Resources

Magic: The Gathering Oracle Changes

Masters Edition to Lorwyn

General changes

Old card (Masters Edition) New card (Lorwyn)

Ageless Sentinels

{3}{W}

Creature — Wall

Defender (This creature can't attack.)

Flying

When Ageless Sentinels blocks, its creature type becomes Giant Bird, and it loses defender. (It's no longer a Wall. This effect doesn't end at end of turn.)

4/4

Ageless Sentinels

{3}{W}

Creature — Wall

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.)

4/4

Anaba Ancestor

{1}{R}

Creature — Ghost

{T}: Target Minotaur creature gets +1/+1 until end of turn.

1/1

Anaba Ancestor

{1}{R}

Creature — Minotaur Spirit

{T}: Another target Minotaur creature gets +1/+1 until end of turn.

1/1

Aysen Crusader

{2}{W}{W}

Creature — Crusader

Aysen Crusader's power and toughness are each equal to 2 plus the number of Heroes you control.

2+*/2+*

Aysen Crusader

{2}{W}{W}

Creature — Human Knight

Aysen Crusader's power and toughness are each equal to 2 plus the number of Soldiers and Warriors you control.

2+*/2+*

Benthic Explorers

{3}{U}

Creature — Merfolk

{T}: Untap a tapped land an opponent controls. If you do, add one mana of any type that land could produce to your mana pool.

2/4

Benthic Explorers

{3}{U}

Creature — Merfolk Scout

{T}, Untap a tapped land an opponent controls: Add one mana of any type that land could produce to your mana pool.

2/4

Boldwyr Intimidator

{5}{R}{R}

Creature — Giant Warrior

Cowards can't block Warriors.

{R}: Target creature's type becomes Coward until end of turn.

{2}{R}: Target creature's type becomes Warrior until end of turn.

5/5

Boldwyr Intimidator

{5}{R}{R}

Creature — Giant Warrior

Cowards can't block Warriors.

{R}: Target creature becomes a Coward until end of turn.

{2}{R}: Target creature becomes a Warrior until end of turn.

5/5

Boris Devilboon

{3}{B}{R}

Legendary Creature

{2}{B}{R}, {T}: Put a 1/1 black and red Minor Demon creature token into play.

2/2

Boris Devilboon

{3}{B}{R}

Legendary Creature — Human Wizard

{2}{B}{R}, {T}: Put a 1/1 black and red Demon creature token named Minor Demon into play.

2/2

Caribou Range

{2}{W}{W}

Enchantment — Aura

Enchant land you control

Enchanted land has "{W}{W}, {T}: Put a 0/1 white Caribou creature token into play."

Sacrifice a Caribou: You gain 1 life.

Caribou Range

{2}{W}{W}

Enchantment — Aura

Enchant land you control

Enchanted land has "{W}{W}, {T}: Put a 0/1 white Caribou creature token into play."

Sacrifice a Caribou token: You gain 1 life.

Chaos Moon

{3}{R}

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, its controller adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of any other type.

Chaos Moon

{3}{R}

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.

Chimeric Coils

{1}

Artifact

{X}{1}: Chimeric Coils becomes an X/X artifact creature. Sacrifice it at end of turn.

Chimeric Coils

{1}

Artifact

{X}{1}: 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 artifact creature with trample until 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 artifact creature 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.

Clockwork Steed

{4}

Artifact Creature

Clockwork Steed comes into play with four +1/+0 counters on it.

Clockwork Steed can't be blocked by artifact creatures.

Clockwork Steed can't have more than four +1/+0 counters on it.

At end of combat, if Clockwork Steed attacked or blocked this turn, remove a +1/+0 counter from it.

{X}, {T}: Put X +1/+0 counters on Clockwork Steed. Play this ability only during your upkeep.

0/3

Clockwork Steed

{4}

Artifact Creature — Horse

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.

0/3

Clockwork Swarm

{4}

Artifact Creature

Clockwork Swarm comes into play with four +1/+0 counters on it.

Clockwork Swarm can't be blocked by Walls.

Clockwork Swarm can't have more than four +1/+0 counters on it.

At end of combat, if Clockwork Swarm attacked or blocked this turn, remove a +1/+0 counter from it.

{X}, {T}: Put X +1/+0 counters on Clockwork Swarm. Play this ability only during your upkeep.

0/3

Clockwork Swarm

{4}

Artifact Creature — Insect

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.

0/3

Coalition Flag

{W}

Enchantment — Aura

Enchant creature you control

Enchanted creature's type is Flagbearer.

Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.

Coalition 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.

Darksteel Brute

{2}

Artifact

Darksteel Brute is indestructible. ("Destroy" effects and lethal damage don't destroy it.)

{3}: Darksteel Brute becomes a 2/2 artifact creature until end of turn.

Darksteel 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.

Deep Water

{U}{U}

Enchantment

{U}: Until end of turn, if you tap a land you control for mana, it produces {U} instead of any other type and amount.

Deep Water

{U}{U}

Enchantment

{U}: Until end of turn, if you tap a land you control for mana, it produces {U} instead of any other type.

Dracoplasm

{U}{R}

Creature — Shapeshifter

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.

*/*

Dracoplasm

{U}{R}

Creature — Shapeshifter

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.

0/0

Dream Thrush

{1}{U}

Creature — Bird

Flying

{T}: Target land's type becomes the basic land type of your choice until end of turn.

1/1

Dream Thrush

{1}{U}

Creature — Bird

Flying

{T}: Target land becomes the basic land type of your choice until end of turn.

1/1

Elephant Graveyard

Land

{T}: Add {1} to your mana pool.

{T}: Regenerate target Elephant or Mammoth.

Elephant Graveyard

Land

{T}: Add {1} to your mana pool.

{T}: Regenerate target Elephant.

Ensouled Scimitar

{3}

Artifact — Equipment

{3}: Ensouled Scimitar becomes a 1/5 artifact creature with flying until end of turn. (Equipment that's a creature can't equip a creature.)

Equipped creature gets +1/+5.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

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.)

Excavator

{2}

Artifact

{T}, Sacrifice a basic land: Target creature gains landwalk of each of the sacrificed land's types until end of turn.

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.

Faerie Noble

{2}{G}

Creature — Noble

Flying

Faerie creatures you control get +0/+1.

{T}: Faerie creatures you control get +1/+0 until end of turn.

1/2

Faerie Noble

{2}{G}

Creature — Faerie

Flying

Other Faerie creatures you control get +0/+1.

{T}: Other Faerie creatures you control get +1/+0 until end of turn.

1/2

Festival

{W}

Instant

Play Festival only during an opponent's upkeep.

That player skips all combat phases this turn.

Festival

{W}

Instant

Play Festival only during an opponent's upkeep.

Creatures can't attack this turn.

Field of Souls

{2}{W}{W}

Enchantment

Whenever a nontoken creature is put into your graveyard from play, put a 1/1 white Essence creature token with flying into play.

Field of Souls

{2}{W}{W}

Enchantment

Whenever a nontoken creature is put into your graveyard from play, put a 1/1 white Spirit creature token with flying into play.

Firecat Blitz

{X}{R}{R}

Sorcery

Put X 1/1 red Cat creature tokens with haste into play. Remove them from the game at end of turn.

Flashback—{R}{R}, Sacrifice X Mountains. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Firecat Blitz

{X}{R}{R}

Sorcery

Put X 1/1 red Elemental Cat creature tokens with haste into play. Remove them from the game at end of turn.

Flashback—{R}{R}, Sacrifice X Mountains. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Gemini Engine

{6}

Artifact Creature

Whenever Gemini Engine attacks, put an attacking Twin artifact creature token into play. Its power is equal to Gemini Engine's power and its toughness is equal to Gemini Engine's toughness. Sacrifice the token at end of combat.

3/4

Gemini Engine

{6}

Artifact Creature — Construct

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.

3/4

Guardian Idol

{2}

Artifact

Guardian Idol comes into play tapped.

{T}: Add {1} to your mana pool.

{2}: Guardian Idol becomes a 2/2 artifact creature until end of turn.

Guardian 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.

Hidden Stag

{1}{G}

Enchantment

Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Beast creature.

Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment.

Hidden Stag

{1}{G}

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.

Hornet Cannon

{4}

Artifact

{3}, {T}: Put a 1/1 Hornet artifact creature token with flying and haste into play. Destroy that creature at end of turn.

Hornet 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.

Hunting Pack

{5}{G}{G}

Instant

Put a 4/4 green Beast creature token into play.

Storm (When you play this spell, copy it for each spell played before it this turn.)

Hunting Pack

{5}{G}{G}

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.)

Imagecrafter

{U}

Creature — Wizard

{T}: Choose a creature type other than Wall. Target creature's type becomes that type until end of turn.

1/1

Imagecrafter

{U}

Creature — Human Wizard

{T}: Choose a creature type other than Wall. Target creature becomes that type until end of turn.

1/1

Infernal Darkness

{2}{B}{B}

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 and amount.

Infernal Darkness

{2}{B}{B}

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.

Ivory Guardians

{4}{W}{W}

Creature — Guardian

Protection from red

Guardian creatures get +1/+1 as long as an opponent controls a red permanent.

3/3

Ivory Guardians

{4}{W}{W}

Creature — Human Cleric

Protection from red

Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a red permanent.

3/3

Jade Statue

{4}

Artifact

{2}: Jade Statue becomes a 3/6 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.

Jinx

{1}{U}

Instant

Target land's type becomes the basic land type of your choice until end of turn.

Draw a card at the beginning of the next turn's upkeep.

Jinx

{1}{U}

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.

Kangee, Aerie Keeper

{2}{W}{U}

Legendary Creature

Kicker {2}{X} (You may pay an additional {2}{X} as you play this spell.)

Flying

When Kangee, Aerie Keeper comes into play, if the kicker cost was paid, put X feather counters on it.

Bird creatures get +1/+1 for each feather counter on Kangee, Aerie Keeper.

2/2

Kangee, Aerie Keeper

{2}{W}{U}

Legendary Creature — Bird Soldier

Kicker {2}{X} (You may pay an additional {2}{X} as you play this spell.)

Flying

When Kangee, Aerie Keeper comes into play, if the kicker cost was paid, put X feather counters on it.

Other Bird creatures get +1/+1 for each feather counter on Kangee, Aerie Keeper.

2/2

Kobold Drill Sergeant

{1}{R}

Creature — Drill-Sergeant

Kobold creatures you control get +0/+1 and have trample.

1/2

Kobold Drill Sergeant

{1}{R}

Creature — Kobold Soldier

Other Kobold creatures you control get +0/+1 and have trample.

1/2

Kobold Overlord

{1}{R}

Creature — Lord

First strike

Kobold creatures you control have first strike.

1/2

Kobold Overlord

{1}{R}

Creature — Kobold

Kobold creatures you control have first strike.

1/2

Krovikan Vampire

{3}{B}{B}

Creature — Vampire

Whenever a creature dealt damage by Krovikan Vampire this turn is put into a graveyard, put that card into play under your control at end of turn. Sacrifice the creature when you lose control of Krovikan Vampire.

3/3

Krovikan Vampire

{3}{B}{B}

Creature — Vampire

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.

3/3

Lovisa Coldeyes

{3}{R}{R}

Legendary Creature — Human Lord

Barbarian, Warrior, and Berserker creatures get +2/+2 and have haste.

3/3

Lovisa Coldeyes

{3}{R}{R}

Legendary Creature — Human Barbarian

Warrior, Beserker, and other Barbarian creatures get +2/+2 and have haste.

3/3

Magistrate's Scepter

{3}

Artifact

{4}, {T}: Put a charge counter on Magistrate's Scepter.

{T}, Remove three charge counters from Magistrate's Scepter: Take another turn after this one.

Magistrate's 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.

Mana Vortex

{1}{U}{U}

Enchantment

When Mana Vortex comes into play, sacrifice it unless you sacrifice a land.

At the beginning of each player's upkeep, that player sacrifices a land.

When there are no lands in play, sacrifice Mana Vortex.

Mana Vortex

{1}{U}{U}

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.

Master of the Hunt

{2}{G}{G}

Creature — Master

{2}{G}{G}: Put a 1/1 green Wolves-of-the-Hunt creature token into play. That creature has "bands with other Wolves-of-the-Hunt."

2/2

Master of the Hunt

{2}{G}{G}

Creature — Human

{2}{G}{G}: Put a 1/1 green Wolf creature token named Wolves of the Hunt into play. That creature has "bands with other Wolves."

2/2

Minion of the Wastes

{3}{B}{B}{B}

Creature — Minion

Trample

As Minion of the Wastes comes into play, pay any amount of life.

Minion of the Wastes' power and toughness are each equal to the life paid this way.

*/*

Minion of the Wastes

{3}{B}{B}{B}

Creature — Minion

Trample

As Minion of the Wastes comes into play, pay any amount of life.

Minion of the Wastes's power and toughness are each equal to the life paid as it came into play.

*/*

Mistform Dreamer

{2}{U}

Creature — Illusion

Flying

{1}: Mistform Dreamer's type becomes the creature type of your choice until end of turn.

2/1

Mistform Dreamer

{2}{U}

Creature — Illusion

Flying

{1}: Mistform Dreamer becomes the creature type of your choice until end of turn.

2/1

Mistform Mask

{1}{U}

Enchantment — Aura

Enchant creature

{1}: Enchanted creature's type becomes the creature type of your choice until end of turn.

Mistform Mask

{1}{U}

Enchantment — Aura

Enchant creature

{1}: Enchanted creature becomes the creature type of your choice until end of turn.

Mistform Mutant

{4}{U}{U}

Creature — Illusion Mutant

{1}{U}: Choose a creature type other than Wall. Target creature's type becomes that type until end of turn.

3/4

Mistform Mutant

{4}{U}{U}

Creature — Illusion Mutant

{1}{U}: Choose a creature type other than Wall. Target creature becomes that type until end of turn.

3/4

Mistform Seaswift

{3}{U}

Creature — Illusion

Flying

{1}: Mistform Seaswift's type becomes the creature type of your choice until end of turn.

Morph {1}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

3/1

Mistform Seaswift

{3}{U}

Creature — Illusion

Flying

{1}: Mistform Seaswift becomes the creature type of your choice until end of turn.

Morph {1}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

3/1

Mistform Shrieker

{3}{U}{U}

Creature — Illusion

Flying

{1}: Mistform Shrieker's type becomes the creature type of your choice until end of turn.

Morph {3}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

3/3

Mistform Shrieker

{3}{U}{U}

Creature — Illusion

Flying

{1}: Mistform Shrieker becomes the creature type of your choice until end of turn.

Morph {3}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

3/3

Mistform Skyreaver

{5}{U}{U}

Creature — Illusion

Flying

{1}: Mistform Skyreaver's type becomes the creature type of your choice until end of turn.

6/6

Mistform Skyreaver

{5}{U}{U}

Creature — Illusion

Flying

{1}: Mistform Skyreaver becomes the creature type of your choice until end of turn.

6/6

Mistform Stalker

{1}{U}

Creature — Illusion

{1}: Mistform Stalker's type becomes the creature type of your choice until end of turn.

{2}{U}{U}: Mistform Stalker gets +2/+2 and gains flying until end of turn.

1/1

Mistform Stalker

{1}{U}

Creature — Illusion

{1}: Mistform Stalker becomes the creature type of your choice until end of turn.

{2}{U}{U}: Mistform Stalker gets +2/+2 and gains flying until end of turn.

1/1

Mistform Wakecaster

{4}{U}

Creature — Illusion

Flying

{1}: Mistform Wakecaster's type becomes the creature type of your choice until end of turn.

{2}{U}{U}, {T}: Choose a creature type. The type of each creature you control becomes that type until end of turn.

2/3

Mistform Wakecaster

{4}{U}

Creature — Illusion

Flying

{1}: Mistform Wakecaster becomes the creature type of your choice until end of turn.

{2}{U}{U}, {T}: Choose a creature type. Each creature you control becomes that type until end of turn.

2/3

Mistform Wall

{2}{U}

Creature — Illusion Wall

Mistform Wall has defender as long as it's a Wall.

{1}: Mistform Wall's type becomes the creature type of your choice until end of turn.

1/4

Mistform Wall

{2}{U}

Creature — Illusion Wall

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.

1/4

Mistform Warchief

{2}{U}

Creature — Illusion

Creature spells you play that share a creature type with Mistform Warchief cost {1} less to play.

{T}: Mistform Warchief's type becomes the creature type of your choice until end of turn.

1/3

Mistform Warchief

{2}{U}

Creature — Illusion

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.

1/3

Moonbow Illusionist

{2}{U}

Creature — Moonfolk Wizard

Flying

{2}, Return a land you control to its owner's hand: Target land's type becomes the basic land type of your choice until end of turn.

2/1

Moonbow Illusionist

{2}{U}

Creature — Moonfolk Wizard

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.

2/1

Mystic Compass

{2}

Artifact

{1}, {T}: Target land's type 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.

Nameless Race

{3}{B}

Creature — Nameless-Race

Trample

As Nameless Race comes into play, pay X life. X can't be more than the total number of white cards 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.

*/*

Nameless Race

{3}{B}

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 Monastery

Land

{T}: Add {1} to your mana pool.

Threshold — {G}{W}: Nantuko Monastery becomes a 4/4 green and white creature with first strike until end of turn. It's still a land. Play this ability only if seven or more cards are in your graveyard.

Nantuko Monastery

Land

{T}: Add {1} to your mana pool.

Threshold — {G}{W}: 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.

Old Man of the Sea

{1}{U}{U}

Creature — Marid

You may choose not to untap Old Man of the Sea during your untap step.

{T}: Gain control of target creature with power equal to or less than the power of Old Man of the Sea as long as Old Man of the Sea remains tapped and its power remains equal to or greater than the creature's power.

2/3

Old Man of the Sea

{1}{U}{U}

Creature — Djinn

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.

2/3

Opal Acrolith

{2}{W}

Enchantment

Whenever an opponent plays a creature spell, if Opal Acrolith is an enchantment, Opal Acrolith becomes a 2/4 Guardian creature.

{0}: Opal Acrolith becomes an enchantment.

Opal Acrolith

{2}{W}

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 Avenger

{2}{W}

Enchantment

When you have 10 life or less, if Opal Avenger is an enchantment, Opal Avenger becomes a 3/5 Guardian creature.

Opal Avenger

{2}{W}

Enchantment

When you have 10 life or less, if Opal Avenger is an enchantment, Opal Avenger becomes a 3/5 Soldier creature.

Orc General

{2}{R}

Creature — General

{T}, Sacrifice an Orc or a Goblin: Orc creatures get +1/+1 until end of turn.

2/2

Orc General

{2}{R}

Creature — Orc Warrior

{T}, Sacrifice another Orc or Goblin: Other Orc creatures get +1/+1 until end of turn.

2/2

Phantasmal Terrain

{U}{U}

Enchantment — Aura

Enchant land

As Phantasmal Terrain comes into play, choose a basic land type.

Enchanted land's type is the chosen type.

Phantasmal Terrain

{U}{U}

Enchantment — Aura

Enchant land

As Phantasmal Terrain comes into play, choose a basic land type.

Enchanted land is the chosen type.

Primal Clay

{4}

Artifact Creature

Primal Clay comes into play as your choice of a 3/3 artifact creature; a 2/2 artifact creature with flying; or a 1/6 Wall artifact creature 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.

*/*

Proteus Machine

{3}

Artifact Creature

Morph {0} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Proteus Machine is turned face up, its type becomes the creature type of your choice. (This effect doesn't end at end of turn.)

2/2

Proteus Machine

{3}

Artifact Creature — Shapeshifter

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.)

2/2

Reef Shaman

{U}

Creature — Merfolk

{T}: Target land's type becomes the basic land type of your choice until end of turn.

0/2

Reef Shaman

{U}

Creature — Merfolk Shaman

{T}: Target land becomes the basic land type of your choice until end of turn.

0/2

Sea Snidd

{4}{U}

Creature — Beast

{T}: Target land's type becomes the basic land type of your choice until end of turn.

3/3

Sea Snidd

{4}{U}

Creature — Beast

{T}: Target land becomes the basic land type of your choice until end of turn.

3/3

Second Chance

{2}{U}

Enchantment

At the beginning of your upkeep, if you have 5 life or less, sacrifice Second Chance. If you do, take another turn after this one.

Second Chance

{2}{U}

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.

Shimmering Mirage

{1}{U}

Instant

Target land's type becomes the basic land type of your choice until end of turn.

Draw a card.

Shimmering Mirage

{1}{U}

Instant

Target land becomes the basic land type of your choice until end of turn.

Draw a card.

Slumbering Tora

{3}

Artifact

{2}, Discard a Spirit or Arcane card: Slumbering Tora becomes an X/X artifact creature until end of turn, where X is the discarded card's converted mana cost.

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.

Stalking Stones

Land

{T}: Add {1} to your mana pool.

{6}: Stalking Stones becomes a 3/3 artifact creature that's still a land. (This effect doesn't end at end of turn.)

Stalking 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.)

Standardize

{U}{U}

Instant

Choose a creature type other than Wall. Each creature's type becomes that type until end of turn.

Standardize

{U}{U}

Instant

Choose a creature type other than Wall. Each creature becomes that type until end of turn.

Stangg

{4}{R}{G}

Legendary Creature

When Stangg comes into play, if Stangg is in play, put a legendary 3/4 red and green Stangg-Twin creature token into play. When Stangg leaves play, remove that token from the game. When that token leaves play, sacrifice Stangg.

3/4

Stangg

{4}{R}{G}

Legendary Creature — Human Warrior

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.

3/4

Sunglasses of Urza

{3}

Artifact

{W}: Add {R} to your mana pool.

Sunglasses of Urza

{3}

Artifact

You may spend white mana as though it were red mana.

Terraformer

{2}{U}

Creature — Human Wizard

{1}: Choose a basic land type. The land type of each land you control becomes that type until end of turn.

2/2

Terraformer

{2}{U}

Creature — Human Wizard

{1}: Choose a basic land type. Each land you control becomes that type until end of turn.

2/2

Thopter Squadron

{5}

Artifact Creature

Flying

Thopter Squadron comes into play with three +1/+1 counters on it.

{1}, Remove a +1/+1 counter from Thopter Squadron: Put a 1/1 Thopter artifact creature token with flying into play. Play this ability only any time you could play a sorcery.

{1}, Sacrifice a Thopter: Put a +1/+1 counter on Thopter Squadron. Play this ability only any time you could play a sorcery.

0/0

Thopter Squadron

{5}

Artifact Creature — Thopter

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.

0/0

Tooth and Claw

{3}{R}

Enchantment

Sacrifice two creatures: Put a 3/1 red Carnivore creature token into play.

Tooth and Claw

{3}{R}

Enchantment

Sacrifice two creatures: Put a 3/1 red Beast creature token named Carnivore into play.

Trickery Charm

{U}

Instant

Choose one — Target creature gains flying until end of turn; or target creature's type becomes the creature type of your choice until end of turn; or look at the top four cards of your library, then put them back in any order.

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.

Unnatural Selection

{1}{U}

Enchantment

{1}: Choose a creature type other than Wall. Target creature's type becomes that type until end of turn.

Unnatural Selection

{1}{U}

Enchantment

{1}: Choose a creature type other than Wall. Target creature becomes that type until end of turn.

Vesuvan Doppelganger

{3}{U}{U}

Creature — Shapeshifter

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

{3}{U}{U}

Creature — Shapeshifter

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."

0/0

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 the land type of each land of the first chosen type becomes the second chosen type until end of turn.

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.

Vodalian War Machine

{1}{U}{U}

Creature — Wall

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 in a graveyard, destroy all Merfolk tapped this turn to pay for its abilities.

0/4

Vodalian War Machine

{1}{U}{U}

Creature — Wall

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.

0/4

Wall of Kelp

{U}{U}

Creature — Wall

Defender (This creature can't attack.)

{U}{U}, {T}: Put a 0/1 blue Kelp Wall creature token with defender into play.

0/3

Wall of Kelp

{U}{U}

Creature — Plant Wall

Defender (This creature can't attack.)

{U}{U}, {T}: Put a 0/1 blue Plant Wall creature token with defender named Kelp into play.

0/3

Wirefly Hive

{3}

Artifact

{3}, {T}: Flip a coin. If you win the flip, put a 2/2 Wirefly artifact creature token with flying into play. If you lose the flip, destroy all Wireflies.

