight 1/1 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.) Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Bogardan Phoenix 2RRR Creature - Phoenix 3/3 Flying When Bogardan Phoenix is put into a graveyard from play, remove it from the game if it had a death counter on it. Otherwise, return it to play and put a death counter on it. Bogardan Rager 5R Creature - Elemental 3/4 Flash (You may play this spell any time you could play an instant.) When Bogardan Rager comes into play, target creature gets +4/+0 until end of turn. Boggart Birth Rite B Tribal Sorcery - Goblin Return target Goblin card from your graveyard to your hand. Boggart Forager R Creature - Goblin Rogue 1/1 R, Sacrifice Boggart Forager: Target player shuffles his or her library. Boggart Harbinger 2B Creature - Goblin Shaman 2/1 When Boggart Harbinger comes into play, you may search your library for a Goblin card, reveal it, then shuffle your library and put that card on top of it. Boggart Loggers 2B Creature - Goblin Rogue 2/1 Forestwalk 2B, Sacrifice Boggart Loggers: Destroy target Treefolk or Forest. Boggart Mob 3B Creature - Goblin Warrior 5/5 Champion a Goblin (When this comes into play, sacrifice it unless you remove another Goblin you control from the game. When this leaves play, that card returns to play.) Whenever a Goblin you control deals combat damage to a player, you may put a 1/1 black Goblin Rogue creature token into play. Boggart Shenanigans 2R Tribal Enchantment - Goblin Whenever another Goblin you control is put into a graveyard from play, you may have Boggart Shenanigans deal 1 damage to target player. Boggart Sprite-Chaser 1R Creature - Goblin Warrior 1/2 As long as you control a Faerie, Boggart Sprite-Chaser gets +1/+1 and has flying. Bog-Strider Ash 3G Creature - Treefolk Shaman 2/4 Swampwalk Whenever a player plays a Goblin spell, you may pay G. If you do, you gain 2 life. Boil 3R Instant Destroy all Islands. Boil 3R Instant Destroy all Islands. Boil 3R Instant Destroy all Islands. Boil 3R Instant Destroy all Islands. Boiling Blood 2R Instant Target creature attacks this turn if able. Draw a card. Boiling Seas 3R Sorcery Destroy all Islands. Boiling Seas 3R Sorcery Destroy all Islands. Bola Warrior 1R Creature - Human Spellshaper Warrior 1/1 R, T, Discard a card: Target creature can't block this turn. Boldwyr Heavyweights 2RR Creature - Giant Warrior 8/8 Trample When Boldwyr Heavyweights comes into play, each opponent may search his or her library for a creature card and put it into play. Then each player who searched his or her library this way shuffles it. Boldwyr Intimidator 5RR Creature - Giant Warrior 5/5 Cowards can't block Warriors. R: Target creature becomes a Coward until end of turn. 2R: Target creature becomes a Warrior until end of turn. Boldwyr Intimidator 5RR Creature - Giant Warrior 5/5 Cowards can't block Warriors. R: Target creature becomes a Coward until end of turn. 2R: Target creature becomes a Warrior until end of turn. Bomb Squad 3R Creature - Dwarf 1/1 T Put a fuse counter on target creature. At the beginning of your upkeep, put a fuse counter on each creature with a fuse counter on it. Whenever a creature has four or more fuse counters on it, remove all fuse counters from it and destroy it. That creature deals 4 damage to its controller. Bond of Agony XB Sorcery As an additional cost to play Bond of Agony, pay X life. Each other player loses X life. Bonded Fetch 2U Creature - Homunculus 0/2 Defender, haste T Draw a card, then discard a card. Bone Dancer 1BB Creature - Zombie 2/2 Whenever Bone Dancer attacks and isn't blocked, you may put the top creature card from defending player's graveyard into play under your control. If you do, Bone Dancer deals no combat damage this turn. Bone Flute 3 Artifact 2, T All creatures get -1/-0 until end of turn. Bone Harvest 2B Instant Put any number of target creature cards from your graveyard on top of your library. Draw a card at the beginning of the next turn's upkeep. Bone Harvest 2B Instant Put any number of target creature cards from your graveyard on top of your library. Draw a card at the beginning of the next turn's upkeep. Bone Mask 4 Artifact 2, T The next time a source of your choice would deal damage to you this turn, prevent that damage. For each 1 damage prevented this way, remove the top card of your library from the game. Bone Shaman 2RR Creature - Giant Shaman 3/3 B: Until end of turn, Bone Shaman gains "Creatures dealt damage by Bone Shaman this turn can't be regenerated this turn." Bone Shredder 2B Creature - Minion 1/1 Flying Echo 2B (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Bone Shredder comes into play, destroy target nonartifact, nonblack creature. Boneknitter 1B Creature - Zombie Cleric 1/1 1B: Regenerate target Zombie. Morph 2B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Boneshard Slasher 1B Creature - Horror 1/1 Flying Threshold - As long as seven or more cards are in your graveyard, Boneshard Slasher gets +2/+2 and has "When Boneshard Slasher becomes the target of a spell or ability, sacrifice it." Bonesplitter 1 Artifact - Equipment Equipped creature gets +2/+0. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Bonesplitter Sliver 3R Creature - Sliver 2/2 All Sliver creatures get +2/+0. Bonethorn Valesk 4R Creature - Beast 4/2 Whenever a permanent is turned face up, Bonethorn Valesk deals 1 damage to target creature or player. Booby Trap 6 Artifact As Booby Trap comes into play, name a card other than a basic land card and choose an opponent. The chosen player reveals each card he or she draws. When the chosen player draws the named card, sacrifice Booby Trap. If you do, Booby Trap deals 10 damage to that player. Booby Trap 6 Artifact As Booby Trap comes into play, name a card other than a basic land card and choose an opponent. The chosen player reveals each card he or she draws. When the chosen player draws the named card, sacrifice Booby Trap. If you do, Booby Trap deals 10 damage to that player. Book Burning 1R Sorcery Any player may have Book Burning deal 6 damage to him or her. If no one does, put the top six cards of target player's library into his or her graveyard. Book of Rass 6 Artifact 2, Pay 2 life: Draw a card. Book of Rass 6 Artifact 2, Pay 2 life: Draw a card. Boom // Bust 1R / / 5R Sorcery // Sorcery Destroy target land you control and target land you don't control. // Destroy all lands. Boomerang UU Instant Return target permanent to its owner's hand. Boomerang UU Instant Return target permanent to its owner's hand. Boomerang UU Instant Return target permanent to its owner's hand. Boomerang UU Instant Return target permanent to its owner's hand. Boomerang UU Instant Return target permanent to its owner's hand. Boomerang UU Instant Return target permanent to its owner's hand. Boomerang UU Instant Return target permanent to its owner's hand. Boomerang UU Instant Return target permanent to its owner's hand. Boomerang UU Instant Return target permanent to its owner's hand. Booster Tutor B Instant Open a sealed Magic booster pack, reveal the cards, and put one of those cards into your hand. (Remove that card from your deck before beginning a new game.) Borborygmos 3RRGG Legendary Creature - Cyclops 6/7 Trample Whenever Borborygmos deals combat damage to a player, put a +1/+1 counter on each creature you control. Border Guard 2W Creature - Human Soldier 1/4 Border Guard 2W Creature - Human Soldier 1/4 Border Patrol 4W Creature - Human Nomad 1/6 Vigilance Borderland Behemoth 5RR Creature - Giant Warrior 4/4 Trample Borderland Behemoth gets +4/+4 for each other Giant you control. Boreal Centaur 1G Snow Creature - Centaur Warrior 2/2 oSi: Boreal Centaur gets +1/+1 until end of turn. Play this ability only once each turn. (oSi can be paid with one mana from a snow permanent.) Boreal Druid G Snow Creature - Elf Druid 1/1 T Add 1 to your mana pool. Boreal Griffin 3WW Snow Creature - Griffin 3/2 Flying oSi: Boreal Griffin gains first strike until end of turn. (oSi can be paid with one mana from a snow permanent.) Boreal Shelf Snow Land Boreal Shelf comes into play tapped. T Add W or U to your mana pool. Boris Devilboon 3BR Legendary Creature - Zombie Wizard 2/2 2BR, T Put a 1/1 black and red Demon creature token named Minor Demon into play. Boros Fury-Shield 2W Instant Prevent all combat damage that would be dealt by target attacking or blocking creature this turn. If R was spent to play Boros Fury-Shield, it deals damage to that creature's controller equal to the creature's power. Boros Garrison Land Boros Garrison comes into play tapped. When Boros Garrison comes into play, return a land you control to its owner's hand. T Add RW to your mana pool. Boros Guildmage (R / W)(R / W) Creature - Human Wizard 2/2 (o(r/w) can be paid with either R or W.) 1R: Target creature gains haste until end of turn. 1W: Target creature gains first strike until end of turn. Boros Recruit (R / W) Creature - Goblin Soldier 1/1 (o(r/w) can be paid with either R or W.) First strike Boros Signet 2 Artifact 1, T Add RW to your mana pool. Boros Swiftblade RW Creature - Human Soldier 1/2 Double strike Borrowing 100,000 Arrows 2U Sorcery Draw a card for each tapped creature target opponent controls. Borrowing the East Wind XGG Sorcery Borrowing the East Wind deals X damage to each creature with horsemanship and each player. Boseiju, Who Shelters All Legendary Land Boseiju, Who Shelters All comes into play tapped. T, Pay 2 life: Add 1 to your mana pool. If that mana is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities. Bosh, Iron Golem 8 Legendary Artifact Creature - Golem 6/7 Trample 3R, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player. Bosium Strip 3 Artifact 3, T Until end of turn, if the top card in your graveyard is an instant or sorcery card, you may play that card. If a card played this way would be put into a graveyard this turn, remove it from the game instead. Bosk Banneret 1G Creature - Treefolk Shaman 1/3 Treefolk spells and Shaman spells you play cost 1 less to play. Bosom Buddy 3W Creature - Elephant Townsfolk 1/4 Whenever you play a spell, you may gain 1/2 life for each word in that spell's name. Bottle Gnomes 3 Artifact Creature - Gnome 1/3 Sacrifice Bottle Gnomes: You gain 3 life. Bottle Gnomes 3 Artifact Creature - Gnome 1/3 Sacrifice Bottle Gnomes: You gain 3 life. Bottle Gnomes 3 Artifact Creature - Gnome 1/3 Sacrifice Bottle Gnomes: You gain 3 life. 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. 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. 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. 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. Bottle of Suleiman 4 Artifact 1, Sacrifice Bottle of Suleiman: Flip a coin. If you lose the flip, Bottle of Suleiman deals 5 damage to you. If you win the flip, put a 5/5 Djinn artifact creature token with flying into play. Bottled Cloister 4 Artifact At the beginning of each opponent's upkeep, remove your hand from the game face down. At the beginning of your upkeep, return all cards you own removed from the game with Bottled Cloister to your hand, then draw a card. Bottomless Pit 1BB Enchantment At the beginning of each player's upkeep, that player discards a card at random. Bottomless Vault Land Bottomless Vault comes into play tapped. You may choose not to untap Bottomless Vault during your untap step. At the beginning of your upkeep, if Bottomless Vault is tapped, put a storage counter on it. T, Remove any number of storage counters from Bottomless Vault: Add B to your mana pool for each storage counter removed this way. Bottomless Vault Land Bottomless Vault comes into play tapped. You may choose not to untap Bottomless Vault during your untap step. At the beginning of your upkeep, if Bottomless Vault is tapped, put a storage counter on it. T, Remove any number of storage counters from Bottomless Vault: Add B to your mana pool for each storage counter removed this way. Bouncing Beebles 2U Creature - Beeble 2/2 Bouncing Beebles is unblockable as long as defending player controls an artifact. Bound // Determined 3BG / / GU Instant // Instant Sacrifice a creature. Return up to X cards from your graveyard to your hand, where X is the number of colors that creature was. Then remove this card from the game. // Other spells you control can't be countered by spells or abilities this turn. Draw a card. Bound in Silence 2W Tribal Enchantment - Rebel Aura Enchant creature Enchanted creature can't attack or block. Bounteous Kirin 5GG Legendary Creature - Kirin Spirit 4/4 Flying Whenever you play a Spirit or Arcane spell, you may gain life equal to that spell's converted mana cost. Bounty Hunter 2BB Creature - Human Archer Minion 2/2 T Put a bounty counter on target nonblack creature. T Destroy target creature with a bounty counter on it. Bounty of the Hunt 3GG Instant You may remove a green card in your hand from the game rather than pay Bounty of the Hunt's mana cost. Until end of turn, target creature gets +1/+1, target creature gets +1/+1, and target creature gets +1/+1. Brace for Impact 4W Instant Prevent all damage that would be dealt to target multicolored creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature. Braid of Fire 1R Enchantment Cumulative upkeep-Add R to your mana pool. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Braids, Cabal Minion 2BB Legendary Creature - Human Minion 2/2 At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land. Braids, Conjurer Adept 2UU Legendary Creature - Human Wizard 2/2 At the beginning of each player's upkeep, that player may put an artifact, creature, or land card from his or her hand into play. Braidwood Cup 3 Artifact T You gain 1 life. Braidwood Sextant 1 Artifact 2, T, Sacrifice Braidwood Sextant: Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library. Brain Freeze 1U Instant Target player puts the top three cards of his or her library into his or her graveyard. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Brain Gorgers 3B Creature - Zombie 4/2 When you play Brain Gorgers, any player may sacrifice a creature. If a player does, counter Brain Gorgers. Madness 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Brain Pry 1B Sorcery Name a nonland card. Target player reveals his or her hand. That player discards a card with that name. If he or she can't, you draw a card. Braingeyser XUU Sorcery Target player draws X cards. Braingeyser XUU Sorcery Target player draws X cards. Braingeyser XUU Sorcery Target player draws X cards. Braingeyser XUU Sorcery Target player draws X cards. Braingeyser XUU Sorcery Target player draws X cards. Brainspoil 3BB Sorcery Destroy target creature that isn't enchanted. It can't be regenerated. Transmute 1BB (1BB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) Brainstorm U Instant Draw three cards, then put two cards from your hand on top of your library. Brainstorm U Instant Draw three cards, then put two cards from your hand on top of your library. Brainstorm U Instant Draw three cards, then put two cards from your hand on top of your library. Brainstorm U Instant Draw three cards, then put two cards from your hand on top of your library. Brainwash W Enchantment - Aura Enchant creature Enchanted creature can't attack unless its controller pays 3. Brainwash W Enchantment - Aura Enchant creature Enchanted creature can't attack unless its controller pays 3. Brainwash W Enchantment - Aura Enchant creature Enchanted creature can't attack unless its controller pays 3. Bramble Elemental 3GG Creature - Elemental 4/4 Whenever an Aura becomes attached to Bramble Elemental, put two 1/1 green Saproling creature tokens into play. Bramblewood Paragon 1G Creature - Elf Warrior 2/2 Each other Warrior creature you control comes into play with an additional +1/+1 counter on it. Each creature you control with a +1/+1 counter on it has trample. Branchsnap Lorian 1GG Creature - Beast 4/1 Trample Morph G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Brand R Instant Gain control of all permanents you own. (This effect doesn't end at end of turn.) Cycling 2 (2, Discard this card: Draw a card.) Brand of Ill Omen 3R Enchantment - Aura Enchant creature Cumulative upkeep R (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Enchanted creature's controller can't play creature spells. Branded Brawlers R Creature - Human Soldier 2/2 Branded Brawlers can't attack if defending player controls an untapped land. Branded Brawlers can't block if you control an untapped land. Brass Gnat 1 Artifact Creature - Insect 1/1 Flying Brass Gnat doesn't untap during your untap step. At the beginning of your upkeep, you may pay 1. If you do, untap Brass Gnat. Brass Herald 6 Artifact Creature - Golem 2/2 As Brass Herald comes into play, choose a creature type. When Brass Herald comes into play, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order. Creatures of the chosen type get +1/+1. Brass Herald 6 Artifact Creature - Golem 2/2 As Brass Herald comes into play, choose a creature type. When Brass Herald comes into play, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order. Creatures of the chosen type get +1/+1. Brass Man 1 Artifact Creature - Construct 1/3 Brass Man doesn't untap during your untap step. At the beginning of your upkeep, you may pay 1. If you do, untap Brass Man. Brass Man 1 Artifact Creature - Construct 1/3 Brass Man doesn't untap during your untap step. At the beginning of your upkeep, you may pay 1. If you do, untap Brass Man. Brass Man 1 Artifact Creature - Construct 1/3 Brass Man doesn't untap during your untap step. At the beginning of your upkeep, you may pay 1. If you do, untap Brass Man. Brass Secretary 3 Artifact Creature - Construct 2/1 2, Sacrifice Brass Secretary: Draw a card. Brassclaw Orcs 2R Creature - Orc 3/2 Brassclaw Orcs can't block creatures with power 2 or greater. Brassclaw Orcs 2R Creature - Orc 3/2 Brassclaw Orcs can't block creatures with power 2 or greater. Brassclaw Orcs 2R Creature - Orc 3/2 Brassclaw Orcs can't block creatures with power 2 or greater. Brassclaw Orcs 2R Creature - Orc 3/2 Brassclaw Orcs can't block creatures with power 2 or greater. Brassclaw Orcs 2R Creature - Orc 3/2 Brassclaw Orcs can't block creatures with power 2 or greater. Brass-Talon Chimera 4 Artifact Creature - Chimera 2/2 First strike Sacrifice Brass-Talon Chimera: Put a +2/+2 counter on target Chimera creature. It gains first strike. (This effect doesn't end at end of turn.) Bravado 1R Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each other creature you control. Brawl 3RR Instant Until end of turn, all creatures gain "T This creature deals damage equal to its power to target creature." Brawn 3G Creature - Incarnation 3/3 Trample As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample. Breach 2B Instant Target creature gets +2/+0 and gains fear until end of turn. Break Asunder 2GG Sorcery Destroy target artifact or enchantment. Cycling 2 (2, Discard this card: Draw a card.) Break Open 1R Instant Turn target face-down creature an opponent controls face up. Breaking Point 1RR Sorcery Any player may have Breaking Point deal 6 damage to him or her. If no one does, destroy all creatures and they can't be regenerated. Breaking Wave 2UU Sorcery You may play Breaking Wave any time you could play an instant if you pay 2 more to play it. Simultaneously untap all tapped creatures and tap all untapped creatures. Breakthrough XU Sorcery Draw four cards, then choose X cards in your hand and discard the rest. Breath of Darigaaz 1R Sorcery Kicker 2 (You may pay an additional 2 as you play this spell.) Breath of Darigaaz deals 1 damage to each creature without flying and each player. If the kicker cost was paid, Breath of Darigaaz deals 4 damage to each creature without flying and each player instead. Breath of Dreams 2UU Enchantment Cumulative upkeep U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Green creatures have "Cumulative upkeep 1." Breath of Fury 2RR Enchantment - Aura Enchant creature you control When enchanted creature deals combat damage to a player, sacrifice it and attach Breath of Fury to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase. Breath of Life 3W Sorcery Return target creature card from your graveyard to play. Breath of Life 3W Sorcery Return target creature card from your graveyard to play. Breath of Life 3W Sorcery Return target creature card from your graveyard to play. Breath of Life 3W Sorcery Return target creature card from your graveyard to play. Breath of Life 3W Sorcery Return target creature card from your graveyard to play. Breathstealer 2B Creature - Nightstalker 2/2 B: Breathstealer gets +1/-1 until end of turn. Breathstealer's Crypt 2UB Enchantment If a player would draw a card, instead he or she draws a card and reveals it. If it's a creature card, that player discards it unless he or she pays 3 life. Breeding Pit 3B Enchantment At the beginning of your upkeep, sacrifice Breeding Pit unless you pay BB. At the end of your turn, put a 0/1 black Thrull creature token into play. Breeding Pit 3B Enchantment At the beginning of your upkeep, sacrifice Breeding Pit unless you pay BB. At the end of your turn, put a 0/1 black Thrull creature token into play. Breeding Pit 3B Enchantment At the beginning of your upkeep, sacrifice Breeding Pit unless you pay BB. At the end of your turn, put a 0/1 black Thrull creature token into play. Breeding Pool Land - Forest Island (T Add G or U to your mana pool.) As Breeding Pool comes into play, you may pay 2 life. If you don't, Breeding Pool comes into play tapped. Breezekeeper 3U Creature - Djinn 4/4 Flying, phasing Briar Patch 1GG Enchantment Whenever a creature attacks you, it gets -1/-0 until end of turn. Briar Shield G Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice Briar Shield: Enchanted creature gets +3/+3 until end of turn. Briarhorn 3G Creature - Elemental 3/3 Flash When Briarhorn comes into play, target creature gets +3/+3 until end of turn. Evoke 1G (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Briarknit Kami 3GG Creature - Spirit 3/3 Whenever you play a Spirit or Arcane spell, put a +1/+1 counter on target creature. Bribery 3UU Sorcery Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library. Bribery 3UU Sorcery Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library. Bridge from Below BBB Enchantment Whenever a nontoken creature is put into your graveyard from play, if Bridge from Below is in your graveyard, put a 2/2 black Zombie creature token into play. When a creature is put into an opponent's graveyard from play, if Bridge from Below is in your graveyard, remove Bridge from Below from the game. Brightflame XRRWW Sorcery Radiance - Brightflame deals X damage to target creature and each other creature that shares a color with it. You gain life equal to the damage dealt this way. Brighthearth Banneret 1R Creature - Elemental Warrior 1/1 Elemental spells and Warrior spells you play cost 1 less to play. Reinforce 1-1R (1R, Discard this card: Put a +1/+1 counter on target creature.) Brightstone Ritual R Instant Add R to your mana pool for each Goblin in play. Brigid, Hero of Kinsbaile 2WW Legendary Creature - Kithkin Archer 2/3 First strike T Brigid, Hero of Kinsbaile deals 2 damage to each attacking or blocking creature target player controls. Brilliant Halo 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+2. When Brilliant Halo is put into a graveyard from play, return Brilliant Halo to its owner's hand. Brilliant Plan 4U Sorcery Draw three cards. Brimstone Dragon 6RR Creature - Dragon 6/6 Flying, haste Brine Elemental 4UU Creature - Elemental 5/4 Morph 5UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Brine Elemental is turned face up, each opponent skips his or her next untap step. Brine Hag 2UU Creature - Hag 2/2 When Brine Hag is put into a graveyard from play, all creatures that dealt damage to it this turn become 0/2. (This effect doesn't end at end of turn.) Brine Seer 3U Creature - Human Wizard 1/1 2U, T Reveal any number of blue cards in your hand. Counter target spell unless its controller pays 1 for each card revealed this way. Brine Shaman 1B Creature - Human Cleric Shaman 1/1 T, Sacrifice a creature: Target creature gets +2/+2 until end of turn. 1UU, Sacrifice a creature: Counter target creature spell. Bringer of the Black Dawn 7BB Creature - Bringer 5/5 You may pay WUBRG rather than pay Bringer of the Black Dawn's mana cost. Trample At the beginning of your upkeep, you may pay 2 life. If you do, search your library for a card, then shuffle your library and put that card on top of it. Bringer of the Blue Dawn 7UU Creature - Bringer 5/5 You may pay WUBRG rather than pay Bringer of the Blue Dawn's mana cost. Trample At the beginning of your upkeep, you may draw two cards. Bringer of the Green Dawn 7GG Creature - Bringer 5/5 You may pay WUBRG rather than pay Bringer of the Green Dawn's mana cost. Trample At the beginning of your upkeep, you may put a 3/3 green Beast creature token into play. Bringer of the Red Dawn 7RR Creature - Bringer 5/5 You may pay WUBRG rather than pay Bringer of the Red Dawn's mana cost. Trample At the beginning of your upkeep, you may untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. Bringer of the White Dawn 7WW Creature - Bringer 5/5 You may pay WUBRG rather than pay Bringer of the White Dawn's mana cost. Trample At the beginning of your upkeep, you may return target artifact card from your graveyard to play. Brink of Madness 2BB Enchantment At the beginning of your upkeep, if you have no cards in hand, sacrifice Brink of Madness. If you do, target opponent discards his or her hand. Brion Stoutarm 2RW Legendary Creature - Giant Warrior 4/4 Lifelink (Whenever this creature deals damage, you gain that much life.) R, T, Sacrifice a creature other than Brion Stoutarm: Brion Stoutarm deals damage equal to the sacrificed creature's power to target player. Broken Ambitions XU Instant Counter target spell unless its controller pays X. Clash with an opponent. If you win, that spell's controller puts the top four cards of his or her library into his or her graveyard. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Broken Dam U Sorcery Tap one or two target creatures without horsemanship. Broken Fall 2G Enchantment Return Broken Fall to its owner's hand: Regenerate target creature. Broken Fall 2G Enchantment Return Broken Fall to its owner's hand: Regenerate target creature. Broken Visage 4B Instant Destroy target attacking nonartifact creature. It can't be regenerated. Put a black Spirit creature token into play with power and toughness equal to the power and toughness of that creature. Sacrifice the Spirit token at end of turn. Broken Visage 4B Instant Destroy target attacking nonartifact creature. It can't be regenerated. Put a black Spirit creature token into play with power and toughness equal to the power and toughness of that creature. Sacrifice the Spirit token at end of turn. Brontotherium 4GG Creature - Beast 5/3 Trample Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Bronze Bombshell 4 Artifact Creature - Construct 4/1 When a player other than Bronze Bombshell's owner controls it, that player sacrifices it. If the player does, Bronze Bombshell deals 7 damage to him or her. Bronze Calendar 4 Artifact Your spells cost 1 less to play as long as you speak in a voice other than your normal voice. If you speak in your normal voice, sacrifice Bronze Calendar. Bronze Horse 7 Artifact Creature - Horse 4/4 Trample If you control another creature, prevent all damage that would be dealt to Bronze Horse by spells that target it. Bronze Horse 7 Artifact Creature - Horse 4/4 Trample If you control another creature, prevent all damage that would be dealt to Bronze Horse by spells that target it. Bronze Tablet 6 Artifact Remove Bronze Tablet from your deck before playing if you're not playing for ante. Bronze Tablet comes into play tapped. 4, T Target nontoken permanent's controller may pay 10 life. If he or she does, remove Bronze Tablet from the game. If he or she doesn't and Bronze Tablet is in play, you own that permanent and that player owns Bronze Tablet, then remove Bronze Tablet and that permanent from the game. Bronze Tablet 6 Artifact Remove Bronze Tablet from your deck before playing if you're not playing for ante. Bronze Tablet comes into play tapped. 4, T Target nontoken permanent's controller may pay 10 life. If he or she does, remove Bronze Tablet from the game. If he or she doesn't and Bronze Tablet is in play, you own that permanent and that player owns Bronze Tablet, then remove Bronze Tablet and that permanent from the game. Brood of Cockroaches 1B Creature - Insect 1/1 When Brood of Cockroaches is put into your graveyard from play, at end of turn, you lose 1 life and return Brood of Cockroaches to your hand. Brood Sliver 4G Creature - Sliver 3/3 Whenever a Sliver deals combat damage to a player, its controller may put a 1/1 colorless Sliver creature token into play. Broodhatch Nantuko 1G Creature - Insect Druid 1/1 Whenever Broodhatch Nantuko is dealt damage, you may put that many 1/1 green Insect creature tokens into play. Morph 2G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Brooding Saurian 2GG Creature - Lizard 4/4 At the end of each turn, each player gains control of all nontoken permanents he or she owns. Broodstar 8UU Creature - Beast */* Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying Broodstar's power and toughness are each equal to the number of artifacts you control. Brothers of Fire 1RR Creature - Human Shaman 2/2 1RR: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you. Brothers of Fire 1RR Creature - Human Shaman 2/2 1RR: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you. Brothers of Fire 1RR Creature - Human Shaman 2/2 1RR: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you. Brothers of Fire 1RR Creature - Human Shaman 2/2 1RR: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you. Brothers Yamazaki 2R Legendary Creature - Human Samurai 2/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) If there are exactly two permanents named Brothers Yamazaki in play, the "legend rule" doesn't apply to them. Each other creature named Brothers Yamazaki gets +2/+2 and has haste. Brothers Yamazaki 2R Legendary Creature - Human Samurai 2/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) If there are exactly two permanents named Brothers Yamazaki in play, the "legend rule" doesn't apply to them. Each other creature named Brothers Yamazaki gets +2/+2 and has haste. Browbeat 2R Sorcery Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards. Browbeat 2R Sorcery Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards. Brown Ouphe G Creature - Ouphe 1/1 1G, T Counter target activated ability from an artifact source. (Mana abilities can't be targeted.) Brown Ouphe G Creature - Ouphe 1/1 1G, T Counter target activated ability from an artifact source. (Mana abilities can't be targeted.) Browse 2UU Enchantment 2UU: Look at the top five cards of your library and put one of them into your hand. Remove the rest from the game. Browse 2UU Enchantment 2UU: Look at the top five cards of your library and put one of them into your hand. Remove the rest from the game. Brush with Death 2B Sorcery Buyback 2BB (You may pay an additional 2BB as you play this spell. If you do, put this card into your hand as it resolves.) Target opponent loses 2 life. You gain 2 life. Brushland Land T Add 1 to your mana pool. T Add G or W to your mana pool. Brushland deals 1 damage to you. Brushland Land T Add 1 to your mana pool. T Add G or W to your mana pool. Brushland deals 1 damage to you. Brushland Land T Add 1 to your mana pool. T Add G or W to your mana pool. Brushland deals 1 damage to you. Brushland Land T Add 1 to your mana pool. T Add G or W to your mana pool. Brushland deals 1 damage to you. Brushland Land T Add 1 to your mana pool. T Add G or W to your mana pool. Brushland deals 1 damage to you. Brushland Land T Add 1 to your mana pool. T Add G or W to your mana pool. Brushland deals 1 damage to you. Brushstroke Paintermage 3U Creature - Human Wizard 2/3 T Target permanent's artist becomes the artist of your choice until end of turn. Brushwagg 1GG Creature - Brushwagg 3/2 Whenever Brushwagg blocks or becomes blocked, it gets -2/+2 until end of turn. Brutal Deceiver 2R Creature - Spirit 2/2 1: Look at the top card of your library. 2: Reveal the top card of your library. If it's a land card, Brutal Deceiver gets +1/+0 and gains first strike until end of turn. Play this ability only once each turn. Brutal Nightstalker 3BB Creature - Nightstalker 3/2 When Brutal Nightstalker comes into play, you may have target opponent discard a card. Brutal Suppression R Enchantment Activated abilities of Rebels cost an additional "Sacrifice a land" to play. Brute Force R Instant Target creature gets +3/+3 until end of turn. Bubble Matrix 4 Artifact Prevent all damage that would be dealt to creatures. Bubbling Beebles 4U Creature - Beeble 3/3 Bubbling Beebles is unblockable as long as defending player controls an enchantment. Bubbling Muck B Sorcery Until end of turn, whenever a player taps a Swamp for mana, its controller adds B to his or her mana pool. Budoka Gardener 1G Creature - Human Monk 2/1 T You may put a land card from your hand into play. If you control ten or more lands, flip Budoka Gardener. ----- Dokai, Weaver of Life Legendary Creature - Human Monk 3/3 4GG, T Put an X/X green Elemental creature token into play, where X is the number of lands you control. Budoka Pupil 1GG Creature - Human Monk 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Budoka Pupil. At end of turn, if there are two or more ki counters on Budoka Pupil, you may flip it. ---- Ichiga, Who Topples Oaks Legendary Creature - Spirit 4/3 Trample Remove a ki counter from Ichiga, Who Topples Oaks: Target creature gets +2/+2 until end of turn. Builder's Bane XXR Sorcery Destroy X target artifacts. Builder's Bane deals damage to each player equal to the number of artifacts he or she controlled destroyed this way. Bull Aurochs 1G Creature - Aurochs 2/1 Trample Whenever Bull Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs. Bull Elephant 3G Creature - Elephant 4/4 When Bull Elephant comes into play, sacrifice it unless you return two Forests you control to their owner's hand. Bull Hippo 3G Creature - Hippo 3/3 Islandwalk Bull Hippo 3G Creature - Hippo 3/3 Islandwalk Bull Hippo 3G Creature - Hippo 3/3 Islandwalk Bull Hippo 3G Creature - Hippo 3/3 Islandwalk Bullwhip 4 Artifact 2, T Bullwhip deals 1 damage to target creature. That creature attacks this turn if able. Bulwark 3RR Enchantment At the beginning of your upkeep, Bulwark deals damage to target opponent equal to the number of cards in your hand greater than the number of cards in his or her hand. Buoyancy 1U Enchantment - Aura Flash Enchant creature Enchanted creature has flying. Burden of Greed 3B Instant Target player loses 1 life for each tapped artifact he or she controls. Bureaucracy 3UU Enchantment Pursuant to subsection 3.1(4) of Richard's Rules of Order, during the upkeep of each participant in this game of the Magic: The Gathering® trading card game (hereafter known as "PLAYER"), that PLAYER performs all actions in the sequence of previously added actions (hereafter known as "ACTION QUEUE"), in the order those actions were added, then adds another action to the end of the ACTION QUEUE. All actions must be simple physical or verbal actions that a player can perform while sitting in a chair, without jeopardizing the health and security of said PLAYER. If any PLAYER does not perform all the prescribed actions in the correct order, sacrifice Bureaucracy and said PLAYER discards his or her complement of cards in hand (hereafter known as "HAND"). Burgeoning G Enchantment Whenever an opponent plays a land, you may put a land card from your hand into play. Buried Alive 2B Sorcery Search your library for up to three creature cards and put them into your graveyard. Then shuffle your library. Buried Alive 2B Sorcery Search your library for up to three creature cards and put them into your graveyard. Then shuffle your library. Burning Cinder Fury of Crimson Chaos Fire 3R Enchantment Whenever any player taps a card, that player gives control of that card to an opponent at end of turn. If a player does not tap any nonland cards during his or her turn, Burning Cinder Fury of Crimson Chaos Fire deals 3 damage to that player at end of turn. Burning Cloak R Sorcery Target creature gets +2/+0 until end of turn. Burning Cloak deals 2 damage to that creature. Burning Fields 4R Sorcery Burning Fields deals 5 damage to target opponent. Burning of Xinye 4RR Sorcery Each player sacrifices four lands. Burning of Xinye deals 4 damage to each creature. Burning Palm Efreet 2RR Creature - Efreet 2/2 1RR: Burning Palm Efreet deals 2 damage to target creature with flying and that creature loses flying until end of turn. Burning Sands 3RR Enchantment Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land. Burning Shield Askari 2R Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) RR: Burning Shield Askari gains first strike until end of turn. Burning Wish 1R Sorcery You may choose a sorcery card you own from outside the game, reveal that card, and put it into your hand. Remove Burning Wish from the game. Burning-Eye Zubera 2RR Creature - Zubera Spirit 3/3 When Burning-Eye Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, Burning-Eye Zubera deals 3 damage to target creature or player. Burning-Tree Bloodscale 2RG Creature - Viashino Berserker 2/2 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.) 2R: Target creature can't block Burning-Tree Bloodscale this turn. 2G: Target creature blocks Burning-Tree Bloodscale this turn if able. Burning-Tree Shaman 1RG Creature - Centaur Shaman 3/4 Whenever a player plays an activated ability that isn't a mana ability, Burning-Tree Shaman deals 1 damage to that player. Burnout 1R Instant Counter target instant spell if it is blue. Draw a card at the beginning of the next turn's upkeep. Burnt Offering B Instant As an additional cost to play Burnt Offering, sacrifice a creature. Add X mana in any combination of B and/or R to your mana pool, where X is the sacrificed creature's converted mana cost. Burr Grafter 3G Creature - Spirit 2/2 Sacrifice Burr Grafter: Target creature gets +2/+2 until end of turn. Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Burrenton Bombardier 2W Creature - Kithkin Soldier 2/2 Flying Reinforce 2-2W (2W, Discard this card: Put two +1/+1 counters on target creature.) Burrenton Forge-Tender W Creature - Kithkin Wizard 1/1 Protection from red Sacrifice Burrenton Forge-Tender: Prevent all damage a red source of your choice would deal this turn. Burrenton Shield-Bearers 4W Creature - Kithkin Soldier 3/3 Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn. Burrowing R Enchantment - Aura Enchant creature Enchanted creature has mountainwalk. Burrowing R Enchantment - Aura Enchant creature Enchanted creature has mountainwalk. Burrowing R Enchantment - Aura Enchant creature Enchanted creature has mountainwalk. Burrowing R Enchantment - Aura Enchant creature Enchanted creature has mountainwalk. Burrowing R Enchantment - Aura Enchant creature Enchanted creature has mountainwalk. Burrowing R Enchantment - Aura Enchant creature Enchanted creature has mountainwalk. Burst of Energy W Instant Untap target permanent. Bursting Beebles 2U Creature - Beeble 2/2 Bursting Beebles is unblockable as long as defending player controls two or more nonland permanents that share an artist. Bushi Tenderfoot W Creature - Human Soldier 1/1 When a creature dealt damage by Bushi Tenderfoot this turn is put into a graveyard, flip Bushi Tenderfoot. ----- Kenzo the Hardhearted Legendary Creature - Human Samurai 3/4 Double strike; bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Butcher Orgg 4RRR Creature - Orgg 6/6 You may divide Butcher Orgg's combat damage as you choose among defending player and/or any number of creatures he or she controls. Cabal Archon 2B Creature - Human Cleric 2/2 B, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life. Cabal Coffers Land 2, T Add B to your mana pool for each Swamp you control. Cabal Conditioning 6B Sorcery Any number of target players each discards a number of cards equal to the highest converted mana cost among permanents you control. Cabal Executioner 2BB Creature - Human Cleric 2/2 Whenever Cabal Executioner deals combat damage to a player, that player sacrifices a creature. Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Cabal Inquisitor 1B Creature - Human Minion 1/1 Threshold - 1B, T, Remove two cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery, and only if seven or more cards are in your graveyard. Cabal Interrogator 1B Creature - Zombie Wizard 1/1 XB, T Target player reveals X cards from his or her hand and you choose one of them. That player discards that card. Play this ability only any time you could play a sorcery. Cabal Patriarch 3BBB Legendary Creature - Human Wizard 5/5 2B, Sacrifice a creature: Target creature gets -2/-2 until end of turn. 2B, Remove a creature card in your graveyard from the game: Target creature gets -2/-2 until end of turn. Cabal Pit Land T Add B to your mana pool. Cabal Pit deals 1 damage to you. Threshold - B, T, Sacrifice Cabal Pit: Target creature gets -2/-2 until end of turn. Play this ability only if seven or more cards are in your graveyard. Cabal Ritual 1B Instant Add BBB to your mana pool. Threshold - Add BBBBB to your mana pool instead if seven or more cards are in your graveyard. Cabal Shrine 1BB Enchantment Whenever a player plays a spell, that player discards X cards, where X is the number of cards in all graveyards with the same name as that spell. Cabal Slaver 2B Creature - Human Cleric 2/1 Whenever a Goblin deals combat damage to a player, that player discards a card. Cabal Surgeon 2BB Creature - Human Minion 2/1 2BB, T, Remove two cards in your graveyard from the game: Return target creature card from your graveyard to your hand. Cabal Therapy B Sorcery Name a nonland card. Target player reveals his or her hand and discards all cards with that name. Flashback-Sacrifice a creature. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Cabal Torturer 1BB Creature - Human Minion 1/1 B, T Target creature gets -1/-1 until end of turn. Threshold - 3BB, T Target creature gets -2/-2 until end of turn. Play this ability only if seven or more cards are in your graveyard. Cabal Trainee B Creature - Human Minion 1/1 Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn. Cackling Fiend 2BB Creature - Zombie 2/1 When Cackling Fiend comes into play, each opponent discards a card. Cackling Fiend 2BB Creature - Zombie 2/1 When Cackling Fiend comes into play, each opponent discards a card. Cackling Flames 3R Instant Cackling Flames deals 3 damage to target creature or player. Hellbent - Cackling Flames deals 5 damage to that creature or player instead if you have no cards in hand. Cackling Imp 2BB Creature - Imp 2/2 Flying T Target player loses 1 life. Cackling Witch 1B Creature - Human Spellshaper 1/1 XB, T, Discard a card: Target creature gets +X/+0 until end of turn. Cadaverous Bloom 3BG Enchantment Remove a card in your hand from the game: Add BB or GG to your mana pool. Cadaverous Knight 2B Creature - Zombie Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) 1BB: Regenerate Cadaverous Knight. Cage of Hands 2W Enchantment - Aura Enchant creature Enchanted creature can't attack or block. 1W: Return Cage of Hands to its owner's hand. Cagemail 1W Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and can't attack. Cairn Wanderer 4B Creature - Shapeshifter 4/4 Changeling (This card is every creature type at all times.) As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance. Calciderm 2WW Creature - Beast 5/5 Shroud (This permanent can't be the target of spells or abilities.) Vanishing 4 (This permanent comes into play with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Calciform Pools Land T Add 1 to your mana pool. 1, T Put a storage counter on Calciform Pools. 1, Remove X storage counters from Calciform Pools: Add X mana in any combination of W and/or U to your mana pool. Caldera Kavu 2R Creature - Kavu 2/2 1B: Caldera Kavu gets +1/+1 until end of turn. G: Caldera Kavu becomes the color of your choice until end of turn. Caldera Lake Land Caldera Lake comes into play tapped. T Add 1 to your mana pool. T Add U or R to your mana pool. Caldera Lake deals 1 damage to you. Call for Blood 4B Instant - Arcane As an additional cost to play Call for Blood, sacrifice a creature. Target creature gets -X/-X until end of turn, where X is the sacrificed creature's power. Call of the Herd 2G Sorcery Put a 3/3 green Elephant creature token into play. Flashback 3G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Call of the Herd 2G Sorcery Put a 3/3 green Elephant creature token into play. Flashback 3G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Call of the Wild 2GG Enchantment 2GG: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard. Call of the Wild 2GG Enchantment 2GG: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard. Call of the Wild 2GG Enchantment 2GG: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard. Call to Arms 1W Enchantment As Call to Arms comes into play, choose a color and an opponent. White creatures get +1/+1. When the chosen color isn't the most common color among permanents the chosen opponent controls, sacrifice Call to Arms. Call to Glory 1W Instant Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn. Call to the Grave 4B Enchantment At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature. At end of turn, if no creatures are in play, sacrifice Call to the Grave. Call to the Netherworld B Sorcery Return target black creature card from your graveyard to your hand. Madness 0 (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Caller of the Claw 2G Creature - Elf 2/2 Flash When Caller of the Claw comes into play, put a 2/2 green Bear creature token into play for each nontoken creature put into your graveyard from play this turn. Caller of the Hunt 2G Creature - Human */* As Caller of the Hunt comes into play, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures in play of the chosen type. Callous Deceiver 2U Creature - Spirit 1/3 1: Look at the top card of your library. 2: Reveal the top card of your library. If it's a land card, Callous Deceiver gets +1/+0 and gains flying until end of turn. Play this ability only once each turn. Callous Giant 4RR Creature - Giant 4/4 If a source would deal 3 damage or less to Callous Giant, prevent that damage. Callous Oppressor 1UU Creature - Cephalid 1/2 You may choose not to untap Callous Oppressor during your untap step. As Callous Oppressor comes into play, an opponent chooses a creature type. T Gain control of target creature that isn't of the chosen type as long as Callous Oppressor remains tapped. Callow Jushi 1UU Creature - Human Wizard 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Callow Jushi. At end of turn, if there are two or more ki counters on Callow Jushi, you may flip it. ---- Jaraku the Interloper Legendary Creature - Spirit 3/4 Remove a ki counter from Jaraku the Interloper: Counter target spell unless its controller pays 2. Calming Licid 2W Creature - Licid 2/2 W, T Calming Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay W to end this effect. Enchanted creature can't attack. Calming Verse 3G Sorcery Destroy all enchantments you don't control. Then, if you control an untapped land, destroy all enchantments you control. Caltrops 3 Artifact Whenever a creature attacks, Caltrops deals 1 damage to it. Caltrops 3 Artifact Whenever a creature attacks, Caltrops deals 1 damage to it. Camel W Creature - Camel 0/1 Banding Prevent all damage that would be dealt to Camel or to creatures banded with Camel by Deserts. Camouflage G Instant Play Camouflage only during the declare attackers step. This turn, instead of declaring blockers, the defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures. Assign each pile to a different attacking creature at random, and any creatures in that pile that can block the creature do so. (Piles can be empty.) Camouflage G Instant Play Camouflage only during the declare attackers step. This turn, instead of declaring blockers, the defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures. Assign each pile to a different attacking creature at random, and any creatures in that pile that can block the creature do so. (Piles can be empty.) Camouflage G Instant Play Camouflage only during the declare attackers step. This turn, instead of declaring blockers, the defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures. Assign each pile to a different attacking creature at random, and any creatures in that pile that can block the creature do so. (Piles can be empty.) Cancel 1UU Instant Counter target spell. Cancel 1UU Instant Counter target spell. Candelabra of Tawnos 1 Artifact X, T Untap X target lands. Candles' Glow 1W Instant - Arcane Prevent the next 3 damage that would be dealt to target creature or player this turn. You gain 1 life for each damage prevented this way. Splice onto Arcane 1W (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Candles of Leng 2 Artifact 4, T Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card. Cannibalize 1B Sorcery Choose a player and two target creatures that player controls. You remove one from the game and put two +1/+1 counters on the other. Canopy Claws G Instant Target creature loses flying until end of turn. Flashback G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Canopy Crawler 3G Creature - Beast 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.) T Target creature gets +1/+1 until end of turn for each +1/+1 counter on Canopy Crawler. Canopy Dragon 4GG Creature - Dragon 4/4 Trample 1G: Canopy Dragon gains flying and loses trample until end of turn. Canopy Spider 1G Creature - Spider 1/3 Reach (This creature can block creatures with flying.) Canopy Spider 1G Creature - Spider 1/3 Reach (This creature can block creatures with flying.) Canopy Spider 1G Creature - Spider 1/3 Reach (This creature can block creatures with flying.) Canopy Spider 1G Creature - Spider 1/3 Reach (This creature can block creatures with flying.) Canopy Surge 1G Sorcery Kicker 2 (You may pay an additional 2 as you play this spell.) Canopy Surge deals 1 damage to each creature with flying and each player. If the kicker cost was paid, Canopy Surge deals 4 damage to each creature with flying and each player instead. Cantivore 1WW Creature - Lhurgoyf */* Vigilance Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards. Canyon Drake 2RR Creature - Drake 1/2 Flying 1, Discard a card at random: Canyon Drake gets +2/+0 until end of turn. Canyon Wildcat 1R Creature - Cat 2/1 Mountainwalk Canyon Wildcat 1R Creature - Cat 2/1 Mountainwalk Cao Cao, Lord of Wei 3BB Legendary Creature - Human Soldier 3/3 T Target opponent discards two cards. Play this ability only during your turn, before the combat phase. Cao Ren, Wei Commander 2BB Legendary Creature - Human Soldier Warrior 3/3 Horsemanship When Cao Ren, Wei Commander comes into play, you lose 3 life. Capashen Knight 1W Creature - Human Knight 1/1 First strike 1W: Capashen Knight gets +1/+0 until end of turn. Capashen Standard W Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. 2, Sacrifice Capashen Standard: Draw a card. Capashen Templar 2W Creature - Human Knight 2/2 W: Capashen Templar gets +0/+1 until end of turn. Capashen Unicorn 1W Creature - Unicorn 1/2 1W, T, Sacrifice Capashen Unicorn: Destroy target artifact or enchantment. Capricious Sorcerer 2U Creature - Human Wizard 1/1 T Capricious Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase. Capsize 1UU Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Return target permanent to its owner's hand. Captain Sisay 2GW Legendary Creature - Human Soldier 2/2 T Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library. Captain's Maneuver XRW Instant The next X damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead. Captivating Glance 2U Enchantment - Aura Enchant creature At the end of your turn, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Captive Flame 2R Enchantment R: Target creature gets +1/+0 until end of turn. Capture of Jingzhou 3UU Sorcery Take an extra turn after this one. Carapace G Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. Sacrifice Carapace: Regenerate enchanted creature. Carapace G Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. Sacrifice Carapace: Regenerate enchanted creature. Carapace G Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. Sacrifice Carapace: Regenerate enchanted creature. Carbonize 2R Instant Carbonize deals 3 damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Cardboard Carapace 5G Enchant Creature For each other Cardboard Carapace card you have with you, enchanted creature gets +1/+1. Errata: This does not count any Cardboard Carapace cards in play that you control or in your graveyard, hand, or library. Cardpecker 1W Creature - Bird 11/2/1 Flying Gotcha - Whenever an opponent touches the table with his or her hand, you may say "Gotcha!" If you do, return Cardpecker from your graveyard to your hand. Careful Consideration 2UU Instant Target player draws four cards, then discards three cards. If you played this spell during your main phase, instead that player draws four cards, then discards two cards. Careful Study U Sorcery Draw two cards, then discard two cards. Caregiver W Creature - Human Cleric 1/1 W, Sacrifice a creature: Prevent the next 1 damage that would be dealt to target creature or player this turn. Caribou Range 2WW Enchantment - Aura Enchant land you control Enchanted land has "WW, T Put a 0/1 white Caribou creature token into play." Sacrifice a Caribou token: You gain 1 life. Caribou Range 2WW Enchantment - Aura Enchant land you control Enchanted land has "WW, T Put a 0/1 white Caribou creature token into play." Sacrifice a Caribou token: You gain 1 life. Carnassid 4GG Creature - Beast 5/4 Trample 1G: Regenerate Carnassid. Carnival of Souls 1B Enchantment Whenever a creature comes into play, you lose 1 life and add B to your mana pool. Carnivorous Death-Parrot 1U Creature - Bird 2/2 Flying At the beginning of your upkeep, sacrifice Carnivorous Death-Parrot unless you say its flavor text. Carnivorous Plant 3G Creature - Plant Wall 4/5 Defender Carnivorous Plant 3G Creature - Plant Wall 4/5 Defender Carnivorous Plant 3G Creature - Plant Wall 4/5 Defender Carnophage B Creature - Zombie 2/2 At the beginning of your upkeep, tap Carnophage unless you pay 1 life. Carom 1W Instant The next 1 damage that would be dealt to target creature this turn is dealt to another target creature instead. Draw a card. Carpet of Flowers G Enchantment At the beginning of your precombat main phase, you may add up to X mana of any one color to your mana pool, where X is the number of Islands target opponent controls. Carrier Pigeons 3W Creature - Bird 1/1 Flying When Carrier Pigeons comes into play, draw a card at the beginning of the next turn's upkeep. Carrier Pigeons 3W Creature - Bird 1/1 Flying When Carrier Pigeons comes into play, draw a card at the beginning of the next turn's upkeep. Carrion 1BB Instant As an additional cost to play Carrion, sacrifice a creature. Put X 0/1 black Insect creature tokens into play, where X is the sacrificed creature's power. Carrion Ants 2BB Creature - Insect 0/1 1: Carrion Ants gets +1/+1 until end of turn. Carrion Ants 2BB Creature - Insect 0/1 1: Carrion Ants gets +1/+1 until end of turn. Carrion Ants 2BB Creature - Insect 0/1 1: Carrion Ants gets +1/+1 until end of turn. Carrion Beetles B Creature - Insect 1/1 2B, T Remove up to three target cards in a single graveyard from the game. Carrion Feeder B Creature - Zombie 1/1 Carrion Feeder can't block. Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder. Carrion Howler 3B Creature - Zombie Wolf 2/2 Pay 1 life: Carrion Howler gets +2/-1 until end of turn. Carrion Rats B Creature - Rat 2/1 Whenever Carrion Rats attacks or blocks, any player may remove a card in his or her graveyard from the game. If a player does, Carrion Rats deals no combat damage this turn. Carrion Wall 1BB Creature - Wall 3/2 Defender (This creature can't attack.) 1B: Regenerate Carrion Wall. Carrion Wall 1BB Creature - Wall 3/2 Defender (This creature can't attack.) 1B: Regenerate Carrion Wall. Carrion Wurm 3BB Creature - Zombie Wurm 6/5 Whenever Carrion Wurm attacks or blocks, any player may remove three cards in his or her graveyard from the game. If a player does, Carrion Wurm deals no combat damage this turn. Carrionette 1B Creature - Skeleton 1/1 2BB: Remove Carrionette and target creature from the game unless that creature's controller pays 2. Play this ability only if Carrionette is in your graveyard. Carry Away UU Enchantment - Aura Enchant Equipment When Carry Away comes into play, unattach enchanted Equipment. You control enchanted Equipment. Cartographer 2G Creature - Human 2/2 When Cartographer comes into play, you may return target land card from your graveyard to your hand. Cartographer 2G Creature - Human 2/2 When Cartographer comes into play, you may return target land card from your graveyard to your hand. Carven Caryatid 1GG Creature - Spirit 2/5 Defender (This creature can't attack.) When Carven Caryatid comes into play, draw a card. Castigate WB Sorcery Target opponent reveals his or her hand. Choose a nonland card from it. Remove that card from the game. Casting of Bones 2B Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, draw three cards, then discard one of them. Casting of Bones 2B Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, draw three cards, then discard one of them. Castle 3W Enchantment Untapped creatures you control get +0/+2. Castle 3W Enchantment Untapped creatures you control get +0/+2. Castle 3W Enchantment Untapped creatures you control get +0/+2. Castle 3W Enchantment Untapped creatures you control get +0/+2. Castle 3W Enchantment Untapped creatures you control get +0/+2. Castle 3W Enchantment Untapped creatures you control get +0/+2. Castle 3W Enchantment Untapped creatures you control get +0/+2. Castle 3W Enchantment Untapped creatures you control get +0/+2. Castle Raptors 4W Creature - Bird Soldier 3/3 Flying As long as Castle Raptors is untapped, it gets +0/+2. Castle Sengir Land T Add 1 to your mana pool. 1, T Add B to your mana pool. 2, T Add U or R to your mana pool. Cat Burglar 3B Creature - Kor Rogue Minion 2/2 2B, T Target player discards a card. Play this ability only any time you could play a sorcery. Cat Warriors 1GG Creature - Cat Warrior 2/2 Forestwalk Cat Warriors 1GG Creature - Cat Warrior 2/2 Forestwalk Cat Warriors 1GG Creature - Cat Warrior 2/2 Forestwalk Cat Warriors 1GG Creature - Cat Warrior 2/2 Forestwalk Cataclysm 2WW Sorcery Each player chooses from the permanents he or she controls an artifact, a creature, an enchantment, and a land, then sacrifices the rest. Catacomb Dragon 4BB Creature - Dragon 4/4 Flying Whenever Catacomb Dragon becomes blocked by a nonartifact, non-Dragon creature, that creature gets -X/-0 until end of turn, where X is half the creature's power, rounded down. Catalog 2U Instant Draw two cards, then discard a card. Catalog 2U Instant Draw two cards, then discard a card. Catalyst Stone 2 Artifact Flashback costs you pay cost up to 2 less. Flashback costs your opponents pay cost 2 more. Catapult Master 3WW Creature - Human Soldier 3/3 Tap five untapped Soldiers you control: Remove target creature from the game. Catapult Squad 1W Creature - Human Soldier 2/1 Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature. Catastrophe 4WW Sorcery Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated. Catastrophe 4WW Sorcery Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated. Cateran Brute 2B Creature - Horror Mercenary 2/2 2, T Search your library for a Mercenary permanent card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Cateran Enforcer 3BB Creature - Horror Mercenary 4/3 Fear 4, T Search your library for a Mercenary permanent card with converted mana cost 4 or less and put that card into play. Then shuffle your library. Cateran Kidnappers 2BB Creature - Human Mercenary 4/2 3, T Search your library for a Mercenary permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Cateran Overlord 4BBB Creature - Horror Mercenary 7/5 Sacrifice a creature: Regenerate Cateran Overlord. 6, T Search your library for a Mercenary permanent card with converted mana cost 6 or less and put that card into play. Then shuffle your library. Cateran Persuader BB Creature - Human Mercenary 2/1 1, T Search your library for a Mercenary permanent card with converted mana cost 1 or less and put that card into play. Then shuffle your library. Cateran Slaver 4BB Creature - Horror Mercenary 5/5 Swampwalk 5, T Search your library for a Mercenary permanent 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. Caterwauling Boggart 3R Creature - Goblin Shaman 2/2 Each Goblin you control can't be blocked except by two or more creatures. Each Elemental you control can't be blocked except by two or more creatures. Cathedral of Serra Land White legendary creatures you control have "bands with other legendary creatures." Cathodion 3 Artifact Creature - Construct 3/3 When Cathodion is put into a graveyard from play, add 3 to your mana pool. Cathodion 3 Artifact Creature - Construct 3/3 When Cathodion is put into a graveyard from play, add 3 to your mana pool. Cauldron Dance 4BR Instant Play Cauldron Dance only during combat. Return target creature card from your graveyard to play. That creature gains haste. Return it to your hand at end of turn. You may put a creature card from your hand into play. That creature gains haste. Put it into your graveyard at end of turn. Caustic Rain 2BB Sorcery Remove target land from the game. Caustic Tar 4BB Enchantment - Aura Enchant land Enchanted land has "T Target player loses 3 life." Caustic Wasps 2G Creature - Insect 1/1 Flying Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls. Cautery Sliver RW Creature - Sliver 2/2 All Slivers have "1, Sacrifice this permanent: This permanent deals 1 damage to target creature or player." All Slivers have "1, Sacrifice this permanent: Prevent the next 1 damage that would be dealt to target Sliver creature or player this turn." Cavalry Master 2WW Creature - Human Knight 3/3 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.) Cave People 1RR Creature - Human 1/4 Whenever Cave People attacks, it gets +1/-2 until end of turn. 1RR, T Target creature gains mountainwalk until end of turn. Cave People 1RR Creature - Human 1/4 Whenever Cave People attacks, it gets +1/-2 until end of turn. 1RR, T Target creature gains mountainwalk until end of turn. Cave People 1RR Creature - Human 1/4 Whenever Cave People attacks, it gets +1/-2 until end of turn. 1RR, T Target creature gains mountainwalk until end of turn. Cave Sense 1R Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has mountainwalk. Cave Tiger 2G Creature - Cat 2/2 Whenever Cave Tiger becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Cave-In 3RR Sorcery You may remove a red card in your hand from the game rather than pay Cave-In's mana cost. Cave-In deals 2 damage to each creature and each player. Cavern Crawler 2R Creature - Insect 0/3 Mountainwalk R: Cavern Crawler gets +1/-1 until end of turn. Cavern Harpy UB Creature - Harpy Beast 2/1 Flying When Cavern Harpy comes into play, return a blue or black creature you control to its owner's hand. Pay 1 life: Return Cavern Harpy to its owner's hand. Caverns of Despair 2RR World Enchantment No more than two creatures can attack each combat. No more than two creatures can block each combat. Caves of Koilos Land T Add 1 to your mana pool. T Add W or B to your mana pool. Caves of Koilos deals 1 damage to you. 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. Caves of Koilos Land T Add 1 to your mana pool. T Add W or B to your mana pool. Caves of Koilos deals 1 damage to you. Cease-Fire 2W Instant Target player can't play creature spells this turn. Draw a card. Ceaseless Searblades 3R Creature - Elemental Warrior 2/4 Whenever you play an activated ability of an Elemental, Ceaseless Searblades gets +1/+0 until end of turn. Celestial Ancient 3WW Creature - Elemental 3/3 Flying Whenever you play an enchantment spell, put a +1/+1 counter on each creature you control. Celestial Convergence 2WW Enchantment Celestial Convergence comes into play with seven omen counters on it. At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw. Celestial Crusader 2WW Creature - Spirit 2/2 Flash (You may play this spell any time you could play an instant.) Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Flying Other white creatures get +1/+1. Celestial Dawn 1WW Enchantment Lands you control are Plains. Nonland cards you own that aren't in play, spells you control, and nonland permanents you control are white. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana. Celestial Dawn 1WW Enchantment Lands you control are Plains. Nonland cards you own that aren't in play, spells you control, and nonland permanents you control are white. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana. Celestial Dawn 1WW Enchantment Lands you control are Plains. Nonland cards you own that aren't in play, spells you control, and nonland permanents you control are white. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana. Celestial Gatekeeper 3WW Creature - Bird Cleric 2/2 Flying When Celestial Gatekeeper is put into a graveyard from play, remove it from the game, then return up to two target Bird and/or Cleric permanent cards from your graveyard to play. Celestial Kirin 2WW Legendary Creature - Kirin Spirit 3/3 Flying Whenever you play a Spirit or Arcane spell, destroy all permanents with that spell's converted mana cost. Celestial Prism 3 Artifact 2, T Add one mana of any color to your mana pool. Celestial Prism 3 Artifact 2, T Add one mana of any color to your mana pool. Celestial Prism 3 Artifact 2, T Add one mana of any color to your mana pool. Celestial Prism 3 Artifact 2, T Add one mana of any color to your mana pool. Celestial Prism 3 Artifact 2, T Add one mana of any color to your mana pool. Celestial Sword 6 Artifact 3, T Target creature you control gets +3/+3 until end of turn. Destroy it at end of turn. A creature destroyed this way can't be regenerated. Cemetery Gate 2B Creature - Wall 0/5 Defender (This creature can't attack.) Protection from black Cemetery Gate 2B Creature - Wall 0/5 Defender (This creature can't attack.) Protection from black Cenn's Heir 1W Creature - Kithkin Soldier 1/1 Whenever Cenn's Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin. Cenn's Tactician W Creature - Kithkin Soldier 1/1 W, T Put a +1/+1 counter on target Soldier creature. Each creature you control with a +1/+1 counter on it can block an additional creature. Censorship U Enchantment When Censorship comes into play, choose a [CENSORED] word. Whenever any [CENSORED] player says the chosen [CENSORED] word, Censorship deals 2 [CENSORED] damage to him or her. Centaur Archer 1RG Creature - Centaur Archer 3/2 T Centaur Archer deals 1 damage to target creature with flying. Centaur Archer 1RG Creature - Centaur Archer 3/2 T Centaur Archer deals 1 damage to target creature with flying. Centaur Chieftain 3G Creature - Centaur 3/3 Haste Threshold - As long as seven or more cards are in your graveyard, Centaur Chieftain has "When Centaur Chieftain comes into play, creatures you control get +1/+1 and gain trample until end of turn." Centaur Garden Land T Add G to your mana pool. Centaur Garden deals 1 damage to you. Threshold - G, T, Sacrifice Centaur Garden: Target creature gets +3/+3 until end of turn. Play this ability only if seven or more cards are in your graveyard. Centaur Glade 3GG Enchantment 2GG: Put a 3/3 green Centaur creature token into play. Centaur Omenreader 3G Snow Creature - Centaur Shaman 3/3 As long as Centaur Omenreader is tapped, creature spells you play cost 2 less to play. Centaur Rootcaster 3G Creature - Centaur Druid 2/2 Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library. Centaur Safeguard 2(G / W) Creature - Centaur Warrior 3/1 (o(g/w) can be paid with either G or W.) When Centaur Safeguard is put into a graveyard from play, you may gain 3 life. Centaur Veteran 5G Creature - Centaur 3/3 Trample G, Discard a card: Regenerate Centaur Veteran. Cephalid Aristocrat 4U Creature - Cephalid 3/3 Whenever Cephalid Aristocrat becomes the target of a spell or ability, put the top two cards of your library into your graveyard. Cephalid Broker 3U Creature - Cephalid 2/2 T Target player draws two cards, then discards two cards. Cephalid Coliseum Land T Add U to your mana pool. Cephalid Coliseum deals 1 damage to you. Threshold - U, T, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. Play this ability only if seven or more cards are in your graveyard. Cephalid Constable 1UU Creature - Cephalid Wizard 1/1 Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands. Cephalid Constable 1UU Creature - Cephalid Wizard 1/1 Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands. Cephalid Illusionist 1U Creature - Cephalid Wizard 1/1 Whenever Cephalid Illusionist becomes the target of a spell or ability, put the top three cards of your library into your graveyard. 2U, T This turn prevent all combat damage that would be dealt to and dealt by target creature you control. Cephalid Inkshrouder 2U Creature - Cephalid 2/1 Discard a card: Cephalid Inkshrouder gains shroud until end of turn and is unblockable this turn. (A permanent with shroud can't be the target of spells or abilities.) Cephalid Looter 2U Creature - Cephalid Rogue 2/1 T Target player draws a card, then discards a card. Cephalid Pathmage 2U Creature - Cephalid Wizard 1/2 Cephalid Pathmage is unblockable. T, Sacrifice Cephalid Pathmage: Target creature is unblockable this turn. Cephalid Retainer 2UU Creature - Cephalid 2/3 UU: Tap target creature without flying. Cephalid Sage 3U Creature - Cephalid 2/3 Threshold - As long as seven or more cards are in your graveyard, Cephalid Sage has "When Cephalid Sage comes into play, draw three cards, then discard two cards." Cephalid Scout 1U Creature - Cephalid Wizard Scout 1/1 Flying 2U, Sacrifice a land: Draw a card. Cephalid Shrine 1UU Enchantment Whenever a player plays a spell, counter that spell unless that player pays X, where X is the number of cards in all graveyards with the same name as the spell. Cephalid Snitch 1U Creature - Cephalid Wizard 1/1 Sacrifice Cephalid Snitch: Target creature loses protection from black until end of turn. Cephalid Vandal 1U Creature - Cephalid Rogue 1/1 At the beginning of your upkeep, put a shred counter on Cephalid Vandal. Then put the top card of your library into your graveyard for each shred counter on Cephalid Vandal. Cerebral Vortex 1UR Instant Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards he or she has drawn this turn. Ceremonial Guard 2R Creature - Human Soldier 3/4 When Ceremonial Guard attacks or blocks, destroy it at end of combat. Cerulean Sphinx 4UU Creature - Sphinx 5/5 Flying U: Cerulean Sphinx's owner shuffles it into his or her library. Cerulean Wyvern 4U Creature - Drake 3/3 Flying, protection from green Cessation 2W Enchantment - Aura Enchant creature Enchanted creature can't attack. When Cessation is put into a graveyard from play, return Cessation to its owner's hand. Ceta Disciple U Creature - Merfolk Wizard 1/1 R, T Target creature gets +2/+0 until end of turn. G, T Add one mana of any color to your mana pool. Ceta Sanctuary 2U Enchantment At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card. Cetavolver 1U Creature - Volver 1/1 Kicker 1R and/or G If the 1R kicker cost was paid, Cetavolver comes into play with two +1/+1 counters on it and with first strike. If the G kicker cost was paid, Cetavolver comes into play with a +1/+1 counter on it and with trample. Chain Lightning R Sorcery Chain Lightning deals 3 damage to target creature or player. Then that player or that creature's controller may pay RR. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain of Acid 3G Sorcery Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy. Chain of Plasma 1R Instant Chain of Plasma deals 3 damage to target creature or player. Then that player or that creature's controller may discard a card. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain of Silence 1W Instant Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain of Smog 1B Sorcery Target player discards two cards. That player may copy this spell and may choose a new target for that copy. Chain of Vapor U Instant Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain Stasis U Instant You may tap or untap target creature. Then that creature's controller may pay 2U. If the player does, he or she may copy this spell and may choose a new target for that copy. Chainer, Dementia Master 3BB Legendary Creature - Human Minion 3/3 Nightmare creatures get +1/+1. BBB, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its other creature types. When Chainer, Dementia Master leaves play, remove all Nightmares from the game. Chainer's Edict 1B Sorcery Target player sacrifices a creature. Flashback 5BB (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Chainflinger 3R Creature - Beast 2/2 1R, T Chainflinger deals 1 damage to target creature or player. Threshold - 2R, T Chainflinger deals 2 damage to target creature or player. Play this ability only if seven or more cards are in your graveyard. Chains of Mephistopheles 1B Enchantment If a player would draw a card except the first one he or she draws in his or her draw step each turn, that player discards a card instead. If the player discards a card this way, he or she draws a card. If the player doesn't discard a card this way, he or she puts the top card of his or her library into his or her graveyard. Chains of Mephistopheles 1B Enchantment If a player would draw a card except the first one he or she draws in his or her draw step each turn, that player discards a card instead. If the player discards a card this way, he or she draws a card. If the player doesn't discard a card this way, he or she puts the top card of his or her library into his or her graveyard. Chalice of the Void XX Artifact Chalice of the Void comes into play with X charge counters on it. Whenever a player plays a spell with converted mana cost equal to the number of charge counters on Chalice of the Void, counter that spell. Chamber of Manipulation 2UU Enchantment - Aura Enchant land Enchanted land has "T, Discard a card: Gain control of target creature until end of turn." Chambered Nautilus 2U Creature - Nautilus Beast 2/2 Whenever Chambered Nautilus becomes blocked, you may draw a card. Chameleon Blur 3G Instant Prevent all damage that creatures would deal to players this turn. Chameleon Colossus 2GG Creature - Shapeshifter 4/4 Changeling (This card is every creature type at all times.) Protection from black 2GG: Chameleon Colossus gets +X/+X until end of turn, where X is its power. Chameleon Spirit 3U Creature - Illusion Spirit */* As Chameleon Spirit comes into play, choose a color. Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control. Champion Lancer 4WW Creature - Human Knight 3/3 Prevent all damage that would be dealt to Champion Lancer by creatures. Champion's Victory U Instant Play Champion's Victory only during the declare attackers step and only if you are the defending player. Return target attacking creature to its owner's hand. Chance Encounter 2RR Enchantment Whenever you win a coin flip, put a luck counter on Chance Encounter. At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game. Chandler 4R Legendary Creature - Human Rogue 3/3 RRR, T Destroy target artifact creature. Chandra Nalaar 3RR Planeswalker - Chandra 6 [+1]: Chandra Nalaar deals 1 damage to target player. [-X]: Chandra Nalaar deals X damage to target creature. [-8]: Chandra Nalaar deals 10 damage to target player and each creature he or she controls. Change of Heart W Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Target creature can't attack this turn. Changeling Berserker 3R Creature - Shapeshifter 5/3 Changeling (This card is every creature type at all times.) Haste Champion a creature (When this comes into play, sacrifice it unless you remove another creature you control from the game. When this leaves play, that card returns to play.) Changeling Hero 4W Creature - Shapeshifter 4/4 Changeling (This card is every creature type at all times.) Champion a creature (When this comes into play, sacrifice it unless you remove another creature you control from the game. When this leaves play, that card returns to play.) Lifelink (Whenever this creature deals damage, you gain that much life.) Changeling Sentinel 3W Creature - Shapeshifter 3/2 Changeling (This card is every creature type at all times.) Vigilance Changeling Titan 4G Creature - Shapeshifter 7/7 Changeling (This card is every creature type at all times.) Champion a creature (When this comes into play, sacrifice it unless you remove another creature you control from the game. When this leaves play, that card returns to play.) Channel GG Sorcery Until end of turn, any time you could play a mana ability you may pay 1 life. If you do, add 1 to your mana pool. Channel GG Sorcery Until end of turn, any time you could play a mana ability you may pay 1 life. If you do, add 1 to your mana pool. Channel GG Sorcery Until end of turn, any time you could play a mana ability you may pay 1 life. If you do, add 1 to your mana pool. Channel GG Sorcery Until end of turn, any time you could play a mana ability you may pay 1 life. If you do, add 1 to your mana pool. Channel GG Sorcery Until end of turn, any time you could play a mana ability you may pay 1 life. If you do, add 1 to your mana pool. Channel the Suns 3G Sorcery Add WUBRG to your mana pool. Chant of Vitu-Ghazi 6WW Instant Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Prevent all damage that would be dealt by creatures this turn. You gain 1 life for each damage prevented this way. Chaos Charm R Instant Choose one - Destroy target Wall; or Chaos Charm deals 1 damage to target creature; or target creature gains haste until end of turn. Chaos Confetti 4 Artifact 4, T Tear Chaos Confetti into pieces. Throw the pieces onto the playing area from a distance of at least five feet. Destroy each card in play that a piece touches. Remove the pieces from the game afterwards. Chaos Harlequin 2RR Creature - Human 2/4 R: Remove the top card of your library from the game. If that card is a land card, Chaos Harlequin gets -4/-0 until end of turn. Otherwise, Chaos Harlequin gets +2/+0 until end of turn. Chaos Lord 4RRR Creature - Human 7/7 First strike, haste At the beginning of each player's upkeep, if the number of permanents is even, that player gains control of Chaos Lord. When Chaos Lord comes into play, it loses haste until end of turn. Chaos Moon 3R Enchantment At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, that player adds R to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, that Mountain produces colorless mana instead of any other type. Chaos Orb 2 Artifact 1, T If Chaos Orb is in play, flip Chaos Orb onto the playing area from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all permanents it touches. Then destroy Chaos Orb. Chaos Orb 2 Artifact 1, T If Chaos Orb is in play, flip Chaos Orb onto the playing area from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all permanents it touches. Then destroy Chaos Orb. Chaos Orb 2 Artifact 1, T If Chaos Orb is in play, flip Chaos Orb onto the playing area from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all permanents it touches. Then destroy Chaos Orb. Chaoslace R Instant Target spell or permanent becomes red. (Its mana symbols remain unchanged.) Chaoslace R Instant Target spell or permanent becomes red. (Its mana symbols remain unchanged.) Chaoslace R Instant Target spell or permanent becomes red. (Its mana symbols remain unchanged.) Chaoslace R Instant Target spell or permanent becomes red. (Its mana symbols remain unchanged.) Chaoslace R Instant Target spell or permanent becomes red. (Its mana symbols remain unchanged.) Chaosphere 2R World Enchantment Creatures with flying have "This creature can't block creatures without flying." Creatures without flying have reach. (They can block creatures with flying.) Chaotic Goo 2RR Creature - Ooze 0/0 Chaotic Goo comes into play with three +1/+1 counters on it. At the beginning of your upkeep, you may flip a coin. If you win the flip, add a +1/+1 counter to Chaotic Goo. If you lose the flip, remove a +1/+1 counter from Chaotic Goo. Chaotic Strike 1R Instant Play Chaotic Strike only during combat after blockers are declared. Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card. Char 2R Instant Char deals 4 damage to target creature or player and 2 damage to you. Charcoal Diamond 2 Artifact Charcoal Diamond comes into play tapped. T Add B to your mana pool. Charcoal Diamond 2 Artifact Charcoal Diamond comes into play tapped. T Add B to your mana pool. Charcoal Diamond 2 Artifact Charcoal Diamond comes into play tapped. T Add B to your mana pool. Charge Across the Araba 4W Instant - Arcane Sweep - Return any number of Plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each Plains returned this way. Charging Bandits 4B Creature - Human Rogue 3/3 Whenever Charging Bandits attacks, it gets +2/+0 until end of turn. Charging Paladin 2W Creature - Human Knight 2/2 Whenever Charging Paladin attacks, it gets +0/+3 until end of turn. Charging Paladin 2W Creature - Human Knight 2/2 Whenever Charging Paladin attacks, it gets +0/+3 until end of turn. Charging Paladin 2W Creature - Human Knight 2/2 Whenever Charging Paladin attacks, it gets +0/+3 until end of turn. Charging Rhino 3GG Creature - Rhino 4/4 Charging Rhino can't be blocked by more than one creature. Charging Rhino 3GG Creature - Rhino 4/4 Charging Rhino can't be blocked by more than one creature. Charging Slateback 4R Creature - Beast 4/3 Charging Slateback can't block. Morph 4R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Charging Troll 2GW Creature - Troll 3/3 Vigilance G: Regenerate Charging Troll. Chariot of the Sun 3 Artifact 2, T Until end of turn, target creature you control gains flying and its toughness becomes 1. Charisma UUU Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to a creature, you control that creature as long as Charisma remains in play. Charm Peddler W Creature - Human Spellshaper 1/1 W, T, Discard a card: The next time a source of your choice would deal damage to target creature this turn, prevent that damage. Charm School 2W Enchant Player When Charm School comes into play, choose a color and balance Charm School on your head. Prevent all damage to you of the chosen color. If Charm School falls off your head, sacrifice Charm School. Charmed Griffin 3W Creature - Griffin 3/3 Flying When Charmed Griffin comes into play, each other player may put an artifact or enchantment card into play from his or her hand. Charmed Pendant 4 Artifact T, Put the top card of your library into your graveyard: For each colored mana symbol in that card's mana cost, add one mana of that color to your mana pool. Play this ability only any time you could play an instant. (For example, if the card's mana cost is 3UUB, you add UUB to your mana pool.) Char-Rumbler 2RR Creature - Elemental -1/3 Double strike R: Char-Rumbler gets +1/+0 until end of turn. Chartooth Cougar 5R Creature - Cat Beast 4/4 R: Chartooth Cougar gets +1/+0 until end of turn. Mountaincycling 2 (2, Discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.) Chastise 3W Instant Destroy target attacking creature. You gain life equal to its power. Chastise 3W Instant Destroy target attacking creature. You gain life equal to its power. Chastise 3W Instant Destroy target attacking creature. You gain life equal to its power. Chatter of the Squirrel G Sorcery Put a 1/1 green Squirrel creature token into play. Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Cheap Ass 1W Creature - Donkey Townsfolk 1/31/2 Spells you play cost 1/2 less to play. Cheatyface UUU Creature - Efreet 2/2 You may sneak Cheatyface into play at any time without paying for it, but if an opponent catches you right away, that player may remove Cheatyface from the game. Flying Checks and Balances 2U Enchantment Whenever any spell is played, counter that spell if each player, other than the caster and his or her teammates, agrees to choose and discard a card. Those players must discard those cards after agreeing. Checks and Balances may be played only in a game with three or more players. Chicken à la King 1UU Summon Chicken 2/2 Whenever a 6 is rolled on a six-sided die, put a +1/+1 counter on each Chicken in play. (You may roll dice only when a card instructs you to.) Tap a Chicken you control: Roll a six-sided die. Chicken Egg 1R Summon Egg 0/1 During your upkeep, roll a six-sided die. On a 6, sacrifice Chicken Egg and put a Giant Chicken token into play. Treat this token as a 4/4 red creature that counts as a Chicken. Chieftain en-Dal 1WW Creature - Human Knight 2/2 Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn. Child of Gaea 3GGG Creature - Elemental 7/7 Trample At the beginning of your upkeep, sacrifice Child of Gaea unless you pay GG. 1G: Regenerate Child of Gaea. Child of Thorns G Creature - Spirit 1/1 Sacrifice Child of Thorns: Target creature gets +1/+1 until end of turn. Childhood Horror 3B Creature - Horror 2/2 Flying Threshold - As long as seven or more cards are in your graveyard, Childhood Horror gets +2/+2 and can't block. Children of Korlis W Creature - Human Rebel Cleric 1/1 Sacrifice Children of Korlis: You gain life equal to the life you've lost this turn. (Damage causes loss of life.) Chill 1U Enchantment Red spells cost 2 more to play. Chill 1U Enchantment Red spells cost 2 more to play. Chill Haunting 1B Instant As an additional cost to play Chill Haunting, remove X creature cards in your graveyard from the game. Target creature gets -X/-X until end of turn. Chill to the Bone 3B Instant Destroy target nonsnow creature. Chilling Apparition 2B Creature - Spirit 1/1 B: Regenerate Chilling Apparition. Whenever Chilling Apparition deals combat damage to a player, that player discards a card. Chilling Shade 2B Snow Creature - Shade 1/1 Flying oSi: Chilling Shade gets +1/+1 until end of turn. (oSi can be paid with one mana from a snow permanent.) Chime of Night 1B Enchantment - Aura Enchant creature When Chime of Night is put into a graveyard from play, destroy target nonblack creature. Chimeric Coils 1 Artifact X1: Chimeric Coils becomes an X/X Construct artifact creature. Sacrifice it at end of turn. Chimeric Egg 3 Artifact Whenever an opponent plays a nonartifact spell, put a charge counter on Chimeric Egg. Remove three charge counters from Chimeric Egg: Chimeric Egg becomes a 6/6 Construct artifact creature with trample until end of turn. Chimeric Idol 3 Artifact 0: Tap all lands you control. Chimeric Idol becomes a 3/3 Turtle artifact creature until end of turn. Chimeric Sphere 3 Artifact 2: Until end of turn, Chimeric Sphere becomes a 2/1 Construct artifact creature with flying. 2: Until end of turn, Chimeric Sphere becomes a 3/2 Construct artifact creature without flying. Chimeric Staff 4 Artifact X: Chimeric Staff becomes an X/X Construct artifact creature until end of turn. Chimeric Staff 4 Artifact X: Chimeric Staff becomes an X/X Construct artifact creature until end of turn. Chimney Imp 4B Creature - Imp 1/2 Flying When Chimney Imp is put into a graveyard from play, target opponent puts a card from his or her hand on top of his or her library. Chisei, Heart of Oceans 2UU Legendary Creature - Spirit 4/4 Flying At the beginning of your upkeep, sacrifice Chisei, Heart of Oceans unless you remove a counter from a permanent you control. Chittering Rats 1BB Creature - Rat 2/2 When Chittering Rats comes into play, target opponent puts a card from his or her hand on top of his or her library. Chlorophant GGG Creature - Elemental 1/1 At the beginning of your upkeep, you may put a +1/+1 counter on Chlorophant. Threshold - As long as seven or more cards are in your graveyard, Chlorophant has "At the beginning of your upkeep, you may put another +1/+1 counter on Chlorophant." Cho-Arrim Alchemist W Creature - Human Spellshaper 1/1 1WW, T, Discard a card: The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Cho-Arrim Bruiser 5W Creature - Ogre Rebel 3/4 Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures. Cho-Arrim Legate 2W Creature - Human Soldier 1/2 Protection from black If an opponent controls a Swamp and you control a Plains, you may play Cho-Arrim Legate without paying its mana cost. Choice of Damnations 5B Sorcery - Arcane Target opponent chooses a number. You may have that player lose that much life. If you don't, that player sacrifices all but that many permanents. Choke 2G Enchantment Islands don't untap during their controllers' untap steps. Choke 2G Enchantment Islands don't untap during their controllers' untap steps. Choking Sands 1BB Sorcery Destroy target non-Swamp land. If that land was nonbasic, Choking Sands deals 2 damage to the land's controller. Choking Tethers 3U Instant Tap up to four target creatures. Cycling 1U (1U, Discard this card: Draw a card.) When you cycle Choking Tethers, you may tap target creature. Choking Vines XG Instant Play Choking Vines only during the declare blockers step. X target attacking creatures become blocked. Choking Vines deals 1 damage to each of those creatures. (This spell works on unblockable creatures.) Cho-Manno, Revolutionary 2WW Legendary Creature - Human Rebel 2/2 Prevent all damage that would be dealt to Cho-Manno, Revolutionary. Cho-Manno, Revolutionary 2WW Legendary Creature - Human Rebel 2/2 Prevent all damage that would be dealt to Cho-Manno, Revolutionary. Cho-Manno's Blessing WW Enchantment - Aura Flash Enchant creature As Cho-Manno's Blessing comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing. Chord of Calling XGGG Instant Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Search your library for a creature card with converted mana cost X or less and put it into play. Then shuffle your library. Chorus of the Conclave 4GGWW Legendary Creature - Dryad 3/8 Forestwalk As an additional cost to play creature spells, you may pay any amount of mana. If you do, that creature comes into play with that many additional +1/+1 counters on it. Chorus of Woe B Sorcery Creatures you control get +1/+0 until end of turn. Chorus of Woe B Sorcery Creatures you control get +1/+0 until end of turn. Chromatic Armor 1WU Enchantment - Aura Enchant creature As Chromatic Armor comes into play, choose a color. Chromatic Armor comes into play with a sleight counter on it. Prevent all damage that would be dealt to enchanted creature by a source of the last chosen color. X: Put a sleight counter on Chromatic Armor and choose a color. X is the number of sleight counters on Chromatic Armor. Chromatic Sphere 1 Artifact 1, T, Sacrifice Chromatic Sphere: Add one mana of any color to your mana pool. Draw a card. Chromatic Sphere 1 Artifact 1, T, Sacrifice Chromatic Sphere: Add one mana of any color to your mana pool. Draw a card. Chromatic Star 1 Artifact 1, T, Sacrifice Chromatic Star: Add one mana of any color to your mana pool. When Chromatic Star is put into a graveyard from play, draw a card. Chromatic Star 1 Artifact 1, T, Sacrifice Chromatic Star: Add one mana of any color to your mana pool. When Chromatic Star is put into a graveyard from play, draw a card. Chrome Mox 0 Artifact Imprint - When Chrome Mox comes into play, you may remove a nonartifact, nonland card in your hand from the game. (The removed card is imprinted on this artifact.) T Add one mana of any of the imprinted card's colors to your mana pool. Chromescale Drake 6UUU Creature - Drake 3/4 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying When Chromescale Drake comes into play, reveal the top three cards of your library. Put all artifact cards revealed this way into your hand and the rest into your graveyard. Chromeshell Crab 4U Creature - Crab Beast 3/3 Morph 4U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Chromeshell Crab is turned face up, you may exchange control of target creature you control and target creature an opponent controls. Chromium 2WWUUBB Legendary Creature - Elder Dragon 7/7 Flying Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) At the beginning of your upkeep, sacrifice Chromium unless you pay WUB. Chromium 2WWUUBB Legendary Creature - Elder Dragon 7/7 Flying Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) At the beginning of your upkeep, sacrifice Chromium unless you pay WUB. Chronatog 1U Creature - Atog 1/2 0: Chronatog gets +3/+3 until end of turn. You skip your next turn. Play this ability only once each turn. Chronatog Totem 3 Artifact T Add U to your mana pool. 1U: Chronatog Totem becomes a 1/2 blue Atog artifact creature until end of turn. 0: Chronatog Totem gets +3/+3 until end of turn. You skip your next turn. Play this ability only once each turn and only if Chronatog Totem is a creature. Chronomantic Escape 4WW Sorcery Until your next turn, creatures can't attack you. Remove Chronomantic Escape from the game with three time counters on it. Suspend 3-2W (Rather than play this card from your hand, you may pay 2W and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Chronosavant 5W Creature - Giant 5/5 1W: Return Chronosavant from your graveyard to play tapped. You skip your next turn. Chronozoa 3U Creature - Illusion 3/3 Flying Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Chronozoa is put into a graveyard from play, if it had no time counters on it, put two tokens into play that are copies of it. Chub Toad 2G Creature - Frog 1/1 Whenever Chub Toad blocks or becomes blocked, it gets +2/+2 until end of turn. Chub Toad 2G Creature - Frog 1/1 Whenever Chub Toad blocks or becomes blocked, it gets +2/+2 until end of turn. Chub Toad 2G Creature - Frog 1/1 Whenever Chub Toad blocks or becomes blocked, it gets +2/+2 until end of turn. Churning Eddy 3U Sorcery Return target creature and target land to their owners' hands. Cinder Cloud 3RR Instant Destroy target creature. If a white creature is put into a graveyard this way, Cinder Cloud deals damage to that creature's controller equal to the creature's power. Cinder Crawler 1R Creature - Salamander 1/2 R: Cinder Crawler gets +1/+0 until end of turn. Play this ability only if Cinder Crawler is blocked. Cinder Elemental 3R Creature - Elemental 2/2 XR, T, Sacrifice Cinder Elemental: Cinder Elemental deals X damage to target creature or player. Cinder Giant 3R Creature - Giant 5/3 At the beginning of your upkeep, Cinder Giant deals 2 damage to each other creature you control. Cinder Marsh Land T Add 1 to your mana pool. T Add B or R to your mana pool. Cinder Marsh doesn't untap during your next untap step. 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 your next untap step. Cinder Seer 3R Creature - Human Wizard 1/1 2R, T Reveal any number of red cards in your hand. Cinder Seer deals X damage to target creature or player, where X is the number of cards revealed this way. Cinder Shade 1BR Creature - Shade 1/1 B: Cinder Shade gets +1/+1 until end of turn. R, Sacrifice Cinder Shade: Cinder Shade deals damage equal to its power to target creature. Cinder Storm 6R Sorcery Cinder Storm deals 7 damage to target creature or player. Cinder Wall R Creature - Wall 3/3 Defender (This creature can't attack.) When Cinder Wall blocks, destroy it at end of combat. Cinder Wall R Creature - Wall 3/3 Defender (This creature can't attack.) When Cinder Wall blocks, destroy it at end of combat. Circle of Affliction 1B Enchantment As Circle of Affliction comes into play, choose a color. Whenever a source of the chosen color deals damage to you, you may pay 1. If you do, target player loses 1 life and you gain 1 life. Circle of Despair 1WB Enchantment 1, Sacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. Circle of Protection: Art 1W Enchantment As Circle of Protection: Art comes into play, choose an artist. 1W: The next time a source of your choice by the chosen artist would deal damage to you this turn, prevent that damage. 1W: Return Circle of Protection: Art to its owner's hand. Circle of Protection: Artifacts 1W Enchantment 2: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Artifacts 1W Enchantment 2: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Artifacts 1W Enchantment 2: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Artifacts 1W Enchantment 2: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black 1W Enchantment 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black 1W Enchantment 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black 1W Enchantment 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black 1W Enchantment 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black 1W Enchantment 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black 1W Enchantment 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black 1W Enchantment 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black 1W Enchantment 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black 1W Enchantment 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black 1W Enchantment 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Black 1W Enchantment 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W Enchantment 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W Enchantment 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W Enchantment 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W Enchantment 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W Enchantment 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W Enchantment 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W Enchantment 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W Enchantment 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W Enchantment 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W Enchantment 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W Enchantment 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W Enchantment 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W Enchantment 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W Enchantment 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W Enchantment 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W Enchantment 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W Enchantment 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W Enchantment 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W Enchantment 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W Enchantment 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W Enchantment 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W Enchantment 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W Enchantment 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Shadow 1W Enchantment 1: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W Enchantment 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W Enchantment 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W Enchantment 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W Enchantment 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W Enchantment 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W Enchantment 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W Enchantment 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W Enchantment 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W Enchantment 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W Enchantment 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W Enchantment 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Solace 3W Enchantment As Circle of Solace comes into play, choose a creature type. 1W: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage. Circling Vultures B Creature - Bird 3/2 Flying You may discard Circling Vultures any time you could play an instant. At the beginning of your upkeep, sacrifice Circling Vultures unless you remove the top creature card in your graveyard from the game. Circu, Dimir Lobotomist 2UB Legendary Creature - Human Wizard 2/3 Whenever you play a blue spell, remove the top card of target library from the game. Whenever you play a black spell, remove the top card of target library from the game. Your opponents can't play nonland cards with the same name as a card removed from the game with Circu, Dimir Lobotomist. Circular Logic 2U Instant Counter target spell unless its controller pays 1 for each card in your graveyard. Madness U (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Citadel of Pain 2R Enchantment At the end of each player's turn, Citadel of Pain deals X damage to that player, where X is the number of untapped lands he or she controls. Citanul Centaurs 3G Creature - Centaur 6/3 Shroud (This permanent can't be the target of spells or abilities.) Echo 3G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Citanul Druid 1G Creature - Human Druid 1/1 Whenever an opponent plays an artifact spell, put a +1/+1 counter on Citanul Druid. Citanul Flute 5 Artifact X, T Search your library for a creature card with converted mana cost X or less, reveal it, and put it into your hand. Then shuffle your library. Citanul Flute 5 Artifact X, T Search your library for a creature card with converted mana cost X or less, reveal it, and put it into your hand. Then shuffle your library. Citanul Hierophants 3G Creature - Human Druid 3/2 Creatures you control have "T Add G to your mana pool." Citanul Woodreaders 2G Creature - Human Druid 1/4 Kicker 2G (You may pay an additional 2G as you play this spell.) When Citanul Woodreaders comes into play, if the kicker cost was paid, draw two cards. City in a Bottle 2 Artifact Whenever a permanent from the Arabian Nights expansion other than City in a Bottle is in play, its controller sacrifices it. Players can't play cards from the Arabian Nights expansion. City of Ass Land City of Ass comes into play tapped. T Add one and one-half mana of any one color to your mana pool. City of Brass Land Whenever City of Brass becomes tapped, it deals 1 damage to you. T Add one mana of any color to your mana pool. City of 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 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 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 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 Brass Land Whenever City of Brass becomes tapped, it deals 1 damage to you. T Add one mana of any color to your mana pool. City of Shadows Land T, Remove a creature you control from the game: Put a storage counter on City of Shadows. T Add X to your mana pool, where X is the number of storage counters on City of Shadows. City of Solitude 2G Enchantment Players can play spells and activated abilities only during their own turns. City of Traitors Land When you play another land, sacrifice City of Traitors. T Add 2 to your mana pool. Civic Guildmage W Creature - Human Wizard 1/1 G, T Target creature gets +0/+1 until end of turn. U, T Put target creature you control on top of its owner's library. Civic Wayfinder 2G Creature - Elf Warrior Druid 2/2 When Civic Wayfinder comes into play, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library. Civic Wayfinder 2G Creature - Elf Warrior Druid 2/2 When Civic Wayfinder comes into play, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library. Clairvoyance U Instant Look at target player's hand. Draw a card at the beginning of the next turn's upkeep. Clam Session 1UU Summon Clamfolk 2/5 When Clam Session comes into play, choose a word. During your upkeep, sing at least six words of a song, one of which must be the chosen word, or sacrifice Clam Session. You cannot repeat a song. Clambassadors 3U Summon Clamfolk 4/4 If Clambassadors damages any player, choose an artifact, creature, or land you control. That player gains control of that artifact, creature, or land. Clam-I-Am 2U Summon Clamfolk 2/2 Whenever you roll a 3 on a six-sided die, you may reroll that die. Clash of Realities 3R Enchantment All Spirits have "When this permanent comes into play, you may have it deal 3 damage to target non-Spirit creature." Non-Spirit creatures have "When this creature comes into play, you may have it deal 3 damage to target Spirit creature." Claws of Gix 0 Artifact 1, Sacrifice a permanent: You gain 1 life. Claws of Gix 0 Artifact 1, Sacrifice a permanent: You gain 1 life. Claws of Wirewood 3G Sorcery Claws of Wirewood deals 3 damage to each creature with flying and each player. Cycling 2 (2, Discard this card: Draw a card.) Clay Pigeon 3 Artifact Creature 1/1 Flying 1, Throw Clay Pigeon into the air at least two feet above your head while seated, Attempt to catch it with one hand: If you catch Clay Pigeon, prevent all damage to you from any one source and return Clay Pigeon to play, tapped. Otherwise, sacrifice it. Clay Statue 4 Artifact Creature - Golem 3/1 2: Regenerate Clay Statue. Clay Statue 4 Artifact Creature - Golem 3/1 2: Regenerate Clay Statue. Clay Statue 4 Artifact Creature - Golem 3/1 2: Regenerate Clay Statue. Cleanfall 2W Sorcery - Arcane Destroy all enchantments. Cleanse 2WW Sorcery Destroy all black creatures. Cleansing WWW Sorcery For each land, destroy that land unless any player pays 1 life. Cleansing Beam 4R Instant Radiance - Cleansing Beam deals 2 damage to target creature and each other creature that shares a color with it. Cleansing Meditation 1WW Sorcery Destroy all enchantments. Threshold - If seven or more cards are in your graveyard, instead destroy all enchantments, then return to play all cards in your graveyard destroyed this way. Clear 1W Instant Destroy target enchantment. Cycling 2 (2, Discard this card: Draw a card.) Clear the Land 2G Sorcery Each player reveals the top five cards of his or her library, puts into play tapped all land cards revealed this way, and removes the rest from the game. Clearwater Goblet 5 Artifact Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) At the beginning of your upkeep, you may gain 1 life for each charge counter on Clearwater Goblet. Clergy en-Vec 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Clergy of the Holy Nimbus W Creature - Human Cleric 1/1 If Clergy of the Holy Nimbus would be destroyed, regenerate it. 1: Clergy of the Holy Nimbus can't be regenerated this turn. Only any opponent may play this ability. Clickslither 1RRR Creature - Insect 3/3 Haste Sacrifice a Goblin: Clickslither gets +2/+2 and gains trample until end of turn. Clinging Darkness 1B Enchantment - Aura Enchant creature Enchanted creature gets -4/-1. Cloak and Dagger 2 Tribal Artifact - Rogue Equipment Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.) Whenever a Rogue creature comes into play, you may attach Cloak and Dagger to it. Equip 3 Cloak of Confusion 1B Enchantment - Aura Enchant creature Whenever enchanted creature attacks and isn't blocked, you may have it deal no combat damage this turn. If you do, defending player discards a card at random. Cloak of Confusion 1B Enchantment - Aura Enchant creature Whenever enchanted creature attacks and isn't blocked, you may have it deal no combat damage this turn. If you do, defending player discards a card at random. Cloak of Feathers U Sorcery Target creature gains flying until end of turn. Draw a card. Cloak of Invisibility U Enchantment - Aura Enchant creature Enchanted creature has phasing and can't be blocked except by Walls. Cloak of Mists 1U Enchantment - Aura Enchant creature Enchanted creature is unblockable. Clock of Omens 4 Artifact Tap two untapped artifacts you control: Untap target artifact. Clockspinning U Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it. Clockwork Avian 5 Artifact Creature - Bird 0/4 Flying Clockwork Avian comes into play with four +1/+0 counters on it. Clockwork Avian can't have more than four +1/+0 counters on it. At end of combat, if Clockwork Avian attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put X +1/+0 counters on Clockwork Avian. Play this ability only during your upkeep. Clockwork Avian 5 Artifact Creature - Bird 0/4 Flying Clockwork Avian comes into play with four +1/+0 counters on it. Clockwork Avian can't have more than four +1/+0 counters on it. At end of combat, if Clockwork Avian attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put X +1/+0 counters on Clockwork Avian. Play this ability only during your upkeep. Clockwork Avian 5 Artifact Creature - Bird 0/4 Flying Clockwork Avian comes into play with four +1/+0 counters on it. Clockwork Avian can't have more than four +1/+0 counters on it. At end of combat, if Clockwork Avian attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put X +1/+0 counters on Clockwork Avian. Play this ability only during your upkeep. Clockwork Beast 6 Artifact Creature - Beast 0/4 Clockwork Beast comes into play with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Play this ability only during your upkeep. Clockwork Beast 6 Artifact Creature - Beast 0/4 Clockwork Beast comes into play with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Play this ability only during your upkeep. Clockwork Beast 6 Artifact Creature - Beast 0/4 Clockwork Beast comes into play with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Play this ability only during your upkeep. Clockwork Beast 6 Artifact Creature - Beast 0/4 Clockwork Beast comes into play with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Play this ability only during your upkeep. Clockwork Beast 6 Artifact Creature - Beast 0/4 Clockwork Beast comes into play with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Play this ability only during your upkeep. Clockwork Beast 6 Artifact Creature - Beast 0/4 Clockwork Beast comes into play with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Play this ability only during your upkeep. Clockwork Beast 6 Artifact Creature - Beast 0/4 Clockwork Beast comes into play with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Play this ability only during your upkeep. Clockwork Beast 6 Artifact Creature - Beast 0/4 Clockwork Beast comes into play with seven +1/+0 counters on it. At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Play this ability only during your upkeep. Clockwork Beetle 1 Artifact Creature - Insect 0/0 Clockwork Beetle comes into play with two +1/+1 counters on it. Whenever Clockwork Beetle attacks or blocks, remove a +1/+1 counter from it at end of combat. Clockwork Condor 4 Artifact Creature - Bird 0/0 Flying Clockwork Condor comes into play with three +1/+1 counters on it. Whenever Clockwork Condor attacks or blocks, remove a +1/+1 counter from it at end of combat. Clockwork Dragon 7 Artifact Creature - Dragon 0/0 Flying Clockwork Dragon comes into play with six +1/+1 counters on it. Whenever Clockwork Dragon attacks or blocks, remove a +1/+1 counter from it at end of combat. 3: Put a +1/+1 counter on Clockwork Dragon. Clockwork Gnomes 4 Artifact Creature - Gnome 2/2 3, T Regenerate target artifact creature. Clockwork Hydra 5 Artifact Creature - Hydra 0/0 Clockwork Hydra comes into play with four +1/+1 counters on it. Whenever Clockwork Hydra attacks or blocks, remove a +1/+1 counter from it. If you do, Clockwork Hydra deals 1 damage to target creature or player. T Put a +1/+1 counter on Clockwork Hydra. Clockwork Steed 4 Artifact Creature - Horse 0/3 Clockwork Steed comes into play with four +1/+0 counters on it. Clockwork Steed can't be blocked by artifact creatures. At end of combat, if Clockwork Steed attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Play this ability only during your upkeep. Clockwork Steed 4 Artifact Creature - Horse 0/3 Clockwork Steed comes into play with four +1/+0 counters on it. Clockwork Steed can't be blocked by artifact creatures. At end of combat, if Clockwork Steed attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Play this ability only during your upkeep. Clockwork Swarm 4 Artifact Creature - Insect 0/3 Clockwork Swarm comes into play with four +1/+0 counters on it. Clockwork Swarm can't be blocked by Walls. At end of combat, if Clockwork Swarm attacked or blocked this turn, remove a +1/+0 counter from it. X, T Put up to X +1/+0 counters on Clockwork Swarm. This ability can't cause the total number of +1/+0 counters on Clockwork Swarm to be greater than four. Play this ability only during your upkeep. Clockwork Vorrac 5 Artifact Creature - Boar Beast 0/0 Trample Clockwork Vorrac comes into play with four +1/+1 counters on it. Whenever Clockwork Vorrac attacks or blocks, remove a +1/+1 counter from it at end of combat. T Put a +1/+1 counter on Clockwork Vorrac. Clone 3U Creature - Shapeshifter 0/0 As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature. Clone 3U Creature - Shapeshifter 0/0 As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature. Clone 3U Creature - Shapeshifter 0/0 As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature. Clone 3U Creature - Shapeshifter 0/0 As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature. Clone 3U Creature - Shapeshifter 0/0 As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature. Clone 3U Creature - Shapeshifter 0/0 As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature. Clone 3U Creature - Shapeshifter 0/0 As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature. Close Quarters 2RR Enchantment Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to target creature or player. Clot Sliver 1B Creature - Sliver 1/1 All Slivers have "2: Regenerate this permanent." Cloud Cover 2WU Enchantment Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner's hand. Cloud Djinn 5U Creature - Djinn 5/4 Flying Cloud Djinn can block only creatures with flying. Cloud Djinn 5U Creature - Djinn 5/4 Flying Cloud Djinn can block only creatures with flying. Cloud Dragon 5U Creature - Illusion Dragon 5/4 Flying Cloud Dragon can block only creatures with flying. Cloud Elemental 2U Creature - Elemental 2/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Cloud Elemental can block only creatures with flying. Cloud Elemental 2U Creature - Elemental 2/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Cloud Elemental can block only creatures with flying. Cloud Elemental 2U Creature - Elemental 2/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Cloud Elemental can block only creatures with flying. Cloud Key 3 Artifact As Cloud Key comes into play, choose artifact, creature, enchantment, instant, or sorcery. Spells you play of the chosen type cost 1 less to play. Cloud of Faeries 1U Creature - Faerie 1/1 Flying When Cloud of Faeries comes into play, untap up to two lands. Cycling 2 (2, Discard this card: Draw a card.) Cloud Pirates U Creature - Human Pirate 1/1 Flying Cloud Pirates can block only creatures with flying. Cloud Spirit 2U Creature - Spirit 3/1 Flying Cloud Spirit can block only creatures with flying. Cloud Spirit 2U Creature - Spirit 3/1 Flying Cloud Spirit can block only creatures with flying. Cloud Sprite U Creature - Faerie 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Cloud Sprite can block only creatures with flying. Cloud Sprite U Creature - Faerie 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Cloud Sprite can block only creatures with flying. Cloudchaser Eagle 3W Creature - Bird 2/2 Flying When Cloudchaser Eagle comes into play, destroy target enchantment. Cloudchaser Eagle 3W Creature - Bird 2/2 Flying When Cloudchaser Eagle comes into play, destroy target enchantment. Cloudchaser Kestrel 1WW Creature - Bird 2/2 Flying When Cloudchaser Kestrel comes into play, destroy target enchantment. W: Target permanent becomes white until end of turn. Cloudcrest Lake Land T Add 1 to your mana pool. T Add W or U to your mana pool. Cloudcrest Lake doesn't untap during your next untap step. Cloudcrown Oak 2GG Creature - Treefolk Warrior 3/4 Reach (This can block creatures with flying.) Cloudgoat Ranger 3WW Creature - Giant Warrior 3/3 When Cloudgoat Ranger comes into play, put three 1/1 white Kithkin Soldier creature tokens into play. Tap three untapped Kithkin you control: Cloudgoat Ranger gets +2/+0 and gains flying until end of turn. Cloudhoof Kirin 3UU Legendary Creature - Kirin Spirit 4/4 Flying Whenever you play a Spirit or Arcane spell, you may put the top X cards of target player's library into his or her graveyard, where X is that spell's converted mana cost. Cloudpost Land - Locus Cloudpost comes into play tapped. T Add 1 to your mana pool for each Locus in play. Cloudreach Cavalry 1W Creature - Human Soldier 1/1 Cloudreach Cavalry gets +2/+2 and has flying as long as you control a Bird. Cloudseeder 1U Creature - Faerie Spellshaper 1/1 Flying U, T, Discard a card: Put a 1/1 blue Faerie creature token named Cloud Sprite into play with flying and "Cloud Sprite can block only creatures with flying." Cloudskate 1U Creature - Illusion 2/2 Flying Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Cloudstone Curio 3 Artifact Whenever a nonartifact permanent comes into play under your control, you may return another permanent you control that shares a card type with it to its owner's hand. Cloudthresher 2GGGG Creature - Elemental 7/7 Flash Reach (This can block creatures with flying.) When Cloudthresher comes into play, it deals 2 damage to each creature with flying and each player. Evoke 2GG (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Clutch of the Undercity 1UUB Instant Return target permanent to its owner's hand. Its controller loses 3 life. Transmute 1UB (1UB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) Clutch of Undeath 3BB Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 as long as it's a Zombie. Otherwise, it gets -3/-3. Coal Golem 5 Artifact Creature - Golem 3/3 3, Sacrifice Coal Golem: Add RRR to your mana pool. Coal Stoker 3R Creature - Elemental 3/3 When Coal Stoker comes into play, if you played it from your hand, add RRR to your mana pool. Coalhauler Swine 4RR Creature - Boar Beast 4/4 Whenever Coalhauler Swine is dealt damage, it deals that much damage to each player. Coalition Flag W Enchantment - Aura Enchant creature you control Enchanted creature is a Flagbearer. Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer. Coalition Honor Guard 3W Creature - Human 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 Relic 3 Artifact T Add one mana of any color to your mana pool. T Put a charge counter on Coalition Relic. At the beginning of your precombat main phase, remove all charge counters from Coalition Relic. Add one mana of any color to your mana pool for each counter removed this way. Coalition Victory 3WUBRG Sorcery You win the game if you control a land of each basic land type and a creature of each color. Coalition Victory 3WUBRG Sorcery You win the game if you control a land of each basic land type and a creature of each color. Coast Watcher 1U Creature - Bird Soldier 1/1 Flying, protection from green Coastal Drake 2U Creature - Drake 2/1 Flying 1U, T Return target Kavu to its owner's hand. Coastal Hornclaw 4U Creature - Bird 3/3 Sacrifice a land: Coastal Hornclaw gains flying until end of turn. Coastal Hornclaw 4U Creature - Bird 3/3 Sacrifice a land: Coastal Hornclaw gains flying until end of turn. Coastal Piracy 2UU Enchantment Whenever a creature you control deals combat damage to an opponent, you may draw a card. Coastal Piracy 2UU Enchantment Whenever a creature you control deals combat damage to an opponent, you may draw a card. Coastal Tower Land Coastal Tower comes into play tapped. T Add W or U to your mana pool. Coastal Tower Land Coastal Tower comes into play tapped. T Add W or U to your mana pool. Coastal Wizard 2UU Creature - Human Wizard 1/1 T Return Coastal Wizard and another target creature to their owners' hands. Play this ability only during your turn, before the combat phase. Coat of Arms 5 Artifact Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if a Goblin Warrior, a Goblin Scout, and a Zombie Goblin are in play, each gets +2/+2.) Coat of Arms 5 Artifact Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if a Goblin Warrior, a Goblin Scout, and a Zombie Goblin are in play, each gets +2/+2.) Coat of Arms 5 Artifact Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if a Goblin Warrior, a Goblin Scout, and a Zombie Goblin are in play, each gets +2/+2.) Coat of Arms 5 Artifact Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if a Goblin Warrior, a Goblin Scout, and a Zombie Goblin are in play, each gets +2/+2.) Coat of Arms 5 Artifact Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if a Goblin Warrior, a Goblin Scout, and a Zombie Goblin are in play, each gets +2/+2.) Cobalt Golem 4 Artifact Creature - Golem 2/3 1U: Cobalt Golem gains flying until end of turn. Cockatrice 3GG Creature - Cockatrice 2/4 Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Cockatrice 3GG Creature - Cockatrice 2/4 Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Cockatrice 3GG Creature - Cockatrice 2/4 Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Cockatrice 3GG Creature - Cockatrice 2/4 Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Cockatrice 3GG Creature - Cockatrice 2/4 Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Cockatrice 3GG Creature - Cockatrice 2/4 Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Cockatrice 3GG Creature - Cockatrice 2/4 Flying Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Cocoon G Enchantment - Aura Enchant creature you control Enchanted creature doesn't untap during your untap step if Cocoon has a pupa counter on it. When Cocoon comes into play, tap enchanted creature and put three pupa counters on Cocoon. At the beginning of your upkeep, remove a pupa counter from Cocoon. If you can't, sacrifice it and enchanted creature gets +1/+1 and gains flying. (This effect doesn't end at end of turn.) Cocoon G Enchantment - Aura Enchant creature you control Enchanted creature doesn't untap during your untap step if Cocoon has a pupa counter on it. When Cocoon comes into play, tap enchanted creature and put three pupa counters on Cocoon. At the beginning of your upkeep, remove a pupa counter from Cocoon. If you can't, sacrifice it and enchanted creature gets +1/+1 and gains flying. (This effect doesn't end at end of turn.) Coercion 2B Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coercion 2B Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coercion 2B Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coercion 2B Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coercion 2B Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coercion 2B Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coercion 2B Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coercion 2B Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coercion 2B Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coercion 2B Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coffin Puppets 3BB Creature - Zombie 3/3 Sacrifice two lands: Return Coffin Puppets from your graveyard to play. Play this ability only during your upkeep and only if you control a Swamp. Coffin Purge B Instant Remove target card in a graveyard from the game. Flashback B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Coffin Queen 2B Creature - Zombie Wizard 1/1 You may choose not to untap Coffin Queen during your untap step. 2B, T Put target creature card from a graveyard into play under your control. When Coffin Queen becomes untapped or you lose control of Coffin Queen, remove that creature from the game. Cognivore 6UU Creature - Lhurgoyf */* Flying Cognivore's power and toughness are each equal to the number of instant cards in all graveyards. Coiled Tinviper 3 Artifact Creature - Snake 2/1 First strike Coiling Oracle GU Creature - Snake Elf Druid 1/1 When Coiling Oracle comes into play, reveal the top card of your library. If it's a land card, put it into play. Otherwise, put that card into your hand. Coiling Woodworm 2G Creature - Insect Worm */1 Coiling Woodworm's power is equal to the number of Forests in play. Coils of the Medusa 1B Enchantment - Aura Enchant creature Enchanted creature gets +1/-1. Sacrifice Coils of the Medusa: Destroy all non-Wall creatures blocking enchanted creature. Cold Snap 2W Enchantment Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of each player's upkeep, Cold Snap deals damage to that player equal to the number of snow lands he or she controls. Cold Storage 4 Artifact 3: Remove target creature you control from the game. Sacrifice Cold Storage: Return each creature card removed from the game with Cold Storage to play under its owner's control. Coldsteel Heart 2 Snow Artifact Coldsteel Heart comes into play tapped. As Coldsteel Heart comes into play, choose a color. T Add one mana of the chosen color to your mana pool. Colfenor's Plans 2BB Enchantment When Colfenor's Plans comes into play, remove the top seven cards of your library from the game face down. You may look at and play cards removed from the game with Colfenor's Plans. Skip your draw step. You can't play more than one spell each turn. Colfenor's Urn 3 Artifact Whenever a creature with toughness 4 or greater is put into your graveyard from play, you may remove it from the game. At end of turn, if three or more cards have been removed from the game with Colfenor's Urn, sacrifice it. If you do, return those cards to play under their owner's control. Collapsing Borders 3R Enchantment At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands he or she controls. Then Collapsing Borders deals 3 damage to him or her. Collective Restraint 3U Enchantment Creatures can't attack you unless their controller pays X for each creature he or she controls that's attacking you, where X is the number of basic land types among lands you control. Collective Unconscious 4GG Sorcery Draw a card for each creature you control. Collective Unconscious 4GG Sorcery Draw a card for each creature you control. Collector Protector 3WW Creature - Human Gamer 2/5 W, Give an opponent a nonland card you own from outside the game: Prevent the next 1 damage that would be dealt to you or Collector Protector this turn. Colos Yearling 2R Creature - Goat Beast 1/1 Mountainwalk R: Colos Yearling gets +1/+0 until end of turn. Colossus of Sardia 9 Artifact Creature - Golem 9/9 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Colossus of Sardia doesn't untap during your untap step. 9: Untap Colossus of Sardia. Play this ability only during your upkeep. Colossus of Sardia 9 Artifact Creature - Golem 9/9 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Colossus of Sardia doesn't untap during your untap step. 9: Untap Colossus of Sardia. Play this ability only during your upkeep. Colossus of Sardia 9 Artifact Creature - Golem 9/9 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Colossus of Sardia doesn't untap during your untap step. 9: Untap Colossus of Sardia. Play this ability only during your upkeep. Colossus of Sardia 9 Artifact Creature - Golem 9/9 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Colossus of Sardia doesn't untap during your untap step. 9: Untap Colossus of Sardia. Play this ability only during your upkeep. Combat Medic 2W Creature - Human Cleric Soldier 0/2 1W: Prevent the next 1 damage that would be dealt to target creature or player this turn. Combat Medic 2W Creature - Human Cleric Soldier 0/2 1W: Prevent the next 1 damage that would be dealt to target creature or player this turn. Combat Medic 2W Creature - Human Cleric Soldier 0/2 1W: Prevent the next 1 damage that would be dealt to target creature or player this turn. Combat Medic 2W Creature - Human Cleric Soldier 0/2 1W: Prevent the next 1 damage that would be dealt to target creature or player this turn. Command of Unsummoning 2U Instant Play Command of Unsummoning only during the declare attackers step and only if you are the defending player. Return one or two target attacking creatures to their owner's hand. Commandeer 5UU Instant You may remove two blue cards in your hand from the game rather than pay Commandeer's mana cost. Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact or enchantment, the permanent comes into play under your control.) Commander Eesha 2WW Legendary Creature - Bird Soldier 2/4 Flying, protection from creatures Commander Greven il-Vec 3BBB Legendary Creature - Human Warrior 7/5 Fear When Commander Greven il-Vec comes into play, sacrifice a creature. Commando Raid 2R Instant Until end of turn, target creature you control gains "When this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls." Common Cause 2W Enchantment Nonartifact creatures get +2/+2 as long as they all share a color. Common Courtesy 2UU Enchantment Counter any spell unless its caster asks your permission to play that spell. If you refuse permission, Sacrifice Common Courtesy and counter the spell. Commune with Nature G Sorcery Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Commune with Nature G Sorcery Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Complex Automaton 4 Artifact Creature - Golem 4/4 At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner's hand. Complicate 2U Instant Counter target spell unless its controller pays 3. Cycling 2U (2U, Discard this card: Draw a card.) When you cycle Complicate, you may counter target spell unless its controller pays 1. Composite Golem 6 Artifact Creature - Golem 4/4 Sacrifice Composite Golem: Add WUBRG to your mana pool. Composite Golem 6 Artifact Creature - Golem 4/4 Sacrifice Composite Golem: Add WUBRG to your mana pool. Compost 1G Enchantment Whenever a black card is put into an opponent's graveyard, you may draw a card. Compost 1G Enchantment Whenever a black card is put into an opponent's graveyard, you may draw a card. Compulsion 1U Enchantment 1U, Discard a card: Draw a card. 1U, Sacrifice Compulsion: Draw a card. Compulsive Research 2U Sorcery Target player draws three cards. Then that player discards two cards unless he or she discards a land card. Concentrate 2UU Sorcery Draw three cards. Concentrate 2UU Sorcery Draw three cards. Concerted Effort 2WW Enchantment At the beginning of each upkeep, all creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance. Conch Horn 2 Artifact 1, T, Sacrifice Conch Horn: Draw two cards, then put a card from your hand on top of your library. Conclave Equenaut 4WW Creature - Human Soldier 3/3 Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Flying Conclave Phalanx 4W Creature - Human Soldier 2/4 Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) When Conclave Phalanx comes into play, you gain 1 life for each creature you control. Conclave's Blessing 3W Enchantment - Aura Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Enchant creature Enchanted creature gets +0/+2 for each other creature you control. Concordant Crossroads G World Enchantment All creatures have haste. Concordant Crossroads G World Enchantment All creatures have haste. Condemn W Instant Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness. Condemn W Instant Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness. Condescend XU Instant Counter target spell unless its controller pays X. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Cone of Flame 3RR Sorcery Cone of Flame deals 1 damage to target creature or player, 2 damage to another target creature or player, and 3 damage to a third target creature or player. Cone of Flame 3RR Sorcery Cone of Flame deals 1 damage to target creature or player, 2 damage to another target creature or player, and 3 damage to a third target creature or player. Confessor W Creature - Human Cleric 1/1 Whenever a player discards a card, you may gain 1 life. Confiscate 4UU Enchantment - Aura Enchant permanent (Target a permanent as you play this. This card comes into play attached to that permanent.) You control enchanted permanent. Confiscate 4UU Enchantment - Aura Enchant permanent (Target a permanent as you play this. This card comes into play attached to that permanent.) You control enchanted permanent. Confiscate 4UU Enchantment - Aura Enchant permanent (Target a permanent as you play this. This card comes into play attached to that permanent.) You control enchanted permanent. Confiscate 4UU Enchantment - Aura Enchant permanent (Target a permanent as you play this. This card comes into play attached to that permanent.) You control enchanted permanent. Conflagrate XXR Sorcery Conflagrate deals X damage divided as you choose among any number of target creatures and/or players. Flashback-RR, Discard X cards. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Confound 1U Instant Counter target spell that targets one or more creatures. Draw a card. Confusion in the Ranks 3RR Enchantment Whenever an artifact, creature, or enchantment comes into play, its controller chooses target permanent another player controls that shares a type with it. Exchange control of those permanents. Congregate 3W Instant Target player gains 2 life for each creature in play. Congregation at Dawn GGW Instant Search your library for up to three creature cards and reveal them. Shuffle your library, then put those cards on top of it in any order. Conjurer's Ban WB Sorcery Name a card. Until your next turn, the named card can't be played. Draw a card. Conjurer's Bauble 1 Artifact T, Sacrifice Conjurer's Bauble: Put up to one target card from your graveyard on the bottom of your library. Draw a card. Conquer 3RR Enchantment - Aura Enchant land You control enchanted land. Conquer 3RR Enchantment - Aura Enchant land You control enchanted land. Conquer 3RR Enchantment - Aura Enchant land You control enchanted land. Consecrate Land W Enchantment - Aura Enchant land Enchanted land is indestructible and can't be enchanted by other Auras. Consecrate Land W Enchantment - Aura Enchant land Enchanted land is indestructible and can't be enchanted by other Auras. Consecrate Land W Enchantment - Aura Enchant land Enchanted land is indestructible and can't be enchanted by other Auras. Consecrate Land W Enchantment - Aura Enchant land Enchanted land is indestructible and can't be enchanted by other Auras. Conservator 4 Artifact 3, T Prevent the next 2 damage that would be dealt to you this turn. Conservator 4 Artifact 3, T Prevent the next 2 damage that would be dealt to you this turn. Conservator 4 Artifact 3, T Prevent the next 2 damage that would be dealt to you this turn. Conservator 4 Artifact 3, T Prevent the next 2 damage that would be dealt to you this turn. Conservator 4 Artifact 3, T Prevent the next 2 damage that would be dealt to you this turn. Conspiracy 3BB Enchantment As Conspiracy comes into play, choose a creature type. Creature cards you own that aren't in play, creature spells you control, and creatures you control are the chosen type. Conspiracy 3BB Enchantment As Conspiracy comes into play, choose a creature type. Creature cards you own that aren't in play, creature spells you control, and creatures you control are the chosen type. Constant Mists 1G Instant Buyback-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn. Consult the Necrosages 1UB Sorcery Choose one - Target player draws two cards; or target player discards two cards. Consume Spirit X1B Sorcery Spend only black mana on X. Consume Spirit deals X damage to target creature or player and you gain X life. Consume Spirit X1B Sorcery Spend only black mana on X. Consume Spirit deals X damage to target creature or player and you gain X life. Consume Spirit X1B Sorcery Spend only black mana on X. Consume Spirit deals X damage to target creature or player and you gain X life. Consume Strength 1BG Instant Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn. Consuming Bonfire 3RR Tribal Sorcery - Elemental Choose one - Consuming Bonfire deals 4 damage to target non-Elemental creature; or Consuming Bonfire deals 7 damage to target Treefolk creature. Consuming Ferocity 1R Enchantment - Aura Enchant non-Wall creature Enchanted creature gets +1/+0. At the beginning of your upkeep, put a +1/+0 counter on enchanted creature. If that creature has three or more +1/+0 counters on it, it deals damage equal to its power to its controller, then destroy that creature and it can't be regenerated. Consuming Vortex 1U Instant - Arcane Return target creature to its owner's hand. Splice onto Arcane 3U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Consumptive Goo BB Creature - Ooze 1/1 2BB: Target creature gets -1/-1 until end of turn. Put a +1/+1 counter on Consumptive Goo. Contagion 3BB Instant You may pay 1 life and remove a black card in your hand from the game rather than pay Contagion's mana cost. Distribute two -2/-1 counters among one or two target creatures. Contagion 3BB Instant You may pay 1 life and remove a black card in your hand from the game rather than pay Contagion's mana cost. Distribute two -2/-1 counters among one or two target creatures. Contaminated Bond 1B Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Whenever enchanted creature attacks or blocks, its controller loses 3 life. Contaminated Bond 1B Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Whenever enchanted creature attacks or blocks, its controller loses 3 life. Contaminated Bond 1B Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Whenever enchanted creature attacks or blocks, its controller loses 3 life. Contamination 2B Enchantment At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature. If a land is tapped for mana, it produces B instead of any other type and amount. Contemplation 1WW Enchantment Whenever you play a spell, you gain 1 life. Contempt 1U Enchantment - Aura Enchant creature Whenever enchanted creature attacks, return it and Contempt to their owners' hands at end of combat. Contested Cliffs Land T Add 1 to your mana pool. RG, T Choose target Beast creature you control and target creature an opponent controls. Each creature deals damage equal to its power to the other. Contract from Below B Sorcery Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, add the top card of your library to the ante, then draw seven cards. Contract from Below B Sorcery Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, add the top card of your library to the ante, then draw seven cards. Contract from Below B Sorcery Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, add the top card of your library to the ante, then draw seven cards. Contract from Below B Sorcery Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, add the top card of your library to the ante, then draw seven cards. Control Magic 2UU Enchantment - Aura Enchant creature You control enchanted creature. Control Magic 2UU Enchantment - Aura Enchant creature You control enchanted creature. Control Magic 2UU Enchantment - Aura Enchant creature You control enchanted creature. Control Magic 2UU Enchantment - Aura Enchant creature You control enchanted creature. Control Magic 2UU Enchantment - Aura Enchant creature You control enchanted creature. Control Magic 2UU Enchantment - Aura Enchant creature You control enchanted creature. Control of the Court 1R Sorcery Draw four cards, then discard three cards at random. Controvert 2UU Instant Counter target spell. Recover 2UU (When a creature is put into your graveyard from play, you may pay 2UU. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.) Convalescence 1W Enchantment At the beginning of your upkeep, if you have 10 life or less, you gain 1 life. Convalescent Care 1WW Enchantment At the beginning of your upkeep, if you have 5 life or less, you gain 3 life and draw a card. Conversion 2WW Enchantment At the beginning of your upkeep, sacrifice Conversion unless you pay WW. All Mountains are Plains. Conversion 2WW Enchantment At the beginning of your upkeep, sacrifice Conversion unless you pay WW. All Mountains are Plains. Conversion 2WW Enchantment At the beginning of your upkeep, sacrifice Conversion unless you pay WW. All Mountains are Plains. Conversion 2WW Enchantment At the beginning of your upkeep, sacrifice Conversion unless you pay WW. All Mountains are Plains. Conversion 2WW Enchantment At the beginning of your upkeep, sacrifice Conversion unless you pay WW. All Mountains are Plains. Conviction 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+3. W: Return Conviction to its owner's hand. Convolute 2U Instant Counter target spell unless its controller pays 4. Convulsing Licid 2R Creature - Licid 2/2 R, T Convulsing Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay R to end this effect. Enchanted creature can't block. Cooperation 2W Enchantment - Aura Enchant creature Enchanted creature has banding. Coordinated Barrage W Instant Choose a creature type. Coordinated Barrage deals damage to target attacking or blocking creature equal to the number of permanents you control of the chosen type. Copper Gnomes 2 Artifact Creature - Gnome 1/1 4, Sacrifice Copper Gnomes: You may put an artifact card from your hand into play. Copper Myr 2 Artifact Creature - Myr 1/1 T Add G to your mana pool. Copper Tablet 2 Artifact At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player. Copper Tablet 2 Artifact At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player. Copper Tablet 2 Artifact At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player. Copper Tablet 2 Artifact At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player. Copperhoof Vorrac 3GG Creature - Boar Beast 2/2 Copperhoof Vorrac gets +1/+1 for each untapped permanent your opponents control. Copper-Leaf Angel 5 Artifact Creature - Angel 2/2 Flying T, Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel. Copy Artifact 1U Enchantment As Copy Artifact comes into play, you may choose an artifact in play. If you do, Copy Artifact comes into play as a copy of that artifact. It's still an enchantment. Copy Artifact 1U Enchantment As Copy Artifact comes into play, you may choose an artifact in play. If you do, Copy Artifact comes into play as a copy of that artifact. It's still an enchantment. Copy Artifact 1U Enchantment As Copy Artifact comes into play, you may choose an artifact in play. If you do, Copy Artifact comes into play as a copy of that artifact. It's still an enchantment. Copy Artifact 1U Enchantment As Copy Artifact comes into play, you may choose an artifact in play. If you do, Copy Artifact comes into play as a copy of that artifact. It's still an enchantment. Copy Enchantment 2U Enchantment As Copy Enchantment comes into play, you may choose an enchantment in play. If you do, Copy Enchantment comes into play as a copy of that enchantment. Coral Atoll Land Coral Atoll comes into play tapped. When Coral Atoll comes into play, sacrifice it unless you return an untapped Island you control to its owner's hand. T Add 1U to your mana pool. Coral Eel 1U Creature - Fish 2/1 Coral Eel 1U Creature - Fish 2/1 Coral Eel 1U Creature - Fish 2/1 Coral Eel 1U Creature - Fish 2/1 Coral Fighters 1U Creature - Merfolk Soldier 1/1 Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library. Coral Helm 3 Artifact 3, Discard a card at random: Target creature gets +2/+2 until end of turn. Coral Helm 3 Artifact 3, Discard a card at random: Target creature gets +2/+2 until end of turn. Coral Helm 3 Artifact 3, Discard a card at random: Target creature gets +2/+2 until end of turn. Coral Merfolk 1U Creature - Merfolk 2/1 Coral Merfolk 1U Creature - Merfolk 2/1 Coral Net U Enchantment - Aura Enchant green or white creature Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you discard a card." Coral Reef UU Enchantment Coral Reef comes into play with four polyp counters on it. Sacrifice an Island: Put two polyp counters on Coral Reef. U, Tap an untapped blue creature you control, Remove a polyp counter from Coral Reef: Put a +0/+1 counter on target creature. Coral Trickster 1U Creature - Merfolk Rogue 2/1 Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Coral Trickster is turned face up, you may tap or untap target permanent. Coretapper 2 Artifact Creature - Myr 1/1 T Put a charge counter on target artifact. Sacrifice Coretapper: Put two charge counters on target artifact. Cornered Market 2W Enchantment Players can't play spells or nonbasic lands with the same name as a nontoken permanent. Corpse Dance 2B Instant Buyback 2 (You may pay an additional 2 as you play this spell. If you do, put this card into your hand as it resolves.) Return the top creature card from your graveyard to play. That creature gains haste until end of turn. Remove the creature from the game at end of turn. Corpse Harvester 3BB Creature - Zombie Wizard 3/3 1B, T, Sacrifice a creature: Search your library for a Zombie card and a Swamp card, reveal them, and put them into your hand. Then shuffle your library. Corpulent Corpse 5B Creature - Zombie 3/3 Fear Suspend 5-B (Rather than play this card from your hand, you may pay B and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Corrosion 1BR Enchantment Cumulative upkeep 1 At the beginning of your upkeep, put a rust counter on each artifact target opponent controls. Then destroy each artifact with converted mana cost less than or equal to the number of rust counters on it. Artifacts destroyed this way can't be regenerated. When Corrosion leaves play, remove all rust counters from all permanents. Corrupt 5B Sorcery Corrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way. Corrupt 5B Sorcery Corrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way. Corrupt Court Official 1B Creature - Human Advisor 1/1 When Corrupt Court Official comes into play, target opponent discards a card. Corrupt Eunuchs 3R Creature - Human Advisor 2/2 When Corrupt Eunuchs comes into play, it deals 2 damage to target creature. Corrupt Official 4B Creature - Human Minion 3/1 2B: Regenerate Corrupt Official. Whenever Corrupt Official becomes blocked, defending player discards a card at random. Corrupting Licid 2B Creature - Licid 2/2 B, T Corrupting Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay B to end this effect. Enchanted creature has fear. Cosmic Horror 3BBB Creature - Horror 7/7 First strike At the beginning of your upkeep, unless you pay 3BBB, sacrifice Cosmic Horror and it deals 7 damage to you. Cosmic Horror 3BBB Creature - Horror 7/7 First strike At the beginning of your upkeep, unless you pay 3BBB, sacrifice Cosmic Horror and it deals 7 damage to you. Cosmic Larva 1RR Creature - Beast 7/6 Trample At the beginning of your upkeep, sacrifice Cosmic Larva unless you sacrifice two lands. Council of Advisors 2U Creature - Human Advisor 1/1 When Council of Advisors comes into play, draw a card. Counsel of the Soratami 2U Sorcery Draw two cards. Counsel of the Soratami 2U Sorcery Draw two cards. Counsel of the Soratami 2U Sorcery Draw two cards. Counterbalance UU Enchantment Whenever an opponent plays a spell, you may reveal the top card of your library. If you do, counter that spell if it has the same converted mana cost as the revealed card. Counterintelligence 2UU Sorcery Return one or two target creatures to their owner's hand. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Counterspell UU Instant Counter target spell. Countryside Crusher 1RR Creature - Giant Warrior 3/3 At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process. Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Countryside Crusher. Courier Hawk 1W Creature - Bird 1/2 Flying, vigilance Court Hussar 2U Creature - Vedalken Knight 1/3 Vigilance When Court Hussar comes into play, look at the top three cards of your library, then put one of them into your hand and the rest on the bottom of your library in any order. When Court Hussar comes into play, sacrifice it unless W was spent to play it. Cover of Darkness 1B Enchantment As Cover of Darkness comes into play, choose a creature type. Creatures of the chosen type have fear. Cover of Winter 2W Snow Enchantment Cumulative upkeep oSi (oSi can be paid with one mana from a snow permanent.) If a creature would deal combat damage to you and/or one or more creatures you control, prevent X of that damage, where X is the number of age counters on Cover of Winter. oSi: Put an age counter on Cover of Winter. Covert Operative 4U Creature - Human Wizard 3/2 Covert Operative is unblockable. Covetous Dragon 4R Creature - Dragon 6/5 Flying When you control no artifacts, sacrifice Covetous Dragon. Cowardice 3UU Enchantment Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. (It won't be affected by the spell or ability.) Cowardice 3UU Enchantment Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. (It won't be affected by the spell or ability.) Cowardice 3UU Enchantment Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. (It won't be affected by the spell or ability.) Cowed by Wisdom W Enchantment - Aura Enchant creature Enchanted creature can't attack or block unless its controller pays 1 for each card in your hand. Crack the Earth R Sorcery - Arcane Each player sacrifices a permanent. Crackdown 2W Enchantment Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps. Crackling Club R Enchantment - Aura Enchant creature Enchanted creature gets +1/+0. Sacrifice Crackling Club: Crackling Club deals 1 damage to target creature. Cradle Guard 1GG Creature - Treefolk 4/4 Trample Echo 1GG (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Cradle to Grave 1B Instant Destroy target nonblack creature that came into play this turn. Crafty Pathmage 2U Creature - Human Wizard 1/1 T Target creature with power 2 or less is unblockable this turn. Crafty Pathmage 2U Creature - Human Wizard 1/1 T Target creature with power 2 or less is unblockable this turn. Crafty Pathmage 2U Creature - Human Wizard 1/1 T Target creature with power 2 or less is unblockable this turn. Crag Saurian RRR Creature - Lizard 4/4 Whenever a source deals damage to Crag Saurian, that source's controller gains control of Crag Saurian. Cranial Extraction 3B Sorcery - Arcane Name a nonland card. Search target player's graveyard, hand, and library for all cards with that name and remove them from the game. Then that player shuffles his or her library. Cranial Plating 2 Artifact - Equipment Equipped creature gets +1/+0 for each artifact you control. BB: Attach Cranial Plating to target creature you control. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Crash 2R Instant You may sacrifice a Mountain rather than pay Crash's mana cost. Destroy target artifact. Crash Landing 2G Instant Target creature with flying loses flying until end of turn. Crash Landing deals damage to that creature equal to the number of Forests you control. Crash of Rhinos 6GG Creature - Rhino 8/4 Trample Crash of Rhinos 6GG Creature - Rhino 8/4 Trample Crashing Boars 3GG Creature - Boar 4/4 Whenever Crashing Boars attacks, defending player chooses an untapped creature he or she controls. That creature blocks Crashing Boars this turn if able. Crashing Boars 3GG Creature - Boar 4/4 Whenever Crashing Boars attacks, defending player chooses an untapped creature he or she controls. That creature blocks Crashing Boars this turn if able. Crashing Centaur 4GG Creature - Centaur 3/4 G, Discard a card: Crashing Centaur gains trample until end of turn. Threshold - As long as seven or more cards are in your graveyard, Crashing Centaur gets +2/+2 and has shroud. (It can't be the target of spells or abilities.) Crater Hellion 4RR Creature - Hellion Beast 6/6 Echo 4RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Crater Hellion comes into play, it deals 4 damage to each other creature. Craven Giant 2R Creature - Giant 4/1 Craven Giant can't block. Craven Giant 2R Creature - Giant 4/1 Craven Giant can't block. Craven Knight 1B Creature - Human Knight 2/2 Craven Knight can't block. Craw Giant 3GGGG Creature - Giant 6/4 Trample Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Craw Giant 3GGGG Creature - Giant 6/4 Trample Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Craw Giant 3GGGG Creature - Giant 6/4 Trample Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Craw Giant 3GGGG Creature - Giant 6/4 Trample Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Craw Wurm 4GG Creature - Wurm 6/4 Craw Wurm 4GG Creature - Wurm 6/4 Craw Wurm 4GG Creature - Wurm 6/4 Craw Wurm 4GG Creature - Wurm 6/4 Craw Wurm 4GG Creature - Wurm 6/4 Craw Wurm 4GG Creature - Wurm 6/4 Craw Wurm 4GG Creature - Wurm 6/4 Craw Wurm 4GG Creature - Wurm 6/4 Craw Wurm 4GG Creature - Wurm 6/4 Crawling Filth 5B Creature - Spirit 2/2 Fear Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.) Crawlspace 3 Artifact No more than two creatures can attack you each combat. Crazed Armodon 2GG Creature - Elephant 3/3 G: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed Armodon at end of turn. Play this ability only once each turn. Crazed Firecat 5RR Creature - Elemental Cat 4/4 When Crazed Firecat comes into play, flip a coin until you lose a flip. Put a +1/+1 counter on Crazed Firecat for each flip you win. Crazed Goblin R Creature - Goblin Warrior 1/1 Crazed Goblin attacks each turn if able. Crazed Skirge 3B Creature - Imp 2/2 Flying, haste Crazed Skirge 3B Creature - Imp 2/2 Flying, haste Cream of the Crop 1G Enchantment Whenever a creature comes into play under your control, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order. Creature Bond 1U Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, Creature Bond deals damage equal to that creature's toughness to the creature's controller. Creature Bond 1U Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, Creature Bond deals damage equal to that creature's toughness to the creature's controller. Creature Bond 1U Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, Creature Bond deals damage equal to that creature's toughness to the creature's controller. Creature Bond 1U Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, Creature Bond deals damage equal to that creature's toughness to the creature's controller. Creature Bond 1U Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, Creature Bond deals damage equal to that creature's toughness to the creature's controller. Creature Guy 3G Creature - Beast 3/3 Gotcha - Whenever an opponent says "Creature" or "Guy," you may say "Gotcha!" If you do, return Creature Guy from your graveyard to your hand. Credit Voucher 2 Artifact 2, T, Sacrifice Credit Voucher: Shuffle any number of cards from your hand into your library, then draw that many cards. Creeping Mold 2GG Sorcery Destroy target artifact, enchantment, or land. Creeping Mold 2GG Sorcery Destroy target artifact, enchantment, or land. Creeping Mold 2GG Sorcery Destroy target artifact, enchantment, or land. Creeping Mold 2GG Sorcery Destroy target artifact, enchantment, or land. Creeping Mold 2GG Sorcery Destroy target artifact, enchantment, or land. Creeping Mold 2GG Sorcery Destroy target artifact, enchantment, or land. Creeping Mold 2GG Sorcery Destroy target artifact, enchantment, or land. Cremate B Instant Remove target card in a graveyard from the game. Draw a card. Cremate B Instant Remove target card in a graveyard from the game. Draw a card. Crenellated Wall 4 Artifact Creature - Wall 0/4 Defender (This creature can't attack.) T Target creature gets +0/+4 until end of turn. Crested Craghorn 4R Creature - Goat Beast 4/1 Haste Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Crevasse 2R Enchantment Creatures with mountainwalk can be blocked as though they didn't have mountainwalk. Crib Swap 2W Tribal Instant - Shapeshifter Changeling (This card is every creature type at all times.) Remove target creature from the game. Its controller puts a 1/1 colorless Shapeshifter creature token with changeling into play. Crime // Punishment 3WB / / XBG Sorcery // Sorcery Put target creature or enchantment card in an opponent's graveyard into play under your control. // Destroy each artifact, creature, and enchantment with converted mana cost X. Crimson Acolyte 1W Creature - Human Cleric 1/1 Protection from red W: Target creature gains protection from red until end of turn. Crimson Hellkite 6RRR Creature - Dragon 6/6 Flying X, T Crimson Hellkite deals X damage to target creature. Spend only red mana this way. Crimson Hellkite 6RRR Creature - Dragon 6/6 Flying X, T Crimson Hellkite deals X damage to target creature. Spend only red mana this way. Crimson Hellkite 6RRR Creature - Dragon 6/6 Flying X, T Crimson Hellkite deals X damage to target creature. Spend only red mana this way. Crimson Kobolds 0 Creature - Kobold 0/1 Crimson Kobolds is red. Crimson Manticore 2RR Creature - Manticore 2/2 Flying R, T Crimson Manticore deals 1 damage to target attacking or blocking creature. Crimson Manticore 2RR Creature - Manticore 2/2 Flying R, T Crimson Manticore deals 1 damage to target attacking or blocking creature. Crimson Manticore 2RR Creature - Manticore 2/2 Flying R, T Crimson Manticore deals 1 damage to target attacking or blocking creature. Crimson Roc 4R Creature - Bird 2/2 Flying Whenever Crimson Roc blocks a creature without flying, Crimson Roc gets +1/+0 and gains first strike until end of turn. Crippling Fatigue 1BB Sorcery Target creature gets -2/-2 until end of turn. Flashback-1B, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Cromat WUBRG Legendary Creature - Illusion 5/5 WB: Destroy target creature blocking or blocked by Cromat. UR: Cromat gains flying until end of turn. BG: Regenerate Cromat. RW: Cromat gets +1/+1 until end of turn. GU: Put Cromat on top of its owner's library. Crookclaw Elder 5U Creature - Bird Wizard 3/2 Flying Tap two untapped Birds you control: Draw a card. Tap two untapped Wizards you control: Target creature gains flying until end of turn. Crookclaw Transmuter 3U Creature - Bird Wizard 3/1 Flash (You may play this spell any time you could play an instant.) Flying When Crookclaw Transmuter comes into play, switch target creature's power and toughness until end of turn. Crooked Scales 4 Artifact 4, T Flip a coin. If you win the flip, destroy target creature an opponent controls. If you lose the flip, destroy target creature you control unless you pay 3 and repeat this process. Crookshank Kobolds 0 Creature - Kobold 0/1 Crookshank Kobolds is red. Crookshank Kobolds 0 Creature - Kobold 0/1 Crookshank Kobolds is red. Crop Rotation G Instant As an additional cost to play Crop Rotation, sacrifice a land. Search your library for a land card and put that card into play. Then shuffle your library. Crosis, the Purger 3UBR Legendary Creature - Dragon 6/6 Flying Whenever Crosis, the Purger deals combat damage to a player, you may pay 2B. If you do, choose a color. That player reveals his or her hand and discards all cards of that color. Crosis's Attendant 5 Artifact Creature - Golem 3/3 1, Sacrifice Crosis's Attendant: Add UBR to your mana pool. Crosis's Catacombs Land - Lair When Crosis's Catacombs comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. T Add U, B, or R to your mana pool. Crosis's Charm UBR Instant Choose one - Return target permanent to its owner's hand; or destroy target nonblack creature, and it can't be regenerated; or destroy target artifact. Crossbow Ambush G Instant Creatures you control gain reach until end of turn. (They can block creatures with flying.) Crossbow Infantry 1W Creature - Human Soldier Archer 1/1 T Crossbow Infantry deals 1 damage to target attacking or blocking creature. Crossbow Infantry 1W Creature - Human Soldier Archer 1/1 T Crossbow Infantry deals 1 damage to target attacking or blocking creature. Crossbow Infantry 1W Creature - Human Soldier Archer 1/1 T Crossbow Infantry deals 1 damage to target attacking or blocking creature. Crossbow Infantry 1W Creature - Human Soldier Archer 1/1 T Crossbow Infantry deals 1 damage to target attacking or blocking creature. Crosswinds 1G Enchantment Creatures with flying get -2/-0. Crovax the Cursed 2BB Legendary Creature - Vampire 0/0 Crovax the Cursed comes into play with four +1/+1 counters on it. At the beginning of your upkeep, you may sacrifice a creature. If you do, put a +1/+1 counter on Crovax. If you don't, remove a +1/+1 counter from Crovax. B: Crovax gains flying until end of turn. Crovax, Ascendant Hero 4WW Legendary Creature - Human 4/4 Other white creatures get +1/+1. Nonwhite creatures get -1/-1. Pay 2 life: Return Crovax, Ascendant Hero to its owner's hand. Crowd Favorites 6W Creature - Human Soldier 4/4 3W: Tap target creature. 3W: Crowd Favorites gets +0/+5 until end of turn. Crown of Ascension 1U Enchantment - Aura Enchant creature Enchanted creature has flying. Sacrifice Crown of Ascension: Enchanted creature and other creatures that share a creature type with it gain flying until end of turn. Crown of Awe 1W Enchantment - Aura Enchant creature Enchanted creature has protection from black and from red. Sacrifice Crown of Awe: Enchanted creature and other creatures that share a creature type with it gain protection from black and from red until end of turn. Crown of Convergence 2 Artifact Play with the top card of your library revealed. As long as the top card of your library is a creature card, creatures you control that share a color with that card get +1/+1. GW: Put the top card of your library on the bottom of your library. Crown of Flames R Enchantment - Aura Enchant creature R: Enchanted creature gets +1/+0 until end of turn. R: Return Crown of Flames to its owner's hand. Crown of Flames R Enchantment - Aura Enchant creature R: Enchanted creature gets +1/+0 until end of turn. R: Return Crown of Flames to its owner's hand. Crown of Fury 1R Enchantment - Aura Enchant creature Enchanted creature gets +1/+0 and has first strike. Sacrifice Crown of Fury: Enchanted creature and other creatures that share a creature type with it get +1/+0 and gain first strike until end of turn. Crown of Suspicion 1B Enchantment - Aura Enchant creature Enchanted creature gets +2/-1. Sacrifice Crown of Suspicion: Enchanted creature and other creatures that share a creature type with it get +2/-1 until end of turn. Crown of the Ages 2 Artifact 4, T Attach target Aura attached to a creature to another creature. Crown of the Ages 2 Artifact 4, T Attach target Aura attached to a creature to another creature. Crown of Vigor 1G Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice Crown of Vigor: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn. Crucible of Worlds 3 Artifact You may play land cards from your graveyard. Crucible of Worlds 3 Artifact You may play land cards from your graveyard. Crude Rampart 3W Creature - Wall 4/5 Defender (This creature can't attack.) Morph 4W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Cruel Bargain BBB Sorcery Draw four cards. You lose half your life, rounded up. Cruel Deceiver 1B Creature - Spirit 2/1 1: Look at the top card of your library. 2: Reveal the top card of your library. If it's a land card, Cruel Deceiver gains deathtouch until end of turn. Play this ability only once each turn. Cruel Edict 1B Sorcery Target opponent sacrifices a creature. Cruel Edict 1B Sorcery Target opponent sacrifices a creature. Cruel Edict 1B Sorcery Target opponent sacrifices a creature. Cruel Fate 4U Sorcery Look at the top five cards of target opponent's library. Put one of those cards into that player's graveyard, and the rest on top of his or her library in any order. Cruel Revival 4B Instant Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to your hand. Cruel Tutor 2B Sorcery Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life. Crumble G Instant Destroy target artifact. It can't be regenerated. That artifact's controller gains life equal to its converted mana cost. Crumble G Instant Destroy target artifact. It can't be regenerated. That artifact's controller gains life equal to its converted mana cost. Crumble G Instant Destroy target artifact. It can't be regenerated. That artifact's controller gains life equal to its converted mana cost. Crumble G Instant Destroy target artifact. It can't be regenerated. That artifact's controller gains life equal to its converted mana cost. Crumbling Sanctuary 5 Artifact For each 1 damage that would be dealt to a player, that player removes the top card of his or her library from the game instead. Crusade WW Enchantment White creatures get +1/+1. Crusade WW Enchantment White creatures get +1/+1. Crusade WW Enchantment White creatures get +1/+1. Crusade WW Enchantment White creatures get +1/+1. Crusade WW Enchantment White creatures get +1/+1. Crusade WW Enchantment White creatures get +1/+1. Crusade WW Enchantment White creatures get +1/+1. Crusade WW Enchantment White creatures get +1/+1. Crusading Knight 2WW Creature - Human Knight 2/2 Protection from black Crusading Knight gets +1/+1 for each Swamp your opponents control. Crush of Wurms 6GGG Sorcery Put three 6/6 green Wurm creature tokens into play. Flashback 9GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Crush Underfoot 1R Tribal Instant - Giant Choose a Giant creature you control. It deals damage equal to its power to target creature. Crushing Pain 1R Instant - Arcane Crushing Pain deals 6 damage to target creature that was dealt damage this turn. Cry of Contrition B Sorcery Target player discards a card. Haunt (When this spell card is put into a graveyard after resolving, remove it from the game haunting target creature.) When the creature Cry of Contrition haunts is put into a graveyard, target player discards a card. Cryoclasm 2R Sorcery Destroy target Plains or Island. Cryoclasm deals 3 damage to that land's controller. Cryoclasm 2R Sorcery Destroy target Plains or Island. Cryoclasm deals 3 damage to that land's controller. Crypt Angel 4B Creature - Angel 3/3 Flying, protection from white When Crypt Angel comes into play, return target blue or red creature card from your graveyard to your hand. Crypt Champion 3B Creature - Zombie 2/2 Double strike When Crypt Champion comes into play, each player puts a creature card with converted mana cost 3 or less from his or her graveyard into play. When Crypt Champion comes into play, sacrifice it unless R was spent to play it. Crypt Cobra 3B Creature - Snake 3/3 Whenever Crypt Cobra attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.) Crypt Creeper 1B Creature - Zombie 2/1 Sacrifice Crypt Creeper: Remove target card in a graveyard from the game. Crypt Rats 2B Creature - Rat 1/1 X: Crypt Rats deals X damage to each creature and each player. Spend only black mana this way. Crypt Rats 2B Creature - Rat 1/1 X: Crypt Rats deals X damage to each creature and each player. Spend only black mana this way. Crypt Sliver 1B Creature - Sliver 1/1 All Slivers have "T Regenerate target Sliver." Cryptic Annelid 3U Creature - Worm Beast 1/4 When Cryptic Annelid comes into play, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Cryptic Command 1UUU Instant Choose two - Counter target spell; or return target permanent to its owner's hand; or tap all creatures your opponents control; or draw a card. Cryptic Gateway 5 Artifact Tap two untapped creatures you control: You may put a creature card from your hand into play that shares a creature type with each creature tapped this way. Cryptwailing 3B Enchantment 1, Remove two creature cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery. Crystal Chimes 3 Artifact 3, T, Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand. Crystal Golem 4 Artifact Creature - Golem 3/3 At the end of your turn, Crystal Golem phases out. Crystal Quarry Land T Add 1 to your mana pool. 5, T Add WUBRG to your mana pool. Crystal Rod 1 Artifact Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life. Crystal Rod 1 Artifact Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life. Crystal Rod 1 Artifact Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life. Crystal Rod 1 Artifact Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life. Crystal Rod 1 Artifact Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life. Crystal Rod 1 Artifact Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life. Crystal Rod 1 Artifact Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life. Crystal Rod 1 Artifact Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life. Crystal Rod 1 Artifact Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life. Crystal Seer 4U Creature - Vedalken Wizard 2/2 When Crystal Seer comes into play, look at the top four cards of your library, then put them back in any order. 4U: Return Crystal Seer to its owner's hand. Crystal Shard 3 Artifact 3, T or U, T Return target creature to its owner's hand unless its controller pays 1. Crystal Spray 2U Instant Change the text of target spell or permanent by replacing all instances of one color word or basic land type with another until end of turn. Draw a card. Crystal Vein Land T Add 1 to your mana pool. T, Sacrifice Crystal Vein: Add 2 to your mana pool. Crystal Vein Land T Add 1 to your mana pool. T, Sacrifice Crystal Vein: Add 2 to your mana pool. Crystalline Sliver WU Creature - Sliver 2/2 All Slivers have shroud. (They can't be the targets of spells or abilities.) Culling Scales 3 Artifact At the beginning of your upkeep, destroy target nonland permanent with the lowest converted mana cost among nonland permanents in play. (If two or more permanents are tied for lowest cost, target any one of them.) Culling Sun 2WWB Sorcery Destroy each creature with converted mana cost 3 or less. Culling the Weak B Instant As an additional cost to play Culling the Weak, sacrifice a creature. Add BBBB to your mana pool. Cultural Exchange 4UU Sorcery Choose any number of creatures target player controls. Choose the same number of creatures another target player controls. Those players exchange control of those creatures. (This effect doesn't end at end of turn.) Cunning 1U Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. When enchanted creature attacks or blocks, sacrifice Cunning at end of turn. Cunning Advisor 3B Creature - Human Advisor 1/1 T Target opponent discards a card. Play this ability only during your turn, before the combat phase. Cunning Bandit 1RR Creature - Human Warrior 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Cunning Bandit. At end of turn, if there are two or more ki counters on Cunning Bandit, you may flip it. ---- Azamuki, Treachery Incarnate Legendary Creature - Spirit 5/2 Remove a ki counter from Azamuki, Treachery Incarnate: Gain control of target creature until end of turn. Cunning Giant 5R Creature - Giant 4/4 If Cunning Giant is unblocked, you may have it deal its combat damage to any creature the defending player controls. Cunning Wish 2U Instant You may choose an instant card you own from outside the game, reveal that card, and put it into your hand. Remove Cunning Wish from the game. Cuombajj Witches BB Creature - Human Wizard 1/3 T Cuombajj Witches deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice. Cuombajj Witches BB Creature - Human Wizard 1/3 T Cuombajj Witches deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice. Cuombajj Witches BB Creature - Human Wizard 1/3 T Cuombajj Witches deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice. Curfew U Instant Each player returns a creature he or she controls to its owner's hand. Curfew U Instant Each player returns a creature he or she controls to its owner's hand. Curiosity U Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card. Curiosity U Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card. Curse Artifact 2BB Enchantment - Aura Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Curse Artifact deals 2 damage to that player unless he or she sacrifices that artifact. Curse of Marit Lage 3RR Enchantment When Curse of Marit Lage comes into play, tap all Islands. Islands don't untap during their controllers' untap steps. Curse of the Cabal 9B Sorcery Target player sacrifices half the permanents he or she controls, rounded down. Suspend 2-2BB At the beginning of each player's upkeep, if Curse of the Cabal is suspended, that player may sacrifice a permanent. If he or she does, put two time counters on Curse of the Cabal. Curse of the Fire Penguin 4RR Enchant Creature Curse of the Fire Penquin consumes and confuses enchanted creature. ----- Creature - Penguin Trample When this creature is put into a graveyard from play, return Curse of the Fire Penguin from your graveyard to play. 6/5 Cursed Flesh B Enchantment - Aura Enchant creature Enchanted creature gets -1/-1 and has fear. Cursed Flesh B Enchantment - Aura Enchant creature Enchanted creature gets -1/-1 and has fear. Cursed Land 2BB Enchantment - Aura Enchant land At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player. Cursed Land 2BB Enchantment - Aura Enchant land At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player. Cursed Land 2BB Enchantment - Aura Enchant land At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player. Cursed Land 2BB Enchantment - Aura Enchant land At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player. Cursed Land 2BB Enchantment - Aura Enchant land At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player. Cursed Land 2BB Enchantment - Aura Enchant land At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player. Cursed Monstrosity 4B Creature - Horror 4/3 Flying Whenever Cursed Monstrosity becomes the target of a spell or ability, sacrifice it unless you discard a land card. Cursed Rack 4 Artifact As Cursed Rack comes into play, choose an opponent. The chosen player's maximum hand size is four. Cursed Rack 4 Artifact As Cursed Rack comes into play, choose an opponent. The chosen player's maximum hand size is four. Cursed Rack 4 Artifact As Cursed Rack comes into play, choose an opponent. The chosen player's maximum hand size is four. Cursed Ronin 3B Creature - Human Samurai 1/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) B: Cursed Ronin gets +1/+1 until end of turn. Cursed Scroll 1 Artifact 3, T Name a card. Reveal a card at random from your hand. If it's the named card, Cursed Scroll deals 2 damage to target creature or player. Cursed Totem 2 Artifact Activated abilities of creatures can't be played. Cursed Totem 2 Artifact Activated abilities of creatures can't be played. Curtain of Light 1W Instant Target attacking unblocked creature becomes blocked. Draw a card. Custody Battle 1R Enchantment - Aura Enchant creature Enchanted creature has "At the beginning of your upkeep, target opponent gains control of this creature unless you sacrifice a land." Customs Depot 1U Enchantment Whenever you play a creature spell, you may pay 1. If you do, draw a card, then discard a card. Cut the Earthly Bond U Instant - Arcane Return target enchanted permanent to its owner's hand. Cut the Tethers 2UU Sorcery For each Spirit, return it to its owner's hand unless that player pays 3. Cutthroat il-Dal 3B Creature - Human Rogue 4/1 Hellbent - Cutthroat il-Dal has shadow as long as you have no cards in hand. (It can block or be blocked by only creatures with shadow.) Cycle of Life 1GG Enchantment Return Cycle of Life to its owner's hand: Target creature you played this turn is 0/1 until your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature. Cyclical Evolution 3GG Sorcery Target creature gets +3/+3 until end of turn. Remove Cyclical Evolution from the game with three time counters on it. Suspend 3-2G (Rather than play this card from your hand, you may pay 2G and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Cyclone 2GG Enchantment Cumulative upkeep G (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever you pay Cyclone's cumulative upkeep, it deals damage equal to the number of age counters on Cyclone to each creature and each player. Cyclone 2GG Enchantment Cumulative upkeep G (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever you pay Cyclone's cumulative upkeep, it deals damage equal to the number of age counters on Cyclone to each creature and each player. Cyclopean Giant 2BB Creature - Zombie Giant 4/2 When Cyclopean Giant is put into a graveyard from play, target land becomes a Swamp. Remove Cyclopean Giant from the game. Cyclopean Mummy 1B Creature - Zombie 2/1 When Cyclopean Mummy is put into a graveyard from play, remove Cyclopean Mummy from the game. Cyclopean Mummy 1B Creature - Zombie 2/1 When Cyclopean Mummy is put into a graveyard from play, remove Cyclopean Mummy from the game. Cyclopean Snare 2 Artifact 3, T Tap target creature, then return Cyclopean Snare to its owner's hand. Cyclopean Tomb 4 Artifact 2, T Put a mire counter on target land. That land is a Swamp as long as it has a mire counter on it. Play this ability only during your upkeep. When Cyclopean Tomb leaves play, at the beginning of each of your upkeeps until the end of the game, remove one of those mire counters. Cyclopean Tomb 4 Artifact 2, T Put a mire counter on target land. That land is a Swamp as long as it has a mire counter on it. Play this ability only during your upkeep. When Cyclopean Tomb leaves play, at the beginning of each of your upkeeps until the end of the game, remove one of those mire counters. Cyclopean Tomb 4 Artifact 2, T Put a mire counter on target land. That land is a Swamp as long as it has a mire counter on it. Play this ability only during your upkeep. When Cyclopean Tomb leaves play, at the beginning of each of your upkeeps until the end of the game, remove one of those mire counters. Cytoplast Manipulator 2UU Creature - Human Wizard Mutant 0/0 Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) U, T Gain control of target creature with a +1/+1 counter on it as long as Cytoplast Manipulator remains in play. Cytoplast Root-Kin 2GG Creature - Elemental Mutant 0/0 Graft 4 (This creature comes into play with four +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) When Cytoplast Root-Kin comes into play, put a +1/+1 counter on each other creature you control that has a +1/+1 counter on it. 2: Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin. Cytoshape 1GU Instant Choose a nonlegendary creature in play. Target creature becomes a copy of that creature until end of turn. Cytospawn Shambler 6G Creature - Elemental Mutant 0/0 Graft 6 (This creature comes into play with six +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) G: Target creature with a +1/+1 counter on it gains trample until end of turn. Daggerclaw Imp 2B Creature - Imp 3/1 Flying Daggerclaw Imp can't block. Daily Regimen W Enchantment - Aura Enchant creature 1W: Put a +1/+1 counter on enchanted creature. Dakkon Blackblade 2WUUB Legendary Creature - Human Warrior */* Dakkon Blackblade's power and toughness are each equal to the number of lands you control. Dakkon Blackblade 2WUUB Legendary Creature - Human Warrior */* Dakkon Blackblade's power and toughness are each equal to the number of lands you control. Dakkon Blackblade 2WUUB Legendary Creature - Human Warrior */* Dakkon Blackblade's power and toughness are each equal to the number of lands you control. Dakmor Bat 1B Creature - Bat 1/1 Flying Dakmor Ghoul 2BB Creature - Zombie 2/2 When Dakmor Ghoul comes into play, target opponent loses 2 life and you gain 2 life. Dakmor Lancer 4BB Creature - Human Knight 3/3 When Dakmor Lancer comes into play, destroy target nonblack creature. Dakmor Lancer 4BB Creature - Human Knight 3/3 When Dakmor Lancer comes into play, destroy target nonblack creature. Dakmor Plague 3BB Sorcery Dakmor Plague deals 3 damage to each creature and each player. Dakmor Plague 3BB Sorcery Dakmor Plague deals 3 damage to each creature and each player. Dakmor Salvage Land Dakmor Salvage comes into play tapped. T Add B to your mana pool. Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) Dakmor Scorpion 1B Creature - Scorpion 2/1 Dakmor Scorpion 1B Creature - Scorpion 2/1 Dakmor Sorceress 5B Creature - Human Wizard */4 Dakmor Sorceress's power is equal to the number of Swamps you control. Dakmor Sorceress 5B Creature - Human Wizard */4 Dakmor Sorceress's power is equal to the number of Swamps you control. Damnation 2BB Sorcery Destroy all creatures. They can't be regenerated. Dampen Thought 1U Instant - Arcane Target player puts the top four cards of his or her library into his or her graveyard. Splice onto Arcane 1U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Damping Engine 4 Artifact A player who controls more permanents than any other can't play lands or artifact, creature, or enchantment spells. That player may sacrifice a permanent to ignore this effect until end of turn. Damping Field 2W Enchantment Players can't untap more than one artifact during their untap steps. Damping Matrix 3 Artifact Activated abilities of artifacts and creatures can't be played unless they're mana abilities. Dance of Many UU Enchantment When Dance of Many comes into play, put a token into play as a copy of target nontoken creature. When Dance of Many leaves play, remove the creature token from the game. When the creature token leaves play, sacrifice Dance of Many. At the beginning of your upkeep, sacrifice Dance of Many unless you pay UU. Dance of Many UU Enchantment When Dance of Many comes into play, put a token into play as a copy of target nontoken creature. When Dance of Many leaves play, remove the creature token from the game. When the creature token leaves play, sacrifice Dance of Many. At the beginning of your upkeep, sacrifice Dance of Many unless you pay UU. Dance of Many UU Enchantment When Dance of Many comes into play, put a token into play as a copy of target nontoken creature. When Dance of Many leaves play, remove the creature token from the game. When the creature token leaves play, sacrifice Dance of Many. At the beginning of your upkeep, sacrifice Dance of Many unless you pay UU. Dance of Shadows 3BB Sorcery - Arcane Creatures you control get +1/+0 and gain fear until end of turn. Dance of the Dead 1B Enchantment - Aura Enchant creature card in a graveyard When Dance of the Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Dance of the Dead." Return enchanted creature card to play tapped under your control and attach Dance of the Dead to it. When Dance of the Dead leaves play, that creature's controller sacrifices it. Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay 1B. If he or she does, untap that creature. Dancing Scimitar 4 Artifact Creature - Spirit 1/5 Flying (This creature can't be blocked except by creatures with flying.) Dancing Scimitar 4 Artifact Creature - Spirit 1/5 Flying (This creature can't be blocked except by creatures with flying.) Dancing Scimitar 4 Artifact Creature - Spirit 1/5 Flying (This creature can't be blocked except by creatures with flying.) Dancing Scimitar 4 Artifact Creature - Spirit 1/5 Flying (This creature can't be blocked except by creatures with flying.) Dancing Scimitar 4 Artifact Creature - Spirit 1/5 Flying (This creature can't be blocked except by creatures with flying.) Dancing Scimitar 4 Artifact Creature - Spirit 1/5 Flying (This creature can't be blocked except by creatures with flying.) Dandan UU Creature - Fish 4/1 Dandan can't attack unless defending player controls an Island. When you control no Islands, sacrifice Dandan. Dandan UU Creature - Fish 4/1 Dandan can't attack unless defending player controls an Island. When you control no Islands, sacrifice Dandan. Dandan UU Creature - Fish 4/1 Dandan can't attack unless defending player controls an Island. When you control no Islands, sacrifice Dandan. Dandan UU Creature - Fish 4/1 Dandan can't attack unless defending player controls an Island. When you control no Islands, sacrifice Dandan. Daraja Griffin 3W Creature - Griffin 2/2 Flying Sacrifice Daraja Griffin: Destroy target black creature. Daraja Griffin 3W Creature - Griffin 2/2 Flying Sacrifice Daraja Griffin: Destroy target black creature. Darba 3G Creature - Bird Beast 5/4 At the beginning of your upkeep, sacrifice Darba unless you pay GG. Darien, King of Kjeldor 4WW Legendary Creature - Human Soldier 3/3 Whenever you're dealt damage, you may put that many 1/1 white Soldier creature tokens into play. Darigaaz, the Igniter 3BRG Legendary Creature - Dragon 6/6 Flying Whenever Darigaaz, the Igniter deals combat damage to a player, you may pay 2R. If you do, choose a color. That player reveals his or her hand and Darigaaz deals X damage to him or her, where X is the number of cards revealed of that color. Darigaaz's Attendant 5 Artifact Creature - Golem 3/3 1, Sacrifice Darigaaz's Attendant: Add BRG to your mana pool. Darigaaz's Caldera Land - Lair When Darigaaz's Caldera comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. T Add B, R, or G to your mana pool. Darigaaz's Charm BRG Instant Choose one - Return target creature card from your graveyard to your hand; or Darigaaz's Charm deals 3 damage to target creature or player; or target creature gets +3/+3 until end of turn. Daring Apprentice 1UU Creature - Human Wizard 1/1 T, Sacrifice Daring Apprentice: Counter target spell. Daring Apprentice 1UU Creature - Human Wizard 1/1 T, Sacrifice Daring Apprentice: Counter target spell. Daring Apprentice 1UU Creature - Human Wizard 1/1 T, Sacrifice Daring Apprentice: Counter target spell. Daring Apprentice 1UU Creature - Human Wizard 1/1 T, Sacrifice Daring Apprentice: Counter target spell. Daring Apprentice 1UU Creature - Human Wizard 1/1 T, Sacrifice Daring Apprentice: Counter target spell. Daring Leap 1WU Instant Target creature gets +1/+1 and gains flying and first strike until end of turn. Dark Banishing 2B Instant Destroy target nonblack creature. It can't be regenerated. Dark Banishing 2B Instant Destroy target nonblack creature. It can't be regenerated. Dark Banishing 2B Instant Destroy target nonblack creature. It can't be regenerated. Dark Banishing 2B Instant Destroy target nonblack creature. It can't be regenerated. Dark Banishing 2B Instant Destroy target nonblack creature. It can't be regenerated. Dark Banishing 2B Instant Destroy target nonblack creature. It can't be regenerated. Dark Confidant 1B Creature - Human Wizard 2/1 At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost. Dark Depths Legendary Snow Land Dark Depths comes into play with ten ice counters on it. 3: Remove an ice counter from Dark Depths. When Dark Depths has no ice counters on it, sacrifice it. If you do, put an indestructible legendary 20/20 black Avatar creature token with flying named Marit Lage into play. Dark Hatchling 4BB Creature - Horror 3/3 Flying When Dark Hatchling comes into play, destroy target nonblack creature. It can't be regenerated. Dark Heart of the Wood BG Enchantment Sacrifice a Forest: You gain 3 life. Dark Heart of the Wood BG Enchantment Sacrifice a Forest: You gain 3 life. Dark Maze 4U Creature - Wall 4/5 Defender (This creature can't attack.) 0: Dark Maze can attack this turn as though it didn't have defender. Remove it from the game at end of turn. Dark Maze 4U Creature - Wall 4/5 Defender (This creature can't attack.) 0: Dark Maze can attack this turn as though it didn't have defender. Remove it from the game at end of turn. Dark Maze 4U Creature - Wall 4/5 Defender (This creature can't attack.) 0: Dark Maze can attack this turn as though it didn't have defender. Remove it from the game at end of turn. Dark Offering 4BB Sorcery Destroy target nonblack creature. You gain 3 life. Dark Offering 4BB Sorcery Destroy target nonblack creature. You gain 3 life. Dark Privilege 1B Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice a creature: Regenerate enchanted creature. Dark Ritual B Instant Add BBB to your mana pool. Dark Ritual B Instant Add BBB to your mana pool. Dark Ritual B Instant Add BBB to your mana pool. Dark Ritual B Instant Add BBB to your mana pool. Dark Ritual B Instant Add BBB to your mana pool. Dark Ritual B Instant Add BBB to your mana pool. Dark Ritual B Instant Add BBB to your mana pool. Dark Ritual B Instant Add BBB to your mana pool. Dark Ritual B Instant Add BBB to your mana pool. Dark Ritual B Instant Add BBB to your mana pool. Dark Ritual B Instant Add BBB to your mana pool. Dark Ritual B Instant Add BBB to your mana pool. Dark Ritual B Instant Add BBB to your mana pool. Dark Sphere 0 Artifact T, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, it deals half that damage, rounded up, to you instead. Dark Supplicant B Creature - Human Cleric 1/1 T, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it into play. If you search your library this way, shuffle it. Dark Suspicions 2BB Enchantment At the beginning of each opponent's upkeep, that player loses 1 life for each card in his or her hand more than you have in your hand. Dark Triumph 4B Instant If you control a Swamp, you may sacrifice a creature rather than pay Dark Triumph's mana cost. Creatures you control get +2/+0 until end of turn. Dark Withering 4BB Instant Destroy target nonblack creature. Madness B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Darkblast B Instant Target creature gets -1/-1 until end of turn. Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) Darkest Hour B Enchantment All creatures are black. Darkest Hour B Enchantment All creatures are black. Darkheart Sliver BG Creature - Sliver 2/2 All Slivers have "Sacrifice this permanent: You gain 3 life." Darkling Stalker 3B Creature - Shade Spirit 1/1 B: Regenerate Darkling Stalker. B: Darkling Stalker gets +1/+1 until end of turn. Darkness B Instant Prevent all combat damage that would be dealt this turn. Darkness B Instant Prevent all combat damage that would be dealt this turn. Darkpact BBB Sorcery Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. Exchange that card with the top of your library. Darkpact BBB Sorcery Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. Exchange that card with the top of your library. Darkpact BBB Sorcery Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. Exchange that card with the top of your library. Darkpact BBB Sorcery Remove Darkpact from your deck before playing if you're not playing for ante. You own target card in the ante. Exchange that card with the top of your library. Darksteel Brute 2 Artifact Darksteel Brute is indestructible. ("Destroy" effects and lethal damage don't destroy it.) 3: Darksteel Brute becomes a 2/2 Beast artifact creature until end of turn. Darksteel Citadel Artifact Land Darksteel Citadel is indestructible. ("Destroy" effects and lethal damage don't destroy it.) T Add 1 to your mana pool. Darksteel Colossus 11 Artifact Creature - Golem 11/11 Trample Darksteel Colossus is indestructible. ("Destroy" effects and lethal damage don't destroy it.) If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead. Darksteel Forge 9 Artifact Artifacts you control are indestructible. ("Destroy" effects and lethal damage don't destroy them.) Darksteel Gargoyle 7 Artifact Creature - Gargoyle 3/3 Flying Darksteel Gargoyle is indestructible. ("Destroy" effects and lethal damage don't destroy it.) Darksteel Garrison 2 Artifact - Fortification Fortified land is indestructible. Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify 3 (3: Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.) Darksteel Ingot 3 Artifact Darksteel Ingot is indestructible. ("Destroy" effects and lethal damage don't destroy it.) T Add one mana of any color to your mana pool. Darksteel Pendant 2 Artifact Darksteel Pendant is indestructible. ("Destroy" effects and lethal damage don't destroy it.) 1, T Look at the top card of your library. You may put that card on the bottom of your library. Darksteel Reactor 4 Artifact Darksteel Reactor is indestructible. ("Destroy" effects and lethal damage don't destroy it.) At the beginning of your upkeep, you may put a charge counter on Darksteel Reactor. When Darksteel Reactor has twenty or more charge counters on it, you win the game. Darkwatch Elves 2G Creature - Elf 2/2 Protection from black Cycling 2 (2, Discard this card: Draw a card.) Darkwater Catacombs Land 1, T Add UB to your mana pool. Darkwater Egg 1 Artifact 2, T, Sacrifice Darkwater Egg: Add UB to your mana pool. Draw a card. Darting Merfolk 1U Creature - Merfolk 1/1 U: Return Darting Merfolk to its owner's hand. Daru Cavalier 3W Creature - Human 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 creature gets +1/+1 until end of turn. Daru Healer 2W Creature - Human Cleric 1/2 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Daru Lancer 4WW Creature - Human Soldier 3/4 First strike Morph 2WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Daru Mender W Creature - Human Cleric 1/1 Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Daru Mender is turned face up, regenerate target creature. Daru Sanctifier 3W Creature - Human Cleric 1/4 Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Daru Sanctifier is turned face up, destroy target enchantment. Daru Spiritualist 1W Creature - Human Cleric 1/1 Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn. Daru Stinger 3W Creature - Human Soldier 1/1 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Soldier card you reveal in your hand.) T Daru Stinger deals damage equal to the number of +1/+1 counters on it to target attacking or blocking creature. Daru Warchief 2WW Creature - Human Soldier 1/1 Soldier spells you play cost 1 less to play. Soldier creatures you control get +1/+2. Dash Hopes BB Instant When you play Dash Hopes, any player may pay 5 life. If a player does, counter Dash Hopes. Counter target spell. Daughter of Autumn 2GG Legendary Creature - Avatar 2/4 W: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead. Daunting Defender 4W Creature - Human Cleric 3/3 If a source would deal damage to a Cleric creature you control, prevent 1 of that damage. Dauntless Dourbark 3G Creature - Treefolk Warrior */* Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control. Dauntless Dourbark has trample as long as you control another Treefolk. Dauthi Cutthroat 1B Creature - Dauthi Minion 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) 1B, T Destroy target creature with shadow. Dauthi Embrace 2B Enchantment BB: Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Dauthi Ghoul 1B Creature - Dauthi Zombie 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever a creature with shadow is put into a graveyard from play, put a +1/+1 counter on Dauthi Ghoul. Dauthi Horror 1B Creature - Dauthi Horror 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Horror can't be blocked by white creatures. Dauthi Jackal 2B Creature - Dauthi Hound 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) BB, Sacrifice Dauthi Jackal: Destroy target blocking creature. Dauthi Marauder 2B Creature - Dauthi Minion 3/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Mercenary 2B Creature - Dauthi Knight Mercenary 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) 1B: Dauthi Mercenary gets +1/+0 until end of turn. Dauthi Mindripper 3B Creature - Dauthi Minion 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Dauthi Mindripper attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards. Dauthi Slayer BB Creature - Dauthi Soldier 2/2 Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Slayer attacks each turn if able. Dauthi Slayer BB Creature - Dauthi Soldier 2/2 Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Slayer attacks each turn if able. Dauthi Trapper 2B Creature - Dauthi Minion 1/1 T Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Dauthi Warlord 1B Creature - Dauthi Soldier */1 Shadow (This creature can block or be blocked by only creatures with shadow.) Dauthi Warlord's power is equal to the number of creatures with shadow in play. D'Avenant Archer 2W Creature - Human Soldier Archer 1/2 T D'Avenant Archer deals 1 damage to target attacking or blocking creature. D'Avenant Archer 2W Creature - Human Soldier Archer 1/2 T D'Avenant Archer deals 1 damage to target attacking or blocking creature. D'Avenant Archer 2W Creature - Human Soldier Archer 1/2 T D'Avenant Archer deals 1 damage to target attacking or blocking creature. D'Avenant Archer 2W Creature - Human Soldier Archer 1/2 T D'Avenant Archer deals 1 damage to target attacking or blocking creature. D'Avenant Healer 1WW Creature - Human Cleric Archer 1/2 T D'Avenant Healer deals 1 damage to target attacking or blocking creature. T Prevent the next 1 damage that would be dealt to target creature or player this turn. Dawn Charm 1W Instant Choose one - Prevent all combat damage that would be dealt this turn; or regenerate target creature; or counter target spell that targets you. Dawn Elemental WWWW Creature - Elemental 3/3 Flying Prevent all damage that would be dealt to Dawn Elemental. Dawn of the Dead 2BBB Enchantment At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn. Dawnfluke 3W Creature - Elemental 0/3 Flash When Dawnfluke comes into play, prevent the next 3 damage that would be dealt to target creature or player this turn. Evoke W (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Dawning Purist 2W Creature - Human Cleric 2/2 Whenever Dawning Purist deals combat damage to a player, you may destroy target enchantment that player controls. Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Dawn's Reflection 3G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colors to his or her mana pool. Dawnstrider 1G Creature - Dryad Spellshaper 1/1 G, T, Discard a card: Prevent all combat damage that would be dealt this turn. Day of Destiny 3W Legendary Enchantment Legendary creatures you control get +2/+2. Day of the Dragons 4UUU Enchantment When Day of the Dragons comes into play, remove all creatures you control from the game. Then put that many 5/5 red Dragon creature tokens with flying into play. When Day of the Dragons leaves play, sacrifice all Dragons you control. Then return the removed cards to play under your control. Daybreak Coronet WW Enchantment - Aura Enchant creature with another Aura attached to it Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Whenever it deals damage, its controller gains that much life.) Daze 1U Instant You may return an Island you control to its owner's hand rather than pay Daze's mana cost. Counter target spell unless its controller pays 1. Dazzling Beauty 2W Instant Play Dazzling Beauty only during the declare blockers step. Target attacking unblocked creature becomes blocked. Draw a card at the beginning of the next turn's upkeep. Dead // Gone R / / 2R Instant // Instant Dead deals 2 damage to target creature. // Return target creature you don't control to its owner's hand. Dead Ringers 4B Sorcery Destroy two target nonblack creatures unless either one is a color the other isn't. They can't be regenerated. Deadapult 2R Enchantment R, Sacrifice a Zombie: Deadapult deals 2 damage to target creature or player. Deadfall 2G Enchantment Creatures with forestwalk can be blocked as though they didn't have forestwalk. Deadhead 3B Summon Zombie 3/3 Put Deadhead into play. Use this ability only if any opponent loses contact with his or her hand of cards and only if Deadhead is in your graveyard. Dead-Iron Sledge 1 Artifact - Equipment Whenever equipped creature blocks or becomes blocked by a creature, destroy both creatures. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Deadly Grub 2B Creature - Insect 3/1 Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Deadly Grub is put into a graveyard from play, if it had no time counters on it, put a 6/1 green Insect creature token into play with shroud. (It can't be the target of spells or abilities.) Deadly Insect 4G Creature - Insect 6/1 Shroud (This permanent can't be the target of spells or abilities.) Deadly Insect 4G Creature - Insect 6/1 Shroud (This permanent can't be the target of spells or abilities.) Deadly Insect 4G Creature - Insect 6/1 Shroud (This permanent can't be the target of spells or abilities.) Deadly Insect 4G Creature - Insect 6/1 Shroud (This permanent can't be the target of spells or abilities.) Deadshot 3R Sorcery Tap target creature. It deals damage equal to its power to another target creature. Deadwood Treefolk 5G Creature - Treefolk 3/6 Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Deadwood Treefolk comes into play or leaves play, return another target creature card from your graveyard to your hand. Deal Damage 2RR Instant Deal Damage deals 4 damage to target creature or player. Gotcha - Whenever an opponent says "Deal" or "Damage," you may say "Gotcha!" If you do, return Deal Damage from your graveyard to your hand. Death Bomb 3B Instant As an additional cost to play Death Bomb, sacrifice a creature. Destroy target nonblack creature. It can't be regenerated. Its controller loses 2 life. Death Charmer 2B Creature - Worm Mercenary 2/2 Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless he or she pays 2. Death Cloud XBBB Sorcery Each player loses X life, then discards X cards, then sacrifices X creatures, then sacrifices X lands. Death Denied XBB Instant - Arcane Return X target creature cards from your graveyard to your hand. Death Grasp XWB Sorcery Death Grasp deals X damage to target creature or player. You gain X life. Death Match 3B Enchantment Whenever a creature comes into play, that creature's controller may have target creature of his or her choice get -3/-3 until end of turn. Death Mutation 6BG Sorcery Destroy target nonblack creature. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Death of a Thousand Stings 4B Instant - Arcane Target player loses 1 life and you gain 1 life. At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Death of a Thousand Stings from your graveyard to your hand. Death or Glory 4W Sorcery Separate all creature cards in your graveyard into two piles. Remove the pile of an opponent's choice from the game and return the other to play. Death Pit Offering 2BB Enchantment When Death Pit Offering comes into play, sacrifice all creatures you control. Creatures you control get +2/+2. Death Pit Offering 2BB Enchantment When Death Pit Offering comes into play, sacrifice all creatures you control. Creatures you control get +2/+2. Death Pits of Rath 3BB Enchantment Whenever a creature is dealt damage, destroy it. It can't be regenerated. Death Pits of Rath 3BB Enchantment Whenever a creature is dealt damage, destroy it. It can't be regenerated. Death Pits of Rath 3BB Enchantment Whenever a creature is dealt damage, destroy it. It can't be regenerated. Death Pulse 2BB Instant Target creature gets -4/-4 until end of turn. Cycling 1BB (1BB, Discard this card: Draw a card.) When you cycle Death Pulse, you may have target creature get -1/-1 until end of turn. Death Rattle 5B Instant Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs 1 less to play for each card removed this way.) Destroy target nongreen creature. It can't be regenerated. Death Spark R Instant Death Spark deals 1 damage to target creature or player. At the beginning of your upkeep, if Death Spark is in your graveyard with a creature card directly above it, you may pay 1. If you do, return Death Spark to your hand. Death Speakers W Creature - Human Cleric 1/1 Protection from black Death Speakers W Creature - Human Cleric 1/1 Protection from black Death Speakers W Creature - Human Cleric 1/1 Protection from black Death Stroke BB Sorcery Destroy target tapped creature. Death Stroke BB Sorcery Destroy target tapped creature. Death Ward W Instant Regenerate target creature. Death Ward W Instant Regenerate target creature. Death Ward W Instant Regenerate target creature. Death Ward W Instant Regenerate target creature. Death Ward W Instant Regenerate target creature. Death Ward W Instant Regenerate target creature. Death Ward W Instant Regenerate target creature. Death Ward W Instant Regenerate target creature. Death Watch B Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, its controller loses life equal to its power and you gain life equal to its toughness. Death Wish 1BB Sorcery You may choose a card you own from outside the game and put it into your hand. You lose half your life, rounded up. Remove Death Wish from the game. Deathcoil Wurm 6GG Creature - Wurm 7/6 You may have Deathcoil Wurm assign its combat damage as though it weren't blocked. Deathcurse Ogre 5B Creature - Ogre Warrior 3/3 When Deathcurse Ogre is put into a graveyard from play, each player loses 3 life. Deathgazer 3B Creature - Lizard 2/2 Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Deathgazer 3B Creature - Lizard 2/2 Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Deathgazer 3B Creature - Lizard 2/2 Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Deathgrip BB Enchantment BB: Counter target green spell. Deathgrip BB Enchantment BB: Counter target green spell. Deathgrip BB Enchantment BB: Counter target green spell. Deathgrip BB Enchantment BB: Counter target green spell. Deathgrip BB Enchantment BB: Counter target green spell. Deathgrip BB Enchantment BB: Counter target green spell. Deathknell Kami 1B Creature - Spirit 0/1 Flying 2: Deathknell Kami gets +1/+1 until end of turn. Sacrifice it at end of turn. Soulshift 1 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 1 or less from your graveyard to your hand.) Deathlace B Instant Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.) Deathlace B Instant Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.) Deathlace B Instant Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.) Deathlace B Instant Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.) Deathlace B Instant Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.) Deathmark B Sorcery Destroy target green or white creature. Deathmark B Sorcery Destroy target green or white creature. Deathmark Prelate 3B Creature - Human Cleric 2/3 2B, T, Sacrifice a Zombie: Destroy target non-Zombie creature. It can't be regenerated. Play this ability only any time you could play a sorcery. Death-Mask Duplicant 7 Artifact Creature - Shapeshifter 5/5 Imprint - 1: Remove target creature card in your graveyard from the game. (The removed card is imprinted on this artifact.) As long as an imprinted creature card has flying, Death-Mask Duplicant has flying. The same is true for fear, first strike, double strike, haste, landwalk, protection, and trample. Deathmask Nezumi 2B Creature - Rat Shaman 2/2 As long as you have seven or more cards in hand, Deathmask Nezumi gets +2/+1 and has fear. Deathrender 4 Artifact - Equipment Equipped creature gets +2/+2. Whenever equipped creature is put into a graveyard from play, you may put a creature card from your hand into play and attach Deathrender to it. Equip 2 Death's Duet 2B Sorcery Return two target creature cards from your graveyard to your hand. Death's-Head Buzzard 1BB Creature - Bird 2/1 Flying When Death's-Head Buzzard is put into a graveyard from play, all creatures get -1/-1 until end of turn. Deathspore Thallid 1B Creature - Zombie Fungus 1/1 At the beginning of your upkeep, put a spore counter on Deathspore Thallid. Remove three spore counters from Deathspore Thallid: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: Target creature gets -1/-1 until end of turn. Debt of Loyalty 1WW Instant Regenerate target creature. You gain control of that creature if it regenerates this way this turn. Debtors' Knell 4(W / B)(W / B)(W / B) Enchantment (o(w/b) can be paid with either W or B.) At the beginning of your upkeep, put target creature card in a graveyard into play under your control. Decaying Soil 1BB Enchantment At the beginning of your upkeep, remove a card in your graveyard from the game. Threshold - As long as seven or more cards are in your graveyard, Decaying Soil has "Whenever a nontoken creature is put into your graveyard from play, you may pay 1. If you do, return that card to your hand." Deception 2B Sorcery Target opponent discards two cards. Decimate 2RG Sorcery Destroy target artifact, target creature, target enchantment, and target land. Declaration of Naught UU Enchantment As Declaration of Naught comes into play, name a card. U: Counter target spell with that name. Decompose 1B Sorcery Remove up to three target cards in a single graveyard from the game. Decomposition 1G Enchantment - Aura Enchant black creature Enchanted creature has "Cumulative upkeep-Pay 1 life." When enchanted creature is put into a graveyard, its controller loses 2 life. Deconstruct 2G Sorcery Destroy target artifact. Then add GGG to your mana pool. Decree of Annihilation 8RR Sorcery Remove all artifacts, creatures, lands, graveyards, and hands from the game. Cycling 5RR When you cycle Decree of Annihilation, destroy all lands. Decree of Justice XX2WW Sorcery Put X 4/4 white Angel creature tokens with flying into play. Cycling 2W When you cycle Decree of Justice, you may pay X. If you do, put X 1/1 white Soldier creature tokens into play. Decree of Pain 6BB Sorcery Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way. Cycling 3BB When you cycle Decree of Pain, all creatures get -2/-2 until end of turn. Decree of Savagery 7GG Instant Put four +1/+1 counters on each creature you control. Cycling 4GG When you cycle Decree of Savagery, you may put four +1/+1 counters on target creature. Decree of Silence 6UU Enchantment Whenever an opponent plays a spell, counter that spell and put a depletion counter on Decree of Silence. If there are three or more depletion counters on Decree of Silence, sacrifice it. Cycling 4UU When you cycle Decree of Silence, you may counter target spell. Dedicated Martyr W Creature - Human Cleric 1/1 W, Sacrifice Dedicated Martyr: You gain 3 life. Deep Analysis 3U Sorcery Target player draws two cards. Flashback-1U, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Deep Reconnaissance 2G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Flashback 4G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Deep Spawn 5UUU Creature - Homarid 6/6 Trample At the beginning of your upkeep, sacrifice Deep Spawn unless you put the top two cards of your library into your graveyard. U: Deep Spawn gains shroud until end of turn and doesn't untap during its controller's next untap step. Tap Deep Spawn. (A permanent with shroud can't be the target of spells or abilities.) Deep Water UU Enchantment U: Until end of turn, if you tap a land you control for mana, it produces U instead of any other type. Deep Wood 1G Instant Play Deep Wood only during the declare attackers step and only if you are the defending player. Prevent all damage that would be dealt to you this turn by attacking creatures. Deep Wood 1G Instant Play Deep Wood only during the declare attackers step and only if you are the defending player. Prevent all damage that would be dealt to you this turn by attacking creatures. Deepcavern Imp 2B Creature - Imp Rebel 2/2 Flying, haste Echo-Discard a card. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Deepfire Elemental 4BR Creature - Elemental 4/4 XX1: Destroy target artifact or creature with converted mana cost X. Deep-Sea Kraken 7UUU Creature - Kraken 6/6 Deep-Sea Kraken is unblockable. Suspend 9-2U Whenever an opponent plays a spell, if Deep-Sea Kraken is suspended, remove a time counter from it. Deep-Sea Serpent 4UU Creature - Serpent 5/5 Deep-Sea Serpent can't attack unless defending player controls an Island. Deeptread Merrow 1U Creature - Merfolk Rogue 2/1 U: Deeptread Merrow gains islandwalk until end of turn. Deepwood Drummer 1G Creature - Human Spellshaper 1/1 G, T, Discard a card: Target creature gets +2/+2 until end of turn. Deepwood Elder GG Creature - Dryad Spellshaper 2/2 XGG, T, Discard a card: X target lands become Forests until end of turn. Deepwood Ghoul 2B Creature - Zombie 2/1 Pay 2 life: Regenerate Deepwood Ghoul. Deepwood Ghoul 2B Creature - Zombie 2/1 Pay 2 life: Regenerate Deepwood Ghoul. Deepwood Legate 3B Creature - Shade 1/1 If an opponent controls a Forest and you control a Swamp, you may play Deepwood Legate without paying its mana cost. B: Deepwood Legate gets +1/+1 until end of turn. Deepwood Tantiv 4G Creature - Beast 2/4 Whenever Deepwood Tantiv becomes blocked, you gain 2 life. Deepwood Wolverine G Creature - Wolverine 1/1 Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn. Defender en-Vec 3W Creature - Human Cleric 2/4 Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to target creature or player this turn. Defender of Chaos 2R Creature - Human Knight 2/1 Flash Protection from white Defender of Law 2W Creature - Human Knight 2/1 Flash Protection from red Defender of the Order 3W Creature - Human Cleric 2/4 Morph WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn. Defense Grid 2 Artifact Each spell costs 3 more to play except during its controller's turn. Defense Grid 2 Artifact Each spell costs 3 more to play except during its controller's turn. Defense Grid 2 Artifact Each spell costs 3 more to play except during its controller's turn. Defense of the Heart 3G Enchantment At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart. If you do, search your library for up to two creature cards and put those creatures into play. Then shuffle your library. Defensive Formation W Enchantment Instead of the attacking player, you assign the combat damage of creatures attacking you. Defensive Maneuvers 3W Instant Creatures of the type of your choice get +0/+4 until end of turn. Defiant Elf G Creature - Elf 1/1 Trample Defiant Falcon 1W Creature - Rebel Bird 1/1 Flying 4, T Search your library for a Rebel permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Defiant Stand 1W Instant Play Defiant Stand only during the declare attackers step and only if you are the defending player. Target creature gets +1/+3 until the end of the turn. If that creature is tapped, untap it. Defiant Vanguard 2W Creature - Human Rebel 2/2 When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn. 5, T Search your library for a Rebel permanent card with converted mana cost 4 or less and put it into play. Then shuffle your library. Defiant Vanguard 2W Creature - Human Rebel 2/2 When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn. 5, T Search your library for a Rebel permanent card with converted mana cost 4 or less and put it into play. Then shuffle your library. Defiling Tears 2B Instant Until end of turn, target creature becomes black, gets +1/-1, and gains "B: Regenerate this creature." Deflection 3U Instant Change the target of target spell with a single target. Deflection 3U Instant Change the target of target spell with a single target. Deflection 3U Instant Change the target of target spell with a single target. Deflection 3U Instant Change the target of target spell with a single target. Deflection 3U Instant Change the target of target spell with a single target. Deftblade Elite W Creature - Human Soldier 1/1 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) 1W: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn. Defy Gravity U Instant Target creature gains flying until end of turn. Flashback U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Dega Disciple W Creature - Human Wizard 1/1 B, T Target creature gets -2/-0 until end of turn. R, T Target creature gets +2/+0 until end of turn. Dega Sanctuary 2W Enchantment At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead. Degavolver 1W Creature - Volver 1/1 Kicker 1B and/or R If the 1B kicker cost was paid, Degavolver comes into play with two +1/+1 counters on it and with "Pay 3 life: Regenerate Degavolver." If the R kicker cost was paid, Degavolver comes into play with a +1/+1 counter on it and with first strike. Deglamer 1G Instant Choose target artifact or enchantment. Its owner shuffles it into his or her library. Dehydration 3U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature doesn't untap during its controller's untap step. Dehydration 3U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature doesn't untap during its controller's untap step. Dehydration 3U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature doesn't untap during its controller's untap step. Dehydration 3U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature doesn't untap during its controller's untap step. Déjà Vu 2U Sorcery Return target sorcery card from your graveyard to your hand. Déjà Vu 2U Sorcery Return target sorcery card from your graveyard to your hand. Delay 1U Instant Counter target spell. If the spell is countered this way, remove it from the game with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, remove a counter from that card. When the last is removed, the player plays it without paying its mana cost. If it's a creature, it has haste.) Delaying Shield 3W Enchantment If you would be dealt damage, put that many delay counters on Delaying Shield instead. At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay 1W. Delif's Cone 0 Artifact T, Sacrifice Delif's Cone: This turn, when target creature you control attacks and isn't blocked, you may gain life equal to its power. If you do, it deals no combat damage this turn. Delif's Cube 1 Artifact 2, T This turn, when target creature you control attacks and isn't blocked, it deals no combat damage this turn and you put a cube counter on Delif's Cube. 2, Remove a cube counter from Delif's Cube: Regenerate target creature. Delirium 1BR Instant Play Delirium only during an opponent's turn. Tap target creature that player controls. That creature deals damage equal to its power to the player. Prevent all combat damage that would be dealt to and dealt by the creature this turn. Delirium Skeins 2B Sorcery Each player discards three cards. Delraich 6B Creature - Horror 6/6 Trample You may sacrifice three black creatures rather than pay Delraich's mana cost. Deluge 2U Instant Tap all creatures without flying. Deluge 2U Instant Tap all creatures without flying. Delusions of Mediocrity 3U Enchantment When Delusions of Mediocrity comes into play, you gain 10 life. When Delusions of Mediocrity leaves play, you lose 10 life. Delusions of Mediocrity 3U Enchantment When Delusions of Mediocrity comes into play, you gain 10 life. When Delusions of Mediocrity leaves play, you lose 10 life. Dematerialize 3U Sorcery Return target permanent to its owner's hand. Flashback 5UU (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Dementia Sliver 3UB Creature - Sliver 3/3 All Slivers have "T Name a card. Target opponent reveals a card at random from his or her hand. If it's the named card, that player discards it. Play this ability only during your turn." Demolish 3R Sorcery Destroy target artifact or land. Demolish 3R Sorcery Destroy target artifact or land. Demolish 3R Sorcery Destroy target artifact or land. Demolish 3R Sorcery Destroy target artifact or land. Demonfire XR Sorcery Demonfire deals X damage to target creature or player. If a creature dealt damage this way would be put into a graveyard this turn, remove it from the game instead. Hellbent - If you have no cards in hand, Demonfire can't be countered by spells or abilities and the damage can't be prevented. Demonic Attorney 1BB Sorcery Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of his or her library. Demonic Attorney 1BB Sorcery Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of his or her library. Demonic Attorney 1BB Sorcery Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of his or her library. Demonic Attorney 1BB Sorcery Remove Demonic Attorney from your deck before playing if you're not playing for ante. Each player antes the top card of his or her library. Demonic Collusion 3BB Sorcery Buyback-Discard two cards. (You may discard two cards in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.) Search your library for a card and put that card into your hand. Then shuffle your library. Demonic Consultation B Instant Name a card. Remove the top six cards of your library from the game, then reveal cards from the top of your library until you reveal the named card. Put that card into your hand and remove all other cards revealed this way from the game. Demonic Hordes 3BBB Creature - Demon 5/5 T Destroy target land. At the beginning of your upkeep, unless you pay BBB, tap Demonic Hordes and sacrifice a land of an opponent's choice. Demonic Hordes 3BBB Creature - Demon 5/5 T Destroy target land. At the beginning of your upkeep, unless you pay BBB, tap Demonic Hordes and sacrifice a land of an opponent's choice. Demonic Hordes 3BBB Creature - Demon 5/5 T Destroy target land. At the beginning of your upkeep, unless you pay BBB, tap Demonic Hordes and sacrifice a land of an opponent's choice. Demonic Hordes 3BBB Creature - Demon 5/5 T Destroy target land. At the beginning of your upkeep, unless you pay BBB, tap Demonic Hordes and sacrifice a land of an opponent's choice. Demonic Torment 2B Enchantment - Aura Enchant creature Enchanted creature can't attack. Prevent all combat damage that would be dealt by enchanted creature. Demonic Tutor 1B Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Demonic Tutor 1B Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Demonic Tutor 1B Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Demonic Tutor 1B Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Demon's Horn 2 Artifact Whenever a player plays a black spell, you may gain 1 life. Demon's Horn 2 Artifact Whenever a player plays a black spell, you may gain 1 life. Demon's Horn 2 Artifact Whenever a player plays a black spell, you may gain 1 life. Demon's Jester 3B Creature - Imp 2/2 Flying Hellbent - Demon's Jester gets +2/+1 as long as you have no cards in hand. Demoralize 2R Instant Each creature can't be blocked this turn except by two or more creatures. Threshold - If seven or more cards are in your graveyard, creatures can't block this turn. Demystify W Instant Destroy target enchantment. Demystify W Instant Destroy target enchantment. Demystify W Instant Destroy target enchantment. Demystify W Instant Destroy target enchantment. Denied! U Interrupt Play Denied! only as any opponent casts target spell. Name a card, then look at all cards in that player's hand. If the named card is in the player's hand, counter target spell. Denizen of the Deep 6UU Creature - Serpent 11/11 When Denizen of the Deep comes into play, return each other creature you control to its owner's hand. Denizen of the Deep 6UU Creature - Serpent 11/11 When Denizen of the Deep comes into play, return each other creature you control to its owner's hand. Denizen of the Deep 6UU Creature - Serpent 11/11 When Denizen of the Deep comes into play, return each other creature you control to its owner's hand. Dense Canopy 1G Enchantment Creatures with flying have "This creature can't block creatures without flying." Dense Foliage 2G Enchantment Creatures can't be the targets of spells. Dense Foliage 2G Enchantment Creatures can't be the targets of spells. Denying Wind 7UU Sorcery Search target player's library for up to seven cards and remove them from the game. Then that player shuffles his or her library. Deranged Hermit 3GG Creature - Elf 1/1 Echo 3GG (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Deranged Hermit comes into play, put four 1/1 green Squirrel creature tokens into play. Squirrel creatures get +1/+1. Derelor 3B Creature - Thrull 4/4 Black spells you play cost B more to play. Derelor 3B Creature - Thrull 4/4 Black spells you play cost B more to play. Derelor 3B Creature - Thrull 4/4 Black spells you play cost B more to play. Derelor 3B Creature - Thrull 4/4 Black spells you play cost B more to play. Dermoplasm 2U Creature - Shapeshifter 1/1 Flying Morph 2UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Dermoplasm is turned face up, you may put a creature card with morph from your hand into play face up. If you do, return Dermoplasm to its owner's hand. Descendant of Kiyomaro 1WW Creature - Human Soldier 2/3 As long as you have more cards in hand than each opponent, Descendant of Kiyomaro gets +1/+2 and has "Whenever this creature deals combat damage, you gain 3 life." Descendant of Masumaro 2G Creature - Human Monk 1/1 At the beginning of your upkeep, put a +1/+1 counter on Descendant of Masumaro for each card in your hand, then remove a +1/+1 counter from Descendant of Masumaro for each card in target opponent's hand. Descendant of Soramaro 3U Creature - Human Wizard 2/3 1U: Look at the top X cards of your library, where X is the number of cards in your hand, then put them back in any order. Desecration Elemental 3B Creature - Elemental 8/8 Fear Whenever a player plays a spell, sacrifice a creature. Desert Land - Desert T Add 1 to your mana pool. T Desert deals 1 damage to target attacking creature. Play this ability only during the end of combat step. Desert Land - Desert T Add 1 to your mana pool. T Desert deals 1 damage to target attacking creature. Play this ability only during the end of combat step. Desert Drake 3R Creature - Drake 2/2 Flying Desert Nomads 2R Creature - Human Nomad 2/2 Desertwalk Prevent all damage that would be dealt to Desert Nomads by Deserts. Desert Sandstorm 2R Sorcery Desert Sandstorm deals 1 damage to each creature. Desert Twister 4GG Sorcery Destroy target permanent. Desert Twister 4GG Sorcery Destroy target permanent. Desert Twister 4GG Sorcery Destroy target permanent. Desert Twister 4GG Sorcery Destroy target permanent. Desert Twister 4GG Sorcery Destroy target permanent. Deserted Temple Land T Add 1 to your mana pool. 1, T Untap target land. Desertion 3UU Instant Counter target spell. If an artifact or creature spell is countered this way, put that card into play under your control instead of into its owner's graveyard. Desertion 3UU Instant Counter target spell. If an artifact or creature spell is countered this way, put that card into play under your control instead of into its owner's graveyard. Desolation 1BB Enchantment At end of turn, each player who tapped a land for mana this turn sacrifices a land. If a Plains is sacrificed this way, Desolation deals 2 damage to that Plains's controller. Desolation Angel 3BB Creature - Angel 5/4 Kicker WW (You may pay an additional WW as you play this spell.) Flying When Desolation Angel comes into play, destroy all lands you control. If the kicker cost was paid, destroy all lands instead. Desolation Giant 2RR Creature - Giant 3/3 Kicker WW (You may pay an additional WW as you play this spell.) When Desolation Giant comes into play, destroy all other creatures you control. If the kicker cost was paid, destroy all other creatures instead. Desolation Giant 2RR Creature - Giant 3/3 Kicker WW (You may pay an additional WW as you play this spell.) When Desolation Giant comes into play, destroy all other creatures you control. If the kicker cost was paid, destroy all other creatures instead. Desperate Charge 2B Sorcery Creatures you control get +2/+0 until end of turn. Desperate Gambit R Instant Choose a source you control and flip a coin. If you win the flip, the next time that source would deal damage this turn, it deals double that damage instead. If you lose the flip, the next time it would deal damage this turn, prevent that damage. Desperate Research 1B Sorcery Name a card other than a basic land card. Then reveal the top seven cards of your library and put all of them with that name into your hand. Remove the rest from the game. Desperate Ritual 1R Instant - Arcane Add RRR to your mana pool. Splice onto Arcane 1R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Despoil 3B Sorcery Destroy target land. Its controller loses 2 life. Despondency 1B Enchantment - Aura Enchant creature Enchanted creature gets -2/-0. When Despondency is put into a graveyard from play, return Despondency to its owner's hand. Despotic Scepter 1 Artifact T Destroy target permanent you own. It can't be regenerated. Destructive Flow BRG Enchantment At the beginning of each player's upkeep, that player sacrifices a nonbasic land. Destructive Urge 1RR Enchantment - Aura Enchant creature Whenever enchanted creature deals combat damage to a player, that player sacrifices a land. Detainment Spell W Enchantment - Aura Enchant creature Enchanted creature's activated abilities can't be played. 1W: Attach Detainment Spell to target creature. Detonate XR Sorcery Destroy target artifact with converted mana cost X. It can't be regenerated. Detonate deals X damage to that artifact's controller. Detonate XR Sorcery Destroy target artifact with converted mana cost X. It can't be regenerated. Detonate deals X damage to that artifact's controller. Detonate XR Sorcery Destroy target artifact with converted mana cost X. It can't be regenerated. Detonate deals X damage to that artifact's controller. Detonate XR Sorcery Destroy target artifact with converted mana cost X. It can't be regenerated. Detonate deals X damage to that artifact's controller. Detritivore 2RR Creature - Lhurgoyf */* Detritivore's power and toughness are each equal to the number of nonbasic land cards in your opponents' graveyards. Suspend X-X3R. X can't be 0. Whenever a time counter is removed from Detritivore while it's removed from the game, destroy target nonbasic land. Devastate 3RR Sorcery Destroy target land. Devastate deals 1 damage to each creature and each player. Devastating Dreams RR Sorcery As an additional cost to play Devastating Dreams, discard X cards at random. Each player sacrifices X lands. Devastating Dreams deals X damage to each creature. Devastation 5RR Sorcery Destroy all creatures and lands. Devastation 5RR Sorcery Destroy all creatures and lands. Devoted Caretaker W Creature - Human Cleric 1/2 W, T Target permanent you control gains protection from instants and from sorceries until end of turn. Devoted Hero W Creature - Elf Soldier 1/2 Devoted Hero W Creature - Elf Soldier 1/2 Devoted Retainer W Creature - Human Samurai 1/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Devour in Shadow BB Instant Destroy target creature. It can't be regenerated. You lose life equal to that creature's toughness. Devouring Deep 2U Creature - Fish 1/2 Islandwalk Devouring Greed 2BB Sorcery - Arcane As an additional cost to play Devouring Greed, you may sacrifice any number of Spirits. Target player loses 2 life plus 2 life for each Spirit sacrificed this way. You gain that much life. Devouring Light 1WW Instant Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Remove target attacking or blocking creature from the game. Devouring Rage 4R Instant - Arcane As an additional cost to play Devouring Rage, you may sacrifice any number of Spirits. Target creature gets +3/+0 until end of turn. For each Spirit sacrificed this way, that creature gets an additional +3/+0 until end of turn. Devouring Strossus 5BBB Creature - Horror 9/9 Flying, trample At the beginning of your upkeep, sacrifice a creature. Sacrifice a creature: Regenerate Devouring Strossus. Devout Harpist W Creature - Human 1/1 T Destroy target Aura attached to a creature. Devout Monk W Creature - Human Monk Cleric 1/1 When Devout Monk comes into play, you gain 1 life. Devout Witness 2W Creature - Human Spellshaper 2/2 1W, T, Discard a card: Destroy target artifact or enchantment. Dewdrop Spy 1UU Creature - Faerie Rogue 2/2 Flash Flying When Dewdrop Spy comes into play, look at the top card of target player's library. Diabolic Edict 1B Instant Target player sacrifices a creature. Diabolic Edict 1B Instant Target player sacrifices a creature. Diabolic Intent 1B Sorcery As an additional cost to play Diabolic Intent, sacrifice a creature. Search your library for a card and put that card into your hand. Then shuffle your library. Diabolic Machine 7 Artifact Creature - Construct 4/4 3: Regenerate Diabolic Machine. Diabolic Machine 7 Artifact Creature - Construct 4/4 3: Regenerate Diabolic Machine. Diabolic Machine 7 Artifact Creature - Construct 4/4 3: Regenerate Diabolic Machine. Diabolic Servitude 3B Enchantment When Diabolic Servitude comes into play, return target creature card from your graveyard to play. When the returned creature is put into a graveyard, remove that creature from the game and return Diabolic Servitude to its owner's hand. When Diabolic Servitude leaves play, remove that creature from the game. Diabolic Tutor 2BB Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Diabolic Tutor 2BB Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Diabolic Tutor 2BB Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Diabolic Tutor 2BB Sorcery Search your library for a card and put that card into your hand. Then shuffle your library. Diabolic Vision UB Sorcery Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library. Diabolic Vision UB Sorcery Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library. Diamond Faerie 2GWU Snow Creature - Faerie 3/3 Flying 1oSi: Snow creatures you control get +1/+1 until end of turn. (oSi can be paid with one mana from a snow permanent.) Diamond Kaleidoscope 4 Artifact 3, T Put a 0/1 Prism artifact creature token into play. Sacrifice a Prism token: Add one mana of any color to your mana pool. Diamond Valley Land T, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. Diamond Valley Land T, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. Diaochan, Artful Beauty 3R Legendary Creature - Human Advisor 1/1 T Destroy target creature of your choice, then destroy target creature of an opponent's choice. Play this ability only during your turn, before the combat phase. Dichotomancy 7UU Sorcery For each tapped nonland permanent target opponent controls, search that player's library for a card with the same name as that permanent and put it into play under your control. Then that player shuffles his or her library. Suspend 3-1UU Didgeridoo 1 Artifact 3: You may put a Minotaur permanent card from your hand into play. Diligent Farmhand G Creature - Human Druid 1/1 1G, Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. If Diligent Farmhand is in a graveyard, Muscle Burst's effect counts it as a card named Muscle Burst. Dimensional Breach 5WW Sorcery Remove all permanents from the game. As long as any of those cards remain removed from the game, at the beginning of each player's upkeep, that player returns one of the removed cards he or she owns to play. Diminishing Returns 2UU Sorcery Each player shuffles his or her hand and graveyard into his or her library. You remove the top ten cards of your library from the game. Then each player draws up to seven cards. Diminishing Returns 2UU Sorcery Each player shuffles his or her hand and graveyard into his or her library. You remove the top ten cards of your library from the game. Then each player draws up to seven cards. Diminishing Returns 2UU Sorcery Each player shuffles his or her hand and graveyard into his or her library. You remove the top ten cards of your library from the game. Then each player draws up to seven cards. Dimir Aqueduct Land Dimir Aqueduct comes into play tapped. When Dimir Aqueduct comes into play, return a land you control to its owner's hand. T Add UB to your mana pool. Dimir Cutpurse 1UB Creature - Spirit 2/2 Whenever Dimir Cutpurse deals combat damage to a player, that player discards a card and you draw a card. Dimir Doppelganger 1UB Creature - Shapeshifter 0/2 1UB: Remove target creature card in a graveyard from the game. Dimir Doppelganger becomes a copy of that card and gains this ability. Dimir Guildmage (U / B)(U / B) Creature - Human Wizard 2/2 (o(u/b) can be paid with either U or B.) 3U: Target player draws a card. Play this ability only any time you could play a sorcery. 3B: Target player discards a card. Play this ability only any time you could play a sorcery. Dimir House Guard 3B Creature - Skeleton 2/3 Fear Sacrifice a creature: Regenerate Dimir House Guard. Transmute 1BB (1BB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) Dimir Infiltrator UB Creature - Spirit 1/3 Dimir Infiltrator is unblockable. Transmute 1UB (1UB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) Dimir Machinations 2B Sorcery Look at the top three cards of target player's library. Remove any number of those cards from the game, then put the rest back in any order. Transmute 1BB (1BB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) Dimir Signet 2 Artifact 1, T Add UB to your mana pool. Dingus Egg 4 Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Dingus Egg 4 Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Dingus Egg 4 Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Dingus Egg 4 Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Dingus Egg 4 Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Dingus Egg 4 Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Dingus Egg 4 Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Dingus Egg 4 Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Dingus Egg 4 Artifact Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller. Dingus Staff 4 Artifact Whenever a creature is put into a graveyard from play, Dingus Staff deals 2 damage to that creature's controller. Diplomatic Escort 1U Creature - Human Spellshaper 1/1 U, T, Discard a card: Counter target spell or ability that targets a creature. Diplomatic Immunity 1U Enchantment - Aura Enchant creature Shroud (This permanent can't be the target of spells or abilities.) Enchanted creature has shroud. Dire Wolves 2G Creature - Wolf 2/2 Dire Wolves has banding as long as you control a Plains. Dirge of Dread 2B Sorcery All creatures gain fear until end of turn. Cycling 1B (1B, Discard this card: Draw a card.) When you cycle Dirge of Dread, you may have target creature gain fear until end of turn. Dirtcowl Wurm 4G Creature - Wurm 3/4 Whenever an opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm. Dirtcowl Wurm 4G Creature - Wurm 3/4 Whenever an opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm. Dirtcowl Wurm 4G Creature - Wurm 3/4 Whenever an opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm. Dirtwater Wraith 3B Creature - Wraith 1/3 Swampwalk B: Dirtwater Wraith gets +1/+0 until end of turn. Dirty Wererat 3B Creature - Human Rat Minion 2/3 B, Discard a card: Regenerate Dirty Wererat. Threshold - As long as seven or more cards are in your graveyard, Dirty Wererat gets +2/+2 and can't block. Disappear 2UU Enchantment - Aura Enchant creature U: Return enchanted creature and Disappear to their owners' hands. Disarm U Instant Unattach all Equipment from target creature. Disciple of Grace 1W Creature - Human Cleric 1/2 Protection from black Cycling 2 (2, Discard this card: Draw a card.) Disciple of Grace 1W Creature - Human Cleric 1/2 Protection from black Cycling 2 (2, Discard this card: Draw a card.) Disciple of Kangee 2W Creature - Human Wizard 2/2 U, T Target creature gains flying and becomes blue until end of turn. Disciple of Law 1W Creature - Human Cleric 1/2 Protection from red Cycling 2 (2, Discard this card: Draw a card.) Disciple of Malice 1B Creature - Human Cleric 1/2 Protection from white Cycling 2 (2, Discard this card: Draw a card.) Disciple of Tevesh Szat 2BB Creature - Human Cleric 3/1 T Target creature gets -1/-1 until end of turn. 4BB, T, Sacrifice Disciple of Tevesh Szat: Target creature gets -6/-6 until end of turn. Disciple of the Vault B Creature - Human Cleric 1/1 Whenever an artifact is put into a graveyard from play, you may have target opponent lose 1 life. Discombobulate 2UU Instant Counter target spell. Look at the top four cards of your library, then put them back in any order. Discombobulate 2UU Instant Counter target spell. Look at the top four cards of your library, then put them back in any order. Discordant Dirge 3BB Enchantment At the beginning of your upkeep, you may put a verse counter on Discordant Dirge. B, Sacrifice Discordant Dirge: Look at target opponent's hand and choose up to X cards from it, where X is the number of verse counters on Discordant Dirge. That player discards those cards. Discordant Spirit 2BR Creature - Spirit 2/2 At the end of each turn, if it was an opponent's turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn. At the end of your turn, remove all +1/+1 counters on Discordant Spirit. Disease Carriers 2BB Creature - Rat 2/2 When Disease Carriers is put into a graveyard from play, target creature gets -2/-2 until end of turn. Diseased Vermin 2B Creature - Rat 1/1 Whenever Diseased Vermin deals combat damage to a player, put an infection counter on it. At the beginning of your upkeep, Diseased Vermin deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it. Disembowel XB Instant Destroy target creature with converted mana cost X. Disempower 1W Instant Put target artifact or enchantment on top of its owner's library. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disenchant 1W Instant Destroy target artifact or enchantment. Disharmony 2R Instant Play Disharmony only during combat before the declare blockers step. Untap target attacking creature. Gain control of that creature until end of turn. Disintegrate XR Sorcery Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Disintegrate XR Sorcery Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Disintegrate XR Sorcery Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Disintegrate XR Sorcery Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Disintegrate XR Sorcery Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Disintegrate XR Sorcery Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Disintegrate XR Sorcery Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead. Dismal Failure 2UU Instant Counter target spell. Its controller discards a card. Dismantle 2R Sorcery Destroy target artifact. If that artifact had counters on it, put that many +1/+1 counters or charge counters on an artifact you control. Dismantling Blow 2W Instant Kicker 2U (You may pay an additional 2U as you play this spell.) Destroy target artifact or enchantment. If the kicker cost was paid, draw two cards. Dismiss 2UU Instant Counter target spell. Draw a card. Disorder 1R Sorcery Disorder deals 2 damage to each white creature and each player who controls a white creature. Disorder 1R Sorcery Disorder deals 2 damage to each white creature and each player who controls a white creature. Dispersal Shield 1U Instant Counter target spell if its converted mana cost is less than or equal to the highest converted mana cost among permanents you control. Disperse 1U Instant Return target nonland permanent to its owner's hand. Dispersing Orb 3UU Enchantment 3U, Sacrifice a permanent: Return target permanent to its owner's hand. Disrupt U Instant Counter target instant or sorcery spell unless its controller pays 1. Draw a card. Disrupt U Instant Counter target instant or sorcery spell unless its controller pays 1. Draw a card. Disrupting Scepter 3 Artifact 3, T Target player discards a card. Play this ability only during your turn. Disrupting Scepter 3 Artifact 3, T Target player discards a card. Play this ability only during your turn. Disrupting Scepter 3 Artifact 3, T Target player discards a card. Play this ability only during your turn. Disrupting Scepter 3 Artifact 3, T Target player discards a card. Play this ability only during your turn. Disrupting Scepter 3 Artifact 3, T Target player discards a card. Play this ability only during your turn. Disrupting Scepter 3 Artifact 3, T Target player discards a card. Play this ability only during your turn. Disrupting Scepter 3 Artifact 3, T Target player discards a card. Play this ability only during your turn. Disrupting Scepter 3 Artifact 3, T Target player discards a card. Play this ability only during your turn. Disrupting Scepter 3 Artifact 3, T Target player discards a card. Play this ability only during your turn. Disrupting Scepter 3 Artifact 3, T Target player discards a card. Play this ability only during your turn. Disrupting Shoal XUU Instant - Arcane You may remove a blue card with converted mana cost X in your hand from the game rather than pay Disrupting Shoal's mana cost. Counter target spell if its converted mana cost is X. Disruption Aura 2U Enchantment - Aura Enchant artifact Enchanted artifact has "At the beginning of your upkeep, sacrifice this artifact unless you pay its mana cost." Disruptive Pitmage 2U Creature - Human Wizard 1/1 T Counter target spell unless its controller pays 1. Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Disruptive Student 2U Creature - Human Wizard 1/1 T Counter target spell unless its controller pays 1. Disruptive Student 2U Creature - Human Wizard 1/1 T Counter target spell unless its controller pays 1. Dissipate 1UU Instant Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard. Distant Melody 3U Sorcery Choose a creature type. Draw a card for each permanent you control of that type. Distorting Lens 2 Artifact T Target permanent becomes the color of your choice until end of turn. Distorting Lens 2 Artifact T Target permanent becomes the color of your choice until end of turn. Distorting Wake XUUU Sorcery Return X target nonland permanents to their owners' hands. Distress BB Sorcery Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. Distress BB Sorcery Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. Disturbed Burial 1B Sorcery Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Return target creature card from your graveyard to your hand. Dive Bomber 3W Creature - Bird Soldier 2/2 Flying T, Sacrifice Dive Bomber: Dive Bomber deals 2 damage to target attacking or blocking creature. Divebomber Griffin 3WW Creature - Griffin 3/2 Flying T, Sacrifice Divebomber Griffin: Divebomber Griffin deals 3 damage to target attacking or blocking creature. Divergent Growth G Instant Until end of turn, lands you control gain "T Add one mana of any color to your mana pool." Diversionary Tactics 3W Enchantment Tap two untapped creatures you control: Tap target creature. Divert U Instant Change the target of target spell with a single target unless that spell's controller pays 2. Divine Congregation 3W Sorcery You gain 2 life for each creature target player controls. Suspend 5-1W (Rather than play this card from your hand, you may pay 1W and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Divine Intervention 6WW Enchantment Divine Intervention comes into play with two intervention counters on it. At the beginning of your upkeep, remove an intervention counter from Divine Intervention. If there are no intervention counters on it, the game is a draw. Divine Light W Sorcery Prevent all damage that would be dealt this turn to creatures you control. Divine Offering 1W Instant Destroy target artifact. You gain life equal to its converted mana cost. Divine Offering 1W Instant Destroy target artifact. You gain life equal to its converted mana cost. Divine Offering 1W Instant Destroy target artifact. You gain life equal to its converted mana cost. Divine Offering 1W Instant Destroy target artifact. You gain life equal to its converted mana cost. Divine Presence 2W Enchantment If a source would deal 4 damage or more to a creature or player, that source deals 3 damage to that creature or player instead. Divine Retribution 1W Instant Divine Retribution deals damage to target attacking creature equal to the number of attacking creatures. Divine Sacrament 1WW Enchantment White creatures get +1/+1. Threshold - White creatures get an additional +1/+1 as long as seven or more cards are in your graveyard. Divine Transformation 2WW Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. Divine Transformation 2WW Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. Divine Transformation 2WW Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. Divine Transformation 2WW Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. Divine Transformation 2WW Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. Diviner's Wand 3 Tribal Artifact - Wizard Equipment Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "4: Draw a card." Whenever a Wizard creature comes into play, you may attach Diviner's Wand to it. Equip 3 Diving Griffin 1WW Creature - Griffin 2/2 Flying, vigilance Diving Griffin 1WW Creature - Griffin 2/2 Flying, vigilance Divining Witch 1B Creature - Human Spellshaper 1/1 1B, T, Discard a card: Name a card. Remove the top six cards of your library from the game. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game. Dizzy Spell U Instant Target creature gets -3/-0 until end of turn. Transmute 1UU (1UU, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) Dizzying Gaze R Enchantment - Aura Enchant creature you control R: Enchanted creature deals 1 damage to target creature with flying. Djinn Illuminatus 5(U / R)(U / R) Creature - Djinn 3/5 (o(u/r) can be paid with either U or R.) Flying Each instant and sorcery spell you play has replicate. The replicate cost is equal to its mana cost. (When you play it, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Djinn of the Lamp 5UU Creature - Djinn 5/6 Flying Do or Die 1B Sorcery Separate all creatures target player controls into two piles. Destroy all creatures in the pile of that player's choice. They can't be regenerated. Dodecapod 4 Artifact Creature - Golem 3/3 If a spell or ability an opponent controls causes you to discard Dodecapod, put it into play with two +1/+1 counters on it instead of putting it into your graveyard. Dodecapod 4 Artifact Creature - Golem 3/3 If a spell or ability an opponent controls causes you to discard Dodecapod, put it into play with two +1/+1 counters on it instead of putting it into your graveyard. Dogged Hunter 2W Creature - Human Nomad 1/1 T Destroy target creature token. Dogpile 3R Instant Dogpile deals damage to target creature or player equal to the number of attacking creatures you control. Dolmen Gate 2 Artifact Prevent all combat damage that would be dealt to attacking creatures you control. Dominaria's Judgment 2W Instant Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, from black if you control a Swamp, from red if you control a Mountain, and from green if you control a Forest. Dominate X1UU Instant Gain control of target creature with converted mana cost X or less. (This effect doesn't end at end of turn.) Dominating Licid 1UU Creature - Licid 1/1 1UU, T Dominating Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay U to end this effect. You control enchanted creature. Domineer 1UU Enchantment - Aura Enchant artifact creature You control enchanted artifact creature. Donate 2U Sorcery Target player gains control of target permanent you control. Dong Zhou, the Tyrant 4R Legendary Creature - Human Soldier 3/3 When Dong Zhou, the Tyrant comes into play, target creature an opponent controls deals damage equal to its power to that player. Doom Cannon 6 Artifact As Doom Cannon comes into play, choose a creature type. 3, T, Sacrifice a creature of the chosen type: Doom Cannon deals 3 damage to target creature or player. Doomed Necromancer 2B Creature - Human Cleric Mercenary 2/2 B, T, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to play. Doomed Necromancer 2B Creature - Human Cleric Mercenary 2/2 B, T, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to play. Doomsday BBB Sorcery Search your library and graveyard for five cards and remove the rest from the game. Put the chosen cards on top of your library in any order. You lose half your life, rounded up. Doomsday BBB Sorcery Search your library and graveyard for five cards and remove the rest from the game. Put the chosen cards on top of your library in any order. You lose half your life, rounded up. Doomsday Specter 2UB Creature - Specter 2/3 Flying When Doomsday Specter comes into play, return a blue or black creature you control to its owner's hand. Whenever Doomsday Specter deals combat damage to a player, look at that player's hand and choose a card from it. The player discards that card. Door of Destinies 4 Artifact As Door of Destinies comes into play, choose a creature type. Whenever you play a spell of that type, put a charge counter on Door of Destinies. Creatures you control of that type get +1/+1 for each charge counter on Door of Destinies. Door to Nothingness 5 Artifact Door to Nothingness comes into play tapped. WWUUBBRRGG, T, Sacrifice Door to Nothingness: Target player loses the game. Doran, the Siege Tower BGW Legendary Creature - Treefolk Shaman 0/5 Each creature assigns combat damage equal to its toughness rather than its power. Dormant Sliver 2GU Creature - Sliver 2/2 All Sliver creatures have defender. All Slivers have "When this permanent comes into play, draw a card." Dormant Volcano Land Dormant Volcano comes into play tapped. When Dormant Volcano comes into play, sacrifice it unless you return an untapped Mountain you control to its owner's hand. T Add 1R to your mana pool. Dosan the Falling Leaf 1GG Legendary Creature - Human Monk 2/2 Players can play spells only during their own turns. Dosan's Oldest Chant 4G Sorcery You gain 6 life. Draw a card. Double Cross 3BB Sorcery Choose another player. Look at that player's hand and choose one of those cards other than a basic land. He or she discards that card. At the beginning of the next game with the player, look at the player's hand and choose one of those cards other than a basic land. He or she discards that card. Double Deal 4R Sorcery Choose another player. Double Deal deals 3 damage to that player now and deals an additional 3 damage to the player at the beginning of the next game with the player. Double Dip 4W Instant Choose another player. Gain 5 life now and an additional 5 life at the beginning of the next game with that player. Double Header 3UU Creature - Drake 2/3 Flying When Double Header comes into play, you may return target permanent with a two-word name to its owner's hand. Double Play 3GG Sorcery Choose another player. Search your library for a basic land and put that land into play. At the beginning of the next game with that player, search your library for an additional basic land and put that land into play. In both cases, shuffle your library afterwards. Double Take 3UU Instant Choose another player. Draw two cards now and draw an additional two cards at the beginning of the next game with that player. Doubling Cube 2 Artifact 3, T Double the amount of each type of mana in your mana pool. Doubling Cube 2 Artifact 3, T Double the amount of each type of mana in your mana pool. Doubling Season 4G Enchantment If an effect would put one or more tokens into play under your control, it puts twice that many of those tokens into play instead. If an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead. Doubtless One 3W Creature - Cleric Avatar */* Lifelink (Whenever this creature deals damage, you gain that much life.) Doubtless One's power and toughness are each equal to the number of Clerics in play. Douse 2U Enchantment 1U: Counter target red spell. Douse in Gloom 2B Instant Douse in Gloom deals 2 damage to target creature and you gain 2 life. Dovescape 3(W / U)(W / U)(W / U) Enchantment (o(w/u) can be paid with either W or U.) Whenever a player plays a noncreature spell, counter that spell. That player puts X 1/1 white and blue Bird creature tokens with flying into play, where X is the spell's converted mana cost. Downdraft 2G Enchantment G: Target creature loses flying until end of turn. Sacrifice Downdraft: Downdraft deals 2 damage to each creature with flying. Downhill Charge 2R Instant You may sacrifice a Mountain rather than pay Downhill Charge's mana cost. Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control. Dowsing Shaman 4G Creature - Centaur Shaman 3/4 2G, T Return target enchantment card from your graveyard to your hand. Draco 16 Artifact Creature - Dragon 9/9 Draco costs 2 less to play for each basic land type among lands you control. Flying At the beginning of your upkeep, sacrifice Draco unless you pay 10. This cost is reduced by 2 for each basic land type among lands you control. Draconian Cylix 3 Artifact 2, T, Discard a card at random: Regenerate target creature. Dracoplasm UR Creature - Shapeshifter 0/0 Flying As Dracoplasm comes into play, sacrifice any number of creatures. Dracoplasm's power becomes the total power of those creatures and its toughness becomes their total toughness. R: Dracoplasm gets +1/+0 until end of turn. Drafna's Restoration U Sorcery Return any number of target artifact cards from target player's graveyard to the top of his or her library in any order. Dragon Arch 5 Artifact 2, T You may 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 Blood 3 Artifact 3, T Put a +1/+1 counter on target creature. Dragon Breath 1R Enchantment - Aura Enchant creature Enchanted creature has haste. R: Enchanted creature gets +1/+0 until end of turn. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Breath from your graveyard to play attached to that creature. Dragon Engine 3 Artifact Creature - Construct 1/3 2: Dragon Engine gets +1/+0 until end of turn. Dragon Engine 3 Artifact Creature - Construct 1/3 2: Dragon Engine gets +1/+0 until end of turn. Dragon Engine 3 Artifact Creature - Construct 1/3 2: Dragon Engine gets +1/+0 until end of turn. Dragon Engine 3 Artifact Creature - Construct 1/3 2: Dragon Engine gets +1/+0 until end of turn. Dragon Engine 3 Artifact Creature - Construct 1/3 2: Dragon Engine gets +1/+0 until end of turn. Dragon Engine 3 Artifact Creature - Construct 1/3 2: Dragon Engine gets +1/+0 until end of turn. Dragon Fangs 1G Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has trample. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Fangs from your graveyard to play attached to that creature. Dragon Mage 5RR Creature - Dragon Wizard 5/5 Flying Whenever Dragon Mage deals combat damage to a player, each player discards his or her hand and draws seven cards. Dragon Mask 3 Artifact 3, T Target creature you control gets +2/+2 until end of turn. Return it to its owner's hand at end of turn. Dragon Mask 3 Artifact 3, T Target creature you control gets +2/+2 until end of turn. Return it to its owner's hand at end of turn. Dragon Roost 4RR Enchantment 5RR: Put a 5/5 red Dragon creature token with flying into play. (It can't be blocked except by creatures with flying or reach.) Dragon Roost 4RR Enchantment 5RR: Put a 5/5 red Dragon creature token with flying into play. (It can't be blocked except by creatures with flying or reach.) Dragon Scales 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+2 and has vigilance. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Scales from your graveyard to play attached to that creature. Dragon Shadow 1B Enchantment - Aura Enchant creature Enchanted creature gets +1/+0 and has fear. When a creature with converted mana cost 6 or more comes into play, you may return Dragon Shadow from your graveyard to play attached to that creature. Dragon Tyrant 8RR Creature - Dragon 6/6 Flying, trample Double strike (This creature deals both first-strike and regular combat damage.) At the beginning of your upkeep, sacrifice Dragon Tyrant unless you pay RRRR. R: Dragon Tyrant gets +1/+0 until end of turn. Dragon Whelp 2RR Creature - Dragon 2/3 Flying R: Dragon Whelp gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Dragon Whelp. Dragon Whelp 2RR Creature - Dragon 2/3 Flying R: Dragon Whelp gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Dragon Whelp. Dragon Whelp 2RR Creature - Dragon 2/3 Flying R: Dragon Whelp gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Dragon Whelp. Dragon Whelp 2RR Creature - Dragon 2/3 Flying R: Dragon Whelp gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Dragon Whelp. Dragon Whelp 2RR Creature - Dragon 2/3 Flying R: Dragon Whelp gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Dragon Whelp. Dragon Whelp 2RR Creature - Dragon 2/3 Flying R: Dragon Whelp gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Dragon Whelp. Dragon Wings 1U Enchantment - Aura Enchant creature Enchanted creature has flying. Cycling 1U (1U, Discard this card: Draw a card.) When a creature with converted mana cost 6 or more comes into play, you may return Dragon Wings from your graveyard to play attached to that creature. Dragon's Claw 2 Artifact Whenever a player plays a red spell, you may gain 1 life. Dragon's Claw 2 Artifact Whenever a player plays a red spell, you may gain 1 life. Dragon's Claw 2 Artifact Whenever a player plays a red spell, you may gain 1 life. Dragonspeaker Shaman 1RR Creature - Human Barbarian Shaman 2/2 Dragon spells you play cost 2 less to play. Dragonstalker 4W Creature - Bird Soldier 3/3 Flying, protection from Dragons Dragonstorm 8R Sorcery Search your library for a Dragon permanent 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.) Dragonstorm 8R Sorcery Search your library for a Dragon permanent card and put it into play. Then shuffle your library. Storm (When you play this spell, copy it for each spell played before it this turn.) Drain Life X1B Sorcery Spend only black mana on X. Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness. Drain Life X1B Sorcery Spend only black mana on X. Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness. Drain Life X1B Sorcery Spend only black mana on X. Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness. Drain Life X1B Sorcery Spend only black mana on X. Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness. Drain Life X1B Sorcery Spend only black mana on X. Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness. Drain Life X1B Sorcery Spend only black mana on X. Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness. Drain Life X1B Sorcery Spend only black mana on X. Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness. Drain Life X1B Sorcery Spend only black mana on X. Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness. Drain Power UU Sorcery Target player plays a mana ability of each land he or she controls, then empties his or her mana pool. Add mana to your mana pool equal to the type and amount emptied from that player's mana pool this way. Drain Power UU Sorcery Target player plays a mana ability of each land he or she controls, then empties his or her mana pool. Add mana to your mana pool equal to the type and amount emptied from that player's mana pool this way. Drain Power UU Sorcery Target player plays a mana ability of each land he or she controls, then empties his or her mana pool. Add mana to your mana pool equal to the type and amount emptied from that player's mana pool this way. Drain Power UU Sorcery Target player plays a mana ability of each land he or she controls, then empties his or her mana pool. Add mana to your mana pool equal to the type and amount emptied from that player's mana pool this way. Drain Power UU Sorcery Target player plays a mana ability of each land he or she controls, then empties his or her mana pool. Add mana to your mana pool equal to the type and amount emptied from that player's mana pool this way. Drain Power UU Sorcery Target player plays a mana ability of each land he or she controls, then empties his or her mana pool. Add mana to your mana pool equal to the type and amount emptied from that player's mana pool this way. Draining Whelk 4UU Creature - Illusion 1/1 Flash (You may play this spell any time you could play an instant.) Flying When Draining Whelk comes into play, counter target spell. Put X +1/+1 counters on Draining Whelk, where X is that spell's converted mana cost. Drake Familiar 1U Creature - Drake 2/1 Flying When Drake Familiar comes into play, sacrifice it unless you return an enchantment in play to its owner's hand. Drake Hatchling 2U Creature - Drake 1/3 Flying U: Drake Hatchling gets +1/+0 until end of turn. Play this ability only once each turn. Drake-Skull Cameo 3 Artifact T Add U or B to your mana pool. Dralnu, Lich Lord 3UB Legendary Creature - Zombie 3/3 If damage would be dealt to Dralnu, sacrifice that many permanents instead. T Target instant or sorcery card in your graveyard has flashback until end of turn. Its flashback cost becomes equal to its mana cost as you play it. (You may play that card from your graveyard for its flashback cost. Then remove it from the game.) Dralnu's Crusade 1BR Enchantment Goblin creatures get +1/+1. All Goblins are black and are Zombies in addition to their other creature types. Dralnu's Pet 1UU Creature - Shapeshifter 2/2 Kicker-2B, Discard a creature card. (You may pay 2B and discard a creature card in addition to any other costs as you play this spell.) If the kicker cost was paid, Dralnu's Pet has flying and comes into play with X +1/+1 counters on it, where X is the discarded card's converted mana cost. Drawn Together 2WW Enchantment As Drawn Together comes into play, choose an artist. Creatures by the chosen artist get +2/+2. Dread 3BBB Creature - Elemental Incarnation 6/6 Fear Whenever a creature deals damage to you, destroy it. When Dread is put into a graveyard from anywhere, shuffle it into its owner's library. Dread Charge 3B Sorcery Until end of turn, black creatures you control can be blocked only by black creatures. Dread of Night B Enchantment White creatures get -1/-1. Dread of Night B Enchantment White creatures get -1/-1. Dread Reaper 3BBB Creature - Horror 6/5 Flying When Dread Reaper comes into play, you lose 5 life. Dread Reaper 3BBB Creature - Horror 6/5 Flying When Dread Reaper comes into play, you lose 5 life. Dread Return 2BB Sorcery Return target creature card from your graveyard to play. Flashback-Sacrifice three creatures. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Dread Slag 3BR Creature - Horror 9/9 Trample Dread Slag gets -4/-4 for each card in your hand. Dread Specter 3B Creature - Specter 2/2 Whenever Dread Specter blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Dread Wight 3BB Creature - Zombie 3/4 At end of combat, put a paralyzation counter on all creatures blocking or blocked by Dread Wight and tap those creatures. They gain "If this creature has a paralyzation counter on it, it doesn't untap during its controller's untap step" and "4: Remove a paralyzation counter from this creature." Dreadship Reef Land T Add 1 to your mana pool. 1, T Put a storage counter on Dreadship Reef. 1, Remove X storage counters from Dreadship Reef: Add X mana in any combination of U and/or B to your mana pool. Dream Cache 2U Sorcery Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library. Dream Cache 2U Sorcery Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library. Dream Cache 2U Sorcery Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library. Dream Chisel 2 Artifact Face-down creature spells you play cost 1 less to play. Dream Coat U Enchantment - Aura Enchant creature 0: Enchanted creature becomes the color or colors of your choice. Play this ability only once each turn. Dream Fighter 2U Creature - Human Soldier 1/1 Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out. Dream Halls 3UU Enchantment Rather than pay the mana cost for a spell, its controller may discard a card that shares a color with that spell. Dream Leash 3UU Enchantment - Aura Enchant permanent You may play Dream Leash only on a tapped permanent. You control enchanted permanent. Dream Prowler 2UU Creature - Illusion 1/5 Dream Prowler is unblockable as long as it's attacking alone. Dream Prowler 2UU Creature - Illusion 1/5 Dream Prowler is unblockable as long as it's attacking alone. Dream Stalker 1U Creature - Illusion 1/5 When Dream Stalker comes into play, return a permanent you control to its owner's hand. Dream Thrush 1U Creature - Bird 1/1 Flying T Target land becomes the basic land type of your choice until end of turn. Dream Tides 2UU Enchantment Creatures don't untap during their controllers' untap steps. Nongreen creatures have "At the beginning of your upkeep, you may pay 2. If you do, untap this creature." Dreamborn Muse 2UU Creature - Spirit 2/2 At the beginning of each player's upkeep, that player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in his or her hand. Dreamborn Muse 2UU Creature - Spirit 2/2 At the beginning of each player's upkeep, that player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in his or her hand. Dreamcatcher U Creature - Spirit 1/1 Whenever you play a Spirit or Arcane spell, you may sacrifice Dreamcatcher. If you do, draw a card. Dream's Grip U Instant Choose one - Tap target permanent; or untap target permanent. Entwine 1 (Choose both if you pay the entwine cost.) Dreams of the Dead 3U Enchantment 1U: Return target white or black creature card from your graveyard to play. That creature gains "Cumulative upkeep 2." If the creature would leave play, remove it from the game instead. Dreamscape Artist 1U Creature - Human Spellshaper 1/1 2U, T, Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them into play. Then shuffle your library. Dreamspoiler Witches 3B Creature - Faerie Wizard 2/2 Flying Whenever you play a spell during an opponent's turn, you may have target creature get -1/-1 until end of turn. Dreamwinder 3U Creature - Serpent 4/3 Dreamwinder can't attack unless defending player controls an Island. U, Sacrifice an Island: Target land becomes an Island until end of turn. Dredge B Instant Sacrifice a creature or land. Draw a card. Dregs of Sorrow X4B Sorcery Destroy X target nonblack creatures. Draw X cards. Dregs of Sorrow X4B Sorcery Destroy X target nonblack creatures. Draw X cards. Drekavac 1B Creature - Beast 3/3 When Drekavac comes into play, sacrifice it unless you discard a noncreature card. Drelnoch 4U Creature - Yeti Mutant 3/3 Whenever Drelnoch becomes blocked, you may draw two cards. Drift of Phantasms 2U Creature - Spirit 0/5 Defender (This creature can't attack.) Flying Transmute 1UU (1UU, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) Drift of the Dead 3B Creature - Wall */* Defender (This creature can't attack.) Drift of the Dead's power and toughness are each equal to the number of snow lands you control. Drifter il-Dal U Creature - Human Wizard 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) At the beginning of your upkeep, sacrifice Drifter il-Dal unless you pay U. Drifting Djinn 4UU Creature - Djinn 5/5 Flying At the beginning of your upkeep, sacrifice Drifting Djinn unless you pay 1U. Cycling 2 (2, Discard this card: Draw a card.) Drifting Meadow Land Drifting Meadow comes into play tapped. T Add W to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Drifting Meadow Land Drifting Meadow comes into play tapped. T Add W to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Drill-Skimmer 4 Artifact Creature - Thopter 2/1 Flying Drill-Skimmer has shroud as long as you control another artifact creature. (It can't be the target of spells or abilities.) Drinker of Sorrow 2B Creature - Horror 5/3 Drinker of Sorrow can't block. Whenever Drinker of Sorrow deals combat damage, sacrifice a permanent. Dripping Dead 4BB Creature - Zombie 4/1 Dripping Dead can't block. Whenever Dripping Dead deals combat damage to a creature, destroy that creature. It can't be regenerated. Dripping-Tongue Zubera 1G Creature - Zubera Spirit 1/2 When Dripping-Tongue Zubera is put into a graveyard from play, put a 1/1 colorless Spirit creature token into play for each Zubera put into a graveyard from play this turn. Dromad Purebred 4W Creature - Camel Beast 1/5 Whenever Dromad Purebred is dealt damage, you gain 1 life. Dromar, the Banisher 3WUB Legendary Creature - Dragon 6/6 Flying Whenever Dromar, the Banisher deals combat damage to a player, you may pay 2U. If you do, choose a color. Return all creatures of that color to their owners' hands. Dromar's Attendant 5 Artifact Creature - Golem 3/3 1, Sacrifice Dromar's Attendant: Add WUB to your mana pool. Dromar's Cavern Land - Lair When Dromar's Cavern comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. T Add W, U, or B to your mana pool. Dromar's Charm WUB Instant Choose one - You gain 5 life; or counter target spell; or target creature gets -2/-2 until end of turn. Dromosaur 2R Creature - Lizard 2/3 Whenever Dromosaur blocks or becomes blocked, it gets +2/-2 until end of turn. Droning Bureaucrats 3W Creature - Human Advisor 1/4 X, T Each creature with converted mana cost X can't attack or block this turn. Drooling Groodion 3BBG Creature - Beast 4/3 2BG, Sacrifice a creature: Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn. Drooling Ogre 1R Creature - Ogre 3/3 Whenever a player plays an artifact spell, that player gains control of Drooling Ogre. (This effect doesn't end at end of turn.) Drop of Honey G Enchantment At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them. When there are no creatures in play, sacrifice Drop of Honey. Dross Crocodile 3B Creature - Zombie Crocodile 5/1 Dross Crocodile 3B Creature - Zombie Crocodile 5/1 Dross Golem 5 Artifact Creature - Golem 3/2 Affinity for Swamps (This spell costs 1 less to play for each Swamp you control.) Fear Dross Harvester 1BB Creature - Horror 4/4 Protection from white At the end of your turn, you lose 4 life. Whenever a creature is put into a graveyard from play, you gain 2 life. Dross Prowler 2B Creature - Zombie 2/1 Fear Dross Scorpion 4 Artifact Creature - Scorpion 3/1 Whenever Dross Scorpion or another artifact creature is put into a graveyard from play, you may untap target artifact. Drought 2WW Enchantment At the beginning of your upkeep, sacrifice Drought unless you pay WW. As an additional cost to play spells with B in their mana costs and activated abilities with B in their activation costs, that spell or ability's controller sacrifices a Swamp for each B in that cost. Drowned 1U Creature - Zombie 1/1 B: Regenerate Drowned. Drowned Rusalka U Creature - Spirit 1/1 U, Sacrifice a creature: Discard a card, then draw a card. Drowner of Secrets 2U Creature - Merfolk Wizard 1/3 Tap an untapped Merfolk you control: Target player puts the top card of his or her library into his or her graveyard. Drudge Reavers 3B Creature - Skeleton 2/1 Flash (You may play this spell any time you could play an instant.) B: Regenerate Drudge Reavers. Drudge Skeletons 1B Creature - Skeleton 1/1 B: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Drudge Skeletons 1B Creature - Skeleton 1/1 B: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Drudge Skeletons 1B Creature - Skeleton 1/1 B: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Drudge Skeletons 1B Creature - Skeleton 1/1 B: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Drudge Skeletons 1B Creature - Skeleton 1/1 B: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Drudge Skeletons 1B Creature - Skeleton 1/1 B: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Drudge Skeletons 1B Creature - Skeleton 1/1 B: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Drudge Skeletons 1B Creature - Skeleton 1/1 B: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Drudge Skeletons 1B Creature - Skeleton 1/1 B: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Drudge Skeletons 1B Creature - Skeleton 1/1 B: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Drudge Skeletons 1B Creature - Skeleton 1/1 B: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Drudge Skeletons 1B Creature - Skeleton 1/1 B: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Drudge Spell BB Enchantment B, Remove two creature cards in your graveyard from the game: Put a 1/1 black Skeleton creature token into play. It has "B: Regenerate this creature." When Drudge Spell leaves play, destroy all Skeleton tokens. They can't be regenerated. Druid Lyrist G Creature - Human Druid 1/1 G, T, Sacrifice Druid Lyrist: Destroy target enchantment. Druid's Call 1G Enchantment - Aura Enchant creature Whenever enchanted creature is dealt damage, its controller puts that many 1/1 green Squirrel creature tokens into play. Dry Spell 1B Sorcery Dry Spell deals 1 damage to each creature and each player. Dry Spell 1B Sorcery Dry Spell deals 1 damage to each creature and each player. Dry Spell 1B Sorcery Dry Spell deals 1 damage to each creature and each player. Dry Spell 1B Sorcery Dry Spell deals 1 damage to each creature and each player. Dryad Arbor Land Creature - Forest Dryad 1/1 (Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has "T Add G to your mana pool.") Dryad Arbor is green. Dryad Sophisticate 1G Creature - Dryad 2/1 Nonbasic landwalk Dryad's Caress 4GG Instant You gain 1 life for each creature in play. If W was spent to play Dryad's Caress, untap all creatures you control. Dual Nature 4GG Enchantment Whenever a nontoken creature comes into play, its controller puts a token into play as a copy of that creature. Whenever a nontoken creature leaves play, remove all tokens with the same name as that creature from the game. When Dual Nature leaves play, remove all tokens created with it from the game. Duct Crawler R Creature - Insect 1/1 1R: Target creature can't block Duct Crawler this turn. Duct Crawler R Creature - Insect 1/1 1R: Target creature can't block Duct Crawler this turn. Dueling Grounds 1GW Enchantment No more than one creature can attack each turn. No more than one creature can block each turn. Duh B Instant Destroy target creature with reminder text. (Reminder text is any italicized text in parentheses that explains rules you already know.) Dumb Ass 2R Creature - Donkey Barbarian 31/2/2 At the beginning of your upkeep, flip a coin. If you lose the flip, target opponent chooses whether Dumb Ass attacks this turn. Dune-Brood Nephilim BRGW Creature - Nephilim 3/3 Whenever Dune-Brood Nephilim deals combat damage to a player, put a 1/1 colorless Sand creature token into play for each land you control. Dunerider Outlaw BB Creature - Human Rebel Rogue 1/1 Protection from green At end of turn, if Dunerider Outlaw dealt damage to an opponent this turn, put a +1/+1 counter on it. Dungeon Shade 3B Creature - Shade Spirit 1/1 Flying B: Dungeon Shade gets +1/+1 until end of turn. Duplicant 6 Artifact Creature - Shapeshifter 2/4 Imprint - When Duplicant comes into play, you may remove target nontoken creature from the game. (The removed card is imprinted on this artifact.) As long as a creature card is imprinted on Duplicant, Duplicant has the power, toughness, and creature types of the last creature card imprinted on it. It's still a Shapeshifter. Duplicity 3UU Enchantment When Duplicity comes into play, remove the top five cards of your library from the game face down. At the beginning of your upkeep, you may remove your hand from the game face down. If you do, put into your hand all other cards you own removed from the game with Duplicity. At the end of your turn, discard a card. When you lose control of Duplicity, 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. Duress B Sorcery Target opponent reveals his or her hand. Choose a noncreature, nonland card from it. That player discards that card. Durkwood Baloth 4GG Creature - Beast 5/5 Suspend 5-G (Rather than play this card from your hand, you may pay G and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Durkwood Boars 4G Creature - Boar 4/4 Durkwood Boars 4G Creature - Boar 4/4 Durkwood Boars 4G Creature - Boar 4/4 Durkwood Boars 4G Creature - Boar 4/4 Durkwood Boars 4G Creature - Boar 4/4 Durkwood Tracker 4G Creature - Giant 4/3 1G, T If Durkwood Tracker is in play, it deals damage equal to its power to target attacking creature. That creature deals damage equal to its power to Durkwood Tracker. Dusk Imp 2B Creature - Imp 2/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Dusk Imp 2B Creature - Imp 2/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Dusk Imp 2B Creature - Imp 2/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Duskmantle, House of Shadow Land T Add 1 to your mana pool. UB, T Target player puts the top card of his or her library into his or her graveyard. Duskrider Falcon 1W Creature - Bird 1/1 Flying, protection from black Duskrider Peregrine 5W Creature - Bird 3/3 Flying, protection from black Suspend 3-1W (Rather than play this card from your hand, you may pay 1W and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Duskwalker B Creature - Human Minion 1/1 Kicker 3B (You may pay an additional 3B as you play this spell.) If the kicker cost was paid, Duskwalker comes into play with two +1/+1 counters on it and with fear. Duskworker 4 Artifact Creature - Construct 2/2 Whenever Duskworker becomes blocked, regenerate it. 3: Duskworker gets +1/+0 until end of turn. Dust Bowl Land T Add 1 to your mana pool. 3, T, Sacrifice a land: Destroy target nonbasic land. Dust Corona R Enchantment - Aura Enchant creature Enchanted creature gets +2/+0 and can't be blocked by creatures with flying. Dust Elemental 2WW Creature - Elemental 6/6 Flash (You may play this spell any time you could play an instant.) Flying, fear When Dust Elemental comes into play, return three creatures you control to their owner's hand. Dust of Moments 2W Instant Choose one - Remove two time counters from each permanent and each suspended card; or put two time counters on each permanent with a time counter on it and each suspended card. Dust to Dust 1WW Sorcery Remove two target artifacts from the game. Dust to Dust 1WW Sorcery Remove two target artifacts from the game. Dust to Dust 1WW Sorcery Remove two target artifacts from the game. Dwarven Armorer R Creature - Dwarf 0/2 R, T, Discard a card: Put a +0/+1 counter or a +1/+0 counter on target creature. Dwarven Armory 2RR Enchantment 2, Sacrifice a land: Put a +2/+2 counter on target creature. Play this ability only during any upkeep step. Dwarven Berserker 1R Creature - Dwarf Berserker 1/1 Whenever Dwarven Berserker becomes blocked, it gets +3/+0 and gains trample until end of turn. Dwarven Blastminer 1R Creature - Dwarf 1/1 2R, T Destroy target nonbasic land. Morph R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Dwarven Bloodboiler RRR Creature - Dwarf 2/2 Tap an untapped Dwarf you control: Target creature gets +2/+0 until end of turn. Dwarven Catapult XR Instant Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls. Dwarven Catapult XR Instant Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls. Dwarven Catapult XR Instant Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls. Dwarven Demolition Team 2R Creature - Dwarf 1/1 T Destroy target Wall. Dwarven Demolition Team 2R Creature - Dwarf 1/1 T Destroy target Wall. Dwarven Demolition Team 2R Creature - Dwarf 1/1 T Destroy target Wall. Dwarven Demolition Team 2R Creature - Dwarf 1/1 T Destroy target Wall. Dwarven Driller 3R Creature - Dwarf 2/2 T Destroy target land unless its controller has Dwarven Driller deal 2 damage to him or her. Dwarven Grunt R Creature - Dwarf 1/1 Mountainwalk Dwarven Hold Land Dwarven Hold comes into play tapped. You may choose not to untap Dwarven Hold during your untap step. At the beginning of your upkeep, if Dwarven Hold is tapped, put a storage counter on it. T, Remove any number of storage counters from Dwarven Hold: Add R to your mana pool for each storage counter removed this way. Dwarven Hold Land Dwarven Hold comes into play tapped. You may choose not to untap Dwarven Hold during your untap step. At the beginning of your upkeep, if Dwarven Hold is tapped, put a storage counter on it. T, Remove any number of storage counters from Dwarven Hold: Add R to your mana pool for each storage counter removed this way. Dwarven Landslide 3R Sorcery Kicker-2R, Sacrifice a land. (You may pay 2R and sacrifice a land in addition to any other costs as you play this spell.) Destroy target land. If the kicker cost was paid, destroy another target land. Dwarven Lieutenant RR Creature - Dwarf Soldier 1/2 1R: Target Dwarf creature gets +1/+0 until end of turn. Dwarven Miner 1R Creature - Dwarf 1/2 2R, T Destroy target nonbasic land. Dwarven Nomad 2R Creature - Dwarf Nomad 1/1 T Target creature with power 2 or less is unblockable this turn. Dwarven Patrol 2R Creature - Dwarf 4/2 Dwarven Patrol doesn't untap during your untap step. Whenever you play a nonred spell, untap Dwarven Patrol. Dwarven Pony R Creature - Horse 1/1 1R, T Target Dwarf creature gains mountainwalk until end of turn. Dwarven Recruiter 2R Creature - Dwarf 2/2 When Dwarven Recruiter comes into play, search your library for any number of Dwarf cards and reveal those cards. Shuffle your library, then put them on top of it in any order. Dwarven Ruins Land Dwarven Ruins comes into play tapped. T Add R to your mana pool. T, Sacrifice Dwarven Ruins: Add RR to your mana pool. Dwarven Ruins Land Dwarven Ruins comes into play tapped. T Add R to your mana pool. T, Sacrifice Dwarven Ruins: Add RR to your mana pool. Dwarven Ruins Land Dwarven Ruins comes into play tapped. T Add R to your mana pool. T, Sacrifice Dwarven Ruins: Add RR to your mana pool. Dwarven Ruins Land Dwarven Ruins comes into play tapped. T Add R to your mana pool. T, Sacrifice Dwarven Ruins: Add RR to your mana pool. Dwarven Scorcher R Creature - Dwarf 1/1 Sacrifice Dwarven Scorcher: Dwarven Scorcher deals 1 damage to target creature unless that creature's controller has Dwarven Scorcher deal 2 damage to him or her. Dwarven Sea Clan 2R Creature - Dwarf 1/1 T Choose target attacking or blocking creature whose controller controls an Island. Dwarven Sea Clan deals 2 damage to that creature at end of combat. Play this ability only before the end of combat step. Dwarven Shrine 1RR Enchantment Whenever a player plays a spell, Dwarven Shrine deals X damage to that player, where X is twice the number of cards in all graveyards with the same name as that spell. Dwarven Soldier 1R Creature - Dwarf Soldier 2/1 Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn. Dwarven Soldier 1R Creature - Dwarf Soldier 2/1 Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn. Dwarven Soldier 1R Creature - Dwarf Soldier 2/1 Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn. Dwarven Soldier 1R Creature - Dwarf Soldier 2/1 Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn. Dwarven Soldier 1R Creature - Dwarf Soldier 2/1 Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn. Dwarven Song R Instant Any number of target creatures become red until end of turn. Dwarven Strike Force 4R Creature - Dwarf Berserker 4/3 Discard a card at random: Dwarven Strike Force gains first strike and haste until end of turn. Dwarven Thaumaturgist 2R Creature - Dwarf Shaman 1/2 T Switch target creature's power and toughness until end of turn. Dwarven Trader R Creature - Dwarf 1/1 Dwarven Trader R Creature - Dwarf 1/1 Dwarven Vigilantes 2R Creature - Dwarf 2/2 Whenever Dwarven Vigilantes attacks and isn't blocked, you may have it deal damage equal to its power to target creature. If you do, Dwarven Vigilantes deals no combat damage this turn. Dwarven Warriors 2R Creature - Dwarf Warrior 1/1 T Target creature with power 2 or less is unblockable this turn. Dwarven Warriors 2R Creature - Dwarf Warrior 1/1 T Target creature with power 2 or less is unblockable this turn. Dwarven Warriors 2R Creature - Dwarf Warrior 1/1 T Target creature with power 2 or less is unblockable this turn. Dwarven Warriors 2R Creature - Dwarf Warrior 1/1 T Target creature with power 2 or less is unblockable this turn. Dwarven Warriors 2R Creature - Dwarf Warrior 1/1 T Target creature with power 2 or less is unblockable this turn. Dwarven Warriors 2R Creature - Dwarf Warrior 1/1 T Target creature with power 2 or less is unblockable this turn. Dwarven Weaponsmith 1R Creature - Dwarf Artificer 1/1 T, Sacrifice an artifact: Put a +1/+1 counter on target creature. Play this ability only during your upkeep. Dwarven Weaponsmith 1R Creature - Dwarf Artificer 1/1 T, Sacrifice an artifact: Put a +1/+1 counter on target creature. Play this ability only during your upkeep. Dwell on the Past G Sorcery Target player shuffles up to four target cards from his or her graveyard into his or her library. Dying Wail 1B Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, target player discards two cards. Dystopia 1BB Enchantment Cumulative upkeep-Pay 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of each player's upkeep, that player sacrifices a white or green permanent. Eager Cadet W Creature - Human Soldier 1/1 Eager Cadet W Creature - Human Soldier 1/1 Eager Cadet W Creature - Human Soldier 1/1 Eager Cadet W Creature - Human Soldier 1/1 Eager Cadet W Creature - Human Soldier 1/1 Early Frost 1U Instant Tap up to three target lands. Early Harvest 1GG Instant Target player untaps all basic lands he or she controls. Early Harvest 1GG Instant Target player untaps all basic lands he or she controls. Early Harvest 1GG Instant Target player untaps all basic lands he or she controls. Early Harvest 1GG Instant Target player untaps all basic lands he or she controls. Earnest Fellowship 1W Enchantment Each creature has protection from its colors. Earsplitting Rats 3B Creature - Rat 2/1 When Earsplitting Rats comes into play, each player discards a card. Discard a card: Regenerate Earsplitting Rats. Earth Elemental 3RR Creature - Elemental 4/5 Earth Elemental 3RR Creature - Elemental 4/5 Earth Elemental 3RR Creature - Elemental 4/5 Earth Elemental 3RR Creature - Elemental 4/5 Earth Elemental 3RR Creature - Elemental 4/5 Earth Elemental 3RR Creature - Elemental 4/5 Earth Elemental 3RR Creature - Elemental 4/5 Earth Rift 3R Sorcery Destroy target land. Flashback 5RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Earth Surge 3G Enchantment Each land gets +2/+2 as long as it's a creature. Earthbind R Enchantment - Aura Enchant creature When Earthbind comes into play, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying." Earthbind R Enchantment - Aura Enchant creature When Earthbind comes into play, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying." Earthbind R Enchantment - Aura Enchant creature When Earthbind comes into play, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying." Earthbind R Enchantment - Aura Enchant creature When Earthbind comes into play, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying." Earthblighter 1B Creature - Human Cleric 1/1 2B, T, Sacrifice a Goblin: Destroy target land. Earthbrawn 1G Instant Target creature gets +3/+3 until end of turn. Reinforce 1-1G (1G, Discard this card: Put a +1/+1 counter on target creature.) Earthcraft 1G Enchantment Tap an untapped creature you control: Untap target basic land. Earthen Goo 2R Creature - Ooze 2/2 Trample Cumulative upkeep R or G (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Earthen Goo gets +1/+1 for each age counter on it. Earthlink 3BRG Enchantment At the beginning of your upkeep, sacrifice Earthlink unless you pay 2. Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land. Earthlore G Enchantment - Aura Enchant land you control Enchanted land has "T Target blocking creature gets +1/+2 until end of turn." Earthquake XR Sorcery Earthquake deals X damage to each creature without flying and each player. Earthquake XR Sorcery Earthquake deals X damage to each creature without flying and each player. Earthquake XR Sorcery Earthquake deals X damage to each creature without flying and each player. Earthquake XR Sorcery Earthquake deals X damage to each creature without flying and each player. Earthquake XR Sorcery Earthquake deals X damage to each creature without flying and each player. Earthquake XR Sorcery Earthquake deals X damage to each creature without flying and each player. Earthquake XR Sorcery Earthquake deals X damage to each creature without flying and each player. Earthquake XR Sorcery Earthquake deals X damage to each creature without flying and each player. Earthquake XR Sorcery Earthquake deals X damage to each creature without flying and each player. Earthquake XR Sorcery Earthquake deals X damage to each creature without flying and each player. Earthshaker 4RR Creature - Spirit 4/5 Whenever you play a Spirit or Arcane spell, Earthshaker deals 2 damage to each creature without flying. Earwig Squad 3BB Creature - Goblin Rogue 5/3 Prowl 2B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) When Earwig Squad comes into play, if its prowl cost was paid, search target opponent's library for three cards and remove them from the game. Then that player shuffles his or her library. Eastern Paladin 2BB Creature - Zombie Knight 3/3 BB, T Destroy target green creature. Eastern Paladin 2BB Creature - Zombie Knight 3/3 BB, T Destroy target green creature. Eastern Paladin 2BB Creature - Zombie Knight 3/3 BB, T Destroy target green creature. Eater of Days 4 Artifact Creature - Leviathan 9/8 Flying, trample When Eater of Days comes into play, you skip your next two turns. Eater of the Dead 4B Creature - Horror 3/4 0: If Eater of the Dead is tapped, untap it and remove target creature card in a graveyard from the game. Eater of the Dead 4B Creature - Horror 3/4 0: If Eater of the Dead is tapped, untap it and remove target creature card in a graveyard from the game. Ebon Dragon 5BB Creature - Dragon 5/4 Flying When Ebon Dragon comes into play, you may have target opponent discard a card. Ebon Drake 2B Creature - Drake 3/3 Flying Whenever a player plays a spell, you lose 1 life. Ebon Praetor 4BB Creature - Avatar 5/5 Trample, first strike At the beginning of your upkeep, put a -2/-2 counter on Ebon Praetor unless you sacrifice a creature. If you sacrifice a Thrull this way, put a +1/+0 counter on Ebon Praetor. Ebon Stronghold Land Ebon Stronghold comes into play tapped. T Add B to your mana pool. T, Sacrifice Ebon Stronghold: Add BB to your mana pool. Ebon Stronghold Land Ebon Stronghold comes into play tapped. T Add B to your mana pool. T, Sacrifice Ebon Stronghold: Add BB to your mana pool. Ebon Stronghold Land Ebon Stronghold comes into play tapped. T Add B to your mana pool. T, Sacrifice Ebon Stronghold: Add BB to your mana pool. Ebon Stronghold Land Ebon Stronghold comes into play tapped. T Add B to your mana pool. T, Sacrifice Ebon Stronghold: Add BB to your mana pool. Ebonblade Reaper 2B Creature - Human Cleric 1/1 Whenever Ebonblade Reaper attacks, you lose half your life, rounded up. Whenever Ebonblade Reaper deals combat damage to a player, that player loses half his or her life, rounded up. Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Ebony Charm B Instant Choose one - Target opponent loses 1 life and you gain 1 life; or remove from the game up to three target cards in a single graveyard; or target creature gains fear until end of turn. Ebony Horse 3 Artifact 2, T Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Ebony Horse 3 Artifact 2, T Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Ebony Horse 3 Artifact 2, T Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Ebony Owl Netsuke 2 Artifact At the beginning of each opponent's upkeep, if that player has seven or more cards in hand, Ebony Owl Netsuke deals 4 damage to him or her. Ebony Rhino 7 Artifact Creature - Rhino 4/5 Trample Ebony Treefolk 1BG Creature - Treefolk 3/3 BG: Ebony Treefolk gets +1/+1 until end of turn. Echo Chamber 4 Artifact 4, T An opponent chooses target creature he or she controls. Put a token into play as a copy of that creature. The token gains haste until end of turn. Remove the token from the game at end of turn. Play this ability only any time you could play a sorcery. Echo Tracer 2U Creature - Human Wizard 2/2 Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Echo Tracer is turned face up, return target creature to its owner's hand. Echoing Calm 1W Instant Destroy target enchantment and all other enchantments with the same name as that enchantment. Echoing Courage 1G Instant Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn. Echoing Decay 1B Instant Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn. Echoing Ruin 1R Sorcery Destroy target artifact and all other artifacts with the same name as that artifact. Echoing Truth 1U Instant Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands. Edge of Autumn 1G Sorcery If you control four or fewer lands, search your library for a basic land card, put it into play tapped, then shuffle your library. Cycling-Sacrifice a land. (Sacrifice a land, Discard this card: Draw a card.) Edgewalker 1WB Creature - Human Cleric 2/2 Cleric spells you play cost WB less to play. This effect reduces only the amount of colored mana you pay. (For example, if you play a Cleric with mana cost 1W, it costs 1 to play.) Eerie Procession 2U Sorcery - Arcane Search your library for an Arcane card, reveal that card, and put it into your hand. Then shuffle your library. Ego Erasure 2U Tribal Instant - Shapeshifter Changeling (This card is every creature type at all times.) Creatures target player controls get -2/-0 and lose all creature types until end of turn. Eiganjo Castle Legendary Land T Add W to your mana pool. W, T Prevent the next 2 damage that would be dealt to target legendary creature this turn. Eiganjo Free-Riders 3W Creature - Human Soldier 3/4 Flying At the beginning of your upkeep, return a white creature you control to its owner's hand. Eight-and-a-Half-Tails WW Legendary Creature - Fox Cleric 2/2 1W: Target permanent you control gains protection from white until end of turn. 1: Target spell or permanent becomes white until end of turn. Eightfold Maze 2W Instant Play Eightfold Maze only during the declare attackers step and only if you are the defending player. Destroy target attacking creature. Ekundu Cyclops 3R Creature - Cyclops 3/4 If a creature you control attacks, Ekundu Cyclops also attacks if able. Ekundu Griffin 3W Creature - Griffin 2/2 Flying, first strike Ekundu Griffin 3W Creature - Griffin 2/2 Flying, first strike Eladamri, Lord of Leaves GG Legendary Creature - Elf Warrior 2/2 Other Elf creatures have forestwalk. Other Elves have shroud. (They can't be the targets of spells or abilities.) Eladamri's Call GW Instant Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library. Eladamri's Vineyard G Enchantment At the beginning of each player's precombat main phase, add GG to that player's mana pool. Elder Druid 3G Creature - Elf Cleric Druid 2/2 3G, T You may tap or untap target artifact, creature, or land. Elder Druid 3G Creature - Elf Cleric Druid 2/2 3G, T You may tap or untap target artifact, creature, or land. Elder Druid 3G Creature - Elf Cleric Druid 2/2 3G, T You may tap or untap target artifact, creature, or land. Elder Druid 3G Creature - Elf Cleric Druid 2/2 3G, T You may tap or untap target artifact, creature, or land. Elder Land Wurm 4WWW Creature - Dragon Wurm 5/5 Defender, trample When Elder Land Wurm blocks, it loses defender. Elder Land Wurm 4WWW Creature - Dragon Wurm 5/5 Defender, trample When Elder Land Wurm blocks, it loses defender. Elder Land Wurm 4WWW Creature - Dragon Wurm 5/5 Defender, trample When Elder Land Wurm blocks, it loses defender. Elder Pine of Jukai 2G Creature - Spirit 2/1 Whenever you play a Spirit or Arcane spell, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest on the bottom of your library in any order. Soulshift 2 Elder Spawn 4UUU Creature - Elemental 6/6 At the beginning of your upkeep, unless you sacrifice an Island, sacrifice Elder Spawn and it deals 6 damage to you. Elder Spawn can't be blocked by red creatures. Electric Eel U Creature - Fish 1/1 When Electric Eel comes into play, it deals 1 damage to you. RR: Electric Eel gets +2/+0 until end of turn and deals 1 damage to you. Electrolyze 1UR Instant Electrolyze deals 2 damage divided as you choose among any number of target creatures and/or players. Draw a card. Electrostatic Bolt R Instant Electrostatic Bolt deals 2 damage to target creature. If it's an artifact creature, Electrostatic Bolt deals 4 damage to it instead. Electryte 3RR Creature - Beast 3/3 Whenever Electryte deals combat damage to defending player, it deals damage equal to its power to each blocking creature. Elemental Augury UBR Enchantment 3: Look at the top three cards of target player's library and put them back on top of that player's library in any order. Elemental Resonance 2GG Enchantment - Aura Enchant permanent At the beginning of your precombat main phase, add mana equal to enchanted permanent's mana cost to your mana pool. (Mana cost includes color. If a mana symbol has multiple colors, choose one.) Elephant Ambush 2GG Instant Put a 3/3 green Elephant creature token into play. Flashback 6GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Elephant Grass G Enchantment Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Black creatures can't attack you. Nonblack creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you. Elephant Graveyard Land T Add 1 to your mana pool. T Regenerate target Elephant. Elephant Guide 2G Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. When enchanted creature is put into a graveyard, put a 3/3 green Elephant creature token into play. Elephant Resurgence 1G Sorcery Each player puts a green Elephant creature token into play. Those creatures have "This creature's power and toughness are each equal to the number of creature cards in its controller's graveyard." Elf Replica 3 Artifact Creature - Elf 2/2 1G, Sacrifice Elf Replica: Destroy target enchantment. Elfhame Palace Land Elfhame Palace comes into play tapped. T Add G or W to your mana pool. Elfhame Palace Land Elfhame Palace comes into play tapped. T Add G or W to your mana pool. Elfhame Sanctuary 1G Enchantment At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, you skip your draw step this turn and shuffle your library. El-Hajjaj 1BB Creature - Human Wizard 1/1 Lifelink (Whenever this creature deals damage, you gain that much life.) El-Hajjaj 1BB Creature - Human Wizard 1/1 Lifelink (Whenever this creature deals damage, you gain that much life.) El-Hajjaj 1BB Creature - Human Wizard 1/1 Lifelink (Whenever this creature deals damage, you gain that much life.) Elite Archers 5W Creature - Human Soldier Archer 3/3 T Elite Archers deals 3 damage to target attacking or blocking creature. Elite Archers 5W Creature - Human Soldier Archer 3/3 T Elite Archers deals 3 damage to target attacking or blocking creature. Elite Archers 5W Creature - Human Soldier Archer 3/3 T Elite Archers deals 3 damage to target attacking or blocking creature. Elite Cat Warrior 2G Creature - Cat Warrior 2/3 Forestwalk Elite Cat Warrior 2G Creature - Cat Warrior 2/3 Forestwalk Elite Javelineer 2W Creature - Human Soldier 2/2 Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature. Elite Javelineer 2W Creature - Human Soldier 2/2 Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature. Elixir of Vitality 4 Artifact Elixir of Vitality comes into play tapped. T, Sacrifice Elixir of Vitality: You gain 4 life. 8, T, Sacrifice Elixir of Vitality: You gain 8 life. Elkin Bottle 3 Artifact 3, T Remove the top card of your library from the game. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played the card, put it into your graveyard. Elkin Bottle 3 Artifact 3, T Remove the top card of your library from the game. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played the card, put it into your graveyard. Elkin Lair 3R World Enchantment At the beginning of each player's upkeep, that player removes a card at random in his or her hand from the game. The player may play that card this turn. At end of turn, if the player hasn't played the card, he or she puts it into his or her graveyard. Elven Cache 2GG Sorcery Return target card from your graveyard to your hand. Elven Cache 2GG Sorcery Return target card from your graveyard to your hand. Elven Cache 2GG Sorcery Return target card from your graveyard to your hand. Elven Fortress G Enchantment 1G: Target blocking creature gets +0/+1 until end of turn. Elven Fortress G Enchantment 1G: Target blocking creature gets +0/+1 until end of turn. Elven Fortress G Enchantment 1G: Target blocking creature gets +0/+1 until end of turn. Elven Fortress G Enchantment 1G: Target blocking creature gets +0/+1 until end of turn. Elven Lyre 2 Artifact 1, T, Sacrifice Elven Lyre: Target creature gets +2/+2 until end of turn. Elven Palisade G Enchantment Sacrifice a Forest: Target attacking creature gets -3/-0 until end of turn. Elven Riders 3GG Creature - Elf 3/3 Elven Riders can't be blocked except by Walls and/or creatures with flying. Elven Riders 3GG Creature - Elf 3/3 Elven Riders can't be blocked except by Walls and/or creatures with flying. Elven Riders 3GG Creature - Elf 3/3 Elven Riders can't be blocked except by Walls and/or creatures with flying. Elven Riders 3GG Creature - Elf 3/3 Elven Riders can't be blocked except by Walls and/or creatures with flying. Elven Riders 3GG Creature - Elf 3/3 Elven Riders can't be blocked except by Walls and/or creatures with flying. Elven Riders 3GG Creature - Elf 3/3 Elven Riders can't be blocked except by Walls and/or creatures with flying. Elven Rite 1G Sorcery Distribute two +1/+1 counters among one or two target creatures. Elven Warhounds 3G Creature - Hound 2/2 Whenever Elven Warhounds becomes blocked by a creature, put that creature on top of its owner's library. Elves of Deep Shadow G Creature - Elf Druid 1/1 T Add B to your mana pool. Elves of Deep Shadow deals 1 damage to you. Elves of Deep Shadow G Creature - Elf Druid 1/1 T Add B to your mana pool. Elves of Deep Shadow deals 1 damage to you. Elvish Aberration 5G Creature - Elf Mutant 4/5 T Add GGG to your mana pool. Forestcycling 2 (2, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.) Elvish Archers 1G Creature - Elf Archer 2/1 First strike Elvish Archers 1G Creature - Elf Archer 2/1 First strike Elvish Archers 1G Creature - Elf Archer 2/1 First strike Elvish Archers 1G Creature - Elf Archer 2/1 First strike Elvish Archers 1G Creature - Elf Archer 2/1 First strike Elvish Archers 1G Creature - Elf Archer 2/1 First strike Elvish Archers 1G Creature - Elf Archer 2/1 First strike Elvish Archers 1G Creature - Elf Archer 2/1 First strike Elvish Bard 3GG Creature - Elf Shaman 2/4 All creatures able to block Elvish Bard do so. Elvish Bard 3GG Creature - Elf Shaman 2/4 All creatures able to block Elvish Bard do so. Elvish Berserker G Creature - Elf Berserker 1/1 Whenever Elvish Berserker becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Elvish Berserker G Creature - Elf Berserker 1/1 Whenever Elvish Berserker becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Elvish Berserker G Creature - Elf Berserker 1/1 Whenever Elvish Berserker becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Elvish Branchbender 2G Creature - Elf Druid 2/2 T Until end of turn, target Forest becomes an X/X Treefolk creature in addition to its other types, where X is the number of Elves you control. Elvish Champion 1GG Creature - Elf 2/2 Other Elf creatures get +1/+1 and have forestwalk. (They're unblockable as long as defending player controls a Forest.) Elvish Champion 1GG Creature - Elf 2/2 Other Elf creatures get +1/+1 and have forestwalk. (They're unblockable as long as defending player controls a Forest.) Elvish Champion 1GG Creature - Elf 2/2 Other Elf creatures get +1/+1 and have forestwalk. (They're unblockable as long as defending player controls a Forest.) Elvish Champion 1GG Creature - Elf 2/2 Other Elf creatures get +1/+1 and have forestwalk. (They're unblockable as long as defending player controls a Forest.) Elvish Champion 1GG Creature - Elf 2/2 Other Elf creatures get +1/+1 and have forestwalk. (They're unblockable as long as defending player controls a Forest.) Elvish Eulogist G Creature - Elf Shaman 1/1 Sacrifice Elvish Eulogist: You gain 1 life for each Elf card in your graveyard. Elvish Farmer 1G Creature - Elf 0/2 At the beginning of your upkeep, put a spore counter on Elvish Farmer. Remove three spore counters from Elvish Farmer: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: You gain 2 life. Elvish Fury G Instant Buyback 4 (You may pay an additional 4 as you play this spell. If you do, put this card into your hand as it resolves.) Target creature gets +2/+2 until end of turn. Elvish Guidance 2G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool for each Elf in play. Elvish Handservant G Creature - Elf Warrior 1/1 Whenever a player plays a Giant spell, you may put a +1/+1 counter on Elvish Handservant. Elvish Harbinger 2G Creature - Elf Druid 1/2 When Elvish Harbinger comes into play, you may search your library for an Elf card, reveal it, then shuffle your library and put that card on top of it. T Add one mana of any color to your mana pool. Elvish Healer 2W Creature - Elf Cleric 1/2 T Prevent the next 1 damage that would be dealt to target creature or player this turn. If that creature is green, prevent the next 2 damage instead. Elvish Herder G Creature - Elf 1/1 G: Target creature gains trample until end of turn. Elvish House Party 4GG Creature - Elf Rogue */* Elvish House Party's power and toughness are each equal to the current hour, using the twelve-hour system. Elvish Hunter 1G Creature - Elf Archer 1/1 1G, T Target creature doesn't untap during its controller's next untap step. Elvish Hunter 1G Creature - Elf Archer 1/1 1G, T Target creature doesn't untap during its controller's next untap step. Elvish Hunter 1G Creature - Elf Archer 1/1 1G, T Target creature doesn't untap during its controller's next untap step. Elvish Impersonators 3G Summon Elves */* When you play Elvish Impersonators, roll two six-sided dice one after the other. Elvish Impersonators comes into play with power equal to the first die roll and toughness equal to the second. Elvish Lookout G Creature - Elf 1/1 Shroud (This permanent 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 Lyrist G Creature - Elf 1/1 G, T, Sacrifice Elvish Lyrist: Destroy target enchantment. Elvish Lyrist G Creature - Elf 1/1 G, T, Sacrifice Elvish Lyrist: Destroy target enchantment. Elvish Lyrist G Creature - Elf 1/1 G, T, Sacrifice Elvish Lyrist: Destroy target enchantment. Elvish Pathcutter 3G Creature - Elf Scout 1/2 2G: Target Elf creature 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 Pioneer G Creature - Elf Druid 1/1 When Elvish Pioneer comes into play, you may put a basic land card from your hand into play tapped. Elvish Piper 3G Creature - Elf Shaman 1/1 G, T You may put a creature card from your hand into play. Elvish Piper 3G Creature - Elf Shaman 1/1 G, T You may put a creature card from your hand into play. Elvish Piper 3G Creature - Elf Shaman 1/1 G, T You may put a creature card from your hand into play. Elvish Piper 3G Creature - Elf Shaman 1/1 G, T You may put a creature card from your hand into play. Elvish Piper 3G Creature - Elf Shaman 1/1 G, T You may put a creature card from your hand into play. Elvish Promenade 3G Tribal Sorcery - Elf Put a 1/1 green Elf Warrior creature token into play for each Elf you control. Elvish Ranger 2G Creature - Elf 4/1 Elvish Ranger 2G Creature - Elf 4/1 Elvish Ranger 2G Creature - Elf 4/1 Elvish Scout G Creature - Elf Scout 1/1 G, T Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn. Elvish Scout G Creature - Elf Scout 1/1 G, T Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn. Elvish Scout G Creature - Elf Scout 1/1 G, T Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn. Elvish Scrapper G Creature - Elf 1/1 G, T, Sacrifice Elvish Scrapper: Destroy target artifact. Elvish Scrapper G Creature - Elf 1/1 G, T, Sacrifice Elvish Scrapper: Destroy target artifact. Elvish Skysweeper G Creature - Elf Warrior 1/1 4G, Sacrifice a creature: Destroy target creature with flying. Elvish Soultiller 3GG Creature - Elf Mutant 5/4 When Elvish Soultiller is put into a graveyard from play, choose a creature type. Shuffle all creature cards of that type from your graveyard into your library. Elvish Spirit Guide 2G Creature - Elf Spirit 2/2 Remove Elvish Spirit Guide in your hand from the game: Add G to your mana pool. Elvish Vanguard 1G Creature - Elf Warrior 1/1 Whenever another Elf comes into play, put a +1/+1 counter on Elvish Vanguard. Elvish Warrior GG Creature - Elf Warrior 2/3 Elvish Warrior GG Creature - Elf Warrior 2/3 Elvish Warrior GG Creature - Elf Warrior 2/3 Embalmed Brawler 2B Creature - Zombie 2/2 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.) Whenever Embalmed Brawler attacks or blocks, you lose 1 life for each +1/+1 counter on it. Embargo 3U Enchantment Nonland permanents don't untap during their controllers' untap steps. At the beginning of your upkeep, you lose 2 life. Ember Beast 2R Creature - Beast 3/4 Ember Beast can't attack or block alone. Ember Shot 6R Instant Ember Shot deals 3 damage to target creature or player. Draw a card. Ember-Fist Zubera 1R Creature - Zubera Spirit 1/2 When Ember-Fist Zubera is put into a graveyard from play, it deals damage to target creature or player equal to the number of Zubera put into all graveyards from play this turn. Embermage Goblin 3R Creature - Goblin Wizard 1/1 When Embermage Goblin comes into play, you may search your library for a card named Embermage Goblin, reveal it, and put it into your hand. If you do, shuffle your library. T Embermage Goblin deals 1 damage to target creature or player. Emberwilde Augur 1R Creature - Goblin Shaman 2/1 Sacrifice Emberwilde Augur: Emberwilde Augur deals 3 damage to target player. Play this ability only during your upkeep. Emberwilde Caliph 2UR Creature - Djinn 4/4 Flying, trample Emberwilde Caliph attacks each turn if able. Whenever Emberwilde Caliph deals damage, you lose that much life. Emberwilde Djinn 2RR Creature - Djinn 5/4 Flying At the beginning of each player's upkeep, that player may pay RR or 2 life. If he or she does, the player gains control of Emberwilde Djinn. Emblazoned Golem 2 Artifact Creature - Golem 1/2 Kicker X (You may pay an additional X as you play this spell.) Spend only colored mana on X. No more than one mana of each color may be spent this way. If the kicker cost was paid, Emblazoned Golem comes into play with X +1/+1 counters on it. Emblem of the Warmind 1R Enchantment - Aura Enchant creature you control Creatures you control have haste. Embolden 2W Instant Prevent the next 4 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. Flashback 1W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Emcee 2W Creature - Human Rogue 0/1 Whenever another creature comes into play, you may stand up and say in a deep, booming voice "Presenting . . . " and that creature's name. If you do, put a +1/+1 counter on that creature. Emerald Charm G Instant Choose one - Untap target permanent; or destroy target non-Aura enchantment; or target creature loses flying until end of turn. Emerald Dragonfly 1G Creature - Insect 1/1 Flying GG: Emerald Dragonfly gains first strike until end of turn. Emerald Dragonfly 1G Creature - Insect 1/1 Flying GG: Emerald Dragonfly gains first strike until end of turn. Emerald Medallion 2 Artifact Green spells you play cost 1 less to play. Emissary of Despair 1BB Creature - Spirit 2/1 Flying Whenever Emissary of Despair deals combat damage to a player, that player loses 1 life for each artifact he or she controls. Emissary of Hope 1WW Creature - Spirit 2/1 Flying Whenever Emissary of Hope deals combat damage to a player, you gain 1 life for each artifact that player controls. Emmessi Tome 4 Artifact 5, T Draw two cards, then discard a card. Emperor Crocodile 3G Creature - Crocodile 5/5 When you control no other creatures, sacrifice Emperor Crocodile. Emperor Crocodile 3G Creature - Crocodile 5/5 When you control no other creatures, sacrifice Emperor Crocodile. Emperor Crocodile 3G Creature - Crocodile 5/5 When you control no other creatures, sacrifice Emperor Crocodile. Empress Galina 3UU Legendary Creature - Merfolk 1/3 UU, T Gain control of target legendary permanent. (This effect doesn't end at end of turn.) Empty City Ruse W Sorcery Target opponent skips all combat phases of his or her next turn. Empty the Catacombs 3B Sorcery Each player returns all creature cards from his or her graveyard to his or her hand. Empty the Warrens 3R Sorcery Put two 1/1 red Goblin creature tokens into play. Storm (When you play this spell, copy it for each spell played before it this turn.) Empty-Shrine Kannushi W Creature - Human Cleric 1/1 Empty-Shrine Kannushi has protection from the colors of permanents you control. Empyrial Armor 1WW Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each card in your hand. Empyrial Plate 2 Artifact - Equipment Equipped creature gets +1/+1 for each card in your hand. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Enchanted Being 1WW Creature - Human 2/2 Prevent all combat damage that would be dealt to Enchanted Being by enchanted creatures. Enchantment Alteration U Instant Attach target Aura attached to a creature or land to another permanent of that type. Enchantment Alteration U Instant Attach target Aura attached to a creature or land to another permanent of that type. Enchantment Alteration U Instant Attach target Aura attached to a creature or land to another permanent of that type. Enchantress's Presence 2G Enchantment Whenever you play an enchantment spell, draw a card. Encroach B Sorcery Target player reveals his or her hand. Choose a nonbasic land card from it. That player discards that card. Endangered Armodon 2GG Creature - Elephant 4/5 When you control a creature with toughness 2 or less, sacrifice Endangered Armodon. Endbringer's Revel 2B Enchantment 4: Return target creature card from a graveyard to its owner's hand. Any player may play this ability but only any time he or she could play a sorcery. Endemic Plague 3B Sorcery As an additional cost to play Endemic Plague, sacrifice a creature. Destroy all creatures that share a creature type with the sacrificed creature. They can't be regenerated. Endless Cockroaches 1BB Creature - Insect 1/1 When Endless Cockroaches is put into to a graveyard from play, return Endless Cockroaches to its owner's hand. Endless Scream XB Enchantment - Aura Enchant creature Endless Scream comes into play with X scream counters on it. Enchanted creature gets +1/+0 for each scream counter on Endless Scream. Endless Swarm 5GGG Sorcery Put a 1/1 green Snake creature token into play for each card in your hand. Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.) Endless Whispers 2BB Enchantment Each creature has "When this creature is put into a graveyard from play, choose target opponent. That player puts this creature card from that graveyard into play under his or her control at end of turn." Endless Wurm 3GG Creature - Wurm 9/9 Trample At the beginning of your upkeep, sacrifice Endless Wurm unless you sacrifice an enchantment. Endoskeleton 2 Artifact You may choose not to untap Endoskeleton during your untap step. 2, T Target creature gets +0/+3 as long as Endoskeleton remains tapped. Endrek Sahr, Master Breeder 4B Legendary Creature - Human Wizard 2/2 Whenever you play a creature spell, put X 1/1 black Thrull creature tokens into play, where X is that spell's converted mana cost. When you control seven or more Thrulls, sacrifice Endrek Sahr, Master Breeder. Enduring Ideal 5WW Sorcery Search your library for an enchantment card and put it into play. Then shuffle your library. Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.) Enduring Renewal 2WW Enchantment Play with your hand revealed. If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card. Whenever a creature is put into your graveyard from play, return it to your hand. Enduring Renewal 2WW Enchantment Play with your hand revealed. If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card. Whenever a creature is put into your graveyard from play, return it to your hand. Enemy of the Guildpact 4B Creature - Spirit 4/2 Protection from multicolored Energizer 4 Artifact Creature - Juggernaut 2/2 2, T Put a +1/+1 counter on Energizer. Energy Arc WU Instant Untap any number of target creatures. Prevent all combat damage that would be dealt to and dealt by those creatures this turn. Energy Arc WU Instant Untap any number of target creatures. Prevent all combat damage that would be dealt to and dealt by those creatures this turn. Energy Bolt XRW Sorcery Choose one - Energy Bolt deals X damage to target player; or target player gains X life. Energy Chamber 2 Artifact At the beginning of your upkeep, choose one - Put a +1/+1 counter on target artifact creature; or put a charge counter on target noncreature artifact. Energy Field 1U Enchantment Prevent all damage that would be dealt to you by sources you don't control. When a card is put into your graveyard, sacrifice Energy Field. Energy Flux 2U Enchantment All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay 2." Energy Flux 2U Enchantment All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay 2." Energy Flux 2U Enchantment All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay 2." Energy Flux 2U Enchantment All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay 2." Energy Flux 2U Enchantment All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay 2." Energy Storm 1W Enchantment Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Prevent all damage that would be dealt by instant and sorcery spells. Creatures with flying don't untap during their controller's untap step. Energy Tap U Sorcery Tap target untapped creature you control. If you do, add X to your mana pool, where X is that creature's converted mana cost. Energy Tap U Sorcery Tap target untapped creature you control. If you do, add X to your mana pool, where X is that creature's converted mana cost. Energy Vortex 3UU Enchantment As Energy Vortex comes into play, choose an opponent. At the beginning of your upkeep, remove all energy counters from Energy Vortex. At the beginning of the chosen player's upkeep, Energy Vortex deals 3 damage to that player unless he or she pays 1 for each energy counter on Energy Vortex. X: Put X energy counters on Energy Vortex. Play this ability only during your upkeep. Enervate 1U Instant Tap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. Enervate 1U Instant Tap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. Enfeeblement BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets -2/-2. Enfeeblement BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets -2/-2. Enfeeblement BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets -2/-2. Enfeeblement BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets -2/-2. Engineered Explosives X Artifact Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) 2, Sacrifice Engineered Explosives: Destroy each nonland permanent with converted mana cost equal to the number of charge counters on Engineered Explosives. Engineered Plague 2B Enchantment As Engineered Plague comes into play, choose a creature type. All creatures of the chosen type get -1/-1. Engineered Plague 2B Enchantment As Engineered Plague comes into play, choose a creature type. All creatures of the chosen type get -1/-1. Engulfing Flames R Instant Engulfing Flames deals 1 damage to target creature. It can't be regenerated this turn. Flashback 3R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Enigma Eidolon 3U Creature - Spirit 2/2 U, Sacrifice Enigma Eidolon: Target player puts the top three cards of his or her library into his or her graveyard. Whenever you play a multicolored spell, you may return Enigma Eidolon from your graveyard to your hand. Enlightened Tutor W Instant Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it. Enlightened Tutor W Instant Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it. Enlistment Officer 3W Creature - Human Soldier 2/3 First strike When Enlistment Officer comes into play, reveal the top four cards of your library. Put all Soldier cards revealed this way into your hand and the rest on the bottom of your library. Enormous Baloth 6G Creature - Beast 7/7 Enormous Baloth 6G Creature - Beast 7/7 Enormous Baloth 6G Creature - Beast 7/7 Enormous Baloth 6G Creature - Beast 7/7 Enrage XR Instant Target creature gets +X/+0 until end of turn. Enrage XR Instant Target creature gets +X/+0 until end of turn. Enrage XR Instant Target creature gets +X/+0 until end of turn. Enraging Licid 1R Creature - Licid 1/1 R, T Enraging Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay R to end this effect. Enchanted creature has haste. Enshrined Memories XG Sorcery Reveal the top X cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order. Enslave 4BB Enchantment - Aura Enchant creature You control enchanted creature. At the beginning of your upkeep, enchanted creature deals 1 damage to its owner. Enslaved Dwarf R Creature - Dwarf 1/1 R, Sacrifice Enslaved Dwarf: Target black creature gets +1/+0 and gains first strike until end of turn. Enslaved Horror 3B Creature - Horror 4/4 When Enslaved Horror comes into play, each other player may return a creature card from his or her graveyard to play. Enslaved Scout 2R Creature - Goblin Scout 2/2 2: Enslaved Scout gains mountainwalk until end of turn. Enslaved Scout 2R Creature - Goblin Scout 2/2 2: Enslaved Scout gains mountainwalk until end of turn. Ensnare 3U Instant You may return two Islands you control to their owner's hand rather than pay Ensnare's mana cost. Tap all creatures. Ensnaring Bridge 3 Artifact Creatures with power greater than the number of cards in your hand can't attack. Ensnaring Bridge 3 Artifact Creatures with power greater than the number of cards in your hand can't attack. Ensnaring Bridge 3 Artifact Creatures with power greater than the number of cards in your hand can't attack. Ensouled Scimitar 3 Artifact - Equipment 3: Ensouled Scimitar becomes a 1/5 Spirit artifact creature with flying until end of turn. (Equipment that's a creature can't equip a creature.) Equipped creature gets +1/+5. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) Entangler 2WW Enchantment - Aura Enchant creature Enchanted creature can block any number of creatures. Entangling Trap 1W Enchantment Whenever you clash, tap target creature an opponent controls. If you won, that creature doesn't untap during its controller's next untap step. (This ability triggers after the clash ends.) Enter the Dungeon BB Sorcery Players play a Magic subgame under the table starting at 5 life, using their libraries as their decks. After the subgame ends, the winner searches his or her library for two cards, puts those cards into his or her hand, then shuffles his or her library. Entomb B Instant Search your library for a card and put that card into your graveyard. Then shuffle your library. Entrails Feaster B Creature - Zombie Cat 1/1 At the beginning of your upkeep, you may remove a creature card in a graveyard from the game. If you do, put a +1/+1 counter on Entrails Feaster. If you don't, tap Entrails Feaster. Entropic Eidolon 3B Creature - Spirit 2/2 B, Sacrifice Entropic Eidolon: Target player loses 1 life and you gain 1 life. Whenever you play a multicolored spell, you may return Entropic Eidolon from your graveyard to your hand. Entropic Specter 3BB Creature - Specter Spirit */* Flying As Entropic Specter comes into play, choose an opponent. Entropic Specter's power and toughness are each equal to the number of cards in the chosen player's hand. Whenever Entropic Specter deals damage to a player, that player discards a card. Envelop U Instant Counter target sorcery spell. Eon Hub 5 Artifact Players skip their upkeep steps. Ephemeron 4UU Creature - Illusion 4/4 Flying Discard a card: Return Ephemeron to its owner's hand. Epic Proportions 4GG Enchantment - Aura Flash Enchant creature Enchanted creature gets +5/+5 and has trample. Epic Struggle 2GG Enchantment At the beginning of your upkeep, if you control twenty or more creatures, you win the game. Epicenter 4R Sorcery Target player sacrifices a land. Threshold - All players sacrifice all lands instead if seven or more cards are in your graveyard. Epochrasite 2 Artifact Creature - Construct 1/1 Epochrasite comes into play with three +1/+1 counters on it if you didn't play it from your hand. When Epochrasite is put into a graveyard from play, remove it from the game with three time counters on it and it gains suspend. Equal Treatment 1W Instant If any source would deal 1 or more damage to a creature or player this turn, it deals 2 damage to that creature or player instead. Draw a card. Equilibrium 1UU Enchantment Whenever you play a creature spell, you may pay 1. If you do, return target creature to its owner's hand. Equilibrium 1UU Enchantment Whenever you play a creature spell, you may pay 1. If you do, return target creature to its owner's hand. Equinox W Enchantment - Aura Enchant land Enchanted land has "T Counter target spell if it would destroy a land you control." Equipoise 2W Enchantment At the beginning of your upkeep, for each artifact target player controls in excess of the number you control, choose an artifact he or she controls. Repeat this process for creatures and lands. The chosen permanents phase out. Eradicate 2BB Sorcery Remove target nonblack creature from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library. Eradicate 2BB Sorcery Remove target nonblack creature from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library. Erase W Instant Remove target enchantment from the game. Erase (Not the Urza's Legacy One) 2W Instant If you control two or more white permanents that share an artist, you may play Erase (Not the Urza's Legacy One) without paying its mana cost. Remove target enchantment from the game. Erayo, Soratami Ascendant 1U Legendary Creature - Moonfolk Monk 1/1 Flying Whenever the fourth spell of a turn is played, flip Erayo, Soratami Ascendant. ----- Erayo's Essence Legendary Enchantment Whenever an opponent plays a spell for the first time in a turn, counter that spell. Erg Raiders 1B Creature - Human Warrior 2/3 At the end of your turn, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn. Erg Raiders 1B Creature - Human Warrior 2/3 At the end of your turn, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn. Erg Raiders 1B Creature - Human Warrior 2/3 At the end of your turn, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn. Erg Raiders 1B Creature - Human Warrior 2/3 At the end of your turn, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn. Erg Raiders 1B Creature - Human Warrior 2/3 At the end of your turn, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn. Erg Raiders 1B Creature - Human Warrior 2/3 At the end of your turn, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn. Erhnam Djinn 3G Creature - Djinn 4/5 At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. Erhnam Djinn 3G Creature - Djinn 4/5 At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. Erhnam Djinn 3G Creature - Djinn 4/5 At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. Erhnam Djinn 3G Creature - Djinn 4/5 At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. Erithizon 2GG Creature - Beast 4/4 Whenever Erithizon attacks, put a +1/+1 counter on target creature of defending player's choice. Eron the Relentless 3RR Legendary Creature - Human Rogue 5/2 Haste RRR: Regenerate Eron the Relentless. Eron the Relentless 3RR Legendary Creature - Human Rogue 5/2 Haste RRR: Regenerate Eron the Relentless. Erosion UUU Enchantment - Aura Enchant land At the beginning of the upkeep of enchanted land's controller, destroy that land unless that player pays 1 or 1 life. Erosion UUU Enchantment - Aura Enchant land At the beginning of the upkeep of enchanted land's controller, destroy that land unless that player pays 1 or 1 life. Errand of Duty 1W Instant Put a 1/1 white Knight creature token with banding into play. Errand of Duty 1W Instant Put a 1/1 white Knight creature token with banding into play. Errant Doomsayers 1W Creature - Human Rebel 1/1 T Tap target creature with toughness 2 or less. Errant Ephemeron 6U Creature - Illusion 4/4 Flying Suspend 4-1U (Rather than play this card from your hand, you may pay 1U and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Errant Minion 2U Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player may pay 1 or 2. Errant Minion deals damage to that player equal to 2 minus the amount of mana paid this way. Errantry 1R Enchantment - Aura Enchant creature Enchanted creature gets +3/+0 and can only attack alone. Errantry 1R Enchantment - Aura Enchant creature Enchanted creature gets +3/+0 and can only attack alone. Erratic Explosion 2R Sorcery Choose target creature or player. Reveal cards from the top of your library until you reveal a nonland card. Erratic Explosion deals damage equal to that card's converted mana cost to that creature or player. Put the revealed cards on the bottom of your library in any order. Erratic Mutation 2U Instant Choose target creature. Reveal cards from the top of your library until you reveal a nonland card. That creature gets +X/-X until end of turn, where X is that card's converted mana cost. Put all cards revealed this way on the bottom of your library in any order. Erratic Portal 4 Artifact 1, T Return target creature to its owner's hand unless its controller pays 1. Ersatz Gnomes 3 Artifact Creature - Gnome 1/1 T Target spell is colorless. T Target permanent becomes colorless until end of turn. Ertai, the Corrupted 2WUB Legendary Creature - Human Wizard 3/4 U, T, Sacrifice a creature or enchantment: Counter target spell. Ertai, the Corrupted 2WUB Legendary Creature - Human Wizard 3/4 U, T, Sacrifice a creature or enchantment: Counter target spell. Ertai, Wizard Adept 2U Legendary Creature - Human Wizard 1/1 2UU, T Counter target spell. Ertai's Familiar 1U Creature - Illusion 2/2 Phasing When Ertai's Familiar phases out or leaves play, put the top three cards of your library into your graveyard. U: Until your next upkeep, Ertai's Familiar can't phase out. Ertai's Meddling XU Instant X can't be 0. Target spell's controller removes it from the game with X delay counters on it. At the beginning of each of that player's upkeeps, if that card is removed from the game, remove a delay counter from it. If the card has no delay counters on it, he or she puts it onto the stack as a copy of the original spell. Ertai's Trickery U Instant Counter target spell if a kicker cost was paid for it. Escape Artist 1U Creature - Human Wizard 1/1 Escape Artist is unblockable. U, Discard a card: Return Escape Artist to its owner's hand. Escape Routes 2U Enchantment 2U: Return target white or black creature you control to its owner's hand. Escaped Shapeshifter 3UU Creature - Shapeshifter 3/4 As long as an opponent controls a creature with flying not named Escaped Shapeshifter, Escaped Shapeshifter has flying. The same is true for first strike, trample, and protection from any color. Essence Bottle 2 Artifact 3, T Put an elixir counter on Essence Bottle. T, Remove all elixir counters from Essence Bottle: You gain 2 life for each elixir counter removed this way. Essence Drain 4B Sorcery Essence Drain deals 3 damage to target creature or player and you gain 3 life. Essence Drain 4B Sorcery Essence Drain deals 3 damage to target creature or player and you gain 3 life. Essence Filter 1GG Sorcery Choose one - Destroy all enchantments; or destroy all nonwhite enchantments. Essence Flare U Enchantment - Aura Enchant creature Enchanted creature gets +2/+0. At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature. Essence Fracture 3UU Sorcery Return two target creatures to their owners' hands. Cycling 2U (2U, Discard this card: Draw a card.) Essence Leak U Enchantment - Aura Enchant permanent If enchanted permanent is red or green, it has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost." Essence Sliver 3W Creature - Sliver 3/3 All Slivers have lifelink. (Whenever a Sliver deals damage, its controller gain that much life.) Essence Sliver 3W Creature - Sliver 3/3 All Slivers have lifelink. (Whenever a Sliver deals damage, its controller gain that much life.) Essence Vortex 1UB Instant Destroy target creature unless its controller pays life equal to its toughness. A creature destroyed this way can't be regenerated. Essence Warden G Creature - Elf Shaman 1/1 Whenever another creature comes into play, you gain 1 life. Etched Oracle 4 Artifact Creature - Wizard 0/0 Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.) 1, Remove four +1/+1 counters from Etched Oracle: Target player draws three cards. Eternal Dominion 7UUU Sorcery Search target opponent's library for an artifact, creature, enchantment, or land card. Put that card into play under your control. Then that player shuffles his or her library. Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.) Eternal Dragon 5WW Creature - Dragon Spirit 5/5 Flying 3WW: Return Eternal Dragon from your graveyard to your hand. Play this ability only during your upkeep. Plainscycling 2 (2, Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.) Eternal Flame 2RR Sorcery Eternal Flame deals X damage to target opponent, where X is the number of Mountains you control. It deals half X damage, rounded up, to you. Eternal Warrior R Enchantment - Aura Enchant creature Enchanted creature has vigilance. Eternal Warrior R Enchantment - Aura Enchant creature Enchanted creature has vigilance. Eternal Warrior R Enchantment - Aura Enchant creature Enchanted creature has vigilance. Eternal Witness 1GG Creature - Human Shaman 2/1 When Eternal Witness comes into play, you may return target card from your graveyard to your hand. Eternity Snare 5U Enchantment - Aura Enchant creature When Eternity Snare comes into play, draw a card. Enchanted creature doesn't untap during its controller's untap step. Ether Well 3U Instant Put target creature on top of its owner's library. If that creature is red, you may put it on the bottom of its owner's library instead. Ethereal Champion 2WWW Creature - Avatar 3/4 Pay 1 life: Prevent the next 1 damage that would be dealt to Ethereal Champion this turn. Ethereal Champion 2WWW Creature - Avatar 3/4 Pay 1 life: Prevent the next 1 damage that would be dealt to Ethereal Champion this turn. Ethereal Haze W Instant - Arcane Prevent all damage that would be dealt by creatures this turn. Ethereal Usher 5U Creature - Spirit 2/3 U, T Target creature is unblockable this turn. Transmute 1UU (1UU, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) Ethereal Whiskergill 3U Creature - Elemental 4/3 Flying Ethereal Whiskergill can't attack unless defending player controls an Island. Eunuchs' Intrigues 2R Sorcery Target opponent chooses a creature he or she controls. Other creatures he or she controls can't block this turn. Eureka 2GG Sorcery Starting with you, each player may put a permanent card from his or her hand into play. Repeat this process until no one puts a card into play. Eureka 2GG Sorcery Starting with you, each player may put a permanent card from his or her hand into play. Repeat this process until no one puts a card into play. Evacuation 3UU Instant Return all creatures to their owners' hands. Evacuation 3UU Instant Return all creatures to their owners' hands. Evacuation 3UU Instant Return all creatures to their owners' hands. Evacuation 3UU Instant Return all creatures to their owners' hands. Evacuation 3UU Instant Return all creatures to their owners' hands. Evangelize 4W Sorcery Buyback 2WW (You may pay an additional 2WW as you play this spell. If you do, put this card into your hand as it resolves.) Gain control of target creature of an opponent's choice that he or she controls. Evaporate 2R Sorcery Evaporate deals 1 damage to each creature that's white or blue. Evasive Action 1U Instant Counter target spell unless its controller pays 1 for each basic land type among lands you control. Even the Odds 2W Instant Play Even the Odds only if you control fewer creatures than each opponent. Put three 1/1 white Soldier creature tokens into play. Everbark Shaman 4G Creature - Treefolk Shaman 3/5 T, Remove a Treefolk card in your graveyard from the game: Search your library for two Forest cards and put them into play tapped. Then shuffle your library. Everglades Land Everglades comes into play tapped. When Everglades comes into play, sacrifice it unless you return an untapped Swamp you control to its owner's hand. T Add 1B to your mana pool. Everglove Courier 2G Creature - Elf 2/1 You may choose not to untap Everglove Courier during your untap step. 2G, T As long as Everglove Courier remains tapped, target Elf creature gets +2/+2 and has trample. Evermind Instant - Arcane (Nonexistent mana costs can't be paid.) Draw a card. Evermind is blue. Splice onto Arcane 1U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Evil Eye of Orms-by-Gore 4B Creature - Eye 3/6 Non-Eye creatures you control can't attack. Evil Eye of Orms-by-Gore can't be blocked except by Walls. Evil Eye of Orms-by-Gore 4B Creature - Eye 3/6 Non-Eye creatures you control can't attack. Evil Eye of Orms-by-Gore can't be blocked except by Walls. Evil Eye of Orms-by-Gore 4B Creature - Eye 3/6 Non-Eye creatures you control can't attack. Evil Eye of Orms-by-Gore can't be blocked except by Walls. Evil Eye of Orms-by-Gore 4B Creature - Eye 3/6 Non-Eye creatures you control can't attack. Evil Eye of Orms-by-Gore can't be blocked except by Walls. Evil Eye of Urborg 4B Creature - Eye 6/3 Non-Eye creatures you control can't attack. Whenever Evil Eye of Urborg becomes blocked by a creature, destroy that creature. Evil Presence B Enchantment - Aura Enchant land Enchanted land is a Swamp. Evil Presence B Enchantment - Aura Enchant land Enchanted land is a Swamp. Evil Presence B Enchantment - Aura Enchant land Enchanted land is a Swamp. Evil Presence B Enchantment - Aura Enchant land Enchanted land is a Swamp. Evil Presence B Enchantment - Aura Enchant land Enchanted land is a Swamp. Evil Presence B Enchantment - Aura Enchant land Enchanted land is a Swamp. Evincar's Justice 2BB Sorcery Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Evincar's Justice deals 2 damage to each creature and each player. Eviscerator 3BB Creature - Horror 5/5 Protection from white When Eviscerator comes into play, you lose 5 life. Evolution Charm 1G Instant Choose one - Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library; or return target creature card from your graveyard to your hand; or target creature gains flying until end of turn. Evolution Vat 3 Artifact 3, T Tap target creature and put a +1/+1 counter on it. Until end of turn, that creature gains "2GU: Double the number of +1/+1 counters on this creature." Exalted Angel 4WW Creature - Angel 4/5 Flying, lifelink (Whenever this creature deals damage, you gain that much life.) Morph 2WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Exalted Dragon 4WW Creature - Dragon 5/5 Flying Exalted Dragon can't attack unless you sacrifice a land. Excavation 1U Enchantment 1, Sacrifice a land: Draw a card. Any player may play this ability. Excavator 2 Artifact T, Sacrifice a basic land: Target creature gains landwalk of each of the land types of the sacrificed land until end of turn. Excise XW Instant Remove target attacking creature from the game unless its controller pays X. Exclude 2U Instant Counter target creature spell. Draw a card. Excruciator 6RR Creature - Avatar 7/7 Damage that would be dealt by Excruciator can't be prevented. Execute 2B Instant Destroy target white creature. It can't be regenerated. Draw a card. Execute 2B Instant Destroy target white creature. It can't be regenerated. Draw a card. Execute 2B Instant Destroy target white creature. It can't be regenerated. Draw a card. Exhaustion 2U Sorcery Creatures and lands target opponent controls don't untap during his or her next untap step. Exhaustion 2U Sorcery Creatures and lands target opponent controls don't untap during his or her next untap step. Exhaustion 2U Sorcery Creatures and lands target opponent controls don't untap during his or her next untap step. Exhaustion 2U Sorcery Creatures and lands target opponent controls don't untap during his or her next untap step. Exhaustion 2U Sorcery Creatures and lands target opponent controls don't untap during his or her next untap step. Exhaustion 2U Sorcery Creatures and lands target opponent controls don't untap during his or her next untap step. Exhume 1B Sorcery Each player puts a creature card from his or her graveyard into play. Exhume 1B Sorcery Each player puts a creature card from his or her graveyard into play. Exhumer Thrull 5B Creature - Thrull 3/3 Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Exhumer Thrull comes into play or the creature it haunts is put into a graveyard, return target creature card from your graveyard to your hand. Exile 2W Instant Remove target nonwhite attacking creature from the game. You gain life equal to its toughness. Exile 2W Instant Remove target nonwhite attacking creature from the game. You gain life equal to its toughness. Exile 2W Instant Remove target nonwhite attacking creature from the game. You gain life equal to its toughness. Exile into Darkness 4B Sorcery Target player sacrifices a creature with converted mana cost 3 or less. At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Exile into Darkness from your graveyard to your hand. Exiled Boggart 1B Creature - Goblin Rogue 2/2 When Exiled Boggart is put into a graveyard from play, discard a card. Exiled Doomsayer 1W Creature - Human Cleric 1/2 All morph costs cost 2 more. (This doesn't affect the cost to play creatures face down.) Exorcist WW Creature - Human Cleric 1/1 1W, T Destroy target black creature. Exoskeletal Armor 1G Enchantment - Aura Enchant creature Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards. Exotic Curse 2B Enchantment - Aura Enchant creature Enchanted creature gets -1/-1 for each basic land type among lands you control. Exotic Disease 4B Sorcery Target player loses X life and you gain X life, where X is the number of basic land types among lands you control. Expendable Troops 1W Creature - Human Soldier 2/1 T, Sacrifice Expendable Troops: Expendable Troops deals 2 damage to target attacking or blocking creature. Experiment Kraj 2GGUU Legendary Creature - Ooze Mutant 4/6 Experiment Kraj has all activated abilities of each other creature with a +1/+1 counter on it. T Put a +1/+1 counter on target creature. Exploration G Enchantment You may play an additional land each of your turns. Explosive Growth G Instant Kicker 5 (You may pay an additional 5 as you play this spell.) Target creature gets +2/+2 until end of turn. If the kicker cost was paid, that creature gets +5/+5 until end of turn instead. Explosive Vegetation 3G Sorcery Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library. Expunge 2B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Cycling 2 (2, Discard this card: Draw a card.) Extinction 4B Sorcery Destroy all creatures of the creature type of your choice. Extinguish 1U Instant Counter target sorcery spell. Extinguish 1U Instant Counter target sorcery spell. Extinguish 1U Instant Counter target sorcery spell. Extirpate B Instant Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Choose target card in a graveyard other than a basic land. Search its owner's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library. Extortion 3BB Sorcery Look at target player's hand and choose up to two cards from it. That player discards those cards. Extra Arms 4R Enchantment - Aura Enchant creature Whenever enchanted creature attacks, it deals 2 damage to target creature or player. Extract U Sorcery Search target player's library for a card and remove that card from the game. Then that player shuffles his or her library. Extraplanar Lens 3 Artifact Imprint - When Extraplanar Lens comes into play, you may remove target land you control from the game. (The removed card is imprinted on this artifact.) Whenever a land with the same name as the imprinted card is tapped for mana, its controller adds one mana to his or her mana pool of any type that land produced. Extravagant Spirit 3U Creature - Spirit 4/4 Flying At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay 1 for each card in your hand. Extruder 4 Artifact Creature - Juggernaut 4/3 Echo 4 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Sacrifice an artifact: Put a +1/+1 counter on target creature. Eye for an Eye WW Instant Eye for an Eye deals X damage to the controller of the source of your choice that dealt damage to you this turn, where X is the damage dealt to you by that source this turn. Eye for an Eye WW Instant Eye for an Eye deals X damage to the controller of the source of your choice that dealt damage to you this turn, where X is the damage dealt to you by that source this turn. Eye for an Eye WW Instant Eye for an Eye deals X damage to the controller of the source of your choice that dealt damage to you this turn, where X is the damage dealt to you by that source this turn. Eye for an Eye WW Instant Eye for an Eye deals X damage to the controller of the source of your choice that dealt damage to you this turn, where X is the damage dealt to you by that source this turn. Eye of Nowhere UU Sorcery - Arcane Return target permanent to its owner's hand. Eye of Ramos 3 Artifact T Add U to your mana pool. Sacrifice Eye of Ramos: Add U to your mana pool. Eye of Singularity 3W World Enchantment When Eye of Singularity comes into play, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated. Whenever a permanent other than a basic land comes into play, destroy all other permanents with that name. They can't be regenerated. Eye of the Storm 5UU Enchantment Whenever a player plays an instant or sorcery card, remove it from the game. Then that player copies each instant or sorcery card removed from the game with Eye of the Storm. For each copy, the player may play the copy without paying its mana cost. Eye of Yawgmoth 3 Artifact 3, T, Sacrifice a creature: Reveal cards from the top of your library equal to the sacrificed creature's power. Put one into your hand and remove the rest from the game. Eye Spy U Sorcery Look at the top card of target player's library. You may put that card into his or her graveyard. Eye Spy U Sorcery Look at the top card of target player's library. You may put that card into his or her graveyard. Eye to Eye 2B Instant You and target creature's controller have a staring contest. If you win, destroy that creature. Eyeblight's Ending 2B Tribal Instant - Elf Destroy target non-Elf creature. Eyes of the Watcher 2U Enchantment Whenever you play an instant or sorcery spell, you may pay 1. If you do, scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Eyes of the Wisent 1G Tribal Enchantment - Elemental Whenever an opponent plays a blue spell during your turn, you may put a 4/4 green Elemental creature token into play. Fa'adiyah Seer 1G Creature - Human Shaman 1/1 T Draw a card and reveal it. If it isn't a land card, discard it. Fabricate 2U Sorcery Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library. Face of Fear 5B Creature - Horror 3/4 2B, Discard a card: Face of Fear gains fear until end of turn. Face to Face 1R Sorcery You and target opponent play a best two-out-of-three Rock, Paper, Scissors match. If you win, Face to Face deals 5 damage to that opponent. Faceless Butcher 2BB Creature - Nightmare Horror 2/3 When Faceless Butcher comes into play, remove target creature other than Faceless Butcher from the game. When Faceless Butcher leaves play, return the removed card to play under its owner's control. Faceless Butcher 2BB Creature - Nightmare Horror 2/3 When Faceless Butcher comes into play, remove target creature other than Faceless Butcher from the game. When Faceless Butcher leaves play, return the removed card to play under its owner's control. Faceless Devourer 2B Creature - Nightmare Horror 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) When Faceless Devourer comes into play, remove another target creature with shadow from the game. When Faceless Devourer leaves play, return the removed card to play under its owner's control. Faces of the Past 2U Enchantment Whenever a creature is put into a graveyard from play, tap or untap all creatures that share a creature type with it. Facevaulter B Creature - Goblin Warrior 1/1 B, Sacrifice a Goblin: Facevaulter gets +2/+2 until end of turn. Fact or Fiction 3U Instant Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. Fade Away 2U Sorcery For each creature, that creature's controller pays 1 or sacrifices a permanent. Fade from Memory B Instant Remove target card in a graveyard from the game. Cycling B (B, Discard this card: Draw a card.) Faerie Conclave Land Faerie Conclave comes into play tapped. T Add U to your mana pool. 1U: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land. (It can't be blocked except by creatures with flying or reach.) Faerie Conclave Land Faerie Conclave comes into play tapped. T Add U to your mana pool. 1U: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land. (It can't be blocked except by creatures with flying or reach.) Faerie Harbinger 3U Creature - Faerie Wizard 2/2 Flash Flying When Faerie Harbinger comes into play, you may search your library for a Faerie card, reveal it, then shuffle your library and put that card on top of it. Faerie Noble 2G Creature - Faerie 1/2 Flying Other Faerie creatures you control get +0/+1. T Other Faerie creatures you control get +1/+0 until end of turn. Faerie Squadron U Creature - Faerie 1/1 Kicker 3U (You may pay an additional 3U as you play this spell.) If the kicker cost was paid, Faerie Squadron comes into play with two +1/+1 counters on it and with flying. Faerie Tauntings 2B Tribal Enchantment - Faerie Whenever you play a spell during an opponent's turn, you may have each opponent lose 1 life. Faerie Trickery 1UU Tribal Instant - Faerie Counter target non-Faerie spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard. Faith Healer 1W Creature - Human Cleric 1/1 Sacrifice an enchantment: You gain life equal to its converted mana cost. Faithful Squire 1WW Creature - Human Soldier 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Faithful Squire. At end of turn, if there are two or more ki counters on Faithful Squire, you may flip it. ----- Kaiso, Memory of Loyalty Legendary Creature - Spirit 3/4 Flying Remove a ki counter from Kaiso, Memory of Loyalty: Prevent all damage that would be dealt to target creature this turn. Faith's Fetters 3W Enchantment - Aura Enchant permanent When Faith's Fetters comes into play, you gain 4 life. Enchanted permanent's activated abilities can't be played unless they're mana abilities. If enchanted permanent is a creature, it can't attack or block. Fallen Angel 3BB Creature - Angel 3/3 Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn. Fallen Angel 3BB Creature - Angel 3/3 Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn. Fallen Angel 3BB Creature - Angel 3/3 Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn. Fallen Angel 3BB Creature - Angel 3/3 Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn. Fallen Angel 3BB Creature - Angel 3/3 Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn. Fallen Angel 3BB Creature - Angel 3/3 Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn. Fallen Angel 3BB Creature - Angel 3/3 Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn. Fallen Askari 1B Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Fallen Askari can't block. Fallen Cleric 4B Creature - Zombie Cleric 4/2 Protection from Clerics Morph 4B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Fallen Ideal 2B Enchantment - Aura Enchant creature Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn." When Fallen Ideal is put into a graveyard from play, return Fallen Ideal to its owner's hand. Falling Star 2R Sorcery Flip Falling Star onto the playing area from a height of at least one foot. Falling Star deals 3 damage to each creature it lands on. Tap all creatures dealt damage by Falling Star. If Falling Star doesn't turn completely over at least once during the flip, it has no effect. Falling Timber 2G Instant Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.) Prevent all combat damage target creature would deal this turn. If the kicker cost was paid, prevent all combat damage another target creature would deal this turn. Fallow Earth 2G Sorcery Put target land on top of its owner's library. Fallow Earth 2G Sorcery Put target land on top of its owner's library. Fallow Wurm 2G Creature - Wurm 4/4 When Fallow Wurm comes into play, sacrifice it unless you discard a land card. Fallowsage 3U Creature - Merfolk Wizard 2/2 Whenever Fallowsage becomes tapped, you may draw a card. False Cure BB Instant Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life he or she gained. False Dawn 1W Sorcery Until end of turn, spells and abilities you control that would add colored mana to your mana pool add that much white mana instead. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card. False Defeat 3W Sorcery Return target creature card from your graveyard to play. False Demise 2U Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, return that card to play under your control. False Demise 2U Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, return that card to play under your control. False Demise 2U Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, return that card to play under your control. False Memories 1U Instant Put the top seven cards of your library into your graveyard. At end of turn, remove seven cards in your graveyard from the game. False Mourning G Sorcery Put target card from your graveyard on top of your library. False Orders R Instant Play False Orders only during the declare blockers step. Remove target creature defending player controls from combat. Creatures it blocked that no other creature blocked this combat become unblocked. You may have it block an attacking creature of your choice. False Orders R Instant Play False Orders only during the declare blockers step. Remove target creature defending player controls from combat. Creatures it blocked that no other creature blocked this combat become unblocked. You may have it block an attacking creature of your choice. False Orders R Instant Play False Orders only during the declare blockers step. Remove target creature defending player controls from combat. Creatures it blocked that no other creature blocked this combat become unblocked. You may have it block an attacking creature of your choice. False Peace W Sorcery Target player skips all combat phases of his or her next turn. False Peace W Sorcery Target player skips all combat phases of his or her next turn. False Prophet 2WW Creature - Human Cleric 2/2 When False Prophet is put into a graveyard from play, remove all creatures from the game. False Prophet 2WW Creature - Human Cleric 2/2 When False Prophet is put into a graveyard from play, remove all creatures from the game. False Summoning 1U Instant Counter target creature spell. Falter 1R Instant Creatures without flying can't block this turn. Familiar Ground 2G Enchantment Each creature you control can't be blocked by more than one creature. Familiar Ground 2G Enchantment Each creature you control can't be blocked by more than one creature. Familiar Ground 2G Enchantment Each creature you control can't be blocked by more than one creature. Familiar's Ruse UU Instant As an additional cost to play Familiar's Ruse, return a creature you control to its owner's hand. Counter target spell. Famine 3BB Sorcery Famine deals 3 damage to each creature and each player. Famished Ghoul 3B Creature - Zombie 3/2 1B, Sacrifice Famished Ghoul: Remove up to two target cards in a single graveyard from the game. Fanatical Devotion 2W Enchantment Sacrifice a creature: Regenerate target creature. Fanatical Fever 2GG Instant Target creature gets +3/+0 and gains trample until end of turn. Fangren Firstborn 1GGG Creature - Beast 4/2 Whenever Fangren Firstborn attacks, put a +1/+1 counter on each attacking creature. Fangren Hunter 3GG Creature - Beast 4/4 Trample Fangren Pathcutter 4GG Creature - Beast 4/6 Whenever Fangren Pathcutter attacks, attacking creatures gain trample until end of turn. Fanning the Flames XRR Sorcery Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Fanning the Flames deals X damage to target creature or player. Far Wanderings 2G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Threshold - If seven or more cards are in your graveyard, instead search your library for three basic land cards and put them into play tapped. Then shuffle your library. Farewell to Arms 1BB Enchantment As Farewell to Arms comes into play, choose a hand attached to an opponent's arm. When the chosen hand isn't behind its owner's back, sacrifice Farewell to Arms. If you do, that player discards his or her hand . . . of cards. (The lawyers wouldn't let us do it the other way.) Farmstead WWW Enchantment - Aura Enchant land Enchanted land has "At the beginning of your upkeep, you may pay WW. If you do, you gain 1 life." Farmstead WWW Enchantment - Aura Enchant land Enchanted land has "At the beginning of your upkeep, you may pay WW. If you do, you gain 1 life." Farmstead WWW Enchantment - Aura Enchant land Enchanted land has "At the beginning of your upkeep, you may pay WW. If you do, you gain 1 life." Farmstead WWW Enchantment - Aura Enchant land Enchanted land has "At the beginning of your upkeep, you may pay WW. If you do, you gain 1 life." Farrelite Priest 1WW Creature - Human Cleric 1/3 1: Add W to your mana pool. At end of turn, if this ability has been played four or more times this turn, sacrifice Farrelite Priest. Farrel's Mantle 2W Enchantment - Aura Enchant creature Enchanted creature has "Whenever this creature attacks and isn't blocked, you may have it deal X plus 2 damage to target creature, where X is this creature's power. If you do, this creature deals no combat damage this turn." Farrel's Zealot 1WW Creature - Human 2/2 Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot deals no combat damage this turn. Farrel's Zealot 1WW Creature - Human 2/2 Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot deals no combat damage this turn. Farrel's Zealot 1WW Creature - Human 2/2 Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot deals no combat damage this turn. Farseek 1G Sorcery Search your library for a Plains, Island, Swamp, or Mountain card and put it into play tapped. Then shuffle your library. Farsight Mask 5 Artifact Whenever a source an opponent controls deals damage to you, if Farsight Mask is untapped, you may draw a card. Fascist Art Director 1WW Creature - Human Horror 2/2 WW: Fascist Art Director gains protection from the artist of your choice until end of turn.. Fastbond G Enchantment You may play as many lands as you choose on your turn. Whenever you play a land other than the first land of the turn, Fastbond deals 1 damage to you. Fastbond G Enchantment You may play as many lands as you choose on your turn. Whenever you play a land other than the first land of the turn, Fastbond deals 1 damage to you. Fastbond G Enchantment You may play as many lands as you choose on your turn. Whenever you play a land other than the first land of the turn, Fastbond deals 1 damage to you. Fastbond G Enchantment You may play as many lands as you choose on your turn. Whenever you play a land other than the first land of the turn, Fastbond deals 1 damage to you. Fasting W Enchantment At the beginning of your upkeep, put a hunger counter on Fasting. If Fasting has five or more hunger counters on it, sacrifice it. Otherwise, you may choose to skip your draw step this turn and gain 2 life. When you draw a card, sacrifice Fasting. Fat Ass 4G Creature - Donkey Shaman 2/31/2 Fat Ass gets +2/+2 and has trample as long as you're eating. (Food is in your mouth and you're chewing, licking, sucking, or swallowing it.) Fatal Attraction 2R Enchantment - Aura Enchant creature When Fatal Attraction comes into play, it deals 2 damage to enchanted creature. At the beginning of your upkeep, Fatal Attraction deals 4 damage to enchanted creature. Fatal Blow B Instant Destroy target creature that was dealt damage this turn. It can't be regenerated. Fatal Blow B Instant Destroy target creature that was dealt damage this turn. It can't be regenerated. Fatal Frenzy 2R Instant Until end of turn, target creature you control gains trample and gets +X/+0, where X is its power. Sacrifice it at end of turn. Fatal Lore 2BB Sorcery An opponent chooses one - You draw three cards; or you destroy up to two target creatures that opponent controls and that player draws up to three cards. Those creatures can't be regenerated. Fatal Mutation B Enchantment - Aura Enchant creature When enchanted creature is turned face up, destroy it. It can't be regenerated. Fatespinner 1UU Creature - Human Wizard 1/2 At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn. Fathom Seer 1U Creature - Illusion 1/3 Morph-Return two Islands you control to their owner's hand. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Fathom Seer is turned face up, draw two cards. Fathom Trawl 3UU Sorcery Reveal cards from the top of your library until you reveal three nonland cards. Put the nonland cards revealed this way into your hand, then put the rest of the revealed cards on the bottom of your library in any order. Fatigue 1U Sorcery Target player skips his or her next draw step. Fault Line XRR Instant Fault Line deals X damage to each creature without flying and each player. Fault Riders 2R Creature - Human 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. Faultgrinder 6R Creature - Elemental 4/4 Trample When Faultgrinder comes into play, destroy target land. Evoke 4R (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Favor of the Mighty 1W Tribal Enchantment - Giant Each creature with the highest converted mana cost has protection from all colors. Favorable Destiny 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+2 as long as it's white. Enchanted creature has shroud as long as its controller controls another creature. (It can't be the target of spells or abilities.) Fear BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Fear BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Fear BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Fear BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Fear BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Fear BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Fear BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Fear BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Fear BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Fear BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Fear BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Fear BB Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Feast of Flesh B Sorcery Feast of Flesh deals X damage to target creature and you gain X life, where X is 1 plus the number of cards named Feast of Flesh in all graveyards. Feast of the Unicorn 3B Enchantment - Aura Enchant creature Enchanted creature gets +4/+0. Feast of the Unicorn 3B Enchantment - Aura Enchant creature Enchanted creature gets +4/+0. Feast of the Unicorn 3B Enchantment - Aura Enchant creature Enchanted creature gets +4/+0. Feast of Worms 3GG Sorcery - Arcane Destroy target land. If that land was legendary, its controller sacrifices another land. Feast or Famine 3B Instant Choose one - Put a 2/2 black Zombie creature token into play; or destroy target nonblack, nonartifact creature and it can't be regenerated. Feast or Famine 3B Instant Choose one - Put a 2/2 black Zombie creature token into play; or destroy target nonblack, nonartifact creature and it can't be regenerated. Feast or Famine 3B Instant Choose one - Put a 2/2 black Zombie creature token into play; or destroy target nonblack, nonartifact creature and it can't be regenerated. Fecundity 2G Enchantment Whenever a creature is put into a graveyard from play, that creature's controller may draw a card. Fecundity 2G Enchantment Whenever a creature is put into a graveyard from play, that creature's controller may draw a card. Fecundity 2G Enchantment Whenever a creature is put into a graveyard from play, that creature's controller may draw a card. Feebleness 1B Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature Enchanted creature gets -2/-1. Feedback 2U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player. Feedback 2U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player. Feedback 2U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player. Feedback 2U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player. Feedback 2U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player. Feedback 2U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player. Feedback Bolt 4R Instant Feedback Bolt deals damage to target player equal to the number of artifacts you control. Feeding Frenzy 2B Instant Target creature gets -X/-X until end of turn, where X is the number of Zombies in play. Feint R Instant Tap all creatures blocking target attacking creature. Prevent all combat damage this turn that would be dealt by that creature and all creatures blocking it. Feldon's Cane 1 Artifact T, Remove Feldon's Cane from the game: Shuffle your graveyard into your library. Feldon's Cane 1 Artifact T, Remove Feldon's Cane from the game: Shuffle your graveyard into your library. Feldon's Cane 1 Artifact T, Remove Feldon's Cane from the game: Shuffle your graveyard into your library. Feldon's Cane 1 Artifact T, Remove Feldon's Cane from the game: Shuffle your graveyard into your library. Fellwar Stone 2 Artifact T Add to your mana pool one mana of any color that a land an opponent controls could produce. Fellwar Stone 2 Artifact T Add to your mana pool one mana of any color that a land an opponent controls could produce. Fellwar Stone 2 Artifact T Add to your mana pool one mana of any color that a land an opponent controls could produce. Fellwar Stone 2 Artifact T Add to your mana pool one mana of any color that a land an opponent controls could produce. Femeref Archers 2G Creature - Human Archer 2/2 T Femeref Archers deals 4 damage to target attacking creature with flying. Femeref Archers 2G Creature - Human Archer 2/2 T Femeref Archers deals 4 damage to target attacking creature with flying. Femeref Archers 2G Creature - Human Archer 2/2 T Femeref Archers deals 4 damage to target attacking creature with flying. Femeref Archers 2G Creature - Human Archer 2/2 T Femeref Archers deals 4 damage to target attacking creature with flying. Femeref Enchantress GW Creature - Human Druid 1/2 Whenever an enchantment is put into a graveyard from play, draw a card. Femeref Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Femeref Knight 2W Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) W: Femeref Knight gains vigilance until end of turn. Femeref Scouts 2W Creature - Human Scout 1/4 Fen Stalker 3B Creature - Nightstalker 3/2 Fen Stalker has fear as long as you control no untapped lands. Fencer Clique 2UU Creature - Faerie Soldier 3/2 Flying U: Put Fencer Clique on top of its owner's library. Fencer's Magemark 2R Enchantment - Aura Enchant creature Creatures you control that are enchanted get +1/+1 and have first strike. Fend Off 1W Instant Prevent all combat damage that would be dealt by target creature this turn. Cycling 2 (2, Discard this card: Draw a card.) Fendeep Summoner 4B Creature - Treefolk Shaman 3/5 T Up to two target Swamps each become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn. Feral Animist 1RG Creature - Goblin Shaman 2/1 3: Feral Animist gets +X/+0 until end of turn, where X is its power. Feral Deceiver 3G Creature - Spirit 3/2 1: Look at the top card of your library. 2: Reveal the top card of your library. If it's a land card, Feral Deceiver gets +2/+2 and gains trample until end of turn. Play this ability only once each turn. Feral Instinct 1G Instant Target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep. Feral Lightning 3RRR Sorcery Put three 3/1 red Elemental creature tokens with haste into play. Remove them from the game at end of turn. Feral Shadow 2B Creature - Nightstalker 2/1 Flying Feral Shadow 2B Creature - Nightstalker 2/1 Flying Feral Shadow 2B Creature - Nightstalker 2/1 Flying Feral Shadow 2B Creature - Nightstalker 2/1 Flying Feral Shadow 2B Creature - Nightstalker 2/1 Flying Feral Thallid 3GGG Creature - Fungus 6/3 At the beginning of your upkeep, put a spore counter on Feral Thallid. Remove three spore counters from Feral Thallid: Regenerate Feral Thallid. Feral Throwback 4GG Creature - Beast 3/3 Amplify 2 (As this card comes into play, put two +1/+1 counters on it for each Beast card you reveal in your hand.) Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Feral Throwback 4GG Creature - Beast 3/3 Amplify 2 (As this card comes into play, put two +1/+1 counters on it for each Beast card you reveal in your hand.) Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Ferocious Charge 2G Instant Target creature gets +4/+4 until end of turn. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Ferocity 1G Enchantment - Aura Enchant creature Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it. Feroz's Ban 6 Artifact Creature spells cost 2 more to play. Feroz's Ban 6 Artifact Creature spells cost 2 more to play. Feroz's Ban 6 Artifact Creature spells cost 2 more to play. Ferropede 3 Artifact Creature - Insect 1/1 Ferropede is unblockable. Whenever Ferropede deals combat damage to a player, you may remove a counter from target permanent. Fertile Ground 1G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool. Fertile Ground 1G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool. Fertile Ground 1G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool. Fertile Ground 1G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool. Fertile Ground 1G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool. Fertile Imagination 2GG Sorcery Choose a card type. Target opponent reveals his or her hand. Put two 1/1 green Saproling creature tokens into play for each card of the chosen type revealed this way. Fertilid 2G Creature - Elemental 0/0 Fertilid comes into play with two +1/+1 counters on it. 1G, Remove a +1/+1 counter from Fertilid: Target player searches his or her library for a basic land card and puts it into play tapped. Then that player shuffles his or her library. Fervent Charge 1WBR Enchantment Whenever a creature you control attacks, it gets +2/+2 until end of turn. Fervent Denial 3UU Instant Counter target spell. Flashback 5UU (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Fervor 2R Enchantment Creatures you control have haste. Fervor 2R Enchantment Creatures you control have haste. Fervor 2R Enchantment Creatures you control have haste. Festercreep 1B Creature - Elemental 0/0 Festercreep comes into play with a +1/+1 counter on it. 1B, Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn. Festering Evil 3BB Enchantment At the beginning of your upkeep, Festering Evil deals 1 damage to each creature and each player. BB, Sacrifice Festering Evil: Festering Evil deals 3 damage to each creature and each player. Festering Goblin B Creature - Zombie Goblin 1/1 When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn. Festering 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 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 March 3BB Sorcery Creatures your opponents control get -1/-1 until end of turn. Remove Festering March from the game with three time counters on it. Suspend 3-2B (Rather than play this card from your hand, you may pay 2B and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Festering Wound 1B Enchantment - Aura Enchant creature At the beginning of your upkeep, you may put an infection counter on Festering Wound. At the beginning of the upkeep of enchanted creature's controller, Festering Wound deals X damage to that player, where X is the number of infection counters on Festering Wound. Festival W Instant Play Festival only during an opponent's upkeep. Creatures can't attack this turn. Festival of the Guildpact XW Instant Prevent the next X damage that would be dealt to you this turn. Draw a card. Festival of Trokin W Sorcery You gain 2 life for each creature you control. Fetid Horror 3B Creature - Shade Horror 1/2 B: Fetid Horror gets +1/+1 until end of turn. Feudkiller's Verdict 4WW Tribal Sorcery - Giant You gain 10 life. Then if you have more life than an opponent, put a 5/5 white Giant Warrior creature token into play. 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 creature. Fevered Convulsions BB Enchantment 2BB: Put a -1/-1 counter on target creature. Fevered Strength 2B Instant Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep. Fevered Strength 2B Instant Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep. Fickle Efreet 3R Creature - Efreet 5/2 Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet. Fiddlehead Kami 4G Creature - Spirit 3/3 Whenever you play a Spirit or Arcane spell, regenerate Fiddlehead Kami. Field Marshal 1WW Creature - Human Soldier 2/2 Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.) Field Marshal 1WW Creature - Human Soldier 2/2 Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.) Field of Dreams U World Enchantment Players play with the top card of their libraries revealed. Field of Reality 2U Enchantment - Aura Enchant creature Enchanted creature can't be blocked by Spirits. 1U: Return Field of Reality to its owner's hand. Field of Souls 2WW Enchantment Whenever a nontoken creature is put into your graveyard from play, put a 1/1 white Spirit creature token with flying into play. Field Surgeon 1W Creature - Human Cleric 1/1 Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn. Fierce Empath 2G Creature - Elf 1/1 When Fierce Empath comes into play, you may search your library for a creature card with converted mana cost 6 or more, reveal it, and put it into your hand. Then shuffle your library. Fiery Conclusion 1R Instant As an additional cost to play Fiery Conclusion, sacrifice a creature. Fiery Conclusion deals 5 damage to target creature. Fiery Gambit 2R Sorcery Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control. Fiery Justice RGW Sorcery Fiery Justice deals 5 damage divided as you choose among any number of target creatures and/or players. Target opponent gains 5 life. Fiery Justice RGW Sorcery Fiery Justice deals 5 damage divided as you choose among any number of target creatures and/or players. Target opponent gains 5 life. Fiery Mantle 1R Enchantment - Aura Enchant creature When Fiery Mantle is put into a graveyard from play, return Fiery Mantle to its owner's hand. R: Enchanted creature gets +1/+0 until end of turn. Fiery Temper 1RR Instant Fiery Temper deals 3 damage to target creature or player. Madness R (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Fiery Temper 1RR Instant Fiery Temper deals 3 damage to target creature or player. Madness R (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Fight or Flight 3W Enchantment At the beginning of each opponent's combat phase, separate all creatures that player controls into two piles. Only creatures in the pile of his or her choice can attack this turn. Fighting Chance R Instant For each blocking creature, flip a coin. If you win the flip, prevent all combat damage that would be dealt by that creature this turn. Fighting Drake 2UU Creature - Drake 2/4 Flying Fighting Drake 2UU Creature - Drake 2/4 Flying Fighting Drake 2UU Creature - Drake 2/4 Flying Fill with Fright 3B Sorcery Target player discards two cards. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Filth 3B Creature - Incarnation 2/2 Swampwalk As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk. Filthy Cur 1B Creature - Hound 2/2 Whenever Filthy Cur is dealt damage, you lose that much life. Final Fortune RR Instant Take an extra turn after this one. At the end of that turn, you lose the game. Final Fortune RR Instant Take an extra turn after this one. At the end of that turn, you lose the game. Final Fortune RR Instant Take an extra turn after this one. At the end of that turn, you lose the game. Final Judgment 4WW Sorcery Remove all creatures from the game. Final Punishment 3BB Sorcery Target player loses life equal to the damage already dealt to him or her this turn. Final Punishment 3BB Sorcery Target player loses life equal to the damage already dealt to him or her this turn. Final Revels 4B Sorcery Choose one - All creatures get +2/+0 until end of turn; or all creatures get -0/-2 until end of turn. Final Strike 2BB Sorcery As an additional cost to play Final Strike, sacrifice a creature. Final Strike deals damage to target opponent equal to the sacrificed creature's power. Final-Sting Faerie 3B Creature - Faerie Assassin 2/2 Flying When Final-Sting Faerie comes into play, destroy target creature that was dealt damage this turn. Fire // Ice 1R / / 1U Instant // Instant Fire deals 2 damage divided as you choose among any number of target creatures and/or players. // Tap target permanent. Draw a card. Fire // Ice 1R / / 1U Instant // Instant Fire deals 2 damage divided as you choose among any number of target creatures and/or players. // Tap target permanent. Draw a card. Fire Ambush 1R Sorcery Fire Ambush deals 3 damage to target creature or player. Fire and Brimstone 3WW Instant Fire and Brimstone deals 4 damage to target player who declared an attacking creature this turn and 4 damage to you. Fire Ants 2R Creature - Insect 2/1 T Fire Ants deals 1 damage to each other creature without flying. Fire Ants 2R Creature - Insect 2/1 T Fire Ants deals 1 damage to each other creature without flying. Fire Bowman R Creature - Human Soldier Archer 1/1 Sacrifice Fire Bowman: Fire Bowman deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase. Fire Covenant 1BR Instant As an additional cost to play Fire Covenant, pay X life. Fire Covenant deals X damage divided as you choose among any number of target creatures. Fire Covenant 1BR Instant As an additional cost to play Fire Covenant, pay X life. Fire Covenant deals X damage divided as you choose among any number of target creatures. Fire Diamond 2 Artifact Fire Diamond comes into play tapped. T Add R to your mana pool. Fire Diamond 2 Artifact Fire Diamond comes into play tapped. T Add R to your mana pool. Fire Diamond 2 Artifact Fire Diamond comes into play tapped. T Add R to your mana pool. Fire Dragon 6RRR Creature - Dragon 6/6 Flying When Fire Dragon comes into play, it deals damage equal to the number of Mountains you control to target creature. Fire Drake 1RR Creature - Drake 1/2 Flying R: Fire Drake gets +1/+0 until end of turn. Play this ability only once each turn. Fire Drake 1RR Creature - Drake 1/2 Flying R: Fire Drake gets +1/+0 until end of turn. Play this ability only once each turn. Fire Drake 1RR Creature - Drake 1/2 Flying R: Fire Drake gets +1/+0 until end of turn. Play this ability only once each turn. Fire Elemental 3RR Creature - Elemental 5/4 Fire Elemental 3RR Creature - Elemental 5/4 Fire Elemental 3RR Creature - Elemental 5/4 Fire Elemental 3RR Creature - Elemental 5/4 Fire Elemental 3RR Creature - Elemental 5/4 Fire Elemental 3RR Creature - Elemental 5/4 Fire Elemental 3RR Creature - Elemental 5/4 Fire Elemental 3RR Creature - Elemental 5/4 Fire Imp 2R Creature - Imp 2/1 When Fire Imp comes into play, it deals 2 damage to target creature. Fire Juggler 2R Creature - Goblin Shaman 2/2 Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Fire Snake 4R Creature - Snake 3/1 When Fire Snake is put into a graveyard from play, destroy target land. Fire Sprites 1G Creature - Faerie 1/1 Flying G, T Add R to your mana pool. Fire Tempest 5RR Sorcery Fire Tempest deals 6 damage to each creature and each player. Fire Tempest 5RR Sorcery Fire Tempest deals 6 damage to each creature and each player. Fire Whip 1R Enchantment - Aura Enchant creature you control Enchanted creature has "T This creature deals 1 damage to target creature or player." Sacrifice Fire Whip: Fire Whip deals 1 damage to target creature or player. Fire Whip 1R Enchantment - Aura Enchant creature you control Enchanted creature has "T This creature deals 1 damage to target creature or player." Sacrifice Fire Whip: Fire Whip deals 1 damage to target creature or player. Fireball XR Sorcery Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players. As an additional cost to play Fireball, pay 1 for each target beyond the first. Fireball XR Sorcery Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players. As an additional cost to play Fireball, pay 1 for each target beyond the first. Fireball XR Sorcery Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players. As an additional cost to play Fireball, pay 1 for each target beyond the first. Fireball XR Sorcery Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players. As an additional cost to play Fireball, pay 1 for each target beyond the first. Fireball XR Sorcery Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players. As an additional cost to play Fireball, pay 1 for each target beyond the first. Fireball XR Sorcery Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players. As an additional cost to play Fireball, pay 1 for each target beyond the first. Fireball XR Sorcery Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players. As an additional cost to play Fireball, pay 1 for each target beyond the first. Fireball XR Sorcery Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players. As an additional cost to play Fireball, pay 1 for each target beyond the first. Fire-Belly Changeling 1R Creature - Shapeshifter 1/1 Changeling (This card is every creature type at all times.) R: Fire-Belly Changeling gets +1/+0 until end of turn. Play this ability no more than twice each turn. Fireblast 4RR Instant You may sacrifice two Mountains rather than pay Fireblast's mana cost. Fireblast deals 4 damage to target creature or player. Firebolt R Sorcery Firebolt deals 2 damage to target creature or player. Flashback 4R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Firebrand Ranger 1R Creature - Human Soldier 2/1 G, T You may put a basic land card from your hand into play. Firebreathing R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) R: Enchanted creature gets +1/+0 until end of turn. Firebreathing R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) R: Enchanted creature gets +1/+0 until end of turn. Firebreathing R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) R: Enchanted creature gets +1/+0 until end of turn. Firebreathing R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) R: Enchanted creature gets +1/+0 until end of turn. Firebreathing R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) R: Enchanted creature gets +1/+0 until end of turn. Firebreathing R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) R: Enchanted creature gets +1/+0 until end of turn. Firebreathing R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) R: Enchanted creature gets +1/+0 until end of turn. Firebreathing R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) R: Enchanted creature gets +1/+0 until end of turn. Firebreathing R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) R: Enchanted creature gets +1/+0 until end of turn. Firebreathing R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) R: Enchanted creature gets +1/+0 until end of turn. Firecat Blitz XRR Sorcery Put X 1/1 red Elemental Cat creature tokens with haste into play. Remove them from the game at end of turn. Flashback-RR, Sacrifice X Mountains. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Firefly 3R Creature - Insect 1/1 Flying R: Firefly gets +1/+0 until end of turn. Firefright Mage R Creature - Goblin Spellshaper 1/1 1R, T, Discard a card: Target creature can't be blocked this turn except by artifact creatures and/or red creatures. Firemane Angel 3RWW Creature - Angel 4/3 Flying, first strike At the beginning of your upkeep, if Firemane Angel is in your graveyard or in play, you may gain 1 life. 6RRWW: Return Firemane Angel from your graveyard to play. Play this ability only during your upkeep. Firemaw Kavu 5R Creature - Kavu 4/2 Echo 5R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Firemaw Kavu comes into play, it deals 2 damage to target creature. When Firemaw Kavu leaves play, it deals 4 damage to target creature. Fires of Yavimaya 1RG Enchantment Creatures you control have haste. Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn. Firescreamer 3B Creature - Kavu 2/2 R: Firescreamer gets +1/+0 until end of turn. Fireshrieker 3 Artifact - Equipment Equipped creature has double strike. (It deals both first-strike and regular combat damage.) Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Fireslinger 1R Creature - Human Wizard 1/1 T Fireslinger deals 1 damage to target creature or player and 1 damage to you. Firestorm R Instant As an additional cost to play Firestorm, discard X cards. Firestorm deals X damage to each of X target creatures and/or players. Firestorm Hellkite 4UR Creature - Dragon 6/6 Flying, trample Cumulative upkeep UR (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Firestorm Phoenix 4RR Creature - Phoenix 3/2 Flying If Firestorm Phoenix would be put into a graveyard from play, return Firestorm Phoenix to its owner's hand instead. It can't be played again until its owner's next turn. Firewake Sliver 1RG Creature - Sliver 1/1 All Sliver creatures have haste. All Slivers have "1, Sacrifice this permanent: Target Sliver creature gets +2/+2 until end of turn." First Come, First Served 1W Enchantment The attacking or blocking creature with the lowest collector number has first strike. If two or more creatures are tied, they all have first strike. First Volley 1R Instant - Arcane First Volley deals 1 damage to target creature and 1 damage to that creature's controller. Fishliver Oil 1U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has islandwalk. (This creature is unblockable as long as defending player controls an Island.) Fishliver Oil 1U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has islandwalk. (This creature is unblockable as long as defending player controls an Island.) Fishliver Oil 1U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has islandwalk. (This creature is unblockable as long as defending player controls an Island.) Fishliver Oil 1U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has islandwalk. (This creature is unblockable as long as defending player controls an Island.) Fissure 3RR Instant Destroy target creature or land. It can't be regenerated. Fissure 3RR Instant Destroy target creature or land. It can't be regenerated. Fissure 3RR Instant Destroy target creature or land. It can't be regenerated. Fist of Suns 3 Artifact You may pay WUBRG rather than pay the mana cost for spells that you play. Fistful of Force 1G Instant Target creature gets +2/+2 until end of turn. Clash with an opponent. If you win, that creature gets an additional +2/+2 and gains trample until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Fists of Ironwood 1G Enchantment - Aura Enchant creature When Fists of Ironwood comes into play, put two 1/1 green Saproling creature tokens into play. Enchanted creature has trample. Fists of the Anvil 1R Instant Target creature gets +4/+0 until end of turn. Fists of the Anvil 1R Instant Target creature gets +4/+0 until end of turn. Fit of Rage 1R Sorcery Target creature gets +3/+3 and gains first strike until end of turn. Fit of Rage 1R Sorcery Target creature gets +3/+3 and gains first strike until end of turn. Flaccify 2U Instant Counter target spell unless its controller pays 31/2. Flagstones of Trokair Legendary Land T Add W to your mana pool. When Flagstones of Trokair is put into a graveyard from play, you may search your library for a Plains card and put it into play tapped. If you do, shuffle your library. Flailing Drake 3G Creature - Drake 2/3 Flying When Flailing Drake blocks or becomes blocked by a creature, that creature gets +1/+1 until end of turn. Flailing Manticore 3R Creature - Manticore 3/3 Flying, first strike 1: Flailing Manticore gets +1/+1 until end of turn. Any player may play this ability. 1: Flailing Manticore gets -1/-1 until end of turn. Any player may play this ability. Flailing Ogre 2R Creature - Ogre 3/3 1: Flailing Ogre gets +1/+1 until end of turn. Any player may play this ability. 1: Flailing Ogre gets -1/-1 until end of turn. Any player may play this ability. Flailing Soldier R Creature - Human Soldier 2/2 1: Flailing Soldier gets +1/+1 until end of turn. Any player may play this ability. 1: Flailing Soldier gets -1/-1 until end of turn. Any player may play this ability. Flame Burst 1R Instant Flame Burst deals X damage to target creature or player, where X is 2 plus the number of cards named Flame Burst in all graveyards. Flame Elemental 2RR Creature - Elemental 3/2 R, T, Sacrifice Flame Elemental: Flame Elemental deals damage equal to its power to target creature. Flame Fusillade 3R Sorcery Until end of turn, permanents you control gain "T This permanent deals 1 damage to target creature or player." Flame Jet 1R Sorcery Flame Jet deals 3 damage to target player. Cycling 2 (2, Discard this card: Draw a card.) Flame Rift 1R Sorcery Flame Rift deals 4 damage to each player. Flame Spirit 4R Creature - Elemental Spirit 2/3 R: Flame Spirit gets +1/+0 until end of turn. Flame Spirit 4R Creature - Elemental Spirit 2/3 R: Flame Spirit gets +1/+0 until end of turn. Flame Spirit 4R Creature - Elemental Spirit 2/3 R: Flame Spirit gets +1/+0 until end of turn. Flame Spirit 4R Creature - Elemental Spirit 2/3 R: Flame Spirit gets +1/+0 until end of turn. Flame Wave 3RRRR Sorcery Flame Wave deals 4 damage to target player and each creature he or she controls. Flame Wave 3RRRR Sorcery Flame Wave deals 4 damage to target player and each creature he or she controls. Flamebreak RRR Sorcery Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn. Flamecore Elemental 2RR Creature - Elemental 5/4 Echo 2RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Flamekin Bladewhirl R Creature - Elemental Warrior 2/1 As an additional cost to play Flamekin Bladewhirl, reveal an Elemental card from your hand or pay 3. Flamekin Brawler R Creature - Elemental Warrior 0/2 R: Flamekin Brawler gets +1/+0 until end of turn. Flamekin Harbinger R Creature - Elemental Shaman 1/1 When Flamekin Harbinger comes into play, you may search your library for an Elemental card, reveal it, then shuffle your library and put that card on top of it. Flamekin Spitfire 1R Creature - Elemental Shaman 1/1 3R: Flamekin Spitfire deals 1 damage to target creature or player. Flame-Kin War Scout 3R Creature - Elemental Scout 2/4 When another creature comes into play, sacrifice Flame-Kin War Scout. If you do, Flame-Kin War Scout deals 4 damage to that creature. Flame-Kin Zealot 1RRW Creature - Elemental Berserker 2/2 When Flame-Kin Zealot comes into play, creatures you control get +1/+1 and gain haste until end of turn. Flames of the Blood Hand 2R Instant Flames of the Blood Hand deals 4 damage to target player. The damage can't be prevented. If that player would gain life this turn, that player gains no life instead. Flameshot 3R Sorcery You may discard a Mountain card rather than pay Flameshot's mana cost. Flameshot deals 3 damage divided as you choose among any number of target creatures. Flamestick Courier 2R Creature - Goblin 2/1 You may choose not to untap Flamestick Courier during your untap step. 2R, T As long as Flamestick Courier remains tapped, target Goblin creature gets +2/+2 and has haste. Flametongue Kavu 3R Creature - Kavu 4/2 When Flametongue Kavu comes into play, it deals 4 damage to target creature. Flamewave Invoker 2R Creature - Goblin Mutant 2/2 7R: Flamewave Invoker deals 5 damage to target player. Flamewave Invoker 2R Creature - Goblin Mutant 2/2 7R: Flamewave Invoker deals 5 damage to target player. Flaming Gambit XR Instant Flaming Gambit deals X damage to target player. That player may choose a creature he or she controls and have Flaming Gambit deal that damage to it instead. Flashback XRR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flaming Sword 1R Enchantment - Aura Flash Enchant creature Enchanted creature gets +1/+0 and has first strike. Flanking Troops 2WW Creature - Human Soldier 2/2 Whenever Flanking Troops attacks, you may tap target creature. Flare 2R Instant Flare deals 1 damage to target creature or player. Draw a card at the beginning of the next turn's upkeep. Flare 2R Instant Flare deals 1 damage to target creature or player. Draw a card at the beginning of the next turn's upkeep. Flare 2R Instant Flare deals 1 damage to target creature or player. Draw a card at the beginning of the next turn's upkeep. Flaring Flame-Kin 2R Creature - Elemental Warrior 2/2 As long as Flaring Flame-Kin is enchanted, it gets +2/+2, has trample, and has "R: Flaring Flame-Kin gets +1/+0 until end of turn." Flaring Pain 1R Instant Damage can't be prevented this turn. Flashback R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flash 1U Instant You may put a creature card from your hand into play. If you do, sacrifice it unless you pay its mana cost reduced by up to 2. Flash 1U Instant You may put a creature card from your hand into play. If you do, sacrifice it unless you pay its mana cost reduced by up to 2. Flash Conscription 5R Instant Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. If W was spent to play Flash Conscription, the creature gains "Whenever this creature deals combat damage, you gain that much life" until end of turn. Flash Counter 1U Instant Counter target instant spell. Flash Counter 1U Instant Counter target instant spell. Flash Flood U Instant Choose one - Destroy target red permanent; or return target Mountain to its owner's hand. Flash Flood U Instant Choose one - Destroy target red permanent; or return target Mountain to its owner's hand. Flash Foliage 2G Instant Play Flash Foliage only during combat after blockers are declared. Put a 1/1 green Saproling creature token into play blocking target creature attacking you. Draw a card. Flash of Defiance 1R Sorcery Players can't block with green and/or white creatures this turn. Flashback-1R, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Flash of Insight X1U Instant Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library. Flashback-1U, Remove X blue cards in your graveyard from the game. (You can't remove Flash of Insight to pay for its own flashback cost.) Flashfires 3R Sorcery Destroy all Plains. Flashfires 3R Sorcery Destroy all Plains. Flashfires 3R Sorcery Destroy all Plains. Flashfires 3R Sorcery Destroy all Plains. Flashfires 3R Sorcery Destroy all Plains. Flashfires 3R Sorcery Destroy all Plains. Flashfires 3R Sorcery Destroy all Plains. Flashfires 3R Sorcery Destroy all Plains. Flashfires 3R Sorcery Destroy all Plains. Flashfires 3R Sorcery Destroy all Plains. Flashfreeze 1U Instant Counter target red or green spell. Flashfreeze 1U Instant Counter target red or green spell. Flay 3B Sorcery Target player discards a card at random. Then that player discards another card at random unless he or she pays 1. Flayed Nim 3B Creature - Skeleton 2/2 Whenever Flayed Nim deals combat damage to a creature, that creature's controller loses that much life. 2B: Regenerate Flayed Nim. Fledgling Djinn 1B Creature - Djinn 2/2 Flying At the beginning of your upkeep, Fledgling Djinn deals 1 damage to you. Fledgling Dragon 2RR Creature - Dragon 2/2 Flying Threshold - As long as seven or more cards are in your graveyard, Fledgling Dragon gets +3/+3 and has "R: Fledgling Dragon gets +1/+0 until end of turn." Fledgling Imp 2B Creature - Imp 2/2 B, Discard a card: Fledgling Imp gains flying until end of turn. Fledgling Mawcor 3U Creature - Beast 2/2 Flying T Fledgling Mawcor deals 1 damage to target creature or player. Morph UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Fledgling Osprey U Creature - Bird 1/1 Fledgling Osprey has flying as long as it's enchanted. Fleetfoot Panther 1GW Creature - Cat 3/4 Flash When Fleetfoot Panther comes into play, return a green or white creature you control to its owner's hand. Fleet-Footed Monk 1W Creature - Human Monk 1/1 Fleet-Footed Monk can't be blocked by creatures with power 2 or greater. Fleeting Aven 1UU Creature - Bird Wizard 2/2 Flying Whenever a player cycles a card, return Fleeting Aven to its owner's hand. Fleeting Image 2U Creature - Illusion 2/1 Flying (This creature can't be blocked except by creatures with flying.) 1U: Return Fleeting Image to its owner's hand. Fleeting Image 2U Creature - Illusion 2/1 Flying (This creature can't be blocked except by creatures with flying.) 1U: Return Fleeting Image to its owner's hand. Fleeting Image 2U Creature - Illusion 2/1 Flying (This creature can't be blocked except by creatures with flying.) 1U: Return Fleeting Image to its owner's hand. Fleeting Image 2U Creature - Illusion 2/1 Flying (This creature can't be blocked except by creatures with flying.) 1U: Return Fleeting Image to its owner's hand. Flesh Reaver 1B Creature - Horror 4/4 Whenever Flesh Reaver deals damage to a creature or opponent, Flesh Reaver deals that much damage to you. Fleshgrafter 2B Creature - Human Warrior 2/2 Discard an artifact card: Fleshgrafter gets +2/+2 until end of turn. Fleshwrither 2BB Creature - Horror 3/3 Transfigure 1BB (1BB, Sacrifice this creature: Search your library for a creature card with the same converted mana cost as this creature and put that card into play. Then shuffle your library. Play only as a sorcery.) Flicker 1W Sorcery Remove target nontoken permanent from the game, then return it to play under its owner's control. Flickerform 1W Enchantment - Aura Enchant creature 2WW: Remove enchanted creature and all Auras attached to it from the game. At end of turn, return that card to play under its owner's control. If you do, return those Auras to play under their owners' control attached to that creature. Flickering Spirit 3W Creature - Spirit 2/2 Flying 3W: Remove Flickering Spirit from the game, then return it to play under its owner's control. Flickering Ward W Enchantment - Aura Enchant creature As Flickering Ward comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Flickering Ward. W: Return Flickering Ward to its owner's hand. Flight U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying.) Flight U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying.) Flight U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying.) Flight U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying.) Flight U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying.) Flight U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying.) Flight U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying.) Flight U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying.) Flight U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying.) Flight U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying.) Flight U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying.) Flight of Fancy 3U Enchantment - Aura Enchant creature When Flight of Fancy comes into play, draw two cards. Enchanted creature has flying. Fling 1R Instant As an additional cost to play Fling, sacrifice a creature. Fling deals damage equal to the sacrificed creature's power to target creature or player. Flint Golem 4 Artifact Creature - Golem 2/3 Whenever Flint Golem becomes blocked, defending player puts the top three cards of his or her library into his or her graveyard. Floating Shield 2W Enchantment - Aura Enchant creature As Floating Shield comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Floating Shield. Sacrifice Floating Shield: Target creature gains protection from the chosen color until end of turn. Floating-Dream Zubera 1U Creature - Zubera Spirit 1/2 When Floating-Dream Zubera is put into a graveyard from play, draw a card for each Zubera put into a graveyard from play this turn. Flock of Rabid Sheep XGG Sorcery Flip X coins; an opponent calls heads or tails. For each flip you win, put a Rabid Sheep token into play. Treat these tokens as 2/2 green creatures that count as Sheep. Flood U Enchantment UU: Tap target creature without flying. Flood U Enchantment UU: Tap target creature without flying. Flood U Enchantment UU: Tap target creature without flying. Flood U Enchantment UU: Tap target creature without flying. Flood Plain Land Flood Plain comes into play tapped. T, Sacrifice Flood Plain: Search your library for a Plains or Island card and put it into play. Then shuffle your library. Floodbringer 1U Creature - Moonfolk Wizard 1/2 Flying 2, Return a land you control to its owner's hand: Tap target land. Floodchaser 5U Creature - Elemental 0/0 Floodchaser comes into play with six +1/+1 counters on it. Floodchaser can't attack unless defending player controls an Island. U, Remove a +1/+1 counter from Floodchaser: Target land becomes an Island until end of turn. Flooded Shoreline UU Enchantment UU, Return two Islands you control to their owner's hand: Return target creature to its owner's hand. Flooded Strand Land T, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card and put it into play. Then shuffle your library. Flooded Woodlands 2UB Enchantment Green creatures have "This creature can't attack unless you sacrifice a land." Floodgate 3U Creature - Wall 0/5 Defender (This creature can't attack.) When Floodgate has flying, sacrifice it. When Floodgate leaves play, it deals 1 damage for each two Islands you control to each nonblue creature without flying. Floodwater Dam 3 Artifact XX1, T Tap X target lands. Floral Spuzzem 3G Creature - Elemental 2/2 Whenever Floral Spuzzem attacks and isn't blocked, you may destroy target artifact defending player controls. If you do, Floral Spuzzem deals no combat damage this turn. Flow of Ideas 5U Sorcery Draw a card for each Island you control. Flow of Maggots 2B Creature - Insect 2/2 Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Flow of Maggots can't be blocked by non-Wall creatures. Flowering Field 1W Enchantment - Aura Enchant land Enchanted land has "T Prevent the next 1 damage that would be dealt to target creature or player this turn." Flowstone Armor 3 Artifact You may choose not to untap Flowstone Armor during your untap step. 3, T Target creature gets +1/-1 as long as Flowstone Armor remains tapped. Flowstone Blade R Enchantment - Aura Enchant creature R: Enchanted creature gets +1/-1 until end of turn. Flowstone Channeler 2R Creature - Human Spellshaper 2/2 1R, T, Discard a card: Target creature gets +1/-1 and gains haste until end of turn. Flowstone Charger 2RW Creature - Beast 2/5 Whenever Flowstone Charger attacks, it gets +3/-3 until end of turn. Flowstone Crusher 3RR Creature - Beast 4/4 R: Flowstone Crusher gets +1/-1 until end of turn. Flowstone Crusher 3RR Creature - Beast 4/4 R: Flowstone Crusher gets +1/-1 until end of turn. Flowstone Embrace 1R Enchantment - Aura Enchant creature T Enchanted creature gets +2/-2 until end of turn. Flowstone Flood 3R Sorcery Buyback-Pay 3 life, Discard a card at random (You may pay 3 life and discard a card at random in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.) Destroy target land. Flowstone Giant 2RR Creature - Giant 3/3 R: Flowstone Giant gets +2/-2 until end of turn. Flowstone Hellion 4R Creature - Hellion Beast 3/3 Haste 0: Flowstone Hellion gets +1/-1 until end of turn. Flowstone Mauler 4RR Creature - Beast 4/5 Trample R: Flowstone Mauler gets +1/-1 until end of turn. Flowstone Overseer 2RRR Creature - Beast 4/4 RR: Target creature gets +1/-1 until end of turn. Flowstone Salamander 3RR Creature - Salamander 3/4 R: Flowstone Salamander deals 1 damage to target creature blocking it. Flowstone Sculpture 6 Artifact Creature - Shapeshifter 4/4 2, Discard a card: Put a +1/+1 counter on Flowstone Sculpture or Flowstone Sculpture gains flying, first strike, or trample. (This effect doesn't end at end of turn.) Flowstone Shambler 2R Creature - Beast 2/2 R: Flowstone Shambler gets +1/-1 until end of turn. Flowstone Shambler 2R Creature - Beast 2/2 R: Flowstone Shambler gets +1/-1 until end of turn. Flowstone Slide X2RR Sorcery All creatures get +X/-X until end of turn. Flowstone Slide X2RR Sorcery All creatures get +X/-X until end of turn. Flowstone Slide X2RR Sorcery All creatures get +X/-X until end of turn. Flowstone Strike 1R Instant Target creature gets +1/-1 and gains haste until end of turn. Flowstone Surge 1R Enchantment Creatures you control get +1/-1. Flowstone Thopter 7 Artifact Creature - Thopter 4/4 1: Flowstone Thopter gets +1/-1 and gains flying until end of turn. Flowstone Wall 2R Creature - Wall 0/6 Defender (This creature can't attack.) R: Flowstone Wall gets +1/-1 until end of turn. Flowstone Wyvern 3RR Creature - Drake 3/3 Flying R: Flowstone Wyvern gets +2/-2 until end of turn. Fluctuator 2 Artifact Cycling costs you up to 2 less to play. Flux 2U Sorcery Each player discards any number of cards, then draws that many cards. Draw a card. Flux 2U Sorcery Each player discards any number of cards, then draws that many cards. Draw a card. Flying Carpet 4 Artifact 2, T Target creature gains flying until end of turn. Flying Carpet 4 Artifact 2, T Target creature gains flying until end of turn. Flying Carpet 4 Artifact 2, T Target creature gains flying until end of turn. Flying Carpet 4 Artifact 2, T Target creature gains flying until end of turn. Flying Carpet 4 Artifact 2, T Target creature gains flying until end of turn. Flying Carpet 4 Artifact 2, T Target creature gains flying until end of turn. Flying Carpet 4 Artifact 2, T Target creature gains flying until end of turn. Flying Men U Creature - Human 1/1 Flying Flying Men U Creature - Human 1/1 Flying Fodder Cannon 4 Artifact 4, T, Sacrifice a creature: Fodder Cannon deals 4 damage to target creature. Fodder Cannon 4 Artifact 4, T, Sacrifice a creature: Fodder Cannon deals 4 damage to target creature. Fodder Launch 3B Tribal Sorcery - Goblin As an additional cost to play Fodder Launch, sacrifice a Goblin. Target creature gets -5/-5 until end of turn. Fodder Launch deals 5 damage to that creature's controller. Fog G Instant Prevent all combat damage that would be dealt this turn. Fog G Instant Prevent all combat damage that would be dealt this turn. Fog G Instant Prevent all combat damage that would be dealt this turn. Fog G Instant Prevent all combat damage that would be dealt this turn. Fog G Instant Prevent all combat damage that would be dealt this turn. Fog G Instant Prevent all combat damage that would be dealt this turn. Fog G Instant Prevent all combat damage that would be dealt this turn. Fog G Instant Prevent all combat damage that would be dealt this turn. Fog G Instant Prevent all combat damage that would be dealt this turn. Fog G Instant Prevent all combat damage that would be dealt this turn. Fog Bank 1U Creature - Wall 0/2 Defender (This creature can't attack.) Flying Prevent all combat damage that would be dealt to and dealt by Fog Bank. Fog Elemental 2U Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) When Fog Elemental attacks or blocks, sacrifice it at end of combat. Fog Elemental 2U Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) When Fog Elemental attacks or blocks, sacrifice it at end of combat. Fog Elemental 2U Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) When Fog Elemental attacks or blocks, sacrifice it at end of combat. Fog Elemental 2U Creature - Elemental 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) When Fog Elemental attacks or blocks, sacrifice it at end of combat. Fog of Gnats BB Creature - Insect 1/1 Flying B: Regenerate Fog of Gnats. Fog Patch 1G Instant Play Fog Patch only during the declare blockers step. Attacking creatures become blocked. (This spell works on unblockable creatures.) Foil 2UU Instant You may discard an Island card and another card rather than pay Foil's mana cost. Counter target spell. Fold into AEther 2UU Instant Counter target spell. If that spell is countered this way, its controller may put a creature card from his or her hand into play. Folk Medicine 2G Instant You gain 1 life for each creature you control. Flashback 1W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Folk of An-Havva G Creature - Human 1/1 Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn. Folk of An-Havva G Creature - Human 1/1 Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn. Folk of the Pines 4G Creature - Dryad 2/5 1G: Folk of the Pines gets +1/+0 until end of turn. Followed Footsteps 3UU Enchantment - Aura Enchant creature At the beginning of your upkeep, put a token into play that's a copy of enchanted creature. Fomori Nomad 4R Creature - Nomad Giant 4/4 Food Chain 2G Enchantment Remove a creature you control from the game: Add X mana of any one color to your mana pool, where X is the removed creature's converted mana cost plus one. Spend this mana only to play creature spells. Fool's Demise 4U Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, return that card to play under your control. When Fool's Demise is put into a graveyard from play, return Fool's Demise to its owner's hand. Fool's Tome 4 Artifact 2, T Draw a card. Play this ability only if you have no cards in hand. Foot Soldiers 3W Creature - Human Soldier 2/4 Foot Soldiers 3W Creature - Human Soldier 2/4 Foot Soldiers 3W Creature - Human Soldier 2/4 Footbottom Feast 2B Instant Put any number of target creature cards from your graveyard on top of your library. Draw a card. Foothill Guide W Creature - Human Cleric 1/1 Protection from Goblins Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Footsteps of the Goryo 2B Sorcery - Arcane Return target creature card from your graveyard to play. Sacrifice that creature at end of turn. Foratog 2G Creature - Atog 1/2 G, Sacrifice a Forest: Foratog gets +2/+2 until end of turn. Foratog 2G Creature - Atog 1/2 G, Sacrifice a Forest: Foratog gets +2/+2 until end of turn. Forbid 1UU Instant Buyback-Discard two cards. (You may discard two cards in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.) Counter target spell. Forbidden Crypt 3BB Enchantment If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game. If a card would be put into your graveyard, remove that card from the game instead. Forbidden Crypt 3BB Enchantment If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game. If a card would be put into your graveyard, remove that card from the game instead. Forbidden Lore 2G Enchantment - Aura Enchant land you control Enchanted land has "T Target creature gets +2/+1 until end of turn." Forbidden Orchard Land T Add one mana of any color to your mana pool. Whenever you tap Forbidden Orchard for mana, put a 1/1 colorless Spirit creature token into play under target opponent's control. Forbidden Ritual 2BB Sorcery Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless he or she sacrifices a permanent or discards a card. You may repeat this process any number of times. Forbidding Watchtower Land Forbidding Watchtower comes into play tapped. T Add W to your mana pool. 1W: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land. Forbidding Watchtower Land Forbidding Watchtower comes into play tapped. T Add W to your mana pool. 1W: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land. Force Bubble 2WW Enchantment If damage would be dealt to you, put that many depletion counters on Force Bubble instead. When there are four or more depletion counters on Force Bubble, sacrifice it. At end of turn, remove all depletion counters from Force Bubble. Force of Nature 2GGGG Creature - Elemental 8/8 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay GGGG. Force of Nature 2GGGG Creature - Elemental 8/8 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay GGGG. Force of Nature 2GGGG Creature - Elemental 8/8 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay GGGG. Force of Nature 2GGGG Creature - Elemental 8/8 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay GGGG. Force of Nature 2GGGG Creature - Elemental 8/8 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay GGGG. Force of Nature 2GGGG Creature - Elemental 8/8 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay GGGG. Force of Nature 2GGGG Creature - Elemental 8/8 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay GGGG. Force of Nature 2GGGG Creature - Elemental 8/8 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay GGGG. Force of Savagery 2G Creature - Elemental 8/0 Trample Force of Will 3UU Instant You may pay 1 life and remove a blue card in your hand from the game rather than pay Force of Will's mana cost. Counter target spell. Force of Will 3UU Instant You may pay 1 life and remove a blue card in your hand from the game rather than pay Force of Will's mana cost. Counter target spell. Force Spike U Instant Counter target spell unless its controller pays 1. Force Spike U Instant Counter target spell unless its controller pays 1. Force Spike U Instant Counter target spell unless its controller pays 1. Force Void 2U Instant Counter target spell unless its controller pays 1. Draw a card at the beginning of the next turn's upkeep. Forced Fruition 4UU Enchantment Whenever an opponent plays a spell, that player draws seven cards. Forced March XBBB Sorcery Destroy all creatures with converted mana cost X or less. Forced Retreat 2U Sorcery Put target creature on top of its owner's library. Forcefield 3 Artifact 1: The next time target unblocked creature would deal combat damage to you this turn, prevent all but 1 of that damage. Forcefield 3 Artifact 1: The next time target unblocked creature would deal combat damage to you this turn, prevent all but 1 of that damage. Forcefield 3 Artifact 1: The next time target unblocked creature would deal combat damage to you this turn, prevent all but 1 of that damage. Forcefield 3 Artifact 1: The next time target unblocked creature would deal combat damage to you this turn, prevent all but 1 of that damage. Forcemage Advocate 1G Creature - Centaur Shaman 2/1 T Return target card in an opponent's graveyard to his or her hand. Put a +1/+1 counter on target creature. Foresee 3U Sorcery Scry 4, then draw two cards. (To scry 4, look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Foreshadow 1U Instant Name a card, then put the top card of target opponent's library into his or her graveyard. If that card is the named card, you draw a card. Draw a card at the beginning of the next turn's upkeep. Foresight 1U Sorcery Search your library for three cards, remove them from the game, then shuffle your library. Draw a card at the beginning of the next turn's upkeep. Foresight 1U Sorcery Search your library for three cards, remove them from the game, then shuffle your library. Draw a card at the beginning of the next turn's upkeep. Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Basic Land - Forest [G] Forest Bear 1G Creature - Bear 2/2 Forethought Amulet 5 Artifact At the beginning of your upkeep, sacrifice Forethought Amulet unless you pay 3. If an instant or sorcery spell would deal 3 or more damage to you, it deals 2 damage to you instead. Forfend 1W Instant Prevent all damage that would be dealt to creatures this turn. Forge Armor 4R Instant As an additional cost to play Forge Armor, sacrifice an artifact. Put X +1/+1 counters on target creature, where X is the sacrificed artifact's converted mana cost. Forget UU Sorcery Target player discards two cards, then draws as many cards as he or she discarded this way. Forget UU Sorcery Target player discards two cards, then draws as many cards as he or she discarded this way. Forget UU Sorcery Target player discards two cards, then draws as many cards as he or she discarded this way. Forgotten Ancient 3G Creature - Elemental 0/3 Whenever a player plays a spell, you may put a +1/+1 counter on Forgotten Ancient. At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures. Forgotten Cave Land Forgotten Cave comes into play tapped. T Add R to your mana pool. Cycling R (R, Discard this card: Draw a card.) Forgotten Harvest 1G Enchantment At the beginning of your upkeep, you may remove a land card in your graveyard from the game. If you do, put a +1/+1 counter on target creature. Forgotten Lore G Sorcery Target opponent chooses a card in your graveyard. You may pay G. If you do, repeat this process except that opponent can't choose a card already chosen for Forgotten Lore. Then put the last chosen card into your hand. Foriysian Brigade 3W Creature - Human Soldier 2/4 Foriysian Brigade can block an additional creature. Foriysian Interceptor 3W Creature - Human Soldier 0/5 Flash (You may play this spell any time you could play an instant.) Defender Foriysian Interceptor can block an additional creature. Foriysian Totem 3 Artifact T Add R to your mana pool. 4R: Foriysian Totem becomes a 4/4 red Giant artifact creature with trample until end of turn. As long as Foriysian Totem is a creature, it can block an additional creature. Fork RR Instant Copy target instant or sorcery spell, except that it copies Fork's color. You may choose new targets for the copy. Fork RR Instant Copy target instant or sorcery spell, except that it copies Fork's color. You may choose new targets for the copy. Fork RR Instant Copy target instant or sorcery spell, except that it copies Fork's color. You may choose new targets for the copy. Fork RR Instant Copy target instant or sorcery spell, except that it copies Fork's color. You may choose new targets for the copy. Fork RR Instant Copy target instant or sorcery spell, except that it copies Fork's color. You may choose new targets for the copy. Forked Lightning 3R Sorcery Forked Lightning deals 4 damage divided as you choose among one, two, or three target creatures. Forked-Branch Garami 3GG Creature - Spirit 4/4 Soulshift 4, soulshift 4 (When this is put into a graveyard from play, you may return up to two target Spirit cards with converted mana cost 4 or less from your graveyard to your hand.) Form of the Dragon 4RRR Enchantment At the beginning of your upkeep, Form of the Dragon deals 5 damage to target creature or player. At the end of each turn, your life total becomes 5. Creatures without flying can't attack you. Form of the Dragon 4RRR Enchantment At the beginning of your upkeep, Form of the Dragon deals 5 damage to target creature or player. At the end of each turn, your life total becomes 5. Creatures without flying can't attack you. Form of the Squirrel G Enchantment As Form of the Squirrel comes into play, put a 1/1 green Squirrel creature token into play. You lose the game when it leaves play. Creatures can't attack you. You can't be the target of spells or abilities. You can't play spells. Formation 1W Instant Target creature gains banding until end of turn. Draw a card at the beginning of the next turn's upkeep. Forsaken City Land Forsaken City doesn't untap during your untap step. At the beginning of your upkeep, you may remove a card in your hand from the game. If you do, untap Forsaken City. T Add one mana of any color to your mana pool. Forsaken Wastes 2B World Enchantment If a player would gain life, that player gains no life instead. At the beginning of each player's upkeep, that player loses 1 life. When Forsaken Wastes becomes the target of a spell, that spell's controller loses 5 life. Fortified Area 1WW Enchantment Wall creatures you control get +1/+0 and have banding. Fortified Area 1WW Enchantment Wall creatures you control get +1/+0 and have banding. Fortify 2W Instant Choose one - Creatures you control get +2/+0 until end of turn; or creatures you control get +0/+2 until end of turn. Fortitude 1G Enchantment - Aura Enchant creature When Fortitude is put into a graveyard from play, return Fortitude to its owner's hand. Sacrifice a Forest: Regenerate enchanted creature. Fortune Thief 4R Creature - Human Rogue 0/1 Damage that would reduce your life total to less than 1 reduces it to 1 instead. Morph RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Foster 2GG Enchantment Whenever a creature you control is put into a graveyard from play, you may pay 1. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard. Foul Familiar 2B Creature - Spirit 3/1 Foul Familiar can't block. B, Pay 1 life: Return Foul Familiar to its owner's hand. Foul Imp BB Creature - Imp 2/2 Flying (This creature can't be blocked except by creatures with flying.) When Foul Imp comes into play, you lose 2 life. Foul Imp BB Creature - Imp 2/2 Flying (This creature can't be blocked except by creatures with flying.) When Foul Imp comes into play, you lose 2 life. Foul Imp BB Creature - Imp 2/2 Flying (This creature can't be blocked except by creatures with flying.) When Foul Imp comes into play, you lose 2 life. Foul Presence 2B Enchantment - Aura Enchant creature Enchanted creature gets -1/-1 and has "T Target creature gets -1/-1 until end of turn." Foul Spirit 2B Creature - Spirit 3/2 Flying When Foul Spirit comes into play, sacrifice a land. Fountain of Cho Land Fountain of Cho comes into play tapped. T Put a storage counter on Fountain of Cho. T, Remove any number of storage counters from Fountain of Cho: Add W to your mana pool for each storage counter removed this way. Fountain of Youth 0 Artifact 2, T You gain 1 life. Fountain of Youth 0 Artifact 2, T You gain 1 life. Fountain of Youth 0 Artifact 2, T You gain 1 life. Fountain of Youth 0 Artifact 2, T You gain 1 life. Fountain of Youth 0 Artifact 2, T You gain 1 life. Fountain Watch 3WW Creature - Human Cleric 2/4 Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.) Fowl Play 2U Enchant Creature Enchanted creature loses all abilities and is a 1/1 creature that counts as a Chicken. Foxfire 2G Instant Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Draw a card at the beginning of the next turn's upkeep. Foxfire 2G Instant Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Draw a card at the beginning of the next turn's upkeep. Fraction Jackson 2G Creature - Human Hero 1/11/2 G, T Return target card with a 1/2 on it from your graveyard to your hand. Fractured Loyalty 1R Enchantment - Aura Enchant creature Whenever enchanted creature becomes the target of a spell or ability, that spell or ability's controller gains control of that creature. (This effect doesn't end at end of turn.) Framed! 1U Instant Tap or untap all permanents by the artist of your choice. Frankenstein's Monster XBB Creature - Zombie 0/1 As Frankenstein's Monster comes into play, remove X creature cards in your graveyard from the game. If you can't, put Frankenstein's Monster into its owner's graveyard instead of into play. For each creature card removed this way, Frankenstein's Monster comes into play with a +2/+0, +1/+1, or +0/+2 counter. Frankie Peanuts 2WW Legendary Creature - Elephant Rogue 2/3 At the beginning of your upkeep, you may ask target player a yes-or-no question. If you do, that player answers the question truthfully and abides by that answer if able until end of turn. Frantic Purification 2W Instant Destroy target enchantment. Madness W (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Frantic Search 2U Instant Draw two cards, then discard two cards. Untap up to three lands. Frazzle 3U Instant Counter target nonblue spell. Frazzled Editor 1R Creature - Human Bureaucrat 2/2 Protection from wordy (Something is wordy if it has four or more lines of text in its text box.) Freed from the Real 2U Enchantment - Aura Enchant creature U: Tap enchanted creature. U: Untap enchanted creature. Free-for-All 3U Enchantment When Free-for-All comes into play, set aside all creatures in play, face down. During each player's upkeep, that player chooses a creature card at random from those set aside in this way and puts that creature into play under his or her control. If Free-for-All leaves play, put each creature still set aside this way into its owner's graveyard. Free-Range Chicken 3G Summon Chicken 3/3 1G: Roll two six-sided dice. If both die rolls are the same, Free-Range Chicken gets +X/+X until end of turn, where X is the number rolled on each die. Otherwise, if the total rolled is equal to any other total you have rolled this turn for Free-Range Chicken, sacrifice it. (For example, if you roll two 3s, Free-Range Chicken gets +3/+3. If you roll a total of 6 for Free-Range Chicken later in that turn, sacrifice it.) Freewind Equenaut 2W Creature - Human Archer 2/2 Flying As long as Freewind Equenaut is enchanted, it has "T Freewind Equenaut deals 2 damage to target attacking or blocking creature." Freewind Falcon 1W Creature - Bird 1/1 Flying, protection from red Frenetic Efreet 1UR Creature - Efreet 2/1 Flying 0: If Frenetic Efreet is in play, flip a coin. If you win the flip, Frenetic Efreet phases out. If you lose the flip, sacrifice Frenetic Efreet. Frenetic Ogre 4R Creature - Ogre 2/3 R, Discard a card at random: Frenetic Ogre gets +3/+0 until end of turn. Frenetic Raptor 5R Creature - Lizard Beast 6/6 Beasts can't block. Frenetic Sliver 1UR Creature - Sliver 2/2 All Slivers have "0: If this permanent is in play, flip a coin. If you win the flip, remove this permanent from the game and return it to play under its owner's control at end of turn. If you lose the flip, sacrifice it." Frenzied Goblin R Creature - Goblin Berserker 1/1 Whenever Frenzied Goblin attacks, you may pay R. If you do, target creature can't block this turn. Frenzied Tilling 3RG Sorcery Destroy target land. Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Frenzy Sliver 1B Creature - Sliver 1/1 All Sliver creatures have frenzy 1. (Whenever a Sliver attacks and isn't blocked, it gets +1/+0 until end of turn.) Fresh Volunteers 1W Creature - Human Rebel 2/2 Freyalise Supplicant 1G Creature - Human Cleric 1/1 T, Sacrifice a red or white creature: Freyalise Supplicant deals damage to target creature or player equal to half the sacrificed creature's power, rounded down. Freyalise's Charm GG Enchantment Whenever an opponent plays a black spell, you may pay GG. If you do, you draw a card. GG: Return Freyalise's Charm to its owner's hand. Freyalise's Radiance 1G Enchantment Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Snow permanents don't untap during their controllers' untap steps. Freyalise's Winds 2GG Enchantment Whenever a permanent becomes tapped, put a wind counter on it. That permanent gains "This permanent doesn't untap during your untap step if it has a wind counter on it" and "At the beginning of your upkeep, remove a wind counter from this permanent." Frightcrawler 1B Creature - Horror 1/1 Fear Threshold - As long as seven or more cards are in your graveyard, Frightcrawler gets +2/+2 and can't block. Frightshroud Courier 2B Creature - Zombie 2/1 You may choose not to untap Frightshroud Courier during your untap step. 2B, T As long as Frightshroud Courier remains tapped, target Zombie creature gets +2/+2 and has fear. Frog Tongue G Enchantment - Aura Enchant creature When Frog Tongue comes into play, draw a card. Enchanted creature has reach. (It can block creatures with flying.) Frogmite 4 Artifact Creature - Frog 2/2 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Frogtosser Banneret 1B Creature - Goblin Rogue 1/1 Haste Goblin spells and Rogue spells you play cost 1 less to play. Frontline Strategist W Creature - Human 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-Soldier creatures would deal this turn. Frost Giant 3RRR Creature - Giant 4/4 Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Frost Marsh Snow Land Frost Marsh comes into play tapped. T Add U or B to your mana pool. Frost Ogre 3RR Creature - Ogre Warrior 5/3 Frost Raptor 2U Snow Creature - Bird 2/2 Flying oSioSi: Frost Raptor gains shroud until end of turn. (oSi can be paid with one mana from a snow permanent.) Frostling R Creature - Spirit 1/1 Sacrifice Frostling: Frostling deals 1 damage to target creature. Frostweb Spider 2G Snow Creature - Spider 1/3 Reach (This creature can block creatures with flying.) Whenever Frostweb Spider blocks a creature with flying, put a +1/+1 counter on Frostweb Spider at end of combat. Frostwielder 2RR Creature - Human Shaman 1/2 T Frostwielder deals 1 damage to target creature or player. If a creature dealt damage by Frostwielder this turn would be put into a graveyard, remove it from the game instead. Frozen AEther 3U Enchantment Artifacts, creatures, and lands your opponents control come into play tapped. Frozen Shade 2B Creature - Shade 0/1 B: Frozen Shade gets +1/+1 until end of turn. Frozen Shade 2B Creature - Shade 0/1 B: Frozen Shade gets +1/+1 until end of turn. Frozen Shade 2B Creature - Shade 0/1 B: Frozen Shade gets +1/+1 until end of turn. Frozen Shade 2B Creature - Shade 0/1 B: Frozen Shade gets +1/+1 until end of turn. Frozen Shade 2B Creature - Shade 0/1 B: Frozen Shade gets +1/+1 until end of turn. Frozen Shade 2B Creature - Shade 0/1 B: Frozen Shade gets +1/+1 until end of turn. Frozen Solid 1UU Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. When damage is dealt to enchanted creature, destroy it. Frozen Solid 1UU Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. When damage is dealt to enchanted creature, destroy it. Fruition G Sorcery You gain 1 life for each Forest in play. Fugitive Druid 3G Creature - Human Druid 3/2 Whenever Fugitive Druid becomes the target of an Aura spell, you draw a card. Fugitive Wizard U Creature - Human Wizard 1/1 Fugitive Wizard U Creature - Human Wizard 1/1 Fugitive Wizard U Creature - Human Wizard 1/1 Fugitive Wizard U Creature - Human Wizard 1/1 Fugue 3BB Sorcery Target player discards three cards. Fugue 3BB Sorcery Target player discards three cards. Fumarole 3BR Sorcery As an additional cost to play Fumarole, pay 3 life. Destroy target creature and target land. Fumiko the Lowblood 2RR Legendary Creature - Human Samurai 3/2 Fumiko the Lowblood has bushido X, where X is the number of attacking creatures. (When this blocks or becomes blocked, it gets +X/+X until end of turn.) Creatures your opponents control attack each turn if able. Funeral Charm B Instant Choose one - Target player discards a card; or target creature gets +2/-1 until end of turn; or target creature gains swampwalk until end of turn. Funeral Charm B Instant Choose one - Target player discards a card; or target creature gets +2/-1 until end of turn; or target creature gains swampwalk until end of turn. Funeral March 1BB Enchantment - Aura Enchant creature When enchanted creature leaves play, its controller sacrifices a creature. Funeral March 1BB Enchantment - Aura Enchant creature When enchanted creature leaves play, its controller sacrifices a creature. Funeral Pyre W Instant Remove target card in a graveyard from the game. Its owner puts a 1/1 white Spirit creature token with flying into play. Fungal Behemoth 3G Creature - Fungus */* Fungal Behemoth's power and toughness are each equal to the number of +1/+1 counters on creatures you control. Suspend X-XGG. X can't be 0. Whenever a time counter is removed from Fungal Behemoth while it's removed from the game, you may put a +1/+1 counter on target creature. Fungal Bloom GG Enchantment GG: Put a spore counter on target Fungus. Fungal Reaches Land T Add 1 to your mana pool. 1, T Put a storage counter on Fungal Reaches. 1, Remove X storage counters from Fungal Reaches: Add X mana in any combination of R and/or G to your mana pool. Fungal Shambler 4GUB Creature - Fungus Beast 6/4 Trample Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card. Fungal Shambler 4GUB Creature - Fungus Beast 6/4 Trample Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card. Fungus Elemental 3G Creature - Fungus Elemental 3/3 G, Sacrifice a Forest: Put a +2/+2 counter on Fungus Elemental. Play this ability only if Fungus Elemental came into play this turn. Fungus Sliver 3G Creature - Fungus Sliver 2/2 All Sliver creatures have "Whenever this creature is dealt damage, put a +1/+1 counter on it." (The damage is dealt before the counter is put on.) Fungusaur 3G Creature - Fungus Lizard 2/2 Whenever Fungusaur is dealt damage, put a +1/+1 counter on it. Fungusaur 3G Creature - Fungus Lizard 2/2 Whenever Fungusaur is dealt damage, put a +1/+1 counter on it. Fungusaur 3G Creature - Fungus Lizard 2/2 Whenever Fungusaur is dealt damage, put a +1/+1 counter on it. Fungusaur 3G Creature - Fungus Lizard 2/2 Whenever Fungusaur is dealt damage, put a +1/+1 counter on it. Fungusaur 3G Creature - Fungus Lizard 2/2 Whenever Fungusaur is dealt damage, put a +1/+1 counter on it. Fungusaur 3G Creature - Fungus Lizard 2/2 Whenever Fungusaur is dealt damage, put a +1/+1 counter on it. Fungusaur 3G Creature - Fungus Lizard 2/2 Whenever Fungusaur is dealt damage, put a +1/+1 counter on it. Furious Assault 2R Enchantment Whenever you play a creature spell, Furious Assault deals 1 damage to target player. Furnace Brood 3R Creature - Elemental 3/3 R: Target creature can't be regenerated this turn. Furnace Dragon 6RRR Creature - Dragon 5/5 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying When Furnace Dragon comes into play, if you played it from your hand, remove all artifacts from the game. Furnace of Rath 1RRR Enchantment If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead. Furnace of Rath 1RRR Enchantment If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead. Furnace of Rath 1RRR Enchantment If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead. Furnace of Rath 1RRR Enchantment If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead. Furnace Spirit 2R Creature - Spirit 1/1 Haste R: Furnace Spirit gets +1/+0 until end of turn. Furnace Whelp 2RR Creature - Dragon 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) R: Furnace Whelp gets +1/+0 until end of turn. Furnace Whelp 2RR Creature - Dragon 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) R: Furnace Whelp gets +1/+0 until end of turn. Fury Charm 1R Instant Choose one - Destroy target artifact; or target creature gets +1/+1 and gains trample until end of turn; or remove two time counters from target permanent or suspended card. Fury of the Horde 5RR Sorcery You may remove two red cards in your hand from the game rather than pay Fury of the Horde's mana cost. Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Fury Sliver 5R Creature - Sliver 3/3 All Sliver creatures have double strike. Future Sight 2UUU Enchantment Play with the top card of your library revealed. You may play the top card of your library. Fylamarid 1UU Creature - Squid Beast 1/3 Flying Fylamarid can't be blocked by blue creatures. U: Target creature becomes blue until end of turn. Fylgja W Enchantment - Aura Enchant creature Fylgja comes into play with four healing counters on it. Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn. 2W: Put a healing counter on Fylgja. Fyndhorn Bow 2 Artifact 3, T Target creature gains first strike until end of turn. Fyndhorn Brownie 2G Creature - Ouphe 1/1 2G, T Untap target creature. Fyndhorn Brownie 2G Creature - Ouphe 1/1 2G, T Untap target creature. Fyndhorn Druid 2G Creature - Elf Druid 2/2 When Fyndhorn Druid is put into a graveyard from play, if it was blocked this turn, you gain 4 life. Fyndhorn Druid 2G Creature - Elf Druid 2/2 When Fyndhorn Druid is put into a graveyard from play, if it was blocked this turn, you gain 4 life. Fyndhorn Elder 2G Creature - Elf Druid 1/1 T Add GG to your mana pool. Fyndhorn Elder 2G Creature - Elf Druid 1/1 T Add GG to your mana pool. Fyndhorn Elder 2G Creature - Elf Druid 1/1 T Add GG to your mana pool. Fyndhorn Elder 2G Creature - Elf Druid 1/1 T Add GG to your mana pool. Fyndhorn Elder 2G Creature - Elf Druid 1/1 T Add GG to your mana pool. Fyndhorn Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Fyndhorn Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Fyndhorn Pollen 2G Enchantment Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) All creatures get -1/-0. 1G: All creatures get -1/-0 until end of turn. Gabriel Angelfire 3GGWW Legendary Creature - Angel 4/4 At the beginning of your upkeep, choose flying, first strike, trample, or rampage 3. Gabriel Angelfire gains that ability until your next upkeep. Gabriel Angelfire 3GGWW Legendary Creature - Angel 4/4 At the beginning of your upkeep, choose flying, first strike, trample, or rampage 3. Gabriel Angelfire gains that ability until your next upkeep. Gaddock Teeg GW Legendary Creature - Kithkin Advisor 2/2 Noncreature spells with converted mana cost 4 or greater can't be played. Noncreature spells with X in their mana costs can't be played. Gaea's Anthem 1GG Enchantment Creatures you control get +1/+1. Gaea's Avenger 1GG Creature - Treefolk 1+*/1+* Gaea's Avenger's power and toughness are each equal to 1 plus the number of artifacts your opponents control. Gaea's Balance 3G Sorcery As an additional cost to play Gaea's Balance, sacrifice five lands. Search your library for a land card of each basic land type and put them into play. Then shuffle your library. Gaea's Blessing 1G Sorcery Target player shuffles up to three target cards from his or her graveyard into his or her library. Draw a card. When Gaea's Blessing is put into your graveyard from your library, shuffle your graveyard into your library. Gaea's Blessing 1G Sorcery Target player shuffles up to three target cards from his or her graveyard into his or her library. Draw a card. When Gaea's Blessing is put into your graveyard from your library, shuffle your graveyard into your library. Gaea's Bounty 2G Sorcery Search your library for up to two Forest cards, reveal those cards, and put them into your hand. Then shuffle your library. Gaea's Cradle Legendary Land T Add G to your mana pool for each creature you control. Gaea's Embrace 2GG Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 and has trample. G: Regenerate enchanted creature. Gaea's Herald 1G Creature - Elf 1/1 Creature spells can't be countered. Gaea's Herald 1G Creature - Elf 1/1 Creature spells can't be countered. Gaea's Herald 1G Creature - Elf 1/1 Creature spells can't be countered. Gaea's Liege 3GGG Creature - Avatar */* As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls. T Target land becomes a Forest until Gaea's Liege leaves play. Gaea's Liege 3GGG Creature - Avatar */* As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls. T Target land becomes a Forest until Gaea's Liege leaves play. Gaea's Liege 3GGG Creature - Avatar */* As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls. T Target land becomes a Forest until Gaea's Liege leaves play. Gaea's Liege 3GGG Creature - Avatar */* As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls. T Target land becomes a Forest until Gaea's Liege leaves play. Gaea's Liege 3GGG Creature - Avatar */* As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls. T Target land becomes a Forest until Gaea's Liege leaves play. Gaea's Liege 3GGG Creature - Avatar */* As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls. T Target land becomes a Forest until Gaea's Liege leaves play. Gaea's Might G Instant Target creature gets +1/+1 until end of turn for each basic land type among lands you control. Gaea's Skyfolk GU Creature - Elf Merfolk 2/2 Flying Gaea's Touch GG Enchantment You may play an additional land during your turn if that land is a basic Forest. Sacrifice Gaea's Touch: Add GG to your mana pool. Gainsay 1U Instant Counter target blue spell. Gale Force 4G Sorcery Gale Force deals 5 damage to each creature with flying. Galepowder Mage 3W Creature - Kithkin Wizard 3/3 Flying Whenever Galepowder Mage attacks, remove another target creature from the game. Return that card to play under its owner's control at end of turn. Galina's Knight WU Creature - Merfolk Knight 2/2 Protection from red Gallantry 1W Instant Target blocking creature gets +4/+4 until end of turn. Draw a card. Gallantry 1W Instant Target blocking creature gets +4/+4 until end of turn. Draw a card. Gallowbraid 3BB Legendary Creature - Horror 5/5 Trample Cumulative upkeep-Pay 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Galvanic Arc 2R Enchantment - Aura Enchant creature When Galvanic Arc comes into play, it deals 3 damage to target creature or player. Enchanted creature has first strike. Galvanic Key 2 Artifact Flash 3, T Untap target artifact. Gamble R Sorcery Search your library for a card, put that card into your hand, then discard a card at random. Then shuffle your library. Game of Chaos RRR Sorcery Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip. Game of Chaos RRR Sorcery Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip. Game Preserve 2G Enchantment At the beginning of your upkeep, each player reveals the top card of his or her library. If all cards revealed this way are creature cards, put those cards into play under their owners' control. (Otherwise, put them back face-down on top of their owners' libraries.) Gamekeeper 3G Creature - Elf 2/2 When Gamekeeper is put into a graveyard from play, you may remove Gamekeeper from the game. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into play and put all other cards revealed this way into your graveyard. Game-Trail Changeling 3GG Creature - Shapeshifter 4/4 Changeling (This card is every creature type at all times.) Trample Gang of Elk 5G Creature - Elk Beast 5/4 Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it. Gang of Elk 5G Creature - Elk Beast 5/4 Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it. Gangrenous Goliath 3BB Creature - Zombie Giant 4/4 Tap three untapped Clerics you control: Return Gangrenous Goliath from your graveyard to your hand. Gangrenous Zombies 1BB Creature - Zombie 2/2 T, Sacrifice Gangrenous Zombies: Gangrenous Zombies deals 1 damage to each creature and each player. If you control a snow Swamp, Gangrenous Zombies deals 2 damage to each creature and each player instead. Gargantuan Gorilla 4GGG Creature - Ape 7/7 At the beginning of your upkeep, sacrifice Gargantuan Gorilla unless you sacrifice a Forest. If you sacrifice Gargantuan Gorilla this way, it deals 7 damage to you. If you sacrifice a snow Forest this way, Gargantuan Gorilla gains trample until end of turn. T Gargantuan Gorilla deals damage equal to its power to target creature. That creature deals damage equal to its power to Gargantuan Gorilla. Gargantuan Gorilla 4GGG Creature - Ape 7/7 At the beginning of your upkeep, sacrifice Gargantuan Gorilla unless you sacrifice a Forest. If you sacrifice Gargantuan Gorilla this way, it deals 7 damage to you. If you sacrifice a snow Forest this way, Gargantuan Gorilla gains trample until end of turn. T Gargantuan Gorilla deals damage equal to its power to target creature. That creature deals damage equal to its power to Gargantuan Gorilla. Garruk Wildspeaker 2GG Planeswalker - Garruk 3 [+1]: Untap two target lands. [-1]: Put a 3/3 green Beast creature token into play. [-4]: Creatures you control get +3/+3 and gain trample until end of turn. Garza Zol, Plague Queen 4UBR Legendary Creature - Vampire 5/5 Flying, haste Whenever a creature dealt damage by Garza Zol, Plague Queen this turn is put into a graveyard, put a +1/+1 counter on Garza Zol. Whenever Garza Zol deals combat damage to a player, you may draw a card. Garza's Assassin BBB Creature - Human Assassin 2/2 Sacrifice Garza's Assassin: Destroy target nonblack creature. Recover-Pay half your life, rounded up. (When another creature is put into your graveyard from play, you may pay half your life, rounded up. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.) Gaseous Form 2U Enchantment - Aura Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. Gaseous Form 2U Enchantment - Aura Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. Gaseous Form 2U Enchantment - Aura Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. Gaseous Form 2U Enchantment - Aura Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. Gaseous Form 2U Enchantment - Aura Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. Gaseous Form 2U Enchantment - Aura Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. Gate Hound 2W Creature - Hound 1/1 Creatures you control have vigilance as long as Gate Hound is enchanted. Gate to Phyrexia BB Enchantment Sacrifice a creature: Destroy target artifact. Play this ability only during your upkeep and only once each turn. Gate to the AEther 6 Artifact At the beginning of each player's upkeep, that player reveals the top card of his or her library. If it's an artifact, creature, enchantment, or land card, the player may put it into play. Gathan Raiders 3RR Creature - Human Warrior 3/3 Hellbent - Gathan Raiders gets +2/+2 if you have no cards in hand. Morph-Discard a card. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Gather Courage G Instant Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Target creature gets +2/+2 until end of turn. Gatherer of Graces 1G Creature - Human Druid 1/2 Gatherer of Graces gets +1/+1 for each Aura attached to it. Sacrifice an Aura: Regenerate Gatherer of Graces. Gauntlet of Might 4 Artifact Red creatures get +1/+1. Whenever a Mountain is tapped for mana, its controller adds R to his or her mana pool. Gauntlet of Might 4 Artifact Red creatures get +1/+1. Whenever a Mountain is tapped for mana, its controller adds R to his or her mana pool. Gauntlet of Might 4 Artifact Red creatures get +1/+1. Whenever a Mountain is tapped for mana, its controller adds R to his or her mana pool. Gauntlet of Power 5 Artifact As Gauntlet of Power comes into play, choose a color. Creatures of the chosen color get +1/+1. Whenever a basic land is tapped for mana of the chosen color, its controller adds one mana of that color to his or her mana pool. Gauntlets of Chaos 5 Artifact 5, Sacrifice Gauntlets of Chaos: Exchange control of target artifact, creature, or land an opponent controls and a permanent you control if they share one of those types. Destroy all Auras attached to those permanents. Gauntlets of Chaos 5 Artifact 5, Sacrifice Gauntlets of Chaos: Exchange control of target artifact, creature, or land an opponent controls and a permanent you control if they share one of those types. Destroy all Auras attached to those permanents. Gauntlets of Chaos 5 Artifact 5, Sacrifice Gauntlets of Chaos: Exchange control of target artifact, creature, or land an opponent controls and a permanent you control if they share one of those types. Destroy all Auras attached to those permanents. Gaze of Adamaro 2RR Instant - Arcane Gaze of Adamaro deals damage equal to the number of cards in target player's hand to that player. Gaze of Justice W Sorcery As an additional cost to play Gaze of Justice, tap three untapped white creatures you control. Remove target creature from the game. Flashback 5W (You may play this card from your graveyard for its flashback cost and any additional costs. Then remove it from the game.) Gaze of Pain 1B Sorcery Until end of turn, whenever a creature you control attacks and isn't blocked, you may choose to have it deal damage equal to its power to a target creature. If you do, it deals no combat damage this turn. Gaze of the Gorgon 3(B / G) Instant (o(b/g) can be paid with either B or G.) Regenerate target creature. At end of combat, destroy all creatures that blocked or were blocked by that creature this turn. Gelectrode 1UR Creature - Weird 0/1 T Gelectrode deals 1 damage to target creature or player. Whenever you play an instant or sorcery spell, you may untap Gelectrode. Gelid Shackles W Snow Enchantment - Aura Enchant creature Enchanted creature can't block and its activated abilities can't be played. oSi: Enchanted creature gains defender until end of turn. (oSi can be paid with one mana from a snow permanent.) Gemhide Sliver 1G Creature - Sliver 1/1 All Slivers have "T Add one mana of any color to your mana pool." Gemini Engine 6 Artifact Creature - Construct 3/4 Whenever Gemini Engine attacks, put an attacking Construct artifact creature token named Twin into play. Its power is equal to Gemini Engine's power and its toughness is equal to Gemini Engine's toughness. Sacrifice the token at end of combat. Gempalm Avenger 5W Creature - Human Soldier 3/5 Cycling 2W (2W, Discard this card: Draw a card.) When you cycle Gempalm Avenger, Soldier creatures get +1/+1 and gain first strike until end of turn. Gempalm Incinerator 2R Creature - Goblin 2/1 Cycling 1R (1R, Discard this card: Draw a card.) When you cycle Gempalm Incinerator, you may have it deal X damage to target creature, where X is the number of Goblins in play. Gempalm Polluter 5B Creature - Zombie 4/3 Cycling BB (BB, Discard this card: Draw a card.) When you cycle Gempalm Polluter, you may have target player lose 1 life for each Zombie in play. Gempalm Sorcerer 2U Creature - Human Wizard 2/2 Cycling 2U (2U, Discard this card: Draw a card.) When you cycle Gempalm Sorcerer, Wizard creatures gain flying until end of turn. Gempalm Strider 1G Creature - Elf 2/2 Cycling 2GG (2GG, Discard this card: Draw a card.) When you cycle Gempalm Strider, Elf creatures get +2/+2 until end of turn. Gemstone Array 4 Artifact 2: Put a charge counter on Gemstone Array. Remove a charge counter from Gemstone Array: Add one mana of any color to your mana pool. Gemstone Caverns Legendary Land If Gemstone Caverns is in your opening hand and you're not playing first, you may begin the game with Gemstone Caverns in play with a luck counter on it. If you do, remove a card in your hand from the game. T Add 1 to your mana pool. If Gemstone Caverns has a luck counter on it, instead add one mana of any color to your mana pool. Gemstone Mine Land Gemstone Mine comes into play with three mining counters on it. T, Remove a mining counter from Gemstone Mine: Add one mana of any color to your mana pool. If there are no mining counters on Gemstone Mine, sacrifice it. Gemstone Mine Land Gemstone Mine comes into play with three mining counters on it. T, Remove a mining counter from Gemstone Mine: Add one mana of any color to your mana pool. If there are no mining counters on Gemstone Mine, sacrifice it. General Jarkeld 3W Legendary Creature - Human Soldier 1/2 T Switch the blocking creatures of two target attacking creatures. Play this ability only during the declare blockers step. General's Kabuto 4 Artifact - Equipment Equipped creature has shroud. (It can't be the target of spells or abilities.) Prevent all combat damage that would be dealt to equipped creature. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) General's Regalia 3 Artifact 3: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature you control instead. Genesis 4G Creature - Incarnation 4/4 At the beginning of your upkeep, if Genesis is in your graveyard, you may pay 2G. If you do, return target creature card from your graveyard to your hand. Genesis Chamber 2 Artifact Whenever a nontoken creature comes into play, if Genesis Chamber is untapped, that creature's controller puts a 1/1 Myr artifact creature token into play. Genju of the Cedars G Enchantment - Aura Enchant Forest 2: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land. When enchanted Forest is put into a graveyard, you may return Genju of the Cedars from your graveyard to your hand. Genju of the Falls U Enchantment - Aura Enchant Island 2: Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land. When enchanted Island is put into a graveyard, you may return Genju of the Falls from your graveyard to your hand. Genju of the Fens B Enchantment - Aura Enchant Swamp 2: Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with "B: This creature gets +1/+1 until end of turn." It's still a land. When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand. Genju of the Fields W Enchantment - Aura Enchant Plains 2: Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with lifelink. It's still a land. (Whenever it deals damage, its controller gains that much life.) When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand. Genju of the Realm WUBRG Legendary Enchantment - Aura Enchant land 2: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land. When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand. Genju of the Spires R Enchantment - Aura Enchant Mountain 2: Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land. When enchanted Mountain is put into a graveyard, you may return Genju of the Spires from your graveyard to your hand. Geothermal Crevice Land Geothermal Crevice comes into play tapped. T Add R to your mana pool. T, Sacrifice Geothermal Crevice: Add BG to your mana pool. Gerrard Capashen 3WW Legendary Creature - Human Soldier 3/4 At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand. 3W: Tap target creature. Play this ability only if Gerrard Capashen is attacking. Gerrard's Battle Cry W Enchantment 2W: Creatures you control get +1/+1 until end of turn. Gerrard's Command GW Instant Untap target creature. It gets +3/+3 until end of turn. Gerrard's Irregulars 4R Creature - Human Soldier 4/2 Trample, haste Gerrard's Verdict WB Sorcery Target player discards two cards. You gain 3 life for each land card discarded this way. Gerrard's Wisdom 2WW Sorcery You gain 2 life for each card in your hand. Gerrard's Wisdom 2WW Sorcery You gain 2 life for each card in your hand. Gerrard's Wisdom 2WW Sorcery You gain 2 life for each card in your hand. Gerrymandering 2G Sorcery Remove all lands from play and shuffle them together. Randomly deal to each player one land card for each land he or she had before. Each player puts those lands into play under his or her control, untapped. Get a Life W Instant Target player and each of his or her teammates exchange life totals. Geth's Grimoire 4 Artifact Whenever an opponent discards a card, you may draw a card. Ghastly Demise B Instant Destroy target nonblack creature if its toughness is less than or equal to the number of cards in your graveyard. Ghastly Remains BBB Creature - Zombie 0/0 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.) At the beginning of your upkeep, if Ghastly Remains is in your graveyard, you may pay BBB. If you do, return Ghastly Remains to your hand. Ghazban Ogre G Creature - Ogre 2/2 At the beginning of your upkeep, if a player has more life than any other, that player gains control of Ghazban Ogre. Ghazban Ogre G Creature - Ogre 2/2 At the beginning of your upkeep, if a player has more life than any other, that player gains control of Ghazban Ogre. Ghazban Ogre G Creature - Ogre 2/2 At the beginning of your upkeep, if a player has more life than any other, that player gains control of Ghazban Ogre. Ghazban Ogre G Creature - Ogre 2/2 At the beginning of your upkeep, if a player has more life than any other, that player gains control of Ghazban Ogre. Ghazban Ogress G Summon Ogre 2/2 When Ghazban Ogress comes into play, the player who has won the most Magic games that day gains control of it. If more than one player has won the same number of games, you retain control of Ghazban Ogress. Ghitu Encampment Land Ghitu Encampment comes into play tapped. T Add R to your mana pool. 1R: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land. (It deals combat damage before creatures without first strike.) Ghitu Encampment Land Ghitu Encampment comes into play tapped. T Add R to your mana pool. 1R: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land. (It deals combat damage before creatures without first strike.) Ghitu Fire XR Sorcery You may play Ghitu Fire any time you could play an instant if you pay 2 more to play it. Ghitu Fire deals X damage to target creature or player. Ghitu Firebreathing 1R Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature R: Enchanted creature gets +1/+0 until end of turn. R: Return Ghitu Firebreathing to its owner's hand. Ghitu Fire-Eater 2R Creature - Human Nomad 2/2 T, Sacrifice Ghitu Fire-Eater: Ghitu Fire-Eater deals damage equal to its power to target creature or player. Ghitu Fire-Eater 2R Creature - Human Nomad 2/2 T, Sacrifice Ghitu Fire-Eater: Ghitu Fire-Eater deals damage equal to its power to target creature or player. Ghitu Slinger 2R Creature - Human Nomad 2/2 Echo 2R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Ghitu Slinger comes into play, it deals 2 damage to target creature or player. Ghitu War Cry 2R Enchantment R: Target creature gets +1/+0 until end of turn. Ghor-Clan Bloodscale 3R Creature - Viashino Warrior 2/1 First strike 3G: Ghor-Clan Bloodscale gets +2/+2 until end of turn. Play this ability only once each turn. Ghor-Clan Savage 3GG Creature - Centaur Berserker 2/3 Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.) Ghost Council of Orzhova WWBB Legendary Creature - Spirit 4/4 When Ghost Council of Orzhova comes into play, target opponent loses 1 life and you gain 1 life. 1, Sacrifice a creature: Remove Ghost Council of Orzhova from the game. Return it to play under its owner's control at end of turn. Ghost Hounds 1B Creature - Hound Spirit 1/1 Vigilance Whenever Ghost Hounds blocks or becomes blocked by a white creature, Ghost Hounds gains first strike until end of turn. Ghost Quarter Land T Add 1 to your mana pool. T, Sacrifice Ghost Quarter: Destroy target land. Its controller may search his or her library for a basic land card, put it into play, then shuffle his or her library. Ghost Ship 2UU Creature - Spirit 2/4 Flying UUU: Regenerate Ghost Ship. Ghost Ship 2UU Creature - Spirit 2/4 Flying UUU: Regenerate Ghost Ship. Ghost Ship 2UU Creature - Spirit 2/4 Flying UUU: Regenerate Ghost Ship. Ghost Tactician 4W Creature - Spirit Spellshaper 2/5 W, T, Discard a card: Creatures you control get +1/+0 until end of turn. Ghost Town Land T Add 1 to your mana pool. 0: Return Ghost Town to its owner's hand. Play this ability only if it's not your turn. Ghost Warden 1W Creature - Spirit 1/1 T Target creature gets +1/+1 until end of turn. Ghost Warden 1W Creature - Spirit 1/1 T Target creature gets +1/+1 until end of turn. Ghostfire 2R Instant Ghostfire is colorless. Ghostfire deals 3 damage to target creature or player. Ghostflame Sliver BR Creature - Sliver 2/2 All Slivers are colorless. Ghosthelm Courier 2U Creature - Human Wizard 2/1 You may choose not to untap Ghosthelm Courier during your untap step. 2U, T As long as Ghosthelm Courier remains tapped, target Wizard creature gets +2/+2 and has shroud. (It can't be the target of spells or abilities.) Ghost-Lit Nourisher 2G Creature - Spirit 2/1 2G, T Target creature gets +2/+2 until end of turn. Channel - 3G, Discard Ghost-Lit Nourisher: Target creature gets +4/+4 until end of turn. Ghost-Lit Raider 2R Creature - Spirit 2/1 2R, T Ghost-Lit Raider deals 2 damage to target creature. Channel - 3R, Discard Ghost-Lit Raider: Ghost-Lit Raider deals 4 damage to target creature. Ghost-Lit Redeemer W Creature - Spirit 1/1 W, T You gain 2 life. Channel - 1W, Discard Ghost-Lit Redeemer: You gain 4 life. Ghost-Lit Stalker B Creature - Spirit 1/1 4B, T Target player discards two cards. Play this ability only any time you could play a sorcery. Channel - 5BB, Discard Ghost-Lit Stalker: Target player discards four cards. Play this ability only any time you could play a sorcery. Ghost-Lit Warder 1U Creature - Spirit 1/1 3U, T Counter target spell unless its controller pays 2. Channel - 3U, Discard Ghost-Lit Warder: Counter target spell unless its controller pays 4. Ghostly Changeling 2B Creature - Shapeshifter 2/2 Changeling (This card is every creature type at all times.) 1B: Ghostly Changeling gets +1/+1 until end of turn. Ghostly Flame BR Enchantment Black and/or red permanents and spells are colorless sources of damage. Ghostly Prison 2W Enchantment Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you. Ghostly Visit 2B Sorcery Destroy target nonblack creature. Ghostly Wings 1U Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has flying. Discard a card: Return enchanted creature to its owner's hand. Ghosts of the Damned 1BB Creature - Spirit 0/2 T Target creature gets -1/-0 until end of turn. Ghosts of the Innocent 5WW Creature - Spirit 4/5 If a source would deal damage to a creature or player, it deals half that damage, rounded down, to that creature or player instead. Ghostway 2W Instant Remove each creature you control from the game. Return those creatures to play under their owners' control at end of turn. Ghoul's Feast 1B Instant Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. Giant Albatross 1U Creature - Bird 1/1 Flying When Giant Albatross is put into a graveyard from play, you may pay 1U. If you do, for each creature that dealt damage to Giant Albatross this turn, destroy that creature unless its controller pays 2 life. A creature destroyed this way can't be regenerated. Giant Albatross 1U Creature - Bird 1/1 Flying When Giant Albatross is put into a graveyard from play, you may pay 1U. If you do, for each creature that dealt damage to Giant Albatross this turn, destroy that creature unless its controller pays 2 life. A creature destroyed this way can't be regenerated. Giant Badger 1GG Creature - Badger 2/2 Whenever Giant Badger blocks, it gets +2/+2 until end of turn. Giant Badger 1GG Creature - Badger 2/2 Whenever Giant Badger blocks, it gets +2/+2 until end of turn. Giant Caterpillar 3G Creature - Insect 3/3 G, Sacrifice Giant Caterpillar: Put a 1/1 green Insect creature token with flying named Butterfly into play at end of turn. Giant Caterpillar 3G Creature - Insect 3/3 G, Sacrifice Giant Caterpillar: Put a 1/1 green Insect creature token with flying named Butterfly into play at end of turn. Giant Cockroach 3B Creature - Insect 4/2 Giant Cockroach 3B Creature - Insect 4/2 Giant Cockroach 3B Creature - Insect 4/2 Giant Cockroach 3B Creature - Insect 4/2 Giant Crab 4U Creature - Crab 3/3 U: Giant Crab gains shroud until end of turn. (It can't be the target of spells or abilities.) Giant Crab 4U Creature - Crab 3/3 U: Giant Crab gains shroud until end of turn. (It can't be the target of spells or abilities.) Giant Dustwasp 3GG Creature - Insect 3/3 Flying Suspend 4-1G (Rather than play this card from your hand, you may pay 1G and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Giant Fan 4 Artifact 2, T Move target counter from one card to another. If the second card's rules text refers to any type of counters, the moved counter becomes one of those counters. Otherwise, it becomes a +1/+1 counter. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Growth G Instant Target creature gets +3/+3 until end of turn. Giant Harbinger 4R Creature - Giant Shaman 3/4 When Giant Harbinger comes into play, you may search your library for a Giant card, reveal it, then shuffle your library and put that card on top of it. Giant Mantis 3G Creature - Insect 2/4 Reach (This creature can block creatures with flying.) Giant Octopus 3U Creature - Octopus 3/3 Giant Octopus 3U Creature - Octopus 3/3 Giant Octopus 3U Creature - Octopus 3/3 Giant Octopus 3U Creature - Octopus 3/3 Giant Octopus 3U Creature - Octopus 3/3 Giant Octopus 3U Creature - Octopus 3/3 Giant Oyster 2UU Creature - Oyster 0/3 You may choose not to untap Giant Oyster during your untap step. T As long as Giant Oyster remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your draw steps, put a -1/-1 counter on that creature. When Giant Oyster leaves play or becomes untapped, remove all -1/-1 counters from the creature. Giant Oyster 2UU Creature - Oyster 0/3 You may choose not to untap Giant Oyster during your untap step. T As long as Giant Oyster remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your draw steps, put a -1/-1 counter on that creature. When Giant Oyster leaves play or becomes untapped, remove all -1/-1 counters from the creature. Giant Shark 5U Creature - Fish 4/4 Giant Shark can't attack unless defending player controls an Island. Whenever Giant Shark blocks or becomes blocked by a creature that has been dealt damage this turn, Giant Shark gets +2/+0 and gains trample until end of turn. When you control no Islands, sacrifice Giant Shark. Giant Slug 1B Creature - Slug 1/1 5: At the beginning of your next upkeep, choose a basic land type. Giant Slug gains landwalk of the chosen type until the end of that turn. Giant Slug 1B Creature - Slug 1/1 5: At the beginning of your next upkeep, choose a basic land type. Giant Slug gains landwalk of the chosen type until the end of that turn. Giant Solifuge 2(R / G)(R / G) Creature - Insect 4/1 (o(r/g) can be paid with either R or G.) Trample, haste, shroud (This permanent can't be the target of spells or abilities.) Giant Spider 3G Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Giant Spider 3G Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Giant Spider 3G Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Giant Spider 3G Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Giant Spider 3G Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Giant Spider 3G Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Giant Spider 3G Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Giant Spider 3G Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Giant Spider 3G Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Giant Spider 3G Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Giant Spider 3G Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Giant Spider 3G Creature - Spider 2/4 Reach (This creature can block creatures with flying.) Giant Strength RR Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Giant Strength RR Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Giant Strength RR Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Giant Strength RR Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Giant Strength RR Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Giant Tortoise 1U Creature - Turtle 1/1 Giant Tortoise gets +0/+3 as long as it's untapped. Giant Tortoise 1U Creature - Turtle 1/1 Giant Tortoise gets +0/+3 as long as it's untapped. Giant Tortoise 1U Creature - Turtle 1/1 Giant Tortoise gets +0/+3 as long as it's untapped. Giant Tortoise 1U Creature - Turtle 1/1 Giant Tortoise gets +0/+3 as long as it's untapped. Giant Trap Door Spider 1RG Creature - Spider 2/3 1RG, T Remove from the game Giant Trap Door Spider and target creature without flying that's attacking you. Giant Turtle 1GG Creature - Turtle 2/4 Giant Turtle can't attack if it attacked during your last turn. Giant Warthog 5G Creature - Boar Beast 5/5 Trample Giant's Ire 3R Tribal Sorcery - Giant Giant's Ire deals 4 damage to target player. If you control a Giant, draw a card. Gibbering Descent 4BB Enchantment At the beginning of each player's upkeep, that player loses 1 life and discards a card. Hellbent - Skip your upkeep step if you have no cards in hand. Madness 2BB (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Gibbering Hyenas 2G Creature - Hyena 3/2 Gibbering Hyenas can't block black creatures. Gibbering Kami 3B Creature - Spirit 2/2 Flying Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Gift of Estates 1W Sorcery If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library. Gift of Estates 1W Sorcery If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library. Gift of Granite W Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature Enchanted creature gets +0/+2. Gift of the Woods G Enchantment - Aura Enchant creature Whenever enchanted creature blocks or becomes blocked, it gets +0/+3 until end of turn and you gain 1 life. Gift of the Woods G Enchantment - Aura Enchant creature Whenever enchanted creature blocks or becomes blocked, it gets +0/+3 until end of turn and you gain 1 life. Gifts Ungiven 3U Instant Search your library for four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle your library. Gigadrowse U Instant Replicate U (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Tap target permanent. Gigapede 3GG Creature - Insect 6/1 Shroud (This permanent can't be the target of spells or abilities.) At the beginning of your upkeep, if Gigapede is in your graveyard, you may discard a card. If you do, return Gigapede to your hand. Gilded Drake 1U Creature - Drake 3/3 Flying When Gilded Drake comes into play, choose one - sacrifice Gilded Drake; or exchange control of Gilded Drake and target creature an opponent controls. If you can't make the exchange, sacrifice Gilded Drake. This ability can't be countered. (This effect doesn't end at end of turn.) Gilded Light 1W Instant You gain shroud until end of turn. (You can't be the target of spells or abilities.) Cycling 2 (2, Discard this card: Draw a card.) Gilded Lotus 5 Artifact T Add three mana of any one color to your mana pool. Gilt-Leaf Ambush 2G Tribal Instant - Elf Put two 1/1 green Elf Warrior creature tokens into play. Clash with an opponent. If you win, those creatures gain deathtouch until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost. Whenever a creature with deathtouch deals damage to a creature, destroy that creature.) Gilt-Leaf Archdruid 3GG Creature - Elf Druid 3/3 Whenever you play a Druid spell, you may draw a card. Tap seven untapped Druids you control: Gain control of all lands target player controls. Gilt-Leaf Palace Land As Gilt-Leaf Palace comes into play, you may reveal an Elf card from your hand. If you don't, Gilt-Leaf Palace comes into play tapped. T Add B or G to your mana pool. Gilt-Leaf Seer 2G Creature - Elf Shaman 2/2 G, T Look at the top two cards of your library, then put them back in any order. Glacial Chasm Land Cumulative upkeep-Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) If Glacial Chasm would come into play, sacrifice a land instead. If you do, put Glacial Chasm into play. If you don't, put it into its owner's graveyard. Skip your combat phase. Prevent all damage that would be dealt to you. Glacial Crevasses 2R Enchantment Sacrifice a snow Mountain: Prevent all combat damage that would be dealt this turn. Glacial Plating 2WW Snow Enchantment - Aura Enchant creature Cumulative upkeep oSi (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it. oSi can be paid with one mana from a snow permanent.) Enchanted creature gets +3/+3 for each age counter on Glacial Plating. Glacial Ray 1R Instant - Arcane Glacial Ray deals 2 damage to target creature or player. Splice onto Arcane 1R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Glacial Wall 2U Creature - Wall 0/7 Defender (This creature can't attack.) Glacial Wall 2U Creature - Wall 0/7 Defender (This creature can't attack.) Glacial Wall 2U Creature - Wall 0/7 Defender (This creature can't attack.) Glacial Wall 2U Creature - Wall 0/7 Defender (This creature can't attack.) Glaciers 2WU Enchantment At the beginning of your upkeep, sacrifice Glaciers unless you pay WU. All Mountains are Plains. Glade Gnarr 5G Creature - Beast 4/4 Whenever a player plays a blue spell, Glade Gnarr gets +2/+2 until end of turn. Glare of Subdual 2GW Enchantment Tap an untapped creature you control: Tap target artifact or creature. Glarecaster 4WW Creature - Bird Cleric 3/3 Flying 5W: The next time damage would be dealt to Glarecaster and/or you this turn, that damage is dealt to target creature or player instead. Glarewielder 4R Creature - Elemental Shaman 3/1 Haste When Glarewielder comes into play, up to two target creatures can't block this turn. Evoke 1R (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Glass Asp 1GG Creature - Snake 2/1 Whenever Glass Asp deals combat damage to a player, that player loses 2 life at the beginning of his or her next draw step unless he or she pays 2 before that step. Glass Golem 5 Artifact Creature - Golem 6/2 Glasses of Urza 1 Artifact T Look at target player's hand. Glasses of Urza 1 Artifact T Look at target player's hand. Glasses of Urza 1 Artifact T Look at target player's hand. Glasses of Urza 1 Artifact T Look at target player's hand. Glasses of Urza 1 Artifact T Look at target player's hand. Glasses of Urza 1 Artifact T Look at target player's hand. Glasses of Urza 1 Artifact T Look at target player's hand. Gleancrawler 3(B / G)(B / G)(B / G) Creature - Insect Horror 6/6 (o(b/g) can be paid with either B or G.) Trample At the end of your turn, return to your hand all creature cards in your graveyard that were put into your graveyard from play this turn. Gleemax 1,000,000 Legendary Artifact You choose all targets for all spells and abilities. Glen Elendra Pranksters 3U Creature - Faerie Wizard 1/3 Flying Whenever you play a spell during an opponent's turn, you may return target creature you control to its owner's hand. Gliding Licid 2U Creature - Licid 2/2 U, T Gliding Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay U to end this effect. Enchanted creature has flying. Glimmerdust Nap 2U Enchantment - Aura Enchant tapped creature Enchanted creature doesn't untap during its controller's untap step. Glimmering Angel 3W Creature - Angel 2/2 Flying U: Glimmering Angel gains shroud until end of turn. (It can't be the target of spells or abilities.) Glimmervoid Land At end of turn, if you control no artifacts, sacrifice Glimmervoid. T Add one mana of any color to your mana pool. Glimpse of Nature G Sorcery Whenever you play a creature spell this turn, draw a card. Glimpse the Unthinkable UB Sorcery Target player puts the top ten cards of his or her library into his or her graveyard. Glint-Eye Nephilim UBRG Creature - Nephilim 2/2 Whenever Glint-Eye Nephilim deals combat damage to a player, draw that many cards. 1, Discard a card: Glint-Eye Nephilim gets +1/+1 until end of turn. Glintwing Invoker 4U Creature - Human Wizard Mutant 3/3 7U: Glintwing Invoker gets +3/+3 and gains flying until end of turn. Glissa Sunseeker 2GG Legendary Creature - Elf 3/2 First strike T Destroy target artifact if its converted mana cost is equal to the amount of mana in your mana pool. Glitterfang R Creature - Spirit 1/1 Haste At end of turn, return Glitterfang to its owner's hand. Glittering Lion 2W Creature - Cat 2/2 Prevent all damage that would be dealt to Glittering Lion. 3: Until end of turn, Glittering Lion loses "Prevent all damage that would be dealt to Glittering Lion." Any player may play this ability. Glittering Lynx W Creature - Cat 1/1 Prevent all damage that would be dealt to Glittering Lynx. 2: Until end of turn, Glittering Lynx loses "Prevent all damage that would be dealt to Glittering Lynx." Any player may play this ability. Glittering Wish GW Sorcery You may choose a multicolored card you own from outside the game, reveal that card, and put it into your hand. Remove Glittering Wish from the game. Global Ruin 4W Sorcery Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest. Gloom 2B Enchantment White spells and activated abilities of white enchantments cost 3 more to play. Gloom 2B Enchantment White spells and activated abilities of white enchantments cost 3 more to play. Gloom 2B Enchantment White spells and activated abilities of white enchantments cost 3 more to play. Gloom 2B Enchantment White spells and activated abilities of white enchantments cost 3 more to play. Gloom 2B Enchantment White spells and activated abilities of white enchantments cost 3 more to play. Gloom 2B Enchantment White spells and activated abilities of white enchantments cost 3 more to play. Gloomdrifter 3B Creature - Zombie Minion 2/2 Flying Threshold - As long as seven or more cards are in your graveyard, Gloomdrifter has "When Gloomdrifter comes into play, nonblack creatures get -2/-2 until end of turn." Glorious Anthem 1WW Enchantment Creatures you control get +1/+1. Glorious Anthem 1WW Enchantment Creatures you control get +1/+1. Glorious Anthem 1WW Enchantment Creatures you control get +1/+1. Glorious Anthem 1WW Enchantment Creatures you control get +1/+1. Glorious Anthem 1WW Enchantment Creatures you control get +1/+1. Glory 3WW Creature - Incarnation 3/3 Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard. Glory 3WW Creature - Incarnation 3/3 Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard. Glory Seeker 1W Creature - Human Soldier 2/2 Glory Seeker 1W Creature - Human Soldier 2/2 Glory Seeker 1W Creature - Human Soldier 2/2 Glowering Rogon 5G Creature - Beast 4/4 Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.) Glowing Anemone 3U Creature - Jellyfish Beast 1/3 When Glowing Anemone comes into play, you may return target land to its owner's hand. Glowrider 2W Creature - Human Cleric 2/1 Noncreature spells cost 1 more to play. Gluetius Maximus 3GG Creature - Beast 5/5 As Gluetius Maximus comes into play, an opponent chooses one of your fingers. (Thumbs are fingers, too.) When the chosen finger isn't touching Gluetius Maximus, sacrifice Gluetius Maximus. Gluttonous Zombie 4B Creature - Zombie 3/3 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Gluttonous Zombie 4B Creature - Zombie 3/3 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Gluttonous Zombie 4B Creature - Zombie 3/3 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Glyph of Delusion U Instant Put X glyph counters on target creature that target Wall blocked this turn, where X is the power of that blocked creature. The creature gains "This creature doesn't untap during your untap step if it has a glyph counter on it" and "At the beginning of your upkeep, remove a glyph counter from this creature." Glyph of Destruction R Instant Target blocking Wall you control gets +10/+0 until end of combat. Prevent all damage that would be dealt to it this turn. Destroy it at end of turn. Glyph of Doom B Instant At end of combat, destroy all creatures that were blocked by target Wall this turn. Glyph of Life W Instant Until end of turn, whenever an attacking creature deals damage to target Wall creature, you gain that much life. Glyph of Reincarnation G Instant Play Glyph of Reincarnation only during the end of combat step. Destroy all creatures that were blocked by target Wall this turn. They can't be regenerated. For each creature put into a graveyard this way, choose a creature card from the graveyard of that creature's controller and return that card to play under its owner's control. Gnarled Mass 1GG Creature - Spirit 3/3 Gnat Alley Creeper 2R Creature - Human Rogue 3/1 Gnat Alley Creeper can't be blocked by creatures with flying. Gnat Miser B Creature - Rat Shaman 1/1 Each opponent's maximum hand size is reduced by one. Goatnapper 2R Creature - Goblin Rogue 2/2 When Goatnapper comes into play, untap target Goat and gain control of it until end of turn. It gains haste until end of turn. Gobhobbler Rats BR Creature - Rat 2/2 Hellbent - Gobhobbler Rats gets +1/+0 and has "B: Regenerate Gobhobbler Rats" as long as you have no cards in hand. Goblin Archaeologist 1R Creature - Goblin Artificer 1/2 R, T Flip a coin. If you win the flip, destroy target artifact and untap Goblin Archaeologist. If you lose the flip, sacrifice Goblin Archaeologist. Goblin Artisans R Creature - Goblin Artificer 1/1 T Flip a coin. If you win the flip, draw a card. Otherwise, counter target artifact spell you control that isn't the target of an ability from another creature named Goblin Artisans. Goblin Artisans R Creature - Goblin Artificer 1/1 T Flip a coin. If you win the flip, draw a card. Otherwise, counter target artifact spell you control that isn't the target of an ability from another creature named Goblin Artisans. Goblin Assassin 3RR Creature - Goblin Assassin 2/2 Whenever Goblin Assassin or another Goblin comes into play, each player flips a coin. Each player whose coin comes up tails sacrifices a creature. Goblin Balloon Brigade R Creature - Goblin Warrior 1/1 R: Goblin Balloon Brigade gains flying until end of turn. (It can't be blocked except by creatures with flying.) Goblin Balloon Brigade R Creature - Goblin Warrior 1/1 R: Goblin Balloon Brigade gains flying until end of turn. (It can't be blocked except by creatures with flying.) Goblin Balloon Brigade R Creature - Goblin Warrior 1/1 R: Goblin Balloon Brigade gains flying until end of turn. (It can't be blocked except by creatures with flying.) Goblin Balloon Brigade R Creature - Goblin Warrior 1/1 R: Goblin Balloon Brigade gains flying until end of turn. (It can't be blocked except by creatures with flying.) Goblin Balloon Brigade R Creature - Goblin Warrior 1/1 R: Goblin Balloon Brigade gains flying until end of turn. (It can't be blocked except by creatures with flying.) Goblin Balloon Brigade R Creature - Goblin Warrior 1/1 R: Goblin Balloon Brigade gains flying until end of turn. (It can't be blocked except by creatures with flying.) Goblin Berserker 3R Creature - Goblin Berserker 2/2 First strike, haste Goblin Bomb 1R Enchantment At the beginning of your upkeep, you may flip a coin. If you win the flip, put a fuse counter on Goblin Bomb. If you lose the flip, remove a fuse counter from Goblin Bomb. Remove five fuse counters from Goblin Bomb, Sacrifice Goblin Bomb: Goblin Bomb deals 20 damage to target player. Goblin Bombardment 1R Enchantment Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player. Goblin Bookie R Summon Goblin 1/1 R, T Reflip any coin or reroll any die. Goblin Bowling Team 3R Summon Goblins 1/1 Whenever Goblin Bowling Team damages any creature or player, roll a six-sided die. Goblin Bowling Team deals to that creature or player additional damage equal to the die roll. Goblin Brawler 2R Creature - Goblin Warrior 2/2 First strike Goblin Brawler can't be equipped. Goblin Brigand 1R Creature - Goblin Warrior 2/2 Goblin Brigand attacks each turn if able. Goblin Brigand 1R Creature - Goblin Warrior 2/2 Goblin Brigand attacks each turn if able. Goblin Bully 1R Creature - Goblin 2/1 Goblin Burrows Land T Add 1 to your mana pool. 1R, T Target Goblin creature gets +2/+0 until end of turn. Goblin Cadets R Creature - Goblin 2/1 Whenever Goblin Cadets blocks or becomes blocked, target opponent gains control of it. (This removes Goblin Cadets from combat.) Goblin Cannon 4 Artifact 2: Goblin Cannon deals 1 damage to target creature or player. Sacrifice Goblin Cannon. Goblin Cavaliers 2R Creature - Goblin 3/2 Goblin Cavaliers 2R Creature - Goblin 3/2 Goblin Caves 1RR Enchantment - Aura Enchant land If enchanted land is a basic Mountain, Goblin creatures get +0/+2. Goblin Charbelcher 4 Artifact 3, T Reveal cards from the top of your library until you reveal a land card. Goblin Charbelcher deals damage equal to the number of nonland cards revealed this way to target creature or player. If the revealed land card was a Mountain, Goblin Charbelcher deals double that damage instead. Put the revealed cards on the bottom of your library in any order. Goblin Chariot 2R Creature - Goblin Warrior 2/2 Haste (This creature can attack the turn it comes under your control.) Goblin Chariot 2R Creature - Goblin Warrior 2/2 Haste (This creature can attack the turn it comes under your control.) Goblin Chariot 2R Creature - Goblin Warrior 2/2 Haste (This creature can attack the turn it comes under your control.) Goblin Chariot 2R Creature - Goblin Warrior 2/2 Haste (This creature can attack the turn it comes under your control.) Goblin Chirurgeon R Creature - Goblin Shaman 0/2 Sacrifice a Goblin: Regenerate target creature. Goblin Chirurgeon R Creature - Goblin Shaman 0/2 Sacrifice a Goblin: Regenerate target creature. Goblin Chirurgeon R Creature - Goblin Shaman 0/2 Sacrifice a Goblin: Regenerate target creature. Goblin Chirurgeon R Creature - Goblin Shaman 0/2 Sacrifice a Goblin: Regenerate target creature. Goblin Clearcutter 3R Creature - Goblin 3/3 T, Sacrifice a Forest: Add three mana in any combination of R and/or G to your mana pool. Goblin Cohort R Creature - Goblin Warrior 2/2 Goblin Cohort can't attack unless you've played a creature spell this turn. Goblin Commando 4R Creature - Goblin 2/2 When Goblin Commando comes into play, it deals 2 damage to target creature. Goblin Digging Team R Creature - Goblin 1/1 T, Sacrifice Goblin Digging Team: Destroy target Wall. Goblin Digging Team R Creature - Goblin 1/1 T, Sacrifice Goblin Digging Team: Destroy target Wall. Goblin Digging Team R Creature - Goblin 1/1 T, Sacrifice Goblin Digging Team: Destroy target Wall. Goblin Digging Team R Creature - Goblin 1/1 T, Sacrifice Goblin Digging Team: Destroy target Wall. Goblin Digging Team R Creature - Goblin 1/1 T, Sacrifice Goblin Digging Team: Destroy target Wall. Goblin Dirigible 6 Artifact Creature - Construct 4/4 Flying Goblin Dirigible doesn't untap during your untap step. At the beginning of your upkeep, you may pay 4. If you do, untap Goblin Dirigible. Goblin Dynamo 5RR Creature - Goblin Mutant 4/4 T Goblin Dynamo deals 1 damage to target creature or player. XR, T, Sacrifice Goblin Dynamo: Goblin Dynamo deals X damage to target creature or player. Goblin Elite Infantry 1R Creature - Goblin Warrior 2/2 Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn. Goblin Elite Infantry 1R Creature - Goblin Warrior 2/2 Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn. Goblin Elite Infantry 1R Creature - Goblin Warrior 2/2 Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn. Goblin Elite Infantry 1R Creature - Goblin Warrior 2/2 Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn. Goblin Festival 1R Enchantment 2: Goblin Festival deals 1 damage to target creature or player. Flip a coin. If you lose the flip, choose one of your opponents. That player gains control of Goblin Festival. Goblin Fire Fiend 3R Creature - Goblin Berserker 1/1 Haste Goblin Fire Fiend must be blocked if able. R: Goblin Fire Fiend gets +1/+0 until end of turn. Goblin Firebug 1R Creature - Goblin 2/2 When Goblin Firebug leaves play, sacrifice a land. Goblin Firestarter R Creature - Goblin 1/1 Sacrifice Goblin Firestarter: Goblin Firestarter deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase. Goblin Flectomancer URR Creature - Goblin Wizard 2/2 Sacrifice Goblin Flectomancer: You may change the targets of target instant or sorcery spell. Goblin Flotilla 2R Creature - Goblin 2/2 Islandwalk At the beginning of combat, unless you pay R, whenever Goblin Flotilla blocks or becomes blocked by a creature this combat, that creature gains first strike until end of turn. Goblin Furrier 1R Creature - Goblin Warrior 2/2 Prevent all damage that Goblin Furrier would deal to snow creatures. Goblin Game 5RR Sorcery Each player hides at least one item, then all players reveal them simultaneously. Each player loses life equal to the number of items he or she revealed. The player who revealed the fewest items then loses half his or her life, rounded up. If two or more players are tied for fewest, each loses half his or her life, rounded up. Goblin Gardener 3R Creature - Goblin 2/1 When Goblin Gardener is put into a graveyard from play, destroy target land. Goblin Gardener 3R Creature - Goblin 2/1 When Goblin Gardener is put into a graveyard from play, destroy target land. Goblin General 1RR Creature - Goblin Warrior 1/1 Whenever Goblin General attacks, Goblin creatures you control get +1/+1 until end of turn. Goblin General 1RR Creature - Goblin Warrior 1/1 Whenever Goblin General attacks, Goblin creatures you control get +1/+1 until end of turn. Goblin Glider 1R Creature - Goblin 1/1 Flying Goblin Glider can't block. Goblin Glider 1R Creature - Goblin 1/1 Flying Goblin Glider can't block. Goblin Glider 1R Creature - Goblin 1/1 Flying Goblin Glider can't block. Goblin Glider 1R Creature - Goblin 1/1 Flying Goblin Glider can't block. Goblin Goon 3R Creature - Goblin Mutant 6/6 Goblin Goon can't attack unless you control more creatures than defending player. Goblin Goon can't block unless you control more creatures than attacking player. Goblin Grappler R Creature - Goblin 1/1 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Goblin Grenade R Sorcery As an additional cost to play Goblin Grenade, sacrifice a Goblin. Goblin Grenade deals 5 damage to target creature or player. Goblin Grenade R Sorcery As an additional cost to play Goblin Grenade, sacrifice a Goblin. Goblin Grenade deals 5 damage to target creature or player. Goblin Grenade R Sorcery As an additional cost to play Goblin Grenade, sacrifice a Goblin. Goblin Grenade deals 5 damage to target creature or player. Goblin Grenade R Sorcery As an additional cost to play Goblin Grenade, sacrifice a Goblin. Goblin Grenade deals 5 damage to target creature or player. Goblin Grenadiers 3R Creature - Goblin 2/2 Whenever Goblin Grenadiers attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature and target land. Goblin Hero 2R Creature - Goblin 2/2 Goblin Hero 2R Creature - Goblin 2/2 Goblin Hero 2R Creature - Goblin 2/2 Goblin Hero 2R Creature - Goblin 2/2 Goblin Hero 2R Creature - Goblin 2/2 Goblin King 1RR Creature - Goblin 2/2 Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.) Goblin King 1RR Creature - Goblin 2/2 Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.) Goblin King 1RR Creature - Goblin 2/2 Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.) Goblin King 1RR Creature - Goblin 2/2 Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.) Goblin King 1RR Creature - Goblin 2/2 Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.) Goblin King 1RR Creature - Goblin 2/2 Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.) Goblin King 1RR Creature - Goblin 2/2 Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.) Goblin King 1RR Creature - Goblin 2/2 Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.) Goblin King 1RR Creature - Goblin 2/2 Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.) Goblin King 1RR Creature - Goblin 2/2 Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.) Goblin King 1RR Creature - Goblin 2/2 Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.) Goblin Kites 1R Enchantment R: Target creature you control with toughness 2 or less gains flying until end of turn. Flip a coin at end of turn. If you lose the flip, sacrifice that creature. Goblin Lackey R Creature - Goblin 1/1 Whenever Goblin Lackey deals damage to a player, you may put a Goblin permanent card from your hand into play. Goblin Legionnaire RW Creature - Goblin Soldier 2/2 R, Sacrifice Goblin Legionnaire: Goblin Legionnaire deals 2 damage to target creature or player. W, Sacrifice Goblin Legionnaire: Prevent the next 2 damage that would be dealt to target creature or player this turn. Goblin Lookout 1R Creature - Goblin 1/2 T, Sacrifice a Goblin: Goblin creatures get +2/+0 until end of turn. Goblin Lore 1R Sorcery Draw four cards, then discard three cards at random. Goblin Lore 1R Sorcery Draw four cards, then discard three cards at random. Goblin Lore 1R Sorcery Draw four cards, then discard three cards at random. Goblin Lyre 3 Artifact Sacrifice Goblin Lyre: Flip a coin. If you win the flip, Goblin Lyre deals damage to target opponent equal to the number of creatures you control. If you lose the flip, Goblin Lyre deals damage to you equal to the number of creatures that opponent controls. Goblin Machinist 4R Creature - Goblin 0/5 2R: Reveal cards from the top of your library until you reveal a nonland card. Goblin Machinist gets +X/+0 until end of turn, where X is that card's converted mana cost. Put the revealed cards on the bottom of your library in any order. Goblin Marshal 4RR Creature - Goblin Warrior 3/3 Echo 4RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Goblin Marshal comes into play or is put into a graveyard from play, put two 1/1 red Goblin creature tokens into play. Goblin Masons 1R Creature - Goblin 2/1 When Goblin Masons is put into a graveyard from play, destroy target Wall. Goblin Matron 2R Creature - Goblin 1/1 When Goblin Matron comes into play, you may search your library for a Goblin card, reveal that card, and put it into your hand. If you do, shuffle your library. Goblin Matron 2R Creature - Goblin 1/1 When Goblin Matron comes into play, you may search your library for a Goblin card, reveal that card, and put it into your hand. If you do, shuffle your library. Goblin Matron 2R Creature - Goblin 1/1 When Goblin Matron comes into play, you may search your library for a Goblin card, reveal that card, and put it into your hand. If you do, shuffle your library. Goblin Medics 2R Creature - Goblin Shaman 1/1 Whenever Goblin Medics becomes tapped, it deals 1 damage to target creature or player. Goblin Mime 1R Creature - Goblin Mime 2/2 When you speak, sacrifice Goblin Mime. Goblin Mountaineer R Creature - Goblin Scout 1/1 Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.) Goblin Mountaineer R Creature - Goblin Scout 1/1 Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.) Goblin Mountaineer R Creature - Goblin Scout 1/1 Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.) Goblin Mutant 2RR Creature - Goblin Mutant 5/3 Trample Goblin Mutant can't attack if defending player controls an untapped creature with power 3 or greater. Goblin Mutant can't block creatures with power 3 or greater. Goblin Mutant 2RR Creature - Goblin Mutant 5/3 Trample Goblin Mutant can't attack if defending player controls an untapped creature with power 3 or greater. Goblin Mutant can't block creatures with power 3 or greater. Goblin Offensive X1RR Sorcery Put X 1/1 red Goblin creature tokens into play. Goblin Patrol R Creature - Goblin 2/1 Echo R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Goblin Piker 1R Creature - Goblin Warrior 2/1 Goblin Piker 1R Creature - Goblin Warrior 2/1 Goblin Piker 1R Creature - Goblin Warrior 2/1 Goblin Piledriver 1R Creature - Goblin Warrior 1/2 Protection from blue Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin. Goblin Psychopath 3R Creature - Goblin Mutant 5/5 Whenever Goblin Psychopath attacks or blocks, flip a coin. If you lose the flip, the next time it would deal combat damage this turn, it deals that damage to you instead. Goblin Pyromancer 3R Creature - Goblin Wizard 2/2 When Goblin Pyromancer comes into play, Goblin creatures get +3/+0 until end of turn. At end of turn, destroy all Goblins. Goblin Raider 1R Creature - Goblin Warrior 2/2 Goblin Raider can't block. Goblin Raider 1R Creature - Goblin Warrior 2/2 Goblin Raider can't block. Goblin Raider 1R Creature - Goblin Warrior 2/2 Goblin Raider can't block. Goblin Raider 1R Creature - Goblin Warrior 2/2 Goblin Raider can't block. Goblin Raider 1R Creature - Goblin Warrior 2/2 Goblin Raider can't block. Goblin Recruiter 1R Creature - Goblin 1/1 When Goblin Recruiter comes into play, search your library for any number of Goblin cards and reveal them. Shuffle your library, then put those cards on top of it in any order. Goblin Recruiter 1R Creature - Goblin 1/1 When Goblin Recruiter comes into play, search your library for any number of Goblin cards and reveal them. Shuffle your library, then put those cards on top of it in any order. Goblin Replica 3 Artifact Creature - Goblin 2/2 3R, Sacrifice Goblin Replica: Destroy target artifact. Goblin Rimerunner 2R Snow Creature - Goblin Warrior 2/2 T Target creature can't block this turn. oSi: Goblin Rimerunner gains haste until end of turn. (oSi can be paid with one mana from a snow permanent.) Goblin Ringleader 3R Creature - Goblin 2/2 Haste When Goblin Ringleader comes into play, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library. Goblin Rock Sled 1R Creature - Goblin 3/1 Trample Goblin Rock Sled doesn't untap during your untap step if it attacked during your last turn. Goblin Rock Sled can't attack unless defending player controls a Mountain. Goblin Rock Sled 1R Creature - Goblin 3/1 Trample Goblin Rock Sled doesn't untap during your untap step if it attacked during your last turn. Goblin Rock Sled can't attack unless defending player controls a Mountain. Goblin S.W.A.T. Team 3R Creature - Goblin Warrior 2/2 Say "Goblin S.W.A.T. Team": Put a +1/+1 counter on Goblin S.W.A.T. Team unless an opponent swats the table within five seconds. Play this ability only once each turn. Goblin Sappers 1R Creature - Goblin 1/1 RR, T Target creature you control is unblockable this turn. Destroy it and Goblin Sappers at end of combat. RRRR, T Target creature you control is unblockable this turn. Destroy it at end of combat. Goblin Scouts 3RR Sorcery Put three 1/1 red Goblin Scout creature tokens with mountainwalk into play. Goblin Secret Agent 2R Creature - Goblin Rogue 2/2 First strike At the beginning of your upkeep, reveal a card from your hand at random. Goblin Settler 3R Creature - Goblin 1/1 When Goblin Settler comes into play, destroy target land. Goblin Sharpshooter 2R Creature - Goblin 1/1 Goblin Sharpshooter doesn't untap during your untap step. Whenever a creature is put into a graveyard from play, untap Goblin Sharpshooter. T Goblin Sharpshooter deals 1 damage to target creature or player. Goblin Shrine 1RR Enchantment - Aura Enchant land If enchanted land is a Mountain, Goblin creatures get +1/+0. When Goblin Shrine leaves play, it deals 1 damage to each Goblin creature. Goblin Shrine 1RR Enchantment - Aura Enchant land If enchanted land is a Mountain, Goblin creatures get +1/+0. When Goblin Shrine leaves play, it deals 1 damage to each Goblin creature. Goblin Ski Patrol 1R Creature - Goblin 1/1 1R: Goblin Ski Patrol gets +2/+0 and gains flying until end of turn. Destroy it at end of turn. It can't be regenerated. Play this ability only once and only if you control a snow Mountain. Goblin Sky Raider 2R Creature - Goblin Warrior 1/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Goblin Sky Raider 2R Creature - Goblin Warrior 1/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Goblin Sky Raider 2R Creature - Goblin Warrior 1/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Goblin Skycutter 1R Creature - Goblin Warrior 2/1 Sacrifice Goblin Skycutter: Goblin Skycutter deals 2 damage to target creature with flying. That creature loses flying until end of turn. Goblin Sledder R Creature - Goblin 1/1 Sacrifice a Goblin: Target creature gets +1/+1 until end of turn. Goblin Snowman 3R Creature - Goblin 1/1 Whenever Goblin Snowman blocks, prevent all combat damage that would be dealt to and dealt by it this turn. T Goblin Snowman deals 1 damage to target creature it's blocking. Goblin Snowman 3R Creature - Goblin 1/1 Whenever Goblin Snowman blocks, prevent all combat damage that would be dealt to and dealt by it this turn. T Goblin Snowman deals 1 damage to target creature it's blocking. Goblin Soothsayer R Creature - Goblin Shaman 1/1 R, T, Sacrifice a Goblin: Red creatures get +1/+1 until end of turn. Goblin Spelunkers 2R Creature - Goblin Warrior 2/2 Mountainwalk Goblin Spelunkers 2R Creature - Goblin Warrior 2/2 Mountainwalk Goblin Spelunkers 2R Creature - Goblin Warrior 2/2 Mountainwalk Goblin Spy R Creature - Goblin Rogue 1/1 Play with the top card of your library revealed. Goblin Striker 1R Creature - Goblin Berserker 1/1 First strike, haste Goblin Swine-Rider R Creature - Goblin 1/1 When Goblin Swine-Rider becomes blocked, it deals 2 damage to each attacking creature and 2 damage to each blocking creature. Goblin Taskmaster R Creature - Goblin 1/1 1R: Target Goblin creature gets +1/+0 until end of turn. Morph R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Goblin Tinkerer 1R Creature - Goblin Artificer 1/2 R, T Destroy target artifact. That artifact deals damage equal to its converted mana cost to Goblin Tinkerer. Goblin Trenches 1RW Enchantment 2, Sacrifice a land: Put two 1/1 red and white Goblin Soldier creature tokens into play. Goblin Turncoat 1B Creature - Goblin Mercenary 2/1 Sacrifice a Goblin: Regenerate Goblin Turncoat. Goblin Tutor R Instant Roll a six-sided die for Goblin Tutor. On a 1, Goblin Tutor has no effect. Otherwise, search your library for the indicated card, reveal that card to all players, and put it into your hand. Shuffle your library afterwards. 2 - Any Goblin Tutor 3 - Any enchantment 4 - Any artifact 5 - Any creature 6 - Any sorcery, instant, or interrupt Goblin Vandal R Creature - Goblin Rogue 1/1 Whenever Goblin Vandal attacks and isn't blocked, you may pay R. If you do, destroy target artifact defending player controls and Goblin Vandal deals no combat damage this turn. Goblin War Buggy 1R Creature - Goblin 2/2 Haste Echo 1R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Goblin War Cry 2R Sorcery Target opponent chooses a creature he or she controls. Other creatures he or she controls can't block this turn. Goblin War Drums 2R Enchantment Each creature you control can't be blocked except by two or more creatures. Goblin War Drums 2R Enchantment Each creature you control can't be blocked except by two or more creatures. Goblin War Drums 2R Enchantment Each creature you control can't be blocked except by two or more creatures. Goblin War Drums 2R Enchantment Each creature you control can't be blocked except by two or more creatures. Goblin War Drums 2R Enchantment Each creature you control can't be blocked except by two or more creatures. Goblin War Drums 2R Enchantment Each creature you control can't be blocked except by two or more creatures. Goblin War Strike R Sorcery Goblin War Strike deals damage equal to the number of Goblins you control to target player. Goblin War 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 - Juggernaut 3/3 Goblin War Wagon doesn't untap during your untap step. At the beginning of your upkeep, you may pay 2. If you do, untap Goblin War Wagon. Goblin Warchief 1RR Creature - Goblin 2/2 Goblin spells you play cost 1 less to play. Goblin creatures you control have haste. Goblin Warrens 2R Enchantment 2R, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens into play. Goblin Warrens 2R Enchantment 2R, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens into play. Goblin Warrens 2R Enchantment 2R, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens into play. Goblin Welder R Creature - Goblin Artificer 1/1 T Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player sacrifices the artifact in play, then puts the other artifact from his or her graveyard into play. Goblin Wizard 2RR Creature - Goblin Wizard 1/1 T You may put a Goblin permanent card from your hand into play. R: Target Goblin gains protection from white until end of turn. Goblin Wizard 2RR Creature - Goblin Wizard 1/1 T You may put a Goblin permanent card from your hand into play. R: Target Goblin gains protection from white until end of turn. Goblins of the Flarg R Creature - Goblin Warrior 1/1 Mountainwalk When you control a Dwarf, sacrifice Goblins of the Flarg. Goblins of the Flarg R Creature - Goblin Warrior 1/1 Mountainwalk When you control a Dwarf, sacrifice Goblins of the Flarg. Goblins of the Flarg R Creature - Goblin Warrior 1/1 Mountainwalk When you control a Dwarf, sacrifice Goblins of the Flarg. Godless Shrine Land - Plains Swamp (T Add W or B to your mana pool.) As Godless Shrine comes into play, you may pay 2 life. If you don't, Godless Shrine comes into play tapped. Godo, Bandit Warlord 5R Legendary Creature - Human Barbarian 3/3 When Godo, Bandit Warlord comes into play, you may search your library for an Equipment card and put it into play. If you do, shuffle your library. Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, you get an additional combat phase. Godo's Irregulars R Creature - Human Warrior 1/1 R: Godo's Irregulars deals 1 damage to target creature blocking it. Gods' Eye, Gate to the Reikai Legendary Land T Add 1 to your mana pool. When Gods' Eye, Gate to the Reikai is put into a graveyard from play, put a 1/1 colorless Spirit creature token into play. Goham Djinn 5B Creature - Djinn 5/5 1B: Regenerate Goham Djinn. Goham Djinn gets -2/-2 as long as black is the most common color among all permanents or is tied for most common. Gold Myr 2 Artifact Creature - Myr 1/1 T Add W to your mana pool. Golden Bear 3G Creature - Bear 4/3 Golden Wish 3WW Sorcery You may 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. Goldmeadow Dodger W Creature - Kithkin Rogue 1/1 Goldmeadow Dodger can't be blocked by creatures with power 4 or greater. Goldmeadow Harrier W Creature - Kithkin Soldier 1/1 W, T Tap target creature. Goldmeadow Lookout 3W Creature - Kithkin Spellshaper 2/2 W, T, Discard a card: Put a 1/1 white Kithkin Soldier creature token named Goldmeadow Harrier into play with "W, T Tap target creature." Goldmeadow Stalwart W Creature - Kithkin Soldier 2/2 As an additional cost to play Goldmeadow Stalwart, reveal a Kithkin card from your hand or pay 3. Golem-Skin Gauntlets 1 Artifact - Equipment Equipped creature gets +1/+0 for each Equipment attached to it. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Golgari Brownscale 1GG Creature - Lizard 2/3 When Golgari Brownscale is put into your hand from your graveyard, you gain 2 life. Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) Golgari Germination 1BG Enchantment Whenever a nontoken creature you control is put into a graveyard from play, put a 1/1 green Saproling creature token into play. Golgari Grave-Troll 4G Creature - Skeleton Troll 0/0 Golgari Grave-Troll comes into play with a +1/+1 counter on it for each creature card in your graveyard. 1, Remove a +1/+1 counter from Golgari Grave-Troll: Regenerate Golgari Grave-Troll. Dredge 6 Golgari Guildmage (B / G)(B / G) Creature - Elf Shaman 2/2 (o(b/g) can be paid with either B or G.) 4B, Sacrifice a creature: Return target creature card from your graveyard to your hand. 4G: Put a +1/+1 counter on target creature. Golgari Rot Farm Land Golgari Rot Farm comes into play tapped. When Golgari Rot Farm comes into play, return a land you control to its owner's hand. T Add BG to your mana pool. Golgari Rotwurm 3BG Creature - Zombie Wurm 5/4 B, Sacrifice a creature: Target player loses 1 life. Golgari Signet 2 Artifact 1, T Add BG to your mana pool. Golgari Thug 1B Creature - Human Warrior 1/1 When Golgari Thug is put into a graveyard from play, put target creature card in your graveyard on top of your library. Dredge 4 (If you would draw a card, instead you may put exactly four cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) Golgothian Sylex 4 Artifact 1, T Destroy all cards from the Antiquities expansion. Goliath Beetle 2G Creature - Insect 3/1 Trample Goliath Spider 6GG Creature - Spider 7/6 Reach (This creature can block creatures with flying.) Goretusk Firebeast 5R Creature - Elemental Boar Beast 2/2 When Goretusk Firebeast comes into play, it deals 4 damage to target player. Gorgon Recluse 3BB Creature - Gorgon 2/4 Whenever Gorgon Recluse blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat. Madness BB (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Gorilla Berserkers 3GG Creature - Ape Berserker 2/3 Trample; rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Gorilla Berserkers can't be blocked except by three or more creatures. Gorilla Berserkers 3GG Creature - Ape Berserker 2/3 Trample; rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Gorilla Berserkers can't be blocked except by three or more creatures. Gorilla Chieftain 2GG Creature - Ape 3/3 1G: Regenerate Gorilla Chieftain. Gorilla Chieftain 2GG Creature - Ape 3/3 1G: Regenerate Gorilla Chieftain. Gorilla Chieftain 2GG Creature - Ape 3/3 1G: Regenerate Gorilla Chieftain. Gorilla Chieftain 2GG Creature - Ape 3/3 1G: Regenerate Gorilla Chieftain. Gorilla Pack 2G Creature - Ape 3/3 Gorilla Pack can't attack unless defending player controls a Forest. When you control no Forests, sacrifice Gorilla Pack. Gorilla Shaman R Creature - Ape Shaman 1/1 XX1: Destroy target noncreature artifact with converted mana cost X. Gorilla Shaman R Creature - Ape Shaman 1/1 XX1: Destroy target noncreature artifact with converted mana cost X. Gorilla Titan 3GG Creature - Ape 4/4 Trample Gorilla Titan gets +4/+4 as long as there are no cards in your graveyard. Gorilla War Cry 1R Instant Play Gorilla War Cry only during combat before the declare blockers step. Attacking creatures can't be blocked this turn except by two or more creatures. Draw a card at the beginning of the next turn's upkeep. Gorilla War Cry 1R Instant Play Gorilla War Cry only during combat before the declare blockers step. Attacking creatures can't be blocked this turn except by two or more creatures. Draw a card at the beginning of the next turn's upkeep. Gorilla Warrior 2G Creature - Ape Warrior 3/2 Gorilla Warrior 2G Creature - Ape Warrior 3/2 Gorilla Warrior 2G Creature - Ape Warrior 3/2 Gorilla Warrior 2G Creature - Ape Warrior 3/2 Goryo's Vengeance 1B Instant - Arcane Return target legendary creature card from your graveyard to play. That creature gains haste. Remove it from the game at end of turn. Splice onto Arcane 2B (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Gossamer Chains WW Enchantment Return Gossamer Chains to its owner's hand: Prevent all combat damage that would be dealt by target unblocked creature this turn. Gossamer Phantasm 1U Creature - Illusion 2/1 Flying When Gossamer Phantasm becomes the target of a spell or ability, sacrifice it. Gosta Dirk 3WWUU Legendary Creature - Human Warrior 4/4 First strike Creatures with islandwalk can be blocked as though they didn't have islandwalk. Govern the Guildless 5U Sorcery Gain control of target monocolored creature. Forecast - 1U, Reveal Govern the Guildless from your hand: Target creature becomes the color or colors of your choice until end of turn. (Play this ability only during your upkeep and only once each turn.) Grab the Reins 3R Instant Choose one - Until end of turn, you gain control of target creature and it gains haste; or sacrifice a creature, then Grab the Reins deals damage equal to that creature's power to target creature or player. Entwine 2R (Choose both if you pay the entwine cost.) Graceful Adept 2U Creature - Human Wizard 1/3 You have no maximum hand size. Graceful Antelope 2WW Creature - Antelope 1/4 Plainswalk Whenever Graceful Antelope deals combat damage to a player, you may have target land become a Plains until Graceful Antelope leaves play. Graceful Reprieve 1W Instant When target creature is put into a graveyard this turn, return that card to play under its owner's control. Grafted Skullcap 4 Artifact At the beginning of your draw step, draw a card. At the end of your turn, discard your hand. Grafted Skullcap 4 Artifact At the beginning of your draw step, draw a card. At the end of your turn, discard your hand. Grafted Wargear 3 Artifact - Equipment Equipped creature gets +3/+2. Whenever Grafted Wargear becomes unattached from a permanent, sacrifice that permanent. Equip 0 (0: Attach to target creature you control. Equip only as a sorcery.) Grand Arbiter Augustin IV 2WU Legendary Creature - Human Advisor 2/3 White spells you play cost 1 less to play. Blue spells you play cost 1 less to play. Spells your opponents play cost 1 more to play. Grand Coliseum Land Grand Coliseum comes into play tapped. T Add 1 to your mana pool. T Add one mana of any color to your mana pool. Grand Coliseum deals 1 damage to you. Grand Melee 3R Enchantment All creatures attack each turn if able. All creatures block each turn if able. Grandmother Sengir 4B Legendary Creature - Human Wizard 3/3 1B, T Target creature gets -1/-1 until end of turn. Granger Guildmage G Creature - Human Wizard 1/1 W, T Target creature gains first strike until end of turn. R, T Granger Guildmage deals 1 damage to target creature or player and 1 damage to you. Granite Gargoyle 2R Creature - Gargoyle 2/2 Flying R: Granite Gargoyle gets +0/+1 until end of turn. Granite Gargoyle 2R Creature - Gargoyle 2/2 Flying R: Granite Gargoyle gets +0/+1 until end of turn. Granite Gargoyle 2R Creature - Gargoyle 2/2 Flying R: Granite Gargoyle gets +0/+1 until end of turn. Granite Gargoyle 2R Creature - Gargoyle 2/2 Flying R: Granite Gargoyle gets +0/+1 until end of turn. Granite Gargoyle 2R Creature - Gargoyle 2/2 Flying R: Granite Gargoyle gets +0/+1 until end of turn. Granite Grip 2R Enchantment - Aura Enchant creature Enchanted creature gets +1/+0 for each Mountain you control. Granite Grip 2R Enchantment - Aura Enchant creature Enchanted creature gets +1/+0 for each Mountain you control. Granite Shard 3 Artifact 3, T or R, T Granite Shard deals 1 damage to target creature or player. Granny's Payback 7G Sorcery You gain life equal to your age. Granulate 2RR Sorcery Destroy each nonland artifact with converted mana cost 4 or less. Grapeshot 1R Sorcery Grapeshot deals 1 damage to target creature or player. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Grapeshot Catapult 4 Artifact Creature - Construct 2/3 T Grapeshot Catapult deals 1 damage to target creature with flying. Grapeshot Catapult 4 Artifact Creature - Construct 2/3 T Grapeshot Catapult deals 1 damage to target creature with flying. Grapeshot Catapult 4 Artifact Creature - Construct 2/3 T Grapeshot Catapult deals 1 damage to target creature with flying. Grapeshot Catapult 4 Artifact Creature - Construct 2/3 T Grapeshot Catapult deals 1 damage to target creature with flying. Graphic Violence 2G Instant All creatures by the artist of your choice get +2/+2 and gain trample until end of turn. Grassland Crusader 5W Creature - Human Cleric Soldier 2/4 T Target Elf or Soldier creature gets +2/+2 until end of turn. Grasslands Land Grasslands comes into play tapped. T, Sacrifice Grasslands: Search your library for a Forest or Plains card and put it into play. Then shuffle your library. Gratuitous Violence 2RRR Enchantment If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead. Grave Consequences 1B Instant Each player may remove any number of cards in his or her graveyard from the game. Then each player loses 1 life for each card in his or her graveyard. Draw a card. Grave Defiler 3B Creature - Zombie 2/1 When Grave Defiler comes into play, reveal the top four cards of your library. Put all Zombie cards revealed this way into your hand and the rest on the bottom of your library. 1B: Regenerate Grave Defiler. Grave Pact 1BBB Enchantment Whenever a creature you control is put into a graveyard from play, each other player sacrifices a creature. Grave Pact 1BBB Enchantment Whenever a creature you control is put into a graveyard from play, each other player sacrifices a creature. Grave Pact 1BBB Enchantment Whenever a creature you control is put into a graveyard from play, each other player sacrifices a creature. Grave Pact 1BBB Enchantment Whenever a creature you control is put into a graveyard from play, each other player sacrifices a creature. Grave Peril 1B Enchantment When a nonblack creature comes into play, sacrifice Grave Peril. If you do, destroy that creature. Grave Robbers 1BB Creature - Human Rogue 1/1 B, T Remove target artifact card in a graveyard from the game. You gain 2 life. Grave Scrabbler 3B Creature - Zombie 2/2 Madness 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) When Grave Scrabbler comes into play, if its madness cost was paid, you may return target creature card in a graveyard to its owner's hand. Grave Servitude 1B Enchantment - Aura You may play Grave Servitude any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant creature Enchanted creature gets +3/-1 and is black. Gravebane Zombie 3B Creature - Zombie 3/2 If Gravebane Zombie would be put into a graveyard from play, put Gravebane Zombie on top of its owner's library instead. Gravebane Zombie 3B Creature - Zombie 3/2 If Gravebane Zombie would be put into a graveyard from play, put Gravebane Zombie on top of its owner's library instead. Gravebind B Instant Target creature can't be regenerated this turn. Draw a card at the beginning of the next turn's upkeep. Graveborn Muse 2BB Creature - Zombie Spirit 3/3 At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control. Graveborn Muse 2BB Creature - Zombie Spirit 3/3 At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control. Gravedigger 3B Creature - Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravedigger 3B Creature - Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravedigger 3B Creature - Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravedigger 3B Creature - Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravedigger 3B Creature - Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravedigger 3B Creature - Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravedigger 3B Creature - Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravedigger 3B Creature - Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravedigger 3B Creature - Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravedigger 3B Creature - Zombie 2/2 When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Gravegouger 2B Creature - Nightmare Horror 2/2 When Gravegouger comes into play, remove up to two target cards in a single graveyard from the game. When Gravegouger leaves play, return the removed cards to their owner's graveyard. Gravel Slinger 3W Creature - Human Soldier 1/3 T Gravel Slinger deals 1 damage to target attacking or blocking creature. Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Graven Cairns Land T Add 1 to your mana pool. o(b/r), T Add BB, BR, or RR to your mana pool. Graven Dominator 4WW Creature - Gargoyle 4/4 Flying Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Graven Dominator comes into play or the creature it haunts is put into a graveyard, each other creature becomes 1/1 until end of turn. Grave-Shell Scarab 2BGG Creature - Insect 4/4 1, Sacrifice Grave-Shell Scarab: Draw a card. Dredge 1 (If you would draw a card, instead you may put exactly one card from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) Gravespawn Sovereign 4BB Creature - Zombie 3/3 Tap five untapped Zombies you control: Put target creature card from a graveyard into play under your control. Gravestorm BBB Enchantment At the beginning of your upkeep, target opponent may remove a card in his or her graveyard from the game. If that player doesn't, you may draw a card. Gravity Sphere 2R World Enchantment All creatures lose flying. Graxiplon 5U Creature - Beast 3/4 Graxiplon is unblockable unless defending player controls three or more creatures that share a creature type. Gray Ogre 2R Creature - Ogre 2/2 Gray Ogre 2R Creature - Ogre 2/2 Gray Ogre 2R Creature - Ogre 2/2 Gray Ogre 2R Creature - Ogre 2/2 Gray Ogre 2R Creature - Ogre 2/2 Grayscaled Gharial U Creature - Crocodile 1/1 Islandwalk Great Defender W Instant Target creature gets +0/+X until end of turn, where X is its converted mana cost. Great Furnace Artifact Land (Great Furnace isn't a spell.) T Add R to your mana pool. Great Wall 2W Enchantment Creatures with plainswalk can be blocked as though they didn't have plainswalk. Great Whale 5UU Creature - Whale 5/5 When Great Whale comes into play, untap up to seven lands. Greatbow Doyen 4G Creature - Elf Archer 2/4 Other Archer creatures you control get +1/+1. Whenever an Archer you control deals damage to a creature, that Archer deals that much damage to that creature's controller. Greater Forgeling 3RR Creature - Elemental 3/4 1R: Greater Forgeling gets +3/-3 until end of turn. Greater Gargadon 9R Creature - Beast 9/7 Suspend 10-R Sacrifice an artifact, creature, or land: Remove a time counter from Greater Gargadon. Play this ability only if Greater Gargadon is suspended. Greater Good 2GG Enchantment Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. Greater Good 2GG Enchantment Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. Greater Harvester 2BBB Creature - Horror 5/6 At the beginning of your upkeep, sacrifice a permanent. Whenever Greater Harvester deals combat damage to a player, that player sacrifices two permanents. Greater Morphling 6UU Creature - Shapeshifter 5/5 2: Greater Morphling gains your choice of banding, bushido 1, double strike, fear, flying, first strike, haste, landwalk of your choice, protection from a color of your choice, provoke, rampage 1, shadow, or trample until end of turn. 2: Greater Morphling becomes the colors of your choice until end of turn. 2: Greater Morphling's type becomes the creature type of your choice until end of turn. 2: Greater Morphling's expansion symbol becomes the symbol of your choice until end of turn. 2: Greater Morphling's artist becomes the artist of your choice until end of turn. 2: Greater Morphling gets +2/-2 or -2/+2 until end of turn. 2: Untap Greater Morphling. Greater Mossdog 3G Creature - Plant Hound 3/3 Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) Greater Realm of Preservation 1W Enchantment 1W: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage. Greater Realm of Preservation 1W Enchantment 1W: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage. Greater Realm of Preservation 1W Enchantment 1W: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage. Greater Stone Spirit 4RR Creature - Elemental Spirit 4/4 Greater Stone Spirit can't be blocked by creatures with flying. 2R: Until end of turn, target creature gets +0/+2 and gains "R: This creature gets +1/+0 until end of turn." Greater Werewolf 4B Creature - Human Wolf 2/4 At end of combat, put a -0/-2 counter on all creatures blocking or blocked by Greater Werewolf. Greater Werewolf 4B Creature - Human Wolf 2/4 At end of combat, put a -0/-2 counter on all creatures blocking or blocked by Greater Werewolf. Greed 3B Enchantment B, Pay 2 life: Draw a card. Greed 3B Enchantment B, Pay 2 life: Draw a card. Greed 3B Enchantment B, Pay 2 life: Draw a card. Greed 3B Enchantment B, Pay 2 life: Draw a card. Greel, Mind Raker 3BB Legendary Creature - Horror Spellshaper 3/3 XB, T, Discard two cards: Target player discards X cards at random. Greel's Caress 1B Enchantment - Aura Flash Enchant creature Enchanted creature gets -3/-0. Green Mana Battery 4 Artifact 2, T Put a charge counter on Green Mana Battery. T, Remove any number of charge counters from Green Mana Battery: Add G to your mana pool, then add an additional G to your mana pool for each charge counter removed this way. Green Mana Battery 4 Artifact 2, T Put a charge counter on Green Mana Battery. T, Remove any number of charge counters from Green Mana Battery: Add G to your mana pool, then add an additional G to your mana pool for each charge counter removed this way. Green Scarab W Enchantment - Aura Enchant creature Enchanted creature can't be blocked by green creatures. Enchanted creature gets +2/+2 as long as an opponent controls a green permanent. Green Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from green. This effect doesn't remove Green Ward. Green Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from green. This effect doesn't remove Green Ward. Green Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from green. This effect doesn't remove Green Ward. Green Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from green. This effect doesn't remove Green Ward. Green Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from green. This effect doesn't remove Green Ward. Greener Pastures 2G Enchantment At the beginning of each player's upkeep, if that player controls more lands than any other, the player puts a 1/1 green Saproling creature token into play. Greenseeker G Creature - Elf Spellshaper 1/1 G, T, Discard a card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library. Grid Monitor 4 Artifact Creature - Construct 4/6 You can't play creature spells. Griffin Canyon Land T Add 1 to your mana pool. T Untap target Griffin. If it's a creature, it gets +1/+1 until end of turn. Griffin Guide 2W Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has flying. When enchanted creature is put into a graveyard, put a 2/2 white Griffin creature token with flying into play. Grifter's Blade 3 Artifact - Equipment Flash As Grifter's Blade comes into play, choose a creature you control it could be attached to. If you do, it comes into play attached to that creature. Equipped creature gets +1/+1. Equip 1 Grim Feast 1BG Enchantment At the beginning of your upkeep, Grim Feast deals 1 damage to you. Whenever a creature is put into an opponent's graveyard from play, you gain life equal to its toughness. Grim Harvest 1B Instant Return target creature card from your graveyard to your hand. Recover 2B (When a creature is put into your graveyard from play, you may pay 2B. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.) Grim Lavamancer R Creature - Human Wizard 1/1 R, T, Remove two cards in your graveyard from the game: Grim Lavamancer deals 2 damage to target creature or player. Grim Monolith 2 Artifact Grim Monolith doesn't untap during your untap step. T Add 3 to your mana pool. 4: Untap Grim Monolith. Grim Reminder 2B Instant Search your library for a nonland card and reveal it. Each opponent who played a card this turn with the same name as that card loses 6 life. Then shuffle the revealed card back into your library. BB: Return Grim Reminder from your graveyard to your hand. Play this ability only during your upkeep. Grim Tutor 1BB Sorcery Search your library for a card and put that card into your hand, then shuffle your library. You lose 3 life. Grimclaw Bats 1B Creature - Bat 1/1 Flying B, Pay 1 life: Grimclaw Bats gets +1/+1 until end of turn. Grimoire Thief UU Creature - Merfolk Rogue 2/2 Whenever Grimoire Thief becomes tapped, remove the top three cards of target opponent's library from the game face down. You may look at cards removed from the game with Grimoire Thief. U, Sacrifice Grimoire Thief: Turn all cards removed from the game with Grimoire Thief face up. Counter all spells with those names. Grinding Station 2 Artifact T, Sacrifice an artifact: Target player puts the top three cards of his or her library into his or her graveyard. Whenever an artifact comes into play, you may untap Grinding Station. Grindstone 1 Artifact 3, T Put the top two cards of target player's library into that player's graveyard. If both cards share a color, repeat this process. Grinning Demon 2BB Creature - Demon 6/6 At the beginning of your upkeep, you lose 2 life. Morph 2BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Grinning Ignus 2R Creature - Elemental 2/2 R, Return Grinning Ignus to its owner's hand: Add 2R to your mana pool. Play this ability only any time you could play a sorcery. Grinning Totem 4 Artifact 2, T, Sacrifice Grinning Totem: Search target opponent's library for a card and remove it from the game. Then that player shuffles his or her library. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played it, put it into its owner's graveyard. Grinning Totem 4 Artifact 2, T, Sacrifice Grinning Totem: Search target opponent's library for a card and remove it from the game. Then that player shuffles his or her library. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played it, put it into its owner's graveyard. Grinning Totem 4 Artifact 2, T, Sacrifice Grinning Totem: Search target opponent's library for a card and remove it from the game. Then that player shuffles his or her library. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played it, put it into its owner's graveyard. Grip of Amnesia 1U Instant Counter target spell unless its controller removes his or her graveyard from the game. Draw a card. Grip of Chaos 4RR Enchantment Whenever a spell or ability is put onto the stack, if it has a single target, reselect its target at random. (Select from among all legal targets.) Gristle Grinner 4B Creature - Zombie 3/3 Whenever a creature is put into a graveyard from play, Gristle Grinner gets +2/+2 until end of turn. Gristleback 2G Creature - Boar Beast 2/2 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.) Sacrifice Gristleback: You gain life equal to Gristleback's power. Grizzled Wolverine 1RR Creature - Wolverine 2/2 Whenever Grizzled Wolverine becomes blocked, you may pay R. If you do, Grizzled Wolverine gets +2/+0 until end of turn. Grizzly Bears 1G Creature - Bear 2/2 Grizzly Bears 1G Creature - Bear 2/2 Grizzly Bears 1G Creature - Bear 2/2 Grizzly Bears 1G Creature - Bear 2/2 Grizzly Bears 1G Creature - Bear 2/2 Grizzly Bears 1G Creature - Bear 2/2 Grizzly Bears 1G Creature - Bear 2/2 Grizzly Bears 1G Creature - Bear 2/2 Grizzly Bears 1G Creature - Bear 2/2 Grizzly Bears 1G Creature - Bear 2/2 Grizzly Bears 1G Creature - Bear 2/2 Grizzly Bears 1G Creature - Bear 2/2 Grizzly Bears 1G Creature - Bear 2/2 Grizzly Fate 3GG Sorcery Put two 2/2 green Bear creature tokens into play. Threshold - Put four 2/2 green Bear creature tokens into play instead if seven or more cards are in your graveyard. Flashback 5GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Groffskithur 5G Creature - Beast 3/3 Whenever Groffskithur becomes blocked, you may return target card named Groffskithur from your graveyard to your hand. Grollub 2B Creature - Beast 3/3 Whenever Grollub is dealt damage, each opponent gains that much life. Grotesque Hybrid 4B Creature - Zombie 3/3 Whenever Grotesque Hybrid deals combat damage to a creature, destroy that creature. It can't be regenerated. Discard a card: Grotesque Hybrid gains flying and protection from green and from white until end of turn. Ground Rift R Sorcery Target creature without flying can't block this turn. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Ground Seal 1G Enchantment When Ground Seal comes into play, draw a card. Cards in graveyards can't be the targets of spells or abilities. Groundbreaker GGG Creature - Elemental 6/1 Trample, haste At end of turn, sacrifice Groundbreaker. Groundskeeper G Creature - Human Druid 1/1 1G: Return target basic land card from your graveyard to your hand. Groundskeeper G Creature - Human Druid 1/1 1G: Return target basic land card from your graveyard to your hand. Grove of the Burnwillows Land T Add 1 to your mana pool. T Add R or G to your mana pool. Each opponent gains 1 life. Growth Spurt 1G Instant Roll a six-sided die. Target creature gets +X/+X until end of turn, where X is equal to the die roll. Grozoth 6UUU Creature - Leviathan 9/9 Defender (This creature can't attack.) When Grozoth comes into play, you may search your library for any number of cards that have converted mana cost 9, reveal them, and put them into your hand. If you do, shuffle your library. 4: Grozoth loses defender until end of turn. Transmute 1UU Gruul Guildmage (R / G)(R / G) Creature - Human Shaman 2/2 (o(r/g) can be paid with either R or G.) 3R, Sacrifice a land: Gruul Guildmage deals 2 damage to target player. 3G: Target creature gets +2/+2 until end of turn. Gruul Nodorog 4GG Creature - Beast 4/4 R: Gruul Nodorog can't be blocked this turn except by two or more creatures. Gruul Scrapper 3G Creature - Human Berserker 3/2 When Gruul Scrapper comes into play, if R was spent to play Gruul Scrapper, it gains haste until end of turn. Gruul Signet 2 Artifact 1, T Add RG to your mana pool. Gruul Turf Land Gruul Turf comes into play tapped. When Gruul Turf comes into play, return a land you control to its owner's hand. T Add RG to your mana pool. Gruul War Plow 4 Artifact Creatures you control have trample. 1RG: Gruul War Plow becomes a 4/4 Juggernaut artifact creature until end of turn. Guan Yu, Sainted Warrior 3WW Legendary Creature - Human Soldier Warrior 3/5 Horsemanship When Guan Yu, Sainted Warrior is put into your graveyard from play, you may shuffle Guan Yu into your library. Guan Yu's 1,000-Li March 4WW Sorcery Destroy all tapped creatures. Guard Dogs 3W Creature - Hound 2/2 2W, T Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent. Guardian Angel XW Instant Prevent the next X damage that would be dealt to target creature or player this turn. Until end of turn, you may pay 1 any time you could play an instant. If you do, prevent the next 1 damage that would be dealt to that creature or player this turn. Guardian Angel XW Instant Prevent the next X damage that would be dealt to target creature or player this turn. Until end of turn, you may pay 1 any time you could play an instant. If you do, prevent the next 1 damage that would be dealt to that creature or player this turn. Guardian Angel XW Instant Prevent the next X damage that would be dealt to target creature or player this turn. Until end of turn, you may pay 1 any time you could play an instant. If you do, prevent the next 1 damage that would be dealt to that creature or player this turn. Guardian Angel XW Instant Prevent the next X damage that would be dealt to target creature or player this turn. Until end of turn, you may pay 1 any time you could play an instant. If you do, prevent the next 1 damage that would be dealt to that creature or player this turn. Guardian Beast 3B Creature - Beast 2/4 As long as Guardian Beast is untapped, noncreature artifacts you control can't be enchanted, they're indestructible, and other players can't gain control of them. Guardian Idol 2 Artifact Guardian Idol comes into play tapped. T Add 1 to your mana pool. 2: Guardian Idol becomes a 2/2 Golem artifact creature until end of turn. Guardian of Cloverdell 5GG Creature - Treefolk Shaman 4/5 When Guardian of Cloverdell comes into play, put three 1/1 white Kithkin Soldier creature tokens into play. G, Sacrifice a Kithkin: You gain 1 life. Guardian of Solitude 1U Creature - Spirit 1/2 Whenever you play a Spirit or Arcane spell, target creature gains flying until end of turn. Guardian of the Guildpact 3W Creature - Spirit 2/3 Protection from monocolored Guardian of Vitu-Ghazi 6GW Creature - Elemental 4/7 Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Vigilance Guardian's Magemark 2W Enchantment - Aura Flash Enchant creature Creatures you control that are enchanted get +1/+1. Guerrilla Tactics 1R Instant Guerrilla Tactics deals 2 damage to target creature or player. When a spell or ability an opponent controls causes you to discard Guerrilla Tactics, Guerrilla Tactics deals 4 damage to target creature or player. Guerrilla Tactics 1R Instant Guerrilla Tactics deals 2 damage to target creature or player. When a spell or ability an opponent controls causes you to discard Guerrilla Tactics, Guerrilla Tactics deals 4 damage to target creature or player. Guerrilla Tactics 1R Instant Guerrilla Tactics deals 2 damage to target creature or player. When a spell or ability an opponent controls causes you to discard Guerrilla Tactics, Guerrilla Tactics deals 4 damage to target creature or player. Guerrilla Tactics 1R Instant Guerrilla Tactics deals 2 damage to target creature or player. When a spell or ability an opponent controls causes you to discard Guerrilla Tactics, Guerrilla Tactics deals 4 damage to target creature or player. Guerrilla Tactics 1R Instant Guerrilla Tactics deals 2 damage to target creature or player. When a spell or ability an opponent controls causes you to discard Guerrilla Tactics, Guerrilla Tactics deals 4 damage to target creature or player. Guided Passage URG Sorcery Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle your library. Guided Strike 1W Instant Target creature gets +1/+0 and gains first strike until end of turn. Draw a card. Guided Strike 1W Instant Target creature gets +1/+0 and gains first strike until end of turn. Draw a card. Guiding Spirit 1WU Creature - Angel Spirit 1/2 Flying T If the top card of target player's graveyard is a creature card, put that card on the top of that player's library. Guile 3UUU Creature - Elemental Incarnation 6/6 Guile can't be blocked except by three or more creatures. If a spell or ability you control would counter a spell, instead remove that spell from the game and you may play that card without paying its mana cost. When Guile is put into a graveyard from anywhere, shuffle it into its owner's library. Guiltfeeder 3BB Creature - Horror 0/4 Fear Whenever Guiltfeeder attacks and isn't blocked, defending player loses 1 life for each card in his or her graveyard. Guilty Conscience W Enchantment - Aura Enchant creature Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to that creature. Gulf Squid 3U Creature - Squid Beast 2/2 When Gulf Squid comes into play, tap all lands target player controls. Guma 2R Creature - Cat 2/2 Protection from blue Gurzigost 3GG Creature - Beast 6/8 At the beginning of your upkeep, sacrifice Gurzigost unless you put two cards from your graveyard on the bottom of your library. GG, Discard a card: You may have Gurzigost assign its combat damage this turn as though it weren't blocked. Gus 2G Summon Gus 2/2 Gus comes into play with one +1/+1 counter on it for each game you have lost to your opponent since you last won a Magic game against him or her. Gush 4U Instant You may return two Islands you control to their owner's hand rather than pay Gush's mana cost. Draw two cards. Gustcloak Cavalier 3WW Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Whenever Gustcloak Cavalier attacks, you may tap target creature. Whenever Gustcloak Cavalier becomes blocked, you may untap Gustcloak Cavalier and remove it from combat. Gustcloak Harrier 1WW Creature - Bird Soldier 2/2 Flying Whenever Gustcloak Harrier becomes blocked, you may untap it and remove it from combat. Gustcloak Runner W Creature - Human Soldier 1/1 Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat. Gustcloak Savior 4W Creature - Bird Soldier 3/4 Flying Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat. Gustcloak Sentinel 2WW Creature - Human Soldier 3/3 Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat. Gustcloak Skirmisher 3W Creature - Bird Soldier 2/3 Flying Whenever Gustcloak Skirmisher becomes blocked, you may untap it and remove it from combat. Gustha's Scepter 0 Artifact When Gustha's Scepter leaves play, put all cards removed from the game with Gustha's Scepter into their owner's graveyard. T Remove a card in your hand from the game face down. You may look at it at any time. T Return a card you own removed from the game with Gustha's Scepter to your hand. Gutless Ghoul 2B Snow Creature - Zombie 2/2 1, Sacrifice a creature: You gain 2 life. Gutwrencher Oni 3BB Creature - Demon Spirit 5/4 Trample At the beginning of your upkeep, discard a card if you don't control an Ogre. Gwendlyn Di Corci UBBR Legendary Creature - Human Rogue 3/5 T Target player discards a card at random. Play this ability only during your turn. Haakon, Stromgald Scourge 1BB Legendary Creature - Zombie Knight 3/3 You may play Haakon, Stromgald Scourge from your graveyard, but not from anywhere else. As long as Haakon is in play, you may play Knight cards from your graveyard. When Haakon is put into a graveyard from play, you lose 2 life. Haazda Exonerator W Creature - Human Cleric 1/1 T, Sacrifice Haazda Exonerator: Destroy target Aura. Haazda Shield Mate 2W Creature - Human Soldier 1/1 At the beginning of your upkeep, sacrifice Haazda Shield Mate unless you pay WW. W: The next time a source of your choice would deal damage to you this turn, prevent that damage. Hail of Arrows XW Instant Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures. Hail of Arrows XW Instant Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures. Hail Storm 1GG Instant Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control. Hail Storm 1GG Instant Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control. Hair-Strung Koto 6 Artifact Tap an untapped creature you control: Target player puts the top card of his or her library into his or her graveyard. Hakim, Loreweaver 3UU Legendary Creature - Human Wizard 2/4 Flying UU: Return target Aura card from your graveyard to play attached to Hakim, Loreweaver. Play this ability only during your upkeep and only if Hakim isn't enchanted. UU, T Destroy all Auras attached to Hakim. Halam Djinn 5R Creature - Djinn 6/5 Haste Halam Djinn gets -2/-2 as long as red is the most common color among all permanents or is tied for most common. Halberdier 3R Creature - Human Barbarian 3/1 First strike Halcyon Glaze 1UU Enchantment Whenever you play a creature spell, Halcyon Glaze becomes a 4/4 Illusion creature with flying until end of turn. It's still an enchantment. Halfdane 1WUB Legendary Creature - Shapeshifter 3/3 At the beginning of your upkeep, Halfdane's power and toughness become equal to the power and toughness of target creature other than Halfdane, until the end of your next upkeep. Hall of Gemstone 1GG World Enchantment At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color. Hall of the Bandit Lord Legendary Land Hall of the Bandit Lord comes into play tapped. T, Pay 3 life: Add 1 to your mana pool. If that mana is spent on a creature spell, that creature has haste. Hallow W Instant Prevent all damage target spell would deal this turn. You gain life equal to the damage prevented this way. Hallowed Fountain Land - Plains Island (T Add W or U to your mana pool.) As Hallowed Fountain comes into play, you may pay 2 life. If you don't, Hallowed Fountain comes into play tapped. Hallowed Ground 1W Enchantment WW: Return target nonsnow land you control to its owner's hand. Hallowed Ground 1W Enchantment WW: Return target nonsnow land you control to its owner's hand. Hallowed Healer 2W Creature - Human Cleric 1/1 T Prevent the next 2 damage that would be dealt to target creature or player this turn. Threshold - T Prevent the next 4 damage that would be dealt to target creature or player this turn. Play this ability only if seven or more cards are in your graveyard. Halls of Mist Land Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Creatures that attacked during their controller's last turn can't attack. Hamletback Goliath 6R Creature - Giant Warrior 6/6 Whenever another creature comes into play, you may put X +1/+1 counters on Hamletback Goliath, where X is that creature's power. Hammer Mage 1R Creature - Human Spellshaper 1/1 XR, T, Discard a card: Destroy all artifacts with converted mana cost X or less. Hammer of Bogardan 1RR Sorcery Hammer of Bogardan deals 3 damage to target creature or player. 2RRR: Return Hammer of Bogardan from your graveyard to your hand. Play this ability only during your upkeep. Hammer of Bogardan 1RR Sorcery Hammer of Bogardan deals 3 damage to target creature or player. 2RRR: Return Hammer of Bogardan from your graveyard to your hand. Play this ability only during your upkeep. Hammer of Bogardan 1RR Sorcery Hammer of Bogardan deals 3 damage to target creature or player. 2RRR: Return Hammer of Bogardan from your graveyard to your hand. Play this ability only during your upkeep. Hammerfist Giant 4RR Creature - Giant Warrior 5/4 T Hammerfist Giant deals 4 damage to each creature without flying and each player. Hammerhead Shark 1U Creature - Fish 2/3 Hammerhead Shark can't attack unless defending player controls an Island. Hammerheim Legendary Land T Add R to your mana pool. T Target creature loses all landwalk abilities until end of turn. Hammerheim Deadeye 3R Creature - Giant Warrior 3/3 Echo 5R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Hammerheim Deadeye comes into play, destroy target creature with flying. Hana Kami G Creature - Spirit 1/1 1G, Sacrifice Hana Kami: Return target Arcane card from your graveyard to your hand. Hanabi Blast 1RR Instant Hanabi Blast deals 2 damage to target creature or player. Return Hanabi Blast to its owner's hand, then discard a card at random. Hand of Cruelty BB Creature - Human Samurai 2/2 Protection from white Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Hand of Death 2B Sorcery Destroy target nonblack creature. Hand of Death 2B Sorcery Destroy target nonblack creature. Hand of Death 2B Sorcery Destroy target nonblack creature. Hand of Death 2B Sorcery Destroy target nonblack creature. Hand of Death 2B Sorcery Destroy target nonblack creature. Hand of Honor WW Creature - Human Samurai 2/2 Protection from black Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Hand of Justice 5W Creature - Avatar 2/6 T, Tap three untapped white creatures you control: Destroy target creature. Hand of Justice 5W Creature - Avatar 2/6 T, Tap three untapped white creatures you control: Destroy target creature. Hand to Hand 2R Enchantment Instants and activated abilities that aren't mana abilities can't be played during the combat phase. Handcuffs 3BB Enchantment Target player keeps both hands in contact with each other. If he or she does not, sacrifice Handcuffs and that player sacrifices three cards in play. Hankyu 1 Artifact - Equipment Equipped creature has "T Put an aim counter on Hankyu" and "T, Remove all aim counters from Hankyu: This creature deals damage to target creature or player equal to the number of aim counters removed." Equip 4 (4: Attach to target creature you control. Equip only as a sorcery.) Hanna, Ship's Navigator 1WU Legendary Creature - Human Artificer 1/2 1WU, T Return target artifact or enchantment card from your graveyard to your hand. Hanna's Custody 2W Enchantment Artifacts have shroud. (They can't be the targets of spells or abilities.) Hapless Researcher U Creature - Human Wizard 1/1 Sacrifice Hapless Researcher: Draw a card, then discard a card. Harbinger of Night 2BB Creature - Spirit 2/3 At the beginning of your upkeep, put a -1/-1 counter on each creature. Harbinger of Spring 4G Creature - Spirit 2/1 Protection from non-Spirit creatures Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) Harbor Guardian 2WU Creature - Gargoyle 3/4 Reach (This creature can block creatures with flying.) Whenever Harbor Guardian attacks, defending player may draw a card. Harmattan Efreet 2UU Creature - Efreet 2/2 Flying 1UU: Target creature gains flying until end of turn. Harmattan Efreet 2UU Creature - Efreet 2/2 Flying 1UU: Target creature gains flying until end of turn. Harmonic Convergence 2G Instant Return all enchantments to top of their owners' libraries. Harmonic Sliver 1GW Creature - Sliver 1/1 All Slivers have "When this permanent comes into play, destroy target artifact or enchantment." Harmonize 2GG Sorcery Draw three cards. Harmony of Nature 2G Sorcery Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way. Harpoon Sniper 2W Creature - Merfolk Archer 2/2 W, T Harpoon Sniper deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control. Harrier Griffin 5W Creature - Griffin 3/3 Flying At the beginning of your upkeep, tap target creature. Harrow 2G Instant As an additional cost to play Harrow, sacrifice a land. Search your library for up to two basic land cards and put them into play. Then shuffle your library. Harrow 2G Instant As an additional cost to play Harrow, sacrifice a land. Search your library for up to two basic land cards and put them into play. Then shuffle your library. Harsh Deceiver 3W Creature - Spirit 1/4 1: Look at the top card of your library. 2: Reveal the top card of your library. If it's a land card, untap Harsh Deceiver and it gets +1/+1 until end of turn. Play this ability only once each turn. Harsh Judgment 2WW Enchantment As Harsh Judgment comes into play, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead. Harsh Justice 2W Instant Play Harsh Justice only during the declare attackers step and only if you are the defending player. This turn, whenever an attacking creature deals combat damage to you, it deals that much damage to its controller. Harsh Mercy 2W Sorcery Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated. Haru-Onna 3G Creature - Spirit 2/1 When Haru-Onna comes into play, draw a card. Whenever you play a Spirit or Arcane spell, you may return Haru-Onna to its owner's hand. Harvest Mage G Creature - Human Spellshaper 1/1 G, T, Discard a card: Until end of turn, if you tap a land for mana, it produces one mana of a color of your choice instead of any other type and amount. Harvest Wurm 1G Creature - Wurm 3/2 When Harvest Wurm comes into play, sacrifice it unless you return a basic land card from your graveyard to your hand. Harvester Druid 1G Creature - Human Druid 1/1 T Add to your mana pool one mana of any color that a land you control could produce. Hasran Ogress BB Creature - Ogre 3/2 Whenever Hasran Ogress attacks, it deals 3 damage to you unless you pay 2. Hasran Ogress BB Creature - Ogre 3/2 Whenever Hasran Ogress attacks, it deals 3 damage to you unless you pay 2. Hasran Ogress BB Creature - Ogre 3/2 Whenever Hasran Ogress attacks, it deals 3 damage to you unless you pay 2. Hatching Plans 1U Enchantment When Hatching Plans is put into a graveyard from play, draw three cards. Hate Weaver 1B Creature - Zombie Wizard 2/1 2: Target blue or red creature gets +1/+0 until end of turn. Hate Weaver 1B Creature - Zombie Wizard 2/1 2: Target blue or red creature gets +1/+0 until end of turn. Hatred 3BB Instant As an additional cost to play Hatred, pay any amount of life. Target creature gets +X/+0 until end of turn, where X is the amount of life paid this way. Haunted Angel 2W Creature - Angel 3/3 Flying When Haunted Angel is put into a graveyard from play, remove Haunted Angel from the game and each other player puts a 3/3 black Angel creature token with flying into play. Haunted Cadaver 3B Creature - Zombie 2/2 Whenever Haunted Cadaver deals combat damage to a player, you may sacrifice it. If you do, that player discards three cards. Morph 1B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Haunted Crossroads 2B Enchantment B: Put target creature card from your graveyard on top of your library. Haunting Apparition 1UB Creature - Spirit 1+*/2 Flying As Haunting Apparition comes into play, choose an opponent. Haunting Apparition's power is equal to 1 plus the number of green creature cards in the chosen player's graveyard. Haunting Echoes 3BB Sorcery Remove all cards in target player's graveyard other than basic land cards from the game. Search that player's library for all cards with the same name as cards removed this way and remove them from the game. Then that player shuffles his or her library. Haunting Hymn 4BB Instant Target player discards two cards. If you played this spell during your main phase, that player discards four cards instead. Haunting Misery 1BB Sorcery As an additional cost to play Haunting Misery, remove X creature cards in your graveyard from the game. Haunting Misery deals X damage to target player. Haunting Wind 3B Enchantment Whenever an artifact becomes tapped or a player plays an artifact's activated ability without T in its activation cost, Haunting Wind deals 1 damage to that artifact's controller. Havenwood Battleground Land Havenwood Battleground comes into play tapped. T Add G to your mana pool. T, Sacrifice Havenwood Battleground: Add GG to your mana pool. Havenwood Battleground Land Havenwood Battleground comes into play tapped. T Add G to your mana pool. T, Sacrifice Havenwood Battleground: Add GG to your mana pool. Havenwood Battleground Land Havenwood Battleground comes into play tapped. T Add G to your mana pool. T, Sacrifice Havenwood Battleground: Add GG to your mana pool. Havenwood Battleground Land Havenwood Battleground comes into play tapped. T Add G to your mana pool. T, Sacrifice Havenwood Battleground: Add GG to your mana pool. Havenwood Wurm 6G Creature - Wurm 5/6 Flash (You may play this spell any time you could play an instant.) Trample Havoc 1R Enchantment Whenever an opponent plays a white spell, he or she loses 2 life. Havoc Demon 5BB Creature - Demon 5/5 Flying When Havoc Demon is put into a graveyard from play, all creatures get -5/-5 until end of turn. Hawkeater Moth 3G Creature - Insect 1/2 Flying, shroud (This permanent can't be the target of spells or abilities.) Hazduhr the Abbot 3WW Legendary Creature - Human Cleric 2/5 X, T The next X damage that would be dealt this turn to target white creature you control is dealt to Hazduhr the Abbot instead. Haze of Rage 1R Sorcery Buyback 2 (You may pay an additional 2 as you play this spell. If you do, put this card into your hand as it resolves.) Creatures you control get +1/+0 until end of turn. Storm (When you play this spell, copy it for each spell played before it this turn.) Hazerider Drake 2WU Creature - Drake 2/3 Flying, protection from red Hazezon Tamar 4RGW Legendary Creature - Human Warrior 2/4 At the beginning of your upkeep, if Hazezon Tamar came into play since the beginning of your last upkeep, put a 1/1 red, green, and white Sand Warrior creature token into play for each land you control. Those creatures have "When a permanent named Hazezon Tamar isn't in play, remove this creature from the game." Hazezon Tamar 4RGW Legendary Creature - Human Warrior 2/4 At the beginning of your upkeep, if Hazezon Tamar came into play since the beginning of your last upkeep, put a 1/1 red, green, and white Sand Warrior creature token into play for each land you control. Those creatures have "When a permanent named Hazezon Tamar isn't in play, remove this creature from the game." Hazy Homunculus 1U Creature - Homunculus Illusion 1/1 Hazy Homunculus is unblockable as long as defending player controls an untapped land. He Who Hungers 4B Legendary Creature - Spirit 3/2 Flying 1, Sacrifice a Spirit: Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery. Soulshift 4 Head Games 3BB Sorcery Target opponent puts the cards from his or her hand on top of his or her library. Search that player's library for that many cards. The player puts those cards into his or her hand, then shuffles his or her library. Head Games 3BB Sorcery Target opponent puts the cards from his or her hand on top of his or her library. Search that player's library for that many cards. The player puts those cards into his or her hand, then shuffles his or her library. Head to Head W Instant You and target opponent play Seven Questions about the top card of that player's library. (That player looks at the card, then you ask up to six yes-or-no questions about the card that he or she answers truthfully. You guess the card's name-that's question seven-and the player reveals the card.) If you win, prevent all damage that would be dealt this turn by a source of your choice. Headhunter 1B Creature - Human Cleric 1/1 Whenever Headhunter deals combat damage to a player, that player discards a card. Morph B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Headless Horseman 2B Creature - Zombie Knight 2/2 Headlong Rush 1R Instant Attacking creatures gain first strike until end of turn. Headstone 1B Instant Remove target card in a graveyard from the game. Draw a card at the beginning of the next turn's upkeep. Heal W Instant Prevent the next 1 damage that would be dealt to target creature or player this turn. Draw a card at the beginning of the next turn's upkeep. Heal W Instant Prevent the next 1 damage that would be dealt to target creature or player this turn. Draw a card at the beginning of the next turn's upkeep. Heal the Scars 3G Instant Regenerate target creature. You gain life equal to that creature's toughness. Healer's Headdress 2 Artifact - Equipment Equipped creature gets +0/+2 and has "T Prevent the next 1 damage that would be dealt to target creature or player this turn." WW: Attach Healer's Headdress to target creature you control. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Healing Leaves G Instant Choose one - Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn. Healing Salve W Instant Choose one - Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. Healing Salve W Instant Choose one - Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn. Heart of Bogardan 2RR Enchantment Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Heart of Bogardan's cumulative upkeep isn't paid, it deals X damage to target player and each creature he or she controls, where X is twice the number of age counters on Heart of Bogardan minus two. Heart of Light 2W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Prevent all damage that would be dealt to and dealt by enchanted creature. Heart of Light 2W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Prevent all damage that would be dealt to and dealt by enchanted creature. Heart of Ramos 3 Artifact T Add R to your mana pool. Sacrifice Heart of Ramos: Add R to your mana pool. Heart of Yavimaya Land If Heart of Yavimaya would come into play, sacrifice a Forest instead. If you do, put Heart of Yavimaya into play. If you don't, put it into its owner's graveyard. T Add G to your mana pool. T Target creature gets +1/+1 until end of turn. Heart Sliver 1R Creature - Sliver 1/1 All Sliver creatures have haste. Heart Warden 1G Creature - Elf Druid 1/1 T Add G to your mana pool. 2, Sacrifice Heart Warden: Draw a card. Heart Wolf 3R Creature - Wolf 2/2 First strike T Target Dwarf creature gets +2/+0 and gains first strike until end of turn. When that creature leaves play this turn, sacrifice Heart Wolf. Play this ability only during combat. Heartbeat of Spring 2G Enchantment Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool. Hearth Charm R Instant Choose one - Destroy target artifact creature; or attacking creatures get +1/+0 until end of turn; or target creature with power 2 or less is unblockable this turn. Hearth Kami 1R Creature - Spirit 2/1 X, Sacrifice Hearth Kami: Destroy target artifact with converted mana cost X. Hearthcage Giant 6RR Creature - Giant Warrior 5/5 When Hearthcage Giant comes into play, put two 3/1 red Elemental Shaman creature tokens into play. Sacrifice an Elemental: Target Giant creature gets +3/+1 until end of turn. Heartless Hidetsugu 3RR Legendary Creature - Ogre Shaman 4/3 T Heartless Hidetsugu deals damage to each player equal to half that player's life total, rounded down. Heartseeker 4 Artifact - Equipment Equipped creature gets +2/+1 and has "T, Unattach Heartseeker: Destroy target creature." Equip 5 (5: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Heartstone 3 Artifact Creatures' activated abilities cost 1 less to play. If this would make an ability cost 0 or less mana to play, it costs 1, plus any nonmana costs. Heartwood Dryad 1G Creature - Dryad 2/1 Heartwood Dryad can block creatures with shadow as though they didn't have shadow. Heartwood Giant 3GG Creature - Giant 4/4 T, Sacrifice a Forest: Heartwood Giant deals 2 damage to target player. Heartwood Shard 3 Artifact 3, T or G, T Target creature gains trample until end of turn. Heartwood Storyteller 1GG Creature - Treefolk 2/3 Whenever a player plays a noncreature spell, each of that player's opponents may draw a card. Heartwood Treefolk 2GG Creature - Treefolk 3/4 Forestwalk Heat of Battle 1R Enchantment Whenever a creature blocks, Heat of Battle deals 1 damage to that creature's controller. Heat Ray XR Instant Heat Ray deals X damage to target creature. Heat Ray XR Instant Heat Ray deals X damage to target creature. Heat Shimmer 2R Sorcery Put a token into play that's a copy of target creature. It has haste and "At end of turn, remove this permanent from the game." Heat Stroke 2R Enchantment At end of combat, destroy each creature that blocked or was blocked this turn. Heat Wave 2R Enchantment Cumulative upkeep R (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Blue creatures can't block creatures you control. Nonblue creatures can't block creatures you control unless their controller pays 1 life for each blocking creature he or she controls. Heaven's Gate W Instant Any number of target creatures become white until end of turn. Heavy Ballista 3W Creature - Human Soldier 2/3 T Heavy Ballista deals 2 damage to target attacking or blocking creature. Heavy Ballista 3W Creature - Human Soldier 2/3 T Heavy Ballista deals 2 damage to target attacking or blocking creature. Heavy Ballista 3W Creature - Human Soldier 2/3 T Heavy Ballista deals 2 damage to target attacking or blocking creature. Heavy Fog 1G Instant Play Heavy Fog only during the declare attackers step and only if you are the defending player. Prevent all damage that would be dealt to you this turn by attacking creatures. Hecatomb 1BB Enchantment When Hecatomb comes into play, sacrifice Hecatomb unless you sacrifice four creatures. Tap an untapped Swamp you control: Hecatomb deals 1 damage to target creature or player. Hecatomb 1BB Enchantment When Hecatomb comes into play, sacrifice Hecatomb unless you sacrifice four creatures. Tap an untapped Swamp you control: Hecatomb deals 1 damage to target creature or player. Hecatomb 1BB Enchantment When Hecatomb comes into play, sacrifice Hecatomb unless you sacrifice four creatures. Tap an untapped Swamp you control: Hecatomb deals 1 damage to target creature or player. Hecatomb 1BB Enchantment When Hecatomb comes into play, sacrifice Hecatomb unless you sacrifice four creatures. Tap an untapped Swamp you control: Hecatomb deals 1 damage to target creature or player. Hedge Troll 2G Creature - Troll Cleric 2/2 Hedge Troll gets +1/+1 as long as you control a Plains. W: Regenerate Hedge Troll. Heed the Mists 3UU Sorcery - Arcane Put the top card of your library into your graveyard, then draw cards equal to that card's converted mana cost. Heedless One 3G Creature - Elf Avatar */* Trample Heedless One's power and toughness are each equal to the number of Elves in play. Heidar, Rimewind Master 4U Legendary Creature - Human Wizard 3/3 2, T Return target permanent to its owner's hand. Play this ability only if you control four or more snow permanents. Heightened Awareness 3UU Enchantment As Heightened Awareness comes into play, discard your hand. At the beginning of your draw step, draw a card. Helionaut 2W Creature - Human Soldier 1/2 Flying 1, T Add one mana of any color to your mana pool. Heliophial 5 Artifact Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) 2, Sacrifice Heliophial: Heliophial deals damage to target creature or player equal to the number of charge counters on Heliophial. Helium Squirter 4U Creature - Beast Mutant 0/0 Graft 3 (This creature comes into play with three +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) 1: Target creature with a +1/+1 counter on it gains flying until end of turn. Hell Swarm B Instant All creatures get -1/-0 until end of turn. Hell-Bent Raider 1RR Creature - Human Barbarian 2/2 First strike, haste Discard a card at random: Hell-Bent Raider gains protection from white until end of turn. Helldozer 3BBB Creature - Zombie Giant 6/5 BBB, T Destroy target land. If that land was nonbasic, untap Helldozer. Hellfire 2BBB Sorcery Destroy all nonblack creatures. Hellfire deals X plus 3 damage to you, where X is the number of creatures put into all graveyards this way. Hellhole Rats 2BR Creature - Rat 2/2 Haste When Hellhole Rats comes into play, target player discards a card. Hellhole Rats deals damage to that player equal to that card's converted mana cost. Hell's Caretaker 3B Creature - Horror 1/1 T, Sacrifice a creature: Return target creature card from your graveyard to play. Play this ability only during your upkeep. Hell's Caretaker 3B Creature - Horror 1/1 T, Sacrifice a creature: Return target creature card from your graveyard to play. Play this ability only during your upkeep. Hell's Caretaker 3B Creature - Horror 1/1 T, Sacrifice a creature: Return target creature card from your graveyard to play. Play this ability only during your upkeep. Helm of Awakening 2 Artifact Spells cost 1 less to play. Helm of Chatzuk 1 Artifact 1, T Target creature gains banding until end of turn. Helm of Chatzuk 1 Artifact 1, T Target creature gains banding until end of turn. Helm of Chatzuk 1 Artifact 1, T Target creature gains banding until end of turn. Helm of Chatzuk 1 Artifact 1, T Target creature gains banding until end of turn. Helm of Chatzuk 1 Artifact 1, T Target creature gains banding until end of turn. Helm of Chatzuk 1 Artifact 1, T Target creature gains banding until end of turn. Helm of Kaldra 3 Legendary Artifact - Equipment Equipped creature has first strike, trample, and haste. 1: If you control Equipment named Helm of Kaldra, Sword of Kaldra, and Shield of Kaldra, put a legendary 4/4 colorless Avatar creature token named Kaldra into play and attach those Equipment to it. Equip 2 Helm of Kaldra 3 Legendary Artifact - Equipment Equipped creature has first strike, trample, and haste. 1: If you control Equipment named Helm of Kaldra, Sword of Kaldra, and Shield of Kaldra, put a legendary 4/4 colorless Avatar creature token named Kaldra into play and attach those Equipment to it. Equip 2 Helm of Obedience 4 Artifact 1X, T Put the top card of target opponent's library into his or her graveyard. Repeat this process an additional X times or until you put a creature card into that graveyard, whichever comes first. If the last card put into that graveyard this way is a creature card, sacrifice Helm of Obedience and put that card into play under your control. Helm of Possession 4 Artifact You may choose not to untap Helm of Possession during your untap step. 2, T, Sacrifice a creature: Gain control of target creature as long as you control Helm of Possession and Helm of Possession remains tapped. Hematite Golem 4 Artifact Creature - Golem 1/4 1R: Hematite Golem gets +2/+0 until end of turn. Hematite Talisman 2 Artifact Whenever a red spell is played, you may pay 3. If you do, untap target permanent. Henchfiend of Ukor 3R Creature - Ogre 3/2 Haste Echo 1B (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice this permanent unless you pay its echo cost.) o(b/r): Henchfiend of Ukor gets +1/+0 until end of turn. Henge Guardian 5 Artifact Creature - Dragon Wurm 3/4 2: Henge Guardian gains trample until end of turn. Henge of Ramos Land T Add 1 to your mana pool. 2, T Add one mana of any color to your mana pool. Herald of Leshrac 6B Creature - Avatar 2/4 Flying Cumulative upkeep-Gain control of a land you don't control. Herald of Leshrac gets +1/+1 for each land you control but don't own. When Herald of Leshrac leaves play, each player gains control of each land he or she owns that you control. Herald of Serra 2WW Creature - Angel 3/4 Flying, vigilance Echo 2WW (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Herbal Poultice 0 Artifact 3, Sacrifice Herbal Poultice: Regenerate target creature. Herd Gnarr 3G Creature - Beast 2/2 Whenever another creature comes into play under your control, Herd Gnarr gets +2/+2 until end of turn. Heritage Druid G Creature - Elf Druid 1/1 Tap three untapped Elves you control: Add GGG to your mana pool. Hermetic Study 1U Enchantment - Aura Enchant creature Enchanted creature has "T This creature deals 1 damage to target creature or player." Hermit Druid 1G Creature - Human Druid 1/1 G, T Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard. Heroes Remembered 6WWW Sorcery You gain 20 life. Suspend 10-W (Rather than play this card from your hand, you may pay W and remove it from the game with ten time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Heroes' Reunion GW Instant Target player gains 7 life. Heroic Defiance 1W Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common. Heroism 2W Enchantment Sacrifice a white creature: For each attacking red creature, prevent all combat damage that would be dealt by it this turn unless the attacking player pays 2R. Hero's Demise 1B Instant Destroy target legendary creature. Hero's Resolve 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+5. Hero's Resolve 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+5. Hero's Resolve 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+5. Hesitation 1U Enchantment When a spell is played, sacrifice Hesitation. If you do, counter that spell. Hex 4BB Sorcery Destroy six target creatures. Hibernation 2U Instant Return all green permanents to their owners' hands. Hibernation 2U Instant Return all green permanents to their owners' hands. Hibernation 2U Instant Return all green permanents to their owners' hands. Hibernation Sliver UB Creature - Sliver 2/2 All Slivers have "Pay 2 life: Return this permanent to its owner's hand." Hibernation's End 4G Enchantment Cumulative upkeep 1 Whenever you pay Hibernation's End's cumulative upkeep, you may search your library for a creature card with converted mana cost equal to the number of age counters on Hibernation's End and put it into play. If you do, shuffle your library. Hickory Woodlot Land Hickory Woodlot comes into play tapped with two depletion counters on it. T, Remove a depletion counter from Hickory Woodlot: Add GG to your mana pool. If there are no depletion counters on Hickory Woodlot, sacrifice it. Hidden Ancients 1G Enchantment When an opponent plays an enchantment spell, if Hidden Ancients is an enchantment, Hidden Ancients becomes a 5/5 Treefolk creature. Hidden Gibbons G Enchantment When an opponent plays an instant spell, if Hidden Gibbons is an enchantment, Hidden Gibbons becomes a 4/4 Ape creature. Hidden Guerrillas G Enchantment When an opponent plays an artifact spell, if Hidden Guerrillas is an enchantment, Hidden Guerrillas becomes a 5/3 Soldier creature with trample. Hidden Herd G Enchantment When an opponent plays a nonbasic land, if Hidden Herd is an enchantment, Hidden Herd becomes a 3/3 Beast creature. Hidden Horror 1BB Creature - Horror 4/4 When Hidden Horror comes into play, sacrifice it unless you discard a creature card. Hidden Horror 1BB Creature - Horror 4/4 When Hidden Horror comes into play, sacrifice it unless you discard a creature card. Hidden Horror 1BB Creature - Horror 4/4 When Hidden Horror comes into play, sacrifice it unless you discard a creature card. Hidden Horror 1BB Creature - Horror 4/4 When Hidden Horror comes into play, sacrifice it unless you discard a creature card. Hidden Path 2GGGG Enchantment Green creatures have forestwalk. Hidden Predators G Enchantment When an opponent controls a creature with power 4 or greater, if Hidden Predators is an enchantment, Hidden Predators becomes a 4/4 Beast creature. Hidden Retreat 2W Enchantment Put a card from your hand on top of your library: Prevent all damage that would be dealt by target instant or sorcery spell this turn. Hidden Spider G Enchantment When a creature with flying comes into play under an opponent's control, if Hidden Spider is an enchantment, Hidden Spider becomes a 3/5 Spider creature with reach. (It can block creatures with flying.) Hidden Stag 1G Enchantment Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Elk Beast creature. Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment. Hide // Seek RW / / WB Instant // Instant Put target artifact or enchantment on the bottom of its owner's library. // Search target opponent's library for a card and remove that card from the game. You gain life equal to its converted mana cost. Then that player shuffles his or her library. Hideous Laughter 2BB Instant - Arcane All creatures get -2/-2 until end of turn. Splice onto Arcane 3BB (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Hidetsugu's Second Rite 3R Instant If target player has exactly 10 life, Hidetsugu's Second Rite deals 10 damage to that player. High Ground W Enchantment Each creature you control can block an additional creature. High Ground W Enchantment Each creature you control can block an additional creature. High Market Land T Add 1 to your mana pool. T, Sacrifice a creature: You gain 1 life. High Seas 2U Enchantment Red creature spells and green creature spells cost 1 more to play. High Tide U Instant Until end of turn, whenever a player taps an Island for mana, that player adds U to his or her mana pool. High Tide U Instant Until end of turn, whenever a player taps an Island for mana, that player adds U to his or her mana pool. High Tide U Instant Until end of turn, whenever a player taps an Island for mana, that player adds U to his or her mana pool. High Tide U Instant Until end of turn, whenever a player taps an Island for mana, that player adds U to his or her mana pool. Highland Giant 2RR Creature - Giant 3/4 Highland Weald Snow Land Highland Weald comes into play tapped. T Add R or G to your mana pool. Highway Robber 2BB Creature - Human Rogue Mercenary 2/2 When Highway Robber comes into play, target opponent loses 2 life and you gain 2 life. Highway Robber 2BB Creature - Human Rogue Mercenary 2/2 When Highway Robber comes into play, target opponent loses 2 life and you gain 2 life. Highway Robber 2BB Creature - Human Rogue Mercenary 2/2 When Highway Robber comes into play, target opponent loses 2 life and you gain 2 life. Higure, the Still Wind 3UU Legendary Creature - Human Ninja 3/4 Ninjutsu 2UU (2UU, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.) Whenever Higure deals combat damage to a player, you may search your library for a Ninja card, reveal it, and put it into your hand. If you do, shuffle your library. 2: Target Ninja creature is unblockable this turn. Hikari, Twilight Guardian 3WW Legendary Creature - Spirit 4/4 Flying Whenever you play a Spirit or Arcane spell, you may remove Hikari, Twilight Guardian from the game. If you do, return it to play under its owner's control at end of turn. Hill Giant 3R Creature - Giant 3/3 Hill Giant 3R Creature - Giant 3/3 Hill Giant 3R Creature - Giant 3/3 Hill Giant 3R Creature - Giant 3/3 Hill Giant 3R Creature - Giant 3/3 Hill Giant 3R Creature - Giant 3/3 Hill Giant 3R Creature - Giant 3/3 Hill Giant 3R Creature - Giant 3/3 Hill Giant 3R Creature - Giant 3/3 Hill Giant 3R Creature - Giant 3/3 Hill Giant 3R Creature - Giant 3/3 Hillcomber Giant 2WW Creature - Giant Scout 3/3 Mountainwalk Hinder 1UU Instant Counter target spell. If that spell is countered this way, put that card on the top or bottom of its owner's library instead of into that player's graveyard. Hindering Touch 3U Instant Counter target spell unless its controller pays 2. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Hint of Insanity 2B Sorcery Target player reveals his or her hand. That player discards all nonland cards with the same name as another card in his or her hand. Hipparion 1W Creature - Horse 1/3 Hipparion can't block creatures with power 3 or greater unless you pay 1. Hipparion 1W Creature - Horse 1/3 Hipparion can't block creatures with power 3 or greater unless you pay 1. Hired Giant 3R Creature - Giant 4/4 When Hired Giant comes into play, each other player may search his or her library for a land card and put that card into play. Then each player who searched his or her library this way shuffles it. Hired Muscle 1BB Creature - Human Warrior 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Hired Muscle. At end of turn, if there are two or more ki counters on Hired Muscle, you may flip it. ---- Scarmaker Legendary Creature - Spirit 4/4 Remove a ki counter from Scarmaker: Target creature gains fear until end of turn. Hisoka, Minamo Sensei 2UU Legendary Creature - Human Wizard 1/3 2U, Discard a card: Counter target spell if it has the same converted mana cost as the discarded card. Hisoka's Defiance 1U Instant Counter target Spirit or Arcane spell. Hisoka's Guard 1U Creature - Human Wizard 1/1 You may choose not to untap Hisoka's Guard during your untap step. 1U, T As long as Hisoka's Guard remains tapped, target creature you control other than Hisoka's Guard has shroud. (It can't be the target of spells or abilities.) Hissing Miasma 1BB Enchantment Whenever a creature attacks you, its controller loses 1 life. Hit // Run 1BR / / 3RG Instant // Instant Target player sacrifices an artifact or creature. Hit deals damage to that player equal to that permanent's converted mana cost. // Attacking creatures you control get +1/+0 until end of turn for each other attacking creature. Hivestone 2 Artifact Creatures you control are Slivers in addition to their other creature types. Hivis of the Scale 3RR Legendary Creature - Viashino Shaman 3/4 You may choose not to untap Hivis of the Scale during your untap step. T Gain control of target Dragon as long as Hivis remains tapped and as long as you control Hivis. Hoar Shade 3B Creature - Shade 1/2 B: Hoar Shade gets +1/+1 until end of turn. Hoarder's Greed 3B Sorcery You lose 2 life and draw two cards, then clash with an opponent. If you win, repeat this process. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Hobble 2W Enchantment - Aura Enchant creature When Hobble comes into play, draw a card. Enchanted creature can't attack. Enchanted creature can't block if it's black. Hokori, Dust Drinker 2WW Legendary Creature - Spirit 2/2 Lands don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player untaps a land he or she controls. Hold the Line 1WW Instant Blocking creatures get +7/+7 until end of turn. Holistic Wisdom 1GG Enchantment 2, Remove a card in your hand from the game: Return target card from your graveyard to your hand if it shares a type with the card removed this way. Hollow Dogs 4B Creature - Zombie Hound 3/3 Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn. Hollow Dogs 4B Creature - Zombie Hound 3/3 Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn. Hollow Dogs 4B Creature - Zombie Hound 3/3 Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn. Hollow Dogs 4B Creature - Zombie Hound 3/3 Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn. Hollow Dogs 4B Creature - Zombie Hound 3/3 Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn. Hollow Specter 1BB Creature - Specter 2/2 Flying Whenever Hollow Specter deals combat damage to a player, you may pay X. If you do, that player reveals X cards from his or her hand and you choose one of them. That player discards that card. Hollow Trees Land Hollow Trees comes into play tapped. You may choose not to untap Hollow Trees during your untap step. At the beginning of your upkeep, if Hollow Trees is tapped, put a storage counter on it. T, Remove any number of storage counters from Hollow Trees: Add G to your mana pool for each storage counter removed this way. Hollow Trees Land Hollow Trees comes into play tapped. You may choose not to untap Hollow Trees during your untap step. At the beginning of your upkeep, if Hollow Trees is tapped, put a storage counter on it. T, Remove any number of storage counters from Hollow Trees: Add G to your mana pool for each storage counter removed this way. Hollow Warrior 4 Artifact Creature - Golem Warrior 4/4 Hollow Warrior can't attack or block unless you tap an untapped creature you control not declared as an attacking or blocking creature this turn. Holy Armor W Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. W: Enchanted creature gets +0/+1 until end of turn. Holy Armor W Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. W: Enchanted creature gets +0/+1 until end of turn. Holy Armor W Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. W: Enchanted creature gets +0/+1 until end of turn. Holy Armor W Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. W: Enchanted creature gets +0/+1 until end of turn. Holy Armor W Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. W: Enchanted creature gets +0/+1 until end of turn. Holy Day W Instant Prevent all combat damage that would be dealt this turn. Holy Day W Instant Prevent all combat damage that would be dealt this turn. Holy Day W Instant Prevent all combat damage that would be dealt this turn. Holy Day W Instant Prevent all combat damage that would be dealt this turn. Holy Day W Instant Prevent all combat damage that would be dealt this turn. Holy Light 2W Instant Nonwhite creatures get -1/-1 until end of turn. Holy Light 2W Instant Nonwhite creatures get -1/-1 until end of turn. Holy Strength W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+2. Holy Strength W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+2. Holy Strength W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+2. Holy Strength W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+2. Holy Strength W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+2. Holy Strength W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+2. Holy Strength W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+2. Holy Strength W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+2. Holy Strength W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+2. Holy Strength W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+2. Homarid 2U Creature - Homarid 2/2 Homarid comes into play with a tide counter on it. At the beginning of your upkeep, put a tide counter on Homarid. As long as there is exactly one tide counter on Homarid, it gets -1/-1. As long as there are exactly three tide counters on Homarid, it gets +1/+1. Whenever there are four tide counters on Homarid, remove all tide counters from it. Homarid 2U Creature - Homarid 2/2 Homarid comes into play with a tide counter on it. At the beginning of your upkeep, put a tide counter on Homarid. As long as there is exactly one tide counter on Homarid, it gets -1/-1. As long as there are exactly three tide counters on Homarid, it gets +1/+1. Whenever there are four tide counters on Homarid, remove all tide counters from it. Homarid 2U Creature - Homarid 2/2 Homarid comes into play with a tide counter on it. At the beginning of your upkeep, put a tide counter on Homarid. As long as there is exactly one tide counter on Homarid, it gets -1/-1. As long as there are exactly three tide counters on Homarid, it gets +1/+1. Whenever there are four tide counters on Homarid, remove all tide counters from it. Homarid 2U Creature - Homarid 2/2 Homarid comes into play with a tide counter on it. At the beginning of your upkeep, put a tide counter on Homarid. As long as there is exactly one tide counter on Homarid, it gets -1/-1. As long as there are exactly three tide counters on Homarid, it gets +1/+1. Whenever there are four tide counters on Homarid, remove all tide counters from it. Homarid Shaman 2UU Creature - Homarid Shaman 2/1 U: Tap target green creature. Homarid Spawning Bed UU Enchantment 1UU, Sacrifice a blue creature: Put X 1/1 blue Camarid creature tokens into play, where X is the sacrificed creature's converted mana cost. Homarid Spawning Bed UU Enchantment 1UU, Sacrifice a blue creature: Put X 1/1 blue Camarid creature tokens into play, where X is the sacrificed creature's converted mana cost. Homarid Warrior 4U Creature - Homarid Warrior 3/3 U: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior. (A permanent with shroud can't be the target of spells or abilities.) Homarid Warrior 4U Creature - Homarid Warrior 3/3 U: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior. (A permanent with shroud can't be the target of spells or abilities.) Homarid Warrior 4U Creature - Homarid Warrior 3/3 U: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior. (A permanent with shroud can't be the target of spells or abilities.) Homarid Warrior 4U Creature - Homarid Warrior 3/3 U: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior. (A permanent with shroud can't be the target of spells or abilities.) Homing Sliver 2R Creature - Sliver 2/2 Each Sliver card in each player's hand has slivercycling 3. Slivercycling 3 (3, Discard this card: Search your library for a Sliver card, reveal it, and put it into your hand. Then shuffle your library.) Homura, Human Ascendant 4RR Legendary Creature - Human Monk 4/4 Homura, Human Ascendant can't block. When Homura is put into a graveyard from play, return it to play flipped. ----- Homura's Essence Legendary Enchantment Creatures you control get +2/+2 and have flying and "R: This creature gets +1/+0 until end of turn." Honden of Cleansing Fire 3W Legendary Enchantment - Shrine At the beginning of your upkeep, you gain 2 life for each Shrine you control. Honden of Infinite Rage 2R Legendary Enchantment - Shrine At the beginning of your upkeep, Honden of Infinite Rage deals damage to target creature or player equal to the number of Shrines you control. Honden of Life's Web 4G Legendary Enchantment - Shrine At the beginning of your upkeep, put a 1/1 colorless Spirit creature token into play for each Shrine you control. Honden of Night's Reach 3B Legendary Enchantment - Shrine At the beginning of your upkeep, target opponent discards a card for each Shrine you control. Honden of Seeing Winds 4U Legendary Enchantment - Shrine At the beginning of your upkeep, draw a card for each Shrine you control. Honor Guard W Creature - Human Soldier 1/1 W: Honor Guard gets +0/+1 until end of turn. Honor Guard W Creature - Human Soldier 1/1 W: Honor Guard gets +0/+1 until end of turn. Honor Guard W Creature - Human Soldier 1/1 W: Honor Guard gets +0/+1 until end of turn. Honor Guard W Creature - Human Soldier 1/1 W: Honor Guard gets +0/+1 until end of turn. Honor Guard W Creature - Human Soldier 1/1 W: Honor Guard gets +0/+1 until end of turn. Honor the Fallen 1W Instant Remove all creature cards in all graveyards from the game. You gain 1 life for each card removed this way. Honorable Passage 1W Instant The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals damage equal to the damage prevented this way to the source's controller. Honorable Passage 1W Instant The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals damage equal to the damage prevented this way to the source's controller. Honorable Scout W Creature - Human Soldier Scout 1/1 When Honorable Scout comes into play, you gain 2 life for each black and/or red creature target opponent controls. Honor-Worn Shaku 3 Artifact T Add 1 to your mana pool. Tap an untapped legendary permanent you control: Untap Honor-Worn Shaku. Hooded Kavu 2R Creature - Kavu 2/2 B: Hooded Kavu gains fear until end of turn. Hoodwink 1U Instant Return target artifact, enchantment, or land to its owner's hand. Hoofprints of the Stag 1W Tribal Enchantment - Elemental Whenever you draw a card, you may put a hoofprint counter on Hoofprints of the Stag. 2W, Remove four hoofprint counters from Hoofprints of the Stag: Put a 4/4 white Elemental creature token with flying into play. Play this ability only during your turn. Hope and Glory 1W Instant Untap two target creatures. Each of them gets +1/+1 until end of turn. Hope Charm W Instant Choose one - Target creature gains first strike until end of turn; or target player gains 2 life; or destroy target Aura. Hopping Automaton 3 Artifact Creature - Construct 2/2 0: Hopping Automaton gets -1/-1 and gains flying until end of turn. Horde of Notions WUBRG Legendary Creature - Elemental 5/5 Vigilance, trample, haste WUBRG: You may play target Elemental card from your graveyard without paying its mana cost. Horizon Canopy Land T, Pay 1 life: Add G or W to your mana pool. 1, T, Sacrifice Horizon Canopy: Draw a card. Horizon Seed 4W Creature - Spirit 2/1 Whenever you play a Spirit or Arcane spell, regenerate target creature. Horn of Deafening 4 Artifact 2, T Prevent all combat damage that would be dealt by target creature this turn. Horn of Deafening 4 Artifact 2, T Prevent all combat damage that would be dealt by target creature this turn. Horn of Greed 3 Artifact Whenever a player plays a land, that player draws a card. Horn of Plenty 6 Artifact Whenever a player plays a spell, he or she may pay 1. If that player does, he or she draws a card at end of turn. Horn of Ramos 3 Artifact T Add G to your mana pool. Sacrifice Horn of Ramos: Add G to your mana pool. Horned Cheetah 2GW Creature - Cat 2/2 Lifelink (Whenever this creature deals damage, you gain that much life.) Horned Helm 2 Artifact - Equipment Equipped creature gets +1/+1 and has trample. GG: Attach Horned Helm to target creature you control. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Horned Kavu RG Creature - Kavu 3/4 When Horned Kavu comes into play, return a red or green creature you control to its owner's hand. Horned Sliver 2G Creature - Sliver 2/2 All Sliver creatures have trample. Horned Troll 2G Creature - Troll 2/2 G: Regenerate Horned Troll. Horned Troll 2G Creature - Troll 2/2 G: Regenerate Horned Troll. Horned Turtle 2U Creature - Turtle 1/4 Horned Turtle 2U Creature - Turtle 1/4 Horned Turtle 2U Creature - Turtle 1/4 Horned Turtle 2U Creature - Turtle 1/4 Horned Turtle 2U Creature - Turtle 1/4 Horned Turtle 2U Creature - Turtle 1/4 Hornet Cannon 4 Artifact 3, T Put a 1/1 Insect artifact creature token with flying and haste named Hornet into play. Destroy that creature at end of turn. Hornet Cobra 1GG Creature - Snake 2/1 First strike Hornet Harasser 2BB Creature - Goblin Shaman 2/2 When Hornet Harasser is put into a graveyard from play, target creature gets -2/-2 until end of turn. Horobi, Death's Wail 2BB Legendary Creature - Spirit 4/4 Flying Whenever a creature becomes the target of a spell or ability, destroy that creature. Horobi's Whisper 1BB Instant - Arcane If you control a Swamp, destroy target nonblack creature. Splice onto Arcane-Remove four cards in your graveyard from the game. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Horrible Hordes 3 Artifact Creature - Spirit 2/2 Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Horror of Horrors 3BB Enchantment Sacrifice a Swamp: Regenerate target black creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Horror of Horrors 3BB Enchantment Sacrifice a Swamp: Regenerate target black creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Horseshoe Crab 2U Creature - Crab 1/3 U: Untap Horseshoe Crab. Horseshoe Crab 2U Creature - Crab 1/3 U: Untap Horseshoe Crab. Hostile Realm 2R Enchantment - Aura Enchant land Enchanted land has "T Target creature can't block this turn." Hostility 3RRR Creature - Elemental Incarnation 6/6 Haste If a spell you control would deal damage to an opponent, prevent that damage. Put a 3/1 red Elemental Shaman creature token with haste into play for each 1 damage prevented this way. When Hostility is put into a graveyard from anywhere, shuffle it into its owner's library. Hot Springs 1G Enchantment - Aura Enchant land you control Enchanted land has "T Prevent the next 1 damage that would be dealt to target creature or player this turn." Hour of Reckoning 4WWW Sorcery Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Destroy all nontoken creatures. Hoverguard Observer 2UU Creature - Drone 3/3 Flying Hoverguard Observer can block only creatures with flying. Hoverguard Sweepers 6UU Creature - Drone 5/6 Flying When Hoverguard Sweepers comes into play, you may return up to two target creatures to their owners' hands. Howl from Beyond XB Instant Target creature gets +X/+0 until end of turn. Howl from Beyond XB Instant Target creature gets +X/+0 until end of turn. Howl from Beyond XB Instant Target creature gets +X/+0 until end of turn. Howl from Beyond XB Instant Target creature gets +X/+0 until end of turn. Howl from Beyond XB Instant Target creature gets +X/+0 until end of turn. Howl from Beyond XB Instant Target creature gets +X/+0 until end of turn. Howl from Beyond XB Instant Target creature gets +X/+0 until end of turn. Howl from Beyond XB Instant Target creature gets +X/+0 until end of turn. Howl from Beyond XB Instant Target creature gets +X/+0 until end of turn. Howling Fury 2B Sorcery Target creature gets +4/+0 until end of turn. Howling Fury 2B Sorcery Target creature gets +4/+0 until end of turn. Howling Gale 1G Instant Howling Gale deals 1 damage to each creature with flying and each player. Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Howling Mine 2 Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Mine 2 Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Mine 2 Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Mine 2 Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Mine 2 Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Mine 2 Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Mine 2 Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Mine 2 Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Mine 2 Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Mine 2 Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Mine 2 Artifact At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card. Howling Wolf 2GG Creature - Wolf 2/2 When Howling Wolf comes into play, you may search your library for up to three cards named Howling Wolf, reveal them, and put them into your hand. If you do, shuffle your library. Howltooth Hollow Land Hideaway (This land comes into play tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.) T Add B to your mana pool. B, T You may play the removed card without paying its mana cost if each player has no cards in hand. Hua Tuo, Honored Physician 1GG Legendary Creature - Human 1/2 T Put target creature card from your graveyard on top of your library. Play this ability only during your turn, before the combat phase. Huang Zhong, Shu General 2WW Legendary Creature - Human Soldier 2/3 Huang Zhong, Shu General can't be blocked by more than one creature. Hulking Cyclops 3RR Creature - Cyclops 5/5 Hulking Cyclops can't block. Hulking Cyclops 3RR Creature - Cyclops 5/5 Hulking Cyclops can't block. Hulking Cyclops 3RR Creature - Cyclops 5/5 Hulking Cyclops can't block. Hulking Cyclops 3RR Creature - Cyclops 5/5 Hulking Cyclops can't block. Hulking Cyclops 3RR Creature - Cyclops 5/5 Hulking Cyclops can't block. Hulking Goblin 1R Creature - Goblin 2/2 Hulking Goblin can't block. Hulking Goblin 1R Creature - Goblin 2/2 Hulking Goblin can't block. Hulking Ogre 2R Creature - Ogre 3/3 Hulking Ogre can't block. Hulking Ogre 2R Creature - Ogre 3/3 Hulking Ogre can't block. Hull Breach RG Sorcery Choose one - Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment. Hum of the Radix 2GG Enchantment Each artifact spell costs 1 more to play for each artifact its controller controls. Humble 1W Instant Target creature loses all abilities and becomes 0/1 until end of turn. Humble Budoka 1G Creature - Human Monk 2/2 Shroud (This permanent can't be the target of spells or abilities.) Humility 2WW Enchantment All creatures lose all abilities and are 1/1. Hunding Gjornersen 3WUU Legendary Creature - Human Warrior 5/4 Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Hundred-Talon Kami 4W Creature - Spirit 2/3 Flying Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) Hundred-Talon Strike W Instant - Arcane Target creature gets +1/+0 and gains first strike until end of turn. Splice onto Arcane-Tap an untapped white creature you control. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Hundroog 6G Creature - Beast 4/7 Cycling 3 (3, Discard this card: Draw a card.) Hunger of the Nim 1B Sorcery Target creature gets +1/+0 until end of turn for each artifact you control. Hungry Hungry Heifer 2G Summon Cow 3/3 During your upkeep, remove a counter from any card you control or sacrifice Hungry Hungry Heifer. Hungry Mist 2GG Creature - Elemental 6/2 At the beginning of your upkeep, sacrifice Hungry Mist unless you pay GG. Hungry Mist 2GG Creature - Elemental 6/2 At the beginning of your upkeep, sacrifice Hungry Mist unless you pay GG. Hungry Mist 2GG Creature - Elemental 6/2 At the beginning of your upkeep, sacrifice Hungry Mist unless you pay GG. Hungry Mist 2GG Creature - Elemental 6/2 At the beginning of your upkeep, sacrifice Hungry Mist unless you pay GG. Hunt Down G Sorcery Target creature blocks target creature this turn if able. Hunted Dragon 3RR Creature - Dragon 6/6 Flying, haste When Hunted Dragon comes into play, put three 2/2 white Knight creature tokens with first strike into play under target opponent's control. Hunted Horror BB Creature - Horror 7/7 Trample When Hunted Horror comes into play, put two 3/3 green Centaur creature tokens with protection from black into play under target opponent's control. Hunted Lammasu 2WW Creature - Lammasu 5/5 Flying When Hunted Lammasu comes into play, put a 4/4 black Horror creature token into play under target opponent's control. Hunted Phantasm 1UU Creature - Spirit 4/6 Hunted Phantasm is unblockable. When Hunted Phantasm comes into play, put five 1/1 red Goblin creature tokens into play under target opponent's control. Hunted Troll 2GG Creature - Troll Warrior 8/4 When Hunted Troll comes into play, put four 1/1 blue Faerie creature tokens with flying into play under target opponent's control. G: Regenerate Hunted Troll. Hunted Wumpus 3G Creature - Beast 6/6 When Hunted Wumpus comes into play, each other player may put a creature card from his or her hand into play. Hunted Wumpus 3G Creature - Beast 6/6 When Hunted Wumpus comes into play, each other player may put a creature card from his or her hand into play. Hunted Wumpus 3G Creature - Beast 6/6 When Hunted Wumpus comes into play, each other player may put a creature card from his or her hand into play. Hunted Wumpus 3G Creature - Beast 6/6 When Hunted Wumpus comes into play, each other player may put a creature card from his or her hand into play. Hunter of Eyeblights 3BB Creature - Elf Assassin 3/3 When Hunter of Eyeblights comes into play, put a +1/+1 counter on target creature you don't control. 2B, T Destroy target creature with a counter on it. Hunter Sliver 1R Creature - Sliver 1/1 All Sliver creatures have provoke. (When a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.) Hunting Cheetah 2G Creature - Cat 2/3 Whenever Hunting Cheetah deals damage to an opponent, you may search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library. Hunting Drake 4U Creature - Drake 2/2 Flying When Hunting Drake comes into play, put target red or green creature on top of its owner's library. Hunting Grounds GW Enchantment Threshold - As long as seven or more cards are in your graveyard, Hunting Grounds has "Whenever an opponent plays a spell, you may put a creature card from your hand into play." Hunting Kavu 1RG Creature - Kavu 2/3 1RG, T Remove from the game Hunting Kavu and target creature without flying that's attacking you. Hunting Moa 2G Creature - Bird Beast 3/2 Echo 2G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Hunting Moa comes into play or is put into a graveyard from play, put a +1/+1 counter on target creature. Hunting Moa 2G Creature - Bird Beast 3/2 Echo 2G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Hunting Moa comes into play or is put into a graveyard from play, put a +1/+1 counter on target creature. Hunting Pack 5GG Instant Put a 4/4 green Cat Beast creature token into play. Storm (When you play this spell, copy it for each spell played before it this turn.) Hunting Triad 3G Tribal Sorcery - Elf Put three 1/1 green Elf Warrior creature tokens into play. Reinforce 3-3G (3G, Discard this card: Put three +1/+1 counters on target creature.) Hunting Wilds 3G Sorcery Kicker 3G (You may pay an additional 3G as you play this spell.) Search your library for up to two Forest cards and put them into play tapped. Then shuffle your library. If the kicker cost was paid, untap all Forests put into play this way. They become 3/3 green creatures with haste that are still lands. Hurkyl's Recall 1U Instant Return all artifacts target player owns to his or her hand. Hurkyl's Recall 1U Instant Return all artifacts target player owns to his or her hand. Hurkyl's Recall 1U Instant Return all artifacts target player owns to his or her hand. Hurkyl's Recall 1U Instant Return all artifacts target player owns to his or her hand. Hurkyl's Recall 1U Instant Return all artifacts target player owns to his or her hand. Hurloon Minotaur 1RR Creature - Minotaur 2/3 Hurloon Minotaur 1RR Creature - Minotaur 2/3 Hurloon Minotaur 1RR Creature - Minotaur 2/3 Hurloon Minotaur 1RR Creature - Minotaur 2/3 Hurloon Minotaur 1RR Creature - Minotaur 2/3 Hurloon Minotaur 1RR Creature - Minotaur 2/3 Hurloon Shaman 1RR Creature - Minotaur Shaman 2/3 When Hurloon Shaman is put into a graveyard from play, each player sacrifices a land. Hurloon Wrangler 2R Summon Minotaur 2/2 Denimwalk (If defending player is wearing any clothing made of denim, this creature is unblockable.) Hurly-Burly 1R Sorcery Choose one - Hurly-Burly deals 1 damage to each creature without flying; or Hurly-Burly deals 1 damage to each creature with flying. Hurr Jackal R Creature - Hound 1/1 T Target creature can't be regenerated this turn. Hurr Jackal R Creature - Hound 1/1 T Target creature can't be regenerated this turn. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hurricane XG Sorcery Hurricane deals X damage to each creature with flying and each player. Hush 3G Sorcery Destroy all enchantments. Cycling 2 (2, Discard this card: Draw a card.) Hyalopterous Lemure 4B Creature - Spirit 4/3 0: Hyalopterous Lemure gets -1/-0 and gains flying until end of turn. Hyalopterous Lemure 4B Creature - Spirit 4/3 0: Hyalopterous Lemure gets -1/-0 and gains flying until end of turn. Hydroblast U Instant Choose one - Counter target spell if it's red; or destroy target permanent if it's red. Hydroblast U Instant Choose one - Counter target spell if it's red; or destroy target permanent if it's red. Hydroblast U Instant Choose one - Counter target spell if it's red; or destroy target permanent if it's red. Hydromorph Guardian 2U Creature - Elemental 2/2 U, Sacrifice Hydromorph Guardian: Counter target spell that targets one or more creatures you control. Hydromorph Gull 3UU Creature - Elemental Bird 3/3 Flying U, Sacrifice Hydromorph Gull: Counter target spell that targets one or more creatures you control. Hymn of Rebirth 3GW Sorcery Put target creature card in a graveyard into play under your control. Hymn of Rebirth 3GW Sorcery Put target creature card in a graveyard into play under your control. Hymn to Tourach BB Sorcery Target player discards two cards at random. Hymn to Tourach BB Sorcery Target player discards two cards at random. Hymn to Tourach BB Sorcery Target player discards two cards at random. Hymn to Tourach BB Sorcery Target player discards two cards at random. Hymn to Tourach BB Sorcery Target player discards two cards at random. Hypergenesis Sorcery Hypergenesis is green. Suspend 3-1GG Starting with you, each player may put an artifact, creature, enchantment, or land card from his or her hand into play. Repeat this process until no one puts a card into play. Hyperion Blacksmith 1RR Creature - Human Artificer 2/2 T You may tap or untap target artifact an opponent controls. Hypervolt Grasp 2R Enchantment - Aura Enchant creature Enchanted creature has "T This creature deals 1 damage to target creature or player." 1U: Return Hypervolt Grasp to its owner's hand. Hypnotic Cloud 1B Sorcery Kicker 4 (You may pay an additional 4 as you play this spell.) Target player discards a card. If the kicker cost was paid, that player discards three cards instead. Hypnotic Specter 1BB Creature - Specter 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random. Hypnotic Specter 1BB Creature - Specter 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random. Hypnotic Specter 1BB Creature - Specter 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random. Hypnotic Specter 1BB Creature - Specter 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random. Hypnotic Specter 1BB Creature - Specter 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random. Hypnotic Specter 1BB Creature - Specter 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random. Hypnotic Specter 1BB Creature - Specter 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random. Hypnox 8BBB Creature - Nightmare Horror 8/8 Flying When Hypnox comes into play, if you played it from your hand, remove all cards in target opponent's hand from the game. When Hypnox leaves play, return the removed cards to their owner's hand. Hypochondria 1W Enchantment W, Discard a card: Prevent the next 3 damage that would be dealt to target creature or player this turn. W, Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to target creature or player this turn. Hystrodon 4G Creature - Beast 3/4 Trample Whenever Hystrodon deals combat damage to a player, you may draw a card. Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Ib Halfheart, Goblin Tactician 3R Legendary Creature - Goblin Advisor 3/2 Whenever another Goblin you control becomes blocked, sacrifice it. If you do, it deals 4 damage to each creature blocking it. Sacrifice two Mountains: Put two 1/1 red Goblin creature tokens into play. Icatian Crier 2W Creature - Human Spellshaper 1/1 1W, T, Discard a card: Put two 1/1 white Citizen creature tokens into play. Icatian Infantry W Creature - Human Soldier 1/1 1: Icatian Infantry gains banding until end of turn. 1: Icatian Infantry gains first strike until end of turn. Icatian Infantry W Creature - Human Soldier 1/1 1: Icatian Infantry gains banding until end of turn. 1: Icatian Infantry gains first strike until end of turn. Icatian Infantry W Creature - Human Soldier 1/1 1: Icatian Infantry gains banding until end of turn. 1: Icatian Infantry gains first strike until end of turn. Icatian Infantry W Creature - Human Soldier 1/1 1: Icatian Infantry gains banding until end of turn. 1: Icatian Infantry gains first strike until end of turn. Icatian Javelineers W Creature - Human Soldier 1/1 Icatian Javelineers comes into play with a javelin counter on it. T, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player. Icatian Javelineers W Creature - Human Soldier 1/1 Icatian Javelineers comes into play with a javelin counter on it. T, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player. Icatian Javelineers W Creature - Human Soldier 1/1 Icatian Javelineers comes into play with a javelin counter on it. T, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player. Icatian Javelineers W Creature - Human Soldier 1/1 Icatian Javelineers comes into play with a javelin counter on it. T, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player. Icatian Lieutenant WW Creature - Human Soldier 1/2 1W: Target Soldier creature gets +1/+0 until end of turn. Icatian Lieutenant WW Creature - Human Soldier 1/2 1W: Target Soldier creature gets +1/+0 until end of turn. Icatian Moneychanger W Creature - Human 0/2 Icatian Moneychanger comes into play with three credit counters on it. When Icatian Moneychanger comes into play, it deals 3 damage to you. At the beginning of your upkeep, put a credit counter on Icatian Moneychanger. Sacrifice Icatian Moneychanger: You gain 1 life for each credit counter on Icatian Moneychanger. Play this ability only during your upkeep. Icatian Moneychanger W Creature - Human 0/2 Icatian Moneychanger comes into play with three credit counters on it. When Icatian Moneychanger comes into play, it deals 3 damage to you. At the beginning of your upkeep, put a credit counter on Icatian Moneychanger. Sacrifice Icatian Moneychanger: You gain 1 life for each credit counter on Icatian Moneychanger. Play this ability only during your upkeep. Icatian Moneychanger W Creature - Human 0/2 Icatian Moneychanger comes into play with three credit counters on it. When Icatian Moneychanger comes into play, it deals 3 damage to you. At the beginning of your upkeep, put a credit counter on Icatian Moneychanger. Sacrifice Icatian Moneychanger: You gain 1 life for each credit counter on Icatian Moneychanger. Play this ability only during your upkeep. Icatian Phalanx 4W Creature - Human Soldier 2/4 Banding Icatian Phalanx 4W Creature - Human Soldier 2/4 Banding Icatian Priest W Creature - Human Cleric 1/1 1WW: Target creature gets +1/+1 until end of turn. Icatian Priest W Creature - Human Cleric 1/1 1WW: Target creature gets +1/+1 until end of turn. Icatian Scout W Creature - Human Soldier Scout 1/1 1, T Target creature gains first strike until end of turn. Icatian Scout W Creature - Human Soldier Scout 1/1 1, T Target creature gains first strike until end of turn. Icatian Scout W Creature - Human Soldier Scout 1/1 1, T Target creature gains first strike until end of turn. Icatian Scout W Creature - Human Soldier Scout 1/1 1, T Target creature gains first strike until end of turn. Icatian Scout W Creature - Human Soldier Scout 1/1 1, T Target creature gains first strike until end of turn. Icatian Skirmishers 3W Creature - Human Soldier 1/1 Banding, first strike Whenever Icatian Skirmishers attacks, all creatures banded with it gain first strike until end of turn. Icatian Store Land Icatian Store comes into play tapped. You may choose not to untap Icatian Store during your untap step. At the beginning of your upkeep, if Icatian Store is tapped, put a storage counter on it. T, Remove any number of storage counters from Icatian Store: Add W to your mana pool for each storage counter removed this way. Icatian Store Land Icatian Store comes into play tapped. You may choose not to untap Icatian Store during your untap step. At the beginning of your upkeep, if Icatian Store is tapped, put a storage counter on it. T, Remove any number of storage counters from Icatian Store: Add W to your mana pool for each storage counter removed this way. Icatian Town 5W Sorcery Put four 1/1 white Citizen creature tokens into play. Icatian Town 5W Sorcery Put four 1/1 white Citizen creature tokens into play. Icatian Town 5W Sorcery Put four 1/1 white Citizen creature tokens into play. Icatian Town 5W Sorcery Put four 1/1 white Citizen creature tokens into play. Ice Cauldron 4 Artifact X, T Put a charge counter on Ice Cauldron and remove a nonland card in your hand from the game. As long as that card remains removed from the game, you may play it. Note the type and amount of mana used to pay this activation cost. Play this ability only if there are no charge counters on Ice Cauldron. T, Remove a charge counter from Ice Cauldron: Add to your mana pool mana of the type and amount last used to put a charge counter on Ice Cauldron. Spend this mana only to play the last card removed from the game with Ice Cauldron. Ice Cave 3UU Enchantment Whenever a player plays a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.) Ice Floe Land You may choose not to untap Ice Floe during your untap step. T Tap target creature without flying that's attacking you. It doesn't untap during its controller's untap step as long as Ice Floe remains tapped. Ice Floe Land You may choose not to untap Ice Floe during your untap step. T Tap target creature without flying that's attacking you. It doesn't untap during its controller's untap step as long as Ice Floe remains tapped. Ice Storm 2G Sorcery Destroy target land. Ice Storm 2G Sorcery Destroy target land. Ice Storm 2G Sorcery Destroy target land. Ice Storm 2G Sorcery Destroy target land. Iceberg XUU Enchantment Iceberg comes into play with X ice counters on it. 3: Put an ice counter on Iceberg. Remove an ice counter from Iceberg: Add 1 to your mana pool. Icefall 2RR Sorcery Destroy target artifact or land. Recover RR (When a creature is put into your graveyard from play, you may pay RR. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.) Icequake 1BB Sorcery Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land's controller. Ichneumon Druid 1GG Creature - Human Druid 1/1 Whenever an opponent plays an instant spell other than the first instant spell that player plays each turn, Ichneumon Druid deals 4 damage to him or her. Ichor Slick 2B Sorcery Target creature gets -3/-3 until end of turn. Cycling 2 (2, Discard this card: Draw a card.) Madness 3B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Ichorid 3B Creature - Horror 3/1 Haste At end of turn, sacrifice Ichorid. At the beginning of your upkeep, if Ichorid is in your graveyard, you may remove a black creature card in your graveyard other than Ichorid from the game. If you do, return Ichorid to play. Icy Manipulator 4 Artifact 1, T Tap target artifact, creature, or land. Icy Manipulator 4 Artifact 1, T Tap target artifact, creature, or land. Icy Manipulator 4 Artifact 1, T Tap target artifact, creature, or land. Icy Manipulator 4 Artifact 1, T Tap target artifact, creature, or land. Icy Manipulator 4 Artifact 1, T Tap target artifact, creature, or land. Icy Manipulator 4 Artifact 1, T Tap target artifact, creature, or land. Icy Manipulator 4 Artifact 1, T Tap target artifact, creature, or land. Icy Prison UU Enchantment When Icy Prison comes into play, remove target creature from the game. At the beginning of your upkeep, sacrifice Icy Prison unless any player pays 3. When Icy Prison leaves play, return the removed creature to play under its owner's control. Ideas Unbound UU Sorcery - Arcane Draw three cards. Discard three cards at end of turn. Idyllic Tutor 2W Sorcery Search your library for an enchantment card, reveal it, and put it into your hand. Then shuffle your library. Ifh-Biff Efreet 2GG Creature - Efreet 3/3 Flying G: Ifh-Biff Efreet deals 1 damage to each creature with flying and each player. Any player may play this ability. Ifh-Biff Efreet 2GG Creature - Efreet 3/3 Flying G: Ifh-Biff Efreet deals 1 damage to each creature with flying and each player. Any player may play this ability. Igneous Golem 5 Artifact Creature - Golem 3/4 2: Igneous Golem gains trample until end of turn. Ignite Memories 4R Sorcery Target player reveals a card at random from his or her hand. Ignite Memories deals damage to that player equal to that card's converted mana cost. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Ignoble Soldier 2W Creature - Human Soldier 3/1 Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn. Ignorant Bliss 1R Instant Remove all cards in your hand from the game face down. At end of turn, return those cards to your hand, then draw a card. Ihsan's Shade 3BBB Legendary Creature - Shade Knight 5/5 Protection from white Iizuka the Ruthless 3RR Legendary Creature - Human Samurai 3/3 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) 2R, Sacrifice a Samurai: Samurai creatures you control gain double strike until end of turn. Ill-Gotten Gains 2BB Sorcery Each player discards his or her hand, then returns up to three cards from his or her graveyard to his or her hand. Remove Ill-Gotten Gains from the game. Illicit Auction 3RR Sorcery Each player may bid life for control of target creature. You start the bidding with a bid of 0. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect doesn't end at end of turn.) Illicit Auction 3RR Sorcery Each player may bid life for control of target creature. You start the bidding with a bid of 0. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect doesn't end at end of turn.) Illuminate XR Sorcery Kicker 2R and/or 3U (You may pay an additional 2R and/or 3U as you play this spell.) Illuminate deals X damage to target creature. If the 2R kicker cost was paid, Illuminate deals X damage to that creature's controller. If the 3U kicker cost was paid, you draw X cards. Illuminated Wings 1U Enchantment - Aura Enchant creature Enchanted creature has flying. 2, Sacrifice Illuminated Wings: Draw a card. Illumination WW Instant Counter target artifact or enchantment spell. Its controller gains life equal to its converted mana cost. Illusion // Reality U / / 2G Instant // Instant Target spell or permanent becomes the color of your choice until end of turn. // Destroy target artifact. Illusion // Reality U / / 2G Instant // Instant Target spell or permanent becomes the color of your choice until end of turn. // Destroy target artifact. Illusionary Forces 3U Creature - Illusion 4/4 Flying Cumulative upkeep U Illusionary Forces 3U Creature - Illusion 4/4 Flying Cumulative upkeep U Illusionary Mask 2 Artifact X: You may put a creature card with converted mana cost X or less from your hand into play face down as a 0/1 creature. Put X mask counters on that creature. Play this ability only any time you could play a sorcery. The creature's controller may turn the creature face up any time he or she could play an instant by removing all mask counters from it. This effect ends if the creature is turned face up. Illusionary Mask 2 Artifact X: You may put a creature card with converted mana cost X or less from your hand into play face down as a 0/1 creature. Put X mask counters on that creature. Play this ability only any time you could play a sorcery. The creature's controller may turn the creature face up any time he or she could play an instant by removing all mask counters from it. This effect ends if the creature is turned face up. Illusionary Mask 2 Artifact X: You may put a creature card with converted mana cost X or less from your hand into play face down as a 0/1 creature. Put X mask counters on that creature. Play this ability only any time you could play a sorcery. The creature's controller may turn the creature face up any time he or she could play an instant by removing all mask counters from it. This effect ends if the creature is turned face up. Illusionary Presence 1UU Creature - Illusion 2/2 Cumulative upkeep U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of your upkeep, choose a land type. Illusionary Presence gains landwalk of the chosen type until end of turn. Illusionary Terrain UU Enchantment Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) As Illusionary Terrain comes into play, choose two basic land types. Basic lands of the first chosen type are of the second chosen type. Illusionary Wall 4U Creature - Illusion Wall 7/4 Defender, flying, first strike Cumulative upkeep U Illusionary Wall 4U Creature - Illusion Wall 7/4 Defender, flying, first strike Cumulative upkeep U Illusions of Grandeur 3U Enchantment Cumulative upkeep 2 When Illusions of Grandeur comes into play, you gain 20 life. When Illusions of Grandeur leaves play, you lose 20 life. Illusions of Grandeur 3U Enchantment Cumulative upkeep 2 When Illusions of Grandeur comes into play, you gain 20 life. When Illusions of Grandeur leaves play, you lose 20 life. I'm Rubber, You're Glue WW Enchantment Speak only in rhyming sentences. If you do not, sacrifice I'm Rubber, You're Glue. Say "I'm rubber, you're glue. Everything bounces off me and sticks to you": Target spell or ability, which targets only you, targets another player of your choice instead. (The new target must be legal.) Imagecrafter U Creature - Human Wizard 1/1 T Choose a creature type other than Wall. Target creature becomes that type until end of turn. Imaginary Pet 1U Creature - Illusion 4/4 At the beginning of your upkeep, if you have a card in hand, return Imaginary Pet to its owner's hand. Imaginary Pet 1U Creature - Illusion 4/4 At the beginning of your upkeep, if you have a card in hand, return Imaginary Pet to its owner's hand. Imi Statue 3 Artifact Players can't untap more than one artifact during their untap steps. Immaculate Magistrate 3G Creature - Elf Shaman 2/2 T Put a +1/+1 counter on target creature for each Elf you control. Immobilizing Ink 1U Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. Enchanted creature has "1, Discard a card: Untap this creature." Immolation R Enchantment - Aura Enchant creature Enchanted creature gets +2/-2. Immolation R Enchantment - Aura Enchant creature Enchanted creature gets +2/-2. Impatience 2R Enchantment At the end of each player's turn, if that player didn't play a spell that turn, Impatience deals 2 damage to him or her. Impatience 2R Enchantment At the end of each player's turn, if that player didn't play a spell that turn, Impatience deals 2 damage to him or her. Impending Disaster 1R Enchantment At the beginning of your upkeep, if there are seven or more lands in play, sacrifice Impending Disaster. If you do, destroy all lands. Imperial Edict 1B Sorcery Target opponent sacrifices a creature. Imperial Hellkite 5RR Creature - Dragon 6/6 Flying Morph 6RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Imperial Hellkite is turned face up, you may search your library for a Dragon card, reveal it, and put it into your hand. If you do, shuffle your library. Imperial Mask 4W Enchantment When Imperial Mask comes into play, if it's not a token, each of your teammates puts a token into play that's a copy of Imperial Mask. You can't be the target of spells or abilities your opponents control. Imperial Recruiter 2R Creature - Human Advisor 1/1 When Imperial Recruiter comes into play, search your library for a creature card with power 2 or less, reveal that card, and put it into your hand. Then shuffle your library. Imperial Seal B Sorcery Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life. Imperiosaur 2GG Creature - Lizard 5/5 Spend only mana produced by basic lands to play Imperiosaur. Imperious Perfect 2G Creature - Elf Warrior 2/2 Other Elf creatures you control get +1/+1. G, T Put a 1/1 green Elf Warrior creature token into play. Implements of Sacrifice 2 Artifact 1, T, Sacrifice Implements of Sacrifice: Add two mana of any one color to your mana pool. Implode 4R Sorcery Destroy target land. Draw a card. Imposing Visage R Enchantment - Aura Enchant creature Enchanted creature can't be blocked except by two or more creatures. Imposing Visage R Enchantment - Aura Enchant creature Enchanted creature can't be blocked except by two or more creatures. Imprison B Enchantment - Aura Enchant creature Whenever a player plays an activated ability of enchanted creature with T in its cost that isn't a mana ability, you may pay 1. If you do, counter that ability. If you don't, sacrifice Imprison. Whenever enchanted creature attacks or blocks, you may pay 1. If you do, tap the creature and remove it from combat. Creatures it blocked that no other creatures blocked this combat become unblocked. If you don't pay 1, sacrifice Imprison. Improvised Armor 3W Enchantment - Aura Enchant creature Enchanted creature gets +2/+5. Cycling 3 (3, Discard this card: Draw a card.) Imp's Mischief 1B Instant Change the target of target spell with a single target. You lose life equal to that spell's converted mana cost. Imps' Taunt 1B Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Target creature attacks this turn if able. Impulse 1U Instant Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library. Impulse 1U Instant Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library. Impulsive Maneuvers 2RR Enchantment Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage. In the Eye of Chaos 2U World Enchantment Whenever a player plays an instant spell, counter it unless that player pays X, where X is its converted mana cost. In the Web of War 3RR Enchantment Whenever a creature comes into play under your control, it gets +2/+0 and gains haste until end of turn. Iname as One 8BBGG Legendary Creature - Spirit 8/8 When Iname as One comes into play, if you played it from your hand, you may search your library for a Spirit permanent card, put it into play, then shuffle your library. When Iname as One is put into a graveyard from play, you may remove it from the game. If you do, return target Spirit permanent card from your graveyard to play. Iname, Death Aspect 4BB Legendary Creature - Spirit 4/4 When Iname, Death Aspect comes into play, you may search your library for any number of Spirit cards and put them into your graveyard. If you do, shuffle your library. Iname, Life Aspect 4GG Legendary Creature - Spirit 4/4 When Iname, Life Aspect is put into a graveyard from play, you may remove Iname, Life Aspect from the game. If you do, return any number of target Spirit cards from your graveyard to your hand. Incandescent Soulstoke 2R Creature - Elemental Shaman 2/2 Other Elemental creatures you control get +1/+1. 1R, T You may put an Elemental creature card from your hand into play. That creature gains haste until end of turn. Sacrifice it at end of turn. Incendiary R Enchantment - Aura Enchant creature At the beginning of your upkeep, you may put a fuse counter on Incendiary. When enchanted creature is put into a graveyard, Incendiary deals X damage to target creature or player, where X is the number of fuse counters on Incendiary. Incendiary Command 3RR Sorcery Choose two - Incendiary Command deals 4 damage to target player; or Incendiary Command deals 2 damage to each creature; or destroy target nonbasic land; or each player discards all the cards in his or her hand, then draws that many cards. Incinerate 1R Instant Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn. Incinerate 1R Instant Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn. Incinerate 1R Instant Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn. Incinerate 1R Instant Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn. Incite Hysteria 2R Sorcery Radiance - Until end of turn, target creature and each other creature that shares a color with it gain "This creature can't block." Incite War 2R Instant Choose one - Creatures target player controls attack this turn if able; or creatures you control gain first strike until end of turn. Entwine 2 (Choose both if you pay the entwine cost.) Incoming! 4GGGG Sorcery Each player searches his or her library for any number of artifacts, creatures, enchantments, and lands and puts those cards into play. Each player shuffles his or her library afterwards. Incremental Growth 3GG Sorcery Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature. Indebted Samurai 3W Creature - Human Samurai 2/3 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever a Samurai you control is put into a graveyard from play, you may put a +1/+1 counter on Indebted Samurai. Indentured Djinn 1UU Creature - Djinn 4/4 Flying When Indentured Djinn comes into play, each other player may draw up to three cards. Indentured Oaf 3R Creature - Ogre Warrior 4/3 Prevent all damage that Indentured Oaf would deal to red creatures. Independent Troops 1R Creature - Human Soldier 2/1 Indestructible Aura W Instant Until end of turn, prevent all damage that would be dealt to target creature. Indestructible Aura W Instant Until end of turn, prevent all damage that would be dealt to target creature. Index U Sorcery Look at the top five cards of your library, then put them back in any order. Index U Sorcery Look at the top five cards of your library, then put them back in any order. Index U Sorcery Look at the top five cards of your library, then put them back in any order. Indomitable Ancients 2WW Creature - Treefolk Warrior 2/10 Indomitable Will 1W Enchantment - Aura Flash Enchant creature Enchanted creature gets +1/+2. Indrik Stomphowler 4G Creature - Beast 4/4 When Indrik Stomphowler comes into play, destroy target artifact or enchantment. Induce Paranoia 2UU Instant Counter target spell. If B was spent to play Induce Paranoia, that spell's controller puts the top X cards of his or her library into his or her graveyard, where X is the spell's converted mana cost. Inertia Bubble 1U Enchantment - Aura Enchant artifact Enchanted artifact doesn't untap during its controller's untap step. Infantry Veteran W Creature - Human Soldier 1/1 T Target attacking creature gets +1/+1 until end of turn. Infantry Veteran W Creature - Human Soldier 1/1 T Target attacking creature gets +1/+1 until end of turn. Infantry Veteran W Creature - Human Soldier 1/1 T Target attacking creature gets +1/+1 until end of turn. Infantry Veteran W Creature - Human Soldier 1/1 T Target attacking creature gets +1/+1 until end of turn. Infected Vermin 2B Creature - Rat 1/1 2B: Infected Vermin deals 1 damage to each creature and each player. Threshold - 3B: Infected Vermin deals 3 damage to each creature and each player. Play this ability only if seven or more cards are in your graveyard. Infectious Host 2B Creature - Zombie 1/1 When Infectious Host is put into a graveyard from play, target player loses 2 life. Infectious Rage 1R Enchantment - Aura Enchant creature Enchanted creature gets +2/-1. When enchanted creature is put into a graveyard, choose a creature at random Infectious Rage can enchant. Return Infectious Rage to play attached to that creature. Infernal Caretaker 3B Creature - Human Cleric 2/2 Morph 3B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Infernal Caretaker is turned face up, return all Zombie cards from all graveyards to their owners' hands. Infernal Contract BBB Sorcery Draw four cards. You lose half your life, rounded up. Infernal Contract BBB Sorcery Draw four cards. You lose half your life, rounded up. Infernal Contract BBB Sorcery Draw four cards. You lose half your life, rounded up. Infernal Darkness 2BB Enchantment Cumulative upkeep-Pay B and 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) If a land is tapped for mana, it produces B instead of any other type. Infernal Denizen 7B Creature - Demon 5/7 At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap Infernal Denizen, and an opponent may gain control of a creature you control of his or her choice. That opponent retains control of that creature as long as Infernal Denizen remains in play. T Gain control of target creature as long as Infernal Denizen remains in play. Infernal Genesis 4BB Enchantment At the beginning of each player's upkeep, that player puts the top card of his or her library into his or her graveyard. He or she then puts X 1/1 black Minion creature tokens into play, where X is that card's converted mana cost. Infernal Harvest 1B Sorcery As an additional cost to play Infernal Harvest, return X Swamps you control to their owner's hand. Infernal Harvest deals X damage divided as you choose among any number of target creatures. Infernal Kirin 2BB Legendary Creature - Kirin Spirit 3/3 Flying Whenever you play a Spirit or Arcane spell, target player reveals his or her hand and discards all cards with that spell's converted mana cost. Infernal Medusa 3BB Creature - Gorgon 2/4 Whenever Infernal Medusa blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Infernal Spawn of Evil 6BBB Summon [Demon] Beast 7/7 Flying, first strike 1B, Reveal Infernal Spawn of Evil from your hand, Say "It's coming!": Infernal Spawn of Evil deals 1 damage to target opponent. Use this ability only during your upkeep and only once each upkeep. Infernal Spawn of Infernal Spawn of Evil 8BB Creature - Demon Child 8/8 Flying, first strike, trample If you say "I'm coming, too!" as you search your library, you may pay 1B and reveal Infernal Spawn of Infernal Spawn of Evil from your library to have it deal 2 damage to a player of your choice. Do this no more than once each turn. Infernal Tribute BBB Enchantment 2, Sacrifice a nontoken permanent: Draw a card. Infernal Tutor 1B Sorcery Reveal a card from your hand. Search your library for a card with the same name as that card, reveal it, put it into your hand, then shuffle your library. Hellbent - If you have no cards in hand, instead search your library for a card, put it into your hand, then shuffle your library. Inferno 5RR Instant Inferno deals 6 damage to each creature and each player. Inferno 5RR Instant Inferno deals 6 damage to each creature and each player. Inferno 5RR Instant Inferno deals 6 damage to each creature and each player. Inferno 5RR Instant Inferno deals 6 damage to each creature and each player. Inferno 5RR Instant Inferno deals 6 damage to each creature and each player. Inferno 5RR Instant Inferno deals 6 damage to each creature and each player. Infest 1BB Sorcery All creatures get -2/-2 until end of turn. Infested Roothold 4G Creature - Wall 0/3 Defender (This creature can't attack.) Protection from artifacts Whenever an opponent plays an artifact spell, you may put a 1/1 green Insect creature token into play. Infiltrate U Instant Target creature is unblockable this turn. Infiltrator il-Kor 4U Creature - Kor Rogue 3/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Suspend 2-1U (Rather than play this card from your hand, you may pay 1U and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. It has haste.) Infiltrator's Magemark 2U Enchantment - Aura Enchant creature Creatures you control that are enchanted get +1/+1 and can't be blocked except by creatures with defender. Infinite Authority WWW Enchantment - Aura Enchant creature Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy the other creature at end of combat. At end of turn, if that creature was put into a graveyard this way, put a +1/+1 counter on the first creature. Infinite Hourglass 4 Artifact At the beginning of your upkeep, put a time counter on Infinite Hourglass. All creatures get +1/+0 for each time counter on Infinite Hourglass. 3: Remove a time counter from Infinite Hourglass. Any player may play this ability but only during any upkeep step. Infinite Hourglass 4 Artifact At the beginning of your upkeep, put a time counter on Infinite Hourglass. All creatures get +1/+0 for each time counter on Infinite Hourglass. 3: Remove a time counter from Infinite Hourglass. Any player may play this ability but only during any upkeep step. Inflame R Instant Inflame deals 2 damage to each creature dealt damage this turn. Inflame R Instant Inflame deals 2 damage to each creature dealt damage this turn. Information Dealer 1U Creature - Human Wizard 1/1 T Look at the top X cards of your library, where X is the number of Wizards in play, then put them back in any order. Infuse 2U Instant Untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. Infused Arrows 4 Artifact Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) T, Remove X charge counters from Infused Arrows: Target creature gets -X/-X until end of turn. Ingenious Thief 1U Creature - Human Rogue 1/1 Flying When Ingenious Thief comes into play, look at target player's hand. Ingenious Thief 1U Creature - Human Rogue 1/1 Flying When Ingenious Thief comes into play, look at target player's hand. Ingot Chewer 4R Creature - Elemental 3/3 When Ingot Chewer comes into play, destroy target artifact. Evoke R (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Inheritance W Enchantment Whenever a creature is put into a graveyard from play, you may pay 3. If you do, draw a card. Initiate of Blood 3R Creature - Ogre Shaman 2/2 T Initiate of Blood deals 1 damage to target creature that was dealt damage this turn. When that creature is put into a graveyard this turn, flip Initiate of Blood. ----- Goka the Unjust Legendary Creature - Ogre Shaman 4/4 T Goka the Unjust deals 4 damage to target creature that was dealt damage this turn. Initiates of the Ebon Hand B Creature - Cleric 1/1 1: Add B to your mana pool. At end of turn, if this ability has been played four or more times this turn, sacrifice Initiates of the Ebon Hand. Initiates of the Ebon Hand B Creature - Cleric 1/1 1: Add B to your mana pool. At end of turn, if this ability has been played four or more times this turn, sacrifice Initiates of the Ebon Hand. Initiates of the Ebon Hand B Creature - Cleric 1/1 1: Add B to your mana pool. At end of turn, if this ability has been played four or more times this turn, sacrifice Initiates of the Ebon Hand. Initiates of the Ebon Hand B Creature - Cleric 1/1 1: Add B to your mana pool. At end of turn, if this ability has been played four or more times this turn, sacrifice Initiates of the Ebon Hand. Ink Dissolver 1U Creature - Merfolk Wizard 2/1 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Ink Dissolver, you may reveal it. If you do, each opponent puts the top three cards of his or her library into his or her graveyard. Ink-Eyes, Servant of Oni 4BB Legendary Creature - Rat Ninja 5/4 Ninjutsu 3BB (3BB, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.) Whenever Ink-Eyes, Servant of Oni deals combat damage to a player, you may put target creature card from that player's graveyard into play under your control. 1B: Regenerate Ink-Eyes. Inkfathom Divers 3UU Creature - Merfolk Soldier 3/3 Islandwalk When Inkfathom Divers comes into play, look at the top four cards of your library, then put them back in any order. Ink-Treader Nephilim RGWU Creature - Nephilim 3/3 Whenever a player plays an instant or sorcery spell, if Ink-Treader Nephilim is the only target of that spell, copy the spell for each other creature that spell could target. Each copy targets a different one of those creatures. Inner Calm, Outer Strength 2G Instant - Arcane Target creature gets +X/+X until end of turn, where X is the number of cards in your hand. Inner Fire 3R Sorcery Add R to your mana pool for each card in your hand. Inner Sanctum 1WW Enchantment Cumulative upkeep-Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Prevent all damage that would be dealt to creatures you control. Inner-Chamber Guard 1W Creature - Human Samurai 0/2 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Inner-Flame Acolyte 1RR Creature - Elemental Shaman 2/2 When Inner-Flame Acolyte comes into play, target creature gets +2/+0 and gains haste until end of turn. Evoke R (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Inner-Flame Igniter 2R Creature - Elemental Warrior 2/2 2R: Creatures you control get +1/+0 until end of turn. If this is the third time this ability has resolved this turn, creatures you control gain first strike until end of turn. Innocence Kami 3WW Creature - Spirit 2/3 W, T Tap target creature. Whenever you play a Spirit or Arcane spell, untap Innocence Kami. Innocent Blood B Sorcery Each player sacrifices a creature. Inquisition 2B Sorcery Target player reveals his or her hand. Inquisition deals damage to that player equal to the number of white cards in his or her hand. Insidious Bookworms B Creature - Worm 1/1 When Insidious Bookworms is put into a graveyard from play, you may pay 1B. If you do, target player discards a card at random. Insidious Bookworms B Creature - Worm 1/1 When Insidious Bookworms is put into a graveyard from play, you may pay 1B. If you do, target player discards a card at random. Insidious Dreams 3B Instant As an additional cost to play Insidious Dreams, discard X cards. Search your library for X cards. Then shuffle your library and put those cards on top of it in any order. Insight 2U Enchantment Whenever an opponent plays a green spell, you draw a card. Insight 2U Enchantment Whenever an opponent plays a green spell, you draw a card. Insist G Sorcery The next creature spell you play this turn can't be countered by spells or abilities. Draw a card. Insolence 2R Enchantment - Aura Enchant creature Whenever enchanted creature becomes tapped, Insolence deals 2 damage to that creature's controller. Inspiration 3U Instant Target player draws two cards. Inspiration 3U Instant Target player draws two cards. Inspiration 3U Instant Target player draws two cards. Inspiration 3U Instant Target player draws two cards. Inspiration 3U Instant Target player draws two cards. Inspired Sprite 3U Creature - Faerie Wizard 2/2 Flash Flying Whenever you play a Wizard spell, you may untap Inspired Sprite. T Draw a card, then discard a card. Inspirit 2W Instant Untap target creature. It gets +2/+4 until end of turn. Inspirit 2W Instant Untap target creature. It gets +2/+4 until end of turn. Instigator 1B Creature - Human Spellshaper 1/1 1BB, T, Discard a card: Creatures target player controls attack this turn if able. Instill Energy G Enchantment - Aura Enchant creature Enchanted creature has haste. 0: Untap enchanted creature. Play this ability only during your turn and only once each turn. Instill Energy G Enchantment - Aura Enchant creature Enchanted creature has haste. 0: Untap enchanted creature. Play this ability only during your turn and only once each turn. Instill Energy G Enchantment - Aura Enchant creature Enchanted creature has haste. 0: Untap enchanted creature. Play this ability only during your turn and only once each turn. Instill Energy G Enchantment - Aura Enchant creature Enchanted creature has haste. 0: Untap enchanted creature. Play this ability only during your turn and only once each turn. Instill Energy G Enchantment - Aura Enchant creature Enchanted creature has haste. 0: Untap enchanted creature. Play this ability only during your turn and only once each turn. Instill Energy G Enchantment - Aura Enchant creature Enchanted creature has haste. 