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.

Witch Engine

{5}{B}

Creature — Horror

Swampwalk

{T}: Add {B}{B}{B}{B} to your mana pool. Choose an opponent. That opponent gains control of Witch Engine. Play this ability only any time you could play an instant.

4/4

Witch Engine

{5}{B}

Creature — Horror

Swampwalk

{T}: Add {B}{B}{B}{B} to your mana pool. Target opponent gains control of Witch Engine. (Play this ability only any time you could play an instant.)

4/4

Zombie Master

{1}{B}{B}

Creature — Lord

Zombie creatures have swampwalk.

All Zombies have "{B}: Regenerate this permanent."

2/3

Zombie Master

{1}{B}{B}

Creature — Zombie

Other Zombie creatures have swampwalk.

All other Zombies have "{B}: Regenerate this permanent."

2/3

Changes to ability order only

Old card (Masters Edition) New card (Lorwyn)

Kyren Legate

{1}{R}

Creature — Goblin

If an opponent controls a Plains and you control a Mountain, you may play Kyren Legate without paying its mana cost.

Haste

1/1

Kyren Legate

{1}{R}

Creature — Goblin

Haste

If an opponent controls a Plains and you control a Mountain, you may play Kyren Legate without paying its mana cost.

1/1

Changes to types only

Old card (Masters Edition) New card (Lorwyn)

AErathi Berserker

{2}{R}{R}{R}

Creature — Berserker

Rampage 3 (Whenever this creature becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.)

2/4

AErathi Berserker

{2}{R}{R}{R}

Creature — Human Berserker

Rampage 3 (Whenever this creature becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.)

2/4

Abbey Matron

{2}{W}

Creature — Cleric

{W}, {T}: Abbey Matron gets +0/+3 until end of turn.

1/3

Abbey Matron

{2}{W}

Creature — Human Cleric

{W}, {T}: Abbey Matron gets +0/+3 until end of turn.

1/3

Abomination

{3}{B}{B}

Creature — Abomination

Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.

2/6

Abomination

{3}{B}{B}

Creature — Horror

Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.

2/6

Abu Ja'far

{W}

Creature — Leper

When Abu Ja'far is put into a graveyard from play, destroy all creatures blocking or blocked by it. They can't be regenerated.

0/1

Abu Ja'far

{W}

Creature — Human

When Abu Ja'far is put into a graveyard from play, destroy all creatures blocking or blocked by it. They can't be regenerated.

0/1

Academy Rector

{3}{W}

Creature — Cleric

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.

1/2

Academy Rector

{3}{W}

Creature — Human Cleric

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.

1/2

Adarkar Sentinel

{5}

Artifact Creature

{1}: Adarkar Sentinel gets +0/+1 until end of turn.

3/3

Adarkar Sentinel

{5}

Artifact Creature — Soldier

{1}: Adarkar Sentinel gets +0/+1 until end of turn.

3/3

Advance Scout

{1}{W}

Creature — Soldier

First strike

{W}: Target creature gains first strike until end of turn.

1/1

Advance Scout

{1}{W}

Creature — Human Soldier Scout

First strike

{W}: Target creature gains first strike until end of turn.

1/1

Aerial Caravan

{4}{U}{U}

Creature — Soldier

Flying

{1}{U}{U}: 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.)

4/3

Aerial Caravan

{4}{U}{U}

Creature — Human Soldier

Flying

{1}{U}{U}: 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.)

4/3

Aesthir Glider

{3}

Artifact Creature

Flying

Aesthir Glider can't block.

2/1

Aesthir Glider

{3}

Artifact Creature — Bird

Flying

Aesthir Glider can't block.

2/1

Agent of Shauku

{1}{B}

Creature — Mercenary

{1}{B}, Sacrifice a land: Target creature gets +2/+0 until end of turn.

1/1

Agent of Shauku

{1}{B}

Creature — Human Mercenary

{1}{B}, Sacrifice a land: Target creature gets +2/+0 until end of turn.

1/1

Agent of Stromgald

{R}

Creature — Knight

{R}: Add {B} to your mana pool.

1/1

Agent of Stromgald

{R}

Creature — Human Knight

{R}: Add {B} to your mana pool.

1/1

Akroma's Devoted

{3}{W}

Creature — Cleric

Cleric creatures have vigilance.

2/4

Akroma's Devoted

{3}{W}

Creature — Human Cleric

Cleric creatures have vigilance.

2/4

Akron Legionnaire

{6}{W}{W}

Creature — Legionnaire

Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.

8/4

Akron Legionnaire

{6}{W}{W}

Creature — Human Soldier

Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.

8/4

Alaborn Cavalier

{2}{W}{W}

Creature — Knight

Whenever Alaborn Cavalier attacks, you may tap target creature.

2/2

Alaborn Cavalier

{2}{W}{W}

Creature — Human Knight

Whenever Alaborn Cavalier attacks, you may tap target creature.

2/2

Alaborn Grenadier

{W}{W}

Creature — Soldier

Vigilance

2/2

Alaborn Grenadier

{W}{W}

Creature — Human Soldier

Vigilance

2/2

Alaborn Musketeer

{1}{W}

Creature — Soldier

Reach (This creature can block creatures with flying.)

2/1

Alaborn Musketeer

{1}{W}

Creature — Human Soldier

Reach (This creature can block creatures with flying.)

2/1

Alaborn Trooper

{2}{W}

Creature — Soldier

2/3

Alaborn Trooper

{2}{W}

Creature — Human Soldier

2/3

Alaborn Veteran

{2}{W}

Creature — Knight

{T}: Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before the combat phase.

2/2

Alaborn Veteran

{2}{W}

Creature — Human Knight

{T}: Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before the combat phase.

2/2

Alaborn Zealot

{W}

Creature — Soldier

Whenever Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot.

1/1

Alaborn Zealot

{W}

Creature — Human Soldier

Whenever Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot.

1/1

Aladdin

{2}{R}{R}

Creature — Aladdin

{1}{R}{R}, {T}: Gain control of target artifact as long as Aladdin remains in play.

1/1

Aladdin

{2}{R}{R}

Creature — Human Rogue

{1}{R}{R}, {T}: Gain control of target artifact as long as Aladdin remains in play.

1/1

Alert Shu Infantry

{2}{W}

Creature — Soldier

Vigilance

2/2

Alert Shu Infantry

{2}{W}

Creature — Human Soldier

Vigilance

2/2

Alexi, Zephyr Mage

{3}{U}{U}

Legendary Creature — Spellshaper

{X}{U}, {T}, Discard two cards: Return X target creatures to their owners' hands.

3/3

Alexi, Zephyr Mage

{3}{U}{U}

Legendary Creature — Human Spellshaper

{X}{U}, {T}, Discard two cards: Return X target creatures to their owners' hands.

3/3

Ali Baba

{R}

Creature — Ali-Baba

{R}: Tap target Wall.

1/1

Ali Baba

{R}

Creature — Human

{R}: Tap target Wall.

1/1

Ali from Cairo

{2}{R}{R}

Creature — Ali-from-Cairo

Damage that would reduce your life total to less than 1 reduces it to 1 instead.

0/1

Ali from Cairo

{2}{R}{R}

Creature — Human

Damage that would reduce your life total to less than 1 reduces it to 1 instead.

0/1

Alley Grifters

{1}{B}{B}

Creature — Mercenary

Whenever Alley Grifters becomes blocked, defending player discards a card.

2/2

Alley Grifters

{1}{B}{B}

Creature — Human Mercenary

Whenever Alley Grifters becomes blocked, defending player discards a card.

2/2

Ambush Party

{4}{R}

Creature — Ambush-Party

First strike, haste

3/1

Ambush Party

{4}{R}

Creature — Human Rogue

First strike, haste

3/1

An-Havva Constable

{1}{G}{G}

Creature — Constable

An-Havva Constable's toughness is equal to 1 plus the number of green creatures in play.

2/1+*

An-Havva Constable

{1}{G}{G}

Creature — Human

An-Havva Constable's toughness is equal to 1 plus the number of green creatures in play.

2/1+*

Ana Disciple

{G}

Creature — Wizard

{U}, {T}: Target creature gains flying until end of turn.

{B}, {T}: Target creature gets -2/-0 until end of turn.

1/1

Ana Disciple

{G}

Creature — Human Wizard

{U}, {T}: Target creature gains flying until end of turn.

{B}, {T}: Target creature gets -2/-0 until end of turn.

1/1

Ancestor's Prophet

{4}{W}

Creature — Cleric Lord

Tap five untapped Clerics you control: You gain 10 life.

1/5

Ancestor's Prophet

{4}{W}

Creature — Human Cleric

Tap five untapped Clerics you control: You gain 10 life.

1/5

Angelfire Crusader

{3}{W}

Creature — Soldier

{R}: Angelfire Crusader gets +1/+0 until end of turn.

2/3

Angelfire Crusader

{3}{W}

Creature — Human Soldier Knight

{R}: Angelfire Crusader gets +1/+0 until end of turn.

2/3

Angelic Curator

{1}{W}

Creature — Spirit

Flying, protection from artifacts

1/1

Angelic Curator

{1}{W}

Creature — Angel Spirit

Flying, protection from artifacts

1/1

Angelic Page

{1}{W}

Creature — Spirit

Flying

{T}: Target attacking or blocking creature gets +1/+1 until end of turn.

1/1

Angelic Page

{1}{W}

Creature — Angel Spirit

Flying

{T}: Target attacking or blocking creature gets +1/+1 until end of turn.

1/1

Angus Mackenzie

{G}{W}{U}

Legendary Creature

{G}{W}{U}, {T}: Prevent all combat damage that would be dealt this turn.

2/2

Angus Mackenzie

{G}{W}{U}

Legendary Creature — Human Cleric

{G}{W}{U}, {T}: Prevent all combat damage that would be dealt this turn.

2/2

Anodet Lurker

{5}

Artifact Creature

When Anodet Lurker is put into a graveyard from play, you gain 3 life.

3/3

Anodet Lurker

{5}

Artifact Creature — Construct

When Anodet Lurker is put into a graveyard from play, you gain 3 life.

3/3

Anurid Barkripper

{1}{G}{G}

Creature — Beast

Threshold — Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard.

2/2

Anurid Barkripper

{1}{G}{G}

Creature — Frog Beast

Threshold — Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard.

2/2

Anurid Brushhopper

{1}{G}{W}

Creature — Beast

Discard two cards: Remove Anurid Brushhopper from the game. Return it to play under its owner's control at end of turn.

3/4

Anurid Brushhopper

{1}{G}{W}

Creature — Frog Beast

Discard two cards: Remove Anurid Brushhopper from the game. Return it to play under its owner's control at end of turn.

3/4

Anurid Murkdiver

{4}{B}{B}

Creature — Zombie Beast

Swampwalk

4/3

Anurid Murkdiver

{4}{B}{B}

Creature — Zombie Frog Beast

Swampwalk

4/3

Anurid Scavenger

{2}{G}

Creature — Beast

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.

3/3

Anurid Scavenger

{2}{G}

Creature — Frog Beast

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.

3/3

Anurid Swarmsnapper

{2}{G}

Creature — Beast

Reach (This creature can block creatures with flying.)

{1}{G}: Anurid Swarmsnapper can block an additional creature this turn.

1/4

Anurid Swarmsnapper

{2}{G}

Creature — Frog Beast

Reach (This creature can block creatures with flying.)

{1}{G}: Anurid Swarmsnapper can block an additional creature this turn.

1/4

Aphetto Alchemist

{1}{U}

Creature — Wizard

{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.)

1/2

Aphetto Alchemist

{1}{U}

Creature — Human Wizard

{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.)

1/2

Aphetto Exterminator

{2}{B}

Creature — Wizard

Morph {3}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn.

3/1

Aphetto Exterminator

{2}{B}

Creature — Human Wizard

Morph {3}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn.

3/1

Aphetto Grifter

{2}{U}

Creature — Wizard

Tap two untapped Wizards you control: Tap target permanent.

1/1

Aphetto Grifter

{2}{U}

Creature — Human Wizard

Tap two untapped Wizards you control: Tap target permanent.

1/1

Aphetto Runecaster

{3}{U}

Creature — Wizard

Whenever a permanent is turned face up, you may draw a card.

2/3

Aphetto Runecaster

{3}{U}

Creature — Human Wizard

Whenever a permanent is turned face up, you may draw a card.

2/3

Apprentice Necromancer

{1}{B}

Creature — Wizard

{B}, {T}, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to play. That creature gains haste. At end of turn, sacrifice it.

1/1

Apprentice Necromancer

{1}{B}

Creature — Zombie Wizard

{B}, {T}, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to play. That creature gains haste. At end of turn, sacrifice it.

1/1

Apprentice Sorcerer

{2}{U}

Creature — Wizard

{T}: Apprentice Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Apprentice Sorcerer

{2}{U}

Creature — Human Wizard

{T}: Apprentice Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Arc Mage

{2}{R}

Creature — Spellshaper

{2}{R}, {T}, Discard a card: Arc Mage deals 2 damage divided as you choose among any number of target creatures and/or players.

2/2

Arc Mage

{2}{R}

Creature — Human Spellshaper

{2}{R}, {T}, Discard a card: Arc Mage deals 2 damage divided as you choose among any number of target creatures and/or players.

2/2

Arcbound Bruiser

{5}

Artifact Creature

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.)

0/0

Arcbound Bruiser

{5}

Artifact Creature — Golem

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.)

0/0

Arcbound Crusher

{4}

Artifact Creature

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.)

0/0

Arcbound Crusher

{4}

Artifact Creature — Juggernaut

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.)

0/0

Arcbound Fiend

{6}

Artifact Creature

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.)

0/0

Arcbound Fiend

{6}

Artifact Creature — Horror

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.)

0/0

Arcbound Hybrid

{4}

Artifact Creature

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.)

0/0

Arcbound Hybrid

{4}

Artifact Creature — Beast

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.)

0/0

Arcbound Lancer

{7}

Artifact Creature

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.)

0/0

Arcbound Lancer

{7}

Artifact Creature — Beast

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.)

0/0

Arcbound Ravager

{2}

Artifact Creature

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.)

0/0

Arcbound Ravager

{2}

Artifact Creature — Beast

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.)

0/0

Arcbound Stinger

{2}

Artifact Creature

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.)

0/0

Arcbound Stinger

{2}

Artifact Creature — Insect

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.)

0/0

Arcbound Wanderer

{6}

Artifact Creature

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.)

0/0

Arcbound Wanderer

{6}

Artifact Creature — Golem

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.)

0/0

Arcbound Worker

{1}

Artifact Creature

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.)

0/0

Arcbound Worker

{1}

Artifact Creature — Construct

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.)

0/0

Ardent Soldier

{1}{W}

Creature — Soldier

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.

1/2

Ardent Soldier

{1}{W}

Creature — Human Soldier

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.

1/2

Argivian Blacksmith

{1}{W}{W}

Creature — Smith

{T}: Prevent the next 2 damage that would be dealt to target artifact creature this turn.

2/2

Argivian Blacksmith

{1}{W}{W}

Creature — Human Artificer

{T}: Prevent the next 2 damage that would be dealt to target artifact creature this turn.

2/2

Argothian Elder

{3}{G}

Creature — Elf

{T}: Untap two target lands.

2/2

Argothian Elder

{3}{G}

Creature — Elf Druid

{T}: Untap two target lands.

2/2

Argothian Enchantress

{1}{G}

Creature — Enchantress

Shroud (This permanent can't be the target of spells or abilities.)

Whenever you play an enchantment spell, draw a card.

0/1

Argothian Enchantress

{1}{G}

Creature — Human Druid

Shroud (This permanent can't be the target of spells or abilities.)

Whenever you play an enchantment spell, draw a card.

0/1

Armored Galleon

{4}{U}

Creature — Ship

Armored Galleon can't attack unless defending player controls an Island.

5/4

Armored Galleon

{4}{U}

Creature — Human Pirate

Armored Galleon can't attack unless defending player controls an Island.

5/4

Armored Guardian

{3}{W}{U}

Creature — Guardian

{1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn.

{1}{U}{U}: Armored Guardian gains shroud until end of turn. (It can't be the target of spells or abilities.)

2/5

Armored Guardian

{3}{W}{U}

Creature — Cat Warrior

{1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn.

{1}{U}{U}: Armored Guardian gains shroud until end of turn. (It can't be the target of spells or abilities.)

2/5

Arms Dealer

{2}{R}

Creature — Goblin

{1}{R}, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature.

1/1

Arms Dealer

{2}{R}

Creature — Goblin Rogue

{1}{R}, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature.

1/1

Ashen Firebeast

{6}{R}{R}

Creature — Beast

{1}{R}: Ashen Firebeast deals 1 damage to each creature without flying.

6/6

Ashen Firebeast

{6}{R}{R}

Creature — Elemental Beast

{1}{R}: Ashen Firebeast deals 1 damage to each creature without flying.

6/6

Atalya, Samite Master

{3}{W}{W}

Legendary Creature — Cleric

{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.

2/3

Atalya, Samite Master

{3}{W}{W}

Legendary Creature — Human Cleric

{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.

2/3

Auramancer

{2}{W}

Creature — Wizard

When Auramancer comes into play, you may return target enchantment card from your graveyard to your hand.

2/2

Auramancer

{2}{W}

Creature — Human Wizard

When Auramancer comes into play, you may return target enchantment card from your graveyard to your hand.

2/2

Auriok Siege Sled

{6}

Artifact Creature

{1}: Target artifact creature blocks Auriok Siege Sled this turn if able.

{1}: Target artifact creature can't block Auriok Siege Sled this turn.

3/5

Auriok Siege Sled

{6}

Artifact Creature — Juggernaut

{1}: Target artifact creature blocks Auriok Siege Sled this turn if able.

{1}: Target artifact creature can't block Auriok Siege Sled this turn.

3/5

Aven Archer

{3}{W}{W}

Creature — Bird Soldier

Flying

{2}{W}, {T}: Aven Archer deals 2 damage to target attacking or blocking creature.

2/2

Aven Archer

{3}{W}{W}

Creature — Bird Soldier Archer

Flying

{2}{W}, {T}: Aven Archer deals 2 damage to target attacking or blocking creature.

2/2

Avenger en-Dal

{1}{W}

Creature — Spellshaper

{2}{W}, {T}, Discard a card: Remove target attacking creature from the game. Its controller gains life equal to its toughness.

1/1

Avenger en-Dal

{1}{W}

Creature — Human Spellshaper

{2}{W}, {T}, Discard a card: Remove target attacking creature from the game. Its controller gains life equal to its toughness.

1/1

Avenging Druid

{2}{G}

Creature — Druid

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.

1/3

Avenging Druid

{2}{G}

Creature — Human Druid

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.

1/3

Axelrod Gunnarson

{4}{B}{B}{R}{R}

Legendary Creature

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.

5/5

Axelrod Gunnarson

{4}{B}{B}{R}{R}

Legendary Creature — Giant

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.

5/5

Ayesha Tanaka

{W}{W}{U}{U}

Legendary Creature

Banding

{T}: Counter target activated ability from an artifact source unless that ability's controller pays {W}.

2/2

Ayesha Tanaka

{W}{W}{U}{U}

Legendary Creature — Human Artificer

Banding

{T}: Counter target activated ability from an artifact source unless that ability's controller pays {W}.

2/2

Aysen Bureaucrats

{1}{W}

Creature — Bureaucrat

{T}: Tap target creature with power 2 or less.

1/1

Aysen Bureaucrats

{1}{W}

Creature — Human Advisor

{T}: Tap target creature with power 2 or less.

1/1

Balduvian Conjurer

{1}{U}

Creature — Wizard

{T}: Until end of turn, target snow land becomes a 2/2 creature that's still a land.

0/2

Balduvian Conjurer

{1}{U}

Creature — Human Wizard

{T}: Until end of turn, target snow land becomes a 2/2 creature that's still a land.

0/2

Balduvian Shaman

{U}

Creature — Cleric

{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.")

1/1

Balduvian Shaman

{U}

Creature — Human Cleric Shaman

{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.")

1/1

Balduvian War-Makers

{4}{R}

Creature — Barbarian

Haste

Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

3/3

Balduvian War-Makers

{4}{R}

Creature — Human Barbarian

Haste

Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

3/3

Balloon Peddler

{2}{U}

Creature — Spellshaper

{U}, {T}, Discard a card: Target creature gains flying until end of turn.

2/2

Balloon Peddler

{2}{U}

Creature — Human Spellshaper

{U}, {T}, Discard a card: Target creature gains flying until end of turn.

2/2

Balshan Beguiler

{2}{U}

Creature — Wizard

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.

1/1

Balshan Beguiler

{2}{U}

Creature — Human Wizard

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.

1/1

Balthor the Stout

{1}{R}{R}

Legendary Creature — Dwarf

Barbarian creatures get +1/+1.

{R}: Target Barbarian creature gets +1/+0 until end of turn.

2/2

Balthor the Stout

{1}{R}{R}

Legendary Creature — Dwarf Warrior

Barbarian creatures get +1/+1.

{R}: Target Barbarian creature gets +1/+0 until end of turn.

2/2

Banshee

{2}{B}{B}

Creature — Banshee

{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.

0/1

Banshee

{2}{B}{B}

Creature — Spirit

{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.

0/1

Barbarian Bully

{2}{R}

Creature — Barbarian

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.

2/2

Barbarian Bully

{2}{R}

Creature — Human Barbarian

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.

2/2

Barbarian General

{4}{R}

Creature — Soldier

Horsemanship

3/2

Barbarian General

{4}{R}

Creature — Human Barbarian Soldier

Horsemanship

3/2

Barbarian Guides

{2}{R}

Creature — Barbarian

{2}{R}, {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.

1/2

Barbarian Guides

{2}{R}

Creature — Human Barbarian

{2}{R}, {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.

1/2

Barbarian Horde

{3}{R}

Creature — Soldier

3/3

Barbarian Horde

{3}{R}

Creature — Human Barbarian Soldier

3/3

Barbarian Lunatic

{2}{R}

Creature — Barbarian

{2}{R}, Sacrifice Barbarian Lunatic: Barbarian Lunatic deals 2 damage to target creature.

2/1

Barbarian Lunatic

{2}{R}

Creature — Human Barbarian

{2}{R}, Sacrifice Barbarian Lunatic: Barbarian Lunatic deals 2 damage to target creature.

2/1

Barbarian Outcast

{1}{R}

Creature — Barbarian Beast

When you control no Swamps, sacrifice Barbarian Outcast.

2/2

Barbarian Outcast

{1}{R}

Creature — Human Barbarian Beast

When you control no Swamps, sacrifice Barbarian Outcast.

2/2

Barktooth Warbeard

{4}{B}{R}{R}

Legendary Creature

6/5

Barktooth Warbeard

{4}{B}{R}{R}

Legendary Creature — Human Warrior

6/5

Barrin, Master Wizard

{1}{U}{U}

Legendary Creature — Wizard

{2}, Sacrifice a permanent: Return target creature to its owner's hand.

1/1

Barrin, Master Wizard

{1}{U}{U}

Legendary Creature — Human Wizard

{2}, Sacrifice a permanent: Return target creature to its owner's hand.

1/1

Bartel Runeaxe

{3}{B}{R}{G}

Legendary Creature

Vigilance

Bartel Runeaxe can't be the target of Aura spells.

6/5

Bartel Runeaxe

{3}{B}{R}{G}

Legendary Creature — Human Warrior

Vigilance

Bartel Runeaxe can't be the target of Aura spells.

6/5

Battering Craghorn

{2}{R}{R}

Creature — Beast

First strike

Morph {1}{R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

3/1

Battering Craghorn

{2}{R}{R}

Creature — Goat Beast

First strike

Morph {1}{R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

3/1

Battering Ram

{2}

Artifact Creature

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.

1/1

Battering Ram

{2}

Artifact Creature — Construct

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.

1/1

Battle Squadron

{3}{R}{R}

Creature — Ship

Flying

Battle Squadron's power and toughness are each equal to the number of creatures you control.

*/*

Battle Squadron

{3}{R}{R}

Creature — Goblin

Flying

Battle Squadron's power and toughness are each equal to the number of creatures you control.

*/*

Battlefield Medic

{1}{W}

Creature — Cleric

{T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics in play.

1/1

Battlefield Medic

{1}{W}

Creature — Human Cleric

{T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics in play.

1/1

Beacon of Destiny

{1}{W}

Creature — Cleric

{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.

1/3

Beacon of Destiny

{1}{W}

Creature — Human Cleric

{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.

1/3

Beast Walkers

{1}{W}{W}

Creature — Hero

{G}: Beast Walkers gains banding until end of turn.

2/2

Beast Walkers

{1}{W}{W}

Creature — Human Soldier

{G}: Beast Walkers gains banding until end of turn.

2/2

Beloved Chaplain

{1}{W}

Creature — Cleric

Protection from creatures

1/1

Beloved Chaplain

{1}{W}

Creature — Human Cleric

Protection from creatures

1/1

Benalish Commander

{3}{W}

Creature — Human Soldier Lord

Benalish Commander's power and toughness are each equal to the number of Soldiers you control.

Suspend X-{X}{W}{W}. 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 Commander

{3}{W}

Creature — Human Soldier

Benalish Commander's power and toughness are each equal to the number of Soldiers you control.

Suspend X-{X}{W}{W}. 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

{2}{W}

Creature — Wizard

Kicker {1}{G} (You may pay an additional {1}{G} as you play this spell.)

When Benalish Emissary comes into play, if the kicker cost was paid, destroy target land.

1/4

Benalish Emissary

{2}{W}

Creature — Human Wizard

Kicker {1}{G} (You may pay an additional {1}{G} as you play this spell.)

When Benalish Emissary comes into play, if the kicker cost was paid, destroy target land.

1/4

Benalish Heralds

{3}{W}

Creature — Soldier

{3}{U}, {T}: Draw a card.

2/4

Benalish Heralds

{3}{W}

Creature — Human Soldier

{3}{U}, {T}: Draw a card.

2/4

Benalish Lancer

{2}{W}

Creature — Knight

Kicker {2}{W} (You may pay an additional {2}{W} as you play this spell.)

If the kicker cost was paid, Benalish Lancer comes into play with two +1/+1 counters on it and with first strike.

2/2

Benalish Lancer

{2}{W}

Creature — Human Knight

Kicker {2}{W} (You may pay an additional {2}{W} as you play this spell.)

If the kicker cost was paid, Benalish Lancer comes into play with two +1/+1 counters on it and with first strike.

2/2

Benalish Trapper

{1}{W}

Creature — Soldier

{W}, {T}: Tap target creature.

1/2

Benalish Trapper

{1}{W}

Creature — Human Soldier

{W}, {T}: Tap target creature.

1/2

Benevolent Bodyguard

{W}

Creature — Cleric

Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn.

1/1

Benevolent Bodyguard

{W}

Creature — Human Cleric

Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn.

1/1

Birchlore Rangers

{G}

Creature — Elf

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.)

1/1

Birchlore Rangers

{G}

Creature — Elf Druid

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.)

1/1

Bird Maiden

{2}{R}

Creature — Maiden

Flying

1/2

Bird Maiden

{2}{R}

Creature — Human

Flying

1/2

Black Carriage

{3}{B}{B}

Creature — Carriage

Trample

Black Carriage doesn't untap during your untap step.

Sacrifice a creature: Untap Black Carriage. Play this ability only during your upkeep.

4/4

Black Carriage

{3}{B}{B}

Creature — Horse

Trample

Black Carriage doesn't untap during your untap step.

Sacrifice a creature: Untap Black Carriage. Play this ability only during your upkeep.

4/4

Bladewing the Risen

{3}{B}{B}{R}{R}

Legendary Creature — Dragon

Flying

When Bladewing the Risen comes into play, you may return target Dragon permanent card from your graveyard to play.

{B}{R}: Dragon creatures get +1/+1 until end of turn.

4/4

Bladewing the Risen

{3}{B}{B}{R}{R}

Legendary Creature — Zombie Dragon

Flying

When Bladewing the Risen comes into play, you may return target Dragon permanent card from your graveyard to play.

{B}{R}: Dragon creatures get +1/+1 until end of turn.

4/4

Blaster Mage

{2}{R}

Creature — Spellshaper

{R}, {T}, Discard a card: Destroy target Wall.

2/2

Blaster Mage

{2}{R}

Creature — Human Spellshaper

{R}, {T}, Discard a card: Destroy target Wall.

2/2

Blazing Effigy

{1}{R}

Creature — Effigy

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.

0/3

Blazing Effigy

{1}{R}

Creature — Elemental

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.

0/3

Blind Seer

{2}{U}{U}

Legendary Creature

{1}{U}: Target spell or permanent becomes the color of your choice until end of turn.

3/3

Blind Seer

{2}{U}{U}

Legendary Creature — Human Wizard

{1}{U}: Target spell or permanent becomes the color of your choice until end of turn.

3/3

Blistering Firecat

{1}{R}{R}{R}

Creature — Cat

Trample, haste

At end of turn, sacrifice Blistering Firecat.

Morph {R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

7/1

Blistering Firecat

{1}{R}{R}{R}

Creature — Elemental Cat

Trample, haste

At end of turn, sacrifice Blistering Firecat.

Morph {R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

7/1

Bloated Toad

{2}{G}

Creature — Toad

Protection from blue

Cycling {2} ({2}, Discard this card: Draw a card.)

2/2

Bloated Toad

{2}{G}

Creature — Frog

Protection from blue

Cycling {2} ({2}, Discard this card: Draw a card.)

2/2

Blood Celebrant

{B}

Creature — Cleric

{B}, Pay 1 life: Add one mana of any color to your mana pool.

1/1

Blood Celebrant

{B}

Creature — Human Cleric

{B}, Pay 1 life: Add one mana of any color to your mana pool.

1/1

Bloodshot Cyclops

{5}{R}

Creature — Giant

{T}, Sacrifice a creature: Bloodshot Cyclops deals damage equal to the sacrificed creature's power to target creature or player.

4/4

Bloodshot Cyclops

{5}{R}

Creature — Cyclops Giant

{T}, Sacrifice a creature: Bloodshot Cyclops deals damage equal to the sacrificed creature's power to target creature or player.

4/4

Bog Glider

{2}{B}

Creature — Mercenary

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.

1/1

Bog Glider

{2}{B}

Creature — Human Mercenary

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.

1/1

Bog Initiate

{1}{B}

Creature — Wizard

{1}: Add {B} to your mana pool.

1/1

Bog Initiate

{1}{B}

Creature — Human Wizard

{1}: Add {B} to your mana pool.

1/1

Bog Smugglers

{1}{B}{B}

Creature — Mercenary

Swampwalk

2/2

Bog Smugglers

{1}{B}{B}

Creature — Human Mercenary

Swampwalk

2/2

Bog Witch

{2}{B}

Creature — Spellshaper

{B}, {T}, Discard a card: Add {B}{B}{B} to your mana pool.

1/1

Bog Witch

{2}{B}

Creature — Human Spellshaper

{B}, {T}, Discard a card: Add {B}{B}{B} to your mana pool.

1/1

Bola Warrior

{1}{R}

Creature — Spellshaper

{R}, {T}, Discard a card: Target creature can't block this turn.

1/1

Bola Warrior

{1}{R}

Creature — Human Spellshaper

{R}, {T}, Discard a card: Target creature can't block this turn.

1/1

Bone Shaman

{2}{R}{R}

Creature — Giant

{B}: Until end of turn, Bone Shaman gains "Creatures dealt damage by Bone Shaman this turn can't be regenerated this turn."

3/3

Bone Shaman

{2}{R}{R}

Creature — Giant Shaman

{B}: Until end of turn, Bone Shaman gains "Creatures dealt damage by Bone Shaman this turn can't be regenerated this turn."

3/3

Border Guard

{2}{W}

Creature — Soldier

1/4

Border Guard

{2}{W}

Creature — Human Soldier

1/4

Border Patrol

{4}{W}

Creature — Nomad

Vigilance

1/6

Border Patrol

{4}{W}

Creature — Human Nomad

Vigilance

1/6

Bounty Hunter

{2}{B}{B}

Creature — Minion

{T}: Put a bounty counter on target nonblack creature.

{T}: Destroy target creature with a bounty counter on it.

2/2

Bounty Hunter

{2}{B}{B}

Creature — Human Archer Minion

{T}: Put a bounty counter on target nonblack creature.

{T}: Destroy target creature with a bounty counter on it.

2/2

Braids, Cabal Minion

{2}{B}{B}

Legendary Creature — Minion

At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land.

2/2

Braids, Cabal Minion

{2}{B}{B}

Legendary Creature — Human Minion

At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land.

2/2

Branded Brawlers

{R}

Creature — Soldier

Branded Brawlers can't attack if defending player controls an untapped land.

Branded Brawlers can't block if you control an untapped land.

2/2

Branded Brawlers

{R}

Creature — Human Soldier

Branded Brawlers can't attack if defending player controls an untapped land.

Branded Brawlers can't block if you control an untapped land.

2/2

Brass Man

{1}

Artifact Creature

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.

1/3

Brass Man

{1}

Artifact Creature — Construct

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.

1/3

Brass Secretary

{3}

Artifact Creature

{2}, Sacrifice Brass Secretary: Draw a card.

2/1

Brass Secretary

{3}

Artifact Creature — Construct

{2}, Sacrifice Brass Secretary: Draw a card.

2/1

Brine Seer

{3}{U}

Creature — Wizard

{2}{U}, {T}: Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way.

1/1

Brine Seer

{3}{U}

Creature — Human Wizard

{2}{U}, {T}: Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way.

1/1

Brine Shaman

{1}{B}

Creature — Cleric

{T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn.

{1}{U}{U}, Sacrifice a creature: Counter target creature spell.

1/1

Brine Shaman

{1}{B}

Creature — Human Cleric Shaman

{T}, Sacrifice a creature: Target creature gets +2/+2 until end of turn.

{1}{U}{U}, Sacrifice a creature: Counter target creature spell.

1/1

Bronze Horse

{7}

Artifact Creature

Trample

If you control another creature, prevent all damage that would be dealt to Bronze Horse by spells that target it.

4/4

Bronze Horse

{7}

Artifact Creature — Horse

Trample

If you control another creature, prevent all damage that would be dealt to Bronze Horse by spells that target it.

4/4

Cabal Archon

{2}{B}

Creature — Cleric

{B}, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life.

2/2

Cabal Archon

{2}{B}

Creature — Human Cleric

{B}, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life.

2/2

Cabal Executioner

{2}{B}{B}

Creature — Cleric

Whenever Cabal Executioner deals combat damage to a player, that player sacrifices a creature.

Morph {3}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

2/2

Cabal Executioner

{2}{B}{B}

Creature — Human Cleric

Whenever Cabal Executioner deals combat damage to a player, that player sacrifices a creature.

Morph {3}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

2/2

Cabal Inquisitor

{1}{B}

Creature — Minion

Threshold — {1}{B}, {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.

1/1

Cabal Inquisitor

{1}{B}

Creature — Human Minion

Threshold — {1}{B}, {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.

1/1

Cabal Patriarch

{3}{B}{B}{B}

Legendary Creature — Wizard

{2}{B}, Sacrifice a creature: Target creature gets -2/-2 until end of turn.

{2}{B}, Remove a creature card in your graveyard from the game: Target creature gets -2/-2 until end of turn.

5/5

Cabal Patriarch

{3}{B}{B}{B}

Legendary Creature — Human Wizard

{2}{B}, Sacrifice a creature: Target creature gets -2/-2 until end of turn.

{2}{B}, Remove a creature card in your graveyard from the game: Target creature gets -2/-2 until end of turn.

5/5

Cabal Slaver

{2}{B}

Creature — Cleric

Whenever a Goblin deals combat damage to a player, that player discards a card.

2/1

Cabal Slaver

{2}{B}

Creature — Human Cleric

Whenever a Goblin deals combat damage to a player, that player discards a card.

2/1

Cabal Surgeon

{2}{B}{B}

Creature — Minion

{2}{B}{B}, {T}, Remove two cards in your graveyard from the game: Return target creature card from your graveyard to your hand.

2/1

Cabal Surgeon

{2}{B}{B}

Creature — Human Minion

{2}{B}{B}, {T}, Remove two cards in your graveyard from the game: Return target creature card from your graveyard to your hand.

2/1

Cabal Torturer

{1}{B}{B}

Creature — Minion

{B}, {T}: Target creature gets -1/-1 until end of turn.

Threshold — {3}{B}{B}, {T}: Target creature gets -2/-2 until end of turn. Play this ability only if seven or more cards are in your graveyard.

1/1

Cabal Torturer

{1}{B}{B}

Creature — Human Minion

{B}, {T}: Target creature gets -1/-1 until end of turn.

Threshold — {3}{B}{B}, {T}: Target creature gets -2/-2 until end of turn. Play this ability only if seven or more cards are in your graveyard.

1/1

Cabal Trainee

{B}

Creature — Minion

Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn.

1/1

Cabal Trainee

{B}

Creature — Human Minion

Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn.

1/1

Cackling Witch

{1}{B}

Creature — Spellshaper

{X}{B}, {T}, Discard a card: Target creature gets +X/+0 until end of turn.

1/1

Cackling Witch

{1}{B}

Creature — Human Spellshaper

{X}{B}, {T}, Discard a card: Target creature gets +X/+0 until end of turn.

1/1

Caller of the Hunt

{2}{G}

Creature — Lord

As Caller of the Hunt comes into play, choose a creature type.

Caller of the Hunt's power and toughness are each equal to the number of creatures in play of the chosen type.

*/*

Caller of the Hunt

{2}{G}

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.

*/*

Cao Cao, Lord of Wei

{3}{B}{B}

Legendary Creature

{T}: Target opponent discards two cards. Play this ability only during your turn, before the combat phase.

3/3

Cao Cao, Lord of Wei

{3}{B}{B}

Legendary Creature — Human Soldier

{T}: Target opponent discards two cards. Play this ability only during your turn, before the combat phase.

3/3

Cao Ren, Wei Commander

{2}{B}{B}

Legendary Creature

Horsemanship

When Cao Ren, Wei Commander comes into play, you lose 3 life.

3/3

Cao Ren, Wei Commander

{2}{B}{B}

Legendary Creature — Human Soldier Warrior

Horsemanship

When Cao Ren, Wei Commander comes into play, you lose 3 life.

3/3

Capashen Knight

{1}{W}

Creature — Knight

First strike

{1}{W}: Capashen Knight gets +1/+0 until end of turn.

1/1

Capashen Knight

{1}{W}

Creature — Human Knight

First strike

{1}{W}: Capashen Knight gets +1/+0 until end of turn.

1/1

Capashen Templar

{2}{W}

Creature — Knight

{W}: Capashen Templar gets +0/+1 until end of turn.

2/2

Capashen Templar

{2}{W}

Creature — Human Knight

{W}: Capashen Templar gets +0/+1 until end of turn.

2/2

Capricious Sorcerer

{2}{U}

Creature — Wizard

{T}: Capricious Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Capricious Sorcerer

{2}{U}

Creature — Human Wizard

{T}: Capricious Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Captain Sisay

{2}{G}{W}

Legendary Creature

{T}: Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library.

2/2

Captain Sisay

{2}{G}{W}

Legendary Creature — Human Warrior

{T}: Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library.

2/2

Carrion Ants

{2}{B}{B}

Creature — Ant

{1}: Carrion Ants gets +1/+1 until end of turn.

0/1

Carrion Ants

{2}{B}{B}

Creature — Insect

{1}: Carrion Ants gets +1/+1 until end of turn.

0/1

Cartographer

{2}{G}

Creature — Townsfolk

When Cartographer comes into play, you may return target land card from your graveyard to your hand.

2/2

Cartographer

{2}{G}

Creature — Human

When Cartographer comes into play, you may return target land card from your graveyard to your hand.

2/2

Cat Burglar

{3}{B}

Creature — Minion

{2}{B}, {T}: Target player discards a card. Play this ability only any time you could play a sorcery.

2/2

Cat Burglar

{3}{B}

Creature — Kor Rogue Minion

{2}{B}, {T}: Target player discards a card. Play this ability only any time you could play a sorcery.

2/2

Catapult Master

{3}{W}{W}

Creature — Soldier Lord

Tap five untapped Soldiers you control: Remove target creature from the game.

3/3

Catapult Master

{3}{W}{W}

Creature — Human Soldier

Tap five untapped Soldiers you control: Remove target creature from the game.

3/3

Catapult Squad

{1}{W}

Creature — Soldier

Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature.

2/1

Catapult Squad

{1}{W}

Creature — Human Soldier

Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature.

2/1

Cateran Brute

{2}{B}

Creature — Mercenary

{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.

2/2

Cateran Brute

{2}{B}

Creature — Horror Mercenary

{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.

2/2

Cateran Enforcer

{3}{B}{B}

Creature — Mercenary

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.

4/3

Cateran Enforcer

{3}{B}{B}

Creature — Horror Mercenary

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.

4/3

Cateran Kidnappers

{2}{B}{B}

Creature — Mercenary

{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.

4/2

Cateran Kidnappers

{2}{B}{B}

Creature — Human Mercenary

{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.

4/2

Cateran Overlord

{4}{B}{B}{B}

Creature — Mercenary

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.

7/5

Cateran Overlord

{4}{B}{B}{B}

Creature — Horror Mercenary

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.

7/5

Cateran Persuader

{B}{B}

Creature — Mercenary

{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.

2/1

Cateran Persuader

{B}{B}

Creature — Human Mercenary

{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.

2/1

Cateran Slaver

{4}{B}{B}

Creature — Mercenary

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.

5/5

Cateran Slaver

{4}{B}{B}

Creature — Horror Mercenary

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.

5/5

Cathodion

{3}

Artifact Creature

When Cathodion is put into a graveyard from play, add {3} to your mana pool.

3/3

Cathodion

{3}

Artifact Creature — Construct

When Cathodion is put into a graveyard from play, add {3} to your mana pool.

3/3

Cave People

{1}{R}{R}

Creature — Cave-People

Whenever Cave People attacks, it gets +1/-2 until end of turn.

{1}{R}{R}, {T}: Target creature gains mountainwalk until end of turn.

1/4

Cave People

{1}{R}{R}

Creature — Human

Whenever Cave People attacks, it gets +1/-2 until end of turn.

{1}{R}{R}, {T}: Target creature gains mountainwalk until end of turn.

1/4

Cavern Harpy

{U}{B}

Creature — Beast

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.

2/1

Cavern Harpy

{U}{B}

Creature — Harpy Beast

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.

2/1

Cephalid Looter

{2}{U}

Creature — Cephalid

{T}: Target player draws a card, then discards a card.

2/1

Cephalid Looter

{2}{U}

Creature — Cephalid Rogue

{T}: Target player draws a card, then discards a card.

2/1

Cephalid Scout

{1}{U}

Creature — Cephalid Wizard

Flying

{2}{U}, Sacrifice a land: Draw a card.

1/1

Cephalid Scout

{1}{U}

Creature — Cephalid Wizard Scout

Flying

{2}{U}, Sacrifice a land: Draw a card.

1/1

Cephalid Vandal

{1}{U}

Creature — Cephalid

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.

1/1

Cephalid Vandal

{1}{U}

Creature — Cephalid Rogue

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.

1/1

Ceremonial Guard

{2}{R}

Creature — Soldier

When Ceremonial Guard attacks or blocks, destroy it at end of combat.

3/4

Ceremonial Guard

{2}{R}

Creature — Human Soldier

When Ceremonial Guard attacks or blocks, destroy it at end of combat.

3/4

Ceta Disciple

{U}

Creature — Wizard

{R}, {T}: Target creature gets +2/+0 until end of turn.

{G}, {T}: Add one mana of any color to your mana pool.

1/1

Ceta Disciple

{U}

Creature — Merfolk Wizard

{R}, {T}: Target creature gets +2/+0 until end of turn.

{G}, {T}: Add one mana of any color to your mana pool.

1/1

Chainer, Dementia Master

{3}{B}{B}

Legendary Creature — Minion

Nightmare creatures get +1/+1.

{B}{B}{B}, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its other creature types.

When Chainer, Dementia Master leaves play, remove all Nightmares from the game.

3/3

Chainer, Dementia Master

{3}{B}{B}

Legendary Creature — Human Minion

Nightmare creatures get +1/+1.

{B}{B}{B}, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its other creature types.

When Chainer, Dementia Master leaves play, remove all Nightmares from the game.

3/3

Chambered Nautilus

{2}{U}

Creature — Beast

Whenever Chambered Nautilus becomes blocked, you may draw a card.

2/2

Chambered Nautilus

{2}{U}

Creature — Nautilus Beast

Whenever Chambered Nautilus becomes blocked, you may draw a card.

2/2

Chameleon Spirit

{3}{U}

Creature — Illusion

As Chameleon Spirit comes into play, choose a color.

Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control.

*/*

Chameleon Spirit

{3}{U}

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

{4}{W}{W}

Creature — Knight

Prevent all damage that would be dealt to Champion Lancer by creatures.

3/3

Champion Lancer

{4}{W}{W}

Creature — Human Knight

Prevent all damage that would be dealt to Champion Lancer by creatures.

3/3

Chandler

{4}{R}

Legendary Creature

{R}{R}{R}, {T}: Destroy target artifact creature.

3/3

Chandler

{4}{R}

Legendary Creature — Human Rogue

{R}{R}{R}, {T}: Destroy target artifact creature.

3/3

Chaos Harlequin

{2}{R}{R}

Creature — Harlequin

{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.

2/4

Chaos Harlequin

{2}{R}{R}

Creature — Human

{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.

2/4

Chaos Lord

{4}{R}{R}{R}

Creature — Lord

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.

7/7

Chaos Lord

{4}{R}{R}{R}

Creature — Human

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.

7/7

Charging Bandits

{4}{B}

Creature — Bandit

Whenever Charging Bandits attacks, it gets +2/+0 until end of turn.

3/3

Charging Bandits

{4}{B}

Creature — Human Rogue

Whenever Charging Bandits attacks, it gets +2/+0 until end of turn.

3/3

Charging Paladin

{2}{W}

Creature — Knight

Whenever Charging Paladin attacks, it gets +0/+3 until end of turn.

2/2

Charging Paladin

{2}{W}

Creature — Human Knight

Whenever Charging Paladin attacks, it gets +0/+3 until end of turn.

2/2

Charm Peddler

{W}

Creature — Spellshaper

{W}, {T}, Discard a card: The next time a source of your choice would deal damage to target creature this turn, prevent that damage.

1/1

Charm Peddler

{W}

Creature — Human Spellshaper

{W}, {T}, Discard a card: The next time a source of your choice would deal damage to target creature this turn, prevent that damage.

1/1

Chieftain en-Dal

{1}{W}{W}

Creature — Knight

Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn.

2/2

Chieftain en-Dal

{1}{W}{W}

Creature — Human Knight

Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn.

2/2

Chilling Apparition

{2}{B}

Creature — Ghost

{B}: Regenerate Chilling Apparition.

Whenever Chilling Apparition deals combat damage to a player, that player discards a card.

1/1

Chilling Apparition

{2}{B}

Creature — Spirit

{B}: Regenerate Chilling Apparition.

Whenever Chilling Apparition deals combat damage to a player, that player discards a card.

1/1

Cho-Arrim Alchemist

{W}

Creature — Spellshaper

{1}{W}{W}, {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.

1/1

Cho-Arrim Alchemist

{W}

Creature — Human Spellshaper

{1}{W}{W}, {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.

1/1

Cho-Arrim Bruiser

{5}{W}

Creature — Rebel

Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures.

3/4

Cho-Arrim Bruiser

{5}{W}

Creature — Ogre Rebel

Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures.

3/4

Cho-Arrim Legate

{2}{W}

Creature — Soldier

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.

1/2

Cho-Arrim Legate

{2}{W}

Creature — Human Soldier

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.

1/2

Chorus of the Conclave

{4}{G}{G}{W}{W}

Legendary Creature — Dryad Lord

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.

3/8

Chorus of the Conclave

{4}{G}{G}{W}{W}

Legendary Creature — Dryad

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.

3/8

Chromeshell Crab

{4}{U}

Creature — Beast

Morph {4}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Chromeshell Crab is turned face up, you may exchange control of target creature you control and target creature an opponent controls.

3/3

Chromeshell Crab

{4}{U}

Creature — Crab Beast

Morph {4}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Chromeshell Crab is turned face up, you may exchange control of target creature you control and target creature an opponent controls.