0: Untap enchanted creature. Play this ability only during your turn and only once each turn. Instill Furor 1R Enchantment - Aura Enchant creature Enchanted creature has "At the end of your turn, sacrifice this creature unless it attacked this turn." Insubordination BB Enchantment - Aura Enchant creature At the end of the turn of enchanted creature's controller, Insubordination deals 2 damage to that player unless that creature attacked this turn. Insurrection 5RRR Sorcery Untap all creatures and gain control of them until end of turn. They gain haste until end of turn. Interdict 1U Instant Counter target activated ability from an artifact, creature, enchantment, or land. That permanent's activated abilities can't be played this turn. (Mana abilities can't be targeted.) Draw a card. Intervene U Instant Counter target spell that targets a creature. Intervention Pact 0 Instant Intervention Pact is white. 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. At the beginning of your next upkeep, pay 1WW. If you don't, you lose the game. Intet, the Dreamer 3URG Legendary Creature - Dragon 6/6 Flying Whenever Intet, the Dreamer deals combat damage to a player, you may pay 2U. If you do, remove the top card of your library from the game face down. You may look at that card as long as it remains removed from the game. You may play that card without paying its mana cost as long as Intet remains in play. Intimidation 2BBB Enchantment Creatures you control have fear. Into the Fray R Instant - Arcane Target creature attacks this turn if able. Splice onto Arcane R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Into the North 1G Sorcery Search your library for a snow land card and put it into play tapped. Then shuffle your library. Into Thin Air 5U Instant Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Return target artifact to its owner's hand. Intrepid Hero 2W Creature - Human Soldier 1/1 T Destroy target creature with power 4 or greater. Intrepid Hero 2W Creature - Human Soldier 1/1 T Destroy target creature with power 4 or greater. Intrepid Hero 2W Creature - Human Soldier 1/1 T Destroy target creature with power 4 or greater. Intruder Alarm 2U Enchantment Creatures don't untap during their controllers' untap steps. Whenever a creature comes into play, untap all creatures. Intruder Alarm 2U Enchantment Creatures don't untap during their controllers' untap steps. Whenever a creature comes into play, untap all creatures. Intuition 2U Instant Search your library for any three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library. Invasion Plans 2R Enchantment All creatures block each turn if able. Instead of the defending player, the attacking player chooses how each creature blocks. Invigorate 2G Instant If you control a Forest, you may have an opponent gain 3 life rather than pay Invigorate's mana cost. Target creature gets +4/+4 until end of turn. Invigorating Boon 1G Enchantment Whenever a player cycles a card, you may put a +1/+1 counter on target creature. Invigorating Falls 2GG Sorcery You gain life equal to the number of creature cards in all graveyards. Inviolability 1W Enchantment - Aura Enchant creature Prevent all damage that would be dealt to enchanted creature. Invisibility UU Enchantment - Aura Enchant creature Enchanted creature can't be blocked except by Walls. Invisibility UU Enchantment - Aura Enchant creature Enchanted creature can't be blocked except by Walls. Invisibility UU Enchantment - Aura Enchant creature Enchanted creature can't be blocked except by Walls. Invisibility UU Enchantment - Aura Enchant creature Enchanted creature can't be blocked except by Walls. Invoke Prejudice UUUU Enchantment Whenever an opponent plays a nonartifact creature spell that doesn't share a color with a creature you control, counter that spell unless its controller pays X, where X is its converted mana cost. Invoke the Firemind XUUR Sorcery Choose one - Draw X cards; or Invoke the Firemind deals X damage to target creature or player. Invulnerability 1W Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) The next time a source of your choice would deal damage to you this turn, prevent that damage. Ion Storm 2R Enchantment 1R, Remove a +1/+1 counter or a charge counter from a permanent you control: Ion Storm deals 2 damage to target creature or player. Ire of Kaminari 3R Instant - Arcane Ire of Kaminari deals damage to target creature or player equal to the number of Arcane cards in your graveyard. Iridescent Angel 5WU Creature - Angel 4/4 Flying, protection from all colors Iridescent Drake 3U Creature - Drake 2/2 Flying When Iridescent Drake comes into play, put target Aura card from a graveyard into play attached to Iridescent Drake. (You control that Aura.) Irini Sengir 2BB Legendary Creature - Vampire Dwarf 2/2 White enchantment spells and green enchantment spells cost 2 more to play. Iron Lance 2 Artifact 3, T Target creature gains first strike until end of turn. Iron Maiden 3 Artifact At the beginning of each opponent's upkeep, Iron Maiden deals 1 damage to that player for each card more than four in his or her hand. Iron Myr 2 Artifact Creature - Myr 1/1 T Add R to your mana pool. Iron Star 1 Artifact Whenever a player plays a red spell, you may pay 1. If you do, you gain 1 life. Iron Star 1 Artifact Whenever a player plays a red spell, you may pay 1. If you do, you gain 1 life. Iron Star 1 Artifact Whenever a player plays a red spell, you may pay 1. If you do, you gain 1 life. Iron Star 1 Artifact Whenever a player plays a red spell, you may pay 1. If you do, you gain 1 life. Iron Star 1 Artifact Whenever a player plays a red spell, you may pay 1. If you do, you gain 1 life. Iron Star 1 Artifact Whenever a player plays a red spell, you may pay 1. If you do, you gain 1 life. Iron Star 1 Artifact Whenever a player plays a red spell, you may pay 1. If you do, you gain 1 life. Iron Star 1 Artifact Whenever a player plays a red spell, you may pay 1. If you do, you gain 1 life. Iron Star 1 Artifact Whenever a player plays a red spell, you may pay 1. If you do, you gain 1 life. Iron Tusk Elephant 4W Creature - Elephant 3/3 Trample Iron Will W Instant Target creature gets +0/+4 until end of turn. Cycling 2 (2, Discard this card: Draw a card.) Iron-Barb Hellion 5R Creature - Hellion Beast 5/4 Haste Iron-Barb Hellion can't block. Ironclaw Buzzardiers 2R Creature - Orc Scout 2/2 Ironclaw Buzzardiers can't block creatures with power 2 or greater. R: Ironclaw Buzzardiers gains flying until end of turn. Ironclaw Curse R Enchantment - Aura Enchant creature Enchanted creature gets -0/-1. Enchanted creature can't block creatures with power equal to or greater than the enchanted creature's toughness. Ironclaw Curse R Enchantment - Aura Enchant creature Enchanted creature gets -0/-1. Enchanted creature can't block creatures with power equal to or greater than the enchanted creature's toughness. Ironclaw Orcs 1R Creature - Orc 2/2 Ironclaw Orcs can't block creatures with power 2 or greater. Ironclaw Orcs 1R Creature - Orc 2/2 Ironclaw Orcs can't block creatures with power 2 or greater. Ironclaw Orcs 1R Creature - Orc 2/2 Ironclaw Orcs can't block creatures with power 2 or greater. Ironclaw Orcs 1R Creature - Orc 2/2 Ironclaw Orcs can't block creatures with power 2 or greater. Ironclaw Orcs 1R Creature - Orc 2/2 Ironclaw Orcs can't block creatures with power 2 or greater. Ironfist Crusher 4W Creature - Human Soldier 2/4 Ironfist Crusher can block any number of creatures. Morph 3W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Iron-Heart Chimera 4 Artifact Creature - Chimera 2/2 Vigilance Sacrifice Iron-Heart Chimera: Put a +2/+2 counter on target Chimera creature. It gains vigilance. (This effect doesn't end at end of turn.) Ironhoof Ox 3GG Creature - Ox 4/4 Ironhoof Ox can't be blocked by more than one creature. Ironroot Treefolk 4G Creature - Treefolk 3/5 Ironroot Treefolk 4G Creature - Treefolk 3/5 Ironroot Treefolk 4G Creature - Treefolk 3/5 Ironroot Treefolk 4G Creature - Treefolk 3/5 Ironroot Treefolk 4G Creature - Treefolk 3/5 Ironroot Treefolk 4G Creature - Treefolk 3/5 Ironshell Beetle 1G Creature - Insect 1/1 When Ironshell Beetle comes into play, put a +1/+1 counter on target creature. Irradiate 3B Instant Target creature gets -1/-1 until end of turn for each artifact you control. Irrigation Ditch Land Irrigation Ditch comes into play tapped. T Add W to your mana pool. T, Sacrifice Irrigation Ditch: Add GU to your mana pool. Isamaru, Hound of Konda W Legendary Creature - Hound 2/2 Isao, Enlightened Bushi 2G Legendary Creature - Human Samurai 2/1 Isao, Enlightened Bushi can't be countered. Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) 2: Regenerate target Samurai. Ishi-Ishi, Akki Crackshot 1R Legendary Creature - Goblin Warrior 1/1 Whenever an opponent plays a Spirit or Arcane spell, Ishi-Ishi, Akki Crackshot deals 2 damage to that player. 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Jasconius doesn't untap during your untap step. At the beginning of your upkeep, you may pay UUU. If you do, untap Jasconius. When you control no Islands, sacrifice Jasconius. Island Fish Jasconius 4UUU Creature - Fish 6/8 Island Fish Jasconius can't attack unless defending player controls an Island. Jasconius doesn't untap during your untap step. At the beginning of your upkeep, you may pay UUU. If you do, untap Jasconius. When you control no Islands, sacrifice Jasconius. Island Fish Jasconius 4UUU Creature - Fish 6/8 Island Fish Jasconius can't attack unless defending player controls an Island. Jasconius doesn't untap during your untap step. At the beginning of your upkeep, you may pay UUU. If you do, untap Jasconius. When you control no Islands, sacrifice Jasconius. Island of Wak-Wak Land T The power of target creature with flying becomes 0 until end of turn. Island of Wak-Wak Land T The power of target creature with flying becomes 0 until end of turn. Island Sanctuary 1W Enchantment If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk. Island Sanctuary 1W Enchantment If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk. Island Sanctuary 1W Enchantment If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk. Island Sanctuary 1W Enchantment If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk. Island Sanctuary 1W Enchantment If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk. Island Sanctuary 1W Enchantment If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk. Isochron Scepter 2 Artifact Imprint - When Isochron Scepter comes into play, you may remove an instant card with converted mana cost 2 or less in your hand from the game. (The removed card is imprinted on this artifact.) 2, T You may copy the imprinted instant card. If you do, you may play the copy without paying its mana cost. Isperia the Inscrutable 1WWUU Legendary Creature - Sphinx 3/6 Flying Whenever Isperia the Inscrutable deals combat damage to a player, name a card. That player reveals his or her hand. If he or she reveals the named card, search your library for a creature card with flying, reveal it, put it into your hand, then shuffle your library. Ith, High Arcanist 5WU Legendary Creature - Human Wizard 3/5 Vigilance T Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Suspend 4-WU Ivory Charm W Instant Choose one - All creatures get -2/-0 until end of turn; or tap target creature; or prevent the next 1 damage that would be dealt to target creature or player this turn. Ivory Crane Netsuke 2 Artifact At the beginning of your upkeep, if you have seven or more cards in hand, you gain 4 life. Ivory Cup 1 Artifact Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Ivory Cup 1 Artifact Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Ivory Cup 1 Artifact Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Ivory Cup 1 Artifact Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Ivory Cup 1 Artifact Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Ivory Cup 1 Artifact Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Ivory Cup 1 Artifact Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Ivory Cup 1 Artifact Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Ivory Cup 1 Artifact Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Ivory Gargoyle 4W Creature - Gargoyle 2/2 Flying When Ivory Gargoyle is put into a graveyard from play, return it to play under its owner's control at end of turn and you skip your next draw step. 4W: Remove Ivory Gargoyle from the game. Ivory Giant 5WW Creature - Giant 3/4 When Ivory Giant comes into play, tap all nonwhite creatures. Suspend 5-W (Rather than play this card from your hand, you may pay W and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Ivory Guardians 4WW Creature - Giant Cleric 3/3 Protection from red Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a red permanent. Ivory Guardians 4WW Creature - Giant Cleric 3/3 Protection from red Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a red permanent. Ivory Guardians 4WW Creature - Giant Cleric 3/3 Protection from red Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a red permanent. Ivory Mask 2WW Enchantment You have shroud. (You can't be the target of spells or abilities.) Ivory Mask 2WW Enchantment You have shroud. (You can't be the target of spells or abilities.) Ivory Mask 2WW Enchantment You have shroud. (You can't be the target of spells or abilities.) Ivory Tower 1 Artifact At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus four. Ivory Tower 1 Artifact At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus four. Ivory Tower 1 Artifact At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus four. Ivory Tower 1 Artifact At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus four. Ivy Dancer 2G Creature - Dryad Shaman 1/2 T Target creature gains forestwalk until end of turn. Ivy Elemental XG Creature - Elemental 0/0 Ivy Elemental comes into play with X +1/+1 counters on it. Ivy Seer 3G Creature - Elf Wizard 1/1 2G, T Reveal any number of green cards in your hand. Target creature gets +X/+X until end of turn, where X is the number of cards revealed this way. Iwamori of the Open Fist 2GG Legendary Creature - Human Monk 5/5 Trample When Iwamori of the Open Fist comes into play, each opponent may put a legendary creature card from his or her hand into play. Ixidor, Reality Sculptor 3UU Legendary Creature - Human Wizard 3/4 Face-down creatures get +1/+1. 2U: Turn target face-down creature face up. Ixidor's Will 2U Instant Counter target spell unless its controller pays 2 for each Wizard in play. Ixidron 3UU Creature - Illusion */* As Ixidron comes into play, turn all other nontoken creatures in play face down. They're 2/2 creatures. Ixidron's power and toughness are each equal to the number of face-down creatures in play. Izzet Boilerworks Land Izzet Boilerworks comes into play tapped. When Izzet Boilerworks comes into play, return a land you control to its owner's hand. T Add UR to your mana pool. Izzet Chronarch 3UR Creature - Human Wizard 2/2 When Izzet Chronarch comes into play, return target instant or sorcery card from your graveyard to your hand. Izzet Guildmage (U / R)(U / R) Creature - Human Wizard 2/2 (o(u/r) can be paid with either U or R.) 2U: Copy target instant spell you control with converted mana cost 2 or less. You may choose new targets for the copy. 2R: Copy target sorcery spell you control with converted mana cost 2 or less. You may choose new targets for the copy. Izzet Signet 2 Artifact 1, T Add UR to your mana pool. Jabari's Banner 2 Artifact 1, T Target creature gains flanking until end of turn. (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Jabari's Influence 3WW Instant Play Jabari's Influence only after combat. Gain control of target nonartifact, nonblack creature that attacked you this turn and put a -1/-0 counter on it. Jace Beleren 1UU Planeswalker - Jace 3 [+2]: Each player draws a card. [-1]: Target player draws a card. [-10]: Target player puts the top twenty cards of his or her library into his or her graveyard. Jackal Pup R Creature - Hound 2/1 Whenever Jackal Pup is dealt damage, it deals that much damage to you. Jackalope Herd 3G Creature - Rabbit Beast 4/5 When you play a spell, return Jackalope Herd to its owner's hand. Jack-in-the-Mox 0 Artifact T Roll a six-sided die for Jack-in-the-Mox. On a 1, sacrifice Jack-in-the-Mox and lose 5 life. Otherwise, Jack-in-the-Mox has one of the following effects. Treat this ability as a mana source. 2 - Add W to your mana pool. 3 - Add U to your mana pool. 4 - Add B to your mana pool. 5 - Add R to your mana pool. 6 - Add G to your mana pool. Jacques le Vert 1RGW Legendary Creature - Human Warrior 3/2 Green creatures you control get +0/+2. Jacques le Vert 1RGW Legendary Creature - Human Warrior 3/2 Green creatures you control get +0/+2. Jade Idol 4 Artifact Whenever you play a Spirit or Arcane spell, Jade Idol becomes a 4/4 Spirit artifact creature until end of turn. Jade Leech 2GG Creature - Leech 5/5 Green spells you play cost G more to play. Jade Monolith 4 Artifact 1: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead. Jade Monolith 4 Artifact 1: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead. Jade Monolith 4 Artifact 1: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead. Jade Monolith 4 Artifact 1: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead. Jade Monolith 4 Artifact 1: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead. Jade Monolith 4 Artifact 1: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead. Jade Monolith 4 Artifact 1: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead. Jade Statue 4 Artifact 2: Jade Statue becomes a 3/6 Golem artifact creature until end of combat. Play this ability only during combat. Jade Statue 4 Artifact 2: Jade Statue becomes a 3/6 Golem artifact creature until end of combat. Play this ability only during combat. Jade Statue 4 Artifact 2: Jade Statue becomes a 3/6 Golem artifact creature until end of combat. Play this ability only during combat. Jade Statue 4 Artifact 2: Jade Statue becomes a 3/6 Golem artifact creature until end of combat. Play this ability only during combat. Jaded Response 1U Instant Counter target spell if it shares a color with a creature you control. Jagged Lightning 3RR Sorcery Jagged Lightning deals 3 damage to target creature and 3 damage to another target creature. Jagged Lightning 3RR Sorcery Jagged Lightning deals 3 damage to target creature and 3 damage to another target creature. Jagged Lightning 3RR Sorcery Jagged Lightning deals 3 damage to target creature and 3 damage to another target creature. Jagged Poppet 1BR Creature - Ogre Warrior 3/4 Whenever Jagged Poppet is dealt damage, discard that many cards. Hellbent - Whenever Jagged Poppet deals combat damage to a player, if you have no cards in hand, that player discards cards equal to the damage. Jagged-Scar Archers 1GG Creature - Elf Archer */* Jagged-Scar Archers's power and toughness are each equal to the number of Elves you control. T Jagged-Scar Archers deals damage equal to its power to target creature with flying. Jalum Grifter 3RR Summon Legend 3/5 1R, T Put Jalum Grifter and two lands you control face down in front of target opponent after revealing each card to him or her. Then, rearrange the order of the three cards as often as you wish, keeping them on the table at all times. That opponent then chooses one of those cards. If a land is chosen, destroy target card in play. Otherwise, sacrifice Jalum Grifter. Jalum Tome 3 Artifact 2, T Draw a card, then discard a card. Jalum Tome 3 Artifact 2, T Draw a card, then discard a card. Jalum Tome 3 Artifact 2, T Draw a card, then discard a card. Jalum Tome 3 Artifact 2, T Draw a card, then discard a card. Jalum Tome 3 Artifact 2, T Draw a card, then discard a card. Jamuraan Lion 2W Creature - Cat 3/1 W, T Target creature can't block this turn. Jandor's Ring 6 Artifact 2, T, Discard the last card you drew this turn: Draw a card. Jandor's Ring 6 Artifact 2, T, Discard the last card you drew this turn: Draw a card. Jandor's Saddlebags 2 Artifact 3, T Untap target creature. Jandor's Saddlebags 2 Artifact 3, T Untap target creature. Jandor's Saddlebags 2 Artifact 3, T Untap target creature. Jandor's Saddlebags 2 Artifact 3, T Untap target creature. Jandor's Saddlebags 2 Artifact 3, T Untap target creature. Jangling Automaton 3 Artifact Creature - Construct 3/2 Whenever Jangling Automaton attacks, untap all creatures defending player controls. Jareth, Leonine Titan 3WWW Legendary Creature - Cat Giant 4/7 Whenever Jareth, Leonine Titan blocks, it gets +7/+7 until end of turn. W: Jareth gains protection from the color of your choice until end of turn. Jasmine Boreal 3GW Legendary Creature - Human 4/5 Jasmine Boreal 3GW Legendary Creature - Human 4/5 Jasmine Seer 3W Creature - Human Wizard 1/1 2W, T Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way. Jaya Ballard, Task Mage 1RR Legendary Creature - Human Spellshaper 2/2 R, T, Discard a card: Destroy target blue permanent. 1R, T, Discard a card: Jaya Ballard, Task Mage deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn. 5RR, T, Discard a card: Jaya Ballard deals 6 damage to each creature and each player. Jayemdae Tome 4 Artifact 4, T Draw a card. Jayemdae Tome 4 Artifact 4, T Draw a card. Jayemdae Tome 4 Artifact 4, T Draw a card. Jayemdae Tome 4 Artifact 4, T Draw a card. Jayemdae Tome 4 Artifact 4, T Draw a card. Jayemdae Tome 4 Artifact 4, T Draw a card. Jayemdae Tome 4 Artifact 4, T Draw a card. Jayemdae Tome 4 Artifact 4, T Draw a card. Jayemdae Tome 4 Artifact 4, T Draw a card. Jayemdae Tome 4 Artifact 4, T Draw a card. Jedit Ojanen 4WWU Legendary Creature - Cat Warrior 5/5 Jedit Ojanen of Efrava 3GGG Legendary Creature - Cat Warrior 5/5 Forestwalk Whenever Jedit Ojanen of Efrava attacks or blocks, put a 2/2 green Cat Warrior creature token with forestwalk into play. Jedit's Dragoons 5W Creature - Cat Soldier 2/5 Vigilance When Jedit's Dragoons comes into play, you gain 4 life. Jerrard of the Closed Fist 3RGG Legendary Creature - Human Knight 6/5 Jeska, Warrior Adept 2RR Legendary Creature - Human Barbarian Warrior 3/1 First strike, haste T Jeska, Warrior Adept deals 1 damage to target creature or player. Jester's Cap 4 Artifact 2, T, Sacrifice Jester's Cap: Search target player's library for three cards and remove them from the game. Then that player shuffles his or her library. Jester's Cap 4 Artifact 2, T, Sacrifice Jester's Cap: Search target player's library for three cards and remove them from the game. Then that player shuffles his or her library. Jester's Cap 4 Artifact 2, T, Sacrifice Jester's Cap: Search target player's library for three cards and remove them from the game. Then that player shuffles his or her library. Jester's Mask 5 Artifact Jester's Mask comes into play tapped. 1, T, Sacrifice Jester's Mask: Target opponent puts his or her hand on top of his or her library. Search that library for as many cards as he or she put on top of it this way. That player puts those cards into his or her hand, then shuffles his or her library. Jester's Scepter 3 Artifact When Jester's Scepter comes into play, remove the top five cards of target player's library from the game face down. You may look at those cards as long as they remain removed from the game. 2, T, Put a card removed from the game with Jester's Scepter into its owner's graveyard: Counter target spell if it has the same name as that card. Jester's Sombrero 2 Artifact 2, T, Sacrifice Jester's Sombrero: Look through target player's sideboard and remove any three of those cards from it for the remainder of the match. Jet Medallion 2 Artifact Black spells you play cost 1 less to play. Jetting Glasskite 4UU Creature - Spirit 4/4 Flying Whenever Jetting Glasskite becomes the target of a spell or ability for the first time in a turn, counter that spell or ability. Jeweled Amulet 0 Artifact 1, T Put a charge counter on Jeweled Amulet. Note what type of mana was used to pay this activation cost. Play this ability only if there are no charge counters on Jeweled Amulet. T, Remove all charge counters from Jeweled Amulet: Add one mana of the type last used to put a charge counter on Jeweled Amulet to your mana pool. Play this ability only if there are one or more charge counters on Jeweled Amulet. Jeweled Bird 1 Artifact Remove Jeweled Bird from your deck before playing if you're not playing for ante. T Put Jeweled Bird into the ante. If you do, put all other cards you own in the ante into your graveyard, then draw a card. Jeweled Bird 1 Artifact Remove Jeweled Bird from your deck before playing if you're not playing for ante. T Put Jeweled Bird into the ante. If you do, put all other cards you own in the ante into your graveyard, then draw a card. Jeweled Spirit 3WW Creature - Spirit 3/3 Flying Sacrifice two lands: Jeweled Spirit gains protection from artifacts or from the color of your choice until end of turn. Jeweled Torque 2 Artifact As Jeweled Torque comes into play, choose a color. Whenever a player plays a spell of the chosen color, you may pay 2. If you do, you gain 2 life. Jhoira of the Ghitu 1UR Legendary Creature - Human Wizard 2/2 2, Remove a nonland card in your hand from the game: Put four time counters on the removed card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter from that card. When the last is removed, play it without paying its mana cost. If it's a creature, it has haste.) Jhoira's Timebug 2 Artifact Creature - Insect 1/2 T Choose target permanent you control or suspended card you own. If that permanent or card has a time counter on it, you may remove a time counter from it or put another time counter on it. Jhoira's Toolbox 2 Artifact Creature - Insect 1/1 2: Regenerate target artifact creature. Jhovall Queen 4WW Creature - Cat Rebel 4/7 Vigilance Jhovall Rider 4W Creature - Human Rebel 3/3 Trample Jihad WWW Enchantment As Jihad comes into play, choose a color and an opponent. White creatures get +2/+1. When the chosen opponent controls no cards of the chosen color, sacrifice Jihad. Jilt 1U Instant Kicker 1R (You may pay an additional 1R as you play this spell.) Return target creature to its owner's hand. If the kicker cost was paid, Jilt deals 2 damage to another target creature. Jinx 1U Instant Target land becomes the basic land type of your choice until end of turn. Draw a card at the beginning of the next turn's upkeep. Jinxed Choker 3 Artifact At the end of your turn, target opponent gains control of Jinxed Choker and puts a charge counter on it. At the beginning of your upkeep, Jinxed Choker deals damage to you equal to the number of charge counters on it. 3: Put a charge counter on Jinxed Choker or remove one from it. Jinxed Idol 2 Artifact At the beginning of your upkeep, Jinxed Idol deals 2 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Idol. (This effect doesn't end at end of turn.) Jinxed Ring 2 Artifact Whenever a nontoken permanent is put into your graveyard from play, Jinxed Ring deals 1 damage to you. Sacrifice a creature: Target opponent gains control of Jinxed Ring. (This effect doesn't end at end of turn.) Jiwari, the Earth Aflame 3RR Legendary Creature - Spirit 3/3 XR, T Jiwari, the Earth Aflame deals X damage to target creature without flying. Channel - XRRR, Discard Jiwari: Jiwari deals X damage to each creature without flying. Jodah's Avenger 5U Creature - Shapeshifter 4/4 0: Until end of turn, Jodah's Avenger gets -1/-1 and gains your choice of double strike, protection from red, vigilance, or shadow. (A creature with shadow can block or be blocked by only creatures with shadow.) Johan 3RGW Legendary Creature - Human Wizard 5/4 At the beginning of your combat phase, you may have Johan gain "Johan can't attack" until end of combat. If you do, attacking doesn't cause creatures you control to tap this combat if Johan is untapped. Johan 3RGW Legendary Creature - Human Wizard 5/4 At the beginning of your combat phase, you may have Johan gain "Johan can't attack" until end of combat. If you do, attacking doesn't cause creatures you control to tap this combat if Johan is untapped. Johnny, Combo Player 2UU Legendary Creature - Human Gamer 1/1 4: Search your library for a card and put that card into your hand. Then shuffle your library. Johtull Wurm 5G Creature - Wurm 6/6 Whenever Johtull Wurm becomes blocked, it gets -2/-1 until end of turn for each creature blocking it beyond the first. Johtull Wurm 5G Creature - Wurm 6/6 Whenever Johtull Wurm becomes blocked, it gets -2/-1 until end of turn for each creature blocking it beyond the first. Joiner Adept 1G Creature - Elf Druid 2/1 Lands you control have "T Add one mana of any color to your mana pool." Joiner Adept 1G Creature - Elf Druid 2/1 Lands you control have "T Add one mana of any color to your mana pool." Jokulhaups 4RR Sorcery Destroy all artifacts, creatures, and lands. They can't be regenerated. Jokulhaups 4RR Sorcery Destroy all artifacts, creatures, and lands. They can't be regenerated. Jokulhaups 4RR Sorcery Destroy all artifacts, creatures, and lands. They can't be regenerated. Jokulhaups 4RR Sorcery Destroy all artifacts, creatures, and lands. They can't be regenerated. Jokulmorder 4UUU Creature - Leviathan 12/12 Trample Jokulmorder comes into play tapped. When Jokulmorder comes into play, sacrifice it unless you sacrifice five lands. Jokulmorder doesn't untap during your untap step. Whenever you play an Island, you may untap Jokulmorder. Jolrael, Empress of Beasts 3GG Legendary Creature - Human Spellshaper 3/3 2G, T, Discard two cards: Until end of turn, all lands target player controls are 3/3 creatures that are still lands. Jolrael, Empress of Beasts 3GG Legendary Creature - Human Spellshaper 3/3 2G, T, Discard two cards: Until end of turn, all lands target player controls are 3/3 creatures that are still lands. Jolrael's Centaur 1GG Creature - Centaur Archer 2/2 Shroud (This permanent can't be the target of spells or abilities.) Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Jolrael's Favor 1G Enchantment - Aura Flash Enchant creature 1G: Regenerate enchanted creature. Jolt 2U Instant You may tap or untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep. Jolting Merfolk 2UU Creature - Merfolk 2/2 Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Jolting Merfolk: Tap target creature. Jotun Grunt 1W Creature - Giant Soldier 4/4 Cumulative upkeep-Put two cards in a single graveyard on the bottom of their owner's library. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Jotun Owl Keeper 2W Creature - Giant 3/3 Cumulative upkeep W or U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Jotun Owl Keeper is put into a graveyard from play, put a 1/1 white Bird creature token with flying into play for each age counter on it. Journey of Discovery 2G Sorcery Choose one - Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library; or you may play up to two additional lands this turn. Entwine 2G (Choose both if you pay the entwine cost.) Journeyer's Kite 2 Artifact 3, T Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library. Joven 3RR Legendary Creature - Human Rogue 3/3 RRR, T Destroy target noncreature artifact. Joven's Ferrets G Creature - Ferret 1/1 Whenever Joven's Ferrets attacks, it gets +0/+2 until end of turn. At end of combat, tap all creatures that blocked Joven's Ferrets this turn. They don't untap during their controller's next untap step. Joven's Tools 6 Artifact 4, T Target creature can't be blocked this turn except by Walls. Joven's Tools 6 Artifact 4, T Target creature can't be blocked this turn except by Walls. Jovial Evil 2B Sorcery Jovial Evil deals X damage to target opponent, where X is twice the number of white creatures that player controls. Joyous Respite 3G Sorcery - Arcane You gain 1 life for each land you control. Judge of Currents 1W Creature - Merfolk Wizard 1/1 Whenever a Merfolk you control becomes tapped, you may gain 1 life. Judge Unworthy 1W Instant Choose target attacking or blocking creature. Scry 3, then reveal the top card of your library. Judge Unworthy deals damage equal to that card's converted mana cost to that creature. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Jugan, the Rising Star 3GGG Legendary Creature - Dragon Spirit 5/5 Flying When Jugan, the Rising Star is put into a graveyard from play, you may distribute five +1/+1 counters among any number of target creatures. Juggernaut 4 Artifact Creature - Juggernaut 5/3 Juggernaut attacks each turn if able. Juggernaut can't be blocked by Walls. Juggernaut 4 Artifact Creature - Juggernaut 5/3 Juggernaut attacks each turn if able. Juggernaut can't be blocked by Walls. Juggernaut 4 Artifact Creature - Juggernaut 5/3 Juggernaut attacks each turn if able. Juggernaut can't be blocked by Walls. Juggernaut 4 Artifact Creature - Juggernaut 5/3 Juggernaut attacks each turn if able. Juggernaut can't be blocked by Walls. Juggernaut 4 Artifact Creature - Juggernaut 5/3 Juggernaut attacks each turn if able. Juggernaut can't be blocked by Walls. Juggernaut 4 Artifact Creature - Juggernaut 5/3 Juggernaut attacks each turn if able. Juggernaut can't be blocked by Walls. Juju Bubble 1 Artifact Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When you play a card, sacrifice Juju Bubble. 2: You gain 1 life. Jukai Messenger G Creature - Human Monk 1/1 Forestwalk Jumbo Imp 2B Summon Imp 0/0 Flying When you play Jumbo Imp, roll a six-sided die. Jumbo Imp comes into play with a number of +1/+1 counters on it equal to the die roll. During your upkeep, roll a six-sided die and put on Jumbo Imp a number of +1/+1 counters equal to the die roll. At the end of your turn, roll a six-sided die and remove from Jumbo Imp a number of +1/+1 counters equal to the die roll. Jump U Instant Target creature gains flying until end of turn. Jump U Instant Target creature gains flying until end of turn. Jump U Instant Target creature gains flying until end of turn. Jump U Instant Target creature gains flying until end of turn. Jump U Instant Target creature gains flying until end of turn. Jungle Barrier 2GU Creature - Plant Wall 2/6 Defender (This creature can't attack.) When Jungle Barrier comes into play, draw a card. Jungle Basin Land Jungle Basin comes into play tapped. When Jungle Basin comes into play, sacrifice it unless you return an untapped Forest you control to its owner's hand. T Add 1G to your mana pool. Jungle Lion G Creature - Cat 2/1 Jungle Lion can't block. Jungle Patrol 3G Creature - Human Soldier 3/2 1G, T Put a 0/1 green Plant Wall creature token with defender into play. Sacrifice a Plant Wall token: Add R to your mana pool. Jungle Troll 1RG Creature - Troll 2/1 R: Regenerate Jungle Troll. G: Regenerate Jungle Troll. Jungle Wurm 3GG Creature - Wurm 5/5 Whenever Jungle Wurm becomes blocked, it gets -1/-1 until end of turn for each creature blocking it beyond the first. Juniper Order Advocate 2W Creature - Human Knight 1/2 Green creatures you control get +1/+1 as long as Juniper Order Advocate is untapped. Juniper Order Druid 2G Creature - Human Cleric Druid 1/1 T Untap target land. Juniper Order Ranger 3GW Creature - Human Knight 2/4 Whenever another creature comes into play under your control, put a +1/+1 counter on that creature and a +1/+1 counter on Juniper Order Ranger. Junk Diver 3 Artifact Creature - Bird 1/1 Flying When Junk Diver is put into a graveyard from play, return another target artifact card from your graveyard to your hand. Junk Golem 4 Artifact Creature - Golem 0/0 Junk Golem comes into play with three +1/+1 counters on it. At the beginning of your upkeep, sacrifice Junk Golem unless you remove a +1/+1 counter from it. 1, Discard a card: Put a +1/+1 counter on Junk Golem. Junktroller 4 Artifact Creature - Golem 0/6 Defender (This creature can't attack.) T Put target card in a graveyard on the bottom of its owner's library. Junkyo Bell 4 Artifact At the beginning of your upkeep, you may have target creature you control get +X/+X until end of turn, where X is the number of creatures you control. If you do, sacrifice that creature at end of turn. Juntu Stakes 2 Artifact Creatures with power 1 or less don't untap during their controllers' untap steps. Junun Efreet 1BB Creature - Efreet 3/3 Flying At the beginning of your upkeep, sacrifice Junun Efreet unless you pay BB. Junun Efreet 1BB Creature - Efreet 3/3 Flying At the beginning of your upkeep, sacrifice Junun Efreet unless you pay BB. Jushi Apprentice 1U Creature - Human Wizard 1/2 2U, T Draw a card. If you have nine or more cards in hand, flip Jushi Apprentice. ----- Tomoya the Revealer Legendary Creature - Human Wizard 2/3 3UU, T Target player draws X cards, where X is the number of cards in your hand. Just Fate 2W Instant Play Just Fate only during the declare attackers step and only if you are the defending player. Destroy target attacking creature. Justice 2WW Enchantment At the beginning of your upkeep, sacrifice Justice unless you pay WW. Whenever a red creature or spell deals damage, Justice deals that much damage to that creature's or spell's controller. Justice 2WW Enchantment At the beginning of your upkeep, sacrifice Justice unless you pay WW. Whenever a red creature or spell deals damage, Justice deals that much damage to that creature's or spell's controller. Juxtapose 3U Sorcery You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for highest cost, their controller chooses one of them. Juxtapose 3U Sorcery You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for highest cost, their controller chooses one of them. Juxtapose 3U Sorcery You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for highest cost, their controller chooses one of them. Juxtapose 3U Sorcery You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for highest cost, their controller chooses one of them. Juxtapose 3U Sorcery You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for highest cost, their controller chooses one of them. Juzam Djinn 2BB Creature - Djinn 5/5 At the beginning of your upkeep, Juzam Djinn deals 1 damage to you. Juzam Djinn 2BB Creature - Djinn 5/5 At the beginning of your upkeep, Juzam Djinn deals 1 damage to you. Kaboom! 4R Sorcery Choose any number of target players. For each of those players, reveal cards from the top of your library until you reveal a nonland card. Kaboom! deals damage equal to that card's converted mana cost to that player, then you put the revealed cards on the bottom of your library in any order. Kabuto Moth 2W Creature - Spirit 1/2 Flying T Target creature gets +1/+2 until end of turn. Kaervek the Merciless 5BR Legendary Creature - Human Shaman 5/4 Whenever an opponent plays a spell, Kaervek the Merciless deals damage to target creature or player equal to that spell's converted mana cost. Kaervek's Hex 3B Sorcery Kaervek's Hex deals 1 damage to each nonblack creature and an additional 1 damage to each green creature. Kaervek's Purge XBR Sorcery Destroy target creature with converted mana cost X. If that creature is put into a graveyard this way, Kaervek's Purge deals damage equal to the creature's power to the creature's controller. Kaervek's Spite BBB Instant As an additional cost to play Kaervek's Spite, sacrifice all permanents you control and discard your hand. Target player loses 5 life. Kaervek's Torch XR Sorcery As long as Kaervek's Torch is on the stack, spells that target it cost 2 more to play. Kaervek's Torch deals X damage to target creature or player. Kagemaro, First to Suffer 3BB Legendary Creature - Demon Spirit */* Kagemaro, First to Suffer's power and toughness are each equal to the number of cards in your hand. B, Sacrifice Kagemaro: All creatures get -X/-X until end of turn, where X is the number of cards in your hand. Kagemaro's Clutch 3B Enchantment - Aura Enchant creature Enchanted creature gets -X/-X, where X is the number of cards in your hand. Kaho, Minamo Historian 2UU Legendary Creature - Human Wizard 2/2 When Kaho, Minamo Historian comes into play, search your library for up to three instant cards and remove them from the game. Then shuffle your library. X, T You may play a card with converted mana cost X removed from the game with Kaho without paying its mana cost. Kaijin of the Vanishing Touch 1U Creature - Spirit 0/3 Defender (This creature can't attack.) Whenever Kaijin of the Vanishing Touch blocks a creature, return that creature to its owner's hand at end of combat. (Return it only if it's in play.) Kamahl, Fist of Krosa 4GG Legendary Creature - Human Druid 4/3 G: Target land becomes a 1/1 creature until end of turn. It's still a land. 2GGG: Creatures you control get +3/+3 and gain trample until end of turn. Kamahl, Pit Fighter 4RR Legendary Creature - Human Barbarian 6/1 Haste (This creature can attack and T as soon as it comes under your control.) T Kamahl, Pit Fighter deals 3 damage to target creature or player. Kamahl, Pit Fighter 4RR Legendary Creature - Human Barbarian 6/1 Haste (This creature can attack and T as soon as it comes under your control.) T Kamahl, Pit Fighter deals 3 damage to target creature or player. Kamahl's Desire 1R Enchantment - Aura Enchant creature Enchanted creature has first strike. Threshold - Enchanted creature gets +3/+0 as long as seven or more cards are in your graveyard. Kamahl's Sledge 5RR Sorcery Kamahl's Sledge deals 4 damage to target creature. Threshold - If seven or more cards are in your graveyard, instead Kamahl's Sledge deals 4 damage to that creature and 4 damage to that creature's controller. Kamahl's Summons 3G Sorcery Each player may reveal any number of creature cards from his or her hand. Then each player puts a 2/2 green Bear creature token into play for each card he or she revealed this way. Kami of Ancient Law 1W Creature - Spirit 2/2 Sacrifice Kami of Ancient Law: Destroy target enchantment. Kami of Empty Graves 3B Creature - Spirit 4/1 Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Kami of False Hope W Creature - Spirit 1/1 Sacrifice Kami of False Hope: Prevent all combat damage that would be dealt this turn. Kami of Fire's Roar 3R Creature - Spirit 2/3 Whenever you play a Spirit or Arcane spell, target creature can't block this turn. Kami of Lunacy 4BB Creature - Spirit 4/1 Flying Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.) Kami of Old Stone 3W Creature - Spirit 1/7 Kami of Old Stone 3W Creature - Spirit 1/7 Kami of Tattered Shoji 4W Creature - Spirit 2/5 Whenever you play a Spirit or Arcane spell, Kami of Tattered Shoji gains flying until end of turn. Kami of the Crescent Moon UU Legendary Creature - Spirit 1/3 At the beginning of each player's draw step, that player draws a card. Kami of the Honored Dead 5WW Creature - Spirit 3/5 Flying Whenever Kami of the Honored Dead is dealt damage, you gain that much life. Soulshift 6 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.) Kami of the Hunt 2G Creature - Spirit 2/2 Whenever you play a Spirit or Arcane spell, Kami of the Hunt gets +1/+1 until end of turn. Kami of the Painted Road 4W Creature - Spirit 3/3 Whenever you play a Spirit or Arcane spell, Kami of the Painted Road gains protection from the color of your choice until end of turn. Kami of the Palace Fields 5W Creature - Spirit 3/2 Flying, first strike Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.) Kami of the Tended Garden 3G Creature - Spirit 4/4 At the beginning of your upkeep, sacrifice Kami of the Tended Garden unless you pay G. Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Kami of the Waning Moon 2B Creature - Spirit 1/1 Flying Whenever you play a Spirit or Arcane spell, target creature gains fear until end of turn. Kami of Twisted Reflection 1UU Creature - Spirit 2/2 Sacrifice Kami of Twisted Reflection: Return target creature you control to its owner's hand. Kangee, Aerie Keeper 2WU Legendary Creature - Bird Wizard 2/2 Kicker 2X (You may pay an additional 2X as you play this spell.) Flying When Kangee, Aerie Keeper comes into play, if the kicker cost was paid, put X feather counters on it. Other Bird creatures get +1/+1 for each feather counter on Kangee, Aerie Keeper. Karakas Legendary Land T Add W to your mana pool. T Return target legendary creature to its owner's hand. Karma 2WW Enchantment At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps he or she controls. Karma 2WW Enchantment At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps he or she controls. Karma 2WW Enchantment At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps he or she controls. Karma 2WW Enchantment At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps he or she controls. Karma 2WW Enchantment At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps he or she controls. Karma 2WW Enchantment At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps he or she controls. Karma 2WW Enchantment At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps he or she controls. Karmic Guide 3WW Creature - Angel Spirit 2/2 Flying, protection from black Echo 3WW (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Karmic Guide comes into play, return target creature card from your graveyard to play. Karmic Justice 2W Enchantment Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls. Karn, Silver Golem 5 Legendary Artifact Creature - Golem 4/4 Whenever Karn, Silver Golem blocks or becomes blocked, it gets -4/+4 until end of turn. 1: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (That artifact retains its abilities.) Karn's Touch UU Instant Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.) Karona, False God 1WUBRG Legendary Creature - Avatar 5/5 Haste At the beginning of each player's upkeep, that player untaps Karona, False God and gains control of it. Whenever Karona attacks, creatures of the type of your choice get +3/+3 until end of turn. Karona's Zealot 4W Creature - Human Cleric 2/5 Morph 3WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Karona's Zealot is turned face up, all damage that would be dealt to it this turn is dealt to target creature instead. Karoo Land Karoo comes into play tapped. When Karoo comes into play, sacrifice it unless you return an untapped Plains you control to its owner's hand. T Add 1W to your mana pool. Karoo Meerkat 1G Creature - Mongoose 2/1 Protection from blue Karplusan Forest Land T Add 1 to your mana pool. T Add R or G to your mana pool. Karplusan Forest deals 1 damage to you. Karplusan Forest Land T Add 1 to your mana pool. T Add R or G to your mana pool. Karplusan Forest deals 1 damage to you. Karplusan Forest Land T Add 1 to your mana pool. T Add R or G to your mana pool. Karplusan Forest deals 1 damage to you. Karplusan Forest Land T Add 1 to your mana pool. T Add R or G to your mana pool. Karplusan Forest deals 1 damage to you. Karplusan Forest Land T Add 1 to your mana pool. T Add R or G to your mana pool. Karplusan Forest deals 1 damage to you. Karplusan Forest Land T Add 1 to your mana pool. T Add R or G to your mana pool. Karplusan Forest deals 1 damage to you. Karplusan Giant 6R Creature - Giant 3/3 Tap an untapped snow land you control: Karplusan Giant gets +1/+1 until end of turn. Karplusan Minotaur 2RR Creature - Minotaur Warrior 3/3 Cumulative upkeep-Flip a coin. Whenever you win a coin flip, Karplusan Minotaur deals 1 damage to target creature or player. Whenever you lose a coin flip, Karplusan Minotaur deals 1 damage to target creature or player of an opponent's choice. Karplusan Strider 3G Creature - Yeti 3/4 Karplusan Strider can't be the target of blue or black spells. Karplusan Strider 3G Creature - Yeti 3/4 Karplusan Strider can't be the target of blue or black spells. Karplusan Wolverine R Snow Creature - Wolverine Beast 1/1 Whenever Karplusan Wolverine becomes blocked, you may have it deal 1 damage to target creature or player. Karplusan Yeti 3RR Creature - Yeti 3/3 T Karplusan Yeti deals damage equal to its power to target creature. That creature deals damage equal to its power to Karplusan Yeti. Karplusan Yeti 3RR Creature - Yeti 3/3 T Karplusan Yeti deals damage equal to its power to target creature. That creature deals damage equal to its power to Karplusan Yeti. Karstoderm 2GG Creature - Beast 0/0 Karstoderm comes into play with five +1/+1 counters on it. Whenever an artifact comes into play, remove a +1/+1 counter from Karstoderm. Kashi-Tribe Elite 1GG Creature - Snake Warrior 2/3 Legendary Snakes you control have shroud. (They can't be the targets of spells or abilities.) Whenever Kashi-Tribe Elite deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. Kashi-Tribe Reaver 3G Creature - Snake Warrior 3/2 Whenever Kashi-Tribe Reaver deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. 1G: Regenerate Kashi-Tribe Reaver. Kashi-Tribe Warriors 3GG Creature - Snake Warrior 2/4 Whenever Kashi-Tribe Warriors deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. Kasimir the Lone Wolf 4WU Legendary Creature - Human Warrior 5/3 Katabatic Winds 2G Enchantment Phasing Creatures with flying can't attack or block, and their activated abilities with T in their costs can't be played. Kataki, War's Wage 1W Legendary Creature - Spirit 2/1 All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay 1." Kavu Aggressor 2R Creature - Kavu 3/2 Kicker 4 (You may pay an additional 4 as you play this spell.) Kavu Aggressor can't block. If the kicker cost was paid, Kavu Aggressor comes into play with a +1/+1 counter on it. Kavu Chameleon 3GG Creature - Kavu 4/4 Kavu Chameleon can't be countered. G: Kavu Chameleon becomes the color of your choice until end of turn. Kavu Climber 3GG Creature - Kavu 3/3 When Kavu Climber comes into play, draw a card. Kavu Climber 3GG Creature - Kavu 3/3 When Kavu Climber comes into play, draw a card. Kavu Climber 3GG Creature - Kavu 3/3 When Kavu Climber comes into play, draw a card. Kavu Glider 2R Creature - Kavu 2/1 W: Kavu Glider gets +0/+1 until end of turn. U: Kavu Glider gains flying until end of turn. Kavu Howler 4GG Creature - Kavu 4/5 When Kavu Howler comes into play, reveal the top four cards of your library. Put all Kavu cards revealed this way into your hand and the rest on the bottom of your library. Kavu Lair 2G Enchantment Whenever a creature with power 4 or greater comes into play, its controller draws a card. Kavu Mauler 4GG Creature - Kavu 4/4 Trample Whenever Kavu Mauler attacks, it gets +1/+1 until end of turn for each other attacking Kavu. Kavu Monarch 2RR Creature - Kavu 3/3 Kavu creatures have trample. Whenever another Kavu comes into play, put a +1/+1 counter on Kavu Monarch. Kavu Predator 1G Creature - Kavu 2/2 Trample Whenever an opponent gains life, put that many +1/+1 counters on Kavu Predator. Kavu Primarch 3G Creature - Kavu 3/3 Convoke (Each creature you tap while playing this spell reduces its total cost by 1 or by one mana of that creature's color.) Kicker 4 (You may pay an additional 4 as you play this spell.) If the kicker cost was paid, Kavu Primarch comes into play with four +1/+1 counters on it. Kavu Recluse 2R Creature - Kavu 2/2 T Target land becomes a Forest until end of turn. Kavu Runner 3R Creature - Kavu 3/3 Kavu Runner has haste as long as no opponent controls a white or blue creature. Kavu Scout 2R Creature - Kavu Scout 0/2 Kavu Scout gets +1/+0 for each basic land type among lands you control. Kavu Titan 1G Creature - Kavu 2/2 Kicker 2G (You may pay an additional 2G as you play this spell.) If the kicker cost was paid, Kavu Titan comes into play with three +1/+1 counters on it and with trample. Kaysa 3GG Legendary Creature - Elf Druid 2/3 Green creatures you control get +1/+1. Keen Sense G Enchantment - Aura Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card. Keeneye Aven 3U Creature - Bird Soldier 2/3 Flying Cycling 2 (2, Discard this card: Draw a card.) Keen-Eyed Archers 2W Creature - Elf Archer 2/2 Reach (This creature can block creatures with flying.) Keening Banshee 2BB Creature - Spirit 2/2 Flying When Keening Banshee comes into play, target creature gets -2/-2 until end of turn. Keep Watch 2U Instant Draw a card for each attacking creature. Keeper of Kookus R Creature - Goblin 1/1 R: Keeper of Kookus gains protection from red until end of turn. Keeper of the Beasts GG Creature - Human Wizard 1/2 G, T Put a 2/2 green Beast creature token into play. Play this ability only if an opponent controls more creatures than you. Keeper of the Dead BB Creature - Human Wizard 1/2 B, T Destroy target nonblack creature controlled by an opponent with at least two fewer creature cards in his or her graveyard than you. Keeper of the Flame RR Creature - Human Wizard 1/2 R, T Keeper of the Flame deals 2 damage to target opponent with more life than you. Keeper of the Light WW Creature - Human Wizard 1/2 W, T You gain 3 life. Play this ability only if you have less life than an opponent. Keeper of the Mind UU Creature - Human Wizard 1/2 U, T Draw a card. Play this ability only if an opponent has at least two more cards in hand than you. Keeper of the Nine Gales 2U Creature - Bird Wizard 1/2 Flying T, Tap two untapped Birds you control: Return target permanent to its owner's hand. Keeper of the Sacred Word 2G Creature - Human Druid 2/3 As Keeper of the Sacred Word comes into play, choose a word. Whenever an opponent says the chosen word, Keeper of the Sacred Word gets +3/+3 until end of turn. Keeper of Tresserhorn 5B Creature - Avatar 6/6 Whenever Keeper of Tresserhorn attacks and isn't blocked, it deals no combat damage this turn and defending player loses 2 life. Keepers of the Faith 1WW Creature - Human Cleric 2/3 Keepers of the Faith 1WW Creature - Human Cleric 2/3 Kei Takahashi 2GW Legendary Creature - Human Cleric 2/2 T Prevent the next 2 damage that would be dealt to target creature this turn. Kei Takahashi 2GW Legendary Creature - Human Cleric 2/2 T Prevent the next 2 damage that would be dealt to target creature this turn. Keiga, the Tide Star 5U Legendary Creature - Dragon Spirit 5/5 Flying When Keiga, the Tide Star is put into a graveyard from play, gain control of target creature. Keldon Arsonist 2R Creature - Human Soldier 1/1 1, Sacrifice two lands: Destroy target land. Keldon Battlewagon 5 Artifact Creature - Juggernaut 0/3 Trample Keldon Battlewagon can't block. When Keldon Battlewagon attacks, sacrifice it at end of combat. Tap an untapped creature you control: Keldon Battlewagon gets +X/+0 until end of turn, where X is the tapped creature's power. Keldon Berserker 3R Creature - Human Soldier Berserker 2/3 Whenever Keldon Berserker attacks, if you control no untapped lands, it gets +3/+0 until end of turn. Keldon Champion 2RR Creature - Human Barbarian 3/2 Haste Echo 2RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Keldon Champion comes into play, it deals 3 damage to target player. Keldon Firebombers 3RR Creature - Human Soldier 3/3 When Keldon Firebombers comes into play, each player sacrifices all lands he or she controls except for three. Keldon Halberdier 4R Creature - Human Warrior 4/1 First strike Suspend 4-R (Rather than play this card from your hand, you may pay R and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Keldon Mantle 1R Enchantment - Aura Enchant creature B: Regenerate enchanted creature. R: Enchanted creature gets +1/+0 until end of turn. G: Enchanted creature gains trample until end of turn. Keldon Marauders 1R Creature - Human Warrior 3/3 Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Keldon Marauders comes into play or leaves play, it deals 1 damage to target player. Keldon Megaliths Land Keldon Megaliths comes into play tapped. T Add R to your mana pool. Hellbent - 1R, T Keldon Megaliths deals 1 damage to target creature or player. Play this ability only if you have no cards in hand. Keldon Necropolis Legendary Land T Add 1 to your mana pool. 4R, T, Sacrifice a creature: Keldon Necropolis deals 2 damage to target creature or player. Keldon Twilight 1BR Enchantment At the end of each player's turn, if no creatures attacked that turn, that player sacrifices a creature he or she controlled since the beginning of the turn. Keldon Vandals 2R Creature - Human Rogue 4/1 Echo 2R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Keldon Vandals comes into play, destroy target artifact. Keldon Warlord 2RR Creature - Human Barbarian */* Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control. Keldon Warlord 2RR Creature - Human Barbarian */* Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control. Keldon Warlord 2RR Creature - Human Barbarian */* Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control. Keldon Warlord 2RR Creature - Human Barbarian */* Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control. Keldon Warlord 2RR Creature - Human Barbarian */* Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control. Keldon Warlord 2RR Creature - Human Barbarian */* Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control. Keldon Warlord 2RR Creature - Human Barbarian */* Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control. Kelsinko Ranger W Creature - Human 1/1 1W: Target green creature gains first strike until end of turn. Kemuri-Onna 4B Creature - Spirit 3/3 When Kemuri-Onna comes into play, target player discards a card. Whenever you play a Spirit or Arcane spell, you may return Kemuri-Onna to its owner's hand. Kentaro, the Smiling Cat 1W Legendary Creature - Human Samurai 2/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) You may pay X rather than pay the mana cost for Samurai spells you play, where X is that spell's converted mana cost. Kezzerdrix 2BB Creature - Rabbit Beast 4/4 First strike At the beginning of your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you. Khabal Ghoul 2B Creature - Zombie 1/1 At end of turn, put a +1/+1 counter on Khabal Ghoul for each creature put into a graveyard from play this turn. Khabal Ghoul 2B Creature - Zombie 1/1 At end of turn, put a +1/+1 counter on Khabal Ghoul for each creature put into a graveyard from play this turn. Kher Keep Legendary Land T Add 1 to your mana pool. 1R, T Put a 0/1 red Kobold creature token named Kobolds of Kher Keep into play. Kiki-Jiki, Mirror Breaker 2RRR Legendary Creature - Goblin Shaman 2/2 Haste T Put a token into play that's a copy of target nonlegendary creature you control. That creature token has haste. Sacrifice it at end of turn. Kiku, Night's Flower BB Legendary Creature - Human Assassin 1/1 2BB, T Target creature deals damage to itself equal to its power. Kiku's Shadow BB Sorcery Target creature deals damage to itself equal to its power. Kill Switch 3 Artifact 2, T Tap all other artifacts. They don't untap during their controllers' untap steps as long as Kill Switch remains tapped. Kill! Destroy! 1BB Instant Destroy target nonblack creature. Gotcha - Whenever an opponent says "Kill" or "Destroy," you may say "Gotcha!" If you do, return Kill! Destroy! from your graveyard to your hand. Killer Bees 1GG Creature - Insect 0/1 Flying G: Killer Bees gets +1/+1 until end of turn. Killer Bees 1GG Creature - Insect 0/1 Flying G: Killer Bees gets +1/+1 until end of turn. Killer Bees 1GG Creature - Insect 0/1 Flying G: Killer Bees gets +1/+1 until end of turn. Killer Instinct 4RG Enchantment At the beginning of your upkeep, reveal the top card of your library. If it's a creature card, put it into play. That creature gains haste until end of turn. Sacrifice it at end of turn. Killer Whale 3UU Creature - Whale 3/5 U: Killer Whale gains flying until end of turn. Killer Whale 3UU Creature - Whale 3/5 U: Killer Whale gains flying until end of turn. Kill-Suit Cultist R Creature - Goblin Berserker 1/1 Kill-Suit Cultist attacks each turn if able. B, Sacrifice Kill-Suit Cultist: The next time damage would be dealt to target creature this turn, destroy that creature instead. Kilnmouth Dragon 5RR Creature - Dragon 5/5 Amplify 3 (As this card comes into play, put three +1/+1 counters on it for each Dragon card you reveal in your hand.) Flying T Kilnmouth Dragon deals damage equal to the number of +1/+1 counters on it to target creature or player. Kindle 1R Instant Kindle deals X damage to target creature or player, where X is 2 plus the number of cards named Kindle in all graveyards. Kindle the Carnage 1RR Sorcery Discard a card at random. If you do, Kindle the Carnage deals damage equal to that card's converted mana cost to each creature. You may repeat this process any number of times. Kindled Fury R Instant Target creature gets +1/+0 and gains first strike until end of turn. King Cheetah 3G Creature - Cat 3/2 Flash King Cheetah 3G Creature - Cat 3/2 Flash King Crab 4UU Creature - Crab 4/5 1U, T Put target green creature on top of its owner's library. King Suleiman 1W Creature - Human 1/1 T Destroy target Djinn or Efreet. Kingfisher 3U Creature - Bird 2/2 Flying When Kingfisher is put into a graveyard from play, draw a card. King's Assassin 1BB Creature - Human Assassin 1/1 T Destroy target tapped creature. Play this ability only during your turn, before the combat phase. Kinsbaile Balloonist 3W Creature - Kithkin Soldier 2/2 Flying Whenever Kinsbaile Balloonist attacks, you may have target creature gain flying until end of turn. Kinsbaile Borderguard 1WW Creature - Kithkin Soldier 1/1 Kinsbaile Borderguard comes into play with a +1/+1 counter on it for each other Kithkin you control. When Kinsbaile Borderguard is put into a graveyard from play, put a 1/1 white Kithkin Soldier creature token into play for each counter on it. Kinsbaile Cavalier 3W Creature - Kithkin Knight 2/2 Knight creatures you control have double strike. Kinsbaile Skirmisher 1W Creature - Kithkin Soldier 2/2 When Kinsbaile Skirmisher comes into play, target creature gets +1/+1 until end of turn. Kira, Great Glass-Spinner 1UU Legendary Creature - Spirit 2/2 Flying Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time in a turn, counter that spell or ability." Kird Ape R Creature - Ape 1/1 Kird Ape gets +1/+2 as long as you control a Forest. Kird Ape R Creature - Ape 1/1 Kird Ape gets +1/+2 as long as you control a Forest. Kird Ape R Creature - Ape 1/1 Kird Ape gets +1/+2 as long as you control a Forest. Kird Ape R Creature - Ape 1/1 Kird Ape gets +1/+2 as long as you control a Forest. Kiri-Onna 4U Creature - Spirit 2/2 When Kiri-Onna comes into play, return target creature to its owner's hand. Whenever you play a Spirit or Arcane spell, you may return Kiri-Onna to its owner's hand. Kirtar's Desire W Enchantment - Aura Enchant creature Enchanted creature can't attack. Threshold - Enchanted creature can't block as long as seven or more cards are in your graveyard. Kirtar's Wrath 4WW Sorcery Destroy all creatures. They can't be regenerated. Threshold - If seven or more cards are in your graveyard, instead destroy all creatures, then put two 1/1 white Spirit creature tokens with flying into play. Creatures destroyed this way can't be regenerated. Kismet 3W Enchantment Artifacts, creatures, and lands your opponents control come into play tapped. Kismet 3W Enchantment Artifacts, creatures, and lands your opponents control come into play tapped. Kismet 3W Enchantment Artifacts, creatures, and lands your opponents control come into play tapped. Kismet 3W Enchantment Artifacts, creatures, and lands your opponents control come into play tapped. Kiss of Death 4BB Sorcery Kiss of Death deals 4 damage to target opponent. You gain 4 life. Kithkin Armor W Enchantment - Aura Enchant creature Enchanted creature can't be blocked by creatures with power 3 or greater. Sacrifice Kithkin Armor: The next time a source of your choice would deal damage to enchanted creature this turn, prevent that damage. Kithkin Daggerdare 1G Creature - Kithkin Soldier 1/1 G, T Target attacking creature gets +2/+2 until end of turn. Kithkin Greatheart 1W Creature - Kithkin Soldier 2/1 As long as you control a Giant, Kithkin Greatheart gets +1/+1 and has first strike. Kithkin Harbinger 2W Creature - Kithkin Wizard 1/3 When Kithkin Harbinger comes into play, you may search your library for a Kithkin card, reveal it, then shuffle your library and put that card on top of it. Kithkin Healer 2W Creature - Kithkin Cleric 2/2 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Kithkin Mourncaller 2G Creature - Kithkin Scout 2/2 Whenever an attacking Kithkin or Elf is put into your graveyard from play, you may draw a card. Kithkin Zephyrnaut 2W Creature - Kithkin Soldier 2/2 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Kithkin Zephyrnaut, you may reveal it. If you do, Kithkin Zephyrnaut gets +2/+2 and gains flying and vigilance until end of turn. Kitsune Blademaster 2W Creature - Fox Samurai 2/2 First strike Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Kitsune Bonesetter 2W Creature - Fox Cleric 0/1 T Prevent the next 3 damage that would be dealt to target creature this turn. Play this ability only if you have more cards in hand than each opponent. Kitsune Dawnblade 4W Creature - Fox Samurai 2/3 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) When Kitsune Dawnblade comes into play, you may tap target creature. Kitsune Diviner W Creature - Fox Cleric 0/1 T Tap target Spirit. Kitsune Healer 3W Creature - Fox Cleric 2/2 T Prevent the next 1 damage that would be dealt to target creature or player this turn. T Prevent all damage that would be dealt to target legendary creature this turn. Kitsune Loreweaver 1W Creature - Fox Cleric 2/1 1W: Kitsune Loreweaver gets +0/+X until end of turn, where X is the number of cards in your hand. Kitsune Mystic 3W Creature - Fox Wizard 2/3 At end of turn, if Kitsune Mystic is enchanted by two or more Auras, flip it. ----- Autumn-Tail, Kitsune Sage Legendary Creature - Fox Wizard 4/5 1: Attach target Aura attached to a creature to another creature. Kitsune Palliator 2W Creature - Fox Cleric 0/2 T Prevent the next 1 damage that would be dealt to each creature and each player this turn. Kitsune Riftwalker 1WW Creature - Fox Wizard 2/1 Protection from Spirits and from Arcane Kiyomaro, First to Stand 3WW Legendary Creature - Spirit */* Kiyomaro, First to Stand's power and toughness are each equal to the number of cards in your hand. As long as you have four or more cards in hand, Kiyomaro has vigilance. Whenever Kiyomaro deals damage, if you have seven or more cards in hand, you gain 7 life. Kjeldoran Dead B Creature - Skeleton 3/1 When Kjeldoran Dead comes into play, sacrifice a creature. B: Regenerate Kjeldoran Dead. Kjeldoran Dead B Creature - Skeleton 3/1 When Kjeldoran Dead comes into play, sacrifice a creature. B: Regenerate Kjeldoran Dead. Kjeldoran Dead B Creature - Skeleton 3/1 When Kjeldoran Dead comes into play, sacrifice a creature. B: Regenerate Kjeldoran Dead. Kjeldoran Elite Guard 3W Creature - Human Soldier 2/2 T Target creature gets +2/+2 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Elite Guard. Play this ability only during combat. Kjeldoran Escort 2WW Creature - Human Soldier 2/3 Banding Kjeldoran Escort 2WW Creature - Human Soldier 2/3 Banding Kjeldoran Frostbeast 3GW Creature - Elemental Beast 2/4 Whenever Kjeldoran Frostbeast blocks or becomes blocked by a creature, destroy that creature at end of combat. Kjeldoran Gargoyle 5W Creature - Gargoyle 3/3 Flying, first strike, lifelink (Whenever this creature deals damage, you gain that much life.) Kjeldoran Guard 1W Creature - Human Soldier 1/1 T Target creature gets +1/+1 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Guard. Play this ability only during combat and only if defending player controls no snow lands. Kjeldoran Home Guard 3W Creature - Human Soldier 1/6 Whenever Kjeldoran Home Guard attacks or blocks, put a -0/-1 counter on it at end of combat. If you do, put a 0/1 white Deserter creature token into play. Kjeldoran Javelineer W Creature - Human Soldier 1/2 Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) T Kjeldoran Javelineer deals damage to target attacking or blocking creature equal to the number of age counters on Kjeldoran Javelineer. Kjeldoran Knight WW Creature - Human Knight 1/1 Banding 1W: Kjeldoran Knight gets +1/+0 until end of turn. WW: Kjeldoran Knight gets +0/+2 until end of turn. Kjeldoran Outpost Land If Kjeldoran Outpost would come into play, sacrifice a Plains instead. If you do, put Kjeldoran Outpost into play. If you don't, put it into its owner's graveyard. T Add W to your mana pool. 1W, T Put a 1/1 white Soldier creature token into play. Kjeldoran Outpost Land If Kjeldoran Outpost would come into play, sacrifice a Plains instead. If you do, put Kjeldoran Outpost into play. If you don't, put it into its owner's graveyard. T Add W to your mana pool. 1W, T Put a 1/1 white Soldier creature token into play. Kjeldoran Outrider 1W Creature - Human Soldier 2/2 W: Kjeldoran Outrider gets +0/+1 until end of turn. Kjeldoran Phalanx 5W Creature - Human Soldier 2/5 Banding, first strike Kjeldoran Pride 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+2. 2U: Attach Kjeldoran Pride to target creature. Kjeldoran Pride 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+2. 2U: Attach Kjeldoran Pride to target creature. Kjeldoran Royal Guard 3WW Creature - Human Soldier 2/5 T All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead. Kjeldoran Royal Guard 3WW Creature - Human Soldier 2/5 T All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead. Kjeldoran Royal Guard 3WW Creature - Human Soldier 2/5 T All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead. Kjeldoran Royal Guard 3WW Creature - Human Soldier 2/5 T All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead. Kjeldoran Royal Guard 3WW Creature - Human Soldier 2/5 T All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead. Kjeldoran Skycaptain 4W Creature - Human Soldier 2/2 Banding, flying, first strike Kjeldoran Skycaptain 4W Creature - Human Soldier 2/2 Banding, flying, first strike Kjeldoran Skyknight 2W Creature - Human Knight 1/1 Banding, flying, first strike Kjeldoran War Cry 1W Instant Creatures you control get +X/+X until end of turn, where X is 1 plus the number of cards named Kjeldoran War Cry in all graveyards. Kjeldoran Warrior W Creature - Human Warrior 1/1 Banding Knight Errant 1W Creature - Human Knight 2/2 Knight Errant 1W Creature - Human Knight 2/2 Knight Errant 1W Creature - Human Knight 2/2 Knight Errant 1W Creature - Human Knight 2/2 Knight of Dawn 1WW Creature - Human Knight 2/2 First strike WW: Knight of Dawn gains protection from the color of your choice until end of turn. Knight of Dusk 1BB Creature - Human Knight 2/2 BB: Destroy target creature blocking Knight of Dusk. Knight of Dusk 1BB Creature - Human Knight 2/2 BB: Destroy target creature blocking Knight of Dusk. Knight of Meadowgrain WW Creature - Kithkin Knight 2/2 First strike Lifelink (Whenever this creature deals damage, you gain that much life.) Knight of Stromgald BB Creature - Human Knight 2/1 Protection from white B: Knight of Stromgald gains first strike until end of turn. BB: Knight of Stromgald gets +1/+0 until end of turn. Knight of Stromgald BB Creature - Human Knight 2/1 Protection from white B: Knight of Stromgald gains first strike until end of turn. BB: Knight of Stromgald gets +1/+0 until end of turn. Knight of Sursi 3W Creature - Human Knight 2/2 Flying, flanking Suspend 3-W (Rather than play this card from your hand, you may pay W and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Knight of the Hokey Pokey WW Summon Knight 2/2 First strike 1W, Do the Hokey Pokey (Stand up, wiggle your butt, raise your hands above your head, and shake them wildly as you rotate 360 degrees): Prevent all damage to Knight of the Hokey Pokey from any one source. Knight of the Holy Nimbus WW Creature - Human Rebel Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) If Knight of the Holy Nimbus would be destroyed, regenerate it. 2: Knight of the Holy Nimbus can't be regenerated this turn. Only any opponent may play this ability. Knight of the Mists 2U Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) When Knight of the Mists comes into play, you may pay U. If you don't, destroy target Knight and it can't be regenerated. Knight of Valor 2W Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) 1W: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Play this ability only once each turn. Knighthood 2W Enchantment Creatures you control have first strike. Knighthood 2W Enchantment Creatures you control have first strike. Knights of Thorn 3W Creature - Human Knight 2/2 Banding, protection from red Knights of Thorn 3W Creature - Human Knight 2/2 Banding, protection from red Knowledge Exploitation 5UU Tribal Sorcery - Rogue Prowl 3U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Search target opponent's library for an instant or sorcery card. You may play that card without paying its mana cost. Then that player shuffles his or her library. Knowledge Vault 4 Artifact When Knowledge Vault leaves play, put all cards removed from the game with Knowledge Vault into their owner's graveyard at end of turn. 2, T Remove the top card of your library from the game face down. Sacrifice Knowledge Vault: Discard your hand, then put all cards removed from the game with Knowledge Vault into their owner's hand. Knucklebone Witch B Creature - Goblin Shaman 1/1 Whenever a Goblin you control is put into a graveyard from play, you may put a +1/+1 counter on Knucklebone Witch. Kobold Drill Sergeant 1R Creature - Kobold Soldier 1/2 Other Kobold creatures you control get +0/+1 and have trample. Kobold Overlord 1R Creature - Kobold 1/2 Kobold creatures you control have first strike. Kobold Taskmaster 1R Creature - Kobold 1/2 Other Kobold creatures you control get +1/+0. Kobold Taskmaster 1R Creature - Kobold 1/2 Other Kobold creatures you control get +1/+0. Kobolds of Kher Keep 0 Creature - Kobold 0/1 Kobolds of Kher Keep is red. Kodama of the Center Tree 4G Legendary Creature - Spirit */* Kodama of the Center Tree's power and toughness are each equal to the number of Spirits you control. Kodama of the Center Tree has soulshift X, where X is the number of Spirits you control. Kodama of the North Tree 2GGG Legendary Creature - Spirit 6/4 Trample, shroud (This permanent can't be the target of spells or abilities.) Kodama of the South Tree 2GG Legendary Creature - Spirit 4/4 Whenever you play a Spirit or Arcane spell, each other creature you control gets +1/+1 and gains trample until end of turn. Kodama's Might G Instant - Arcane Target creature gets +2/+2 until end of turn. Splice onto Arcane G (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Kodama's Reach 2G Sorcery - Arcane Search your library for two basic land cards, reveal those cards, and put one into play tapped and the other into your hand. Then shuffle your library. Kokusho, the Evening Star 4BB Legendary Creature - Dragon Spirit 5/5 Flying When Kokusho, the Evening Star is put into a graveyard from play, each opponent loses 5 life. You gain life equal to the life lost this way. Konda, Lord of Eiganjo 5WW Legendary Creature - Human Samurai 3/3 Vigilance (Attacking doesn't cause this creature to tap.) Bushido 5 (When this blocks or becomes blocked, it gets +5/+5 until end of turn.) Konda, Lord of Eiganjo is indestructible. Konda's Banner 2 Legendary Artifact - Equipment Konda's Banner can be attached only to a legendary creature. Creatures that share a color with equipped creature get +1/+1. Creatures that share a creature type with equipped creature get +1/+1. Equip 2 Konda's Hatamoto 1W Creature - Human Samurai 1/2 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) As long as you control a legendary Samurai, Konda's Hatamoto gets +1/+2 and has vigilance. (Attacking doesn't cause this creature to tap.) Kongming, Sleeping Dragon 2WW Legendary Creature - Human Advisor 2/2 Other creatures you control get +1/+1. Kongming's Contraptions 3W Creature - Human Soldier 2/4 T Kongming's Contraptions deals 2 damage to target attacking creature. Play this ability only during the declare attackers step, and only on an opponent's turn. Kookus 3RR Creature - Djinn 3/5 Trample At the beginning of your upkeep, if you don't control a creature named Keeper of Kookus, Kookus deals 3 damage to you and attacks this turn if able. R: Kookus gets +1/+0 until end of turn. Kor Chant 2W Instant All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead. Kor Dirge 2B Instant All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead. Kor Haven Legendary Land T Add 1 to your mana pool. 1W, T Prevent all combat damage that would be dealt by target attacking creature this turn. Korlash, Heir to Blackblade 2BB Legendary Creature - Zombie Warrior */* Korlash, Heir to Blackblade's power and toughness are each equal to the number of Swamps you control. 1B: Regenerate Korlash. Grandeur - Discard another card named Korlash, Heir to Blackblade: Search your library for up to two Swamp cards, put them into play tapped, then shuffle your library. Kormus Bell 4 Artifact All Swamps are 1/1 creatures that are still lands. Kormus Bell 4 Artifact All Swamps are 1/1 creatures that are still lands. Kormus Bell 4 Artifact All Swamps are 1/1 creatures that are still lands. Kormus Bell 4 Artifact All Swamps are 1/1 creatures that are still lands. Kormus Bell 4 Artifact All Swamps are 1/1 creatures that are still lands. Koskun Falls 2BB World Enchantment At the beginning of your upkeep, sacrifice Koskun Falls unless you tap an untapped creature you control. Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you. Koskun Keep Land T Add 1 to your mana pool. 1, T Add R to your mana pool. 2, T Add B or G to your mana pool. Kraken's Eye 2 Artifact Whenever a player plays a blue spell, you may gain 1 life. Kraken's Eye 2 Artifact Whenever a player plays a blue spell, you may gain 1 life. Kraken's Eye 2 Artifact Whenever a player plays a blue spell, you may gain 1 life. Krakilin XGG Creature - Beast 0/0 Krakilin comes into play with X +1/+1 counters on it. 1G: Regenerate Krakilin. Krark-Clan Engineers 3R Creature - Goblin Artificer 2/2 R, Sacrifice two artifacts: Destroy target artifact. Krark-Clan Grunt 2R Creature - Goblin Warrior 2/2 Sacrifice an artifact: Krark-Clan Grunt gets +1/+0 and gains first strike until end of turn. Krark-Clan Ironworks 4 Artifact Sacrifice an artifact: Add 2 to your mana pool. Krark-Clan Ogre 3RR Creature - Ogre 3/3 R, Sacrifice an artifact: Target creature can't block this turn. Krark-Clan Shaman R Creature - Goblin Shaman 1/1 Sacrifice an artifact: Krark-Clan Shaman deals 1 damage to each creature without flying. Krark-Clan Stoker 2R Creature - Goblin Shaman 2/2 T, Sacrifice an artifact: Add RR to your mana pool. Krark's Thumb 2 Legendary Artifact If you would flip a coin, instead flip two coins and ignore one. Krazy Kow 3R Summon Cow 3/3 During your upkeep, roll a six-sided die. On a 1, sacrifice Krazy Kow and it deals 3 damage to each creature and player. Kris Mage R Creature - Human Spellshaper 1/1 R, T, Discard a card: Kris Mage deals 1 damage to target creature or player. Krosan Archer 3G Creature - Centaur Archer 2/3 Reach (This creature can block creatures with flying.) G, Discard a card: Krosan Archer gets +0/+2 until end of turn. Krosan Avenger 2G Creature - Human Druid 3/1 Trample Threshold - 1G: Regenerate Krosan Avenger. Play this ability only if seven or more cards are in your graveyard. Krosan Beast 3G Creature - Squirrel Beast 1/1 Threshold - Krosan Beast gets +7/+7 as long as seven or more cards are in your graveyard. Krosan Cloudscraper 7GGG Creature - Beast Mutant 13/13 At the beginning of your upkeep, sacrifice Krosan Cloudscraper unless you pay GG. Morph 7GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Krosan Cloudscraper 7GGG Creature - Beast Mutant 13/13 At the beginning of your upkeep, sacrifice Krosan Cloudscraper unless you pay GG. Morph 7GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Krosan Colossus 6GGG Creature - Beast 9/9 Morph 6GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Krosan Constrictor 3G Creature - Snake 2/2 Swampwalk T Target black creature gets -2/-0 until end of turn. Krosan Drover 3G Creature - Elf 2/2 Creature spells you play with converted mana cost 6 or more cost 2 less to play. Krosan Grip 2G Instant Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Destroy target artifact or enchantment. Krosan Groundshaker 4GGG Creature - Beast 6/6 G: Target Beast creature gains trample until end of turn. Krosan Reclamation 1G Instant Target player shuffles up to two target cards from his or her graveyard into his or her library. Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Krosan Restorer 2G Creature - Human Druid 1/2 T Untap target land. Threshold - T Untap up to three target lands. Play this ability only if seven or more cards are in your graveyard. Krosan Tusker 5GG Creature - Boar Beast 6/5 Cycling 2G (2G, Discard this card: Draw a card.) When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, shuffle your library. Krosan Verge Land Krosan Verge comes into play tapped. T Add 1 to your mana pool. 2, T, Sacrifice Krosan Verge: Search your library for a Forest card and a Plains card and put them into play tapped. Then shuffle your library. Krosan Vorine 3G Creature - Cat Beast 3/2 Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Krosan Vorine can't be blocked by more than one creature. Krosan Warchief 2G Creature - Beast 2/2 Beast spells you play cost 1 less to play. 1G: Regenerate target Beast. Krosan Wayfarer G Creature - Human Druid 1/1 Sacrifice Krosan Wayfarer: You may put a land card from your hand into play. Krovikan Elementalist BB Creature - Human Wizard 1/1 2R: Target creature gets +1/+0 until end of turn. UU: Target creature you control gains flying until end of turn. Sacrifice it at end of turn. Krovikan Fetish 2B Enchantment - Aura Enchant creature When Krovikan Fetish comes into play, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +1/+1. Krovikan Fetish 2B Enchantment - Aura Enchant creature When Krovikan Fetish comes into play, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +1/+1. Krovikan Horror 3B Creature - Horror Spirit 2/2 At end of turn, if Krovikan Horror is in your graveyard with a creature card directly above it, you may return Krovikan Horror to your hand. 1, Sacrifice a creature: Krovikan Horror deals 1 damage to target creature or player. Krovikan Mist 1U Creature - Illusion */* Flying Krovikan Mist's power and toughness are each equal to the number of Illusions in play. Krovikan Plague 2B Enchantment - Aura Enchant non-Wall creature you control When Krovikan Plague comes into play, draw a card at the beginning of the next turn's upkeep. Enchanted creature has "T Put a -0/-1 counter on this creature, and Krovikan Plague deals 1 damage to target creature or player." Krovikan Rot 2B Instant Destroy target creature with power 2 or less. Recover 1BB (When a creature is put into your graveyard from play, you may pay 1BB. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.) Krovikan Scoundrel 1B Creature - Human Rogue 2/1 Krovikan Sorcerer 2U Creature - Human Wizard 1/1 T, Discard a card: Draw a card. T, Discard a black card: Draw two cards, then discard one of them. Krovikan Sorcerer 2U Creature - Human Wizard 1/1 T, Discard a card: Draw a card. T, Discard a black card: Draw two cards, then discard one of them. Krovikan Vampire 3BB Creature - Vampire 3/3 At end of turn, if a creature dealt damage by Krovikan Vampire this turn was put into a graveyard, put that card into play under your control. Sacrifice the creature when you lose control of Krovikan Vampire. Krovikan Whispers 3U Enchantment - Aura Enchant creature Cumulative upkeep U or B You control enchanted creature. When Krovikan Whispers is put into a graveyard from play, you lose 2 life for each age counter on it. Kry Shield 2 Artifact 2, T Prevent all damage that would be dealt this turn by target creature you control. That creature gets +0/+X until end of turn, where X is its converted mana cost. Kudzu 1GG Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it. That land's controller attaches Kudzu to a land of his or her choice. Kudzu 1GG Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it. That land's controller attaches Kudzu to a land of his or her choice. Kudzu 1GG Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it. That land's controller attaches Kudzu to a land of his or her choice. Kudzu 1GG Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it. That land's controller attaches Kudzu to a land of his or her choice. Kukemssa Pirates 3U Creature - Human Pirate 2/2 Whenever Kukemssa Pirates attacks and isn't blocked, you may gain control of target artifact defending player controls. If you do, Kukemssa Pirates deals no combat damage this turn. Kukemssa Serpent 3U Creature - Serpent 4/3 Kukemssa Serpent can't attack unless defending player controls an Island. U, Sacrifice an Island: Target land an opponent controls becomes an Island until end of turn. When you control no Islands, sacrifice Kukemssa Serpent. Kumano, Master Yamabushi 3RR Legendary Creature - Human Shaman 4/4 1R: Kumano, Master Yamabushi deals 1 damage to target creature or player. If a creature dealt damage by Kumano this turn would be put into a graveyard, remove it from the game instead. Kumano's Blessing 2R Enchantment - Aura Flash Enchant creature If a creature dealt damage by enchanted creature this turn would be put into a graveyard, remove it from the game instead. Kumano's Pupils 4R Creature - Human Shaman 3/3 If a creature dealt damage by Kumano's Pupils this turn would be put into a graveyard, remove it from the game instead. Kuon, Ogre Ascendant BBB Legendary Creature - Ogre Monk 2/4 At end of turn, if three or more creatures were put into graveyards from play this turn, flip Kuon, Ogre Ascendant. ----- Kuon's Essence Legendary Enchantment At the beginning of each player's upkeep, that player sacrifices a creature. Kurgadon 4G Creature - Beast 3/3 Whenever you play a creature spell with converted mana cost 6 or more, put three +1/+1 counters on Kurgadon. Kuro, Pitlord 6BBB Legendary Creature - Demon Spirit 9/9 At the beginning of your upkeep, sacrifice Kuro, Pitlord unless you pay BBBB. Pay 1 life: Target creature gets -1/-1 until end of turn. Kuro's Taken 1B Creature - Rat Samurai 1/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) 1B: Regenerate Kuro's Taken. Kusari-Gama 3 Artifact - Equipment Equipped creature has "2: This creature gets +1/+0 until end of turn." Whenever equipped creature deals damage to a blocking creature, Kusari-Gama deals that much damage to each other creature defending player controls. Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.) Kyoki, Sanity's Eclipse 4BB Legendary Creature - Demon Spirit 6/4 Whenever you play a Spirit or Arcane spell, target opponent removes a card in his or her hand from the game. Kyren Archive 3 Artifact At the beginning of your upkeep, you may remove the top card of your library from the game face down. 5, Discard your hand, Sacrifice Kyren Archive: Put all cards removed from the game with Kyren Archive into their owner's hand. Kyren Glider 1R Creature - Goblin 1/1 Flying Kyren Glider can't block. Kyren Legate 1R Creature - Goblin 1/1 Haste If an opponent controls a Plains and you control a Mountain, you may play Kyren Legate without paying its mana cost. Kyren Negotiations 2RR Enchantment Tap an untapped creature you control: Kyren Negotiations deals 1 damage to target player. Kyren Sniper 2R Creature - Goblin 1/1 At the beginning of your upkeep, you may have Kyren Sniper deal 1 damage to target player. Kyren Toy 3 Artifact 1, T Put a charge counter on Kyren Toy. T, Remove X charge counters from Kyren Toy: Add 1X to your mana pool. Kyscu Drake 3G Creature - Drake 2/2 Flying G: Kyscu Drake gets +0/+1 until end of turn. Play this ability only once each turn. Sacrifice Kyscu Drake and a creature named Spitting Drake: Search your library for a card named Viashivan Dragon and put that card into play. Then shuffle your library. Lab Rats B Sorcery Buyback 4 (You may pay an additional 4 as you play this spell. If you do, put this card into your hand as it resolves.) Put a 1/1 black Rat creature token into play. Labyrinth Minotaur 3U Creature - Minotaur 1/4 Whenever Labyrinth Minotaur blocks a creature, that creature doesn't untap during its controller's next untap step. Labyrinth Minotaur 3U Creature - Minotaur 1/4 Whenever Labyrinth Minotaur blocks a creature, that creature doesn't untap during its controller's next untap step. Labyrinth Minotaur 3U Creature - Minotaur 1/4 Whenever Labyrinth Minotaur blocks a creature, that creature doesn't untap during its controller's next untap step. Laccolith Grunt 2R Creature - Beast 2/2 Whenever Laccolith Grunt becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Grunt deals no combat damage this turn. Laccolith Rig R Enchantment - Aura Enchant creature Whenever enchanted creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, the first creature deals no combat damage this turn. Laccolith Titan 5RR Creature - Beast 6/6 Whenever Laccolith Titan becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Titan deals no combat damage this turn. Laccolith Warrior 2RR Creature - Beast Warrior 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. Lace with Moonglove 2G Instant Target creature gains deathtouch until end of turn. (Whenever it deals damage to a creature, destroy that creature.) Draw a card. Ladies' Knight 3W Creature - Human Knight 2/2 Flying Spells that players wearing at least one item of women's clothing play cost 1 less to play. (Women's clothing is designed to be worn exclusively by women.) Lady Caleria 3GGWW Legendary Creature - Human Archer 3/6 T Lady Caleria deals 3 damage to target attacking or blocking creature. Lady Evangela WUB Legendary Creature - Human Cleric 1/2 WB, T Prevent all combat damage that would be dealt by target creature this turn. Lady Orca 5BR Legendary Creature - Demon 7/4 Lady Sun 1UU Legendary Creature - Human Advisor 1/1 T Return Lady Sun and another target creature to their owners' hands. Play this ability only during your turn, before the combat phase. Lady Zhurong, Warrior Queen 4G Legendary Creature - Human Soldier Warrior 4/3 Horsemanship Lairwatch Giant 5W Creature - Giant Warrior 5/3 Lairwatch Giant can block an additional creature. Whenever Lairwatch Giant blocks two or more creatures, it gains first strike until end of turn. Lake of the Dead Land If Lake of the Dead would come into play, sacrifice a Swamp instead. If you do, put Lake of the Dead into play. If you don't, put it into its owner's graveyard. T Add B to your mana pool. T, Sacrifice a Swamp: Add BBBB to your mana pool. Lake of the Dead Land If Lake of the Dead would come into play, sacrifice a Swamp instead. If you do, put Lake of the Dead into play. If you don't, put it into its owner's graveyard. T Add B to your mana pool. T, Sacrifice a Swamp: Add BBBB to your mana pool. Lammastide Weave 1G Instant Name a card, then target player puts the top card of his or her library into his or her graveyard. If that card is the named card, you gain life equal to its converted mana cost. Draw a card. Lance W Enchantment - Aura Enchant creature Enchanted creature has first strike. Lance W Enchantment - Aura Enchant creature Enchanted creature has first strike. Lance W Enchantment - Aura Enchant creature Enchanted creature has first strike. Lance W Enchantment - Aura Enchant creature Enchanted creature has first strike. Lancers en-Kor 3WW Creature - Kor Soldier 3/3 Trample 0: The next 1 damage that would be dealt to Lancers en-Kor this turn is dealt to target creature you control instead. Land Aid '04 GG Sorcery Search your library for a basic land card, put that card into play tapped, then shuffle your library. If you sang a song the whole time you were searching and shuffling, you may untap that land. Land Cap Land Land Cap doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from Land Cap. T Add W or U to your mana pool. Put a depletion counter on Land Cap. Land Equilibrium 2UU Enchantment If an opponent who controls at least as many lands as you do would put a land into play, that player instead puts that land into play then sacrifices a land. Land Grant 1G Sorcery If you have no land cards in hand, you may reveal your hand rather than pay Land Grant's mana cost. Search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library. Land Leeches 1GG Creature - Leech 2/2 First strike Land Leeches 1GG Creature - Leech 2/2 First strike Land Tax W Enchantment At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, and put them into your hand. If you do, shuffle your library. Land Tax W Enchantment At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, and put them into your hand. If you do, shuffle your library. Land Tax W Enchantment At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, and put them into your hand. If you do, shuffle your library. Landfill 4R Sorcery Choose a land type. Remove from play all lands of that type that you control. Drop those cards, one at a time, onto the playing area from a height of at least one foot. Destroy each card in play that is completely covered by those cards. Then return to play, tapped, all lands dropped in this way. Land's Edge 1RR World Enchantment Discard a card: If the discarded card is a land card, Land's Edge deals 2 damage to target player. Any player may play this ability. Land's Edge 1RR World Enchantment Discard a card: If the discarded card is a land card, Land's Edge deals 2 damage to target player. Any player may play this ability. Landslide R Sorcery Sacrifice any number of Mountains. Landslide deals that much damage to target player. Lantern Kami W Creature - Spirit 1/1 Flying Lantern of Insight 1 Artifact Each player plays with the top card of his or her library revealed. T, Sacrifice Lantern of Insight: Target player shuffles his or her library. Lantern-Lit Graveyard Land T Add 1 to your mana pool. T Add B or R to your mana pool. Lantern-Lit Graveyard doesn't untap during your next untap step. Lapis Lazuli Talisman 2 Artifact Whenever a blue spell is played, you may pay 3. If you do, untap target permanent. Laquatus's Champion 4BB Creature - Nightmare Horror 6/3 When Laquatus's Champion comes into play, target player loses 6 life. When Laquatus's Champion leaves play, that player gains 6 life. B: Regenerate Laquatus's Champion. Laquatus's Champion 4BB Creature - Nightmare Horror 6/3 When Laquatus's Champion comes into play, target player loses 6 life. When Laquatus's Champion leaves play, that player gains 6 life. B: Regenerate Laquatus's Champion. Laquatus's Creativity 4U Sorcery Target player draws cards equal to the number of cards in his or her hand, then discards that many cards. Laquatus's Disdain 1U Instant Counter target spell played from a graveyard. Draw a card. Larceny 3BB Enchantment Whenever a creature you control deals combat damage to a player, that player discards a card. Larceny 3BB Enchantment Whenever a creature you control deals combat damage to a player, that player discards a card. Lash Out 1R Instant Lash Out deals 3 damage to target creature. Clash with an opponent. If you win, Lash Out deals 3 damage to that creature's controller. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Lashknife 1W Enchantment - Aura If you control a Plains, you may tap an untapped creature you control rather than pay Lashknife's mana cost. Enchant creature Enchanted creature has first strike. Lashknife Barrier 2W Enchantment When Lashknife Barrier comes into play, draw a card. If a source would deal damage to a creature you control, it deals that much damage minus 1 to that creature instead. Last Breath 1W Instant Remove target creature with power 2 or less from the game. Its controller gains 4 life. Last Caress 2B Sorcery Target player loses 1 life and you gain 1 life. Draw a card. Last Chance RR Sorcery Take an extra turn after this one. At the end of that turn, you lose the game. Last Chance RR Sorcery Take an extra turn after this one. At the end of that turn, you lose the game. Last Gasp 1B Instant Target creature gets -3/-3 until end of turn. Last Laugh 2BB Enchantment Whenever a permanent other than Last Laugh is put into a graveyard from play, Last Laugh deals 1 damage to each creature and each player. When no creatures are in play, sacrifice Last Laugh. Last Rites 2B Sorcery Discard any number of cards. Target player reveals his or her hand, then you choose a nonland card from it for each card discarded this way. That player discards those cards. Last Stand WUBRG Sorcery Target opponent loses 2 life for each Swamp you control. Last Stand deals damage equal to the number of Mountains you control to target creature. Put a 1/1 green Saproling creature token into play for each Forest you control. You gain 2 life for each Plains you control. Draw a card for each Island you control, then discard that many cards. Last Word 2UU Instant Last Word can't be countered by spells or abilities. Counter target spell. Last-Ditch Effort R Instant Sacrifice any number of creatures. Last-Ditch Effort deals X damage to target creature or player, where X is the number of creatures sacrificed this way. Latchkey Faerie 3U Creature - Faerie Rogue 3/1 Flying Prowl 2U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.) When Latchkey Faerie comes into play, if its prowl cost was paid, draw a card. Lat-Nam's Legacy 1U Instant Shuffle a card from your hand into your library. If you do, draw two cards at the beginning of the next turn's upkeep. Lat-Nam's Legacy 1U Instant Shuffle a card from your hand into your library. If you do, draw two cards at the beginning of the next turn's upkeep. Latulla, Keldon Overseer 3RR Legendary Creature - Human Spellshaper 3/3 XR, T, Discard two cards: Latulla, Keldon Overseer deals X damage to target creature or player. Latulla's Orders 1R Enchantment - Aura Flash Enchant creature Whenever enchanted creature deals combat damage to defending player, you may destroy target artifact that player controls. Laughing Hyena 1G Creature - Hyena 2/2 Gotcha - Whenever an opponent laughs, you may say "Gotcha!" If you do, return Laughing Hyena from your graveyard to your hand. Launch 1U Enchantment - Aura Enchant creature Enchanted creature has flying. When Launch is put into a graveyard from play, return Launch to its owner's hand. Lava Axe 4R Sorcery Lava Axe deals 5 damage to target player. Lava Axe 4R Sorcery Lava Axe deals 5 damage to target player. Lava Axe 4R Sorcery Lava Axe deals 5 damage to target player. Lava Axe 4R Sorcery Lava Axe deals 5 damage to target player. Lava Axe 4R Sorcery Lava Axe deals 5 damage to target player. Lava Axe 4R Sorcery Lava Axe deals 5 damage to target player. Lava Axe 4R Sorcery Lava Axe deals 5 damage to target player. Lava Axe 4R Sorcery Lava Axe deals 5 damage to target player. Lava Axe 4R Sorcery Lava Axe deals 5 damage to target player. Lava Axe 4R Sorcery Lava Axe deals 5 damage to target player. Lava Blister 1R Sorcery Destroy target nonbasic land unless its controller has Lava Blister deal 6 damage to him or her. Lava Burst XR Sorcery Lava Burst deals X damage to target creature or player. If Lava Burst would deal damage to a creature, that damage can't be prevented or dealt instead to another creature or player. Lava Dart R Instant Lava Dart deals 1 damage to target creature or player. Flashback-Sacrifice a Mountain. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Lava Flow 3RR Sorcery Destroy target creature or land. Lava Hounds 2RR Creature - Hound 4/4 Haste When Lava Hounds comes into play, it deals 4 damage to you. Lava Hounds 2RR Creature - Hound 4/4 Haste When Lava Hounds comes into play, it deals 4 damage to you. Lava Runner 1RR Creature - Lizard 2/2 Haste Whenever Lava Runner becomes the target of a spell or ability, that spell or ability's controller sacrifices a land. Lava Spike R Sorcery - Arcane Lava Spike deals 3 damage to target player. Lava Storm 3RR Instant Choose one - Lava Storm deals 2 damage to each attacking creature; or Lava Storm deals 2 damage to each blocking creature. Lava Tubes Land Lava Tubes doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from Lava Tubes. T Add B or R to your mana pool. Put a depletion counter on Lava Tubes. Lava Zombie 1BR Creature - Zombie 4/3 When Lava Zombie comes into play, return a black or red creature you control to its owner's hand. 2: Lava Zombie gets +1/+0 until end of turn. Lavaborn Muse 3R Creature - Spirit 3/3 At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Lavaborn Muse deals 3 damage to him or her. Lavaborn Muse 3R Creature - Spirit 3/3 At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Lavaborn Muse deals 3 damage to him or her. Lavacore Elemental 2R Creature - Elemental 5/3 Vanishing 1 (This permanent comes into play with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a creature you control deals combat damage to a player, put a time counter on Lavacore Elemental. Lavamancer's Skill 1R Enchantment - Aura Enchant creature Enchanted creature has "T This creature deals 1 damage to target creature." If enchanted creature is a Wizard, it has "T This creature deals 2 damage to target creature." Lawbringer 2W Creature - Kor Rebel 2/2 T, Sacrifice Lawbringer: Remove target red creature from the game. Lay of the Land G Sorcery Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library. Lay Waste 3R Sorcery Destroy target land. Cycling 2 (2, Discard this card: Draw a card.) Lay Waste 3R Sorcery Destroy target land. Cycling 2 (2, Discard this card: Draw a card.) Lead Astray 1W Instant Tap up to two target creatures. Lead Golem 5 Artifact Creature - Golem 3/5 Whenever Lead Golem attacks, it doesn't untap during its controller's next untap step. Lead Golem 5 Artifact Creature - Golem 3/5 Whenever Lead Golem attacks, it doesn't untap during its controller's next untap step. Lead-Belly Chimera 4 Artifact Creature - Chimera 2/2 Trample Sacrifice Lead-Belly Chimera: Put a +2/+2 counter on target Chimera creature. It gains trample. (This effect doesn't end at end of turn.) Leaden Fists 2U Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature Enchanted creature gets +3/+3 and doesn't untap during its controller's untap step. Leaden Myr 2 Artifact Creature - Myr 1/1 T Add B to your mana pool. Leaf Dancer 1GG Creature - Centaur 2/2 Forestwalk Leaf Gilder 1G Creature - Elf Druid 2/1 T Add G to your mana pool. Leaf-Crowned Elder 2GG Creature - Treefolk Shaman 3/5 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Leaf-Crowned Elder, you may reveal it. If you do, you may play that card without paying its mana cost. Leafdrake Roost 3GU Enchantment - Aura Enchant land Enchanted land has "GU, T Put a 2/2 green and blue Drake creature token with flying into play." Leap U Instant Target creature gains flying until end of turn. Draw a card. Leap of Flame UR Instant Replicate UR (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Target creature gets +1/+0 and gains flying and first strike until end of turn. Leaping Lizard 1GG Creature - Lizard 2/3 1G: Leaping Lizard gains flying and gets -0/-1 until end of turn. Leashling 6 Artifact Creature - Hound 3/3 Put a card in your hand on top of your library: Return Leashling to its owner's hand. Leave No Trace 1W Instant Radiance - Destroy target enchantment and each other enchantment that shares a color with it. Leeches 1WW Sorcery Target player loses all poison counters. Leeches deals 1 damage to that player for each poison counter removed this way. Leeching Licid 1B Creature - Licid 1/1 B, T Leeching Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay B to end this effect. At the beginning of the upkeep of enchanted creature's controller, Leeching Licid deals 1 damage to that player. Leering Gargoyle 1WU Creature - Gargoyle 2/2 Flying T Leering Gargoyle gets -2/+2 and loses flying until end of turn. Leery Fogbeast 2G Creature - Beast 4/2 Whenever Leery Fogbeast becomes blocked, prevent all combat damage that would be dealt this turn. Legacy Weapon 7 Legendary Artifact WUBRG: Remove target permanent from the game. If Legacy Weapon would be put into a graveyard from anywhere, reveal Legacy Weapon and shuffle it into its owner's library instead. Legacy Weapon 7 Legendary Artifact WUBRG: Remove target permanent from the game. If Legacy Weapon would be put into a graveyard from anywhere, reveal Legacy Weapon and shuffle it into its owner's library instead. Legacy's Allure UU Enchantment At the beginning of your upkeep, you may put a treasure counter on Legacy's Allure. Sacrifice Legacy's Allure: Gain control of target creature with power less than or equal to the number of treasure counters on Legacy's Allure. (This effect doesn't end at end of turn.) Legerdemain 2UU Sorcery Exchange control of target artifact or creature and another target permanent that shares one of those types with it. (This effect doesn't end at end of turn.) Legions of Lim-Dul 1BB Creature - Zombie 2/3 Snow swampwalk Leonin Abunas 3W Creature - Cat Cleric 2/5 Artifacts you control can't be the targets of spells or abilities your opponents control. Leonin Battlemage 3W Creature - Cat Wizard 2/3 T Target creature gets +1/+1 until end of turn. Whenever you play a spell, you may untap Leonin Battlemage. Leonin Bladetrap 3 Artifact Flash 2, Sacrifice Leonin Bladetrap: Leonin Bladetrap deals 2 damage to each attacking creature without flying. Leonin Bola 1 Artifact - Equipment Equipped creature has "T, Unattach Leonin Bola: Tap target creature." Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Leonin Den-Guard 1W Creature - Cat Soldier 1/3 As long as Leonin Den-Guard is equipped, it gets +1/+1 and has vigilance. Leonin Elder W Creature - Cat Cleric 1/1 Whenever an artifact comes into play, you may gain 1 life. Leonin Scimitar 1 Artifact - Equipment Equipped creature gets +1/+1. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Leonin Scimitar 1 Artifact - Equipment Equipped creature gets +1/+1. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Leonin Shikari 1W Creature - Cat Soldier 2/2 You may play equip abilities any time you could play an instant. Leonin Skyhunter WW Creature - Cat Knight 2/2 Flying (This creature can't be blocked except by creatures with flying.) Leonin Skyhunter WW Creature - Cat Knight 2/2 Flying (This creature can't be blocked except by creatures with flying.) Leonin Squire 1W Creature - Cat Soldier 2/2 When Leonin Squire comes into play, return target artifact card with converted mana cost 1 or less from your graveyard to your hand. Leonin Sun Standard 2 Artifact 1W: Creatures you control get +1/+1 until end of turn. Leshrac's Rite B Enchantment - Aura Enchant creature Enchanted creature has swampwalk. Leshrac's Rite B Enchantment - Aura Enchant creature Enchanted creature has swampwalk. Leshrac's Rite B Enchantment - Aura Enchant creature Enchanted creature has swampwalk. Leshrac's Rite B Enchantment - Aura Enchant creature Enchanted creature has swampwalk. Leshrac's Sigil BB Enchantment Whenever an opponent plays a green spell, you may pay BB. If you do, look at that player's hand and choose a card from it. The player discards that card. BB: Return Leshrac's Sigil to its owner's hand. Lesser Gargadon 2RR Creature - Beast 6/4 Whenever Lesser Gargadon attacks or blocks, sacrifice a land. Lesser Gargadon 2RR Creature - Beast 6/4 Whenever Lesser Gargadon attacks or blocks, sacrifice a land. Lesser Werewolf 3B Creature - Human Wolf 2/4 B: If Lesser Werewolf's power is 1 or more, it gets -1/-0 until end of turn and put a -0/-1 counter on target creature blocking or blocked by Lesser Werewolf. Play this ability only during the declare blockers step. Lethal Vapors 2BB Enchantment Whenever a creature comes into play, destroy it. 0: Destroy Lethal Vapors. You skip your next turn. Any player may play this ability. Letter Bomb 6 Artifact When Letter Bomb comes into play, sign it and shuffle it into target player's library. That player reveals each card he or she draws until Letter Bomb is drawn. When that player draws Letter Bomb, it deals 191/2 damage to him or her. Leveler 5 Artifact Creature - Juggernaut 10/10 When Leveler comes into play, remove your library from the game. Leviathan 5UUUU Creature - Leviathan 10/10 Trample Leviathan comes into play tapped and doesn't untap during your untap step. At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan. Leviathan can't attack unless you sacrifice two Islands. Leviathan 5UUUU Creature - Leviathan 10/10 Trample Leviathan comes into play tapped and doesn't untap during your untap step. At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan. Leviathan can't attack unless you sacrifice two Islands. Leviathan 5UUUU Creature - Leviathan 10/10 Trample Leviathan comes into play tapped and doesn't untap during your untap step. At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan. Leviathan can't attack unless you sacrifice two Islands. Leviathan 5UUUU Creature - Leviathan 10/10 Trample Leviathan comes into play tapped and doesn't untap during your untap step. At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan. Leviathan can't attack unless you sacrifice two Islands. Leviathan 5UUUU Creature - Leviathan 10/10 Trample Leviathan comes into play tapped and doesn't untap during your untap step. At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan. Leviathan can't attack unless you sacrifice two Islands. Levitation 2UU Enchantment Creatures you control have flying. (They can't be blocked except by creatures with flying.) Levitation 2UU Enchantment Creatures you control have flying. (They can't be blocked except by creatures with flying.) Levitation 2UU Enchantment Creatures you control have flying. (They can't be blocked except by creatures with flying.) Lexivore 3W Summon Beast 2/3 If Lexivore damages any player, destroy target card in play, other than Lexivore, with the most lines of text in its text box. (If more than one card has the most lines of text, you choose which of those cards to destroy.) Ley Druid 2G Creature - Human Druid 1/1 T Untap target land. Ley Druid 2G Creature - Human Druid 1/1 T Untap target land. Ley Druid 2G Creature - Human Druid 1/1 T Untap target land. Ley Druid 2G Creature - Human Druid 1/1 T Untap target land. Ley Druid 2G Creature - Human Druid 1/1 T Untap target land. Ley Druid 2G Creature - Human Druid 1/1 T Untap target land. Ley Druid 2G Creature - Human Druid 1/1 T Untap target land. Ley Line 3G Enchantment At the beginning of each player's upkeep, that player may put a +1/+1 counter on target creature of his or her choice. Leyline of Lifeforce 2GG Enchantment If Leyline of Lifeforce is in your opening hand, you may begin the game with it in play. Creature spells can't be countered. Leyline of Lightning 2RR Enchantment If Leyline of Lightning is in your opening hand, you may begin the game with it in play. Whenever you play a spell, you may pay 1. If you do, Leyline of Lightning deals 1 damage to target player. Leyline of Singularity 2UU Enchantment If Leyline of Singularity is in your opening hand, you may begin the game with it in play. All nonland permanents are legendary. Leyline of the Meek 2WW Enchantment If Leyline of the Meek is in your opening hand, you may begin the game with it in play. Creature tokens get +1/+1. Leyline of the Void 2BB Enchantment If Leyline of the Void is in your opening hand, you may begin the game with it in play. If a card would be put into an opponent's graveyard, remove it from the game instead. Lhurgoyf 2GG Creature - Lhurgoyf */1+* Lhurgoyf's power is equal to the number of creature cards in all graveyards and its toughness is equal to that number plus 1. Lhurgoyf 2GG Creature - Lhurgoyf */1+* Lhurgoyf's power is equal to the number of creature cards in all graveyards and its toughness is equal to that number plus 1. Lhurgoyf 2GG Creature - Lhurgoyf */1+* Lhurgoyf's power is equal to the number of creature cards in all graveyards and its toughness is equal to that number plus 1. Lhurgoyf 2GG Creature - Lhurgoyf */1+* Lhurgoyf's power is equal to the number of creature cards in all graveyards and its toughness is equal to that number plus 1. Liability 1BB Enchantment Whenever a nontoken permanent is put into a player's graveyard from play, that player loses 1 life. Liar's Pendulum 1 Artifact 2, T Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, draw a card. Liberate 1W Instant Remove target creature you control from the game. At end of turn, return that card to play under its owner's control. Liberated Dwarf R Creature - Dwarf 1/1 R, Sacrifice Liberated Dwarf: Target green creature gets +1/+0 and gains first strike until end of turn. Library of Alexandria Land T Add 1 to your mana pool. T Draw a card. Play this ability only if you have exactly seven cards in hand. Library of Lat-Nam 4U Sorcery An opponent chooses one - You draw three cards at the beginning of the next turn's upkeep; or you search your library for a card, put that card into your hand, then shuffle your library. Library of Lat-Nam 4U Sorcery An opponent chooses one - You draw three cards at the beginning of the next turn's upkeep; or you search your library for a card, put that card into your hand, then shuffle your library. Library of Leng 1 Artifact You have no maximum hand size. If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard. Library of Leng 1 Artifact You have no maximum hand size. If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard. Library of Leng 1 Artifact You have no maximum hand size. If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard. Library of Leng 1 Artifact You have no maximum hand size. If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard. Library of Leng 1 Artifact You have no maximum hand size. If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard. Library of Leng 1 Artifact You have no maximum hand size. If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard. Lich BBBB Enchantment As Lich comes into play, your life total becomes 0. You don't lose the game for having 0 or less life. If you would gain life, draw that many cards instead. Whenever you're dealt damage, sacrifice that many permanents. When Lich leaves play, you lose the game. Lich BBBB Enchantment As Lich comes into play, your life total becomes 0. You don't lose the game for having 0 or less life. If you would gain life, draw that many cards instead. Whenever you're dealt damage, sacrifice that many permanents. When Lich leaves play, you lose the game. Lich BBBB Enchantment As Lich comes into play, your life total becomes 0. You don't lose the game for having 0 or less life. If you would gain life, draw that many cards instead. Whenever you're dealt damage, sacrifice that many permanents. When Lich leaves play, you lose the game. Lichenthrope 3GG Creature - Plant Fungus 5/5 If damage would be dealt to Lichenthrope, put that many -1/-1 counters on it instead. At the beginning of your upkeep, remove a -1/-1 counter from Lichenthrope. Lich's Tomb 4 Artifact You don't lose the game for having 0 or less life. Whenever you lose life, sacrifice a permanent for each 1 life you lost. (Damage causes loss of life.) Liege of the Axe 3W Creature - Human Soldier 2/3 Vigilance Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Liege of the Axe is turned face up, untap it. Liege of the Hollows 2GG Creature - Spirit 3/4 When Liege of the Hollows is put into a graveyard from play, each player may pay any amount of mana. Then each player puts into play a number of 1/1 green Squirrel creature tokens equal to the amount of mana he or she paid this way. Liege of the Pit 5BBB Creature - Demon 7/7 Flying, trample At the beginning of your upkeep, sacrifice a creature other than Liege of the Pit. If you can't, Liege of the Pit deals 7 damage to you. Morph BBBB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Lieutenant Kirtar 1WW Legendary Creature - Bird Soldier 2/2 Flying 1W, Sacrifice Lieutenant Kirtar: Remove target attacking creature from the game. Life // Death G / / 1B Sorcery // Sorcery Until end of turn, all lands you control are 1/1 creatures that are still lands. // Return target creature card from your graveyard to play. You lose life equal to its converted mana cost. Life // Death G / / 1B Sorcery // Sorcery Until end of turn, all lands you control are 1/1 creatures that are still lands. // Return target creature card from your graveyard to play. You lose life equal to its converted mana cost. Life and Limb 3G Enchantment All Forests and all Saprolings are 1/1 green Saproling creatures and Forest lands in addition to their other types. Life Burst 1W Instant Target player gains 4 life, then gains 4 life for each card named Life Burst in each graveyard. Life Chisel 4 Artifact Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. Play this ability only during your upkeep. Life from the Loam 1G Sorcery Return up to three target land cards from your graveyard to your hand. Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) Life Matrix 4 Artifact 4, T Put a matrix counter on target creature and that creature gains "Remove a matrix counter from this creature: Regenerate this creature." Play this ability only during your upkeep. Lifeblood 2WW Enchantment Whenever a Mountain an opponent controls becomes tapped, you gain 1 life. Lifeforce GG Enchantment GG: Counter target black spell. Lifeforce GG Enchantment GG: Counter target black spell. Lifeforce GG Enchantment GG: Counter target black spell. Lifeforce GG Enchantment GG: Counter target black spell. Lifeforce GG Enchantment GG: Counter target black spell. Lifeforce GG Enchantment GG: Counter target black spell. Lifegift 2G Enchantment Whenever a land comes into play, you may gain 1 life. Lifelace G Instant Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.) Lifelace G Instant Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.) Lifelace G Instant Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.) Lifelace G Instant Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.) Lifelace G Instant Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.) Lifeline 5 Artifact Whenever a creature is put into a graveyard from play and another creature is in play, return the first creature from that graveyard to play under its owner's control at end of turn. Lifespark Spellbomb 1 Artifact G, Sacrifice Lifespark Spellbomb: Until end of turn, target land becomes a 3/3 creature that's still a land. 1, Sacrifice Lifespark Spellbomb: Draw a card. Lifespinner 3G Creature - Spirit 3/3 T, Sacrifice three Spirits: Search your library for a legendary Spirit permanent card and put it into play. Then shuffle your library. Lifetap UU Enchantment Whenever a Forest an opponent controls becomes tapped, you gain 1 life. Lifetap UU Enchantment Whenever a Forest an opponent controls becomes tapped, you gain 1 life. Lifetap UU Enchantment Whenever a Forest an opponent controls becomes tapped, you gain 1 life. Lifetap UU Enchantment Whenever a Forest an opponent controls becomes tapped, you gain 1 life. Lifetap UU Enchantment Whenever a Forest an opponent controls becomes tapped, you gain 1 life. Lifetap UU Enchantment Whenever a Forest an opponent controls becomes tapped, you gain 1 life. Lifted by Clouds 2U Instant - Arcane Target creature gains flying until end of turn. Splice onto Arcane 1U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Light of Day 3W Enchantment Black creatures can't attack or block. Light of Day 3W Enchantment Black creatures can't attack or block. Light of Sanction 1WW Enchantment Prevent all damage that would be dealt to creatures you control by sources you control. Lightbringer 2W Creature - Kor Rebel 2/2 T, Sacrifice Lightbringer: Remove target black creature from the game. Lightning Angel 1RWU Creature - Angel 3/4 Flying, vigilance, haste Lightning Angel 1RWU Creature - Angel 3/4 Flying, vigilance, haste Lightning Axe R Instant As an additional cost to play Lightning Axe, discard a card or pay 5. Lightning Axe deals 5 damage to target creature. Lightning Blast 3R Instant Lightning Blast deals 4 damage to target creature or player. Lightning Blast 3R Instant Lightning Blast deals 4 damage to target creature or player. Lightning Blast 3R Instant Lightning Blast deals 4 damage to target creature or player. Lightning Blast 3R Instant Lightning Blast deals 4 damage to target creature or player. Lightning Blow 1W Instant Target creature gains first strike until end of turn. Draw a card at the beginning of the next turn's upkeep. Lightning Bolt R Instant Lightning Bolt deals 3 damage to target creature or player. Lightning Bolt R Instant Lightning Bolt deals 3 damage to target creature or player. Lightning Bolt R Instant Lightning Bolt deals 3 damage to target creature or player. Lightning Bolt R Instant Lightning Bolt deals 3 damage to target creature or player. Lightning Bolt R Instant Lightning Bolt deals 3 damage to target creature or player. Lightning Bolt R Instant Lightning Bolt deals 3 damage to target creature or player. Lightning Bolt R Instant Lightning Bolt deals 3 damage to target creature or player. Lightning Cloud 3R Enchantment Whenever a player plays a red spell, you may pay R. If you do, Lightning Cloud deals 1 damage to target creature or player. Lightning Coils 3 Artifact Whenever a nontoken creature you control is put into a graveyard from play, put a charge counter on Lightning Coils. At the beginning of your upkeep, if Lightning Coils has five or more charge counters on it, remove all of them from it and put that many 3/1 red Elemental creature tokens with haste into play. Remove them from the game at end of turn. Lightning Crafter 3R Creature - Goblin Shaman 3/3 Champion a Goblin or Shaman (When this comes into play, sacrifice it unless you remove another Goblin or Shaman you control from the game. When this leaves play, that card returns to play.) T Lightning Crafter deals 3 damage to target creature or player. Lightning Dart 1R Instant Lightning Dart deals 1 damage to target creature. If that creature is white or blue, Lightning Dart deals 4 damage to it instead. Lightning Dragon 2RR Creature - Dragon 4/4 Flying Echo 2RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) R: Lightning Dragon gets +1/+0 until end of turn. Lightning Dragon 2RR Creature - Dragon 4/4 Flying Echo 2RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) R: Lightning Dragon gets +1/+0 until end of turn. Lightning Elemental 3R Creature - Elemental 4/1 Haste (This creature can attack and T as soon as it comes under your control.) Lightning Elemental 3R Creature - Elemental 4/1 Haste (This creature can attack and T as soon as it comes under your control.) Lightning Elemental 3R Creature - Elemental 4/1 Haste (This creature can attack and T as soon as it comes under your control.) Lightning Elemental 3R Creature - Elemental 4/1 Haste (This creature can attack and T as soon as it comes under your control.) Lightning Elemental 3R Creature - Elemental 4/1 Haste (This creature can attack and T as soon as it comes under your control.) Lightning Elemental 3R Creature - Elemental 4/1 Haste (This creature can attack and T as soon as it comes under your control.) Lightning Greaves 2 Artifact - Equipment Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip 0 (0: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Lightning Helix RW Instant Lightning Helix deals 3 damage to target creature or player and you gain 3 life. Lightning Hounds 2RR Creature - Hound 3/2 First strike Lightning Reflexes 1R Enchantment - Aura You may play Lightning Reflexes any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant creature Enchanted creature gets +1/+0 and has first strike. Lightning Rift 1R Enchantment Whenever a player cycles a card, you may pay 1. If you do, Lightning Rift deals 2 damage to target creature or player. Lightning Serpent XR Creature - Elemental Serpent 2/1 Trample, haste Lightning Serpent comes into play with X +1/+0 counters on it. At end of turn, sacrifice Lightning Serpent. Lightning Storm 1RR Instant Lightning Storm deals X damage to target creature or player, where X is 3 plus the number of charge counters on it. Discard a land card: Put two charge counters on Lightning Storm. You may choose a new target for it. Any player may play this ability but only if Lightning Storm is on the stack. Lightning Surge 3RR Sorcery Lightning Surge deals 4 damage to target creature or player. Threshold - If seven or more cards are in your graveyard, instead Lightning Surge deals 6 damage to that creature or player and the damage can't be prevented. Flashback 5RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Lignify 1G Tribal Enchantment - Treefolk Aura Enchant creature Enchanted creature is a 0/4 Treefolk with no abilities. Liliana Vess 3BB Planeswalker - Liliana 5 [+1]: Target player discards a card. [-2]: Search your library for a card, then shuffle your library and put that card on top of it. [-8]: Put all creature cards in all graveyards into play under your control. Lilting Refrain 1U Enchantment At the beginning of your upkeep, you may put a verse counter on Lilting Refrain. Sacrifice Lilting Refrain: Counter target spell unless its controller pays X, where X is the number of verse counters on Lilting Refrain. Lim-Dul the Necromancer 5BB Legendary Creature - Human Wizard 4/4 Whenever a creature an opponent controls is put into a graveyard from play, you may pay 1B. If you do, return that card to play under your control. If it's a creature, it's a Zombie in addition to its other creature types. 1B: Regenerate target Zombie. Lim-Dul's Cohort 1BB Creature - Zombie 2/3 Whenever Lim-Dul's Cohort blocks or becomes blocked by a creature, that creature can't be regenerated this turn. Lim-Dul's Hex 1B Enchantment At the beginning of your upkeep, for each player, Lim-Dul's Hex deals 1 damage to that player unless he or she pays B or 3. Lim-Dul's High Guard 1BB Creature - Skeleton 2/1 First strike 1B: Regenerate Lim-Dul's High Guard. Lim-Dul's High Guard 1BB Creature - Skeleton 2/1 First strike 1B: Regenerate Lim-Dul's High Guard. Lim-Dul's Paladin 2BR Creature - Human Knight 0/3 Trample At the beginning of your upkeep, sacrifice Lim-Dul's Paladin unless you discard a card. If you sacrifice it this way, draw a card. Whenever Lim-Dul's Paladin becomes blocked, it gets +6/+3 until end of turn. Whenever Lim-Dul's Paladin attacks and isn't blocked, it deals no combat damage this turn and defending player loses 4 life. Lim-Dul's Vault UB Instant Look at the top five cards of your library. As many times as you choose, you may pay 1 life, put those cards on the bottom of your library, then look at the top five cards of your library. Then shuffle your library and put the last cards you looked at this way on top of it in any order. Lim-Dul's Vault UB Instant Look at the top five cards of your library. As many times as you choose, you may pay 1 life, put those cards on the bottom of your library, then look at the top five cards of your library. Then shuffle your library and put the last cards you looked at this way on top of it in any order. Limestone Golem 6 Artifact Creature - Golem 3/4 2, Sacrifice Limestone Golem: Target player draws a card. Limited Resources W Enchantment When Limited Resources comes into play, each player chooses five lands he or she controls and sacrifices the rest. Players can't play lands if there are ten or more lands in play. Lin Sivvi, Defiant Hero 1WW Legendary Creature - Human Rebel 1/3 X, T Search your library for a Rebel permanent 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. Linessa, Zephyr Mage 3U Legendary Creature - Human Wizard 3/3 XUU, T Return target creature with converted mana cost X to its owner's hand. Grandeur - Discard another card named Linessa, Zephyr Mage: Target player returns a creature he or she controls to its owner's hand, then repeats this process for an artifact, an enchantment, and a land. Lingering Death 1B Enchantment - Aura Enchant creature At the end of enchanted creature's controller's turn, that player sacrifices that creature. Lingering Mirage 1U Enchantment - Aura Enchant land Enchanted land is an Island. Cycling 2 (2, Discard this card: Draw a card.) Lionheart Maverick W Creature - Human Knight 1/1 Vigilance 4W: Lionheart Maverick gets +1/+2 until end of turn. Lion's Eye Diamond 0 Artifact Sacrifice Lion's Eye Diamond, Discard your hand: Add three mana of any one color to your mana pool. Play this ability only any time you could play an instant. Liquid Fire 4RR Sorcery Liquid Fire deals 5 damage divided as you choose between target creature and that creature's controller. Liquify 2U Instant Counter target spell with converted mana cost 3 or less. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard. Lithatog 1RG Creature - Atog 1/2 Sacrifice an artifact: Lithatog gets +1/+1 until end of turn. Sacrifice a land: Lithatog gets +1/+1 until end of turn. Lithophage 3RR Creature - Insect 7/7 At the beginning of your upkeep, sacrifice Lithophage unless you sacrifice a Mountain. Little Girl W(half) Creature - Human Child 1/2/1/2 Liu Bei, Lord of Shu 3WW Legendary Creature - Human Soldier 2/4 Horsemanship Liu Bei, Lord of Shu gets +2/+2 as long as you control a permanent named Guan Yu, Sainted Warrior or a permanent named Zhang Fei, Fierce Warrior. Living Airship 3U Creature - Metathran 2/3 Flying 2G: Regenerate Living Airship. Living Armor 4 Artifact T, Sacrifice Living Armor: Put X +0/+1 counters on target creature, where X is that creature's converted mana cost. Living Armor 4 Artifact T, Sacrifice Living Armor: Put X +0/+1 counters on target creature, where X is that creature's converted mana cost. Living Artifact G Enchantment - Aura Enchant artifact Whenever you're dealt damage, put that many vitality counters on Living Artifact. At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life. Living Artifact G Enchantment - Aura Enchant artifact Whenever you're dealt damage, put that many vitality counters on Living Artifact. At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life. Living Artifact G Enchantment - Aura Enchant artifact Whenever you're dealt damage, put that many vitality counters on Living Artifact. At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life. Living Artifact G Enchantment - Aura Enchant artifact Whenever you're dealt damage, put that many vitality counters on Living Artifact. At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life. Living Artifact G Enchantment - Aura Enchant artifact Whenever you're dealt damage, put that many vitality counters on Living Artifact. At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life. Living Artifact G Enchantment - Aura Enchant artifact Whenever you're dealt damage, put that many vitality counters on Living Artifact. At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life. Living Death 3BB Sorcery Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way. Living Death 3BB Sorcery Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way. Living End Sorcery Living End is black. Suspend 3-2BB Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way. Living Hive 6GG Creature - Elemental Insect 6/6 Trample Whenever Living Hive deals combat damage to a player, put that many 1/1 green Insect creature tokens into play. Living Inferno 6RR Creature - Elemental 8/5 T Living Inferno deals damage equal to its power divided as you choose among any number of target creatures. Each of those creatures deals damage equal to its power to Living Inferno. Living Lands 3G Enchantment All Forests are 1/1 creatures that are still lands. Living Lands 3G Enchantment All Forests are 1/1 creatures that are still lands. Living Lands 3G Enchantment All Forests are 1/1 creatures that are still lands. Living Lands 3G Enchantment All Forests are 1/1 creatures that are still lands. Living Lands 3G Enchantment All Forests are 1/1 creatures that are still lands. Living Lands 3G Enchantment All Forests are 1/1 creatures that are still lands. Living Lands 3G Enchantment All Forests are 1/1 creatures that are still lands. Living Plane 2GG World Enchantment All lands are 1/1 creatures that are still lands. Living Terrain 2GG Enchantment - Aura Enchant land Enchanted land is a 5/6 green Treefolk creature that's still a land. Living Terrain 2GG Enchantment - Aura Enchant land Enchanted land is a 5/6 green Treefolk creature that's still a land. Living Wall 4 Artifact Creature - Wall 0/6 Defender (This creature can't attack.) 1: Regenerate Living Wall. Living Wall 4 Artifact Creature - Wall 0/6 Defender (This creature can't attack.) 1: Regenerate Living Wall. Living Wall 4 Artifact Creature - Wall 0/6 Defender (This creature can't attack.) 1: Regenerate Living Wall. Living Wall 4 Artifact Creature - Wall 0/6 Defender (This creature can't attack.) 1: Regenerate Living Wall. Living Wish 1G Sorcery You may choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Remove Living Wish from the game. Livonya Silone 2RRGG Legendary Creature - Human Warrior 4/4 First strike, legendary landwalk Lizard Warrior 3R Creature - Lizard Warrior 4/2 Llanowar Augur G Creature - Elf Shaman 0/3 Sacrifice Llanowar Augur: Target creature gets +3/+3 and gains trample until end of turn. Play this ability only during your upkeep. Llanowar Behemoth 3GG Creature - Elemental 4/4 Tap an untapped creature you control: Llanowar Behemoth gets +1/+1 until end of turn. Llanowar Behemoth 3GG Creature - Elemental 4/4 Tap an untapped creature you control: Llanowar Behemoth gets +1/+1 until end of turn. Llanowar Behemoth 3GG Creature - Elemental 4/4 Tap an untapped creature you control: Llanowar Behemoth gets +1/+1 until end of turn. Llanowar Cavalry 2G Creature - Human Soldier 1/4 W: Llanowar Cavalry gains vigilance until end of turn. Llanowar Dead BG Creature - Zombie Elf 2/2 T Add B to your mana pool. Llanowar Druid 1G Creature - Elf Druid 1/2 T, Sacrifice Llanowar Druid: Untap all Forests. Llanowar Elite G Creature - Elf 1/1 Kicker 8 (You may pay an additional 8 as you play this spell.) Trample If the kicker cost was paid, Llanowar Elite comes into play with five +1/+1 counters on it. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Elves G Creature - Elf Druid 1/1 T Add G to your mana pool. Llanowar Empath 3G Creature - Elf Shaman 2/2 When Llanowar Empath comes into play, scry 2, then reveal the top card of your library. If it's a creature card, put it into your hand. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Llanowar Knight GW Creature - Elf Knight 2/2 Protection from black Llanowar Mentor G Creature - Elf Spellshaper 1/1 G, T, Discard a card: Put a 1/1 green Elf Druid creature token named Llanowar Elves into play with "T Add G to your mana pool." Llanowar Reborn Land Llanowar Reborn comes into play tapped. T Add G to your mana pool. Graft 1 (This land comes into play with a +1/+1 counter on it. Whenever a creature comes into play, you may move a +1/+1 counter from this land onto it.) Llanowar Sentinel 2G Creature - Elf 2/3 When Llanowar Sentinel comes into play, you may pay 1G. If you do, search your library for a card named Llanowar Sentinel and put that card into play. Then shuffle your library. Llanowar Sentinel 2G Creature - Elf 2/3 When Llanowar Sentinel comes into play, you may pay 1G. If you do, search your library for a card named Llanowar Sentinel and put that card into play. Then shuffle your library. Llanowar Vanguard 2G Creature - Dryad 1/1 T Llanowar Vanguard gets +0/+4 until end of turn. Llanowar Wastes Land T Add 1 to your mana pool. T Add B or G to your mana pool. Llanowar Wastes deals 1 damage to you. 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. Llanowar Wastes Land T Add 1 to your mana pool. T Add B or G to your mana pool. Llanowar Wastes deals 1 damage to you. Llawan, Cephalid Empress 3U Legendary Creature - Cephalid 2/3 When Llawan, Cephalid Empress comes into play, return all blue creatures your opponents control to their owners' hands. Your opponents can't play blue creature spells. Loafing Giant 4R Creature - Giant 4/6 Whenever Loafing Giant attacks or blocks, put the top card of your library into your graveyard. If that card is a land card, prevent all combat damage that Loafing Giant would deal this turn. Loam Dweller 1G Creature - Spirit 2/2 Whenever you play a Spirit or Arcane spell, you may put a land card from your hand into play tapped. Loaming Shaman 2G Creature - Centaur Shaman 3/2 When Loaming Shaman comes into play, target player shuffles any number of target cards from his or her graveyard into his or her library. Lobotomy 2UB Sorcery Target player reveals his or her hand, then you choose a card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and remove them from the game. Then that player shuffles his or her library. Lobotomy 2UB Sorcery Target player reveals his or her hand, then you choose a card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and remove them from the game. Then that player shuffles his or her library. Locket of Yesterdays 1 Artifact Spells you play cost 1 less to play for each card with the same name as that spell in your graveyard. Locust Miser 2BB Creature - Rat Shaman 2/2 Each opponent's maximum hand size is reduced by two. Locust Swarm 3G Creature - Insect 1/1 Flying G: Regenerate Locust Swarm. G: Untap Locust Swarm. Play this ability only once each turn. Lodestone Bauble 0 Artifact 1, T, Sacrifice Lodestone Bauble: Put up to four target basic land cards from a player's graveyard on top of his or her library in any order. That player draws a card at the beginning of the next turn's upkeep. Lodestone Myr 4 Artifact Creature - Myr 2/2 Trample Tap an untapped artifact you control: Lodestone Myr gets +1/+1 until end of turn. Logic Knot XUU Instant Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs 1 less to play for each card removed this way.) Counter target spell unless its controller pays X. Lone Wolf 2G Creature - Wolf 2/2 You may have Lone Wolf assign its combat damage as though it weren't blocked. Lone Wolf 2G Creature - Wolf 2/2 You may have Lone Wolf assign its combat damage as though it weren't blocked. Lone Wolf 2G Creature - Wolf 2/2 You may have Lone Wolf assign its combat damage as though it weren't blocked. Lone Wolf 2G Creature - Wolf 2/2 You may have Lone Wolf assign its combat damage as though it weren't blocked. Lone Wolf 2G Creature - Wolf 2/2 You may have Lone Wolf assign its combat damage as though it weren't blocked. Lone Wolf 2G Creature - Wolf 2/2 You may have Lone Wolf assign its combat damage as though it weren't blocked. Lonely Sandbar Land Lonely Sandbar comes into play tapped. T Add U to your mana pool. Cycling U (U, Discard this card: Draw a card.) Longbow Archer WW Creature - Human Soldier Archer 2/2 First strike, reach (This creature can block creatures with flying.) Longbow Archer WW Creature - Human Soldier Archer 2/2 First strike, reach (This creature can block creatures with flying.) Longbow Archer WW Creature - Human Soldier Archer 2/2 First strike, reach (This creature can block creatures with flying.) Long-Forgotten Gohei 3 Artifact Arcane spells you play cost 1 less to play. Spirit creatures you control get +1/+1. Longhorn Firebeast 2R Creature - Elemental Ox Beast 3/2 When Longhorn Firebeast comes into play, any opponent may have it deal 5 damage to him or her. If a player does, sacrifice Longhorn Firebeast. Long-Term Plans 2U Instant Search your library for a card, shuffle your library, then put that card third from the top. Look at Me, I'm R&D 2W Enchantment As Look at Me, I'm R&D comes into play, choose a number and a second number one higher or one lower than that number. All instances of the first chosen number on permanents, spells, and cards in any zone are the second chosen number. Look at Me, I'm the DCI 5WW Sorcery Ban one card, other than a basic land, for the remainder of the match. (For the remainder of the match, each player removes from the game all copies of that card in play or in any graveyard, hand, library, or sideboard.) Looming Hoverguard 4UU Creature - Drone 3/3 Flying When Looming Hoverguard comes into play, put target artifact on top of its owner's library. Looming Shade 2B Creature - Shade 1/1 B: Looming Shade gets +1/+1 until end of turn. Looming Shade 2B Creature - Shade 1/1 B: Looming Shade gets +1/+1 until end of turn. Looming Shade 2B Creature - Shade 1/1 B: Looming Shade gets +1/+1 until end of turn. Looming Shade 2B Creature - Shade 1/1 B: Looming Shade gets +1/+1 until end of turn. Looming Shade 2B Creature - Shade 1/1 B: Looming Shade gets +1/+1 until end of turn. Loose Lips U Enchant Creature As Loose Lips comes into play, choose a sentence with eight or fewer words. Enchanted creature has flying. Whenever enchanted creature deals damage to an opponent, you draw two cards unless that player says the chosen sentence. Looter il-Kor 1U Creature - Kor Rogue 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Looter il-Kor deals damage to an opponent, draw a card, then discard a card. Lord Magnus 3GWW Legendary Creature - Human Druid 4/3 First strike Creatures with plainswalk can be blocked as though they didn't have plainswalk. Creatures with forestwalk can be blocked as though they didn't have forestwalk. Lord of Atlantis UU Creature - Merfolk 2/2 Other Merfolk creatures get +1/+1 and have islandwalk. Lord of Atlantis UU Creature - Merfolk 2/2 Other Merfolk creatures get +1/+1 and have islandwalk. Lord of Atlantis UU Creature - Merfolk 2/2 Other Merfolk creatures get +1/+1 and have islandwalk. Lord of Atlantis UU Creature - Merfolk 2/2 Other Merfolk creatures get +1/+1 and have islandwalk. Lord of Atlantis UU Creature - Merfolk 2/2 Other Merfolk creatures get +1/+1 and have islandwalk. Lord of Atlantis UU Creature - Merfolk 2/2 Other Merfolk creatures get +1/+1 and have islandwalk. Lord of Atlantis UU Creature - Merfolk 2/2 Other Merfolk creatures get +1/+1 and have islandwalk. Lord of Atlantis UU Creature - Merfolk 2/2 Other Merfolk creatures get +1/+1 and have islandwalk. Lord of Atlantis UU Creature - Merfolk 2/2 Other Merfolk creatures get +1/+1 and have islandwalk. Lord of the Pit 4BBB Creature - Demon 7/7 Flying, trample (This creature can't be blocked except by creatures with flying or reach. If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you. Lord of the Pit 4BBB Creature - Demon 7/7 Flying, trample (This creature can't be blocked except by creatures with flying or reach. If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you. Lord of the Pit 4BBB Creature - Demon 7/7 Flying, trample (This creature can't be blocked except by creatures with flying or reach. If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you. Lord of the Pit 4BBB Creature - Demon 7/7 Flying, trample (This creature can't be blocked except by creatures with flying or reach. If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you. Lord of the Pit 4BBB Creature - Demon 7/7 Flying, trample (This creature can't be blocked except by creatures with flying or reach. If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you. Lord of the Pit 4BBB Creature - Demon 7/7 Flying, trample (This creature can't be blocked except by creatures with flying or reach. If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you. Lord of the Pit 4BBB Creature - Demon 7/7 Flying, trample (This creature can't be blocked except by creatures with flying or reach. If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you. Lord of the Undead 1BB Creature - Zombie 2/2 Other Zombie creatures get +1/+1. 1B, T Return target Zombie card from your graveyard to your hand. Lord of the Undead 1BB Creature - Zombie 2/2 Other Zombie creatures get +1/+1. 1B, T Return target Zombie card from your graveyard to your hand. Lord of the Undead 1BB Creature - Zombie 2/2 Other Zombie creatures get +1/+1. 1B, T Return target Zombie card from your graveyard to your hand. Lord of the Undead 1BB Creature - Zombie 2/2 Other Zombie creatures get +1/+1. 1B, T Return target Zombie card from your graveyard to your hand. Lord of Tresserhorn 1UBR Legendary Creature - Zombie 10/4 When Lord of Tresserhorn comes into play, you lose 2 life and sacrifice two creatures, and an opponent draws two cards. B: Regenerate Lord of Tresserhorn. Lord of Tresserhorn 1UBR Legendary Creature - Zombie 10/4 When Lord of Tresserhorn comes into play, you lose 2 life and sacrifice two creatures, and an opponent draws two cards. B: Regenerate Lord of Tresserhorn. Lore Broker 1U Creature - Human Rogue 1/2 T Each player draws a card, then discards a card. Lose Hope B Instant Target creature gets -1/-1 until end of turn. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Lost Auramancers 2WW Creature - Human Wizard 3/3 Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Lost Auramancers is put into a graveyard from play, if it had no time counters on it, you may search your library for an enchantment card and put it into play. If you do, shuffle your library. Lost Hours 1B Sorcery Target player reveals his or her hand. Choose a nonland card from it. That player puts that card into his or her library third from the top. Lost in Thought 1U Enchantment - Aura Enchant creature Enchanted creature can't attack or block and its activated abilities can't be played. Its controller may remove three cards in his or her graveyard from the game to ignore this ability until end of turn. Lost Order of Jarkeld 2WW Creature - Human Knight 1+*/1+* As Lost Order of Jarkeld comes into play, choose an opponent. Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures that opponent controls. Lost Soul 1BB Creature - Spirit Minion 2/1 Swampwalk Lost Soul 1BB Creature - Spirit Minion 2/1 Swampwalk Lost Soul 1BB Creature - Spirit Minion 2/1 Swampwalk Lost Soul 1BB Creature - Spirit Minion 2/1 Swampwalk Lotus Bloom Artifact Suspend 3-0 (Rather than play this card from your hand, pay 0 and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) T, Sacrifice Lotus Bloom: Add three mana of any one color to your mana pool. Lotus Blossom 2 Artifact At the beginning of your upkeep, you may put a petal counter on Lotus Blossom. T, Sacrifice Lotus Blossom: Add X mana of any one color to your mana pool, where X is the number of petal counters on Lotus Blossom. Lotus Guardian 7 Artifact Creature - Dragon 4/4 Flying T Add one mana of any color to your mana pool. Lotus Petal 0 Artifact T, Sacrifice Lotus Petal: Add one mana of any color to your mana pool. Lotus Vale Land If Lotus Vale would come into play, sacrifice two untapped lands instead. If you do, put Lotus Vale into play. If you don't, put it into its owner's graveyard. T Add three mana of any one color to your mana pool. Lovisa Coldeyes 3RR Legendary Creature - Human Barbarian 3/3 Warrior, Berserker, and other Barbarian creatures get +2/+2 and have haste. Lowland Basilisk 2G Creature - Basilisk 1/3 Whenever Lowland Basilisk deals damage to a creature, destroy that creature at end of combat. Lowland Giant 2RR Creature - Giant 4/3 Lowland Giant 2RR Creature - Giant 4/3 Lowland Oaf 3R Creature - Giant Warrior 3/3 T Target Goblin creature you control gets +1/+0 and gains flying until end of turn. Sacrifice that creature at end of turn. Lowland Tracker 4W Creature - Human Soldier 2/2 First strike Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Loxodon Anchorite 2WW Creature - Elephant Cleric 2/3 T Prevent the next 2 damage that would be dealt to target creature or player this turn. Loxodon Gatekeeper 2WW Creature - Elephant Soldier 2/3 Artifacts, creatures, and lands your opponents control come into play tapped. Loxodon Hierarch 2GW Creature - Elephant Cleric 4/4 When Loxodon Hierarch comes into play, you gain 4 life. GW, Sacrifice Loxodon Hierarch: Regenerate each creature you control. Loxodon Mender 5W Creature - Elephant Cleric 3/3 W, T Regenerate target artifact. Loxodon Mystic 3WW Creature - Elephant Cleric 3/3 W, T Tap target creature. Loxodon Mystic 3WW Creature - Elephant Cleric 3/3 W, T Tap target creature. Loxodon Peacekeeper 1W Creature - Elephant Soldier 4/4 At the beginning of your upkeep, the player with the lowest life total gains control of Loxodon Peacekeeper. If two or more players are tied for lowest life total, you choose one of them, and that player gains control of Loxodon Peacekeeper. Loxodon Punisher 3W Creature - Elephant Soldier 2/2 Loxodon Punisher gets +2/+2 for each Equipment attached to it. Loxodon Stalwart 3WW Creature - Elephant Soldier 3/3 Vigilance W: Loxodon Stalwart gets +0/+1 until end of turn. Loxodon Warhammer 3 Artifact - Equipment Equipped creature gets +3/+0 and has lifelink and trample. (When it deals damage, you gain that much life. If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.) Loxodon Warhammer 3 Artifact - Equipment Equipped creature gets +3/+0 and has lifelink and trample. (When it deals damage, you gain that much life. If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.) Loxodon Warhammer 3 Artifact - Equipment Equipped creature gets +3/+0 and has lifelink and trample. (When it deals damage, you gain that much life. If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.) Loyal Retainers 2W Creature - Human Advisor 1/1 Sacrifice Loyal Retainers: Return target legendary creature card from your graveyard to play. Play this ability only during your turn, before the combat phase. Loyal Sentry W Creature - Human Soldier 1/1 When Loyal Sentry blocks a creature, destroy that creature and Loyal Sentry. Loyal Sentry W Creature - Human Soldier 1/1 When Loyal Sentry blocks a creature, destroy that creature and Loyal Sentry. Lu Bu, Master-at-Arms 5R Legendary Creature - Human Soldier Warrior 4/3 Horsemanship, haste Lu Meng, Wu General 3UU Legendary Creature - Human Soldier 4/4 Horsemanship Lu Su, Wu Advisor 3UU Legendary Creature - Human Advisor 1/2 T Draw a card. Play this ability only during your turn, before the combat phase. Lu Xun, Scholar General 2UU Legendary Creature - Human Soldier 1/3 Horsemanship Whenever Lu Xun, Scholar General deals damage to an opponent, you may draw a card. Lucent Liminid 3WW Enchantment Creature - Elemental 3/3 Flying Lull 1G Instant Prevent all combat damage that would be dealt this turn. Cycling 2 (2, Discard this card: Draw a card.) Lumbering Satyr 2GG Creature - Satyr Beast 5/4 All creatures have forestwalk. Lumengrid Augur 3U Creature - Vedalken Wizard 2/2 1, T Target player draws a card, then discards a card. If that player discards an artifact card this way, untap Lumengrid Augur. Lumengrid Sentinel 2U Creature - Human Wizard 1/2 Flying Whenever an artifact comes into play under your control, you may tap target permanent. Lumengrid Warden 1U Creature - Human Wizard 1/3 Lumengrid Warden 1U Creature - Human Wizard 1/3 Lumengrid Warden 1U Creature - Human Wizard 1/3 Luminesce W Instant Prevent all damage that black sources and red sources would deal this turn. Luminesce W Instant Prevent all damage that black sources and red sources would deal this turn. Luminescent Rain 2G Instant Choose a creature type. You gain 2 life for each permanent you control of that type. Luminous Angel 4WWW Creature - Angel 4/4 Flying At the beginning of your upkeep, you may put a 1/1 white Spirit creature token with flying into play. Luminous Guardian 3W Creature - Human Nomad 1/4 W: Luminous Guardian gets +0/+1 until end of turn. 2: Luminous Guardian can block an additional creature this turn. Lumithread Field 1W Enchantment Creatures you control get +0/+1. Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Lunar Avenger 7 Artifact Creature - Golem 2/2 Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.) Remove a +1/+1 counter from Lunar Avenger: Lunar Avenger gains your choice of flying, first strike, or haste until end of turn. Lunge 2R Instant Lunge deals 2 damage to target creature and 2 damage to target player. Lunk Errant 5R Creature - Giant Warrior 4/4 Whenever Lunk Errant attacks alone, it gets +1/+1 and gains trample until end of turn. Lure 1GG Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All creatures able to block enchanted creature do so. Lure 1GG Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All creatures able to block enchanted creature do so. Lure 1GG Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All creatures able to block enchanted creature do so. Lure 1GG Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All creatures able to block enchanted creature do so. Lure 1GG Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All creatures able to block enchanted creature do so. Lure 1GG Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All creatures able to block enchanted creature do so. Lure 1GG Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All creatures able to block enchanted creature do so. Lure 1GG Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All creatures able to block enchanted creature do so. Lure 1GG Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All creatures able to block enchanted creature do so. Lure 1GG Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All creatures able to block enchanted creature do so. Lure 1GG Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All creatures able to block enchanted creature do so. Lure 1GG Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All creatures able to block enchanted creature do so. Lure 1GG Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All creatures able to block enchanted creature do so. Lure of Prey 2GG Instant Play Lure of Prey only if an opponent played a creature spell this turn. You may put a green creature card from your hand into play. Lurker 2G Creature - Beast 2/3 Lurker can't be the target of spells unless it attacked or blocked this turn. Lurking Evil BBB Enchantment Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying. Lurking Informant 1(U / B) Creature - Human Rogue 1/2 (o(u/b) can be paid with either U or B.) 2, T Look at the top card of target player's library. You may put that card into that player's graveyard. Lurking Jackals B Enchantment When an opponent has 10 life or less, if Lurking Jackals is an enchantment, it becomes a 3/2 Hound creature. Lurking Nightstalker BB Creature - Nightstalker 1/1 Whenever Lurking Nightstalker attacks, it gets +2/+0 until end of turn. Lurking Skirge 1B Enchantment When a creature is put into an opponent's graveyard from play, if Lurking Skirge is an enchantment, Lurking Skirge becomes a 3/2 Imp creature with flying. Lymph Sliver 4W Creature - Sliver 3/3 All Sliver creatures have absorb 1. (If a source would deal damage to a Sliver, prevent 1 of that damage.) Lynx 1G Creature - Cat 2/1 Forestwalk Lynx 1G Creature - Cat 2/1 Forestwalk Lys Alana Bowmaster 2G Creature - Elf Archer 2/2 Reach (This can block creatures with flying.) Whenever you play an Elf spell, you may have Lys Alana Bowmaster deal 2 damage to target creature with flying. Lys Alana Huntmaster 2GG Creature - Elf Warrior 3/3 Whenever you play an Elf spell, you may put a 1/1 green Elf Warrior creature token into play. Lys Alana Scarblade 2B Creature - Elf Assassin 1/1 T, Discard an Elf card: Target creature gets -X/-X until end of turn, where X is the number of Elves you control. Lyzolda, the Blood Witch 1BR Legendary Creature - Human Cleric 3/1 2, Sacrifice a creature: Lyzolda, the Blood Witch deals 2 damage to target creature or player if the sacrificed creature was red. Draw a card if the sacrificed creature was black. Ma Chao, Western Warrior 3RR Legendary Creature - Human Soldier Warrior 3/3 Horsemanship Whenever Ma Chao, Western Warrior attacks alone, it is unblockable this combat. Macabre Waltz 1B Sorcery Return up to two target creature cards from your graveyard to your hand, then discard a card. Macetail Hystrodon 6R Creature - Beast 4/4 First strike, haste Cycling 3 (3, Discard this card: Draw a card.) Machinate 1UU Instant Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in any order. Mad Auntie 2B Creature - Goblin Shaman 2/2 Other Goblin creatures you control get +1/+1. T Regenerate another target Goblin. Mad Dog 1R Creature - Hound 2/2 At the end of your turn, if Mad Dog didn't attack or come under your control this turn, sacrifice it. Maddening Imp 2B Creature - Imp 1/1 Flying T Each non-Wall creature the active player controls attacks this turn if able. At end of turn, destroy each of those creatures that didn't attack this turn. Play this ability only during an opponent's turn, before attackers are declared. Maddening Wind 2G Enchantment - Aura Enchant creature Cumulative upkeep G (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of the upkeep of enchanted creature's controller, Maddening Wind deals 2 damage to that player. Maelstrom Djinn 7U Creature - Djinn 5/6 Flying Morph 2U When Maelstrom Djinn is turned face up, put two time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Maga, Traitor to Mortals XBBB Legendary Creature - Human Wizard 0/0 Maga, Traitor to Mortals comes into play with X +1/+1 counters on it. When Maga comes into play, target player loses life equal to the number of +1/+1 counters on it. Mage il-Vec 2R Creature - Human Wizard 2/2 T, Discard a card at random: Mage il-Vec deals 1 damage to target creature or player. Mages' Contest 1RR Instant You and target spell's controller bid life. You start the bidding with a bid of 1. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid. If you win the bidding, counter that spell. Mage's Guile 1U Instant Target creature gains shroud until end of turn. (It can't be the target of spells or abilities.) Cycling U (U, Discard this card: Draw a card.) Mageta the Lion 3WW Legendary Creature - Human Spellshaper 3/3 2WW, T, Discard two cards: Destroy all creatures except for Mageta the Lion. Those creatures can't be regenerated. Mageta's Boon 1W Enchantment - Aura Flash Enchant creature Enchanted creature gets +1/+2. Magewright's Stone 2 Artifact 1, T Untap target creature that has an activated ability with T in its cost. Maggot Carrier B Creature - Zombie 1/1 When Maggot Carrier comes into play, each player loses 1 life. Maggot Carrier B Creature - Zombie 1/1 When Maggot Carrier comes into play, each player loses 1 life. Maggot Therapy 2B Enchantment - Aura Flash Enchant creature Enchanted creature gets +2/-2. Magical Hack U Instant Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk.") (This effect doesn't end at end of turn.) Magical Hack U Instant Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk.") (This effect doesn't end at end of turn.) Magical Hack U Instant Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk.") (This effect doesn't end at end of turn.) Magical Hack U Instant Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk.") (This effect doesn't end at end of turn.) Magical Hack U Instant Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk.") (This effect doesn't end at end of turn.) Magical Hack U Instant Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk.") (This effect doesn't end at end of turn.) Magical Hacker 1U Creature - Human Gamer 1/2 U: Change the text of target spell or permanent by replacing all instances of + with -, and vice versa, until end of turn. Magistrate's Scepter 3 Artifact 4, T Put a charge counter on Magistrate's Scepter. T, Remove three charge counters from Magistrate's Scepter: Take an extra turn after this one. Magistrate's Veto 2R Enchantment White creatures and blue creatures can't block. Magma Burst 3R Instant Kicker-Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you play this spell.) Magma Burst deals 3 damage to target creature or player. If the kicker cost was paid, Magma Burst deals 3 damage to another target creature or player. Magma Giant 5RR Creature - Giant 5/5 When Magma Giant comes into play, it deals 2 damage to each creature and each player. Magma Giant 5RR Creature - Giant 5/5 When Magma Giant comes into play, it deals 2 damage to each creature and each player. Magma Jet 1R Instant Magma Jet deals 2 damage to target creature or player. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Magma Mine 1 Artifact 4: Put a pressure counter on Magma Mine. T, Sacrifice Magma Mine: Magma Mine deals damage equal to the number of pressure counters on it to target creature or player. Magma Sliver 3R Creature - Sliver 3/3 All Slivers have "T Target Sliver creature gets +X/+0 until end of turn, where X is the number of Slivers in play." Magma Vein 2R Enchantment R, Sacrifice a land: Magma Vein deals 1 damage to each creature without flying. Magmasaur 3RR Creature - Elemental Lizard 0/0 Magmasaur comes into play with five +1/+1 counters on it. At the beginning of your upkeep, sacrifice Magmasaur unless you remove a +1/+1 counter from it. If you sacrifice Magmasaur this way, it deals damage equal to the number of +1/+1 counters on it to each creature without flying and each player. Magmatic Core 2RR Enchantment Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the end of your turn, Magmatic Core deals X damage divided as you choose among any number of target creatures, where X is the number of age counters on it. Magnetic Flux 2U Instant Artifact creatures you control gain flying until end of turn. Magnetic Mountain 1RR Enchantment Blue creatures don't untap during their controllers' untap steps. Blue creatures have "At the beginning of your upkeep, you may pay 4. If you do, untap this creature." Magnetic Mountain 1RR Enchantment Blue creatures don't untap during their controllers' untap steps. Blue creatures have "At the beginning of your upkeep, you may pay 4. If you do, untap this creature." Magnetic Mountain 1RR Enchantment Blue creatures don't untap during their controllers' untap steps. Blue creatures have "At the beginning of your upkeep, you may pay 4. If you do, untap this creature." Magnetic Theft R Instant Attach target Equipment to target creature. (Control of the Equipment doesn't change.) Magnetic Web 2 Artifact If a creature with a magnet counter on it attacks, all creatures with magnet counters on them attack this turn if able. Whenever a creature with a magnet counter on it attacks, all creatures with magnet counters on them block that creature this turn if able. 1, T Put a magnet counter on target creature. Magnify G Instant All creatures get +1/+1 until end of turn. Magnigoth Treefolk 4G Creature - Treefolk 2/6 For each basic land type among lands you control, Magnigoth Treefolk has landwalk of that type. Magnivore 2RR Creature - Lhurgoyf */* Haste (This creature can attack the turn it comes under your control.) Magnivore's power and toughness are each equal to the number of sorcery cards in all graveyards. Magnivore 2RR Creature - Lhurgoyf */* Haste (This creature can attack the turn it comes under your control.) Magnivore's power and toughness are each equal to the number of sorcery cards in all graveyards. Magus of the Abyss 3B Creature - Human Wizard 4/3 At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of his or her choice. It can't be regenerated. Magus of the Arena 4RR Creature - Human Wizard 5/5 3, T Tap target creature you control and target creature of an opponent's choice he or she controls. Each of those creatures deals damage equal to its power to the other. Magus of the Bazaar 1U Creature - Human Wizard 0/1 T Draw two cards, then discard three cards. Magus of the Candelabra G Creature - Human Wizard 1/2 X, T Untap X target lands. Magus of the Coffers 4B Creature - Human Wizard 4/4 2, T Add B to your mana pool for each Swamp you control. Magus of the Disk 2WW Creature - Human Wizard 2/4 Magus of the Disk comes into play tapped. 1, T Destroy all artifacts, creatures, and enchantments. Magus of the Future 2UUU Creature - Human Wizard 2/3 Play with the top card of your library revealed. You may play the top card of your library. Magus of the Jar 3UU Creature - Human Wizard 3/3 T, Sacrifice Magus of the Jar: Each player removes his or her hand from the game face down and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way. Magus of the Library GG Creature - Human Wizard 1/1 T Add 1 to your mana pool. T Draw a card. Play this ability only if you have exactly seven cards in hand. Magus of the Mirror 4BB Creature - Human Wizard 4/2 T, Sacrifice Magus of the Mirror: Exchange life totals with target opponent. Play this ability only during your upkeep. Magus of the Moat 2WW Creature - Human Wizard 0/3 Creatures without flying can't attack. Magus of the Moon 2R Creature - Human Wizard 2/2 Nonbasic lands are Mountains. Magus of the Scroll R Creature - Human Wizard 1/1 3, T Name a card. Reveal a card at random from your hand. If it's the named card, Magus of the Scroll deals 2 damage to target creature or player. Magus of the Tabernacle 3W Creature - Human Wizard 2/6 All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1." Magus of the Unseen 1U Creature - Human Wizard 1/1 1U, T Untap target artifact an opponent controls and gain control of it until end of turn. If it's an artifact creature, it gains haste until end of turn. When you lose control of the artifact, tap it. Magus of the Unseen 1U Creature - Human Wizard 1/1 1U, T Untap target artifact an opponent controls and gain control of it until end of turn. If it's an artifact creature, it gains haste until end of turn. When you lose control of the artifact, tap it. Magus of the Vineyard G Creature - Human Wizard 1/1 At the beginning of each player's precombat main phase, add GG to that player's mana pool. Mahamoti Djinn 4UU Creature - Djinn 5/6 Flying (This creature can't be blocked except by creatures with flying or reach.) Mahamoti Djinn 4UU Creature - Djinn 5/6 Flying (This creature can't be blocked except by creatures with flying or reach.) Mahamoti Djinn 4UU Creature - Djinn 5/6 Flying (This creature can't be blocked except by creatures with flying or reach.) Mahamoti Djinn 4UU Creature - Djinn 5/6 Flying (This creature can't be blocked except by creatures with flying or reach.) Mahamoti Djinn 4UU Creature - Djinn 5/6 Flying (This creature can't be blocked except by creatures with flying or reach.) Mahamoti Djinn 4UU Creature - Djinn 5/6 Flying (This creature can't be blocked except by creatures with flying or reach.) Mahamoti Djinn 4UU Creature - Djinn 5/6 Flying (This creature can't be blocked except by creatures with flying or reach.) Mahamoti Djinn 4UU Creature - Djinn 5/6 Flying (This creature can't be blocked except by creatures with flying or reach.) Mahamoti Djinn 4UU Creature - Djinn 5/6 Flying (This creature can't be blocked except by creatures with flying or reach.) Mahamoti Djinn 4UU Creature - Djinn 5/6 Flying (This creature can't be blocked except by creatures with flying or reach.) Major Teroh 3W Legendary Creature - Bird Soldier 2/3 Flying 3WW, Sacrifice Major Teroh: Remove all black creatures from the game. Makeshift Mannequin 3B Instant Return target creature card from your graveyard to play with a mannequin counter on it. As long as that creature has a mannequin counter on it, it has "When this creature becomes the target of a spell or ability, sacrifice it." Malach of the Dawn 2WW Creature - Angel 2/4 Flying WWW: Regenerate Malach of the Dawn. Malachite Golem 6 Artifact Creature - Golem 5/3 1G: Malachite Golem gains trample until end of turn. Malachite Talisman 2 Artifact Whenever a green spell is played, you may pay 3. If you do, untap target permanent. Malevolent Awakening 1BB Enchantment 1BB, Sacrifice a creature: Return target creature card from your graveyard to your hand. Malicious Advice XUB Instant Tap X target artifacts, creatures, and/or lands. You lose X life. Malignant Growth 3GU Enchantment Cumulative upkeep 1 At the beginning of your upkeep, put a growth counter on Malignant Growth. At the beginning of each of your opponents' draw steps, that player draws a card for each growth counter on Malignant Growth, then Malignant Growth deals damage to the player equal to the number of cards he or she drew this way. Mammoth Harness 3G Enchantment - Aura Enchant creature Enchanted creature loses flying. Whenever enchanted creature blocks or becomes blocked by a creature, the other creature gains first strike until end of turn. Man of Measure 1WW Creature - Human Knight 2/2 As long as you're shorter than an opponent, Man of Measure has first strike and gets +0/+1. As long as you're taller than an opponent, Man of Measure gets +1/+0. Mana Breach 2U Enchantment Whenever a player plays a spell, that player returns a land he or she controls to its owner's hand. Mana Breach 2U Enchantment Whenever a player plays a spell, that player returns a land he or she controls to its owner's hand. Mana Cache 1RR Enchantment At the end of each player's turn, put a charge counter on Mana Cache for each untapped land that player controls. Remove a charge counter from Mana Cache: Add 1 to your mana pool. Any player may play this ability but only during his or her turn before the end phase. Mana Chains U Enchantment - Aura Enchant creature Enchanted creature has "Cumulative upkeep 1." Mana Clash R Sorcery You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip. Mana 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 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 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 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 Clash R Sorcery You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip. Mana Crypt 0 Artifact At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you. T Add 2 to your mana pool. Mana Cylix 1 Artifact 1, T Add one mana of any color to your mana pool. Mana Drain UU Instant Counter target spell. At the beginning of your next main phase, add X to your mana pool, where X is that spell's converted mana cost. Mana Echoes 2RR Enchantment Whenever a creature comes into play, you may add 1 to your mana pool for each creature you control that shares a creature type with it. Mana Flair 1R Instant Add R to your mana pool for each nonland permanent by the artist of your choice. Mana Flare 2R Enchantment Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool. Mana Flare 2R Enchantment Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool. Mana Flare 2R Enchantment Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool. Mana Flare 2R Enchantment Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool. Mana Flare 2R Enchantment Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool. Mana Flare 2R Enchantment Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool. Mana Flare 2R Enchantment Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool. Mana Geyser 3RR Sorcery Add R to your mana pool for each tapped land your opponents control. Mana Leak 1U Instant Counter target spell unless its controller pays 3. Mana Leak 1U Instant Counter target spell unless its controller pays 3. Mana Leak 1U Instant Counter target spell unless its controller pays 3. Mana Leak 1U Instant Counter target spell unless its controller pays 3. Mana Leech 2B Creature - Leech 1/1 You may choose not to untap Mana Leech during your untap step. T Tap target land. It doesn't untap during its controller's untap step as long as Mana Leech remains tapped. Mana Matrix 6 Artifact Instant and enchantment spells you play cost up to 2 less to play. Mana Maze 1U Enchantment Players can't play spells that share a color with the spell last played this turn. Mana Prism 3 Artifact T Add 1 to your mana pool. 1, T Add one mana of any color to your mana pool. Mana Prism 3 Artifact T Add 1 to your mana pool. 1, T Add one mana of any color to your mana pool. Mana Screw 1 Artifact 1: Flip a coin. If you win the flip, add 2 to your mana pool. Play this ability only any time you could play an instant. Mana Seism 1R Sorcery Sacrifice any number of lands. Add 1 to your mana pool for each land sacrificed this way. Mana Severance 1U Sorcery Search your library for any number of land cards and remove them from the game. Then shuffle your library. Mana Short 2U Instant Tap all lands target player controls and empty his or her mana pool. Mana Short 2U Instant Tap all lands target player controls and empty his or her mana pool. Mana Short 2U Instant Tap all lands target player controls and empty his or her mana pool. Mana Short 2U Instant Tap all lands target player controls and empty his or her mana pool. Mana Short 2U Instant Tap all lands target player controls and empty his or her mana pool. Mana Short 2U Instant Tap all lands target player controls and empty his or her mana pool. Mana Short 2U Instant Tap all lands target player controls and empty his or her mana pool. Mana Skimmer 3B Creature - Leech 2/2 Flying Whenever Mana Skimmer deals damage to a player, tap target land that player controls. That land doesn't untap during its controller's next untap step. Mana Tithe W Instant Counter target spell unless its controller pays 1. Mana Vapors 1U Sorcery Lands target player controls don't untap during his or her next untap step. Mana Vault 1 Artifact Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay 4. If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. T Add 3 to your mana pool. Mana Vault 1 Artifact Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay 4. If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. T Add 3 to your mana pool. Mana Vault 1 Artifact Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay 4. If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. T Add 3 to your mana pool. Mana Vault 1 Artifact Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay 4. If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. T Add 3 to your mana pool. Mana Vault 1 Artifact Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay 4. If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. T Add 3 to your mana pool. Mana Vault 1 Artifact Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay 4. If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. T Add 3 to your mana pool. Mana Vortex 1UU Enchantment When you play Mana Vortex, you may sacrifice a land. If you don't, counter Mana Vortex. At the beginning of each player's upkeep, that player sacrifices a land. When there are no lands in play, sacrifice Mana Vortex. Mana Web 3 Artifact Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that can produce any type of mana that land could produce. Manabarbs 3R Enchantment Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player. Manabarbs 3R Enchantment Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player. Manabarbs 3R Enchantment Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player. Manabarbs 3R Enchantment Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player. Manabarbs 3R Enchantment Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player. Manabarbs 3R Enchantment Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player. Manabarbs 3R Enchantment Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player. Manabarbs 3R Enchantment Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player. Manabond G Enchantment At the end of your turn, you may reveal your hand and put all land cards from it into play. If you do, discard your hand. Manacles of Decay 1W Enchantment - Aura Enchant creature Enchanted creature can't attack. B: Enchanted creature gets -1/-1 until end of turn. R: Enchanted creature can't block this turn. Manakin 2 Artifact Creature - Construct 1/1 T Add 1 to your mana pool. Mangara of Corondor 1WW Legendary Creature - Human Wizard 1/1 T Remove Mangara of Corondor and target permanent from the game. Mangara's Blessing 2W Instant You gain 5 life. When a spell or ability an opponent controls causes you to discard Mangara's Blessing from your hand, you gain 2 life, and you return Mangara's Blessing from your graveyard to your hand at end of turn. Mangara's Equity 1WW Enchantment As Mangara's Equity comes into play, choose black or red. At the beginning of your upkeep, sacrifice Mangara's Equity unless you pay 1W. Whenever a creature of the chosen color deals damage to you or a white creature you control, Mangara's Equity deals X damage to that creature, where X is equal to the damage dealt to you or the white creature. Mangara's Tome 5 Artifact When Mangara's Tome comes into play, search your library for five cards. Remove those cards from the game face down, then shuffle them. Then shuffle your library. 2: The next time you would draw a card this turn, instead put the top card removed from the game with Mangara's Tome into its owner's hand. Maniacal Rage 1R Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and can't block. Maniacal Rage 1R Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and can't block. Maniacal Rage 1R Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and can't block. Manipulate Fate 1U Sorcery Search your library for three cards, remove them from the game, then shuffle your library. Draw a card. Mannichi, the Fevered Dream 2R Legendary Creature - Spirit 1/2 1R: Switch each creature's power and toughness until end of turn. Man-o'-War 2U Creature - Jellyfish 2/2 When Man-o'-War comes into play, return target creature to its owner's hand. Man-o'-War 2U Creature - Jellyfish 2/2 When Man-o'-War comes into play, return target creature to its owner's hand. Man-o'-War 2U Creature - Jellyfish 2/2 When Man-o'-War comes into play, return target creature to its owner's hand. Man-o'-War 2U Creature - Jellyfish 2/2 When Man-o'-War comes into play, return target creature to its owner's hand. Manriki-Gusari 2 Artifact - Equipment Equipped creature gets +1/+2 and has "T Destroy target Equipment." Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Manta Ray 1UU Creature - Fish 3/3 Manta Ray can't attack unless defending player controls an Island. Manta Ray can't be blocked except by blue creatures. When you control no Islands, sacrifice Manta Ray. Manta Riders U Creature - Merfolk 1/1 U: Manta Riders gains flying until end of turn. Manta Riders U Creature - Merfolk 1/1 U: Manta Riders gains flying until end of turn. Mantis Engine 5 Artifact Creature - Insect 3/3 2: Mantis Engine gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) 2: Mantis Engine gains first strike until end of turn. (It deals combat damage before creatures without first strike.) Mantis Engine 5 Artifact Creature - Insect 3/3 2: Mantis Engine gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) 2: Mantis Engine gains first strike until end of turn. (It deals combat damage before creatures without first strike.) Mantle of Leadership 1W Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature Whenever a creature comes into play, enchanted creature gets +2/+2 until end of turn. Maralen of the Mornsong 1BB Legendary Creature - Elf Wizard 2/3 Players can't draw cards. At the beginning of each player's draw step, that player loses 3 life, searches his or her library for a card, puts it into his or her hand, then shuffles his or her library. Marauding Knight 2BB Creature - Zombie Knight 2/2 Protection from white Marauding Knight gets +1/+1 for each Plains your opponents control. Maraxus of Keld 4RR Legendary Creature - Human Warrior */* Maraxus of Keld's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control. Marble Diamond 2 Artifact Marble Diamond comes into play tapped. T Add W to your mana pool. Marble Diamond 2 Artifact Marble Diamond comes into play tapped. T Add W to your mana pool. Marble Diamond 2 Artifact Marble Diamond comes into play tapped. T Add W to your mana pool. Marble Priest 5 Artifact Creature - Cleric 3/3 All Walls able to block Marble Priest do so. Prevent all combat damage that would be dealt to Marble Priest by Walls. Marble Titan 3W Creature - Giant 3/3 Creatures with power 3 or greater don't untap during their controllers' untap steps. Marble Titan 3W Creature - Giant 3/3 Creatures with power 3 or greater don't untap during their controllers' untap steps. March of Souls 4W Sorcery Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller puts a 1/1 white Spirit creature token with flying into play. March of the Machines 3U Enchantment Each noncreature artifact is an artifact creature with power and toughness each equal to its converted mana cost. (Equipment that's a creature can't equip a creature.) March of the Machines 3U Enchantment Each noncreature artifact is an artifact creature with power and toughness each equal to its converted mana cost. (Equipment that's a creature can't equip a creature.) Marhault Elsdragon 3RRG Legendary Creature - Elf Warrior 4/6 Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Marhault Elsdragon 3RRG Legendary Creature - Elf Warrior 4/6 Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Marjhan 5UU Creature - Leviathan 8/8 Marjhan doesn't untap during your untap step. Marjhan can't attack unless defending player controls an Island. When you control no Islands, sacrifice Marjhan. UU, Sacrifice a creature: Untap Marjhan. Play this ability only during your upkeep. UU: Marjhan gets -1/-0 until end of turn and deals 1 damage to target attacking creature without flying. Mark of Eviction U Enchantment - Aura Enchant creature At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners' hands. Mark of Fury R Enchantment - Aura Enchant creature Enchanted creature has haste. At end of turn, return Mark of Fury to its owner's hand. Mark of Sakiko 1G Enchantment - Aura Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, add that much G to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end." Mark of the Oni 2B Enchantment - Aura Enchant creature You control enchanted creature. At end of turn, if you control no Demons, sacrifice Mark of the Oni. Marker Beetles 1GG Creature - Insect 2/3 When Marker Beetles is put into a graveyard from play, target creature gets +1/+1 until end of turn. 2, Sacrifice Marker Beetles: Draw a card. Maro 2GG Creature - Elemental */* Maro's power and toughness are each equal to the number of cards in your hand. Maro 2GG Creature - Elemental */* Maro's power and toughness are each equal to the number of cards in your hand. Maro 2GG Creature - Elemental */* Maro's power and toughness are each equal to the number of cards in your hand. Maro 2GG Creature - Elemental */* Maro's power and toughness are each equal to the number of cards in your hand. Maro 2GG Creature - Elemental */* Maro's power and toughness are each equal to the number of cards in your hand. Marrow-Gnawer 3BB Legendary Creature - Rat Rogue 2/3 Rat creatures have fear. T, Sacrifice a Rat: Put X 1/1 black Rat creature tokens into play, where X is the number of Rats you control. Marsh Boa G Creature - Snake 1/1 Swampwalk Marsh Crocodile 2UB Creature - Crocodile 4/4 When Marsh Crocodile comes into play, return a blue or black creature you control to its owner's hand. When Marsh Crocodile comes into play, each player discards a card. Marsh Flitter 3B Creature - Faerie Rogue 1/1 Flying When Marsh Flitter comes into play, put two 1/1 black Goblin Rogue creature tokens into play. Sacrifice a Goblin: Marsh Flitter becomes 3/3 until end of turn. Marsh Gas B Instant All creatures get -2/-0 until end of turn. Marsh Gas B Instant All creatures get -2/-0 until end of turn. Marsh Goblins BR Creature - Goblin 1/1 Swampwalk Marsh Lurker 3B Creature - Beast 3/2 Sacrifice a Swamp: Marsh Lurker gains fear until end of turn. Marsh Viper 3G Creature - Snake 1/2 Whenever Marsh Viper deals damage to an opponent, that player gets two poison counters. (A player with ten or more poison counters loses the game.) Marsh Viper 3G Creature - Snake 1/2 Whenever Marsh Viper deals damage to an opponent, that player gets two poison counters. (A player with ten or more poison counters loses the game.) Marsh Viper 3G Creature - Snake 1/2 Whenever Marsh Viper deals damage to an opponent, that player gets two poison counters. (A player with ten or more poison counters loses the game.) Marshaling Cry 1WW Sorcery Creatures you control get +1/+1 and gain vigilance until end of turn. Cycling 2 (2, Discard this card: Draw a card.) Flashback 3W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Marshaling the Troops 1G Sorcery Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way. Marton Stromgald 2RR Legendary Creature - Human Knight 1/1 Whenever Marton Stromgald attacks, other attacking creatures get +1/+1 until end of turn for each attacking creature other than Marton Stromgald. Whenever Marton Stromgald blocks, other blocking creatures get +1/+1 until end of turn for each blocking creature other than Marton Stromgald. Marton Stromgald 2RR Legendary Creature - Human Knight 1/1 Whenever Marton Stromgald attacks, other attacking creatures get +1/+1 until end of turn for each attacking creature other than Marton Stromgald. Whenever Marton Stromgald blocks, other blocking creatures get +1/+1 until end of turn for each blocking creature other than Marton Stromgald. Martyr of Ashes R Creature - Human Shaman 1/1 2, Reveal X red cards from your hand, Sacrifice Martyr of Ashes: Martyr of Ashes deals X damage to each creature without flying. Martyr of Bones B Creature - Human Wizard 1/1 1, Reveal X black cards from your hand, Sacrifice Martyr of Bones: Remove up to X target cards in a single graveyard from the game. Martyr of Frost U Creature - Human Wizard 1/1 2, Reveal X blue cards from your hand, Sacrifice Martyr of Frost: Counter target spell unless its controller pays X. Martyr of Sands W Creature - Human Cleric 1/1 1, Reveal X white cards from your hand, Sacrifice Martyr of Sands: You gain three times X life. Martyr of Spores G Creature - Human Shaman 1/1 1, Reveal X green cards from your hand, Sacrifice Martyr of Spores: Target creature gets +X/+X until end of turn. Martyrdom 1WW Instant Until end of turn, target creature you control gains "0: The next 1 damage that would be dealt to target creature or player this turn is dealt to this creature instead." Only you may play this ability. Martyrdom 1WW Instant Until end of turn, target creature you control gains "0: The next 1 damage that would be dealt to target creature or player this turn is dealt to this creature instead." Only you may play this ability. Martyred Rusalka W Creature - Spirit 1/1 W, Sacrifice a creature: Target creature can't attack this turn. Martyr's Cause 2W Enchantment Sacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. Martyr's Cry WW Sorcery Remove all white creatures from the game. For each white creature removed this way, its controller draws a card. Martyrs of Korlis 3WW Creature - Human 1/6 As long as Martyrs of Korlis is untapped, all damage that would be dealt to you by artifacts is dealt to Martyrs of Korlis instead. Martyrs' Tomb 2WB Enchantment Pay 2 life: Prevent the next 1 damage that would be dealt to target creature this turn. Masako the Humorless 2W Legendary Creature - Human Advisor 2/1 Flash Tapped creatures you control can block as though they were untapped. Mask of Intolerance 2 Artifact At the beginning of each player's upkeep, if there are four or more basic land types among lands that player controls, Mask of Intolerance deals 3 damage to him or her. Mask of Law and Grace W Enchantment - Aura Enchant creature Enchanted creature has protection from black and protection from red. Mask of Memory 2 Artifact - Equipment Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Mask of the Mimic U Instant As an additional cost to play Mask of the Mimic, sacrifice a creature. Search your library for a card with the same name as target nontoken creature and put that card into play. Then shuffle your library. Masked Admirers 2GG Creature - Elf Shaman 3/2 When Masked Admirers comes into play, draw a card. Whenever you play a creature spell, you may pay GG. If you do, return Masked Admirers from your graveyard to your hand. Masked Gorgon 4B Creature - Gorgon 5/5 Green creatures and white creatures have protection from Gorgons. Threshold - Masked Gorgon has protection from green and from white as long as seven or more cards are in your graveyard. Mass Hysteria R Enchantment All creatures have haste. Mass of Ghouls 3BB Creature - Zombie Warrior 5/3 Mass of Ghouls 3BB Creature - Zombie Warrior 5/3 Massacre 2BB Sorcery If an opponent controls a Plains and you control a Swamp, you may play Massacre without paying its mana cost. All creatures get -2/-2 until end of turn. Master Apothecary WWW Creature - Human Cleric 2/2 Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to target creature or player this turn. Master Decoy 1W Creature - Human Soldier 1/2 W, T Tap target creature. Master Decoy 1W Creature - Human Soldier 1/2 W, T Tap target creature. Master Decoy 1W Creature - Human Soldier 1/2 W, T Tap target creature. Master Decoy 1W Creature - Human Soldier 1/2 W, T Tap target creature. Master Healer 4W Creature - Human Cleric 1/4 T Prevent the next 4 damage that would be dealt to target creature or player this turn. Master Healer 4W Creature - Human Cleric 1/4 T Prevent the next 4 damage that would be dealt to target creature or player this turn. Master Healer 4W Creature - Human Cleric 1/4 T Prevent the next 4 damage that would be dealt to target creature or player this turn. Master Healer 4W Creature - Human Cleric 1/4 T Prevent the next 4 damage that would be dealt to target creature or player this turn. Master of Arms 2W Creature - Human Soldier 2/2 First strike 1W: Tap target creature blocking Master of Arms. Prevent all combat damage that creature would deal this turn. Master of the Hunt 2GG Creature - Human 2/2 2GG: Put a 1/1 green Wolf creature token named Wolves of the Hunt into play. That creature has "bands with other Wolves." Master of the Veil 2UU Creature - Human Wizard 2/3 Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Master of the Veil is turned face up, you may turn target creature with morph face down. Master Warcraft 2(R / W)(R / W) Instant (o(r/w) can be paid with either R or W.) Play Master Warcraft only before attackers are declared. You choose which creatures attack this turn. You choose how each creature blocks this turn. Masticore 4 Artifact Creature - Masticore 4/4 At the beginning of your upkeep, you may discard a card. If you don't, sacrifice Masticore. 2: Masticore deals 1 damage to target creature. 2: Regenerate Masticore. Masumaro, First to Live 3GGG Legendary Creature - Spirit */* Masumaro, First to Live's power and toughness are each equal to twice the number of cards in your hand. Matopi Golem 5 Artifact Creature - Golem 3/3 1: Regenerate Matopi Golem. When it regenerates this way, put a -1/-1 counter on it. Matsu-Tribe Birdstalker 2GG Creature - Snake Warrior Archer 2/2 Whenever Matsu-Tribe Birdstalker deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. G: Matsu-Tribe Birdstalker gains reach until end of turn. (It can block creatures with flying.) Matsu-Tribe Decoy 2G Creature - Snake Warrior 1/3 2G: Target creature blocks Matsu-Tribe Decoy this turn if able. Whenever Matsu-Tribe Decoy deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. Matsu-Tribe Sniper 1G Creature - Snake Warrior Archer 1/1 T Matsu-Tribe Sniper deals 1 damage to target creature with flying. Whenever Matsu-Tribe Sniper deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. Mausoleum Turnkey 3B Creature - Ogre Rogue 3/2 When Mausoleum Turnkey comes into play, return target creature card of an opponent's choice from your graveyard to your hand. Mawcor 3UU Creature - Beast 3/3 Flying T Mawcor deals 1 damage to target creature or player. Mawcor 3UU Creature - Beast 3/3 Flying T Mawcor deals 1 damage to target creature or player. Maze of Ith Land T Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Maze of Shadows Land T Add 1 to your mana pool. T Untap target attacking creature with shadow. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Meadowboon 2WW Creature - Elemental 3/3 When Meadowboon leaves play, put a +1/+1 counter on each creature target player controls. Evoke 3W (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Measure of Wickedness 3B Enchantment At the end of your turn, sacrifice Measure of Wickedness and you lose 8 life. Whenever another card is put into your graveyard from anywhere, target opponent gains control of Measure of Wickedness. Meddle 1U Instant If target spell has only one target and that target is a creature, change that spell's target to another creature. Meddle 1U Instant If target spell has only one target and that target is a creature, change that spell's target to another creature. Meddling Kids 2WU Creature - Human Child 2/3 As Meddling Kids comes into play, choose a word with four or more letters. Nonland cards with the chosen word in their text box can't be played. Meddling Mage WU Creature - Human Wizard 2/2 As Meddling Mage comes into play, name a nonland card. The named card can't be played. Medicine Bag 3 Artifact 1, T, Discard a card: Regenerate target creature. Meditate 2U Instant Draw four cards. You skip your next turn. Meekstone 1 Artifact Creatures with power 3 or greater don't untap during their controllers' untap steps. Meekstone 1 Artifact Creatures with power 3 or greater don't untap during their controllers' untap steps. Meekstone 1 Artifact Creatures with power 3 or greater don't untap during their controllers' untap steps. Meekstone 1 Artifact Creatures with power 3 or greater don't untap during their controllers' untap steps. Meekstone 1 Artifact Creatures with power 3 or greater don't untap during their controllers' untap steps. Meekstone 1 Artifact Creatures with power 3 or greater don't untap during their controllers' untap steps. Meekstone 1 Artifact Creatures with power 3 or greater don't untap during their controllers' untap steps. Meekstone 1 Artifact Creatures with power 3 or greater don't untap during their controllers' untap steps. Megatherium 2G Creature - Beast 4/4 Trample When Megatherium comes into play, sacrifice it unless you pay 1 for each card in your hand. Megatog 4RR Creature - Atog 3/4 Sacrifice an artifact: Megatog gets +3/+3 and gains trample until end of turn. Megrim 2B Enchantment Whenever an opponent discards a card, Megrim deals 2 damage to that player. Megrim 2B Enchantment Whenever an opponent discards a card, Megrim deals 2 damage to that player. Megrim 2B Enchantment Whenever an opponent discards a card, Megrim deals 2 damage to that player. Megrim 2B Enchantment Whenever an opponent discards a card, Megrim deals 2 damage to that player. Megrim 2B Enchantment Whenever an opponent discards a card, Megrim deals 2 damage to that player. Meishin, the Mind Cage 4UUU Legendary Enchantment All creatures get -X/-0, where X is the number of cards in your hand. Melancholy 2B Enchantment - Aura Enchant creature When Melancholy comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of your upkeep, sacrifice Melancholy unless you pay B. Melee 4R Instant Play Melee only during your combat phase before the declare blockers step. Instead of defending player, you choose how each creature blocks this turn. Whenever a creature attacks and isn't blocked this turn, untap it and remove it from combat. Melesse Spirit 3WW Creature - Angel Spirit 3/3 Flying, protection from black Meloku the Clouded Mirror 4U Legendary Creature - Moonfolk Wizard 2/4 Flying 1, Return a land you control to its owner's hand: Put a 1/1 blue Illusion creature token with flying into play. Meltdown XR Sorcery Destroy each artifact with converted mana cost X or less. Melting 3R Enchantment All lands are no longer snow. Memnarch 7 Legendary Artifact Creature - Wizard 4/5 1UU: Target permanent becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.) 3U: Gain control of target artifact. (This effect doesn't end at end of turn.) Memory Crystal 3 Artifact Buyback costs are reduced by 2. Memory Jar 5 Artifact T, Sacrifice Memory Jar: Each player removes his or her hand from the game face down and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way. Memory Lapse 1U Instant Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard. Memory Lapse 1U Instant Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard. Memory Lapse 1U Instant Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard. Memory Lapse 1U Instant Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard. Memory Lapse 1U Instant Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard. Memory Lapse 1U Instant Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard. Menacing Ogre 3RR Creature - Ogre 3/3 Trample, haste When Menacing Ogre comes into play, each player secretly chooses a number. Then those numbers are revealed. Each player with the highest number loses that much life. If you are one of those players, put two +1/+1 counters on Menacing Ogre. Mending Hands W Instant Prevent the next 4 damage that would be dealt to target creature or player this turn. Mending Hands W Instant Prevent the next 4 damage that would be dealt to target creature or player this turn. Meng Huo, Barbarian King 3GG Legendary Creature - Human Barbarian Soldier 4/4 Other green creatures you control get +1/+1. Meng Huo's Horde 4G Creature - Human Soldier 4/5 Mental Discipline 1UU Enchantment 1U, Discard a card: Draw a card. Mental Note U Instant Put the top two cards of your library into your graveyard. Draw a card. Mephidross Vampire 4BB Creature - Vampire 3/4 Flying Each creature you control is a Vampire in addition to its other creature types and has "Whenever this creature deals damage to a creature, put a +1/+1 counter on this creature." Mephitic Ooze 4B Creature - Ooze 0/5 Mephitic Ooze gets +1/+0 for each artifact you control. Whenever Mephitic Ooze deals combat damage to a creature, destroy that creature. The creature can't be regenerated. Mercadian Atlas 5 Artifact At the end of your turn, if you didn't play a land this turn, you may draw a card. Mercadian Bazaar Land Mercadian Bazaar comes into play tapped. T Put a storage counter on Mercadian Bazaar. T, Remove any number of storage counters from Mercadian Bazaar: Add R to your mana pool for each storage counter removed this way. Mercadian Lift 2 Artifact 1, T Put a winch counter on Mercadian Lift. T, Remove X winch counters from Mercadian Lift: You may put a creature card with converted mana cost X from your hand into play. Mercadia's Downfall 2R Instant Attacking creatures get +X/+0 until end of turn, where X is the number of nonbasic lands defending player controls. Mercenaries 3W Creature - Human Mercenary 3/3 3: Prevent all damage that would be dealt to you this turn by this creature. Any player may play this ability. Mercenary Informer 2W Creature - Human Rebel Mercenary 2/1 Mercenary Informer can't be the target of black spells or abilities from black sources. 2W: Put target Mercenary on the bottom of its owner's library. Mercenary Knight 2B Creature - Human Mercenary Knight 4/4 When Mercenary Knight comes into play, sacrifice it unless you discard a creature card. Merchant of Secrets 2U Creature - Human Wizard 1/1 When Merchant of Secrets comes into play, draw a card. Merchant of Secrets 2U Creature - Human Wizard 1/1 When Merchant of Secrets comes into play, draw a card. Merchant Scroll 1U Sorcery Search your library for a blue instant card, reveal that card, and put it into your hand. Then shuffle your library. Merchant Scroll 1U Sorcery Search your library for a blue instant card, reveal that card, and put it into your hand. Then shuffle your library. Merchant Ship U Creature - Human 0/2 Merchant Ship can't attack unless defending player controls an Island. Whenever Merchant Ship attacks and isn't blocked, you gain 2 life. When you control no Islands, sacrifice Merchant Ship. Mercurial Kite 3U Creature - Bird 2/2 Flying Whenever Mercurial Kite deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step. Merfolk Assassin UU Creature - Merfolk Assassin 1/2 T Destroy target creature with islandwalk. Merfolk Assassin UU Creature - Merfolk Assassin 1/2 T Destroy target creature with islandwalk. Merfolk Looter 1U Creature - Merfolk Rogue 1/1 T Draw a card, then discard a card. Merfolk Looter 1U Creature - Merfolk Rogue 1/1 T Draw a card, then discard a card. Merfolk Looter 1U Creature - Merfolk Rogue 1/1 T Draw a card, then discard a card. Merfolk of the Pearl Trident U Creature - Merfolk 1/1 Merfolk of the Pearl Trident U Creature - Merfolk 1/1 Merfolk of the Pearl Trident U Creature - Merfolk 1/1 Merfolk of the Pearl Trident U Creature - Merfolk 1/1 Merfolk of the Pearl Trident U Creature - Merfolk 1/1 Merfolk of the Pearl Trident U Creature - Merfolk 1/1 Merfolk of the Pearl Trident U Creature - Merfolk 1/1 Merfolk of the Pearl Trident U Creature - Merfolk 1/1 Merfolk of the Pearl Trident U Creature - Merfolk 1/1 Merfolk of the Pearl Trident U Creature - Merfolk 1/1 Merfolk of the Pearl Trident U Creature - Merfolk 1/1 Merfolk Raiders 1U Creature - Merfolk Soldier 2/3 Phasing, islandwalk Merfolk Seer 2U Creature - Merfolk Wizard 2/2 When Merfolk Seer is put into a graveyard from play, you may pay 1U. If you do, draw a card. Merfolk Thaumaturgist 2U Creature - Merfolk Wizard 1/2 T Switch target creature's power and toughness until end of turn. Merfolk Traders 1U Creature - Merfolk 1/2 When Merfolk Traders comes into play, draw a card, then discard a card. Merieke Ri Berit WUB Legendary Creature - Human 1/1 Merieke Ri Berit doesn't untap during your untap step. T Gain control of target creature as long as you control Merieke Ri Berit. When Merieke Ri Berit leaves play or becomes untapped, destroy that creature. It can't be regenerated. Merieke Ri Berit WUB Legendary Creature - Human 1/1 Merieke Ri Berit doesn't untap during your untap step. T Gain control of target creature as long as you control Merieke Ri Berit. When Merieke Ri Berit leaves play or becomes untapped, destroy that creature. It can't be regenerated. Merrow Commerce 1U Tribal Enchantment - Merfolk At the end of your turn, untap all Merfolk you control. Merrow Harbinger 3U Creature - Merfolk Wizard 2/3 Islandwalk When Merrow Harbinger comes into play, you may search your library for a Merfolk card, reveal it, then shuffle your library and put that card on top of it. Merrow Reejerey 2U Creature - Merfolk Soldier 2/2 Other Merfolk creatures you control get +1/+1. Whenever you play a Merfolk spell, you may tap or untap target permanent. Merrow Witsniper U Creature - Merfolk Rogue 1/1 When Merrow Witsniper comes into play, target player puts the top card of his or her library into his or her graveyard. Merseine 2UU Enchantment - Aura Enchant creature Merseine comes into play with three net counters on it. Enchanted creature doesn't untap during its controller's untap step as long as Merseine has a net counter on it. Enchanted creature has "Pay this creature's mana cost: Remove a net counter from a Merseine attached to this creature." Merseine 2UU Enchantment - Aura Enchant creature Merseine comes into play with three net counters on it. Enchanted creature doesn't untap during its controller's untap step as long as Merseine has a net counter on it. Enchanted creature has "Pay this creature's mana cost: Remove a net counter from a Merseine attached to this creature." Merseine 2UU Enchantment - Aura Enchant creature Merseine comes into play with three net counters on it. Enchanted creature doesn't untap during its controller's untap step as long as Merseine has a net counter on it. Enchanted creature has "Pay this creature's mana cost: Remove a net counter from a Merseine attached to this creature." Merseine 2UU Enchantment - Aura Enchant creature Merseine comes into play with three net counters on it. Enchanted creature doesn't untap during its controller's untap step as long as Merseine has a net counter on it. Enchanted creature has "Pay this creature's mana cost: Remove a net counter from a Merseine attached to this creature." Mesa Chicken WW Summon Chicken 2/2 Stand up, Flap your arms, Cluck like a chicken: Mesa Chicken gains flying until end of turn. Mesa Enchantress 1WW Creature - Human Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Mesa Falcon 1W Creature - Bird 1/1 Flying 1W: Mesa Falcon gets +0/+1 until end of turn. Mesa Falcon 1W Creature - Bird 1/1 Flying 1W: Mesa Falcon gets +0/+1 until end of turn. Mesa Falcon 1W Creature - Bird 1/1 Flying 1W: Mesa Falcon gets +0/+1 until end of turn. Mesa Falcon 1W Creature - Bird 1/1 Flying 1W: Mesa Falcon gets +0/+1 until end of turn. Mesa Pegasus 1W Creature - Pegasus 1/1 Flying, banding Mesa Pegasus 1W Creature - Pegasus 1/1 Flying, banding Mesa Pegasus 1W Creature - Pegasus 1/1 Flying, banding Mesa Pegasus 1W Creature - Pegasus 1/1 Flying, banding Mesa Pegasus 1W Creature - Pegasus 1/1 Flying, banding Mesa Pegasus 1W Creature - Pegasus 1/1 Flying, banding Mesa Pegasus 1W Creature - Pegasus 1/1 Flying, banding Mesmeric Fiend 1B Creature - Nightmare Horror 1/1 When Mesmeric Fiend comes into play, target opponent reveals his or her hand and you choose a nonland card from it. Remove that card from the game. When Mesmeric Fiend leaves play, return the removed card to its owner's hand. Mesmeric Orb 2 Artifact Whenever a permanent becomes untapped, that permanent's controller puts the top card of his or her library into his or her graveyard. Mesmeric Sliver 3U Creature - Sliver 2/2 All Slivers have "When this permanent comes into play, you may fateseal 1." (Its controller looks at the top card of an opponent's library, then he or she may put that card on the bottom of that library.) Mesmeric Trance 1UU Enchantment Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) U, Discard a card: Draw a card. Metal Fatigue 2W Instant Tap all artifacts. Metallic Sliver 1 Artifact Creature - Sliver 1/1 Metalworker 3 Artifact Creature - Construct 1/2 T Reveal any number of artifact cards in your hand. Add 2 to your mana pool for each card revealed this way. Metamorphic Wurm 3GG Creature - Elephant Wurm 3/3 Threshold - Metamorphic Wurm gets +4/+4 as long as seven or more cards are in your graveyard. Metamorphose 1U Instant Put target permanent an opponent controls on top of its owner's library. That opponent may put an artifact, creature, enchantment, or land card from his or her hand into play. Metamorphosis G Sorcery As an additional cost to play Metamorphosis, sacrifice a creature. Add X mana of any one color to your mana pool, where X is one plus the sacrificed creature's converted mana cost. Spend this mana only to play creature spells. Metamorphosis G Sorcery As an additional cost to play Metamorphosis, sacrifice a creature. Add X mana of any one color to your mana pool, where X is one plus the sacrificed creature's converted mana cost. Spend this mana only to play creature spells. Metathran Aerostat 2UU Creature - Metathran 2/2 Flying XU: You may put a creature card with converted mana cost X from your hand into play. If you do, return Metathran Aerostat to its owner's hand. Metathran Elite 1UU Creature - Metathran Soldier 2/3 Metathran Elite is unblockable as long as it's enchanted. Metathran Soldier 1U Creature - Metathran Soldier 1/1 Metathran Soldier is unblockable. Metathran Transport 1UU Creature - Metathran 1/3 Flying Metathran Transport can't be blocked by blue creatures. U: Target creature becomes blue until end of turn. Metathran Zombie 1U Creature - Metathran Zombie 1/1 B: Regenerate Metathran Zombie. Meteor Crater Land T Choose a color of a permanent you control. Add one mana of that color to your mana pool. Meteor Shower XXR Sorcery Meteor Shower deals X+1 damage divided as you choose among any number of target creatures and/or players. Meteor Storm RG Enchantment 2RG, Discard two cards at random: Meteor Storm deals 4 damage to target creature or player. Metrognome 4 Artifact When a spell or ability an opponent controls causes you to discard Metrognome, put four 1/1 Gnome artifact creature tokens into play. 4, T Put a 1/1 Gnome artifact creature token into play. Michiko Konda, Truth Seeker 3W Legendary Creature - Human Advisor 2/2 Whenever a source an opponent controls deals damage to you, that player sacrifices a permanent. Midnight Charm B Instant Choose one - Midnight Charm deals 1 damage to target creature and you gain 1 life; or target creature gains first strike until end of turn; or tap target creature. Midnight Covenant 1B Enchantment - Aura Enchant creature Enchanted creature has "B: This creature gets +1/+1 until end of turn." Midnight Ritual X2B Sorcery Remove X target creature cards in your graveyard from the game. For each creature card removed this way, put a 2/2 black Zombie creature token into play. Midnight Ritual X2B Sorcery Remove X target creature cards in your graveyard from the game. For each creature card removed this way, put a 2/2 black Zombie creature token into play. Midsummer Revel 3GG Enchantment At the beginning of your upkeep, you may put a verse counter on Midsummer Revel. G, Sacrifice Midsummer Revel: Put X 3/3 green Beast creature tokens into play, where X is the number of verse counters on Midsummer Revel. Might of Oaks 3G Instant Target creature gets +7/+7 until end of turn. Might of Oaks 3G Instant Target creature gets +7/+7 until end of turn. Might of Oaks 3G Instant Target creature gets +7/+7 until end of turn. Might of Oaks 3G Instant Target creature gets +7/+7 until end of turn. Might of Oaks 3G Instant Target creature gets +7/+7 until end of turn. Might of Old Krosa G Instant Target creature gets +2/+2 until end of turn. If you played this spell during your main phase, that creature gets +4/+4 until end of turn instead. Might of the Nephilim 1G Instant Target creature gets +2/+2 until end of turn for each of its colors. Might Sliver 4G Creature - Sliver 2/2 All Sliver creatures get +2/+2. Might Weaver 1G Creature - Human Wizard 2/1 2: Target red or white creature gains trample until end of turn. (If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Might Weaver 1G Creature - Human Wizard 2/1 2: Target red or white creature gains trample until end of turn. (If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Mightstone 4 Artifact Whenever a creature attacks, it gets +1/+0 as long as it's attacking. Mijae Djinn RRR Creature - Djinn 6/3 Whenever Mijae Djinn attacks, flip a coin. If you lose the flip, remove Mijae Djinn from combat and tap it. Mijae Djinn RRR Creature - Djinn 6/3 Whenever Mijae Djinn attacks, flip a coin. If you lose the flip, remove Mijae Djinn from combat and tap it. Mikokoro, Center of the Sea Legendary Land T Add 1 to your mana pool. 2, T Each player draws a card. Militant Monk 1WW Creature - Human Monk Cleric 2/1 Vigilance T Prevent the next 1 damage that would be dealt to target creature or player this turn. Militia's Pride 1W Tribal Enchantment - Kithkin Whenever a nontoken creature you control attacks, you may pay W. If you do, put a 1/1 white Kithkin Soldier creature token into play tapped and attacking. Millikin 2 Artifact Creature - Construct 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. Millstone 2 Artifact 2, T Target player puts the top two cards of his or her library into his or her graveyard. Millstone 2 Artifact 2, T Target player puts the top two cards of his or her library into his or her graveyard. Millstone 2 Artifact 2, T Target player puts the top two cards of his or her library into his or her graveyard. Millstone 2 Artifact 2, T Target player puts the top two cards of his or her library into his or her graveyard. Millstone 2 Artifact 2, T Target player puts the top two cards of his or her library into his or her graveyard. Millstone 2 Artifact 2, T Target player puts the top two cards of his or her library into his or her graveyard. Millstone 2 Artifact 2, T Target player puts the top two cards of his or her library into his or her graveyard. Millstone 2 Artifact 2, T Target player puts the top two cards of his or her library into his or her graveyard. Mimeofacture 3U Sorcery Replicate 3U (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Choose target permanent an opponent controls. Search that player's library for a card with the same name and put it into play under your control. Then that player shuffles his or her library. Minamo Scrollkeeper 1U Creature - Human Wizard 2/3 Defender (This creature can't attack.) Your maximum hand size is increased by one. Minamo Sightbender 1U Creature - Human Wizard 1/2 X, T Target creature with power X or less is unblockable this turn. Minamo, School at Water's Edge Legendary Land T Add U to your mana pool. U, T Untap target legendary permanent. Minamo's Meddling 2UU Instant Counter target spell. That spell's controller reveals his or her hand, then discards each card with the same name as a card spliced onto that spell. Mind Bend U Instant Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. (For example, you may change "nonblack creature" to "nongreen creature" or "forestwalk" to "islandwalk." This effect doesn't end at end of turn.) 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 "islandwalk." This effect doesn't end at end of turn.) 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 "islandwalk." This effect doesn't end at end of turn.) 