3/3

Cinder Seer

{3}{R}

Creature — Wizard

{2}{R}, {T}: Reveal any number of red cards in your hand. Cinder Seer deals X damage to target creature or player, where X is the number of cards revealed this way.

1/1

Cinder Seer

{3}{R}

Creature — Human Wizard

{2}{R}, {T}: Reveal any number of red cards in your hand. Cinder Seer deals X damage to target creature or player, where X is the number of cards revealed this way.

1/1

Citanul Druid

{1}{G}

Creature — Druid

Whenever an opponent plays an artifact spell, put a +1/+1 counter on Citanul Druid.

1/1

Citanul Druid

{1}{G}

Creature — Human Druid

Whenever an opponent plays an artifact spell, put a +1/+1 counter on Citanul Druid.

1/1

Citanul Hierophants

{3}{G}

Creature — Druid

Creatures you control have "{T}: Add {G} to your mana pool."

3/2

Citanul Hierophants

{3}{G}

Creature — Human Druid

Creatures you control have "{T}: Add {G} to your mana pool."

3/2

Clay Statue

{4}

Artifact Creature

{2}: Regenerate Clay Statue.

3/1

Clay Statue

{4}

Artifact Creature — Golem

{2}: Regenerate Clay Statue.

3/1

Clergy en-Vec

{1}{W}

Creature — Cleric

{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

1/1

Clergy en-Vec

{1}{W}

Creature — Human Cleric

{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

1/1

Clergy of the Holy Nimbus

{W}

Creature — Priest

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.

1/1

Clergy of the Holy Nimbus

{W}

Creature — Human Cleric

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.

1/1

Clockwork Avian

{5}

Artifact Creature

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.

0/4

Clockwork Avian

{5}

Artifact Creature — Bird

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.

0/4

Clockwork Vorrac

{5}

Artifact Creature — Beast

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.

0/0

Clockwork Vorrac

{5}

Artifact Creature — Boar Beast

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.

0/0

Cloud Pirates

{U}

Creature — Pirate

Flying

Cloud Pirates can block only creatures with flying.

1/1

Cloud Pirates

{U}

Creature — Human Pirate

Flying

Cloud Pirates can block only creatures with flying.

1/1

Cloudreach Cavalry

{1}{W}

Creature — Soldier

Cloudreach Cavalry gets +2/+2 and has flying as long as you control a Bird.

1/1

Cloudreach Cavalry

{1}{W}

Creature — Human Soldier

Cloudreach Cavalry gets +2/+2 and has flying as long as you control a Bird.

1/1

Coalhauler Swine

{4}{R}{R}

Creature — Beast

Whenever Coalhauler Swine is dealt damage, it deals that much damage to each player.

4/4

Coalhauler Swine

{4}{R}{R}

Creature — Boar Beast

Whenever Coalhauler Swine is dealt damage, it deals that much damage to each player.

4/4

Coalition Honor Guard

{3}{W}

Creature — 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.

2/4

Coalition Honor Guard

{3}{W}

Creature — Human 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.

2/4

Coastal Wizard

{2}{U}{U}

Creature — Wizard

{T}: Return Coastal Wizard and another target creature to their owners' hands. Play this ability only during your turn, before the combat phase.

1/1

Coastal Wizard

{2}{U}{U}

Creature — Human Wizard

{T}: Return Coastal Wizard and another target creature to their owners' hands. Play this ability only during your turn, before the combat phase.

1/1

Coffin Queen

{2}{B}

Creature — Wizard

You may choose not to untap Coffin Queen during your untap step.

{2}{B}, {T}: Put target creature card from a graveyard into play under your control. When Coffin Queen becomes untapped or you lose control of Coffin Queen, remove that creature from the game.

1/1

Coffin Queen

{2}{B}

Creature — Human Wizard

You may choose not to untap Coffin Queen during your untap step.

{2}{B}, {T}: Put target creature card from a graveyard into play under your control. When Coffin Queen becomes untapped or you lose control of Coffin Queen, remove that creature from the game.

1/1

Coiled Tinviper

{3}

Artifact Creature

First strike

2/1

Coiled Tinviper

{3}

Artifact Creature — Snake

First strike

2/1

Coiling Woodworm

{2}{G}

Creature — Insect

Coiling Woodworm's power is equal to the number of Forests in play.

*/1

Coiling Woodworm

{2}{G}

Creature — Worm

Coiling Woodworm's power is equal to the number of Forests in play.

*/1

Colos Yearling

{2}{R}

Creature — Beast

Mountainwalk

{R}: Colos Yearling gets +1/+0 until end of turn.

1/1

Colos Yearling

{2}{R}

Creature — Goat Beast

Mountainwalk

{R}: Colos Yearling gets +1/+0 until end of turn.

1/1

Combat Medic

{2}{W}

Creature — Soldier

{1}{W}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

0/2

Combat Medic

{2}{W}

Creature — Human Soldier Cleric

{1}{W}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

0/2

Commander Greven il-Vec

{3}{B}{B}{B}

Legendary Creature

Fear

When Commander Greven il-Vec comes into play, sacrifice a creature.

7/5

Commander Greven il-Vec

{3}{B}{B}{B}

Legendary Creature — Human Warrior

Fear

When Commander Greven il-Vec comes into play, sacrifice a creature.

7/5

Confessor

{W}

Creature — Cleric

Whenever a player discards a card, you may gain 1 life.

1/1

Confessor

{W}

Creature — Human Cleric

Whenever a player discards a card, you may gain 1 life.

1/1

Copperhoof Vorrac

{3}{G}{G}

Creature — Beast

Copperhoof Vorrac gets +1/+1 for each untapped permanent your opponents control.

2/2

Copperhoof Vorrac

{3}{G}{G}

Creature — Boar Beast

Copperhoof Vorrac gets +1/+1 for each untapped permanent your opponents control.

2/2

Coral Eel

{1}{U}

Creature — Eel

2/1

Coral Eel

{1}{U}

Creature — Fish

2/1

Corrupt Court Official

{1}{B}

Creature — Advisor

When Corrupt Official comes into play, target opponent discards a card.

1/1

Corrupt Court Official

{1}{B}

Creature — Human Advisor

When Corrupt Official comes into play, target opponent discards a card.

1/1

Corrupt Eunuchs

{3}{R}

Creature — Advisor

When Corrupt Eunuchs comes into play, it deals 2 damage to target creature.

2/2

Corrupt Eunuchs

{3}{R}

Creature — Human Advisor

When Corrupt Eunuchs comes into play, it deals 2 damage to target creature.

2/2

Corrupt Official

{4}{B}

Creature — Minion

{2}{B}: Regenerate Corrupt Official.

Whenever Corrupt Official becomes blocked, defending player discards a card at random.

3/1

Corrupt Official

{4}{B}

Creature — Human Minion

{2}{B}: Regenerate Corrupt Official.

Whenever Corrupt Official becomes blocked, defending player discards a card at random.

3/1

Council of Advisors

{2}{U}

Creature — Advisor

When Council of Advisors comes into play, draw a card.

1/1

Council of Advisors

{2}{U}

Creature — Human Advisor

When Council of Advisors comes into play, draw a card.

1/1

Covert Operative

{4}{U}

Creature — Wizard

Covert Operative is unblockable.

3/2

Covert Operative

{4}{U}

Creature — Human Wizard

Covert Operative is unblockable.

3/2

Crater Hellion

{4}{R}{R}

Creature — Beast

Echo {4}{R}{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.)

When Crater Hellion comes into play, it deals 4 damage to each other creature.

6/6

Crater Hellion

{4}{R}{R}

Creature — Hellion Beast

Echo {4}{R}{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.)

When Crater Hellion comes into play, it deals 4 damage to each other creature.

6/6

Craven Knight

{1}{B}

Creature — Knight

Craven Knight can't block.

2/2

Craven Knight

{1}{B}

Creature — Human Knight

Craven Knight can't block.

2/2

Crazed Firecat

{5}{R}{R}

Creature — Cat

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.

4/4

Crazed Firecat

{5}{R}{R}

Creature — Elemental Cat

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.

4/4

Crested Craghorn

{4}{R}

Creature — Beast

Haste

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

4/1

Crested Craghorn

{4}{R}

Creature — Goat Beast

Haste

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

4/1

Crimson Acolyte

{1}{W}

Creature — Cleric

Protection from red

{W}: Target creature gains protection from red until end of turn.

1/1

Crimson Acolyte

{1}{W}

Creature — Human Cleric

Protection from red

{W}: Target creature gains protection from red until end of turn.

1/1

Cromat

{W}{U}{B}{R}{G}

Legendary Creature

{W}{B}: Destroy target creature blocking or blocked by Cromat.

{U}{R}: Cromat gains flying until end of turn.

{B}{G}: Regenerate Cromat.

{R}{W}: Cromat gets +1/+1 until end of turn.

{G}{U}: Put Cromat on top of its owner's library.

5/5

Cromat

{W}{U}{B}{R}{G}

Legendary Creature — Illusion

{W}{B}: Destroy target creature blocking or blocked by Cromat.

{U}{R}: Cromat gains flying until end of turn.

{B}{G}: Regenerate Cromat.

{R}{W}: Cromat gets +1/+1 until end of turn.

{G}{U}: Put Cromat on top of its owner's library.

5/5

Crovax, Ascendant Hero

{4}{W}{W}

Legendary Creature — Human Lord

Other white creatures get +1/+1.

Nonwhite creatures get -1/-1.

Pay 2 life: Return Crovax, Ascendant Hero to its owner's hand.

4/4

Crovax, Ascendant Hero

{4}{W}{W}

Legendary Creature — Human

Other white creatures get +1/+1.

Nonwhite creatures get -1/-1.

Pay 2 life: Return Crovax, Ascendant Hero to its owner's hand.

4/4

Crowd Favorites

{6}{W}

Creature — Soldier

{3}{W}: Tap target creature.

{3}{W}: Crowd Favorites gets +0/+5 until end of turn.

4/4

Crowd Favorites

{6}{W}

Creature — Human Soldier

{3}{W}: Tap target creature.

{3}{W}: Crowd Favorites gets +0/+5 until end of turn.

4/4

Crusading Knight

{2}{W}{W}

Creature — Knight

Protection from black

Crusading Knight gets +1/+1 for each Swamp your opponents control.

2/2

Crusading Knight

{2}{W}{W}

Creature — Human Knight

Protection from black

Crusading Knight gets +1/+1 for each Swamp your opponents control.

2/2

Cunning Advisor

{3}{B}

Creature — Advisor

{T}: Target opponent discards a card. Play this ability only during your turn, before the combat phase.

1/1

Cunning Advisor

{3}{B}

Creature — Human Advisor

{T}: Target opponent discards a card. Play this ability only during your turn, before the combat phase.

1/1

Cyclopean Mummy

{1}{B}

Creature — Mummy

When Cyclopean Mummy is put into a graveyard from play, remove Cyclopean Mummy from the game.

2/1

Cyclopean Mummy

{1}{B}

Creature — Zombie

When Cyclopean Mummy is put into a graveyard from play, remove Cyclopean Mummy from the game.

2/1

D'Avenant Archer

{2}{W}

Creature — Soldier

{T}: D'Avenant Archer deals 1 damage to target attacking or blocking creature.

1/2

D'Avenant Archer

{2}{W}

Creature — Human Soldier Archer

{T}: D'Avenant Archer deals 1 damage to target attacking or blocking creature.

1/2

Dakmor Lancer

{4}{B}{B}

Creature — Knight

When Dakmor Lancer comes into play, destroy target nonblack creature.

3/3

Dakmor Lancer

{4}{B}{B}

Creature — Human Knight

When Dakmor Lancer comes into play, destroy target nonblack creature.

3/3

Dakmor Sorceress

{5}{B}

Creature — Wizard

Dakmor Sorceress's power is equal to the number of Swamps you control.

*/4

Dakmor Sorceress

{5}{B}

Creature — Human Wizard

Dakmor Sorceress's power is equal to the number of Swamps you control.

*/4

Darba

{3}{G}

Creature — Beast

At the beginning of your upkeep, sacrifice Darba unless you pay {G}{G}.

5/4

Darba

{3}{G}

Creature — Bird Beast

At the beginning of your upkeep, sacrifice Darba unless you pay {G}{G}.

5/4

Darien, King of Kjeldor

{4}{W}{W}

Legendary Creature — Human Lord

Whenever you're dealt damage, you may put that many 1/1 white Soldier creature tokens into play.

3/3

Darien, King of Kjeldor

{4}{W}{W}

Legendary Creature — Human Soldier

Whenever you're dealt damage, you may put that many 1/1 white Soldier creature tokens into play.

3/3

Dark Supplicant

{B}

Creature — Cleric

{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.

1/1

Dark Supplicant

{B}

Creature — Human Cleric

{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.

1/1

Darksteel Colossus

{11}

Artifact Creature

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.

11/11

Darksteel Colossus

{11}

Artifact Creature — Golem

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.

11/11

Daru Cavalier

{3}{W}

Creature — Soldier

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.

2/2

Daru Cavalier

{3}{W}

Creature — Human Soldier

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.

2/2

Daru Healer

{2}{W}

Creature — Cleric

{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.)

1/2

Daru Healer

{2}{W}

Creature — Human Cleric

{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.)

1/2

Daru Lancer

{4}{W}{W}

Creature — Soldier

First strike

Morph {2}{W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

3/4

Daru Lancer

{4}{W}{W}

Creature — Human Soldier

First strike

Morph {2}{W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

3/4

Daru Mender

{W}

Creature — Cleric

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.

1/1

Daru Mender

{W}

Creature — Human Cleric

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.

1/1

Daru Sanctifier

{3}{W}

Creature — Cleric

Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Daru Sanctifier is turned face up, destroy target enchantment.

1/4

Daru Sanctifier

{3}{W}

Creature — Human Cleric

Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Daru Sanctifier is turned face up, destroy target enchantment.

1/4

Daru Spiritualist

{1}{W}

Creature — Cleric

Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.

1/1

Daru Spiritualist

{1}{W}

Creature — Human Cleric

Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.

1/1

Daru Stinger

{3}{W}

Creature — Soldier

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.

1/1

Daru Stinger

{3}{W}

Creature — Human Soldier

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.

1/1

Daru Warchief

{2}{W}{W}

Creature — Soldier

Soldier spells you play cost {1} less to play.

Soldier creatures you control get +1/+2.

1/1

Daru Warchief

{2}{W}{W}

Creature — Human Soldier

Soldier spells you play cost {1} less to play.

Soldier creatures you control get +1/+2.

1/1

Daughter of Autumn

{2}{G}{G}

Legendary Creature

{W}: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead.

2/4

Daughter of Autumn

{2}{G}{G}

Legendary Creature — Avatar

{W}: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead.

2/4

Daunting Defender

{4}{W}

Creature — Cleric

If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.

3/3

Daunting Defender

{4}{W}

Creature — Human Cleric

If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.

3/3

Dauthi Cutthroat

{1}{B}

Creature — Minion

Shadow (This creature can block or be blocked by only creatures with shadow.)

{1}{B}, {T}: Destroy target creature with shadow.

1/1

Dauthi Cutthroat

{1}{B}

Creature — Dauthi Minion

Shadow (This creature can block or be blocked by only creatures with shadow.)

{1}{B}, {T}: Destroy target creature with shadow.

1/1

Dauthi Ghoul

{1}{B}

Creature — Zombie

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.

1/1

Dauthi Ghoul

{1}{B}

Creature — Dauthi Zombie

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.

1/1

Dauthi Horror

{1}{B}

Creature — Beast

Shadow (This creature can block or be blocked by only creatures with shadow.)

Dauthi Horror can't be blocked by white creatures.

2/1

Dauthi Horror

{1}{B}

Creature — Dauthi Horror

Shadow (This creature can block or be blocked by only creatures with shadow.)

Dauthi Horror can't be blocked by white creatures.

2/1

Dauthi Jackal

{2}{B}

Creature — Hound

Shadow (This creature can block or be blocked by only creatures with shadow.)

{B}{B}, Sacrifice Dauthi Jackal: Destroy target blocking creature.

2/1

Dauthi Jackal

{2}{B}

Creature — Dauthi Hound

Shadow (This creature can block or be blocked by only creatures with shadow.)

{B}{B}, Sacrifice Dauthi Jackal: Destroy target blocking creature.

2/1

Dauthi Marauder

{2}{B}

Creature — Minion

Shadow (This creature can block or be blocked by only creatures with shadow.)

3/1

Dauthi Marauder

{2}{B}

Creature — Dauthi Minion

Shadow (This creature can block or be blocked by only creatures with shadow.)

3/1

Dauthi Mercenary

{2}{B}

Creature — Knight

Shadow (This creature can block or be blocked by only creatures with shadow.)

{1}{B}: Dauthi Mercenary gets +1/+0 until end of turn.

2/1

Dauthi Mercenary

{2}{B}

Creature — Dauthi Knight Mercenary

Shadow (This creature can block or be blocked by only creatures with shadow.)

{1}{B}: Dauthi Mercenary gets +1/+0 until end of turn.

2/1

Dauthi Mindripper

{3}{B}

Creature — Minion

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.

2/1

Dauthi Mindripper

{3}{B}

Creature — Dauthi Minion

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.

2/1

Dauthi Trapper

{2}{B}

Creature — Minion

{T}: Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)

1/1

Dauthi Trapper

{2}{B}

Creature — Dauthi Minion

{T}: Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)

1/1

Dauthi Warlord

{1}{B}

Creature — Soldier

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.

*/1

Dauthi Warlord

{1}{B}

Creature — Dauthi Soldier

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.

*/1

Dawning Purist

{2}{W}

Creature — Cleric

Whenever Dawning Purist deals combat damage to a player, you may destroy target enchantment that player controls.

Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

2/2

Dawning Purist

{2}{W}

Creature — Human Cleric

Whenever Dawning Purist deals combat damage to a player, you may destroy target enchantment that player controls.

Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

2/2

Dawnstrider

{1}{G}

Creature — Spellshaper

{G}, {T}, Discard a card: Prevent all combat damage that would be dealt this turn.

1/1

Dawnstrider

{1}{G}

Creature — Dryad Spellshaper

{G}, {T}, Discard a card: Prevent all combat damage that would be dealt this turn.

1/1

Death Charmer

{2}{B}

Creature — Mercenary

Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless he or she pays {2}.

2/2

Death Charmer

{2}{B}

Creature — Worm Mercenary

Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless he or she pays {2}.

2/2

Deathmark Prelate

{3}{B}

Creature — Cleric

{2}{B}, {T}, Sacrifice a Zombie: Destroy target non-Zombie creature. It can't be regenerated. Play this ability only any time you could play a sorcery.

2/3

Deathmark Prelate

{3}{B}

Creature — Human Cleric

{2}{B}, {T}, Sacrifice a Zombie: Destroy target non-Zombie creature. It can't be regenerated. Play this ability only any time you could play a sorcery.

2/3

Dedicated Martyr

{W}

Creature — Cleric

{W}, Sacrifice Dedicated Martyr: You gain 3 life.

1/1

Dedicated Martyr

{W}

Creature — Human Cleric

{W}, Sacrifice Dedicated Martyr: You gain 3 life.

1/1

Deepwood Drummer

{1}{G}

Creature — Spellshaper

{G}, {T}, Discard a card: Target creature gets +2/+2 until end of turn.

1/1

Deepwood Drummer

{1}{G}

Creature — Human Spellshaper

{G}, {T}, Discard a card: Target creature gets +2/+2 until end of turn.

1/1

Deepwood Elder

{G}{G}

Creature — Spellshaper

{X}{G}{G}, {T}, Discard a card: X target lands become Forests until end of turn.

2/2

Deepwood Elder

{G}{G}

Creature — Dryad Spellshaper

{X}{G}{G}, {T}, Discard a card: X target lands become Forests until end of turn.

2/2

Defender en-Vec

{3}{W}

Creature — Cleric

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.

2/4

Defender en-Vec

{3}{W}

Creature — Human Cleric

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.

2/4

Defender of Chaos

{2}{R}

Creature — Knight

Flash

Protection from white

2/1

Defender of Chaos

{2}{R}

Creature — Human Knight

Flash

Protection from white

2/1

Defender of Law

{2}{W}

Creature — Knight

Flash

Protection from red

2/1

Defender of Law

{2}{W}

Creature — Human Knight

Flash

Protection from red

2/1

Defender of the Order

{3}{W}

Creature — Cleric

Morph {W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn.

2/4

Defender of the Order

{3}{W}

Creature — Human Cleric

Morph {W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn.

2/4

Deftblade Elite

{W}

Creature — Soldier

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

{1}{W}: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn.

1/1

Deftblade Elite

{W}

Creature — Human Soldier

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

{1}{W}: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn.

1/1

Dega Disciple

{W}

Creature — Wizard

{B}, {T}: Target creature gets -2/-0 until end of turn.

{R}, {T}: Target creature gets +2/+0 until end of turn.

1/1

Dega Disciple

{W}

Creature — Human Wizard

{B}, {T}: Target creature gets -2/-0 until end of turn.

{R}, {T}: Target creature gets +2/+0 until end of turn.

1/1

Desert Nomads

{2}{R}

Creature — Nomad

Desertwalk

Prevent all damage that would be dealt to Desert Nomads by Deserts.

2/2

Desert Nomads

{2}{R}

Creature — Human Nomad

Desertwalk

Prevent all damage that would be dealt to Desert Nomads by Deserts.

2/2

Devoted Caretaker

{W}

Creature — Cleric

{W}, {T}: Target permanent you control gains protection from instants and from sorceries until end of turn.

1/2

Devoted Caretaker

{W}

Creature — Human Cleric

{W}, {T}: Target permanent you control gains protection from instants and from sorceries until end of turn.

1/2

Devoted Hero

{W}

Creature — Soldier

1/2

Devoted Hero

{W}

Creature — Human Soldier

1/2

Devouring Deep

{2}{U}

Creature — Devouring-Deep

Islandwalk

1/2

Devouring Deep

{2}{U}

Creature — Fish

Islandwalk

1/2

Devout Harpist

{W}

Creature — Townsfolk

{T}: Destroy target Aura attached to a creature.

1/1

Devout Harpist

{W}

Creature — Human

{T}: Destroy target Aura attached to a creature.

1/1

Devout Monk

{W}

Creature — Cleric

When Devout Monk comes into play, you gain 1 life.

1/1

Devout Monk

{W}

Creature — Human Monk Cleric

When Devout Monk comes into play, you gain 1 life.

1/1

Devout Witness

{2}{W}

Creature — Spellshaper

{1}{W}, {T}, Discard a card: Destroy target artifact or enchantment.

2/2

Devout Witness

{2}{W}

Creature — Human Spellshaper

{1}{W}, {T}, Discard a card: Destroy target artifact or enchantment.

2/2

Diabolic Machine

{7}

Artifact Creature

{3}: Regenerate Diabolic Machine.

4/4

Diabolic Machine

{7}

Artifact Creature — Construct

{3}: Regenerate Diabolic Machine.

4/4

Diaochan, Artful Beauty

{3}{R}

Legendary Creature

{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.

1/1

Diaochan, Artful Beauty

{3}{R}

Legendary Creature — Human Advisor

{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.

1/1

Diligent Farmhand

{G}

Creature — Druid

{1}{G}, Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

If Diligent Farmhand is in a graveyard, Muscle Burst's effect counts it as a card named Muscle Burst.

1/1

Diligent Farmhand

{G}

Creature — Human Druid

{1}{G}, Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

If Diligent Farmhand is in a graveyard, Muscle Burst's effect counts it as a card named Muscle Burst.

1/1

Diplomatic Escort

{1}{U}

Creature — Spellshaper

{U}, {T}, Discard a card: Counter target spell or ability that targets a creature.

1/1

Diplomatic Escort

{1}{U}

Creature — Human Spellshaper

{U}, {T}, Discard a card: Counter target spell or ability that targets a creature.

1/1

Dirty Wererat

{3}{B}

Creature — Minion Rat

{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.

2/3

Dirty Wererat

{3}{B}

Creature — Human Rat Minion

{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.

2/3

Disciple of Grace

{1}{W}

Creature — Cleric

Protection from black

Cycling {2} ({2}, Discard this card: Draw a card.)

1/2

Disciple of Grace

{1}{W}

Creature — Human Cleric

Protection from black

Cycling {2} ({2}, Discard this card: Draw a card.)

1/2

Disciple of Kangee

{2}{W}

Creature — Wizard

{U}, {T}: Target creature gains flying and becomes blue until end of turn.

2/2

Disciple of Kangee

{2}{W}

Creature — Human Wizard

{U}, {T}: Target creature gains flying and becomes blue until end of turn.

2/2

Disciple of Law

{1}{W}

Creature — Cleric

Protection from red

Cycling {2} ({2}, Discard this card: Draw a card.)

1/2

Disciple of Law

{1}{W}

Creature — Human Cleric

Protection from red

Cycling {2} ({2}, Discard this card: Draw a card.)

1/2

Disciple of Malice

{1}{B}

Creature — Cleric

Protection from white

Cycling {2} ({2}, Discard this card: Draw a card.)

1/2

Disciple of Malice

{1}{B}

Creature — Human Cleric

Protection from white

Cycling {2} ({2}, Discard this card: Draw a card.)

1/2

Disruptive Pitmage

{2}{U}

Creature — Wizard

{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.)

1/1

Disruptive Pitmage

{2}{U}

Creature — Human Wizard

{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.)

1/1

Disruptive Student

{2}{U}

Creature — Wizard

{T}: Counter target spell unless its controller pays {1}.

1/1

Disruptive Student

{2}{U}

Creature — Human Wizard

{T}: Counter target spell unless its controller pays {1}.

1/1

Divining Witch

{1}{B}

Creature — Spellshaper

{1}{B}, {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.

1/1

Divining Witch

{1}{B}

Creature — Human Spellshaper

{1}{B}, {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.

1/1

Dogged Hunter

{2}{W}

Creature — Nomad

{T}: Destroy target creature token.

1/1

Dogged Hunter

{2}{W}

Creature — Human Nomad

{T}: Destroy target creature token.

1/1

Dong Zhou, the Tyrant

{4}{R}

Legendary Creature

When Dong Zhou, the Tyrant comes into play, target creature an opponent controls deals damage equal to its power to that player.

3/3

Dong Zhou, the Tyrant

{4}{R}

Legendary Creature — Human Soldier

When Dong Zhou, the Tyrant comes into play, target creature an opponent controls deals damage equal to its power to that player.

3/3

Dragonspeaker Shaman

{1}{R}{R}

Creature — Barbarian

Dragon spells you play cost {2} less to play.

2/2

Dragonspeaker Shaman

{1}{R}{R}

Creature — Human Barbarian Shaman

Dragon spells you play cost {2} less to play.

2/2

Dralnu, Lich Lord

{3}{U}{B}

Legendary Creature — Zombie Lord

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.)

3/3

Dralnu, Lich Lord

{3}{U}{B}

Legendary Creature — Zombie

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.)

3/3

Dread Wight

{3}{B}{B}

Creature — Wight

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."

3/4

Dread Wight

{3}{B}{B}

Creature — Zombie

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."

3/4

Drill-Skimmer

{4}

Artifact Creature

Flying

Drill-Skimmer has shroud as long as you control another artifact creature. (It can't be the target of spells or abilities.)

2/1

Drill-Skimmer

{4}

Artifact Creature — Thopter

Flying

Drill-Skimmer has shroud as long as you control another artifact creature. (It can't be the target of spells or abilities.)

2/1

Dromad Purebred

{4}{W}

Creature — Beast

Whenever Dromad Purebred is dealt damage, you gain 1 life.

1/5

Dromad Purebred

{4}{W}

Creature — Camel Beast

Whenever Dromad Purebred is dealt damage, you gain 1 life.

1/5

Dross Scorpion

{4}

Artifact Creature

Whenever Dross Scorpion or another artifact creature is put into a graveyard from play, you may untap target artifact.

3/1

Dross Scorpion

{4}

Artifact Creature — Scorpion

Whenever Dross Scorpion or another artifact creature is put into a graveyard from play, you may untap target artifact.

3/1

Druid Lyrist

{G}

Creature — Druid

{G}, {T}, Sacrifice Druid Lyrist: Destroy target enchantment.

1/1

Druid Lyrist

{G}

Creature — Human Druid

{G}, {T}, Sacrifice Druid Lyrist: Destroy target enchantment.

1/1

Dungeon Shade

{3}{B}

Creature — Spirit

Flying

{B}: Dungeon Shade gets +1/+1 until end of turn.

1/1

Dungeon Shade

{3}{B}

Creature — Shade Spirit

Flying

{B}: Dungeon Shade gets +1/+1 until end of turn.

1/1

Duskwalker

{B}

Creature — Minion

Kicker {3}{B} (You may pay an additional {3}{B} as you play this spell.)

If the kicker cost was paid, Duskwalker comes into play with two +1/+1 counters on it and with fear.

1/1

Duskwalker

{B}

Creature — Human Minion

Kicker {3}{B} (You may pay an additional {3}{B} as you play this spell.)

If the kicker cost was paid, Duskwalker comes into play with two +1/+1 counters on it and with fear.

1/1

Duskworker

{4}

Artifact Creature

Whenever Duskworker becomes blocked, regenerate it.

{3}: Duskworker gets +1/+0 until end of turn.

2/2

Duskworker

{4}

Artifact Creature — Construct

Whenever Duskworker becomes blocked, regenerate it.

{3}: Duskworker gets +1/+0 until end of turn.

2/2

Dwarven Lieutenant

{R}{R}

Creature — Dwarf

{1}{R}: Target Dwarf creature gets +1/+0 until end of turn.

1/2

Dwarven Lieutenant

{R}{R}

Creature — Dwarf Soldier

{1}{R}: Target Dwarf creature gets +1/+0 until end of turn.

1/2

Dwarven Nomad

{2}{R}

Creature — Dwarf

{T}: Target creature with power 2 or less is unblockable this turn.

1/1

Dwarven Nomad

{2}{R}

Creature — Dwarf Nomad

{T}: Target creature with power 2 or less is unblockable this turn.

1/1

Dwarven Pony

{R}

Creature — Pony

{1}{R}, {T}: Target Dwarf creature gains mountainwalk until end of turn.

1/1

Dwarven Pony

{R}

Creature — Horse

{1}{R}, {T}: Target Dwarf creature gains mountainwalk until end of turn.

1/1

Dwarven Strike Force

{4}{R}

Creature — Dwarf

Discard a card at random: Dwarven Strike Force gains first strike and haste until end of turn.

4/3

Dwarven Strike Force

{4}{R}

Creature — Dwarf Berserker

Discard a card at random: Dwarven Strike Force gains first strike and haste until end of turn.

4/3

Dwarven Warriors

{2}{R}

Creature — Dwarf

{T}: Target creature with power 2 or less is unblockable this turn.

1/1

Dwarven Warriors

{2}{R}

Creature — Dwarf Warrior

{T}: Target creature with power 2 or less is unblockable this turn.

1/1

Dwarven Weaponsmith

{1}{R}

Creature — Dwarf

{T}, Sacrifice an artifact: Put a +1/+1 counter on target creature. Play this ability only during your upkeep.

1/1

Dwarven Weaponsmith

{1}{R}

Creature — Dwarf Artificer

{T}, Sacrifice an artifact: Put a +1/+1 counter on target creature. Play this ability only during your upkeep.

1/1

Earthblighter

{1}{B}

Creature — Cleric

{2}{B}, {T}, Sacrifice a Goblin: Destroy target land.

1/1

Earthblighter

{1}{B}

Creature — Human Cleric

{2}{B}, {T}, Sacrifice a Goblin: Destroy target land.

1/1

Eastern Paladin

{2}{B}{B}

Creature — Knight

{B}{B}, {T}: Destroy target green creature.

3/3

Eastern Paladin

{2}{B}{B}

Creature — Zombie Knight

{B}{B}, {T}: Destroy target green creature.

3/3

Ebonblade Reaper

{2}{B}

Creature — Cleric

Whenever Ebonblade Reaper attacks, you lose half your life, rounded up.

Whenever Ebonblade Reaper deals combat damage to a player, that player loses half his or her life, rounded up.

Morph {3}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

1/1

Ebonblade Reaper

{2}{B}

Creature — Human Cleric

Whenever Ebonblade Reaper attacks, you lose half your life, rounded up.

Whenever Ebonblade Reaper deals combat damage to a player, that player loses half his or her life, rounded up.

Morph {3}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

1/1

Ebony Rhino

{7}

Artifact Creature

Trample

4/5

Ebony Rhino

{7}

Artifact Creature — Rhino

Trample

4/5

Echo Tracer

{2}{U}

Creature — Wizard

Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Echo Tracer is turned face up, return target creature to its owner's hand.

2/2

Echo Tracer

{2}{U}

Creature — Human Wizard

Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Echo Tracer is turned face up, return target creature to its owner's hand.

2/2

Edgewalker

{1}{W}{B}

Creature — Cleric

Cleric spells you play cost {W}{B} less to play. This effect reduces only the amount of colored mana you pay. (For example, if you play a Cleric with mana cost {1}{W}, it costs {1} to play.)

2/2

Edgewalker

{1}{W}{B}

Creature — Human Cleric

Cleric spells you play cost {W}{B} less to play. This effect reduces only the amount of colored mana you pay. (For example, if you play a Cleric with mana cost {1}{W}, it costs {1} to play.)

2/2

Ekundu Cyclops

{3}{R}

Creature — Giant

If a creature you control attacks, Ekundu Cyclops also attacks if able.

3/4

Ekundu Cyclops

{3}{R}

Creature — Cyclops

If a creature you control attacks, Ekundu Cyclops also attacks if able.

3/4

El-Hajjaj

{1}{B}{B}

Creature — El-Hajjaj

Lifelink (Whenever this creature deals damage, you gain that much life.)

1/1

El-Hajjaj

{1}{B}{B}

Creature — Human

Lifelink (Whenever this creature deals damage, you gain that much life.)

1/1

Eladamri, Lord of Leaves

{G}{G}

Legendary Creature

Elf creatures have forestwalk.

All Elves have shroud. (They can't be the targets of spells or abilities.)

2/2

Eladamri, Lord of Leaves

{G}{G}

Legendary Creature — Elf Warrior

Elf creatures have forestwalk.

All Elves have shroud. (They can't be the targets of spells or abilities.)

2/2

Elder Druid

{3}{G}

Creature — Cleric

{3}{G}, {T}: You may tap or untap target artifact, creature, or land.

2/2

Elder Druid

{3}{G}

Creature — Elf Cleric Druid

{3}{G}, {T}: You may tap or untap target artifact, creature, or land.

2/2

Electric Eel

{U}

Creature — Eel

When Electric Eel comes into play, it deals 1 damage to you.

{R}{R}: Electric Eel gets +2/+0 until end of turn and deals 1 damage to you.

1/1

Electric Eel

{U}

Creature — Fish

When Electric Eel comes into play, it deals 1 damage to you.

{R}{R}: Electric Eel gets +2/+0 until end of turn and deals 1 damage to you.

1/1

Elite Archers

{5}{W}

Creature — Soldier

{T}: Elite Archers deals 3 damage to target attacking or blocking creature.

3/3

Elite Archers

{5}{W}

Creature — Human Soldier Archer

{T}: Elite Archers deals 3 damage to target attacking or blocking creature.

3/3

Elite Javelineer

{2}{W}

Creature — Soldier

Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature.

2/2

Elite Javelineer

{2}{W}

Creature — Human Soldier

Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature.

2/2

Elvish Archers

{1}{G}

Creature — Elf

First strike

2/1

Elvish Archers

{1}{G}

Creature — Elf Archer

First strike

2/1

Elvish Healer

{2}{W}

Creature — Cleric

{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.

1/2

Elvish Healer

{2}{W}

Creature — Elf Cleric

{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.

1/2

Elvish Hunter

{1}{G}

Creature — Elf

{1}{G}, {T}: Target creature doesn't untap during its controller's next untap step.

1/1

Elvish Hunter

{1}{G}

Creature — Elf Archer

{1}{G}, {T}: Target creature doesn't untap during its controller's next untap step.

1/1

Elvish Pathcutter

{3}{G}

Creature — Elf

{2}{G}: Target Elf creature gains forestwalk until end of turn.

1/2

Elvish Pathcutter

{3}{G}

Creature — Elf Scout

{2}{G}: Target Elf creature gains forestwalk until end of turn.

1/2

Elvish Scout

{G}

Creature — Elf

{G}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn.

1/1

Elvish Scout

{G}

Creature — Elf Scout

{G}, {T}: Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn.

1/1

Elvish Spirit Guide

{2}{G}

Creature — Spirit

Remove Elvish Spirit Guide in your hand from the game: Add {G} to your mana pool.

2/2

Elvish Spirit Guide

{2}{G}

Creature — Elf Spirit

Remove Elvish Spirit Guide in your hand from the game: Add {G} to your mana pool.

2/2

Elvish Vanguard

{1}{G}

Creature — Elf

Whenever another Elf comes into play, put a +1/+1 counter on Elvish Vanguard.

1/1

Elvish Vanguard

{1}{G}

Creature — Elf Warrior

Whenever another Elf comes into play, put a +1/+1 counter on Elvish Vanguard.

1/1

Emerald Dragonfly

{1}{G}

Creature — Dragonfly

Flying

{G}{G}: Emerald Dragonfly gains first strike until end of turn.

1/1

Emerald Dragonfly

{1}{G}

Creature — Insect

Flying

{G}{G}: Emerald Dragonfly gains first strike until end of turn.

1/1

Empress Galina

{3}{U}{U}

Legendary Creature

{U}{U}, {T}: Gain control of target legendary permanent. (This effect doesn't end at end of turn.)

1/3

Empress Galina

{3}{U}{U}

Legendary Creature — Merfolk

{U}{U}, {T}: Gain control of target legendary permanent. (This effect doesn't end at end of turn.)

1/3

Enchanted Being

{1}{W}{W}

Creature — Being

Prevent all combat damage that would be dealt to Enchanted Being by enchanted creatures.

2/2

Enchanted Being

{1}{W}{W}

Creature — Human

Prevent all combat damage that would be dealt to Enchanted Being by enchanted creatures.

2/2

Energizer

{4}

Artifact Creature

{2}, {T}: Put a +1/+1 counter on Energizer.

2/2

Energizer

{4}

Artifact Creature — Juggernaut

{2}, {T}: Put a +1/+1 counter on Energizer.

2/2

Enlistment Officer

{3}{W}

Creature — Soldier

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.

2/3

Enlistment Officer

{3}{W}

Creature — Human Soldier

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.

2/3

Enslaved Scout

{2}{R}

Creature — Goblin

{2}: Enslaved Scout gains mountainwalk until end of turn.

2/2

Enslaved Scout

{2}{R}

Creature — Goblin Scout

{2}: Enslaved Scout gains mountainwalk until end of turn.

2/2

Entropic Specter

{3}{B}{B}

Creature — Spirit

Flying

As Entropic Specter comes into play, choose an opponent.

Entropic Specter's power and toughness are each equal to the number of cards in the chosen player's hand.

Whenever Entropic Specter deals damage to a player, that player discards a card.

*/*

Entropic Specter

{3}{B}{B}

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.

*/*

Ertai, Wizard Adept

{2}{U}

Legendary Creature — Wizard

{2}{U}{U}, {T}: Counter target spell.

1/1

Ertai, Wizard Adept

{2}{U}

Legendary Creature — Human Wizard

{2}{U}{U}, {T}: Counter target spell.

1/1

Ertai, the Corrupted

{2}{W}{U}{B}

Legendary Creature — Wizard

{U}, {T}, Sacrifice a creature or enchantment: Counter target spell.

3/4

Ertai, the Corrupted

{2}{W}{U}{B}

Legendary Creature — Human Mutant Wizard

{U}, {T}, Sacrifice a creature or enchantment: Counter target spell.

3/4

Escape Artist

{1}{U}

Creature — Wizard

Escape Artist is unblockable.

{U}, Discard a card: Return Escape Artist to its owner's hand.

1/1

Escape Artist

{1}{U}

Creature — Human Wizard

Escape Artist is unblockable.

{U}, Discard a card: Return Escape Artist to its owner's hand.

1/1

Etched Oracle

{4}

Artifact Creature

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.

0/0

Etched Oracle

{4}

Artifact Creature — Wizard

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.

0/0

Exiled Doomsayer

{1}{W}

Creature — Cleric

All morph costs cost {2} more. (This doesn't affect the cost to play creatures face down.)

1/2

Exiled Doomsayer

{1}{W}

Creature — Human Cleric

All morph costs cost {2} more. (This doesn't affect the cost to play creatures face down.)

1/2

Exorcist

{W}{W}

Creature — Exorcist

{1}{W}, {T}: Destroy target black creature.

1/1

Exorcist

{W}{W}

Creature — Human Cleric

{1}{W}, {T}: Destroy target black creature.

1/1

Expendable Troops

{1}{W}

Creature — Soldier

{T}, Sacrifice Expendable Troops: Expendable Troops deals 2 damage to target attacking or blocking creature.

2/1

Expendable Troops

{1}{W}

Creature — Human Soldier

{T}, Sacrifice Expendable Troops: Expendable Troops deals 2 damage to target attacking or blocking creature.

2/1

Extruder

{4}

Artifact Creature

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.

4/3

Extruder

{4}

Artifact Creature — Juggernaut

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.

4/3

Faith Healer

{1}{W}

Creature — Cleric

Sacrifice an enchantment: You gain life equal to its converted mana cost.

1/1

Faith Healer

{1}{W}

Creature — Human Cleric

Sacrifice an enchantment: You gain life equal to its converted mana cost.

1/1

False Prophet

{2}{W}{W}

Creature — Cleric

When False Prophet is put into a graveyard from play, remove all creatures from the game.

2/2

False Prophet

{2}{W}{W}

Creature — Human Cleric

When False Prophet is put into a graveyard from play, remove all creatures from the game.

2/2

Farrel's Zealot

{1}{W}{W}

Creature — Townsfolk

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.

2/2

Farrel's Zealot

{1}{W}{W}

Creature — Human

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.

2/2

Farrelite Priest

{1}{W}{W}

Creature — Cleric

{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.

1/3

Farrelite Priest

{1}{W}{W}

Creature — Human Cleric

{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.

1/3

Fault Riders

{2}{R}

Creature — Soldier

Sacrifice a land: Fault Riders gets +2/+0 and gains first strike until end of turn. Play this ability only once each turn.

2/2

Fault Riders

{2}{R}

Creature — Human Soldier

Sacrifice a land: Fault Riders gets +2/+0 and gains first strike until end of turn. Play this ability only once each turn.

2/2

Fetid Horror

{3}{B}

Creature — Shade

{B}: Fetid Horror gets +1/+1 until end of turn.

1/2

Fetid Horror

{3}{B}

Creature — Shade Horror

{B}: Fetid Horror gets +1/+1 until end of turn.

1/2

Field Surgeon

{1}{W}

Creature — Cleric

Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn.

1/1

Field Surgeon

{1}{W}

Creature — Human Cleric

Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn.

1/1

Fire Bowman

{R}

Creature — Soldier

Sacrifice Fire Bowman: Fire Bowman deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Fire Bowman

{R}

Creature — Human Soldier Archer

Sacrifice Fire Bowman: Fire Bowman deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Firebrand Ranger

{1}{R}

Creature — Soldier

{G}, {T}: You may put a basic land card from your hand into play.

2/1

Firebrand Ranger

{1}{R}

Creature — Human Soldier

{G}, {T}: You may put a basic land card from your hand into play.

2/1

Fireslinger

{1}{R}

Creature — Wizard

{T}: Fireslinger deals 1 damage to target creature or player and 1 damage to you.

1/1

Fireslinger

{1}{R}

Creature — Human Wizard

{T}: Fireslinger deals 1 damage to target creature or player and 1 damage to you.

1/1

Flailing Manticore

{3}{R}

Creature — Monster

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.

3/3

Flailing Manticore

{3}{R}

Creature — Manticore

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.

3/3

Flailing Soldier

{R}

Creature — Soldier

{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.

2/2

Flailing Soldier

{R}

Creature — Human Soldier

{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.

2/2

Flame Spirit

{4}{R}

Creature — Spirit

{R}: Flame Spirit gets +1/+0 until end of turn.

2/3

Flame Spirit

{4}{R}

Creature — Elemental Spirit

{R}: Flame Spirit gets +1/+0 until end of turn.

2/3

Flanking Troops

{2}{W}{W}

Creature — Soldier

Whenever Flanking Troops attacks, you may tap target creature.

2/2

Flanking Troops

{2}{W}{W}

Creature — Human Soldier

Whenever Flanking Troops attacks, you may tap target creature.

2/2

Fleet-Footed Monk

{1}{W}

Creature — Cleric

Fleet-Footed Monk can't be blocked by creatures with power 2 or greater.

1/1

Fleet-Footed Monk

{1}{W}

Creature — Human Monk Cleric

Fleet-Footed Monk can't be blocked by creatures with power 2 or greater.

1/1

Floral Spuzzem

{3}{G}

Creature — Spuzzem

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.

2/2

Floral Spuzzem

{3}{G}

Creature — Elemental

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.

2/2

Flowstone Hellion

{4}{R}

Creature — Beast

Haste

{0}: Flowstone Hellion gets +1/-1 until end of turn.

3/3

Flowstone Hellion

{4}{R}

Creature — Hellion Beast

Haste

{0}: Flowstone Hellion gets +1/-1 until end of turn.

3/3

Flowstone Sculpture

{6}

Artifact Creature

{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.)

4/4

Flowstone Sculpture

{6}

Artifact Creature — Shapeshifter

{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.)

4/4

Flowstone Thopter

{7}

Artifact Creature

{1}: Flowstone Thopter gets +1/-1 and gains flying until end of turn.

4/4

Flowstone Thopter

{7}

Artifact Creature — Thopter

{1}: Flowstone Thopter gets +1/-1 and gains flying until end of turn.

4/4

Folk of An-Havva

{G}

Creature — Townsfolk

Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn.

1/1

Folk of An-Havva

{G}

Creature — Human

Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn.

1/1

Foothill Guide

{W}

Creature — Cleric

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.)

1/1

Foothill Guide

{W}

Creature — Human Cleric

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.)

1/1

Fountain Watch

{3}{W}{W}

Creature — Guardian

Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.)

2/4

Fountain Watch

{3}{W}{W}

Creature — Human Cleric

Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.)

2/4

Frankenstein's Monster

{X}{B}{B}

Creature — Monster

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.

0/1

Frankenstein's Monster

{X}{B}{B}

Creature — Zombie

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.

0/1

Frenetic Raptor

{5}{R}

Creature — Beast

Beasts can't block.

6/6

Frenetic Raptor

{5}{R}

Creature — Lizard Beast

Beasts can't block.

6/6

Fresh Volunteers

{1}{W}

Creature — Rebel

2/2

Fresh Volunteers

{1}{W}

Creature — Human Rebel

2/2

Freyalise Supplicant

{1}{G}

Creature — Cleric

{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.

1/1

Freyalise Supplicant

{1}{G}

Creature — Human Cleric

{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.

1/1

Frogmite

{4}

Artifact Creature

Affinity for artifacts (This spell costs {1} less to play for each artifact you control.)

2/2

Frogmite

{4}

Artifact Creature — Frog

Affinity for artifacts (This spell costs {1} less to play for each artifact you control.)

2/2

Frontline Strategist

{W}

Creature — Soldier

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.

1/1

Frontline Strategist

{W}

Creature — Human Soldier

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.

1/1

Fugitive Druid

{3}{G}

Creature — Druid

Whenever Fugitive Druid becomes the target of an Aura spell, you draw a card.

3/2

Fugitive Druid

{3}{G}

Creature — Human Druid

Whenever Fugitive Druid becomes the target of an Aura spell, you draw a card.

3/2

Fungal Shambler

{4}{G}{U}{B}

Creature — Beast

Trample

Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card.

6/4

Fungal Shambler

{4}{G}{U}{B}

Creature — Fungus Beast

Trample

Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card.

6/4

Fungusaur

{3}{G}

Creature — Fungusaur

Whenever Fungusaur is dealt damage, put a +1/+1 counter on it.

2/2

Fungusaur

{3}{G}

Creature — Fungus

Whenever Fungusaur is dealt damage, put a +1/+1 counter on it.

2/2

Fylamarid

{1}{U}{U}

Creature — Beast

Flying

Fylamarid can't be blocked by blue creatures.

{U}: Target creature becomes blue until end of turn.