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 "islandwalk." This effect doesn't end at end of turn.) Mind Bomb U Sorcery Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards he or she discarded this way. Mind Bomb U Sorcery Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards he or she discarded this way. Mind Bomb U Sorcery Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards he or she discarded this way. Mind Burst 1B Sorcery Target player discards X cards, where X is one plus the number of cards named Mind Burst in all graveyards. Mind Extraction 2B Sorcery As an additional cost to play Mind Extraction, sacrifice a creature. Target player reveals his or her hand and discards all cards of each of the sacrificed creature's colors. Mind Games U Instant Buyback 2U (You may pay an additional 2U as you play this spell. If you do, put this card into your hand as it resolves.) Tap target artifact, creature, or land. Mind Harness U Enchantment - Aura Enchant red or green creature Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) You control enchanted creature. Mind Knives 1B Sorcery Target opponent discards a card at random. Mind Maggots 3B Creature - Insect 2/2 When Mind Maggots comes into play, discard any number of creature cards. For each card discarded this way, put two +1/+1 counters on Mind Maggots. Mind Over Matter 2UUUU Enchantment Discard a card: You may tap or untap target artifact, creature, or land. Mind Peel B Sorcery Buyback 2BB (You may pay an additional 2BB as you play this spell. If you do, put this card into your hand as it resolves.) Target player discards a card. Mind Ravel 2B Sorcery Target player discards a card. Draw a card at the beginning of the next turn's upkeep. Mind Ravel 2B Sorcery Target player discards a card. Draw a card at the beginning of the next turn's upkeep. Mind Rot 2B Sorcery Target player discards two cards. Mind Rot 2B Sorcery Target player discards two cards. Mind Rot 2B Sorcery Target player discards two cards. Mind Rot 2B Sorcery Target player discards two cards. Mind Rot 2B Sorcery Target player discards two cards. Mind Rot 2B Sorcery Target player discards two cards. Mind Rot 2B Sorcery Target player discards two cards. Mind Shatter XBB Sorcery Target player discards X cards at random. Mind Slash 1BB Enchantment B, Sacrifice a creature: Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery. Mind Slash 1BB Enchantment B, Sacrifice a creature: Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery. Mind Sludge 4B Sorcery Target player discards a card for each Swamp you control. Mind Sludge 4B Sorcery Target player discards a card for each Swamp you control. Mind Spring XUU Sorcery Draw X cards. Mind Stone 2 Artifact T Add 1 to your mana pool. 1, T, Sacrifice Mind Stone: Draw a card. Mind Stone 2 Artifact T Add 1 to your mana pool. 1, T, Sacrifice Mind Stone: Draw a card. Mind Swords 1B Sorcery If you control a Swamp, you may sacrifice a creature rather than pay Mind Swords's mana cost. Each player removes two cards in his or her hand from the game. Mind Twist XB Sorcery Target player discards X cards at random. Mind Twist XB Sorcery Target player discards X cards at random. Mind Twist XB Sorcery Target player discards X cards at random. Mind Twist XB Sorcery Target player discards X cards at random. Mind Twist XB Sorcery Target player discards X cards at random. Mind Warp X3B Sorcery Look at target player's hand and choose X cards from it. That player discards them. Mind Warp X3B Sorcery Look at target player's hand and choose X cards from it. That player discards them. Mind Warp X3B Sorcery Look at target player's hand and choose X cards from it. That player discards them. Mind Whip 2BB Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player may pay 3. If he or she doesn't, Mind Whip deals 2 damage to that player and you tap that creature. Mindbender Spores 2G Creature - Fungus Wall 0/1 Defender (This creature can't attack.) Flying Whenever Mindbender Spores blocks a creature, put four fungus counters on that creature. The creature gains "This creature doesn't untap during your untap step if it has a fungus counter on it" and "At the beginning of your upkeep, remove a fungus counter from this creature." Mindblaze 5R Sorcery Name a nonland card and choose a number greater than 0. Target player reveals his or her library. If that library contains exactly the chosen number of the named card, Mindblaze deals 8 damage to that player. Then that player shuffles his or her library. Mindlash Sliver B Creature - Sliver 1/1 All Slivers have "1, Sacrifice this permanent: Each player discards a card." Mindleech Mass 5UBB Creature - Horror 6/6 Trample Whenever Mindleech Mass deals combat damage to a player, you may look at that player's hand. If you do, you may play a nonland card in it without paying that card's mana cost. Mindless Automaton 4 Artifact Creature - Construct 0/0 Mindless Automaton comes into play with two +1/+1 counters on it. 1, Discard a card: Put a +1/+1 counter on Mindless Automaton. Remove two +1/+1 counters from Mindless Automaton: Draw a card. Mindless Automaton 4 Artifact Creature - Construct 0/0 Mindless Automaton comes into play with two +1/+1 counters on it. 1, Discard a card: Put a +1/+1 counter on Mindless Automaton. Remove two +1/+1 counters from Mindless Automaton: Draw a card. Mindmoil 4R Enchantment Whenever you play a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards. Mind's Desire 4UU Sorcery Shuffle your library. Then remove the top card of your library from the game. Until end of turn, you may play that card without paying its mana cost. (If it has X in its mana cost, X is 0.) Storm (When you play this spell, copy it for each spell played before it this turn.) Mind's Eye 5 Artifact Whenever an opponent draws a card, you may pay 1. If you do, draw a card. Mindslaver 6 Legendary Artifact 4, T, Sacrifice Mindslaver: You control target player's next turn. (You see all cards that player could see and make all decisions for the player. He or she doesn't lose life because of mana burn.) Mindslicer 2BB Creature - Horror 4/3 When Mindslicer is put into a graveyard from play, each player discards his or her hand. Mindslicer 2BB Creature - Horror 4/3 When Mindslicer is put into a graveyard from play, each player discards his or her hand. Mindstab 5B Sorcery Target player discards three cards. Suspend 4-B (Rather than play this card from your hand, you may pay B and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Mindstab Thrull 1BB Creature - Thrull 2/2 Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards. Mindstab Thrull 1BB Creature - Thrull 2/2 Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards. Mindstab Thrull 1BB Creature - Thrull 2/2 Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards. Mindstab Thrull 1BB Creature - Thrull 2/2 Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards. Mindstab Thrull 1BB Creature - Thrull 2/2 Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards. Mindstorm Crown 3 Artifact At the beginning of your upkeep, draw a card if you had no cards in hand at the beginning of this turn. If you had a card in hand, Mindstorm Crown deals 1 damage to you. Mindwarper 2BB Creature - Spirit 0/0 Mindwarper comes into play with three +1/+1 counters on it. 2B, Remove a +1/+1 counter from Mindwarper: Target player discards a card. Play this ability only any time you could play a sorcery. Mindwhip Sliver 2B Creature - Sliver 2/2 All Slivers have "2, Sacrifice this permanent: Target player discards a card at random. Play this ability only any time you could play a sorcery." Mine Bearer 2W Creature - Human Soldier 1/1 T, Sacrifice Mine Bearer: Destroy target attacking creature. Mine Layer 3R Creature - Dwarf 1/1 1R, T Put a mine counter on target land. Whenever a land with a mine counter on it becomes tapped, destroy it. When Mine Layer leaves play, remove all mine counters from all lands. Mine, Mine, Mine! 4GG Enchantment When Mine, Mine, Mine! comes into play, each player puts his or her library into his or her hand. Each player skips his or her discard phase and does not lose as a result of being unable to draw a card. Each player cannot play more than one spell each turn. If Mine, Mine, Mine! leaves play, each player shuffles his or her hand and graveyard into his or her library. Minion of Leshrac 4BBB Creature - Demon Minion 5/5 Protection from black At the beginning of your upkeep, sacrifice a creature other than Minion of Leshrac. If you can't, tap Minion of Leshrac and it deals 5 damage to you. T Destroy target creature or land. Minion of Tevesh Szat 4BBB Creature - Demon Minion 4/4 At the beginning of your upkeep, Minion of Tevesh Szat deals 2 damage to you unless you pay BB. T Target creature gets +3/-2 until end of turn. Minion of the Wastes 3BBB Creature - Minion */* Trample As Minion of the Wastes comes into play, pay any amount of life. Minion of the Wastes's power and toughness are each equal to the life paid as it came into play. Minions' Murmurs 2BB Sorcery You draw X cards and you lose X life, where X is the number of creatures you control. Minister of Impediments 2(W / U) Creature - Human Advisor 1/1 (o(w/u) can be paid with either W or U.) T Tap target creature. Minotaur Explorer 1R Creature - Minotaur Scout 3/3 When Minotaur Explorer comes into play, sacrifice it unless you discard a card at random. Minotaur Illusionist 3UR Creature - Minotaur Wizard 3/4 1U: Minotaur Illusionist gains shroud until end of turn. (It can't be the target of spells or abilities.) R, Sacrifice Minotaur Illusionist: Minotaur Illusionist deals damage equal to its power to target creature. Minotaur Tactician 3R Creature - Minotaur 1/1 Haste Minotaur Tactician gets +1/+1 as long as you control a white creature. Minotaur Tactician gets +1/+1 as long as you control a blue creature. Minotaur Warrior 2R Creature - Minotaur Warrior 2/3 Miracle Worker W Creature - Human Cleric 1/1 T Destroy target Aura attached to a creature you control. Miraculous Recovery 4W Instant Return target creature card from your graveyard to play with a +1/+1 counter on it. Mirari 5 Legendary Artifact Whenever you play an instant or sorcery spell, you may pay 3. If you do, copy that spell. You may choose new targets for the copy. Mirari 5 Legendary Artifact Whenever you play an instant or sorcery spell, you may pay 3. If you do, copy that spell. You may choose new targets for the copy. Mirari's Wake 3GW Enchantment Creatures you control get +1/+1. Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced. Mire Boa 1G Creature - Snake 2/1 Swampwalk G: Regenerate Mire Boa. Mire Kavu 3R Creature - Kavu 3/2 Mire Kavu gets +1/+1 as long as you control a Swamp. Mire Shade 1B Creature - Shade 1/1 B, Sacrifice a Swamp: Put a +1/+1 counter on Mire Shade. Play this ability only any time you could play a sorcery. Miren, the Moaning Well Legendary Land T Add 1 to your mana pool. 3, T, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. Mirozel 3U Creature - Illusion 2/3 Flying When Mirozel becomes the target of a spell or ability, return Mirozel to its owner's hand. Mirri the Cursed 2BB Legendary Creature - Vampire Cat 3/2 Flying, first strike, haste Whenever Mirri the Cursed deals combat damage to a creature, put a +1/+1 counter on Mirri the Cursed. Mirri, Cat Warrior 1GG Legendary Creature - Cat Warrior 2/3 First strike, forestwalk, vigilance (This creature deals combat damage before creatures without first strike, it's unblockable as long as defending player controls a Forest, and attacking doesn't cause this creature to tap.) Mirri, Cat Warrior 1GG Legendary Creature - Cat Warrior 2/3 First strike, forestwalk, vigilance (This creature deals combat damage before creatures without first strike, it's unblockable as long as defending player controls a Forest, and attacking doesn't cause this creature 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. Mirrodin's Core Land T Add 1 to your mana pool. T Put a charge counter on Mirrodin's Core. T, Remove a charge counter from Mirrodin's Core: Add one mana of any color to your mana pool. Mirror Entity 2W Creature - Shapeshifter 1/1 Changeling (This card is every creature type at all times.) X: Creatures you control become X/X and gain all creature types until end of turn. Mirror Gallery 5 Artifact The "legend rule" doesn't apply. Mirror Golem 6 Artifact Creature - Golem 3/4 Imprint - When Mirror Golem comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.) Mirror Golem has protection from each of the imprinted card's card types. Mirror Mirror 7 Artifact Mirror Mirror comes into play tapped. 7, T, Sacrifice Mirror Mirror: At end of turn, exchange life totals with target player and exchange all cards in play that you control, and all cards in your hand, library, and graveyard, with that player until end of game. Mirror Strike 3W Instant Target unblocked creature deals combat damage to its controller instead of to you this turn. Mirror Universe 6 Artifact T, Sacrifice Mirror Universe: Exchange life totals with target opponent. Play this ability only during your upkeep. Mirror Universe 6 Artifact T, Sacrifice Mirror Universe: Exchange life totals with target opponent. Play this ability only during your upkeep. Mirror Wall 3U Creature - Wall 3/4 Defender (This creature can't attack.) W: Mirror Wall can attack this turn as though it didn't have defender. Mirrorwood Treefolk 3G Creature - Treefolk 2/4 2RW: The next time damage would be dealt to Mirrorwood Treefolk this turn, that damage is dealt to target creature or player instead. Miscalculation 1U Instant Counter target spell unless its controller pays 2. Cycling 2 (2, Discard this card: Draw a card.) Mischievous Poltergeist 2B Creature - Spirit 1/1 Flying Pay 1 life: Regenerate Mischievous Poltergeist. Mischievous Poltergeist 2B Creature - Spirit 1/1 Flying Pay 1 life: Regenerate Mischievous Poltergeist. Mischievous Quanar 4U Creature - Beast 3/3 3UU: Turn Mischievous Quanar face down. Morph 1UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Mischievous Quanar is turned face up, copy target instant or sorcery spell. You may choose new targets for that copy. Misdirection 3UU Instant You may remove a blue card in your hand from the game rather than pay Misdirection's mana cost. Change the target of target spell with a single target. Mise U Instant Name a nonland card, then reveal the top card of your library. If that card is the named card, draw three cards. Misers' Cage 3 Artifact At the beginning of each opponent's upkeep, if that player has five or more cards in hand, Misers' Cage deals 2 damage to him or her. Misery Charm B Instant Choose one - Destroy target Cleric; or return target Cleric card from your graveyard to your hand; or target player loses 2 life. Misfortune 1BRG Sorcery An opponent chooses one - You put a +1/+1 counter on each creature you control and gain 4 life; or you put a -1/-1 counter on each creature that player controls and Misfortune deals 4 damage to him or her. Misfortune's Gain 3W Sorcery Destroy target creature. Its owner gains 4 life. Misguided Rage 2R Sorcery Target player sacrifices a permanent. Mishra, Artificer Prodigy 1UBR Legendary Creature - Human Artificer 4/4 Whenever you play an artifact spell, you may search your graveyard, hand, and/or library for a card with the same name as that spell and put it into play. If you search your library this way, shuffle it. Mishra's Bauble 0 Artifact T, Sacrifice Mishra's Bauble: Look at the top card of target player's library. Draw a card at the beginning of the next turn's upkeep. Mishra's Factory Land T Add 1 to your mana pool. 1: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land. T Target Assembly-Worker creature gets +1/+1 until end of turn. Mishra's Factory Land T Add 1 to your mana pool. 1: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land. T Target Assembly-Worker creature gets +1/+1 until end of turn. Mishra's Factory Land T Add 1 to your mana pool. 1: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land. T Target Assembly-Worker creature gets +1/+1 until end of turn. Mishra's Factory Land T Add 1 to your mana pool. 1: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land. T Target Assembly-Worker creature gets +1/+1 until end of turn. Mishra's Factory Land T Add 1 to your mana pool. 1: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land. T Target Assembly-Worker creature gets +1/+1 until end of turn. Mishra's Factory Land T Add 1 to your mana pool. 1: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land. T Target Assembly-Worker creature gets +1/+1 until end of turn. Mishra's Factory Land T Add 1 to your mana pool. 1: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land. T Target Assembly-Worker creature gets +1/+1 until end of turn. Mishra's Groundbreaker 4 Artifact T, Sacrifice Mishra's Groundbreaker: Target land becomes a 3/3 artifact creature that's still a land. (This effect doesn't end at end of turn.) Mishra's Helix 5 Artifact X, T Tap X target lands. Mishra's War Machine 7 Artifact Creature - Juggernaut 5/5 Banding At the beginning of your upkeep, unless you discard a card, tap Mishra's War Machine and it deals 3 damage to you. Mishra's War Machine 7 Artifact Creature - Juggernaut 5/5 Banding At the beginning of your upkeep, unless you discard a card, tap Mishra's War Machine and it deals 3 damage to you. Mishra's War Machine 7 Artifact Creature - Juggernaut 5/5 Banding At the beginning of your upkeep, unless you discard a card, tap Mishra's War Machine and it deals 3 damage to you. Mishra's Workshop Land T Add 3 to your mana pool. Spend this mana only to play artifact spells. Misinformation B Instant Put up to three target cards from an opponent's graveyard on top of his or her library in any order. Miss Demeanor 3W Summon Lady of Proper Etiquette 3/1 Flying, first strike During each other player's turn, compliment that player on his or her game play or sacrifice Miss Demeanor. Misshapen Fiend 1B Creature - Horror Mercenary 1/1 Flying Misstep 1U Sorcery Creatures target player controls don't untap during that player's next untap step. Mist Dragon 4UU Creature - Dragon 4/4 0: Mist Dragon gains flying. (This effect doesn't end at end of turn.) 0: Mist Dragon loses flying. (This effect doesn't end at end of turn.) 3UU: Mist Dragon phases out. Mist of Stagnation 3UU Enchantment Permanents don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player chooses a permanent for each card in his or her graveyard, then untaps those permanents. Mistbind Clique 3U Creature - Faerie Wizard 4/4 Flash Flying Champion a Faerie (When this comes into play, sacrifice it unless you remove another Faerie you control from the game. When this leaves play, that card returns to play.) When a Faerie is championed with Mistbind Clique, tap all lands target player controls. Mistblade Shinobi 2U Creature - Human Ninja 1/1 Ninjutsu U (U, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.) Whenever Mistblade Shinobi deals combat damage to a player, you may return target creature that player controls to its owner's hand. Mistfolk UU Creature - Illusion 1/2 U: Counter target spell that targets Mistfolk. Mistform Dreamer 2U Creature - Illusion 2/1 Flying 1: Mistform Dreamer becomes the creature type of your choice until end of turn. Mistform Mask 1U Enchantment - Aura Enchant creature 1: Enchanted creature becomes the creature type of your choice until end of turn. Mistform Mutant 4UU Creature - Illusion Mutant 3/4 1U: Choose a creature type other than Wall. Target creature becomes that type until end of turn. Mistform Seaswift 3U Creature - Illusion 3/1 Flying 1: Mistform Seaswift becomes the creature type of your choice until end of turn. Morph 1U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Mistform Shrieker 3UU Creature - Illusion 3/3 Flying 1: Mistform Shrieker becomes the creature type of your choice until end of turn. Morph 3UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Mistform Skyreaver 5UU Creature - Illusion 6/6 Flying 1: Mistform Skyreaver becomes the creature type of your choice until end of turn. Mistform Sliver 1U Creature - Illusion Sliver 1/1 All Slivers have "1: This permanent becomes the creature type of your choice in addition to its other types until end of turn." Mistform Stalker 1U Creature - Illusion 1/1 1: Mistform Stalker becomes the creature type of your choice until end of turn. 2UU: Mistform Stalker gets +2/+2 and gains flying until end of turn. Mistform Ultimus 3U Legendary Creature - Illusion 3/3 Mistform Ultimus is every creature type (even if this card isn't in play). Mistform Ultimus 3U Legendary Creature - Illusion 3/3 Mistform Ultimus is every creature type (even if this card isn't in play). Mistform Wakecaster 4U Creature - Illusion 2/3 Flying 1: Mistform Wakecaster becomes the creature type of your choice until end of turn. 2UU, T Choose a creature type. Each creature you control becomes that type until end of turn. Mistform Wall 2U Creature - Illusion Wall 1/4 Mistform Wall has defender as long as it's a Wall. 1: Mistform Wall becomes the creature type of your choice until end of turn. Mistform Warchief 2U Creature - Illusion 1/3 Creature spells you play that share a creature type with Mistform Warchief cost 1 less to play. T Mistform Warchief becomes the creature type of your choice until end of turn. Mistmeadow Skulk 1W Creature - Kithkin Rogue 1/1 Protection from converted mana cost 3 or greater Lifelink (Whenever this creature deals damage, you gain that much life.) Mistmoon Griffin 3W Creature - Griffin 2/2 Flying When Mistmoon Griffin is put into a graveyard from play, remove Mistmoon Griffin from the game, then return the top creature card from your graveyard to play. Mistral Charger 1W Creature - Pegasus 2/1 Flying Mizzium Transreliquat 3 Artifact 3: Mizzium Transreliquat becomes a copy of target artifact until end of turn. 1UR: Mizzium Transreliquat becomes a copy of target artifact and gains this ability. Mnemonic Nexus 3U Instant Each player shuffles his or her graveyard into his or her library. Mnemonic Sliver 2U Creature - Sliver 2/2 All Slivers have "2, Sacrifice this permanent: Draw a card." Moaning Spirit 2B Creature - Spirit 2/1 Flying Moat 2WW Enchantment Creatures without flying can't attack. Moat 2WW Enchantment Creatures without flying can't attack. Mob Justice 1R Sorcery Mob Justice deals damage to target player equal to the number of creatures you control. Mob Mentality R Enchantment - Aura Enchant creature Enchanted creature has trample. Whenever all non-Wall creatures you control attack, enchanted creature gets +X/+0 until end of turn, where X is the number of attacking creatures. Mobile Fort 4 Artifact Creature - Wall 0/6 Defender (This creature can't attack.) 3: Mobile Fort gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Play this ability only once each turn. Mobilization 2W Enchantment Soldier creatures have vigilance. (Attacking doesn't cause them to tap.) 2W: Put a 1/1 white Soldier creature token into play. Mobilization 2W Enchantment Soldier creatures have vigilance. (Attacking doesn't cause them to tap.) 2W: Put a 1/1 white Soldier creature token into play. Mobilize G Sorcery Untap all creatures you control. Mogg Alarm 1RR Sorcery You may sacrifice two Mountains rather than pay Mogg Alarm's mana cost. Put two 1/1 red Goblin creature tokens into play. Mogg Assassin 2R Creature - Goblin Assassin 2/1 T You and target opponent each choose a target creature the other controls. Flip a coin. If you win the flip, destroy the creature you chose. If you lose the flip, destroy the creature your opponent chose. Mogg Bombers 3R Creature - Goblin 3/4 When another creature comes into play, sacrifice Mogg Bombers. If you do, it deals 3 damage to target player. Mogg Cannon 2 Artifact T Target creature you control gets +1/+0 and gains flying until end of turn. Destroy that creature at end of turn. Mogg Conscripts R Creature - Goblin 2/2 Mogg Conscripts can't attack unless you've played a creature spell this turn. Mogg Fanatic R Creature - Goblin 1/1 Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player. Mogg Fanatic R Creature - Goblin 1/1 Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player. Mogg Flunkies 1R Creature - Goblin 3/3 Mogg Flunkies can't attack or block alone. Mogg Hollows Land T Add 1 to your mana pool. T Add R or G to your mana pool. Mogg Hollows doesn't untap during your next untap step. 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 your next untap step. Mogg Infestation 3RR Sorcery Destroy all creatures target player controls. For each creature put into a graveyard this way, put two 1/1 red Goblin creature tokens into play under that player's control. Mogg Jailer 1R Creature - Goblin 2/2 Mogg Jailer can't attack if defending player controls an untapped creature with power 2 or less. Mogg Maniac 1R Creature - Goblin 1/1 Whenever Mogg Maniac is dealt damage, it deals that much damage to target opponent. Mogg Raider R Creature - Goblin 1/1 Sacrifice a Goblin: Target creature gets +1/+1 until end of turn. Mogg Salvage 2R Instant If an opponent controls an Island and you control a Mountain, you may play Mogg Salvage without paying its mana cost. Destroy target artifact. Mogg Sentry R Creature - Goblin Warrior 1/1 Whenever an opponent plays a spell, Mogg Sentry gets +2/+2 until end of turn. Mogg Sentry R Creature - Goblin Warrior 1/1 Whenever an opponent plays a spell, Mogg Sentry gets +2/+2 until end of turn. Mogg Sentry R Creature - Goblin Warrior 1/1 Whenever an opponent plays a spell, Mogg Sentry gets +2/+2 until end of turn. Mogg Squad 1R Creature - Goblin 3/3 Mogg Squad gets -1/-1 for each other creature in play. Mogg Toady 1R Creature - Goblin 2/2 Mogg Toady can't attack unless you control more creatures than defending player. Mogg Toady can't block unless you control more creatures than attacking player. Mogg War Marshal 1R Creature - Goblin Warrior 1/1 Echo 1R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Mogg War Marshal comes into play or is put into a graveyard from play, put a 1/1 red Goblin creature token into play. Moggcatcher 2RR Creature - Human Mercenary 2/2 3, T Search your library for a Goblin permanent card and put that card into play. Then shuffle your library. Mold Demon 5BB Creature - Fungus Demon 6/6 When Mold Demon comes into play, sacrifice it unless you sacrifice two Swamps. Molder XG Instant Destroy target artifact or enchantment with converted mana cost X. It can't be regenerated. You gain X life. Molder Slug 3GG Creature - Slug Beast 4/6 At the beginning of each player's upkeep, that player sacrifices an artifact. Moldervine Cloak 2G Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) Mole Worms 2B Creature - Worm 1/1 You may choose not to untap Mole Worms during your untap step. T Tap target land. It doesn't untap during its controller's untap step as long as Mole Worms remains tapped. Mole Worms 2B Creature - Worm 1/1 You may choose not to untap Mole Worms during your untap step. T Tap target land. It doesn't untap during its controller's untap step as long as Mole Worms remains tapped. Molimo, Maro-Sorcerer 4GGG Legendary Creature - Elemental */* Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control. Molimo, Maro-Sorcerer 4GGG Legendary Creature - Elemental */* Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control. Molten Disaster XRR Sorcery Kicker R (You may pay an additional R as you play this spell.) If the kicker cost was paid, Molten Disaster has split second. (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Molten Disaster deals X damage to each creature without flying and each player. Molten Firebird 4R Creature - Phoenix 2/2 Flying When Molten Firebird is put into a graveyard from play, return it to play under its owner's control at end of turn and you skip your next draw step. 4R: Remove Molten Firebird from the game. Molten Hydra 1R Creature - Hydra 1/1 1RR: Put a +1/+1 counter on Molten Hydra. T, Remove all +1/+1 counters from Molten Hydra: Molten Hydra deals X damage to target creature or player, where X is the number of counters removed this way. Molten Influence 1R Instant Counter target instant or sorcery spell unless its controller has Molten Influence deal 4 damage to him or her. Molten Rain 1RR Sorcery Destroy target land. If that land was nonbasic, Molten Rain deals 2 damage to the land's controller. Molten Sentry 3R Creature - Elemental */* As Molten Sentry comes into play, flip a coin. If the coin comes up heads, Molten Sentry comes into play as a 5/2 creature with haste. If it comes up tails, Molten Sentry comes into play as a 2/5 creature with defender. Molten Slagheap Land T Add 1 to your mana pool. 1, T Put a storage counter on Molten Slagheap. 1, Remove X storage counters from Molten Slagheap: Add X mana in any combination of B and/or R to your mana pool. Molting Harpy B Creature - Harpy Mercenary 2/1 Flying At the beginning of your upkeep, sacrifice Molting Harpy unless you pay 2. Molting Skin 2G Enchantment Return Molting Skin to its owner's hand: Regenerate target creature. Moment of Silence W Instant Target player skips his or her next combat phase this turn. Momentary Blink 1W Instant Remove target creature you control from the game, then return it to play under its owner's control. Flashback 3U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Moment's Peace 1G Instant Prevent all combat damage that would be dealt this turn. Flashback 2G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Momentum 2G Enchantment - Aura Enchant creature At the beginning of your upkeep, you may put a growth counter on Momentum. Enchanted creature gets +1/+1 for each growth counter on Momentum. Momir Vig, Simic Visionary 3GU Legendary Creature - Elf Wizard 2/2 Whenever you play a green creature spell, you may search your library for a creature card and reveal it. If you do, shuffle your library and put that card on top of it. Whenever you play a blue creature spell, reveal the top card of your library. If it's a creature card, put that card into your hand. Mongrel Pack 3G Creature - Hound 4/1 When Mongrel Pack is put into a graveyard from play during combat, put four 1/1 green Hound creature tokens into play. Moniker Mage 2U Creature - Human Wizard 2/2 U, Say your middle name: Moniker Mage can't be the target of spells or abilities this turn. U, Say an opponent's middle name: Moniker Mage gains flying until end of turn. Monk Idealist 2W Creature - Human Monk Cleric 2/2 When Monk Idealist comes into play, return target enchantment card from your graveyard to your hand. Monk Realist 1W Creature - Human Monk Cleric 1/1 When Monk Realist comes into play, destroy target enchantment. Monkey Cage 5 Artifact When a creature comes into play, sacrifice Monkey Cage and put into play a number of 2/2 green Ape creature tokens equal to that creature's converted mana cost. Monkey Monkey Monkey 3G Creature - Ape 1/1 As Monkey Monkey Monkey comes into play, choose a letter. Monkey Monkey Monkey gets +1/+1 for each nonland permanent whose name begins with the chosen letter. Monsoon 2RG Enchantment At the end of each player's turn, tap all untapped Islands that player controls and Monsoon deals X damage to the player, where X is the number of Islands tapped this way. Mons's Goblin Raiders R Creature - Goblin 1/1 Mons's Goblin Raiders R Creature - Goblin 1/1 Mons's Goblin Raiders R Creature - Goblin 1/1 Mons's Goblin Raiders R Creature - Goblin 1/1 Mons's Goblin Raiders R Creature - Goblin 1/1 Mons's Goblin Raiders R Creature - Goblin 1/1 Mons's Goblin Raiders R Creature - Goblin 1/1 Mons's Goblin Raiders R Creature - Goblin 1/1 Mons's Goblin Waiters R Creature - Goblin Waiter 1/1 Sacrifice a creature or land: Add 1/2*R to your mana pool. Monstrous Growth 1G Sorcery Target creature gets +4/+4 until end of turn. Monstrous Growth 1G Sorcery Target creature gets +4/+4 until end of turn. Monstrous Growth 1G Sorcery Target creature gets +4/+4 until end of turn. Monstrous Growth 1G Sorcery Target creature gets +4/+4 until end of turn. Monstrous Growth 1G Sorcery Target creature gets +4/+4 until end of turn. Monstrous Growth 1G Sorcery Target creature gets +4/+4 until end of turn. Monstrous Growth 1G Sorcery Target creature gets +4/+4 until end of turn. Monstrous Hound 3R Creature - Hound 4/4 Monstrous Hound can't attack unless you control more lands than defending player. Monstrous Hound can't block unless you control more lands than attacking player. Monstrous Hound 3R Creature - Hound 4/4 Monstrous Hound can't attack unless you control more lands than defending player. Monstrous Hound can't block unless you control more lands than attacking player. Moon Sprite 1G Creature - Faerie 1/1 Flying Moon Sprite 1G Creature - Faerie 1/1 Flying Moon Sprite 1G Creature - Faerie 1/1 Flying Moonbow Illusionist 2U Creature - Moonfolk Wizard 2/1 Flying 2, Return a land you control to its owner's hand: Target land becomes the basic land type of your choice until end of turn. Moonglove Changeling 2B Creature - Shapeshifter 2/2 Changeling (This card is every creature type at all times.) B: Moonglove Changeling gains deathtouch until end of turn. (Whenever it deals damage to a creature, destroy that creature.) Moonglove Extract 3 Artifact Sacrifice Moonglove Extract: Moonglove Extract deals 2 damage to target creature or player. Moonglove Winnower 3B Creature - Elf Rogue 2/3 Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.) Moonlace U Instant Target spell or permanent becomes colorless. Moonlight Bargain 3BB Instant Look at the top five cards of your library. For each card, put that card into your graveyard unless you pay 2 life. Then put the rest into your hand. Moonlit Strider 3W Creature - Spirit 1/4 Sacrifice Moonlit Strider: Target creature you control gains protection from the color of your choice until end of turn. Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Moonlit Wake 2W Enchantment Whenever a creature is put into a graveyard from play, you gain 1 life. Moonring Mirror 5 Artifact Whenever you draw a card, remove the top card of your library from the game face down. At the beginning of your upkeep, you may remove your hand from the game face down. If you do, put into your hand all other cards you own removed from the game with Moonring Mirror. Moonwing Moth 1WW Creature - Insect 2/1 Flying W: Moonwing Moth gets +0/+1 until end of turn. Moor Fiend 3B Creature - Horror 3/3 Swampwalk Moorish Cavalry 2WW Creature - Human Knight 3/3 Trample Moorish Cavalry 2WW Creature - Human Knight 3/3 Trample Moorish Cavalry 2WW Creature - Human Knight 3/3 Trample Morale 1WW Instant Attacking creatures get +1/+1 until end of turn. Morale 1WW Instant Attacking creatures get +1/+1 until end of turn. Morality Shift 5BB Sorcery Exchange your graveyard and library. Then shuffle your library. Moratorium Stone 1 Artifact 2, T Remove target card in a graveyard from the game. 2WB, T, Sacrifice Moratorium Stone: Remove from the game target nonland card in a graveyard, all other cards in graveyards with the same name as that card, and all permanents with that name. Morbid Hunger 4BB Sorcery Morbid Hunger deals 3 damage to target creature or player. You gain 3 life. Flashback 7BB (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Morgue Theft 1B Sorcery Return target creature card from your graveyard to your hand. Flashback 4B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Morgue Thrull 2B Creature - Thrull 2/2 Sacrifice Morgue Thrull: Put the top three cards of your library into your graveyard. Morgue Toad 2B Creature - Frog 2/2 Sacrifice Morgue Toad: Add UR to your mana pool. Morinfen 3BB Legendary Creature - Horror 5/4 Flying Cumulative upkeep-Pay 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Moriok Rigger 2B Creature - Human Rogue Rigger 2/2 Whenever an artifact is put into a graveyard from play, you may put a +1/+1 counter on Moriok Rigger. Moriok Scavenger 3B Creature - Human Rogue 2/3 When Moriok Scavenger comes into play, you may return target artifact creature card from your graveyard to your hand. Morningtide 1W Sorcery Remove all cards in all graveyards from the game. Moroii 2UB Creature - Vampire 4/4 Flying At the beginning of your upkeep, you lose 1 life. Morphling 3UU Creature - Shapeshifter 3/3 U: Untap Morphling. U: Morphling gains flying until end of turn. U: Morphling gains shroud until end of turn. (It can't be the target of spells or abilities.) 1: Morphling gets +1/-1 until end of turn. 1: Morphling gets -1/+1 until end of turn. Morphling 3UU Creature - Shapeshifter 3/3 U: Untap Morphling. U: Morphling gains flying until end of turn. U: Morphling gains shroud until end of turn. (It can't be the target of spells or abilities.) 1: Morphling gets +1/-1 until end of turn. 1: Morphling gets -1/+1 until end of turn. Morsel Theft 2BB Tribal Sorcery - Rogue Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Target player loses 3 life and you gain 3 life. If Morsel Theft's prowl cost was paid, draw a card. Mortal Combat 2BB Enchantment At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game. Mortal Combat 2BB Enchantment At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game. Mortal Wound G Enchantment - Aura Enchant creature When enchanted creature is dealt damage, destroy it. Mortify 1WB Instant Destroy target creature or enchantment. Mortipede 3B Creature - Insect 4/1 2G: All creatures able to block Mortipede this turn do so. Mortiphobia 1BB Enchantment 1B, Discard a card: Remove target card in a graveyard from the game. 1B, Sacrifice Mortiphobia: Remove target card in a graveyard from the game. Mortivore 2BB Creature - Lhurgoyf */* Mortivore's power and toughness are each equal to the number of creature cards in all graveyards. B: Regenerate Mortivore. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Mortivore 2BB Creature - Lhurgoyf */* Mortivore's power and toughness are each equal to the number of creature cards in all graveyards. B: Regenerate Mortivore. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Mortivore 2BB Creature - Lhurgoyf */* Mortivore's power and toughness are each equal to the number of creature cards in all graveyards. B: Regenerate Mortivore. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Mortuary 3B Enchantment Whenever a creature is put into your graveyard from play, put that card on top of your library. Mosquito Guard W Creature - Kithkin Soldier 1/1 First strike Reinforce 1-1W (1W, Discard this card: Put a +1/+1 counter on target creature.) Moss Diamond 2 Artifact Moss Diamond comes into play tapped. T Add G to your mana pool. Moss Diamond 2 Artifact Moss Diamond comes into play tapped. T Add G to your mana pool. Moss Diamond 2 Artifact Moss Diamond comes into play tapped. T Add G to your mana pool. Moss Kami 5G Creature - Spirit 5/5 Trample Moss Monster 3GG Creature - Elemental 3/6 Moss Monster 3GG Creature - Elemental 3/6 Mossdog G Creature - Plant Hound 1/1 Whenever Mossdog becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on Mossdog. Mossfire Egg 1 Artifact 2, T, Sacrifice Mossfire Egg: Add RG to your mana pool. Draw a card. Mossfire Valley Land 1, T Add RG to your mana pool. Mosswort Bridge Land Hideaway (This land comes into play tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.) T Add G to your mana pool. G, T You may play the removed card without paying its mana cost if creatures you control have total power 10 or greater. Mothdust Changeling U Creature - Shapeshifter 1/1 Changeling (This card is every creature type at all times.) Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn. Mother of Goons 2B Creature - Human Cleric 3/2 Whenever a creature an opponent controls is put into a graveyard from play, sacrifice Mother of Goons unless you insult that creature. Mother of Runes W Creature - Human Cleric 1/1 T Target creature you control gains protection from the color of your choice until end of turn. Mothrider Samurai 3W Creature - Human Samurai 2/2 Flying Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Basic Land - Mountain [R] Mountain Bandit R Creature - Human Soldier Rogue 1/1 Haste Mountain Goat R Creature - Goat 1/1 Mountainwalk Mountain Goat R Creature - Goat 1/1 Mountainwalk Mountain Goat R Creature - Goat 1/1 Mountainwalk Mountain Goat R Creature - Goat 1/1 Mountainwalk Mountain Stronghold Land Red legendary creatures you control have "bands with other legendary creatures." Mountain Titan 2BR Creature - Giant 2/2 1RR: Until end of turn, whenever you play a black spell, put a +1/+1 counter on Mountain Titan. Mountain Valley Land Mountain Valley comes into play tapped. T, Sacrifice Mountain Valley: Search your library for a Mountain or Forest card and put it into play. Then shuffle your library. Mountain Yeti 2RR Creature - Yeti 3/3 Mountainwalk, protection from white Mountain Yeti 2RR Creature - Yeti 3/3 Mountainwalk, protection from white Mountain Yeti 2RR Creature - Yeti 3/3 Mountainwalk, protection from white Mounted Archers 3W Creature - Human Soldier Archer 2/3 Reach (This creature can block creatures with flying.) W: Mounted Archers can block an additional creature this turn. Mourner's Shield 4 Artifact Imprint - When Mourner's Shield comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.) 2, T Prevent all damage that would be dealt this turn by a source of your choice that shares a color with the imprinted card. Mournful Zombie 2B Creature - Zombie 2/1 W, T Target player gains 1 life. Mourning 1B Enchantment - Aura Enchant creature Enchanted creature gets -2/-0. B: Return Mourning to its owner's hand. Mourning Thrull 1(W / B) Creature - Thrull 1/1 (o(w/b) can be paid with either W or B.) Flying, lifelink (Whenever this creature deals damage, you gain that much life.) Mournwhelk 6B Creature - Elemental 3/3 When Mournwhelk comes into play, target player discards two cards. Evoke 3B (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Mouth of Ronom Snow Land T Add 1 to your mana pool. 4oSi, T, Sacrifice Mouth of Ronom: Mouth of Ronom deals 4 damage to target creature. (oSi can be paid with one mana from a snow permanent.) Mouth to Mouth 3U Sorcery You and target opponent have a breath-holding contest. If you win, you gain control of target creature that player controls. Mox Diamond 0 Artifact As an additional cost to play Mox Diamond, discard a land card. T Add one mana of any color to your mana pool. Mox Emerald 0 Artifact T Add G to your mana pool. Mox Emerald 0 Artifact T Add G to your mana pool. Mox Emerald 0 Artifact T Add G to your mana pool. Mox Jet 0 Artifact T Add B to your mana pool. Mox Jet 0 Artifact T Add B to your mana pool. Mox Jet 0 Artifact T Add B to your mana pool. Mox Lotus 15 Artifact T Add 8 to your mana pool. 100: Add one mana of any color to your mana pool. You don't lose life due to mana burn. Mox Pearl 0 Artifact T Add W to your mana pool. Mox Pearl 0 Artifact T Add W to your mana pool. Mox Pearl 0 Artifact T Add W to your mana pool. Mox Ruby 0 Artifact T Add R to your mana pool. Mox Ruby 0 Artifact T Add R to your mana pool. Mox Ruby 0 Artifact T Add R to your mana pool. Mox Sapphire 0 Artifact T Add U to your mana pool. Mox Sapphire 0 Artifact T Add U to your mana pool. Mox Sapphire 0 Artifact T Add U to your mana pool. Mtenda Griffin 3W Creature - Griffin 2/2 Flying W, T Return Mtenda Griffin to its owner's hand and return target Griffin card in your graveyard to your hand. Play this ability only during your upkeep. Mtenda Herder W Creature - Human Scout 1/1 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Mtenda Lion G Creature - Cat 2/1 Whenever Mtenda Lion attacks, defending player may pay U. If that player does, prevent all combat damage that would be dealt by Mtenda Lion this turn. Muck Drubb 3BB Creature - Beast 3/3 Flash (You may play this spell any time you could play an instant.) When Muck Drubb comes into play, change the target of target spell that targets only a single creature to Muck Drubb. Madness 2B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Muck Rats B Creature - Rat 1/1 Muck Rats B Creature - Rat 1/1 Muck Rats B Creature - Rat 1/1 Mudbutton Clanger R Creature - Goblin Warrior 1/1 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Mudbutton Clanger, you may reveal it. If you do, Mudbutton Clanger gets +1/+1 until end of turn. Mudbutton Torchrunner 2R Creature - Goblin Warrior 1/1 When Mudbutton Torchrunner is put into a graveyard from play, it deals 3 damage to target creature or player. Muddle the Mixture UU Instant Counter target instant or sorcery spell. Transmute 1UU (1UU, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) Mudhole 2R Instant Target player removes all land cards in his or her graveyard from the game. Mudslide 2R Enchantment Creatures without flying don't untap during their controllers' untap steps. Creatures without flying have "At the beginning of your upkeep, you may pay 2. If you do, untap this creature." Mulch 1G Sorcery Reveal the top four cards of your library. Put all land cards revealed this way into your hand and all other cards revealed this way into your graveyard. Mulldrifter 4U Creature - Elemental 2/2 Flying When Mulldrifter comes into play, draw two cards. Evoke 2U (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Multani, Maro-Sorcerer 4GG Legendary Creature - Elemental */* Shroud (This permanent can't be the target of spells or abilities.) Multani's power and toughness are each equal to the total number of cards in all players' hands. Multani's Acolyte GG Creature - Elf 2/1 Echo GG (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Multani's Acolyte comes into play, draw a card. Multani's Decree 3G Sorcery Destroy all enchantments. You gain 2 life for each enchantment destroyed this way. Multani's Harmony G Enchantment - Aura Enchant creature Enchanted creature has "T Add one mana of any color to your mana pool." Multani's Presence G Enchantment Whenever a spell you played is countered, draw a card. Mundungu 1UB Creature - Human Wizard 1/1 T Counter target spell unless its controller pays 1 and 1 life. Mungha Wurm 2GG Creature - Wurm 6/5 You can't untap more than one land during your untap step. Muraganda Petroglyphs 3G Enchantment Creatures with no abilities get +2/+2. Murderous Betrayal BBB Enchantment BB, Pay half your life rounded up: Destroy target nonblack creature. It can't be regenerated. Murderous Betrayal BBB Enchantment BB, Pay half your life rounded up: Destroy target nonblack creature. It can't be regenerated. Murderous Spoils 5B Instant Destroy target nonblack creature. It can't be regenerated. You gain control of all Equipment that was attached to it. (This effect doesn't end at end of turn.) Murk Dwellers 3B Creature - Zombie 2/2 Whenever Murk Dwellers attacks and isn't blocked, it gets +2/+0 until end of combat. Murk Dwellers 3B Creature - Zombie 2/2 Whenever Murk Dwellers attacks and isn't blocked, it gets +2/+0 until end of combat. Murk Dwellers 3B Creature - Zombie 2/2 Whenever Murk Dwellers attacks and isn't blocked, it gets +2/+0 until end of combat. Murmuring Bosk Land - Forest (T Add G to your mana pool.) As Murmuring Bosk comes into play, you may reveal a Treefolk card from your hand. If you don't, Murmuring Bosk comes into play tapped. T Add W or B to your mana pool. Murmuring Bosk deals 1 damage to you. Murmurs from Beyond 2U Instant - Arcane Reveal the top three cards of your library. An opponent chooses one. Put that card into your graveyard and the rest into your hand. Muscle Burst 1G Instant Target creature gets +X/+X until end of turn, where X is 3 plus the number of cards named Muscle Burst in all graveyards. Muscle Sliver 1G Creature - Sliver 1/1 All Sliver creatures get +1/+1. Muse Vessel 4 Artifact 3, T Target player removes a card in his or her hand from the game. Play this ability only any time you could play a sorcery. 1: Choose a card removed from the game with Muse Vessel. You may play that card this turn. Musician 2U Creature - Human Wizard 1/3 Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) T Target creature gains "At the beginning of your upkeep, destroy this creature unless you pay 1." (This effect doesn't end at end of turn.) Mutavault Land T Add 1 to your mana pool. 1: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land. Mutilate 2BB Sorcery All creatures get -1/-1 until end of turn for each Swamp you control. Muzzle 1W Enchantment - Aura Enchant creature Prevent all damage that would be dealt by enchanted creature. Mwonvuli Acid-Moss 2GG Sorcery Destroy target land. Search your library for a Forest card and put that card into play tapped. Then shuffle your library. Mwonvuli Ooze G Creature - Ooze 1+*/1+* Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay 2 for each age counter on it.) Mwonvuli Ooze's power and toughness are each equal to 1 plus twice the number of age counters on it. My First Tome 3 Artifact 1, T Say the flavor text on a card in your hand. Target opponent guesses that card's name. You may reveal that card. If you do and your opponent guessed wrong, draw a card. Mycologist 1W Creature - Human Druid 0/2 At the beginning of your upkeep, put a spore counter on Mycologist. Remove three spore counters from Mycologist: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: You gain 2 life. Mycosynth Golem 11 Artifact Creature - Golem 4/5 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Artifact creature spells you play have affinity for artifacts. (They cost 1 less to play for each artifact you control.) Mycosynth Lattice 6 Artifact All permanents are artifacts in addition to their other types. All cards that aren't in play, spells, and permanents are colorless. Players may spend mana as though it were mana of any color. Myojin of Cleansing Fire 5WWW Legendary Creature - Spirit 4/6 Myojin of Cleansing Fire comes into play with a divinity counter on it if you played it from your hand. Myojin of Cleansing Fire is indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Cleansing Fire: Destroy each other creature. Myojin of Infinite Rage 7RRR Legendary Creature - Spirit 7/4 Myojin of Infinite Rage comes into play with a divinity counter on it if you played it from your hand. Myojin of Infinite Rage is indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Infinite Rage: Destroy all lands. Myojin of Life's Web 6GGG Legendary Creature - Spirit 8/8 Myojin of Life's Web comes into play with a divinity counter on it if you played it from your hand. Myojin of Life's Web is indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Life's Web: Put any number of creature cards from your hand into play. Myojin of Night's Reach 5BBB Legendary Creature - Spirit 5/2 Myojin of Night's Reach comes into play with a divinity counter on it if you played it from your hand. Myojin of Night's Reach is indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Night's Reach: Each opponent discards his or her hand. Myojin of Seeing Winds 7UUU Legendary Creature - Spirit 3/3 Myojin of Seeing Winds comes into play with a divinity counter on it if you played it from your hand. Myojin of Seeing Winds is indestructible as long as it has a divinity counter on it. Remove a divinity counter from Myojin of Seeing Winds: Draw a card for each permanent you control. Myr Adapter 3 Artifact Creature - Myr 1/1 Myr Adapter gets +1/+1 for each Equipment attached to it. Myr Enforcer 7 Artifact Creature - Myr 4/4 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Myr Incubator 6 Artifact 6, T, Sacrifice Myr Incubator: Search your library for any number of artifact cards, remove them from the game, then put that many 1/1 Myr artifact creature tokens into play. Then shuffle your library. Myr Landshaper 3 Artifact Creature - Myr 1/1 T Target land becomes an artifact in addition to its other types until end of turn. Myr Matrix 5 Artifact Myr Matrix is indestructible. ("Destroy" effects and lethal damage don't destroy it.) Myr creatures get +1/+1. 5: Put a 1/1 Myr artifact creature token into play. Myr Mindservant 1 Artifact Creature - Myr 1/1 2, T Shuffle your library. Myr Moonvessel 1 Artifact Creature - Myr 1/1 When Myr Moonvessel is put into a graveyard from play, add 1 to your mana pool. Myr Prototype 5 Artifact Creature - Myr 2/2 At the beginning of your upkeep, put a +1/+1 counter on Myr Prototype. Myr Prototype can't attack or block unless you pay 1 for each +1/+1 counter on it. Myr Quadropod 4 Artifact Creature - Myr 1/4 3: Switch Myr Quadropod's power and toughness until end of turn. Myr Retriever 2 Artifact Creature - Myr 1/1 When Myr Retriever is put into a graveyard from play, return another target artifact card from your graveyard to your hand. Myr Servitor 1 Artifact Creature - Myr 1/1 At the beginning of your upkeep, if Myr Servitor is in play, each player returns all cards named Myr Servitor from his or her graveyard to play. Mystic Compass 2 Artifact 1, T Target land becomes the basic land type of your choice until end of turn. Mystic Compass 2 Artifact 1, T Target land becomes the basic land type of your choice until end of turn. Mystic Crusader 1WW Creature - Human Nomad Mystic 2/1 Protection from black and from red Threshold - Mystic Crusader gets +1/+1 and has flying as long as seven or more cards are in your graveyard. Mystic Decree 2UU World Enchantment All creatures lose flying and islandwalk. Mystic Denial 1UU Instant Counter target creature or sorcery spell. Mystic Denial 1UU Instant Counter target creature or sorcery spell. Mystic Denial 1UU Instant Counter target creature or sorcery spell. Mystic Enforcer 2GW Creature - Human Nomad Mystic 3/3 Protection from black Threshold - Mystic Enforcer gets +3/+3 and has flying as long as seven or more cards are in your graveyard. Mystic Enforcer 2GW Creature - Human Nomad Mystic 3/3 Protection from black Threshold - Mystic Enforcer gets +3/+3 and has flying as long as seven or more cards are in your graveyard. Mystic Familiar 1W Creature - Bird 1/2 Flying Threshold - Mystic Familiar gets +1/+1 and has protection from black as long as seven or more cards are in your graveyard. Mystic Melting 3G Instant Destroy target artifact or enchantment. Draw a card at the beginning of the next turn's upkeep. Mystic Might U Enchantment - Aura Enchant land you control Cumulative upkeep 1U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Enchanted land has "T Target creature gets +2/+2 until end of turn." Mystic Penitent W Creature - Human Nomad Mystic 1/1 Vigilance Threshold - Mystic Penitent gets +1/+1 and has flying as long as seven or more cards are in your graveyard. Mystic Remora U Enchantment Cumulative upkeep 1 Whenever an opponent plays a noncreature spell, you may draw a card unless that player pays 4. Mystic Remora U Enchantment Cumulative upkeep 1 Whenever an opponent plays a noncreature spell, you may draw a card unless that player pays 4. Mystic Restraints 2UU Enchantment - Aura Flash Enchant creature When Mystic Restraints comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. Mystic Snake 1GUU Creature - Snake 2/2 Flash (You may play this spell any time you could play an instant.) When Mystic Snake comes into play, counter target spell. Mystic Snake 1GUU Creature - Snake 2/2 Flash (You may play this spell any time you could play an instant.) When Mystic Snake comes into play, counter target spell. Mystic Speculation U Sorcery Buyback 2 (You may pay an additional 2 as you play this spell. If you do, put this card into your hand as it resolves.) Scry 3. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Mystic Veil 1U Enchantment - Aura You may play Mystic Veil any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant creature Enchanted creature has shroud. (It can't be the target of spells or abilities.) Mystic Visionary 1W Creature - Human Nomad Mystic 2/1 Threshold - Mystic Visionary has flying as long as seven or more cards are in your graveyard. Mystic Zealot 3W Creature - Human Nomad Mystic 2/4 Threshold - Mystic Zealot gets +1/+1 and has flying as long as seven or more cards are in your graveyard. Mystical Teachings 3U Instant Search your library for an instant card or a card with flash, reveal it, and put it into your hand. Then shuffle your library. Flashback 5B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Mystical Tutor U Instant Search your library for an instant or sorcery card and reveal that card. Shuffle your library, then put the card on top of it. Mystical Tutor U Instant Search your library for an instant or sorcery card and reveal that card. Shuffle your library, then put the card on top of it. Mythic Proportions 4GGG Enchantment - Aura Enchant creature Enchanted creature gets +8/+8 and has trample. Nacatl War-Pride 3GGG Creature - Cat Warrior 3/3 Nacatl War-Pride must be blocked by exactly one creature if able. Whenever Nacatl War-Pride attacks, put X tokens into play tapped and attacking that are copies of Nacatl War-Pride, where X is the number of creatures defending player controls. Remove the tokens from the game at end of turn. Nacre Talisman 2 Artifact Whenever a white spell is played, you may pay 3. If you do, untap target permanent. Nafs Asp G Creature - Snake 1/1 Whenever Nafs Asp deals damage to a player, that player loses 1 life at the beginning of his or her next draw step unless he or she pays 1 before that draw step. Nafs Asp G Creature - Snake 1/1 Whenever Nafs Asp deals damage to a player, that player loses 1 life at the beginning of his or her next draw step unless he or she pays 1 before that draw step. Nafs Asp G Creature - Snake 1/1 Whenever Nafs Asp deals damage to a player, that player loses 1 life at the beginning of his or her next draw step unless he or she pays 1 before that draw step. Nagao, Bound by Honor 3W Legendary Creature - Human Samurai 3/3 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever Nagao, Bound by Honor attacks, Samurai creatures you control get +1/+1 until end of turn. Nakaya Shade 1B Creature - Shade 1/1 B: Nakaya Shade gets +1/+1 until end of turn unless any player pays 2. Naked Singularity 5 Artifact Cumulative upkeep 3 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) If tapped for mana, Plains produce R, Islands produce G, Swamps produce W, Mountains produce U, and Forests produce B instead of any other type. Nalathni Dragon 2RR Creature - Dragon 1/1 Flying, banding R: Nalathni Dragon gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Nalathni Dragon. Name Dropping 1G Enchantment Gotcha - Whenever an opponent says a word that's in the name of a card in your graveyard, you may say "Gotcha!" If you do, return that card to your hand. Nameless Inversion 1B Tribal Instant - Shapeshifter Changeling (This card is every creature type at all times.) Target creature gets +3/-3 and loses all creature types until end of turn. Nameless One 3U Creature - Wizard Avatar */* Nameless One's power and toughness are each equal to the number of Wizards in play. Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Nameless Race 3B Creature */* Trample As Nameless Race comes into play, pay any amount of life. The amount you pay can't be more than the total number of white nontoken permanents all opponents control plus the total number of white cards in their graveyards. Nameless Race's power and toughness are each equal to the life paid as it came into play. Nantuko Blightcutter 2G Creature - Insect Druid 2/2 Protection from black Threshold - Nantuko Blightcutter gets +1/+1 for each black permanent your opponents control as long as seven or more cards are in your graveyard. Nantuko Calmer 2GG Creature - Insect Druid 2/3 G, T, Sacrifice Nantuko Calmer: Destroy target enchantment. Threshold - Nantuko Calmer gets +1/+1 as long as seven or more cards are in your graveyard. Nantuko Cultivator 3G Creature - Insect Druid 2/2 When Nantuko Cultivator comes into play, you may discard any number of land cards. Put that many +1/+1 counters on Nantuko Cultivator and draw that many cards. Nantuko Disciple 3G Creature - Insect Druid 2/2 G, T Target creature gets +2/+2 until end of turn. Nantuko Disciple 3G Creature - Insect Druid 2/2 G, T Target creature gets +2/+2 until end of turn. Nantuko Elder 2G Creature - Insect Druid 1/2 T Add 1G to your mana pool. Nantuko Husk 2B Creature - Zombie Insect 2/2 Sacrifice a creature: Nantuko Husk gets +2/+2 until end of turn. Nantuko Husk 2B Creature - Zombie Insect 2/2 Sacrifice a creature: Nantuko Husk gets +2/+2 until end of turn. Nantuko Husk 2B Creature - Zombie Insect 2/2 Sacrifice a creature: Nantuko Husk gets +2/+2 until end of turn. Nantuko Mentor 2G Creature - Insect Druid 1/1 2G, T Target creature gets +X/+X until end of turn, where X is that creature's power. Nantuko Monastery Land T Add 1 to your mana pool. Threshold - GW: Nantuko Monastery becomes a 4/4 green and white Insect Monk creature with first strike until end of turn. It's still a land. Play this ability only if seven or more cards are in your graveyard. Nantuko Shade BB Creature - Insect Shade 2/1 B: Nantuko Shade gets +1/+1 until end of turn. Nantuko Shaman 2G Creature - Insect Shaman 3/2 When Nantuko Shaman comes into play, if you control no tapped lands, draw a card. Suspend 1-2GG (Rather than play this card from your hand, you may pay 2GG and remove it from the game with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Nantuko Shrine 1GG Enchantment Whenever a player plays a spell, that player puts X 1/1 green Squirrel creature tokens into play, where X is the number of cards in all graveyards with the same name as that spell. Nantuko Tracer 1G Creature - Insect Druid 2/1 When Nantuko Tracer comes into play, you may put target card from a graveyard on the bottom of its owner's library. Nantuko Vigilante 3G Creature - Insect Druid Mutant 3/2 Morph 1G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Nantuko Vigilante is turned face up, destroy target artifact or enchantment. Narcissism 2G Enchantment G, Discard a card: Target creature gets +2/+2 until end of turn. G, Sacrifice Narcissism: Target creature gets +2/+2 until end of turn. Narcomoeba 1U Creature - Illusion 1/1 Flying When Narcomoeba is put into your graveyard from your library, you may put it into play. Narwhal 2UU Creature - Whale 2/2 First strike, protection from red Nath of the Gilt-Leaf 3BG Legendary Creature - Elf Warrior 4/4 At the beginning of your upkeep, you may have target opponent discard a card at random. Whenever an opponent discards a card, you may put a 1/1 green Elf Warrior creature token into play. Nath's Buffoon 1B Creature - Goblin Rogue 1/1 Protection from Elves Nath's Elite 4G Creature - Elf Warrior 4/2 All creatures able to block Nath's Elite do so. When Nath's Elite comes into play, clash with an opponent. If you win, put a +1/+1 counter on Nath's Elite. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Natural Affinity 2G Instant Until end of turn, all lands become 2/2 creatures that are still lands. Natural Affinity 2G Instant Until end of turn, all lands become 2/2 creatures that are still lands. Natural Affinity 2G Instant Until end of turn, all lands become 2/2 creatures that are still lands. Natural Balance 2GG Sorcery Each player who controls six or more lands chooses five lands he or she controls and sacrifices the rest. Each player who controls four or fewer lands may search his or her library for X basic land cards and put them into play, where X is five minus the number of lands he or she controls. Then each player who searched his or her library this way shuffles it. Natural Emergence 2RG Enchantment When Natural Emergence comes into play, return a red or green enchantment you control to its owner's hand. Lands you control are 2/2 creatures with first strike. They're still lands. Natural Order 2GG Sorcery As an additional cost to play Natural Order, sacrifice a green creature. Search your library for a green creature card and put it into play. Then shuffle your library. Natural Order 2GG Sorcery As an additional cost to play Natural Order, sacrifice a green creature. Search your library for a green creature card and put it into play. Then shuffle your library. Natural Selection G Instant Look at the top three cards of target player's library and put them back in any order. You may have that player shuffle his or her library. Natural Selection G Instant Look at the top three cards of target player's library and put them back in any order. You may have that player shuffle his or her library. Natural Selection G Instant Look at the top three cards of target player's library and put them back in any order. You may have that player shuffle his or her library. Natural Spring 3GG Sorcery Target player gains 8 life. Natural Spring 3GG Sorcery Target player gains 8 life. Natural Spring 3GG Sorcery Target player gains 8 life. Natural Spring 3GG Sorcery Target player gains 8 life. Natural Spring 3GG Sorcery Target player gains 8 life. Natural Spring 3GG Sorcery Target player gains 8 life. Naturalize 1G Instant Destroy target artifact or enchantment. Naturalize 1G Instant Destroy target artifact or enchantment. Naturalize 1G Instant Destroy target artifact or enchantment. Naturalize 1G Instant Destroy target artifact or enchantment. Nature's Blessing 2GW Enchantment GW, Discard a card: Target creature gets a +1/+1 counter or gains banding, first strike, or trample. (This effect doesn't end at end of turn.) Nature's Chosen G Enchantment - Aura Enchant creature you control Enchanted creature has, "0: Untap this creature. Play this ability only during your turn and only once each turn." As long as enchanted creature is white, it has, "T Untap target artifact, creature, or land. Play this ability only once each turn." Nature's Cloak 2G Sorcery Green creatures you control gain forestwalk until end of turn. Nature's Cloak 2G Sorcery Green creatures you control gain forestwalk until end of turn. Nature's Kiss 1G Enchantment - Aura Enchant creature 1, Remove the top card in your graveyard from the game: Enchanted creature gets +1/+1 until end of turn. Nature's Lore 1G Sorcery Search your library for a Forest card and put that card into play. Then shuffle your library. Nature's Lore 1G Sorcery Search your library for a Forest card and put that card into play. Then shuffle your library. Nature's Lore 1G Sorcery Search your library for a Forest card and put that card into play. Then shuffle your library. Nature's Lore 1G Sorcery Search your library for a Forest card and put that card into play. Then shuffle your library. Nature's Lore 1G Sorcery Search your library for a Forest card and put that card into play. Then shuffle your library. Nature's Lore 1G Sorcery Search your library for a Forest card and put that card into play. Then shuffle your library. Nature's Resurgence 2GG Sorcery Each player draws a card for each creature card in his or her graveyard. Nature's Resurgence 2GG Sorcery Each player draws a card for each creature card in his or her graveyard. Nature's Resurgence 2GG Sorcery Each player draws a card for each creature card in his or her graveyard. Nature's Revolt 3GG Enchantment All lands are 2/2 creatures that are still lands. Nature's Revolt 3GG Enchantment All lands are 2/2 creatures that are still lands. Nature's Ruin 2B Sorcery Destroy all green creatures. Nature's Will 2GG Enchantment Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control. Nature's Wrath 4GG Enchantment At the beginning of your upkeep, sacrifice Nature's Wrath unless you pay G. Whenever a player puts a Swamp or black permanent into play, he or she sacrifices a Swamp or black permanent. Whenever a player puts an Island or blue permanent into play, he or she sacrifices an Island or blue permanent. Nausea 1B Sorcery All creatures get -1/-1 until end of turn. Nausea 1B Sorcery All creatures get -1/-1 until end of turn. Nausea 1B Sorcery All creatures get -1/-1 until end of turn. Nebuchadnezzar 3UB Legendary Creature - Human Wizard 3/3 X, T Name a card. Target opponent reveals X cards at random from his or her hand. That player then discards all cards with that name revealed this way. Play this ability only during your turn. Nebuchadnezzar 3UB Legendary Creature - Human Wizard 3/3 X, T Name a card. Target opponent reveals X cards at random from his or her hand. That player then discards all cards with that name revealed this way. Play this ability only during your turn. Neck Snap 3W Instant Destroy target attacking or blocking creature. Necra Disciple B Creature - Human Wizard 1/1 G, T Add one mana of any color to your mana pool. W, T Prevent the next 1 damage that would be dealt to target creature or player this turn. Necra Sanctuary 2B Enchantment At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead. Necratog 1BB Creature - Atog 1/2 Remove the top creature card in your graveyard from the game: Necratog gets +2/+2 until end of turn. Necravolver 2B Creature - Volver 2/2 Kicker 1G and/or W If the 1G kicker cost was paid, Necravolver comes into play with two +1/+1 counters on it and with trample. If the W kicker cost was paid, Necravolver comes into play with a +1/+1 counter on it and with lifelink. (Whenever this creature deals damage, you gain that much life.) Necrite 1BB Creature - Thrull 2/2 Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated. Necrite 1BB Creature - Thrull 2/2 Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated. Necrite 1BB Creature - Thrull 2/2 Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated. Necrite 1BB Creature - Thrull 2/2 Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated. Necrogen Mists 2B Enchantment At the beginning of each player's upkeep, that player discards a card. Necrogen Spellbomb 1 Artifact B, Sacrifice Necrogen Spellbomb: Target player discards a card. 1, Sacrifice Necrogen Spellbomb: Draw a card. Necro-Impotence BBB Enchantment Skip your untap step. At the beginning of your upkeep, you may pay X life. If you do, untap X permanents. Pay 1/2 life: Remove the top card of your library from the game face down. Put that card into your hand at end of turn. Necrologia 3BB Instant Play Necrologia only during your end of turn step. As an additional cost to play Necrologia, pay any amount of life. Draw cards equal to the life paid this way. Necrologia 3BB Instant Play Necrologia only during your end of turn step. As an additional cost to play Necrologia, pay any amount of life. Draw cards equal to the life paid this way. Necromancer's Magemark 2B Enchantment - Aura Enchant creature Creatures you control that are enchanted get +1/+1. If a creature you control that's enchanted would be put into a graveyard, return it to its owner's hand instead. Necromancy 2B Enchantment You may play Necromancy any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. When Necromancy comes into play, if it's in play, it becomes an Aura with "enchant creature put into play with Necromancy." Put target creature card from a graveyard into play under your control and attach Necromancy to it. When Necromancy leaves play, that creature's controller sacrifices it. Necromantic Thirst 2BB Enchantment - Aura Enchant creature Whenever enchanted creature deals combat damage to a player, you may return target creature card from your graveyard to your hand. Necroplasm 1BB Creature - Ooze 1/1 At the beginning of your upkeep, put a +1/+1 counter on Necroplasm. At the end of your turn, destroy each creature with converted mana cost equal to the number of +1/+1 counters on Necroplasm. Dredge 2 Necropolis 5 Artifact Creature - Wall 0/1 Defender (This creature can't attack.) Remove a creature card in your graveyard from the game: Put X +0/+1 counters on Necropolis, where X is the removed card's converted mana cost. Necropotence BBB Enchantment Skip your draw step. If you would discard a card, discard it, but remove it from the game instead of putting it into your graveyard. Pay 1 life: Remove the top card of your library from the game face down. Put that card into your hand at the end of your turn. Necropotence BBB Enchantment Skip your draw step. If you would discard a card, discard it, but remove it from the game instead of putting it into your graveyard. Pay 1 life: Remove the top card of your library from the game face down. Put that card into your hand at the end of your turn. Necrosavant 3BBB Creature - Zombie Giant 5/5 3BB, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep. Necrosavant 3BBB Creature - Zombie Giant 5/5 3BB, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep. Necrotic Sliver 1WB Creature - Sliver 2/2 All Slivers have "3, Sacrifice this permanent: Destroy target permanent." Nectar Faerie 1B Creature - Faerie Wizard 1/1 Flying B, T Target Faerie or Elf gains lifelink until end of turn. (Whenever it deals damage, its controller gains that much life.) Need for Speed R Enchantment Sacrifice a land: Target creature gains haste until end of turn. Needle Drop R Instant Needle Drop deals 1 damage to target creature or player that was dealt damage this turn. Draw a card. Needle Storm 2G Sorcery Needle Storm deals 4 damage to each creature with flying. Needle Storm 2G Sorcery Needle Storm deals 4 damage to each creature with flying. Needle Storm 2G Sorcery Needle Storm deals 4 damage to each creature with flying. Needlebug 4 Artifact Creature - Insect 2/2 Flash Protection from artifacts Needlepeak Spider 3R Creature - Spider 4/2 Reach (This creature can block creatures with flying.) Needleshot Gourna 4GG Creature - Beast 3/6 Reach (This creature can block creatures with flying.) Nefarious Lich BBBB Enchantment If you would be dealt damage, remove that many cards in your graveyard from the game instead. If you can't, you lose the game. If you would gain life, draw that many cards instead. When Nefarious Lich leaves play, you lose the game. Nefashu 4BB Creature - Zombie Mutant 5/3 Whenever Nefashu attacks, up to five target creatures each get -1/-1 until end of turn. Negate 1U Instant Counter target noncreature spell. Neko-Te 3 Artifact - Equipment Whenever equipped creature deals damage to a creature, tap that creature. As long as Neko-Te remains in play, that creature doesn't untap during its controller's untap step. Whenever equipped creature deals damage to a player, that player loses 1 life. Equip 2 Nekrataal 2BB Creature - Human Assassin 2/1 First strike (This creature deals combat damage before creatures without first strike.) When Nekrataal comes into play, destroy target nonartifact, nonblack creature. That creature can't be regenerated. Nekrataal 2BB Creature - Human Assassin 2/1 First strike (This creature deals combat damage before creatures without first strike.) When Nekrataal comes into play, destroy target nonartifact, nonblack creature. That creature can't be regenerated. Nekrataal 2BB Creature - Human Assassin 2/1 First strike (This creature deals combat damage before creatures without first strike.) When Nekrataal comes into play, destroy target nonartifact, nonblack creature. That creature can't be regenerated. Nekrataal 2BB Creature - Human Assassin 2/1 First strike (This creature deals combat damage before creatures without first strike.) When Nekrataal comes into play, destroy target nonartifact, nonblack creature. That creature can't be regenerated. Nekrataal 2BB Creature - Human Assassin 2/1 First strike (This creature deals combat damage before creatures without first strike.) When Nekrataal comes into play, destroy target nonartifact, nonblack creature. That creature can't be regenerated. Nemata, Grove Guardian 4GG Legendary Creature - Treefolk 4/5 2G: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: Saproling creatures get +1/+1 until end of turn. Nemesis Mask 3 Artifact - Equipment All creatures able to block equipped creature do so. Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Nessian Courser 2G Creature - Centaur Warrior 3/3 Nesting Wurm 4GG Creature - Wurm 4/3 Trample When Nesting Wurm comes into play, you may search your library for up to three cards named Nesting Wurm, reveal them, and put them into your hand. If you do, shuffle your library. Nether Shadow BB Creature - Spirit 1/1 Haste At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow into play. Nether Shadow BB Creature - Spirit 1/1 Haste At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow into play. Nether Shadow BB Creature - Spirit 1/1 Haste At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow into play. Nether Shadow BB Creature - Spirit 1/1 Haste At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow into play. Nether Shadow BB Creature - Spirit 1/1 Haste At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow into play. Nether Shadow BB Creature - Spirit 1/1 Haste At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow into play. Nether Shadow BB Creature - Spirit 1/1 Haste At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow into play. Nether Spirit 1BB Creature - Spirit 2/2 At the beginning of your upkeep, if Nether Spirit is the only creature card in your graveyard, you may return Nether Spirit to play. Nether Traitor BB Creature - Spirit 1/1 Haste Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever another creature is put into your graveyard from play, you may pay B. If you do, return Nether Traitor from your graveyard to play. Nether Void 3B World Enchantment Whenever a player plays a spell, counter it unless its controller pays 3. Netherborn Phalanx 5B Creature - Horror 2/4 When Netherborn Phalanx comes into play, each opponent loses 1 life for each creature he or she controls. Transmute 1BB (1BB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) Netter en-Dal W Creature - Human Spellshaper 1/1 W, T, Discard a card: Target creature can't attack this turn. Nettletooth Djinn 3G Creature - Djinn 4/4 At the beginning of your upkeep, Nettletooth Djinn deals 1 damage to you. Nettlevine Blight 4BB Enchantment - Aura Enchant creature or land Enchanted permanent has "At the end of your turn, sacrifice this permanent and attach Nettlevine Blight to a creature or land you control." Nettling Curse 2B Enchantment - Aura Enchant creature Whenever enchanted creature attacks or blocks, its controller loses 3 life. 1R: Enchanted creature attacks this turn if able. Nettling Imp 2B Creature - Imp 1/1 T Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. If it doesn't, destroy it at end of turn. Play this ability only during an opponent's turn, before attackers are declared. Nettling Imp 2B Creature - Imp 1/1 T Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. If it doesn't, destroy it at end of turn. Play this ability only during an opponent's turn, before attackers are declared. Nettling Imp 2B Creature - Imp 1/1 T Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. If it doesn't, destroy it at end of turn. Play this ability only during an opponent's turn, before attackers are declared. Nettling Imp 2B Creature - Imp 1/1 T Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. If it doesn't, destroy it at end of turn. Play this ability only during an opponent's turn, before attackers are declared. Neurok Familiar 1U Creature - Bird 1/1 Flying When Neurok Familiar comes into play, reveal the top card of your library. If it's an artifact card, put it into your hand. Otherwise, put it into your graveyard. Neurok Hoversail 1 Artifact - Equipment Equipped creature has flying. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Neurok Prodigy 2U Creature - Human Wizard 2/1 Flying Discard an artifact card: Return Neurok Prodigy to its owner's hand. Neurok Spy 2U Creature - Human Rogue 2/2 Neurok Spy is unblockable as long as defending player controls an artifact. Neurok Stealthsuit 2 Artifact - Equipment Equipped creature has shroud. (It can't be the target of spells or abilities.) UU: Attach Neurok Stealthsuit to target creature you control. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Neurok Transmuter 2U Creature - Human Wizard 2/2 U: Target creature becomes an artifact in addition to its other types until end of turn. U: Until end of turn, target artifact creature becomes blue and isn't an artifact. Neverending Torment 4BB Sorcery Search target player's library for X cards, where X is the number of cards in your hand, and remove them from the game. Then that player shuffles his or her library. Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.) Nevermaker 3U Creature - Elemental 2/3 Flying When Nevermaker leaves play, put target nonland permanent on top of its owner's library. Evoke 3U (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Nevinyrral's Disk 4 Artifact Nevinyrral's Disk comes into play tapped. 1, T Destroy all artifacts, creatures, and enchantments. Nevinyrral's Disk 4 Artifact Nevinyrral's Disk comes into play tapped. 1, T Destroy all artifacts, creatures, and enchantments. Nevinyrral's Disk 4 Artifact Nevinyrral's Disk comes into play tapped. 1, T Destroy all artifacts, creatures, and enchantments. Nevinyrral's Disk 4 Artifact Nevinyrral's Disk comes into play tapped. 1, T Destroy all artifacts, creatures, and enchantments. Nevinyrral's Disk 4 Artifact Nevinyrral's Disk comes into play tapped. 1, T Destroy all artifacts, creatures, and enchantments. Nevinyrral's Disk 4 Artifact Nevinyrral's Disk comes into play tapped. 1, T Destroy all artifacts, creatures, and enchantments. Nevinyrral's Disk 4 Artifact Nevinyrral's Disk comes into play tapped. 1, T Destroy all artifacts, creatures, and enchantments. New Benalia Land New Benalia comes into play tapped. When New Benalia comes into play, scry 1. (Look at the top card of your library, then you may put that card on the bottom of your library.) T Add W to your mana pool. New Frontiers XG Sorcery Each player may search his or her library for up to X basic land cards and put them into play tapped. Then each player who searched his or her library this way shuffles it. Nezumi Bone-Reader 1B Creature - Rat Shaman 1/1 B, Sacrifice a creature: Target player discards a card. Play this ability only any time you could play a sorcery. Nezumi Cutthroat 1B Creature - Rat Warrior 2/1 Fear Nezumi Cutthroat can't block. Nezumi Graverobber 1B Creature - Rat Rogue 2/1 1B: Remove target card in an opponent's graveyard from the game. If no cards are in that graveyard, flip Nezumi Graverobber. ----- Nighteyes the Desecrator Legendary Creature - Rat Wizard 4/2 4B: Put target creature card in a graveyard into play under your control. Nezumi Ronin 2B Creature - Rat Samurai 3/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Nezumi Shadow-Watcher B Creature - Rat Warrior 1/1 Sacrifice Nezumi Shadow-Watcher: Destroy target Ninja. Nezumi Shortfang 1B Creature - Rat Rogue 1/1 1B, T Target opponent discards a card. Then if that player has no cards in hand, flip Nezumi Shortfang. ----- Stabwhisker the Odious Legendary Creature - Rat Shaman 3/3 At the beginning of each opponent's upkeep, that player loses 1 life for each card fewer than three in his or her hand. Niall Silvain GGG Creature - Ouphe 2/2 GGGG, T Regenerate target creature. Nicol Bolas 2UUBBRR Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Nicol Bolas unless you pay UBR. Whenever Nicol Bolas deals damage to an opponent, that player discards his or her hand. Nicol Bolas 2UUBBRR Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Nicol Bolas unless you pay UBR. Whenever Nicol Bolas deals damage to an opponent, that player discards his or her hand. Nicol Bolas 2UUBBRR Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Nicol Bolas unless you pay UBR. Whenever Nicol Bolas deals damage to an opponent, that player discards his or her hand. Night // Day B / / 2W Instant // Instant Target creature gets -1/-1 until end of turn. // Creatures target player controls get +1/+1 until end of turn. Night // Day B / / 2W Instant // Instant Target creature gets -1/-1 until end of turn. // Creatures target player controls get +1/+1 until end of turn. Night Dealings 2BB Enchantment Whenever a source you control deals damage to another player, put that many theft counters on Night Dealings. 2BB, Remove X theft counters from Night Dealings: Search your library for a nonland card with converted mana cost X, reveal it, and put it into your hand. Then shuffle your library. Night of Souls' Betrayal 2BB Legendary Enchantment All creatures get -1/-1. Night Soil GG Enchantment 1, Remove two creature cards in a single graveyard from the game: Put a 1/1 green Saproling creature token into play. Night Soil GG Enchantment 1, Remove two creature cards in a single graveyard from the game: Put a 1/1 green Saproling creature token into play. Night Soil GG Enchantment 1, Remove two creature cards in a single graveyard from the game: Put a 1/1 green Saproling creature token into play. Nightcreep BB Instant Until end of turn, all creatures become black and all lands become Swamps. Nightguard Patrol 2W Creature - Human Soldier 2/1 First strike, vigilance Nightmare 5B Creature - Nightmare Horse */* Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control. Nightmare 5B Creature - Nightmare Horse */* Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control. Nightmare 5B Creature - Nightmare Horse */* Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control. Nightmare 5B Creature - Nightmare Horse */* Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control. Nightmare 5B Creature - Nightmare Horse */* Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control. Nightmare 5B Creature - Nightmare Horse */* Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control. Nightmare 5B Creature - Nightmare Horse */* Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control. Nightmare 5B Creature - Nightmare Horse */* Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control. Nightmare 5B Creature - Nightmare Horse */* Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control. Nightmare 5B Creature - Nightmare Horse */* Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control. Nightmare 5B Creature - Nightmare Horse */* Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control. Nightmare Lash 4 Artifact - Equipment Equipped creature gets +1/+1 for each Swamp you control. Equip-Pay 3 life. (Pay 3 life: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Nightmare Void 3B Sorcery Target player reveals his or her hand. Choose a card from it. That player discards that card. Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) Night's Whisper 1B Sorcery You draw two cards and you lose 2 life. Nightscape Apprentice B Creature - Zombie Wizard 1/1 U, T Put target creature you control on top of its owner's library. R, T Target creature gains first strike until end of turn. Nightscape Battlemage 2B Creature - Zombie Wizard 2/2 Kicker 2U and/or 2R When Nightscape Battlemage comes into play, if the 2U kicker cost was paid, return up to two target nonblack creatures to their owners' hands. When Nightscape Battlemage comes into play, if the 2R kicker cost was paid, destroy target land. Nightscape Familiar 1B Creature - Zombie 1/1 Blue spells and red spells you play cost 1 less to play. 1B: Regenerate Nightscape Familiar. Nightscape Master 2BB Creature - Zombie Wizard 2/2 UU, T Return target creature to its owner's hand. RR, T Nightscape Master deals 2 damage to target creature. Nightshade Assassin 2BB Creature - Human Assassin 2/1 First strike When Nightshade Assassin comes into play, you may reveal X black cards in your hand. If you do, target creature gets -X/-X until end of turn. Madness 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Nightshade Schemers 4B Creature - Faerie Wizard 3/2 Flying Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Nightshade Schemers, you may reveal it. If you do, each opponent loses 2 life. Nightshade Seer 3B Creature - Human Wizard 1/1 2B, T Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way. Nightshade Stinger B Creature - Faerie Rogue 1/1 Flying Nightshade Stinger can't block. Nightsoil Kami 4GG Creature - Spirit 6/4 Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.) Nightstalker Engine 4B Creature - Nightstalker */3 Nightstalker Engine's power is equal to the number of creature cards in your graveyard. Nightwind Glider 2W Creature - Human Rebel 2/1 Flying, protection from black Nihilistic Glee 2BB Enchantment 2B, Discard a card: Target opponent loses 1 life and you gain 1 life. Hellbent - 1, Pay 2 life: Draw a card. Play this ability only if you have no cards in hand. Nihilith 4BB Creature - Horror 4/4 Fear Suspend 7-1B Whenever a card is put into an opponent's graveyard from anywhere, if Nihilith is suspended, you may remove a time counter from Nihilith. Nikko-Onna 2W Creature - Spirit 2/2 When Nikko-Onna comes into play, destroy target enchantment. Whenever you play a Spirit or Arcane spell, you may return Nikko-Onna to its owner's hand. Nim Abomination 2B Creature - Zombie 3/4 At the end of your turn, if Nim Abomination is untapped, you lose 3 life. Nim Devourer 3BB Creature - Zombie 4/1 Nim Devourer gets +1/+0 for each artifact you control. BB: Return Nim Devourer from your graveyard to play, then sacrifice a creature. Play this ability only during your upkeep. Nim Grotesque 6B Creature - Zombie 3/6 Nim Grotesque gets +1/+0 for each artifact you control. Nim Lasher 2B Creature - Zombie 1/1 Nim Lasher gets +1/+0 for each artifact you control. Nim Replica 3 Artifact Creature - Zombie 3/1 2B, Sacrifice Nim Replica: Target creature gets -1/-1 until end of turn. Nim Shambler 2BB Creature - Zombie 2/1 Nim Shambler gets +1/+0 for each artifact you control. Sacrifice a creature: Regenerate Nim Shambler. Nim Shrieker 3B Creature - Zombie 0/1 Flying Nim Shrieker gets +1/+0 for each artifact you control. Nimble Mongoose G Creature - Mongoose 1/1 Shroud (This permanent can't be the target of spells or abilities.) Threshold - Nimble Mongoose gets +2/+2 as long as seven or more cards are in your graveyard. Nimbus Maze Land T Add 1 to your mana pool. T Add W to your mana pool. Play this ability only if you control an Island. T Add U to your mana pool. Play this ability only if you control a Plains. Nine-Ringed Bo 3 Artifact T Nine-Ringed Bo deals 1 damage to target Spirit creature. If that creature would be put into a graveyard this turn, remove it from the game instead. Ninja of the Deep Hours 3U Creature - Human Ninja 2/2 Ninjutsu 1U (1U, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.) Whenever Ninja of the Deep Hours deals combat damage to a player, you may draw a card. Nivix, Aerie of the Firemind Land T Add 1 to your mana pool. 2UR, T Remove the top card of your library from the game. Until your next turn, you may play that card if it's an instant or sorcery. Niv-Mizzet, the Firemind 2UURR Legendary Creature - Dragon Wizard 4/4 Flying Whenever you draw a card, Niv-Mizzet, the Firemind deals 1 damage to target creature or player. T Draw a card. Nix U Instant Counter target spell if no mana was spent to play it. No Mercy 2BB Enchantment Whenever a creature deals damage to you, destroy it. No Quarter 3R Enchantment Whenever a creature becomes blocked by a creature with lesser power, destroy the blocking creature. Whenever a creature blocks a creature with lesser power, destroy the attacking creature. No Rest for the Wicked 1B Enchantment Sacrifice No Rest for the Wicked: Return to your hand all creature cards that were put into your graveyard from play this turn. No Rest for the Wicked 1B Enchantment Sacrifice No Rest for the Wicked: Return to your hand all creature cards that were put into your graveyard from play this turn. Noble Benefactor 2U Creature - Human Cleric 2/2 When Noble Benefactor is put into a graveyard from play, each player may search his or her library for a card and put that card into his or her hand. Then each player who searched his or her library this way shuffles it. Noble Elephant 3W Creature - Elephant 2/2 Banding, trample Noble Panther 1GW Creature - Cat 3/3 1: Noble Panther gains first strike until end of turn. Noble Purpose 3WW Enchantment Whenever a creature you control deals combat damage, you gain that much life. Noble Purpose 3WW Enchantment Whenever a creature you control deals combat damage, you gain that much life. Noble Stand 4W Enchantment Whenever a creature you control blocks, you gain 2 life. Noble Steeds 2W Enchantment 1W: Target creature gains first strike until end of turn. Noble Steeds 2W Enchantment 1W: Target creature gains first strike until end of turn. Noble Templar 5W Creature - Human Cleric Soldier 3/6 Vigilance Plainscycling 2 (2, Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.) Nocturnal Raid 2BB Instant Black creatures get +2/+0 until end of turn. Nocturnal Raid 2BB Instant Black creatures get +2/+0 until end of turn. No-Dachi 2 Artifact - Equipment Equipped creature gets +2/+0 and has first strike. Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.) Noetic Scales 4 Artifact At the beginning of each player's upkeep, return to its owner's hand each creature that player controls with power greater than the number of cards in his or her hand. Noggin Whack 2BB Tribal Sorcery - Rogue Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Target player reveals three cards from his or her hand. You choose two of them. That player discards those cards. Nomad Decoy 2W Creature - Human Nomad 1/2 W, T Tap target creature. Threshold - WW, T Tap two target creatures. Play this ability only if seven or more cards are in your graveyard. Nomad Mythmaker 2W Creature - Human Nomad Cleric 2/2 W, T Put target Aura card in a graveyard into play attached to a creature you control. (You control that Aura.) Nomad Mythmaker 2W Creature - Human Nomad Cleric 2/2 W, T Put target Aura card in a graveyard into play attached to a creature you control. (You control that Aura.) Nomad Stadium Land T Add W to your mana pool. Nomad Stadium deals 1 damage to you. Threshold - W, T, Sacrifice Nomad Stadium: You gain 4 life. Play this ability only if seven or more cards are in your graveyard. Nomadic Elf 1G Creature - Elf Nomad 2/2 1G: Add one mana of any color to your mana pool. Nomads en-Kor W Creature - Kor Nomad Soldier 1/1 0: The next 1 damage that would be dealt to Nomads en-Kor this turn is dealt to target creature you control instead. Norin the Wary R Legendary Creature - Human Warrior 2/1 When a player plays a spell or a creature attacks, remove Norin the Wary from the game. Return it to play under its owner's control at end of turn. Norritt 3B Creature - Imp 1/1 T Untap target blue creature. T Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. If it doesn't, destroy it at end of turn. Play this ability only before attackers are declared. North Star 4 Artifact 4, T For one spell this turn, you may spend mana as though it were mana of any color to pay that spell's mana cost. (Additional costs are still paid normally.) Northern Paladin 2WW Creature - Human Knight 3/3 WW, T Destroy target black permanent. Northern Paladin 2WW Creature - Human Knight 3/3 WW, T Destroy target black permanent. Northern Paladin 2WW Creature - Human Knight 3/3 WW, T Destroy target black permanent. Northern Paladin 2WW Creature - Human Knight 3/3 WW, T Destroy target black permanent. Northern Paladin 2WW Creature - Human Knight 3/3 WW, T Destroy target black permanent. Northern Paladin 2WW Creature - Human Knight 3/3 WW, T Destroy target black permanent. Norwood Archers 3G Creature - Elf Archer 3/3 Reach (This creature can block creatures with flying.) Norwood Archers 3G Creature - Elf Archer 3/3 Reach (This creature can block creatures with flying.) Norwood Priestess 2GG Creature - Elf Druid 1/1 T You may put a green creature card from your hand into play. Play this ability only during your turn, before the combat phase. Norwood Ranger G Creature - Elf Scout 1/2 Norwood Ranger G Creature - Elf Scout 1/2 Norwood Ranger G Creature - Elf Scout 1/2 Norwood Ranger G Creature - Elf Scout 1/2 Norwood Riders 3G Creature - Elf 3/3 Norwood Riders can't be blocked by more than one creature. Norwood Warrior 2G Creature - Elf Warrior 2/2 Whenever Norwood Warrior becomes blocked, it gets +1/+1 until end of turn. Nostalgic Dreams GG Sorcery As an additional cost to play Nostalgic Dreams, discard X cards. Return X target cards from your graveyard to your hand. Remove Nostalgic Dreams from the game. Nosy Goblin 2R Creature - Goblin 2/1 T, Sacrifice Nosy Goblin: Destroy target face-down creature. Notorious Assassin 3B Creature - Human Spellshaper Assassin 2/2 2B, T, Discard a card: Destroy target nonblack creature. It can't be regenerated. Notorious Throng 3U Tribal Sorcery - Rogue Prowl 5U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Put X 1/1 black Faerie Rogue creature tokens with flying into play, where X is the damage dealt to your opponents this turn. If Notorious Throng's prowl cost was paid, take an extra turn after this one. Nourish GG Instant You gain 6 life. Nourishing Shoal XGG Instant - Arcane You may remove a green card with converted mana cost X in your hand from the game rather than pay Nourishing Shoal's mana cost. You gain X life. Nova Chaser 3R Creature - Elemental Warrior 10/2 Trample Champion an Elemental (When this comes into play, sacrifice it unless you remove another Elemental you control from the game. When this leaves play, that card returns to play.) Nova Cleric W Creature - Human Cleric 1/2 2W, T, Sacrifice Nova Cleric: Destroy all enchantments. Nova Pentacle 4 Artifact 3, T The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature of an opponent's choice instead. Novijen Sages 4UU Creature - Human Advisor Mutant 0/0 Graft 4 (This creature comes into play with four +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) 1, Remove two +1/+1 counters from among creatures you control: Draw a card. Novijen, Heart of Progress Land T Add 1 to your mana pool. GU, T Put a +1/+1 counter on each creature that came into play this turn. Now I Know My ABC's 1UU Enchantment At the beginning of your upkeep, if you control permanents with names that include all twenty-six letters of the English alphabet, you win the game. Noxious Field 1BB Enchantment - Aura Enchant land Enchanted land has "T This land deals 1 damage to each creature and each player." Noxious Ghoul 3BB Creature - Zombie 3/3 Whenever Noxious Ghoul or another Zombie comes into play, all non-Zombie creatures get -1/-1 until end of turn. Noxious Toad 2B Creature - Frog 1/1 When Noxious Toad is put into a graveyard from play, each opponent discards a card. Noxious Vapors 1BB Sorcery Each player reveals his or her hand and chooses one card of each color from it, then discards all other nonland cards. Nuisance Engine 3 Artifact 2, T Put a 0/1 Pest artifact creature token into play. Null Brooch 4 Artifact 2, T, Discard your hand: Counter target noncreature spell. Null Chamber 3W World Enchantment As Null Chamber comes into play, you and an opponent each name a card other than a basic land card. The named cards can't be played. Null Profusion 4BB Enchantment Skip your draw step. Whenever you play a card, draw a card. Your maximum hand size is two. Null Rod 2 Artifact Activated abilities of artifacts can't be played. Nullmage Advocate 2G Creature - Insect Druid 2/3 T Return two target cards in an opponent's graveyard to his or her hand. Destroy target artifact or enchantment. Nullmage Shepherd 3G Creature - Elf Shaman 2/4 Tap four untapped creatures you control: Destroy target artifact or enchantment. Nullstone Gargoyle 9 Artifact Creature - Gargoyle 4/5 Flying Whenever the first noncreature spell of a turn is played, counter that spell. Numai Outcast 3B Creature - Human Samurai 1/1 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) B, Pay 5 life: Regenerate Numai Outcast. Number Crunch 2U Instant Return target permanent to its owner's hand. Gotcha - Whenever an opponent says a number, you may say "Gotcha!" If you do, return Number Crunch from your graveyard to your hand. Numot, the Devastator 3RWU Legendary Creature - Dragon 6/6 Flying Whenever Numot, the Devastator deals combat damage to a player, you may pay 2R. If you do, destroy up to two target lands. Nurturing Licid 1G Creature - Licid 1/1 G, T Nurturing Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay G to end this effect. G: Regenerate enchanted creature. Nut Collector 5G Creature - Human Druid 1/1 At the beginning of your upkeep, you may put a 1/1 green Squirrel creature token into play. Threshold - Squirrel creatures get +2/+2 as long as seven or more cards are in your graveyard. Oaken Brawler 3W Creature - Treefolk Warrior 2/4 When Oaken Brawler comes into play, clash with an opponent. If you win, put a +1/+1 counter on Oaken Brawler. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Oakgnarl Warrior 5GG Creature - Treefolk Warrior 5/7 Vigilance, trample Oasis Land T Prevent the next 1 damage that would be dealt to target creature this turn. Oasis Land T Prevent the next 1 damage that would be dealt to target creature this turn. Oath of Druids 1G Enchantment At the beginning of each player's upkeep, if that player controls fewer creatures than any of his or her opponents, the player may reveal cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and all other cards revealed this way into his or her graveyard. Oath of Ghouls 1B Enchantment At the beginning of each player's upkeep, if there are more creature cards in that player's graveyard than in any of his or her opponents' graveyards, the player may return target creature card of his or her choice from his or her graveyard to his or her hand. Oath of Lieges 1W Enchantment At the beginning of each player's upkeep, if that player controls fewer lands than any of his or her opponents, the player may search his or her library for a basic land card and put that card into play. The player then shuffles his or her library. Oath of Lim-Dul 3B Enchantment Whenever you lose life, sacrifice a permanent other than Oath of Lim-Dul or discard a card for each 1 life you lost. (Damage dealt to you causes you to lose life.) BB: Draw a card. Oath of Mages 1R Enchantment At the beginning of each player's upkeep, that player may have Oath of Mages deal 1 damage to target player of his or her choice who has more life than he or she does and who is his or her opponent. Oath of Scholars 3U Enchantment At the beginning of each player's upkeep, if that player has fewer cards in hand than any of his or her opponents, the player may discard his or her hand and draw three cards. Oathkeeper, Takeno's Daisho 3 Legendary Artifact - Equipment Equipped creature gets +3/+1. Whenever equipped creature is put into a graveyard from play, return that card to play under your control if it's a Samurai. When Oathkeeper, Takeno's Daisho is put into a graveyard from play, remove equipped creature from the game. Equip 2 Oathsworn Giant 4WW Creature - Giant Soldier 3/4 Vigilance Other creatures you control get +0/+2 and have vigilance. Obelisk of Undoing 1 Artifact 6, T Return target permanent you own and control to your hand. Obelisk of Undoing 1 Artifact 6, T Return target permanent you own and control to your hand. Obelisk of Undoing 1 Artifact 6, T Return target permanent you own and control to your hand. Oblation 2W Instant The owner of target nonland permanent shuffles it into his or her library, then draws two cards. Obliterate 6RR Sorcery Obliterate can't be countered. Destroy all artifacts, creatures, and lands. They can't be regenerated. Obliterate 6RR Sorcery Obliterate can't be countered. Destroy all artifacts, creatures, and lands. They can't be regenerated. Oblivion Crown 1B Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature Enchanted creature has "Discard a card: This creature gets +1/+1 until end of turn." Oblivion Ring 2W Enchantment When Oblivion Ring comes into play, remove another target nonland permanent from the game. When Oblivion Ring leaves play, return the removed card to play under its owner's control. Oblivion Stone 3 Artifact 4, T Put a fate counter on target permanent. 5, T, Sacrifice Oblivion Stone: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents. Oboro Breezecaller 1U Creature - Moonfolk Wizard 1/1 Flying 2, Return a land you control to its owner's hand: Untap target land. Oboro Envoy 3U Creature - Moonfolk Wizard 1/3 Flying 2, Return a land you control to its owner's hand: Target creature gets -X/-0 until end of turn, where X is the number of cards in your hand. Oboro, Palace in the Clouds Legendary Land T Add U to your mana pool. 1: Return Oboro, Palace in the Clouds to its owner's hand. Obsessive Search U Instant Draw a card. Madness U (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Obsianus Golem 6 Artifact Creature - Golem 4/6 Obsianus Golem 6 Artifact Creature - Golem 4/6 Obsianus Golem 6 Artifact Creature - Golem 4/6 Obsianus Golem 6 Artifact Creature - Golem 4/6 Obsianus Golem 6 Artifact Creature - Golem 4/6 Obsianus Golem 6 Artifact Creature - Golem 4/6 Obsianus Golem 6 Artifact Creature - Golem 4/6 Obsidian Acolyte 1W Creature - Human Cleric 1/1 Protection from black W: Target creature gains protection from black until end of turn. Obsidian Battle-Axe 3 Tribal Artifact - Warrior Equipment Equipped creature gets +2/+1 and has haste. Whenever a Warrior creature comes into play, you may attach Obsidian Battle-Axe to it. Equip 3 Obsidian Giant 4R Creature - Giant 4/4 Obstinate Familiar R Creature - Lizard 1/1 If you would draw a card, you may skip that draw instead. Ocular Halo 3U Enchantment - Aura Enchant creature Enchanted creature has "T Draw a card." W: Enchanted creature gains vigilance until end of turn. Odds // Ends UR / / 3RW Instant // Instant Flip a coin. If it comes up heads, counter target instant or sorcery spell. If it comes up tails, copy that spell and you may choose new targets for the copy. // Target player sacrifices two attacking creatures. Odylic Wraith 3B Creature - Wraith 2/2 Swampwalk Whenever Odylic Wraith deals damage to a player, that player discards a card. Off Balance W Instant Target creature can't attack or block this turn. Offalsnout 2B Creature - Elemental 2/2 Flash When Offalsnout leaves play, remove target card in a graveyard from the game. Evoke B (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Ogre Arsonist 4R Creature - Ogre 3/3 When Ogre Arsonist comes into play, destroy target land. Ogre Berserker 4R Creature - Ogre Berserker 4/2 Haste Ogre Enforcer 3RR Creature - Ogre 4/4 If Ogre Enforcer would be dealt nonlethal damage by a single source, prevent that damage. Ogre Gatecrasher 3R Creature - Ogre Rogue 3/3 When Ogre Gatecrasher comes into play, destroy target creature with defender. Ogre Leadfoot 4R Creature - Ogre 3/3 Whenever Ogre Leadfoot becomes blocked by an artifact creature, destroy that creature. Ogre Marauder 1BB Creature - Ogre Warrior 3/1 Whenever Ogre Marauder attacks, it gains "Ogre Marauder can't be blocked" until end of turn unless defending player sacrifices a creature. Ogre Recluse 3R Creature - Ogre Warrior 5/4 Whenever a player plays a spell, tap Ogre Recluse. Ogre Savant 4R Creature - Ogre Wizard 3/2 When Ogre Savant comes into play, if U was spent to play Ogre Savant, return target creature to its owner's hand. Ogre Shaman 3RR Creature - Ogre Shaman 3/3 2, Discard a card at random: Ogre Shaman deals 2 damage to target creature or player. Ogre Taskmaster 3R Creature - Ogre 4/3 Ogre Taskmaster can't block. Ogre Taskmaster 3R Creature - Ogre 4/3 Ogre Taskmaster can't block. Ogre Taskmaster 3R Creature - Ogre 4/3 Ogre Taskmaster can't block. Ogre Taskmaster 3R Creature - Ogre 4/3 Ogre Taskmaster can't block. Ogre Taskmaster 3R Creature - Ogre 4/3 Ogre Taskmaster can't block. Ogre Warrior 3R Creature - Ogre Warrior 3/3 Ogre Warrior 3R Creature - Ogre Warrior 3/3 Ogre Warrior 3R Creature - Ogre Warrior 3/3 Ohran Viper 1GG Snow Creature - Snake 1/3 Whenever Ohran Viper deals combat damage to a creature, destroy that creature at end of combat. Whenever Ohran Viper deals combat damage to a player, you may draw a card. Ohran Yeti 3R Snow Creature - Yeti 3/3 2oSi: Target snow creature gains first strike until end of turn. (oSi can be paid with one mana from a snow permanent.) Okiba-Gang Shinobi 3BB Creature - Rat Ninja 3/2 Ninjutsu 3B (3B, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.) Whenever Okiba-Gang Shinobi deals combat damage to a player, that player discards two cards. Okina Nightwatch 4G Creature - Human Monk 4/3 As long as you have more cards in hand than each opponent, Okina Nightwatch gets +3/+3. Okina, Temple to the Grandfathers Legendary Land T Add G to your mana pool. G, T Target legendary creature gets +1/+1 until end of turn. Okk 1R Creature - Goblin 4/4 Okk can't attack unless a creature with greater power also attacks. Okk can't block unless a creature with greater power also blocks. Okk 1R Creature - Goblin 4/4 Okk can't attack unless a creature with greater power also attacks. Okk can't block unless a creature with greater power also blocks. Okk 1R Creature - Goblin 4/4 Okk can't attack unless a creature with greater power also attacks. Okk can't block unless a creature with greater power also blocks. Old Fogey GG Summon Dinosaur 7/7 Phasing, cumulative upkeep 1, echo, fading 3, bands with other Dinosaurs, protection from Homarids, snow-covered plainswalk, flanking, rampage 2 Old Man of the Sea 1UU Creature - Djinn 2/3 You may choose not to untap Old Man of the Sea during your untap step. T Gain control of target creature with power less than or equal to Old Man of the Sea's power as long as Old Man of the Sea remains tapped and that creature's power remains less than or equal to Old Man of the Sea's power. Omega Myr 2 Artifact Creature - Myr 1/2 Omen 1U Sorcery Look at the top three cards of your library. You may put them back in any order or shuffle your library. Draw a card. Omen of Fire 3RR Instant Return all Islands to their owners' hands. Each player sacrifices a Plains or a white permanent for each white permanent he or she controls. Omnibian 1GGU Creature - Frog 3/3 T Target creature becomes a 3/3 Frog until end of turn. O-Naginata 1 Artifact - Equipment O-Naginata can be attached only to a creature with 3 or more power. Equipped creature gets +3/+0 and has trample. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) Once More with Feeling WWWW Sorcery Remove Once More with Feeling from the game as well as all cards in play and in all graveyards. Each player shuffles his or her hand into her or his library, then draws seven cards. Each player's life total is set to 10. DCI ruling: This card is restricted. (You cannot play with more than one in a deck.) One Dozen Eyes 5G Sorcery Choose one - Put a 5/5 green Beast creature token into play; or put five 1/1 green Insect creature tokens into play. Entwine GGG (Choose both if you pay the entwine cost.) One with Nature G Enchantment - Aura Enchant creature Whenever enchanted creature deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. Then shuffle your library. One with Nothing B Instant Discard your hand. Oni of Wild Places 5R Creature - Demon Spirit 6/5 Haste At the beginning of your upkeep, return a red creature you control to its owner's hand. Oni Possession 2B Enchantment - Aura Enchant creature At the beginning of your upkeep, sacrifice a creature. Enchanted creature gets +3/+3 and has trample. Enchanted creature is a Demon Spirit. Onslaught R Enchantment Whenever you play a creature spell, tap target creature. Onulet 3 Artifact Creature - Construct 2/2 When Onulet is put into a graveyard from play, you gain 2 life. Onulet 3 Artifact Creature - Construct 2/2 When Onulet is put into a graveyard from play, you gain 2 life. Onulet 3 Artifact Creature - Construct 2/2 When Onulet is put into a graveyard from play, you gain 2 life. Onulet 3 Artifact Creature - Construct 2/2 When Onulet is put into a graveyard from play, you gain 2 life. Onyx Talisman 2 Artifact Whenever a black spell is played, you may pay 3. If you do, untap target permanent. Oona's Blackguard 1B Creature - Faerie Rogue 1/1 Flying Each other Rogue creature you control comes into play with an additional +1/+1 counter on it. Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card. Oona's Prowler 1B Creature - Faerie Rogue 3/1 Flying Discard a card: Oona's Prowler gets -2/-0 until end of turn. Any player may play this ability. Opal Acrolith 2W Enchantment Whenever an opponent plays a creature spell, if Opal Acrolith is an enchantment, Opal Acrolith becomes a 2/4 Soldier creature. 0: Opal Acrolith becomes an enchantment. Opal Archangel 4W Enchantment When an opponent plays a creature spell, if Opal Archangel is an enchantment, Opal Archangel becomes a 5/5 Angel creature with flying and vigilance. Opal Avenger 2W Enchantment When you have 10 life or less, if Opal Avenger is an enchantment, Opal Avenger becomes a 3/5 Soldier creature. Opal Caryatid W Enchantment When an opponent plays a creature spell, if Opal Caryatid is an enchantment, Opal Caryatid becomes a 2/2 Soldier creature. Opal Champion 2W Enchantment When an opponent plays a creature spell, if Opal Champion is an enchantment, Opal Champion becomes a 3/3 Knight creature with first strike. Opal Gargoyle 1W Enchantment When an opponent plays a creature spell, if Opal Gargoyle is an enchantment, Opal Gargoyle becomes a 2/2 Gargoyle creature with flying. Opal Guardian WWW Enchantment When an opponent plays a creature spell, if Opal Guardian is an enchantment, Opal Guardian becomes a 3/4 Gargoyle creature with flying and protection from red. Opal Titan 2WW Enchantment When an opponent plays a creature spell, if Opal Titan is an enchantment, Opal Titan becomes a 4/4 Giant creature with protection from each of that spell's colors. Opalescence 2WW Enchantment Each other non-Aura enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment. Opal-Eye, Konda's Yojimbo 1WW Legendary Creature - Fox Samurai 1/4 Bushido 1; defender (This creature can't attack.) T The next time a source of your choice would deal damage this turn, that damage is dealt to Opal-Eye, Konda's Yojimbo instead. 1W: Prevent the next 1 damage that would be dealt to Opal-Eye this turn. Opaline Bracers 4 Artifact - Equipment Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) Equipped creature gets +X/+X, where X is the number of charge counters on Opaline Bracers. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) Opaline Sliver 1WU Creature - Sliver 2/2 All Slivers have "Whenever this permanent becomes the target of a spell an opponent controls, you may draw a card." Ophidian 2U Creature - Snake 1/3 Whenever Ophidian attacks and isn't blocked, you may draw a card. If you do, Ophidian deals no combat damage this turn. Ophidian Eye 2U Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card. Opportunist 2R Creature - Human Soldier 2/2 T Opportunist deals 1 damage to target creature that was dealt damage this turn. Opportunity 4UU Instant Target player draws four cards. Opportunity 4UU Instant Target player draws four cards. Opportunity 4UU Instant Target player draws four cards. Opposition 2UU Enchantment Tap an untapped creature you control: Tap target artifact, creature, or land. Opposition 2UU Enchantment Tap an untapped creature you control: Tap target artifact, creature, or land. Oppression 1BB Enchantment Whenever a player plays a spell, that player discards a card. Oppression 1BB Enchantment Whenever a player plays a spell, that player discards a card. Oppressive Will 2U Instant Counter target spell unless its controller pays 1 for each card in your hand. Opt U Instant Look at the top card of your library. You may put that card on the bottom of your library. Draw a card. Oracle en-Vec 1W Creature - Human Wizard 1/1 T Target opponent chooses any number of creatures he or she controls. During that player's next turn, the chosen creatures attack if able, and other creatures can't attack. At the end of that turn, destroy each of the chosen creatures that didn't attack. Play this ability only during your turn. Oracle's Attendants 3W Creature - Human Soldier 1/5 T All damage that would be dealt to target creature this turn by a source of your choice is dealt to Oracle's Attendants instead. Oracle's Attendants 3W Creature - Human Soldier 1/5 T All damage that would be dealt to target creature this turn by a source of your choice is dealt to Oracle's Attendants instead. Oracle's Attendants 3W Creature - Human Soldier 1/5 T All damage that would be dealt to target creature this turn by a source of your choice is dealt to Oracle's Attendants instead. Oraxid 3U Creature - Crab Beast 2/3 Protection from red Orb of Dreams 3 Artifact Permanents come into play tapped. Orbweaver Kumo 4GG Creature - Spirit 3/4 Reach (This creature can block creatures with flying.) Whenever you play a Spirit or Arcane spell, Orbweaver Kumo gains forestwalk until end of turn. Orc General 2R Creature - Orc Warrior 2/2 T, Sacrifice another Orc or Goblin: Other Orc creatures get +1/+1 until end of turn. Orchard Warden 4GG Creature - Treefolk Shaman 4/6 Whenever another Treefolk creature comes into play under your control, you may gain life equal to that creature's toughness. Orcish Artillery 1RR Creature - Orc Warrior 1/3 T Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Artillery 1RR Creature - Orc Warrior 1/3 T Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Artillery 1RR Creature - Orc Warrior 1/3 T Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Artillery 1RR Creature - Orc Warrior 1/3 T Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Artillery 1RR Creature - Orc Warrior 1/3 T Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Artillery 1RR Creature - Orc Warrior 1/3 T Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Artillery 1RR Creature - Orc Warrior 1/3 T Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Artillery 1RR Creature - Orc Warrior 1/3 T Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Artillery 1RR Creature - Orc Warrior 1/3 T Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Artillery 1RR Creature - Orc Warrior 1/3 T Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Artillery 1RR Creature - Orc Warrior 1/3 T Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Bloodpainter 2R Creature - Orc Shaman 2/1 T, Sacrifice a creature: Orcish Bloodpainter deals 1 damage to target creature or player. Orcish Cannonade 1RR Instant Orcish Cannonade deals 2 damage to target creature or player and 3 damage to you. Draw a card. Orcish Cannoneers 1RR Creature - Orc Warrior 1/3 T Orcish Cannoneers deals 2 damage to target creature or player and 3 damage to you. Orcish Captain R Creature - Orc Warrior 1/1 1: Flip a coin. If you win the flip, target Orc creature gets +2/+0 until end of turn. If you lose the flip, it gets -0/-2 until end of turn. Orcish Captain R Creature - Orc Warrior 1/1 1: Flip a coin. If you win the flip, target Orc creature gets +2/+0 until end of turn. If you lose the flip, it gets -0/-2 until end of turn. Orcish Conscripts R Creature - Orc 2/2 Orcish Conscripts can't attack unless at least two other creatures attack. Orcish Conscripts can't block unless at least two other creatures block. Orcish Conscripts R Creature - Orc 2/2 Orcish Conscripts can't attack unless at least two other creatures attack. Orcish Conscripts can't block unless at least two other creatures block. Orcish Farmer 1RR Creature - Orc 2/2 T Target land becomes a Swamp until its controller's next untap step. Orcish Farmer 1RR Creature - Orc 2/2 T Target land becomes a Swamp until its controller's next untap step. Orcish Healer RR Creature - Orc Cleric 1/1 RR, T Target creature can't be regenerated this turn. BBR, T Regenerate target black or green creature. RGG, T Regenerate target black or green creature. Orcish Librarian 1R Creature - Orc 1/1 R, T Look at the top eight cards of your library. Remove four of them at random from the game, then put the rest on top of your library in any order. Orcish Librarian 1R Creature - Orc 1/1 R, T Look at the top eight cards of your library. Remove four of them at random from the game, then put the rest on top of your library in any order. Orcish Lumberjack R Creature - Orc 1/1 T, Sacrifice a Forest: Add three mana in any combination of R and/or G to your mana pool. Orcish Mechanics 2R Creature - Orc 1/1 T, Sacrifice an artifact: Orcish Mechanics deals 2 damage to target creature or player. Orcish Mechanics 2R Creature - Orc 1/1 T, Sacrifice an artifact: Orcish Mechanics deals 2 damage to target creature or player. Orcish Mine 1RR Enchantment - Aura Enchant land Orcish Mine comes into play with three ore counters on it. At the beginning of your upkeep and whenever enchanted land becomes tapped, remove an ore counter from Orcish Mine. If there are no ore counters on Orcish Mine, destroy that land and Orcish Mine deals 2 damage to its controller. Orcish Oriflamme 3R Enchantment Attacking creatures you control get +1/+0. Orcish Oriflamme 3R Enchantment Attacking creatures you control get +1/+0. Orcish Oriflamme 3R Enchantment Attacking creatures you control get +1/+0. Orcish Oriflamme 3R Enchantment Attacking creatures you control get +1/+0. Orcish Oriflamme 3R Enchantment Attacking creatures you control get +1/+0. Orcish Oriflamme 3R Enchantment Attacking creatures you control get +1/+0. Orcish Oriflamme 3R Enchantment Attacking creatures you control get +1/+0. Orcish Oriflamme 3R Enchantment Attacking creatures you control get +1/+0. Orcish Oriflamme 3R Enchantment Attacking creatures you control get +1/+0. Orcish Paratroopers 2R Creature - Orc Paratrooper 4/4 When Orcish Paratroopers comes into play, flip it from a height of at least one foot. Sacrifice Orcish Paratroopers unless it lands face up after turning over completely. Orcish Settlers 1R Creature - Orc 1/1 XXR, T, Sacrifice Orcish Settlers: Destroy X target lands. Orcish Spy R Creature - Orc Rogue 1/1 T Look at the top three cards of target player's library. Orcish Spy R Creature - Orc Rogue 1/1 T Look at the top three cards of target player's library. Orcish Spy R Creature - Orc Rogue 1/1 T Look at the top three cards of target player's library. Orcish Spy R Creature - Orc Rogue 1/1 T Look at the top three cards of target player's library. Orcish Squatters 4R Creature - Orc 2/3 Whenever Orcish Squatters attacks and isn't blocked, you may gain control of target land defending player controls for as long as you control Orcish Squatters. If you do, Orcish Squatters deals no combat damage this turn. Orcish Squatters 4R Creature - Orc 2/3 Whenever Orcish Squatters attacks and isn't blocked, you may gain control of target land defending player controls for as long as you control Orcish Squatters. If you do, Orcish Squatters deals no combat damage this turn. Orcish Veteran 2R Creature - Orc 2/2 Orcish Veteran can't block white creatures with power 2 or greater. R: Orcish Veteran gains first strike until end of turn. Orcish Veteran 2R Creature - Orc 2/2 Orcish Veteran can't block white creatures with power 2 or greater. R: Orcish Veteran gains first strike until end of turn. Orcish Veteran 2R Creature - Orc 2/2 Orcish Veteran can't block white creatures with power 2 or greater. R: Orcish Veteran gains first strike until end of turn. Orcish Veteran 2R Creature - Orc 2/2 Orcish Veteran can't block white creatures with power 2 or greater. R: Orcish Veteran gains first strike until end of turn. Order // Chaos 3W / / 2R Instant // Instant Remove target attacking creature from the game. // Creatures can't block this turn. Order // Chaos 3W / / 2R Instant // Instant Remove target attacking creature from the game. // Creatures can't block this turn. Order of Leitbur WW Creature - Human Cleric Knight 2/1 Protection from black W: Order of Leitbur gains first strike until end of turn. WW: Order of Leitbur gets +1/+0 until end of turn. Order of Leitbur WW Creature - Human Cleric Knight 2/1 Protection from black W: Order of Leitbur gains first strike until end of turn. WW: Order of Leitbur gets +1/+0 until end of turn. Order of Leitbur WW Creature - Human Cleric Knight 2/1 Protection from black W: Order of Leitbur gains first strike until end of turn. WW: Order of Leitbur gets +1/+0 until end of turn. Order of Leitbur WW Creature - Human Cleric Knight 2/1 Protection from black W: Order of Leitbur gains first strike until end of turn. WW: Order of Leitbur gets +1/+0 until end of turn. Order of the Ebon Hand BB Creature - Cleric Knight 2/1 Protection from white B: Order of the Ebon Hand gains first strike until end of turn. BB: Order of the Ebon Hand gets +1/+0 until end of turn. Order of the Ebon Hand BB Creature - Cleric Knight 2/1 Protection from white B: Order of the Ebon Hand gains first strike until end of turn. BB: Order of the Ebon Hand gets +1/+0 until end of turn. Order of the Ebon Hand BB Creature - Cleric Knight 2/1 Protection from white B: Order of the Ebon Hand gains first strike until end of turn. BB: Order of the Ebon Hand gets +1/+0 until end of turn. Order of the Ebon Hand BB Creature - Cleric Knight 2/1 Protection from white B: Order of the Ebon Hand gains first strike until end of turn. BB: Order of the Ebon Hand gets +1/+0 until end of turn. Order of the Golden Cricket 1W Creature - Kithkin Knight 2/2 Whenever Order of the Golden Cricket attacks, you may pay W. If you do, it gains flying until end of turn. Order of the Sacred Bell 3G Creature - Human Monk 4/3 Order of the Sacred Bell 3G Creature - Human Monk 4/3 Order of the Sacred Torch 1WW Creature - Human Knight 2/2 T, Pay 1 life: Counter target black spell. Order of the Sacred Torch 1WW Creature - Human Knight 2/2 T, Pay 1 life: Counter target black spell. Order of the Sacred Torch 1WW Creature - Human Knight 2/2 T, Pay 1 life: Counter target black spell. Order of the Stars W Creature - Human Cleric 0/1 Defender (This creature can't attack.) As Order of the Stars comes into play, choose a color. Order of the Stars has protection from the chosen color. Order of the White Shield WW Creature - Human Knight 2/1 Protection from black W: Order of the White Shield gains first strike until end of turn. WW: Order of the White Shield gets +1/+0 until end of turn. Order of the White Shield WW Creature - Human Knight 2/1 Protection from black W: Order of the White Shield gains first strike until end of turn. WW: Order of the White Shield gets +1/+0 until end of turn. Order of Yawgmoth 2BB Creature - Zombie Knight 2/2 Fear Whenever Order of Yawgmoth deals damage to a player, that player discards a card. Ordered Migration 3WU Sorcery Put a 1/1 blue Bird creature token with flying into play for each basic land type among lands you control. Ordruun Commando 3R Creature - Minotaur Soldier 4/1 W: Prevent the next 1 damage that would be dealt to Ordruun Commando this turn. Ore Gorger 3RR Creature - Spirit 3/1 Whenever you play a Spirit or Arcane spell, you may destroy target nonbasic land. Organ Grinder 2B Creature - Zombie 3/1 T, Remove three cards in your graveyard from the game: Target player loses 3 life. Organ Harvest B Sorcery You and your teammates may sacrifice any number of creatures. For each creature sacrificed in this way, add BB to your mana pool. Orgg 3RR Creature - Orgg 6/6 Trample Orgg can't attack if defending player controls an untapped creature with power 3 or greater. Orgg can't block creatures with power 3 or greater. Orgg 3RR Creature - Orgg 6/6 Trample Orgg can't attack if defending player controls an untapped creature with power 3 or greater. Orgg can't block creatures with power 3 or greater. Orgg 3RR Creature - Orgg 6/6 Trample Orgg can't attack if defending player controls an untapped creature with power 3 or greater. Orgg can't block creatures with power 3 or greater. Orim, Samite Healer 1WW Legendary Creature - Human Cleric 1/3 T Prevent the next 3 damage that would be dealt to target creature or player this turn. Orim's Chant W Instant Kicker W (You may pay an additional W as you play this spell.) Target player can't play spells this turn. If the kicker cost was paid, creatures can't attack this turn. Orim's Cure 1W Instant If you control a Plains, you may tap an untapped creature you control rather than pay the mana cost of Orim's Cure. Prevent the next 4 damage that would be dealt to target creature or player this turn. Orim's Prayer 1WW Enchantment Whenever one or more creatures attack you, you gain 1 life for each attacking creature. Orim's Thunder 2W Instant Kicker R (You may pay an additional R as you play this spell.) Destroy target artifact or enchantment. If the kicker cost was paid, Orim's Thunder deals damage equal to that artifact or enchantment's converted mana cost to target creature. Orim's Touch W Instant Kicker 1 (You may pay an additional 1 as you play this spell.) Prevent the next 2 damage that would be dealt to target creature or player this turn. If the kicker cost was paid, prevent the next 4 damage that would be dealt to that creature or player this turn instead. Oriss, Samite Guardian 1WW Legendary Creature - Human Cleric 1/3 T Prevent all damage that would be dealt to target creature this turn. Grandeur - Discard another card named Oriss, Samite Guardian: Target player can't play spells this turn, and creatures that player controls can't attack this turn. Ornate Kanzashi 5 Artifact 2, T Target opponent removes the top card of his or her library from the game. You may play that card this turn. Ornithopter 0 Artifact Creature - Thopter 0/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Ornithopter 0 Artifact Creature - Thopter 0/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Ornithopter 0 Artifact Creature - Thopter 0/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Ornithopter 0 Artifact Creature - Thopter 0/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Ornithopter 0 Artifact Creature - Thopter 0/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Ornithopter 0 Artifact Creature - Thopter 0/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Ornithopter 0 Artifact Creature - Thopter 0/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Ornithopter 0 Artifact Creature - Thopter 0/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Orochi Eggwatcher 2G Creature - Snake Shaman 1/1 2G, T Put a 1/1 green Snake creature token into play. If you control ten or more creatures, flip Orochi Eggwatcher. ----- Shidako, Broodmistress Legendary Creature - Snake Shaman 3/3 G, Sacrifice a creature: Target creature gets +3/+3 until end of turn. Orochi Hatchery XX Artifact Orochi Hatchery comes into play with X charge counters on it. 5, T Put a 1/1 green Snake creature token into play for each charge counter on Orochi Hatchery. Orochi Leafcaller G Creature - Snake Shaman 1/1 G: Add one mana of any color to your mana pool. Orochi Ranger 1G Creature - Snake Warrior 2/1 Whenever Orochi Ranger deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. Orochi Sustainer 1G Creature - Snake Shaman 1/2 T Add G to your mana pool. Oros, the Avenger 3WBR Legendary Creature - Dragon 6/6 Flying Whenever Oros, the Avenger deals combat damage to a player, you may pay 2W. If you do, Oros deals 3 damage to each nonwhite creature. Orzhov Basilica Land Orzhov Basilica comes into play tapped. When Orzhov Basilica comes into play, return a land you control to its owner's hand. T Add WB to your mana pool. Orzhov Euthanist 2B Creature - Human Assassin 2/2 Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Orzhov Euthanist comes into play or the creature it haunts is put into a graveyard, destroy target creature that was dealt damage this turn. Orzhov Guildmage (W / B)(W / B) Creature - Human Wizard 2/2 (o(w/b) can be paid with either W or B.) 2W: Target player gains 1 life. 2B: Each player loses 1 life. Orzhov Pontiff 1WB Creature - Human Cleric 1/1 Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.) When Orzhov Pontiff comes into play or the creature it haunts is put into a graveyard, choose one - creatures you control get +1/+1 until end of turn; or creatures you don't control get -1/-1 until end of turn. Orzhov Signet 2 Artifact 1, T Add WB to your mana pool. Orzhova, the Church of Deals Land T Add 1 to your mana pool. 3WB, T Target player loses 1 life and you gain 1 life. Osai Vultures 1W Creature - Bird 1/1 Flying At end of turn, if a creature was put into a graveyard from play this turn, put a carrion counter on Osai Vultures. Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn. Osai Vultures 1W Creature - Bird 1/1 Flying At end of turn, if a creature was put into a graveyard from play this turn, put a carrion counter on Osai Vultures. Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn. Ostiary Thrull 3B Creature - Thrull 2/2 W, T Tap target creature. Ostracize B Sorcery Target opponent reveals his or her hand. Choose a creature card from it. That player discards that card. 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 - Juggernaut 2/3 Otarian Juggernaut can't be blocked by Walls. Threshold - As long as seven or more cards are in your graveyard, Otarian Juggernaut gets +3/+0 and attacks each turn if able. Otherworldly Journey 1W Instant - Arcane Remove target creature from the game. At end of turn, return that card to play under its owner's control with a +1/+1 counter on it. Oubliette 1BB Enchantment When Oubliette comes into play, remove target creature and all Auras attached to it from the game. Note the number and kind of counters that were on that creature. When Oubliette leaves play, return the removed card to play under its owner's control tapped with the noted number and kind of counters on it. If you do, return the removed Aura cards to play under their owner's control attached to that permanent. Oubliette 1BB Enchantment When Oubliette comes into play, remove target creature and all Auras attached to it from the game. Note the number and kind of counters that were on that creature. When Oubliette leaves play, return the removed card to play under its owner's control tapped with the noted number and kind of counters on it. If you do, return the removed Aura cards to play under their owner's control attached to that permanent. Oubliette 1BB Enchantment When Oubliette comes into play, remove target creature and all Auras attached to it from the game. Note the number and kind of counters that were on that creature. When Oubliette leaves play, return the removed card to play under its owner's control tapped with the noted number and kind of counters on it. If you do, return the removed Aura cards to play under their owner's control attached to that permanent. Ouphe Vandals 2G Creature - Ouphe Rogue 2/2 G, Sacrifice Ouphe Vandals: Counter target activated ability from an artifact source and destroy that artifact if it's in play. (Mana abilities can't be targeted.) Our Market Research Shows That Players Like Really Long Card Names So We Made this Card to Have the Absolute Longest Card Name Ever Elemental 1GG Creature - Elemental 2/2 Art rampage 2 (Whenever this becomes blocked by a creature, it gets +2/+2 for each creature in the blocker's art beyond the first.) Outbreak 3B Sorcery You may discard a Swamp card rather than pay Outbreak's mana cost. Choose a creature type. All creatures of that type get -1/-1 until end of turn. Outmaneuver XR Instant X target blocked creatures assign their combat damage this turn as though they weren't blocked. Outrider en-Kor 2W Creature - Kor Rebel Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) 0: The next 1 damage that would be dealt to Outrider en-Kor this turn is dealt to target creature you control instead. Overabundance 1RG Enchantment Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of the same type, and Overabundance deals 1 damage to him or her. Overblaze 3R Instant - Arcane Each time target permanent would deal damage to a creature or player this turn, it deals double that damage to that creature or player instead. Splice onto Arcane 2RR (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Overburden 1U Enchantment Whenever a player puts a nontoken creature into play, that player returns a land he or she controls to its owner's hand. Overeager Apprentice 2B Creature - Human Minion 1/2 Discard a card, Sacrifice Overeager Apprentice: Add BBB to your mana pool. Overgrown Estate BGW Enchantment Sacrifice a land: You gain 3 life. Overgrown Tomb Land - Swamp Forest (T Add B or G to your mana pool.) As Overgrown Tomb comes into play, you may pay 2 life. If you don't, Overgrown Tomb comes into play tapped. Overgrowth 2G Enchantment - Aura Enchant land (Target a land as you play this. This card comes into play attached to that land.) Whenever enchanted land is tapped for mana, its controller adds GG to his or her mana pool. Overgrowth 2G Enchantment - Aura Enchant land (Target a land as you play this. This card comes into play attached to that land.) Whenever enchanted land is tapped for mana, its controller adds GG to his or her mana pool. Overgrowth 2G Enchantment - Aura Enchant land (Target a land as you play this. This card comes into play attached to that land.) Whenever enchanted land is tapped for mana, its controller adds GG to his or her mana pool. Overlaid Terrain 2GG Enchantment As Overlaid Terrain comes into play, sacrifice all lands you control. Lands you control have "T Add two mana of any one color to your mana pool." Overload R Instant Kicker 2 (You may pay an additional 2 as you play this spell.) Destroy target artifact if its converted mana cost is 2 or less. If the kicker cost was paid, destroy that artifact if its converted mana cost is 5 or less instead. Overmaster R Sorcery The next instant or sorcery spell you play this turn can't be countered by spells or abilities. Draw a card. Override 2U Instant Counter target spell unless its controller pays 1 for each artifact you control. Overrule XWU Instant Counter target spell unless its controller pays X. You gain X life. Overrun 2GGG Sorcery Creatures you control get +3/+3 and gain trample until end of turn. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Overrun 2GGG Sorcery Creatures you control get +3/+3 and gain trample until end of turn. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Overrun 2GGG Sorcery Creatures you control get +3/+3 and gain trample until end of turn. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Oversold Cemetery 1B Enchantment At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand. Overtaker 1U Creature - Merfolk Spellshaper 1/1 3U, T, Discard a card: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. Overtaker 1U Creature - Merfolk Spellshaper 1/1 3U, T, Discard a card: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. Overwhelm 5GG Sorcery Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Creatures you control get +3/+3 until end of turn. Overwhelming Forces 6BB Sorcery Destroy all creatures target opponent controls. Draw a card for each creature destroyed this way. Overwhelming Instinct 2G Enchantment Whenever you attack with three or more creatures, draw a card. Overwhelming Intellect 4UU Instant Counter target creature spell. Draw cards equal to that spell's converted mana cost. Ovinize 1U Instant Target creature loses all abilities and becomes 0/1 until end of turn. Ovinomancer 2U Creature - Human Wizard 0/1 When Ovinomancer comes into play, sacrifice it unless you return three basic lands you control to their owner's hand. T, Return Ovinomancer to its owner's hand: Destroy target creature. It can't be regenerated. That creature's controller puts a 0/1 green Sheep creature token into play. Ovinomancer 2U Creature - Human Wizard 0/1 When Ovinomancer comes into play, sacrifice it unless you return three basic lands you control to their owner's hand. T, Return Ovinomancer to its owner's hand: Destroy target creature. It can't be regenerated. That creature's controller puts a 0/1 green Sheep creature token into play. Ow B Enchantment Whenever any creature damages a player, for each Ow card in play, that player says "Ow" once or Ow deals 1 damage to him or her. Owl Familiar 1U Creature - Bird 1/1 Flying When Owl Familiar comes into play, draw a card, then discard a card. Owl Familiar 1U Creature - Bird 1/1 Flying When Owl Familiar comes into play, draw a card, then discard a card. Oxidda Golem 6 Artifact Creature - Golem 3/2 Affinity for Mountains (This spell costs 1 less to play for each Mountain you control.) Haste Oxidize G Instant Destroy target artifact. It can't be regenerated. Oyobi, Who Split the Heavens 6W Legendary Creature - Spirit 3/6 Flying Whenever you play a Spirit or Arcane spell, put a 3/3 white Spirit creature token with flying into play. Pacifism 1W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature can't attack or block. Pacifism 1W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature can't attack or block. Pacifism 1W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature can't attack or block. Pacifism 1W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature can't attack or block. Pacifism 1W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature can't attack or block. Pacifism 1W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature can't attack or block. Pacifism 1W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature can't attack or block. Pacifism 1W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature can't attack or block. Pacifism 1W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature can't attack or block. Pacifism 1W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature can't attack or block. Pack Hunt 3G Sorcery Search your library for up to three cards with the same name as target creature, reveal them, and put them into your hand. Then shuffle your library. Pack's Disdain 1B Instant Choose a creature type. Target creature gets -1/-1 until end of turn for each permanent of the chosen type you control. Pact of Negation 0 Instant Pact of Negation is blue. Counter target spell. At the beginning of your next upkeep, pay 3UU. If you don't, you lose the game. Pact of the Titan 0 Instant Pact of the Titan is red. Put a 4/4 red Giant creature token into play. At the beginning of your next upkeep, pay 4R. If you don't, you lose the game. Pain // Suffering B / / 3R Sorcery // Sorcery Target player discards a card. // Destroy target land. Pain // Suffering B / / 3R Sorcery // Sorcery Target player discards a card. // Destroy target land. Pain Kami 2R Creature - Spirit 2/2 XR, Sacrifice Pain Kami: Pain Kami deals X damage to target creature. Pain Magnification 1BR Enchantment Whenever an opponent is dealt 3 or more damage by a single source, that player discards a card. Painbringer 2BB Creature - Human Minion 1/1 T, Remove any number of cards in your graveyard from the game: Target creature gets -X/-X until end of turn, where X is the number of cards removed this way. Painful Memories 1B Sorcery Look at target opponent's hand and choose a card from it. Put that card on top of that player's library. Painful Memories 1B Sorcery Look at target opponent's hand and choose a card from it. Put that card on top of that player's library. Pain's Reward 2B Sorcery Each player may bid life. You start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and draws four cards. Painwracker Oni 3BB Creature - Demon Spirit 5/4 Fear At the beginning of your upkeep, sacrifice a creature if you don't control an Ogre. Paladin en-Vec 1WW Creature - Human Knight 2/2 First strike, protection from black, protection from red (This creature deals combat damage before creatures without first strike. It can't be blocked, targeted, dealt damage, or enchanted by anything black or red.) Paladin en-Vec 1WW Creature - Human Knight 2/2 First strike, protection from black, protection from red (This creature deals combat damage before creatures without first strike. It can't be blocked, targeted, dealt damage, or enchanted by anything black or red.) Paladin en-Vec 1WW Creature - Human Knight 2/2 First strike, protection from black, protection from red (This creature deals combat damage before creatures without first strike. It can't be blocked, targeted, dealt damage, or enchanted by anything black or red.) Paladin of Prahv 4WW Creature - Human Knight 3/4 Lifelink (Whenever this creature deals damage, you gain that much life.) Forecast - 1W, Reveal Paladin of Prahv from your hand: Whenever target creature deals damage this turn, you gain that much life. (Play this ability only during your upkeep and only once each turn.) Pale Bears 2G Creature - Bear 2/2 Islandwalk Pale Moon 1U Instant Until end of turn, if a player taps a nonbasic land for mana, it produces colorless mana instead of any other type. Palinchron 5UU Creature - Illusion 4/5 Flying When Palinchron comes into play, untap up to seven lands. 2UU: Return Palinchron to its owner's hand. Palladia-Mors 2RRGGWW Legendary Creature - Elder Dragon 7/7 Flying, trample At the beginning of your upkeep, sacrifice Palladia-Mors unless you pay RGW. Palladia-Mors 2RRGGWW Legendary Creature - Elder Dragon 7/7 Flying, trample At the beginning of your upkeep, sacrifice Palladia-Mors unless you pay RGW. Palliation Accord 3WU Enchantment Whenever a creature an opponent controls becomes tapped, put a shield counter on Palliation Accord. Remove a shield counter from Palliation Accord: Prevent the next 1 damage that would be dealt to you this turn. Pallid Mycoderm 3W Creature - Fungus 2/4 At the beginning of your upkeep, put a spore counter on Pallid Mycoderm. Remove three spore counters from Pallid Mycoderm: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: Each Fungus creature and each Saproling creature you control gets +1/+1 until end of turn. Pallimud 2R Creature - Beast */3 As Pallimud comes into play, choose an opponent. Pallimud's power is equal to the number of tapped lands the chosen player controls. Panacea 4 Artifact XX, T Prevent the next X damage that would be dealt to target creature or player this turn. Pandemonium 3R Enchantment Whenever a creature comes into play, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice. Pandemonium 3R Enchantment Whenever a creature comes into play, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice. Pang Tong, Young Phoenix 1WW Legendary Creature - Human Advisor 1/2 T Target creature gets +0/+2 until end of turn. Play this ability only during your turn, before the combat phase. Panglacial Wurm 5GG Creature - Wurm 9/5 Trample While you're searching your library, you may play Panglacial Wurm from your library. Pangosaur 2GG Creature - Lizard 6/6 Whenever a player plays a land, return Pangosaur to its owner's hand. Panic R Instant Play Panic only during combat before the declare blockers step. Target creature can't block this turn. Draw a card at the beginning of the next turn's upkeep. Panic R Instant Play Panic only during combat before the declare blockers step. Target creature can't block this turn. Draw a card at the beginning of the next turn's upkeep. Panic Attack 2R Sorcery Up to three target creatures can't block this turn. Panic Attack 2R Sorcery Up to three target creatures can't block this turn. Panic Attack 2R Sorcery Up to three target creatures can't block this turn. Panoptic Mirror 5 Artifact Imprint - X, T You may remove an instant or sorcery card with converted mana cost X in your hand from the game. (That card is imprinted on this artifact.) At the beginning of your upkeep, you may copy an imprinted instant or sorcery card. If you do, you may play the copy without paying its mana cost. Panther Warriors 4G Creature - Cat Warrior 6/3 Panther Warriors 4G Creature - Cat Warrior 6/3 Panther Warriors 4G Creature - Cat Warrior 6/3 Paper Tiger 4 Artifact Creature 4/3 Rock Lobsters cannot attack or block. Paperfin Rascal 2U Creature - Merfolk Rogue 2/2 When Paperfin Rascal comes into play, clash with an opponent. If you win, put a +1/+1 counter on Paperfin Rascal. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Paradigm Shift 1U Sorcery Remove all cards in your library from the game. Then shuffle your graveyard into your library. Paradise Mantle 0 Artifact - Equipment Equipped creature has "T Add one mana of any color to your mana pool." Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Paradise Plume 4 Artifact As Paradise Plume comes into play, choose a color. Whenever a player plays a spell of the chosen color, you may gain 1 life. T Add one mana of the chosen color to your mana pool. Paradox Haze 2U Enchantment - Aura Enchant player At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step. Parallax Dementia 1B Enchantment - Aura Enchant creature Fading 1 (This enchantment comes into play with one fade counter on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Enchanted creature gets +3/+2. When Parallax Dementia leaves play, destroy enchanted creature. That creature can't be regenerated. Parallax Inhibitor 2 Artifact 1, T, Sacrifice Parallax Inhibitor: Put a fade counter on each permanent with fading you control. Parallax Nexus 2B Enchantment Fading 5 (This enchantment comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Parallax Nexus: Target opponent removes a card in his or her hand from the game if Parallax Nexus is in play. Play this ability only any time you could play a sorcery. When Parallax Nexus leaves play, each player returns to his or her hand all cards he or she owns removed from the game with Parallax Nexus. Parallax Tide 2UU Enchantment Fading 5 (This enchantment comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Parallax Tide: Remove target land from the game if Parallax Tide is in play. When Parallax Tide leaves play, each player returns to play all cards he or she owns removed from the game with Parallax Tide. Parallax Wave 2WW Enchantment Fading 5 (This enchantment comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Parallax Wave: Remove target creature from the game if Parallax Wave is in play. When Parallax Wave leaves play, each player returns to play all cards other than Parallax Wave he or she owns removed from the game with Parallax Wave. Parallectric Feedback 3R Instant Parallectric Feedback deals damage to target spell's controller equal to that spell's converted mana cost. Parallel Evolution 3GG Sorcery For each token creature, its controller puts a token into play that's a copy of that token creature. Flashback 4GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Parallel Thoughts 3UU Enchantment When Parallel Thoughts comes into play, search your library for seven cards, remove them from the game in a face-down pile, and shuffle that pile. Then shuffle your library. If you would draw a card, you may instead put the top card of the pile you removed into your hand. Paralyze B Enchantment - Aura Enchant creature When Paralyze comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay 4. If he or she does, untap the creature. Paralyze B Enchantment - Aura Enchant creature When Paralyze comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay 4. If he or she does, untap the creature. Paralyze B Enchantment - Aura Enchant creature When Paralyze comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay 4. If he or she does, untap the creature. Paralyze B Enchantment - Aura Enchant creature When Paralyze comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay 4. If he or she does, untap the creature. Paralyze B Enchantment - Aura Enchant creature When Paralyze comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay 4. If he or she does, untap the creature. Paralyze B Enchantment - Aura Enchant creature When Paralyze comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay 4. If he or she does, untap the creature. Paralyze B Enchantment - Aura Enchant creature When Paralyze comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay 4. If he or she does, untap the creature. Parapet 1W Enchantment You may play Parapet any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Creatures you control get +0/+1. Parasitic Bond 3B Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, Parasitic Bond deals 2 damage to that player. Parch 1R Instant Choose one - Parch deals 2 damage to target creature or player; or Parch deals 4 damage to target blue creature. Pardic Arsonist 2RR Creature - Human Barbarian 3/3 Threshold - As long as seven or more cards are in your graveyard, Pardic Arsonist has "When Pardic Arsonist comes into play, it deals 3 damage to target creature or player." Pardic Collaborator 3R Creature - Human Barbarian 2/2 First strike B: Pardic Collaborator gets +1/+1 until end of turn. Pardic Dragon 4RR Creature - Dragon 4/4 Flying R: Pardic Dragon gets +1/+0 until end of turn. Suspend 2-RR Whenever an opponent plays a spell, if Pardic Dragon is suspended, that player may put a time counter on Pardic Dragon. Pardic Firecat 3R Creature - Elemental Cat 2/3 Haste If Pardic Firecat is in a graveyard, Flame Burst's effect counts it as a card named Flame Burst. Pardic Lancer 4R Creature - Human Barbarian 3/2 Discard a card at random: Pardic Lancer gets +1/+0 and gains first strike until end of turn. Pardic Miner 1R Creature - Dwarf 1/1 Sacrifice Pardic Miner: Target player can't play lands this turn. Pardic Swordsmith 2R Creature - Dwarf 1/1 R, Discard a card at random: Pardic Swordsmith gets +2/+0 until end of turn. Pariah 2W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All damage that would be dealt to you is dealt to enchanted creature instead. Pariah 2W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All damage that would be dealt to you is dealt to enchanted creature instead. Pariah 2W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) All damage that would be dealt to you is dealt to enchanted creature instead. Pariah's Shield 5 Artifact - Equipment All damage that would be dealt to you is dealt to equipped creature instead. Equip 3 Paroxysm 1R Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, reveal the top card of that player's library. If that card is a land card, destroy that creature. Otherwise, it gets +3/+3 until end of turn. (Return the card to the top of the player's library, face down.) Part the Veil 3U Instant - Arcane Return all creatures you control to their owner's hand. Part Water XXU Sorcery X target creatures gain islandwalk until end of turn. Patagia Golem 4 Artifact Creature - Golem 2/3 3: Patagia Golem gains flying until end of turn. Patagia Golem 4 Artifact Creature - Golem 2/3 3: Patagia Golem gains flying until end of turn. Patagia Golem 4 Artifact Creature - Golem 2/3 3: Patagia Golem gains flying until end of turn. Patagia Golem 4 Artifact Creature - Golem 2/3 3: Patagia Golem gains flying until end of turn. Patagia Viper 3G Creature - Snake 2/1 Flying When Patagia Viper comes into play, put two 1/1 green and blue Snake creature tokens into play. When Patagia Viper comes into play, sacrifice it unless U was spent to play it. Patchwork Gnomes 3 Artifact Creature - Gnome 2/1 Discard a card: Regenerate Patchwork Gnomes. Patchwork Gnomes 3 Artifact Creature - Gnome 2/1 Discard a card: Regenerate Patchwork Gnomes. Path of Anger's Flame 2R Instant - Arcane Creatures you control get +2/+0 until end of turn. Path of Peace 3W Sorcery Destroy target creature. Its owner gains 4 life. Path of Peace 3W Sorcery Destroy target creature. Its owner gains 4 life. Path of Peace 3W Sorcery Destroy target creature. Its owner gains 4 life. Path of Peace 3W Sorcery Destroy target creature. Its owner gains 4 life. Patriarch's Bidding 3BB Sorcery Each player chooses a creature type. Each player returns all creature cards of a type chosen this way from his or her graveyard to play. Patriarch's Desire 3B Enchantment - Aura Enchant creature Enchanted creature gets +2/-2. Threshold - Enchanted creature gets an additional +2/-2 as long as seven or more cards are in your graveyard. Patrician's Scorn 3W Instant If you played another white spell this turn, you may play Patrician's Scorn without paying its mana cost. Destroy all enchantments. Patrol Hound 1W Creature - Hound 2/2 Discard a card: Patrol Hound gains first strike until end of turn. Patron of the Akki 4RR Legendary Creature - Spirit 5/5 Goblin offering (You may play this card any time you could play an instant by sacrificing a Goblin and paying the difference in mana costs between this and the sacrificed Goblin. Mana cost includes color.) Whenever Patron of the Akki attacks, creatures you control get +2/+0 until end of turn. Patron of the Kitsune 4WW Legendary Creature - Spirit 5/6 Fox offering (You may play this card any time you could play an instant by sacrificing a Fox and paying the difference in mana costs between this and the sacrificed Fox. Mana cost includes color.) Whenever a creature attacks, you may gain 1 life. Patron of the Moon 5UU Legendary Creature - Spirit 5/4 Moonfolk offering (You may play this card any time you could play an instant by sacrificing a Moonfolk and paying the difference in mana costs between this and the sacrificed Moonfolk. Mana cost includes color.) Flying 1: Put up to two land cards from your hand into play tapped. Patron of the Nezumi 5BB Legendary Creature - Spirit 6/6 Rat offering (You may play this card any time you could play an instant by sacrificing a Rat and paying the difference in mana costs between this and the sacrificed Rat. Mana cost includes color.) Whenever a permanent is put into an opponent's graveyard, that player loses 1 life. Patron of the Orochi 6GG Legendary Creature - Spirit 7/7 Snake offering (You may play this card any time you could play an instant by sacrificing a Snake and paying the difference in mana costs between this and the sacrificed Snake. Mana cost includes color.) T Untap all Forests and all green creatures. Play this ability only once each turn. Patron of the Wild G Creature - Elf 1/1 Morph 2G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Patron of the Wild is turned face up, target creature gets +3/+3 until end of turn. Patron Wizard UUU Creature - Human Wizard 2/2 Tap an untapped Wizard you control: Counter target spell unless its controller pays 1. Pattern of Rebirth 3G Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, that creature's controller may search his or her library for a creature card and put that card into play. If that player does, he or she then shuffles his or her library. Paupers' Cage 3 Artifact At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Paupers' Cage deals 2 damage to him or her. Pavel Maliki 4BR Legendary Creature - Human 5/3 BR: Pavel Maliki gets +1/+0 until end of turn. Pay No Heed W Instant Prevent all damage a source of your choice would deal this turn. Peace and Quiet 1W Instant Destroy two target enchantments. Peace of Mind 1W Enchantment W, Discard a card: You gain 3 life. Peace of Mind 1W Enchantment W, Discard a card: You gain 3 life. Peace Talks 1W Sorcery This turn and next turn, creatures can't attack, and players and permanents can't be the targets of spells or activated abilities. Peacekeeper 2W Creature - Human 1/1 At the beginning of your upkeep, sacrifice Peacekeeper unless you pay 1W. Creatures can't attack. Peach Garden Oath W Sorcery You gain 2 life for each creature you control. Peach Garden Oath W Sorcery You gain 2 life for each creature you control. Pearl Dragon 4WW Creature - Dragon 4/4 Flying 1W: Pearl Dragon gets +0/+1 until end of turn. Pearl Dragon 4WW Creature - Dragon 4/4 Flying 1W: Pearl Dragon gets +0/+1 until end of turn. Pearl Medallion 2 Artifact White spells you play cost 1 less to play. Pearl Shard 3 Artifact 3, T or W, T Prevent the next 2 damage that would be dealt to target creature or player this turn. Pearled Unicorn 2W Creature - Unicorn 2/2 Pearled Unicorn 2W Creature - Unicorn 2/2 Pearled Unicorn 2W Creature - Unicorn 2/2 Pearled Unicorn 2W Creature - Unicorn 2/2 Pearled Unicorn 2W Creature - Unicorn 2/2 Pearled Unicorn 2W Creature - Unicorn 2/2 Pearlspear Courier 2W Creature - Human Soldier 2/1 You may choose not to untap Pearlspear Courier during your untap step. 2W, T As long as Pearlspear Courier remains tapped, target Soldier creature gets +2/+2 and has vigilance. Peat Bog Land Peat Bog comes into play tapped with two depletion counters on it. T, Remove a depletion counter from Peat Bog: Add BB to your mana pool. If there are no depletion counters on Peat Bog, sacrifice it. Pedantic Learning UU Enchantment Whenever a land card is put into your graveyard from your library, you may pay 1. If you do, draw a card. Peek U Instant Look at target player's hand. Draw a card. Peek U Instant Look at target player's hand. Draw a card. Peel from Reality 1U Instant Return target creature you control and target creature you don't control to their owners' hands. Peer Pressure 3U Sorcery Choose a creature type. If you control more creatures of that type than any other player, you gain control of all creatures of that type. (This effect doesn't end at end of turn.) Peer Through Depths 1U Instant - Arcane Look at the top five cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Pegasus Charger 2W Creature - Pegasus 2/1 Flying (This creature can't be blocked except by creatures with flying.) First strike (This creature deals combat damage before creatures without first strike.) Pegasus Charger 2W Creature - Pegasus 2/1 Flying (This creature can't be blocked except by creatures with flying.) First strike (This creature deals combat damage before creatures without first strike.) Pegasus Refuge 3W Enchantment 2, Discard a card: Put a 1/1 white Pegasus creature token with flying into play. Pegasus Stampede 1W Sorcery Buyback-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.) Put a 1/1 white Pegasus creature token with flying into play. Pemmin's Aura 1UU Enchantment - Aura Enchant creature U: Untap enchanted creature. U: Enchanted creature gains flying until end of turn. U: Enchanted creature gains shroud until end of turn. (It can't be the target of spells or abilities.) 1: Enchanted creature gets +1/-1 or -1/+1 until end of turn. Penance 2W Enchantment Put a card from your hand on top of your library: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage. Pendelhaven Legendary Land T Add G to your mana pool. T Target 1/1 creature gets +1/+2 until end of turn. Pendelhaven Legendary Land T Add G to your mana pool. T Target 1/1 creature gets +1/+2 until end of turn. Pendelhaven Elder 1G Creature - Elf Shaman 1/1 T Each 1/1 creature you control gets +1/+2 until end of turn. Pendrell Drake 3U Creature - Drake 2/3 Flying Cycling 2 (2, Discard this card: Draw a card.) Pendrell Flux 1U Enchantment - Aura Enchant creature Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you pay its mana cost." Pendrell Mists 3U Enchantment All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1." Pentad Prism 2 Artifact Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.) Remove a charge counter from Pentad Prism: Add one mana of any color to your mana pool. Pentagram of the Ages 4 Artifact 4, T The next time a source of your choice would deal damage to you this turn, prevent that damage. 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. Pentagram of the Ages 4 Artifact 4, T The next time a source of your choice would deal damage to you this turn, prevent that damage. Pentarch Paladin 2WWW Creature - Human Knight 3/3 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) As Pentarch Paladin comes into play, choose a color. WW, T Destroy target permanent of the chosen color. Pentarch Ward 2W Enchantment - Aura Enchant creature As Pentarch Ward comes into play, choose a color. When Pentarch Ward comes into play, draw a card. Enchanted creature has protection from the chosen color. This effect doesn't remove Pentarch Ward. Pentavus 7 Artifact Creature - Construct 0/0 Pentavus comes into play with five +1/+1 counters on it. 1, Remove a +1/+1 counter from Pentavus: Put a 1/1 Pentavite artifact creature token with flying into play. 1, Sacrifice a Pentavite: Put a +1/+1 counter on Pentavus. Penumbra Bobcat 2G Creature - Cat 2/1 When Penumbra Bobcat is put into a graveyard from play, put a 2/1 black Cat creature token into play. Penumbra Kavu 4G Creature - Kavu 3/3 When Penumbra Kavu is put into a graveyard from play, put a 3/3 black Kavu creature token into play. Penumbra Spider 2GG Creature - Spider 2/4 Reach (This creature can block creatures with flying.) When Penumbra Spider is put into a graveyard from play, put a 2/4 black Spider creature token with reach into play. Penumbra Wurm 5GG Creature - Wurm 6/6 Trample When Penumbra Wurm is put into a graveyard from play, put a 6/6 black Wurm creature token with trample into play. People of the Woods GG Creature - Human 1/* People of the Woods's toughness is equal to the number of Forests you control. Peppersmoke B Tribal Instant - Faerie Target creature gets -1/-1 until end of turn. If you control a Faerie, draw a card. Peregrine Drake 4U Creature - Drake 2/3 Flying When Peregrine Drake comes into play, untap up to five lands. Peregrine Mask 1 Artifact - Equipment Equipped creature has defender, flying, and first strike. Equip 2 Perilous Forays 3GG Enchantment 1, Sacrifice a creature: Search your library for a land card with a basic land type and put it into play tapped. Then shuffle your library. Perilous Research 1U Instant Draw two cards, then sacrifice a permanent. Perish 2B Sorcery Destroy all green creatures. They can't be regenerated. Perish 2B Sorcery Destroy all green creatures. They can't be regenerated. Pernicious Deed 1BG Enchantment X, Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with converted mana cost X or less. Perplex 1UB Instant Counter target spell unless its controller discards his or her hand. Transmute 1UB (1UB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) Persecute 2BB Sorcery Choose a color. Target player reveals his or her hand and discards all cards of that color. Persecute 2BB Sorcery Choose a color. Target player reveals his or her hand and discards all cards of that color. Persecute 2BB Sorcery Choose a color. Target player reveals his or her hand and discards all cards of that color. Persecute 2BB Sorcery Choose a color. Target player reveals his or her hand and discards all cards of that color. Persecute Artist 1BB Sorcery Choose an artist other than Rebecca Guay. Target player reveals his or her hand and discards all nonland cards by the chosen artist. Personal Incarnation 3WWW Creature - Avatar Incarnation 6/6 0: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Any player may play this ability, but only if he or she owns Personal Incarnation. When Personal Incarnation is put into a graveyard from play, its owner loses half his or her life, rounded up. Personal Incarnation 3WWW Creature - Avatar Incarnation 6/6 0: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Any player may play this ability, but only if he or she owns Personal Incarnation. When Personal Incarnation is put into a graveyard from play, its owner loses half his or her life, rounded up. Personal Incarnation 3WWW Creature - Avatar Incarnation 6/6 0: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Any player may play this ability, but only if he or she owns Personal Incarnation. When Personal Incarnation is put into a graveyard from play, its owner loses half his or her life, rounded up. Personal Incarnation 3WWW Creature - Avatar Incarnation 6/6 0: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Any player may play this ability, but only if he or she owns Personal Incarnation. When Personal Incarnation is put into a graveyard from play, its owner loses half his or her life, rounded up. Personal Incarnation 3WWW Creature - Avatar Incarnation 6/6 0: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Any player may play this ability, but only if he or she owns Personal Incarnation. When Personal Incarnation is put into a graveyard from play, its owner loses half his or her life, rounded up. Personal Incarnation 3WWW Creature - Avatar Incarnation 6/6 0: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Any player may play this ability, but only if he or she owns Personal Incarnation. When Personal Incarnation is put into a graveyard from play, its owner loses half his or her life, rounded up. Personal Tutor U Sorcery Search your library for a sorcery card and reveal that card. Shuffle your library, then put the card on top of it. Persuasion 3UU Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) You control enchanted creature. Persuasion 3UU Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) You control enchanted creature. Pestermite 2U Creature - Faerie Rogue 2/1 Flash Flying When Pestermite comes into play, you may tap or untap target permanent. Pestilence 2BB Enchantment At end of turn, if no creatures are in play, sacrifice Pestilence. B: Pestilence deals 1 damage to each creature and each player. Pestilence 2BB Enchantment At end of turn, if no creatures are in play, sacrifice Pestilence. B: Pestilence deals 1 damage to each creature and each player. Pestilence 2BB Enchantment At end of turn, if no creatures are in play, sacrifice Pestilence. B: Pestilence deals 1 damage to each creature and each player. Pestilence 2BB Enchantment At end of turn, if no creatures are in play, sacrifice Pestilence. B: Pestilence deals 1 damage to each creature and each player. Pestilence 2BB Enchantment At end of turn, if no creatures are in play, sacrifice Pestilence. B: Pestilence deals 1 damage to each creature and each player. Pestilence 2BB Enchantment At end of turn, if no creatures are in play, sacrifice Pestilence. B: Pestilence deals 1 damage to each creature and each player. Pestilence 2BB Enchantment At end of turn, if no creatures are in play, sacrifice Pestilence. B: Pestilence deals 1 damage to each creature and each player. Pestilence 2BB Enchantment At end of turn, if no creatures are in play, sacrifice Pestilence. B: Pestilence deals 1 damage to each creature and each player. Pestilence 2BB Enchantment At end of turn, if no creatures are in play, sacrifice Pestilence. B: Pestilence deals 1 damage to each creature and each player. Pestilence Rats 2B Creature - Rat */3 Pestilence Rats's power is equal to the total number of other Rats in play. (For example, as long as there are two other Rats in play, Pestilence Rats's power and toughness are 2/3.) Petalmane Baku 1G Creature - Spirit 1/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Petalmane Baku. 1, Remove X ki counters from Petalmane Baku: Add X mana of any one color to your mana pool. Petals of Insight 4U Sorcery - Arcane Look at the top three cards of your library. You may put those cards on the bottom of your library in any order. If you do, return Petals of Insight to its owner's hand. Otherwise, draw three cards. Petra Sphinx 2WWW Creature - Sphinx 3/4 T Target player names a card, then reveals the top card of his or her library. If that card is the named card, that player puts it into his or her hand. If it isn't, the player puts it into his or her graveyard. Petra Sphinx 2WWW Creature - Sphinx 3/4 T Target player names a card, then reveals the top card of his or her library. If that card is the named card, that player puts it into his or her hand. If it isn't, the player puts it into his or her graveyard. Petra Sphinx 2WWW Creature - Sphinx 3/4 T Target player names a card, then reveals the top card of his or her library. If that card is the named card, that player puts it into his or her hand. If it isn't, the player puts it into his or her graveyard. Petradon 6RR Creature - Nightmare Beast 5/6 When Petradon comes into play, remove two target lands from the game. When Petradon leaves play, return the removed cards to play under their owners' control. R: Petradon gets +1/+0 until end of turn. Petrahydrox 3(U / R) Creature - Weird 3/3 (o(u/r) can be paid with either U or R.) When Petrahydrox becomes the target of a spell or ability, return Petrahydrox to its owner's hand. Petravark 3R Creature - Nightmare Beast 2/2 When Petravark comes into play, remove target land from the game. When Petravark leaves play, return the removed card to play under its owner's control. Petrified Field Land T Add 1 to your mana pool. T, Sacrifice Petrified Field: Return target land card from your graveyard to your hand. Petrified Plating 2G Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Suspend 2-G (Rather than play this card from your hand, you may pay G and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Petrified Wood-Kin 6G Creature - Elemental Warrior 3/3 Petrified Wood-Kin can't be countered. Bloodthirst X (This creature comes into play with X +1/+1 counters on it, where X is the damage dealt to your opponents this turn.) Protection from instants Pewter Golem 5 Artifact Creature - Golem 4/2 1B: Regenerate Pewter Golem. Phage the Untouchable 3BBBB Legendary Creature - Zombie Minion 4/4 When Phage the Untouchable comes into play, if you didn't play it from your hand, you lose the game. Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated. Whenever Phage deals combat damage to a player, that player loses the game. Phage the Untouchable 3BBBB Legendary Creature - Zombie Minion 4/4 When Phage the Untouchable comes into play, if you didn't play it from your hand, you lose the game. Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated. Whenever Phage deals combat damage to a player, that player loses the game. Phantasmagorian 5BB Creature - Horror 6/6 When you play Phantasmagorian, any player may discard three cards. If a player does, counter Phantasmagorian. Discard three cards: Return Phantasmagorian from your graveyard to your hand. Phantasmal Fiend 3B Creature - Illusion 1/5 B: Phantasmal Fiend gets +1/-1 until end of turn. 1U: Switch Phantasmal Fiend's power and toughness until end of turn. Phantasmal Fiend 3B Creature - Illusion 1/5 B: Phantasmal Fiend gets +1/-1 until end of turn. 1U: Switch Phantasmal Fiend's power and toughness until end of turn. Phantasmal Forces 3U Creature - Illusion 4/1 Flying At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay U. Phantasmal Forces 3U Creature - Illusion 4/1 Flying At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay U. Phantasmal Forces 3U Creature - Illusion 4/1 Flying At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay U. Phantasmal Forces 3U Creature - Illusion 4/1 Flying At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay U. Phantasmal Forces 3U Creature - Illusion 4/1 Flying At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay U. Phantasmal Forces 3U Creature - Illusion 4/1 Flying At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay U. Phantasmal Mount 1U Creature - Illusion Horse 1/1 Flying T Target creature you control with toughness 2 or less gets +1/+1 and gains flying until end of turn. When Phantasmal Mount leaves play this turn, sacrifice that creature. When the creature leaves play this turn, sacrifice Phantasmal Mount. Phantasmal Sphere 1U Creature - Illusion 0/1 Flying At the beginning of your upkeep, put a +1/+1 counter on Phantasmal Sphere, then sacrifice Phantasmal Sphere unless you pay 1 for each +1/+1 counter on it. When Phantasmal Sphere leaves play, put a blue Orb creature token with flying into play under an opponent's control. That creature's power and toughness are each equal to the number of +1/+1 counters on Phantasmal Sphere. Phantasmal Terrain UU Enchantment - Aura Enchant land As Phantasmal Terrain comes into play, choose a basic land type. Enchanted land is the chosen type. Phantasmal Terrain UU Enchantment - Aura Enchant land As Phantasmal Terrain comes into play, choose a basic land type. Enchanted land is the chosen type. Phantasmal Terrain UU Enchantment - Aura Enchant land As Phantasmal Terrain comes into play, choose a basic land type. Enchanted land is the chosen type. Phantasmal Terrain UU Enchantment - Aura Enchant land As Phantasmal Terrain comes into play, choose a basic land type. Enchanted land is the chosen type. Phantasmal Terrain UU Enchantment - Aura Enchant land As Phantasmal Terrain comes into play, choose a basic land type. Enchanted land is the chosen type. Phantasmal Terrain UU Enchantment - Aura Enchant land As Phantasmal Terrain comes into play, choose a basic land type. Enchanted land is the chosen type. Phantasmal Terrain UU Enchantment - Aura Enchant land As Phantasmal Terrain comes into play, choose a basic land type. Enchanted land is the chosen type. Phantasmal Terrain UU Enchantment - Aura Enchant land As Phantasmal Terrain comes into play, choose a basic land type. Enchanted land is the chosen type. Phantatog 1WU Creature - Atog 1/2 Sacrifice an enchantment: Phantatog gets +1/+1 until end of turn. Discard a card: Phantatog gets +1/+1 until end of turn. Phantom Centaur 2GG Creature - Centaur Spirit 2/0 Protection from black Phantom Centaur comes into play with three +1/+1 counters on it. If damage would be dealt to Phantom Centaur, prevent that damage. Remove a +1/+1 counter from Phantom Centaur. Phantom Flock 3WW Creature - Bird Soldier Spirit 0/0 Flying Phantom Flock comes into play with three +1/+1 counters on it. If damage would be dealt to Phantom Flock, prevent that damage. Remove a +1/+1 counter from Phantom Flock. Phantom Monster 3U Creature - Illusion 3/3 Flying Phantom Monster 3U Creature - Illusion 3/3 Flying Phantom Monster 3U Creature - Illusion 3/3 Flying Phantom Monster 3U Creature - Illusion 3/3 Flying Phantom Monster 3U Creature - Illusion 3/3 Flying Phantom Monster 3U Creature - Illusion 3/3 Flying Phantom Monster 3U Creature - Illusion 3/3 Flying Phantom Nantuko 2G Creature - Insect Spirit 0/0 Trample Phantom Nantuko comes into play with two +1/+1 counters on it. If damage would be dealt to Phantom Nantuko, prevent that damage. Remove a +1/+1 counter from Phantom Nantuko. T Put a +1/+1 counter on Phantom Nantuko. Phantom Nishoba 5GW Creature - Cat Beast Spirit 0/0 Trample, lifelink (Whenever this creature deals damage, you gain that much life.) Phantom Nishoba comes into play with seven +1/+1 counters on it. If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a +1/+1 counter from Phantom Nishoba. Phantom Nomad 1W Creature - Spirit Nomad 0/0 Phantom Nomad comes into play with two +1/+1 counters on it. If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad. Phantom Tiger 2G Creature - Cat Spirit 1/0 Phantom Tiger comes into play with two +1/+1 counters on it. If damage would be dealt to Phantom Tiger, prevent that damage. Remove a +1/+1 counter from Phantom Tiger. Phantom Warrior 1UU Creature - Illusion Warrior 2/2 Phantom Warrior is unblockable. Phantom Warrior 1UU Creature - Illusion Warrior 2/2 Phantom Warrior is unblockable. Phantom Warrior 1UU Creature - Illusion Warrior 2/2 Phantom Warrior is unblockable. Phantom Warrior 1UU Creature - Illusion Warrior 2/2 Phantom Warrior is unblockable. Phantom Warrior 1UU Creature - Illusion Warrior 2/2 Phantom Warrior is unblockable. Phantom Warrior 1UU Creature - Illusion Warrior 2/2 Phantom Warrior is unblockable. Phantom Warrior 1UU Creature - Illusion Warrior 2/2 Phantom Warrior is unblockable. Phantom Warrior 1UU Creature - Illusion Warrior 2/2 Phantom Warrior is unblockable. Phantom Whelp 1U Creature - Illusion Hound 2/2 When Phantom Whelp attacks or blocks, return it to its owner's hand at end of combat. Phantom Wings 1U Enchantment - Aura Enchant creature Enchanted creature has flying. Sacrifice Phantom Wings: Return enchanted creature to its owner's hand. Phantom Wings 1U Enchantment - Aura Enchant creature Enchanted creature has flying. Sacrifice Phantom Wings: Return enchanted creature to its owner's hand. Phantom Wurm 4GG Creature - Wurm Spirit 2/0 Phantom Wurm comes into play with four +1/+1 counters on it. If damage would be dealt to Phantom Wurm, prevent that damage. Remove a +1/+1 counter from Phantom Wurm. Phelddagrif 1GWU Legendary Creature - Phelddagrif 4/4 G: Phelddagrif gains trample until end of turn. Target opponent puts a 1/1 green Hippo creature token into play. W: Phelddagrif gains flying until end of turn. Target opponent gains 2 life. U: Return Phelddagrif to its owner's hand. Target opponent may draw a card. Phelddagrif 1GWU Legendary Creature - Phelddagrif 4/4 G: Phelddagrif gains trample until end of turn. Target opponent puts a 1/1 green Hippo creature token into play. W: Phelddagrif gains flying until end of turn. Target opponent gains 2 life. U: Return Phelddagrif to its owner's hand. Target opponent may draw a card. Phobian Phantasm 1BB Creature - Illusion 3/3 Flying, fear Cumulative upkeep B (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Phosphorescent Feast 2GGG Sorcery Reveal any number of cards in your hand. You gain 2 life for each green mana symbol in those cards' mana costs. Phthisis 3BBBB Sorcery Destroy target creature. Its controller loses life equal to its power plus its toughness. Suspend 5-1B (Rather than play this card from your hand, you may pay 1B and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Phyrexian Altar 3 Artifact Sacrifice a creature: Add one mana of any color to your mana pool. Phyrexian Arena 1BB Enchantment At the beginning of your upkeep, you draw a card and you lose 1 life. Phyrexian Arena 1BB Enchantment At the beginning of your upkeep, you draw a card and you lose 1 life. Phyrexian Arena 1BB Enchantment At the beginning of your upkeep, you draw a card and you lose 1 life. Phyrexian Battleflies B Creature - Insect 0/1 Flying B: Phyrexian Battleflies gets +1/+0 until end of turn. Play this ability no more than twice each turn. Phyrexian Bloodstock 4B Creature - Zombie 3/3 When Phyrexian Bloodstock leaves play, destroy target white creature. It can't be regenerated. Phyrexian Boon 2B Enchantment - Aura Enchant creature Enchanted creature gets +2/+1 as long as it's black. Otherwise, it gets -1/-2. Phyrexian Boon 2B Enchantment - Aura Enchant creature Enchanted creature gets +2/+1 as long as it's black. Otherwise, it gets -1/-2. Phyrexian Boon 2B Enchantment - Aura Enchant creature Enchanted creature gets +2/+1 as long as it's black. Otherwise, it gets -1/-2. Phyrexian Broodlings 1BB Creature - Minion 2/2 1, Sacrifice a creature: Put a +1/+1 counter on Phyrexian Broodlings. Phyrexian Colossus 7 Artifact Creature - Golem 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 Colossus 7 Artifact Creature - Golem 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 Colossus 7 Artifact Creature - Golem 8/8 Phyrexian Colossus doesn't untap during your untap step. Pay 8 life: Untap Phyrexian Colossus. Phyrexian Colossus can't be blocked except by three or more creatures. Phyrexian Debaser 3B Creature - Carrier 2/2 Flying T, Sacrifice Phyrexian Debaser: Target creature gets -2/-2 until end of turn. Phyrexian Defiler 2BB Creature - Carrier 3/3 T, Sacrifice Phyrexian Defiler: Target creature gets -3/-3 until end of turn. Phyrexian Delver 3BB Creature - Zombie 3/2 When Phyrexian Delver comes into play, return target creature card from your graveyard to play. You lose life equal to that card's converted mana cost. Phyrexian Denouncer 1B Creature - Carrier 1/1 T, Sacrifice Phyrexian Denouncer: Target creature gets -1/-1 until end of turn. Phyrexian Devourer 6 Artifact Creature - Construct 1/1 When Phyrexian Devourer's power is 7 or greater, sacrifice it. Remove the top card of your library from the game: Put X +1/+1 counters on Phyrexian Devourer, where X is the removed card's converted mana cost. If Phyrexian Devourer's power is 7 or greater, sacrifice it. Phyrexian Dreadnought 1 Artifact Creature - Dreadnought 12/12 Trample When Phyrexian Dreadnought comes into play, sacrifice it unless you sacrifice any number of creatures with total power 12 or greater. Phyrexian Driver 2B Creature - Zombie Mercenary 1/1 When Phyrexian Driver comes into play, all other Mercenaries get +1/+1 until end of turn. Phyrexian Etchings BBB Enchantment Cumulative upkeep B (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the end of your turn, draw a card for each age counter on Phyrexian Etchings. When Phyrexian Etchings is put into a graveyard from play, you lose 2 life for each age counter on it. Phyrexian Furnace 1 Artifact T Remove the bottom card of target player's graveyard from the game. 1, Sacrifice Phyrexian Furnace: Remove target card in a graveyard from the game. Draw a card. Phyrexian Gargantua 4BB Creature - Horror 4/4 When Phyrexian Gargantua comes into play, you draw two cards and you lose 2 life. Phyrexian Gargantua 4BB Creature - Horror 4/4 When Phyrexian Gargantua comes into play, you draw two cards and you lose 2 life. Phyrexian Ghoul 2B Creature - Zombie 2/2 Sacrifice a creature: Phyrexian Ghoul gets +2/+2 until end of turn. Phyrexian Ghoul 2B Creature - Zombie 2/2 Sacrifice a creature: Phyrexian Ghoul gets +2/+2 until end of turn. Phyrexian Gremlins 2B Creature - Ouphe 1/1 You may choose not to untap Phyrexian Gremlins during your untap step. T Tap target artifact. As long as Phyrexian Gremlins remains tapped, that artifact doesn't untap during its controller's untap step. Phyrexian Grimoire 3 Artifact 4, T Target opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other one into your hand. Phyrexian Hulk 6 Artifact Creature - Golem 5/4 Phyrexian Hulk 6 Artifact Creature - Golem 5/4 Phyrexian Hulk 6 Artifact Creature - Golem 5/4 Phyrexian Hulk 6 Artifact Creature - Golem 5/4 Phyrexian Infiltrator 2B Creature - Minion 2/2 2UU: Exchange control of Phyrexian Infiltrator and target creature. (This effect doesn't end at end of turn.) Phyrexian Ironfoot 3 Snow Artifact Creature - Construct 3/4 Phyrexian Ironfoot doesn't untap during your untap step. 1oSi: Untap Phyrexian Ironfoot. (oSi can be paid with one mana from a snow permanent.) Phyrexian Lens 3 Artifact T, Pay 1 life: Add one mana of any color to your mana pool. Phyrexian Librarian 3B Creature - Horror 3/3 Flying, trample At the beginning of your upkeep, remove the top card of your library from the game face up and balance it on your body. When a balanced card falls or touches another balanced card, sacrifice Phyrexian Librarian. Phyrexian Marauder X Artifact Creature - Construct 0/0 Phyrexian Marauder comes into play with X +1/+1 counters on it. Phyrexian Marauder can't block. Phyrexian Marauder can't attack unless you pay 1 for each +1/+1 counter on it. Phyrexian Monitor 3B Creature - Skeleton 2/2 B: Regenerate Phyrexian Monitor. Phyrexian Negator 2B Creature - Horror 5/5 Trample Whenever Phyrexian Negator is dealt damage, sacrifice a permanent for each 1 damage dealt to it. Phyrexian Plaguelord 3BB Creature - Carrier 4/4 T, Sacrifice Phyrexian Plaguelord: Target creature gets -4/-4 until end of turn. Sacrifice a creature: Target creature gets -1/-1 until end of turn. Phyrexian Plaguelord 3BB Creature - Carrier 4/4 T, Sacrifice Phyrexian Plaguelord: Target creature gets -4/-4 until end of turn. Sacrifice a creature: Target creature gets -1/-1 until end of turn. Phyrexian Portal 3 Artifact 3: Target opponent looks at the top ten cards of your library and separates them into two face-down piles. Search one of those piles for a card and put it into your hand. Remove the other pile from the game, then shuffle your library. Play this ability only if your library has ten or more cards in it. Phyrexian Processor 4 Artifact As Phyrexian Processor comes into play, pay any amount of life. 4, T Put a black Minion creature token into play. Its power and toughness are each equal to the amount of life paid. Phyrexian Prowler 3B Creature - Zombie Mercenary 3/3 Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Phyrexian Prowler: Phyrexian Prowler gets +1/+1 until end of turn. Phyrexian Purge 2BR Sorcery Destroy any number of target creatures. You lose 3 life for each creature targeted this way. Phyrexian Rager 2B Creature - Horror 2/2 When Phyrexian Rager comes into play, you draw a card and you lose 1 life. Phyrexian Rager 2B Creature - Horror 2/2 When Phyrexian Rager comes into play, you draw a card and you lose 1 life. Phyrexian Reaper 4B Creature - Zombie 3/3 Whenever Phyrexian Reaper becomes blocked by a green creature, destroy that creature. It can't be regenerated. Phyrexian Reclamation B Enchantment 1B, Pay 2 life: Return target creature card from your graveyard to your hand. Phyrexian Scuta 3B Creature - Zombie 3/3 Kicker-Pay 3 life. (You may pay 3 life in addition to any other costs as you play this spell.) If the kicker cost was paid, Phyrexian Scuta comes into play with two +1/+1 counters on it. Phyrexian Slayer 3B Creature - Minion 2/2 Flying Whenever Phyrexian Slayer becomes blocked by a white creature, destroy that creature. It can't be regenerated. Phyrexian Snowcrusher 6 Snow Artifact Creature - Juggernaut 6/5 Phyrexian Snowcrusher attacks each turn if able. 1oSi: Phyrexian Snowcrusher gets +1/+0 until end of turn. (oSi can be paid with one mana from a snow permanent.) Phyrexian Soulgorger 3 Snow Artifact Creature - Construct 8/8 Cumulative upkeep-Sacrifice a creature. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Phyrexian Splicer 2 Artifact 2, T Choose one - flying; first strike; shadow; or trample. Target creature with that ability loses it until end of turn and another target creature gains it until end of turn. Phyrexian Totem 3 Artifact T Add B to your mana pool. 2B: Phyrexian Totem becomes a 5/5 black Horror artifact creature with trample until end of turn. Whenever Phyrexian Totem is dealt damage, if it's a creature, sacrifice that many permanents. Phyrexian Tower Legendary Land T Add 1 to your mana pool. T, Sacrifice a creature: Add BB to your mana pool. Phyrexian Tribute 2B Sorcery As an additional cost to play Phyrexian Tribute, sacrifice two creatures. Destroy target artifact. Phyrexian Tyranny UBR Enchantment Whenever a player draws a card, that player loses 2 life unless he or she pays 2. Phyrexian Vault 3 Artifact 2, T, Sacrifice a creature: Draw a card. Phyrexian Vault 3 Artifact 2, T, Sacrifice a creature: Draw a card. Phyrexian Vault 3 Artifact 2, T, Sacrifice a creature: Draw a card. Phyrexian Walker 0 Artifact Creature - Construct 0/3 Phyrexian War Beast 3 Artifact Creature - Beast 3/4 When Phyrexian War Beast leaves play, sacrifice a land and Phyrexian War Beast deals 1 damage to you. Phyrexian War Beast 3 Artifact Creature - Beast 3/4 When Phyrexian War Beast leaves play, sacrifice a land and Phyrexian War Beast deals 1 damage to you. Phyrexian War Beast 3 Artifact Creature - Beast 3/4 When Phyrexian War Beast leaves play, sacrifice a land and Phyrexian War Beast deals 1 damage to you. Phytohydra 2GWW Creature - Plant Hydra 1/1 If damage would be dealt to Phytohydra, put that many +1/+1 counters on it instead. Pianna, Nomad Captain 1WW Legendary Creature - Human Nomad 2/2 Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn. Piety 2W Instant Blocking creatures get +0/+3 until end of turn. Piety 2W Instant Blocking creatures get +0/+3 until end of turn. Piety 2W Instant Blocking creatures get +0/+3 until end of turn. Piety Charm W Instant Choose one - Destroy target Aura attached to a creature; or target Soldier creature gets +2/+2 until end of turn; or creatures you control gain vigilance until end of turn. Pikemen 1W Creature - Human Soldier 1/1 Banding, first strike Pikemen 1W Creature - Human Soldier 1/1 Banding, first strike Pikemen 1W Creature - Human Soldier 1/1 Banding, first strike Pilgrim of Justice 2W Creature - Human Cleric 1/3 Protection from red W, Sacrifice Pilgrim of Justice: The next time a red source of your choice would deal damage this turn, prevent that damage. Pilgrim of Virtue 2W Creature - Human Cleric 1/3 Protection from black W, Sacrifice Pilgrim of Virtue: The next time a black source of your choice would deal damage this turn, prevent that damage. Pillage 1RR Sorcery Destroy target artifact or land. It can't be regenerated. Pillage 1RR Sorcery Destroy target artifact or land. It can't be regenerated. Pillage 1RR Sorcery Destroy target artifact or land. It can't be regenerated. Pillaging Horde 2RR Creature - Human Barbarian 5/5 When Pillaging Horde comes into play, sacrifice it unless you discard a card at random. Pillar of the Paruns Land T Add one mana of any color to your mana pool. Spend this mana only to play a multicolored spell. Pillar Tombs of Aku 2BB World Enchantment At the beginning of each player's upkeep, that player may sacrifice a creature. If that player doesn't, he or she loses 5 life and you sacrifice Pillar Tombs of Aku. Pillory of the Sleepless 1WB Enchantment - Aura Enchant creature Enchanted creature can't attack or block. Enchanted creature has "At the beginning of your upkeep, you lose 1 life." Pincer Spider 2G Creature - Spider 2/3 Kicker 3 (You may pay an additional 3 as you play this spell.) Reach (This creature can block creatures with flying.) If the kicker cost was paid, Pincer Spider comes into play with a +1/+1 counter on it. Pincher Beetles 2G Creature - Insect 3/1 Shroud (This creature can't be the target of spells or abilities.) Pincher Beetles 2G Creature - Insect 3/1 Shroud (This creature can't be the target of spells or abilities.) Pincher Beetles 2G Creature - Insect 3/1 Shroud (This creature can't be the target of spells or abilities.) Pine Barrens Land Pine Barrens comes into play tapped. T Add 1 to your mana pool. T Add B or G to your mana pool. Pine Barrens deals 1 damage to you. Pinecrest Ridge Land T Add 1 to your mana pool. T Add R or G to your mana pool. Pinecrest Ridge doesn't untap during your next untap step. Pinpoint Avalanche 3RR Instant Pinpoint Avalanche deals 4 damage to target creature. The damage can't be prevented. Pious Kitsune 2W Creature - Fox Cleric 1/2 At the beginning of your upkeep, put a devotion counter on Pious Kitsune. Then if a creature named Eight-and-a-Half-Tails is in play, you gain 1 life for each devotion counter on Pious Kitsune. T, Remove a devotion counter from Pious Kitsune: You gain 1 life. Pious Warrior 3W Creature - Human Rebel Warrior 2/3 Whenever Pious Warrior is dealt combat damage, you gain that much life. Piper's Melody G Sorcery Shuffle any number of target creature cards from your graveyard into your library. Piracy UU Sorcery Until end of turn, you may play mana abilities of lands you don't control, putting the mana they generate into your mana pool. Use mana produced this way only to play spells. Piracy UU Sorcery Until end of turn, you may play mana abilities of lands you don't control, putting the mana they generate into your mana pool. Use mana produced this way only to play spells. Piracy Charm U Instant Choose one - Target creature gains islandwalk until end of turn; or target creature gets +2/-1 until end of turn; or target player discards a card. Pirate Ship 4U Creature - Human Pirate 4/3 Pirate Ship can't attack unless defending player controls an Island. T Pirate Ship deals 1 damage to target creature or player. When you control no Islands, sacrifice Pirate Ship. Pirate Ship 4U Creature - Human Pirate 4/3 Pirate Ship can't attack unless defending player controls an Island. T Pirate Ship deals 1 damage to target creature or player. When you control no Islands, sacrifice Pirate Ship. Pirate Ship 4U Creature - Human Pirate 4/3 Pirate Ship can't attack unless defending player controls an Island. T Pirate Ship deals 1 damage to target creature or player. When you control no Islands, sacrifice Pirate Ship. Pirate Ship 4U Creature - Human Pirate 4/3 Pirate Ship can't attack unless defending player controls an Island. T Pirate Ship deals 1 damage to target creature or player. When you control no Islands, sacrifice Pirate Ship. Pirate Ship 4U Creature - Human Pirate 4/3 Pirate Ship can't attack unless defending player controls an Island. T Pirate Ship deals 1 damage to target creature or player. When you control no Islands, sacrifice Pirate Ship. Pirate Ship 4U Creature - Human Pirate 4/3 Pirate Ship can't attack unless defending player controls an Island. T Pirate Ship deals 1 damage to target creature or player. When you control no Islands, sacrifice Pirate Ship. Pirate Ship 4U Creature - Human Pirate 4/3 Pirate Ship can't attack unless defending player controls an Island. T Pirate Ship deals 1 damage to target creature or player. When you control no Islands, sacrifice Pirate Ship. Pit Imp B Creature - Imp 0/1 Flying B: Pit Imp gets +1/+0 until end of turn. Play this ability no more than twice each turn. Pit Keeper 1B Creature - Human Wizard 2/1 When Pit Keeper comes into play, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand. Pit Raptor 2BB Creature - Bird Mercenary 4/3 Flying, first strike At the beginning of your upkeep, sacrifice Pit Raptor unless you pay 2BB. Pit Scorpion 2B Creature - Scorpion 1/1 Whenever Pit Scorpion deals damage to a player, that player gets a poison counter. (A player with ten or more poison counters loses the game.) Pit Scorpion 2B Creature - Scorpion 1/1 Whenever Pit Scorpion deals damage to a player, that player gets a poison counter. (A player with ten or more poison counters loses the game.) Pit Scorpion 2B Creature - Scorpion 1/1 Whenever Pit Scorpion deals damage to a player, that player gets a poison counter. (A player with ten or more poison counters loses the game.) Pit Spawn 4BBB Creature - Demon 6/4 First strike At the beginning of your upkeep, sacrifice Pit Spawn unless you pay BB. Whenever Pit Spawn deals damage to a creature, remove that creature from the game. Pit Trap 2 Artifact 2, T, Sacrifice Pit Trap: Destroy target attacking creature without flying. It can't be regenerated. Pit Trap 2 Artifact 2, T, Sacrifice Pit Trap: Destroy target attacking creature without flying. It can't be regenerated. Pit Trap 2 Artifact 2, T, Sacrifice Pit Trap: Destroy target attacking creature without flying. It can't be regenerated. Pitchstone Wall 2R Creature - Wall 2/5 Defender (This creature can't attack.) Whenever you discard a card, you may sacrifice Pitchstone Wall. If you do, return the discarded card from your graveyard to your hand. Pithing Needle 1 Artifact As Pithing Needle comes into play, name a card. Activated abilities of sources with the chosen name can't be played unless they're mana abilities. Pithing Needle 1 Artifact As Pithing Needle comes into play, name a card. Activated abilities of sources with the chosen name can't be played unless they're mana abilities. Pixie Queen 2GG Creature - Faerie 1/1 Flying GGG, T Target creature gains flying until end of turn. Plagiarize 3U Instant Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card. Plagiarize 3U Instant Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card. Plagiarize 3U Instant Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card. Plague Beetle B Creature - Insect 1/1 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Plague Beetle B Creature - Insect 1/1 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Plague Beetle B Creature - Insect 1/1 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Plague Beetle B Creature - Insect 1/1 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Plague Beetle B Creature - Insect 1/1 Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) Plague Boiler 3 Artifact At the beginning of your upkeep, put a plague counter on Plague Boiler. 1BG: Put a plague counter on Plague Boiler or remove a plague counter from it. When Plague Boiler has three or more plague counters on it, sacrifice it. If you do, destroy all nonland permanents. Plague Dogs 4B Creature - Zombie Hound 3/3 When Plague Dogs is put into a graveyard from play, all creatures get -1/-1 until end of turn. 2, Sacrifice Plague Dogs: Draw a card. Plague Fiend 1B Creature - Insect 1/1 Whenever Plague Fiend deals combat damage to a creature, destroy that creature unless its controller pays 2. Plague Rats 2B Creature - Rat */* Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats in play. Plague Rats 2B Creature - Rat */* Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats in play. Plague Rats 2B Creature - Rat */* Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats in play. Plague Rats 2B Creature - Rat */* Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats in play. Plague Rats 2B Creature - Rat */* Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats in play. Plague Rats 2B Creature - Rat */* Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats in play. Plague Sliver 2BB Creature - Sliver 5/5 All Slivers have "At the beginning of your upkeep, this permanent deals 1 damage to you." Plague Spitter 2B Creature - Horror 2/2 At the beginning of your upkeep, Plague Spitter deals 1 damage to each creature and each player. When Plague Spitter is put into a graveyard from play, Plague Spitter deals 1 damage to each creature and each player. Plague Spores 4BR Sorcery Destroy target nonblack creature and target land. They can't be regenerated. Plague Wind 7BB Sorcery Destroy all creatures you don't control. They can't be regenerated. Plague Wind 7BB Sorcery Destroy all creatures you don't control. They can't be regenerated. Plague Wind 7BB Sorcery Destroy all creatures you don't control. They can't be regenerated. Plague Wind 7BB Sorcery Destroy all creatures you don't control. They can't be regenerated. Plague Witch 1B Creature - Elf Spellshaper 1/1 B, T, Discard a card: Target creature gets -1/-1 until end of turn. Plaguebearer 1B Creature - Zombie 1/1 XXB: Destroy target nonblack creature with converted mana cost X. Plagued Rusalka B Creature - Spirit 1/1 B, Sacrifice a creature: Target creature gets -1/-1 until end of turn. Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Plains Basic Land - Plains [W] Planar Birth 1W Sorcery Return all basic land cards from all graveyards to play under their owners' control, tapped. Planar Chaos 2R Enchantment At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice Planar Chaos. Whenever a player plays a spell, that player flips a coin. If he or she loses the flip, counter that spell. Planar Collapse 1W Enchantment At the beginning of your upkeep, if there are four or more creatures in play, sacrifice Planar Collapse. If you do, destroy all creatures. They can't be regenerated. Planar Despair 3BB Sorcery All creatures get -1/-1 until end of turn for each basic land type among lands you control. Planar Gate 6 Artifact Creature spells you play cost up to 2 less to play. Planar Guide W Creature - Human Cleric 1/1 3W, Remove Planar Guide from the game: Remove all creatures from the game. At end of turn, return those cards to play under their owners' control. Planar Overlay 2U Sorcery Each player chooses a land he or she controls of each basic land type. Return those lands to their owners' hands. Planar Portal 6 Artifact 6, T Search your library for a card and put that card into your hand. Then shuffle your library. Planar Portal 6 Artifact 6, T Search your library for a card and put that card into your hand. Then shuffle your library. Planar Void B Enchantment Whenever a card is put into a graveyard, remove that card from the game. Planeswalker's Favor 2G Enchantment 3G: Target opponent reveals a card at random in his or her hand. Target creature gets +X/+X until end of turn, where X is the revealed card's converted mana cost. Planeswalker's Fury 2R Enchantment 3R: Target opponent reveals a card at random in his or her hand. Planeswalker's Fury deals damage equal to that card's converted mana cost to that player. Play this ability only any time you could play a sorcery. Planeswalker's Mirth 2W Enchantment 3W: Target opponent reveals a card at random in his or her hand. You gain life equal to that card's converted mana cost. Planeswalker's Mischief 2U Enchantment 3U: Target opponent reveals a card at random in his or her hand. If it's an instant or sorcery card, remove it from the game. As long as it remains removed from the game, you may play it without paying its mana cost. (If it has X in its mana cost, X is 0.) At end of turn, if you haven't played it, return it to its owner's hand. Play this ability only any time you could play a sorcery. Planeswalker's Scorn 2B Enchantment 3B: Target opponent reveals a card at random in his or her hand. Target creature gets -X/-X until end of turn, where X is the revealed card's converted mana cost. Play this ability only any time you could play a sorcery. Plant Elemental 1G Creature - Plant Elemental 3/4 When Plant Elemental comes into play, sacrifice it unless you sacrifice a Forest. Plasma Elemental 5U Creature - Elemental 4/1 Plasma Elemental is unblockable. Plateau Land - Plains Mountain Plateau Land - Plains Mountain Plateau Land - Plains Mountain Plateau Land - Plains Mountain Plated Pegasus 2W Creature - Pegasus 1/2 Flash (You may play this spell any time you could play an instant.) Flying If a spell would deal damage to a creature or player, prevent 1 damage that spell would deal to that creature or player. Plated Rootwalla 4G Creature - Lizard 3/3 2G: Plated Rootwalla gets +3/+3 until end of turn. Play this ability only once each turn. Plated Rootwalla 4G Creature - Lizard 3/3 2G: Plated Rootwalla gets +3/+3 until end of turn. Play this ability only once each turn. Plated Slagwurm 4GGG Creature - Wurm 8/8 Plated Slagwurm can't be the target of spells or abilities your opponents control. Plated Sliver W Creature - Sliver 1/1 All Sliver creatures get +0/+1. Plated Spider 4G Creature - Spider 4/4 Reach (This creature can block creatures with flying.) Plated Spider 4G Creature - Spider 4/4 Reach (This creature can block creatures with flying.) Plated Wurm 4G Creature - Wurm 4/5 Platinum Angel 7 Artifact Creature - Angel 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) You can't lose the game and your opponents can't win the game. Platinum Angel 7 Artifact Creature - Angel 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) You can't lose the game and your opponents can't win the game. Plaxcaster Frogling 1GU Creature - Frog Mutant 0/0 Graft 3 (This creature comes into play with three +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) 2: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.) Plaxmanta 1U Creature - Beast 2/2 Flash When Plaxmanta comes into play, creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.) When Plaxmanta comes into play, sacrifice it unless G was spent to play it. Pledge of Loyalty 1W Enchantment - Aura Enchant creature Enchanted creature has protection from the colors of permanents you control. This effect doesn't remove Pledge of Loyalty. Plover Knights 3WW Creature - Kithkin Knight 3/3 Flying, first strike Plow Through Reito 1W Instant - Arcane Sweep - Return any number of Plains you control to their owner's hand. Target creature gets +1/+1 until end of turn for each Plains returned this way. Plow Under 3GG Sorcery Put two target lands on top of their owner's library. Plow Under 3GG Sorcery Put two target lands on top of their owner's library. Plumes of Peace 1WU Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. Forecast - WU, Reveal Plumes of Peace from your hand: Tap target creature. (Play this ability only during your upkeep and only once each turn.) Plunder 4R Sorcery Destroy target artifact or land. Suspend 4-1R (Rather than play this card from your hand, you may pay 1R and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Plunge into Darkness 1B Instant Choose one - Sacrifice any number of creatures, then you gain 3 life for each sacrificed creature; or pay X life, then look at the top X cards of your library, put one of those cards into your hand, and remove the rest from the game. Entwine B (Choose both if you pay the entwine cost.) Pointy Finger of Doom 4 Artifact 3, T Spin Pointy Finger of Doom in the middle of the table so that it rotates completely at least once, then destroy the closest permanent the finger points to. Poison Arrow 4BB Sorcery Destroy target nonblack creature. You gain 3 life. Poisonbelly Ogre 4B Creature - Ogre Warrior 3/3 Whenever another creature comes into play, its controller loses 1 life. Polar Kraken 8UUU Creature - Kraken 11/11 Trample Polar Kraken comes into play tapped. Cumulative upkeep-Sacrifice a land. Polar Kraken 8UUU Creature - Kraken 11/11 Trample Polar Kraken comes into play tapped. Cumulative upkeep-Sacrifice a land. Political Trickery 2U Sorcery Exchange control of target land you control and target land an opponent controls. (This effect doesn't end at end of turn.) Pollen Lullaby 1W Instant Prevent all combat damage that would be dealt this turn. Clash with an opponent. If you win, creatures that player controls don't untap during the player's next untap step. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Pollen Remedy W Instant Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.) Prevent the next 3 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. If the kicker cost was paid, prevent the next 6 damage this way instead. Pollenbright Wings 4GW Enchantment - Aura Enchant creature Enchanted creature has flying. Whenever enchanted creature deals combat damage to a player, put that many 1/1 green Saproling creature tokens into play. Polluted Delta Land T, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card and put it into play. Then shuffle your library. Polluted Mire Land Polluted Mire comes into play tapped. T Add B to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Polluted Mire Land Polluted Mire comes into play tapped. T Add B to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Polluted Mire Land Polluted Mire comes into play tapped. T Add B to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Polymorph 3U Sorcery Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and shuffles all other cards revealed this way into his or her library. Polymorph 3U Sorcery Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and shuffles all other cards revealed this way into his or her library. Polymorph 3U Sorcery Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and shuffles all other cards revealed this way into his or her library. Ponder U Sorcery Look at the top three cards of your library, then put them back in any order. You may shuffle your library. Draw a card. Pongify U Instant Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Ape creature token into play. Pooling Venom 1B Enchantment - Aura Enchant land Whenever enchanted land becomes tapped, its controller loses 2 life. 3B: Destroy enchanted land. Porphyry Nodes W Enchantment At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them. When there are no creatures in play, sacrifice Porphyry Nodes. Port Inspector 1U Creature - Human 1/2 Whenever Port Inspector becomes blocked, you may look at defending player's hand. Portcullis 4 Artifact Whenever a creature comes into play, if there are two or more other creatures in play, remove that creature from the game. When Portcullis leaves play, return to play under their owners' control all creatures removed from the game with Portcullis. Portent U Sorcery Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle his or her library. Draw a card at the beginning of the next turn's upkeep. Portent U Sorcery Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle his or her library. Draw a card at the beginning of the next turn's upkeep. Possessed Aven 2UU Creature - Bird Soldier Horror 3/3 Flying Threshold - As long as seven or more cards are in your graveyard, Possessed Aven gets +1/+1, is black, and has "2B, T Destroy target blue creature." Possessed Barbarian 2RR Creature - Human Barbarian Horror 3/3 First strike Threshold - As long as seven or more cards are in your graveyard, Possessed Barbarian gets +1/+1, is black, and has "2B, T Destroy target red creature." Possessed Centaur 2GG Creature - Centaur Horror 3/3 Trample Threshold - As long as seven or more cards are in your graveyard, Possessed Centaur gets +1/+1, is black, and has "2B, T Destroy target green creature." Possessed Nomad 2WW Creature - Human Nomad Horror 3/3 Vigilance Threshold - As long as seven or more cards are in your graveyard, Possessed Nomad gets +1/+1, is black, and has "2B, T Destroy target white creature." Possessed Portal 8 Artifact If a player would draw a card, that player skips that draw instead. At the end of each turn, each player sacrifices a permanent unless he or she discards a card. Poultice Sliver 2W Creature - Sliver 2/2 All Slivers have "2, T Regenerate target Sliver." Poultrygeist 2B Summon Chicken 1/1 Flying Whenever a creature is put into any graveyard from play, you may roll a six-sided die. On a 1, sacrifice Poultrygeist. Otherwise, put a +1/+1 counter on Poultrygeist. Pouncing Jaguar G Creature - Cat 2/2 Echo G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Pouncing Kavu 1R Creature - Kavu 1/1 Kicker 2R (You may pay an additional 2R as you play this spell.) First strike If the kicker cost was paid, Pouncing Kavu comes into play with two +1/+1 counters on it and with haste. Pouncing Wurm 3G Creature - Wurm 3/3 Kicker 2G (You may pay an additional 2G as you play this spell.) If the kicker cost was paid, Pouncing Wurm comes into play with three +1/+1 counters on it and with haste. Powder Keg 2 Artifact At the beginning of your upkeep, you may put a fuse counter on Powder Keg. T, Sacrifice Powder Keg: Destroy each artifact and creature with converted mana cost equal to the number of fuse counters on Powder Keg. Power Armor 4 Artifact 3, T Target creature gets +1/+1 until end of turn for each basic land type among lands you control. Power Artifact UU Enchantment - Aura Enchant artifact Enchanted artifact's activated abilities cost up to 2 less to play. If this would make an ability cost 0 or less mana to play, it costs 1, plus any nonmana costs. Power Conduit 2 Artifact T, Remove a counter from a permanent you control: Choose one - Put a charge counter on target artifact; or put a +1/+1 counter on target creature. Power Leak 1U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player may pay up to 2. For each one mana less than 2 he or she pays this way, Power Leak deals 1 damage to him or her. Power Leak 1U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player may pay up to 2. For each one mana less than 2 he or she pays this way, Power Leak deals 1 damage to him or her. Power Leak 1U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player may pay up to 2. For each one mana less than 2 he or she pays this way, Power Leak deals 1 damage to him or her. Power Leak 1U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player may pay up to 2. For each one mana less than 2 he or she pays this way, Power Leak deals 1 damage to him or her. Power Leak 1U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player may pay up to 2. For each one mana less than 2 he or she pays this way, Power Leak deals 1 damage to him or her. Power Matrix 4 Artifact T Target creature gets +1/+1 and gains flying, first strike, and trample until end of turn. Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Sink XU Instant Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. Power Surge RR Enchantment At the beginning of each player's upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands he or she controlled at the beginning of this turn. Power Surge RR Enchantment At the beginning of each player's upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands he or she controlled at the beginning of this turn. Power Surge RR Enchantment At the beginning of each player's upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands he or she controlled at the beginning of this turn. Power Surge RR Enchantment At the beginning of each player's upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands he or she controlled at the beginning of this turn. Power Surge RR Enchantment At the beginning of each player's upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands he or she controlled at the beginning of this turn. Power Taint 1U Enchantment - Aura Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player pays 2 or loses 2 life. Cycling 2 (2, Discard this card: Draw a card.) Powerleech GG Enchantment Whenever an artifact an opponent controls becomes tapped or an opponent plays an artifact's activated ability without T in its activation cost, you gain 1 life. Powerstone Minefield 2RW Enchantment Whenever a creature attacks or blocks, Powerstone Minefield deals 2 damage to it. Pox BBB Sorcery Each player loses a third of his or her life, then discards a third of the cards in his or her hand, then sacrifices a third of the creatures he or she controls, then sacrifices a third of the lands he or she controls. Round up each time. Pox BBB Sorcery Each player loses a third of his or her life, then discards a third of the cards in his or her hand, then sacrifices a third of the creatures he or she controls, then sacrifices a third of the lands he or she controls. Round up each time. Pox BBB Sorcery Each player loses a third of his or her life, then discards a third of the cards in his or her hand, then sacrifices a third of the creatures he or she controls, then sacrifices a third of the lands he or she controls. Round up each time. Pradesh Gypsies 2G Creature - Human Nomad 1/1 1G, T Target creature gets -2/-0 until end of turn. Pradesh Gypsies 2G Creature - Human Nomad 1/1 1G, T Target creature gets -2/-0 until end of turn. Pradesh Gypsies 2G Creature - Human Nomad 1/1 1G, T Target creature gets -2/-0 until end of turn. Pradesh Gypsies 2G Creature - Human Nomad 1/1 1G, T Target creature gets -2/-0 until end of turn. Prahv, Spires of Order Land T Add 1 to your mana pool. 4WU, T Prevent all damage a source of your choice would deal this turn. Preacher 1WW Creature - Human Cleric 1/1 You may choose not to untap Preacher during your untap step. T Gain control of target creature of an opponent's choice that he or she controls as long as Preacher remains tapped. Preacher 1WW Creature - Human Cleric 1/1 You may choose not to untap Preacher during your untap step. T Gain control of target creature of an opponent's choice that he or she controls as long as Preacher remains tapped. Precognition 4U Enchantment At the beginning of your upkeep, you may look at the top card of target opponent's library, then you may put that card on the bottom of that player's library. Predator, Flagship 5 Legendary Artifact 2: Target creature gains flying until end of turn. 5, T Destroy target creature with flying. Predator's Strike 1G Instant Target creature gets +3/+3 and gains trample until end of turn. Predatory Focus 3GG Sorcery You may have creatures you control assign their combat damage this turn as though they weren't blocked. Predatory Hunger G Enchantment - Aura Enchant creature Whenever an opponent plays a creature spell, put a +1/+1 counter on enchanted creature. Predatory Nightstalker 3BB Creature - Nightstalker 3/2 When Predatory Nightstalker comes into play, you may have target opponent sacrifice a creature. Predict 1U Instant Name a card, then put the top card of target player's library into his or her graveyard. If that card is the named card, you draw two cards. Otherwise, you draw a card. Preeminent Captain 2W Creature - Kithkin Soldier 2/2 First strike Whenever Preeminent Captain attacks, you may put a Soldier creature card from your hand into play tapped and attacking. Preemptive Strike 1U Instant Counter target creature spell. Preferred Selection 2GG Enchantment At the beginning of your upkeep, look at the top two cards of your library. You may sacrifice Preferred Selection and pay 2GG. If you do, put one of those cards into your hand. If you don't, put one of those cards on the bottom of your library. Premature Burial 1B Sorcery Destroy target nonblack creature that came into play since your last turn ended. Presence of the Master 3W Enchantment Whenever a player plays an enchantment spell, counter it. Presence of the Master 3W Enchantment Whenever a player plays an enchantment spell, counter it. Presence of the Wise 2WW Sorcery You gain 2 life for each card in your hand. Pretender's Claim 1B Enchantment - Aura Enchant creature Whenever enchanted creature becomes blocked, tap all lands defending player controls. Price of Glory 2R Enchantment Whenever a player taps a land for mana, if it's not that player's turn, destroy that land. Price of Progress 1R Instant Price of Progress deals 2 damage to each player for each nonbasic land he or she controls. Prickly Boggart B Creature - Goblin Rogue 1/1 Fear Pride of Lions 3GG Creature - Cat 4/4 You may have Pride of Lions assign its combat damage as though it weren't blocked. Pride of Lions 3GG Creature - Cat 4/4 You may have Pride of Lions assign its combat damage as though it weren't blocked. Pride of the Clouds WU Creature - Elemental Cat 1/1 Flying Pride of the Clouds gets +1/+1 for each other creature in play with flying. Forecast - 2WU, Reveal Pride of the Clouds from your hand: Put a 1/1 white and blue Bird creature token with flying into play. (Play this ability only during your upkeep and only once each turn.) Priest of Gix 2B Creature - Human Cleric Minion 2/1 When Priest of Gix comes into play, add BBB to your mana pool. Priest of Titania 1G Creature - Elf Druid 1/1 T Add G to your mana pool for each Elf in play. Priest of Yawgmoth 1B Creature - Human Cleric 1/2 T, Sacrifice an artifact: Add to your mana pool an amount of black mana equal to the sacrificed artifact's converted mana cost. Primal Beyond Land As Primal Beyond comes into play, you may reveal an Elemental card from your hand. If you don't, Primal Beyond comes into play tapped. T Add 1 to your mana pool. T Add one mana of any color to your mana pool. Spend this mana only to play Elemental spells or activated abilities of Elementals. Primal Boost 2G Instant Target creature gets +4/+4 until end of turn. Cycling 2G (2G, Discard this card: Draw a card.) When you cycle Primal Boost, you may have target creature get +1/+1 until end of turn. Primal Clay 4 Artifact Creature - Shapeshifter */* 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 Shapeshifter Wall artifact creature with defender. Primal Clay 4 Artifact Creature - Shapeshifter */* 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 Shapeshifter Wall artifact creature with defender. Primal Clay 4 Artifact Creature - Shapeshifter */* 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 Shapeshifter Wall artifact creature with defender. Primal Clay 4 Artifact Creature - Shapeshifter */* 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 Shapeshifter Wall artifact creature with defender. Primal Clay 4 Artifact Creature - Shapeshifter */* 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 Shapeshifter Wall artifact creature with defender. Primal Command 3GG Sorcery Choose two - Target player gains 7 life; or put target noncreature permanent on top of its owner's library; or target player shuffles his or her graveyard into his or her library; or search your library for a creature card, reveal it, put it into your hand, then shuffle your library. Primal Forcemage 2G Creature - Elf Shaman 2/2 Whenever another creature comes into play under your control, that creature gets +3/+3 until end of turn. Primal Frenzy G Enchantment - Aura Enchant creature Enchanted creature has trample. Primal Growth 2G Sorcery Kicker-Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you play this spell.) Search your library for a basic land card, put that card into play, then shuffle your library. If the kicker cost was paid, instead search your library for two basic land cards, put them into play, then shuffle your library. Primal Order 2GG Enchantment At the beginning of each player's upkeep, Primal Order deals damage to that player equal to the number of nonbasic lands he or she controls. Primal Order 2GG Enchantment At the beginning of each player's upkeep, Primal Order deals damage to that player equal to the number of nonbasic lands he or she controls. Primal Order 2GG Enchantment At the beginning of each player's upkeep, Primal Order deals damage to that player equal to the number of nonbasic lands he or she controls. Primal Plasma 3U Creature - Elemental Shapeshifter */* As Primal Plasma comes into play, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender. Primal Rage 1G Enchantment Creatures you control have trample. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Primal Rage 1G Enchantment Creatures you control have trample. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Primal Whisperer 4G Creature - Elf Soldier 2/2 Primal Whisperer gets +2/+2 for each face-down creature in play. Morph 3G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Primeval Force 2GGG Creature - Elemental 8/8 When Primeval Force comes into play, sacrifice it unless you sacrifice three Forests. Primeval Force 2GGG Creature - Elemental 8/8 When Primeval Force comes into play, sacrifice it unless you sacrifice three Forests. Primeval Light 3G Sorcery Destroy all enchantments target player controls. Primeval Shambler 4B Creature - Horror Mercenary 3/3 B: Primeval Shambler gets +1/+1 until end of turn. Primeval Shambler 4B Creature - Horror Mercenary 3/3 B: Primeval Shambler gets +1/+1 until end of turn. Primitive Etchings 2GG Enchantment Reveal the first card you draw each turn. Whenever you reveal a creature card this way, draw a card. Primitive Justice 1R Sorcery As an additional cost to play Primitive Justice, you may pay 1R and/or 1G any number of times. Destroy target artifact. For each additional 1R you paid, destroy another target artifact. For each additional 1G you paid, destroy another target artifact, and you gain 1 life. Primoc Escapee 6U Creature - Bird Beast 4/4 Flying Cycling 2 (2, Discard this card: Draw a card.) Primordial Ooze R Creature - Ooze 1/1 Primordial Ooze attacks each turn if able. At the beginning of your upkeep, put a +1/+1 counter on Primordial Ooze. Then pay X, where X is equal to the number of +1/+1 counters on Primordial Ooze, or tap Primordial Ooze and it deals X damage to you. Primordial Ooze R Creature - Ooze 1/1 Primordial Ooze attacks each turn if able. At the beginning of your upkeep, put a +1/+1 counter on Primordial Ooze. Then pay X, where X is equal to the number of +1/+1 counters on Primordial Ooze, or tap Primordial Ooze and it deals X damage to you. Primordial Ooze R Creature - Ooze 1/1 Primordial Ooze attacks each turn if able. At the beginning of your upkeep, put a +1/+1 counter on Primordial Ooze. Then pay X, where X is equal to the number of +1/+1 counters on Primordial Ooze, or tap Primordial Ooze and it deals X damage to you. Primordial Sage 4GG Creature - Spirit 4/5 Whenever you play a creature spell, you may draw a card. Princess Lucrezia 3UUB Legendary Creature - Human Wizard 5/4 T Add U to your mana pool. Prismatic Boon XWU Instant X target creatures gain protection from the color of your choice until end of turn. Prismatic Circle 2W Enchantment Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) As Prismatic Circle comes into play, choose a color. 1: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage. Prismatic Lace U Instant Target permanent becomes the color or colors of your choice. (This effect doesn't end at end of turn.) Prismatic Lens 2 Artifact T Add 1 to your mana pool. 1, T Add one mana of any color to your mana pool. Prismatic Strands 2W Instant Prevent all damage that sources of the color of your choice would deal this turn. Flashback-Tap an untapped white creature you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Prismatic Ward 1W Enchantment - Aura Enchant creature As Prismatic Ward comes into play, choose a color. Prevent all damage that would be dealt to enchanted creature by sources of the chosen color. Prismatic Ward 1W Enchantment - Aura Enchant creature As Prismatic Ward comes into play, choose a color. Prevent all damage that would be dealt to enchanted creature by sources of the chosen color. Prismatic Wardrobe W Sorcery Destroy target card that does not share a color with clothing worn by its controller. You cannot choose an artifact or land card. Prison Barricade 1W Creature - Wall 1/3 Defender (This creature can't attack.) Kicker 1W (You may pay an additional 1W as you play this spell.) If the kicker cost was paid, Prison Barricade comes into play with a +1/+1 counter on it and with "Prison Barricade can attack as though it didn't have defender." Pristine Angel 4WW Creature - Angel 4/4 Flying As long as Pristine Angel is untapped, it has protection from artifacts and from all colors. Whenever you play a spell, you may untap Pristine Angel. Private Research U Enchantment - Aura Enchant creature At the beginning of your upkeep, you may put a page counter on Private Research. When enchanted creature is put into a graveyard, draw a card for each page counter on Private Research. Privileged Position 2(G / W)(G / W)(G / W) Enchantment (o(g/w) can be paid with either G or W.) Other permanents you control can't be the targets of spells or abilities your opponents control. Probe 2U Sorcery Kicker 1B (You may pay an additional 1B as you play this spell.) Draw three cards, then discard two cards. If the kicker cost was paid, target player discards two cards. Proclamation of Rebirth 2W Sorcery Return up to three target creature cards with converted mana cost 1 or less from your graveyard to play. Forecast - 5W, Reveal Proclamation of Rebirth from your hand: Return target creature card with converted mana cost 1 or less from your graveyard to play. (Play this ability only during your upkeep and only once each turn.) Prodigal Pyromancer 2R Creature - Human Wizard 1/1 T Prodigal Pyromancer deals 1 damage to target creature or player. Prodigal Pyromancer 2R Creature - Human Wizard 1/1 T Prodigal Pyromancer deals 1 damage to target creature or player. Prodigal Sorcerer 2U Creature - Human Wizard 1/1 T Prodigal Sorcerer deals 1 damage to target creature or player. Prodigal Sorcerer 2U Creature - Human Wizard 1/1 T Prodigal Sorcerer deals 1 damage to target creature or player. Prodigal Sorcerer 2U Creature - Human Wizard 1/1 T Prodigal Sorcerer deals 1 damage to target creature or player. Prodigal Sorcerer 2U Creature - Human Wizard 1/1 T Prodigal Sorcerer deals 1 damage to target creature or player. Prodigal Sorcerer 2U Creature - Human Wizard 1/1 T Prodigal Sorcerer deals 1 damage to target creature or player. Prodigal Sorcerer 2U Creature - Human Wizard 1/1 T Prodigal Sorcerer deals 1 damage to target creature or player. Prodigal Sorcerer 2U Creature - Human Wizard 1/1 T Prodigal Sorcerer deals 1 damage to target creature or player. Prodigal Sorcerer 2U Creature - Human Wizard 1/1 T Prodigal Sorcerer deals 1 damage to target creature or player. Prodigal Sorcerer 2U Creature - Human Wizard 1/1 T Prodigal Sorcerer deals 1 damage to target creature or player. Prodigal Sorcerer 2U Creature - Human Wizard 1/1 T Prodigal Sorcerer deals 1 damage to target creature or player. Prodigal Sorcerer 2U Creature - Human Wizard 1/1 T Prodigal Sorcerer deals 1 damage to target creature or player. Profane Command XBB Sorcery Choose two - Target player loses X life; or return target creature card with converted mana cost X or less from your graveyard to play; or target creature gets -X/-X until end of turn; or up to X target creatures gain fear until end of turn. Profane Prayers 2BB Sorcery Profane Prayers deals X damage to target creature or player and you gain X life, where X is the number of Clerics in play. Prohibit 1U Instant Kicker 2 (You may pay an additional 2 as you play this spell.) Counter target spell if its converted mana cost is 2 or less. If the kicker cost was paid, counter that spell if its converted mana cost is 4 or less instead. Promise of Bunrei 2W Enchantment Whenever a creature you control is put into a graveyard from play, sacrifice Promise of Bunrei. If you do, put four 1/1 colorless Spirit creature tokens into play. Promise of Power 2BBB Sorcery Choose one - You draw five cards and you lose 5 life; or put a black Demon creature token with flying into play with power and toughness each equal to the number of cards in your hand as the token comes into play. Entwine 4 (Choose both if you pay the entwine cost.) Promised Kannushi G Creature - Human Druid 1/1 Soulshift 7 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 7 or less from your graveyard to your hand.) Propaganda 2U Enchantment Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you. Proper Burial 3W Enchantment Whenever a creature you control is put into a graveyard from play, you gain life equal to that creature's toughness. Prophecy W Sorcery Reveal the top card of target opponent's library. If it's a land, you gain 1 life. That player then shuffles his or her library. Draw a card at the beginning of the next turn's upkeep. Prophetic Bolt 3UR Instant Prophetic Bolt deals 4 damage to target creature or player. Look at the top four cards of your library. Put one of those cards into your hand and the rest on the bottom of your library. Prosperity XU Sorcery Each player draws X cards. Prosperity XU Sorcery Each player draws X cards. Prosperity XU Sorcery Each player draws X cards. Protean Hulk 5GG Creature - Beast 6/6 When Protean Hulk is put into a graveyard from play, search your library for any number of creature cards with total converted mana cost 6 or less and put them into play. Then shuffle your library. Protective Bubble 3U Enchantment - Aura Enchant creature Enchanted creature is unblockable and has shroud. (It can't be the target of spells or abilities.) Protective Sphere 2W Enchantment 1, Pay 1 life: Prevent all damage that would be dealt to you this turn by a source of your choice that shares a color with the mana spent on this activation cost. (Colorless mana prevents no damage.) Proteus Machine 3 Artifact Creature - Shapeshifter 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, it becomes the creature type of your choice. (This effect doesn't end at end of turn.) Proteus Staff 3 Artifact 2U, T Put target creature on the bottom of its owner's library. That creature's controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and the rest on the bottom of his or her library in any order. Play this ability only any time you could play a sorcery. Provoke 1G Instant Untap target creature you don't control. That creature blocks this turn if able. Draw a card. Prowess of the Fair 1B Tribal Enchantment - Elf Whenever another nontoken Elf is put into your graveyard from play, you may put a 1/1 green Elf Warrior creature token into play. Prowling Nightstalker 3B Creature - Nightstalker 2/2 Prowling Nightstalker can't be blocked except by black creatures. Prowling Pangolin 3BB Creature - Anteater Beast 6/5 When Prowling Pangolin comes into play, any player may sacrifice two creatures. If a player does, sacrifice Prowling Pangolin. Psionic Blast 2U Instant Psionic Blast deals 4 damage to target creature or player and 2 damage to you. Psionic Blast 2U Instant Psionic Blast deals 4 damage to target creature or player and 2 damage to you. Psionic Blast 2U Instant Psionic Blast deals 4 damage to target creature or player and 2 damage to you. Psionic Blast 2U Instant Psionic Blast deals 4 damage to target creature or player and 2 damage to you. Psionic Entity 4U Creature - Illusion 2/2 T Psionic Entity deals 2 damage to target creature or player and 3 damage to itself. Psionic Entity 4U Creature - Illusion 2/2 T Psionic Entity deals 2 damage to target creature or player and 3 damage to itself. Psionic Gift 1U Enchantment - Aura Enchant creature Enchanted creature has "T This creature deals 1 damage to target creature or player." Psionic Sliver 4U Creature - Sliver 2/2 All Sliver creatures have "T This creature deals 2 damage to target creature or player and 3 damage to itself." Psychatog 1UB Creature - Atog 1/2 Discard a card: Psychatog gets +1/+1 until end of turn. Remove two cards in your graveyard from the game: Psychatog gets +1/+1 until end of turn. Psychic Allergy 3UU Enchantment As Psychic Allergy comes into play, choose a color. At the beginning of each opponent's upkeep, Psychic Allergy deals X damage to that player, where X is the number of cards of the chosen color he or she controls. At the beginning of your upkeep, sacrifice Psychic Allergy unless you sacrifice two Islands. Psychic Battle 3UU Enchantment Whenever a player chooses one or more targets, each player reveals the top card of his or her library. The player who reveals the card with the highest converted mana cost may change the target or targets. If two or more cards are tied for highest cost, the target or targets remain unchanged. Changing targets this way doesn't trigger this ability. Psychic Drain XUB Sorcery Target player puts the top X cards of his or her library into his or her graveyard and you gain X life. Psychic Membrane 2U Creature - Wall 0/3 Defender (This creature can't attack.) Whenever Psychic Membrane blocks, you may draw a card. Psychic Network U Enchantment Each player reveals the top card of his or her library to all other players by continuously holding it against his or her forehead. This does not allow a player to look at his or her own card. (That card still counts as the top card of your library. Whenever you draw a card, draw that one and replace it with the next card of your library.) Psychic Overload 3U Enchantment - Aura Enchant permanent When Psychic Overload comes into play, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step. Enchanted permanent has "Discard two artifact cards: Untap this permanent." Psychic Possession 2UU Enchantment - Aura Enchant opponent Skip your draw step. Whenever enchanted opponent draws a card, you may draw a card. Psychic Puppetry 1U Instant - Arcane You may tap or untap target permanent. Splice onto Arcane U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Psychic Purge U Sorcery Psychic Purge deals 1 damage to target creature or player. When a spell or ability an opponent controls causes you to discard Psychic Purge, that player loses 5 life. Psychic Purge U Sorcery Psychic Purge deals 1 damage to target creature or player. When a spell or ability an opponent controls causes you to discard Psychic Purge, that player loses 5 life. Psychic Spear B Sorcery Target player reveals his or her hand. Choose a Spirit or Arcane card from it. That player discards that card. Psychic Theft 1U Sorcery Target player reveals his or her hand. Choose an instant or sorcery card from it, and remove that card from the game. As long as the card remains removed from the game, you may play it. At end of turn, if you haven't played the card, return it to its owner's hand. Psychic Trance 2UU Instant Until end of turn, Wizards you control gain "T Counter target spell." Psychic Transfer 4U Sorcery If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player. Psychic Transfer 4U Sorcery If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player. Psychic Transfer 4U Sorcery If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player. Psychic Venom 1U Enchantment - Aura Enchant land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller. Psychic Venom 1U Enchantment - Aura Enchant land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller. Psychic Venom 1U Enchantment - Aura Enchant land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller. Psychic Venom 1U Enchantment - Aura Enchant land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller. Psychic Venom 1U Enchantment - Aura Enchant land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller. Psychic Venom 1U Enchantment - Aura Enchant land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller. Psychic Venom 1U Enchantment - Aura Enchant land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller. Psychic Venom 1U Enchantment - Aura Enchant land Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller. Psychic Vortex 2UU Enchantment Cumulative upkeep-Draw a card. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the end of your turn, sacrifice a land and discard your hand. Psychogenic Probe 2 Artifact Whenever a spell or ability causes a player to shuffle his or her library, Psychogenic Probe deals 2 damage to him or her. Psychotic Episode 1BB Sorcery Target player reveals his or her hand and the top card of his or her library. You choose a card revealed this way. That player puts the chosen card on the bottom of his or her library. Madness 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Psychotic Fury 1R Instant Target multicolored creature gains double strike until end of turn. Draw a card. Psychotic Haze 2BB Instant Psychotic Haze deals 1 damage to each creature and each player. Madness 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Psychotrope Thallid 2G Creature - Fungus 1/1 At the beginning of your upkeep, put a spore counter on Psychotrope Thallid. Remove three spore counters from Psychotrope Thallid: Put a 1/1 green Saproling creature token into play. 1, Sacrifice a Saproling: Draw a card. Pteron Ghost 1W Creature - Spirit 1/1 Flying Sacrifice Pteron Ghost: Regenerate target artifact. Puffer Extract 5 Artifact X, T Target creature you control gets +X/+X until end of turn. Destroy it at end of turn. Pull from Eternity W Instant Put target face-up card that's removed from the game into its owner's graveyard. Pull Under 5B Instant - Arcane Target creature gets -5/-5 until end of turn. Pulling Teeth 1B Sorcery Clash with an opponent. If you win, target player discards two cards. Otherwise, that player discards a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Pulmonic Sliver 3WW Creature - Sliver 3/3 All Sliver creatures have flying. All Slivers have "If this permanent would be put into a graveyard, you may put it on top of its owner's library instead." Pulsating Illusion 4U Creature - Illusion 0/1 Flying Discard a card: Pulsating Illusion gets +4/+4 until end of turn. Play this ability only once each turn. Pulse of Llanowar 3G Enchantment If a basic land you control is tapped for mana, it produces mana of a color of your choice instead of any other type. Pulse of the Dross 1BB Sorcery Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. Then if that player has more cards in hand than you, return Pulse of the Dross to its owner's hand. Pulse of the Fields 1WW Instant You gain 4 life. Then if an opponent has more life than you, return Pulse of the Fields to its owner's hand. Pulse of the Forge 1RR Instant Pulse of the Forge deals 4 damage to target player. Then if that player has more life than you, return Pulse of the Forge to its owner's hand. Pulse of the Grid 1UU Instant Draw two cards, then discard a card. Then if an opponent has more cards in hand than you, return Pulse of the Grid to its owner's hand. Pulse of the Tangle 1GG Sorcery Put a 3/3 green Beast creature token into play. Then if an opponent controls more creatures than you, return Pulse of the Tangle to its owner's hand. Pulsemage Advocate 2W Creature - Human Cleric 1/3 T Return three target cards in an opponent's graveyard to his or her hand. Return target creature card from your graveyard to play. Pulverize 4RR Sorcery You may sacrifice two Mountains rather than pay Pulverize's mana cost. Destroy all artifacts. Punctuate 3R Instant Punctuate deals damage to target creature equal to half the number of punctuation marks in that creature's text box. (The punctuation marks are ! ? , ; : - - ( ) / " ' & .) Puppet Master UUU Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, return that card to its owner's hand and you may pay UUU. If you do, return a card named Puppet Master from your graveyard to your hand. Puppet Master UUU Enchantment - Aura Enchant creature When enchanted creature is put into a graveyard, return that card to its owner's hand and you may pay UUU. If you do, return a card named Puppet Master from your graveyard to your hand. Puppet Strings 3 Artifact 2, T You may tap or untap target creature. Puppeteer 2U Creature - Human Wizard 1/2 U, T You may tap or untap target creature. Puppeteer 2U Creature - Human Wizard 1/2 U, T You may tap or untap target creature. Puppeteer 2U Creature - Human Wizard 1/2 U, T You may tap or untap target creature. Puppeteer 2U Creature - Human Wizard 1/2 U, T You may tap or untap target creature. Puppet's Verdict 1RR Instant Flip a coin. If you win the flip, destroy all creatures with power 2 or less. If you lose the flip, destroy all creatures with power 3 or greater. Pure // Simple 1RG / / 1GW Sorcery // Sorcery Destroy target multicolored permanent. // Destroy all Auras and Equipment. Pure Intentions W Instant - Arcane Whenever a spell or ability an opponent controls causes you to discard cards this turn, return those cards from your graveyard to your hand. Whenever a spell or ability an opponent controls causes you to discard Pure Intentions, return Pure Intentions from your graveyard to your hand at end of turn. Pure Reflection 2W Enchantment Whenever a player plays a creature spell, destroy all Reflections. Then that player puts a white Reflection creature token into play with power and toughness each equal to the converted mana cost of that spell. Purelace W Instant Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.) Purelace W Instant Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.) Purelace W Instant Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.) Purelace W Instant Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.) Purelace W Instant Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.) Purgatory 2WB Enchantment Whenever a nontoken creature is put into your graveyard from play, remove that card from the game. At the beginning of your upkeep, you may pay 4 and 2 life. If you do, return a card removed from the game with Purgatory to play. Purge 1W Instant Destroy target artifact creature or black creature. It can't be regenerated. Purging Scythe 5 Artifact At the beginning of your upkeep, Purging Scythe deals 2 damage to the creature with the least toughness. If two or more creatures are tied for least toughness, you choose one. Purify 3WW Sorcery Destroy all artifacts and enchantments. Purify 3WW Sorcery Destroy all artifacts and enchantments. Purity 3WWW Creature - Elemental Incarnation 6/6 Flying If noncombat damage would be dealt to you, prevent that damage. You gain life equal to the damage prevented this way. When Purity is put into a graveyard from anywhere, shuffle it into its owner's library. Purraj of Urborg 3BB Legendary Creature - Cat Warrior 2/3 Whenever Purraj of Urborg attacks, it gains first strike until end of combat. Whenever a player plays a black spell, you may pay B. If you do, put a +1/+1 counter on Purraj of Urborg. Pursuit of Knowledge 3W Enchantment If you would draw a card, you may put a study counter on Pursuit of Knowledge instead. Remove three study counters from Pursuit of Knowledge, Sacrifice Pursuit of Knowledge: Draw seven cards. Pus Kami 5BB Creature - Spirit 3/3 B, Sacrifice Pus Kami: Destroy target nonblack creature. Soulshift 6 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.) Putrefaction 4B Enchantment Whenever a player plays a white spell or green spell, that player discards a card. Putrefy 1BG Instant Destroy target artifact or creature. It can't be regenerated. Putrid Cyclops 2B Creature - Zombie Cyclops 3/3 When Putrid Cyclops comes into play, scry 1, then reveal the top card of your library. Putrid Cyclops gets -X/-X until end of turn, where X is that card's converted mana cost. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) Putrid Imp B Creature - Zombie Imp 1/1 Discard a card: Putrid Imp gains flying until end of turn. Threshold - As long as seven or more cards are in your graveyard, Putrid Imp gets +1/+1 and can't block. Putrid Raptor 4BB Creature - Zombie Lizard Beast 4/4 Morph-Discard a Zombie card. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Putrid Warrior WB Creature - Zombie Soldier Warrior 2/2 Whenever Putrid Warrior deals damage, choose one - each player loses 1 life; or each player gains 1 life. Pygmy Allosaurus 2G Creature - Lizard 2/2 Swampwalk Pygmy Giant 1RR Creature - Giant 0/2 R, T, Sacrifice a creature: Pygmy Giant deals X damage to target creature, where X is a number in the sacrificed creature's text box. Pygmy Hippo GU Creature - Hippo 2/2 Whenever Pygmy Hippo attacks and isn't blocked, you may have defending player play a mana ability of each land he or she controls and empty his or her mana pool. If you do, Pygmy Hippo deals no combat damage this turn and at the beginning of your postcombat main phase, you add X to your mana pool, where X is equal to the amount of mana emptied from defending player's mana pool this way. Pygmy Kavu 3G Creature - Kavu 1/2 When Pygmy Kavu comes into play, draw a card for each black creature your opponents control. Pygmy Pyrosaur 1R Creature - Lizard 1/1 Pygmy Pyrosaur can't block. R: Pygmy Pyrosaur gets +1/+0 until end of turn. Pygmy Pyrosaur 1R Creature - Lizard 1/1 Pygmy Pyrosaur can't block. R: Pygmy Pyrosaur gets +1/+0 until end of turn. Pygmy Razorback 1G Creature - Boar 2/1 Trample Pygmy Troll 1G Creature - Troll 1/1 Whenever Pygmy Troll becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. G: Regenerate Pygmy Troll. Pyknite 2G Creature - Ouphe 1/1 When Pyknite comes into play, draw a card at the beginning of the next turn's upkeep. Pyramids 6 Artifact 2: Destroy target Aura attached to a land. 2: Regenerate target land. Pyre Zombie 1BR Creature - Zombie 2/1 At the beginning of your upkeep, if Pyre Zombie is in your graveyard, you may pay 1BB. If you do, return Pyre Zombie from your graveyard to your hand. 1RR, Sacrifice Pyre Zombie: Pyre Zombie deals 2 damage to target creature or player. Pyric Salamander 1R Creature - Salamander 1/1 R: Pyric Salamander gets +1/+0 until end of turn. Sacrifice Pyric Salamander at end of turn. Pyrite Spellbomb 1 Artifact R, Sacrifice Pyrite Spellbomb: Pyrite Spellbomb deals 2 damage to target creature or player. 1, Sacrifice Pyrite Spellbomb: Draw a card. Pyroblast R Instant Choose one - Counter target spell if it's blue; or destroy target permanent if it's blue. Pyroblast R Instant Choose one - Counter target spell if it's blue; or destroy target permanent if it's blue. Pyroblast R Instant Choose one - Counter target spell if it's blue; or destroy target permanent if it's blue. Pyroclasm 1R Sorcery Pyroclasm deals 2 damage to each creature. Pyroclasm 1R Sorcery Pyroclasm deals 2 damage to each creature. Pyroclasm 1R Sorcery Pyroclasm deals 2 damage to each creature. Pyroclasm 1R Sorcery Pyroclasm deals 2 damage to each creature. Pyroclasm 1R Sorcery Pyroclasm deals 2 damage to each creature. Pyroclasm 1R Sorcery Pyroclasm deals 2 damage to each creature. Pyroclast Consul 3RR Creature - Elemental Shaman 3/3 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Pyroclast Consul, you may reveal it. If you do, Pyroclast Consul deals 2 damage to each creature. Pyrohemia 2RR Enchantment At end of turn, if no creatures are in play, sacrifice Pyrohemia. R: Pyrohemia deals 1 damage to each creature and each player. Pyrokinesis 4RR Instant You may remove a red card in your hand from the game rather than pay Pyrokinesis's mana cost. Pyrokinesis deals 4 damage divided as you choose among any number of target creatures. Pyromancer's Swath 2R Enchantment If an instant or sorcery source you control would deal damage to a creature or player, it deals that much damage plus 2 to that creature or player instead. At end of turn, discard your hand. Pyromancy 2RR Enchantment 3, Discard a card at random: Pyromancy deals damage to target creature or player equal to the converted mana cost of the discarded card. Pyromania 2R Enchantment 1R, Discard a card at random: Pyromania deals 1 damage to target creature or player. 1R, Sacrifice Pyromania: Pyromania deals 1 damage to target creature or player. Pyromatics 1R Instant Replicate 1R (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Pyromatics deals 1 damage to target creature or player. Pyrostatic Pillar 1R Enchantment Whenever a player plays a spell with converted mana cost 3 or less, Pyrostatic Pillar deals 2 damage to that player. Pyrotechnics 4R Sorcery Pyrotechnics deals 4 damage divided as you choose among any number of target creatures and/or players. Pyrotechnics 4R Sorcery Pyrotechnics deals 4 damage divided as you choose among any number of target creatures and/or players. Pyrotechnics 4R Sorcery Pyrotechnics deals 4 damage divided as you choose among any number of target creatures and/or players. Pyrotechnics 4R Sorcery Pyrotechnics deals 4 damage divided as you choose among any number of target creatures and/or players. Pyrotechnics 4R Sorcery Pyrotechnics deals 4 damage divided as you choose among any number of target creatures and/or players. Pyrotechnics 4R Sorcery Pyrotechnics deals 4 damage divided as you choose among any number of target creatures and/or players. Python 1BB Creature - Snake 3/2 Python 1BB Creature - Snake 3/2 Python 1BB Creature - Snake 3/2 Python 1BB Creature - Snake 3/2 Quagmire 2B Enchantment Creatures with swampwalk can be blocked as though they didn't have swampwalk. Quagmire Druid 2B Creature - Zombie Druid 2/2 G, T, Sacrifice a creature: Destroy target enchantment. Quagmire Lamprey 2B Creature - Fish 1/1 Whenever Quagmire Lamprey becomes blocked by a creature, put a -1/-1 counter on that creature. Quagnoth 5G Creature - Beast 4/5 Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Shroud (This permanent can't be the target of spells or abilities.) When a spell or ability an opponent controls causes you to discard Quagnoth, return it to your hand. Quarum Trench Gnomes 3R Creature - Gnome 1/1 T If target Plains is tapped for mana, it produces colorless mana instead of any other type. (This effect doesn't end at end of turn.) Quash 2UU Instant Counter target instant or sorcery spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and remove them from the game. That player then shuffles his or her library. Quash 2UU Instant Counter target instant or sorcery spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and remove them from the game. That player then shuffles his or her library. Questing Phelddagrif 1GWU Creature - Phelddagrif 4/4 G: Questing Phelddagrif gets +1/+1 until end of turn. Target opponent puts a 1/1 green Hippo creature token into play. W: Questing Phelddagrif gains protection from black and from red until end of turn. Target opponent gains 2 life. U: Questing Phelddagrif gains flying until end of turn. Target opponent may draw a card. Questing Phelddagrif 1GWU Creature - Phelddagrif 4/4 G: Questing Phelddagrif gets +1/+1 until end of turn. Target opponent puts a 1/1 green Hippo creature token into play. W: Questing Phelddagrif gains protection from black and from red until end of turn. Target opponent gains 2 life. U: Questing Phelddagrif gains flying until end of turn. Target opponent may draw a card. Question Elemental? 2UU Creature - Elemental 3/4 Flying Are you aware that when you say something that isn't a question, the player who first points out this fact gains control of Question Elemental? Quick Sliver 1G Creature - Sliver 1/1 Flash Any player may play Sliver cards as though they had flash. Quickchange 1U Instant Target creature becomes the color or colors of your choice until end of turn. Draw a card. Quicken U Instant The next sorcery card you play this turn can be played as though it had flash. Draw a card. Quickening Licid 1W Creature - Licid 1/1 1W, T Quickening Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay W to end this effect. Enchanted creature has first strike. Quicksand Land T Add 1 to your mana pool. T, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn. Quicksand Land T Add 1 to your mana pool. T, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn. Quicksand Land T Add 1 to your mana pool. T, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn. Quicksilver Amulet 4 Artifact 4, T You may put a creature card from your hand into play. Quicksilver Behemoth 6U Creature - Beast 4/5 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) When Quicksilver Behemoth attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's in play.) Quicksilver Dagger 1UR Enchantment - Aura Enchant creature Enchanted creature has "T This creature deals 1 damage to target player. You draw a card." Quicksilver Dragon 4UU Creature - Dragon 5/5 Flying U: If target spell has only one target and that target is Quicksilver Dragon, change that spell's target to another creature. Morph 4U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Quicksilver Elemental 3UU Creature - Elemental 3/4 U: Quicksilver Elemental gains all activated abilities of target creature until end of turn. (If any of the abilities use that creature's name, use this creature's name instead.) You may spend blue mana as though it were mana of any color to pay the activation costs of Quicksilver Elemental's abilities. Quicksilver Fountain 3 Artifact At the beginning of each player's upkeep, that player puts a flood counter on target non-Island land he or she controls of his or her choice. That land is an Island as long as it has a flood counter on it. At end of turn, if all lands in play are Islands, remove all flood counters from them. Quicksilver Wall 2U Creature - Wall 1/6 Defender (This creature can't attack.) 4: Return Quicksilver Wall to its owner's hand. Any player may play this ability. Quiet Disrepair 1G Enchantment - Aura Enchant artifact or enchantment At the beginning of your upkeep, choose one - Destroy enchanted permanent; or you gain 2 life. Quiet Purity W Instant - Arcane Destroy target enchantment. Quiet Speculation 1U Sorcery Search target player's library for up to three cards with flashback and put them into that player's graveyard. Then the player shuffles his or her library. Quilled Sliver 1W Creature - Sliver 1/1 All Slivers have "T This permanent deals 1 damage to target attacking or blocking creature." Quillmane Baku 4U Creature - Spirit 3/3 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Quillmane Baku. 1, T, Remove X ki counters from Quillmane Baku: Return target creature with converted mana cost X or less to its owner's hand. Quill-Slinger Boggart 3B Creature - Goblin Warrior 3/2 Whenever a player plays a Kithkin spell, you may have target player lose 1 life. Quirion Druid 2G Creature - Elf Druid 1/2 G, T Target land becomes a 2/2 green creature that's still a land. (This effect doesn't end at end of turn.) Quirion Dryad 1G Creature - Dryad 1/1 Whenever you play a white, blue, black, or red spell, put a +1/+1 counter on Quirion Dryad. Quirion Dryad 1G Creature - Dryad 1/1 Whenever you play a white, blue, black, or red spell, put a +1/+1 counter on Quirion Dryad. Quirion Elves 1G Creature - Elf Druid 1/1 As Quirion Elves comes into play, choose a color. T Add G to your mana pool. T Add one mana of the chosen color to your mana pool. Quirion Elves 1G Creature - Elf Druid 1/1 As Quirion Elves comes into play, choose a color. T Add G to your mana pool. T Add one mana of the chosen color to your mana pool. Quirion Elves 1G Creature - Elf Druid 1/1 As Quirion Elves comes into play, choose a color. T Add G to your mana pool. T Add one mana of the chosen color to your mana pool. Quirion Explorer 1G Creature - Elf Druid Scout 1/1 T Add to your mana pool one mana of any color that a land an opponent controls could produce. Quirion Ranger G Creature - Elf 1/1 Return a Forest you control to its owner's hand: Untap target creature. Play this ability only once each turn. Quirion Sentinel 1G Creature - Elf Druid 2/1 When Quirion Sentinel comes into play, add one mana of any color to your mana pool. Quirion Trailblazer 3G Creature - Elf Scout 1/2 When Quirion Trailblazer comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library. Qumulox 6UU Creature - Beast 5/4 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying R&D's Secret Lair Legendary Land Play cards as written. Ignore all errata. T Add 1 to your mana pool. Rabble-Rouser 3R Creature - Goblin Shaman 1/1 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.) R, T Attacking creatures get +X/+0 until end of turn, where X is Rabble-Rouser's power. Rabid Elephant 4G Creature - Elephant 3/4 Whenever Rabid Elephant becomes blocked, it gets +2/+2 until end of turn for each creature blocking it. Rabid Rats 1B Creature - Rat 1/1 T Target blocking creature gets -1/-1 until end of turn. Rabid Wolverines 3GG Creature - Wolverine 4/4 Whenever Rabid Wolverines becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Rabid Wombat 2GG Creature - Wombat 0/1 Vigilance Rabid Wombat gets +2/+2 for each Aura attached to it. Rabid Wombat 2GG Creature - Wombat 0/1 Vigilance Rabid Wombat gets +2/+2 for each Aura attached to it. Rabid Wombat 2GG Creature - Wombat 0/1 Vigilance Rabid Wombat gets +2/+2 for each Aura attached to it. Rabid Wombat 2GG Creature - Wombat 0/1 Vigilance Rabid Wombat gets +2/+2 for each Aura attached to it. Rack and Ruin 2R Instant Destroy two target artifacts. Rackling 4 Artifact Creature - Construct 2/2 At the beginning of each opponent's upkeep, Rackling deals X damage to that player, where X is 3 minus the number of cards in his or her hand. Radha, Heir to Keld RG Legendary Creature - Elf Warrior 2/2 Whenever Radha, Heir to Keld attacks, you may add RR to your mana pool. T Add G to your mana pool. Radiant Essence 1GW Creature - Spirit 2/3 Radiant Essence gets +1/+2 as long as an opponent controls a black permanent. Radiant Kavu RGW Creature - Kavu 3/3 RGW: Prevent all combat damage blue creatures and black creatures would deal this turn. Radiant, Archangel 3WW Legendary Creature - Angel 3/3 Flying, vigilance Radiant, Archangel gets +1/+1 for each other creature with flying in play. Radiant's Dragoons 3W Creature - Human Soldier 2/5 Echo 3W (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Radiant's Dragoons comes into play, you gain 5 life. Radiant's Judgment 2W Instant Destroy target creature with power 4 or greater. Cycling 2 (2, Discard this card: Draw a card.) Radiate 3RR Instant Choose target instant or sorcery spell that targets only a single permanent or player. Copy that spell for each other permanent or player the spell could target. Each copy targets a different one of those permanents and players. Radjan Spirit 3G Creature - Spirit 3/2 T Target creature loses flying until end of turn. Radjan Spirit 3G Creature - Spirit 3/2 T Target creature loses flying until end of turn. Radjan Spirit 3G Creature - Spirit 3/2 T Target creature loses flying until end of turn. Radjan Spirit 3G Creature - Spirit 3/2 T Target creature loses flying until end of turn. Rag Dealer B Creature - Human Rogue 1/1 2B, T Remove up to three target cards in a single graveyard from the game. Rag Man 2BB Creature - Human Minion 2/1 BBB, T Target opponent reveals his or her hand and discards a creature card at random. Play this ability only during your turn. Rag Man 2BB Creature - Human Minion 2/1 BBB, T Target opponent reveals his or her hand and discards a creature card at random. Play this ability only during your turn. Rag Man 2BB Creature - Human Minion 2/1 BBB, T Target opponent reveals his or her hand and discards a creature card at random. Play this ability only during your turn. Rag Man 2BB Creature - Human Minion 2/1 BBB, T Target opponent reveals his or her hand and discards a creature card at random. Play this ability only during your turn. Rag Man 2BB Creature - Human Minion 2/1 BBB, T Target opponent reveals his or her hand and discards a creature card at random. Play this ability only during your turn. Ragamuffyn 2B Creature - Zombie Cleric 2/2 Hellbent - T, Sacrifice a creature or land: Draw a card. Play this ability only if you have no cards in hand. Rage Forger 2R Creature - Elemental Shaman 2/2 When Rage Forger comes into play, put a +1/+1 counter on each other Shaman creature you control. Whenever a creature you control with a +1/+1 counter on it attacks, you may have that creature deal 1 damage to target player. Rage Weaver 1R Creature - Human Wizard 2/1 2: Target black or green creature gains haste until end of turn. (It can attack and T this turn.) Rage Weaver 1R Creature - Human Wizard 2/1 2: Target black or green creature gains haste until end of turn. (It can attack and T this turn.) Ragged Veins 1B Enchantment - Aura Flash Enchant creature Whenever enchanted creature is dealt damage, its controller loses that much life. Raging Bull 2R Creature - Ox 2/2 Raging Cougar 2R Creature - Cat 2/2 Haste Raging Goblin R Creature - Goblin Berserker 1/1 Haste (This creature can attack and T as soon as it comes under your control.) Raging Goblin R Creature - Goblin Berserker 1/1 Haste (This creature can attack and T as soon as it comes under your control.) Raging Goblin R Creature - Goblin Berserker 1/1 Haste (This creature can attack and T as soon as it comes under your control.) Raging Goblin R Creature - Goblin Berserker 1/1 Haste (This creature can attack and T as soon as it comes under your control.) Raging Goblin R Creature - Goblin Berserker 1/1 Haste (This creature can attack and T as soon as it comes under your control.) Raging Goblin R Creature - Goblin Berserker 1/1 Haste (This creature can attack and T as soon as it comes under your control.) Raging Goblin R Creature - Goblin Berserker 1/1 Haste (This creature can attack and T as soon as it comes under your control.) Raging Goblin R Creature - Goblin Berserker 1/1 Haste (This creature can attack and T as soon as it comes under your control.) Raging Goblin R Creature - Goblin Berserker 1/1 Haste (This creature can attack and T as soon as it comes under your control.) Raging Goblin R Creature - Goblin Berserker 1/1 Haste (This creature can attack and T as soon as it comes under your control.) Raging Goblin R Creature - Goblin Berserker 1/1 Haste (This creature can attack and T as soon as it comes under your control.) Raging Goblin R Creature - Goblin Berserker 1/1 Haste (This creature can attack and T as soon as it comes under your control.) Raging Gorilla 2R Creature - Ape 2/3 Whenever Raging Gorilla blocks or becomes blocked, it gets +2/-2 until end of turn. Raging Kavu 1RG Creature - Kavu 3/1 Flash Haste Raging Kavu 1RG Creature - Kavu 3/1 Flash Haste Raging Minotaur 2RR Creature - Minotaur Berserker 3/3 Haste Raging River RR Enchantment At the beginning of your combat phase, each opponent chooses "east" or "west" for each creature without flying he or she controls. As you declare attacking creatures, choose "east" or "west" for each attacking creature. "East" creatures can't block "west" creatures. "West" creatures can't block "east" creatures. Raging River RR Enchantment At the beginning of your combat phase, each opponent chooses "east" or "west" for each creature without flying he or she controls. As you declare attacking creatures, choose "east" or "west" for each attacking creature. "East" creatures can't block "west" creatures. "West" creatures can't block "east" creatures. Raging River RR Enchantment At the beginning of your combat phase, each opponent chooses "east" or "west" for each creature without flying he or she controls. As you declare attacking creatures, choose "east" or "west" for each attacking creature. "East" creatures can't block "west" creatures. "West" creatures can't block "east" creatures. Raging Spirit 3R Creature - Spirit 3/3 2: Raging Spirit becomes colorless until end of turn. Ragnar GWU Legendary Creature - Human Cleric 2/2 GWU, T Regenerate target creature. Raiding Nightstalker 2B Creature - Nightstalker 2/2 Swampwalk Raiding Party 2R Enchantment Raiding Party can't be the target of white spells or abilities from white sources. Sacrifice an Orc: Each player may tap any number of untapped white creatures he or she controls. For each creature tapped this way, that player chooses up to two Plains. Then destroy all Plains that weren't chosen this way by any player. Rain of Blades W Instant Rain of Blades deals 1 damage to each attacking creature. Rain of Blades W Instant Rain of Blades deals 1 damage to each attacking creature. Rain of Daggers 4BB Sorcery Destroy all creatures target opponent controls. You lose 2 life for each creature destroyed this way. Rain of Embers 1R Sorcery Rain of Embers deals 1 damage to each creature and each player. Rain of Filth B Instant Until end of turn, lands you control gain "Sacrifice this land: Add B to your mana pool." Rain of Gore BR Enchantment If a spell or ability would cause its controller to gain life, that player loses that much life instead. Rain of Rust 3RR Instant Choose one - Destroy target artifact; or destroy target land. Entwine 3R (Choose both if you pay the entwine cost.) Rain of Salt 4RR Sorcery Destroy two target lands. Rain of Salt 4RR Sorcery Destroy two target lands. Rain of Tears 1BB Sorcery Destroy target land. Rain of Tears 1BB Sorcery Destroy target land. Rain of Tears 1BB Sorcery Destroy target land. Rain of Tears 1BB Sorcery Destroy target land. Rainbow Crow 3U Creature - Bird 2/2 Flying 1: Rainbow Crow becomes the color of your choice until end of turn. Rainbow Efreet 3U Creature - Efreet 3/1 Flying UU: Rainbow Efreet phases out. Rainbow Vale Land T Add one mana of any color to your mana pool. An opponent gains control of Rainbow Vale at end of turn. Rainbow Vale Land T Add one mana of any color to your mana pool. An opponent gains control of Rainbow Vale at end of turn. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise Dead B Sorcery Return target creature card from your graveyard to your hand. Raise the Alarm 1W Instant Put two 1/1 white Soldier creature tokens into play. Raka Disciple R Creature - Minotaur Wizard 1/1 W, T Prevent the next 1 damage that would be dealt to target creature or player this turn. U, T Target creature gains flying until end of turn. Raka Sanctuary 2R Enchantment At the beginning of your upkeep, if you control a white or blue permanent, Raka Sanctuary deals 1 damage to target creature. If you control a white permanent and a blue permanent, Raka Sanctuary deals 3 damage to that creature instead. Rakalite 6 Artifact 2: Prevent the next 1 damage that would be dealt to target creature or player this turn. Return Rakalite to its owner's hand at end of turn. Rakalite 6 Artifact 2: Prevent the next 1 damage that would be dealt to target creature or player this turn. Return Rakalite to its owner's hand at end of turn. Rakavolver 2R Creature - Volver 2/2 Kicker 1W and/or U If the 1W kicker cost was paid, Rakavolver comes into play with two +1/+1 counters on it and with lifelink. (Whenever this creature deals damage, you gain that much life.) If the U kicker cost was paid, Rakavolver comes into play with a +1/+1 counter on it and with flying. Rakdos Augermage BBR Creature - Human Wizard 3/2 First strike T Reveal your hand and discard a card of target opponent's choice. Then that player reveals his or her hand and discards a card of your choice. Play this ability only any time you could play a sorcery. Rakdos Carnarium Land Rakdos Carnarium comes into play tapped. When Rakdos Carnarium comes into play, return a land you control to its owner's hand. T Add BR to your mana pool. Rakdos Guildmage (B / R)(B / R) Creature - Zombie Shaman 2/2 (o(b/r) can be paid with either B or R.) 3B, Discard a card: Target creature gets -2/-2 until end of turn. 3R: Put a 2/1 red Goblin creature token with haste into play. Remove it from the game at end of turn. Rakdos Ickspitter 1BR Creature - Thrull 1/1 T Rakdos Ickspitter deals 1 damage to target creature and that creature's controller loses 1 life. Rakdos Pit Dragon 2RR Creature - Dragon 3/3 RR: Rakdos Pit Dragon gains flying until end of turn. R: Rakdos Pit Dragon gets +1/+0 until end of turn. Hellbent - Rakdos Pit Dragon has double strike as long as you have no cards in hand. Rakdos Riteknife 2 Artifact - Equipment Equipped creature gets +1/+0 for each blood counter on Rakdos Riteknife and has "T, Sacrifice a creature: Put a blood counter on Rakdos Riteknife." BR, Sacrifice Rakdos Riteknife: Target player sacrifices a permanent for each blood counter on Rakdos Riteknife. Equip 2 Rakdos Signet 2 Artifact 1, T Add BR to your mana pool. Rakdos the Defiler 2BBRR Legendary Creature - Demon 7/6 Flying, trample Whenever Rakdos the Defiler attacks, sacrifice half the non-Demon permanents you control, rounded up. Whenever Rakdos deals combat damage to a player, that player sacrifices half the non-Demon permanents he or she controls, rounded up. Raksha Golden Cub 5WW Legendary Creature - Cat Soldier 3/4 Vigilance As long as Raksha Golden Cub is equipped, Cat creatures you control get +2/+2 and have double strike. Rally WW Instant Blocking creatures get +1/+1 until end of turn. Rally the Horde 5R Sorcery Remove the top three cards of your library from the game. If the last card removed isn't a land, repeat this process until the last card removed is a land. Put a 1/1 red Warrior creature token into play for each nonland card removed from the game this way. Rally the Righteous 1RW Instant Radiance - Untap target creature and each other creature that shares a color with it. Those creatures get +2/+0 until end of turn. Rally the Troops W Instant Play Rally the Troops only during the declare attackers step and only if you are the defending player. Untap all creatures you control. Rally the Troops W Instant Play Rally the Troops only during the declare attackers step and only if you are the defending player. Untap all creatures you control. Ramirez DePietro 3UBB Legendary Creature - Human Pirate 4/3 First strike Ramosian Captain 1WW Creature - Human Rebel 2/2 First strike 5, T Search your library for a Rebel permanent card with converted mana cost 4 or less and put that card into play. Then shuffle your library. Ramosian Commander 2WW Creature - Human Rebel 2/4 6, T Search your library for a Rebel permanent card with converted mana cost 5 or less and put that card into play. Then shuffle your library. Ramosian Lieutenant 1W Creature - Human Rebel 1/2 4, T Search your library for a Rebel permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Ramosian Rally 3W Instant If you control a Plains, you may tap an untapped creature you control rather than pay Ramosian Rally's mana cost. Creatures you control get +1/+1 until end of turn. Ramosian Revivalist 3W Creature - Human Rebel Cleric 2/2 6, T Return target Rebel permanent card with converted mana cost 5 or less from your graveyard to play. Ramosian Sergeant W Creature - Human Rebel 1/1 3, T Search your library for a Rebel permanent card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Ramosian Sky Marshal 3WW Creature - Human Rebel 3/3 Flying 7, T Search your library for a Rebel permanent card with converted mana cost 6 or less and put that card into play. Then shuffle your library. Rampant Elephant 3W Creature - Elephant 2/2 G: Target creature blocks Rampant Elephant this turn if able. Rampant Growth 1G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Rampant Growth 1G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Rampant Growth 1G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Rampant Growth 1G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Rampant Growth 1G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Rampant Growth 1G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Rampant Growth 1G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Rampant Growth 1G Sorcery Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Rampart Crawler B Creature - Lizard Mercenary 1/1 Rampart Crawler can't be blocked by Walls. Ramses Overdark 2UUBB Legendary Creature - Human Assassin 4/3 T Destroy target enchanted creature. Rancid Earth 1BB Sorcery Destroy target land. Threshold - If seven or more cards are in your graveyard, instead destroy that land and Rancid Earth deals 1 damage to each creature and each player. Rancor G Enchantment - Aura Enchant creature Enchanted creature gets +2/+0 and has trample. When Rancor is put into a graveyard from play, return Rancor to its owner's hand. Ranger en-Vec 1WG Creature - Human Soldier Archer 2/2 First strike G: Regenerate Ranger en-Vec. Rank and File 2BB Creature - Zombie 3/3 When Rank and File comes into play, all green creatures get -1/-1 until end of turn. Ransack 3U Sorcery Look at the top five cards of target player's library. Put any number of them on the bottom of that library in any order and the rest on top of the library in any order. Ransack 3U Sorcery Look at the top five cards of target player's library. Put any number of them on the bottom of that library in any order and the rest on top of the library in any order. Rapid Decay 1B Instant Remove from the game up to three target cards in a single graveyard. Cycling 2 (2, Discard this card: Draw a card.) Rapid Fire 3W Instant Play Rapid Fire only before the declare blockers step. Target creature gains first strike until end of turn. If it doesn't have rampage, that creature gains rampage 2 until end of turn. (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Rappelling Scouts 2WW Creature - Human Rebel Scout 1/4 Flying 2W: Rappelling Scouts gains protection from the color of your choice until end of turn. Rare-B-Gone 2BR Sorcery Each player sacrifices all rare permanents, then reveals his or her hand and discards all rare cards. Rashida Scalebane 3WW Legendary Creature - Human Soldier 3/4 T Destroy target attacking or blocking Dragon. It can't be regenerated. You gain life equal to its power. Rashka the Slayer 3WW Legendary Creature - Human Archer 3/3 Reach (This creature can block creatures with flying.) Whenever Rashka blocks one or more black creatures, Rashka gets +1/+2 until end of turn. Rasputin Dreamweaver 4WU Legendary Creature - Human Wizard 4/1 Rasputin Dreamweaver comes into play with seven dream counters on it. Remove a dream counter from Rasputin: Add 1 to your mana pool. Remove a dream counter from Rasputin: Prevent the next 1 damage that would be dealt to Rasputin this turn. At the beginning of your upkeep, if Rasputin started the turn untapped, put a dream counter on it. Rasputin can't have more than seven dream counters on it. Ratcatcher 4BB Creature - Ogre Rogue 4/4 Fear At the beginning of your upkeep, you may search your library for a Rat card, reveal it, and put it into your hand. If you do, shuffle your library. Rathi Assassin 2BB Creature - Zombie Mercenary Assassin 2/2 1BB, T Destroy target tapped nonblack creature. 3, T Search your library for a Mercenary permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Rathi Assassin 2BB Creature - Zombie Mercenary Assassin 2/2 1BB, T Destroy target tapped nonblack creature. 3, T Search your library for a Mercenary permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Rathi Dragon 2RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying.) When Rathi Dragon comes into play, sacrifice it unless you sacrifice two Mountains. Rathi Dragon 2RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying.) When Rathi Dragon comes into play, sacrifice it unless you sacrifice two Mountains. Rathi Fiend 3B Creature - Horror Mercenary 2/2 When Rathi Fiend comes into play, each player loses 3 life. 3, T Search your library for a Mercenary permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library. Rathi Intimidator 1BB Creature - Horror Mercenary 2/1 Fear 2, T Search your library for a Mercenary permanent card with converted mana cost 2 or less and put that card into play. Then shuffle your library. Rathi Trapper 1B Creature - Human Rebel Rogue 1/2 B, T Tap target creature. Rath's Edge Legendary Land T Add 1 to your mana pool. 4, T, Sacrifice a land: Rath's Edge deals 1 damage to target creature or player. Rats' Feast XB Sorcery Remove X target cards in a single graveyard from the game. Rats of Rath 1B Creature - Rat 2/1 B: Destroy target artifact, creature, or land you control. Ravaged Highlands Land Ravaged Highlands comes into play tapped. T Add R to your mana pool. T, Sacrifice Ravaged Highlands: Add one mana of any color to your mana pool. Ravages of War 3W Sorcery Destroy all lands. Ravaging Horde 3RR Creature - Human Soldier 3/3 When Ravaging Horde comes into play, destroy target land. Ravaging Riftwurm 1GG Creature - Wurm 6/6 Kicker 4 (You may pay an additional 4 as you play this spell.) Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) If the kicker cost was paid, Ravaging Riftwurm comes into play with three additional time counters on it. Raven Familiar 2U Creature - Bird 1/2 Flying Echo 2U (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Raven Familiar comes into play, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. Raven Guild Initiate 2U Creature - Human Wizard 1/4 Morph-Return a Bird you control to its owner's hand. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Raven Guild Master 1UU Creature - Human Wizard Mutant 1/1 Whenever Raven Guild Master deals combat damage to a player, that player removes the top ten cards of his or her library from the game. Morph 2UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Ravenous Baboons 3R Creature - Ape 2/2 When Ravenous Baboons comes into play, destroy target nonbasic land. Ravenous Baloth 2GG Creature - Beast 4/4 Sacrifice a Beast: You gain 4 life. Ravenous Rats 1B Creature - Rat 1/1 When Ravenous Rats comes into play, target opponent discards a card. Ravenous Rats 1B Creature - Rat 1/1 When Ravenous Rats comes into play, target opponent discards a card. Ravenous Rats 1B Creature - Rat 1/1 When Ravenous Rats comes into play, target opponent discards a card. Ravenous Rats 1B Creature - Rat 1/1 When Ravenous Rats comes into play, target opponent discards a card. Ravenous Rats 1B Creature - Rat 1/1 When Ravenous Rats comes into play, target opponent discards a card. Ravenous Rats 1B Creature - Rat 1/1 When Ravenous Rats comes into play, target opponent discards a card. Ravenous Rats 1B Creature - Rat 1/1 When Ravenous Rats comes into play, target opponent discards a card. Ravenous Skirge 2B Creature - Imp 1/1 Flying Whenever Ravenous Skirge attacks, it gets +2/+0 until end of turn. Ravenous Vampire 3BB Creature - Vampire 3/3 Flying At the beginning of your upkeep, you may sacrifice a nonartifact creature. If you do, put a +1/+1 counter on Ravenous Vampire. If you don't, tap Ravenous Vampire. Raving Oni-Slave 1B Creature - Ogre Warrior 3/3 When Raving Oni-Slave comes into play, you lose 3 life if you don't control a Demon. When Raving Oni-Slave leaves play, you lose 3 life if you don't control a Demon. Ray of Command 3U Instant Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn. When you lose control of the creature, tap it. Ray of Command 3U Instant Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn. When you lose control of the creature, tap it. Ray of Command 3U Instant Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn. When you lose control of the creature, tap it. Ray of Command 3U Instant Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn. When you lose control of the creature, tap it. Ray of Distortion 3W Instant Destroy target artifact or enchantment. Flashback 4WW (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Ray of Erasure U Instant Target player puts the top card of his or her library into his or her graveyard. Draw a card at the beginning of the next turn's upkeep. Ray of Revelation 1W Instant Destroy target enchantment. Flashback G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Rayne, Academy Chancellor 2U Legendary Creature - Human Wizard 1/1 Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card, and if Rayne, Academy Chancellor is enchanted, you may draw another card. Raze R Sorcery As an additional cost to play Raze, sacrifice a land. Destroy target land. Razia, Boros Archangel 4RRWW Legendary Creature - Angel 6/3 Flying, vigilance, haste T The next 3 damage that would be dealt to target creature you control this turn is dealt to another target creature instead. Razia's Purification 4RW Sorcery Each player chooses three permanents he or she controls, then sacrifices the rest. Razing Snidd 4BR Creature - Beast 3/3 When Razing Snidd comes into play, return a black or red creature you control to its owner's hand. When Razing Snidd comes into play, each player sacrifices a land. Razor Barrier 1W Instant Target permanent you control gains protection from artifacts or from the color of your choice until end of turn. Razor Golem 6 Artifact Creature - Golem 3/4 Affinity for Plains (This spell costs 1 less to play for each Plains you control.) Vigilance Razor Pendulum 4 Artifact At the end of each player's turn, if that player has 5 life or less, Razor Pendulum deals 2 damage to him or her. Razorclaw Bear 2GG Creature - Bear 3/3 Whenever Razorclaw Bear becomes blocked, it gets +2/+2 until end of turn. Razorfin Hunter UR Creature - Merfolk Goblin 1/1 T Razorfin Hunter deals 1 damage to target creature or player. Razorfoot Griffin 3W Creature - Griffin 2/2 Flying, first strike Razorfoot Griffin 3W Creature - Griffin 2/2 Flying, first strike Razorfoot Griffin 3W Creature - Griffin 2/2 Flying, first strike Razorgrass Screen 1 Artifact Creature - Wall 2/1 Defender (This creature can't attack.) Razorgrass Screen blocks each turn if able. Razorjaw Oni 3B Creature - Demon Spirit 4/5 Black creatures can't block. Razormane Masticore 5 Artifact Creature - Masticore 5/5 First strike (This creature deals combat damage before creatures without first strike.) At the beginning of your upkeep, sacrifice Razormane Masticore unless you discard a card. At the beginning of your draw step, you may have Razormane Masticore deal 3 damage to target creature. Razormane Masticore 5 Artifact Creature - Masticore 5/5 First strike (This creature deals combat damage before creatures without first strike.) At the beginning of your upkeep, sacrifice Razormane Masticore unless you discard a card. At the beginning of your draw step, you may have Razormane Masticore deal 3 damage to target creature. Razortooth Rats 2B Creature - Rat 2/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Razortooth Rats 2B Creature - Rat 2/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Razortooth Rats 2B Creature - Rat 2/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Razortooth Rats 2B Creature - Rat 2/1 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Reach of Branches 4G Tribal Instant - Treefolk Put a 2/5 green Treefolk Shaman creature token into play. Whenever a Forest comes into play under your control, you may return Reach of Branches from your graveyard to your hand. Reach Through Mists U Instant - Arcane Draw a card. Read the Runes XU Instant Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent. Reality Acid 2U Enchantment - Aura Enchant permanent Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Reality Acid leaves play, enchanted permanent's controller sacrifices it. Reality Anchor 1G Instant Target creature loses shadow until end of turn. Draw a card. Reality Ripple 1U Instant Target artifact, creature, or land phases out. Reality Strobe 4UU Sorcery Return target permanent to its owner's hand. Remove Reality Strobe from the game with three time counters on it. Suspend 3-2U (Rather than play this card from your hand, you may pay 2U and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Reality Twist UUU Enchantment Cumulative upkeep 1UU (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) If tapped for mana, Plains produce R, Swamps produce G, Mountains produce W, and Forests produce B instead of any other type. Reanimate B Sorcery Put target creature card from a graveyard into play under your control. You lose life equal to its converted mana cost. Reanimate B Sorcery Put target creature card from a graveyard into play under your control. You lose life equal to its converted mana cost. Reap 1G Instant Return up to X target cards from your graveyard to your hand, where X is the number of black permanents target opponent controls as you play Reap. Reap and Sow 3G Sorcery Choose one - Destroy target land; or search your library for a land card, put that card into play, then shuffle your library. Entwine 1G (Choose both if you pay the entwine cost.) Reaping the Graves 2B Instant Return target creature card from your graveyard to your hand. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Reaping the Rewards W Instant Buyback-Sacrifice a land. (You may sarifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.) You gain 2 life. Rebel Informer 2B Creature - Human 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. Rebellion of the Flamekin 3R Tribal Enchantment - Elemental Whenever you clash, you may pay 1. If you do, put a 3/1 red Elemental Shaman creature token into play. If you won, that token gains haste until end of turn. (This ability triggers after the clash ends.) Rebirth 3GGG Sorcery Remove Rebirth from your deck before playing if you're not playing for ante. Each player may put the top card of his or her library into the ante. If a player does, his or her life total becomes 20. Rebirth 3GGG Sorcery Remove Rebirth from your deck before playing if you're not playing for ante. Each player may put the top card of his or her library into the ante. If a player does, his or her life total becomes 20. Reborn Hero 2W Creature - Human Soldier 2/2 Vigilance Threshold - As long as seven or more cards are in your graveyard, Reborn Hero has "When Reborn Hero is put into a graveyard from play, you may pay WW. If you do, return Reborn Hero to play under your control." Rebound 1U Instant Change the target of target spell with a single target if that target is a player. The new target must be a player. Rebuff the Wicked W Instant Counter target spell that targets a permanent you control. Rebuild 2U Instant Return all artifacts to their owners' hands. Cycling 2 (2, Discard this card: Draw a card.) Rebuking Ceremony 3GG Sorcery Put two target artifacts on top of their owners' libraries. Recall XXU Sorcery Discard X cards, then return a card from your graveyard to your hand for each card discarded this way. Remove Recall from the game. Recall XXU Sorcery Discard X cards, then return a card from your graveyard to your hand for each card discarded this way. Remove Recall from the game. Recall XXU Sorcery Discard X cards, then return a card from your graveyard to your hand for each card discarded this way. Remove Recall from the game. Recall XXU Sorcery Discard X cards, then return a card from your graveyard to your hand for each card discarded this way. Remove Recall from the game. Recantation 3UU Enchantment At the beginning of your upkeep, you may put a verse counter on Recantation. U, Sacrifice Recantation: Return up to X target permanents to their owners' hands, where X is the number of verse counters on Recantation. Reciprocate W Instant Remove from the game target creature that dealt damage to you this turn. Reckless Abandon R Sorcery As an additional cost to play Reckless Abandon, sacrifice a creature. Reckless Abandon deals 4 damage to target creature or player. Reckless Assault 2BR Enchantment 1, Pay 2 life: Reckless Assault deals 1 damage to target creature or player. Reckless Charge R Sorcery Target creature gets +3/+0 and gains haste until end of turn. Flashback 2R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Reckless Embermage 3R Creature - Human Wizard 2/2 1R: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself. Reckless Embermage 3R Creature - Human Wizard 2/2 1R: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself. Reckless Embermage 3R Creature - Human Wizard 2/2 1R: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself. Reckless Ogre 3R Creature - Ogre 3/2 Whenever Reckless Ogre attacks alone, it gets +3/+0 until end of turn. Reckless One 3R Creature - Goblin Avatar */* Haste Reckless One's power and toughness are each equal to the number of Goblins in play. Reckless Spite 1BB Instant Destroy two target nonblack creatures. You lose 5 life. Reckless Spite 1BB Instant Destroy two target nonblack creatures. You lose 5 life. Reckless Wurm 3RR Creature - Wurm 4/4 Trample Madness 2R (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Reclaim G Instant Put target card from your graveyard on top of your library. Reclaim G Instant Put target card from your graveyard on top of your library. Reclaim G Instant Put target card from your graveyard on top of your library. Reclamation 2GW Enchantment Black creatures have "This creature can't attack unless you sacrifice a land." Reclusive Wight 3B Creature - Zombie Minion 4/4 At the beginning of your upkeep, if you control another nonland permanent, sacrifice Reclusive Wight. Recoil 1UB Instant Return target permanent to its owner's hand. Then that player discards a card. Recollect 2G Sorcery Return target card from your graveyard to your hand. Recollect 2G Sorcery Return target card from your graveyard to your hand. Reconnaissance W Enchantment 0: Remove target attacking creature you control from combat and untap it. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Reconstruction U Sorcery Return target artifact card from your graveyard to your hand. Reconstruction U Sorcery Return target artifact card from your graveyard to your hand. Recoup 1R Sorcery Target sorcery card in your graveyard gains flashback until end of turn. If you play that card this turn, its flashback cost becomes equal to its mana cost as you play it. (Mana cost includes color.) Flashback 3R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Recover 2B Sorcery Return target creature card from your graveyard to your hand. Draw a card. Recover 2B Sorcery Return target creature card from your graveyard to your hand. Draw a card. Recross the Paths 2G Sorcery Reveal cards from the top of your library until you reveal a land card. Put that card into play and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Recuperate 3W Instant Choose one - You gain 6 life; or prevent the next 6 damage that would be dealt to target creature this turn. Recurring Nightmare 2B Enchantment Sacrifice a creature, Return Recurring Nightmare to its owner's hand: Return target creature card from your graveyard to play. Play this ability only any time you could play a sorcery. Recycle 4GG Enchantment Skip your draw step. Whenever you play a card, draw a card. Your maximum hand size is two. Red Cliffs Armada 4U Creature - Human Soldier 5/4 Red Cliffs Armada can't attack unless defending player controls an Island. Red Elemental Blast R Instant Choose one - Counter target blue spell; or destroy target blue permanent. Red Elemental Blast R Instant Choose one - Counter target blue spell; or destroy target blue permanent. Red Elemental Blast R Instant Choose one - Counter target blue spell; or destroy target blue permanent. Red Elemental Blast R Instant Choose one - Counter target blue spell; or destroy target blue permanent. Red Elemental Blast R Instant Choose one - Counter target blue spell; or destroy target blue permanent. Red Mana Battery 4 Artifact 2, T Put a charge counter on Red Mana Battery. T, Remove any number of charge counters from Red Mana Battery: Add R to your mana pool, then add an additional R to your mana pool for each charge counter removed this way. Red Mana Battery 4 Artifact 2, T Put a charge counter on Red Mana Battery. T, Remove any number of charge counters from Red Mana Battery: Add R to your mana pool, then add an additional R to your mana pool for each charge counter removed this way. Red Scarab W Enchantment - Aura Enchant creature Enchanted creature can't be blocked by red creatures. Enchanted creature gets +2/+2 as long as an opponent controls a red permanent. Red Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from red. This effect doesn't remove Red Ward. Red Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from red. This effect doesn't remove Red Ward. Red Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from red. This effect doesn't remove Red Ward. Red Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from red. This effect doesn't remove Red Ward. Red Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from red. This effect doesn't remove Red Ward. Redeem 1W Instant Prevent all damage that would be dealt this turn to up to two target creatures. Redeem 1W Instant Prevent all damage that would be dealt this turn to up to two target creatures. Redeem the Lost 1W Instant Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return Redeem the Lost to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Red-Hot Hottie 2RR Creature - Elemental 2/5 Whenever Red-Hot Hottie deals damage to a creature, put a third-degree-burn counter on that creature. It has "At the end of each turn, sacrifice this creature unless you scream 'Aaah!' at the top of your lungs." Reduce to Dreams 3UU Sorcery Return all artifacts and enchantments to their owners' hands. Redwood Treefolk 4G Creature - Treefolk 3/6 Redwood Treefolk 4G Creature - Treefolk 3/6 Redwood Treefolk 4G Creature - Treefolk 3/6 Redwood Treefolk 4G Creature - Treefolk 3/6 Reef Pirates 1UU Creature - Zombie Pirate 2/2 Whenever Reef Pirates deals damage to an opponent, that player puts the top card of his or her library into his or her graveyard. Reef Pirates 1UU Creature - Zombie Pirate 2/2 Whenever Reef Pirates deals damage to an opponent, that player puts the top card of his or her library into his or her graveyard. Reef Pirates 1UU Creature - Zombie Pirate 2/2 Whenever Reef Pirates deals damage to an opponent, that player puts the top card of his or her library into his or her graveyard. Reef Shaman U Creature - Merfolk Shaman 0/2 T Target land becomes the basic land type of your choice until end of turn. Reflect Damage 3RW Instant The next time a source of your choice would deal damage this turn, that damage is dealt to that source's controller instead. Reflecting Mirror 4 Artifact X, T Change the target of target spell with a single target if that target is you. The new target must be a player. X is twice the converted mana cost of that spell. Reflecting Pool Land T Add to your mana pool one mana of any type that a land you control could produce. Reflex Sliver 3G Creature - Sliver 2/2 All Sliver creatures have haste. Reflexes R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has first strike. (It deals combat damage before creatures without first strike.) Reflexes R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has first strike. (It deals combat damage before creatures without first strike.) Reflexes R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has first strike. (It deals combat damage before creatures without first strike.) Reflexes R Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has first strike. (It deals combat damage before creatures without first strike.) Refresh 2G Instant Regenerate target creature. Draw a card. Refreshing Rain 3G Instant If an opponent controls a Swamp and you control a Forest, you may play Refreshing Rain without paying its mana cost. Target player gains 6 life. Regal Unicorn 2W Creature - Unicorn 2/3 Regal Unicorn 2W Creature - Unicorn 2/3 Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Regeneration 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Regress 2U Instant Return target permanent to its owner's hand. Regrowth 1G Sorcery Return target card from your graveyard to your hand. Regrowth 1G Sorcery Return target card from your graveyard to your hand. Regrowth 1G Sorcery Return target card from your graveyard to your hand. Regrowth 1G Sorcery Return target card from your graveyard to your hand. Reign of Chaos 2RR Sorcery Choose one - Destroy target Plains and target white creature; or destroy target Island and target blue creature. Reign of Terror 3BB Sorcery Destroy all white creatures or all green creatures. They can't be regenerated. You lose 2 life for each creature put into a graveyard this way. Reincarnation 1GG Instant Choose target creature. When that creature is put into a graveyard this turn, return a creature card from that graveyard to play under the control of that creature's owner. Reinforcements W Instant Put up to three target creature cards from your graveyard on top of your library. Reinforcements W Instant Put up to three target creature cards from your graveyard on top of your library. Reins of Power 2UU Instant Untap all creatures you control and all creatures target opponent controls. You and that opponent each gain control of all creatures the other controls until end of turn. Those creatures gain haste until end of turn. Reins of the Vinesteed 3G Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. When enchanted creature is put into a graveyard, you may return Reins of the Vinesteed from your graveyard to play attached to a creature that shares a creature type with that creature. Reiterate 1RR Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Copy target instant or sorcery spell. You may choose new targets for the copy. Reito Lantern 2 Artifact 3: Put target card in a graveyard on the bottom of its owner's library. Reiver Demon 4BBBB Creature - Demon 6/6 Flying When Reiver Demon comes into play, if you played it from your hand, destroy all nonartifact, nonblack creatures. They can't be regenerated. Rejuvenate 3G Sorcery You gain 6 life. Cycling 2 (2, Discard this card: Draw a card.) Rejuvenation Chamber 3 Artifact Fading 2 (This artifact comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) T You gain 2 life. Reki, the History of Kamigawa 2G Legendary Creature - Human Shaman 1/2 Whenever you play a legendary spell, draw a card. Relearn 1UU Sorcery Return target instant or sorcery card from your graveyard to your hand. Relearn 1UU Sorcery Return target instant or sorcery card from your graveyard to your hand. Relearn 1UU Sorcery Return target instant or sorcery card from your graveyard to your hand. Release the Ants 1R Instant Release the Ants deals 1 damage to target creature or player. Clash with an opponent. If you win, return Release the Ants to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Relentless Assault 2RR Sorcery Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Relentless Assault 2RR Sorcery Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Relentless Assault 2RR Sorcery Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Relentless Assault 2RR Sorcery Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Relentless Assault 2RR Sorcery Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Relentless Assault 2RR Sorcery Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Relentless Assault 2RR Sorcery Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Relentless Assault 2RR Sorcery Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Relentless Assault 2RR Sorcery Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Relentless Rats 1BB Creature - Rat 2/2 Relentless Rats gets +1/+1 for each other creature in play named Relentless Rats. A deck can have any number of cards named Relentless Rats. Relentless Rats 1BB Creature - Rat 2/2 Relentless Rats gets +1/+1 for each other creature in play named Relentless Rats. A deck can have any number of cards named Relentless Rats. Relic Bane 1BB Enchantment - Aura Enchant artifact Enchanted artifact has "At the beginning of your upkeep, you lose 2 life." Relic Barrier 2 Artifact T Tap target artifact. Relic Barrier 2 Artifact T Tap target artifact. Relic Bind 2U Enchantment - Aura Enchant artifact an opponent controls Whenever enchanted artifact becomes tapped, choose one - Relic Bind deals 1 damage to target player; or target player gains 1 life. Relic Bind 2U Enchantment - Aura Enchant artifact an opponent controls Whenever enchanted artifact becomes tapped, choose one - Relic Bind deals 1 damage to target player; or target player gains 1 life. Relic Ward 1W Enchantment - Aura You may play Relic Ward any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant artifact Enchanted artifact has shroud. (It can't be the target of spells or abilities.) Reliquary Monk 2W Creature - Human Monk Cleric 2/2 When Reliquary Monk is put into a graveyard from play, destroy target artifact or enchantment. Remand 1U Instant Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard. Draw a card. Remedy 1W Instant Prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. Remedy 1W Instant Prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. Remembrance 3W Enchantment Whenever a nontoken creature you control is put into a graveyard from play, you may search your library for a creature card with the same name as that creature, reveal the card and put it into your hand. If you do, shuffle your library. Reminisce 2U Sorcery Target player shuffles his or her graveyard into his or her library. Reminisce 2U Sorcery Target player shuffles his or her graveyard into his or her library. Reminisce 2U Sorcery Target player shuffles his or her graveyard into his or her library. Remodel 2G Instant If you control two or more green permanents that share an artist, you may play Remodel without paying its mana cost. Remove target artifact from the game. Remote Farm Land Remote Farm comes into play tapped with two depletion counters on it. T, Remove a depletion counter from Remote Farm: Add WW to your mana pool. If there are no depletion counters on Remote Farm, sacrifice it. Remote Isle Land Remote Isle comes into play tapped. T Add U to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Remote Isle Land Remote Isle comes into play tapped. T Add U to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Remote Isle Land Remote Isle comes into play tapped. T Add U to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Remove U Instant Play Remove only during the declare attackers step and only if you are the defending player. Return target attacking creature to its owner's hand. Remove Enchantments W Instant Return all enchantments you own and control to your hand. Then destroy all Auras attached to permanents you control and/or attached to attacking creatures. Remove Soul 1U Instant Counter target creature spell. Remove Soul 1U Instant Counter target creature spell. Remove Soul 1U Instant Counter target creature spell. Remove Soul 1U Instant Counter target creature spell. Remove Soul 1U Instant Counter target creature spell. Remove Soul 1U Instant Counter target creature spell. Remove Soul 1U Instant Counter target creature spell. Remove Soul 1U Instant Counter target creature spell. Remove Soul 1U Instant Counter target creature spell. Rend Flesh 2B Instant - Arcane Destroy target non-Spirit creature. Rend Spirit 2B Instant Destroy target Spirit. Rending Vines 1GG Instant - Arcane Destroy target artifact or enchantment if its converted mana cost is less than or equal to the number of cards in your hand. Draw a card. Renegade Troops 4R Creature - Human Soldier 4/2 Haste Renegade Warlord 4R Creature - Human Warrior 3/3 First strike Whenever Renegade Warlord attacks, each other attacking creature gets +1/+0 until end of turn. Renewal 2G Sorcery As an additional cost to play Renewal, sacrifice a land. Search your library for a basic land card and put that card into play. Then shuffle your library. Draw a card at the beginning of the next turn's upkeep. Renewed Faith 2W Instant You gain 6 life. Cycling 1W (1W, Discard this card: Draw a card.) When you cycle Renewed Faith, you may gain 2 life. Renewing Dawn 1W Sorcery You gain 2 life for each Mountain target opponent controls. Renewing Touch G Sorcery Shuffle any number of target creature cards from your graveyard into your library. Renewing Touch G Sorcery Shuffle any number of target creature cards from your graveyard into your library. Renounce 1W Instant Sacrifice any number of permanents. You gain 2 life for each one sacrificed this way. Reparations 1WU Enchantment Whenever an opponent plays a spell that targets you or a creature you control, you may draw a card. Repeal XU Instant Return target nonland permanent with converted mana cost X to its owner's hand. Draw a card. Repel 3U Instant Put target creature on top of its owner's library. Repentance 2W Sorcery Target creature deals damage to itself equal to its power. Repentant Blacksmith 1W Creature - Human 1/2 Protection from red Repentant Blacksmith 1W Creature - Human 1/2 Protection from red Repentant Blacksmith 1W Creature - Human 1/2 Protection from red Repentant Vampire 3BB Creature - Vampire 3/3 Flying Whenever a creature dealt damage by Repentant Vampire this turn is put into a graveyard, put a +1/+1 counter on Repentant Vampire. Threshold - As long as seven or more cards are in your graveyard, Repentant Vampire is white and has "T Destroy target black creature." Repercussion 1RR Enchantment Whenever a creature is dealt damage, Repercussion deals that much damage to that creature's controller. Replenish 3W Sorcery Return all enchantment cards from your graveyard to play. (Auras with nothing to enchant remain in your graveyard.) Repopulate 1G Instant Shuffle all creature cards from target player's graveyard into that player's library. Cycling 2 (2, Discard this card: Draw a card.) Reprisal 1W Instant Destroy target creature with power 4 or greater. It can't be regenerated. Reprisal 1W Instant Destroy target creature with power 4 or greater. It can't be regenerated. Reprisal 1W Instant Destroy target creature with power 4 or greater. It can't be regenerated. Reprisal 1W Instant Destroy target creature with power 4 or greater. It can't be regenerated. Reprocess 2BB Sorcery Sacrifice any number of artifacts, creatures, and/or lands. Draw a card for each permanent sacrificed this way. Reprocess 2BB Sorcery Sacrifice any number of artifacts, creatures, and/or lands. Draw a card for each permanent sacrificed this way. Repulse 2U Instant Return target creature to its owner's hand. Draw a card. Reroute 1R Instant Change the target of target activated ability with a single target. Draw a card. Rescind 1UU Instant Return target permanent to its owner's hand. Cycling 2 (2, Discard this card: Draw a card.) Rescue U Instant Return target permanent you control to its owner's hand. Research // Development GU / / 3UR Instant // Instant Choose up to four cards you own from outside the game and shuffle them into your library. // Put a 3/1 red Elemental creature token into play unless any opponent lets you draw a card. Repeat this process two more times. Research the Deep 1U Sorcery Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Reset UU Instant Play Reset only during an opponent's turn after his or her upkeep step. Untap all lands you control. Reshape XUU Sorcery As an additional cost to play Reshape, sacrifice an artifact. Search your library for an artifact card with converted mana cost X or less and put it into play. Then shuffle your library. Resilient Wanderer 2WW Creature - Human Nomad 2/3 First strike Discard a card: Resilient Wanderer gains protection from the color of your choice until end of turn. Resistance Fighter W Creature - Human Soldier 1/1 Sacrifice Resistance Fighter: Prevent all combat damage target creature would deal this turn. Resistance Fighter W Creature - Human Soldier 1/1 Sacrifice Resistance Fighter: Prevent all combat damage target creature would deal this turn. Resize 1G Instant Target creature gets +3/+3 until end of turn. Recover 1G (When a creature is put into your graveyard from play, you may pay 1G. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.) Respite 1G Instant Prevent all combat damage that would be dealt this turn. You gain 1 life for each attacking creature. Restless Bones 2B Creature - Skeleton 1/1 3B, T Target creature gains swampwalk until end of turn. 1B: Regenerate Restless Bones. Restless Dead 1B Creature - Skeleton 1/1 B: Regenerate Restless Dead. Restless Dreams B Sorcery As an additional cost to play Restless Dreams, discard X cards. Return X target creature cards from your graveyard to your hand. Restock 3GG Sorcery Return two target cards from your graveyard to your hand. Remove Restock from the game. Restore Balance Sorcery Restore Balance is white. Suspend 6-W Each player chooses a number of lands he or she controls equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players sacrifice creatures and discard cards the same way. Restrain 2W Instant Prevent all combat damage that would be dealt by target attacking creature this turn. Draw a card. Resurrection 2WW Sorcery Return target creature card from your graveyard to play. Resurrection 2WW Sorcery Return target creature card from your graveyard to play. Resurrection 2WW Sorcery Return target creature card from your graveyard to play. Resurrection 2WW Sorcery Return target creature card from your graveyard to play. Resurrection 2WW Sorcery Return target creature card from your graveyard to play. Resuscitate 1G Instant Until end of turn, creatures you control gain "1: Regenerate this creature." Retaliate 2WW Instant Destroy all creatures that dealt damage to you this turn. Retaliation 2G Enchantment Creatures you control have "Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it." Retether 3W Sorcery Return each Aura card from your graveyard to play. Only creatures can be enchanted this way. (Aura cards that can't enchant a creature in play remain in your graveyard.) Rethink 2U Instant Counter target spell unless its controller pays X, where X is its converted mana cost. Retraced Image U Sorcery Reveal a card in your hand, then put that card into play if it has the same name as a permanent. Retract U Instant Return all artifacts you control to their owner's hand. Retribution 2RR Sorcery Choose two target creatures an opponent controls. That player chooses and sacrifices one of those creatures. Put a -1/-1 counter on the other. Retribution of the Meek 2W Sorcery Destroy all creatures with power 4 or greater. They can't be regenerated. Retromancer 2RR Creature - Viashino Shaman 3/3 Whenever Retromancer becomes the target of a spell or ability, Retromancer deals 3 damage to that spell or ability's controller. Return of the Nightstalkers 5BB Sorcery Return all Nightstalker permanent cards from your graveyard to play. Then destroy all Swamps you control. Return to Battle B Sorcery Return target creature card from your graveyard to your hand. Return to Dust 2WW Instant Remove target artifact or enchantment from the game. If you played this spell during your main phase, you may remove up to one other target artifact or enchantment from the game. Reveillark 4W Creature - Elemental 4/3 Flying When Reveillark leaves play, return up to two target creature cards with power 2 or less from your graveyard to play. Evoke 5W (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Reveille Squad 2WW Creature - Human Rebel 3/3 Whenever one or more creatures attack you, if Reveille Squad is untapped, you may untap all creatures you control. Reveka, Wizard Savant 2UU Legendary Creature - Dwarf Wizard 0/1 T Reveka, Wizard Savant deals 2 damage to target creature or player and doesn't untap during your next untap step. Revelation G World Enchantment All players play with their hands revealed. Revelation G World Enchantment All players play with their hands revealed. Revenant 4B Creature - Spirit */* Flying Revenant's power and toughness are each equal to the number of creature cards in your graveyard. Revenant 4B Creature - Spirit */* Flying Revenant's power and toughness are each equal to the number of creature cards in your graveyard. Revenant 4B Creature - Spirit */* Flying Revenant's power and toughness are each equal to the number of creature cards in your graveyard. Revenant Patriarch 4B Creature - Spirit 4/3 When Revenant Patriarch comes into play, if W was spent to play Revenant Patriarch, target player skips his or her next combat phase. Revenant Patriarch can't block. Reverberation 2UU Instant All damage that would be dealt this turn by target sorcery spell is dealt to that spell's controller instead. Revered Dead 1W Creature - Spirit Soldier 1/1 W: Regenerate Revered Dead. Revered Elder 2W Creature - Human Cleric 1/2 1: Prevent the next 1 damage that would be dealt to Revered Elder this turn. Revered Unicorn 1W Creature - Unicorn 2/3 Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Revered Unicorn leaves play, its controller gains life equal to the number of age counters on it. Reverence 2WW Enchantment Creatures with power 2 or less can't attack you. Reverent Mantra 3W Instant You may remove a white card in your hand from the game rather than pay Reverent Mantra's mana cost. All creatures gain protection from the color of your choice until end of turn. Reverent Silence 3G Sorcery If you control a Forest, you may have each other player gain 6 life rather than pay Reverent Silence's mana cost. Destroy all enchantments. Reversal of Fortune 4RR Sorcery Target opponent reveals his or her hand. You may copy an instant or sorcery card in it. If you do, you may play the copy without paying its mana cost. Reverse Damage 1WW Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Reverse Damage 1WW Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Reverse Damage 1WW Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Reverse Damage 1WW Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Reverse Damage 1WW Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Reverse Damage 1WW Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Reverse Damage 1WW Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Reverse Damage 1WW Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Reverse Damage 1WW Instant The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Reverse Polarity WW Instant You gain X life, where X is twice the damage dealt to you so far this turn by artifacts. Reverse Polarity WW Instant You gain X life, where X is twice the damage dealt to you so far this turn by artifacts. Reverse the Sands 6WW Sorcery Redistribute any number of players' life totals. (Each of those players gets one life total back.) Revive 1G Sorcery Return target green card from your graveyard to your hand. Revive 1G Sorcery Return target green card from your graveyard to your hand. Revive the Fallen 1B Sorcery Return target creature card in a graveyard to its owner's hand. Clash with an opponent. If you win, return Revive the Fallen to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Reviving Dose 2W Instant You gain 3 life. Draw a card. Reviving Dose 2W Instant You gain 3 life. Draw a card. Reviving Vapors 2WU Instant Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's converted mana cost. Put all other cards revealed this way into your graveyard. Reward the Faithful W Instant Any number of target players each gains life equal to the highest converted mana cost among permanents you control. Rewards of Diversity 2W Enchantment Whenever an opponent plays a multicolored spell, you gain 4 life. Reweave 5U Instant - Arcane Target permanent's controller sacrifices it. If he or she does, that player reveals cards from the top of his or her library until he or she reveals a permanent card that shares a card type with the sacrificed permanent, puts that card into play, then shuffles his or her library. Splice onto Arcane 2UU Rewind 2UU Instant Counter target spell, then untap up to four lands. Rewind 2UU Instant Counter target spell, then untap up to four lands. Rewind 2UU Instant Counter target spell, then untap up to four lands. Reya Dawnbringer 6WWW Legendary Creature - Angel 4/6 Flying (This creature can't be blocked except by creatures with flying or reach.) At the beginning of your upkeep, you may return target creature card from your graveyard to play. Reya Dawnbringer 6WWW Legendary Creature - Angel 4/6 Flying (This creature can't be blocked except by creatures with flying or reach.) At the beginning of your upkeep, you may return target creature card from your graveyard to play. Rhox 4GG Creature - Rhino Beast 5/5 You may have Rhox assign its combat damage as though it weren't blocked. 2G: Regenerate Rhox. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Rhox 4GG Creature - Rhino Beast 5/5 You may have Rhox assign its combat damage as though it weren't blocked. 2G: Regenerate Rhox. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Rhox 4GG Creature - Rhino Beast 5/5 You may have Rhox assign its combat damage as though it weren't blocked. 2G: Regenerate Rhox. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Rhys the Exiled 2G Legendary Creature - Elf Warrior 3/2 Whenever Rhys the Exiled attacks, you gain 1 life for each Elf you control. B, Sacrifice an Elf: Regenerate Rhys the Exiled. Rhystic Cave Land T Choose a color. Add one mana of that color to your mana pool unless any player pays 1. You can't play this ability as another spell or ability is being played. Rhystic Circle 2WW Enchantment 1: Any player may pay 1. If no one does, the next time a source of your choice would deal damage to you this turn, prevent that damage. Rhystic Deluge 2U Enchantment U: Tap target creature unless its controller pays 1. Rhystic Lightning 2R Instant Rhystic Lightning deals 4 damage to target creature or player unless that creature's controller or that player pays 2. If he or she does, Rhystic Lightning deals 2 damage to the creature or player. Rhystic Scrying 2UU Sorcery Draw three cards. Then, if any player pays 2, discard three cards. Rhystic Shield 1W Instant Creatures you control get +0/+1 until end of turn. They get an additional +0/+2 until end of turn unless any player pays 2. Rhystic Study 2U Enchantment Whenever an opponent plays a spell, you may draw a card unless that player pays 1. Rhystic Syphon 3BB Sorcery Unless target player pays 3, he or she loses 5 life and you gain 5 life. Rhystic Tutor 2B Sorcery Unless any player pays 2, search your library for a card, put that card into your hand, then shuffle your library. Rib Cage Spider 2G Creature - Spider 1/4 Reach (This creature can block creatures with flying.) Ribbon Snake 1UU Creature - Snake 2/3 Flying 2: Ribbon Snake loses flying until end of turn. Any player may play this ability. Ribbons of Night 4B Sorcery Ribbons of Night deals 4 damage to target creature and you gain 4 life. If U was spent to play Ribbons of Night, draw a card. Ribbons of the Reikai 4U Sorcery - Arcane Draw a card for each Spirit you control. Richard Garfield, Ph.D. 3UU Legendary Creature - Human Designer 2/2 You may play cards as though they were other Magic cards of your choice with the same mana cost. (Mana cost includes color.) You can't choose the same card twice. Ricochet R Enchantment Whenever any spell targets a single player, each player rolls a six-sided die. That spell is redirected to the player or players with the lowest die roll. If two or more players tie for the lowest die roll, they reroll until there is no tie. Riddle of Lightning 3RR Instant Choose target creature or player. Scry 3, then reveal the top card of your library. Riddle of Lightning deals damage equal to that card's converted mana cost to that creature or player. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Ridged Kusite B Creature - Horror Spellshaper 1/1 1B, T, Discard a card: Target creature gets +1/+0 and gains first strike until end of turn. Ridgeline Rager 2R Creature - Beast 1/2 R: Ridgeline Rager gets +1/+0 until end of turn. Ridgeline Rager 2R Creature - Beast 1/2 R: Ridgeline Rager gets +1/+0 until end of turn. Ridgetop Raptor 3R Creature - Lizard Beast 2/1 Double strike (This creature deals both first-strike and regular combat damage.) Riding Red Hare 2W Sorcery Target creature gets +3/+3 and gains horsemanship until end of turn. Riding the Dilu Horse 2G Sorcery Target creature gets +2/+2 and gains horsemanship. (This effect does not end at end of turn) Rift Bolt 2R Sorcery Rift Bolt deals 3 damage to target creature or player. Suspend 1-R (Rather than play this card from your hand, you may pay R and remove it from the game with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Rift Elemental R Creature - Elemental 1/1 1R, Remove a time counter from a permanent you control or suspended card you own: Rift Elemental gets +2/+0 until end of turn. Riftmarked Knight 1WW Creature - Human Rebel Knight 2/2 Flanking, protection from black Suspend 3-1WW When the last time counter is removed from Riftmarked Knight while it's removed from the game, put a 2/2 black Knight creature token with flanking, protection from white, and haste into play. Riftstone Portal Land T Add 1 to your mana pool. As long as Riftstone Portal is in your graveyard, lands you control have "T Add G or W to your mana pool." Riftsweeper 1G Creature - Elf Shaman 2/2 When Riftsweeper comes into play, choose target face-up card that's removed from the game. Its owner shuffles it into his or her library. Riftwing Cloudskate 3UU Creature - Illusion 2/2 Flying When Riftwing Cloudskate comes into play, return target permanent to its owner's hand. Suspend 3-1U (Rather than play this card from your hand, you may pay 1U and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Righteous Aura 1W Enchantment W, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage. Righteous Aura 1W Enchantment W, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage. Righteous Avengers 4W Creature - Human Soldier 3/1 Plainswalk Righteous Avengers 4W Creature - Human Soldier 3/1 Plainswalk Righteous Cause 3WW Enchantment Whenever a creature attacks, you gain 1 life. Righteous Charge 1WW Sorcery Creatures you control get +2/+2 until end of turn. Righteous Charge 1WW Sorcery Creatures you control get +2/+2 until end of turn. Righteous Fury 4WW Sorcery Destroy all tapped creatures. You gain 2 life for each creature destroyed this way. Righteous Fury 4WW Sorcery Destroy all tapped creatures. You gain 2 life for each creature destroyed this way. Righteous Indignation 2W Enchantment Whenever a creature blocks a black or red creature, the blocking creature gets +1/+1 until end of turn. Righteous War 1WB Enchantment White creatures you control have protection from black. Black creatures you control have protection from white. Righteousness W Instant Target blocking creature gets +7/+7 until end of turn. Righteousness W Instant Target blocking creature gets +7/+7 until end of turn. Righteousness W Instant Target blocking creature gets +7/+7 until end of turn. Righteousness W Instant Target blocking creature gets +7/+7 until end of turn. Righteousness W Instant Target blocking creature gets +7/+7 until end of turn. Righteousness W Instant Target blocking creature gets +7/+7 until end of turn. Righteousness W Instant Target blocking creature gets +7/+7 until end of turn. Righteousness W Instant Target blocking creature gets +7/+7 until end of turn. Rime Dryad G Creature - Dryad 1/2 Snow forestwalk Rime Transfusion 1B Snow Enchantment - Aura Enchant creature Enchanted creature gets +2/+1 and has "oSi: This creature can't be blocked this turn except by snow creatures." (oSi can be paid with one mana from a snow permanent.) Rimebound Dead B Snow Creature - Skeleton 1/1 oSi: Regenerate Rimebound Dead. (oSi can be paid with one mana from a snow permanent.) Rimefeather Owl 5UU Snow Creature - Bird */* Flying Rimefeather Owl's power and toughness are each equal to the number of snow permanents in play. 1oSi: Put an ice counter on target permanent. Permanents with ice counters on them are snow. Rimehorn Aurochs 4G Snow Creature - Aurochs 3/3 Trample Whenever Rimehorn Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs. 2oSi: Target creature blocks target creature this turn if able. (oSi can be paid with one mana from a snow permanent.) Rimescale Dragon 5RR Snow Creature - Dragon 5/5 Flying 2oSi: Tap target creature and put an ice counter on it. (oSi can be paid with one mana from a snow permanent.) Creatures with ice counters on them don't untap during their controllers' untap steps. Rimewind Cryomancer 3U Creature - Human Wizard 2/3 1, T Counter target activated ability. Play this ability only if you control four or more snow permanents. (Mana abilities can't be targeted.) Rimewind Taskmage 1U Creature - Human Wizard 1/2 1, T You may tap or untap target permanent. Play this ability only if you control four or more snow permanents. Ring of Gix 3 Artifact Echo 3 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) 1, T Tap target artifact, creature, or land. Ring of Immortals 5 Artifact 3, T Counter target instant or Aura spell that targets a permanent you control. Ring of Ma'ruf 5 Artifact 5, T, Remove Ring of Ma'ruf from the game: The next time you would draw a card this turn, instead choose a card you own from outside the game and put it into your hand. Ring of Ma'ruf 5 Artifact 5, T, Remove Ring of Ma'ruf from the game: The next time you would draw a card this turn, instead choose a card you own from outside the game and put it into your hand. Ring of Renewal 5 Artifact 5, T, Discard a card at random: Draw two cards. Rings of Brighthearth 3 Artifact Whenever you play an activated ability, if it isn't a mana ability, you may pay 2. If you do, copy that ability. You may choose new targets for the copy. Ringskipper 1U Creature - Faerie Wizard 1/1 Flying When Ringskipper is put into a graveyard from play, clash with an opponent. If you win, return Ringskipper to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Riot Spikes (B / R) Enchantment - Aura (o(b/r) can be paid with either B or R.) Enchant creature Enchanted creature gets +2/-1. Riptide U Instant Tap all blue creatures. Riptide Biologist 1U Creature - Human Wizard 1/2 Protection from Beasts Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Riptide Chronologist 3UU Creature - Human Wizard 1/3 U, Sacrifice Riptide Chronologist: Untap all creatures of the type of your choice. Riptide Crab 1WU Creature - Crab 1/3 Vigilance When Riptide Crab is put into a graveyard from play, draw a card. Riptide Director 2UU Creature - Human Wizard 2/3 2UU, T Draw a card for each Wizard you control. Riptide Entrancer 1UU Creature - Human Wizard 1/1 Whenever Riptide Entrancer deals combat damage to a player, you may sacrifice it. If you do, gain control of target creature that player controls. (This effect doesn't end at end of turn.) Morph UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Riptide Laboratory Land T Add 1 to your mana pool. 1U, T Return target Wizard you control to its owner's hand. Riptide Mangler 1U Creature - Beast 0/3 1U: Change Riptide Mangler's power to target creature's power. (It doesn't change back at end of turn.) Riptide Pilferer 1U Creature - Merfolk Rogue 1/1 Whenever Riptide Pilferer deals combat damage to a player, that player discards a card. Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Riptide Replicator X4 Artifact As Riptide Replicator comes into play, choose a color and a creature type. Riptide Replicator comes into play with X charge counters on it. 4, T Put an X/X creature token of the chosen color and type into play, where X is the number of charge counters on Riptide Replicator. Riptide Shapeshifter 3UU Creature - Shapeshifter 3/3 2UU, Sacrifice Riptide Shapeshifter: Choose a creature type. Reveal cards from the top of your library until you reveal a creature card of that type. Put that card into play and shuffle the rest into your library. Riptide Survivor 2U Creature - Human Wizard 2/1 Morph 1UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Riptide Survivor is turned face up, discard two cards, then draw three cards. Rise // Fall UB / / BR Sorcery // Sorcery Return target creature card in a graveyard and target creature in play to their owners' hands. // Target player reveals two cards at random from his or her hand, then discards each nonland card revealed this way. Rishadan Airship 2U Creature - Human Pirate 3/1 Flying Rishadan Airship can block only creatures with flying. Rishadan Brigand 4U Creature - Human Pirate 3/2 Flying When Rishadan Brigand comes into play, each opponent sacrifices a permanent unless he or she pays 3. Rishadan Brigand can block only creatures with flying. Rishadan Cutpurse 2U Creature - Human Pirate 1/1 When Rishadan Cutpurse comes into play, each opponent sacrifices a permanent unless he or she pays 1. Rishadan Footpad 3U Creature - Human Pirate 2/2 When Rishadan Footpad comes into play, each opponent sacrifices a permanent unless he or she pays 2. Rishadan Pawnshop 2 Artifact 2, T Shuffle target nontoken permanent you control into its owner's library. Rishadan Port Land T Add 1 to your mana pool. 1, T Tap target land. Rising Waters 3U Enchantment Lands don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player untaps a land he or she controls. Risky Move 3RRR Enchantment At the beginning of each player's upkeep, that player gains control of Risky Move. When you gain control of Risky Move from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature. Rite of Flame R Sorcery Add RR to your mana pool, then add R to your mana pool for each card named Rite of Flame in each graveyard. Rite of Passage 2G Enchantment Whenever a creature you control is dealt damage, put a +1/+1 counter on it. (The damage is dealt before the counter is put on.) Rites of Flourishing 2G Enchantment At the beginning of each player's draw step, that player draws a card. Each player may play an additional land on each of his or her turns. Rites of Initiation R Instant Discard any number of cards at random. Creatures you control get +1/+0 until end of turn for each card discarded this way. Rites of Refusal 1U Instant Discard any number of cards. Counter target spell unless its controller pays 3 for each card discarded this way. Rites of Spring 1G Sorcery Discard any number of cards. Search your library for that many basic land cards, reveal those cards, and put them into your hand. Then shuffle your library. Rith, the Awakener 3RGW Legendary Creature - Dragon 6/6 Flying Whenever Rith, the Awakener deals combat damage to a player, you may pay 2G. If you do, choose a color. Put a 1/1 green Saproling creature token into play for each permanent of that color. Rith's Attendant 5 Artifact Creature - Golem 3/3 1, Sacrifice Rith's Attendant: Add RGW to your mana pool. Rith's Charm RGW Instant Choose one - Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens into play; or prevent all damage a source of your choice would deal this turn. Rith's Grove Land - Lair When Rith's Grove comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand. T Add R, G, or W to your mana pool. Ritual of Restoration W Sorcery Return target artifact card from your graveyard to your hand. Ritual of Steel 2W Enchantment - Aura Enchant creature When Ritual of Steel comes into play, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +0/+2. Ritual of Subdual 4GG Enchantment Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) If tapped for mana, lands produce colorless mana instead of any other type. Ritual of the Machine 2BB Sorcery As an additional cost to play Ritual of the Machine, sacrifice a creature. Gain control of target nonblack, nonartifact creature. Rivalry 2R Enchantment At the beginning of each player's upkeep, if that player controls more lands than any other, Rivalry deals 2 damage to him or her. Rivals' Duel 3R Sorcery Choose two target creatures that share no creature types. Each of those creatures deals damage equal to its power to the other. Riven Turnbull 5UB Legendary Creature - Human Advisor 5/7 T Add B to your mana pool. River Bear 3G Creature - Bear 3/3 Islandwalk (This creature is unblockable as long as defending player controls an Island.) River Bear 3G Creature - Bear 3/3 Islandwalk (This creature is unblockable as long as defending player controls an Island.) River Boa 1G Creature - Snake 2/1 Islandwalk G: Regenerate River Boa. River Boa 1G Creature - Snake 2/1 Islandwalk G: Regenerate River Boa. River Boa 1G Creature - Snake 2/1 Islandwalk G: Regenerate River Boa. River Delta Land River Delta doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from River Delta. T Add U or B to your mana pool. Put a depletion counter on River Delta. River Kaijin 2U Creature - Spirit 1/4 River Merfolk UU Creature - Merfolk 2/1 U: River Merfolk gains mountainwalk until end of turn. River Merfolk UU Creature - Merfolk 2/1 U: River Merfolk gains mountainwalk until end of turn. River of Tears Land T Add U to your mana pool. If you played a land this turn, add B to your mana pool instead. Rix Maadi, Dungeon Palace Land T Add 1 to your mana pool. 1BR, T Each player discards a card. Play this ability only any time you could play a sorcery. Roar of Jukai 2G Instant - Arcane If you control a Forest, each blocked creature gets +2/+2 until end of turn. Splice onto Arcane-An opponent gains 5 life. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Roar of Reclamation 5WW Sorcery Each player returns all artifact cards from his or her graveyard to play. Roar of the Crowd 3R Sorcery Choose a creature type. Roar of the Crowd deals damage to target creature or player equal to the number of permanents you control of the chosen type. Roar of the Kha 1W Instant Choose one - Creatures you control get +1/+1 until end of turn; or untap all creatures you control. Entwine 1W (Choose both if you pay the entwine cost.) Roar of the Wurm 6G Sorcery Put a 6/6 green Wurm creature token into play. Flashback 3G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Roaring Slagwurm 5GG Creature - Wurm 6/4 Whenever Roaring Slagwurm attacks, tap all artifacts. Robber Fly 2R Creature - Insect 1/1 Flying Whenever Robber Fly becomes blocked, defending player discards all the cards in his or her hand, then draws that many cards. Robe of Mirrors U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has shroud. (It can't be the target of spells or abilities.) Robe of Mirrors U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has shroud. (It can't be the target of spells or abilities.) Roc Hatchling R Creature - Bird 0/1 Roc Hatchling comes into play with four shell counters on it. At the beginning of your upkeep, remove a shell counter from Roc Hatchling. Roc Hatchling gets +3/+2 and has flying as long as it has no shell counters on it. Roc of Kher Ridges 3R Creature - Bird 3/3 Flying Roc of Kher Ridges 3R Creature - Bird 3/3 Flying Roc of Kher Ridges 3R Creature - Bird 3/3 Flying Roc of Kher Ridges 3R Creature - Bird 3/3 Flying Rock Badger 4R Creature - Badger Beast 3/3 Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.) Rock Badger 4R Creature - Badger Beast 3/3 Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.) Rock Basilisk 4RG Creature - Basilisk 4/5 Whenever Rock Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Rock Hydra XRR Creature - Hydra 0/0 Rock Hydra comes into play with X +1/+1 counters on it. For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. R: Prevent the next 1 damage that would be dealt to Rock Hydra this turn. RRR: Put a +1/+1 counter on Rock Hydra. Play this ability only during your upkeep. Rock Hydra XRR Creature - Hydra 0/0 Rock Hydra comes into play with X +1/+1 counters on it. For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. R: Prevent the next 1 damage that would be dealt to Rock Hydra this turn. RRR: Put a +1/+1 counter on Rock Hydra. Play this ability only during your upkeep. Rock Hydra XRR Creature - Hydra 0/0 Rock Hydra comes into play with X +1/+1 counters on it. For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. R: Prevent the next 1 damage that would be dealt to Rock Hydra this turn. RRR: Put a +1/+1 counter on Rock Hydra. Play this ability only during your upkeep. Rock Hydra XRR Creature - Hydra 0/0 Rock Hydra comes into play with X +1/+1 counters on it. For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. R: Prevent the next 1 damage that would be dealt to Rock Hydra this turn. RRR: Put a +1/+1 counter on Rock Hydra. Play this ability only during your upkeep. Rock Jockey 2R Creature - Goblin 3/3 You can't play Rock Jockey if you played a land this turn. You can't play lands if you played Rock Jockey this turn. Rock Lobster 4 Artifact Creature 4/3 Scissors Lizards cannot attack or block. Rock Slide XR Instant Rock Slide deals X damage divided as you choose among any number of target attacking or blocking creatures without flying. Rocket Launcher 4 Artifact 2: Rocket Launcher deals 1 damage to target creature or player. Sacrifice Rocket Launcher at end of turn. Play this ability only if you've controlled Rocket Launcher continuously since the most recent beginning of your turn. Rocket Launcher 4 Artifact 2: Rocket Launcher deals 1 damage to target creature or player. Sacrifice Rocket Launcher at end of turn. Play this ability only if you've controlled Rocket Launcher continuously since the most recent beginning of your turn. Rocket-Powered Turbo Slug 3R Creature - Slug 3/1 Super haste (This may attack the turn before you play it. (You may put this card into play from your hand, tapped and attacking, during your declare attackers step. If you do, you lose the game at the end of your next turn unless you pay this card's mana cost during that turn.)) Rockshard Elemental 5RR Creature - Elemental 4/3 Double strike (This creature deals both first-strike and regular combat damage.) Morph 4RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Rockslide Ambush 1R Sorcery Rockslide Ambush deals damage equal to the number of Mountains you control to target creature. Rocky Tar Pit Land Rocky Tar Pit comes into play tapped. T, Sacrifice Rocky Tar Pit: Search your library for a Swamp or Mountain card and put it into play. Then shuffle your library. Rod of Ruin 4 Artifact 3, T Rod of Ruin deals 1 damage to target creature or player. Rod of Ruin 4 Artifact 3, T Rod of Ruin deals 1 damage to target creature or player. Rod of Ruin 4 Artifact 3, T Rod of Ruin deals 1 damage to target creature or player. Rod of Ruin 4 Artifact 3, T Rod of Ruin deals 1 damage to target creature or player. Rod of Ruin 4 Artifact 3, T Rod of Ruin deals 1 damage to target creature or player. Rod of Ruin 4 Artifact 3, T Rod of Ruin deals 1 damage to target creature or player. Rod of Ruin 4 Artifact 3, T Rod of Ruin deals 1 damage to target creature or player. Rod of Ruin 4 Artifact 3, T Rod of Ruin deals 1 damage to target creature or player. Rod of Ruin 4 Artifact 3, T Rod of Ruin deals 1 damage to target creature or player. Rod of Ruin 4 Artifact 3, T Rod of Ruin deals 1 damage to target creature or player. Rod of Ruin 4 Artifact 3, T Rod of Ruin deals 1 damage to target creature or player. Rod of Ruin 4 Artifact 3, T Rod of Ruin deals 1 damage to target creature or player. Rod of Spanking 1 Artifact 2, T Rod of Spanking deals 1 damage to target player. Then untap Rod of Spanking unless that player says "Thank you, sir. May I have another?" Rofellos, Llanowar Emissary GG Legendary Creature - Elf Druid 2/1 T Add G to your mana pool for each Forest you control. Rofellos's Gift G Sorcery Reveal any number of green cards in your hand. Return an enchantment card from your graveyard to your hand for each card revealed this way. Rogue Elephant G Creature - Elephant 3/3 When Rogue Elephant comes into play, sacrifice it unless you sacrifice a Forest. Rogue Kavu 1R Creature - Kavu 1/1 Whenever Rogue Kavu attacks alone, it gets +2/+0 until end of turn. Rogue Kavu 1R Creature - Kavu 1/1 Whenever Rogue Kavu attacks alone, it gets +2/+0 until end of turn. Rogue Skycaptain 2R Creature - Human Rogue Mercenary 3/4 Flying At the beginning of your upkeep, put a wage counter on Rogue Skycaptain, then you may pay 2 for each wage counter on it. If you don't pay, remove all wage counters from Rogue Skycaptain and an opponent gains control of it. Rohgahh of Kher Keep 2BBRR Legendary Creature - Kobold 5/5 At the beginning of your upkeep, unless you pay RRR, an opponent gains control of Rohgahh of Kher Keep and all creatures you control named Kobolds of Kher Keep. If a player gains control of a creature this way, tap it. (This effect doesn't end at end of turn.) Creatures you control named Kobolds of Kher Keep get +2/+2. Roiling Horror 3BB Creature - Horror */* Roiling Horror's power and toughness are each equal to your life total minus the life total of an opponent with the most life. Suspend X-XBBB. X can't be 0. Whenever a time counter is removed from Roiling Horror while it's removed from the game, target player loses 1 life and you gain 1 life. Rolling Earthquake XR Sorcery Rolling Earthquake deals X damage to each creature without horsemanship and each player. Rolling Spoil 2GG Sorcery Destroy target land. If B was spent to play Rolling Spoil, all creatures get -1/-1 until end of turn. Rolling Stones 1W Enchantment Wall creatures can attack as though they didn't have defender. Rolling Stones 1W Enchantment Wall creatures can attack as though they didn't have defender. Rolling Stones 1W Enchantment Wall creatures can attack as though they didn't have defender. Rolling Thunder XRR Sorcery Rolling Thunder deals X damage divided as you choose among any number of target creatures and/or players. Rolling Thunder XRR Sorcery Rolling Thunder deals X damage divided as you choose among any number of target creatures and/or players. Ronin Cavekeeper 5R Creature - Human Samurai 4/3 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Ronin Cliffrider 3RR Creature - Human Samurai 2/2 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever Ronin Cliffrider attacks, you may have it deal 1 damage to each creature defending player controls. Ronin Houndmaster 2R Creature - Human Samurai 2/2 Haste Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Ronin Warclub 3 Artifact - Equipment Equipped creature gets +2/+1. Whenever a creature comes into play under your control, attach Ronin Warclub to that creature. Equip 5 (5: Attach to target creature you control. Equip only as a sorcery.) Ronom Hulk 4G Creature - Beast 5/6 Protection from snow Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Ronom Serpent 5U Snow Creature - Serpent 5/6 Ronom Serpent can't attack unless defending player controls a snow land. When you control no snow lands, sacrifice Ronom Serpent. Ronom Unicorn 1W Creature - Unicorn 2/2 Sacrifice Ronom Unicorn: Destroy target enchantment. Roofstalker Wight 1B Creature - Zombie 2/1 1U: Roofstalker Wight gains flying until end of turn. Root Cage 1G Enchantment Mercenaries don't untap during their controllers' untap steps. Root Elemental 4GG Creature - Elemental 6/5 Morph 5GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Root Elemental is turned face up, you may put a creature card from your hand into play. Root Greevil 3G Creature - Beast 2/3 2G, T, Sacrifice Root Greevil: Destroy all enchantments of the color of your choice. Root Maze G Enchantment Artifacts and lands come into play tapped. Root Maze G Enchantment Artifacts and lands come into play tapped. Root Sliver 3G Creature - Sliver 2/2 Root Sliver can't be countered. Sliver spells can't be countered by spells or abilities. Root Spider 3G Creature - Spider 2/2 Whenever Root Spider blocks, it gets +1/+0 and gains first strike until end of turn. Rootbreaker Wurm 5GG Creature - Wurm 6/6 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Rootbreaker Wurm 5GG Creature - Wurm 6/6 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Rootgrapple 4G Tribal Instant - Treefolk Destroy target noncreature permanent. If you control a Treefolk, draw a card. Rooting Kavu 2GG Creature - Kavu 4/3 When Rooting Kavu is put into a graveyard from play, you may remove Rooting Kavu from the game. If you do, shuffle all creature cards from your graveyard into your library. Root-Kin Ally 4GG Creature - Elemental Warrior 3/3 Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Tap two untapped creatures you control: Root-Kin Ally gets +2/+2 until end of turn. Rootrunner 2GG Creature - Spirit 3/3 GG, Sacrifice Rootrunner: Put target land on the top of its owner's library. Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.) Roots 3G Enchantment - Aura Enchant creature without flying When Roots comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. Roots 3G Enchantment - Aura Enchant creature without flying When Roots comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. Roots of Life 1GG Enchantment As Roots of Life comes into play, choose Islands or Swamps. Whenever a land of the chosen type an opponent controls becomes tapped, you gain 1 life. Rootwalla 2G Creature - Lizard 2/2 1G: Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn. Rootwalla 2G Creature - Lizard 2/2 1G: Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn. Rootwalla 2G Creature - Lizard 2/2 1G: Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn. Rootwater Alligator 3G Creature - Crocodile 3/2 Sacrifice a Forest: Regenerate Rootwater Alligator. Rootwater Commando 2U Creature - Merfolk 2/2 Islandwalk (This creature is unblockable as long as defending player controls an Island.) Rootwater Commando 2U Creature - Merfolk 2/2 Islandwalk (This creature is unblockable as long as defending player controls an Island.) 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 your next untap step. Rootwater Diver U Creature - Merfolk 1/1 T, Sacrifice Rootwater Diver: Return target artifact card from your graveyard to your hand. Rootwater Hunter 2U Creature - Merfolk 1/1 T Rootwater Hunter deals 1 damage to target creature or player. Rootwater Matriarch 2UU Creature - Merfolk 2/3 T Gain control of target creature as long as that creature is enchanted. Rootwater Matriarch 2UU Creature - Merfolk 2/3 T Gain control of target creature as long as that creature is enchanted. Rootwater Mystic U Creature - Merfolk Wizard 1/1 1U: Look at the top card of target player's library. Rootwater Shaman 2U Creature - Merfolk Shaman 2/2 You may play Aura cards with enchant creature as though they had flash. Rootwater Thief 1U Creature - Merfolk Rogue 1/2 U: Rootwater Thief gains flying until end of turn. Whenever Rootwater Thief deals combat damage to a player, you may pay 2. If you do, search that player's library for a card and remove that card from the game, then the player shuffles his or her library. Rorix Bladewing 3RRR Legendary Creature - Dragon 6/5 Flying, haste Roterothopter 1 Artifact Creature - Thopter 0/2 Flying 2: Roterothopter gets +1/+0 until end of turn. Play this ability no more than twice each turn. Rotlung Reanimator 2B Creature - Zombie Cleric 2/2 Whenever Rotlung Reanimator or another Cleric is put into a graveyard from play, put a 2/2 black Zombie creature token into play. Rotting Giant 1B Creature - Zombie Giant 3/3 Whenever Rotting Giant attacks or blocks, sacrifice it unless you remove a card in your graveyard from the game. Rough // Tumble 1R / / 5R Sorcery // Sorcery Rough deals 2 damage to each creature without flying. // Tumble deals 6 damage to each creature with flying. Rouse 1B Instant If you control a Swamp, you may pay 2 life rather than pay Rouse's mana cost. Target creature gets +2/+0 until end of turn. Rout 3WW Sorcery You may play Rout any time you could play an instant if you pay 2 more to play it. Destroy all creatures. They can't be regenerated. Rowan Treefolk 3G Creature - Treefolk 3/4 Rowen 2GG Enchantment Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card. Rowen 2GG Enchantment Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card. Rowen 2GG Enchantment Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card. Royal Assassin 1BB Creature - Human Assassin 1/1 T Destroy target tapped creature. Royal Assassin 1BB Creature - Human Assassin 1/1 T Destroy target tapped creature. Royal Assassin 1BB Creature - Human Assassin 1/1 T Destroy target tapped creature. Royal Assassin 1BB Creature - Human Assassin 1/1 T Destroy target tapped creature. Royal Assassin 1BB Creature - Human Assassin 1/1 T Destroy target tapped creature. Royal Assassin 1BB Creature - Human Assassin 1/1 T Destroy target tapped creature. Royal Assassin 1BB Creature - Human Assassin 1/1 T Destroy target tapped creature. Royal Assassin 1BB Creature - Human Assassin 1/1 T Destroy target tapped creature. Royal Decree 2WW Enchantment Cumulative upkeep W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever a Swamp, Mountain, black permanent, or red permanent becomes tapped, Royal Decree deals 1 damage to that permanent's controller. Royal Falcon 1W Creature - Bird 1/1 Flying Royal Falcon 1W Creature - Bird 1/1 Flying Royal Herbalist W Creature - Human Cleric 1/1 2, Remove the top card of your library from the game: You gain 1 life. Royal Herbalist W Creature - Human Cleric 1/1 2, Remove the top card of your library from the game: You gain 1 life. Royal Trooper 2W Creature - Human Soldier 2/2 Whenever Royal Trooper blocks, it gets +2/+2 until end of turn. Rubinia Soulsinger 2GWU Legendary Creature - Faerie 2/3 You may choose not to untap Rubinia Soulsinger during your untap step. T Gain control of target creature as long as you control Rubinia and Rubinia remains tapped. Rubinia Soulsinger 2GWU Legendary Creature - Faerie 2/3 You may choose not to untap Rubinia Soulsinger during your untap step. T Gain control of target creature as long as you control Rubinia and Rubinia remains tapped. Ruby Leech 1R Creature - Leech 2/2 First strike Red spells you play cost R more to play. Ruby Medallion 2 Artifact Red spells you play cost 1 less to play. Rude Awakening 4G Sorcery Choose one - Untap all lands you control; or until end of turn, lands you control become 2/2 creatures that are still lands. Entwine 2G (Choose both if you pay the entwine cost.) Ruham Djinn 5W Creature - Djinn 5/5 First strike Ruham Djinn gets -2/-2 as long as white is the most common color among all permanents or is tied for most common. Ruination 3R Sorcery Destroy all nonbasic lands. Ruins of Trokair Land Ruins of Trokair comes into play tapped. T Add W to your mana pool. T, Sacrifice Ruins of Trokair: Add WW to your mana pool. Ruins of Trokair Land Ruins of Trokair comes into play tapped. T Add W to your mana pool. T, Sacrifice Ruins of Trokair: Add WW to your mana pool. Ruins of Trokair Land Ruins of Trokair comes into play tapped. T Add W to your mana pool. T, Sacrifice Ruins of Trokair: Add WW to your mana pool. Rukh Egg 3R Creature - Egg 0/3 When Rukh Egg is put into a graveyard from play, put a 4/4 red Bird creature token with flying into play at end of turn. Rukh Egg 3R Creature - Egg 0/3 When Rukh Egg is put into a graveyard from play, put a 4/4 red Bird creature token with flying into play at end of turn. Rukh Egg 3R Creature - Egg 0/3 When Rukh Egg is put into a graveyard from play, put a 4/4 red Bird creature token with flying into play at end of turn. Rukh Egg 3R Creature - Egg 0/3 When Rukh Egg is put into a graveyard from play, put a 4/4 red Bird creature token with flying into play at end of turn. Rule of Law 2W Enchantment Each player can't play more than one spell each turn. Rule of Law 2W Enchantment Each player can't play more than one spell each turn. Rumbling Crescendo 3RR Enchantment At the beginning of your upkeep, you may put a verse counter on Rumbling Crescendo. R, Sacrifice Rumbling Crescendo: Destroy up to X target lands, where X is the number of verse counters on Rumbling Crescendo. Rumbling Slum 1RGG Creature - Elemental 5/5 At the beginning of your upkeep, Rumbling Slum deals 1 damage to each player. Rummaging Wizard 3U Creature - Human Wizard 2/2 2U: Look at the top card of your library. You may put that card into your graveyard. Run Wild G Instant Until end of turn, target creature gains trample and "G: Regenerate this creature." Rune of Protection: Artifacts 1W Enchantment W: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage. Cycling 2 (2, Discard this card: Draw a card.) Rune of Protection: Black 1W Enchantment W: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Cycling 2 (2, Discard this card: Draw a card.) Rune of Protection: Blue 1W Enchantment W: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Cycling 2 (2, Discard this card: Draw a card.) Rune of Protection: Green 1W Enchantment W: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Cycling 2 (2, Discard this card: Draw a card.) Rune of Protection: Lands 1W Enchantment W: The next time a land source of your choice would deal damage to you this turn, prevent that damage. Cycling 2 (2, Discard this card: Draw a card.) Rune of Protection: Red 1W Enchantment W: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Cycling 2 (2, Discard this card: Draw a card.) Rune of Protection: White 1W Enchantment W: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Cycling 2 (2, Discard this card: Draw a card.) Rune Snag 1U Instant Counter target spell unless its controller pays 2 plus an additional 2 for each card named Rune Snag in each graveyard. Runeboggle 2U Instant Counter target spell unless its controller pays 1. Draw a card. Runed Arch 3 Artifact Runed Arch comes into play tapped. X, T, Sacrifice Runed Arch: X target creatures with power 2 or less are unblockable this turn. Runed Stalactite 1 Artifact - Equipment Equipped creature gets +1/+1 and is every creature type. Equip 2 Runesword 6 Artifact 3, T Target attacking creature gets +2/+0 until end of turn. When that creature leaves play this turn, sacrifice Runesword. If the creature deals damage to a creature this turn, the creature dealt damage can't be regenerated this turn. If a creature dealt damage by the targeted creature would be put into a graveyard this turn, remove that creature from the game instead. Runesword 6 Artifact 3, T Target attacking creature gets +2/+0 until end of turn. When that creature leaves play this turn, sacrifice Runesword. If the creature deals damage to a creature this turn, the creature dealt damage can't be regenerated this turn. If a creature dealt damage by the targeted creature would be put into a graveyard this turn, remove that creature from the game instead. Rune-Tail, Kitsune Ascendant 2W Legendary Creature - Fox Monk 2/2 When you have 30 or more life, flip Rune-Tail, Kitsune Ascendant. ----- Rune-Tail's Essence Legendary Enchantment Prevent all damage that would be dealt to creatures you control. Rupture 2R Sorcery Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player. Rush of Knowledge 4U Sorcery Draw cards equal to the highest converted mana cost among permanents you control. Rushing River 2U Instant Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.) Return target nonland permanent to its owner's hand. If the kicker cost was paid, return another target nonland permanent to its owner's hand. Rushing-Tide Zubera 2UU Creature - Zubera Spirit 3/3 When Rushing-Tide Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, draw three cards. Rushwood Dryad 1G Creature - Dryad 2/1 Forestwalk (This creature is unblockable as long as defending player controls a Forest.) Rushwood Dryad 1G Creature - Dryad 2/1 Forestwalk (This creature is unblockable as long as defending player controls a Forest.) Rushwood Dryad 1G Creature - Dryad 2/1 Forestwalk (This creature is unblockable as long as defending player controls a Forest.) Rushwood Elemental GGGGG Creature - Elemental 4/4 Trample At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental. Rushwood Grove Land Rushwood Grove comes into play tapped. T Put a storage counter on Rushwood Grove. T, Remove any number of storage counters from Rushwood Grove: Add G to your mana pool for each storage counter removed this way. Rushwood Herbalist 2G Creature - Human Spellshaper 2/2 G, T, Discard a card: Regenerate target creature. Rushwood Legate 2G Creature - Dryad 2/1 If an opponent controls an Island and you control a Forest, you may play Rushwood Legate without paying its mana cost. Rust G Instant Counter target activated ability from an artifact source. Rust Elemental 4 Artifact Creature - Elemental 4/4 Flying At the beginning of your upkeep, sacrifice an artifact other than Rust Elemental. If you can't, tap Rust Elemental and you lose 4 life. Rustic Clachan Land As Rustic Clachan comes into play, you may reveal a Kithkin card from your hand. If you don't, Rustic Clachan comes into play tapped. T Add W to your mana pool. Reinforce 1-1W (1W, Discard this card: Put a +1/+1 counter on target creature.) Rusting Golem 4 Artifact Creature - Golem */* Fading 5 (This creature comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Rusting Golem's power and toughness are each equal to the number of fade counters on it. Rustmouth Ogre 4RR Creature - Ogre 5/4 Whenever Rustmouth Ogre deals combat damage to a player, you may destroy target artifact that player controls. Rustspore Ram 4 Artifact Creature - Sheep 1/3 When Rustspore Ram comes into play, destroy target Equipment. Rysorian Badger 2G Creature - Badger 2/2 Whenever Rysorian Badger attacks and isn't blocked, you may remove up to two target creature cards in defending player's graveyard from the game. If you do, you gain 1 life for each card removed this way and Rysorian Badger deals no combat damage this turn. Ryusei, the Falling Star 5R Legendary Creature - Dragon Spirit 5/5 Flying When Ryusei, the Falling Star is put into a graveyard from play, it deals 5 damage to each creature without flying. Ryusei, the Falling Star 5R Legendary Creature - Dragon Spirit 5/5 Flying When Ryusei, the Falling Star is put into a graveyard from play, it deals 5 damage to each creature without flying. S.N.O.T. G Creature - Ooze *^2/*^2 As S.N.O.T. comes into play, you may stick it onto another creature named S.N.O.T. in play. If you do, all those creatures form a single creature. S.N.O.T.'s power and toughness are equal to the square of the number of S.N.O.T.s stuck together. (One is a 1/1, two are a 4/4, three are a 9/9, and four are a 16/16.) Saber Ants 3G Creature - Insect 2/3 Whenever Saber Ants is dealt damage, you may put that many 1/1 green Insect creature tokens into play. Sabertooth Alley Cat 1RR Creature - Cat 2/1 Sabertooth Alley Cat attacks each turn if able. 1R: Creatures without defender can't block Sabertooth Alley Cat this turn. Sabertooth Cobra 2G Creature - Snake 2/2 Whenever Sabertooth Cobra deals damage to a player, he or she gets a poison counter. That player gets another poison counter at the beginning of his or her next upkeep unless he or she pays 2 before that turn to prevent this effect. (A player with ten or more poison counters loses the game.) Sabertooth Nishoba 4GW Creature - Cat Beast Warrior 5/5 Trample, protection from blue, protection from red Sabertooth Wyvern 4R Creature - Drake 3/2 Flying, first strike Sabretooth Tiger 2R Creature - Cat 2/1 First strike Sabretooth Tiger 2R Creature - Cat 2/1 First strike Sabretooth Tiger 2R Creature - Cat 2/1 First strike Sabretooth Tiger 2R Creature - Cat 2/1 First strike Sabretooth Tiger 2R Creature - Cat 2/1 First strike Sachi, Daughter of Seshiro 2GG Legendary Creature - Snake Shaman 1/3 Other Snake creatures you control get +0/+1. Shamans you control have "T Add GG to your mana pool." Sacred Boon 1W Instant Prevent the next 3 damage that would be dealt to target creature this turn. At end of turn, put a +0/+1 counter on that creature for each 1 damage prevented this way. Sacred Boon 1W Instant Prevent the next 3 damage that would be dealt to target creature this turn. At end of turn, put a +0/+1 counter on that creature for each 1 damage prevented this way. Sacred Foundry Land - Mountain Plains (T Add R or W to your mana pool.) As Sacred Foundry comes into play, you may pay 2 life. If you don't, Sacred Foundry comes into play tapped. Sacred Ground 1W Enchantment Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from play, return that card to play. Sacred Ground 1W Enchantment Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from play, return that card to play. Sacred Ground 1W Enchantment Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from play, return that card to play. Sacred Ground 1W Enchantment Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from play, return that card to play. Sacred Guide W Creature - Human Cleric 1/1 1W, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and remove all other cards revealed this way from the game. Sacred Knight 3W Creature - Human Knight 3/2 Sacred Knight can't be blocked by black and/or red creatures. Sacred Mesa 2W Enchantment At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus. 1W: Put a 1/1 white Pegasus creature token with flying into play. Sacred Mesa 2W Enchantment At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus. 1W: Put a 1/1 white Pegasus creature token with flying into play. Sacred Nectar 1W Sorcery You gain 4 life. Sacred Nectar 1W Sorcery You gain 4 life. Sacred Nectar 1W Sorcery You gain 4 life. Sacred Nectar 1W Sorcery You gain 4 life. Sacred Nectar 1W Sorcery You gain 4 life. Sacred Prey G Creature - Horse 1/1 When Sacred Prey becomes blocked, you gain 1 life. Sacred Rites W Instant Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way. Sacrifice B Instant As an additional cost to play Sacrifice, sacrifice a creature. Add to your mana pool an amount of black mana equal to the sacrificed creature's converted mana cost. Sacrifice B Instant As an additional cost to play Sacrifice, sacrifice a creature. Add to your mana pool an amount of black mana equal to the sacrificed creature's converted mana cost. Sacrifice B Instant As an additional cost to play Sacrifice, sacrifice a creature. Add to your mana pool an amount of black mana equal to the sacrificed creature's converted mana cost. Sacrifice B Instant As an additional cost to play Sacrifice, sacrifice a creature. Add to your mana pool an amount of black mana equal to the sacrificed creature's converted mana cost. Sadistic Augermage 2B Creature - Human Wizard 3/1 When Sadistic Augermage is put into a graveyard from play, each player puts a card from his or her hand on top of his or her library. Sadistic Glee B Enchantment - Aura Enchant creature Whenever a creature is put into a graveyard from play, put a +1/+1 counter on enchanted creature. Sadistic Glee B Enchantment - Aura Enchant creature Whenever a creature is put into a graveyard from play, put a +1/+1 counter on enchanted creature. Sadistic Hypnotist 3BB Creature - Human Minion 2/2 Sacrifice a creature: Target player discards two cards. Play this ability only any time you could play a sorcery. Safe Haven Land 2, T Remove target creature you control from the game. At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card removed from the game with Safe Haven to play under its owner's control. Safe Haven Land 2, T Remove target creature you control from the game. At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card removed from the game with Safe Haven to play under its owner's control. Safe Haven Land 2, T Remove target creature you control from the game. At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card removed from the game with Safe Haven to play under its owner's control. Safeguard 3WW Enchantment 2W: Prevent all combat damage that would be dealt by target creature this turn. Saffi Eriksdotter GW Legendary Creature - Human Scout 2/2 Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard from play this turn, return that card to play. Sage Aven 3U Creature - Bird Wizard 1/3 Flying (This creature can't be blocked except by creatures with flying.) When Sage Aven comes into play, look at the top four cards of your library, then put them back in any order. Sage Aven 3U Creature - Bird Wizard 1/3 Flying (This creature can't be blocked except by creatures with flying.) When Sage Aven comes into play, look at the top four cards of your library, then put them back in any order. Sage of Epityr U Creature - Human Wizard 1/1 When Sage of Epityr comes into play, look at the top four cards of your library, then put them back in any order. Sage of Fables 2U Creature - Merfolk Wizard 2/2 Each other Wizard creature you control comes into play with an additional +1/+1 counter on it. 2, Remove a +1/+1 counter from a creature you control: Draw a card. Sage of Lat-Nam 1U Creature - Human Artificer 1/2 T, Sacrifice an artifact: Draw a card. Sage of Lat-Nam 1U Creature - Human Artificer 1/2 T, Sacrifice an artifact: Draw a card. Sage Owl 1U Creature - Bird 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) When Sage Owl comes into play, look at the top four cards of your library, then put them back in any order. Sage Owl 1U Creature - Bird 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) When Sage Owl comes into play, look at the top four cards of your library, then put them back in any order. Sage Owl 1U Creature - Bird 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) When Sage Owl comes into play, look at the top four cards of your library, then put them back in any order. Sage Owl 1U Creature - Bird 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) When Sage Owl comes into play, look at the top four cards of your library, then put them back in any order. Sage Owl 1U Creature - Bird 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) When Sage Owl comes into play, look at the top four cards of your library, then put them back in any order. Sage's Dousing 2U Tribal Instant - Wizard Counter target spell unless its controller pays 3. If you control a Wizard, draw a card. Sage's Knowledge 2U Sorcery Return target sorcery card from your graveyard to your hand. Sailmonger 3U Creature - Human Monger 3/3 2: Target creature gains flying until end of turn. Any player may play this ability. Sakashima the Impostor 2UU Legendary Creature - Human Rogue 3/1 As Sakashima the Impostor comes into play, you may choose a creature in play. If you do, Sakashima comes into play as a copy of that creature, except its name is still Sakashima the Impostor, it's still legendary, and it gains "2UU: Return Sakashima the Impostor to its owner's hand at end of turn." Sakiko, Mother of Summer 4GG Legendary Creature - Snake Shaman 3/3 Whenever a creature you control deals combat damage to a player, add that much G to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end. Sakura-Tribe Elder 1G Creature - Snake Shaman 1/1 Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card into play tapped, then shuffle your library. Sakura-Tribe Scout G Creature - Snake Shaman Scout 1/1 T You may put a land card from your hand into play. Sakura-Tribe Springcaller 3G Creature - Snake Shaman 2/4 At the beginning of your upkeep, add G to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end. Salt Flats Land Salt Flats comes into play tapped. T Add 1 to your mana pool. T Add W or B to your mana pool. Salt Flats deals 1 damage to you. Salt Marsh Land Salt Marsh comes into play tapped. T Add U or B to your mana pool. Salt Marsh Land Salt Marsh comes into play tapped. T Add U or B to your mana pool. Saltblast 3WW Sorcery Destroy target nonwhite permanent. Saltcrusted Steppe Land T Add 1 to your mana pool. 1, T Put a storage counter on Saltcrusted Steppe. 1, Remove X storage counters from Saltcrusted Steppe: Add X mana in any combination of G and/or W to your mana pool. Saltfield Recluse 2W Creature - Human Rebel Cleric 1/2 T Target creature gets -2/-0 until end of turn. Saltskitter 3W Creature - Wurm 3/4 Whenever another creature comes into play, remove Saltskitter from the game. Return Saltskitter to play under its owner's control at end of turn. Salvage G Sorcery Put target card from your graveyard on top of your library. Salvaging Station 6 Artifact T Return target noncreature artifact card with converted mana cost 1 or less from your graveyard to play. Whenever a creature is put into a graveyard from play, you may untap Salvaging Station. Samite Alchemist 3W Creature - Human Cleric 0/2 WW, T Prevent the next 4 damage that would be dealt this turn to target creature you control. Tap that creature. It doesn't untap during your next untap step. Samite Alchemist 3W Creature - Human Cleric 0/2 WW, T Prevent the next 4 damage that would be dealt this turn to target creature you control. Tap that creature. It doesn't untap during your next untap step. Samite Archer 1WU Creature - Human Cleric Archer 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. T Samite Archer deals 1 damage to target creature or player. Samite Blessing W Enchantment - Aura Enchant creature Enchanted creature has "T The next time a source of your choice would deal damage to target creature this turn, prevent that damage." Samite Censer-Bearer W Creature - Human Rebel Cleric 1/1 W, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn. Samite Elder 2W Creature - Human Cleric 1/2 T Creatures you control gain protection from the colors of target permanent you control until end of turn. Samite Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Healer 1W Creature - Human Cleric 1/1 T Prevent the next 1 damage that would be dealt to target creature or player this turn. Samite Ministration 1W Instant Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way, you gain life equal to that damage. Samite Pilgrim 1W Creature - Human Cleric 1/1 T Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control. Samite Sanctuary 2W Enchantment 2: Prevent the next 1 damage that would be dealt to target creature this turn. Any player may play this ability. Samurai Enforcers 4WW Creature - Human Samurai 4/4 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Samurai of the Pale Curtain WW Creature - Fox Samurai 2/2 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) If a permanent would be put into a graveyard, remove it from the game instead. Sanctimony 1W Enchantment Whenever an opponent taps a Mountain for mana, you may gain 1 life. Sanctimony 1W Enchantment Whenever an opponent taps a Mountain for mana, you may gain 1 life. Sanctimony 1W Enchantment Whenever an opponent taps a Mountain for mana, you may gain 1 life. Sanctum Custodian 2W Creature - Human Cleric 1/2 T Prevent the next 2 damage that would be dealt to target creature or player this turn. Sanctum Custodian 2W Creature - Human Cleric 1/2 T Prevent the next 2 damage that would be dealt to target creature or player this turn. Sanctum Guardian 1WW Creature - Human Cleric 1/4 Sacrifice Sanctum Guardian: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. Sanctum Guardian 1WW Creature - Human Cleric 1/4 Sacrifice Sanctum Guardian: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. Sanctum Guardian 1WW Creature - Human Cleric 1/4 Sacrifice Sanctum Guardian: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. Sand Golem 5 Artifact Creature - Golem 3/3 When a spell or ability an opponent controls causes you to discard Sand Golem, return Sand Golem from your graveyard to play at end of turn with a +1/+1 counter on it. Sand Silos Land Sand Silos comes into play tapped. You may choose not to untap Sand Silos during your untap step. At the beginning of your upkeep, if Sand Silos is tapped, put a storage counter on it. T, Remove any number of storage counters from Sand Silos: Add U to your mana pool for each storage counter removed this way. Sand Silos Land Sand Silos comes into play tapped. You may choose not to untap Sand Silos during your untap step. At the beginning of your upkeep, if Sand Silos is tapped, put a storage counter on it. T, Remove any number of storage counters from Sand Silos: Add U to your mana pool for each storage counter removed this way. Sand Squid 3U Creature - Squid Beast 2/2 Islandwalk You may choose not to untap Sand Squid during your untap step. T Tap target creature. That creature doesn't untap during its controller's untap step as long as Sand Squid remains tapped. Sandals of Abdallah 4 Artifact 2, T Target creature gains islandwalk until end of turn. When that creature is put into a graveyard from play this turn, destroy Sandals of Abdallah. Sandbar Crocodile 4U Creature - Crocodile 6/5 Phasing Sandbar Merfolk U Creature - Merfolk 1/1 Cycling 2 (2, Discard this card: Draw a card.) Sandbar Serpent 4U Creature - Serpent 3/4 Cycling 2 (2, Discard this card: Draw a card.) Sands of Time 4 Artifact Each player skips his or her untap step. At the beginning of each player's upkeep, that player simultaneously untaps each tapped artifact, creature, and land he or she controls and taps each untapped artifact, creature, and land he or she controls. Sandskin 2W Enchantment - Aura Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature. Sandsower 3W Creature - Spirit 1/3 Tap three untapped creatures you control: Tap target creature. Sandstone Deadfall 3 Artifact T, Sacrifice two lands and Sandstone Deadfall: Destroy target attacking creature. Sandstone Needle Land Sandstone Needle comes into play tapped with two depletion counters on it. T, Remove a depletion counter from Sandstone Needle: Add RR to your mana pool. If there are no depletion counters on Sandstone Needle, sacrifice it. Sandstone Warrior 2RR Creature - Human Soldier Warrior 1/3 First strike (This creature deals combat damage before creatures without first strike.) R: Sandstone Warrior gets +1/+0 until end of turn. Sandstone Warrior 2RR Creature - Human Soldier Warrior 1/3 First strike (This creature deals combat damage before creatures without first strike.) R: Sandstone Warrior gets +1/+0 until end of turn. Sandstorm G Instant Sandstorm deals 1 damage to each attacking creature. Sandstorm G Instant Sandstorm deals 1 damage to each attacking creature. Sandstorm G Instant Sandstorm deals 1 damage to each attacking creature. Sandstorm G Instant Sandstorm deals 1 damage to each attacking creature. Sandstorm Eidolon 3R Creature - Spirit 2/2 R, Sacrifice Sandstorm Eidolon: Target creature can't block this turn. Whenever you play a multicolored spell, you may return Sandstorm Eidolon from your graveyard to your hand. Sangrophage BB Creature - Zombie 3/3 At the beginning of your upkeep, tap Sangrophage unless you pay 2 life. Sanguine Guard 1BB Creature - Zombie Knight 2/2 First strike 1B: Regenerate Sanguine Guard. Sanguine Praetor 6BB Creature - Avatar 7/5 B, Sacrifice a creature: Destroy each creature with the same converted mana cost as the sacrificed creature. Sapphire Charm U Instant Choose one - Target player draws a card at the beginning of the next turn's upkeep; or target creature an opponent controls phases out; or target creature gains flying until end of turn. Sapphire Leech 1U Creature - Leech 2/2 Flying Blue spells you play cost U more to play. Sapphire Medallion 2 Artifact Blue spells you play cost 1 less to play. Saprazzan Bailiff 3UU Creature - Merfolk 2/2 When Saprazzan Bailiff comes into play, remove all artifact and enchantment cards in all graveyards from the game. When Saprazzan Bailiff leaves play, return all artifact and enchantment cards from all graveyards to their owners' hands. Saprazzan Breaker 4U Creature - Beast 3/3 U: Put the top card of your library into your graveyard. If that card is a land card, Saprazzan Breaker is unblockable this turn. Saprazzan Cove Land Saprazzan Cove comes into play tapped. T Put a storage counter on Saprazzan Cove. T, Remove any number of storage counters from Saprazzan Cove: Add U to your mana pool for each storage counter removed this way. Saprazzan Heir 1U Creature - Merfolk 1/1 Whenever Saprazzan Heir becomes blocked, you may draw three cards. Saprazzan Legate 3U Creature - Merfolk Soldier 1/3 Flying If an opponent controls a Mountain and you control an Island, you may play Saprazzan Legate without paying its mana cost. Saprazzan Outrigger 3U Creature - Merfolk 5/5 When Saprazzan Outrigger attacks or blocks, put it on top of its owner's library at end of combat. Saprazzan Raider 2U Creature - Merfolk 1/2 When Saprazzan Raider becomes blocked, return it to its owner's hand. Saprazzan Skerry Land Saprazzan Skerry comes into play tapped with two depletion counters on it. T, Remove a depletion counter from Saprazzan Skerry: Add UU to your mana pool. If there are no depletion counters on Saprazzan Skerry, sacrifice it. Saproling Burst 4G Enchantment Fading 7 (This enchantment comes into play with seven fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from Saproling Burst: Put a green Saproling creature token into play. It has "This creature's power and toughness are each equal to the number of fade counters on Saproling Burst." When Saproling Burst leaves play, destroy all tokens put into play with Saproling Burst. They can't be regenerated. Saproling Cluster 1G Enchantment 1, Discard a card: Put a 1/1 green Saproling creature token into play. Any player may play this ability. Saproling Infestation 1G Enchantment Whenever a player pays a kicker cost, you put a 1/1 green Saproling creature token into play. Saproling Symbiosis 3G Sorcery You may play Saproling Symbiosis any time you could play an instant if you pay 2 more to play it. Put a 1/1 green Saproling creature token into play for each creature you control. Sarcatog 1BR Creature - Atog 1/2 Remove two cards in your graveyard from the game: Sarcatog gets +1/+1 until end of turn. Sacrifice an artifact: Sarcatog gets +1/+1 until end of turn. Sarcomancy B Enchantment When Sarcomancy comes into play, put a 2/2 black Zombie creature token into play. At the beginning of your upkeep, if there are no Zombies in play, Sarcomancy deals 1 damage to you. Sarcomite Myr 2U Artifact Creature - Myr 2/1 2: Sarcomite Myr gains flying until end of turn. 2, Sacrifice Sarcomite Myr: Draw a card. Sarpadian Empires, Vol. VII 3 Artifact As Sarpadian Empires, Vol. VII comes into play, choose white Citizen, blue Camarid, black Thrull, red Goblin, or green Saproling. 3, T Put a 1/1 creature token of the chosen color and type into play. Sasaya, Orochi Ascendant 1GG Legendary Creature - Snake Monk 2/3 Reveal your hand: If you have seven or more land cards in your hand, flip Sasaya, Orochi Ascendant. ----- Sasaya's Essence Legendary Enchantment Whenever a land you control is tapped for mana, add one mana of that type to your mana pool for each other land you control with the same name. Sauté 1RR Instant Sauté deals 31/2 damage to target creature or player. Savaen Elves G Creature - Elf 1/1 GG, T Destroy target Aura attached to a land. Savage Beating 3RR Instant Play Savage Beating only during your turn and only during combat. Choose one - Creatures you control gain double strike until end of turn; or untap all creatures you control and after this phase, there is an additional combat phase. Entwine 1R Savage Firecat 3RR Creature - Elemental 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 4G Creature - Ape 3/3 UB, T, Sacrifice Savage Gorilla: Target creature gets -3/-3 until end of turn. Draw a card. Savage Offensive 1R 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. Savage Thallid 3GG Creature - Fungus 5/2 At the beginning of your upkeep, put a spore counter on Savage Thallid. Remove three spore counters from Savage Thallid: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: Regenerate target Fungus. Savage Twister XRG Sorcery Savage Twister deals X damage to each creature. Savage Twister XRG Sorcery Savage Twister deals X damage to each creature. Savannah Land - Plains Forest Savannah Land - Plains Forest Savannah Land - Plains Forest Savannah Land - Plains Forest Savannah Lions W Creature - Cat 2/1 Savannah Lions W Creature - Cat 2/1 Savannah Lions W Creature - Cat 2/1 Savannah Lions W Creature - Cat 2/1 Savannah Lions W Creature - Cat 2/1 Savannah Lions W Creature - Cat 2/1 Savannah Lions W Creature - Cat 2/1 Save Life W Instant Choose one - Target player gains 21/2 life; or prevent the next 21/2 damage that would be dealt to target creature this turn. Gotcha - Whenever an opponent says "Save" or "Life," you may say "Gotcha!" If you do, return Save Life from your graveyard to your hand. Savra, Queen of the Golgari 2BG Legendary Creature - Elf Shaman 2/2 Whenever you sacrifice a black creature, you may pay 2 life. If you do, each other player sacrifices a creature. Whenever you sacrifice a green creature, you may gain 2 life. Sawback Manticore 3RG Creature - Manticore 2/4 4: Sawback Manticore gains flying until end of turn. 1: Sawback Manticore deals 2 damage to target attacking or blocking creature. Play this ability only if Sawback Manticore is attacking or blocking and only once each turn. Sawtooth Loon 2WU 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. Sawtooth Ogre 2RR Creature - Ogre 3/3 Whenever Sawtooth Ogre blocks or becomes blocked by a creature, Sawtooth Ogre deals 1 damage to that creature at end of combat. Sawtooth Thresher 6 Artifact Creature - Construct 1/1 Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.) Remove two +1/+1 counters from Sawtooth Thresher: Sawtooth Thresher gets +4/+4 until end of turn. Scab-Clan Mauler RG Creature - Human Berserker 1/1 Bloodthirst 2 (If an opponent was dealt damage this turn, this creature comes into play with two +1/+1 counters on it.) Trample 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 1R Enchantment Whenever a player taps an Island for mana, Scald deals 1 damage to that player. Scalding Salamander 2R 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 Flash Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) T Target creature gets +0/+1 until end of turn. Scalebane's Elite 3WG Creature - Human Soldier 4/4 Protection from black Scaled Hulk 5G Creature - Spirit 4/4 Whenever you play a Spirit or Arcane spell, Scaled Hulk gets +2/+2 until end of turn. Scaled Wurm 7G Creature - Wurm 7/6 Scaled Wurm 7G Creature - Wurm 7/6 Scaled Wurm 7G Creature - Wurm 7/6 Scaled Wurm 7G Creature - Wurm 7/6 Scaled Wurm 7G Creature - Wurm 7/6 Scaled Wurm 7G Creature - Wurm 7/6 Scalpelexis 4U Creature - Beast 1/5 Flying (This creature can't be blocked except by creatures with flying or reach.) 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. Scalpelexis 4U Creature - Beast 1/5 Flying (This creature can't be blocked except by creatures with flying or reach.) 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 3B Creature - Boar Monger 3/3 2: Target player discards a card. 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. Scapeshift 2GG Sorcery Sacrifice any number of lands. Search your library for that many land cards, put them into play tapped, then shuffle your library. Scarab of the Unseen 2 Artifact T, Sacrifice Scarab of the Unseen: Return all Auras attached to target permanent you own to their owners' hands. Draw a card at the beginning of the next turn's upkeep. Scarblade Elite BB Creature - Elf Assassin 2/2 T, Remove an Assassin card in your graveyard from the game: Destroy target creature. Scare Tactics B Instant Creatures you control get +1/+0 until end of turn. Scarecrow 5 Artifact Creature - Scarecrow 2/2 6, T Prevent all damage that would be dealt to you this turn by creatures with flying. Scarred Puma R Creature - Cat 2/1 Scarred Puma can't attack unless a black or green creature also attacks. Scarred Vinebreeder 1B Creature - Elf Shaman 1/1 2B, Remove an Elf card in your graveyard from the game: Scarred Vinebreeder gets +3/+3 until end of turn. Scars of the Veteran 4W Instant You may remove a white card in your hand from the game rather than pay Scars of the Veteran's mana cost. Prevent the next 7 damage that would be dealt to target creature or player this turn. For each 1 damage to a creature prevented this way, put a +0/+1 counter on that creature at end of turn. Scarwood Bandits 2GG Creature - Human Rogue 2/2 Forestwalk 2G, T Unless target artifact's controller pays 2, gain control of that artifact as long as Scarwood Bandits is in play. Scarwood Goblins GR Creature - Goblin 2/2 Scarwood Hag 1G Creature - Hag 1/1 GGGG, T Target creature gains forestwalk until end of turn. T Target creature loses forestwalk until end of turn. Scarwood Treefolk 3G Creature - Treefolk 3/5 Scarwood Treefolk comes into play tapped. Scathe Zombies 2B Creature - Zombie 2/2 Scathe Zombies 2B Creature - Zombie 2/2 Scathe Zombies 2B Creature - Zombie 2/2 Scathe Zombies 2B Creature - Zombie 2/2 Scathe Zombies 2B Creature - Zombie 2/2 Scathe Zombies 2B Creature - Zombie 2/2 Scathe Zombies 2B Creature - Zombie 2/2 Scathe Zombies 2B Creature - Zombie 2/2 Scathe Zombies 2B Creature - Zombie 2/2 Scathe Zombies 2B Creature - Zombie 2/2 Scathe Zombies 2B Creature - Zombie 2/2 Scathe Zombies 2B Creature - Zombie 2/2 Scathe Zombies 2B Creature - Zombie 2/2 Scatter the Seeds 3GG Instant Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Put three 1/1 green Saproling creature tokens into play. Scattering Stroke 2UU Instant Counter target spell. Clash with an opponent. If you win, at the beginning of your next main phase, you may add X to your mana pool, where X is that spell's converted mana cost. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Scattershot 2R 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 2B Enchantment - Aura Enchant creature When Scavenged Weaponry comes into play, draw a card. Enchanted creature gets +1/+1. Scavenger Folk G Creature - Human 1/1 G, T, Sacrifice Scavenger Folk: Destroy target artifact. Scavenger Folk G Creature - Human 1/1 G, T, Sacrifice Scavenger Folk: Destroy target artifact. Scavenger Folk G Creature - Human 1/1 G, T, Sacrifice Scavenger Folk: Destroy target artifact. Scavenger Folk G Creature - Human 1/1 G, T, Sacrifice Scavenger Folk: Destroy target artifact. Scavenging Ghoul 3B Creature - Zombie 2/2 At end of turn, put a corpse counter on Scavenging Ghoul for each creature put into a graveyard from play that turn. Remove a corpse counter from Scavenging Ghoul: Regenerate Scavenging Ghoul. Scavenging Ghoul 3B Creature - Zombie 2/2 At end of turn, put a corpse counter on Scavenging Ghoul for each creature put into a graveyard from play that turn. Remove a corpse counter from Scavenging Ghoul: Regenerate Scavenging Ghoul. Scavenging Ghoul 3B Creature - Zombie 2/2 At end of turn, put a corpse counter on Scavenging Ghoul for each creature put into a graveyard from play that turn. Remove a corpse counter from Scavenging Ghoul: Regenerate Scavenging Ghoul. Scavenging Ghoul 3B Creature - Zombie 2/2 At end of turn, put a corpse counter on Scavenging Ghoul for each creature put into a graveyard from play that turn. Remove a corpse counter from Scavenging Ghoul: Regenerate Scavenging Ghoul. Scavenging Ghoul 3B Creature - Zombie 2/2 At end of turn, put a corpse counter on Scavenging Ghoul for each creature put into a graveyard from play that turn. Remove a corpse counter from Scavenging Ghoul: Regenerate Scavenging Ghoul. Scavenging Scarab 3B Creature - Insect 3/3 Scavenging Scarab can't block. Scent of Brine 1U 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 1R 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 1B 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. Schismotivate 1UR Instant Target creature gets +4/+0 until end of turn. Another target creature gets -4/-0 until end of turn. School of Piranha 1U Creature - Fish 3/3 At the beginning of your upkeep, sacrifice School of Piranha unless you pay 1U. School of the Unseen Land T Add 1 to your mana pool. 2, T Add one mana of any color to your mana pool. Scion of Darkness 5BBB 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: Draw a card.) Scion of Oona 2U Creature - Faerie Soldier 1/1 Flash Flying Other Faerie creatures you control get +1/+1. Other Faeries you control have shroud. (A permanent with shroud can't be the target of spells or abilities.) Scion of the Ur-Dragon WUBRG Legendary Creature - Dragon Avatar 4/4 Flying 2: Search your library for a Dragon permanent card and put it into your graveyard. If you do, Scion of the Ur-Dragon becomes a copy of that card until end of turn. Then shuffle your library. Scion of the Wild 1GG Creature - Avatar */* Scion of the Wild's power and toughness are each equal to the number of creatures you control. Scion of the Wild 1GG Creature - Avatar */* Scion of the Wild's power and toughness are each equal to the number of creatures you control. Scissors Lizard 4 Artifact Creature 4/3 Paper Tigers cannot attack or block. Scorched Earth XR Sorcery As an additional cost to play Scorched Earth, discard X land cards. Destroy X target lands. Scorched Ruins Land If Scorched Ruins would come into play, sacrifice two untapped lands instead. If you do, put Scorched Ruins into play. If you don't, put it into its owner's graveyard. T Add 4 to your mana pool. Scorched Rusalka R Creature - Spirit 1/1 R, Sacrifice a creature: Scorched Rusalka deals 1 damage to target player. Scorching Lava 1R 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 3R Sorcery Scorching Missile deals 4 damage to target player. Flashback 9R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Scorching Spear R Sorcery Scorching Spear deals 1 damage to target creature or player. Scorching Spear R Sorcery Scorching Spear deals 1 damage to target creature or player. Scorching Winds R Instant Play Scorching Winds only during the declare attackers step and only if you are the defending player. Scorching Winds deals 1 damage to each attacking creature. Scoria Cat 3RR Creature - Cat 3/3 Scoria Cat gets +3/+3 as long as you control no untapped lands. Scoria Wurm 4R 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. Scoria Wurm 4R 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 7U Creature - Human 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 2WW 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. Scour 2WW 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. Scourge of Kher Ridges 6RR Creature - Dragon 6/6 Flying 1R: Scourge of Kher Ridges deals 2 damage to each creature without flying. 5R: Scourge of Kher Ridges deals 6 damage to each other creature with flying. Scourge of Numai 3B Creature - Demon Spirit 4/4 At the beginning of your upkeep, you lose 2 life if you don't control an Ogre. Scouting Trek 1G 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. Scout's Warning W Instant The next creature card you play this turn can be played as though it had flash. Draw a card. 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 4G Creature - Beast 3/4 Scragnoth can't be countered. Protection from blue Scragnoth 4G Creature - Beast 3/4 Scragnoth can't be countered. Protection from blue Scrap 2R Instant Destroy target artifact. Cycling 2 (2, Discard this card: Draw a card.) Scrapheap 3 Artifact Whenever an artifact or enchantment is put into your graveyard from play, you gain 1 life. Screaming Fury 2R Sorcery Target creature gets +5/+0 and gains haste until end of turn. Screaming Seahawk 4U 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 from Within 1BB Enchantment - Aura Enchant creature Enchanted creature gets -1/-1. When enchanted creature is put into a graveyard, return Screams from Within from your graveyard to play. Screams of the Damned 3BB Enchantment 1B, Remove a card in your graveyard from the game: Screams of the Damned deals 1 damage to each creature and each player. Screeching Buzzard 3B Creature - Bird 2/2 Flying When Screeching Buzzard is put into a graveyard from play, each opponent discards a card. Screeching Drake 3U Creature - Drake 2/2 Flying When Screeching Drake comes into play, draw a card, then discard a card. Screeching Griffin 3W Creature - Griffin 2/2 Flying R: Target creature can't block Screeching Griffin this turn. Screeching Harpy 2BB Creature - Harpy Beast 2/2 Flying 1B: Regenerate Screeching Harpy. Screeching Sliver U Creature - Sliver 1/1 All Slivers have "T Target player puts the top card of his or her library into his or her graveyard." Scrivener 4U Creature - Human Wizard 2/2 When Scrivener comes into play, you may return target instant card from your graveyard to your hand. Scrivener 4U Creature - Human Wizard 2/2 When Scrivener comes into play, you may return target instant card from your graveyard to your hand. Scroll of Origins 2 Artifact 2, T Draw a card if you have seven or more cards in hand. Scroll Rack 2 Artifact 1, T Remove any number of cards in your hand from the game face down. Put that many cards from the top of your library into your hand. Then look at the removed cards and put them on top of your library in any order. Scrounge 2B Sorcery Target opponent chooses an artifact card in his or her graveyard. Put that card into play under your control. Scrubland Land - Plains Swamp Scrubland Land - Plains Swamp Scrubland Land - Plains Swamp Scrubland Land - Plains Swamp Scryb Ranger 1G Creature - Faerie 1/1 Flash (You may play this spell any time you could play an instant.) Flying, protection from blue Return a Forest you control to its owner's hand: Untap target creature. Play this ability only once each turn. Scryb Sprites G Creature - Faerie 1/1 Flying Scryb Sprites G Creature - Faerie 1/1 Flying Scryb Sprites G Creature - Faerie 1/1 Flying Scryb Sprites G Creature - Faerie 1/1 Flying Scryb Sprites G Creature - Faerie 1/1 Flying Scryb Sprites G Creature - Faerie 1/1 Flying Scryb Sprites G Creature - Faerie 1/1 Flying Scryb Sprites G Creature - Faerie 1/1 Flying 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. Scrying Sheets Snow Land T Add 1 to your mana pool. 1oSi, T Look at the top card of your library. If that card is snow, you may reveal it and put it into your hand. (oSi can be paid with one mana from a snow permanent.) 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. 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. Scuttling Death 4B Creature - Spirit 4/2 Sacrifice Scuttling Death: Target creature gets -1/-1 until end of turn. Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) 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 Drake 2U Creature - Drake 4/3 Flying When Sea Drake comes into play, return two target lands you control to their owner's hand. Sea Eagle 1U Creature - Bird 1/1 Flying Sea Eagle 1U Creature - Bird 1/1 Flying Sea Eagle 1U Creature - Bird 1/1 Flying Sea Kings' Blessing U Instant Any number of target creatures become blue until end of turn. Sea Monster 4UU Creature - Serpent 6/6 Sea Monster can't attack unless defending player controls an Island. Sea Monster 4UU Creature - Serpent 6/6 Sea Monster can't attack unless defending player controls an Island. Sea Monster 4UU Creature - Serpent 6/6 Sea Monster can't attack unless defending player controls an Island. Sea Monster 4UU Creature - Serpent 6/6 Sea Monster can't attack unless defending player controls an Island. Sea Monster 4UU Creature - Serpent 6/6 Sea Monster can't attack unless defending player controls an Island. Sea Monster 4UU Creature - Serpent 6/6 Sea Monster can't attack unless defending player controls an Island. Sea Scryer 1U Creature - Merfolk Wizard 1/1 T Add 1 to your mana pool. 1, T Add U to your mana pool. Sea Serpent 5U Creature - Serpent 5/5 Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent. Sea Serpent 5U Creature - Serpent 5/5 Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent. Sea Serpent 5U Creature - Serpent 5/5 Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent. Sea Serpent 5U Creature - Serpent 5/5 Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent. Sea Serpent 5U Creature - Serpent 5/5 Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent. Sea Serpent 5U Creature - Serpent 5/5 Sea Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Sea Serpent. Sea Snidd 4U Creature - Beast 3/3 T Target land becomes the basic land type of your choice until end of turn. Sea Spirit 4U Creature - Elemental Spirit 2/3 U: Sea Spirit gets +1/+0 until end of turn. Sea Spirit 4U Creature - Elemental Spirit 2/3 U: Sea Spirit gets +1/+0 until end of turn. Sea Sprite 1U Creature - Faerie 1/1 Flying, protection from red Sea Sprite 1U Creature - Faerie 1/1 Flying, protection from red Sea Sprite 1U Creature - Faerie 1/1 Flying, protection from red Sea Troll 2U Creature - Troll 2/1 U: Regenerate Sea Troll. Play this ability only if Sea Troll blocked or was blocked by a blue creature this turn. Seafarer's Quay Land Blue legendary creatures you control have "bands with other legendary creatures." 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 2UU Creature - Human Mercenary 2/2 3, T Search your library for a Merfolk permanent card and put that card into play. Then shuffle your library. Seal of Cleansing 1W Enchantment Sacrifice Seal of Cleansing: Destroy target artifact or enchantment. Seal of Doom 2B Enchantment Sacrifice Seal of Doom: Destroy target nonblack creature. It can't be regenerated. Seal of Doom 2B 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 Fire R Enchantment Sacrifice Seal of Fire: Seal of Fire deals 2 damage to target creature or player. Seal of Primordium 1G Enchantment Sacrifice Seal of Primordium: Destroy target artifact or enchantment. 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. Sealed Fate XUB Sorcery Look at the top X cards of target opponent's library. Remove one of those cards from the game and put the rest back on top of that player's library in any order. Search for Survivors 2R 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. Search for Tomorrow 2G Sorcery Search your library for a basic land card and put it into play. Then shuffle your library. Suspend 2-G (Rather than play this card from your hand, you may pay G and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Searing Flesh 6R Sorcery Searing Flesh deals 7 damage to target opponent. Searing Meditation 1RW Enchantment Whenever you gain life, you may pay 2. If you do, Searing Meditation deals 2 damage to target creature or player. Searing Rays 2R Sorcery Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls. Searing Spear Askari 2R Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) 1R: Searing Spear Askari can't be blocked except by two or more creatures this turn. Searing Touch R Instant Buyback 4 (You may pay an additional 4 as you play this spell. If you do, put this card into your hand as it resolves.) Searing Touch deals 1 damage to target creature or player. Searing Wind 8R Instant Searing Wind deals 10 damage to target creature or player. Searing Wind 8R Instant Searing Wind deals 10 damage to target creature or player. Sea's Claim U Enchantment - Aura Enchant land (Target a land as you play this. This card comes into play attached to that land.) Enchanted land is an Island. Sea's Claim U Enchantment - Aura Enchant land (Target a land as you play this. This card comes into play attached to that 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. WU, T, Sacrifice a Bird: Draw a card. Seasinger 1UU Creature - Merfolk 0/1 When you control no Islands, sacrifice Seasinger. You may choose not to untap Seasinger during your untap step. T Gain control of target creature whose controller controls an Island as long as you control Seasinger and as long as Seasinger remains tapped. Seasinger 1UU Creature - Merfolk 0/1 When you control no Islands, sacrifice Seasinger. You may choose not to untap Seasinger during your untap step. T Gain control of target creature whose controller controls an Island as long as you control Seasinger and as long as Seasinger remains tapped. Seasinger 1UU Creature - Merfolk 0/1 When you control no Islands, sacrifice Seasinger. You may choose not to untap Seasinger during your untap step. T Gain control of target creature whose controller controls an Island as long as you control Seasinger and as long as Seasinger remains tapped. Season of the Witch BBB Enchantment At the beginning of your upkeep, sacrifice Season of the Witch unless you pay 2 life. At end of turn, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack. Seasoned Marshal 2WW Creature - Human Soldier 2/2 Whenever Seasoned Marshal attacks, you may tap target creature. Seasoned Marshal 2WW Creature - Human Soldier 2/2 Whenever Seasoned Marshal attacks, you may tap target creature. Seasoned Marshal 2WW Creature - Human Soldier 2/2 Whenever Seasoned Marshal attacks, you may tap target creature. Seasoned Marshal 2WW Creature - Human Soldier 2/2 Whenever Seasoned Marshal attacks, you may tap target creature. Seasoned Marshal 2WW Creature - Human Soldier 2/2 Whenever Seasoned Marshal attacks, you may tap target creature. Seasoned Marshal 2WW Creature - Human Soldier 2/2 Whenever Seasoned Marshal attacks, you may tap target creature. Seasoned Tactician 2W Creature - Human Advisor 1/3 3, Remove the top four cards of your library from the game: The next time a source of your choice would deal damage to you this turn, prevent that damage. Seat of the Synod Artifact Land (Seat of the Synod isn't a spell.) T Add U to your mana pool. Secluded Glen Land As Secluded Glen comes into play, you may reveal a Faerie card from your hand. If you don't, Secluded Glen comes into play tapped. T Add U or B 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: Draw a card.) Second Chance 2U Enchantment At the beginning of your upkeep, if you have 5 life or less, sacrifice Second Chance. If you do, take an extra turn after this one. Second Sight 2U Instant Choose one - Look at the top five cards of target opponent's library, then put them back in any order; or look at the top five cards of your library, then put them back in any order. Entwine U (Choose both if you pay the entwine cost.) Second Sunrise 1WW 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 4W Instant Remove target attacking creature from the game. Draw a card. Second Wind 2U Enchantment - Aura Enchant creature T Tap enchanted creature. T Untap enchanted creature. Secretkeeper 3U Creature - Spirit 2/2 As long as you have more cards in hand than each opponent, Secretkeeper gets +2/+2 and has flying. Security Detail 3W Enchantment WW: Put a 1/1 white Soldier creature token into play. Play this ability only if you control no creatures and only once each turn. Sedge Sliver 2R Creature - Sliver 2/2 All Sliver creatures have "This creature gets +1/+1 as long as you control a Swamp." All Slivers have "B: Regenerate this permanent." Sedge Troll 2R Creature - Troll 2/2 Sedge Troll gets +1/+1 as long as you control a Swamp. B: Regenerate Sedge Troll. Sedge Troll 2R Creature - Troll 2/2 Sedge Troll gets +1/+1 as long as you control a Swamp. B: Regenerate Sedge Troll. Sedge Troll 2R Creature - Troll 2/2 Sedge Troll gets +1/+1 as long as you control a Swamp. B: Regenerate Sedge Troll. Sedge Troll 2R Creature - Troll 2/2 Sedge Troll gets +1/+1 as long as you control a Swamp. B: Regenerate Sedge Troll. Sedge Troll 2R Creature - Troll 2/2 Sedge Troll gets +1/+1 as long as you control a Swamp. B: Regenerate Sedge Troll. Seed Spark 3W Instant Destroy target artifact or enchantment. If G was spent to play Seed Spark, put two 1/1 green Saproling creature tokens into play. Seed the Land 2GG Enchantment Whenever a land comes into play, its controller puts a 1/1 green Snake creature token into play. Seedborn Muse 3GG Creature - Spirit 2/4 Untap all permanents you control during each other player's untap step. Seedborn Muse 3GG Creature - Spirit 2/4 Untap all permanents you control during each other player's untap step. Seedborn Muse 3GG Creature - Spirit 2/4 Untap all permanents you control during each other player's untap step. Seedguide Ash 4G Creature - Treefolk Druid 4/4 When Seedguide Ash is put into a graveyard from play, you may search your library for up to three Forest cards and put them into play tapped. If you do, shuffle your library. Seedling Charm G Instant Choose one - Return target Aura attached to a creature to its owner's hand; or regenerate target green creature; or target creature gains trample until end of turn. Seeds of Innocence 1GG Sorcery Destroy all artifacts. They can't be regenerated. The controller of each artifact destroyed this way gains life equal to its converted mana cost. Seeds of Strength GW Instant Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn. Target creature gets +1/+1 until end of turn. Seedtime 1G Instant Play Seedtime only during your turn. Take an extra turn after this one if an opponent played a blue spell this turn. Seek the Horizon 3G Sorcery Search your library for up to three basic land cards, reveal them, and put them into your hand. Then shuffle your library. Seeker 2WW Enchantment - Aura Enchant creature Enchanted creature can't be blocked except by artifact creatures and/or white creatures. Seeker 2WW Enchantment - Aura Enchant creature Enchanted creature can't be blocked except by artifact creatures and/or white creatures. Seeker of Skybreak 1G Creature - Elf 2/1 T Untap target creature. Seeker of Skybreak 1G Creature - Elf 2/1 T Untap target creature. Seeker of Skybreak 1G Creature - Elf 2/1 T Untap target creature. Seer's Vision 2UB 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 an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Target creature gets +3/+0 until end of turn. Seething Pathblazer 2R Creature - Elemental Warrior 2/2 Sacrifice an Elemental: Seething Pathblazer gets +2/+0 and gains first strike until end of turn. Seething Song 2R Instant Add RRRRR to your mana pool. Seething Song 2R Instant Add RRRRR to your mana pool. Segmented Wurm 3RG Creature - Wurm 5/5 Whenever Segmented Wurm becomes the target of a spell or ability, put a -1/-1 counter on it. Segmented Wurm 3RG Creature - Wurm 5/5 Whenever Segmented Wurm becomes the target of a spell or ability, put a -1/-1 counter on it. Segovian Leviathan 4U Creature - Leviathan 3/3 Islandwalk Segovian Leviathan 4U Creature - Leviathan 3/3 Islandwalk Segovian Leviathan 4U Creature - Leviathan 3/3 Islandwalk Segovian Leviathan 4U Creature - Leviathan 3/3 Islandwalk Seht's Tiger 2WW Creature - Cat 3/3 Flash (You may play this spell any time you could play an instant.) When Seht's Tiger comes into play, you gain protection from the color of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen color.) Seismic Assault RRR Enchantment Discard a land card: Seismic Assault deals 2 damage to target creature or player. Seismic Assault RRR Enchantment Discard a land card: Seismic Assault deals 2 damage to target creature or player. Seismic Assault RRR Enchantment Discard a land card: Seismic Assault deals 2 damage to target creature or player. Seismic Assault RRR Enchantment Discard a land card: Seismic Assault deals 2 damage to target creature or player. Seismic Mage 3R Creature - Human Spellshaper 1/1 2R, T, Discard a card: Destroy target land. Seismic Spike 2RR Sorcery Destroy target land. Add RR to your mana pool. Seizan, Perverter of Truth 3BB Legendary Creature - Demon Spirit 6/5 At the beginning of each player's upkeep, that player loses 2 life and draws two cards. Seize the Day 3R Sorcery Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback 2R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Seize the Soul 2BB Instant Destroy target nonwhite nonblack creature. Put a 1/1 white Spirit creature token with flying into play. Haunt When the creature Seize the Soul haunts is put into a graveyard, destroy target nonwhite nonblack creature. Put a 1/1 white Spirit creature token with flying into play. Seizures 1B Enchantment - Aura Enchant creature Whenever enchanted creature becomes tapped, Seizures deals 3 damage to that creature's controller unless that player pays 3. Sekki, Seasons' Guide 5GGG Legendary Creature - Spirit 0/0 Sekki, Seasons' Guide comes into play with eight +1/+1 counters on it. If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and put that many 1/1 colorless Spirit creature tokens into play. Sacrifice eight Spirits: Return Sekki from your graveyard to play. Sek'Kuar, Deathkeeper 2BRG Legendary Creature - Orc Shaman 4/3 Whenever another nontoken creature you control is put into a graveyard from play, put a 3/1 black and red Graveborn creature token with haste into play. Selenia, Dark Angel 3WB Legendary Creature - Angel 3/3 Flying Pay 2 life: Return Selenia, Dark Angel to its owner's hand. Selesnya Evangel GW Creature - Elf Shaman 1/2 1, T, Tap an untapped creature you control: Put a 1/1 green Saproling creature token into play. Selesnya Guildmage (G / W)(G / W) Creature - Elf Wizard 2/2 (o(g/w) can be paid with either G or W.) 3G: Put a 1/1 green Saproling creature token into play. 3W: Creatures you control get +1/+1 until end of turn. Selesnya Sagittars 3GW Creature - Elf Archer 2/5 Reach (This creature can block creatures with flying.) Selesnya Sagittars can block an additional creature. Selesnya Sanctuary Land Selesnya Sanctuary comes into play tapped. When Selesnya Sanctuary comes into play, return a land you control to its owner's hand. T Add GW to your mana pool. Selesnya Signet 2 Artifact 1, T Add GW to your mana pool. Selfless Exorcist 3WW Creature - Human 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. Sell-Sword Brute 1R Creature - Human Mercenary 2/2 When Sell-Sword Brute is put into a graveyard from play, it deals 2 damage to you. Sengir Autocrat 3B Creature - Human 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 Autocrat 3B Creature - Human 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 Autocrat 3B Creature - Human 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 Autocrat 3B Creature - Human 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 Bats 1BB Creature - Bat 1/2 Flying Whenever a creature dealt damage by Sengir Bats this turn is put into a graveyard, put a +1/+1 counter on Sengir Bats. Sengir Bats 1BB Creature - Bat 1/2 Flying Whenever a creature dealt damage by Sengir Bats this turn is put into a graveyard, put a +1/+1 counter on Sengir Bats. Sengir Nosferatu 3BB Creature - Vampire 4/4 Flying 1B, Remove Sengir Nosferatu from the game: Put a 1/2 black Bat creature token with flying into play. It has "1B, Sacrifice this creature: Return to play under its owner's control a card named Sengir Nosferatu that's removed from the game." Sengir Vampire 3BB Creature - Vampire 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire. Sengir Vampire 3BB Creature - Vampire 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire. Sengir Vampire 3BB Creature - Vampire 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire. Sengir Vampire 3BB Creature - Vampire 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire. Sengir Vampire 3BB Creature - Vampire 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire. Sengir Vampire 3BB Creature - Vampire 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire. Sengir Vampire 3BB Creature - Vampire 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire. Sengir Vampire 3BB Creature - Vampire 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire. Sengir Vampire 3BB Creature - Vampire 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire. Sengir Vampire 3BB Creature - Vampire 4/4 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire. Sensation Gorger 1RR Creature - Goblin Shaman 2/2 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Sensation Gorger, you may reveal it. If you do, each player discards his or her hand and draws four cards. Sensei Golden-Tail 1W Legendary Creature - Fox Samurai 2/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) 1W, T Put a training counter on target creature. That creature gains bushido 1 and becomes a Samurai in addition to its other creature types. Play this ability only any time you could play a sorcery. Sensei's Divining Top 1 Artifact 1: Look at the top three cards of your library, then put them back in any order. T Draw a card, then put Sensei's Divining Top on top of its owner's library. Sentinel 4 Artifact Creature - Shapeshifter 1/1 0: Sentinel's toughness becomes 1 plus the power of target creature blocking or blocked by Sentinel. (This effect doesn't end at end of turn.) Sentinel 4 Artifact Creature - Shapeshifter 1/1 0: Sentinel's toughness becomes 1 plus the power of target creature blocking or blocked by Sentinel. (This effect doesn't end at end of turn.) Sentinels of Glen Elendra 3U Creature - Faerie Soldier 2/3 Flash Flying Sentry Oak 4W Creature - Treefolk Warrior 3/5 Defender At the beginning of combat on your turn, you may clash with an opponent. If you win, Sentry Oak gets +2/+0 and loses defender until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Seraph 6W Creature - Angel 4/4 Flying Whenever a creature dealt damage by Seraph this turn is put into a graveyard, put that card into play under your control at end of turn. Sacrifice the creature when you lose control of Seraph. Seraph 6W Creature - Angel 4/4 Flying Whenever a creature dealt damage by Seraph this turn is put into a graveyard, put that card into play under your control at end of turn. Sacrifice the creature when you lose control of Seraph. Seraph 6W Creature - Angel 4/4 Flying Whenever a creature dealt damage by Seraph this turn is put into a graveyard, put that card into play under your control at end of turn. Sacrifice the creature when you lose control of Seraph. Serendib Djinn 2UU Creature - Djinn 5/6 Flying At the beginning of your upkeep, sacrifice a land. If you sacrifice an Island this way, Serendib Djinn deals 3 damage to you. When you control no lands, sacrifice Serendib Djinn. Serendib Efreet 2U Creature - Efreet 3/4 Flying At the beginning of your upkeep, Serendib Efreet deals 1 damage to you. Serendib Efreet 2U Creature - Efreet 3/4 Flying At the beginning of your upkeep, Serendib Efreet deals 1 damage to you. Serendib Efreet 2U Creature - Efreet 3/4 Flying At the beginning of your upkeep, Serendib Efreet deals 1 damage to you. Serendib Sorcerer 1UU Creature - Human Wizard 1/1 T Target creature other than Serendib Sorcerer becomes 0/2 until end of turn. Serene Heart 1G Instant Destroy all Auras. Serene Offering 1W Instant Destroy target enchantment. You gain life equal to its converted mana cost. Serene Sunset XG Instant Prevent all combat damage X target creatures would deal this turn. Serenity 1W Enchantment At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated. Serenity 1W Enchantment At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated. Serpent Assassin 3BB Creature - Snake Assassin 2/2 When Serpent Assassin comes into play, you may destroy target nonblack creature. Serpent Generator 6 Artifact 4, T Put a 1/1 Snake artifact creature token into play. This creature has "Whenever this creature deals damage to a player, that player gets a poison counter." (A player with ten or more poison counters loses the game.) Serpent Generator 6 Artifact 4, T Put a 1/1 Snake artifact creature token into play. This creature has "Whenever this creature deals damage to a player, that player gets a poison counter." (A player with ten or more poison counters loses the game.) Serpent Generator 6 Artifact 4, T Put a 1/1 Snake artifact creature token into play. This creature has "Whenever this creature deals damage to a player, that player gets a poison counter." (A player with ten or more poison counters loses the game.) Serpent Generator 6 Artifact 4, T Put a 1/1 Snake artifact creature token into play. This creature has "Whenever this creature deals damage to a player, that player gets a poison counter." (A player with ten or more poison counters loses the game.) Serpent Skin 2G Enchantment - Aura Flash Enchant creature Enchanted creature gets +1/+1. G: Regenerate enchanted creature. Serpent Warrior 2B Creature - Snake Warrior 3/3 When Serpent Warrior comes into play, you lose 3 life. Serpent Warrior 2B Creature - Snake Warrior 3/3 When Serpent Warrior comes into play, you lose 3 life. Serpent Warrior 2B Creature - Snake Warrior 3/3 When Serpent Warrior comes into play, you lose 3 life. Serpent Warrior 2B Creature - Snake Warrior 3/3 When Serpent Warrior comes into play, you lose 3 life. Serpent Warrior 2B Creature - Snake Warrior 3/3 When Serpent Warrior comes into play, you lose 3 life. Serpent Warrior 2B Creature - Snake Warrior 3/3 When Serpent Warrior comes into play, you lose 3 life. Serpentine Basilisk 2GG Creature - Basilisk 2/3 Whenever Serpentine Basilisk deals combat damage to a creature, destroy that creature at end of combat. Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Serpentine Kavu 4G Creature - Kavu 4/4 R: Serpentine Kavu gains haste until end of turn. Serra Advocate 3W Creature - Angel 2/2 Flying T Target attacking or blocking creature gets +2/+2 until end of turn. Serra Advocate 3W Creature - Angel 2/2 Flying T Target attacking or blocking creature gets +2/+2 until end of turn. Serra Angel 3WW Creature - Angel 4/4 Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.) Serra Angel 3WW Creature - Angel 4/4 Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.) Serra Angel 3WW Creature - Angel 4/4 Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.) Serra Angel 3WW Creature - Angel 4/4 Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.) Serra Angel 3WW Creature - Angel 4/4 Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.) Serra Angel 3WW Creature - Angel 4/4 Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.) Serra Angel 3WW Creature - Angel 4/4 Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.) Serra Angel 3WW Creature - Angel 4/4 Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.) Serra Angel 3WW Creature - Angel 4/4 Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.) Serra Avatar 4WWW 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 Avatar 4WWW 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 Avenger WW Creature - Angel 3/3 You can't play Serra Avenger during your first, second, or third turns of the game. Flying, vigilance Serra Aviary 3W World Enchantment Creatures with flying get +1/+1. Serra Bestiary WW Enchantment - Aura Enchant creature At the beginning of your upkeep, sacrifice Serra Bestiary unless you pay WW. Enchanted creature can't attack or block and its activated abilities with T in their costs can't be played. Serra Bestiary WW Enchantment - Aura Enchant creature At the beginning of your upkeep, sacrifice Serra Bestiary unless you pay WW. Enchanted creature can't attack or block and its activated abilities with T in their costs can't be played. Serra Inquisitors 4W Creature - Human Cleric 3/3 When Serra Inquisitors blocks or becomes blocked by one or more black creatures, Serra Inquisitors gets +2/+0 until end of turn. Serra Paladin 2WW Creature - Human Knight 2/2 T Prevent the next 1 damage that would be dealt to target creature or player this turn. 1WW, T Target creature gains vigilance until end of turn. Serra Paladin 2WW Creature - Human Knight 2/2 T Prevent the next 1 damage that would be dealt to target creature or player this turn. 1WW, T Target creature gains vigilance until end of turn. Serra Sphinx 3UU Creature - Sphinx 4/4 Flying, vigilance Serra Zealot W Creature - Human Soldier 1/1 First strike Serra's Blessing 1W Enchantment Creatures you control have vigilance. (Attacking doesn't cause them to tap.) Serra's Blessing 1W Enchantment Creatures you control have vigilance. (Attacking doesn't cause them to tap.) Serra's Blessing 1W Enchantment Creatures you control have vigilance. (Attacking doesn't cause them to tap.) Serra's Boon 2W Enchantment - Aura Enchant creature Enchanted creature gets +1/+2 as long as it's white. Otherwise, it gets -2/-1. Serra's Embrace 2WW Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+2 and has flying and vigilance. (It can't be blocked except by creatures with flying or reach, and attacking doesn't cause it to tap.) Serra's Embrace 2WW Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+2 and has flying and vigilance. (It can't be blocked except by creatures with flying or reach, and attacking doesn't cause it to tap.) Serra's Embrace 2WW Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+2 and has flying and vigilance. (It can't be blocked except by creatures with flying or reach, and attacking doesn't cause it 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 2WW 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. Serrated Arrows 4 Artifact Serrated Arrows comes into play with three arrowhead counters on it. At the beginning of your upkeep, if there are no arrowhead counters on Serrated Arrows, sacrifice it. T, Remove an arrowhead counter from Serrated Arrows: Put a -1/-1 counter on target creature. Serrated Arrows 4 Artifact Serrated Arrows comes into play with three arrowhead counters on it. At the beginning of your upkeep, if there are no arrowhead counters on Serrated Arrows, sacrifice it. T, Remove an arrowhead counter from Serrated Arrows: Put a -1/-1 counter on target creature. Serrated Biskelion 3 Artifact Creature - Construct 2/2 T Put a -1/-1 counter on Serrated Biskelion and a -1/-1 counter on target creature. Serum Powder 3 Artifact T Add 1 to your mana pool. Any time you could mulligan and Serum Powder is in your hand, you may remove all the cards in your hand from the game, then draw that many cards. (You can do this in addition to taking mulligans.) 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. Serum Visions U Sorcery Draw a card. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Servant of Volrath 2B Creature - Minion 3/3 When Servant of Volrath leaves play, sacrifice a creature. Seshiro the Anointed 4GG Legendary Creature - Snake Monk 3/4 Other Snake creatures you control get +2/+2. Whenever a Snake you control deals combat damage to a player, you may draw a card. Seton, Krosan Protector GGG Legendary Creature - Centaur Druid 2/2 Tap an untapped Druid you control: Add G to your mana pool. Seton's Desire 2G Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Threshold - As long as seven or more cards are in your graveyard, all creatures able to block enchanted creature do so. Seton's Scout 1G Creature - Centaur Druid Scout Archer 2/1 Reach (This creature can block creatures with flying.) Threshold - Seton's Scout gets +2/+2 as long as seven or more cards are in your graveyard. Sever Soul 3BB Sorcery Destroy target nonblack creature. It can't be regenerated. You gain life equal to its toughness. Sever Soul 3BB Sorcery Destroy target nonblack creature. It can't be regenerated. You gain life equal to its toughness. Severed Legion 1BB Creature - Zombie 2/2 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Severed Legion 1BB Creature - Zombie 2/2 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Severed Legion 1BB Creature - Zombie 2/2 Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Sewer Rats B Creature - Rat 1/1 B, Pay 1 life: Sewer Rats gets +1/+0 until end of turn. Play this ability no more than three times each turn. Sewer Rats B Creature - Rat 1/1 B, Pay 1 life: Sewer Rats gets +1/+0 until end of turn. Play this ability no more than three times each turn. Sewerdreg 3BB Creature - Spirit 3/3 Swampwalk Sacrifice Sewerdreg: Remove target card in a graveyard from the game. Sewers of Estark 2BB Instant Choose one - Target attacking creature is unblockable this turn; or prevent all combat damage that would be dealt by target blocking creature and all creatures it's blocking this turn. Sex Appeal W Instant Prevent up to 3 damage total to any number of creatures and/or players. If there are more players in the room of the opposite sex, prevent up to 3 additional damage total to any number of creatures and/or players. Shackles 2W Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. W: Return Shackles to its owner's hand. Shackles 2W Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. W: Return Shackles to its owner's hand. Shade of Trokair 3W Creature - Shade 1/2 W: Shade of Trokair gets +1/+1 until end of turn. Suspend 3-W (Rather than play this card from your hand, you may pay W and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Shade's Breath 1B 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 1BB Enchantment - Aura 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 card to play under your control. Shadow Guildmage B Creature - Human Wizard 1/1 U, T Put target creature you control on top of its owner's library. R, T Shadow Guildmage deals 1 damage to target creature or player and 1 damage to you. Shadow Guildmage B Creature - Human Wizard 1/1 U, T Put target creature you control on top of its owner's library. R, T Shadow Guildmage deals 1 damage to target creature or player and 1 damage to you. Shadow Lance W Enchantment - Aura Enchant creature Enchanted creature has first strike. 1B: Enchanted creature gets +2/+2 until end of turn. Shadow of Doubt (U / B)(U / B) Instant (o(u/b) can be paid with either U or B.) Players can't search libraries this turn. Draw a card. Shadow Rider 2BB Creature - Zombie Knight 3/3 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Shadow Rift U Instant Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Draw a card. Shadow Sliver 2U Creature - Sliver 1/1 All Sliver creatures have shadow. (They can block or be blocked by only creatures with shadow.) Shadowbane 1W Instant The next time a source of your choice would deal damage to you or a creature you control this turn, prevent that damage. If damage from a black source is prevented this way, you gain life equal to the damage prevented this way. Shadowblood Egg 1 Artifact 2, T, Sacrifice Shadowblood Egg: Add BR to your mana pool. Draw a card. Shadowblood Ridge Land 1, T Add BR to your mana pool. Shadowmage Infiltrator 1UB Creature - Human Wizard 1/3 Fear Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card. Shadowmage Infiltrator 1UB Creature - Human 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. Shah of Naar Isle 3R Creature - Efreet 6/6 Trample Echo 0 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Shah of Naar Isle's echo cost is paid, each opponent may draw up to three cards. Shahrazad WW Sorcery Players play a MAGIC subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half his or her life, rounded up. Shaleskin Bruiser 6R Creature - Beast 4/4 Trample Whenever Shaleskin Bruiser attacks, it gets +3/+0 until end of turn for each other attacking Beast. Shaleskin Plower 3R Creature - Beast 3/2 Morph 4R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Shaleskin Plower is turned face up, destroy target land. Shallow Grave 1B Instant Return the top creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn. Shaman en-Kor 1W Creature - Kor Shaman 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. 1W: 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 2R 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 Shell 1BG Creature - Plant Zombie 3/1 Sacrifice Shambling Shell: Put a +1/+1 counter on target creature. Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) Shambling Strider 4GG Creature - Yeti 5/5 RG: Shambling Strider gets +1/-1 until end of turn. Shambling Strider 4GG Creature - Yeti 5/5 RG: Shambling Strider gets +1/-1 until end of turn. Shambling Strider 4GG Creature - Yeti 5/5 RG: Shambling Strider gets +1/-1 until end of turn. Shambling Swarm 1BBB 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. For each -1/-1 counter you put on a creature this way, remove a -1/-1 counter from that creature at end of turn. Shanodin Dryads G Creature - Dryad 1/1 Forestwalk Shanodin Dryads G Creature - Dryad 1/1 Forestwalk Shanodin Dryads G Creature - Dryad 1/1 Forestwalk Shanodin Dryads G Creature - Dryad 1/1 Forestwalk Shanodin Dryads G Creature - Dryad 1/1 Forestwalk Shanodin Dryads G Creature - Dryad 1/1 Forestwalk Shanodin Dryads G Creature - Dryad 1/1 Forestwalk Shanodin Dryads G Creature - Dryad 1/1 Forestwalk Shape of the Wiitigo 3GGG Enchantment - Aura Enchant creature When Shape of the Wiitigo comes into play, put six +1/+1 counters on enchanted creature. At the beginning of your upkeep, put a +1/+1 counter on enchanted creature if it attacked or blocked since your last upkeep. Otherwise, remove a +1/+1 counter from it. Shape Stealer UU Creature - Shapeshifter Spirit 1/1 Whenever Shape Stealer blocks or becomes blocked by a creature, change Shape Stealer's power and toughness to that creature's power and toughness until end of turn. Shaper Guildmage U Creature - Human Wizard 1/1 W, T Target creature gains first strike until end of turn. B, T Target creature gets +1/+0 until end of turn. Shaper Parasite 1UU Creature - Illusion 2/3 Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Shaper Parasite is turned face up, target creature gets +2/-2 or -2/+2 until end of turn. Shapesharer 1U Creature - Shapeshifter 1/1 Changeling (This card is every creature type at all times.) 2U: Target Shapeshifter becomes a copy of target creature until your next turn. Shapeshifter 6 Artifact Creature - Shapeshifter */7-* As Shapeshifter comes into play, choose a number between 0 and 7. At the beginning of your upkeep, you may choose a number between 0 and 7. Shapeshifter's power is equal to the last chosen number and its toughness is equal to 7 minus that number. Shapeshifter 6 Artifact Creature - Shapeshifter */7-* As Shapeshifter comes into play, choose a number between 0 and 7. At the beginning of your upkeep, you may choose a number between 0 and 7. Shapeshifter's power is equal to the last chosen number and its toughness is equal to 7 minus that number. Shapeshifter 6 Artifact Creature - Shapeshifter */7-* As Shapeshifter comes into play, choose a number between 0 and 7. At the beginning of your upkeep, you may choose a number between 0 and 7. Shapeshifter's power is equal to the last chosen number and its toughness is equal to 7 minus that number. Shapeshifter's Marrow 2UU Enchantment At the beginning of each opponent's upkeep, that player reveals the top card of his or her library. If it's a creature card, the player puts the card into his or her graveyard and Shapeshifter's Marrow becomes a copy of that card. (If it does, it loses this ability.) Shard Phoenix 4R Creature - Phoenix 2/2 Flying (This creature can't be blocked except by creatures with flying.) Sacrifice Shard Phoenix: Shard Phoenix deals 2 damage to each creature without flying. RRR: Return Shard Phoenix from your graveyard to your hand. Play this ability only during your upkeep. Shard Phoenix 4R Creature - Phoenix 2/2 Flying (This creature can't be blocked except by creatures with flying.) Sacrifice Shard Phoenix: Shard Phoenix deals 2 damage to each creature without flying. RRR: Return Shard Phoenix from your graveyard to your hand. Play this ability only during your upkeep. Shard Volley R Instant As an additional cost to play Shard Volley, sacrifice a land. Shard Volley deals 3 damage to target creature or player. Shared Animosity 2R Enchantment Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it. Shared Fate 4U 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. Shared Triumph 1W Enchantment As Shared Triumph comes into play, choose a creature type. Creatures of the chosen type get +1/+1. Shatter 1R Instant Destroy target artifact. Shatter 1R Instant Destroy target artifact. Shatter 1R Instant Destroy target artifact. Shatter 1R Instant Destroy target artifact. Shatter 1R Instant Destroy target artifact. Shatter 1R Instant Destroy target artifact. Shatter 1R Instant Destroy target artifact. Shatter 1R Instant Destroy target artifact. Shatter 1R Instant Destroy target artifact. Shatter 1R Instant Destroy target artifact. Shatter 1R Instant Destroy target artifact. Shatter 1R Instant Destroy target artifact. Shatter 1R Instant Destroy target artifact. Shattered Crypt XBB Sorcery Return X target creature cards from your graveyard to your hand. You lose X life. Shattered Dreams B Sorcery Target opponent reveals his or her hand. Choose an artifact card from it. That player discards that card. Shattering Pulse 1R Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Destroy target artifact. Shattering Spree R Sorcery Replicate R (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Destroy target artifact. Shatterstorm 2RR Sorcery Destroy all artifacts. They can't be regenerated. Shatterstorm 2RR Sorcery Destroy all artifacts. They can't be regenerated. Shatterstorm 2RR Sorcery Destroy all artifacts. They can't be regenerated. Shatterstorm 2RR Sorcery Destroy all artifacts. They can't be regenerated. Shatterstorm 2RR Sorcery Destroy all artifacts. They can't be regenerated. Shauku, Endbringer 5BB Legendary Creature - Vampire 5/5 Flying Shauku, Endbringer can't attack if there's another creature in play. At the beginning of your upkeep, you lose 3 life. T Remove target creature from the game and put a +1/+1 counter on Shauku. Shauku's Minion 1BR Creature - Human Minion 2/2 BR, T Shauku's Minion deals 2 damage to target white creature. Shelkin Brownie 1G Creature - Ouphe 1/1 T Target creature loses all "bands with other" abilities until end of turn. Shell of the Last Kappa 3 Legendary Artifact 3, T Remove from the game target instant or sorcery spell that targets you. (The spell has no effect.) 3, T, Sacrifice Shell of the Last Kappa: You may play a card removed from the game with Shell of the Last Kappa without paying its mana cost. Shelldock Isle Land Hideaway (This land comes into play tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.) T Add U to your mana pool. U, T You may play the removed card without paying its mana cost if a library has twenty or fewer cards in it. Shelter 1W Instant Target creature you control gains protection from the color of your choice until end of turn. Draw a card. Sheltered Valley Land When Sheltered Valley comes into play, sacrifice each other permanent named Sheltered Valley you control. At the beginning of your upkeep, if you control three or fewer lands, you gain 1 life. T Add 1 to your mana pool. Sheltering Ancient 1G Creature - Treefolk 5/5 Trample Cumulative upkeep-Put a +1/+1 counter on a creature an opponent controls. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Sheltering Prayers W Enchantment Basic lands each player controls have shroud as long as that player controls three or fewer lands. (They can't be the targets of spells or abilities.) Shepherd of Rot 1B Creature - Zombie Cleric 1/1 T Each player loses 1 life for each Zombie in play. Shield Bearer 1W Creature - Human Soldier 0/3 Banding Shield Bearer 1W Creature - Human Soldier 0/3 Banding Shield Dancer 2W Creature - Human Rebel 1/3 2W: 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 - Human Soldier 1/1 Sacrifice Shield Mate: Target creature gets +0/+4 until end of turn. Shield of Duty and Reason W Enchantment - Aura Enchant creature Enchanted creature has protection from green and from blue. Shield of Kaldra 4 Legendary Artifact - Equipment Equipment named Sword of Kaldra, Shield of Kaldra, and Helm of Kaldra are indestructible. Equipped creature is indestructible. ("Destroy" effects and lethal damage don't destroy it.) Equip 4 Shield of Kaldra 4 Legendary Artifact - Equipment Equipment named Sword of Kaldra, Shield of Kaldra, and Helm of Kaldra are indestructible. Equipped creature is indestructible. ("Destroy" effects and lethal damage don't destroy it.) Equip 4 Shield of the Ages 2 Artifact 2: Prevent the next 1 damage that would be dealt to you this turn. Shield of the Ages 2 Artifact 2: Prevent the next 1 damage that would be dealt to you this turn. Shield Sphere 0 Artifact Creature - Wall 0/6 Defender Whenever Shield Sphere blocks, put a -0/-1 counter on it. Shield Sphere 0 Artifact Creature - Wall 0/6 Defender Whenever Shield Sphere blocks, put a -0/-1 counter on it. Shield Wall 1W Instant Creatures you control get +0/+2 until end of turn. Shield Wall 1W Instant Creatures you control get +0/+2 until end of turn. Shield Wall 1W Instant Creatures you control get +0/+2 until end of turn. Shield Wall 1W Instant Creatures you control get +0/+2 until end of turn. Shielding Plax 2(G / U) Enchantment - Aura (o(g/u) can be paid with either G or U.) Enchant creature When Shielding Plax comes into play, draw a card. Enchanted creature can't be the target of spells or abilities your opponents control. Shieldmage Advocate 2W Creature - Human 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 5W Creature - Human 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. Shields of Velis Vel W Tribal Instant - Shapeshifter Changeling (This card is every creature type at all times.) Creatures target player controls get +0/+1 and gain all creature types until end of turn. Shifting Borders 3U Instant - Arcane Exchange control of two target lands. Splice onto Arcane 3U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Shifting Sky 2U Enchantment As Shifting Sky comes into play, choose a color. All nonland permanents are the chosen color. Shifting Sky 2U Enchantment As Shifting Sky comes into play, choose a color. All nonland permanents are the chosen color. Shifting Sliver 3U Creature - Sliver 2/2 Slivers can't be blocked except by Slivers. Shifting Wall X Artifact Creature - Wall 0/0 Defender (This creature can't attack.) Shifting Wall comes into play with X +1/+1 counters on it. Shifty Doppelganger 2U Creature - Shapeshifter 1/1 3U, Remove Shifty Doppelganger from the game: You may put a creature card from your hand into play. If you do, that creature gains haste until end of turn. At end of turn, sacrifice that creature. If you do, return Shifty Doppelganger to play. Shimatsu the Bloodcloaked 3R Legendary Creature - Demon Spirit 0/0 As Shimatsu the Bloodcloaked comes into play, sacrifice any number of permanents. Shimatsu comes into play with that many +1/+1 counters on it. Shimian Night Stalker 3BB Creature - Nightstalker 4/4 B, T All damage that would be dealt to you this turn by target attacking creature is dealt to Shimian Night Stalker instead. Shimian Night Stalker 3BB Creature - Nightstalker 4/4 B, T All damage that would be dealt to you this turn by target attacking creature is dealt to Shimian Night Stalker instead. Shimian Specter 2BB Creature - Specter 2/2 Flying Whenever Shimian Specter deals combat damage to a player, that player reveals his or her hand. Choose a nonland card from it. Search that player's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library. Shimmer 2UU Enchantment As Shimmer comes into play, choose a land type. All lands of the chosen type have phasing. Shimmering Barrier 1W Creature - Wall 1/3 Defender (This creature can't attack.) First strike Cycling 2 (2, Discard this card: Draw a card.) Shimmering Efreet 2U Creature - Efreet 2/2 Flying, phasing Whenever Shimmering Efreet phases in, target creature phases out. Shimmering Glasskite 3U Creature - Spirit 2/3 Flying Whenever Shimmering Glasskite becomes the target of a spell or ability for the first time in a turn, counter that spell or ability. Shimmering Grotto Land T Add 1 to your mana pool. 1, T Add one mana of any color to your mana pool. Shimmering Mirage 1U Instant Target land becomes the basic land type of your choice until end of turn. Draw a card. Shimmering Wings U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) U: Return Shimmering Wings to its owner's hand. Shimmering Wings U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) U: Return Shimmering Wings to its owner's hand. Shimmering Wings U Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) U: Return Shimmering Wings to its owner's hand. Shinen of Fear's Chill 4B Creature - Spirit 3/2 Shinen of Fear's Chill can't block. Channel - 1B, Discard Shinen of Fear's Chill: Target creature can't block this turn. Shinen of Flight's Wings 4U Creature - Spirit 3/3 Flying Channel - U, Discard Shinen of Flight's Wings: Target creature gains flying until end of turn. Shinen of Fury's Fire 2R Creature - Spirit 2/1 Haste Channel - R, Discard Shinen of Fury's Fire: Target creature gains haste until end of turn. Shinen of Life's Roar 1G Creature - Spirit 1/2 All creatures able to block Shinen of Life's Roar do so. Channel - 2GG, Discard Shinen of Life's Roar: All creatures able to block target creature this turn do so. Shinen of Stars' Light 2W Creature - Spirit 2/1 First strike Channel - 1W, Discard Shinen of Stars' Light: Target creature gains first strike until end of turn. Shinewend 1W Creature - Elemental 0/0 Flying Shinewend comes into play with a +1/+1 counter on it. 1W, Remove a +1/+1 counter from Shinewend: Destroy target enchantment. Shining Shoal XWW Instant - Arcane You may remove a white card with converted mana cost X in your hand from the game rather than pay Shining Shoal's mana cost. The next X damage that a source of your choice would deal to you or a creature you control this turn is dealt to target creature or player instead. Shinka Gatekeeper 2R Creature - Ogre Warrior 3/2 Whenever Shinka Gatekeeper is dealt damage, it deals that much damage to you. Shinka, the Bloodsoaked Keep Legendary Land T Add R to your mana pool. R, T Target legendary creature gains first strike until end of turn. Shirei, Shizo's Caretaker 4B Legendary Creature - Spirit 2/2 Whenever a creature with power 1 or less is put into your graveyard from play, you may return that card to play under your control at end of turn if Shirei, Shizo's Caretaker is still in play. Shisato, Whispering Hunter 3G Legendary Creature - Snake Warrior 2/2 At the beginning of your upkeep, sacrifice a Snake. Whenever Shisato, Whispering Hunter deals combat damage to a player, that player skips his or her next untap step. Shivan Dragon 4RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) R: Shivan Dragon gets +1/+0 until end of turn. Shivan Dragon 4RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) R: Shivan Dragon gets +1/+0 until end of turn. Shivan Dragon 4RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) R: Shivan Dragon gets +1/+0 until end of turn. Shivan Dragon 4RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) R: Shivan Dragon gets +1/+0 until end of turn. Shivan Dragon 4RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) R: Shivan Dragon gets +1/+0 until end of turn. Shivan Dragon 4RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) R: Shivan Dragon gets +1/+0 until end of turn. Shivan Dragon 4RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) R: Shivan Dragon gets +1/+0 until end of turn. Shivan Dragon 4RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) R: Shivan Dragon gets +1/+0 until end of turn. Shivan Dragon 4RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) R: Shivan Dragon gets +1/+0 until end of turn. Shivan Dragon 4RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) R: Shivan Dragon gets +1/+0 until end of turn. Shivan Dragon 4RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) R: Shivan Dragon gets +1/+0 until end of turn. Shivan Emissary 2R Creature - Human Wizard 1/1 Kicker 1B (You may pay an additional 1B 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. 2R, T Shivan Gorge deals 1 damage to each opponent. Shivan Harvest 1R Enchantment 1R, Sacrifice a creature: Destroy target nonbasic land. Shivan Hellkite 5RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) 1R: Shivan Hellkite deals 1 damage to target creature or player. Shivan Hellkite 5RR Creature - Dragon 5/5 Flying (This creature can't be blocked except by creatures with flying or reach.) 1R: Shivan Hellkite deals 1 damage to target creature or player. Shivan Meteor 3RR Sorcery Shivan Meteor deals 13 damage to target creature. Suspend 2-1RR (Rather than play this card from your hand, you may pay 1RR and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Shivan Oasis Land Shivan Oasis comes into play tapped. T Add R or G to your mana pool. Shivan Oasis Land Shivan Oasis comes into play tapped. T Add R or G to your mana pool. Shivan Phoenix 4RR 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 2R Creature - Lizard 3/1 First strike, haste Echo 2R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) 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 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 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 Sand-Mage 2RR Creature - Viashino Shaman 3/2 When Shivan Sand-Mage comes into play, choose one - Remove two time counters from target permanent or suspended card; or put two time counters on target permanent with a time counter on it or suspended card. Suspend 4-R Shivan Wumpus 3R Creature - Beast 6/6 Trample When Shivan Wumpus comes into play, any player may sacrifice a land. If a player does, put Shivan Wumpus on top of its owner's library. Shivan Wurm 3RG 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 BR Creature - Barbarian Zombie 2/2 Protection from white Shiv's Embrace 2RR Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has flying. R: Enchanted creature gets +1/+0 until end of turn. Shizo, Death's Storehouse Legendary Land T Add B to your mana pool. B, T Target legendary creature gains fear until end of turn. Shizuko, Caller of Autumn 1GG Legendary Creature - Snake Shaman 2/3 At the beginning of each player's upkeep, that player adds GGG to his or her mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from that player's mana pool as phases end. Shock R Instant Shock deals 2 damage to target creature or player. Shock R Instant Shock deals 2 damage to target creature or player. Shock R Instant Shock deals 2 damage to target creature or player. Shock R Instant Shock deals 2 damage to target creature or player. Shock R Instant Shock deals 2 damage to target creature or player. Shock R Instant Shock deals 2 damage to target creature or player. Shock R Instant Shock deals 2 damage to target creature or player. Shock R Instant Shock deals 2 damage to target creature or player. Shock R Instant Shock deals 2 damage to target creature or player. Shock Troops 3R Creature - Human Soldier 2/2 Sacrifice Shock Troops: Shock Troops deals 2 damage to target creature or player. Shock Troops 3R Creature - Human Soldier 2/2 Sacrifice Shock Troops: Shock Troops deals 2 damage to target creature or player. Shocker 1R Creature - Insect 1/1 Whenever Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards. Shoe Tree 4G Creature - Treefolk 3/3 Shoe Tree comes into play with up to two shoe counters on it. Use your shoes as counters. Shoe Tree gets +1/+1 for each shoe counter on it. Shoreline Raider 2U Creature - Merfolk 2/2 Protection from Kavu Shoreline Ranger 5U Creature - Bird Soldier 3/4 Flying Islandcycling 2 (2, Discard this card: Search your library for an Island card, reveal it, and put it into your hand. Then shuffle your library.) Shoving Match 2U Instant Until end of turn, all creatures gain "T Tap target creature." Show and Tell 2U Sorcery Each player may put an artifact, creature, enchantment, or land card from his or her hand into play. Shower of Coals 3RR 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 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. Shower of Sparks R Instant Shower of Sparks deals 1 damage to target creature and 1 damage to target player. Shrapnel Blast 1R Instant As an additional cost to play Shrapnel Blast, sacrifice an artifact. Shrapnel Blast deals 5 damage to target creature or player. Shred Memory 1B Instant Remove up to four target cards in a single graveyard from the game. Transmute 1BB (1BB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) Shriek of Dread 1B Instant Target creature gains fear until end of turn. Shrieking Drake U Creature - Drake 1/1 Flying When Shrieking Drake comes into play, return a creature you control to its owner's hand. Shrieking Grotesque 2W Creature - Gargoyle 2/1 Flying When Shrieking Grotesque comes into play, if B was spent to play Shrieking Grotesque, target player discards a card. Shrieking Mogg 1R Creature - Goblin 1/1 Haste When Shrieking Mogg comes into play, tap all other creatures. Shrieking Specter 5B Creature - Specter 2/2 Flying Whenever Shrieking Specter attacks, defending player discards a card. Shriekmaw 4B Creature - Elemental 3/2 Fear When Shriekmaw comes into play, destroy target nonartifact, nonblack creature. Evoke 1B (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Shrink G Instant Target creature gets -5/-0 until end of turn. Shrink G Instant Target creature gets -5/-0 until end of turn. Shrink G Instant Target creature gets -5/-0 until end of turn. Shriveling Rot 2BB Instant Choose one - Until end of turn, whenever a creature is dealt damage, destroy it; or until end of turn, whenever a creature is put into a graveyard from play, that creature's controller loses life equal to its toughness. Entwine 2B (Choose both if you pay the entwine cost.) Shrouded Lore B Sorcery Target opponent chooses a card in your graveyard. You may pay B. If you do, repeat this process except that opponent can't choose a card already chosen for Shrouded Lore. Then put the last chosen card into your hand. Shrouded Serpent 4UUU 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. Shu Cavalry 2W Creature - Human Soldier 2/2 Horsemanship Shu Defender 2W Creature - Human Soldier 2/2 Whenever Shu Defender blocks, it gets +0/+2 until end of turn. Shu Elite Companions 4W Creature - Human Soldier 3/3 Horsemanship Shu Elite Infantry 3W Creature - Human Soldier 3/3 Shu Farmer 1W Creature - Human 1/1 T You gain 1 life. Play this ability only during your turn, before the combat phase. Shu Foot Soldiers 2W Creature - Human Soldier 2/3 Shu General 3W Creature - Human Soldier 2/2 Horsemanship, vigilance Shu Grain Caravan 2W Creature - Human Soldier 2/2 When Shu Grain Caravan comes into play, you gain 2 life. Shu Soldier-Farmers 4W Creature - Human Soldier 2/4 When Shu Soldier-Farmers comes into play, you gain 4 life. Shuko 1 Artifact - Equipment Equipped creature gets +1/+0. Equip 0 (0: Attach to target creature you control. Equip only as a sorcery.) Shunt 1RR Instant Change the target of target spell with a single target. Shunt 1RR Instant Change the target of target spell with a single target. Shuriken 1 Artifact - Equipment Equipped creature has "T, Unattach Shuriken: Shuriken deals 2 damage to target creature. That creature's controller gains control of Shuriken unless it was unattached from a Ninja." Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) Shyft 4U Creature - Shapeshifter 4/2 At the beginning of your upkeep, you may have Shyft become the color or colors of your choice. (This effect doesn't end at end of turn.) Sibilant Spirit 5U Creature - Spirit 5/6 Flying Whenever Sibilant Spirit attacks, defending player may draw a card. Sibilant Spirit 5U Creature - Spirit 5/6 Flying Whenever Sibilant Spirit attacks, defending player may draw a card. Sibilant Spirit 5U Creature - Spirit 5/6 Flying Whenever Sibilant Spirit attacks, defending player may draw a card. Sick and Tired 2B Instant Two target creatures each get -1/-1 until end of turn. Sicken B Enchantment - Aura Enchant creature Enchanted creature gets -1/-1. Cycling 2 (2, Discard this card: Draw a card.) Sickening Dreams 1B Sorcery As an additional cost to play Sickening Dreams, discard X cards. Sickening Dreams deals X damage to each creature and each player. Sickening Shoal XBB Instant - Arcane You may remove a black card with converted mana cost X in your hand from the game rather than pay Sickening Shoal's mana cost. Target creature gets -X/-X until end of turn. Sidar Jabari 3W Legendary Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Whenever Sidar Jabari attacks, tap target creature defending player controls. Side to Side 2G Instant You and target opponent arm-wrestle. If you win, put a 3/3 green Ape creature token into play. Sideswipe 1R Instant You may change any targets of target Arcane spell. Sidewinder Sliver W Creature - Sliver 1/1 All Sliver creatures have flanking. (Whenever a creature without flanking blocks a Sliver, the blocking creature gets -1/-1 until end of turn.) Siege of Towers 1R Sorcery Replicate 1R (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Target Mountain becomes a 3/1 creature. It's still a land. Siege Wurm 5GG Creature - Wurm 5/5 Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Trample Siege-Gang Commander 3RR Creature - Goblin 2/2 When Siege-Gang Commander comes into play, put three 1/1 red Goblin creature tokens into play. 1R, Sacrifice a Goblin: Siege-Gang Commander deals 2 damage to target creature or player. Siege-Gang Commander 3RR Creature - Goblin 2/2 When Siege-Gang Commander comes into play, put three 1/1 red Goblin creature tokens into play. 1R, Sacrifice a Goblin: Siege-Gang Commander deals 2 damage to target creature or player. Sift 3U Sorcery Draw three cards, then discard a card. Sift 3U Sorcery Draw three cards, then discard a card. Sift 3U Sorcery Draw three cards, then discard a card. Sift Through Sands 1UU Instant - Arcane Draw two cards, then discard a card. If you played a spell named Peer Through Depths and a spell named Reach Through Mists this turn, you may search your library for a card named The Unspeakable, put it into play, then shuffle your library. Sigil of Sleep U Enchantment - Aura 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 3W Enchantment Whenever a creature is put into your graveyard from play, you may pay 1W. If you do, return that card to your hand. Sigil Tracer 1UU Creature - Merfolk Wizard 2/2 1U, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copy. Silent Arbiter 4 Artifact Creature - Construct 1/5 No more than one creature can attack each combat. No more than one creature can block each combat. Silent Assassin BB Creature - Human Mercenary Assassin 2/1 3B: Destroy target blocking creature at end of combat. Silent Attendant 2W Creature - Human Cleric 0/2 T You gain 1 life. Silent Specter 4BB Creature - Specter 4/4 Flying Whenever Silent Specter deals combat damage to a player, that player discards two cards. Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Silent Specter 4BB Creature - Specter 4/4 Flying Whenever Silent Specter deals combat damage to a player, that player discards two cards. Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Silent-Chant Zubera 1W Creature - Zubera Spirit 1/2 When Silent-Chant Zubera is put into a graveyard from play, you gain 2 life for each Zubera put into a graveyard from play this turn. Silhana Ledgewalker 1G Creature - Elf Rogue 1/1 Silhana Ledgewalker can't be blocked except by creatures with flying. Silhana Ledgewalker can't be the target of spells or abilities your opponents control. Silhana Starfletcher 2G Creature - Elf Druid Archer 1/3 Reach (This creature can block creatures with flying.) As Silhana Starfletcher comes into play, choose a color. T Add one mana of the chosen color to your mana pool. Silhouette 1U Instant Prevent all damage that would be dealt to target creature this turn by spells or abilities that target it. Silk Net G Instant Target creature gets +1/+1 and gains reach until end of turn. (It can block creatures with flying.) Silkenfist Fighter 1W Creature - Kor Soldier 1/3 Whenever Silkenfist Fighter becomes blocked, untap it. Silkenfist Order 3WW Creature - Kor Soldier 3/5 Whenever Silkenfist Order becomes blocked, untap it. Silklash Spider 3GG Creature - Spider 2/7 Reach (This creature can block creatures with flying.) XGG: Silklash Spider deals X damage to each creature with flying. Silklash Spider 3GG Creature - Spider 2/7 Reach (This creature can block creatures with flying.) XGG: Silklash Spider deals X damage to each creature with flying. Silkwing Scout 2U Creature - Faerie Scout 2/1 Flying G, Sacrifice Silkwing Scout: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Silt Crawler 2G Creature - Beast 3/3 When Silt Crawler comes into play, tap all lands you control. Silver Drake 1WU 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 Erne 3U Creature - Bird 2/2 Flying, trample Silver Knight WW Creature - Human 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 5WWW Creature - Angel 6/6 Flying Threshold - Other creatures you control get +2/+2 as long as seven or more cards are in your graveyard. Silver Wyvern 3UU 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 3GG Creature - Ape 5/5 Silverback Ape 3GG Creature - Ape 5/5 Silvergill Adept 1U Creature - Merfolk Wizard 2/1 As an additional cost to play Silvergill Adept, reveal a Merfolk card from your hand or pay 3. When Silvergill Adept comes into play, draw a card. Silvergill Douser 1U Creature - Merfolk Wizard 1/1 T Target creature gets -X/-0 until end of turn, where X is the number of Merfolk and/or Faeries you control. Silverglade Elemental 4G 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 1G Creature - Dryad Spellshaper 1/1 1G, T, Discard a card: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Silverstorm Samurai 4WW Creature - Fox Samurai 3/3 Flash Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Silvos, Rogue Elemental 3GGG Legendary Creature - Elemental 8/5 Trample G: Regenerate Silvos, Rogue Elemental. Sima Yi, Wei Field Marshal 5B Legendary Creature - Human Soldier */4 Sima Yi, Wei Field Marshal's power is equal to the number of Swamps you control. Simian Brawler 3G Creature - Ape Warrior 3/3 Discard a land card: Simian Brawler gets +1/+1 until end of turn. Simian Grunts 2G Creature - Ape 3/4 Flash Echo 2G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Simian Spirit Guide 2R Creature - Ape Spirit 2/2 Remove Simian Spirit Guide in your hand from the game: Add R to your mana pool. Simic Basilisk 4GG Creature - Basilisk Mutant 0/0 Graft 3 (This creature comes into play with three +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) 1G: Until end of turn, target creature with a +1/+1 counter on it gains "Whenever this creature deals combat damage to a creature, destroy that creature at end of combat." Simic Growth Chamber Land Simic Growth Chamber comes into play tapped. When Simic Growth Chamber comes into play, return a land you control to its owner's hand. T Add GU to your mana pool. Simic Guildmage (G / U)(G / U) Creature - Elf Wizard 2/2 (o(g/u) can be paid with either G or U.) 1G: Move a +1/+1 counter from target creature onto another target creature with the same controller. 1U: Attach target Aura enchanting a permanent to another permanent with the same controller. Simic Initiate G Creature - Human Mutant 0/0 Graft 1 (This creature comes into play with a +1/+1 counter on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) Simic Ragworm 3G Creature - Worm 3/3 U: Untap Simic Ragworm. Simic Signet 2 Artifact 1, T Add GU to your mana pool. Simic Sky Swallower 5GU Creature - Leviathan 6/6 Flying, trample, shroud (This permanent can't be the target of spells or abilities.) Simoon RG Instant Simoon deals 1 damage to each creature target opponent controls. Simoon RG Instant Simoon deals 1 damage to each creature target opponent controls. Simplify G Sorcery Each player sacrifices an enchantment. Simulacrum 1B Instant You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn. Simulacrum 1B Instant You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn. Simulacrum 1B Instant You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn. Simulacrum 1B Instant You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn. Simulacrum 1B Instant You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn. Sindbad 1U Creature - Human 1/1 T Draw a card and reveal it. If it isn't a land card, discard it. Sindbad 1U Creature - Human 1/1 T Draw a card and reveal it. If it isn't a land card, discard it. Sindbad 1U Creature - Human 1/1 T Draw a card and reveal it. If it isn't a land card, discard it. Sinew Sliver 1W Creature - Sliver 1/1 All Sliver creatures get +1/+1. Singe R Instant Singe deals 1 damage to target creature. That creature becomes black until end of turn. Singing Tree 3G Creature - Plant 0/3 T Target attacking creature's power becomes 0 until end of turn. Singing Tree 3G Creature - Plant 0/3 T Target attacking creature's power becomes 0 until end of turn. Sinister Strength 1B Enchantment - Aura Enchant creature Enchanted creature gets +3/+1 and is black. Sink into Takenuma 3B Sorcery - Arcane Sweep - Return any number of Swamps you control to their owner's hand. Target player discards a card for each Swamp returned this way. Sinkhole BB Sorcery Destroy target land. Sinkhole BB Sorcery Destroy target land. Sinkhole BB Sorcery Destroy target land. Sins of the Past 4BB Sorcery Until end of turn, you may play target instant or sorcery card in your graveyard without paying its mana cost. If that card would be put into your graveyard this turn, remove it from the game instead. Remove Sins of the Past from the game. Sinstriker's Will 3W Enchantment - Aura Enchant creature Enchanted creature has "T This creature deals damage equal to its power to target attacking or blocking creature." Sir Shandlar of Eberyn 4GW Legendary Creature - Human Knight 4/7 Sire of the Storm 4UU Creature - Spirit 3/3 Flying Whenever you play a Spirit or Arcane spell, you may draw a card. Siren's Call U Instant Play Siren's Call only during an opponent's turn and only before attackers are declared. Creatures the active player controls attack this turn if able. At end of turn, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn. Siren's Call U Instant Play Siren's Call only during an opponent's turn and only before attackers are declared. Creatures the active player controls attack this turn if able. At end of turn, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn. Siren's Call U Instant Play Siren's Call only during an opponent's turn and only before attackers are declared. Creatures the active player controls attack this turn if able. At end of turn, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn. Siren's Call U Instant Play Siren's Call only during an opponent's turn and only before attackers are declared. Creatures the active player controls attack this turn if able. At end of turn, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn. Siren's Call U Instant Play Siren's Call only during an opponent's turn and only before attackers are declared. Creatures the active player controls attack this turn if able. At end of turn, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn. Sirocco 1R Instant Target player reveals his or her hand. For each blue instant card revealed, he or she pays 4 life or discards that card. Sisay's Ingenuity U Enchantment - Aura Enchant creature When Sisay's Ingenuity comes into play, draw a card. Enchanted creature has "2U: Target creature becomes the color of your choice until end of turn." Sisay's Ring 4 Artifact T Add 2 to your mana pool. Sisay's Ring 4 Artifact T Add 2 to your mana pool. Sisters of Stone Death 4BBGG Legendary Creature - Gorgon 7/5 G: Target creature blocks Sisters of Stone Death this turn if able. BG: Remove from the game target creature blocking or blocked by Sisters of Stone Death. 2B: Put a creature card removed from the game with Sisters of Stone Death into play under your control. Sisters of the Flame 1RR Creature - Human Shaman 2/2 T Add R to your mana pool. Sisters of the Flame 1RR Creature - Human Shaman 2/2 T Add R to your mana pool. Sivitri Scarzam 5UB Legendary Creature - Human 6/4 Sivitri Scarzam 5UB Legendary Creature - Human 6/4 Sivvi's Ruse 2WW 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 2W 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. Six-y Beast 3R Creature - Beast 0/0 As Six-y Beast comes into play, you secretly put six or fewer +1/+1 counters on it, then an opponent guesses the number of counters. If that player guesses right, sacrifice Six-y Beast. Sizzle 2R Sorcery Sizzle deals 3 damage to each opponent. Sizzle 2R Sorcery Sizzle deals 3 damage to each opponent. Skarrg, the Rage Pits Land T Add 1 to your mana pool. RG, T Target creature gets +1/+1 and gains trample until end of turn. Skarrgan Firebird 4RR Creature - Phoenix 3/3 Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.) Flying RRR: Return Skarrgan Firebird from your graveyard to your hand. Play this ability only if an opponent was dealt damage this turn. Skarrgan Pit-Skulk G Creature - Human Warrior 1/1 Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.) Creatures with power less than Skarrgan Pit-Skulk's power can't block it. Skarrgan Skybreaker 4RRG Creature - Giant Shaman 3/3 Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.) 1, Sacrifice Skarrgan Skybreaker: Skarrgan Skybreaker deals damage equal to its power to target creature or player. Skeletal Changeling 1B Creature - Shapeshifter 1/1 Changeling (This card is every creature type at all times.) 1B: Regenerate Skeletal Changeling. Skeletal Crocodile 3B Creature - Crocodile Skeleton 5/1 Skeletal Scrying XB 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. Skeletal Snake 1B Creature - Snake Skeleton 2/1 Skeletal Vampire 4BB Creature - Vampire Skeleton 3/3 Flying When Skeletal Vampire comes into play, put two 1/1 black Bat creature tokens with flying into play. 3BB, Sacrifice a Bat: Put two 1/1 black Bat creature tokens with flying into play. Sacrifice a Bat: Regenerate Skeletal Vampire. Skeleton Scavengers 2B Creature - Skeleton 0/0 Skeleton Scavengers comes into play with a +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. Skeleton Ship 3UB Legendary Creature - Skeleton 0/3 When you control no Islands, sacrifice Skeleton Ship. T Put a -1/-1 counter on target creature. Skinthinner 1B Creature - Zombie 2/1 Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Skinthinner is turned face up, destroy target nonblack creature. It can't be regenerated. Skirge Familiar 4B Creature - Imp 3/2 Flying Discard a card: Add B to your mana pool. Skirk Alarmist 1R Creature - Human Wizard 1/2 Haste T Turn target face-down creature you control face up. At end of turn, sacrifice it. Skirk Commando 1RR 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 2R (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 1R Creature - Goblin 2/1 Whenever Skirk Drill Sergeant or another Goblin is put into a graveyard from play, you may pay 2R. If you do, reveal the top card of your library. If it's a Goblin permanent card, put it into play. Otherwise, put it into your graveyard. Skirk Fire Marshal 3RR Creature - Goblin 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 1R Creature - Goblin 2/1 Morph 2R (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 3R 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 Ridge Exhumer 1B Creature - Zombie Spellshaper 1/1 B, T, Discard a card: Put a 1/1 black Zombie Goblin creature token named Festering Goblin into play with "When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn." Skirk Shaman 1RR Creature - Goblin Shaman 2/2 Skirk Shaman can't be blocked except by artifact creatures and/or red creatures. Skirk Volcanist 3R 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 2B Creature - Horror 4/3 When you play a creature spell, sacrifice Skittering Horror. Skittering Horror 2B Creature - Horror 4/3 When you play a creature spell, sacrifice Skittering Horror. Skittering Monstrosity 3BB Creature - Horror 5/5 When you play a creature spell, sacrifice Skittering Monstrosity. Skittering Skirge BB Creature - Imp 3/2 Flying When you play a creature spell, sacrifice Skittering Skirge. Skittering Skirge BB Creature - Imp 3/2 Flying When you play a creature spell, sacrifice Skittering Skirge. Skittish Kavu 1R Creature - Kavu 1/1 Skittish Kavu gets +1/+1 as long as no opponent controls a white or blue creature. Skittish Valesk 6R Creature - Beast 5/5 At the beginning of your upkeep, flip a coin. If you lose the flip, turn Skittish Valesk face down. Morph 5R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Skizzik 3R 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. Skizzik Surger 4RR Creature - Elemental 6/4 Haste Echo-Sacrifice two lands. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Skred R Instant Skred deals damage to target creature equal to the number of snow permanents you control. Skulking Fugitive 2B Creature - Horror Mercenary 3/4 When Skulking Fugitive becomes the target of a spell or ability, sacrifice it. Skulking Ghost 1B Creature - Spirit 2/1 Flying When Skulking Ghost becomes the target of a spell or ability, sacrifice it. Skulking Knight 2B Creature - Zombie Knight 3/3 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) When Skulking Knight 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 Catapult 4 Artifact 1, T, Sacrifice a creature: Skull Catapult deals 2 damage to target creature or player. Skull Catapult 4 Artifact 1, T, Sacrifice a creature: Skull Catapult deals 2 damage to target creature or player. Skull Collector 1BB Creature - Ogre Warrior 3/3 At the beginning of your upkeep, return a black creature you control to its owner's hand. 1B: Regenerate Skull Collector. Skull Fracture B Sorcery Target player discards a card. Flashback 3B (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 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. Skullcage 4 Artifact At the beginning of each opponent's upkeep, Skullcage deals 2 damage to that player unless he or she has exactly three or exactly four cards in hand. Skullclamp 1 Artifact - Equipment Equipped creature gets +1/-1. When equipped creature is put into a graveyard, draw two cards. 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.) Skullmane Baku 3BB Creature - Spirit 2/1 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Skullmane Baku. 1, T, Remove X ki counters from Skullmane Baku: Target creature gets -X/-X until end of turn. Skullmead Cauldron 4 Artifact T You gain 1 life. T, Discard a card: You gain 3 life. Skullscorch RR Sorcery Target player discards two cards at random unless that player has Skullscorch deal 4 damage to him or her. Skullsnatcher 1B Creature - Rat Ninja 2/1 Ninjutsu B (B, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.) Whenever Skullsnatcher deals combat damage to a player, remove up to two target cards in that player's graveyard from the game. Skulltap 1B 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 Diamond 2 Artifact Sky Diamond comes into play tapped. T Add U to your mana pool. Sky Diamond 2 Artifact Sky Diamond comes into play tapped. T Add U to your mana pool. Sky Hussar 3WU Creature - Human Knight 4/3 Flying When Sky Hussar comes into play, untap all creatures you control. Forecast - Tap two untapped white and/or blue creatures you control, Reveal Sky Hussar from your hand: Draw a card. (Play this ability only during your upkeep and only once each turn.) Sky Spirit 1WU Creature - Spirit 2/2 Flying, first strike Sky Swallower 3UU Creature - Leviathan 8/8 Flying When Sky Swallower comes into play, target opponent gains control of all other permanents you control. Sky Weaver 1U Creature - Metathran Wizard 2/1 2: Target white or black creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) Sky Weaver 1U Creature - Metathran Wizard 2/1 2: Target white or black creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) Skycloud Egg 1 Artifact 2, T, Sacrifice Skycloud Egg: Add WU to your mana pool. Draw a card. Skycloud Expanse Land 1, T Add WU to your mana pool. Skyfire Kirin 2RR Legendary Creature - Kirin Spirit 3/3 Flying Whenever you play a Spirit or Arcane spell, you may gain control of target creature with that spell's converted mana cost until end of turn. Skyhunter Cub 2W Creature - Cat Knight 2/2 As long as Skyhunter Cub is equipped, it gets +1/+1 and has flying. Skyhunter Patrol 2WW Creature - Cat Knight 2/3 Flying, first strike (This creature can't be blocked except by creatures with flying or reach, and it deals combat damage before creatures without first strike.) Skyhunter Patrol 2WW Creature - Cat Knight 2/3 Flying, first strike (This creature can't be blocked except by creatures with flying or reach, and it deals combat damage before creatures without first strike.) Skyhunter Prowler 2W Creature - Cat Knight 1/3 Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.) Skyhunter Prowler 2W Creature - Cat Knight 1/3 Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.) Skyhunter Prowler 2W Creature - Cat Knight 1/3 Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.) Skyhunter Skirmisher 1WW Creature - Cat Knight 1/1 Flying, double strike (This creature can't be blocked except by creatures with flying or reach, and it deals both first-strike and regular combat damage.) Skyhunter Skirmisher 1WW Creature - Cat Knight 1/1 Flying, double strike (This creature can't be blocked except by creatures with flying or reach, and it deals both first-strike and regular combat damage.) Skyknight Legionnaire 1RW Creature - Human Knight 2/2 Flying, haste Skyreach Manta 5 Artifact Creature - Fish 0/0 Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.) Flying Skyrider Trainee 4W Creature - Human Soldier 3/3 As long as Skyrider Trainee is enchanted, it has flying. Skyscribing XUU Sorcery Each player draws X cards. Forecast - 2U, Reveal Skyscribing from your hand: Each player draws a card. (Play this ability only during your upkeep and only once each turn.) 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. 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 1G Creature - Centaur Archer 1/2 Reach (This creature can block creatures with flying.) T, Sacrifice Skyshooter: Destroy target attacking or blocking creature with flying. Skyshroud Archer G Creature - Elf Archer 1/1 T Target creature with flying gets -1/-1 until end of turn. Skyshroud Behemoth 5GG 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 1G Instant Lands gain shroud until end of turn. (They can't be the targets of spells or abilities.) Draw a card. Skyshroud Claim 3G Sorcery Search your library for up to two Forest cards and put them into play. Then shuffle your library. Skyshroud Condor 1U Creature - Bird 2/2 Flying You can't play Skyshroud Condor unless you've played another spell this turn. Skyshroud Cutter 3G 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 1G Creature - Elf Druid 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 Elite G Creature - Elf 1/1 Skyshroud Elite gets +1/+2 as long as an opponent controls a nonbasic land. Skyshroud Falcon 1W Creature - Bird 1/1 Flying, vigilance Skyshroud Falcon 1W Creature - Bird 1/1 Flying, vigilance 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 2GG Creature - Human Rebel 2/2 3, T Search your library for an Elf permanent card and put that card into play. Then shuffle your library. Skyshroud Ranger G Creature - Elf 1/1 T You may put a land card from your hand into play. Play this ability only any time you could play a sorcery. Skyshroud Ranger G Creature - Elf 1/1 T You may 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 2G 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 2GG Creature - Troll Giant 3/3 1G: Regenerate Skyshroud Troll. Skyshroud Troopers 3G Creature - Elf Druid Warrior 3/3 T Add G to your mana pool. Skyshroud Vampire 3BB Creature - Vampire 3/3 Flying Discard a creature card: Skyshroud Vampire gets +2/+2 until end of turn. Skyshroud War Beast 1G 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 2U Creature - Bird Soldier 2/1 Flying Discard a card: 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.) Slashing Tiger 2GG Creature - Cat 3/3 Whenever Slashing Tiger becomes blocked, it gets +2/+2 until end of turn. Slate of Ancestry 4 Artifact 4, T, Discard your hand: Draw a card for each creature you control. Slate of Ancestry 4 Artifact 4, T, Discard your hand: Draw a card for each creature you control. Slaughter 2BB 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 this card into your hand as it resolves.) Destroy target nonblack creature. It can't be regenerated. Slaughter Pact 0 Instant Slaughter Pact is black. Destroy target nonblack creature. At the beginning of your next upkeep, pay 2B. If you don't, you lose the game. Slaughterhouse Bouncer 4B Creature - Ogre Warrior 3/3 Hellbent - When Slaughterhouse Bouncer is put into a graveyard from play, if you have no cards in hand, target creature gets -3/-3 until end of turn. Slay 2B Instant Destroy target green creature. It can't be regenerated. Draw a card. Slay 2B Instant Destroy target green creature. It can't be regenerated. Draw a card. Slay 2B 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 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 2B Enchantment - Aura 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 UB Enchantment - Aura Enchant creature Enchanted creature has fear. Whenever enchanted creature deals combat damage to an opponent, you may draw a card. Sleeping Potion 1U Enchantment - Aura 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. 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. 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. 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. Sleight of Mind U Instant Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell.") (This effect doesn't end at end of turn.) Sleight of Mind U Instant Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell.") (This effect doesn't end at end of turn.) Sleight of Mind U Instant Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell.") (This effect doesn't end at end of turn.) Sleight of Mind U Instant Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell.") (This effect doesn't end at end of turn.) Sleight of Mind U Instant Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell.") (This effect doesn't end at end of turn.) Sleight of Mind U Instant Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell.") (This effect doesn't end at end of turn.) Sleight of Mind U Instant Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell.") (This effect doesn't end at end of turn.) Slice and Dice 4RR Sorcery Slice and Dice deals 4 damage to each creature. Cycling 2R (2R, Discard this card: Draw a card.) When you cycle Slice and Dice, you may have it deal 1 damage to each creature. Slimy Kavu 2R Creature - Kavu 2/2 T Target land becomes a Swamp until end of turn. Slingshot Goblin 2R Creature - Goblin 2/2 R, T Slingshot Goblin deals 2 damage to target blue creature. Slinking Serpent 2UB Creature - Serpent 2/3 Forestwalk Slinking Skirge 3B 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: 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: 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: Draw a card.) Slipstream Eel 5UU Creature - Fish Beast 6/6 Slipstream Eel can't attack unless defending player controls an Island. Cycling 1U (1U, Discard this card: Draw a card.) Slipstream Serpent 7U Creature - Serpent 6/6 Slipstream Serpent can't attack unless defending player controls an Island. When you control no Islands, sacrifice Slipstream Serpent. Morph 5U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Sliptide Serpent 4UU Creature - Serpent 4/4 3U: Return Sliptide Serpent to its owner's hand. Slith Ascendant 1WW Creature - Slith 1/1 Flying Whenever Slith Ascendant deals combat damage to a player, put a +1/+1 counter on it. Slith Bloodletter BB Creature - Slith 1/1 Whenever Slith Bloodletter deals combat damage to a player, put a +1/+1 counter on it. 1B: Regenerate Slith Bloodletter. Slith Firewalker RR Creature - Slith 1/1 Haste Whenever Slith Firewalker deals combat damage to a player, put a +1/+1 counter on it. Slith Predator GG Creature - Slith 1/1 Trample Whenever Slith Predator deals combat damage to a player, put a +1/+1 counter on it. Slith Strider 1UU 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. Slithering Shade B Creature - Shade 0/1 Defender (This creature can't attack.) B: Slithering Shade gets +1/+1 until end of turn. Hellbent - Slithering Shade can attack as though it didn't have defender as long as you have no cards in hand. Slithermuse 2UU Creature - Elemental 3/3 When Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference. Evoke 3U (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Slithery Stalker 1BB 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 Legion WUBRG Legendary Creature - Sliver 7/7 All Sliver creatures get +1/+1 for each other Sliver in play. Sliver Overlord WUBRG Legendary Creature - Sliver Mutant 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 WUBRG Legendary Creature - Sliver 7/7 2: Put a 1/1 colorless Sliver creature token into play. Sliver Queen WUBRG Legendary Creature - Sliver 7/7 2: Put a 1/1 colorless Sliver creature token into play. Sliversmith 2 Artifact Creature - Spellshaper 1/1 1, T, Discard a card: Put a 1/1 Sliver artifact creature token named Metallic Sliver into play. Slobad, Goblin Tinkerer 1R Legendary Creature - Goblin Artificer 1/2 Sacrifice an artifact: Target artifact becomes indestructible until end of turn. ("Destroy" effects and lethal damage don't destroy that artifact.) Slow Motion 2U Enchantment - Aura 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 1R Enchantment - Aura Enchant creature Enchanted creature can't block. When Sluggishness is put into a graveyard from play, return Sluggishness to its owner's hand. Slumbering Tora 3 Artifact 2, Discard a Spirit or Arcane card: Slumbering Tora becomes an X/X Cat artifact creature until end of turn, where X is the discarded card's converted mana cost. Smallpox BB Sorcery Each player loses 1 life, discards a card, sacrifices a creature, then sacrifices a land. Smart Ass 2U Creature - Donkey Wizard 21/2/1 Whenever Smart Ass attacks, name a card. Defending player may reveal his or her hand and show you that the named card isn't there. If that player doesn't, Smart Ass is unblockable this turn. Smash 2R Instant Destroy target artifact. Draw a card. Smash 2R Instant Destroy target artifact. Draw a card. Smash 2R Instant Destroy target artifact. Draw a card. Smite W Instant Destroy target blocked creature. Smogsteed Rider 2BB Creature - Human Wizard 2/2 Whenever Smogsteed Rider attacks, each other attacking creature gains fear until end of turn. Smoke RR Enchantment Players can't untap more than one creature during their untap steps. Smoke RR Enchantment Players can't untap more than one creature during their untap steps. Smoke RR Enchantment Players can't untap more than one creature during their untap steps. Smoke RR Enchantment Players can't untap more than one creature during their untap steps. Smoke RR Enchantment Players can't untap more than one creature during their untap steps. Smoke RR Enchantment Players can't untap more than one creature during their untap steps. Smokebraider 1R Creature - Elemental Shaman 1/1 T Add two mana in any combination of colors to your mana pool. Spend this mana only to play Elemental spells or activated abilities of Elementals. Smokespew Invoker 2B Creature - Zombie Mutant 3/1 7B: 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: Draw a card.) Smoldering Crater Land Smoldering Crater comes into play tapped. T Add R to your mana pool. Cycling 2 (2, Discard this card: Draw a card.) Smoldering Tar 2BR 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 1B Instant Destroy target creature with converted mana cost 3 or less. It can't be regenerated. Snag 3G Instant You may discard a Forest card 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 Snake creature tokens into play. Play this ability only any time you could play a sorcery. Snake Basket 4 Artifact X, Sacrifice Snake Basket: Put X 1/1 green Snake creature tokens into play. Play this ability only any time you could play a sorcery. Snake Cult Initiation 3B Enchantment - Aura Enchant creature Enchanted creature has poisonous 3. (Whenever it deals combat damage to a player, that player gets three poison counters. A player with ten or more poison counters loses the game.) Snake Pit 3G Enchantment Whenever an opponent plays a blue or black spell, you may put a 1/1 green Snake creature token into play. Snap 1U Instant Return target creature to its owner's hand. Untap up to two lands. Snapback 1U Instant You may remove a blue card in your hand from the game rather than pay Snapback's mana cost. Return target creature to its owner's hand. Snapping Drake 3U Creature - Drake 3/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Snapping Drake 3U Creature - Drake 3/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Snapping Drake 3U Creature - Drake 3/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Snapping Drake 3U Creature - Drake 3/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Snapping Drake 3U Creature - Drake 3/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Snapping Thragg 4R 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 4RR (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 2GG Creature - Beast 3/3 2G: Target Beast creature gets +1/+1 until end of turn. Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Sneak Attack 3R Enchantment R: You may 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 1U Creature - Homunculus Illusion 1/1 Sneaky Homunculus can't block or be blocked by creatures with power 2 or greater. Sneaky Homunculus 1U Creature - Homunculus Illusion 1/1 Sneaky Homunculus can't block or be blocked by creatures with power 2 or greater. Snorting Gahr 2GG Creature - Rhino Beast 3/3 Whenever Snorting Gahr becomes blocked, it gets +2/+2 until end of turn. Snow Devil 1U Enchantment - Aura Enchant creature Enchanted creature has flying. Enchanted creature has first strike as long as it's blocking and you control a snow land. Snow Fortress 5 Artifact Creature - Wall 0/4 Defender (This creature can't attack.) 1: Snow Fortress gets +1/+0 until end of turn. 1: Snow Fortress gets +0/+1 until end of turn. 3: Snow Fortress deals 1 damage to target creature without flying that's attacking you. Snow Hound 2W Creature - Hound 1/1 1, T Return Snow Hound and target blue or green creature you control to their owner's hand. Snowblind 3G Enchantment - Aura Enchant creature Enchanted creature gets -X/-Y. If that creature is attacking, X is the number of snow lands defending player controls. Otherwise, X is the number of snow lands its controller controls. Y is equal to X or to enchanted creature's toughness minus 1, whichever is smaller. Snow-Covered Forest Basic Snow Land - Forest [G] Snow-Covered Forest Basic Snow Land - Forest [G] Snow-Covered Island Basic Snow Land - Island [U] Snow-Covered Island Basic Snow Land - Island [U] Snow-Covered Mountain Basic Snow Land - Mountain [R] Snow-Covered Mountain Basic Snow Land - Mountain [R] Snow-Covered Plains Basic Snow Land - Plains [W] Snow-Covered Plains Basic Snow Land - Plains [W] Snow-Covered Swamp Basic Snow Land - Swamp [B] Snow-Covered Swamp Basic Snow Land - Swamp [B] Snowfall 2U Enchantment Cumulative upkeep U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever an Island is tapped for mana, its controller may add U to his or her mana pool. If that Island is snow, its controller may add UU to his or her mana pool instead. Spend this mana only to pay for cumulative upkeep. Snuff Out 3B 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. Soar 1U Enchantment - Aura You may play Soar any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant creature Enchanted creature gets +0/+1 and has flying. Soaring Hope 4W Enchantment - Aura Enchant creature When Soaring Hope comes into play, you gain 3 life. Enchanted creature has flying. W: Put Soaring Hope on top of its owner's library. Soilshaper 1G Creature - Spirit 1/1 Whenever you play a Spirit or Arcane spell, target land becomes a 3/3 creature until end of turn. It's still a land. Sokenzan Bruiser 4R Creature - Ogre Warrior 3/3 Mountainwalk Sokenzan Renegade 2R Creature - Ogre Samurai Mercenary 3/3 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) At the beginning of your upkeep, if a player has more cards in hand than any other, the player with the most cards in hand gains control of Sokenzan Renegade. Sokenzan Spellblade 4R Creature - Ogre Samurai Shaman 2/3 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) 1R: Sokenzan Spellblade gets +X/+0 until end of turn, where X is the number of cards in your hand. Sol Grail 3 Artifact As Sol Grail comes into play, choose a color. T Add one mana of the chosen color to your mana pool. Sol Ring 1 Artifact T Add 2 to your mana pool. Sol Ring 1 Artifact T Add 2 to your mana pool. Sol Ring 1 Artifact T Add 2 to your mana pool. Sol Ring 1 Artifact T Add 2 to your mana pool. Solar Blast 3R Instant Solar Blast deals 3 damage to target creature or player. Cycling 1RR (1RR, Discard this card: Draw a card.) When you cycle Solar Blast, you may have it deal 1 damage to target creature or player. Solar Tide 4WW 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.) Solarion 7 Artifact Creature - Construct 0/0 Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.) T Double the number of +1/+1 counters on Solarion. Soldevi Adnate 1B Creature - Human Cleric 1/2 T, Sacrifice a black or artifact creature: Add an amount of black mana equal to the sacrificed creature's converted mana cost to your mana pool. Soldevi Adnate 1B Creature - Human Cleric 1/2 T, Sacrifice a black or artifact creature: Add an amount of black mana equal to the sacrificed creature's converted mana cost to your mana pool. Soldevi Digger 2 Artifact 2: Put the top card of your graveyard on the bottom of your library. Soldevi Excavations Land If Soldevi Excavations would come into play, sacrifice an untapped Island instead. If you do, put Soldevi Excavations into play. If you don't, put it into its owner's graveyard. T Add 1U to your mana pool. 1, T Look at the top card of your library. You may put that card on the bottom of your library. Soldevi Golem 4 Artifact Creature - Golem 5/3 Soldevi Golem doesn't untap during your untap step. At the beginning of your upkeep, you may untap target tapped creature an opponent controls. If you do, untap Soldevi Golem. Soldevi Heretic 2U Creature - Human Cleric 2/2 W, T Prevent the next 2 damage that would be dealt to target creature this turn. Target opponent may draw a card. Soldevi Heretic 2U Creature - Human Cleric 2/2 W, T Prevent the next 2 damage that would be dealt to target creature this turn. Target opponent may draw a card. Soldevi Machinist 1U Creature - Human Wizard Artificer 1/1 T Add 2 to your mana pool. Spend this mana only to play activated abilities of artifacts. Soldevi Sage 1U Creature - Human Wizard 1/1 T, Sacrifice two lands: Draw three cards, then discard one of them. Soldevi Sage 1U Creature - Human Wizard 1/1 T, Sacrifice two lands: Draw three cards, then discard one of them. Soldevi Sage 1U Creature - Human Wizard 1/1 T, Sacrifice two lands: Draw three cards, then discard one of them. Soldevi Sentry 1 Artifact Creature - Soldier 1/1 1: Regenerate Soldevi Sentry. Target opponent may draw a card. Soldevi Sentry 1 Artifact Creature - Soldier 1/1 1: Regenerate Soldevi Sentry. Target opponent may draw a card. Soldevi Simulacrum 4 Artifact Creature - Soldier 2/4 Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) 1: Soldevi Simulacrum gets +1/+0 until end of turn. Soldevi Steam Beast 5 Artifact Creature - Beast 4/2 Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life. 2: Regenerate Soldevi Steam Beast. Soldevi Steam Beast 5 Artifact Creature - Beast 4/2 Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life. 2: Regenerate Soldevi Steam Beast. Soldier of Fortune R Creature - Human Mercenary 1/1 R, T Target player shuffles his or her library. Soldier Replica 3 Artifact Creature - Soldier 1/3 1W, Sacrifice Soldier Replica: Soldier Replica deals 3 damage to target attacking or blocking creature. Solemn Simulacrum 4 Artifact Creature - Golem 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. Solfatara 2R Instant Target player can't play lands this turn. Draw a card at the beginning of the next turn's upkeep. Solidarity 3W Instant Creatures you control get +0/+5 until end of turn. Solidarity 3W Instant Creatures you control get +0/+5 until end of turn. Solitary Confinement 2W Enchantment At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card. Skip your draw step. You have shroud. (You can't be the target of spells or abilities.) Prevent all damage that would be dealt to you. Sol'kanar the Swamp King 2UBR Legendary Creature - Demon 5/5 Swampwalk Whenever a player plays a black spell, you gain 1 life. Sol'kanar the Swamp King 2UBR Legendary Creature - Demon 5/5 Swampwalk Whenever a player plays a black spell, you gain 1 life. Sol'kanar the Swamp King 2UBR Legendary Creature - Demon 5/5 Swampwalk Whenever a player plays a black spell, you gain 1 life. Soltari Champion 2W Creature - Soltari Soldier 2/2 Shadow (This creature can 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 2W Creature - Soltari Knight 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) 1W: Soltari Crusader gets +1/+0 until end of turn. Soltari Emissary 1W Creature - Soltari Soldier 2/1 W: Soltari Emissary gains shadow until end of turn. (This creature can block or be blocked by only creatures with shadow.) Soltari Foot Soldier W Creature - Soltari Soldier 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Soltari Foot Soldier W Creature - Soltari Soldier 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Soltari Guerrillas 2WR Creature - Soltari Soldier 3/2 Shadow (This creature can 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 2W Creature - Soltari Knight 2/2 Shadow (This creature can block or be blocked by only creatures with shadow.) Soltari Lancer has first strike as long as it's attacking. Soltari Monk WW Creature - Soltari Monk Cleric 2/1 Protection from black Shadow (This creature can block or be blocked by only creatures with shadow.) Soltari Priest WW Creature - Soltari Cleric 2/1 Protection from red Shadow (This creature can block or be blocked by only creatures with shadow.) Soltari Priest WW Creature - Soltari Cleric 2/1 Protection from red Shadow (This creature can block or be blocked by only creatures with shadow.) Soltari Trooper 1W Creature - Soltari Soldier 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Soltari Trooper attacks, it gets +1/+1 until end of turn. Soltari Visionary 1WW Creature - Soltari Cleric 2/2 Shadow (This creature can 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 5U Creature - Drone 3/2 Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Flying Somnophore 2UU 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 Blood 1R Sorcery Put the top four cards of your library into your graveyard. Whenever a creature attacks this turn, it gets +1/+0 until end of turn for each creature card put into your graveyard this way. Song of Serenity 1G Enchantment Enchanted creatures can't attack or block. Songs of the Damned B Instant Add B to your mana pool for each creature card in your graveyard. Songstitcher W Creature - Human Cleric 1/1 1W: Prevent all combat damage that would be dealt this turn by target attacking creature with flying. Songstitcher W Creature - Human Cleric 1/1 1W: Prevent all combat damage that would be dealt this turn by target attacking creature with flying. Sonic Burst 1R Instant As an additional cost to play Sonic Burst, discard a card at random. Sonic Burst deals 4 damage to target creature or player. Sonic Burst 1R Instant As an additional cost to play Sonic Burst, discard a card at random. 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. Sonic Seizure deals 3 damage to target creature or player. Sootfeather Flock 4B Creature - Bird 3/2 Flying Morph 3B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Soothing Balm 1W Instant Target player gains 5 life. Soothsaying U Enchantment 3UU: Shuffle your library. X: Look at the top X cards of your library and put them back in any order. Sophic Centaur 3G Creature - Centaur Spellshaper 1/1 2GG, T, Discard a card: You gain 2 life for each card in your hand. Soramaro, First to Dream 4UU Legendary Creature - Spirit */* Flying Soramaro, First to Dream's power and toughness are each equal to the number of cards in your hand. 4, Return a land you control to its owner's hand: Draw a card. Soratami Cloud Chariot 5 Artifact 2: Target creature you control gains flying until end of turn. 2: Prevent all combat damage that would be dealt to and dealt by target creature you control this turn. Soratami Cloudskater 1U Creature - Moonfolk Rogue 1/1 Flying 2, Return a land you control to its owner's hand: Draw a card, then discard a card. Soratami Mindsweeper 3U Creature - Moonfolk Wizard 1/4 Flying 2, Return a land you control to its owner's hand: Target player puts the top two cards of his or her library into his or her graveyard. Soratami Mirror-Guard 3U Creature - Moonfolk Wizard 3/1 Flying 2, Return a land you control to its owner's hand: Target creature with power 2 or less is unblockable this turn. Soratami Mirror-Mage 3U Creature - Moonfolk Wizard 2/1 Flying 3, Return three lands you control to their owner's hand: Return target creature to its owner's hand. Soratami Rainshaper 2U Creature - Moonfolk Wizard 2/1 Flying 3, Return a land you control to its owner's hand: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.) Soratami Savant 2UU Creature - Moonfolk Wizard 2/2 Flying 3, Return a land you control to its owner's hand: Counter target spell unless its controller pays 3. Soratami Seer 4U Creature - Moonfolk Wizard 2/3 Flying 4, Return two lands you control to their owner's hand: Discard all the cards in your hand, then draw that many cards. Soraya the Falconer 1WW Legendary Creature - Human 2/2 Bird creatures get +1/+1. 1W: Target Bird creature gains banding until end of turn. Sorceress Queen 1BB Creature - Human Wizard 1/1 T Target creature other than Sorceress Queen becomes 0/2 until end of turn. Sorceress Queen 1BB Creature - Human Wizard 1/1 T Target creature other than Sorceress Queen becomes 0/2 until end of turn. Sorceress Queen 1BB Creature - Human Wizard 1/1 T Target creature other than Sorceress Queen becomes 0/2 until end of turn. Sorceress Queen 1BB Creature - Human Wizard 1/1 T Target creature other than Sorceress Queen becomes 0/2 until end of turn. Sorcerous Sight U Sorcery Look at target opponent's hand. Draw a card. Sorrow's Path Land T Choose two target blocking creatures an opponent controls. If each of those creatures could block all creatures that the other is blocking, remove both of them from combat. Each one then blocks all creatures the other was blocking. Sorrow's Path deals 2 damage to you and 2 damage to each creature you control. Sorry UU Enchantment Before playing any spell, if a copy of that spell card is in any graveyard, the spell's caster may say "Sorry." If he or she does not, any other player may counter the spell by saying "Sorry" as it is cast. If any player says "Sorry" at any other time, Sorry deals 2 damage to that player. Sosuke, Son of Seshiro 2GG Legendary Creature - Snake Warrior 3/4 Other Snake creatures you control get +1/+0. Whenever a Warrior you control deals combat damage to a creature, destroy that creature at end of combat. Sosuke's Summons 2G Sorcery Put two 1/1 green Snake creature tokens into play. Whenever a nontoken Snake comes into play under your control, you may return Sosuke's Summons from your graveyard to your hand. Soul Barrier 2U Enchantment Whenever an opponent plays a creature spell, Soul Barrier deals 2 damage to that player unless he or she pays 2. Soul Barrier 2U Enchantment Whenever an opponent plays a creature spell, Soul Barrier deals 2 damage to that player unless he or she pays 2. Soul Burn X2B 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 Burn X2B 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 2B Enchantment - Aura Enchant creature Pay 2 life: Regenerate enchanted creature. Soul Charmer 2W Creature - Human 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 3BB 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 BBB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Soul Collector 3BB 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 BBB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Soul Collector 3BB 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 BBB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Soul Echo XWW Enchantment Soul Echo comes into play with X echo counters on it. You don't lose the game for having 0 or less life. At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, an opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove 1 echo counter from Soul Echo instead. Soul Exchange BB Sorcery As an additional cost to play Soul Exchange, remove a creature you control from the game. Return target creature card from your graveyard to play. Put a +2/+2 counter on that creature if the removed creature was a Thrull. Soul Feast 3BB Sorcery Target player loses 4 life and you gain 4 life. Soul Feast 3BB Sorcery Target player loses 4 life and you gain 4 life. Soul Feast 3BB Sorcery Target player loses 4 life and you gain 4 life. Soul Feast 3BB Sorcery Target player loses 4 life and you gain 4 life. Soul Feast 3BB Sorcery Target player loses 4 life and you gain 4 life. Soul Feast 3BB 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 token into play that's a copy of the imprinted creature card. X is the converted mana cost of that card. Soul Kiss 2B Enchantment - Aura Enchant creature B, Pay 1 life: Enchanted creature gets +2/+2 until end of turn. Play this ability no more than three times each turn. Soul Link 1WB Enchantment - Aura 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 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 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 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 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 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 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 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 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 3WW Instant Remove target attacking creature and all Equipment attached to it from the game. Soul of Magma 3RR Creature - Spirit 2/2 Whenever you play a Spirit or Arcane spell, Soul of Magma deals 1 damage to target creature. Soul Rend 1B Instant Destroy target creature if it's white. A creature destroyed this way can't be regenerated. Draw a card at the beginning of the next turn's upkeep. Soul Scourge 4B 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 2W Creature - Human 1/1 1W, T Target creature becomes an enchantment and loses all abilities until a player plays a creature spell. Soul Shepherd 1W Creature - Human Cleric 2/1 W, Remove a creature card in your graveyard from the game: You gain 1 life. Soul Shred 3BB Sorcery Soul Shred deals 3 damage to target nonblack creature. You gain 3 life. Soul Spike 5BB Instant You may remove two black cards in your hand from the game rather than pay Soul Spike's mana cost. Soul Spike deals 4 damage to target creature or player and you gain 4 life. Soul Strings XB Sorcery Return two target creature cards from your graveyard to your hand unless any player pays X. Soul Warden W Creature - Human Cleric 1/1 Whenever another creature comes into play, you gain 1 life. Soul Warden W Creature - Human Cleric 1/1 Whenever another creature comes into play, you gain 1 life. Soul Warden W Creature - Human Cleric 1/1 Whenever another creature comes into play, you gain 1 life. Soul Warden W Creature - Human Cleric 1/1 Whenever another creature comes into play, you gain 1 life. Soulblast 3RRR Instant As an additional cost to play Soulblast, sacrifice all creatures you control. Soulblast deals damage to target creature or player equal to the total power of the sacrificed creatures. Soulblast 3RRR Instant As an additional cost to play Soulblast, sacrifice all creatures you control. Soulblast deals damage to target creature or player equal to the total power of the sacrificed creatures. Soulbright Flamekin 1R Creature - Elemental Shaman 2/1 2: Target creature gains trample until end of turn. If this is the third time this ability has resolved this turn, you may add RRRRRRRR to your mana pool. Soulcatcher 1W 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 1W Enchantment Whenever a Bird is put into your graveyard from play, put a feather counter on Soulcatchers' Aerie. Bird creatures get +1/+1 for each feather counter on Soulcatchers' Aerie. Souldrinker 3B Creature - Spirit 2/2 Pay 3 life: Put a +1/+1 counter on Souldrinker. Soulgorger Orgg 3RR 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 3B 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. Soulless Revival 1B Instant - Arcane Return target creature card from your graveyard to your hand. Splice onto Arcane 1B (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Souls of the Faultless WBB Creature - Spirit 0/4 Defender (This creature can't attack.) Whenever Souls of the Faultless is dealt combat damage, you gain that much life and attacking player loses that much life. Soulscour 7WWW Sorcery Destroy all nonartifact permanents. Soulshriek B Instant Target creature you control gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. Sacrifice that creature at end of turn. Soulsworn Jury 2W Creature - Spirit 1/4 Defender (This creature can't attack.) 1U, Sacrifice Soulsworn Jury: Counter target creature spell. Soultether Golem 2 Artifact Creature - Golem 3/3 Vanishing 1 (This permanent comes into play with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever another creature comes into play under your control, put a time counter on Soultether Golem. Sound the Call 2G Sorcery Put a 1/1 green Wolf creature token into play with "This creature gets +1/+1 for each card named Sound the Call in each graveyard." Southern Elephant 3G Creature - Elephant 3/4 Southern Elephant 3G Creature - Elephant 3/4 Southern Paladin 2WW Creature - Human Knight 3/3 WW, T Destroy target red permanent. Southern Paladin 2WW Creature - Human Knight 3/3 WW, T Destroy target red permanent. Sower of Temptation 2UU Creature - Faerie Wizard 2/2 Flying When Sower of Temptation comes into play, gain control of target creature as long as Sower of Temptation remains in play. Sowing Salt 2RR 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. Sowing Salt 2RR 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 Elemental R Creature - Elemental 3/1 Trample, haste (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player. This creature can attack and T as soon as it comes under your control.) At end of turn, sacrifice Spark Elemental. Spark Elemental R Creature - Elemental 3/1 Trample, haste (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player. This creature can attack and T as soon as it comes under your control.) At end of turn, sacrifice Spark Elemental. Spark Fiend 4R Summon Beast 5/6 When Spark Fiend comes into play, roll two six-sided dice. On a total of 2, 3, or 12, sacrifice Spark Fiend. On a total of 7 or 11, do not roll dice for Spark Fiend during any of your following upkeep phases. If you roll any other total, note it. During your upkeep, roll two six-sided dice. On a total of 7, sacrifice Spark Fiend. If you roll the noted total, do not roll dice for Spark Fiend during any of your following upkeep phases. On any other roll, there is no effect. 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: Draw a card.) Sparkcaster 2RG 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. Sparkmage Apprentice 1R Creature - Human Wizard 1/1 When Sparkmage Apprentice comes into play, it deals 1 damage to target creature or player. Sparksmith 1R 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. Sparkspitter 2R Creature - Elemental Spellshaper 1/3 R, T, Discard a card: Put a 3/1 red Elemental creature token named Spark Elemental into play with trample, haste, and "At end of turn, sacrifice Spark Elemental." Sparring Collar 2 Artifact - Equipment Equipped creature has first strike. RR: Attach Sparring Collar to target creature you control. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) 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. Spatial Binding UB Enchantment Pay 1 life: Until your next upkeep step, target permanent can't phase out. Spatula of the Ages 4 Artifact 4, T, Sacrifice Spatula of the Ages: Put into play from your hand any card from an Unglued supplement. Spawnbroker 2U Creature - Human Wizard 1/1 When Spawnbroker comes into play, you may exchange control of target creature you control and target creature with power less than or equal to that creature's power an opponent controls. Spawning Pit 2 Artifact Sacrifice a creature: Put a charge counter on Spawning Pit. 1, Remove two charge counters from Spawning Pit: Put a 2/2 Spawn artifact creature token into play. Spawning Pool Land Spawning Pool comes into play tapped. T Add B to your mana pool. 1B: Spawning Pool becomes a 1/1 black Skeleton creature with "B: Regenerate this creature" until end of turn. It's still a land. (If it regenerates, the next time it would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Spawning Pool Land Spawning Pool comes into play tapped. T Add B to your mana pool. 1B: Spawning Pool becomes a 1/1 black Skeleton creature with "B: Regenerate this creature" until end of turn. It's still a land. (If it regenerates, the next time it would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Specter's Shroud 2 Artifact - Equipment Equipped creature gets +1/+0. Whenever equipped creature deals combat damage to a player, that player discards a card. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.) Specter's Wail 1B Sorcery Target player discards a card at random. Spectral Bears 1G Creature - Bear Spirit 3/3 Whenever Spectral Bears attacks, if defending player controls no black nontoken permanents, it doesn't untap during your next untap step. Spectral Bears 1G Creature - Bear Spirit 3/3 Whenever Spectral Bears attacks, if defending player controls no black nontoken permanents, it doesn't untap during your next untap step. Spectral Cloak UU Enchantment - Aura Enchant creature Enchanted creature has shroud as long as it's untapped. (It can't be the target of spells or abilities.) Spectral Force 3GG Creature - Elemental Spirit 8/8 Trample Whenever Spectral Force attacks, if defending player controls no black permanents, it doesn't untap during your next untap step. Spectral Guardian 2WW Creature - Spirit 2/3 Noncreature artifacts have shroud as long as Spectral Guardian is untapped. (They can't be the targets of spells or abilities.) Spectral Lynx 1W Creature - Cat Spirit 2/1 Protection from green B: Regenerate Spectral Lynx. Spectral Searchlight 3 Artifact T Choose a player. That player adds one mana of any color he or she chooses to his or her mana pool. Spectral Shield 1WU Enchantment - Aura Enchant creature Enchanted creature gets +0/+2 and can't be the target of spells. Spectral Shift 1U Instant Choose one - Change the text of target spell or permanent by replacing all instances of one basic land type with another; or change the text of target spell or permanent by replacing all instances of one color word with another. (These effects don't end at end of turn.) Entwine 2 Spectral Sliver 2B Creature - Sliver Spirit 2/2 All Sliver creatures have "2: This creature gets +1/+1 until end of turn." Spell Blast XU Instant Counter target spell with converted mana cost X. Spell Blast XU Instant Counter target spell with converted mana cost X. Spell Blast XU Instant Counter target spell with converted mana cost X. Spell Blast XU Instant Counter target spell with converted mana cost X. Spell Blast XU Instant Counter target spell with converted mana cost X. Spell Blast XU Instant Counter target spell with converted mana cost X. Spell Blast XU Instant Counter target spell with converted mana cost X. Spell Blast XU Instant Counter target spell with converted mana cost X. Spell Burst XU Instant Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Counter target spell with converted mana cost X. Spell Counter 2UU Instant Counter target spell. Gotcha - Whenever an opponent says "Spell" or "Counter," you may say "Gotcha!" If you do, return Spell Counter from your graveyard to your hand. Spell Snare U Instant Counter target spell with converted mana cost 2. Spellbane Centaur 2G Creature - Centaur 3/2 Creatures you control can't be the targets of blue spells or abilities from blue sources. Spellbinder 3 Artifact - Equipment Imprint - When Spellbinder comes into play, you may remove an instant card in your hand from the game. Whenever equipped creature deals combat damage to a player, you may copy the imprinted instant card. If you do, you may play the copy without paying its mana cost. Equip 4 Spellbook 0 Artifact You have no maximum hand size. Spellbook 0 Artifact You have no maximum hand size. Spellbook 0 Artifact You have no maximum hand size. Spellbook 0 Artifact You have no maximum hand size. Spellbook 0 Artifact You have no maximum hand size. Spellgorger Barbarian 3R Creature - Human Nightmare Barbarian 3/1 When Spellgorger Barbarian comes into play, discard a card at random. When Spellgorger Barbarian leaves play, draw a card. Spelljack 3UUU Instant Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard. As long as it remains removed from the game, you may play it without paying its mana cost. (If it has X in its mana cost, X is 0.) Spellshift 3U Instant Counter target instant or sorcery spell. Its controller reveals cards from the top of his or her library until he or she reveals an instant or sorcery card. That player may play that card without paying its mana cost. Then he or she shuffles his or her library. Spellshock 2R Enchantment Whenever a player plays a spell, Spellshock deals 2 damage to that player. Spellstutter Sprite 1U Creature - Faerie Wizard 1/1 Flash Flying When Spellstutter Sprite comes into play, counter target spell with converted mana cost X or less, where X is the number of Faeries you control. Spelltithe Enforcer 3WW Creature - Elephant Wizard 3/3 Whenever an opponent plays a spell, that player sacrifices a permanent unless he or she pays 1. 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. If you do, you may play the copy without paying its mana cost. Spellweaver Volute 3UU Enchantment - Aura Enchant instant card in a graveyard Whenever you play a sorcery spell, copy the enchanted instant card. You may play the copy without paying its mana cost. If you do, remove the enchanted card from the game and attach Spellweaver Volute to another instant card in a graveyard. Spellwild Ouphe 1G Creature - Ouphe 1/3 Spells that target Spellwild Ouphe cost 2 less to play. Sphere of Duty 3W Enchantment If a green source would deal damage to you, prevent 2 of that damage. Sphere of Grace 3W Enchantment If a black source would deal damage to you, prevent 2 of that damage. Sphere of Law 3W Enchantment If a red source would deal damage to you, prevent 2 of that damage. Sphere of Purity 3W Enchantment If an artifact would deal damage to you, prevent 1 of that damage. Sphere of Reason 3W 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 3W Enchantment If a white source would deal damage to you, prevent 2 of that damage. Spider Climb G Enchantment - Aura You may play Spider Climb any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant creature Enchanted creature gets +0/+3 and has reach. (It can block creatures with flying.) Spidersilk Armor 2G Enchantment Creatures you control get +0/+1 and have reach. (They can block creatures with flying.) Spiderwig Boggart 2B Creature - Goblin Shaman 2/2 When Spiderwig Boggart comes into play, target creature gains fear until end of turn. Spike Breeder 3G 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 1BB 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 4G 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 Colony 4G 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 Drone 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 1GG 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 Feeder 1GG 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 Feeder 1GG 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 6G 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 1GG 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 2GG Creature - Spike Soldier 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 Tiller 3GG Creature - Spike 0/0 Spike Tiller comes into play with three +1/+1 counters on it. 2, Remove a +1/+1 counter from Spike Tiller: Put a +1/+1 counter on target creature. 2, Remove a +1/+1 counter from Spike Tiller: Target land becomes a 2/2 creature that's still a land. Put a +1/+1 counter on it. Spike Weaver 2GG 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 Weaver 2GG 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 2G 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. Spike Worker 2G 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 2R Creature - Goblin Shaman 1/2 R, T Spikeshot Goblin deals damage equal to its power to target creature or player. Spiketail Drake 3UU Creature - Drake 3/3 Flying Sacrifice Spiketail Drake: Counter target spell unless its controller pays 3. Spiketail Drakeling 1UU Creature - Drake 2/2 Flying Sacrifice Spiketail Drakeling: Counter target spell unless its controller pays 2. Spiketail Hatchling 1U Creature - Drake 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Sacrifice Spiketail Hatchling: Counter target spell unless its controller pays 1. Spiketail Hatchling 1U Creature - Drake 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Sacrifice Spiketail Hatchling: Counter target spell unless its controller pays 1. Spiketail Hatchling 1U Creature - Drake 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Sacrifice Spiketail Hatchling: Counter target spell unless its controller pays 1. Spin into Myth 4U Instant Put target creature on top of its owner's library, then fateseal 2. (Look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.) Spinal Embrace 3UUB 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 1B Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. When enchanted creature becomes the target of a spell or ability, destroy that creature. It can't be regenerated. Spinal Parasite 5 Artifact Creature - Insect -1/-1 Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.) Remove two +1/+1 counters from Spinal Parasite: Remove a counter from target permanent. Spinal Villain 2R Creature - Beast 1/2 T Destroy target blue creature. Spinal Villain 2R Creature - Beast 1/2 T Destroy target blue creature. Spincrusher 2 Artifact Creature - Construct 0/2 Whenever Spincrusher blocks, put a +1/+1 counter on it. Remove a +1/+1 counter from Spincrusher: Spincrusher is unblockable this turn. Spindrift Drake U Creature - Drake 2/1 Flying At the beginning of your upkeep, sacrifice Spindrift Drake unless you pay U. Spined Basher 2B Creature - Zombie Beast 3/1 Morph 2B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Spined Fluke 2B Creature - Worm Horror 5/1 When Spined Fluke comes into play, sacrifice a creature. B: Regenerate Spined Fluke. Spined Sliver RG Creature - Sliver 2/2 Whenever a Sliver becomes blocked, that Sliver gets +1/+1 until end of turn for each creature blocking it. Spined Sliver RG 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 4G Creature - Wurm 5/4 Spined Wurm 4G Creature - Wurm 5/4 Spined Wurm 4G Creature - Wurm 5/4 Spined Wurm 4G Creature - Wurm 5/4 Spined Wurm 4G Creature - Wurm 5/4 Spined Wurm 4G Creature - Wurm 5/4 Spined Wurm 4G Creature - Wurm 5/4 Spineless Thug 1B Creature - Zombie Mercenary 2/2 Spineless Thug can't block. Spineless Thug 1B Creature - Zombie Mercenary 2/2 Spineless Thug can't block. Spineless Thug 1B Creature - Zombie Mercenary 2/2 Spineless Thug can't block. Spineless Thug 1B Creature - Zombie Mercenary 2/2 Spineless Thug can't block. Spineless Thug 1B Creature - Zombie Mercenary 2/2 Spineless Thug can't block. Spinerock Knoll Land Hideaway (This land comes into play tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.) T Add R to your mana pool. R, T You may play the removed card without paying its mana cost if an opponent was dealt 7 or more damage this turn. Spinneret Sliver 1G Creature - Sliver 2/2 All Sliver creatures have reach. (They can block creatures with flying.) Spinning Darkness 4BB Instant You may remove the top three black cards in your graveyard from the game rather than pay Spinning Darkness's mana cost. Spinning Darkness deals 3 damage to target nonblack creature. You gain 3 life. Spiny Starfish 2U Creature - Starfish 0/1 U: Regenerate Spiny Starfish. At end of turn, if Spiny Starfish regenerated this turn, put a 0/1 blue Starfish creature token into play for each time it regenerated this turn. Spiraling Embers 3R Sorcery - Arcane Spiraling Embers deals damage to target creature or player equal to the number of cards in your hand. Spire Golem 6 Artifact Creature - Golem 2/4 Affinity for Islands (This spell costs 1 less to play for each Island you control.) Flying Spire Owl 1U 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 2W Enchantment Whenever a player discards a card, you may pay W. If you do, put a 1/1 white Spirit creature token with flying into play. Spirit en-Dal 2W Creature - Spirit 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Forecast - 1W, Reveal Spirit en-Dal from your hand: Target creature gains shadow until end of turn. (Play this ability only during your upkeep and only once each turn.) Spirit en-Kor 3W Creature - Kor 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 3W 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-1W, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Spirit Link W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Whenever enchanted creature deals damage, you gain that much life. Spirit Link W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Whenever enchanted creature deals damage, you gain that much life. Spirit Link W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Whenever enchanted creature deals damage, you gain that much life. Spirit Link W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Whenever enchanted creature deals damage, you gain that much life. Spirit Link W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Whenever enchanted creature deals damage, you gain that much life. Spirit Link W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Whenever enchanted creature deals damage, you gain that much life. Spirit Link W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Whenever enchanted creature deals damage, you gain that much life. Spirit Link W Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Whenever enchanted creature deals damage, you gain that much life. Spirit Loop 1W Enchantment - Aura Enchant creature you control Enchanted creature has lifelink. (Whenever it deals damage, its controller gains that much life.) When Spirit Loop is put into a graveyard from play, return Spirit Loop to its owner's hand. Spirit Mirror 2WW 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 2W Enchantment If you control a permanent of each color, prevent all damage that would be dealt to you. Spirit of the Night 6BBB Legendary Creature - Demon Spirit 6/5 Flying, trample, haste, protection from black Whenever Spirit of the Night attacks, it gains first strike until end of combat. Spirit Shackle BB Enchantment - Aura Enchant creature Whenever enchanted creature becomes tapped, put a -0/-2 counter on it. Spirit Shackle BB Enchantment - Aura Enchant creature Whenever enchanted creature becomes tapped, put a -0/-2 counter on it. Spirit Shield 3 Artifact You may choose not to untap Spirit Shield during your untap step. 2, T Target creature gets +0/+2 as long as Spirit Shield remains tapped. Spirit Weaver 1W Creature - Human Wizard 2/1 2: Target green or blue creature gets +0/+1 until end of turn. Spirit Weaver 1W Creature - Human Wizard 2/1 2: Target green or blue creature gets +0/+1 until end of turn. Spiritmonger 3BG 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 2WW Enchantment Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.) When a creature you control attacks, sacrifice Spiritual Asylum. Spiritual Focus 1W Enchantment Whenever a spell or ability an opponent controls causes you to discard a card, you gain 2 life and you may draw a card. Spiritual Guardian 3WW Creature - Spirit 3/4 When Spiritual Guardian comes into play, you gain 4 life. Spiritual Sanctuary 2WW Enchantment At the beginning of each player's upkeep, if that player controls a Plains, he or she gains 1 life. Spiritual Visit W Instant - Arcane Put a 1/1 colorless Spirit creature token into play. Splice onto Arcane W (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Spiritualize 2W Instant Until end of turn, whenever target creature deals damage, you gain that much life. Draw a card. Spite // Malice 3U / / 3B Instant // Instant Counter target noncreature spell. // Destroy target nonblack creature. It can't be regenerated. Spite // Malice 3U / / 3B Instant // Instant Counter target noncreature spell. // Destroy target nonblack creature. It can't be regenerated. Spitebellows 5R Creature - Elemental 6/1 When Spitebellows leaves play, it deals 6 damage to target creature. Evoke 1RR (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Spiteful Bully 1B Creature - Zombie Mercenary 3/3 At the beginning of your upkeep, Spiteful Bully deals 3 damage to target creature you control. Spitfire Handler 1R 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 3R Creature - Drake 2/2 Flying R: Spitting Drake gets +1/+0 until end of turn. Play this ability only once each turn. Spitting Drake 3R Creature - Drake 2/2 Flying R: Spitting Drake gets +1/+0 until end of turn. Play this ability only once each turn. Spitting Earth 1R Sorcery Spitting Earth deals damage equal to the number of Mountains you control to target creature. Spitting Earth 1R Sorcery Spitting Earth deals damage equal to the number of Mountains you control to target creature. Spitting Earth 1R Sorcery Spitting Earth deals damage equal to the number of Mountains you control to target creature. Spitting Earth 1R Sorcery Spitting Earth deals damage equal to the number of Mountains you control to target creature. Spitting Earth 1R Sorcery Spitting Earth deals damage equal to the number of Mountains you control to target creature. Spitting Earth 1R Sorcery Spitting Earth deals damage equal to the number of Mountains you control to target creature. Spitting Earth 1R Sorcery Spitting Earth deals damage equal to the number of Mountains you control to target creature. Spitting Gourna 3GG Creature - Beast 3/4 Reach (This creature can block creatures with flying.) Morph 4G (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 3RR Creature - Hydra 0/0 Spitting Hydra comes into play with four +1/+1 counters on it. 1R, Remove a +1/+1 counter from Spitting Hydra: Spitting Hydra deals 1 damage to target creature. Spitting Sliver 4B Creature - Sliver 3/3 All Sliver creatures have first strike. Spitting Slug 1GG Creature - Slug 2/4 Whenever Spitting Slug blocks or becomes blocked, you may pay 1G. If you do, Spitting Slug gains first strike until end of turn. Otherwise, each creature blocking or blocked by Spitting Slug gains first strike until end of turn. Spitting Slug 1GG Creature - Slug 2/4 Whenever Spitting Slug blocks or becomes blocked, you may pay 1G. If you do, Spitting Slug gains first strike until end of turn. Otherwise, each creature blocking or blocked by Spitting Slug gains first strike until end of turn. Spitting Spider 3GG Creature - Spider 3/5 Reach (This creature can block creatures with flying.) Sacrifice a land: Spitting Spider deals 1 damage to each creature with flying. Spitting Spider 3GG Creature - Spider 3/5 Reach (This creature can block creatures with flying.) Sacrifice a land: Spitting Spider deals 1 damage to each creature with flying. Splinter 2GG 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. Splinter 2GG 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. Splintering Wind 2GG Enchantment 2G: Splintering Wind deals 1 damage to target creature. Put a 1/1 green Splinter creature token into play with flying and "Cumulative upkeep G." Whenever a Splinter token leaves play, it deals 1 damage to you and each creature you control. Split-Tail Miko 1W Creature - Fox Cleric 1/1 W, T Prevent the next 2 damage that would be dealt to target creature or player this turn. Spoils of Evil 2B Instant For each artifact or creature card in an opponent's graveyard, add 1 to your mana pool and you gain 1 life. 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. Spoils of Victory 2G Sorcery Search your library for a basic land card and put that card into play. Then shuffle your library. Spoils of War XB Sorcery X can't be more than the number of artifact and/or creature cards in an opponent's graveyard as you play Spoils of War. Distribute X +1/+1 counters among any number of target creatures. Spontaneous Combustion 1BR Instant As an additional cost to play Spontaneous Combustion, sacrifice a creature. Spontaneous Combustion deals 3 damage to each creature. Spontaneous Generation 3G Sorcery Put a 1/1 green Saproling creature token into play for each card in your hand. Spore Cloud 1GG Instant Tap all blocking creatures. Prevent all combat damage that would be dealt this turn. Each attacking creature and each blocking creature doesn't untap during its controller's next untap step. Spore Cloud 1GG Instant Tap all blocking creatures. Prevent all combat damage that would be dealt this turn. Each attacking creature and each blocking creature doesn't untap during its controller's next untap step. Spore Cloud 1GG Instant Tap all blocking creatures. Prevent all combat damage that would be dealt this turn. Each attacking creature and each blocking creature doesn't untap during its controller's next untap step. Spore Flower GG Creature - Fungus 0/1 At the beginning of your upkeep, put a spore counter on Spore Flower. Remove three spore counters from Spore Flower: Prevent all combat damage that would be dealt this turn. Spore Frog G Creature - Frog 1/1 Sacrifice Spore Frog: Prevent all combat damage that would be dealt this turn. Sporeback Troll 3G Creature - Troll Mutant 0/0 Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) 1G: Regenerate target creature with a +1/+1 counter on it. Sporesower Thallid 2GG Creature - Fungus 4/4 At the beginning of your upkeep, put a spore counter on each Fungus you control. Remove three spore counters from Sporesower Thallid: Put a 1/1 green Saproling creature token into play. Sporogenesis 3G 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. Sporoloth Ancient 3GG Creature - Fungus 4/4 At the beginning of your upkeep, put a spore counter on Sporoloth Ancient. Creatures you control have "Remove two spore counters from this creature: Put a 1/1 green Saproling creature token into play." Spotted Griffin 3W Creature - Griffin 2/3 Flying Spreading Algae G Enchantment - Aura Enchant Swamp When enchanted land becomes tapped, destroy it. When Spreading Algae is put into a graveyard from play, return Spreading Algae to its owner's hand. Spreading Algae G Enchantment - Aura Enchant Swamp When enchanted land becomes tapped, destroy it. When Spreading Algae is put into a graveyard from play, return Spreading Algae to its owner's hand. Spreading Plague 4B Enchantment Whenever a creature comes into play, destroy all other creatures that share a color with it. They can't be regenerated. Spring Cleaning 1G Instant Destroy target enchantment. Clash with an opponent. If you win, destroy all enchantments your opponents control. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Spring of Eternal Peace 3GG Sorcery You gain 8 life. Springing Tiger 3G Creature - Cat 3/3 Threshold - Springing Tiger gets +2/+2 as long as seven or more cards are in your graveyard. Springjack Knight 2W Creature - Kithkin Knight 2/1 Whenever Springjack Knight attacks, clash with an opponent. If you win, target creature gains double strike until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Springleaf Drum 1 Artifact T, Tap an untapped creature you control: Add one mana of any color to your mana pool. Sprite Noble 1UU Creature - Faerie 2/2 Flying Other creatures you control with flying get +0/+1. T Other creatures you control with flying get +1/+0 until end of turn. Sprout G Instant Put a 1/1 green Saproling creature token into play. Sprout Swarm 1G Instant Convoke (Each creature you tap while playing this spell reduces its total cost by 1 or by one mana of that creature's color.) Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Put a 1/1 green Saproling creature token into play. Sprouting Phytohydra 4G Creature - Plant Hydra 0/2 Defender (This creature can't attack.) Whenever Sprouting Phytohydra is dealt damage, you may put a token into play that's a copy of Sprouting Phytohydra. Sprouting Vines 2G 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 2R Creature - Beast 2/1 Spur Grappler gets +2/+1 as long as you control no untapped lands. Spurnmage Advocate W Creature - Human Nomad 1/1 T Return two target cards in an opponent's graveyard to his or her hand. Destroy target attacking creature. Spurred Wolverine 4R Creature - Wolverine 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 2G Sorcery Squall deals 2 damage to each creature with flying. Squall 2G Sorcery Squall deals 2 damage to each creature with flying. Squall 2G Sorcery Squall deals 2 damage to each creature with flying. Squall Drifter 1W Snow Creature - Elemental 1/1 Flying W, T Tap target creature. Squall Line XGG Instant Squall Line deals X damage to each creature with flying and each player. Squallmonger 3G Creature - Monger 3/3 2: Squallmonger deals 1 damage to each creature with flying and each player. Any player may play this ability. Squandered Resources BG Enchantment Sacrifice a land: Add to your mana pool one mana of any type the sacrificed land could produce. Squeaking Pie Grubfellows 3B Creature - Goblin Shaman 3/2 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Squeaking Pie Grubfellows, you may reveal it. If you do, each opponent discards a card. Squeaking Pie Sneak 1B Creature - Goblin Rogue 2/2 As an additional cost to play Squeaking Pie Sneak, reveal a Goblin card from your hand or pay 3. Fear Squealing Devil 1R Creature - Devil 2/1 Fear When Squealing Devil comes into play, you may pay X. If you do, target creature gets +X/+0 until end of turn. When Squealing Devil comes into play, sacrifice it unless B was spent to play it. Squee, Goblin Nabob 2R Legendary Creature - Goblin 1/1 At the beginning of your upkeep, you may return Squee, Goblin Nabob from your graveyard to your hand. Squee, Goblin Nabob 2R Legendary Creature - Goblin 1/1 At the beginning of your upkeep, you may return Squee, Goblin Nabob from your graveyard to your hand. Squee's Embrace RW Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. When enchanted creature is put into a graveyard, return that card to its owner's hand. Squee's Revenge 1UR 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 3U Enchantment Sorcery spells cost 3 more to play. Squelch 1U Instant Counter target activated ability. (Mana abilities can't be targeted.) Draw a card. Squire 1W Creature - Human Soldier 1/2 Squire 1W Creature - Human Soldier 1/2 Squirming Mass 1B Creature - Horror 1/1 Fear Squirrel Farm 2G Enchantment 1G: Choose a card in your hand. Covering the artist's name, reveal the card to target player. If that player cannot name the artist, reveal the artist's name and put a Squirrel token into play. Treat this token as a 1/1 green creature. Squirrel Mob 1GG Creature - Squirrel 2/2 Squirrel Mob gets +1/+1 for each other Squirrel in play. Squirrel Nest 1GG Enchantment - Aura Enchant land Enchanted land has "T Put a 1/1 green Squirrel creature token into play." Squirrel Wrangler 2GG Creature - Human Druid 2/2 1G, Sacrifice a land: Put two 1/1 green Squirrel creature tokens into play. 1G, Sacrifice a land: Squirrel creatures get +1/+1 until end of turn. Stabilizer 2 Artifact Players can't cycle cards. Staff of Domination 3 Artifact 1: Untap Staff of Domination. 2, T You gain 1 life. 3, T Untap target creature. 4, T Tap target creature. 5, T Draw a card. Staff of the Ages 3 Artifact Creatures with landwalk abilities can be blocked as though they didn't have those abilities. Staff of Zegon 4 Artifact 3, T Target creature gets -2/-0 until end of turn. Stag Beetle 3GG 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 1UB Creature - Human Assassin 1/1 3U, T Tap target creature. 3B, T Destroy target tapped creature. Stalking Bloodsucker 4BB Creature - Vampire 4/4 Flying 1B, Discard a card: 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 Elemental artifact creature that's still a land. (This effect doesn't end at end of turn.) Stalking Stones Land T Add 1 to your mana pool. 6: Stalking Stones becomes a 3/3 Elemental artifact creature that's still a land. (This effect doesn't end at end of turn.) Stalking Tiger 3G Creature - Cat 3/3 Stalking Tiger can't be blocked by more than one creature. Stalking Tiger 3G Creature - Cat 3/3 Stalking Tiger can't be blocked by more than one creature. Stalking Tiger 3G Creature - Cat 3/3 Stalking Tiger can't be blocked by more than one creature. Stalking Tiger 3G Creature - Cat 3/3 Stalking Tiger can't be blocked by more than one creature. Stalking Tiger 3G Creature - Cat 3/3 Stalking Tiger can't be blocked by more than one creature. Stalking Vengeance 5RR Creature - Avatar 5/5 Haste Whenever another creature you control is put into a graveyard from play, it deals damage equal to its power to target player. Stalking Yeti 2RR Snow Creature - Yeti 3/3 When Stalking Yeti comes into play, if it's in play, it deals damage equal to its power to target creature an opponent controls and that creature deals damage equal to its power to Stalking Yeti. 2oSi: Return Stalking Yeti to its owner's hand. Play this ability only any time you could play a sorcery. (oSi can be paid with one mana from a snow permanent.) Stamina 2G Enchantment - Aura Enchant creature Enchanted creature has vigilance. Sacrifice Stamina: Regenerate enchanted creature. Stampede 1GG Instant Attacking creatures get +1/+0 and gain trample until end of turn. Stampede 1GG Instant Attacking creatures get +1/+0 and gain trample until end of turn. Stampede Driver G Creature - Human Spellshaper 1/1 1G, T, Discard a card: Creatures you control get +1/+1 and gain trample until end of turn. Stampeding Serow 2GG Creature - Antelope Beast 5/4 Trample At the beginning of your upkeep, return a green creature you control to its owner's hand. Stampeding Wildebeests 2GG Creature - Antelope Beast 5/4 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, return a green creature you control to its owner's hand. Stampeding Wildebeests 2GG Creature - Antelope Beast 5/4 Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) At the beginning of your upkeep, return a green creature you control to its owner's hand. Stand // Deliver W / / 2U 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 // Deliver W / / 2U 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 Firm W Instant Target creature gets +1/+1 until end of turn. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Stand or Fall 3R 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 can block this turn. Stand Together 3GG Instant Put two +1/+1 counters on target creature and two +1/+1 counters on another target creature. Standard Bearer 1W Creature - Human 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 UU Instant Choose a creature type other than Wall. Each creature becomes that type until end of turn. Standing Army 2WW Creature - Human Soldier 2/4 As long as you're standing, Standing Army has vigilance. (Attacking doesn't cause it to tap.) Standing Stones 3 Artifact 1, T, Pay 1 life: Add one mana of any color to your mana pool. Standing Troops 2W Creature - Human Soldier 1/4 Vigilance Standing Troops 2W Creature - Human Soldier 1/4 Vigilance Standing Troops 2W Creature - Human Soldier 1/4 Vigilance Standing Troops 2W Creature - Human Soldier 1/4 Vigilance Standstill 1U Enchantment When a player plays a spell, sacrifice Standstill. If you do, each of that player's opponents draws three cards. Stangg 4RG Legendary Creature - Human Warrior 3/4 When Stangg comes into play, if Stangg is in play, put a legendary 3/4 red and green Human Warrior creature token named Stangg Twin into play. When Stangg leaves play, remove that token from the game. When that token leaves play, sacrifice Stangg. Stangg 4RG Legendary Creature - Human Warrior 3/4 When Stangg comes into play, if Stangg is in play, put a legendary 3/4 red and green Human Warrior creature token named Stangg Twin into play. When Stangg leaves play, remove that token from the game. When that token leaves play, sacrifice Stangg. 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. 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 1RR Legendary Creature - Human Rogue 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 1W Sorcery You gain 3 life for each black creature target opponent controls. Starlight 1W Sorcery You gain 3 life for each black creature target opponent controls. Starlight Invoker 1W Creature - Human Cleric Mutant 1/3 7W: You gain 5 life. Starlight Invoker 1W Creature - Human Cleric Mutant 1/3 7W: You gain 5 life. Starlit Angel 3WW Creature - Angel 3/4 Flying Starlit Sanctum Land T Add 1 to your mana pool. W, T, Sacrifice a Cleric creature: You gain life equal to the sacrificed creature's toughness. B, T, Sacrifice a Cleric creature: Target player loses life equal to the sacrificed creature's power. Starstorm XRR Instant Starstorm deals X damage to each creature. Cycling 3 (3, Discard this card: Draw a card.) Starved Rusalka G Creature - Spirit 1/1 G, Sacrifice a creature: You gain 1 life. Stasis 1U Enchantment Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay U. Stasis 1U Enchantment Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay U. Stasis 1U Enchantment Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay U. Stasis 1U Enchantment Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay U. Stasis 1U Enchantment Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay U. Stasis 1U Enchantment Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay U. Stasis Cell 4U Enchantment - Aura Enchant creature Enchanted creature doesn't untap during its controller's untap step. 3U: Attach Stasis Cell to target creature. Stasis Cocoon 1W Enchantment - Aura Enchant artifact Enchanted artifact's activated abilities can't be played. If enchanted artifact is a creature, it can't attack or block. Statecraft 3U 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. Static Orb 3 Artifact If Static Orb is untapped, players can't untap more than two permanents during their untap steps. Staunch Defenders 3WW Creature - Human Soldier 3/4 When Staunch Defenders comes into play, you gain 4 life. Staunch Defenders 3WW Creature - Human Soldier 3/4 When Staunch Defenders comes into play, you gain 4 life. Staunch Defenders 3WW Creature - Human Soldier 3/4 When Staunch Defenders comes into play, you gain 4 life. Staunch Defenders 3WW Creature - Human Soldier 3/4 When Staunch Defenders comes into play, you gain 4 life. Staying Power 2W Enchantment As long as Staying Power is in play, "until end of turn" and "this turn" effects don't end. Steadfast Guard WW Creature - Human Rebel 2/2 Vigilance (Attacking doesn't cause this creature to tap.) Steadfast Guard WW Creature - Human Rebel 2/2 Vigilance (Attacking doesn't cause this creature to tap.) Steadfastness 1W Sorcery Creatures you control get +0/+3 until end of turn. Steadfastness 1W Sorcery Creatures you control get +0/+3 until end of turn. Steal Artifact 2UU Enchantment - Aura Enchant artifact You control enchanted artifact. Steal Artifact 2UU Enchantment - Aura Enchant artifact You control enchanted artifact. Steal Artifact 2UU Enchantment - Aura Enchant artifact You control enchanted artifact. Steal Artifact 2UU Enchantment - Aura Enchant artifact You control enchanted artifact. Steal Artifact 2UU Enchantment - Aura Enchant artifact You control enchanted artifact. Steal Artifact 2UU Enchantment - Aura Enchant artifact You control enchanted artifact. Steal Artifact 2UU Enchantment - Aura Enchant artifact You control enchanted artifact. Steal Artifact 2UU Enchantment - Aura Enchant artifact You control enchanted artifact. Steal Enchantment UU Enchantment - Aura Enchant enchantment You control enchanted enchantment. Steal Strength 1B Instant Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn. Steam Blast 2R Sorcery Steam Blast deals 2 damage to each creature and each player. Steam Blast 2R Sorcery Steam Blast deals 2 damage to each creature and each player. Steam Catapult 3WW Creature - Human Soldier 2/3 T Destroy target tapped creature. Play this ability only during your turn, before the combat phase. Steam Frigate 2U Creature - Human Pirate 3/3 Steam Frigate can't attack unless defending player controls an Island. Steam Spitter 4G Creature - Spider 1/5 Reach (This creature can block creatures with flying.) R: Steam Spitter gets +1/+0 until end of turn. Steam Vents Land - Island Mountain (T Add U or R to your mana pool.) As Steam Vents comes into play, you may pay 2 life. If you don't, Steam Vents comes into play tapped. Steam Vines 1RR Enchantment - Aura Enchant land When enchanted land becomes tapped, destroy it and Steam Vines deals 1 damage to that land's controller. That player attaches 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. Steamcore Weird 3U Creature - Weird 1/3 When Steamcore Weird comes into play, if R was spent to play Steamcore Weird, it deals 2 damage to target creature or player. Steamflogger Boss 3R Creature - Goblin Rigger 3/3 Other Rigger creatures you control get +1/+0 and have haste. If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead. Steel Golem 3 Artifact Creature - Golem 3/4 You can't play creature spells. Steel Golem 3 Artifact Creature - Golem 3/4 You can't play creature spells. Steel Leaf Paladin 4GW Creature - Elf 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 Defender (This creature can't attack.) Steeling Stance 1WW Instant Creatures you control get +1/+1 until end of turn. Forecast - W, Reveal Steeling Stance from your hand: Target creature gets +1/+1 until end of turn. (Play this ability only during your upkeep and only once each turn.) Steelshaper Apprentice 2WW Creature - Human Soldier 1/3 W, T, Return Steelshaper Apprentice to its owner's hand: Search your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library. Steelshaper's Gift W Sorcery Search your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library. Steely Resolve 1G Enchantment As Steely Resolve comes into play, choose a creature type. Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.) Stench of Decay 1BB Instant Nonartifact creatures get -1/-1 until end of turn. Stench of Decay 1BB Instant Nonartifact creatures get -1/-1 until end of turn. Stench of Evil 2BB Sorcery Destroy all Plains. For each land put into a graveyard this way, Stench of Evil deals 1 damage to that land's controller unless he or she pays 2. Stenchskipper 3B Creature - Elemental 6/5 Flying At end of turn, if you control no Goblins, sacrifice Stenchskipper. Sterling Grove GW Enchantment All other enchantments you control have shroud. (They 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 2W Creature - Human Cleric 2/2 T Each player loses 1 life for each Swamp he or she controls. Stern Marshal 2W Creature - Human Soldier 2/2 T Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before the combat phase. Stern Proctor UU Creature - Human 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 targeted.) Still Life 1GG Enchantment GG: Still Life becomes a 4/3 Centaur creature until end of turn. It's still an enchantment. Stinging Barrier 2UU Creature - Wall 0/4 Defender (This creature can't attack.) U, T Stinging Barrier deals 1 damage to target creature or player. Stinging Licid 1U Creature - Licid 1/1 1U, T Stinging Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay U to end this effect. Whenever enchanted creature becomes tapped, Stinging Licid deals 2 damage to that creature's controller. Stingmoggie 3R Creature - Elemental 0/0 Stingmoggie comes into play with two +1/+1 counters on it. 3R, Remove a +1/+1 counter from Stingmoggie: Destroy target artifact or land. Stingscourger 1R Creature - Goblin Warrior 2/2 Echo 3R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Stingscourger comes into play, return target creature an opponent controls to its owner's hand. Stinkdrinker Bandit 3B Creature - Goblin Rogue 2/1 Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn. Stinkdrinker Daredevil 2R Creature - Goblin Rogue 1/3 Giant spells you play cost 2 less to play. Stinkweed Imp 2B Creature - Imp 1/2 Flying Whenever Stinkweed Imp deals combat damage to a creature, destroy that creature. Dredge 5 (If you would draw a card, instead you may put exactly five cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.) Stir the Grave XB Sorcery Return target creature card with converted mana cost X or less from your graveyard to play. Stir the Pride 4W Instant Choose one - Creatures you control get +2/+2 until end of turn; or creatures you control gain lifelink until end of turn. (Whenever a creature with lifelink deals damage, its controller gains that much life.) Entwine 1W (Choose both if you pay the entwine cost.) Stitch in Time 1UR Sorcery Flip a coin. If you win the flip, take an extra turn after this one. Stitch Together BB Sorcery Return target creature card from your graveyard to your hand. Threshold - Return that card from your graveyard to play instead if seven or more cards are in your graveyard. Stoic Champion WW Creature - Human Soldier 2/2 Whenever a player cycles a card, Stoic Champion gets +2/+2 until end of turn. Stoic Ephemera 2W Creature - Spirit 5/5 Defender (This creature can't attack.) Flying When Stoic Ephemera blocks, sacrifice it at end of combat. Stolen Grain 4BB Sorcery Stolen Grain deals 5 damage to target opponent. You gain 5 life. Stomp and Howl 2G Sorcery Destroy target artifact and target enchantment. Stomping Ground Land - Mountain Forest (T Add R or G to your mana pool.) As Stomping Ground comes into play, you may pay 2 life. If you don't, Stomping Ground comes into play tapped. Stomping Slabs 2R Sorcery Reveal the top seven cards of your library, then put those cards on the bottom of your library in any order. If a card named Stomping Slabs was revealed this way, Stomping Slabs deals 7 damage to target creature or player. Stone Calendar 5 Artifact Spells you play cost up to 1 less to play. Stone Calendar 5 Artifact Spells you play cost up to 1 less to play. Stone Catapult 4B Creature - Human Soldier 1/2 T Destroy target tapped nonblack creature. Play this ability only during your turn, before the combat phase. Stone Giant 2RR Creature - Giant 3/4 T Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at end of turn. Stone Giant 2RR Creature - Giant 3/4 T Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at end of turn. Stone Giant 2RR Creature - Giant 3/4 T Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at end of turn. Stone Giant 2RR Creature - Giant 3/4 T Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at end of turn. Stone Giant 2RR Creature - Giant 3/4 T Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at end of turn. Stone Giant 2RR Creature - Giant 3/4 T Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at end of turn. Stone Giant 2RR Creature - Giant 3/4 T Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at end of turn. Stone Kavu 4G 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 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Rain 2R Sorcery Destroy target land. Stone Spirit 4R Creature - Elemental Spirit 4/3 Stone Spirit can't be blocked by creatures with flying. Stone Spirit 4R Creature - Elemental Spirit 4/3 Stone Spirit can't be blocked by creatures with flying. Stonebrow, Krosan Hero 3RG Legendary Creature - Centaur Warrior 4/4 Trample Whenever a creature you control with trample attacks, it gets +2/+2 until end of turn. Stonecloaker 2W Creature - Gargoyle 3/2 Flash (You may play this spell any time you could play an instant.) Flying When Stonecloaker comes into play, return a creature you control to its owner's hand. When Stonecloaker comes into play, remove target card in a graveyard from the game. Stone-Cold Basilisk 4G Creature - Basilisk 21/2/5 Whenever Stone-Cold Basilisk blocks or becomes blocked by a creature with fewer letters in its name, destroy that creature at end of combat. (Punctuation and spaces aren't letters.) Whenever an opponent reads Stone-Cold Basilisk, that player is turned to stone until end of turn. Stoned players can't attack, block, or play spells or abilities. Stonehands 2R Enchantment - Aura Enchant creature Enchanted creature gets +0/+2. R: Enchanted creature gets +1/+0 until end of turn. Stonehewer Giant 3WW Creature - Giant Warrior 4/4 Vigilance 1W, T Search your library for an Equipment card and put it into play. Attach it to a creature you control. Then shuffle your library. Stone-Seeder Hierophant 2GG Creature - Human Druid 1/1 Whenever a land comes into play under your control, untap Stone-Seeder Hierophant. T Untap target land. Stoneshaker Shaman 2R Creature - Human Shaman 1/1 At the end of each player's turn, that player sacrifices an untapped land. Stone-Throwing Devils B Creature - Devil 1/1 First strike Stone-Throwing Devils B Creature - Devil 1/1 First strike Stone-Tongue Basilisk 4GGG Creature - Basilisk 4/5 Whenever Stone-Tongue Basilisk deals combat damage to a creature, destroy that creature at end of combat. Threshold - As long as seven or more cards are in your graveyard, all creatures able to block Stone-Tongue Basilisk do so. Stonewood Invocation 3G Instant Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Target creature gets +5/+5 and gains shroud until end of turn. (It can't be the target of spells or abilities.) Stonewood Invoker 1G Creature - Elf Mutant 2/2 7G: Stonewood Invoker gets +5/+5 until end of turn. Stonybrook Angler 1U Creature - Merfolk Wizard 1/2 1U, T You may tap or untap target creature. Stonybrook Banneret 1U Creature - Merfolk Wizard 1/1 Islandwalk Merfolk spells and Wizard spells you play cost 1 less to play. Stonybrook Schoolmaster 2W Creature - Merfolk Wizard 1/2 Whenever Stonybrook Schoolmaster becomes tapped, you may put a 1/1 blue Merfolk Wizard creature token into play. Stop That B Instant Target player discards a card. Gotcha - Whenever an opponent audibly flicks the cards in his or her hand, you may say "Gotcha!" If you do, return Stop That from your graveyard to your hand. Storage Matrix 3 Artifact As long as Storage Matrix is untapped, each player chooses artifact, creature, or land during his or her untap step. That player can untap only permanents of the chosen type this step. Storage Matrix 3 Artifact As long as Storage Matrix is untapped, each player chooses artifact, creature, or land during his or her untap step. That player can untap only permanents of the chosen type this 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 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 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 1U Creature - Bird 1/2 Flying (This creature can't be blocked except by creatures with flying.) Storm Crow 1U Creature - Bird 1/2 Flying (This creature can't be blocked except by creatures with flying.) Storm Crow 1U Creature - Bird 1/2 Flying (This creature can't be blocked except by creatures with flying.) Storm Crow 1U Creature - Bird 1/2 Flying (This creature can't be blocked except by creatures with flying.) Storm Crow 1U Creature - Bird 1/2 Flying (This creature can't be blocked except by creatures with flying.) Storm Crow 1U Creature - Bird 1/2 Flying (This creature can't be blocked except by creatures with flying.) Storm Crow 1U Creature - Bird 1/2 Flying (This creature can't be blocked except by creatures with flying.) Storm Crow 1U Creature - Bird 1/2 Flying (This creature can't be blocked except by creatures with flying.) Storm Elemental 5U Creature - Elemental 3/4 Flying U, Remove the top card of your library from the game: Tap target creature with flying. U, Remove the top card of your library from the game: If the removed card is a snow land, Storm Elemental gets +1/+1 until end of turn. Storm Entity 1R Creature - Elemental 1/1 Haste Storm Entity comes into play with a +1/+1 counter on it for each other spell played this turn. Storm Front G Enchantment GG: Tap target creature with flying. Storm Herd 8WW Sorcery Put X 1/1 white Pegasus creature tokens with flying into play, where X is your life total. Storm Seeker 3G Instant Storm Seeker deals damage equal to the number of cards in target player's hand to that player. Storm Seeker 3G Instant Storm Seeker deals damage equal to the number of cards in target player's hand to that player. Storm Seeker 3G Instant Storm Seeker deals damage equal to the number of cards in target player's hand to that player. Storm Shaman 2R Creature - Human Cleric Shaman 0/4 R: Storm Shaman gets +1/+0 until end of turn. Storm Shaman 2R Creature - Human Cleric Shaman 0/4 R: Storm Shaman gets +1/+0 until end of turn. Storm Shaman 2R Creature - Human Cleric Shaman 0/4 R: Storm Shaman gets +1/+0 until end of turn. Storm Spirit 3GWU Creature - Elemental Spirit 3/3 Flying T Storm Spirit deals 2 damage to target creature. Storm World R World Enchantment At the beginning of each player's upkeep, Storm World deals X damage to that player, where X is 4 minus the number of cards in his or her hand. Stormbind 1RG Enchantment 2, Discard a card at random: Stormbind deals 2 damage to target creature or player. Stormbind 1RG Enchantment 2, Discard a card at random: Stormbind deals 2 damage to target creature or player. Stormcloud Djinn 4U Creature - Djinn 3/3 Flying Stormcloud Djinn can block only creatures with flying. RR: Stormcloud Djinn gets +2/+0 until end of turn and deals 1 damage to you. Stormfront Riders 4W Creature - Human Soldier 4/3 Flying When Stormfront Riders comes into play, return two creatures you control to their owner's hand. Whenever Stormfront Riders or another creature is returned to your hand from play, put a 1/1 white Soldier creature token into play. Stormscale Anarch 2RR Creature - Viashino Shaman 2/2 2R, Discard a card at random: Stormscale Anarch deals 2 damage to target creature or player. If the discarded card was multicolored, Stormscale Anarch deals 4 damage to that creature or player instead. Stormscape Apprentice U Creature - Human Wizard 1/1 W, T Tap target creature. B, T Target player loses 1 life. Stormscape Battlemage 2U Creature - Metathran Wizard 2/2 Kicker W and/or 2B 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 2B kicker cost was paid, destroy target nonblack creature. That creature can't be regenerated. Stormscape Familiar 1U Creature - Bird 1/1 Flying White spells and black spells you play cost 1 less to play. Stormscape Familiar 1U Creature - Bird 1/1 Flying White spells and black spells you play cost 1 less to play. Stormscape Master 2UU Creature - Human Wizard 2/2 WW, T Target creature gains protection from the color of your choice until end of turn. BB, T Target player loses 2 life and you gain 2 life. Stormwatch Eagle 3U Creature - Bird 2/1 Flying Sacrifice a land: Return Stormwatch Eagle to its owner's hand. Story Circle 1WW 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. Story Circle 1WW 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. Story Circle 1WW 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. Story Circle 1WW 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 2BB Enchantment BB, Pay 2 life, Sacrifice a Swamp: Return target creature card from your graveyard to play. Strands of Night 2BB Enchantment BB, Pay 2 life, Sacrifice a Swamp: Return target creature card from your graveyard to play. Strands of Night 2BB Enchantment BB, Pay 2 life, Sacrifice a Swamp: Return target creature card from your graveyard to play. Strands of Undeath 3B Enchantment - Aura Enchant creature When Strands of Undeath comes into play, target player discards two cards. B: Regenerate enchanted creature. Strange Inversion 2R Instant - Arcane Switch target creature's power and toughness until end of turn. Splice onto Arcane 1R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Strangling Soot 2B Instant Destroy target creature with toughness 3 or less. Flashback 5R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Stratadon 10 Artifact Creature - Beast 5/5 Stratadon costs 1 less to play for each basic land type among lands you control. Trample Strategic Planning 1U Sorcery Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. Strategy, Schmategy 1R Sorcery Roll a six-sided die for Strategy, Schmategy. On a 1, Strategy, Schmategy has no effect. Otherwise, it has one of the following effects. 2 - Destroy all artifacts. 3 - Destroy all lands. 4 - Strategy, Schmategy deals 3 damage to each creature and player. 5 - Each player discards his or her hand and draws seven cards. 6 - Roll the die two more times. Stratozeppelid 4U Creature - Beast 4/4 Flying Stratozeppelid can block only creatures with flying. Straw Golem 1 Artifact Creature - Golem 2/3 When an opponent plays a creature spell, sacrifice Straw Golem. Straw Soldiers 1U Creature - Scarecrow Soldier 1/3 Stream of Acid 2BB Sorcery Destroy target land or nonblack creature. Stream of Consciousness 1U Instant - Arcane Target player shuffles up to four target cards from his or her graveyard into his or her library. Stream of Life XG Sorcery Target player gains X life. Stream of Life XG Sorcery Target player gains X life. Stream of Life XG Sorcery Target player gains X life. Stream of Life XG Sorcery Target player gains X life. Stream of Life XG Sorcery Target player gains X life. Stream of Life XG Sorcery Target player gains X life. Stream of Life XG Sorcery Target player gains X life. Stream of Life XG Sorcery Target player gains X life. Stream of Life XG Sorcery Target player gains X life. Stream of Life XG Sorcery Target player gains X life. Stream of Unconsciousness U Tribal Instant - Wizard Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card. Streambed Aquitects 1UU Creature - Merfolk Scout 2/3 T Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn. T Target land becomes an Island until end of turn. Street Savvy G Enchantment - Aura Enchant creature Enchanted creature gets +0/+2 and can block creatures with landwalk abilities as though they didn't have those abilities. Street Wraith 3BB Creature - Wraith 3/4 Swampwalk Cycling-Pay 2 life. (Pay 2 life, Discard this card: Draw a card.) Streetbreaker Wurm 3RG Creature - Wurm 6/4 Strength in Numbers 1G Instant Until end of turn, target creature gains trample and gets +X/+X, where X is the number of attacking creatures. Strength of Cedars 4G Instant - Arcane Target creature gets +X/+X until end of turn, where X is the number of lands you control. Strength of Isolation 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+2 and has protection from black. Madness W (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Strength of Lunacy 1B Enchantment - Aura Enchant creature Enchanted creature gets +2/+1 and has protection from white. Madness B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Strength of Night 2G 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, Zombie creatures you control get an additional +2/+2 until end of turn. Strength of Unity 3W Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 for each basic land type among lands you control. Strip Mine Land T Add 1 to your mana pool. T, Sacrifice Strip Mine: Destroy target land. Strip Mine Land T Add 1 to your mana pool. T, Sacrifice Strip Mine: Destroy target land. Strip Mine Land T Add 1 to your mana pool. T, Sacrifice Strip Mine: Destroy target land. Strip Mine Land T Add 1 to your mana pool. T, Sacrifice Strip Mine: Destroy target land. Strip Mine Land T Add 1 to your mana pool. T, Sacrifice Strip Mine: Destroy target land. Striped Bears 3G Creature - Bear 2/2 When Striped Bears comes into play, draw a card. Stroke of Genius X2U Instant Target player draws X cards. Stromgald Cabal 1BB Creature - Human Knight 2/2 T, Pay 1 life: Counter target white spell. Stromgald Cabal 1BB Creature - Human Knight 2/2 T, Pay 1 life: Counter target white spell. Stromgald Cabal 1BB Creature - Human Knight 2/2 T, Pay 1 life: Counter target white spell. Stromgald Crusader BB Creature - Zombie Knight 2/1 Protection from white B: Stromgald Crusader gains flying until end of turn. BB: Stromgald Crusader gets +1/+0 until end of turn. Stromgald Spy 3B Creature - Human Rogue 2/4 Whenever Stromgald Spy attacks and isn't blocked, you may have defending player play with his or her hand revealed as long as Stromgald Spy remains in play. If you do, Stromgald Spy deals no combat damage this turn. Strongarm Tactics 1B Sorcery Each player discards a card. Then each player who didn't discard a creature card this way loses 4 life. Strongarm Thug 2B Creature - Human Mercenary 1/1 When Strongarm Thug comes into play, you may return target Mercenary card from your graveyard to your hand. Stronghold Assassin 1BB Creature - Zombie Assassin 2/1 T, Sacrifice a creature: Destroy target nonblack creature. Stronghold Assassin 1BB Creature - Zombie Assassin 2/1 T, Sacrifice a creature: Destroy target nonblack creature. Stronghold Biologist 2U Creature - Human Spellshaper 1/1 UU, T, Discard a card: Counter target creature spell. Stronghold Discipline 2BB Sorcery Each player loses 1 life for each creature he or she controls. Stronghold Discipline 2BB Sorcery Each player loses 1 life for each creature he or she controls. Stronghold Gambit 1R 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 2U Creature - Human Spellshaper 1/1 UU, T, Discard a card: Counter target noncreature spell. Stronghold Overseer 3BBB Creature - Demon 5/5 Flying Shadow (This creature can block or be blocked by only creatures with shadow.) BB: Creatures with shadow get +1/+0 until end of turn and creatures without shadow get -1/-0 until end of turn. Stronghold Rats 2B Creature - Rat 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Stronghold Rats deals combat damage to a player, each player discards a card. Stronghold Taskmaster 2BB Creature - Giant Minion 4/3 All other black creatures get -1/-1. Stronghold Zeppelin 2UU Creature - Human 3/3 Flying Stronghold Zeppelin can block only creatures with flying. Struggle for Sanity 2BB Sorcery Target opponent reveals his or her hand. That player sets aside a card from it, then you set aside a card from it. Repeat this process until all cards in that hand have been set aside. That player returns the cards he or she set aside to his or her hand and puts the rest into his or her graveyard. Student of Elements 1U Creature - Human Wizard 1/1 When Student of Elements has flying, flip it. ----- Tobita, Master of Winds Legendary Creature - Human Wizard 3/3 Creatures you control have flying. Stuffy Doll 5 Artifact Creature - Construct 0/1 As Stuffy Doll comes into play, choose a player. Stuffy Doll is indestructible. Whenever damage is dealt to Stuffy Doll, it deals that much damage to the chosen player. T Stuffy Doll deals 1 damage to itself. Stun 1R Instant Target creature can't block this turn. Draw a card. Stun 1R Instant Target creature can't block this turn. Draw a card. Stun 1R Instant Target creature can't block this turn. Draw a card. Stunted Growth 3GG Sorcery Target player chooses three cards from his or her hand and puts them on top of his or her library in any order. Stupefying Touch 1U Enchantment - Aura Enchant creature When Stupefying Touch comes into play, draw a card. Enchanted creature's activated abilities can't be played. Stupor 2B Sorcery Target opponent discards a card at random, then discards a card. Stupor 2B Sorcery Target opponent discards a card at random, then discards a card. Stupor 2B Sorcery Target opponent discards a card at random, then discards a card. Subdue G Instant Prevent all combat damage that would be dealt by target creature this turn. That creature gets +0/+X until end of turn, where X is its converted mana cost. Submerge 4U 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. Subterranean Shambler 3R Creature - Elemental 2/3 Echo 3R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Subterranean Shambler comes into play or leaves play, it deals 1 damage to each creature without flying. Subterranean Spirit 3RR Creature - Elemental Spirit 3/3 Protection from red T Subterranean Spirit deals 1 damage to each creature without flying. Subversion 3BB Enchantment At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way. Subversion 3BB Enchantment At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way. Su-Chi 4 Artifact Creature - Construct 4/4 When Su-Chi is put into a graveyard from play, add 4 to your mana pool. Su-Chi 4 Artifact Creature - Construct 4/4 When Su-Chi is put into a graveyard from play, add 4 to your mana pool. Sudden Death 1BB Instant Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Target creature gets -4/-4 until end of turn. Sudden Impact 3R Instant Sudden Impact deals damage equal to the number of cards in target player's hand to that player. Sudden Impact 3R Instant Sudden Impact deals damage equal to the number of cards in target player's hand to that player. Sudden Impact 3R Instant Sudden Impact deals damage equal to the number of cards in target player's hand to that player. Sudden Impact 3R Instant Sudden Impact deals damage equal to the number of cards in target player's hand to that player. Sudden Impact 3R Instant Sudden Impact deals damage equal to the number of cards in target player's hand to that player. Sudden Shock 1R Instant Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Sudden Shock deals 2 damage to target creature or player. Sudden Spoiling 1BB Instant Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Creatures target player controls become 0/2 and lose all abilities until end of turn. Sudden Strength 3G Instant Target creature gets +3/+3 until end of turn. Draw a card. Suffocating Blast 1UUR Instant Counter target spell and Suffocating Blast deals 3 damage to target creature. Suffocation 1U Instant Suffocation deals 4 damage to target player who played a red instant or sorcery spell that dealt damage to you this turn. Draw a card at the beginning of the next turn's upkeep. Sulam Djinn 5G 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. Suleiman's Legacy RW Enchantment When Suleiman's Legacy comes into play, destroy all Djinns and Efreets. They can't be regenerated. Whenever a Djinn or Efreet comes into play, destroy it. It can't be regenerated. Sulfur Elemental 2R Creature - Elemental 3/2 Flash (You may play this spell any time you could play an instant.) Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) White creatures get +1/-1. Sulfur Vent Land Sulfur Vent comes into play tapped. T Add B to your mana pool. T, Sacrifice Sulfur Vent: Add UR to your mana pool. Sulfuric Vapors 3R 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 1RR 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 Blast 2RR Instant Sulfurous Blast deals 2 damage to each creature and each player. If you played this spell during your main phase, Sulfurous Blast deals 3 damage to each creature and each player 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. 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. 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. 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. 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. 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 1G Sorcery You may play up to three additional lands this turn. Summer Bloom 1G Sorcery You may play up to three additional lands this turn. Summer Bloom 1G Sorcery You may play up to three additional lands this turn. Summer Bloom 1G Sorcery You may play up to three additional lands this turn. Summer Bloom 1G Sorcery You may play up to three additional lands this turn. Summon the School 3W Tribal Sorcery - Merfolk Put two 1/1 blue Merfolk Wizard creature tokens into play. Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand. Summoner's Egg 4 Artifact Creature - Egg 0/4 Imprint - When Summoner's Egg comes into play, you may remove a card in your hand from the game face down. When Summoner's Egg is put into a graveyard from play, turn the imprinted face-down card face up. If that card is a creature card, put it into play under your control. Summoner's Pact 0 Instant Summoner's Pact is green. Search your library for a green creature card, reveal it, and put it into your hand. Then shuffle your library. At the beginning of your next upkeep, pay 2GG. If you don't, you lose the game. Summoning Station 7 Artifact T Put a 2/2 colorless Pincher creature token into play. Whenever an artifact is put into a graveyard from play, you may untap Summoning Station. Sun Ce, Young Conquerer 3UU Legendary Creature - Human Soldier 3/3 Horsemanship When Sun Ce, Young Conquerer comes into play, you may return target creature to its owner's hand. Sun Clasp 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+3. W: Return enchanted creature to its owner's hand. Sun Clasp 1W Enchantment - Aura Enchant creature Enchanted creature gets +1/+3. W: Return enchanted creature to its owner's hand. Sun Droplet 2 Artifact Whenever you're dealt damage, put that many charge counters on Sun Droplet. At the beginning of each upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life. Sun Quan, Lord of Wu 4UU Legendary Creature - Human Soldier 4/4 Creatures you control have horsemanship. Sunastian Falconer 3RG Legendary Creature - Human Shaman 4/4 T Add 2 to your mana pool. Sunbeam Spellbomb 1 Artifact W, Sacrifice Sunbeam Spellbomb: You gain 5 life. 1, Sacrifice Sunbeam Spellbomb: Draw a card. Suncrusher 9 Artifact Creature - Construct 3/3 Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.) 4, T, Remove a +1/+1 counter from Suncrusher: Destroy target creature. 2, Remove a +1/+1 counter from Suncrusher: Return Suncrusher to its owner's hand. Sunder 3UU Instant Return all lands to their owners' hands. Sunder from Within 2RR Sorcery - Arcane Destroy target artifact or land. Sundering Titan 8 Artifact Creature - Golem 7/10 When Sundering Titan comes into play, choose a land of each basic land type, then destroy those lands. When Sundering Titan leaves play, choose a land of each basic land type, then destroy those lands. Sundering Vitae 2G Instant Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.) Destroy target artifact or enchantment. Sunfire Balm 2W Instant Prevent the next 4 damage that would be dealt to target creature or player this turn. Cycling 1W (1W, Discard this card: 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. Sunflare Shaman 1R Creature - Elemental Shaman 2/1 1R, T Sunflare Shaman deals X damage to target creature or player and X damage to itself, where X is the number of Elemental cards in your graveyard. Sunforger 3 Artifact - Equipment Equipped creature gets +4/+0. RW, Unattach Sunforger: Search your library for a red or white instant card with converted mana cost 4 or less and play that card without paying its mana cost. Then shuffle your library. Equip 3 Sunglasses of Urza 3 Artifact You may spend white mana as though it were red mana. Sunglasses of Urza 3 Artifact You may spend white mana as though it were red mana. Sunglasses of Urza 3 Artifact You may spend white mana as though it were red mana. Sunglasses of Urza 3 Artifact You may spend white mana as though it were red mana. Sunglasses of Urza 3 Artifact You may spend white mana as though it were red mana. Sungrass Egg 1 Artifact 2, T, Sacrifice Sungrass Egg: Add GW to your mana pool. Draw a card. Sungrass Prairie Land 1, T Add GW to your mana pool. Sunhome Enforcer 2RW Creature - Giant Soldier 2/4 Whenever Sunhome Enforcer deals combat damage, you gain that much life. 1R: Sunhome Enforcer gets +1/+0 until end of turn. Sunhome, Fortress of the Legion Land T Add 1 to your mana pool. 2RW, T Target creature gains double strike until end of turn. Sunken City UU Enchantment At the beginning of your upkeep, sacrifice Sunken City unless you pay UU. Blue creatures get +1/+1. Sunken City UU Enchantment At the beginning of your upkeep, sacrifice Sunken City unless you pay UU. Blue creatures get +1/+1. Sunken City UU Enchantment At the beginning of your upkeep, sacrifice Sunken City unless you pay UU. Blue creatures get +1/+1. Sunken Field 1U Enchantment - Aura Enchant land Enchanted land has "T Counter target spell unless its controller pays 1." Sunken Hope 3UU Enchantment At the beginning of each player's upkeep, that player returns a creature he or she controls to its owner's hand. Sunken Hope 3UU Enchantment At the beginning of each player's upkeep, that player returns a creature he or she controls to its owner's hand. Sunlance W Sorcery Sunlance deals 3 damage to target nonwhite creature. Sunrise Sovereign 5R Creature - Giant Warrior 5/5 Other Giant creatures you control get +2/+2 and have trample. Sun's Bounty 1W Instant You gain 4 life. Recover 1W (When a creature is put into your graveyard from play, you may pay 1W. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.) Sunscape Apprentice W Creature - Human 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 2W Creature - Human Wizard 2/2 Kicker 1G and/or 2U When Sunscape Battlemage comes into play, if the 1G kicker cost was paid, destroy target creature with flying. When Sunscape Battlemage comes into play, if the 2U kicker cost was paid, draw two cards. Sunscape Familiar 1W Creature - Wall 0/3 Defender (This creature can't attack.) Green spells and blue spells you play cost 1 less to play. Sunscape Master 2WW Creature - Human Wizard 2/2 GG, T Creatures you control get +2/+2 until end of turn. UU, T Return target creature to its owner's hand. Sunscour 5WW Sorcery You may remove two white cards in your hand from the game rather than pay Sunscour's mana cost. Destroy all creatures. Sunstone 3 Artifact 2, Sacrifice a snow land: Prevent all combat damage that would be dealt this turn. Sunstrike Legionnaire 1W Creature - Human 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 (This creature can't be blocked except by creatures with flying or reach.) Suntail Hawk W Creature - Bird 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Suntail Hawk W Creature - Bird 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Suntail Hawk W Creature - Bird 1/1 Flying (This creature can't be blocked except by creatures with flying or reach.) Suntouched Myr 3 Artifact Creature - Myr 0/0 Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.) Sunweb 3W Creature - Wall 5/6 Defender (This creature can't attack.) Flying Sunweb can't block creatures with power 2 or less. Sunweb 3W Creature - Wall 5/6 Defender (This creature can't attack.) Flying Sunweb can't block creatures with power 2 or less. Sunweb 3W Creature - Wall 5/6 Defender (This creature can't attack.) Flying Sunweb can't block creatures with power 2 or less. Sunweb 3W Creature - Wall 5/6 Defender (This creature can't attack.) Flying Sunweb can't block creatures with power 2 or less. Superior Numbers GG Sorcery Superior Numbers deals damage to target creature equal to the number of creatures you control in excess of the number of creatures that creature's controller controls. Supersize 1G Instant Target creature gets +31/2/+31/2 until end of turn. Supply // Demand XGW / / 1WU Sorcery // Sorcery Put X 1/1 green Saproling creature tokens into play. // Search your library for a multicolored card, reveal it, and put it into your hand. Then shuffle your library. Suppress 2B 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. Suppression Field 1W Enchantment Activated abilities cost 2 more to play unless they're mana abilities. Supreme Exemplar 6U Creature - Elemental 10/10 Flying Champion an Elemental (When this comes into play, sacrifice it unless you remove another Elemental you control from the game. When this leaves play, that card returns to play.) Supreme Inquisitor 3UU Creature - Human Wizard 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. Suq'Ata Assassin 1BB Creature - Human Assassin 1/1 Fear Whenever Suq'Ata Assassin attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.) Suq'Ata Firewalker 1UU Creature - Human Wizard 0/1 Suq'Ata Firewalker can't be the target of red spells or abilities from red sources. T Suq'Ata Firewalker deals 1 damage to target creature or player. Suq'Ata Lancer 2R Creature - Human Knight 2/2 Haste Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Suq'Ata Lancer 2R Creature - Human Knight 2/2 Haste Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Surestrike Trident 2 Artifact - Equipment Equipped creature has first strike and "T, Unattach Surestrike Trident: This creature deals damage equal to its power to target player." 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.) Surge of Strength RG Instant As an additional cost to play Surge of Strength, discard a red or green card. Target creature gains trample and gets +X/+0 until end of turn, where X is its converted mana cost. Surge of Thoughtweft 1W Tribal Instant - Kithkin Creatures you control get +1/+1 until end of turn. If you control a Kithkin, draw a card. Surge of Zeal R Instant Radiance - Target creature and each other creature that shares a color with it gain haste until end of turn. Surgespanner 2UU Creature - Merfolk Wizard 2/2 Whenever Surgespanner becomes tapped, you may pay 1U. If you do, return target permanent to its owner's hand. Surging AEther 3U Instant Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.) Return target permanent to its owner's hand. Surging Dementia 1B Sorcery Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.) Target player discards a card. Surging Flame 1R Instant Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.) Surging Flame deals 2 damage to target creature or player. Surging Might 2G Enchantment - Aura Enchant creature Enchanted creature gets +2/+2. Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.) Surging Sentinels 2W Creature - Human Soldier 2/1 First strike Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.) Surprise Deployment 3W Instant Play Surprise Deployment only during combat. You may 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.) Surveilling Sprite 1U Creature - Faerie Rogue 1/1 Flying When Surveilling Sprite is put into a graveyard from play, you may draw a card. Survival of the Fittest 1G Enchantment G, Discard a creature card: Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library. Survivor of the Unseen 2U Creature - Human Wizard 2/1 Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) T Draw two cards, then put a card from your hand on top of your library. Sustainer of the Realm 2WW Creature - Angel 2/3 Flying Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn. Sustainer of the Realm 2WW Creature - Angel 2/3 Flying Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn. Sustaining Spirit 1W Creature - Angel Spirit 0/3 Cumulative upkeep 1W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Damage that would reduce your life total to less than 1 reduces it to 1 instead. Sustenance 1G Enchantment 1, Sacrifice a land: Target creature gets +1/+1 until end of turn. Sutured Ghoul 4BBB 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. Svogthos, the Restless Tomb Land T Add 1 to your mana pool. 3BG: Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land. Svyelunite Priest 1U Creature - Merfolk Cleric 1/1 UU, T Target creature gains shroud until end of turn. Play this ability only during your upkeep. (It can't be the target of spells or abilities.) Svyelunite Temple Land Svyelunite Temple comes into play tapped. T Add U to your mana pool. T, Sacrifice Svyelunite Temple: Add UU to your mana pool. Svyelunite Temple Land Svyelunite Temple comes into play tapped. T Add U to your mana pool. T, Sacrifice Svyelunite Temple: Add UU to your mana pool. Svyelunite Temple Land Svyelunite Temple comes into play tapped. T Add U to your mana pool. T, Sacrifice Svyelunite Temple: Add UU to your mana pool. Svyelunite Temple Land Svyelunite Temple comes into play tapped. T Add U to your mana pool. T, Sacrifice Svyelunite Temple: Add UU to your mana pool. Swallowing Plague XBB Sorcery - Arcane Swallowing Plague deals X damage to target creature and you gain X life. Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Basic Land - Swamp [B] Swamp Mosquito 1B Creature - Insect 0/1 Flying Whenever Swamp Mosquito attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.) Swamp Mosquito 1B Creature - Insect 0/1 Flying Whenever Swamp Mosquito attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.) Swamp Mosquito 1B Creature - Insect 0/1 Flying Whenever Swamp Mosquito attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.) Swarm of Rats 1B Creature - Rat */1 Swarm of Rats's power is equal to the number of Rats you control. Swarm of Rats 1B Creature - Rat */1 Swarm of Rats's power is equal to the number of Rats you control. Swarm of Rats 1B Creature - Rat */1 Swarm of Rats's power is equal to the number of Rats you control. Swarmyard Land T Add 1 to your mana pool. T Regenerate target Insect, Rat, Spider, or Squirrel. Swat 1BB Instant Destroy target creature with power 2 or less. Cycling 2 (2, Discard this card: Draw a card.) Swat 1BB Instant Destroy target creature with power 2 or less. Cycling 2 (2, Discard this card: Draw a card.) Sway of Illusion 1U Instant Any number of target creatures become the color of your choice until end of turn. Draw a card. Sway of the Stars 8UU Sorcery Each player shuffles his or her hand, graveyard, and permanents he or she owns into his or her library, then draws seven cards. Each player's life total becomes 7. Swell of Courage 3WW Instant Creatures you control get +2/+2 until end of turn. Reinforce X-XWW (XWW, Discard this card: Put X +1/+1 counters on target creature.) Swelter 3R Sorcery Swelter deals 2 damage to each of two target creatures. Swift Maneuver 1W Instant Prevent the next 2 damage that would be dealt to target creature or player this turn. Draw a card at the beginning of the next turn's upkeep. Swift Silence 2WUU Instant Counter all other spells. Draw a card for each spell countered this way. Swirl the Mists 2UU Enchantment As Swirl the Mists comes into play, choose a color word. All instances of color words on spells and permanents become the chosen color word. Swirling Sandstorm 3R Sorcery Threshold - Swirling Sandstorm deals 5 damage to each creature without flying if seven or more cards are in your graveyard. Swooping Talon 4WW 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 1W Creature - Human Rebel 1/2 WW: Target attacking creature gets -1/-0 until end of turn. Sword Dancer 1W Creature - Human Rebel 1/2 WW: Target attacking creature gets -1/-0 until end of turn. Sword of Fire and Ice 3 Artifact - Equipment Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to target creature or player and you draw a card. Equip 2 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 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 Light and Shadow 3 Artifact - Equipment Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip 2 Sword of the Ages 6 Artifact Sword of the Ages comes into play tapped. T, Remove Sword of the Ages and any number of creatures you control from the game: Sword of the Ages deals X damage to target creature or player, where X is the total power of the creatures removed from the game this way. Sword of the Chosen 2 Legendary Artifact T Target legendary creature gets +2/+2 until end of turn. Sword of the Meek 2 Artifact - Equipment Equipped creature gets +1/+2. Equip 2 Whenever a 1/1 creature comes into play under your control, you may return Sword of the Meek from your graveyard to play, then attach it to that creature. Sword of the Paruns 4 Artifact - Equipment As long as equipped creature is tapped, tapped creatures you control get +2/+0. As long as equipped creature is untapped, untapped creatures you control get +0/+2. 3: You may tap or untap equipped creature. Equip 3 Swords to Plowshares W Instant Remove target creature from the game. Its controller gains life equal to its power. Swords to Plowshares W Instant Remove target creature from the game. Its controller gains life equal to its power. Swords to Plowshares W Instant Remove target creature from the game. Its controller gains life equal to its power. Swords to Plowshares W Instant Remove target creature from the game. Its controller gains life equal to its power. Swords to Plowshares W Instant Remove target creature from the game. Its controller gains life equal to its power. Swords to Plowshares W Instant Remove target creature from the game. Its controller gains life equal to its power. Swords to Plowshares W Instant Remove target creature from the game. Its controller gains life equal to its power. Sworn Defender 2WW Creature - Human Knight 1/3 1: Sworn Defender's power becomes the toughness of target creature blocking or being blocked by Sworn Defender minus 1 until end of turn, and Sworn Defender's toughness becomes 1 plus the power of that creature until end of turn. Sygg, River Guide WU Legendary Creature - Merfolk Wizard 2/2 Islandwalk 1W: Target Merfolk you control gains protection from the color of your choice until end of turn. Sylvan Basilisk 3GG Creature - Basilisk 2/4 Whenever Sylvan Basilisk becomes blocked by a creature, destroy that creature. Sylvan Basilisk 3GG Creature - Basilisk 2/4 Whenever Sylvan Basilisk becomes blocked by a creature, destroy that creature. Sylvan Basilisk 3GG Creature - Basilisk 2/4 Whenever Sylvan Basilisk becomes blocked by a creature, destroy that creature. Sylvan Echoes G Enchantment Whenever you clash and win, you may draw a card. (This ability triggers after the clash ends.) Sylvan Hierophant 1G Creature - Human Cleric 1/2 When Sylvan Hierophant is put into a graveyard from play, remove Sylvan Hierophant from the game, then return another target creature card from your graveyard to your hand. Sylvan Library 1G Enchantment At the beginning of your draw step, you may draw two cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library. Sylvan Library 1G Enchantment At the beginning of your draw step, you may draw two cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library. Sylvan Library 1G Enchantment At the beginning of your draw step, you may draw two cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library. Sylvan Library 1G Enchantment At the beginning of your draw step, you may draw two cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library. Sylvan Messenger 3G 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 1G Instant Target creature gets +2/+2 and gains trample until end of turn. Flashback 2GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Sylvan Paradise G Instant Any number of target creatures become green until end of turn. Sylvan Safekeeper G Creature - Human Wizard 1/1 Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.) Sylvan Scrying 1G Sorcery Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Sylvan Scrying 1G Sorcery Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Sylvan Tutor G Sorcery Search your library for a creature card and reveal that card. Shuffle your library, then put the card on top of it. Sylvan Yeti 2GG Creature - Yeti */4 Sylvan Yeti's power is equal to the number of cards in your hand. Sylvan Yeti 2GG Creature - Yeti */4 Sylvan Yeti's power is equal to the number of cards in your hand. Sylvok Explorer 1G Creature - Human Druid 1/1 T Add to your mana pool one mana of any color that a land an opponent controls could produce. Symbiosis 1G Instant Two target creatures each get +2/+2 until end of turn. Symbiosis 1G Instant Two target creatures each get +2/+2 until end of turn. Symbiotic Beast 4GG Creature - Insect 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 2G Enchantment Skip your draw step. 1, Tap two untapped creatures you control: Draw a card. Symbiotic Elf 3G 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 5GGG Creature - Wurm 7/7 When Symbiotic Wurm is put into a graveyard from play, put seven 1/1 green Insect creature tokens into play. Symbol of Unsummoning 2U Sorcery Return target creature to its owner's hand. Draw a card. Symbol Status 2GG Sorcery Put a 1/1 colorless Expansion-Symbol creature token into play for each different expansion symbol among permanents you control. Synapse Sliver 4U Creature - Sliver 3/3 Whenever a Sliver deals combat damage to a player, its controller may draw a card. Synchronous Sliver 4U Creature - Sliver 3/3 All Sliver creatures have vigilance. Syncopate XU 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 Artificer 2U Creature - Vedalken Artificer 1/2 X, T Tap X target noncreature artifacts. X, T Untap X target noncreature artifacts. Synod Centurion 4 Artifact Creature - Construct 4/4 When you control no other artifacts, sacrifice Synod Centurion. 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 3B Sorcery Each other player discards a card. You draw a card for each card discarded this way. Syphon Soul 2B Sorcery Syphon Soul deals 2 damage to each other player. You gain life equal to the damage dealt this way. Syphon Soul 2B Sorcery Syphon Soul deals 2 damage to each other player. You gain life equal to the damage dealt this way. Syphon Soul 2B Sorcery Syphon Soul deals 2 damage to each other player. You gain life equal to the damage dealt this way. Syphon Soul 2B Sorcery Syphon Soul deals 2 damage to each other player. You gain life equal to the damage dealt this way. Szadek, Lord of Secrets 3UUBB Legendary Creature - Vampire 5/5 Flying If Szadek, Lord of Secrets would deal combat damage to a player, instead put that many +1/+1 counters on Szadek and that player puts that many cards from the top of his or her library into his or her graveyard. Tablet of Epityr 1 Artifact Whenever an artifact you control is put into a graveyard from play, you may pay 1. If you do, you gain 1 life. Tahngarth, Talruum Hero 3RR Legendary Creature - Minotaur Warrior 4/4 Vigilance 1R, T Tahngarth, Talruum Hero deals damage equal to its power to target creature. That creature deals damage equal to its power to Tahngarth. Tahngarth, Talruum Hero 3RR Legendary Creature - Minotaur Warrior 4/4 Vigilance 1R, T Tahngarth, Talruum Hero 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 Enchantment - Aura Enchant creature Enchanted creature gets +3/+0 as long as it's attacking. Otherwise, it gets -2/-1. Taiga Land - Mountain Forest Taiga Land - Mountain Forest Taiga Land - Mountain Forest Taiga Land - Mountain Forest Tainted AEther 2BB Enchantment Whenever a creature comes into play, its controller sacrifices a creature or land. Tainted AEther 2BB 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 Monkey 1B Creature - Ape 1/1 T Choose a word. Target player puts the top card of his or her library into his or her graveyard. If that card has the chosen word in its text box, that player loses 3 life. Tainted Pact 1B 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 Specter 3B Creature - Specter 2/2 Flying 1BB, T Target player puts a card from his or her hand into his or her graveyard or on top of his or her library. If the card is put into that player's graveyard, Tainted Specter deals 1 damage to each creature and each player. Play this ability only any time you could play a sorcery. Tainted Well 2B Enchantment - Aura 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 3W 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. Take Possession 5UU Enchantment - Aura Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Enchant permanent You control enchanted permanent. Takeno, Samurai General 5W Legendary Creature - Human Samurai 3/3 Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.) Each other Samurai creature you control gets +1/+1 for each point of bushido it has. Takeno's Cavalry 3W Creature - Human Samurai Archer 1/1 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) T Takeno's Cavalry deals 1 damage to target attacking or blocking Spirit. Takenuma Bleeder 2B Creature - Ogre Shaman 3/3 Whenever Takenuma Bleeder attacks or blocks, you lose 1 life if you don't control a Demon. Takklemaggot 2BB Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature. When enchanted creature is put into a graveyard, that creature's controller returns a card named Takklemaggot from its owner's graveyard to play. If Takklemaggot can't be attached to a creature, it comes into play as an enchantment under that player's control with "At the beginning of your upkeep, Takklemaggot deals 1 damage to you" instead and it's no longer an Aura. Takklemaggot 2BB Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature. When enchanted creature is put into a graveyard, that creature's controller returns a card named Takklemaggot from its owner's graveyard to play. If Takklemaggot can't be attached to a creature, it comes into play as an enchantment under that player's control with "At the beginning of your upkeep, Takklemaggot deals 1 damage to you" instead and it's no longer an Aura. Talas Air Ship 3U Creature - Human Pirate 3/2 Flying Talas Explorer 1U Creature - Human Pirate Scout 1/1 Flying When Talas Explorer comes into play, look at target opponent's hand. Talas Merchant 1U Creature - Human Pirate 1/3 Talas Researcher 4U Creature - Human Pirate Wizard 1/1 T Draw a card. Play this ability only during your turn, before the combat phase. Talas Scout 1U Creature - Human Pirate Scout 1/2 Flying Talas Warrior 1UU Creature - Human Pirate Warrior 2/2 Talas Warrior is unblockable. 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. Tallowisp 1W Creature - Spirit 1/3 Whenever you play a Spirit or Arcane spell, you may search your library for an Aura card with enchant creature, reveal it, and put it into your hand. If you do, shuffle your library. Talon of Pain 4 Artifact Whenever a source you control other than Talon of Pain deals damage to an opponent, put a charge counter on Talon of Pain. X, T, Remove X charge counters from Talon of Pain: Talon of Pain deals X damage to target creature or player. Talon Sliver 1W Creature - Sliver 1/1 All Sliver creatures have first strike. Talruum Champion 4R Creature - Minotaur 3/3 First strike Whenever Talruum Champion blocks or becomes blocked by a creature, that creature loses first strike until end of turn. Talruum Minotaur 2RR Creature - Minotaur Berserker 3/3 Haste Talruum Minotaur 2RR Creature - Minotaur Berserker 3/3 Haste Talruum Minotaur 2RR Creature - Minotaur Berserker 3/3 Haste Talruum Piper 4R Creature - Minotaur 3/3 All creatures with flying able to block Talruum Piper do so. Tamanoa RGW Creature - Spirit 2/4 Whenever a noncreature source you control deals damage, you gain that much life. Tangle 1G 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 Asp 1G Creature - Snake 1/2 Whenever Tangle Asp blocks or becomes blocked by a creature, destroy that creature at end of combat. Tangle Golem 7 Artifact Creature - Golem 5/4 Affinity for Forests (This spell costs 1 less to play for each Forest you control.) Tangle Kelp U Enchantment - Aura Enchant creature When Tangle Kelp comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step if it attacked during its controller's last turn. Tangle Spider 4GG Creature - Spider 3/4 Flash (You may play this spell any time you could play an instant.) Reach (This creature can block creatures with flying.) Tangle Spider 4GG Creature - Spider 3/4 Flash (You may play this spell any time you could play an instant.) Reach (This creature can block creatures with flying.) 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. 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. Tanglewalker 2G Creature - Dryad 2/2 Creatures you control are unblockable as long as defending player controls an artifact land. Taniwha 3UU Legendary Creature - Serpent 7/7 Phasing, trample At the beginning of your upkeep, all lands you control phase out. Taoist Hermit 2G Creature - Human Mystic 2/2 Taoist Hermit can't be the target of spells or abilities your opponents control. Taoist Mystic 2G Creature - Human Mystic 2/2 Taoist Mystic can't be blocked by creatures with horsemanship. Tar Pit Warrior 2B Creature - Cyclops Warrior 3/4 When Tar Pit Warrior becomes the target of a spell or ability, sacrifice it. Tar Pit Warrior 2B Creature - Cyclops Warrior 3/4 When Tar Pit Warrior becomes the target of a spell or ability, sacrifice it. Tar Pitcher 3R Creature - Goblin Shaman 2/2 T, Sacrifice a Goblin: Tar Pitcher deals 2 damage to target creature or player. Tarfire R Tribal Instant - Goblin Tarfire deals 2 damage to target creature or player. Tariff 1W 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. Tariff 1W 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. Tarmogoyf 1G Creature - Lhurgoyf */1+* Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. 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. Tarox Bladewing 2RRR Legendary Creature - Dragon 4/3 Flying, haste Grandeur - Discard another card named Tarox Bladewing: Tarox Bladewing gets +X/+X until end of turn, where X is its power. Tarpan G Creature - Horse 1/1 When Tarpan is put into a graveyard from play, you gain 1 life. Tarpan G Creature - Horse 1/1 When Tarpan is put into a graveyard from play, you gain 1 life. Task Force 2W Creature - Human 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 2R 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. Taste for Mayhem R Enchantment - Aura Enchant creature Enchanted creature gets +2/+0. Hellbent - Enchanted creature gets an additional +2/+0 as long as you have no cards in hand. Taste of Paradise 3G Sorcery As an additional cost to play Taste of Paradise, you may pay 1G any number of times. You gain 3 life plus an additional 3 life for each additional 1G you paid. Taste of Paradise 3G Sorcery As an additional cost to play Taste of Paradise, you may pay 1G any number of times. You gain 3 life plus an additional 3 life for each additional 1G you paid. Tatsumasa, the Dragon's Fang 6 Legendary Artifact - Equipment Equipped creature gets +5/+5. 6, Remove Tatsumasa, the Dragon's Fang from the game: Put a 5/5 blue Dragon Spirit creature token with flying into play. Return Tatsumasa to play under its owner's control when that token is put into a graveyard. Equip 3 Tattered Drake 4U Creature - Zombie Drake 2/2 Flying B: Regenerate Tattered Drake. Tattoo Ward 2W Enchantment - Aura 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. Taunt U Sorcery During target player's next turn, each creature he or she controls attacks you if able. Taunting Challenge 1GG Sorcery All creatures able to block target creature this turn do so. Taunting Elf G Creature - Elf 0/1 All creatures able to block Taunting Elf do so. Taunting Elf G Creature - Elf 0/1 All creatures able to block Taunting Elf do so. Taurean Mauler 2R Creature - Shapeshifter 2/2 Changeling (This card is every creature type at all times.) Whenever an opponent plays a spell, you may put a +1/+1 counter on Taurean Mauler. Tawnos's Coffin 4 Artifact You may choose not to untap Tawnos's Coffin during your untap step. 3, T Remove target creature and all Auras attached to it from the game. Note the number and kind of counters that were on that creature. When Tawnos's Coffin leaves play or becomes untapped, return the removed card to play under its owner's control tapped with the noted number and kind of counters on it, and if you do, return the removed Aura cards to play under their owner's control attached to that permanent. Tawnos's Coffin 4 Artifact You may choose not to untap Tawnos's Coffin during your untap step. 3, T Remove target creature and all Auras attached to it from the game. Note the number and kind of counters that were on that creature. When Tawnos's Coffin leaves play or becomes untapped, return the removed card to play under its owner's control tapped with the noted number and kind of counters on it, and if you do, return the removed Aura cards to play under their owner's control attached to that permanent. Tawnos's Wand 4 Artifact 2, T Target creature with power 2 or less is unblockable this turn. Tawnos's Wand 4 Artifact 2, T Target creature with power 2 or less is unblockable this turn. Tawnos's Weaponry 2 Artifact You may choose not to untap Tawnos's Weaponry during your untap step. 2, T Target creature gets +1/+1 as long as Tawnos's Weaponry remains tapped. Tawnos's Weaponry 2 Artifact You may choose not to untap Tawnos's Weaponry during your untap step. 2, T Target creature gets +1/+1 as long as Tawnos's Weaponry remains tapped. Tawnos's Weaponry 2 Artifact You may choose not to untap Tawnos's Weaponry during your untap step. 2, T Target creature gets +1/+1 as long as Tawnos's Weaponry remains tapped. Team Spirit 2G Instant All creatures controlled by target player and his or her teammates get +1/+1 until end of turn. Teardrop Kami U Creature - Spirit 1/1 Sacrifice Teardrop Kami: You may tap or untap target creature. Tears of Rage 2RR Instant Play Tears of Rage only during the declare attackers step. Attacking creatures you control get +X/+0 until end of turn, where X is the number of attacking creatures. Sacrifice those creatures at end of turn. Tectonic Break XRR Sorcery Each player sacrifices X lands. Tectonic Fiend 4RR Creature - Elemental 7/7 Echo 4RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Tectonic Fiend attacks each turn if able. Tectonic Instability 2R Enchantment Whenever a land comes into play, tap all lands its controller controls. Teeka's Dragon 9 Artifact Creature - Dragon 5/5 Flying; trample; rampage 4 (Whenever this creature becomes blocked, it gets +4/+4 until end of turn for each creature blocking it beyond the first.) Teferi, Mage of Zhalfir 2UUU Legendary Creature - Human Wizard 3/4 Flash (You may play this spell any time you could play an instant.) Creature cards you own that aren't in play have flash. Each opponent can play spells only any time he or she could play a sorcery. Teferi's Care 2W Enchantment W, Sacrifice an enchantment: Destroy target enchantment. 3UU: Counter target enchantment spell. Teferi's Curse 1U Enchantment - Aura Enchant artifact or creature Enchanted permanent has phasing. Teferi's Drake 2U Creature - Drake 3/2 Flying, phasing Teferi's Honor Guard 2W Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) UU: Teferi's Honor Guard phases out. Teferi's Imp 2U Creature - Imp 1/1 Flying, phasing Whenever Teferi's Imp phases out, discard a card. Whenever Teferi's Imp phases in, draw a card. Teferi's Isle Legendary Land Phasing Teferi's Isle comes into play tapped. T Add UU to your mana pool. Teferi's Moat 3WU Enchantment As Teferi's Moat comes into play, choose a color. Creatures of the chosen color without flying can't attack you. Teferi's Moat 3WU 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 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 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 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 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 Realm 1UU World Enchantment At the beginning of each player's upkeep, that player chooses artifact, creature, land, or non-Aura enchantment. All nontoken permanents of that type phase out. Teferi's Response 1U 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. Teferi's Veil 1U Enchantment Whenever a creature you control attacks, it phases out at end of combat. 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. Telekinesis UU Instant Tap target creature. Prevent all combat damage that would be dealt by that creature this turn. It doesn't untap during its controller's next two untap steps. Telekinesis UU Instant Tap target creature. Prevent all combat damage that would be dealt by that creature this turn. It doesn't untap during its controller's next two untap steps. Telekinetic Bonds 2UUU Enchantment Whenever a player discards a card, you may pay 1U. If you do, you may tap or untap target permanent. Telekinetic Sliver 2UU Creature - Sliver 2/2 All Slivers have "T Tap target permanent." Telepathic Spies 2U Creature - Human Wizard 2/2 When Telepathic Spies comes into play, look at target opponent's hand. Telepathic Spies 2U Creature - Human 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. Telepathy U Enchantment Your opponents play with their hands revealed. Telepathy U Enchantment Your opponents play with their hands revealed. Telepathy U Enchantment Your opponents play with their hands revealed. Telepathy U Enchantment Your opponents play with their hands revealed. Teleport UUU Instant Play Teleport only during combat before the declare blockers step. Target creature is unblockable this turn. Teleport UUU Instant Play Teleport only during combat before the declare blockers step. Target creature is unblockable this turn. Telethopter 4 Artifact Creature - Thopter 3/1 Tap an untapped creature you control: Telethopter gains flying until end of turn. Telim'Tor 4R Legendary Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Whenever Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn. Telim'Tor's Darts 2 Artifact 2, T Telim'Tor's Darts deals 1 damage to target player. Telim'Tor's Edict R Instant Remove target permanent you own or control from the game. Draw a card at the beginning of the next turn's upkeep. Tel-Jilad Archers 4G Creature - Elf Archer 2/4 Protection from artifacts, reach (This creature can block creatures with flying.) Tel-Jilad Chosen 1G Creature - Elf Warrior 2/1 Protection from artifacts Tel-Jilad Exile 3G Creature - Troll Warrior 2/3 1G: Regenerate Tel-Jilad Exile. Tel-Jilad Justice 1G Instant Destroy target artifact. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Tel-Jilad Lifebreather 4G Creature - Troll Shaman 3/2 G, T, Sacrifice a Forest: Regenerate target creature. Tel-Jilad Outrider 3G Creature - Elf Warrior 3/1 Protection from artifacts Tel-Jilad Stylus 1 Artifact T Put target permanent you own on the bottom of your library. Tel-Jilad Wolf 2G Creature - Wolf 2/2 Whenever Tel-Jilad Wolf becomes blocked by an artifact creature, Tel-Jilad Wolf gets +3/+3 until end of turn. Teller of Tales 3UU Creature - Spirit 3/3 Flying Whenever you play a Spirit or Arcane spell, you may tap or untap target creature. Telling Time 1U Instant Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library. Telling Time 1U Instant Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library. Temp of the Damned 2B Summon Zombie 3/3 When you play Temp of the Damned, roll a six-sided die. Temp of the Damned comes into play with a number of funk counters on it equal to the die roll. During your upkeep, remove a funk counter from Temp of the Damned or sacrifice Temp of the Damned. Temper X1W 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 Drake 1WU Creature - Drake 2/2 Flying, vigilance Tempest Efreet 1RRR Creature - Efreet 3/3 Remove Tempest Efreet from your deck before playing if you're not playing for ante. T, Sacrifice Tempest Efreet: Target opponent may pay 10 life. If that player doesn't, he or she reveals a card at random from his or her hand. Exchange ownership of the revealed card and Tempest Efreet. Put the revealed card into your hand and Tempest Efreet from anywhere into that player's graveyard. Tempest Efreet 1RRR Creature - Efreet 3/3 Remove Tempest Efreet from your deck before playing if you're not playing for ante. T, Sacrifice Tempest Efreet: Target opponent may pay 10 life. If that player doesn't, he or she reveals a card at random from his or her hand. Exchange ownership of the revealed card and Tempest Efreet. Put the revealed card into your hand and Tempest Efreet from anywhere into that player's graveyard. Tempest of Light 2W Instant Destroy all enchantments. Tempest of Light 2W Instant Destroy all enchantments. Tempest of Light 2W Instant Destroy all enchantments. Temple Acolyte 1W Creature - Human Cleric 1/3 When Temple Acolyte comes into play, you gain 3 life. Temple Elder 2W Creature - Human Cleric 1/2 T You gain 1 life. Play this ability only during your turn, before the combat phase. Temple Garden Land - Forest Plains (T Add G or W to your mana pool.) As Temple Garden comes into play, you may pay 2 life. If you don't, Temple Garden comes into play tapped. 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 1UU Creature - Human Wizard 1/1 UUU, T Return target permanent to its owner's hand. Temporal Adept 1UU Creature - Human Wizard 1/1 UUU, T Return target permanent to its owner's hand. Temporal Adept 1UU Creature - Human Wizard 1/1 UUU, T Return target permanent to its owner's hand. Temporal Adept 1UU Creature - Human Wizard 1/1 UUU, 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 without paying its mana cost. (If it has X in its mana cost, X is 0.) Temporal Cascade 5UU 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 3UU 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 Eddy 2UU Sorcery Put target creature or land on top of its owner's library. Temporal Extortion BBBB Sorcery When you play Temporal Extortion, any player may pay half his or her life, rounded up. If a player does, counter Temporal Extortion. Take an extra turn after this one. Temporal Fissure 4U 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 Isolation 1W Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.) Prevent all damage that would be dealt by enchanted creature. Temporal Manipulation 3UU Sorcery Take an extra turn after this one. Temporal Spring 1GU Sorcery Put target permanent on top of its owner's library. Temporary Insanity 3R 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. Temporary Truce 1W Sorcery Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life. Tempting Licid 2G Creature - Licid 2/2 G, T Tempting Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay G to end this effect. All creatures able to block enchanted creature do so. Tempting Wurm 1G 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. Tendo Ice Bridge Land Tendo Ice Bridge comes into play with a charge counter on it. T Add 1 to your mana pool. T, Remove a charge counter from Tendo Ice Bridge: Add one mana of any color to your mana pool. Tendrils of Agony 2BB 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.) Tendrils of Corruption 3B Instant Tendrils of Corruption deals X damage to target creature and you gain X life, where X is the number of Swamps you control. Tendrils of Despair B Sorcery As an additional cost to play Tendrils of Despair, sacrifice a creature. Target opponent discards two cards. Teneb, the Harvester 3BGW Legendary Creature - Dragon 6/6 Flying Whenever Teneb, the Harvester deals combat damage to a player, you may pay 2B. If you do, put target creature card in a graveyard into play under your control. Tenza, Godo's Maul 3 Legendary Artifact - Equipment Equipped creature gets +1/+1. As long as it's legendary, it gets an additional +2/+2. As long as it's red, it has trample. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) Tephraderm 4R 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. Terashi's Cry 3W Sorcery - Arcane Tap up to three target creatures. Terashi's Grasp 2W Sorcery - Arcane Destroy target artifact or enchantment. You gain life equal to its converted mana cost. Terashi's Verdict 1W Instant - Arcane Destroy target attacking creature with power 3 or less. Teremko Griffin 3W Creature - Griffin 2/2 Banding, flying 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 BR Instant Destroy target creature. It can't be regenerated. Teroh's Faithful 3W Creature - Human Cleric 1/4 When Teroh's Faithful comes into play, you gain 4 life. Teroh's Vanguard 3W Creature - Human Nomad 2/3 Flash Threshold - As long as seven or more cards are in your graveyard, Teroh's Vanguard has "When Teroh's Vanguard comes into play, creatures you control gain protection from black until end of turn." Terraformer 2U Creature - Human Wizard 2/2 1: Choose a basic land type. Each land you control becomes that type until end of turn. Terrain Generator Land T Add 1 to your mana pool. 2, T You may put a basic land card from your hand into play tapped. Terramorphic Expanse Land T, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it into play tapped. Then shuffle your library. Terramorphic Expanse Land T, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it into play tapped. Then shuffle your library. Terrarion 1 Artifact Terrarion comes into play tapped. 2, T, Sacrifice Terrarion: Add two mana in any combination of colors to your mana pool. When Terrarion is put into a graveyard from play, draw a card. Terravore 1GG Creature - Lhurgoyf */* Trample Terravore's power and toughness are each equal to the number of land cards in all graveyards. Territorial Dispute 4RR Enchantment At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land. Players can't play lands. Terror 1B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Terror 1B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Terror 1B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Terror 1B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Terror 1B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Terror 1B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Terror 1B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Terror 1B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Terror 1B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Terror 1B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Terror 1B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Terror 1B Instant Destroy target nonartifact, nonblack creature. It can't be regenerated. Test of Endurance 2WW Enchantment At the beginning of your upkeep, if you have 50 or more life, you win the game. Test of Faith 1W Instant Prevent the next 3 damage that would be dealt to target creature this turn, and put a +1/+1 counter on that creature for each 1 damage prevented this way. Testament of Faith W Enchantment X: Testament of Faith becomes an X/X Wall creature with defender until end of turn. It's still an enchantment. Tethered Griffin W Creature - Griffin 2/3 Flying When you control no enchantments, sacrifice Tethered Griffin. Tethered Skirge 2B Creature - Imp 2/2 Flying Whenever Tethered Skirge becomes the target of a spell or ability, you lose 1 life. Tetravus 6 Artifact Creature - Construct 1/1 Flying Tetravus comes into play with three +1/+1 counters on it. At the beginning of your upkeep, you may remove any number of Tetravites created with Tetravus from the game. For each Tetravite removed this way, put a +1/+1 counter on Tetravus. Then you may remove any number of +1/+1 counters from Tetravus. For each +1/+1 counter removed this way, put into play a 1/1 Tetravite artifact creature token with flying and with "Tetravite can't be enchanted." Tetravus 6 Artifact Creature - Construct 1/1 Flying Tetravus comes into play with three +1/+1 counters on it. At the beginning of your upkeep, you may remove any number of Tetravites created with Tetravus from the game. For each Tetravite removed this way, put a +1/+1 counter on Tetravus. Then you may remove any number of +1/+1 counters from Tetravus. For each +1/+1 counter removed this way, put into play a 1/1 Tetravite artifact creature token with flying and with "Tetravite can't be enchanted." Tetsuo Umezawa UBR Legendary Creature - Human Archer 3/3 Tetsuo Umezawa can't be the target of Aura spells. UBBR, T Destroy target tapped or blocking creature. Teysa, Orzhov Scion 1WB Legendary Creature - Human Advisor 2/3 Sacrifice three white creatures: Remove target creature from the game. Whenever another black creature you control is put into a graveyard from play, put a 1/1 white Spirit creature token with flying into play. Thalakos Deceiver 3U Creature - Thalakos Wizard 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) When Thalakos Deceiver attacks and isn't blocked, you may sacrifice it. If you do, gain control of target creature. (This effect doesn't end at end of turn.) Thalakos Dreamsower 2U Creature - Thalakos Wizard 1/1 Shadow (This creature can 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 2UU Creature - Thalakos 3/3 Discard a card: Thalakos Drifters gains shadow until end of turn. (This creature can 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 your next untap step. 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 your next untap step. Thalakos Mistfolk 2U Creature - Thalakos Illusion 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) U: Put Thalakos Mistfolk on top of its owner's library. Thalakos Scout 2U Creature - Thalakos Soldier Scout 2/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Discard a card: Return Thalakos Scout to its owner's hand. Thalakos Seer UU Creature - Thalakos Wizard 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) When Thalakos Seer leaves play, draw a card. Thalakos Sentry 1U Creature - Thalakos Soldier 1/2 Shadow (This creature can block or be blocked by only creatures with shadow) Thallid G Creature - Fungus 1/1 At the beginning of your upkeep, put a spore counter on Thallid. Remove three spore counters from Thallid: Put a 1/1 green Saproling creature token into play. Thallid G Creature - Fungus 1/1 At the beginning of your upkeep, put a spore counter on Thallid. Remove three spore counters from Thallid: Put a 1/1 green Saproling creature token into play. Thallid G Creature - Fungus 1/1 At the beginning of your upkeep, put a spore counter on Thallid. Remove three spore counters from Thallid: Put a 1/1 green Saproling creature token into play. Thallid G Creature - Fungus 1/1 At the beginning of your upkeep, put a spore counter on Thallid. Remove three spore counters from Thallid: Put a 1/1 green Saproling creature token into play. Thallid G Creature - Fungus 1/1 At the beginning of your upkeep, put a spore counter on Thallid. Remove three spore counters from Thallid: Put a 1/1 green Saproling creature token into play. Thallid Devourer 1GG Creature - Fungus 2/2 At the beginning of your upkeep, put a spore counter on Thallid Devourer. Remove three spore counters from Thallid Devourer: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: Thallid Devourer gets +1/+2 until end of turn. Thallid Germinator 2G Creature - Fungus 2/2 At the beginning of your upkeep, put a spore counter on Thallid Germinator. Remove three spore counters from Thallid Germinator: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: Target creature gets +1/+1 until end of turn. Thallid Shell-Dweller 1G Creature - Fungus 0/5 Defender At the beginning of your upkeep, put a spore counter on Thallid Shell-Dweller. Remove three spore counters from Thallid Shell-Dweller: Put a 1/1 green Saproling creature token into play. That Which Was Taken 5 Legendary Artifact 4, T Put a divinity counter on target permanent other than That Which Was Taken. Each permanent with a divinity counter on it is indestructible. Thaumatog 1GW 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. Thawing Glaciers Land Thawing Glaciers comes into play tapped. 1, T Search your library for a basic land card, put that card into play tapped, then shuffle your library. Thawing Glaciers gains substance until end of turn. Return Thawing Glaciers to its owner's hand when it loses substance. Thawing Glaciers Land Thawing Glaciers comes into play tapped. 1, T Search your library for a basic land card, put that card into play tapped, then shuffle your library. Thawing Glaciers gains substance until end of turn. Return Thawing Glaciers to its owner's hand when it loses substance. The Abyss 3B World Enchantment At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of his or her choice. It can't be regenerated. The Brute 1R Enchantment - Aura Enchant creature Enchanted creature gets +1/+0. RRR: Regenerate enchanted creature. The Brute 1R Enchantment - Aura Enchant creature Enchanted creature gets +1/+0. RRR: Regenerate enchanted creature. The Brute 1R Enchantment - Aura Enchant creature Enchanted creature gets +1/+0. RRR: Regenerate enchanted creature. The Cheese Stands Alone 4WW Enchantment If you control no cards in play other than The Cheese Stands Alone and have no cards in your hand, you win the game. The Fallen 1BBB Creature - Zombie 2/3 At the beginning of your upkeep, The Fallen deals 1 damage to each opponent it has dealt damage to this game. The Fallen 1BBB Creature - Zombie 2/3 At the beginning of your upkeep, The Fallen deals 1 damage to each opponent it has dealt damage to this game. The Fallen 1BBB Creature - Zombie 2/3 At the beginning of your upkeep, The Fallen deals 1 damage to each opponent it has dealt damage to this game. The Fallen Apart 2BB Creature - Zombie 4/4 The Fallen Apart comes into play with two arms and two legs. Whenever damage is dealt to The Fallen Apart, remove an arm or a leg from it. The Fallen Apart can't attack if it has no legs and can't block if it has no arms. The Hive 5 Artifact 5, T Put a 1/1 Insect artifact creature token with flying named Wasp into play. (It can't be blocked except by creatures with flying or reach.) The Hive 5 Artifact 5, T Put a 1/1 Insect artifact creature token with flying named Wasp into play. (It can't be blocked except by creatures with flying or reach.) The Hive 5 Artifact 5, T Put a 1/1 Insect artifact creature token with flying named Wasp into play. (It can't be blocked except by creatures with flying or reach.) The Hive 5 Artifact 5, T Put a 1/1 Insect artifact creature token with flying named Wasp into play. (It can't be blocked except by creatures with flying or reach.) The Hive 5 Artifact 5, T Put a 1/1 Insect artifact creature token with flying named Wasp into play. (It can't be blocked except by creatures with flying or reach.) The Hive 5 Artifact 5, T Put a 1/1 Insect artifact creature token with flying named Wasp into play. (It can't be blocked except by creatures with flying or reach.) The Hive 5 Artifact 5, T Put a 1/1 Insect artifact creature token with flying named Wasp into play. (It can't be blocked except by creatures with flying or reach.) The Hive 5 Artifact 5, T Put a 1/1 Insect artifact creature token with flying named Wasp into play. (It can't be blocked except by creatures with flying or reach.) The Lady of the Mountain 4RG Legendary Creature - Giant 5/5 The Rack 1 Artifact As The Rack comes into play, choose an opponent. At the beginning of the chosen player's upkeep, The Rack deals X damage to that player, where X is 3 minus the number of cards in his or her hand. The Rack 1 Artifact As The Rack comes into play, choose an opponent. At the beginning of the chosen player's upkeep, The Rack deals X damage to that player, where X is 3 minus the number of cards in his or her hand. The Rack 1 Artifact As The Rack comes into play, choose an opponent. At the beginning of the chosen player's upkeep, The Rack deals X damage to that player, where X is 3 minus the number of cards in his or her hand. The Rack 1 Artifact As The Rack comes into play, choose an opponent. At the beginning of the chosen player's upkeep, The Rack deals X damage to that player, where X is 3 minus the number of cards in his or her hand. The Tabernacle at Pendrell Vale Legendary Land All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1." The Ultimate Nightmare of Wizards of the Coast® Customer Service XYZRR Sorcery The Ultimate Nightmare of Wizards of the Coast® Customer Service deals X damage to each of Y target creatures and Z target players. The Unspeakable 6UUU Legendary Creature - Spirit 6/7 Flying, trample Whenever The Unspeakable deals combat damage to a player, you may return target Arcane card from your graveyard to your hand. The Wretched 3BB Creature - Demon 2/5 At end of combat, gain control of all creatures blocking The Wretched as long as you control The Wretched. The Wretched 3BB Creature - Demon 2/5 At end of combat, gain control of all creatures blocking The Wretched as long as you control The Wretched. The Wretched 3BB Creature - Demon 2/5 At end of combat, gain control of all creatures blocking The Wretched as long as you control The Wretched. Theft of Dreams 2U Sorcery Draw a card for each tapped creature target opponent controls. Theft of Dreams 2U Sorcery Draw a card for each tapped creature target opponent controls. Theft of Dreams 2U Sorcery Draw a card for each tapped creature target opponent controls. Thelon of Havenwood GG Legendary Creature - Elf Druid 2/2 Each Fungus creature gets +1/+1 for each spore counter on it. BG, Remove a Fungus card in a graveyard from the game: Put a spore counter on each Fungus in play. Thelonite Druid 2G Creature - Human Cleric Druid 1/1 1G, T, Sacrifice a creature: Until end of turn, all Forests you control become 2/3 creatures that are still lands. Thelonite Hermit 3G Creature - Elf Shaman 1/1 Saproling creatures get +1/+1. Morph 3GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Thelonite Hermit is turned face up, put four 1/1 green Saproling creature tokens into play. Thelonite Monk 2GG Creature - Insect Monk Cleric 1/2 T, Sacrifice a green creature: Target land becomes a Forest. (This effect doesn't end at end of turn.) Thelon's Chant 1GG Enchantment At the beginning of your upkeep, sacrifice Thelon's Chant unless you pay G. Whenever a player puts a Swamp into play, Thelon's Chant deals 3 damage to that player unless he or she puts a -1/-1 counter on a creature he or she controls. Thelon's Curse GG Enchantment Blue creatures don't untap during their controllers' untap steps. Blue creatures have "At the beginning of your upkeep, you may pay U. If you do, untap this creature." Thermal Blast 4R Instant Thermal Blast deals 3 damage to target creature. Threshold - Thermal Blast deals 5 damage to that creature instead if seven or more cards are in your graveyard. Thermal Flux U Instant Choose one - Target nonsnow permanent becomes snow until end of turn; or target snow permanent isn't snow until end of turn. Draw a card at the beginning of the next turn's upkeep. Thermal Glider 2W Creature - Human Rebel 2/1 Flying, protection from red Thermal Navigator 3 Artifact Creature - Construct 2/2 Sacrifice an artifact: Thermal Navigator gains flying until end of turn. Thermokarst 1GG Sorcery Destroy target land. If that land was a snow land, you gain 1 life. Thermopod 4R Snow Creature - Slug 4/3 oSi: Thermopod gains haste until end of turn. (oSi can be paid with one mana from a snow permanent.) Sacrifice a creature: Add R to your mana pool. Thicket Basilisk 3GG Creature - Basilisk 2/4 Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Thicket Basilisk 3GG Creature - Basilisk 2/4 Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Thicket Basilisk 3GG Creature - Basilisk 2/4 Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Thicket Basilisk 3GG Creature - Basilisk 2/4 Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Thicket Basilisk 3GG Creature - Basilisk 2/4 Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Thicket Basilisk 3GG Creature - Basilisk 2/4 Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Thicket Basilisk 3GG Creature - Basilisk 2/4 Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Thicket Basilisk 3GG 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 3GG Creature - Elemental 4/4 Kicker 1G (You may pay an additional 1G 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. Thick-Skinned Goblin 1R Creature - Goblin Shaman 2/1 You may pay 0 rather than pay the echo cost for permanents you control. R: Thick-Skinned Goblin gains protection from red until end of turn. Thief of Hope 2B Creature - Spirit 2/2 Whenever you play a Spirit or Arcane spell, target opponent loses 1 life and you gain 1 life. Soulshift 2 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 2 or less from your graveyard to your hand.) Thieves' Auction 4RRR 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. Thieves' Auction 4RRR 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. Thieves' Fortune 2U Tribal Instant - Rogue Prowl U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. Thieving Magpie 2UU Creature - Bird 1/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Thieving Magpie deals damage to an opponent, you draw a card. Thieving Magpie 2UU Creature - Bird 1/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Thieving Magpie deals damage to an opponent, you draw a card. Thieving Magpie 2UU Creature - Bird 1/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Thieving Magpie deals damage to an opponent, you draw a card. Thieving Magpie 2UU Creature - Bird 1/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Thieving Magpie deals damage to an opponent, you draw a card. Thieving Magpie 2UU Creature - Bird 1/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Thieving Magpie deals damage to an opponent, you draw a card. Thieving Sprite 2B Creature - Faerie Rogue 1/1 Flying When Thieving Sprite comes into play, target player reveals X cards from his or her hand, where X is the number of Faeries you control. You choose one of those cards. That player discards that card. Thing from the Deep 6UUU Creature - Leviathan 9/9 Whenever Thing from the Deep attacks, sacrifice it unless you sacrifice an Island. Think Tank 2U Enchantment At the beginning of your upkeep, look at the top card of your library. You may put that card into your graveyard. Think Twice 1U Instant Draw a card. Flashback 2U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Thirst 2U Enchantment - Aura Enchant creature When Thirst comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of your upkeep, sacrifice Thirst unless you pay U. Thirst for Knowledge 2U Instant Draw three cards. Then discard two cards unless you discard an artifact card. Thopter Squadron 5 Artifact Creature - Thopter 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 another Thopter: Put a +1/+1 counter on Thopter Squadron. Play this ability only any time you could play a sorcery. Thorn Elemental 5GG Creature - Elemental 7/7 You may have Thorn Elemental assign its combat damage as though it weren't blocked. Thorn Elemental 5GG Creature - Elemental 7/7 You may have Thorn Elemental assign its combat damage as though it weren't blocked. Thorn Elemental 5GG Creature - Elemental 7/7 You may have Thorn Elemental assign its combat damage as though it weren't blocked. Thorn Elemental 5GG Creature - Elemental 7/7 You may have Thorn Elemental assign its combat damage as though it weren't blocked. Thorn of Amethyst 2 Artifact Noncreature spells cost 1 more to play. Thorn Thallid 1GG Creature - Fungus 2/2 At the beginning of your upkeep, put a spore counter on Thorn Thallid. Remove three spore counters from Thorn Thallid: Thorn Thallid deals 1 damage to target creature or player. Thorn Thallid 1GG Creature - Fungus 2/2 At the beginning of your upkeep, put a spore counter on Thorn Thallid. Remove three spore counters from Thorn Thallid: Thorn Thallid deals 1 damage to target creature or player. Thorn Thallid 1GG Creature - Fungus 2/2 At the beginning of your upkeep, put a spore counter on Thorn Thallid. Remove three spore counters from Thorn Thallid: Thorn Thallid deals 1 damage to target creature or player. Thorn Thallid 1GG Creature - Fungus 2/2 At the beginning of your upkeep, put a spore counter on Thorn Thallid. Remove three spore counters from Thorn Thallid: Thorn Thallid deals 1 damage to target creature or player. Thorn Thallid 1GG Creature - Fungus 2/2 At the beginning of your upkeep, put a spore counter on Thorn Thallid. Remove three spore counters from Thorn Thallid: Thorn Thallid deals 1 damage to target creature or player. Thornbite Staff 2 Tribal Artifact - Shaman Equipment Equipped creature has "2, T This creature deals 1 damage to target creature or player" and "Whenever a creature is put into a graveyard from play, untap this creature." Whenever a Shaman creature comes into play, you may attach Thornbite Staff to it. Equip 4 Thornscape Apprentice G Creature - Human Wizard 1/1 W, T Tap target creature. R, T Target creature gains first strike until end of turn. Thornscape Battlemage 2G Creature - Elf Wizard 2/2 Kicker R and/or W When Thornscape Battlemage comes into play, if the R kicker cost was paid, it 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 Battlemage 2G Creature - Elf Wizard 2/2 Kicker R and/or W When Thornscape Battlemage comes into play, if the R kicker cost was paid, it 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 1G Creature - Insect 2/1 Red spells and white spells you play cost 1 less to play. Thornscape Master 2GG Creature - Human Wizard 2/2 RR, T Thornscape Master deals 2 damage to target creature. WW, T Target creature gains protection from the color of your choice until end of turn. Thorntooth Witch 5B Creature - Treefolk Shaman 3/4 Whenever you play a Treefolk spell, you may have target creature get +3/-3 until end of turn. Thornweald Archer 1G Creature - Elf Archer 2/1 Reach (This creature can block creatures with flying.) Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.) Thornwind Faeries 1UU Creature - Faerie 1/1 Flying T Thornwind Faeries deals 1 damage to target creature or player. Thought Courier 1U Creature - Human Wizard 1/1 T Draw a card, then discard a card. Thought Courier 1U Creature - Human Wizard 1/1 T Draw a card, then discard a card. Thought Devourer 2UU Creature - Beast 4/4 Flying Your maximum hand size is reduced by four. Thought Dissector 4 Artifact X, T Target opponent reveals cards from the top of his or her library until an artifact card or X cards are revealed, whichever comes first. If an artifact card is revealed this way, put it into play under your control and sacrifice Thought Dissector. Put the rest of the revealed cards into that player's graveyard. Thought Eater 1U Creature - Beast 2/2 Flying Your maximum hand size is reduced by three. Thought Lash 2UU Enchantment Cumulative upkeep-Remove the top card of your library from the game. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Thought Lash's cumulative upkeep isn't paid, remove your library from the game. Remove the top card of your library from the game: Prevent the next 1 damage that would be dealt to you this turn. 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. Thoughtbind 2U Instant Counter target spell with converted mana cost 4 or less. Thoughtbound Primoc 2R 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 4U Sorcery Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) Draw two cards. Thoughtlace U Instant Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.) Thoughtlace U Instant Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.) Thoughtlace U Instant Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.) Thoughtlace U Instant Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.) Thoughtlace U Instant Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.) Thoughtleech GG Enchantment Whenever an Island an opponent controls becomes tapped, you may gain 1 life. Thoughtleech GG Enchantment Whenever an Island an opponent controls becomes tapped, you may gain 1 life. Thoughtpicker Witch B Creature - Human Wizard 1/1 1, Sacrifice a creature: Look at the top two cards of target opponent's library, then remove one of them from the game. Thoughts of Ruin 2RR Sorcery Each player sacrifices a land for each card in your hand. Thoughtseize B Sorcery Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. You lose 2 life. Thoughtweft Trio 2WW Creature - Kithkin Soldier 5/5 First strike, vigilance Champion a Kithkin (When this comes into play, sacrifice it unless you remove another Kithkin you control from the game. When this leaves play, that card returns to play.) Thoughtweft Trio can block any number of creatures. Thousand-legged Kami 6GG Creature - Spirit 6/6 Soulshift 7 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 7 or less from your graveyard to your hand.) Thousand-Year Elixir 3 Artifact You may play the activated abilities of creatures you control as though those creatures had haste. 1, T Untap target creature. Thran Dynamo 4 Artifact T Add 3 to your mana pool. Thran Forge 3 Artifact 2: Until end of turn, target nonartifact creature gets +1/+0 and becomes an artifact in addition to its other types. 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 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 Tome 4 Artifact 5, T Reveal the top three cards of your library. Target opponent chooses one of those cards. Put that card into your graveyard, then draw two cards. 