1/3

Fylamarid

{1}{U}{U}

Creature — Squid Beast

Flying

Fylamarid can't be blocked by blue creatures.

{U}: Target creature becomes blue until end of turn.

1/3

Fyndhorn Brownie

{2}{G}

Creature — Brownie

{2}{G}, {T}: Untap target creature.

1/1

Fyndhorn Brownie

{2}{G}

Creature — Ouphe

{2}{G}, {T}: Untap target creature.

1/1

Fyndhorn Druid

{2}{G}

Creature — Druid

When Fyndhorn Druid is put into a graveyard from play, if it was blocked this turn, you gain 4 life.

2/2

Fyndhorn Druid

{2}{G}

Creature — Human Druid

When Fyndhorn Druid is put into a graveyard from play, if it was blocked this turn, you gain 4 life.

2/2

Fyndhorn Elder

{2}{G}

Creature — Elf

{T}: Add {G}{G} to your mana pool.

1/1

Fyndhorn Elder

{2}{G}

Creature — Elf Druid

{T}: Add {G}{G} to your mana pool.

1/1

Gabriel Angelfire

{3}{G}{G}{W}{W}

Legendary Creature

At the beginning of your upkeep, choose flying, first strike, trample, or rampage 3. Gabriel Angelfire gains that ability until your next upkeep.

4/4

Gabriel Angelfire

{3}{G}{G}{W}{W}

Legendary Creature — Angel

At the beginning of your upkeep, choose flying, first strike, trample, or rampage 3. Gabriel Angelfire gains that ability until your next upkeep.

4/4

Gaea's Avenger

{1}{G}{G}

Creature — Gaea's-Avenger

Gaea's Avenger's power and toughness are each equal to 1 plus the number of artifacts your opponents control.

1+*/1+*

Gaea's Avenger

{1}{G}{G}

Creature — Treefolk

Gaea's Avenger's power and toughness are each equal to 1 plus the number of artifacts your opponents control.

1+*/1+*

Gang of Elk

{5}{G}

Creature — Beast

Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.

5/4

Gang of Elk

{5}{G}

Creature — Elk Beast

Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.

5/4

Gempalm Avenger

{5}{W}

Creature — Soldier

Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)

When you cycle Gempalm Avenger, Soldier creatures get +1/+1 and gain first strike until end of turn.

3/5

Gempalm Avenger

{5}{W}

Creature — Human Soldier

Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)

When you cycle Gempalm Avenger, Soldier creatures get +1/+1 and gain first strike until end of turn.

3/5

Gempalm Sorcerer

{2}{U}

Creature — Wizard

Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.)

When you cycle Gempalm Sorcerer, Wizard creatures gain flying until end of turn.

2/2

Gempalm Sorcerer

{2}{U}

Creature — Human Wizard

Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.)

When you cycle Gempalm Sorcerer, Wizard creatures gain flying until end of turn.

2/2

General Jarkeld

{3}{W}

Legendary Creature

{T}: Switch the blocking creatures of two target attacking creatures. Play this ability only during the declare blockers step.

1/2

General Jarkeld

{3}{W}

Legendary Creature — Human Soldier

{T}: Switch the blocking creatures of two target attacking creatures. Play this ability only during the declare blockers step.

1/2

Gerrard Capashen

{3}{W}{W}

Legendary Creature

At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand.

{3}{W}: Tap target creature. Play this ability only if Gerrard Capashen is attacking.

3/4

Gerrard Capashen

{3}{W}{W}

Legendary Creature — Human Soldier

At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand.

{3}{W}: Tap target creature. Play this ability only if Gerrard Capashen is attacking.

3/4

Gerrard's Irregulars

{4}{R}

Creature — Soldier

Trample, haste

4/2

Gerrard's Irregulars

{4}{R}

Creature — Human Soldier

Trample, haste

4/2

Ghitu Fire-Eater

{2}{R}

Creature — Nomad

{T}, Sacrifice Ghitu Fire-Eater: Ghitu Fire-Eater deals damage equal to its power to target creature or player.

2/2

Ghitu Fire-Eater

{2}{R}

Creature — Human Nomad

{T}, Sacrifice Ghitu Fire-Eater: Ghitu Fire-Eater deals damage equal to its power to target creature or player.

2/2

Ghitu Slinger

{2}{R}

Creature — Nomad

Echo {2}{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.)

When Ghitu Slinger comes into play, it deals 2 damage to target creature or player.

2/2

Ghitu Slinger

{2}{R}

Creature — Human Nomad

Echo {2}{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.)

When Ghitu Slinger comes into play, it deals 2 damage to target creature or player.

2/2

Ghost Council of Orzhova

{W}{W}{B}{B}

Legendary Creature — Spirit Lord

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.

4/4

Ghost Council of Orzhova

{W}{W}{B}{B}

Legendary Creature — Spirit

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.

4/4

Ghost Hounds

{1}{B}

Creature — Hound

Vigilance

Whenever Ghost Hounds blocks or becomes blocked by a white creature, Ghost Hounds gains first strike until end of turn.

1/1

Ghost Hounds

{1}{B}

Creature — Hound Spirit

Vigilance

Whenever Ghost Hounds blocks or becomes blocked by a white creature, Ghost Hounds gains first strike until end of turn.

1/1

Ghosthelm Courier

{2}{U}

Creature — Wizard

You may choose not to untap Ghosthelm Courier during your untap step.

{2}{U}, {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.)

2/1

Ghosthelm Courier

{2}{U}

Creature — Human Wizard

You may choose not to untap Ghosthelm Courier during your untap step.

{2}{U}, {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.)

2/1

Ghosts of the Damned

{1}{B}{B}

Creature — Ghost

{T}: Target creature gets -1/-0 until end of turn.

0/2

Ghosts of the Damned

{1}{B}{B}

Creature — Spirit

{T}: Target creature gets -1/-0 until end of turn.

0/2

Giant Albatross

{1}{U}

Creature — Albatross

Flying

When Giant Albatross is put into a graveyard from play, you may pay {1}{U}. If you do, for each creature that dealt damage to Giant Albatross this turn, destroy that creature unless its controller pays 2 life. A creature destroyed this way can't be regenerated.

1/1

Giant Albatross

{1}{U}

Creature — Bird

Flying

When Giant Albatross is put into a graveyard from play, you may pay {1}{U}. If you do, for each creature that dealt damage to Giant Albatross this turn, destroy that creature unless its controller pays 2 life. A creature destroyed this way can't be regenerated.

1/1

Giant Shark

{5}{U}

Creature — Shark

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.

4/4

Giant Shark

{5}{U}

Creature — Fish

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.

4/4

Giant Warthog

{5}{G}

Creature — Beast

Trample

5/5

Giant Warthog

{5}{G}

Creature — Boar Beast

Trample

5/5

Gibbering Hyenas

{2}{G}

Creature — Hyena

Gibbering Hyenas can't block black creatures.

3/2

Gibbering Hyenas

{2}{G}

Creature — Hound

Gibbering Hyenas can't block black creatures.

3/2

Glintwing Invoker

{4}{U}

Creature — Wizard Mutant

{7}{U}: Glintwing Invoker gets +3/+3 and gains flying until end of turn.

3/3

Glintwing Invoker

{4}{U}

Creature — Human Wizard Mutant

{7}{U}: Glintwing Invoker gets +3/+3 and gains flying until end of turn.

3/3

Gloomdrifter

{3}{B}

Creature — Minion

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."

2/2

Gloomdrifter

{3}{B}

Creature — Zombie Minion

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."

2/2

Glowing Anemone

{3}{U}

Creature — Beast

When Glowing Anemone comes into play, you may return target land to its owner's hand.

1/3

Glowing Anemone

{3}{U}

Creature — Anemone Beast

When Glowing Anemone comes into play, you may return target land to its owner's hand.

1/3

Glowrider

{2}{W}

Creature — Cleric

Noncreature spells cost {1} more to play.

2/1

Glowrider

{2}{W}

Creature — Human Cleric

Noncreature spells cost {1} more to play.

2/1

Goblin Artisans

{R}

Creature — Goblin

{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.

1/1

Goblin Artisans

{R}

Creature — Goblin Artificer

{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.

1/1

Goblin Berserker

{3}{R}

Creature — Goblin

First strike, haste

2/2

Goblin Berserker

{3}{R}

Creature — Goblin Berserker

First strike, haste

2/2

Goblin Dirigible

{6}

Artifact Creature

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.

4/4

Goblin Dirigible

{6}

Artifact Creature — Construct

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.

4/4

Goblin General

{1}{R}{R}

Creature — Goblin

Whenever Goblin General attacks, Goblin creatures you control get +1/+1 until end of turn.

1/1

Goblin General

{1}{R}{R}

Creature — Goblin Warrior

Whenever Goblin General attacks, Goblin creatures you control get +1/+1 until end of turn.

1/1

Goblin Marshal

{4}{R}{R}

Creature — Goblin

Echo {4}{R}{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.)

When Goblin Marshal comes into play or is put into a graveyard from play, put two 1/1 red Goblin creature tokens into play.

3/3

Goblin Marshal

{4}{R}{R}

Creature — Goblin Warrior

Echo {4}{R}{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.)

When Goblin Marshal comes into play or is put into a graveyard from play, put two 1/1 red Goblin creature tokens into play.

3/3

Goblin Medics

{2}{R}

Creature — Goblin

Whenever Goblin Medics becomes tapped, it deals 1 damage to target creature or player.

1/1

Goblin Medics

{2}{R}

Creature — Goblin Shaman

Whenever Goblin Medics becomes tapped, it deals 1 damage to target creature or player.

1/1

Goblin Piledriver

{1}{R}

Creature — Goblin

Protection from blue

Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin.

1/2

Goblin Piledriver

{1}{R}

Creature — Goblin Warrior

Protection from blue

Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin.

1/2

Goblin Rock Sled

{1}{R}

Creature — Rock-Sled

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.

3/1

Goblin Rock Sled

{1}{R}

Creature — Goblin

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.

3/1

Goblin Vandal

{R}

Creature — Goblin

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.

1/1

Goblin Vandal

{R}

Creature — Goblin Rogue

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.

1/1

Goblin War Wagon

{4}

Artifact Creature

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.

3/3

Goblin War Wagon

{4}

Artifact Creature — Juggernaut

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.

3/3

Goblin Welder

{R}

Creature — Goblin

{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.

1/1

Goblin Welder

{R}

Creature — Goblin Artificer

{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.

1/1

Goretusk Firebeast

{5}{R}

Creature — Beast

When Goretusk Firebeast comes into play, it deals 4 damage to target player.

2/2

Goretusk Firebeast

{5}{R}

Creature — Elemental Boar Beast

When Goretusk Firebeast comes into play, it deals 4 damage to target player.

2/2

Gorilla Berserkers

{3}{G}{G}

Creature — Ape

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.

2/3

Gorilla Berserkers

{3}{G}{G}

Creature — Ape Berserker

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.

2/3

Gorilla Warrior

{2}{G}

Creature — Ape

3/2

Gorilla Warrior

{2}{G}

Creature — Ape Warrior

3/2

Gosta Dirk

{3}{W}{W}{U}{U}

Legendary Creature

First strike

Creatures with islandwalk can be blocked as though they didn't have islandwalk.

4/4

Gosta Dirk

{3}{W}{W}{U}{U}

Legendary Creature — Human Warrior

First strike

Creatures with islandwalk can be blocked as though they didn't have islandwalk.

4/4

Grandmother Sengir

{4}{B}

Legendary Creature

{1}{B}, {T}: Target creature gets -1/-1 until end of turn.

3/3

Grandmother Sengir

{4}{B}

Legendary Creature — Vampire

{1}{B}, {T}: Target creature gets -1/-1 until end of turn.

3/3

Grapeshot Catapult

{4}

Artifact Creature

{T}: Grapeshot Catapult deals 1 damage to target creature with flying.

2/3

Grapeshot Catapult

{4}

Artifact Creature — Construct

{T}: Grapeshot Catapult deals 1 damage to target creature with flying.

2/3

Grassland Crusader

{5}{W}

Creature — Cleric Soldier

{T}: Target Elf or Soldier creature gets +2/+2 until end of turn.

2/4

Grassland Crusader

{5}{W}

Creature — Human Cleric Soldier

{T}: Target Elf or Soldier creature gets +2/+2 until end of turn.

2/4

Grave Robbers

{1}{B}{B}

Creature — Robber

{B}, {T}: Remove target artifact card in a graveyard from the game. You gain 2 life.

1/1

Grave Robbers

{1}{B}{B}

Creature — Human Rogue

{B}, {T}: Remove target artifact card in a graveyard from the game. You gain 2 life.

1/1

Gravel Slinger

{3}{W}

Creature — Soldier

{T}: Gravel Slinger deals 1 damage to target attacking or blocking creature.

Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

1/3

Gravel Slinger

{3}{W}

Creature — Human Soldier

{T}: Gravel Slinger deals 1 damage to target attacking or blocking creature.

Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

1/3

Gravespawn Sovereign

{4}{B}{B}

Creature — Zombie Lord

Tap five untapped Zombies you control: Put target creature card from a graveyard into play under your control.

3/3

Gravespawn Sovereign

{4}{B}{B}

Creature — Zombie

Tap five untapped Zombies you control: Put target creature card from a graveyard into play under your control.

3/3

Greater Mossdog

{3}{G}

Creature — Hound

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.)

3/3

Greater Mossdog

{3}{G}

Creature — Fungus Hound

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.)

3/3

Greater Werewolf

{4}{B}

Creature — Lycanthrope

At end of combat, put a -0/-2 counter on all creatures blocking or blocked by Greater Werewolf.

2/4

Greater Werewolf

{4}{B}

Creature — Human Wolf

At end of combat, put a -0/-2 counter on all creatures blocking or blocked by Greater Werewolf.

2/4

Greel, Mind Raker

{3}{B}{B}

Legendary Creature — Spellshaper

{X}{B}, {T}, Discard two cards: Target player discards X cards at random.

3/3

Greel, Mind Raker

{3}{B}{B}

Legendary Creature — Horror Spellshaper

{X}{B}, {T}, Discard two cards: Target player discards X cards at random.

3/3

Grid Monitor

{4}

Artifact Creature

You can't play creature spells.

4/6

Grid Monitor

{4}

Artifact Creature — Construct

You can't play creature spells.

4/6

Grim Lavamancer

{R}

Creature — Wizard

{R}, {T}, Remove two cards in your graveyard from the game: Grim Lavamancer deals 2 damage to target creature or player.

1/1

Grim Lavamancer

{R}

Creature — Human Wizard

{R}, {T}, Remove two cards in your graveyard from the game: Grim Lavamancer deals 2 damage to target creature or player.

1/1

Gristleback

{2}{G}

Creature — Beast

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.

2/2

Gristleback

{2}{G}

Creature — Boar Beast

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.

2/2

Guan Yu, Sainted Warrior

{3}{W}{W}

Legendary Creature

Horsemanship

When Guan Yu, Sainted Warrior is put into your graveyard from play, you may shuffle Guan Yu into your library.

3/5

Guan Yu, Sainted Warrior

{3}{W}{W}

Legendary Creature — Human Soldier Warrior

Horsemanship

When Guan Yu, Sainted Warrior is put into your graveyard from play, you may shuffle Guan Yu into your library.

3/5

Guardian Beast

{3}{B}

Creature — Guardian

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.

2/4

Guardian Beast

{3}{B}

Creature — Beast

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.

2/4

Gulf Squid

{3}{U}

Creature — Beast

When Gulf Squid comes into play, tap all lands target player controls.

2/2

Gulf Squid

{3}{U}

Creature — Squid Beast

When Gulf Squid comes into play, tap all lands target player controls.

2/2

Gustcloak Runner

{W}

Creature — Soldier

Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat.

1/1

Gustcloak Runner

{W}

Creature — Human Soldier

Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat.

1/1

Gustcloak Sentinel

{2}{W}{W}

Creature — Soldier

Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat.

3/3

Gustcloak Sentinel

{2}{W}{W}

Creature — Human Soldier

Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat.

3/3

Gwendlyn Di Corci

{U}{B}{B}{R}

Legendary Creature

{T}: Target player discards a card at random. Play this ability only during your turn.

3/5

Gwendlyn Di Corci

{U}{B}{B}{R}

Legendary Creature — Human

{T}: Target player discards a card at random. Play this ability only during your turn.

3/5

Halberdier

{3}{R}

Creature — Barbarian

First strike

3/1

Halberdier

{3}{R}

Creature — Human Barbarian

First strike

3/1

Halfdane

{1}{W}{U}{B}

Legendary Creature

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.

3/3

Halfdane

{1}{W}{U}{B}

Legendary Creature — Shapeshifter

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.

3/3

Hallowed Healer

{2}{W}

Creature — Cleric

{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.

1/1

Hallowed Healer

{2}{W}

Creature — Human Cleric

{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.

1/1

Hammer Mage

{1}{R}

Creature — Spellshaper

{X}{R}, {T}, Discard a card: Destroy all artifacts with converted mana cost X or less.

1/1

Hammer Mage

{1}{R}

Creature — Human Spellshaper

{X}{R}, {T}, Discard a card: Destroy all artifacts with converted mana cost X or less.

1/1

Hanna, Ship's Navigator

{1}{W}{U}

Legendary Creature

{1}{W}{U}, {T}: Return target artifact or enchantment card from your graveyard to your hand.

1/2

Hanna, Ship's Navigator

{1}{W}{U}

Legendary Creature — Human Artificer

{1}{W}{U}, {T}: Return target artifact or enchantment card from your graveyard to your hand.

1/2

Hapless Researcher

{U}

Creature — Wizard

Sacrifice Hapless Researcher: Draw a card, then discard a card.

1/1

Hapless Researcher

{U}

Creature — Human Wizard

Sacrifice Hapless Researcher: Draw a card, then discard a card.

1/1

Harvest Mage

{G}

Creature — Spellshaper

{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.

1/1

Harvest Mage

{G}

Creature — Human Spellshaper

{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.

1/1

Harvester Druid

{1}{G}

Creature — Druid

{T}: Add to your mana pool one mana of any color that a land you control could produce.

1/1

Harvester Druid

{1}{G}

Creature — Human Druid

{T}: Add to your mana pool one mana of any color that a land you control could produce.

1/1

Hazduhr the Abbot

{3}{W}{W}

Legendary Creature

{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.

2/5

Hazduhr the Abbot

{3}{W}{W}

Legendary Creature — Human Cleric

{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.

2/5

Hazezon Tamar

{4}{R}{G}{W}

Legendary Creature

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."

2/4

Hazezon Tamar

{4}{R}{G}{W}

Legendary Creature — Human Warrior

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."

2/4

Hazy Homunculus

{1}{U}

Creature — Illusion

Hazy Homunculus is unblockable as long as defending player controls an untapped land.

1/1

Hazy Homunculus

{1}{U}

Creature — Homunculus Illusion

Hazy Homunculus is unblockable as long as defending player controls an untapped land.

1/1

Headhunter

{1}{B}

Creature — Cleric

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.)

1/1

Headhunter

{1}{B}

Creature — Human Cleric

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.)

1/1

Headless Horseman

{2}{B}

Creature — Horseman

2/2

Headless Horseman

{2}{B}

Creature — Zombie Knight

2/2

Heart Warden

{1}{G}

Creature — Elf

{T}: Add {G} to your mana pool.

{2}, Sacrifice Heart Warden: Draw a card.

1/1

Heart Warden

{1}{G}

Creature — Elf Druid

{T}: Add {G} to your mana pool.

{2}, Sacrifice Heart Warden: Draw a card.

1/1

Helionaut

{2}{W}

Creature — Soldier

Flying

{1}, {T}: Add one mana of any color to your mana pool.

1/2

Helionaut

{2}{W}

Creature — Human Soldier

Flying

{1}, {T}: Add one mana of any color to your mana pool.

1/2

Hell-Bent Raider

{1}{R}{R}

Creature — Barbarian

First strike, haste

Discard a card at random: Hell-Bent Raider gains protection from white until end of turn.

2/2

Hell-Bent Raider

{1}{R}{R}

Creature — Human Barbarian

First strike, haste

Discard a card at random: Hell-Bent Raider gains protection from white until end of turn.

2/2

Henge Guardian

{5}

Artifact Creature

{2}: Henge Guardian gains trample until end of turn.

3/4

Henge Guardian

{5}

Artifact Creature — Dragon

{2}: Henge Guardian gains trample until end of turn.

3/4

Hermit Druid

{1}{G}

Creature — Druid

{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.

1/1

Hermit Druid

{1}{G}

Creature — Human Druid

{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.

1/1

Highway Robber

{2}{B}{B}

Creature — Human Mercenary

When Highway Robber comes into play, you gain 2 life and target opponent loses 2 life.

2/2

Highway Robber

{2}{B}{B}

Creature — Human Rogue Mercenary

When Highway Robber comes into play, you gain 2 life and target opponent loses 2 life.

2/2

Hipparion

{1}{W}

Creature — Hipparion

Hipparion can't block creatures with power 3 or greater unless you pay {1}.

1/3

Hipparion

{1}{W}

Creature — Horse

Hipparion can't block creatures with power 3 or greater unless you pay {1}.

1/3

Hollow Dogs

{4}{B}

Creature — Hound

Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn.

3/3

Hollow Dogs

{4}{B}

Creature — Zombie Hound

Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn.

3/3

Hollow Warrior

{4}

Artifact Creature — Golem

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.

4/4

Hollow Warrior

{4}

Artifact Creature — Golem Warrior

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.

4/4

Homarid Shaman

{2}{U}{U}

Creature — Homarid

{U}: Tap target green creature.

2/1

Homarid Shaman

{2}{U}{U}

Creature — Homarid Shaman

{U}: Tap target green creature.

2/1

Homarid Warrior

{4}{U}

Creature — Homarid

{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.)

3/3

Homarid Warrior

{4}{U}

Creature — Homarid Warrior

{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.)

3/3

Honorable Scout

{W}

Creature — Soldier

When Honorable Scout comes into play, you gain 2 life for each black and/or red creature target opponent controls.

1/1

Honorable Scout

{W}

Creature — Human Soldier Scout

When Honorable Scout comes into play, you gain 2 life for each black and/or red creature target opponent controls.

1/1

Hopping Automaton

{3}

Artifact Creature

{0}: Hopping Automaton gets -1/-1 and gains flying until end of turn.

2/2

Hopping Automaton

{3}

Artifact Creature — Construct

{0}: Hopping Automaton gets -1/-1 and gains flying until end of turn.

2/2

Hornet Cobra

{1}{G}{G}

Creature — Cobra

First strike

2/1

Hornet Cobra

{1}{G}{G}

Creature — Snake

First strike

2/1

Hua Tuo, Honored Physician

{1}{G}{G}

Legendary Creature

{T}: Put target creature card from your graveyard on top of your library. Play this ability only during your turn, before the combat phase.

1/2

Hua Tuo, Honored Physician

{1}{G}{G}

Legendary Creature — Human Shaman

{T}: Put target creature card from your graveyard on top of your library. Play this ability only during your turn, before the combat phase.

1/2

Huang Zhong, Shu General

{2}{W}{W}

Legendary Creature

Huang Zhong, Shu General can't be blocked by more than one creature.

2/3

Huang Zhong, Shu General

{2}{W}{W}

Legendary Creature — Human Soldier

Huang Zhong, Shu General can't be blocked by more than one creature.

2/3

Hunding Gjornersen

{3}{W}{U}{U}

Legendary Creature

Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

5/4

Hunding Gjornersen

{3}{W}{U}{U}

Legendary Creature — Human Warrior

Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

5/4

Hunting Cheetah

{2}{G}

Creature — Cheetah

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.

2/3

Hunting Cheetah

{2}{G}

Creature — Cat

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.

2/3

Hunting Moa

{2}{G}

Creature — Bird

Echo {2}{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.)

When Hunting Moa comes into play or is put into a graveyard from play, put a +1/+1 counter on target creature.

3/2

Hunting Moa

{2}{G}

Creature — Bird Beast

Echo {2}{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.)

When Hunting Moa comes into play or is put into a graveyard from play, put a +1/+1 counter on target creature.

3/2

Hurr Jackal

{R}

Creature — Jackal

{T}: Target creature can't be regenerated this turn.

1/1

Hurr Jackal

{R}

Creature — Hound

{T}: Target creature can't be regenerated this turn.

1/1

Hydromorph Guardian

{2}{U}

Creature — Guardian

{U}, Sacrifice Hydromorph Guardian: Counter target spell that targets one or more creatures you control.

2/2

Hydromorph Guardian

{2}{U}

Creature — Elemental

{U}, Sacrifice Hydromorph Guardian: Counter target spell that targets one or more creatures you control.

2/2

Hydromorph Gull

{3}{U}{U}

Creature — Bird Guardian

Flying

{U}, Sacrifice Hydromorph Gull: Counter target spell that targets one or more creatures you control.

3/3

Hydromorph Gull

{3}{U}{U}

Creature — Elemental Bird

Flying

{U}, Sacrifice Hydromorph Gull: Counter target spell that targets one or more creatures you control.

3/3

Hyperion Blacksmith

{1}{R}{R}

Creature — Smith

{T}: You may tap or untap target artifact an opponent controls.

2/2

Hyperion Blacksmith

{1}{R}{R}

Creature — Human Artificer

{T}: You may tap or untap target artifact an opponent controls.

2/2

Icatian Infantry

{W}

Creature — Soldier

{1}: Icatian Infantry gains banding until end of turn.

{1}: Icatian Infantry gains first strike until end of turn.

1/1

Icatian Infantry

{W}

Creature — Human Soldier

{1}: Icatian Infantry gains banding until end of turn.

{1}: Icatian Infantry gains first strike until end of turn.

1/1

Icatian Moneychanger

{W}

Creature — Townsfolk

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.

0/2

Icatian Moneychanger

{W}

Creature — Human

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.

0/2

Icatian Phalanx

{4}{W}

Creature — Soldier

Banding

2/4

Icatian Phalanx

{4}{W}

Creature — Human Soldier

Banding

2/4

Icatian Scout

{W}

Creature — Soldier

{1}, {T}: Target creature gains first strike until end of turn.

1/1

Icatian Scout

{W}

Creature — Human Soldier Scout

{1}, {T}: Target creature gains first strike until end of turn.

1/1

Icatian Skirmishers

{3}{W}

Creature — Soldier

Banding, first strike

Whenever Icatian Skirmishers attacks, all creatures banded with it gain first strike until end of turn.

1/1

Icatian Skirmishers

{3}{W}

Creature — Human Soldier

Banding, first strike

Whenever Icatian Skirmishers attacks, all creatures banded with it gain first strike until end of turn.

1/1

Ichneumon Druid

{1}{G}{G}

Creature — Druid

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.

1/1

Ichneumon Druid

{1}{G}{G}

Creature — Human Druid

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.

1/1

Ignoble Soldier

{2}{W}

Creature — Soldier

Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn.

3/1

Ignoble Soldier

{2}{W}

Creature — Human Soldier

Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn.

3/1

Ihsan's Shade

{3}{B}{B}{B}

Legendary Creature

Protection from white

5/5

Ihsan's Shade

{3}{B}{B}{B}

Legendary Creature — Shade

Protection from white

5/5

Imperial Recruiter

{2}{R}

Creature — Advisor

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.

1/1

Imperial Recruiter

{2}{R}

Creature — Human Advisor

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.

1/1

Independent Troops

{1}{R}

Creature — Soldier

2/1

Independent Troops

{1}{R}

Creature — Human Soldier

2/1

Infernal Caretaker

{3}{B}

Creature — Cleric

Morph {3}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Infernal Caretaker is turned face up, return all Zombie cards from all graveyards to their owners' hands.

2/2

Infernal Caretaker

{3}{B}

Creature — Human Cleric

Morph {3}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Infernal Caretaker is turned face up, return all Zombie cards from all graveyards to their owners' hands.

2/2

Infernal Denizen

{7}{B}

Creature — Infernal-Denizen

At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap Infernal Denizen, and an opponent may gain control of the creature you control of his or her choice. That opponent retains control of that creature as long as Infernal Denizen remains in play.

{T}: Gain control of target creature as long as Infernal Denizen remains in play.

5/7

Infernal Denizen

{7}{B}

Creature — Demon

At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap Infernal Denizen, and an opponent may gain control of the creature you control of his or her choice. That opponent retains control of that creature as long as Infernal Denizen remains in play.

{T}: Gain control of target creature as long as Infernal Denizen remains in play.

5/7

Infernal Medusa

{3}{B}{B}

Creature — Medusa

Whenever Infernal Medusa blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.

2/4

Infernal Medusa

{3}{B}{B}

Creature — Gorgon

Whenever Infernal Medusa blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.

2/4

Information Dealer

{1}{U}

Creature — Wizard

{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.

1/1

Information Dealer

{1}{U}

Creature — Human Wizard

{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.

1/1

Ingenious Thief

{1}{U}

Creature — Thief

Flying

When Ingenious Thief comes into play, look at target player's hand.

1/1

Ingenious Thief

{1}{U}

Creature — Human Rogue

Flying

When Ingenious Thief comes into play, look at target player's hand.

1/1

Instigator

{1}{B}

Creature — Spellshaper

{1}{B}{B}, {T}, Discard a card: Creatures target player controls attack this turn if able.

1/1

Instigator

{1}{B}

Creature — Human Spellshaper

{1}{B}{B}, {T}, Discard a card: Creatures target player controls attack this turn if able.

1/1

Intrepid Hero

{2}{W}

Creature — Soldier

{T}: Destroy target creature with power 4 or greater.

1/1

Intrepid Hero

{2}{W}

Creature — Human Soldier

{T}: Destroy target creature with power 4 or greater.

1/1

Irini Sengir

{2}{B}{B}

Legendary Creature

White enchantment spells and green enchantment spells cost {2} more to play.

2/2

Irini Sengir

{2}{B}{B}

Legendary Creature — Dwarf Wizard

White enchantment spells and green enchantment spells cost {2} more to play.

2/2

Iron-Barb Hellion

{5}{R}

Creature — Beast

Haste

Iron-Barb Hellion can't block.

5/4

Iron-Barb Hellion

{5}{R}

Creature — Hellion Beast

Haste

Iron-Barb Hellion can't block.

5/4

Ironfist Crusher

{4}{W}

Creature — Soldier

Ironfist Crusher can block any number of creatures.

Morph {3}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

2/4

Ironfist Crusher

{4}{W}

Creature — Human Soldier

Ironfist Crusher can block any number of creatures.

Morph {3}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

2/4

Island Fish Jasconius

{4}{U}{U}{U}

Creature — Island-Fish

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 {U}{U}{U}. If you do, untap Jasconius.

When you control no Islands, sacrifice Jasconius.

6/8

Island Fish Jasconius

{4}{U}{U}{U}

Creature — Fish

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 {U}{U}{U}. If you do, untap Jasconius.

When you control no Islands, sacrifice Jasconius.

6/8

Ivy Seer

{3}{G}

Creature — Wizard

{2}{G}, {T}: Reveal any number of green cards in your hand. Target creature gets +X/+X until end of turn, where X is the number of cards revealed this way.

1/1

Ivy Seer

{3}{G}

Creature — Elf Wizard

{2}{G}, {T}: Reveal any number of green cards in your hand. Target creature gets +X/+X until end of turn, where X is the number of cards revealed this way.

1/1

Ixidor, Reality Sculptor

{3}{U}{U}

Legendary Creature — Wizard

Face-down creatures get +1/+1.

{2}{U}: Turn target face-down creature face up.

3/4

Ixidor, Reality Sculptor

{3}{U}{U}

Legendary Creature — Human Wizard

Face-down creatures get +1/+1.

{2}{U}: Turn target face-down creature face up.

3/4

Jasmine Seer

{3}{W}

Creature — Wizard

{2}{W}, {T}: Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way.

1/1

Jasmine Seer

{3}{W}

Creature — Human Wizard

{2}{W}, {T}: Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way.

1/1

Jedit Ojanen

{4}{W}{W}{U}

Legendary Creature

5/5

Jedit Ojanen

{4}{W}{W}{U}

Legendary Creature — Cat Warrior

5/5

Jedit Ojanen of Efrava

{3}{G}{G}{G}

Legendary Creature — Cat Warrior Lord

Forestwalk

Whenever Jedit Ojanen of Efrava attacks or blocks, put a 2/2 green Cat Warrior creature token with forestwalk into play.

5/5

Jedit Ojanen of Efrava

{3}{G}{G}{G}

Legendary Creature — Cat Warrior

Forestwalk

Whenever Jedit Ojanen of Efrava attacks or blocks, put a 2/2 green Cat Warrior creature token with forestwalk into play.

5/5

Jerrard of the Closed Fist

{3}{R}{G}{G}

Legendary Creature

6/5

Jerrard of the Closed Fist

{3}{R}{G}{G}

Legendary Creature — Human Knight

6/5

Jeska, Warrior Adept

{2}{R}{R}

Legendary Creature — Barbarian

First strike, haste

{T}: Jeska, Warrior Adept deals 1 damage to target creature or player.

3/1

Jeska, Warrior Adept

{2}{R}{R}

Legendary Creature — Human Barbarian

First strike, haste

{T}: Jeska, Warrior Adept deals 1 damage to target creature or player.

3/1

Jhoira's Toolbox

{2}

Artifact Creature

{2}: Regenerate target artifact creature.

1/1

Jhoira's Toolbox

{2}

Artifact Creature — Insect

{2}: Regenerate target artifact creature.

1/1

Jhovall Queen

{4}{W}{W}

Creature — Rebel

Vigilance

4/7

Jhovall Queen

{4}{W}{W}

Creature — Cat Rebel

Vigilance

4/7

Jhovall Rider

{4}{W}

Creature — Rebel

Trample

3/3

Jhovall Rider

{4}{W}

Creature — Human Rebel

Trample

3/3

Johan

{3}{R}{G}{W}

Legendary Creature

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.

5/4

Johan

{3}{R}{G}{W}

Legendary Creature — Human Wizard

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.

5/4

Joven

{3}{R}{R}

Legendary Creature

{R}{R}{R}, {T}: Destroy target noncreature artifact.

3/3

Joven

{3}{R}{R}

Legendary Creature — Human Rogue

{R}{R}{R}, {T}: Destroy target noncreature artifact.

3/3

Jungle Barrier

{2}{G}{U}

Creature — Wall

Defender (This creature can't attack.)

When Jungle Barrier comes into play, draw a card.

2/6

Jungle Barrier

{2}{G}{U}

Creature — Plant Wall

Defender (This creature can't attack.)

When Jungle Barrier comes into play, draw a card.

2/6

Juniper Order Advocate

{2}{W}

Creature — Knight

Green creatures you control get +1/+1 as long as Juniper Order Advocate is untapped.

1/2

Juniper Order Advocate

{2}{W}

Creature — Human Knight

Green creatures you control get +1/+1 as long as Juniper Order Advocate is untapped.

1/2

Juniper Order Druid

{2}{G}

Creature — Cleric

{T}: Untap target land.

1/1

Juniper Order Druid

{2}{G}

Creature — Human Cleric Druid

{T}: Untap target land.

1/1

Junk Diver

{3}

Artifact Creature

Flying

When Junk Diver is put into a graveyard from play, return another target artifact card from your graveyard to your hand.

1/1

Junk Diver

{3}

Artifact Creature — Bird

Flying

When Junk Diver is put into a graveyard from play, return another target artifact card from your graveyard to your hand.

1/1

Kamahl, Fist of Krosa

{4}{G}{G}

Legendary Creature — Druid

{G}: Target land becomes a 1/1 creature until end of turn. It's still a land.

{2}{G}{G}{G}: Creatures you control get +3/+3 and gain trample until end of turn.

4/3

Kamahl, Fist of Krosa

{4}{G}{G}

Legendary Creature — Human Druid

{G}: Target land becomes a 1/1 creature until end of turn. It's still a land.

{2}{G}{G}{G}: Creatures you control get +3/+3 and gain trample until end of turn.

4/3

Karmic Guide

{3}{W}{W}

Creature — Spirit

Flying, protection from black

Echo {3}{W}{W} (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.

2/2

Karmic Guide

{3}{W}{W}

Creature — Angel Spirit

Flying, protection from black

Echo {3}{W}{W} (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.

2/2

Karona's Zealot

{4}{W}

Creature — Cleric

Morph {3}{W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Karona's Zealot is turned face up, all damage that would be dealt to it this turn is dealt to target creature instead.

2/5

Karona's Zealot

{4}{W}

Creature — Human Cleric

Morph {3}{W}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Karona's Zealot is turned face up, all damage that would be dealt to it this turn is dealt to target creature instead.

2/5

Karona, False God

{1}{W}{U}{B}{R}{G}

Legendary Creature

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.

5/5

Karona, False God

{1}{W}{U}{B}{R}{G}

Legendary Creature — Avatar

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.

5/5

Karplusan Wolverine

{R}

Snow Creature — Beast

Whenever Karplusan Wolverine becomes blocked, you may have it deal 1 damage to target creature or player.

1/1

Karplusan Wolverine

{R}

Snow Creature — Wolverine Beast

Whenever Karplusan Wolverine becomes blocked, you may have it deal 1 damage to target creature or player.

1/1

Kasimir the Lone Wolf

{4}{W}{U}

Legendary Creature

5/3

Kasimir the Lone Wolf

{4}{W}{U}

Legendary Creature — Human Warrior

5/3

Kavu Scout

{2}{R}

Creature — Kavu

Kavu Scout gets +1/+0 for each basic land type among lands you control.

0/2

Kavu Scout

{2}{R}

Creature — Kavu Scout

Kavu Scout gets +1/+0 for each basic land type among lands you control.

0/2

Kaysa

{3}{G}{G}

Legendary Creature

Green creatures you control get +1/+1.

2/3

Kaysa

{3}{G}{G}

Legendary Creature — Human Druid

Green creatures you control get +1/+1.

2/3

Keen-Eyed Archers

{2}{W}

Creature — Soldier

Reach (This creature can block creatures with flying.)

2/2

Keen-Eyed Archers

{2}{W}

Creature — Human Soldier Archer

Reach (This creature can block creatures with flying.)

2/2

Keeper of Tresserhorn

{5}{B}

Creature — Keeper

Whenever Keeper of Tresserhorn attacks and isn't blocked, it deals no combat damage this turn and defending player loses 2 life.

6/6

Keeper of Tresserhorn

{5}{B}

Creature — Avatar

Whenever Keeper of Tresserhorn attacks and isn't blocked, it deals no combat damage this turn and defending player loses 2 life.

6/6

Keeper of the Beasts

{G}{G}

Creature — Wizard

{G}, {T}: Put a 2/2 green Beast creature token into play. Play this ability only if an opponent controls more creatures than you.

1/2

Keeper of the Beasts

{G}{G}

Creature — Human Wizard

{G}, {T}: Put a 2/2 green Beast creature token into play. Play this ability only if an opponent controls more creatures than you.

1/2

Keeper of the Dead

{B}{B}

Creature — Wizard

{B}, {T}: Destroy target nonblack creature controlled by an opponent with at least two fewer creature cards in his or her graveyard than you.

1/2

Keeper of the Dead

{B}{B}

Creature — Human Wizard

{B}, {T}: Destroy target nonblack creature controlled by an opponent with at least two fewer creature cards in his or her graveyard than you.

1/2

Keeper of the Flame

{R}{R}

Creature — Wizard

{R}, {T}: Keeper of the Flame deals 2 damage to target opponent with more life than you.

1/2

Keeper of the Flame

{R}{R}

Creature — Human Wizard

{R}, {T}: Keeper of the Flame deals 2 damage to target opponent with more life than you.

1/2

Keeper of the Light

{W}{W}

Creature — Wizard

{W}, {T}: You gain 3 life. Play this ability only if you have less life than an opponent.

1/2

Keeper of the Light

{W}{W}

Creature — Human Wizard

{W}, {T}: You gain 3 life. Play this ability only if you have less life than an opponent.

1/2

Keeper of the Mind

{U}{U}

Creature — Wizard

{U}, {T}: Draw a card. Play this ability only if an opponent has at least two more cards in hand than you.

1/2

Keeper of the Mind

{U}{U}

Creature — Human Wizard

{U}, {T}: Draw a card. Play this ability only if an opponent has at least two more cards in hand than you.

1/2

Keepers of the Faith

{1}{W}{W}

Creature — Keeper

2/3

Keepers of the Faith

{1}{W}{W}

Creature — Human Cleric

2/3

Kei Takahashi

{2}{G}{W}

Legendary Creature

{T}: Prevent the next 2 damage that would be dealt to target creature this turn.

2/2

Kei Takahashi

{2}{G}{W}

Legendary Creature — Human Cleric

{T}: Prevent the next 2 damage that would be dealt to target creature this turn.

2/2

Keldon Arsonist

{2}{R}

Creature — Soldier

{1}, Sacrifice two lands: Destroy target land.

1/1

Keldon Arsonist

{2}{R}

Creature — Human Soldier

{1}, Sacrifice two lands: Destroy target land.

1/1

Keldon Battlewagon

{5}

Artifact Creature

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.

0/3

Keldon Battlewagon

{5}

Artifact Creature — Juggernaut

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.

0/3

Keldon Berserker

{3}{R}

Creature — Soldier

Whenever Keldon Berserker attacks, if you control no untapped lands, it gets +3/+0 until end of turn.

2/3

Keldon Berserker

{3}{R}

Creature — Human Soldier

Whenever Keldon Berserker attacks, if you control no untapped lands, it gets +3/+0 until end of turn.

2/3

Keldon Champion

{2}{R}{R}

Creature — Barbarian

Haste

Echo {2}{R}{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.)

When Keldon Champion comes into play, it deals 3 damage to target player.

3/2

Keldon Champion

{2}{R}{R}

Creature — Human Barbarian

Haste

Echo {2}{R}{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.)

When Keldon Champion comes into play, it deals 3 damage to target player.

3/2

Keldon Firebombers

{3}{R}{R}

Creature — Soldier

When Keldon Firebombers comes into play, each player sacrifices all lands he or she controls except for three.

3/3

Keldon Firebombers

{3}{R}{R}

Creature — Human Soldier

When Keldon Firebombers comes into play, each player sacrifices all lands he or she controls except for three.

3/3

Keldon Vandals

{2}{R}

Creature — Townsfolk

Echo {2}{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.)

When Keldon Vandals comes into play, destroy target artifact.

4/1

Keldon Vandals

{2}{R}

Creature — Human Rogue

Echo {2}{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.)

When Keldon Vandals comes into play, destroy target artifact.

4/1

Kelsinko Ranger

{W}

Creature — Ranger

{1}{W}: Target green creature gains first strike until end of turn.

1/1

Kelsinko Ranger

{W}

Creature — Human

{1}{W}: Target green creature gains first strike until end of turn.

1/1

Killer Bees

{1}{G}{G}

Creature — Bee

Flying

{G}: Killer Bees gets +1/+1 until end of turn.

0/1

Killer Bees

{1}{G}{G}

Creature — Insect

Flying

{G}: Killer Bees gets +1/+1 until end of turn.

0/1

King Suleiman

{1}{W}

Creature — King

{T}: Destroy target Djinn or Efreet.

1/1

King Suleiman

{1}{W}

Creature — Human

{T}: Destroy target Djinn or Efreet.

1/1

King's Assassin

{1}{B}{B}

Creature — Assassin

{T}: Destroy target tapped creature. Play this ability only during your turn, before the combat phase.

1/1

King's Assassin

{1}{B}{B}

Creature — Human Assassin

{T}: Destroy target tapped creature. Play this ability only during your turn, before the combat phase.

1/1

Kjeldoran Escort

{2}{W}{W}

Creature — Soldier

Banding

2/3

Kjeldoran Escort

{2}{W}{W}

Creature — Human Soldier

Banding

2/3

Kjeldoran Frostbeast

{3}{G}{W}

Creature — Frostbeast

Whenever Kjeldoran Frostbeast blocks or becomes blocked by a creature, destroy that creature at end of combat.

2/4

Kjeldoran Frostbeast

{3}{G}{W}

Creature — Elemental Beast

Whenever Kjeldoran Frostbeast blocks or becomes blocked by a creature, destroy that creature at end of combat.

2/4

Kjeldoran Guard

{1}{W}

Creature — Soldier

{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.

1/1

Kjeldoran Guard

{1}{W}

Creature — Human Soldier

{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.

1/1

Kjeldoran Knight

{W}{W}

Creature — Knight

Banding

{1}{W}: Kjeldoran Knight gets +1/+0 until end of turn.

{W}{W}: Kjeldoran Knight gets +0/+2 until end of turn.

1/1

Kjeldoran Knight

{W}{W}

Creature — Human Knight

Banding

{1}{W}: Kjeldoran Knight gets +1/+0 until end of turn.

{W}{W}: Kjeldoran Knight gets +0/+2 until end of turn.

1/1

Kjeldoran Phalanx

{5}{W}

Creature — Soldier

Banding, first strike

2/5

Kjeldoran Phalanx

{5}{W}

Creature — Human Soldier

Banding, first strike

2/5

Kjeldoran Skycaptain

{4}{W}

Creature — Soldier

Banding, flying, first strike

2/2

Kjeldoran Skycaptain

{4}{W}

Creature — Human Soldier

Banding, flying, first strike

2/2

Kjeldoran Skyknight

{2}{W}

Creature — Soldier

Banding, flying, first strike

1/1

Kjeldoran Skyknight

{2}{W}

Creature — Human Knight

Banding, flying, first strike

1/1

Kjeldoran Warrior

{W}

Creature — Hero

Banding

1/1

Kjeldoran Warrior

{W}

Creature — Human Warrior

Banding

1/1

Knight Errant

{1}{W}

Creature — Knight

2/2

Knight Errant

{1}{W}

Creature — Human Knight

2/2

Knight of Dawn

{1}{W}{W}

Creature — Knight

First strike

{W}{W}: Knight of Dawn gains protection from the color of your choice until end of turn.

2/2

Knight of Dawn

{1}{W}{W}

Creature — Human Knight

First strike

{W}{W}: Knight of Dawn gains protection from the color of your choice until end of turn.

2/2

Knight of Stromgald

{B}{B}

Creature — Knight

Protection from white

{B}{B}: Knight of Stromgald gets +1/+0 until end of turn.

{B}: Knight of Stromgald gains first strike until end of turn.

2/1

Knight of Stromgald

{B}{B}

Creature — Human Knight

Protection from white

{B}{B}: Knight of Stromgald gets +1/+0 until end of turn.

{B}: Knight of Stromgald gains first strike until end of turn.

2/1

Kongming's Contraptions

{3}{W}

Creature — Soldier

{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.

2/4

Kongming's Contraptions

{3}{W}

Creature — Human Soldier

{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.

2/4

Kongming, Sleeping Dragon

{2}{W}{W}

Legendary Creature

Other creatures you control get +1/+1.

2/2

Kongming, Sleeping Dragon

{2}{W}{W}

Legendary Creature — Human Advisor

Other creatures you control get +1/+1.

2/2

Kris Mage

{R}

Creature — Spellshaper

{R}, {T}, Discard a card: Kris Mage deals 1 damage to target creature or player.

1/1

Kris Mage

{R}

Creature — Human Spellshaper

{R}, {T}, Discard a card: Kris Mage deals 1 damage to target creature or player.

1/1

Krosan Archer

{3}{G}

Creature — Centaur

Reach (This creature can block creatures with flying.)

{G}, Discard a card: Krosan Archer gets +0/+2 until end of turn.

2/3

Krosan Archer

{3}{G}

Creature — Centaur Archer

Reach (This creature can block creatures with flying.)

{G}, Discard a card: Krosan Archer gets +0/+2 until end of turn.

2/3

Krosan Avenger

{2}{G}

Creature — Druid

Trample

Threshold — {1}{G}: Regenerate Krosan Avenger. Play this ability only if seven or more cards are in your graveyard.

3/1

Krosan Avenger

{2}{G}

Creature — Human Druid

Trample

Threshold — {1}{G}: Regenerate Krosan Avenger. Play this ability only if seven or more cards are in your graveyard.

3/1

Krosan Restorer

{2}{G}

Creature — Druid

{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.

1/2

Krosan Restorer

{2}{G}

Creature — Human Druid

{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.

1/2

Krosan Tusker

{5}{G}{G}

Creature — Beast

Cycling {2}{G} ({2}{G}, 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.

6/5

Krosan Tusker

{5}{G}{G}

Creature — Boar Beast

Cycling {2}{G} ({2}{G}, 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.