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 - Construct 4/5 Echo 4 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Thran War Machine attacks each turn if able. Thran Weaponry 4 Artifact Echo 4 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) 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 3BB Creature - Beast 4/4 Whenever Thrashing Mudspawn is dealt damage, you lose that much life. Morph 1BB (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 3BB Creature - Beast 3/3 B: Thrashing Wumpus deals 1 damage to each creature and each player. Threads of Disloyalty 1UU Enchantment - Aura Enchant creature with converted mana cost 2 or less You control enchanted creature. Threaten 2R Sorcery Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. (It can attack and T this turn.) Threaten 2R Sorcery Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. (It can attack and T this turn.) Threaten 2R Sorcery Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. (It can attack and T this turn.) Three Dreams 4W Sorcery Search your library for up to three Aura cards with different names, reveal them, and put them into your hand. Then shuffle your library. Three Tragedies 3BB Sorcery - Arcane Target player discards three cards. Three Visits 1G Sorcery Search your library for a Forest card and put that card into play. Then shuffle your library. Three Wishes 1UU Instant Remove the top three cards of your library from the game face down. You may look at those cards as long as they remain removed from the game. Until your next turn, you may play those cards. At the beginning of your next upkeep, put any of those cards you didn't play into your graveyard. Thresher Beast 3GG Creature - Beast 4/4 Whenever Thresher Beast becomes blocked, defending player sacrifices a land. Thrill of the Hunt G Instant Target creature gets +1/+2 until end of turn. Flashback W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Thriss, Nantuko Primus 5GG Legendary Creature - Insect Druid 5/5 G, T Target creature gets +5/+5 until end of turn. Thrive XG Sorcery Put a +1/+1 counter on each of X target creatures. Thrive XG Sorcery Put a +1/+1 counter on each of X target creatures. Throat Slitter 4B Creature - Rat Ninja 2/2 Ninjutsu 2B (2B, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.) Whenever Throat Slitter deals combat damage to a player, destroy target nonblack creature that player controls. Throne of Bone 1 Artifact Whenever a player plays a black spell, you may pay 1. If you do, you gain 1 life. Throne of Bone 1 Artifact Whenever a player plays a black spell, you may pay 1. If you do, you gain 1 life. Throne of Bone 1 Artifact Whenever a player plays a black spell, you may pay 1. If you do, you gain 1 life. Throne of Bone 1 Artifact Whenever a player plays a black spell, you may pay 1. If you do, you gain 1 life. Throne of Bone 1 Artifact Whenever a player plays a black spell, you may pay 1. If you do, you gain 1 life. Throne of Bone 1 Artifact Whenever a player plays a black spell, you may pay 1. If you do, you gain 1 life. Throne of Bone 1 Artifact Whenever a player plays a black spell, you may pay 1. If you do, you gain 1 life. Throne of Bone 1 Artifact Whenever a player plays a black spell, you may pay 1. If you do, you gain 1 life. Throne of Bone 1 Artifact Whenever a player plays a black spell, you may pay 1. If you do, you gain 1 life. Through the Breach 4R Instant - Arcane You may put a creature card from your hand into play. That creature has haste. Sacrifice that creature at end of turn. Splice onto Arcane 2RR (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Thrull Champion 4B Creature - Thrull 2/2 Thrull creatures get +1/+1. T Gain control of target Thrull as long as you control Thrull Champion. Thrull Champion 4B Creature - Thrull 2/2 Thrull creatures get +1/+1. T Gain control of target Thrull as long as you control Thrull Champion. Thrull Retainer B Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice Thrull Retainer: Regenerate enchanted creature. Thrull Retainer B Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice Thrull Retainer: Regenerate enchanted creature. Thrull Retainer B Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. Sacrifice Thrull Retainer: Regenerate enchanted creature. Thrull Surgeon 1B Creature - Thrull 1/1 1B, 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. Thrull Surgeon 1B Creature - Thrull 1/1 1B, 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. Thrull Wizard 2B Creature - Thrull Wizard 1/1 1B: Counter target black spell unless that spell's controller pays B or 3. Thrumming Stone 5 Legendary Artifact Spells you control have ripple 4. (Whenever you play a spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as the spell without paying their mana costs. Put the rest on the bottom of your library.) 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 Dragon 5RR Creature - Dragon 5/5 Flying When Thunder Dragon comes into play, it deals 3 damage to each creature without flying. Thunder of Hooves 3R Sorcery Thunder of Hooves deals X damage to each creature without flying and each player, where X is the number of Beasts in play. Thunder Spirit 1WW Creature - Elemental Spirit 2/2 Flying, first strike Thunder Spirit 1WW Creature - Elemental Spirit 2/2 Flying, first strike Thunder Totem 3 Artifact T Add W to your mana pool. 1WW: Thunder Totem becomes a 2/2 white Spirit artifact creature with flying and first strike until end of turn. Thunder Wall 1UU Creature - Wall 0/2 Defender (This creature can't attack.) Flying U: Thunder Wall gets +1/+1 until end of turn. Thunderblade Charge 1RR Sorcery Thunderblade Charge deals 3 damage to target creature or player. Whenever one or more creatures you control deal combat damage to a player, if Thunderblade Charge is in your graveyard, you may pay 2RRR. If you do, you may play it without paying its mana cost. Thunderbolt 1R Instant Choose one - Thunderbolt deals 3 damage to target player; or Thunderbolt deals 4 damage to target creature with flying. Thunderbolt 1R Instant Choose one - Thunderbolt deals 3 damage to target player; or Thunderbolt deals 4 damage to target creature with flying. Thunderclap 2R Instant You may sacrifice a Mountain rather than pay Thunderclap's mana cost. Thunderclap deals 3 damage to target creature. Thundercloud Elemental 5UU Creature - Elemental 3/4 Flying 3U: Tap all creatures with toughness 2 or less. 3U: All other creatures lose flying until end of turn. Thundercloud Shaman 3RR Creature - Giant Shaman 4/4 When Thundercloud Shaman comes into play, it deals damage equal to the number of Giants you control to each non-Giant creature. Thunderheads 2U Instant Replicate 2U (When you play this spell, copy it for each time you paid its replicate cost.) Put a 3/3 blue Weird creature token with defender and flying into play. Remove it from the game at end of turn. Thundering Giant 3RR Creature - Giant 4/3 Haste (This creature can attack and T as soon as it comes under your control.) Thundering Giant 3RR Creature - Giant 4/3 Haste (This creature can attack and T as soon as it comes under your control.) Thundering Giant 3RR Creature - Giant 4/3 Haste (This creature can attack and T as soon as it comes under your control.) Thundering Wurm 2G Creature - Wurm 4/4 When Thundering Wurm comes into play, sacrifice it unless you discard a land card. Thundermare 5R Creature - Elemental Horse 5/5 Haste (This creature can attack the turn it comes under your control.) When Thundermare comes into play, tap all other creatures. Thundermare 5R Creature - Elemental Horse 5/5 Haste (This creature can attack the turn it comes under your control.) When Thundermare comes into play, tap all other creatures. Thundermare 5R Creature - Elemental Horse 5/5 Haste (This creature can attack the turn it comes under your control.) When Thundermare comes into play, tap all other creatures. Thunderscape Apprentice R Creature - Human Wizard 1/1 B, T Target player loses 1 life. G, T Target creature gets +1/+1 until end of turn. Thunderscape Battlemage 2R Creature - Human Wizard 2/2 Kicker 1B and/or G When Thunderscape Battlemage comes into play, if the 1B kicker cost was paid, target player discards two cards. When Thunderscape Battlemage comes into play, if the G kicker cost was paid, destroy target enchantment. Thunderscape Familiar 1R Creature - Kavu 1/1 First strike Black spells and green spells you play cost 1 less to play. Thunderscape Master 2RR Creature - Human Wizard 2/2 BB, T Target player loses 2 life and you gain 2 life. GG, T Creatures you control get +2/+2 until end of turn. Thundersong Trumpeter RW Creature - Human Soldier 2/1 T Target creature can't attack or block this turn. Thunderstaff 3 Artifact If Thunderstaff is untapped and a creature would deal combat damage to you, prevent 1 of that damage. 2, T Attacking creatures get +1/+0 until end of turn. Thwart 2UU Instant You may return three Islands you control to their owner's hand rather than pay Thwart's mana cost. Counter target spell. Tibor and Lumia 2UR Legendary Creature - Human Wizard 3/3 Whenever you play a blue spell, target creature gains flying until end of turn. Whenever you play a red spell, Tibor and Lumia deals 1 damage to each creature without flying. Ticking Gnomes 3 Artifact Creature - Gnome 3/3 Echo 3 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Sacrifice Ticking Gnomes: Ticking Gnomes deals 1 damage to target creature or player. Tidal Bore 1U Instant You may return an Island you control to its owner's hand rather than pay Tidal Bore's mana cost. You may tap or untap target creature. Tidal Control 1UU Enchantment Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) 2: Counter target red or green spell. Any player may play this ability. Pay 2 life: Counter target red or green spell. Any player may play this ability. Tidal Courier 3U 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. 3U: Tidal Courier gains flying until end of turn. Tidal Flats U Enchantment UU: For each attacking creature without flying, its controller may pay 1. If he or she doesn't, creatures you control blocking that creature gain first strike until end of turn. Tidal Flats U Enchantment UU: For each attacking creature without flying, its controller may pay 1. If he or she doesn't, creatures you control blocking that creature gain first strike until end of turn. Tidal Flats U Enchantment UU: For each attacking creature without flying, its controller may pay 1. If he or she doesn't, creatures you control blocking that creature gain first strike until end of turn. Tidal Influence 2U Enchantment Play Tidal Influence only if no permanents named Tidal Influence are in play. Tidal Influence comes into play with a tide counter on it. At the beginning of your upkeep, put a tide counter on Tidal Influence. As long as there is exactly one tide counter on Tidal Influence, all blue creatures get -2/-0. As long as there are exactly three tide counters on Tidal Influence, all blue creatures get +2/+0. Whenever there are four tide counters on Tidal Influence, remove all tide counters from it. Tidal Kraken 5UUU Creature - Kraken 6/6 Tidal Kraken is unblockable. Tidal Kraken 5UUU Creature - Kraken 6/6 Tidal Kraken is unblockable. Tidal Kraken 5UUU Creature - Kraken 6/6 Tidal Kraken is unblockable. Tidal Surge 1U Sorcery Tap up to three target creatures without flying. Tidal Surge 1U Sorcery Tap up to three target creatures without flying. Tidal Surge 1U Sorcery Tap up to three target creatures without flying. Tidal Surge 1U Sorcery Tap up to three target creatures without flying. Tidal Visionary U Creature - Merfolk Wizard 1/1 T Target creature becomes the color of your choice until end of turn. Tidal Warrior U Creature - Merfolk Warrior 1/1 T Target land becomes an Island until end of turn. Tidal Wave 2U Instant Put a 5/5 blue Wall creature token with defender into play. Sacrifice it at end of turn. Tide of War 4RR Enchantment Whenever one or more creatures blocks, flip a coin. If you win the flip, each blocking creature is sacrificed by its controller. Otherwise, each blocked creature is sacrificed by its controller. Tideshaper Mystic U Creature - Merfolk Wizard 1/1 T Target land becomes the basic land type of your choice until end of turn. Play this ability only during your turn. Tidespout Tyrant 5UUU Creature - Djinn 5/5 Flying Whenever you play a spell, return target permanent to its owner's hand. Tidewalker 2U Creature - Elemental */* Tidewalker comes into play with a time counter on it for each Island you control. Vanishing (At the beginning of your upkeep, remove a time counter from this permanent. When the last is removed, sacrifice it.) Tidewalker's power and toughness are each equal to the number of time counters on it. Tidewater Minion 3UU Creature - Elemental Minion 4/4 Defender (This creature can't attack.) 4: Tidewater Minion loses defender until end of turn. T Untap target permanent. Tidings 3UU Sorcery Draw four cards. Tidings 3UU Sorcery Draw four cards. Tidings 3UU Sorcery Draw four cards. Tiger Claws 2G Enchantment - Aura Flash Enchant creature Enchanted creature gets +1/+1 and has trample. Tigereye Cameo 3 Artifact T Add G or W to your mana pool. Timber Protector 4G Creature - Treefolk Warrior 4/6 Other Treefolk creatures you control get +1/+1. Other Treefolk and Forests you control are indestructible. Timber Wolves G Creature - Wolf 1/1 Banding Timber Wolves G Creature - Wolf 1/1 Banding Timber Wolves G Creature - Wolf 1/1 Banding Timber Wolves G Creature - Wolf 1/1 Banding Timber Wolves G Creature - Wolf 1/1 Banding 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. Timberline Ridge Land Timberline Ridge doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from Timberline Ridge. T Add R or G to your mana pool. Put a depletion counter on Timberline Ridge. Timbermare 3G Creature - Elemental Horse 5/5 Haste Echo 5G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Timbermare comes into play, tap all other creatures. Timberwatch Elf 2G Creature - Elf 1/2 T Target creature gets +X/+X until end of turn, where X is the number of Elves in play. Time and Tide UU Instant Simultaneously, all creature cards that are phased out phase in and all creatures with phasing phase out. Time Bomb 4 Artifact At the beginning of your upkeep, put a time counter on Time Bomb. 1, T, Sacrifice Time Bomb: Time Bomb deals damage to each creature and each player equal to the number of time counters on Time Bomb. Time Bomb 4 Artifact At the beginning of your upkeep, put a time counter on Time Bomb. 1, T, Sacrifice Time Bomb: Time Bomb deals damage to each creature and each player equal to the number of time counters on Time Bomb. Time Ebb 2U Sorcery Put target creature on top of its owner's library. Time Ebb 2U Sorcery Put target creature on top of its owner's library. Time Ebb 2U Sorcery Put target creature on top of its owner's library. Time Ebb 2U Sorcery Put target creature on top of its owner's library. Time Ebb 2U Sorcery Put target creature on top of its owner's library. Time Ebb 2U Sorcery Put target creature on top of its owner's library. Time Elemental 2U Creature - Elemental 0/2 When Time Elemental attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you. 2UU, T Return target permanent that isn't enchanted to its owner's hand. Time Elemental 2U Creature - Elemental 0/2 When Time Elemental attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you. 2UU, T Return target permanent that isn't enchanted to its owner's hand. Time Elemental 2U Creature - Elemental 0/2 When Time Elemental attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you. 2UU, T Return target permanent that isn't enchanted to its owner's hand. Time Elemental 2U Creature - Elemental 0/2 When Time Elemental attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you. 2UU, T Return target permanent that isn't enchanted to its owner's hand. Time Machine 5 Artifact T Remove Time Machine and target nontoken creature you own from the game. Return both cards to play at the beginning of your upkeep on your turn X of the next game you play with the same opponent, where X is the removed creature's converted mana cost. Time of Need 1G Sorcery Search your library for a legendary creature card, reveal it, and put it into your hand. Then shuffle your library. Time Spiral 4UU Sorcery Each player shuffles his or her graveyard and hand into his or her library, then draws seven cards. You untap up to six lands. Remove Time Spiral from the game. Time Stop 4UU Instant End the turn. (Remove all spells and abilities on the stack from the game, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.) Time Stop 4UU Instant End the turn. (Remove all spells and abilities on the stack from the game, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.) Time Stretch 8UU Sorcery Target player takes two extra turns after this one. Time Stretch 8UU Sorcery Target player takes two extra turns after this one. Time Vault 2 Artifact Time Vault comes into play tapped. If Time Vault would become untapped, instead choose one - untap Time Vault and you skip your next turn; or Time Vault remains tapped. T Take an extra turn after this one. Time Vault 2 Artifact Time Vault comes into play tapped. If Time Vault would become untapped, instead choose one - untap Time Vault and you skip your next turn; or Time Vault remains tapped. T Take an extra turn after this one. Time Vault 2 Artifact Time Vault comes into play tapped. If Time Vault would become untapped, instead choose one - untap Time Vault and you skip your next turn; or Time Vault remains tapped. T Take an extra turn after this one. Time Walk 1U Sorcery Take an extra turn after this one. Time Walk 1U Sorcery Take an extra turn after this one. Time Walk 1U Sorcery Take an extra turn after this one. Time Warp 3UU Sorcery Target player takes an extra turn after this one. Time Warp 3UU Sorcery Target player takes an extra turn after this one. Timebender U Creature - Human 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.) When Timebender is turned face up, choose one - Remove two time counters from target permanent or suspended card; or put two time counters on target permanent with a time counter on it or suspended card. Timecrafting XR Instant Choose one - Remove X time counters from target permanent or suspended card; or put X time counters on target permanent with a time counter on it or suspended card. Timesifter 5 Artifact At the beginning of each 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. Timetwister 2U Sorcery Each player shuffles his or her hand and graveyard into his or her library and then draws seven cards. (Then put Timetwister into its owner's graveyard.) Timetwister 2U Sorcery Each player shuffles his or her hand and graveyard into his or her library and then draws seven cards. (Then put Timetwister into its owner's graveyard.) Timetwister 2U Sorcery Each player shuffles his or her hand and graveyard into his or her library and then draws seven cards. (Then put Timetwister into its owner's graveyard.) Timid Drake 2U Creature - Drake 3/3 Flying When another creature comes into play, return Timid Drake to its owner's hand. Timid Drake 2U Creature - Drake 3/3 Flying When another creature comes into play, return Timid Drake to its owner's hand. Timmerian Fiends 1BB Creature - Horror 1/1 Remove Timmerian Fiends from your deck before playing if you're not playing for ante. BBB, Sacrifice Timmerian Fiends: The owner of target artifact may ante the top card of his or her library. If that player doesn't, exchange ownership of that artifact and Timmerian Fiends. Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard. This change in ownership is permanent. Timmy, Power Gamer 2GG Summon Legend 1/1 4: Put a creature into play from your hand. Tin Street Hooligan 1R Creature - Goblin Rogue 2/1 When Tin Street Hooligan comes into play, if G was spent to play Tin Street Hooligan, destroy target artifact. Tinder Farm Land Tinder Farm comes into play tapped. T Add G to your mana pool. T, Sacrifice Tinder Farm: Add RW to your mana pool. Tinder Wall G Creature - Plant Wall 0/3 Defender (This creature can't attack.) Sacrifice Tinder Wall: Add RR to your mana pool. R, Sacrifice Tinder Wall: Tinder Wall deals 2 damage to target creature it's blocking. Tinker 2U 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. Tin-Wing Chimera 4 Artifact Creature - Chimera 2/2 Flying Sacrifice Tin-Wing Chimera: Put a +2/+2 counter on target Chimera creature. It gains flying. (This effect doesn't end at end of turn.) Tireless Tribe W Creature - Human Nomad 1/1 Discard a card: Tireless Tribe gets +0/+4 until end of turn. Titania's Boon 3G Sorcery Put a +1/+1 counter on each creature you control. Titania's Chosen 2G Creature - Elf Archer 1/1 Whenever a player plays a green spell, put a +1/+1 counter on Titania's Chosen. Titania's Song 3G Enchantment Each noncreature artifact loses its abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania's Song leaves play, this effect continues until end of turn. Titania's Song 3G Enchantment Each noncreature artifact loses its abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania's Song leaves play, this effect continues until end of turn. Titania's Song 3G Enchantment Each noncreature artifact loses its abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania's Song leaves play, this effect continues until end of turn. Titania's Song 3G Enchantment Each noncreature artifact loses its abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania's Song leaves play, this effect continues until end of turn. Titanic Bulvox 6GG Creature - Beast 7/4 Trample Morph 4GGG (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 1W: Titanium Golem gains first strike until end of turn. Titan's Revenge XRR Sorcery Titan's Revenge deals X damage to target creature or player. Clash with an opponent. If you win, return Titan's Revenge to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Tithe W Instant Search your library for a Plains card. If you control fewer lands than an opponent, you may search your library for an additional Plains card. Reveal those cards and put them into your hand. Then shuffle your library. Tivadar of Thorn 1WW Legendary Creature - Human Knight 2/2 First strike, protection from red When Tivadar of Thorn comes into play, destroy target Goblin. Tivadar's Crusade 1WW Sorcery Destroy all Goblins. Tivadar's Crusade 1WW Sorcery Destroy all Goblins. To Arms! 1W Instant Untap all creatures you control. Draw a card. Tobias Andrion 3WU Legendary Creature - Human Advisor 4/4 Tobias Andrion 3WU Legendary Creature - Human Advisor 4/4 Togglodyte 3 Artifact Creature - Golem 4/4 Togglodyte comes into play turned on. Whenever a player plays a spell, toggle Togglodyte's ON/OFF switch. As long as Togglodyte is turned off, it can't attack or block, and all damage it would deal is prevented. Toils of Night and Day 2U Instant - Arcane You may tap or untap target permanent, then you may tap or untap another target permanent. Tolaria Legendary Land T Add U to your mana pool. T Target creature loses banding and all "bands with other" abilities until end of turn. Play this ability only during any upkeep step. Tolaria West Land Tolaria West comes into play tapped. T Add U to your mana pool. Transmute 1UU (1UU, Discard this card: Search your library for a card with converted mana cost 0, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.) Tolarian Academy Legendary Land T Add U to your mana pool for each artifact you control. Tolarian Drake 2U Creature - Drake 2/4 Flying, phasing Tolarian Emissary 2U Creature - Human Wizard 1/2 Kicker 1W (You may pay an additional 1W as you play this spell.) Flying When Tolarian Emissary comes into play, if the kicker cost was paid, destroy target enchantment. Tolarian Entrancer 1U Creature - Human Wizard 1/1 Whenever Tolarian Entrancer becomes blocked by a creature, gain control of that creature at end of combat. Tolarian Sentinel 3U Creature - Human Spellshaper 1/3 Flying U, T, Discard a card: Return target permanent you control to its owner's hand. Tolarian Serpent 5UU Creature - Serpent 7/7 At the beginning of your upkeep, put the top seven cards of your library into your graveyard. Tolarian Winds 1U Instant Discard all the cards in your hand, then draw that many cards. Tolarian Winds 1U Instant Discard all the cards in your hand, then draw that many cards. Tolarian Winds 1U Instant Discard all the cards in your hand, then draw that many cards. Tolsimir Wolfblood 4GW Legendary Creature - Elf Warrior 3/4 Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. T Put a legendary 2/2 green and white Wolf creature token named Voja into play. Tomb of Urami Legendary Land T Add B to your mana pool. Tomb of Urami deals 1 damage to you if you don't control an Ogre. 2BB, T, Sacrifice all lands you control: Put a legendary 5/5 black Demon Spirit creature token with flying named Urami into play. Tombfire B Sorcery Target player removes all cards with flashback in his or her graveyard from the game. Tombstalker 6BB Creature - Demon 5/5 Flying Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs 1 less to play for each card removed this way.) Tombstone Stairwell 2BB World Enchantment Cumulative upkeep 1B At the beginning of each upkeep, if Tombstone Stairwell is in play, each player puts into play a 2/2 black Zombie creature token with haste named Tombspawn for each creature card in his or her graveyard. At end of turn or when Tombstone Stairwell leaves play, destroy all tokens put into play with it. They can't be regenerated. Tomorrow, Azami's Familiar 5U Legendary Creature - Spirit 1/5 If you would draw a card, look at the top three cards of your library instead. Put one of those cards into your hand and the rest on the bottom of your library in any order. Tonic Peddler 1W Creature - Human Spellshaper 1/1 W, T, Discard a card: Target player gains 3 life. Tooth and Claw 3R Enchantment Sacrifice two creatures: Put a 3/1 red Beast creature token named Carnivore into play. Tooth and Nail 5GG 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 Flash Affinity for artifacts (This spell costs 1 less to play for each artifact you control.) 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 2W Sorcery Remove target creature with the greatest power from the game. (If two or more creatures are tied for greatest power, target any one of them.) Topsy Turvy 2U Enchantment The phases of each player's turn are reversed. (The phases are, in reverse order, end, postcombat main, combat, precombat main, and beginning.) If there are more than two players in the game, the turn order is reversed. Tor Giant 3R Creature - Giant 3/3 Tor Wauki 2BBR Legendary Creature - Human Archer 3/3 T Tor Wauki deals 2 damage to target attacking or blocking creature. Tor Wauki 2BBR Legendary Creature - Human Archer 3/3 T Tor Wauki deals 2 damage to target attacking or blocking creature. Torch Drake 3U Creature - Drake 2/2 Flying 1R: Torch Drake gets +1/+0 until end of turn. Torch Song 2R Enchantment At the beginning of your upkeep, you may put a verse counter on Torch Song. 2R, Sacrifice Torch Song: Torch Song deals X damage to target creature or player, where X is the number of verse counters on Torch Song. Torchling 3RR Creature - Shapeshifter 3/3 R: Untap Torchling. R: Target creature blocks Torchling this turn if able. R: Change the target of target spell that targets only Torchling. 1: Torchling gets +1/-1 until end of turn. 1: Torchling gets -1/+1 until end of turn. Torii Watchward 4W Creature - Spirit 3/3 Vigilance (Attacking doesn't cause this creature to tap.) Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) Torment 1B Enchantment - Aura Enchant creature Enchanted creature gets -3/-0. Tormented Angel 3W Creature - Angel 1/5 Flying Tormod's Crypt 0 Artifact T, Sacrifice Tormod's Crypt: Remove target player's graveyard from the game. Tormod's Crypt 0 Artifact T, Sacrifice Tormod's Crypt: Remove target player's graveyard from the game. Tormod's Crypt 0 Artifact T, Sacrifice Tormod's Crypt: Remove target player's graveyard from the game. Tornado 4G Enchantment Cumulative upkeep G 2G, Pay 3 life for each velocity counter on Tornado: Destroy target permanent and put a velocity counter on Tornado. Play this ability only once each turn. Tornado 4G Enchantment Cumulative upkeep G 2G, Pay 3 life for each velocity counter on Tornado: Destroy target permanent and put a velocity counter on Tornado. Play this ability only once each turn. Tornado Elemental 5GG Creature - Elemental 6/6 When Tornado Elemental comes into play, it deals 6 damage to each creature with flying. You may have Tornado Elemental assign its combat damage as though it weren't blocked. Torpid Moloch R Creature - Lizard 3/2 Defender (This creature can't attack.) Sacrifice three lands: Torpid Moloch loses defender until end of turn. Torrent of Fire 3RR Sorcery Torrent of Fire deals damage equal to the highest converted mana cost among permanents you control to target creature or player. Torrent of Lava XRR Sorcery Each player may tap any number of untapped creatures he or she controls. Torrent of Lava deals X damage to each creature without flying not tapped this way. Torrent of Lava deals X-1 damage to each creature without flying tapped this way. Torrent of Stone 3R Instant - Arcane Torrent of Stone deals 4 damage to target creature. Splice onto Arcane-Sacrifice two Mountains. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Torsten Von Ursus 3GGW Legendary Creature - Human Soldier 5/5 Torture B Enchantment - Aura Enchant creature 1B: Put a -1/-1 counter on enchanted creature. Torture B Enchantment - Aura Enchant creature 1B: Put a -1/-1 counter on enchanted creature. Torture B Enchantment - Aura Enchant creature 1B: Put a -1/-1 counter on enchanted creature. 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 damage to target creature equal to the number of pain counters removed this way. Tortured Existence B Enchantment B, Discard a creature card: Return target creature card from your graveyard to your hand. Toshiro Umezawa 1BB Legendary Creature - Human Samurai 2/2 Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever a creature an opponent controls is put into a graveyard from play, you may play target instant card in your graveyard. If that card would be put into a graveyard this turn, remove it from the game instead. Total War 3R Enchantment Whenever a player attacks with one or more creatures, destroy all untapped non-Wall creatures that player controls that didn't attack, except for creatures the player hasn't controlled continuously since the beginning of the turn. Totem Speaker 4G Creature - Elf Druid 3/3 Whenever a Beast comes into play, you may gain 3 life. Touch and Go 3R Sorcery Destroy target land. Gotcha - Whenever an opponent touches his or her face, you may say "Gotcha!" If you do, return Touch and Go from your graveyard to your hand. Touch of Brilliance 3U Sorcery Draw two cards. Touch of Brilliance 3U Sorcery Draw two cards. Touch of Brilliance 3U Sorcery Draw two cards. Touch of Darkness B Instant Any number of target creatures become black until end of turn. Touch of Death 2B Sorcery Touch of Death deals 1 damage to target player. You gain 1 life. Draw a card at the beginning of the next turn's upkeep. Touch of Death 2B Sorcery Touch of Death deals 1 damage to target player. You gain 1 life. Draw a card at the beginning of the next turn's upkeep. Touch of Invisibility 3U Sorcery Target creature is unblockable this turn. Draw a card. Touch of Vitae 2G Instant Target creature gains haste and "0: Untap this creature. Play this ability only once." until end of turn. Draw a card at the beginning of the next turn's upkeep. Touchstone 2 Artifact T Tap target artifact you don't control. Tourach's Chant 1BB Enchantment At the beginning of your upkeep, sacrifice Tourach's Chant unless you pay B. Whenever a player puts a Forest into play, Tourach's Chant deals 3 damage to that player unless he or she puts a -1/-1 counter on a creature he or she controls. Tourach's Gate 1BB Enchantment - Aura Enchant land you control Sacrifice a Thrull: Put three time counters on Tourach's Gate. At the beginning of your upkeep, remove a time counter from Tourach's Gate. If there are no time counters on Tourach's Gate, sacrifice it. Enchanted land has "T Attacking creatures you control get +2/-1 until end of turn." Tower Drake 2U 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 Coireall 2 Artifact T Target creature can't be blocked by Walls this 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 6GG Creature - Beast 7/6 Morph 6G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Town Sentry 2W Creature - Human Soldier 2/2 Whenever Town Sentry blocks, it gets +0/+2 until end of turn. Toxic Stench 1B Instant Target nonblack creature gets -1/-1 until end of turn. Threshold - If seven or more cards are in your graveyard, instead destroy that creature. It can't be regenerated. Toxin Sliver 3B Creature - Sliver 3/3 Whenever a Sliver deals combat damage to a creature, destroy that creature. It can't be regenerated. Toy Boat 3 Artifact Creature - Ship 3/3 Cumulative upkeep-Say "Toy Boat" quickly. (At the beginning of your upkeep, put an age counter on Toy Boat, then sacrifice it unless you say "Toy Boat" once for each age counter on it-without pausing between or fumbling it.) Toymaker 2 Artifact Creature - Spellshaper 1/1 1, T, Discard a card: 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.) Tracker 2G Creature - Human 2/2 GG, T Tracker deals damage equal to its power to target creature. That creature deals damage equal to its power to Tracker. Trade Caravan W Creature - Human Nomad 1/1 At the beginning of your upkeep, put a currency counter on Trade Caravan. Remove two currency counters from Trade Caravan: Untap target basic land. Play this ability only during an opponent's upkeep. Trade Caravan W Creature - Human Nomad 1/1 At the beginning of your upkeep, put a currency counter on Trade Caravan. Remove two currency counters from Trade Caravan: Untap target basic land. Play this ability only during an opponent's upkeep. Trade Routes 1U Enchantment 1: Return target land you control to its owner's hand. 1, Discard a land card: Draw a card. Trade Routes 1U Enchantment 1: Return target land you control to its owner's hand. 1, Discard a land card: Draw a card. Trade Routes 1U Enchantment 1: Return target land you control to its owner's hand. 1, Discard a land card: Draw a card. Trade Secrets 1UU 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 3U Creature - Spirit 1/4 Flying T, Tap two untapped creatures you control: Return target permanent to its owner's hand. Tragic Poet W Creature - Human 1/1 T, Sacrifice Tragic Poet: Return target enchantment card from your graveyard to your hand. Trailblazer 2GG Instant Target creature is unblockable this turn. Train of Thought 1U Sorcery Replicate 1U (When you play this spell, copy it for each time you paid its replicate cost.) Draw a card. Trained Armodon 1GG Creature - Elephant 3/3 Trained Armodon 1GG Creature - Elephant 3/3 Trained Armodon 1GG Creature - Elephant 3/3 Trained Armodon 1GG Creature - Elephant 3/3 Trained Armodon 1GG Creature - Elephant 3/3 Trained Cheetah 2G Creature - Cat 2/2 Whenever Trained Cheetah becomes blocked, it gets +1/+1 until end of turn. Trained Jackal G Creature - Hound 1/2 Trained Orgg 6R Creature - Orgg 6/6 Trained Orgg 6R Creature - Orgg 6/6 Trained Orgg 6R Creature - Orgg 6/6 Trained Pronghorn 1W Creature - Antelope 1/1 Discard a card: Prevent all damage that would be dealt to Trained Pronghorn this turn. Traitor's Clutch 4B Instant Target creature gets +1/+0, becomes black, and gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Flashback 1B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Tranquil Domain 1G Instant Destroy all non-Aura enchantments. Tranquil Garden Land T Add 1 to your mana pool. T Add G or W to your mana pool. Tranquil Garden doesn't untap during your next untap step. Tranquil Grove 1G Enchantment 1GG: Destroy all other enchantments. Tranquil Grove 1G Enchantment 1GG: Destroy all other enchantments. Tranquil Path 4G 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: Draw a card.) Tranquility 2G Sorcery Destroy all enchantments. Tranquility 2G Sorcery Destroy all enchantments. Tranquility 2G Sorcery Destroy all enchantments. Tranquility 2G Sorcery Destroy all enchantments. Tranquility 2G Sorcery Destroy all enchantments. Tranquility 2G Sorcery Destroy all enchantments. Tranquility 2G Sorcery Destroy all enchantments. Tranquility 2G Sorcery Destroy all enchantments. Tranquility 2G Sorcery Destroy all enchantments. Tranquility 2G Sorcery Destroy all enchantments. Tranquility 2G Sorcery Destroy all enchantments. Tranquility 2G Sorcery Destroy all enchantments. Transcendence 3WWW 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.) Transguild Courier 4 Artifact Creature - Golem 3/3 Transguild Courier is all colors (even if this card isn't in play). Transluminant 1G Creature - Dryad Shaman 2/2 W, Sacrifice Transluminant: Put a 1/1 white Spirit creature token with flying into play at end of turn. Transmogrifying Licid 3 Artifact Creature - Licid 2/2 1, T Transmogrifying Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay 1 to end this effect. Enchanted creature gets +1/+1 and is an artifact in addition to its other types. Transmutation 1B Instant Switch target creature's power and toughness until end of turn. Transmutation 1B Instant Switch target creature's power and toughness until end of turn. Transmute Artifact UU Sorcery As an additional cost to play Transmute Artifact, sacrifice an artifact. Search your library for an artifact card. If that card's converted mana cost is less than or equal to the sacrificed artifact's converted mana cost, put it into play. If it's greater, you may pay the cost difference. If you do, put it into play. If you don't, put it into its owner's graveyard. Then shuffle your library. Trap Digger 3W Creature - Human Soldier 1/3 2W, 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 2WW Creature - Human 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.) Traproot Kami G Creature - Spirit 0/* Defender, reach (This creature can block creatures with flying.) Traproot Kami's toughness is equal to the number of Forests in play. Trash for Treasure 2R Sorcery As an additional cost to play Trash for Treasure, sacrifice an artifact. Return target artifact card from your graveyard to play. Traumatize 3UU Sorcery Target player puts the top half of his or her library, rounded down, into his or her graveyard. Traumatize 3UU Sorcery Target player puts the top half of his or her library, rounded down, into his or her graveyard. Traumatize 3UU Sorcery Target player puts the top half of his or her library, rounded down, into his or her graveyard. Traveler's Cloak 2U Enchantment - Aura 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 3BB Enchantment - Aura Enchant creature At the beginning of each 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 1B Enchantment - Aura Enchant creature All damage that would be dealt to enchanted creature is dealt to its controller instead. Treacherous Urge 4B Instant Target opponent reveals his or her hand. You may put a creature card from it into play under your control. That creature has haste. Sacrifice it at end of turn. Treacherous Vampire 4B 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 - As long as seven or more cards are in your graveyard, Treacherous Vampire gets +2/+2 and has "When Treacherous Vampire is put into a graveyard from play, you lose 6 life." Treacherous Werewolf 2B Creature - Human Wolf Minion 2/2 Threshold - As long as seven or more cards are in your graveyard, Treacherous Werewolf gets +2/+2 and has "When Treacherous Werewolf is put into a graveyard from play, you lose 4 life." Treachery 3UU Enchantment - Aura Enchant creature When Treachery comes into play, untap up to five lands. You control enchanted creature. Treasure Hunter 2W Creature - Human 2/2 When Treasure Hunter comes into play, you may return target artifact card from your graveyard to your hand. Treasure Hunter 2W Creature - Human 2/2 When Treasure Hunter comes into play, you may return target artifact card from your graveyard to your hand. Treasure Trove 2UU Enchantment 2UU: Draw a card. Treasure Trove 2UU Enchantment 2UU: Draw a card. Treasure Trove 2UU Enchantment 2UU: Draw a card. Treasure Trove 2UU Enchantment 2UU: Draw a card. Tree Monkey G Creature - Ape 1/1 Reach (This creature can block creatures with flying.) Tree Monkey G Creature - Ape 1/1 Reach (This creature can block creatures with flying.) Tree of Tales Artifact Land (Tree of Tales isn't a spell.) T Add G to your mana pool. Treefolk Harbinger G Creature - Treefolk Druid 0/3 When Treefolk Harbinger comes into play, you may search your library for a Treefolk or Forest card, reveal it, then shuffle your library and put that card on top of it. Treefolk Healer 4G Creature - Treefolk Cleric 2/3 2W, T Prevent the next 2 damage that would be dealt to target creature or player this turn. Treefolk Mystic 3G Creature - Treefolk 2/4 Whenever a creature blocks or becomes blocked by Treefolk Mystic, destroy all Auras attached to that creature. Treefolk Seedlings 2G Creature - Treefolk 2/* Treefolk Seedlings's toughness is equal to the number of Forests you control. Treefolk Seedlings 2G Creature - Treefolk 2/* Treefolk Seedlings's toughness is equal to the number of Forests you control. Treespring Lorian 5G Creature - Beast 5/4 Morph 5G (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 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+1 and can't be blocked except by creatures with flying. Treetop Bracers 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+1 and can't be blocked except by creatures with flying. Treetop Bracers 1G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +1/+1 and can't be blocked except by creatures with flying. Treetop Defense 1G Instant Play Treetop Defense only during the declare attackers step and only if you are the defending player. Creatures you control gain reach until end of turn. (They can block creatures with flying.) Treetop Rangers 2G Creature - Elf 2/2 Treetop Rangers can't be blocked except by creatures with flying. Treetop Scout G Creature - Elf Scout 1/1 Treetop Scout can't be blocked except by creatures with flying. Treetop Sentinel 2UU 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. 1G: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Treetop Village Land Treetop Village comes into play tapped. T Add G to your mana pool. 1G: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.) Tremble 1R Sorcery Each player sacrifices a land. Tremor R Sorcery Tremor deals 1 damage to each creature without flying. Tremor R Sorcery Tremor deals 1 damage to each creature without flying. Tremor R Sorcery Tremor deals 1 damage to each creature without flying. Tremor R Sorcery Tremor deals 1 damage to each creature without flying. Tremor R Sorcery Tremor deals 1 damage to each creature without flying. Tremor R Sorcery Tremor deals 1 damage to each creature without flying. Tremor R Sorcery Tremor deals 1 damage to each creature without flying. Trench Wurm 3B Creature - Wurm 3/3 2R, T Destroy target nonbasic land. Trenching Steed 3W Creature - Horse Rebel 2/3 Sacrifice a land: Trenching Steed gets +0/+3 until end of turn. Trespasser il-Vec 2B Creature - Human Rogue 3/1 Discard a card: Trespasser il-Vec gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Tresserhorn Sinks Snow Land Tresserhorn Sinks comes into play tapped. T Add B or R to your mana pool. Tresserhorn Skyknight 5BB Creature - Zombie Knight 5/3 Flying Prevent all damage that would be dealt to Tresserhorn Skyknight by creatures with first strike. Treva, the Renewer 3GWU Legendary Creature - Dragon 6/6 Flying Whenever Treva, the Renewer deals combat damage to a player, you may pay 2W. 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 GWU to your mana pool. Treva's Charm GWU Instant Choose one - Destroy target enchantment; or remove target attacking creature from the game; or draw a card, then discard a card. 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. Trial // Error WU / / UB Instant // Instant Return all creatures blocking or blocked by target creature to their owner's hand. // Counter target multicolored spell. Triangle of War 1 Artifact 2, Sacrifice Triangle of War: Choose target creature you control and target creature an opponent controls. Each creature deals damage equal to its power to the other. Triassic Egg 4 Artifact 3, T Put an incubation counter on Triassic Egg. Remove two incubation counters from Triassic Egg, sacrifice Triassic Egg: You may put a creature card from your hand or graveyard into play. Triassic Egg 4 Artifact 3, T Put an incubation counter on Triassic Egg. Remove two incubation counters from Triassic Egg, sacrifice Triassic Egg: You may put a creature card from your hand or graveyard into play. Tribal Flames 1R 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 Flames 1R 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 1G Creature - Elf Wizard 1/1 Morph 1G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When 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 X2G Instant Creatures of the type of your choice get +X/+X until end of turn. Trickbind 1U Instant Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be played this turn. (Mana abilities can't be targeted.) Trickery Charm U Instant Choose one - Target creature gains flying until end of turn; or target creature 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 - Human Spellshaper 1/1 U, T, Discard a card: You may tap or untap target artifact, creature, or land. Triclopean Sight 1W Enchantment - Aura Flash Enchant creature When Triclopean Sight comes into play, untap enchanted creature. Enchanted creature gets +1/+1 and has vigilance. Trinisphere 3 Artifact As long as Trinisphere is untapped, each spell that would cost less than three mana to play costs three mana to play. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost 1B to play costs 2B to play instead.) Trinket Mage 2U Creature - Human Wizard 2/2 When Trinket Mage comes into play, you may search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library. Trip Wire 2G Sorcery Destroy target creature with horsemanship. Triskelavus 7 Artifact Creature - Construct 1/1 Flying Triskelavus comes into play with three +1/+1 counters on it. 1, Remove a +1/+1 counter from Triskelavus: Put a 1/1 Triskelavite artifact creature token with flying into play. It has "Sacrifice this creature: This creature deals 1 damage to target creature or player." Triskelion 6 Artifact Creature - Construct 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. Triskelion 6 Artifact Creature - Construct 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. Triskelion 6 Artifact Creature - Construct 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. Trokin High Guard 3W Creature - Human Knight 3/3 Troll Ascetic 1GG Creature - Troll Shaman 3/2 Troll Ascetic can't be the target of spells or abilities your opponents control. 1G: Regenerate Troll Ascetic. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Troll Ascetic 1GG Creature - Troll Shaman 3/2 Troll Ascetic can't be the target of spells or abilities your opponents control. 1G: Regenerate Troll Ascetic. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Troll-Horn Cameo 3 Artifact T Add R or G to your mana pool. Trolls of Tel-Jilad 5GG Creature - Troll Shaman 5/6 1G: Regenerate target green creature. Tromp the Domains 5G Sorcery Until end of turn, creatures you control gain trample and get +1/+1 for each basic land type among lands you control. Trophy Hunter 2G Creature - Human Archer 2/3 1G: Trophy Hunter deals 1 damage to target creature with flying. Whenever a creature with flying dealt damage by Trophy Hunter this turn is put into a graveyard, put a +1/+1 counter on Trophy Hunter. Tropical Island Land - Island Forest Tropical Island Land - Island Forest Tropical Island Land - Island Forest Tropical Island Land - Island Forest Tropical Storm XG Sorcery Tropical Storm deals X damage to each creature with flying and 1 additional damage to each blue creature. Troubled Healer 2W Creature - Human Cleric 1/2 Sacrifice a land: Prevent the next 2 damage that would be dealt to target creature or player this turn. Troublesome Spirit 2UU Creature - Spirit 3/4 Flying At the end of your turn, tap all lands you control. Truce 2W Instant Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life. Truce 2W Instant Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life. True Believer WW Creature - Human Cleric 2/2 You have shroud. (You can't be the target of spells or abilities.) True Believer WW Creature - Human Cleric 2/2 You have shroud. (You can't be the target of spells or abilities.) Trumpet Blast 2R Instant Attacking creatures get +2/+0 until end of turn. Trumpeting Armodon 3G Creature - Elephant 3/3 1G: Target creature blocks Trumpeting Armodon this turn if able. Trumpeting Armodon 3G Creature - Elephant 3/3 1G: Target creature blocks Trumpeting Armodon this turn if able. Trusted Advisor U Creature - Human Advisor 1/2 Your maximum hand size is increased by two. At the beginning of your upkeep, return a blue creature you control to its owner's hand. Truth or Tale 1U Instant Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put a card from the chosen pile into your hand, then put all other cards revealed this way on the bottom of your library in any order. Trygon Predator 1GU Creature - Beast 2/3 Flying Whenever Trygon Predator deals combat damage to a player, you may destroy target artifact or enchantment that player controls. Tsabo Tavoc 5BR Legendary Creature - Horror 7/4 First strike, protection from legendary creatures BB, T Destroy target legendary creature. It can't be regenerated. Tsabo's Assassin 2BB Creature - Zombie Assassin 1/1 T Destroy target creature if it shares a color with the most common color among all permanents or a color tied for most common. A creature destroyed this way can't be regenerated. Tsabo's Decree 5B Instant Choose a creature type. Target player reveals his or her hand and discards all creature cards of that type. 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. Each land with an activated ability that isn't a mana ability doesn't untap during its controller's untap step. Tsunami 3G Sorcery Destroy all Islands. Tsunami 3G Sorcery Destroy all Islands. Tsunami 3G Sorcery Destroy all Islands. Tsunami 3G Sorcery Destroy all Islands. Tsunami 3G Sorcery Destroy all Islands. Tsunami 3G Sorcery Destroy all Islands. Tuknir Deathlock RRGG Legendary Creature - Human Wizard 2/2 Flying RG, T Target creature gets +2/+2 until end of turn. Tundra Land - Plains Island Tundra Land - Plains Island Tundra Land - Plains Island Tundra Land - Plains Island Tundra Kavu 2R 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 (This creature deals combat damage before creatures without first strike.) Tundra Wolves W Creature - Wolf 1/1 First strike (This creature deals combat damage before creatures without first strike.) Tundra Wolves W Creature - Wolf 1/1 First strike (This creature deals combat damage before creatures without first strike.) Tundra Wolves W Creature - Wolf 1/1 First strike (This creature deals combat damage before creatures without first strike.) Tundra Wolves W Creature - Wolf 1/1 First strike (This creature deals combat damage before creatures without first strike.) Tundra Wolves W Creature - Wolf 1/1 First strike (This creature deals combat damage before creatures without first strike.) Tunnel R Instant Destroy target Wall. It can't be regenerated. Tunnel R Instant Destroy target Wall. It can't be regenerated. Tunnel R Instant Destroy target Wall. It can't be regenerated. Tunnel R Instant Destroy target Wall. It can't be regenerated. Tunnel R Instant Destroy target Wall. It can't be regenerated. Tunnel Vision 5U Sorcery Name a card. Target player reveals cards from the top of his or her library until the named card is revealed. If it is, that player puts the rest of the revealed cards into his or her graveyard and puts the named card on top of his or her library. Otherwise, the player shuffles his or her library. Tunneler Wurm 6GG Creature - Wurm 6/6 Discard a card: Regenerate Tunneler Wurm. Turbulent Dreams UU Sorcery As an additional cost to play Turbulent Dreams, discard X cards. Return X target nonland permanents to their owners' hands. Turf Wound 2R Instant Target player can't play land cards this turn. Draw a card. Turn the Tables 3WW Instant All combat damage that would be dealt to you this turn is dealt to target attacking creature instead. Turn to Dust G Instant Destroy target Equipment. Then add G to your mana pool. Turnabout 2UU Instant Tap or untap all artifacts, creatures, or lands target player controls. Turtleshell Changeling 3U Creature - Shapeshifter 1/4 Changeling (This card is every creature type at all times.) 1U: Switch Turtleshell Changeling's power and toughness until end of turn. Twiddle U Instant You may tap or untap target artifact, creature, or land. Twiddle U Instant You may tap or untap target artifact, creature, or land. Twiddle U Instant You may tap or untap target artifact, creature, or land. Twiddle U Instant You may tap or untap target artifact, creature, or land. Twiddle U Instant You may tap or untap target artifact, creature, or land. Twiddle U Instant You may tap or untap target artifact, creature, or land. Twiddle U Instant You may tap or untap target artifact, creature, or land. Twigwalker 2G Creature - Insect 2/2 1G, Sacrifice Twigwalker: Two target creatures each get +2/+2 until end of turn. Twilight Drover 2W Creature - Spirit 1/1 Whenever a creature token leaves play, put a +1/+1 counter on Twilight Drover. 2W, Remove a +1/+1 counter from Twilight Drover: Put two 1/1 white Spirit creature tokens with flying into play. Twilight's Call 4BB 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. Twincast UU Instant Copy target instant or sorcery spell. You may choose new targets for the copy. Twincast UU Instant Copy target instant or sorcery spell. You may choose new targets for the copy. Twinning Glass 4 Artifact 1, T You may play a nonland card from your hand without paying its mana cost if it has the same name as a spell that was played this turn. Twinstrike 3BR Instant Twinstrike deals 2 damage to each of two target creatures. Hellbent - Destroy those creatures instead if you have no cards in hand. Twist Allegiance 6R Sorcery You and target opponent each gain control of all creatures the other controls until end of turn. Untap those creatures. Those creatures gain haste until end of turn. Twisted Abomination 5B Creature - Zombie Mutant 5/3 B: Regenerate Twisted Abomination. Swampcycling 2 (2, Discard this card: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.) Twisted Abomination 5B Creature - Zombie Mutant 5/3 B: Regenerate Twisted Abomination. Swampcycling 2 (2, Discard this card: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.) Twisted Experiment 1B Enchantment - Aura Enchant creature Enchanted creature gets +3/-1. Twisted Justice 4UB Sorcery Target player sacrifices a creature. You draw cards equal to that creature's power. Twitch 2U Instant You may tap or untap target artifact, creature, or land. Draw a card. Twitch 2U Instant You may tap or untap target artifact, creature, or land. Draw a card. Two-Headed Dragon 4RR Creature - Dragon 4/4 Flying 1R: 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 can block an additional creature. Two-Headed Dragon 4RR Creature - Dragon 4/4 Flying 1R: 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 can block an additional creature. Two-Headed Giant of Foriys 4R Creature - Giant 4/4 Trample Two-Headed Giant of Foriys can block an additional creature. Two-Headed Giant of Foriys 4R Creature - Giant 4/4 Trample Two-Headed Giant of Foriys can block an additional creature. Two-Headed Giant of Foriys 4R Creature - Giant 4/4 Trample Two-Headed Giant of Foriys can block an additional creature. Two-Headed Giant of Foriys 4R Creature - Giant 4/4 Trample Two-Headed Giant of Foriys can block an additional creature. Two-Headed Sliver 1R Creature - Sliver 1/1 All Sliver creatures have "This creature can't be blocked except by two or more creatures." Typhoon 2G Sorcery Typhoon deals damage to each opponent equal to the number of Islands that player controls. Tyrranax 4GG Creature - Beast 5/4 1G: Tyrranax gets -1/+1 until end of turn. Uba Mask 4 Artifact If a player would draw a card, that player removes that card from the game face up instead. Each player may play cards he or she removed from the game with Uba Mask this turn. Uktabi Drake G Creature - Drake 2/1 Flying, haste Echo 1GG (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Uktabi Efreet 2GG Creature - Efreet 5/4 Cumulative upkeep G (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Uktabi Faerie 1G Creature - Faerie 1/1 Flying 3G, Sacrifice Uktabi Faerie: Destroy target artifact. Uktabi Kong 5GGG Creature - Ape 8/8 Trample When Uktabi Kong comes into play, destroy all artifacts. Tap two untapped Apes you control: Put a 1/1 green Ape creature token into play. Uktabi Orangutan 2G Creature - Ape 2/2 When Uktabi Orangutan comes into play, destroy target artifact. Uktabi Orangutan 2G Creature - Ape 2/2 When Uktabi Orangutan comes into play, destroy target artifact. Uktabi Wildcats 4G 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. Uktabi Wildcats 4G 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. Uktabi Wildcats 4G 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. Ulasht, the Hate Seed 2RG Legendary Creature - Hellion Hydra 0/0 Ulasht, the Hate Seed comes into play with a +1/+1 counter on it for each other red creature you control and a +1/+1 counter on it for each other green creature you control. 1, Remove a +1/+1 counter from Ulasht: Choose one - Ulasht deals 1 damage to target creature; or put a 1/1 green Saproling creature token into play. 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. Umezawa's Jitte 2 Legendary Artifact - Equipment Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte. Remove a charge counter from Umezawa's Jitte: Choose one - Equipped creature gets +2/+2 until end of turn; or target creature gets -1/-1 until end of turn; or you gain 2 life. Equip 2 Unblinking Bleb 3U Creature - Illusion 1/3 Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Whenever Unblinking Bleb or another permanent is turned face up, you may scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) Unburden 1BB Sorcery Target player discards two cards. Cycling 2 (2, Discard this card: Draw a card.) Unchecked Growth 2G Instant - Arcane Target creature gets +4/+4 until end of turn. If it's a Spirit, it gains trample until end of turn. Uncle Istvan 1BBB Creature - Human 1/3 Prevent all damage that would be dealt to Uncle Istvan by creatures. Uncle Istvan 1BBB Creature - Human 1/3 Prevent all damage that would be dealt to Uncle Istvan by creatures. Uncle Istvan 1BBB Creature - Human 1/3 Prevent all damage that would be dealt to Uncle Istvan by creatures. Uncontrollable Anger 2RR Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+2 and attacks each turn if able. Uncontrollable Anger 2RR Enchantment - Aura Flash (You may play this spell any time you could play an instant.) Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+2 and attacks each turn if able. Uncontrolled Infestation 1R Enchantment - Aura Enchant nonbasic land When enchanted land becomes tapped, destroy it. Undead Gladiator 1BB Creature - Zombie Barbarian 3/1 1B, Discard a card: Return Undead Gladiator from your graveyard to your hand. Play this ability only during your upkeep. Cycling 1B (1B, Discard this card: Draw a card.) Undead Warchief 2BB Creature - Zombie 1/1 Zombie spells you play cost 1 less to play. Zombie creatures you control get +2/+1. Undead Warchief 2BB Creature - Zombie 1/1 Zombie spells you play cost 1 less to play. Zombie creatures you control get +2/+1. Undercity Shade 4B Creature - Shade 1/1 Fear B: Undercity Shade gets +1/+1 until end of turn. 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. 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. 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. 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. 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. 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. Underground Sea Land - Island Swamp Underground Sea Land - Island Swamp Underground Sea Land - Island Swamp Underground Sea Land - Island Swamp Undergrowth G Instant As an additional cost to play Undergrowth, you may pay 2R. Prevent all combat damage that would be dealt this turn. If its additional cost was paid, Undergrowth doesn't affect combat damage that would be dealt by red creatures. Undergrowth G Instant As an additional cost to play Undergrowth, you may pay 2R. Prevent all combat damage that would be dealt this turn. If its additional cost was paid, Undergrowth doesn't affect combat damage that would be dealt by red creatures. Undermine UUB Instant Counter target spell. Its controller loses 3 life. Undertaker 1B Creature - Human Spellshaper 1/1 B, T, Discard a card: Return target creature card from your graveyard to your hand. Undertaker 1B Creature - Human Spellshaper 1/1 B, T, Discard a card: Return target creature card from your graveyard to your hand. Undertow 2U Enchantment Creatures with islandwalk can be blocked as though they didn't have islandwalk. Underworld Dreams BBB Enchantment Whenever an opponent draws a card, Underworld Dreams deals 1 damage to him or her. Underworld Dreams BBB Enchantment Whenever an opponent draws a card, Underworld Dreams deals 1 damage to him or her. Underworld Dreams BBB Enchantment Whenever an opponent draws a card, Underworld Dreams deals 1 damage to him or her. Underworld Dreams BBB Enchantment Whenever an opponent draws a card, Underworld Dreams deals 1 damage to him or her. Undiscovered Paradise Land T Add one mana of any color to your mana pool. During your next untap step, as you untap your permanents, return Undiscovered Paradise to its owner's hand. Undo 1UU Sorcery Return two target creatures to their owners' hands. Undo 1UU Sorcery Return two target creatures to their owners' hands. Undo 1UU Sorcery Return two target creatures to their owners' hands. Undying Beast 3B Creature - Beast 3/2 When Undying Beast is put into a graveyard from play, put Undying Beast on top of its owner's library. Undying Flames 4RR Sorcery Remove cards from the top of your library from the game until you remove a nonland card. Undying Flames deals damage to target creature or player equal to that card's converted mana cost. Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.) Undying Rage 2R Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and can't block. When Undying Rage is put into a graveyard from play, return Undying Rage to its owner's hand. 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: Draw a card.) Unearthly Blizzard 2R Sorcery - Arcane Up to three target creatures can't block this turn. Unerring Sling 3 Artifact 3, T, Tap an untapped creature you control: Unerring Sling deals damage equal to the tapped creature's power to target attacking or blocking creature with flying. Unforge 2R Instant Destroy target Equipment. If that Equipment was attached to a creature, Unforge deals 2 damage to that creature. Unfulfilled Desires 1UB Enchantment 1, Pay 1 life: Draw a card, then discard a card. Unhinge 2B Sorcery Target player discards a card. Draw a card. Unholy Citadel Land Black legendary creatures you control have "bands with other legendary creatures." 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 Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+1. Unholy Strength B Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+1. Unholy Strength B Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+1. Unholy Strength B Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+1. Unholy Strength B Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+1. Unholy Strength B Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+1. Unholy Strength B Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+1. Unholy Strength B Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+1. Unholy Strength B Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +2/+1. Unholy Strength B Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that 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 1U Enchantment Whenever a player plays a spell, that player may pay 2. If the player does, he or she draws a card. Unlikely Alliance 1W Enchantment 1W: Target nonattacking, nonblocking creature gets +0/+2 until end of turn. Unliving Psychopath 2BB Creature - Zombie Assassin 0/4 B: Unliving Psychopath gets +1/-1 until end of turn. B, T Destroy target creature with power less than Unliving Psychopath's power. Unmask 3B 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 3BB Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, Unnatural Hunger deals damage to that player equal to that creature's power unless he or she sacrifices another creature. Unnatural Selection 1U Enchantment 1: Choose a creature type other than Wall. Target creature becomes that type until end of turn. Unnatural Speed R Instant - Arcane Target creature gains haste until end of turn. Unnerve 3B Sorcery Each opponent discards two cards. Unnerve 3B Sorcery Each opponent discards two cards. Unquestioned Authority 2W Enchantment - Aura Enchant creature When Unquestioned Authority comes into play, draw a card. Enchanted creature has protection from creatures. Unseen Walker 1G Creature - Dryad 1/1 Forestwalk 1GG: Target creature gains forestwalk until end of turn. Unseen Walker 1G Creature - Dryad 1/1 Forestwalk 1GG: Target creature gains forestwalk until end of turn. Unspeakable Symbol 1BB Enchantment Pay 3 life: Put a +1/+1 counter on target creature. Unstable Hulk 1RR Creature - Goblin Mutant 2/2 Morph 3RR (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 Mutation U Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature. Unstable Mutation U Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature. Unstable Mutation U Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature. Unstable Mutation U Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature. Unstable Mutation U Enchantment - Aura Enchant creature Enchanted creature gets +3/+3. At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature. Unstable Shapeshifter 3U Creature - Shapeshifter 0/1 Whenever a creature comes into play, Unstable Shapeshifter becomes a copy of that creature and gains this ability. Unstoppable Ash 3G Creature - Treefolk Warrior 5/5 Trample Champion a Treefolk or Warrior (When this comes into play, sacrifice it unless you remove another Treefolk or Warrior you control from the game. When this leaves play, that card returns to play.) Whenever a creature you control becomes blocked, it gets +0/+5 until end of turn. Unsummon U Instant Return target creature to its owner's hand. Unsummon U Instant Return target creature to its owner's hand. Unsummon U Instant Return target creature to its owner's hand. Unsummon U Instant Return target creature to its owner's hand. Unsummon U Instant Return target creature to its owner's hand. Unsummon U Instant Return target creature to its owner's hand. Unsummon U Instant Return target creature to its owner's hand. Unsummon U Instant Return target creature to its owner's hand. Unsummon U Instant Return target creature to its owner's hand. Unsummon U Instant Return target creature to its owner's hand. Untaidake, the Cloud Keeper Legendary Land Untaidake, the Cloud Keeper comes into play tapped. T, Pay 2 life: Add 2 to your mana pool. Spend this mana only to play legendary spells. Untamed Wilds 2G Sorcery Search your library for a basic land card and put that card into play. Then shuffle your library. Untamed Wilds 2G Sorcery Search your library for a basic land card and put that card into play. Then shuffle your library. Untamed Wilds 2G Sorcery Search your library for a basic land card and put that card into play. Then shuffle your library. Untamed Wilds 2G Sorcery Search your library for a basic land card and put that card into play. Then shuffle your library. Untamed Wilds 2G Sorcery Search your library for a basic land card and put that card into play. Then shuffle your library. Untamed Wilds 2G Sorcery Search your library for a basic land card and put that card into play. Then shuffle your library. Untamed Wilds 2G Sorcery Search your library for a basic land card and put that card into play. Then shuffle your library. Untamed Wilds 2G Sorcery Search your library for a basic land card and put that card into play. Then shuffle your library. Unworthy Dead 1B Creature - Skeleton 1/1 B: Regenerate Unworthy Dead. Unyaro Bee Sting 3G Sorcery Unyaro Bee Sting deals 2 damage to target creature or player. Unyaro Bees GGG Creature - Insect 0/1 Flying G: Unyaro Bees gets +1/+1 until end of turn. 3G, Sacrifice Unyaro Bees: Unyaro Bees deals 2 damage to target creature or player. Unyaro Griffin 3W Creature - Griffin 2/2 Flying Sacrifice Unyaro Griffin: Counter target red instant or sorcery spell. Unyaro Griffin 3W Creature - Griffin 2/2 Flying Sacrifice Unyaro Griffin: Counter target red instant or sorcery spell. Updraft 1U Instant Target creature gains flying until end of turn. Draw a card at the beginning of the next turn's upkeep. Updraft 1U Instant Target creature gains flying until end of turn. Draw a card at the beginning of the next turn's upkeep. Upheaval 4UU Sorcery Return all permanents to their owners' hands. Uphill Battle 2R Enchantment Creatures your opponents play come into play tapped. Uproot 3G Sorcery - Arcane Put target land on top of its owner's library. Upwelling 3G Enchantment Mana pools don't empty at the end of phases or turns. (This effect stops mana burn.) Upwelling 3G Enchantment Mana pools don't empty at the end of phases or turns. (This effect stops mana burn.) Urborg Legendary Land T Add B to your mana pool. T Target creature loses first strike or swampwalk until end of turn. Urborg Drake 1UB Creature - Drake 2/3 Flying Urborg Drake attacks each turn if able. Urborg Elf 1G Creature - Elf Druid 1/1 T Add G, U, or B to your mana pool. Urborg Emissary 2B Creature - Human Wizard 3/1 Kicker 1U (You may pay an additional 1U 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 Justice BB Instant Target opponent sacrifices a creature for each creature put into your graveyard from play this turn. Urborg Mindsucker 2B Creature - Horror 2/2 B, Sacrifice Urborg Mindsucker: Target opponent discards a card at random. Play this ability only any time you could play a sorcery. Urborg Panther 2B Creature - Nightstalker Cat 2/2 B, Sacrifice Urborg Panther: Destroy target creature blocking Urborg Panther. Sacrifice a creature named Feral Shadow, a creature named Breathstealer, and Urborg Panther: Search your library for a card named Spirit of the Night and put that card into play. Then shuffle your library. Urborg Phantom 2B Creature - Spirit 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 2BB 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 Stalker 3B Creature - Horror 2/4 At the beginning of each player's upkeep, if that player controls a nonblack, nonland permanent, Urborg Stalker deals 1 damage to that player. Urborg Syphon-Mage 2B Creature - Human Spellshaper 2/2 2B, T, Discard a card: Each other player loses 2 life. You gain life equal to the life lost this way. Urborg Uprising 4B 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. Urborg Volcano Land Urborg Volcano comes into play tapped. T Add B or R to your mana pool. Urborg, Tomb of Yawgmoth Legendary Land Each land is a Swamp in addition to its other land types. Ur-Drago 3UUBB Legendary Creature - Elemental 4/4 First strike Creatures with swampwalk can be blocked as though they didn't have swampwalk. Ur-Golem's Eye 4 Artifact T Add 2 to your mana pool. Ur-Golem's Eye 4 Artifact T Add 2 to your mana pool. Ursapine 3GG Creature - Beast 3/3 G: Target creature gets +1/+1 until end of turn. Ursine Fylgja 4W Creature - Spirit Bear 3/3 Ursine Fylgja comes into play with four healing counters on it. Remove a healing counter from Ursine Fylgja: Prevent the next 1 damage that would be dealt to Ursine Fylgja this turn. 2W: Put a healing counter on Ursine Fylgja. Urza's Armor 6 Artifact If a source would deal damage to you, prevent 1 of that damage. Urza's Armor 6 Artifact If a source would deal damage to you, prevent 1 of that damage. Urza's Avenger 6 Artifact Creature - Shapeshifter 4/4 0: Urza's Avenger gets -1/-1 and gains your choice of banding, flying, first strike, or trample until end of turn. Urza's Avenger 6 Artifact Creature - Shapeshifter 4/4 0: Urza's Avenger gets -1/-1 and gains your choice of banding, flying, first strike, or trample until end of turn. Urza's Avenger 6 Artifact Creature - Shapeshifter 4/4 0: Urza's Avenger gets -1/-1 and gains your choice of banding, flying, first strike, or trample until end of turn. Urza's Bauble 0 Artifact T, Sacrifice Urza's Bauble: Look at a card at random in target player's hand. You draw a card at the beginning of the next turn's upkeep. Urza's Bauble 0 Artifact T, Sacrifice Urza's Bauble: Look at a card at random in target player's hand. You draw a card at the beginning of the next turn's upkeep. Urza's Bauble 0 Artifact T, Sacrifice Urza's Bauble: Look at a card at random in target player's hand. You draw a card at the beginning of the next turn's upkeep. Urza's Blueprints 6 Artifact Echo 6 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) T Draw a card. Urza's Chalice 1 Artifact Whenever a player plays an artifact spell, you may pay 1. If you do, you gain 1 life. Urza's Chalice 1 Artifact Whenever a player plays an artifact spell, you may pay 1. If you do, you gain 1 life. Urza's Contact Lenses 0 Artifact Urza's Contact Lenses comes into play tapped and does not untap during its controller's untap phase. All players play with their hands face up. Clap your hands twice: Tap or untap Urza's Contact Lenses. Urza's Engine 5 Artifact Creature - Juggernaut 1/5 Trample 3: Urza's Engine gains banding until end of turn. 3: Attacking creatures banded with Urza's Engine gain trample until end of turn. Urza's Factory Land - Urza's T Add 1 to your mana pool. 7, T Put a 2/2 Assembly-Worker artifact creature token into play. Urza's Filter 4 Artifact Multicolored spells cost up to 2 less to play. Urza's Guilt 2UB Sorcery Each player draws two cards, then discards three cards, then loses 4 life. Urza's Hot Tub 2 Artifact 2, Discard a card: Search your library for a card that shares a complete word in its name with the discarded card, reveal it, and put it into your hand. Then shuffle your library. 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 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 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 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 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 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 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 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 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 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 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 Miter 3 Artifact Whenever an artifact you control is put into a graveyard from play, if it wasn't sacrificed, you may pay 3. If you do, draw a card. 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 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 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 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 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 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 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 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 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 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 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 2R Instant Kicker 8R (You may pay an additional 8R 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 Science Fair Project 6 Artifact Creature 4/4 2: Roll a six-sided die for Urza's Science Fair Project. 1 - It gets -2/-2 until end of turn. 2 - It deals no combat damage this turn. 3 - Attacking does not cause it to tap this turn. 4 - It gains first strike until end of turn. 5 - It gains flying until end of turn. 6 - It gets +2/+2 until end of turn. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. Uthden Troll 2R Creature - Troll 2/2 R: Regenerate Uthden Troll. Uthden Troll 2R Creature - Troll 2/2 R: Regenerate Uthden Troll. Uthden Troll 2R Creature - Troll 2/2 R: Regenerate Uthden Troll. Uthden Troll 2R Creature - Troll 2/2 R: Regenerate Uthden Troll. Uthden Troll 2R Creature - Troll 2/2 R: Regenerate Uthden Troll. Uthden Troll 2R Creature - Troll 2/2 R: Regenerate Uthden Troll. Uthden Troll 2R Creature - Troll 2/2 R: Regenerate Uthden Troll. Utopia Mycon G Creature - Fungus 0/2 At the beginning of your upkeep, put a spore counter on Utopia Mycon. Remove three spore counters from Utopia Mycon: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: Add one mana of any color to your mana pool. Utopia Sprawl G Enchantment - Aura Enchant Forest As Utopia Sprawl comes into play, choose a color. Whenever enchanted Forest is tapped for mana, its controller adds one mana of the chosen color to his or her mana pool. Utopia Tree 1G Creature - Plant 0/2 T Add one mana of any color to your mana pool. Utopia Tree 1G Creature - Plant 0/2 T Add one mana of any color to your mana pool. Utopia Vow 1G Enchantment - Aura Enchant creature Enchanted creature can't attack or block. Enchanted creature has "T Add one mana of any color to your mana pool." Utvara Scalper 1R Creature - Goblin Scout 1/2 Flying Utvara Scalper attacks each turn if able. Uyo, Silent Prophet 4UU Legendary Creature - Moonfolk Wizard 4/4 Flying 2, Return two lands you control to their owner's hand: Copy target instant or sorcery spell. You may choose new targets for the copy. Vacuumelt 2U Sorcery Replicate 2U (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Return target creature to its owner's hand. Vaevictis Asmadi 2BBRRGG Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Vaevictis Asmadi unless you pay BRG. B: Vaevictis Asmadi gets +1/+0 until end of turn. R: Vaevictis Asmadi gets +1/+0 until end of turn. G: Vaevictis Asmadi gets +1/+0 until end of turn. Vaevictis Asmadi 2BBRRGG Legendary Creature - Elder Dragon 7/7 Flying At the beginning of your upkeep, sacrifice Vaevictis Asmadi unless you pay BRG. B: Vaevictis Asmadi gets +1/+0 until end of turn. R: Vaevictis Asmadi gets +1/+0 until end of turn. G: Vaevictis Asmadi gets +1/+0 until end of turn. Valor 3W 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. Valor 3W 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. Valor Made Real W Instant Target creature can block any number of creatures this turn. Valorous Charge 1WW Sorcery White creatures get +2/+0 until end of turn. Vampire Bats B Creature - Bat 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) B: Vampire Bats gets +1/+0 until end of turn. Play this ability no more than twice each turn. Vampire Bats B Creature - Bat 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) B: Vampire Bats gets +1/+0 until end of turn. Play this ability no more than twice each turn. Vampire Bats B Creature - Bat 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) B: Vampire Bats gets +1/+0 until end of turn. Play this ability no more than twice each turn. Vampire Bats B Creature - Bat 0/1 Flying (This creature can't be blocked except by creatures with flying or reach.) B: Vampire Bats gets +1/+0 until end of turn. Play this ability no more than twice each turn. Vampire Hounds 2B Creature - Vampire Hound 2/2 Discard a creature card: Vampire Hounds gets +2/+2 until end of turn. Vampiric Dragon 6BR 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. 1R: Vampiric Dragon deals 1 damage to target creature. Vampiric Embrace 2BB Enchantment - Aura 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 that creature. Vampiric Feast 5BB Sorcery Vampiric Feast deals 4 damage to target creature or player and you gain 4 life. Vampiric Link B Enchantment - Aura Enchant creature Whenever enchanted creature deals damage, you gain that much life. Vampiric Sliver 3B Creature - Sliver 3/3 All Sliver creatures have "Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature." Vampiric Spirit 2BB Creature - Spirit 4/3 Flying When Vampiric Spirit comes into play, you lose 4 life. Vampiric Spirit 2BB Creature - Spirit 4/3 Flying When Vampiric Spirit comes into play, you lose 4 life. Vampiric Touch 2B Sorcery Vampiric Touch deals 2 damage to target opponent and you gain 2 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. 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. Vampirism 1B Enchantment - Aura Enchant creature When Vampirism comes into play, draw a card at the beginning of the next turn's upkeep. Enchanted creature gets +1/+1 for each other creature you control. All other creatures you control get -1/-1. Vanish into Memory 2WU Instant Remove target creature from the game. You draw cards equal to that creature's power. At the beginning of your next upkeep, return that card to play under its owner's control. If you do, discard cards equal to its toughness. Vanishing U Enchantment - Aura Enchant creature UU: Enchanted creature phases out. Vanquish 2W Instant Destroy target blocking creature. Vaporous Djinn 2UU Creature - Djinn 3/4 Flying At the beginning of your upkeep, Vaporous Djinn phases out unless you pay UU. Varchild's Crusader 3R Creature - Human Knight 3/2 0: Varchild's Crusader can't be blocked this turn except by Walls. Sacrifice Varchild's Crusader at end of turn. Varchild's Crusader 3R Creature - Human Knight 3/2 0: Varchild's Crusader can't be blocked this turn except by Walls. Sacrifice Varchild's Crusader at end of turn. Varchild's War-Riders 1R Creature - Human Warrior 3/4 Cumulative upkeep-Put a 1/1 red Survivor creature token into play under an opponent's control. Trample, rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Varchild's War-Riders 1R Creature - Human Warrior 3/4 Cumulative upkeep-Put a 1/1 red Survivor creature token into play under an opponent's control. Trample, rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.) Vassal's Duty 3W Enchantment 1: The next 1 damage that would be dealt to target legendary creature you control this turn is dealt to you instead. 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 your next untap step. 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 your next untap step. Vedalken AEthermage 1U Creature - Vedalken Wizard 1/2 Flash (You may play this spell any time you could play an instant.) When Vedalken AEthermage comes into play, return target Sliver to its owner's hand. Wizardcycling 3 (3, Discard this card: Search your library for a Wizard card, reveal it, and put it into your hand. Then shuffle your library.) Vedalken Archmage 2UU Creature - Vedalken Wizard 0/2 Whenever you play an artifact spell, draw a card. Vedalken Dismisser 5U Creature - Vedalken Wizard 2/2 When Vedalken Dismisser comes into play, put target creature on top of its owner's library. Vedalken Engineer 1U Creature - Vedalken Artificer 1/1 T Add two mana of any one color to your mana pool. Spend this mana only to play artifact spells or activated abilities of artifacts. Vedalken Entrancer 3U Creature - Vedalken Wizard 1/4 U, T Target player puts the top two cards of his or her library into his or her graveyard. Vedalken Mastermind UU Creature - Vedalken Wizard 1/2 U, T Return target permanent you control to its owner's hand. Vedalken Mastermind UU Creature - Vedalken Wizard 1/2 U, T Return target permanent you control to its owner's hand. Vedalken Orrery 4 Artifact You may play nonland cards as though they had flash. Vedalken Plotter 2U Creature - Vedalken Wizard 1/1 When Vedalken Plotter comes into play, exchange control of target land you control and target land an opponent controls. Vedalken Shackles 3 Artifact You may choose not to untap Vedalken Shackles during your untap step. 2, T Gain control of target creature with power less than or equal to the number of Islands you control as long as Vedalken Shackles remains tapped. 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. Veil of Secrecy 1U Instant - Arcane Target creature gains shroud until end of turn and is unblockable this turn. Splice onto Arcane-Return a blue creature you control to its owner's hand. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Veiled Apparition 1U 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 1U." Veiled Crocodile 2U 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 2U 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: Draw a card.) Veiling Oddity 3U Creature - Illusion 2/3 Suspend 4-1U (Rather than play this card from your hand, you may pay 1U and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) When the last time counter is removed from Veiling Oddity while it's removed from the game, creatures are unblockable this turn. Veilstone Amulet 3 Artifact Whenever you play a spell, creatures you control can't be the targets of spells or abilities your opponents control this turn. Veldrane of Sengir 5BB Legendary Creature - Human Rogue 5/5 1BB: Veldrane of Sengir gets -3/-0 and gains forestwalk until end of turn. Veldt Land Veldt doesn't untap during your untap step if it has a depletion counter on it. At the beginning of your upkeep, remove a depletion counter from Veldt. T Add G or W to your mana pool. Put a depletion counter on Veldt. Venarian Glimmer XU Instant Target player reveals his or her hand. Choose a nonland card with converted mana cost X or less from it. That player discards that card. Venarian Gold XUU Enchantment - Aura Enchant creature Venarian Gold comes into play with X sleep counters on it. When Venarian Gold comes into play, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step if Venarian Gold has a sleep counter on it. At the beginning of the upkeep of enchanted creature's controller, remove a sleep counter from Venarian Gold. Vendetta B Instant Destroy target nonblack creature. It can't be regenerated. You lose life equal to that creature's toughness. Vendilion Clique 1UU Legendary Creature - Faerie Wizard 3/1 Flash Flying When Vendilion Clique comes into play, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of his or her library, then draws a card. Venerable Kumo 4G Creature - Spirit 2/3 Reach (This creature can block creatures with flying.) Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.) Venerable Monk 2W Creature - Human Monk Cleric 2/2 When Venerable Monk comes into play, you gain 2 life. Venerable Monk 2W Creature - Human Monk Cleric 2/2 When Venerable Monk comes into play, you gain 2 life. Venerable Monk 2W Creature - Human Monk Cleric 2/2 When Venerable Monk comes into play, you gain 2 life. Venerable Monk 2W Creature - Human Monk Cleric 2/2 When Venerable Monk comes into play, you gain 2 life. Venerable Monk 2W Creature - Human Monk Cleric 2/2 When Venerable Monk comes into play, you gain 2 life. Venerable Monk 2W Creature - Human Monk Cleric 2/2 When Venerable Monk comes into play, you gain 2 life. Venerable Monk 2W Creature - Human Monk Cleric 2/2 When Venerable Monk comes into play, you gain 2 life. Venerable Monk 2W Creature - Human Monk Cleric 2/2 When Venerable Monk comes into play, you gain 2 life. Venerable Monk 2W Creature - Human Monk Cleric 2/2 When Venerable Monk comes into play, you gain 2 life. Vengeance 3W Sorcery Destroy target tapped creature. Vengeance 3W Sorcery Destroy target tapped creature. Vengeance 3W Sorcery Destroy target tapped creature. Vengeance 3W Sorcery Destroy target tapped creature. Vengeance 3W Sorcery Destroy target tapped creature. Vengeance 3W Sorcery Destroy target tapped creature. Vengeance 3W Sorcery Destroy target tapped creature. Vengeful Dead 3B Creature - Zombie 3/2 Whenever Vengeful Dead or another Zombie is put into a graveyard from play, each opponent loses 1 life. Vengeful Dreams WW Instant As an additional cost to play Vengeful Dreams, discard X cards. Remove X target attacking creatures from the game. Vengeful Firebrand 3R Creature - Elemental Warrior 5/2 Vengeful Firebrand has haste as long as a Warrior card is in your graveyard. R: Vengeful Firebrand gets +1/+0 until end of turn. Venom 1GG Enchantment - Aura Enchant creature Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy the other creature at end of combat. Venom 1GG Enchantment - Aura Enchant creature Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy the other creature at end of combat. Venom 1GG Enchantment - Aura Enchant creature Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy the other creature at end of combat. Venomous Breath 3G Instant At end of combat, destroy all creatures that blocked or were blocked by target creature this turn. Venomous Breath 3G Instant At end of combat, destroy all creatures that blocked or were blocked by target creature this turn. Venomous Dragonfly 3G Creature - Insect 1/1 Flying Whenever Venomous Dragonfly blocks or becomes blocked by a creature, destroy that creature at end of combat. Venomous Fangs 2G Enchantment - Aura Enchant creature Enchanted creature has deathtouch. (Whenever it deals damage to a creature, destroy that creature.) Venomous Vines 2GG Sorcery Destroy target enchanted permanent. Venomspout Brackus 6G Creature - Beast 5/5 1G, T Venomspout Brackus deals 5 damage to target attacking or blocking creature with flying. Morph 3GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Venser, Shaper Savant 2UU Legendary Creature - Human Wizard 2/2 Flash (You may play this spell any time you could play an instant.) When Venser, Shaper Savant comes into play, return target spell or permanent to its owner's hand. Venser's Diffusion 2U Instant Return target nonland permanent or suspended card to its owner's hand. Venser's Sliver 5 Artifact Creature - Sliver 3/3 Ventifact Bottle 3 Artifact 1X, T Put X charge counters on Ventifact Bottle. Play this ability only any time you could play a sorcery. At the beginning of your precombat main phase, if Ventifact Bottle has a charge counter on it, tap it and remove all charge counters from it. Then add X to your mana pool, where X is the number of charge counters removed this way. Verdant Eidolon 3G Creature - Spirit 2/2 G, Sacrifice Verdant Eidolon: Add three mana of any one color to your mana pool. Whenever you play a multicolored spell, you may return Verdant Eidolon from your graveyard to your hand. Verdant Embrace 3GG Enchantment - Aura Enchant creature Enchanted creature gets +3/+3 and has "At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control." Verdant Field 2G Enchantment - Aura Enchant land Enchanted land has "T Target creature gets +1/+1 until end of turn." Verdant Force 5GGG Creature - Elemental 7/7 At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control. Verdant Force 5GGG Creature - Elemental 7/7 At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control. Verdant Force 5GGG Creature - Elemental 7/7 At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control. Verdant Succession 4G 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 1G Sorcery Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.) Target land becomes a 2/2 creature that's still a land. (This effect doesn't end at end of turn.) Verdeloth the Ancient 4GG Legendary Creature - Treefolk 4/7 Kicker X (You may pay an additional X as you play this spell.) Other Treefolk creatures and Saproling creatures 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. Verdeloth the Ancient 4GG Legendary Creature - Treefolk 4/7 Kicker X (You may pay an additional X as you play this spell.) Other Treefolk creatures and Saproling creatures 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 2G Instant Destroy target artifact. Verduran Emissary 2G Creature - Human Wizard 2/3 Kicker 1R (You may pay an additional 1R 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 1GG Creature - Human Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Verduran Enchantress 1GG Creature - Human Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Verduran Enchantress 1GG Creature - Human Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Verduran Enchantress 1GG Creature - Human Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Verduran Enchantress 1GG Creature - Human Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Verduran Enchantress 1GG Creature - Human Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Verduran Enchantress 1GG Creature - Human Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Verduran Enchantress 1GG Creature - Human Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Verduran Enchantress 1GG Creature - Human Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Verduran Enchantress 1GG Creature - Human Druid 0/2 Whenever you play an enchantment spell, you may draw a card. Vermiculos 4B Creature - Horror 1/1 Whenever an artifact comes into play, Vermiculos gets +4/+4 until end of turn. Vernal Bloom 3G Enchantment Whenever a Forest is tapped for mana, its controller adds G to his or her mana pool. Vernal Bloom 3G Enchantment Whenever a Forest is tapped for mana, its controller adds G to his or her mana pool. Vernal Bloom 3G Enchantment Whenever a Forest is tapped for mana, its controller adds G to his or her mana pool. Vernal Equinox 3G Enchantment Any player may play creature and enchantment cards as though they had flash. Vertigo R Instant Vertigo deals 2 damage to target creature with flying. That creature loses flying until end of turn. Vertigo R Instant Vertigo deals 2 damage to target creature with flying. That creature loses flying until end of turn. Vertigo Spawn 1U Creature - Illusion 0/3 Defender (This creature can't attack.) Whenever Vertigo Spawn blocks a creature, tap that creature. It doesn't untap during its controller's next untap step. Vesper Ghoul 2B Creature - Zombie Druid 1/1 T, Pay 1 life: Add one mana of any color to your mana pool. Vesuva Land As Vesuva comes into play, you may choose a land in play. If you do, Vesuva comes into play tapped as a copy of the chosen land. Vesuvan Doppelganger 3UU Creature - Shapeshifter 0/0 As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains "At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability." Vesuvan Doppelganger 3UU Creature - Shapeshifter 0/0 As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains "At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability." Vesuvan Doppelganger 3UU Creature - Shapeshifter 0/0 As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains "At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability." Vesuvan Doppelganger 3UU Creature - Shapeshifter 0/0 As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains "At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability." Vesuvan Doppelganger 3UU Creature - Shapeshifter 0/0 As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains "At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability." Vesuvan Shapeshifter 3UU Creature - Shapeshifter 0/0 As Vesuvan Shapeshifter comes into play or is turned face up, you may choose another creature in play. If you do, until Vesuvan Shapeshifter is turned face down, it becomes a copy of that creature and gains "At the beginning of your upkeep, you may turn this creature face down." Morph 1U Veteran Armorer 1W Creature - Human Soldier 2/2 Other creatures you control get +0/+1. Veteran Bodyguard 3WW Creature - Human 2/5 As long as Veteran Bodyguard is untapped, all damage that would be dealt to you by unblocked creatures is dealt to Veteran Bodyguard instead. Veteran Bodyguard 3WW Creature - Human 2/5 As long as Veteran Bodyguard is untapped, all damage that would be dealt to you by unblocked creatures is dealt to Veteran Bodyguard instead. Veteran Bodyguard 3WW Creature - Human 2/5 As long as Veteran Bodyguard is untapped, all damage that would be dealt to you by unblocked creatures is dealt to Veteran Bodyguard instead. Veteran Bodyguard 3WW Creature - Human 2/5 As long as Veteran Bodyguard is untapped, all damage that would be dealt to you by unblocked creatures is dealt to Veteran Bodyguard instead. Veteran Brawlers 1R Creature - Human 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. Veteran Cavalier WW Creature - Human Knight 2/2 Vigilance (Attacking doesn't cause this creature to tap.) Veteran Cavalier WW Creature - Human Knight 2/2 Vigilance (Attacking doesn't cause this creature to tap.) Veteran Explorer G Creature - Human Soldier Scout 1/1 When Veteran Explorer is put into a graveyard from play, each player may search his or her library for up to two basic land cards and put them into play. Then each player who searched his or her library this way shuffles it. Veteran of the Depths 3W Creature - Merfolk Soldier 2/2 Whenever Veteran of the Depths becomes tapped, you may put a +1/+1 counter on it. Veteran's Armaments 2 Tribal Artifact - Soldier Equipment Equipped creature has "Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each attacking creature." Whenever a Soldier creature comes into play, you may attach Veteran's Armaments to it. Equip 2 Veteran's Voice R Enchantment - Aura Enchant creature you control Enchanted creature has "T Target creature other than this creature gets +2/+1 until end of turn." Veteran's Voice R Enchantment - Aura Enchant creature you control Enchanted creature has "T Target creature other than this creature gets +2/+1 until end of turn." Vex 2U Instant Counter target spell. That spell's controller may draw a card. 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 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 4G Creature - Insect 3/3 Vexing Beetle can't be countered. Vexing Beetle gets +3/+3 as long as no opponent controls a creature. Vexing Sphinx 1UU Creature - Sphinx 4/4 Flying Cumulative upkeep-Discard a card. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Vexing Sphinx is put into a graveyard from play, draw a card for each age counter on it. Vhati il-Dal 2BG Legendary Creature - Human Warrior 3/3 T Target creature's power or toughness becomes 1 until end of turn. Vhati il-Dal 2BG Legendary Creature - Human Warrior 3/3 T Target creature's power or toughness becomes 1 until end of turn. Viashino Bey 2RR Creature - Viashino 4/3 If Viashino Bey attacks, all creatures you control attack if able. Viashino Bladescout 1RR Creature - Viashino Scout 2/1 Flash (You may play this spell any time you could play an instant.) When Viashino Bladescout comes into play, target creature gains first strike until end of turn. Viashino Cutthroat 2RR Creature - Viashino 5/3 Haste At end of turn, return Viashino Cutthroat to its owner's hand. Viashino Fangtail 2RR Creature - Viashino Warrior 3/3 T Viashino Fangtail deals 1 damage to target creature or player. Viashino Grappler 2R Creature - Viashino 3/1 G: Viashino Grappler gains trample until end of turn. Viashino Heretic 2R Creature - Viashino 1/3 1R, T Destroy target artifact. Viashino Heretic deals damage to that artifact's controller equal to the artifact's converted mana cost. Viashino Outrider 2R Creature - Viashino 4/3 Echo 2R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Viashino Runner 3R Creature - Viashino 3/2 Viashino Runner can't be blocked except by two or more creatures. Viashino Runner 3R Creature - Viashino 3/2 Viashino Runner can't be blocked except by two or more creatures. Viashino Sandscout 1R Creature - Viashino Scout 2/1 Haste (This creature can attack and T as soon as it comes under your control.) At end of turn, return Viashino Sandscout to its owner's hand. (Return it only if it's in play.) Viashino Sandscout 1R Creature - Viashino Scout 2/1 Haste (This creature can attack and T as soon as it comes under your control.) At end of turn, return Viashino Sandscout to its owner's hand. (Return it only if it's in play.) Viashino Sandstalker 1RR Creature - Viashino Warrior 4/2 Haste (This creature can attack the turn it comes under your control.) At end of turn, return Viashino Sandstalker to its owner's hand. (Return it only if it's in play.) Viashino Sandstalker 1RR Creature - Viashino Warrior 4/2 Haste (This creature can attack the turn it comes under your control.) At end of turn, return Viashino Sandstalker to its owner's hand. (Return it only if it's in play.) Viashino Sandstalker 1RR Creature - Viashino Warrior 4/2 Haste (This creature can attack the turn it comes under your control.) At end of turn, return Viashino Sandstalker to its owner's hand. (Return it only if it's in play.) Viashino Sandswimmer 2RR 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 Slasher 1R Creature - Viashino Warrior 1/2 R: Viashino Slasher gets +1/-1 until end of turn. Viashino Warrior 3R Creature - Viashino Warrior 4/2 Viashino Warrior 3R Creature - Viashino Warrior 4/2 Viashino Warrior 3R Creature - Viashino Warrior 4/2 Viashino Weaponsmith 3R Creature - Viashino 2/2 Whenever Viashino Weaponsmith becomes blocked, it gets +2/+2 until end of turn for each creature blocking it. Viashivan Dragon 2RRGG Creature - Dragon 4/4 Flying R: Viashivan Dragon gets +1/+0 until end of turn. G: Viashivan Dragon gets +0/+1 until end of turn. Vibrating Sphere 4 Artifact As long as it's your turn, creatures you control get +2/+0. As long as it's not your turn, creatures you control get -0/-2. Vicious Betrayal 3BB Sorcery As an additional cost to play Vicious Betrayal, sacrifice any number of creatures. Target creature gets +2/+2 until end of turn for each creature sacrificed this way. Vicious Hunger BB Sorcery Vicious Hunger deals 2 damage to target creature and you gain 2 life. Vicious Hunger BB Sorcery Vicious Hunger deals 2 damage to target creature and you gain 2 life. Vicious Kavu 1BR Creature - Kavu 2/2 Whenever Vicious Kavu attacks, it gets +2/+0 until end of turn. Victimize 2B Sorcery As an additional cost to play Victimize, sacrifice a creature. Return two target creature cards from your graveyard to play tapped. Victual Sliver GW Creature - Sliver 2/2 All Slivers have "2, Sacrifice this permanent: You gain 4 life." Vigean Graftmage 2U Creature - Vedalken Wizard Mutant 0/0 Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) 1U: Untap target creature with a +1/+1 counter on it. Vigean Hydropon 1GU Creature - Plant Mutant 0/0 Graft 5 (This creature comes into play with five +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.) Vigean Hydropon can't attack or block. Vigean Intuition 3GU Instant Choose a card type, then reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard. Vigilance W Enchantment - Aura Enchant creature Enchanted creature has vigilance. (Attacking doesn't cause it to tap.) Vigilant Drake 4U Creature - Drake 3/3 Flying 2U: Untap Vigilant Drake. Vigilant Drake 4U Creature - Drake 3/3 Flying 2U: Untap Vigilant Drake. Vigilant Drake 4U Creature - Drake 3/3 Flying 2U: Untap Vigilant Drake. Vigilant Martyr W Creature - Human Cleric 1/1 Sacrifice Vigilant Martyr: Regenerate target creature. WW, T, Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment. Vigilant Sentry 1WW Creature - Human Nomad 2/2 Threshold - As long as seven or more cards are in your graveyard, Vigilant Sentry gets +1/+1 and has "T Target attacking or blocking creature gets +3/+3 until end of turn." Vigor 3GGG Creature - Elemental Incarnation 6/6 Trample If damage would be dealt to a creature you control other than Vigor, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way. When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library. Vigor Mortis 2BB Sorcery Return target creature card from your graveyard to play. If G was spent to play Vigor Mortis, that creature comes into play with a +1/+1 counter on it. 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 Bile 1B Creature - Ooze 21/2/21/2 Whenever a player's skin or fingernail touches Vile Bile, that player loses 2 life. Vile Consumption 1UB Enchantment All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1 life." Vile Deacon 2BB Creature - Human 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 2BB Enchantment At the beginning of your upkeep, you may put a verse counter on Vile Requiem. 1B, 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. Village Elder G Creature - Human Druid 1/1 G, T, Sacrifice a Forest: Regenerate target creature. Village Elder G Creature - Human Druid 1/1 G, T, Sacrifice a Forest: Regenerate target creature. Villainous Ogre 2B Creature - Ogre Warrior 3/2 Villainous Ogre can't block. As long as you control a Demon, Villainous Ogre has "B: Regenerate Villainous Ogre." Vindicate 1WB Sorcery Destroy target permanent. Vindictive Mob 4BB Creature - Human Berserker 5/5 When Vindictive Mob comes into play, sacrifice a creature. Vindictive Mob can't be blocked by Saprolings. Vine Dryad 3G Creature - Dryad 1/3 Flash Forestwalk You may remove a green card in your hand from the game rather than pay Vine Dryad's mana cost. Vine Kami 6G Creature - Spirit 4/4 Vine Kami can't be blocked except by two or more creatures. Soulshift 6 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.) Vine Trellis 1G Creature - Plant Wall 0/4 Defender (This creature can't attack.) T Add G to your mana pool. Vine Trellis 1G Creature - Plant Wall 0/4 Defender (This creature can't attack.) T Add G to your mana pool. Vinelasher Kudzu 1G Creature - Plant 1/1 Whenever a land comes into play under your control, put a +1/+1 counter on Vinelasher Kudzu. Vintara Elephant 4G Creature - Elephant 4/3 Trample 3: Vintara Elephant loses trample until end of turn. Any player may play this ability. Vintara Snapper GG Creature - Turtle 2/2 Vintara Snapper has shroud as long as you control no untapped lands. (It can't be the target of spells or abilities.) Violent Eruption 1RRR Instant Violent Eruption deals 4 damage divided as you choose among any number of target creatures and/or players. Madness 1RR (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.) Violet Pall 4B Tribal Instant - Faerie Destroy target nonblack creature. Put a 1/1 black Faerie Rogue creature token with flying into play. Viridian Acolyte G Creature - Elf Shaman 1/1 1, T Add one mana of any color to your mana pool. Viridian Joiner 2G 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 Lorebearers 3G Creature - Elf Shaman 3/3 3G, T Target creature gets +X/+X until end of turn, where X is the number of artifacts your opponents control. Viridian Scout 3G Creature - Elf Warrior Scout 1/2 2G, Sacrifice Viridian Scout: Viridian Scout deals 2 damage to target creature with flying. Viridian Shaman 2G Creature - Elf Shaman 2/2 When Viridian Shaman comes into play, destroy target artifact. Viridian Shaman 2G Creature - Elf Shaman 2/2 When Viridian Shaman comes into play, destroy target artifact. Viridian Shaman 2G Creature - Elf Shaman 2/2 When Viridian Shaman comes into play, destroy target artifact. Viridian Zealot GG Creature - Elf Warrior 2/1 1G, Sacrifice Viridian Zealot: Destroy target artifact or enchantment. Virtue's Ruin 2B Sorcery Destroy all white creatures. Virtuous Charge 2W Sorcery Creatures you control get +1/+1 until end of turn. Virulent Sliver G Creature - Sliver 1/1 All Sliver creatures have poisonous 1. (Whenever a Sliver deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.) Visara the Dreadful 3BBB Legendary Creature - Gorgon 5/5 Flying T Destroy target creature. It can't be regenerated. Viscerid Armor 1U Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. 1U: Return Viscerid Armor to its owner's hand. Viscerid Armor 1U Enchantment - Aura Enchant creature Enchanted creature gets +1/+1. 1U: Return Viscerid Armor to its owner's hand. Viscerid Deepwalker 4U Creature - Homarid Warrior 2/3 U: Viscerid Deepwalker gets +1/+0 until end of turn. Suspend 4-U (Rather than play this card from your hand, you may pay U and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.) Viscerid Drone 1U Creature - Homarid Drone 1/2 T, Sacrifice a creature and a Swamp: Destroy target nonartifact creature. It can't be regenerated. T, Sacrifice a creature and a snow Swamp: Destroy target creature. It can't be regenerated. Viscid Lemures 4B Creature - Spirit 4/3 0: Viscid Lemures gets -1/-0 and gains swampwalk until end of turn. Viseling 4 Artifact Creature - Construct 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 4. Vision Charm U Instant Choose one - Target artifact phases out; or target player puts the top four cards of his or her library into his or her graveyard; or choose a land type and a basic land type, and each land of the first chosen type becomes the second chosen type until end of turn. Vision Skeins 1U Instant Each player draws two cards. Visions W Sorcery Look at the top five cards of target player's library. You may then have that player shuffle that library. Visions W Sorcery Look at the top five cards of target player's library. You may then have that player shuffle that library. Vital Surge 1G Instant - Arcane You gain 3 life. Splice onto Arcane 1G (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) 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. Vitalize G Instant Untap all creatures you control. Vitalizing Cascade XGW Instant You gain X+3 life. Vitalizing Wind 8G Instant Creatures you control get +7/+7 until end of turn. Vitaspore Thallid 1G Creature - Fungus 1/1 At the beginning of your upkeep, put a spore counter on Vitaspore Thallid. Remove three spore counters from Vitaspore Thallid: Put a 1/1 green Saproling creature token into play. Sacrifice a Saproling: Target creature gains haste until end of turn. Vitu-Ghazi, the City-Tree Land T Add 1 to your mana pool. 2GW, T Put a 1/1 green Saproling creature token into play. Vivid Crag Land Vivid Crag comes into play tapped with two charge counters on it. T Add R to your mana pool. T, Remove a charge counter from Vivid Crag: Add one mana of any color to your mana pool. Vivid Creek Land Vivid Creek comes into play tapped with two charge counters on it. T Add U to your mana pool. T, Remove a charge counter from Vivid Creek: Add one mana of any color to your mana pool. Vivid Grove Land Vivid Grove comes into play tapped with two charge counters on it. T Add G to your mana pool. T, Remove a charge counter from Vivid Grove: Add one mana of any color to your mana pool. Vivid Marsh Land Vivid Marsh comes into play tapped with two charge counters on it. T Add B to your mana pool. T, Remove a charge counter from Vivid Marsh: Add one mana of any color to your mana pool. Vivid Meadow Land Vivid Meadow comes into play tapped with two charge counters on it. T Add W to your mana pool. T, Remove a charge counter from Vivid Meadow: Add one mana of any color to your mana pool. Vivify 2G Instant Target land becomes a 3/3 creature until end of turn. It's still a land. Draw a card. Vizzerdrix 6U Creature - Rabbit Beast 6/6 Vizzerdrix 6U Creature - Rabbit Beast 6/6 Vizzerdrix 6U Creature - Rabbit Beast 6/6 Vizzerdrix 6U Creature - Rabbit Beast 6/6 Vizzerdrix 6U Creature - Rabbit Beast 6/6 Vodalian Hypnotist 1U Creature - Merfolk Wizard 1/1 2B, T Target player discards a card. Play this ability only any time you could play a sorcery. Vodalian Illusionist 2U Creature - Merfolk Wizard 2/2 UU, T Target creature phases out. Vodalian Knights 1UU Creature - Merfolk Knight 2/2 First strike Vodalian Knights can't attack unless defending player controls an Island. When you control no Islands, sacrifice Vodalian Knights. U: Vodalian Knights gains flying until end of turn. Vodalian Knights 1UU Creature - Merfolk Knight 2/2 First strike Vodalian Knights can't attack unless defending player controls an Island. When you control no Islands, sacrifice Vodalian Knights. U: Vodalian Knights gains flying until end of turn. Vodalian Mage 2U Creature - Merfolk Wizard 1/1 U, T Counter target spell unless its controller pays 1. Vodalian Mage 2U Creature - Merfolk Wizard 1/1 U, T Counter target spell unless its controller pays 1. Vodalian Mage 2U Creature - Merfolk Wizard 1/1 U, T Counter target spell unless its controller pays 1. Vodalian Merchant 1U Creature - Merfolk 1/2 When Vodalian Merchant comes into play, draw a card, then discard a card. Vodalian Mystic 1U Creature - Merfolk Wizard 1/1 T Target instant or sorcery spell becomes the color of your choice. Vodalian Serpent 3U 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 1U Creature - Merfolk Soldier 1/2 Vodalian Soldiers 1U Creature - Merfolk Soldier 1/2 Vodalian Soldiers 1U Creature - Merfolk Soldier 1/2 Vodalian Soldiers 1U Creature - Merfolk Soldier 1/2 Vodalian Soldiers 1U Creature - Merfolk Soldier 1/2 Vodalian Soldiers 1U Creature - Merfolk Soldier 1/2 Vodalian War Machine 1UU Creature - Wall 0/4 Defender (This creature can't attack.) Tap an untapped Merfolk you control: Vodalian War Machine can attack this turn as though it didn't have defender. Tap an untapped Merfolk you control: Vodalian War Machine gets +2/+1 until end of turn. When Vodalian War Machine is put into a graveyard from play, destroy all Merfolk tapped this turn to pay for its abilities. Vodalian Zombie UB Creature - Merfolk Zombie 2/2 Protection from green Voice of All 2WW Creature - Angel 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) As Voice of All comes into play, choose a color. Voice of All has protection from the chosen color. (It can't be blocked, targeted, dealt damage, or enchanted by anything of the chosen color.) Voice of All 2WW Creature - Angel 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) As Voice of All comes into play, choose a color. Voice of All has protection from the chosen color. (It can't be blocked, targeted, dealt damage, or enchanted by anything of the chosen color.) Voice of Duty 3W Creature - Angel 2/2 Flying, protection from green Voice of Grace 3W Creature - Angel 2/2 Flying, protection from black Voice of Law 3W Creature - Angel 2/2 Flying, protection from red Voice of Reason 3W Creature - Angel 2/2 Flying, protection from blue Voice of the Woods 3GG Creature - Elf 2/2 Tap five untapped Elves you control: Put a 7/7 green Elemental creature token with trample into play. Voice of Truth 3W Creature - Angel 2/2 Flying, protection from white Void 3BR 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 all nonland cards with converted mana cost equal to the number. Void 3BR 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 all nonland cards with converted mana cost equal to the number. Void Maw 4BB Creature - Horror 4/5 Trample If another creature would be put into a graveyard from play, remove it from the game with a corpse counter on it instead. Put a card removed from the game with a corpse counter on it into its owner's graveyard: Void Maw gets +2/+2 until end of turn. Voidmage Apprentice 1U Creature - Human Wizard 1/1 Morph 2UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Voidmage Apprentice is turned face up, counter target spell. Voidmage Husher 3U Creature - Human Wizard 2/2 Flash (You may play this spell any time you could play an instant.) When Voidmage Husher comes into play, counter target activated ability. (Mana abilities can't be targeted.) Whenever you play a spell, you may return Voidmage Husher to its owner's hand. Voidmage Prodigy UU Creature - Human Wizard 2/1 UU, 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.) Voidmage Prodigy UU Creature - Human Wizard 2/1 UU, 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.) Voidslime GUU Instant Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.) Voidstone Gargoyle 3WW Creature - Gargoyle 3/3 Flying As Voidstone Gargoyle comes into play, name a nonland card. The named card can't be played. Activated abilities of sources with the chosen name can't be played. Volcanic Awakening 4RR Sorcery Destroy target land. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) Volcanic Dragon 4RR Creature - Dragon 4/4 Flying, haste Volcanic Dragon 4RR Creature - Dragon 4/4 Flying, haste Volcanic Dragon 4RR Creature - Dragon 4/4 Flying, haste Volcanic Dragon 4RR Creature - Dragon 4/4 Flying, haste Volcanic Eruption XUUU Sorcery Destroy X target Mountains. Volcanic Eruption deals damage to each creature and each player equal to the number of Mountains destroyed this way. Volcanic Eruption XUUU Sorcery Destroy X target Mountains. Volcanic Eruption deals damage to each creature and each player equal to the number of Mountains destroyed this way. Volcanic Eruption XUUU Sorcery Destroy X target Mountains. Volcanic Eruption deals damage to each creature and each player equal to the number of Mountains destroyed this way. Volcanic Eruption XUUU Sorcery Destroy X target Mountains. Volcanic Eruption deals damage to each creature and each player equal to the number of Mountains destroyed this way. Volcanic Eruption XUUU Sorcery Destroy X target Mountains. Volcanic Eruption deals damage to each creature and each player equal to the number of Mountains destroyed this way. Volcanic Geyser XRR Instant Volcanic Geyser deals X damage to target creature or player. Volcanic Geyser XRR Instant Volcanic Geyser deals X damage to target creature or player. Volcanic Hammer 1R Sorcery Volcanic Hammer deals 3 damage to target creature or player. Volcanic Hammer 1R Sorcery Volcanic Hammer deals 3 damage to target creature or player. Volcanic Hammer 1R Sorcery Volcanic Hammer deals 3 damage to target creature or player. Volcanic Hammer 1R Sorcery Volcanic Hammer deals 3 damage to target creature or player. Volcanic Hammer 1R Sorcery Volcanic Hammer deals 3 damage to target creature or player. Volcanic Hammer 1R Sorcery Volcanic Hammer deals 3 damage to target creature or player. Volcanic Island Land - Island Mountain Volcanic Island Land - Island Mountain Volcanic Island Land - Island Mountain Volcanic Spray 1R Sorcery Volcanic Spray deals 1 damage to each creature without flying and each player. Flashback 1R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Volcanic Wind 4RR 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 Hellion 2RR Creature - Hellion 6/5 Volcano Hellion has echo X, where X is your life total. When Volcano Hellion comes into play, it deals an amount of damage of your choice to you and target creature. The damage can't be prevented. Volcano Imp 3B Creature - Imp 2/2 Flying 1R: Volcano Imp gains first strike until end of turn. Volley of Boulders 8R Sorcery Volley of Boulders deals 6 damage divided as you choose among any number of target creatures and/or players. Flashback RRRRRR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Volrath the Fallen 3BBB Legendary Creature - Shapeshifter 6/4 1B, Discard a creature card: Volrath the Fallen gets +X/+X until end of turn, where X is the discarded card's converted mana cost. Volrath's Curse 1U Enchantment - Aura Enchant creature Enchanted creature can't attack or block and its activated abilities can't be played. That creature's controller may sacrifice a permanent to ignore this ability until end of turn. 1U: Return Volrath's Curse to its owner's hand. Volrath's Dungeon 2BB Enchantment Pay 5 life: Destroy Volrath's Dungeon. Any player may play this ability but only during his or her turn. Discard a card: 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 1G 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 Motion Sensor B Enchant Player When Volrath's Motion Sensor comes into play, choose target hand controlled by an opponent. Enchanted player balances Volrath's Motion Sensor on the back of that hand. If Volrath's Motion Sensor falls off the hand, sacrifice Volrath's Motion Sensor and that player loses 3 life. Volrath's Shapeshifter 1UU 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 the full text of that card, and has the text "2: Discard a card." (Volrath's Shapeshifter has that card's name, mana cost, color, types, abilities, power and toughness.) 2: Discard a card. Volrath's Stronghold Legendary Land T Add 1 to your mana pool. 1B, T Put target creature card from your graveyard on top of your library. Voltaic Construct 4 Artifact Creature - Golem Construct 2/2 2: Untap target artifact creature. Voltaic Key 1 Artifact 1, T Untap target artifact. Volunteer Militia W Creature - Human Soldier 1/2 Volunteer Militia W Creature - Human Soldier 1/2 Volunteer Reserves 1W Creature - Human Soldier 2/4 Banding Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Voodoo Doll 6 Artifact At the beginning of your upkeep, put a pin counter on Voodoo Doll. At the end of your turn, if Voodoo Doll is untapped, sacrifice it and it deals damage equal to the number of pin counters on it to you. XX, T Voodoo Doll deals X damage to target creature or player. X is the number of pin counters on Voodoo Doll. Voodoo Doll 6 Artifact At the beginning of your upkeep, put a pin counter on Voodoo Doll. At the end of your turn, if Voodoo Doll is untapped, sacrifice it and it deals damage equal to the number of pin counters on it to you. XX, T Voodoo Doll deals X damage to target creature or player. X is the number of pin counters on Voodoo Doll. Voracious Cobra 2RG Creature - Snake 2/2 First strike Whenever Voracious Cobra deals combat damage to a creature, destroy that creature. Vorosh, the Hunter 3GUB Legendary Creature - Dragon 6/6 Flying Whenever Vorosh, the Hunter deals combat damage to a player, you may pay 2G. If you do, put six +1/+1 counters on Vorosh. 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.) Votary of the Conclave W Creature - Human Soldier 1/1 2G: Regenerate Votary of the Conclave. Voyager Staff 1 Artifact 2, Sacrifice Voyager Staff: Remove target creature from the game. Return the removed card to play under its owner's control at end of turn. Vug Lizard 1RR Creature - Lizard 3/4 Mountainwalk Echo 1RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) 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 4R 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 3R 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.) Vulshok Morningstar 2 Artifact - Equipment Equipped creature gets +2/+2. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) Vulshok Morningstar 2 Artifact - Equipment Equipped creature gets +2/+2. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) Vulshok Sorcerer 1RR Creature - Human Shaman 1/1 Haste T Vulshok Sorcerer deals 1 damage to target creature or player. Vulshok War Boar 2RR Creature - Boar Beast 5/5 When Vulshok War Boar comes into play, sacrifice it unless you sacrifice an artifact. Vulturous Zombie 3BG Creature - Plant Zombie 3/3 Flying Whenever a card is put into an opponent's graveyard from anywhere, put a +1/+1 counter on Vulturous Zombie. Wail of the Nim 2B 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 1GG Sorcery Each player puts a 1/1 green Cat creature token into play for each untapped Forest he or she controls. Waiting in the Weeds 1GG Sorcery Each player puts a 1/1 green Cat creature token into play for each untapped Forest he or she controls. Wake of Destruction 3RRR Sorcery Destroy target land and all other lands with the same name as that land. Wake of Vultures 3B Creature - Bird 3/1 Flying 1B, Sacrifice a creature: Regenerate Wake of Vultures. Wakestone Gargoyle 3W Creature - Gargoyle 3/4 Defender (This creature can't attack.) Flying 1W: Creatures you control with defender can attack this turn as though they didn't have defender. Waking Nightmare 2B Sorcery - Arcane Target player discards two cards. Walk the Aeons 4UU Sorcery Buyback-Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.) Target player takes an extra turn after this one. Walker of Secret Ways 2U Creature - Human Ninja 1/2 Ninjutsu 1U (1U, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.) Whenever Walker of Secret Ways deals combat damage to a player, look at that player's hand. 1U: Return target Ninja you control to its owner's hand. Play this ability only during your turn. Walker of the Grove 6GG Creature - Elemental 7/7 When Walker of the Grove leaves play, put a 4/4 green Elemental creature token into play. Evoke 4G (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Walking Archive 3 Artifact Creature - Golem 1/1 Defender (This creature can't attack.) Walking Archive comes into play with a +1/+1 counter on it. At the beginning of each player's upkeep, that player draws a card for each +1/+1 counter on Walking Archive. 2WU: Put a +1/+1 counter on Walking Archive. Walking Dead 1B Creature - Zombie 1/1 B: Regenerate Walking Dead. Walking Desecration 2B Creature - Zombie 1/1 B, T Creatures of the type of your choice attack this turn if able. Walking Dream 3U 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 1U Creature - Sponge 1/1 T Target creature loses flying, first strike, or trample until end of turn. Walking Wall 4 Artifact Creature - Wall 0/6 Defender 3: Walking Wall gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Play this ability only once each turn. Walking Wall 4 Artifact Creature - Wall 0/6 Defender 3: Walking Wall gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Play this ability only once each turn. Wall of Air 1UU Creature - Wall 1/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Air 1UU Creature - Wall 1/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Air 1UU Creature - Wall 1/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Air 1UU Creature - Wall 1/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Air 1UU Creature - Wall 1/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Air 1UU Creature - Wall 1/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Air 1UU Creature - Wall 1/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Air 1UU Creature - Wall 1/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Air 1UU Creature - Wall 1/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Air 1UU Creature - Wall 1/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Blood 2B Creature - Wall 0/2 Defender (This creature can't attack.) Pay 1 life: Wall of Blood gets +1/+1 until end of turn. Wall of Blossoms 1G Creature - Plant Wall 0/4 Defender (This creature can't attack.) When Wall of Blossoms comes into play, draw a card. Wall of Bone 2B Creature - Skeleton Wall 1/4 Defender (This creature can't attack.) B: Regenerate Wall of Bone. Wall of Bone 2B Creature - Skeleton Wall 1/4 Defender (This creature can't attack.) B: Regenerate Wall of Bone. Wall of Bone 2B Creature - Skeleton Wall 1/4 Defender (This creature can't attack.) B: Regenerate Wall of Bone. Wall of Bone 2B Creature - Skeleton Wall 1/4 Defender (This creature can't attack.) B: Regenerate Wall of Bone. Wall of Bone 2B Creature - Skeleton Wall 1/4 Defender (This creature can't attack.) B: Regenerate Wall of Bone. Wall of Bone 2B Creature - Skeleton Wall 1/4 Defender (This creature can't attack.) B: Regenerate Wall of Bone. Wall of Bone 2B Creature - Skeleton Wall 1/4 Defender (This creature can't attack.) B: Regenerate Wall of Bone. Wall of Brambles 2G Creature - Wall 2/3 Defender (This creature can't attack.) G: Regenerate Wall of Brambles. Wall of Brambles 2G Creature - Wall 2/3 Defender (This creature can't attack.) G: Regenerate Wall of Brambles. Wall of Brambles 2G Creature - Wall 2/3 Defender (This creature can't attack.) G: Regenerate Wall of Brambles. Wall of Brambles 2G Creature - Wall 2/3 Defender (This creature can't attack.) G: Regenerate Wall of Brambles. Wall of Brambles 2G Creature - Wall 2/3 Defender (This creature can't attack.) G: Regenerate Wall of Brambles. Wall of Brambles 2G Creature - Wall 2/3 Defender (This creature can't attack.) G: Regenerate Wall of Brambles. Wall of Caltrops 1W Creature - Wall 2/1 Defender (This creature can't attack.) Whenever Wall of Caltrops blocks a creature, if no non-Wall creatures are blocking that creature, Wall of Caltrops gains banding until end of turn. Wall of Corpses 1B Creature - Wall 0/2 Defender (This creature can't attack.) B, Sacrifice Wall of Corpses: Destroy target creature Wall of Corpses is blocking. Wall of Deceit 1U Creature - Wall 0/5 Defender (This creature 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 1R Creature - Wall 0/5 Defender (This creature can't attack.) Wall of Diffusion can block creatures with shadow as though they didn't have shadow. Wall of Distortion 2BB Creature - Wall 1/3 Defender (This creature can't attack.) 2B, T Target player discards a card. Play this ability only any time you could play a sorcery. Wall of Dust 2R Creature - Wall 1/4 Defender (This creature can't attack.) Whenever Wall of Dust blocks a creature, that creature can't attack during its controller's next turn. Wall of Dust 2R Creature - Wall 1/4 Defender (This creature can't attack.) Whenever Wall of Dust blocks a creature, that creature can't attack during its controller's next turn. Wall of Earth 1R Creature - Wall 0/6 Defender (This creature can't attack.) Wall of Essence 1W Creature - Wall 0/4 Defender (This creature can't attack.) Whenever Wall of Essence is dealt combat damage, you gain that much life. Wall of Fire 1RR Creature - Wall 0/5 Defender (This creature can't attack.) R: Wall of Fire gets +1/+0 until end of turn. Wall of Fire 1RR Creature - Wall 0/5 Defender (This creature can't attack.) R: Wall of Fire gets +1/+0 until end of turn. Wall of Fire 1RR Creature - Wall 0/5 Defender (This creature can't attack.) R: Wall of Fire gets +1/+0 until end of turn. Wall of Fire 1RR Creature - Wall 0/5 Defender (This creature can't attack.) R: Wall of Fire gets +1/+0 until end of turn. Wall of Fire 1RR Creature - Wall 0/5 Defender (This creature can't attack.) R: Wall of Fire gets +1/+0 until end of turn. Wall of Fire 1RR Creature - Wall 0/5 Defender (This creature can't attack.) R: Wall of Fire gets +1/+0 until end of turn. Wall of Fire 1RR Creature - Wall 0/5 Defender (This creature can't attack.) R: Wall of Fire gets +1/+0 until end of turn. Wall of Fire 1RR Creature - Wall 0/5 Defender (This creature can't attack.) R: Wall of Fire gets +1/+0 until end of turn. Wall of Fire 1RR Creature - Wall 0/5 Defender (This creature can't attack.) R: Wall of Fire gets +1/+0 until end of turn. Wall of Glare 1W Creature - Wall 0/5 Defender (This creature can't attack.) Wall of Glare can block any number of creatures. Wall of Granite 2R Creature - Wall 0/7 Defender (This creature can't attack.) Wall of Heat 2R Creature - Wall 2/6 Defender (This creature can't attack.) Wall of Heat 2R Creature - Wall 2/6 Defender (This creature can't attack.) Wall of Heat 2R Creature - Wall 2/6 Defender (This creature can't attack.) Wall of Hope W Creature - Wall 0/3 Defender (This creature can't attack.) Whenever Wall of Hope is dealt damage, you gain that much life. Wall of Ice 2G Creature - Wall 0/7 Defender (This creature can't attack.) Wall of Ice 2G Creature - Wall 0/7 Defender (This creature can't attack.) Wall of Ice 2G Creature - Wall 0/7 Defender (This creature can't attack.) Wall of Ice 2G Creature - Wall 0/7 Defender (This creature can't attack.) Wall of Ice 2G Creature - Wall 0/7 Defender (This creature can't attack.) Wall of Junk 2 Artifact Creature - Wall 0/7 Defender (This creature can't attack.) Whenever Wall of Junk blocks, return it to its owner's hand at end of combat. Wall of Kelp UU Creature - Plant Wall 0/3 Defender (This creature can't attack.) UU, T Put a 0/1 blue Plant Wall creature token with defender named Kelp into play. Wall of Lava 1RR Creature - Wall 1/3 Defender (This creature can't attack.) R: Wall of Lava gets +1/+1 until end of turn. Wall of Light 2W Creature - Wall 1/5 Defender (This creature can't attack.) Protection from black Wall of Mulch 1G Creature - Wall 0/4 Defender (This creature can't attack.) G, Sacrifice a Wall: Draw a card. Wall of Nets 1WW Creature - Wall 0/7 Defender (This creature 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 Opposition 3RR Creature - Wall 0/6 Defender (This creature can't attack.) 1: Wall of Opposition gets +1/+0 until end of turn. Wall of Opposition 3RR Creature - Wall 0/6 Defender (This creature can't attack.) 1: Wall of Opposition gets +1/+0 until end of turn. Wall of Pine Needles 3G Creature - Plant Wall 3/3 Defender (This creature can't attack.) G: Regenerate Wall of Pine Needles. Wall of Putrid Flesh 2B Creature - Wall 2/4 Defender (This creature can't attack.) Protection from white Prevent all damage that would be dealt to Wall of Putrid Flesh by enchanted creatures. Wall of Razors 1R Creature - Wall 4/1 Defender (This creature can't attack.) First strike Wall of Resistance 1W Creature - Wall 0/3 Defender (This creature can't attack.) Flying At end of turn, if Wall of Resistance was dealt damage this turn, put a +0/+1 counter on it. Wall of Roots 1G Creature - Plant Wall 0/5 Defender Put a -0/-1 counter on Wall of Roots: Add G to your mana pool. Play this ability only once each turn. Wall of Roots 1G Creature - Plant Wall 0/5 Defender Put a -0/-1 counter on Wall of Roots: Add G to your mana pool. Play this ability only once each turn. Wall of Shadows 1BB Creature - Wall 0/1 Defender (This creature can't attack.) Prevent all damage that would be dealt to Wall of Shadows by creatures it's blocking. Wall of Shadows can't be the target of spells that can target only Walls or of abilities that can target only Walls. Wall of Shadows 1BB Creature - Wall 0/1 Defender (This creature can't attack.) Prevent all damage that would be dealt to Wall of Shadows by creatures it's blocking. Wall of Shadows can't be the target of spells that can target only Walls or of abilities that can target only Walls. Wall of Shards 1W Snow Creature - Wall 1/8 Defender, flying Cumulative upkeep-An opponent gains 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Wall of Shields 3 Artifact Creature - Wall 0/4 Defender (This creature can't attack.) Banding Wall of Souls 1B Creature - Wall 0/4 Defender (This creature 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 Defender (This creature can't attack.) First strike Wall of Spears 3 Artifact Creature - Wall 2/3 Defender (This creature can't attack.) First strike Wall of Spears 3 Artifact Creature - Wall 2/3 Defender (This creature can't attack.) First strike Wall of Spears 3 Artifact Creature - Wall 2/3 Defender (This creature can't attack.) First strike Wall of Spears 3 Artifact Creature - Wall 2/3 Defender (This creature can't attack.) First strike Wall of Stone 1RR Creature - Wall 0/8 Defender (This creature can't attack.) Wall of Stone 1RR Creature - Wall 0/8 Defender (This creature can't attack.) Wall of Stone 1RR Creature - Wall 0/8 Defender (This creature can't attack.) Wall of Stone 1RR Creature - Wall 0/8 Defender (This creature can't attack.) Wall of Stone 1RR Creature - Wall 0/8 Defender (This creature can't attack.) Wall of Stone 1RR Creature - Wall 0/8 Defender (This creature can't attack.) Wall of Stone 1RR Creature - Wall 0/8 Defender (This creature can't attack.) Wall of Swords 3W Creature - Wall 3/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Swords 3W Creature - Wall 3/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Swords 3W Creature - Wall 3/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Swords 3W Creature - Wall 3/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Swords 3W Creature - Wall 3/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Swords 3W Creature - Wall 3/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Swords 3W Creature - Wall 3/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Swords 3W Creature - Wall 3/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Swords 3W Creature - Wall 3/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Swords 3W Creature - Wall 3/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Swords 3W Creature - Wall 3/5 Defender, flying (This creature can't attack, and it can block creatures with flying.) Wall of Tears 1U Creature - Wall 0/4 Defender (This creature can't attack.) Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat. Wall of Tombstones 1B Creature - Wall 0/1 Defender (This creature can't attack.) At the beginning of your upkeep, Wall of Tombstones's toughness becomes 1 plus the number of creature cards in your graveyard. (This effect doesn't end at end of turn.) Wall of Vapor 3U Creature - Wall 0/1 Defender (This creature can't attack.) Prevent all damage that would be dealt to Wall of Vapor by creatures it's blocking. Wall of Vapor 3U Creature - Wall 0/1 Defender (This creature can't attack.) Prevent all damage that would be dealt to Wall of Vapor by creatures it's blocking. Wall of Vipers 2B Creature - Snake Wall 2/4 Defender (This creature can't attack.) 3: Destroy Wall of Vipers and target creature it's blocking. Any player may play this ability. Wall of Water 1UU Creature - Wall 0/5 Defender (This creature can't attack.) U: Wall of Water gets +1/+0 until end of turn. Wall of Water 1UU Creature - Wall 0/5 Defender (This creature can't attack.) U: Wall of Water gets +1/+0 until end of turn. Wall of Water 1UU Creature - Wall 0/5 Defender (This creature can't attack.) U: Wall of Water gets +1/+0 until end of turn. Wall of Water 1UU Creature - Wall 0/5 Defender (This creature can't attack.) U: Wall of Water gets +1/+0 until end of turn. Wall of Water 1UU Creature - Wall 0/5 Defender (This creature can't attack.) U: Wall of Water gets +1/+0 until end of turn. Wall of Wonder 2UU Creature - Wall 1/5 Defender (This creature can't attack.) 2UU: Wall of Wonder gets +4/-4 until end of turn and can attack this turn as though it didn't have defender. Wall of Wonder 2UU Creature - Wall 1/5 Defender (This creature can't attack.) 2UU: Wall of Wonder gets +4/-4 until end of turn and can attack this turn as though it didn't have defender. Wall of Wonder 2UU Creature - Wall 1/5 Defender (This creature can't attack.) 2UU: Wall of Wonder gets +4/-4 until end of turn and can attack this turn as though it didn't have defender. Wall of Wood G Creature - Wall 0/3 Defender (This creature can't attack.) Wall of Wood G Creature - Wall 0/3 Defender (This creature can't attack.) Wall of Wood G Creature - Wall 0/3 Defender (This creature can't attack.) Wall of Wood G Creature - Wall 0/3 Defender (This creature can't attack.) Wall of Wood G Creature - Wall 0/3 Defender (This creature can't attack.) Wall of Wood G Creature - Wall 0/3 Defender (This creature can't attack.) Wallop 1G 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. 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. Wand of Ith 4 Artifact 3, T Target player reveals a card at random from his or her hand. If it's a land card, that player discards it unless he or she pays 1 life. If it isn't a land card, the player discards it unless he or she pays life equal to its converted mana cost. Play this ability only during your turn. Wand of the Elements 4 Artifact T, Sacrifice an Island: Put a 2/2 blue Elemental creature token with flying into play. T, Sacrifice a Mountain: Put a 3/3 red Elemental creature token into play. Wanderer's Twig 1 Artifact 1, Sacrifice Wanderer's Twig: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library. Wanderguard Sentry 4U Creature - Drone 3/3 When Wanderguard Sentry comes into play, look at target opponent's hand. Wanderguard Sentry 4U Creature - Drone 3/3 When Wanderguard Sentry comes into play, look at target opponent's hand. Wandering Eye 2U Creature - Illusion 1/3 Flying All players play with their hands revealed. Wandering Graybeard 3WW Creature - Giant Wizard 4/4 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wandering Graybeard, you may reveal it. If you do, you gain 4 life. Wandering Mage WUB Creature - Human Cleric Wizard 0/3 W, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn. U: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn. B, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player this turn. Wandering Ones U Creature - Spirit 1/1 Wandering Stream 2G Sorcery You gain 2 life for each basic land type among lands you control. Wanderlust 2G Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player. Wanderlust 2G Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player. Wanderlust 2G Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player. Wanderlust 2G Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player. Wanderlust 2G Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player. Wanderlust 2G Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player. Wanderlust 2G Enchantment - Aura Enchant creature At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player. Wanderwine Hub Land As Wanderwine Hub comes into play, you may reveal a Merfolk card from your hand. If you don't, Wanderwine Hub comes into play tapped. T Add W or U to your mana pool. Wanderwine Prophets 4UU Creature - Merfolk Wizard 4/4 Champion a Merfolk (When this comes into play, sacrifice it unless you remove another Merfolk you control from the game. When this leaves play, that card returns to play.) Whenever Wanderwine Prophets deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one. Waning Wurm 3B Creature - Zombie Wurm 7/6 Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) War Barge 4 Artifact 3: Target creature gains islandwalk until end of turn. When War Barge leaves play this turn, destroy that creature. A creature destroyed this way can't be regenerated. War Barge 4 Artifact 3: Target creature gains islandwalk until end of turn. When War Barge leaves play this turn, destroy that creature. A creature destroyed this way can't be regenerated. War Cadence 2R Enchantment XR: Creatures can't block this turn unless their controller pays X for each blocking creature he or she controls. War Chariot 3 Artifact 3, T Target creature gains trample until end of turn. 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 RRR 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 Elephant 3W Creature - Elephant 2/2 Banding, trample War Elephant 3W Creature - Elephant 2/2 Banding, trample War Elephant 3W Creature - Elephant 2/2 Banding, trample War Mammoth 3G Creature - Elephant 3/3 Trample War Mammoth 3G Creature - Elephant 3/3 Trample War Mammoth 3G Creature - Elephant 3/3 Trample War Mammoth 3G Creature - Elephant 3/3 Trample War Mammoth 3G Creature - Elephant 3/3 Trample War Mammoth 3G Creature - Elephant 3/3 Trample War Tax 2U Enchantment XU: Creatures can't attack this turn unless their controller pays X for each attacking creature he or she controls. Warbreak Trumpeter R Creature - Goblin 1/1 Morph XXR (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 of Lights WW Enchantment - Aura You may play Ward of Lights any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. Enchant creature As Ward of Lights comes into play, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights. Ward of Piety 1W Enchantment - Aura Enchant creature 1W: The next 1 damage that would be dealt to enchanted creature this turn is dealt to target creature or player instead. Ward Sliver 4W Creature - Sliver 2/2 As Ward Sliver comes into play, choose a color. All Slivers have protection from the chosen color. Warmonger 3R Creature - Minotaur Monger 3/3 2: Warmonger deals 1 damage to each creature without flying and each player. Any player may play this ability. Warmth 1W Enchantment Whenever an opponent plays a red spell, you gain 2 life. Warmth 1W Enchantment Whenever an opponent plays a red spell, you gain 2 life. Warning W Instant Prevent all combat damage that would be dealt by target attacking creature this turn. Warp Artifact BB Enchantment - Aura Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player. Warp Artifact BB Enchantment - Aura Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player. Warp Artifact BB Enchantment - Aura Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player. Warp Artifact BB Enchantment - Aura Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player. Warp Artifact BB Enchantment - Aura Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player. Warp Artifact BB Enchantment - Aura Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player. Warp World 5RRR Sorcery Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way into play, then puts all enchantment cards revealed this way into play, then puts all cards revealed this way that weren't put into play on the bottom of his or her library in any order. Warp World 5RRR Sorcery Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way into play, then puts all enchantment cards revealed this way into play, then puts all cards revealed this way that weren't put into play on the bottom of his or her library in any order. Warpath 3R Instant Warpath deals 3 damage to each blocking creature and each blocked creature. Warped Devotion 2B Enchantment Whenever a permanent is returned to a player's hand, that player discards a card. Warped Devotion 2B Enchantment Whenever a permanent is returned to a player's hand, that player discards a card. Warped Researcher 4U Creature - Human Wizard Mutant 3/4 Whenever a player cycles a card, Warped Researcher gains flying and shroud until end of turn. (It can't be the target of spells or abilities.) Warping Wurm 2GU Creature - Wurm 1/1 Phasing At the beginning of your upkeep, you may pay 2GU. If you don't, Warping Wurm phases out. When Warping Wurm phases in, put a +1/+1 counter on it. Warren Pilferers 4B Creature - Goblin Rogue 3/3 When Warren Pilferers comes into play, return target creature card from your graveyard to your hand. If that card is a Goblin card, Warren Pilferers gains haste until end of turn. Warren Weirding 1B Tribal Sorcery - Goblin Target player sacrifices a creature. If a Goblin is sacrificed this way, that player puts two 1/1 black Goblin Rogue creature tokens into play, and those tokens gain haste until end of turn. Warren-Scourge Elf 1G Creature - Elf Warrior 1/1 Protection from Goblins Warrior Angel 4WW Creature - Angel Warrior 3/4 Flying, lifelink (Whenever this creature deals damage, you gain that much life.) Warrior en-Kor WW Creature - Kor Warrior 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 Charge 2W Sorcery Creatures you control get +1/+1 until end of turn. Warrior's Charge 2W Sorcery Creatures you control get +1/+1 until end of turn. Warrior's Honor 2W Instant Creatures you control get +1/+1 until end of turn. Warrior's Honor 2W Instant Creatures you control get +1/+1 until end of turn. Warrior's Honor 2W Instant Creatures you control get +1/+1 until end of turn. Warrior's Honor 2W Instant Creatures you control get +1/+1 until end of turn. Warrior's Oath RR Sorcery Take an extra turn after this one. At the end of that turn, you lose the game. Warrior's Stand 1W Instant Play Warrior's Stand only during the declare attackers step and only if you are the defending player. Creatures you control get +2/+2 until end of turn. Warrior's Stand 1W Instant Play Warrior's Stand only during the declare attackers step and only if you are the defending player. Creatures you control get +2/+2 until end of turn. War's Toll 3R Enchantment Whenever an opponent taps a land for mana, tap all lands that player controls. If a creature an opponent controls attacks, all creatures that opponent controls attack if able. War-Spike Changeling 3R Creature - Shapeshifter 3/3 Changeling (This card is every creature type at all times.) R: War-Spike Changeling gains first strike until end of turn. Warthog 1GG Creature - Boar 3/2 Swampwalk Warthog 1GG Creature - Boar 3/2 Swampwalk War-Torch Goblin R Creature - Goblin Warrior 1/1 R, Sacrifice War-Torch Goblin: War-Torch Goblin deals 2 damage to target blocking creature. Wash Out 3U Sorcery Return all permanents of the color of your choice to their owners' hands. Waste Away 4B Instant As an additional cost to play Waste Away, discard a card. 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 - Hound 1/2 Watchdog blocks each turn if able. As long as Watchdog is untapped, all creatures attacking you get -1/-0. Watcher Sliver 3W Creature - Sliver 2/2 All Sliver creatures get +0/+2. Watchwolf GW Creature - Wolf 3/3 Water Elemental 3UU Creature - Elemental 5/4 Water Elemental 3UU Creature - Elemental 5/4 Water Elemental 3UU Creature - Elemental 5/4 Water Elemental 3UU Creature - Elemental 5/4 Water Elemental 3UU Creature - Elemental 5/4 Water Elemental 3UU Creature - Elemental 5/4 Water Gun Balloon Game 2 Artifact As Water Gun Balloon Game comes into play, each player puts a pop! counter on a 0. Whenever a player plays a spell, move that player's pop! counter up 1. Whenever a player's pop! counter hits 5, that player puts a 5/5 pink Giant Teddy Bear creature token into play and resets all pop! counters to 0. Water Wurm U Creature - Wurm 1/1 Water Wurm gets +0/+1 as long as an opponent controls an Island. Waterfront Bouncer 1U Creature - Merfolk Spellshaper 1/1 U, T, Discard a card: Return target creature to its owner's hand. Waterspout Djinn 2UU Creature - Djinn 4/4 Flying At the beginning of your upkeep, sacrifice Waterspout Djinn unless you return an untapped Island you control to its owner's hand. Waterspout Elemental 3UU 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. Waterspout Weavers 3UU Creature - Merfolk Wizard 3/3 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn. Waterveil Cavern Land T Add 1 to your mana pool. T Add U or B to your mana pool. Waterveil Cavern doesn't untap during your next untap step. Watery Grave Land - Island Swamp (T Add U or B to your mana pool.) As Watery Grave comes into play, you may pay 2 life. If you don't, Watery Grave comes into play tapped. Wave Elemental 2UU Creature - Elemental 2/3 U, T, Sacrifice Wave Elemental: Tap up to three target creatures without flying. Wave of Indifference XR Sorcery X target creatures can't block this turn. Wave of Reckoning 4W Sorcery Each creature deals damage to itself equal to its power. Wave of Terror 2B Enchantment Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of your draw step, destroy each creature with converted mana cost equal to the number of age counters on Wave of Terror. They can't be regenerated. Wax // Wane G / / W Instant // Instant Target creature gets +2/+2 until end of turn. // Destroy target enchantment. Wax // Wane G / / W Instant // Instant Target creature gets +2/+2 until end of turn. // Destroy target enchantment. Waxmane Baku 2W Creature - Spirit 2/2 Whenever you play a Spirit or Arcane spell, you may put a ki counter on Waxmane Baku. 1, Remove X ki counters from Waxmane Baku: Tap X target creatures. Wayfarer's Bauble 1 Artifact 2, T, Sacrifice Wayfarer's Bauble: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Wayfaring Giant 5W Creature - Giant 1/3 Wayfaring Giant gets +1/+1 for each basic land type among lands you control. Waylay 2W Instant Put three 2/2 white Knight creature tokens into play. They gain substance until end of turn. Remove them from the game when they lose substance. Wayward Angel 4WW Creature - Angel Horror 4/4 Flying, vigilance Threshold - As long as seven or more cards are in your graveyard, Wayward Angel gets +3/+3, is black, has trample, and has "At the beginning of your upkeep, sacrifice a creature." Wayward Soul 2UU Creature - Spirit 3/2 Flying U: Put Wayward Soul on top of its owner's library. Wayward Soul 2UU Creature - Spirit 3/2 Flying U: Put Wayward Soul on top of its owner's library. Weakness B Enchantment - Aura Enchant creature Enchanted creature gets -2/-1. Weakness B Enchantment - Aura Enchant creature Enchanted creature gets -2/-1. Weakness B Enchantment - Aura Enchant creature Enchanted creature gets -2/-1. Weakness B Enchantment - Aura Enchant creature Enchanted creature gets -2/-1. Weakness B Enchantment - Aura Enchant creature Enchanted creature gets -2/-1. Weakness B Enchantment - Aura Enchant creature Enchanted creature gets -2/-1. Weakness B Enchantment - Aura Enchant creature Enchanted creature gets -2/-1. Weakstone 4 Artifact Whenever a creature attacks, it gets -1/-0 until end of combat. Wear Away GG Instant - Arcane Destroy target artifact or enchantment. Splice onto Arcane 3G (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) Weathered Bodyguards 5W Creature - Human Soldier 2/5 As long as Weathered Bodyguards is untapped, all combat damage that would be dealt to you by unblocked creatures is dealt to Weathered Bodyguards instead. Morph 3W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Weathered Wayfarer W Creature - Human 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. Weathered Wayfarer W Creature - Human 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 2U Creature - Faerie 2/1 Flying, protection from red Weatherseed Totem 3 Artifact T Add G to your mana pool. 2GGG: Weatherseed Totem becomes a 5/3 green Treefolk artifact creature with trample until end of turn. When Weatherseed Totem is put into a graveyard from play, if it was a creature, return this card to its owner's hand. Weatherseed Treefolk 2GGG 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 5UU Creature - Beast 4/4 Morph 4U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Weaver of Lies is turned face up, turn any number of target creatures with morph other than Weaver of Lies face down. Web G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.) Web G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.) Web G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.) Web G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.) Web G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.) Web G Enchantment - Aura Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.) Web of Inertia 2U 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. Wee Dragonauts 1UR Creature - Faerie Wizard 1/3 Flying Whenever you play an instant or sorcery spell, Wee Dragonauts gets +2/+0 until end of turn. Weed Strangle 3BB Sorcery Destroy target creature. Clash with an opponent. If you win, you gain life equal to that creature's toughness. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Weed-Pruner Poplar 4B Creature - Treefolk Assassin 3/3 At the beginning of your upkeep, target creature other than Weed-Pruner Poplar gets -1/-1 until end of turn. Wei Ambush Force 1B Creature - Human Soldier 1/1 Whenever Wei Ambush Force attacks, it gets +2/+0 until end of turn. Wei Assassins 3BB Creature - Human Soldier Assassin 3/2 When Wei Assassins comes into play, target opponent sacrifices a creature. Wei Elite Companions 4B Creature - Human Soldier 3/3 Horsemanship Wei Infantry 1B Creature - Human Soldier 2/1 Wei Night Raiders 2BB Creature - Human Soldier 2/2 Horsemanship Whenever Wei Night Raiders deals damage to an opponent, that player discards a card. Wei Scout 1B Creature - Human Soldier Scout 1/1 Horsemanship Wei Strike Force 2B Creature - Human Soldier 2/1 Horsemanship Weight of Conscience 1W Enchantment - Aura Enchant creature Enchanted creature can't attack. Tap two untapped creatures you control that share a creature type: Remove enchanted creature from the game. Weight of Spires R Instant Weight of Spires deals damage to target creature equal to the number of nonbasic lands that creature's controller controls. Weird Harvest XGG 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. Weird Harvest XGG 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. Weirding Shaman 1B Creature - Goblin Shaman 2/1 3B, Sacrifice a Goblin: Put two 1/1 black Goblin Rogue creature tokens into play. Welding Jar 0 Artifact Sacrifice Welding Jar: Regenerate target artifact. Welkin Hawk 1W 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 Knowledge 3 Artifact 2: Draw a card. Any player may play this ability but only during his or her draw step. Well of Life 4 Artifact At the end of your turn, if you control no untapped lands, you gain 2 life. Well of Lost Dreams 4 Artifact Whenever you gain life, you may pay X, where X is less than or equal to the amount of life you gained. If you do, draw X cards. Wellgabber Apothecary 4W Creature - Merfolk Cleric 2/3 1W: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn. Well-Laid Plans 2U Enchantment Prevent all damage that would be dealt to a creature by another creature if they share a color. Wellspring 1GW Enchantment - Aura Enchant land When Wellspring comes into play, gain control of enchanted land until end of turn. At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of turn. Wellwisher 1G Creature - Elf 1/1 T You gain 1 life for each Elf in play. Werebear 1G Creature - Human Bear Druid 1/1 T Add G to your mana pool. Threshold - Werebear gets +3/+3 as long as seven or more cards are in your graveyard. Western Paladin 2BB Creature - Zombie Knight 3/3 BB, T Destroy target white creature. Western Paladin 2BB Creature - Zombie Knight 3/3 BB, T Destroy target white creature. Western Paladin 2BB Creature - Zombie Knight 3/3 BB, T Destroy target white creature. Wet Willie of the Damned 2BB Sorcery Wet Willie of the Damned deals 21/2 damage to target creature or player and you gain 21/2 life. Whalebone Glider 2 Artifact 2, T Target creature with power 3 or less gains flying until end of turn. Wheel and Deal 3U Instant Any number of target opponents each discards his or her hand and draws seven cards. Draw a card. Wheel of Fate Sorcery Wheel of Fate is red. Suspend 4-1R (Rather than play this card from your hand, pay 1R and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Each player discards his or her hand, then draws seven cards. Wheel of Fortune 2R Sorcery Each player discards his or her hand and draws seven cards. Wheel of Fortune 2R Sorcery Each player discards his or her hand and draws seven cards. Wheel of Fortune 2R Sorcery Each player discards his or her hand and draws seven cards. Wheel of Fortune 2R Sorcery Each player discards his or her hand and draws seven cards. 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. When Fluffy Bunnies Attack 3B Instant Target creature gets -X/-X until end of turn, where X is the number of times the letter of your choice appears in that creature's name. Whetstone 3 Artifact 3: Each player puts the top two cards of his or her library into his or her graveyard. Whetwheel 4 Artifact XX, T Target player puts the top X cards of his or her library into his or her graveyard. Morph 3 (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Whim of Volrath U Instant Buyback 2 (You may pay an additional 2 as you play this spell. If you do, put this card into your hand as it resolves.) 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 2R Creature - Human Soldier 2/1 R: Target creature gains haste until end of turn. (It can attack this turn.) Whip Sergeant 2R Creature - Human Soldier 2/1 R: Target creature gains haste until end of turn. (It can attack this turn.) Whip Silk G Enchantment - Aura Enchant creature Enchanted creature has reach. (It can block creatures with flying.) G: Return Whip Silk to its owner's hand. Whip Vine 2G Creature - Plant Wall 1/4 Defender, reach (This creature can block creatures with flying.) You may choose not to untap Whip Vine during your untap step. T Tap target creature with flying blocked by Whip Vine. As long as Whip Vine remains tapped, that creature doesn't untap during its controller's untap step. Whip Vine 2G Creature - Plant Wall 1/4 Defender, reach (This creature can block creatures with flying.) You may choose not to untap Whip Vine during your untap step. T Tap target creature with flying blocked by Whip Vine. As long as Whip Vine remains tapped, that creature doesn't untap during its controller's untap step. Whipcorder WW Creature - Human 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 2W Creature - Human Cleric 1/3 1W: Until end of turn, target creature gains "This creature can't attack or block unless its controller pays 1 for each Cleric in play." Whipkeeper 2RR Creature - Dwarf 1/1 T Whipkeeper deals damage to target creature equal to the damage already dealt to it this turn. Whippoorwill G Creature - Bird 1/1 GG, T Target creature can't be regenerated this turn. Damage that would be dealt to that creature this turn can't be prevented or dealt instead to another creature or player. When the creature is put into a graveyard this turn, remove the creature from the game. Whip-Spine Drake 3UU Creature - Drake 3/3 Flying Morph 2W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Whipstitched Zombie 1B Creature - Zombie 2/2 At the beginning of your upkeep, sacrifice Whipstitched Zombie unless you pay B. Whiptail Moloch 4R Creature - Lizard 6/3 When Whiptail Moloch comes into play, it deals 3 damage to target creature you control. Whiptail Wurm 6G Creature - Wurm 8/5 Whiptail Wurm 6G Creature - Wurm 8/5 Whiptongue Frog 2U Creature - Frog 1/3 U: Whiptongue Frog gains flying until end of turn. Whirling Catapult 4 Artifact 2, Remove the top two cards of your library from the game: Whirling Catapult deals 1 damage to each creature with flying and each player. Whirling Dervish GG Creature - Human Monk 1/1 Protection from black At end of turn, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it. Whirling Dervish GG Creature - Human Monk 1/1 Protection from black At end of turn, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it. Whirling Dervish GG Creature - Human Monk 1/1 Protection from black At end of turn, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it. Whirling Dervish GG Creature - Human Monk 1/1 Protection from black At end of turn, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it. Whirlpool Drake 3U 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 1U 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 2U Creature - Merfolk Warrior 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. Whirlpool Whelm 1U Instant Clash with an opponent, then return target creature to its owner's hand. If you win, you may put that creature on top of its owner's library instead. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Whirlwind 2GG Sorcery Destroy all creatures with flying. Whirlwind 2GG Sorcery Destroy all creatures with flying. Whispering Shade 3B 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 an additional 5 as you play this spell. If you do, put this card into your hand as it resolves.) Draw a card. Whispers of the Muse U Instant Buyback 5 (You may pay an additional 5 as you play this spell. If you do, put this card into your hand as it resolves.) Draw a card. Whispersilk Cloak 3 Artifact - Equipment Equipped creature is unblockable and has shroud. (It can't be the target of spells or abilities.) Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) Whispersilk Cloak 3 Artifact - Equipment Equipped creature is unblockable and has shroud. (It can't be the target of spells or abilities.) Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.) White Knight WW Creature - Human Knight 2/2 First strike, protection from black White Knight WW Creature - Human Knight 2/2 First strike, protection from black White Knight WW Creature - Human Knight 2/2 First strike, protection from black White Knight WW Creature - Human Knight 2/2 First strike, protection from black White Knight WW Creature - Human Knight 2/2 First strike, protection from black White Knight WW Creature - Human Knight 2/2 First strike, protection from black White Knight WW Creature - Human Knight 2/2 First strike, protection from black White Mana Battery 4 Artifact 2, T Put a charge counter on White Mana Battery. T, Remove any number of charge counters from White Mana Battery: Add W to your mana pool, then add an additional W to your mana pool for each charge counter removed this way. White Mana Battery 4 Artifact 2, T Put a charge counter on White Mana Battery. T, Remove any number of charge counters from White Mana Battery: Add W to your mana pool, then add an additional W to your mana pool for each charge counter removed this way. White Scarab W Enchantment - Aura Enchant creature Enchanted creature can't be blocked by white creatures. Enchanted creature gets +2/+2 as long as an opponent controls a white permanent. White Shield Crusader WW Creature - Human Knight 2/1 Protection from black W: White Shield Crusader gains flying until end of turn. WW: White Shield Crusader gets +1/+0 until end of turn. White Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from white. This effect doesn't remove White Ward. White Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from white. This effect doesn't remove White Ward. White Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from white. This effect doesn't remove White Ward. White Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from white. This effect doesn't remove White Ward. White Ward W Enchantment - Aura Enchant creature Enchanted creature has protection from white. This effect doesn't remove White Ward. Whitemane Lion 1W Creature - Cat 2/2 Flash (You may play this spell any time you could play an instant.) When Whitemane Lion comes into play, return a creature you control to its owner's hand. Whiteout 1G Instant All creatures lose flying until end of turn. Sacrifice a snow land: Return Whiteout from your graveyard to your hand. Who/What/When/Where/Why Instant Who XW Instant Target player gains X life. ----- What 2R Instant Destroy target artifact. ----- When 2U Instant Counter target creature spell. ----- Where 3B Instant Destroy target land. ----- Why 1G Instant Destroy target enchantment. Wicked Akuba BB Creature - Spirit 2/2 B: Target player dealt damage by Wicked Akuba this turn loses 1 life. Wicked Pact 1BB Sorcery Destroy two target nonblack creatures. You lose 5 life. Wicked Pact 1BB Sorcery Destroy two target nonblack creatures. You lose 5 life. Wicked Reward 1B Instant As an additional cost to play Wicked Reward, sacrifice a creature. Target creature gets +4/+2 until end of turn. Wielding the Green Dragon 1G Sorcery Target creature gets +4/+4 until end of turn. Wiitigo 3GGG Creature - Yeti 0/0 Wiitigo comes into play with six +1/+1 counters on it. At the beginning of your upkeep, put a +1/+1 counter on Wiitigo if it has blocked or been blocked since your last upkeep. Otherwise, remove a +1/+1 counter from it. Wild Aesthir 2W Creature - Bird 1/1 Flying, first strike WW: Wild Aesthir gets +2/+0 until end of turn. Play this ability only once each turn. Wild Aesthir 2W Creature - Bird 1/1 Flying, first strike WW: Wild Aesthir gets +2/+0 until end of turn. Play this ability only once each turn. Wild Cantor (R / G) Creature - Human Druid 1/1 (o(r/g) can be paid with either R or G.) Sacrifice Wild Cantor: Add one mana of any color to your mana pool. Wild Colos 2R Creature - Goat 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: Draw a card.) Wild Elephant 3G Creature - Elephant 3/3 Trample Wild Griffin 2W Creature - Griffin 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Wild Griffin 2W Creature - Griffin 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Wild Griffin 2W Creature - Griffin 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Wild Griffin 2W Creature - Griffin 2/2 Flying (This creature can't be blocked except by creatures with flying or reach.) Wild Growth G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool. Wild Growth G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool. Wild Growth G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool. Wild Growth G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool. Wild Growth G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool. Wild Growth G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool. Wild Growth G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool. Wild Growth G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool. Wild Growth G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool. Wild Growth G Enchantment - Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool. Wild Jhovall 3R Creature - Cat 3/3 Wild Mammoth 2G 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 1G 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 1G Creature - Hound 2/2 Discard a card: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn. Wild Ox 3G Creature - Ox 3/3 Swampwalk Wild Ox 3G Creature - Ox 3/3 Swampwalk Wild Pair 4GG Enchantment Whenever a creature comes into play, if you played it from your hand, you may search your library for a creature card with the same total power and toughness and put it into play. If you do, shuffle your library. Wild Research 2R Enchantment 1W: Search your library for an enchantment card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle your library. 1U: Search your library for an instant card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle your library. Wild Ricochet 2RR Instant You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy. Wild Wurm 3R 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. Wilderness Elemental 1RG Creature - Elemental */3 Trample Wilderness Elemental's power is equal to the number of nonbasic lands your opponents control. Wildfire 4RR Sorcery Each player sacrifices four lands. Wildfire deals 4 damage to each creature. Wildfire 4RR Sorcery Each player sacrifices four lands. Wildfire deals 4 damage to each creature. Wildfire 4RR Sorcery Each player sacrifices four lands. Wildfire deals 4 damage to each creature. Wildfire 4RR Sorcery Each player sacrifices four lands. Wildfire deals 4 damage to each creature. Wildfire Emissary 3R Creature - Efreet 2/4 Protection from white 1R: Wildfire Emissary gets +1/+0 until end of turn. Wildfire Emissary 3R Creature - Efreet 2/4 Protection from white 1R: Wildfire Emissary gets +1/+0 until end of turn. Wildfire Emissary 3R Creature - Efreet 2/4 Protection from white 1R: Wildfire Emissary gets +1/+0 until end of turn. Wildsize 2G Instant Target creature gets +2/+2 and gains trample until end of turn. Draw a card. Willbender 1U Creature - Human Wizard 1/2 Morph 1U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Willbender is turned face up, change the target of target spell or ability with a single target. Willbender 1U Creature - Human Wizard 1/2 Morph 1U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) When Willbender is turned face up, change the target of target spell or ability with a single target. Will-o'-the-Wisp B Creature - Spirit 0/1 Flying (This creature can't be blocked except by creatures with flying.) B: Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Will-o'-the-Wisp B Creature - Spirit 0/1 Flying (This creature can't be blocked except by creatures with flying.) B: Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Will-o'-the-Wisp B Creature - Spirit 0/1 Flying (This creature can't be blocked except by creatures with flying.) B: Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Will-o'-the-Wisp B Creature - Spirit 0/1 Flying (This creature can't be blocked except by creatures with flying.) B: Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Will-o'-the-Wisp B Creature - Spirit 0/1 Flying (This creature can't be blocked except by creatures with flying.) B: Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Will-o'-the-Wisp B Creature - Spirit 0/1 Flying (This creature can't be blocked except by creatures with flying.) B: Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) Willow Dryad G Creature - Dryad 1/1 Forestwalk Willow Elf G Creature - Elf 1/1 Willow Elf G Creature - Elf 1/1 Willow Faerie 1G Creature - Faerie 1/2 Flying Willow Faerie 1G Creature - Faerie 1/2 Flying Willow Priestess 2GG Creature - Faerie Druid 2/2 T You may put a Faerie permanent card from your hand into play. 2G: Target green creature gains protection from black until end of turn. Willow Satyr 2GG Creature - Satyr 1/1 You may choose not to untap Willow Satyr during your untap step. T Gain control of target legendary creature as long as you control Willow Satyr and Willow Satyr remains tapped. Wind Dancer 1U Creature - Faerie 1/1 Flying T Target creature gains flying until end of turn. Wind Dancer 1U Creature - Faerie 1/1 Flying T Target creature gains flying until end of turn. Wind Drake 2U Creature - Drake 2/2 Flying (This creature can't be blocked except by creatures with flying.) Wind Drake 2U Creature - Drake 2/2 Flying (This creature can't be blocked except by creatures with flying.) Wind Drake 2U Creature - Drake 2/2 Flying (This creature can't be blocked except by creatures with flying.) Wind Drake 2U Creature - Drake 2/2 Flying (This creature can't be blocked except by creatures with flying.) Wind Drake 2U Creature - Drake 2/2 Flying (This creature can't be blocked except by creatures with flying.) Wind Drake 2U Creature - Drake 2/2 Flying (This creature can't be blocked except by creatures with flying.) Wind Drake 2U Creature - Drake 2/2 Flying (This creature can't be blocked except by creatures with flying.) Wind Drake 2U Creature - Drake 2/2 Flying (This creature can't be blocked except by creatures with flying.) Wind Drake 2U Creature - Drake 2/2 Flying (This creature can't be blocked except by creatures with flying.) Wind Sail 1U Sorcery One or two target creatures gain flying until end of turn. Wind Sail 1U Sorcery One or two target creatures gain flying until end of turn. Wind Shear 2G Instant Attacking creatures with flying get -2/-2 and lose flying until end of turn. Wind Spirit 4U Creature - Elemental Spirit 3/2 Flying Wind Spirit can't be blocked except by two or more creatures. Wind Spirit 4U Creature - Elemental Spirit 3/2 Flying Wind Spirit can't be blocked except by two or more creatures. Wind Spirit 4U Creature - Elemental Spirit 3/2 Flying Wind Spirit can't be blocked except by two or more creatures. Windborn Muse 3W Creature - Spirit 2/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you. Windborn Muse 3W Creature - Spirit 2/3 Flying (This creature can't be blocked except by creatures with flying or reach.) Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you. Windbrisk Heights Land Hideaway (This land comes into play tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.) T Add W to your mana pool. W, T You may play the removed card without paying its mana cost if you attacked with three or more creatures this turn. Windfall 2U Sorcery Each player discards his or her hand, then draws cards equal to the greatest number a player discarded this way. Windfall 2U Sorcery Each player discards his or her hand, then draws cards equal to the greatest number a player discarded this way. Winding Canyons Land T Add 1 to your mana pool. 2, T Until end of turn, you may play creature cards as though they had flash. Winding Wurm 4G Creature - Wurm 6/6 Echo 4G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Windreaper Falcon 1RG Creature - Bird 1/1 Flying, protection from blue Windreaver 3WU Creature - Elemental 1/3 Flying W: Windreaver gains vigilance until end of turn. W: Windreaver gets +0/+1 until end of turn. U: Switch Windreaver's power and toughness until end of turn. U: Return Windreaver to its owner's hand. Winds of Change R Sorcery Each player shuffles the cards from his or her hand into his or her library, then draws that many cards. Winds of Change R Sorcery Each player shuffles the cards from his or her hand into his or her library, then draws that many cards. Winds of Change R Sorcery Each player shuffles the cards from his or her hand into his or her library, then draws that many cards. Winds of Change R Sorcery Each player shuffles the cards from his or her hand into his or her library, then draws that many cards. Winds of Change R Sorcery Each player shuffles the cards from his or her hand into his or her library, then draws that many cards. Winds of Rath 3WW Sorcery Destroy all creatures that aren't enchanted. They can't be regenerated. Windscouter 3U Creature - Human Scout 3/3 Flying Whenever Windscouter attacks or blocks, return it to its owner's hand at end of combat. Windseeker Centaur 1RR Creature - Centaur 2/2 Vigilance 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. Wine of Blood and Iron 3 Artifact 4: Target creature gets +X/+0 until end of turn, where X is its power. Sacrifice Wine of Blood and Iron at end of turn. Wing Shards 1WW 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 2G Sorcery Destroy target creature with flying. Wing Snare 2G Sorcery Destroy target creature with flying. Wing Snare 2G Sorcery Destroy target creature with flying. Wing Storm 2G Sorcery Wing Storm deals damage to each player equal to twice the number of creatures with flying that player controls. Wingbeat Warrior 2W Creature - Bird Soldier Warrior 2/1 Flying Morph 2W (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 1U Creature - Sliver 1/1 All Sliver creatures have flying. Wings of Aesthir WU Enchantment - Aura Enchant creature Enchanted creature gets +1/+0 and has flying and first strike. Wings of Hope WU Enchantment - Aura Enchant creature Enchanted creature gets +1/+3 and has flying. Wings of Velis Vel 1U Tribal Instant - Shapeshifter Changeling (This card is every creature type at all times.) Target creature becomes 4/4, gains all creature types, and gains flying until end of turn. Winnow 1W Instant Destroy target nonland permanent if another permanent with the same name is in play. Draw a card. Winnower Patrol 2G Creature - Elf Warrior 3/2 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Winnower Patrol, you may reveal it. If you do, put a +1/+1 counter on Winnower Patrol. Winter Blast XG Sorcery Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying. Winter Blast XG Sorcery Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying. Winter Blast XG Sorcery Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying. Winter Blast XG Sorcery Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying. Winter Orb 2 Artifact As long as Winter Orb is untapped, players can't untap more than one land during their untap steps. Winter Orb 2 Artifact As long as Winter Orb is untapped, players can't untap more than one land during their untap steps. Winter Orb 2 Artifact As long as Winter Orb is untapped, players can't untap more than one land during their untap steps. Winter Orb 2 Artifact As long as Winter Orb is untapped, players can't untap more than one land during their untap steps. Winter Orb 2 Artifact As long as Winter Orb is untapped, players can't untap more than one land during their untap steps. Winter Orb 2 Artifact As long as Winter Orb is untapped, players can't untap more than one land during their untap steps. Winter Orb 2 Artifact As long as Winter Orb is untapped, players can't untap more than one land during their untap steps. Winter Sky R Sorcery Flip a coin. If you win the flip, Winter Sky deals 1 damage to each creature and each player. If you lose the flip, each player draws 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 Chill XU Instant Play Winter's Chill only during combat before the declare blockers step. X can't be greater than the number of snow lands you control. Destroy X target attacking creatures at end of combat. For each attacking creature, its controller may pay 1 or 2 to prevent this effect. If that player pays only 1 for that creature, prevent all combat damage that would be dealt to and dealt by that creature this turn. Winter's Grasp 1GG Sorcery Destroy target land. Winter's Grasp 1GG Sorcery Destroy target land. Winter's Night GWR World Enchantment Whenever a snow land is tapped for mana, its controller adds one mana of that type to his or her mana pool. That land doesn't untap during its controller's next untap step. Wipe Away 1UU Instant Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Return target permanent to its owner's hand. Wipe Clean 1W Instant Remove target enchantment from the game. Cycling 3 (3, Discard this card: Draw a card.) Wirecat 4 Artifact Creature - Cat 4/3 Wirecat can't attack or block if an enchantment is in play. Wirefly Hive 3 Artifact 3, T Flip a coin. If you win the flip, put a 2/2 Insect artifact creature token with flying named Wirefly into play. If you lose the flip, destroy all permanents named Wirefly. Wirewood Channeler 3G Creature - Elf Druid 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 1G Creature - Elf Druid 1/2 T Add G to your mana pool. Wirewood Guardian 5GG Creature - Elf Mutant 6/6 Forestcycling 2 (2, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.) Wirewood Herald 1G 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 1G 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 2G 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 3W Creature - Unicorn 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. Wispmare 2W Creature - Elemental 1/3 Flying When Wispmare comes into play, destroy target enchantment. Evoke W (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.) Wistful Thinking 2U Sorcery Target player draws two cards, then discards four cards. Witch Engine 5B Creature - Horror 4/4 Swampwalk T Add BBBB to your mana pool. Target opponent gains control of Witch Engine. (Play this ability only any time you could play an instant.) Witch Hunter 2WW Creature - Human Cleric 1/1 T Witch Hunter deals 1 damage to target player. 1WW, T Return target creature an opponent controls to its owner's hand. Witch Hunter 2WW Creature - Human Cleric 1/1 T Witch Hunter deals 1 damage to target player. 1WW, T Return target creature an opponent controls to its owner's hand. Witch Hunter 2WW Creature - Human Cleric 1/1 T Witch Hunter deals 1 damage to target player. 1WW, T Return target creature an opponent controls to its owner's hand. Witch-Maw Nephilim GWUB Creature - Nephilim 1/1 Whenever you play a spell, you may put two +1/+1 counters on Witch-Maw Nephilim. Whenever Witch-Maw Nephilim attacks, it gains trample until end of turn if its power is 10 or greater. Witch's Mist 2B Enchantment 2B, T Destroy target creature that was dealt damage this turn. Withdraw UU 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 BB Creature - Zombie Cleric 2/2 1: Remove target card in a graveyard from the game. Withered Wretch BB Creature - Zombie Cleric 2/2 1: Remove target card in a graveyard from the game. Withering Boon 1B Instant As an additional cost to play Withering Boon, pay 3 life. Counter target creature spell. Withering Gaze 2U Sorcery Target opponent reveals his or her hand. You draw a card for each Forest and green card in it. Withering Gaze 2U Sorcery Target opponent reveals his or her hand. You draw a card for each Forest and green card in it. Withering Hex B Enchantment - Aura 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. Withering Wisps 1BB Enchantment At end of turn, if no creatures are in play, sacrifice Withering Wisps. B: Withering Wisps deals 1 damage to each creature and each player. Spend no more B this way each turn than the number of snow Swamps you control. Withstand 2W Instant Prevent the next 3 damage that would be dealt to target creature or player this turn. Draw a card. Wit's End 5BB Sorcery Target player discards his or her hand. Wizard Mentor 2U Creature - Human 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. Wizards' School Land T Add 1 to your mana pool. 1, T Add U to your mana pool. 2, T Add W or B to your mana pool. Wizened Cenn WW Creature - Kithkin Cleric 2/2 Other Kithkin creatures you control get +1/+1. Wizened Snitches 3U Creature - Faerie Rogue 1/3 Flying Players play with the top card of their libraries revealed. Woebearer 4B 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. Woebringer Demon 3BB Creature - Demon 4/4 Flying At the beginning of each player's upkeep, that player sacrifices a creature. If the player can't, sacrifice Woebringer Demon. Wojek Apothecary 2WW Creature - Human Cleric 1/1 Radiance - T Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn. Wojek Embermage 3R Creature - Human Wizard 1/2 Radiance - T Wojek Embermage deals 1 damage to target creature and each other creature that shares a color with it. Wojek Siren W Instant Radiance - Target creature and each other creature that shares a color with it get +1/+1 until end of turn. Wolf Pack 6GG Creature - Wolf 7/6 You may have Wolf Pack assign its combat damage as though it weren't blocked. Wolf-Skull Shaman 1G Creature - Elf Shaman 2/2 Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wolf-Skull Shaman, you may reveal it. If you do, put a 2/2 green Wolf creature token into play. Wolverine Pack 2GG Creature - Wolverine 2/4 Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Wolverine Pack 2GG Creature - Wolverine 2/4 Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.) Wonder 3U Creature - Incarnation 2/2 Flying As long as Wonder is in your graveyard and you control an Island, creatures you control have flying. Wood Elemental 3G Creature - Elemental 0/0 As Wood Elemental comes into play, sacrifice any number of untapped Forests. Wood Elemental comes into play with a +1/+1 counter for each Forest sacrificed this way. Wood Elves 2G Creature - Elf Scout 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 Elves 2G Creature - Elf Scout 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 Elves 2G Creature - Elf Scout 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 Elves 2G Creature - Elf Scout 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 Elves 2G Creature - Elf Scout 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 Elves 2G Creature - Elf Scout 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 UG Creature - Human Druid 1/1 T Name a creature card. Reveal the top four cards of your library and put all of them with that name into your hand. Put the rest into your graveyard. Woodcloaker 5G Creature - Elf 3/3 Morph 2GG (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. Wooden Sphere 1 Artifact Whenever a player plays a green spell, you may pay 1. If you do, you gain 1 life. Wooden Sphere 1 Artifact Whenever a player plays a green spell, you may pay 1. If you do, you gain 1 life. Wooden Sphere 1 Artifact Whenever a player plays a green spell, you may pay 1. If you do, you gain 1 life. Wooden Sphere 1 Artifact Whenever a player plays a green spell, you may pay 1. If you do, you gain 1 life. Wooden Sphere 1 Artifact Whenever a player plays a green spell, you may pay 1. If you do, you gain 1 life. Wooden Sphere 1 Artifact Whenever a player plays a green spell, you may pay 1. If you do, you gain 1 life. Wooden Sphere 1 Artifact Whenever a player plays a green spell, you may pay 1. If you do, you gain 1 life. Wooden Sphere 1 Artifact Whenever a player plays a green spell, you may pay 1. If you do, you gain 1 life. Woodland Changeling 1G Creature - Shapeshifter 2/2 Changeling (This card is every creature type at all times.) Woodland Druid G Creature - Human Druid 1/2 Woodland Guidance 3G Sorcery Return target card from your graveyard to your hand. Clash with an opponent. If you win, untap all Forests you control. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.) Remove Woodland Guidance from the game. Woodripper 3GG 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. Woodwraith Corrupter 3BBG Creature - Elemental Horror 3/6 1BG, T Target Forest becomes a 4/4 black and green Elemental Horror creature. It's still a land. Woodwraith Strangler 2BG Creature - Plant Zombie 2/2 Remove a creature card in your graveyard from the game: Regenerate Woodwraith Strangler. Woolly Mammoths 1GG Creature - Elephant 3/2 Woolly Mammoths has trample as long as you control a snow land. Woolly Razorback 2WW Creature - Boar Beast 7/7 Woolly Razorback comes into play with three ice counters on it. As long as Woolly Razorback has an ice counter on it, it has defender and any combat damage it would deal is prevented. Whenever Woolly Razorback blocks, remove an ice counter from it. Woolly Spider 1GG Creature - Spider 2/3 Reach (This creature can block creatures with flying.) Whenever Woolly Spider blocks a creature with flying, Woolly Spider gets +0/+2 until end of turn. Woolly Spider 1GG Creature - Spider 2/3 Reach (This creature can block creatures with flying.) Whenever Woolly Spider blocks a creature with flying, Woolly Spider gets +0/+2 until end of turn. Word of Binding XBB Sorcery Tap X target creatures. Word of Binding XBB Sorcery Tap X target creatures. Word of Blasting 1R 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. Word of Blasting 1R 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. Word of Blasting 1R 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. Word of Command BB Instant Look at target opponent's hand and choose a card from it. That player plays that card with his or her own mana, but you make all decisions it calls for. The player is required only to use mana in his or her mana pool and mana that can be drawn from lands. Word of Command BB Instant Look at target opponent's hand and choose a card from it. That player plays that card with his or her own mana, but you make all decisions it calls for. The player is required only to use mana in his or her mana pool and mana that can be drawn from lands. Word of Command BB Instant Look at target opponent's hand and choose a card from it. That player plays that card with his or her own mana, but you make all decisions it calls for. The player is required only to use mana in his or her mana pool and mana that can be drawn from lands. Word of Seizing 3RR Instant Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.) Untap target permanent and gain control of it until end of turn. It gains haste until end of turn. Word of Undoing U Instant Return target creature and all white Auras you own attached to it to their owners' hands. Word of Undoing U Instant Return target creature and all white Auras you own attached to it to their owners' hands. Wordmail W Enchant Creature Enchanted creature gets +1/+1 for each word in its name. Words of War 2R 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 2B Enchantment 1: The next time you would draw a card this turn, each opponent discards a card instead. Words of Wilding 2G 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 2U 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 1U Instant You draw two cards, then each other player draws a card. Words of Worship 2W Enchantment 1: The next time you would draw a card this turn, you gain 5 life instead. Workhorse 6 Artifact Creature - Horse 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. Working Stiff 1B Creature - Mummy 2/2 As Working Stiff comes into play, straighten your arms. When you bend an elbow, sacrifice Working Stiff. World-Bottling Kit 5 Artifact 5, Sacrifice World-Bottling Kit: Choose a Magic set. Remove from the game all permanents with that set's expansion symbol except for basic lands. Worldgorger Dragon 3RRR 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 1U 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. 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 3UU Creature - Nightmare Fish 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 3U 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 2U 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 5UU Creature - Nightmare Fish 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 1U Creature - Nightmare Salamander 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 2U Creature - Nightmare Turtle 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. Worms of the Earth 2BBB Enchantment Players can't play lands. If a land would come into play, instead it doesn't. At the beginning of each upkeep, any player may sacrifice two lands or pay 5 life. If a player does either, sacrifice Worms of the Earth. Wormwood Dryad 2G Creature - Dryad 3/1 G: Wormwood Dryad gains forestwalk until end of turn and deals 1 damage to you. B: Wormwood Dryad gains swampwalk until end of turn and deals 1 damage to you. Wormwood Treefolk 3GG Creature - Treefolk 4/4 GG: Wormwood Treefolk gains forestwalk until end of turn and deals 2 damage to you. BB: Wormwood Treefolk gains swampwalk until end of turn and deals 2 damage to you. 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 of his or her library into his or her graveyard. Worship 3W Enchantment If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead. Worship 3W Enchantment If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead. Worship 3W Enchantment If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead. Worship 3W Enchantment If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead. Wort, Boggart Auntie 2BR Legendary Creature - Goblin Shaman 3/3 Fear At the beginning of your upkeep, you may return target Goblin card from your graveyard to your hand. Worthy Cause W Instant Buyback 2 (You may pay an additional 2 as you play this spell. If you do, put this card into your hand as it resolves.) As an additional cost to play Worthy Cause, sacrifice a creature. You gain life equal to the sacrificed creature's toughness. Wrap in Vigor 1G Instant Regenerate each creature you control. Wrath of God 2WW Sorcery Destroy all creatures. They can't be regenerated. Wrath of God 2WW Sorcery Destroy all creatures. They can't be regenerated. Wrath of God 2WW Sorcery Destroy all creatures. They can't be regenerated. Wrath of God 2WW Sorcery Destroy all creatures. They can't be regenerated. Wrath of God 2WW Sorcery Destroy all creatures. They can't be regenerated. Wrath of God 2WW Sorcery Destroy all creatures. They can't be regenerated. Wrath of God 2WW Sorcery Destroy all creatures. They can't be regenerated. Wrath of God 2WW Sorcery Destroy all creatures. They can't be regenerated. Wrath of God 2WW Sorcery Destroy all creatures. They can't be regenerated. Wrath of God 2WW Sorcery Destroy all creatures. They can't be regenerated. Wrath of God 2WW Sorcery Destroy all creatures. They can't be regenerated. Wrath of God 2WW Sorcery Destroy all creatures. They can't be regenerated. Wrath of God 2WW Sorcery Destroy all creatures. They can't be regenerated. Wrath of Marit Lage 3UU Enchantment When Wrath of Marit Lage comes into play, tap all red creatures. Red creatures don't untap during their controllers' untap steps. Wrath of Marit Lage 3UU Enchantment When Wrath of Marit Lage comes into play, tap all red creatures. Red creatures don't untap during their controllers' untap steps. Wreak Havoc 2RG Sorcery Wreak Havoc can't be countered by spells or abilities. Destroy target artifact or land. Wrecking Ball 2BR Instant Destroy target creature or land. Wrench Mind BB Sorcery Target player discards two cards unless he or she discards an artifact card. Wren's Run Packmaster 3G Creature - Elf Warrior 5/5 Champion an Elf (When this comes into play, sacrifice it unless you remove another Elf you control from the game. When this leaves play, that card returns to play.) 2G: Put a 2/2 green Wolf creature token into play. Each Wolf you control has deathtouch. (When it deals damage to a creature, destroy that creature.) Wren's Run Vanquisher 1G Creature - Elf Warrior 3/3 As an additional cost to play Wren's Run Vanquisher, reveal an Elf card from your hand or pay 3. Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.) Wretched Anurid 1B Creature - Zombie Frog Beast 3/3 Whenever another creature comes into play, you lose 1 life. Writ of Passage U Enchantment - Aura Enchant creature Whenever enchanted creature attacks, if its power is 2 or less, it's unblockable this turn. Forecast - 1U, Reveal Writ of Passage from your hand: Target creature with power 2 or less is unblockable this turn. (Play this ability only during your upkeep and only once each turn.) Wu Admiral 4U Creature - Human Soldier 3/3 Wu Admiral gets +1/+1 as long as an opponent controls an Island. Wu Elite Cavalry 3U Creature - Human Soldier 2/3 Horsemanship Wu Infantry 1U Creature - Human Soldier 2/1 Wu Light Cavalry 1U Creature - Human Soldier 1/2 Horsemanship Wu Longbowman 2U Creature - Human Soldier Archer 1/1 T Wu Longbowman deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase. Wu Scout 1U Creature - Human Soldier Scout 1/1 Horsemanship When Wu Scout comes into play, look at target opponent's hand. Wu Spy 1U Creature - Human Soldier Rogue 1/1 When Wu Spy comes into play, look at the top two cards of target player's library. Put one of them into his or her graveyard. Wu Warship 2U Creature - Human Soldier 3/3 Wu Warship can't attack unless defending player controls an Island. Wurmcalling XG Sorcery Buyback 2G (You may pay an additional 2G as you play this spell. If you do, put this card into your hand as it resolves.) Put an X/X green Wurm creature token into play. Wurm's Tooth 2 Artifact Whenever a player plays a green spell, you may gain 1 life. Wurm's Tooth 2 Artifact Whenever a player plays a green spell, you may gain 1 life. Wurm's Tooth 2 Artifact Whenever a player plays a green spell, you may gain 1 life. Wurmskin Forger 5GG Creature - Elf Warrior 2/2 When Wurmskin Forger comes into play, distribute three +1/+1 counters among any number of target creatures. Wurmweaver Coil 4GG Enchantment - Aura Enchant green creature Enchanted creature gets +6/+6. GGG, Sacrifice Wurmweaver Coil: Put a 6/6 green Wurm creature token into play. Wydwen, the Biting Gale 2UB Legendary Creature - Faerie Wizard 3/3 Flash Flying UB, Pay 1 life: Return Wydwen, the Biting Gale to its owner's hand. Wyluli Wolf 1G Creature - Wolf 1/1 T Target creature gets +1/+1 until end of turn. Wyluli Wolf 1G Creature - Wolf 1/1 T Target creature gets +1/+1 until end of turn. Wyluli Wolf 1G Creature - Wolf 1/1 T Target creature gets +1/+1 until end of turn. Wyluli Wolf 1G Creature - Wolf 1/1 T Target creature gets +1/+1 until end of turn. Wyluli Wolf 1G Creature - Wolf 1/1 T Target creature gets +1/+1 until end of turn. Xanthic Statue 8 Artifact 5: Until end of turn, Xanthic Statue becomes an 8/8 Golem artifact creature with trample. Xantid Swarm G Creature - Insect 0/1 Flying Whenever Xantid Swarm attacks, defending player can't play spells this turn. Xenic Poltergeist 1BB Creature - Spirit 1/1 T Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost. Xenic Poltergeist 1BB Creature - Spirit 1/1 T Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost. Xenic Poltergeist 1BB Creature - Spirit 1/1 T Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost. Xiahou Dun, the One-Eyed 2BB Legendary Creature - Human Soldier 3/2 Horsemanship Sacrifice Xiahou Dun, the One-Eyed: Return target black card from your graveyard to your hand. Play this ability only during your turn, before the combat phase. Xira Arien BRG Legendary Creature - Insect Wizard 1/2 Flying BRG, T Target player draws a card. Xira Arien BRG Legendary Creature - Insect Wizard 1/2 Flying BRG, T Target player draws a card. Xun Yu, Wei Advisor 1BB Legendary Creature - Human Advisor 1/1 T Target creature you control gets +2/+0 until end of turn. Play this ability only during your turn, before the combat phase. Yamabushi's Flame 2R Instant Yamabushi's Flame deals 3 damage to target creature or player. If a creature dealt damage this way would be put into a graveyard this turn, remove it from the game instead. Yamabushi's Storm 1R Sorcery Yamabushi's Storm deals 1 damage to each creature. If a creature dealt damage this way would be put into a graveyard this turn, remove it from the game instead. Yare 2W Instant Target creature defending player controls gets +3/+0 until end of turn. That creature can block up to two additional creatures this turn. Yavimaya Ancients 3GG Creature - Treefolk 2/7 G: Yavimaya Ancients gets +1/-2 until end of turn. Yavimaya Ancients 3GG Creature - Treefolk 2/7 G: Yavimaya Ancients gets +1/-2 until end of turn. Yavimaya Ants 2GG Creature - Insect 5/1 Trample, haste Cumulative upkeep GG Yavimaya Ants 2GG Creature - Insect 5/1 Trample, haste Cumulative upkeep GG Yavimaya Barbarian RG Creature - Elf Barbarian 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 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 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 Dryad 1GG Creature - Dryad 2/1 Forestwalk When Yavimaya Dryad comes into play, you may search your library for a Forest card and put it into play tapped under target player's control. If you do, shuffle your library. Yavimaya Elder 1GG Creature - Human 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 2G Creature - Human Druid 2/2 Yavimaya Enchantress gets +1/+1 for each enchantment in play. Yavimaya Enchantress 2G Creature - Human Druid 2/2 Yavimaya Enchantress gets +1/+1 for each enchantment in play. Yavimaya Enchantress 2G Creature - Human Druid 2/2 Yavimaya Enchantress gets +1/+1 for each enchantment in play. Yavimaya Enchantress 2G Creature - Human Druid 2/2 Yavimaya Enchantress gets +1/+1 for each enchantment in play. Yavimaya Enchantress 2G Creature - Human Druid 2/2 Yavimaya Enchantress gets +1/+1 for each enchantment in play. Yavimaya Gnats 2G Creature - Insect 0/1 Flying G: Regenerate Yavimaya Gnats. Yavimaya Granger 2G Creature - Elf 2/2 Echo 2G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When 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 2RG 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 4G Creature - Treefolk 4/4 Protection from artifacts Yavimaya Wurm 4GG Creature - Wurm 6/4 Trample Yavimaya Wurm 4GG Creature - Wurm 6/4 Trample Yavimaya's Embrace 5GUU Enchantment - Aura Enchant creature You control enchanted creature. Enchanted creature gets +2/+2 and has trample. Yawgmoth Demon 4BB Creature - Demon 6/6 Flying (This creature can't be blocked except by creatures with flying.) First strike (This creature deals combat damage before creatures without first strike.) At the beginning of your upkeep, you may sacrifice an artifact. If you don't, tap Yawgmoth Demon and it deals 2 damage to you. Yawgmoth Demon 4BB Creature - Demon 6/6 Flying (This creature can't be blocked except by creatures with flying.) First strike (This creature deals combat damage before creatures without first strike.) At the beginning of your upkeep, you may sacrifice an artifact. If you don't, tap Yawgmoth Demon and it deals 2 damage to you. Yawgmoth Demon 4BB Creature - Demon 6/6 Flying (This creature can't be blocked except by creatures with flying.) First strike (This creature deals combat damage before creatures without first strike.) At the beginning of your upkeep, you may sacrifice an artifact. If you don't, tap Yawgmoth Demon and it deals 2 damage to you. Yawgmoth's Agenda 3BB Enchantment Play no more than one spell each turn. You may play cards in your graveyard. If a card would be put into your graveyard from anywhere, remove it from the game instead. Yawgmoth's Bargain 4BB Enchantment Skip your draw step. Pay 1 life: Draw a card. Yawgmoth's Edict 1B Enchantment Whenever an opponent plays a white spell, that player loses 1 life and you gain 1 life. Yawgmoth's Edict 1B Enchantment Whenever an opponent plays a white spell, that player loses 1 life and you gain 1 life. Yawgmoth's Will 2B Sorcery Until end of turn, you may play cards in your graveyard. If a card would be put into your graveyard this turn, remove that card from the game instead. Ydwen Efreet RRR Creature - Efreet 3/6 Whenever you're attacked, flip a coin. If you lose the flip, Ydwen Efreet can't block this turn. Ydwen Efreet RRR Creature - Efreet 3/6 Whenever you're attacked, flip a coin. If you lose the flip, Ydwen Efreet can't block this turn. Yellow Scarves Cavalry 1R Creature - Human Soldier 1/1 Horsemanship Yellow Scarves Cavalry can't block. Yellow Scarves General 3R Creature - Human Soldier 2/2 Horsemanship Yellow Scarves General can't block. Yellow Scarves Troops 1R Creature - Human Soldier 2/2 Yellow Scarves Troops can't block. Yet Another AEther Vortex 3RR Enchantment All creatures have haste. Players play with the top card of their libraries revealed. Noninstant, nonsorcery cards on top of a library are in play under their owner's control in addition to being in that library. Yixlid Jailer 1B Creature - Zombie Wizard 2/1 Cards in graveyards lose all abilities. Yomiji, Who Bars the Way 5WW Legendary Creature - Spirit 4/4 Whenever a legendary permanent other than Yomiji, Who Bars the Way is put into a graveyard from play, return that card to its owner's hand. Yore-Tiller Nephilim WUBR Creature - Nephilim 2/2 Whenever Yore-Tiller Nephilim attacks, return target creature card from your graveyard to play tapped and attacking. Yosei, the Morning Star 4WW Legendary Creature - Dragon Spirit 5/5 Flying When Yosei, the Morning Star is put into a graveyard from play, target player skips his or her next untap step. Tap up to five target permanents that player controls. Yotian Soldier 3 Artifact Creature - Soldier 1/4 Vigilance Yotian Soldier 3 Artifact Creature - Soldier 1/4 Vigilance Yotian Soldier 3 Artifact Creature - Soldier 1/4 Vigilance Young Wei Recruits 1B Creature - Human Soldier 2/2 Young Wei Recruits can't block. Youthful Knight 1W Creature - Human Knight 2/1 First strike (This creature deals combat damage before creatures without first strike.) Youthful Knight 1W Creature - Human Knight 2/1 First strike (This creature deals combat damage before creatures without first strike.) Yuan Shao, the Indecisive 4R Legendary Creature - Human Soldier 2/3 Horsemanship Each creature you control can't be blocked by more than one creature. Yuan Shao's Infantry 3R Creature - Human Soldier 2/2 Whenever Yuan Shao's Infantry attacks alone, Yuan Shao's Infantry is unblockable this combat. Yuki-Onna 3R Creature - Spirit 3/1 When Yuki-Onna comes into play, destroy target artifact. Whenever you play a Spirit or Arcane spell, you may return Yuki-Onna to its owner's hand. Yukora, the Prisoner 2BB Legendary Creature - Demon Spirit 5/5 When Yukora, the Prisoner leaves play, sacrifice all non-Ogre creatures you control. Zanam Djinn 5U 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 2R Instant Zap deals 1 damage to target creature or player. Draw a card. Zealot il-Vec 2W Creature - Human Rebel 1/1 Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever Zealot il-Vec attacks and isn't blocked, you may have it deal 1 damage to target creature. If you do, prevent all combat damage Zealot il-Vec would deal this turn. Zealots en-Dal 3W Creature - Human Soldier 2/4 At the beginning of your upkeep, if all nonland permanents you control are white, you gain 1 life. Zealous Inquisitor 2W Creature - Human Cleric 2/2 1W: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead. Zealous Inquisitor 2W Creature - Human Cleric 2/2 1W: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead. Zebra Unicorn 2GW Creature - Unicorn 2/2 Lifelink (Whenever this creature deals damage, you gain that much life.) Zelyon Sword 3 Artifact You may choose not to untap Zelyon Sword during your untap step. 3, T Target creature gets +2/+0 as long as Zelyon Sword remains tapped. Zephid 4UU Creature - Illusion 3/4 Flying, shroud (This permanent can't be the target of spells or abilities.) Zephid's Embrace 2UU Enchantment - Aura Enchant creature Enchanted creature gets +2/+2 and has flying and shroud. (It can't be the target of spells or abilities.) Zephyr Falcon 1U Creature - Bird 1/1 Flying, vigilance Zephyr Falcon 1U Creature - Bird 1/1 Flying, vigilance Zephyr Falcon 1U Creature - Bird 1/1 Flying, vigilance Zephyr Net 1U Enchantment - Aura Enchant creature Enchanted creature has defender and flying. Zephyr Spirit 5U Creature - Spirit 0/6 When Zephyr Spirit blocks, return it to its owner's hand. Zerapa Minotaur 2RR Creature - Minotaur 3/3 First strike 2: Zerapa Minotaur loses first strike until end of turn. Any player may play this ability. Zhalfirin Commander 2W Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) 1WW: Target Knight creature gets +1/+1 until end of turn. Zhalfirin Commander 2W Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) 1WW: Target Knight creature gets +1/+1 until end of turn. Zhalfirin Crusader 1WW Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) 1W: The next 1 damage that would be dealt to Zhalfirin Crusader this turn is dealt to target creature or player instead. Zhalfirin Knight 2W Creature - Human Knight 2/2 Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) WW: Zhalfirin Knight gains first strike until end of turn. Zhang Fei, Fierce Warrior 4WW Legendary Creature - Human Soldier Warrior 4/4 Horsemanship, vigilance Zhang He, Wei General 3BB Legendary Creature - Human Soldier 4/2 Horsemanship Whenever Zhang He, Wei General attacks, each other creature you control gets +1/+0 until end of turn. Zhang Liao, Hero of Hefei 4BB Legendary Creature - Human Soldier 3/3 Whenever Zhang Liao, Hero of Hefei deals damage to an opponent, that opponent discards a card. Zhao Zilong, Tiger General 3WW Legendary Creature - Human Soldier Warrior 3/3 Horsemanship Whenever Zhao Zilong, Tiger General blocks, it gets +1/+1 until the end of the turn. Zhou Yu, Chief Commander 5UU Legendary Creature - Human Soldier 8/8 Zhou Yu, Chief Commander can't attack unless defending player controls an Island. Zhuge Jin, Wu Strategist 1UU Legendary Creature - Human Advisor 1/1 T Target creature is unblockable this turn. Play this ability only during your turn, before the combat phase. Zirilan of the Claw 3RR Legendary Creature - Viashino Shaman 3/4 1RR, T Search your library for a Dragon permanent card and put that card into play. Then shuffle your library. That Dragon gains haste until end of turn. At end of turn, remove it from the game. Zodiac Dog 2R Creature - Hound 2/2 Mountainwalk Zodiac Dragon 7RR Creature - Dragon 8/8 When Zodiac Dragon is put into your graveyard from play, you may return it to your hand. Zodiac Goat R Creature - Goat 1/1 Mountainwalk Zodiac Horse 3G Creature - Horse 3/3 Islandwalk Zodiac Monkey 1G Creature - Ape 2/1 Forestwalk (This creature is unblockable as long as defending player controls a Forest.) Zodiac Monkey 1G Creature - Ape 2/1 Forestwalk (This creature is unblockable as long as defending player controls a Forest.) Zodiac Ox 3G Creature - Ox 3/3 Swampwalk Zodiac Pig 3B Creature - Boar 3/3 Swampwalk Zodiac Rabbit G Creature - Rabbit 1/1 Forestwalk Zodiac Rat B Creature - Rat 1/1 Swampwalk Zodiac Rooster 1G Creature - Bird 2/1 Plainswalk Zodiac Snake 2B Creature - Snake 2/2 Swampwalk Zodiac Tiger 2GG Creature - Cat 3/4 Forestwalk Zoetic Cavern Land T Add 1 to your mana pool. Morph 2 (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Zombie Assassin 4B 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 4B Creature - Zombie Snake 3/3 1B: 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 6B 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 3BB 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 Fanboy 2B Creature - Zombie Gamer 1/1 As Zombie Fanboy comes into play, choose an artist. Whenever a permanent by the chosen artist is put into a graveyard, put two +1/+1 counters on Zombie Fanboy. Zombie Infestation 1B Enchantment Discard two cards: Put a 2/2 black Zombie creature token into play. Zombie Master 1BB Creature - Zombie 2/3 Other Zombie creatures have swampwalk. All other Zombies have "B: Regenerate this permanent." Zombie Master 1BB Creature - Zombie 2/3 Other Zombie creatures have swampwalk. All other Zombies have "B: Regenerate this permanent." Zombie Master 1BB Creature - Zombie 2/3 Other Zombie creatures have swampwalk. All other Zombies have "B: Regenerate this permanent." Zombie Master 1BB Creature - Zombie 2/3 Other Zombie creatures have swampwalk. All other Zombies have "B: Regenerate this permanent." Zombie Master 1BB Creature - Zombie 2/3 Other Zombie creatures have swampwalk. All other Zombies have "B: Regenerate this permanent." Zombie Master 1BB Creature - Zombie 2/3 Other Zombie creatures have swampwalk. All other Zombies have "B: Regenerate this permanent." Zombie Master 1BB Creature - Zombie 2/3 Other Zombie creatures have swampwalk. All other Zombies have "B: Regenerate this permanent." Zombie Mob 2BB Creature - Zombie 2/0 Zombie Mob comes into play with a +1/+1 counter on it for each creature card in your graveyard. When Zombie Mob comes into play, remove all creature cards in your graveyard from the game. Zombie Musher 3B Snow Creature - Zombie 2/3 Snow landwalk oSi: Regenerate Zombie Musher. (oSi can be paid with one mana from a snow permanent.) Zombie Scavengers 2B Creature - Zombie 3/1 Remove the top creature card in your graveyard from the game: Regenerate Zombie Scavengers. Zombie Trailblazer BBB Creature - Zombie Scout 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 3B Sorcery Return target creature card from your graveyard to play. Zombify 3B Sorcery Return target creature card from your graveyard to play. Zombify 3B Sorcery Return target creature card from your graveyard to play. Zoologist 3G Creature - Human Druid 1/2 3G, T Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard. Zo-Zu the Punisher 1RR Legendary Creature - Goblin Warrior 2/2 Whenever a land comes into play, Zo-Zu the Punisher deals 2 damage to that land's controller. Zuberi, Golden Feather 4W Legendary Creature - Griffin 3/3 Flying Other Griffin creatures get +1/+1. Zuo Ci, the Mocking Sage 1GG Legendary Creature - Human Advisor 1/2 Zuo Ci, the Mocking Sage can't be blocked by creatures with horsemanship. Zuo Ci can't be the target of spells or abilities your opponents control. Zur the Enchanter 1WUB Legendary Creature - Human Wizard 1/4 Flying Whenever Zur the Enchanter attacks, you may search your library for an enchantment card with converted mana cost 3 or less and put it into play. If you do, shuffle your library. Zuran Enchanter 1U Creature - Human Wizard 1/1 2B, T Target player discards a card. Play this ability only during your turn. Zuran Orb 0 Artifact Sacrifice a land: You gain 2 life. Zuran Orb 0 Artifact Sacrifice a land: You gain 2 life. Zuran Spellcaster 2U Creature - Human Wizard 1/1 T Zuran Spellcaster deals 1 damage to target creature or player. Zur's Weirding 3U 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 a card. Zur's Weirding 3U 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 a card. Zur's Weirding 3U 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 a card. Zur's Weirding 3U 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 a card. Zur's Weirding 3U 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 a card. Zzzyxas's Abyss 1BB Enchantment At the beginning of your upkeep, destroy all nonland permanents with the first name alphabetically among nonland permanents in play.