6/5

Krosan Wayfarer

{G}

Creature — Druid

Sacrifice Krosan Wayfarer: You may put a land card from your hand into play.

1/1

Krosan Wayfarer

{G}

Creature — Human Druid

Sacrifice Krosan Wayfarer: You may put a land card from your hand into play.

1/1

Krovikan Elementalist

{B}{B}

Creature — Wizard

{2}{R}: Target creature gets +1/+0 until end of turn.

{U}{U}: Target creature you control gains flying until end of turn. Sacrifice it at end of turn.

1/1

Krovikan Elementalist

{B}{B}

Creature — Human Wizard

{2}{R}: Target creature gets +1/+0 until end of turn.

{U}{U}: Target creature you control gains flying until end of turn. Sacrifice it at end of turn.

1/1

Krovikan Horror

{3}{B}

Creature — Horror

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.

2/2

Krovikan Horror

{3}{B}

Creature — Horror Spirit

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.

2/2

Krovikan Sorcerer

{2}{U}

Creature — Wizard

{T}, Discard a card: Draw a card.

{T}, Discard a black card: Draw two cards, then discard one of them.

1/1

Krovikan Sorcerer

{2}{U}

Creature — Human Wizard

{T}, Discard a card: Draw a card.

{T}, Discard a black card: Draw two cards, then discard one of them.

1/1

Laccolith Warrior

{2}{R}{R}

Creature — Beast

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.

3/3

Laccolith Warrior

{2}{R}{R}

Creature — Beast Warrior

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.

3/3

Lady Caleria

{3}{G}{G}{W}{W}

Legendary Creature

{T}: Lady Caleria deals 3 damage to target attacking or blocking creature.

3/6

Lady Caleria

{3}{G}{G}{W}{W}

Legendary Creature — Human Archer

{T}: Lady Caleria deals 3 damage to target attacking or blocking creature.

3/6

Lady Evangela

{W}{U}{B}

Legendary Creature

{W}{B}, {T}: Prevent all combat damage that would be dealt by target creature this turn.

1/2

Lady Evangela

{W}{U}{B}

Legendary Creature — Human Cleric

{W}{B}, {T}: Prevent all combat damage that would be dealt by target creature this turn.

1/2

Lady Orca

{5}{B}{R}

Legendary Creature

7/4

Lady Orca

{5}{B}{R}

Legendary Creature — Demon

7/4

Lady Sun

{1}{U}{U}

Legendary Creature

{T}: Return Lady Su and another target creature to their owners' hands. Play this ability only during your turn, before the combat phase.

1/1

Lady Sun

{1}{U}{U}

Legendary Creature — Human Advisor

{T}: Return Lady Su and another target creature to their owners' hands. Play this ability only during your turn, before the combat phase.

1/1

Lady Zhurong, Warrior Queen

{4}{G}

Legendary Creature

Horsemanship

4/3

Lady Zhurong, Warrior Queen

{4}{G}

Legendary Creature — Human Soldier Warrior

Horsemanship

4/3

Lancers en-Kor

{3}{W}{W}

Creature — Soldier

Trample

{0}: The next 1 damage that would be dealt to Lancers en-Kor this turn is dealt to target creature you control instead.

3/3

Lancers en-Kor

{3}{W}{W}

Creature — Kor Soldier

Trample

{0}: The next 1 damage that would be dealt to Lancers en-Kor this turn is dealt to target creature you control instead.

3/3

Latulla, Keldon Overseer

{3}{R}{R}

Legendary Creature — Spellshaper

{X}{R}, {T}, Discard two cards: Latulla, Keldon Overseer deals X damage to target creature or player.

3/3

Latulla, Keldon Overseer

{3}{R}{R}

Legendary Creature — Human Spellshaper

{X}{R}, {T}, Discard two cards: Latulla, Keldon Overseer deals X damage to target creature or player.

3/3

Lawbringer

{2}{W}

Creature — Rebel

{T}, Sacrifice Lawbringer: Remove target red creature from the game.

2/2

Lawbringer

{2}{W}

Creature — Human Rebel

{T}, Sacrifice Lawbringer: Remove target red creature from the game.

2/2

Leashling

{6}

Artifact Creature — Golem

Put a card in your hand on top of your library: Return Leashling to its owner's hand.

3/3

Leashling

{6}

Artifact Creature — Hound

Put a card in your hand on top of your library: Return Leashling to its owner's hand.

3/3

Lesser Werewolf

{3}{B}

Creature — Lycanthrope

{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.

2/4

Lesser Werewolf

{3}{B}

Creature — Human Wolf

{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.

2/4

Leveler

{5}

Artifact Creature

When Leveler comes into play, remove your library from the game.

10/10

Leveler

{5}

Artifact Creature — Juggernaut

When Leveler comes into play, remove your library from the game.

10/10

Liege of the Axe

{3}{W}

Creature — Soldier

Vigilance

Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Liege of the Axe is turned face up, untap it.

2/3

Liege of the Axe

{3}{W}

Creature — Human Soldier

Vigilance

Morph {1}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Liege of the Axe is turned face up, untap it.

2/3

Lightbringer

{2}{W}

Creature — Rebel

{T}, Sacrifice Lightbringer: Remove target black creature from the game.

2/2

Lightbringer

{2}{W}

Creature — Human Rebel

{T}, Sacrifice Lightbringer: Remove target black creature from the game.

2/2

Lim-Dul's Paladin

{2}{B}{R}

Creature — Paladin

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.

0/3

Lim-Dul's Paladin

{2}{B}{R}

Creature — Human Knight

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.

0/3

Lin Sivvi, Defiant Hero

{1}{W}{W}

Legendary Creature — Rebel

{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.

1/3

Lin Sivvi, Defiant Hero

{1}{W}{W}

Legendary Creature — Human Rebel

{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.

1/3

Liu Bei, Lord of Shu

{3}{W}{W}

Legendary Creature

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.

2/4

Liu Bei, Lord of Shu

{3}{W}{W}

Legendary Creature — Human Soldier

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.

2/4

Living Airship

{3}{U}

Creature — Ship

Flying

{2}{G}: Regenerate Living Airship.

2/3

Living Airship

{3}{U}

Creature — Metathran

Flying

{2}{G}: Regenerate Living Airship.

2/3

Livonya Silone

{2}{R}{R}{G}{G}

Legendary Creature

First strike, legendary landwalk

4/4

Livonya Silone

{2}{R}{R}{G}{G}

Legendary Creature — Human Warrior

First strike, legendary landwalk

4/4

Llanowar Cavalry

{2}{G}

Creature — Soldier

{W}: Llanowar Cavalry gains vigilance until end of turn.

1/4

Llanowar Cavalry

{2}{G}

Creature — Human Soldier

{W}: Llanowar Cavalry gains vigilance until end of turn.

1/4

Longhorn Firebeast

{2}{R}

Creature — Beast

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.

3/2

Longhorn Firebeast

{2}{R}

Creature — Elemental Ox Beast

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.

3/2

Lord Magnus

{3}{G}{W}{W}

Legendary Creature

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.

4/3

Lord Magnus

{3}{G}{W}{W}

Legendary Creature — Human Druid

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.

4/3

Lord of Atlantis

{U}{U}

Creature — Merfolk Lord

Other Merfolk creatures get +1/+1 and have islandwalk.

2/2

Lord of Atlantis

{U}{U}

Creature — Merfolk

Other Merfolk creatures get +1/+1 and have islandwalk.

2/2

Lost Order of Jarkeld

{2}{W}{W}

Creature — Knight

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.

1+*/1+*

Lost Order of Jarkeld

{2}{W}{W}

Creature — Human Knight

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.

1+*/1+*

Lost Soul

{1}{B}{B}

Creature — Minion

Swampwalk

2/1

Lost Soul

{1}{B}{B}

Creature — Spirit Minion

Swampwalk

2/1

Lotus Guardian

{7}

Artifact Creature

Flying

{T}: Add one mana of any color to your mana pool.

4/4

Lotus Guardian

{7}

Artifact Creature — Dragon

Flying

{T}: Add one mana of any color to your mana pool.

4/4

Lowland Tracker

{4}{W}

Creature — Soldier

First strike

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

2/2

Lowland Tracker

{4}{W}

Creature — Human Soldier

First strike

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

2/2

Loyal Retainers

{2}{W}

Creature — Advisor

Sacrifice Loyal Retainers: Return target legendary creature card from your graveyard to play. Play this ability only during your turn, before the combat phase.

1/1

Loyal Retainers

{2}{W}

Creature — Human Advisor

Sacrifice Loyal Retainers: Return target legendary creature card from your graveyard to play. Play this ability only during your turn, before the combat phase.

1/1

Lu Bu, Master-at-Arms

{5}{R}

Legendary Creature

Horsemanship, haste

4/3

Lu Bu, Master-at-Arms

{5}{R}

Legendary Creature — Human Soldier Warrior

Horsemanship, haste

4/3

Lu Meng, Wu General

{3}{U}{U}

Legendary Creature

Horsemanship

4/4

Lu Meng, Wu General

{3}{U}{U}

Legendary Creature — Human Soldier

Horsemanship

4/4

Lu Su, Wu Advisor

{3}{U}{U}

Legendary Creature

{T}: Draw a card. Play this ability only during your turn, before the combat phase.

1/2

Lu Su, Wu Advisor

{3}{U}{U}

Legendary Creature — Human Advisor

{T}: Draw a card. Play this ability only during your turn, before the combat phase.

1/2

Lu Xun, Scholar General

{2}{U}{U}

Legendary Creature

Horsemanship

Whenever Lu Xun, Scholar General deals damage to an opponent, you may draw a card.

1/3

Lu Xun, Scholar General

{2}{U}{U}

Legendary Creature — Human Soldier

Horsemanship

Whenever Lu Xun, Scholar General deals damage to an opponent, you may draw a card.

1/3

Lumbering Satyr

{2}{G}{G}

Creature — Beast

All creatures have forestwalk.

5/4

Lumbering Satyr

{2}{G}{G}

Creature — Satyr Beast

All creatures have forestwalk.

5/4

Luminous Guardian

{3}{W}

Creature — Guardian

{W}: Luminous Guardian gets +0/+1 until end of turn.

{2}: Luminous Guardian can block an additional creature this turn.

1/4

Luminous Guardian

{3}{W}

Creature — Human Nomad

{W}: Luminous Guardian gets +0/+1 until end of turn.

{2}: Luminous Guardian can block an additional creature this turn.

1/4

Lurker

{2}{G}

Creature — Lurker

Lurker can't be the target of spells unless it attacked or blocked this turn.

2/3

Lurker

{2}{G}

Creature — Beast

Lurker can't be the target of spells unless it attacked or blocked this turn.

2/3

Ma Chao, Western Warrior

{3}{R}{R}

Legendary Creature

Horsemanship

Whenever Ma Chao, Western Warrior attacks alone, it is unblockable this combat.

3/3

Ma Chao, Western Warrior

{3}{R}{R}

Legendary Creature — Human Soldier Warrior

Horsemanship

Whenever Ma Chao, Western Warrior attacks alone, it is unblockable this combat.

3/3

Mage il-Vec

{2}{R}

Creature — Wizard

{T}, Discard a card at random: Mage il-Vec deals 1 damage to target creature or player.

2/2

Mage il-Vec

{2}{R}

Creature — Human Wizard

{T}, Discard a card at random: Mage il-Vec deals 1 damage to target creature or player.

2/2

Mageta the Lion

{3}{W}{W}

Legendary Creature — Spellshaper

{2}{W}{W}, {T}, Discard two cards: Destroy all creatures except for Mageta the Lion. Those creatures can't be regenerated.

3/3

Mageta the Lion

{3}{W}{W}

Legendary Creature — Human Spellshaper

{2}{W}{W}, {T}, Discard two cards: Destroy all creatures except for Mageta the Lion. Those creatures can't be regenerated.

3/3

Magus of the Unseen

{1}{U}

Creature — Wizard

{1}{U}, {T}: Untap target artifact an opponent controls and gain control of it until end of turn. If it's an artifact creature, it gains haste until end of turn. When you lose control of the artifact, tap it.

1/1

Magus of the Unseen

{1}{U}

Creature — Human Wizard

{1}{U}, {T}: Untap target artifact an opponent controls and gain control of it until end of turn. If it's an artifact creature, it gains haste until end of turn. When you lose control of the artifact, tap it.

1/1

Mana Leech

{2}{B}

Creature — Worm

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.

1/1

Mana Leech

{2}{B}

Creature — Leech

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.

1/1

Manakin

{2}

Artifact Creature

{T}: Add {1} to your mana pool.

1/1

Manakin

{2}

Artifact Creature — Construct

{T}: Add {1} to your mana pool.

1/1

Marauding Knight

{2}{B}{B}

Creature — Knight

Protection from white

Marauding Knight gets +1/+1 for each Plains your opponents control.

2/2

Marauding Knight

{2}{B}{B}

Creature — Zombie Knight

Protection from white

Marauding Knight gets +1/+1 for each Plains your opponents control.

2/2

Marble Priest

{5}

Artifact Creature

All Walls able to block Marble Priest do so.

Prevent all combat damage that would be dealt to Marble Priest by Walls.

3/3

Marble Priest

{5}

Artifact Creature — Cleric

All Walls able to block Marble Priest do so.

Prevent all combat damage that would be dealt to Marble Priest by Walls.

3/3

Marhault Elsdragon

{3}{R}{R}{G}

Legendary Creature

Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

4/6

Marhault Elsdragon

{3}{R}{R}{G}

Legendary Creature — Elf Warrior

Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

4/6

Marjhan

{5}{U}{U}

Creature — Serpent

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.

{U}{U}, Sacrifice a creature: Untap Marjhan. Play this ability only during your upkeep.

{U}{U}: Marjhan gets -1/-0 until end of turn and deals 1 damage to target attacking creature without flying.

8/8

Marjhan

{5}{U}{U}

Creature — Leviathan

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.

{U}{U}, Sacrifice a creature: Untap Marjhan. Play this ability only during your upkeep.

{U}{U}: Marjhan gets -1/-0 until end of turn and deals 1 damage to target attacking creature without flying.

8/8

Marsh Viper

{3}{G}

Creature — Viper

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.)

1/2

Marsh Viper

{3}{G}

Creature — Snake

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.)

1/2

Martyrs of Korlis

{3}{W}{W}

Creature — Bodyguard

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.

1/6

Martyrs of Korlis

{3}{W}{W}

Creature — Human

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.

1/6

Master Apothecary

{W}{W}{W}

Creature — Cleric

Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to target creature or player this turn.

2/2

Master Apothecary

{W}{W}{W}

Creature — Human Cleric

Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to target creature or player this turn.

2/2

Master of the Veil

{2}{U}{U}

Creature — Wizard

Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Master of the Veil is turned face up, you may turn target creature with morph face down.

2/3

Master of the Veil

{2}{U}{U}

Creature — Human Wizard

Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Master of the Veil is turned face up, you may turn target creature with morph face down.

2/3

Masticore

{4}

Artifact Creature

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.

4/4

Masticore

{4}

Artifact Creature — Masticore

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.

4/4

Meddling Mage

{W}{U}

Creature — Wizard

As Meddling Mage comes into play, name a nonland card.

The named card can't be played.

2/2

Meddling Mage

{W}{U}

Creature — Human Wizard

As Meddling Mage comes into play, name a nonland card.

The named card can't be played.

2/2

Melesse Spirit

{3}{W}{W}

Creature — Spirit

Flying, protection from black

3/3

Melesse Spirit

{3}{W}{W}

Creature — Angel Spirit

Flying, protection from black

3/3

Meng Huo's Horde

{4}{G}

Creature — Soldier

4/5

Meng Huo's Horde

{4}{G}

Creature — Human Soldier

4/5

Meng Huo, Barbarian King

{3}{G}{G}

Legendary Creature

Other green creatures you control get +1/+1.

4/4

Meng Huo, Barbarian King

{3}{G}{G}

Legendary Creature — Human Barbarian Soldier

Other green creatures you control get +1/+1.

4/4

Mercenaries

{3}{W}

Creature — Mercenary

{3}: Prevent all damage that would be dealt to you this turn by this creature. Any player may play this ability.

3/3

Mercenaries

{3}{W}

Creature — Human Mercenary

{3}: Prevent all damage that would be dealt to you this turn by this creature. Any player may play this ability.

3/3

Mercenary Informer

{2}{W}

Creature — Rebel Mercenary

Mercenary Informer can't be the target of black spells or abilities from black sources.

{2}{W}: Put target Mercenary on the bottom of its owner's library.

2/1

Mercenary Informer

{2}{W}

Creature — Human Rebel Mercenary

Mercenary Informer can't be the target of black spells or abilities from black sources.

{2}{W}: Put target Mercenary on the bottom of its owner's library.

2/1

Mercenary Knight

{2}{B}

Creature — Mercenary Knight

When Mercenary Knight comes into play, sacrifice it unless you discard a creature card.

4/4

Mercenary Knight

{2}{B}

Creature — Human Mercenary Knight

When Mercenary Knight comes into play, sacrifice it unless you discard a creature card.

4/4

Merchant Ship

{U}

Creature — Ship

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.

0/2

Merchant Ship

{U}

Creature — Human

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.

0/2

Merchant of Secrets

{2}{U}

Creature — Wizard

When Merchant of Secrets comes into play, draw a card.

1/1

Merchant of Secrets

{2}{U}

Creature — Human Wizard

When Merchant of Secrets comes into play, draw a card.

1/1

Metalworker

{3}

Artifact Creature

{T}: Reveal any number of artifact cards in your hand. Add {2} to your mana pool for each card revealed this way.

1/2

Metalworker

{3}

Artifact Creature — Construct

{T}: Reveal any number of artifact cards in your hand. Add {2} to your mana pool for each card revealed this way.

1/2

Metathran Aerostat

{2}{U}{U}

Creature — Ship

Flying

{X}{U}: You may put a creature card with converted mana cost X from your hand into play. If you do, return Metathran Aerostat to its owner's hand.

2/2

Metathran Aerostat

{2}{U}{U}

Creature — Metathran

Flying

{X}{U}: You may put a creature card with converted mana cost X from your hand into play. If you do, return Metathran Aerostat to its owner's hand.

2/2

Metathran Elite

{1}{U}{U}

Creature — Soldier

Metathran Elite is unblockable as long as it's enchanted.

2/3

Metathran Elite

{1}{U}{U}

Creature — Metathran Soldier

Metathran Elite is unblockable as long as it's enchanted.

2/3

Metathran Soldier

{1}{U}

Creature — Soldier

Metathran Soldier is unblockable.

1/1

Metathran Soldier

{1}{U}

Creature — Metathran Soldier

Metathran Soldier is unblockable.

1/1

Metathran Transport

{1}{U}{U}

Creature — Ship

Flying

Metathran Transport can't be blocked by blue creatures.

{U}: Target creature becomes blue until end of turn.

1/3

Metathran Transport

{1}{U}{U}

Creature — Metathran

Flying

Metathran Transport can't be blocked by blue creatures.

{U}: Target creature becomes blue until end of turn.

1/3

Metathran Zombie

{1}{U}

Creature — Zombie

{B}: Regenerate Metathran Zombie.

1/1

Metathran Zombie

{1}{U}

Creature — Metathran Zombie

{B}: Regenerate Metathran Zombie.

1/1

Militant Monk

{1}{W}{W}

Creature — Cleric

Vigilance

{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

2/1

Militant Monk

{1}{W}{W}

Creature — Human Monk Cleric

Vigilance

{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

2/1

Millikin

{2}

Artifact Creature

{T}, Put the top card of your library into your graveyard: Add {1} to your mana pool.

0/1

Millikin

{2}

Artifact Creature — Construct

{T}, Put the top card of your library into your graveyard: Add {1} to your mana pool.

0/1

Mine Bearer

{2}{W}

Creature — Soldier

{T}, Sacrifice Mine Bearer: Destroy target attacking creature.

1/1

Mine Bearer

{2}{W}

Creature — Human Soldier

{T}, Sacrifice Mine Bearer: Destroy target attacking creature.

1/1

Minion of Leshrac

{4}{B}{B}{B}

Creature — Demon

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.

5/5

Minion of Leshrac

{4}{B}{B}{B}

Creature — Demon Minion

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.

5/5

Minion of Tevesh Szat

{4}{B}{B}{B}

Creature — Demon

At the beginning of your upkeep, Minion of Tevesh Szat deals 2 damage to you unless you pay {B}{B}.

{T}: Target creature gets +3/-2 until end of turn.

4/4

Minion of Tevesh Szat

{4}{B}{B}{B}

Creature — Demon Minion

At the beginning of your upkeep, Minion of Tevesh Szat deals 2 damage to you unless you pay {B}{B}.

{T}: Target creature gets +3/-2 until end of turn.

4/4

Minotaur Explorer

{1}{R}

Creature — Minotaur

When Minotaur Explorer comes into play, sacrifice it unless you discard a card at random.

3/3

Minotaur Explorer

{1}{R}

Creature — Minotaur Scout

When Minotaur Explorer comes into play, sacrifice it unless you discard a card at random.

3/3

Minotaur Illusionist

{3}{U}{R}

Creature — Minotaur

{1}{U}: 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.

3/4

Minotaur Illusionist

{3}{U}{R}

Creature — Minotaur Wizard

{1}{U}: 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.

3/4

Miracle Worker

{W}

Creature — Miracle-Worker

{T}: Destroy target Aura attached to a creature you control.

1/1

Miracle Worker

{W}

Creature — Human Cleric

{T}: Destroy target Aura attached to a creature you control.

1/1

Mishra's War Machine

{7}

Artifact Creature

Banding

At the beginning of your upkeep, unless you discard a card, tap Mishra's War Machine and it deals 3 damage to you.

5/5

Mishra's War Machine

{7}

Artifact Creature — Juggernaut

Banding

At the beginning of your upkeep, unless you discard a card, tap Mishra's War Machine and it deals 3 damage to you.

5/5

Misshapen Fiend

{1}{B}

Creature — Mercenary

Flying

1/1

Misshapen Fiend

{1}{B}

Creature — Horror Mercenary

Flying

1/1

Mogg Assassin

{2}{R}

Creature — Goblin

{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.

2/1

Mogg Assassin

{2}{R}

Creature — Goblin Assassin

{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.

2/1

Moggcatcher

{2}{R}{R}

Creature — Mercenary

{3}, {T}: Search your library for a Goblin permanent card and put that card into play. Then shuffle your library.

2/2

Moggcatcher

{2}{R}{R}

Creature — Human Mercenary

{3}, {T}: Search your library for a Goblin permanent card and put that card into play. Then shuffle your library.

2/2

Mold Demon

{5}{B}{B}

Creature — Mold-Demon

When Mold Demon comes into play, sacrifice it unless you sacrifice two Swamps.

6/6

Mold Demon

{5}{B}{B}

Creature — Fungus Demon

When Mold Demon comes into play, sacrifice it unless you sacrifice two Swamps.

6/6

Molder Slug

{3}{G}{G}

Creature — Beast

At the beginning of each player's upkeep, that player sacrifices an artifact.

4/6

Molder Slug

{3}{G}{G}

Creature — Slug Beast

At the beginning of each player's upkeep, that player sacrifices an artifact.

4/6

Molting Harpy

{B}

Creature — Mercenary

Flying

At the beginning of your upkeep, sacrifice Molting Harpy unless you pay {2}.

2/1

Molting Harpy

{B}

Creature — Harpy Mercenary

Flying

At the beginning of your upkeep, sacrifice Molting Harpy unless you pay {2}.

2/1

Monk Idealist

{2}{W}

Creature — Cleric

When Monk Idealist comes into play, return target enchantment card from your graveyard to your hand.

2/2

Monk Idealist

{2}{W}

Creature — Human Monk Cleric

When Monk Idealist comes into play, return target enchantment card from your graveyard to your hand.

2/2

Monk Realist

{1}{W}

Creature — Cleric

When Monk Realist comes into play, destroy target enchantment.

1/1

Monk Realist

{1}{W}

Creature — Human Monk Cleric

When Monk Realist comes into play, destroy target enchantment.

1/1

Moor Fiend

{3}{B}

Creature — Fiend

Swampwalk

3/3

Moor Fiend

{3}{B}

Creature — Horror

Swampwalk

3/3

Morgue Toad

{2}{B}

Creature — Toad

Sacrifice Morgue Toad: Add {U}{R} to your mana pool.

2/2

Morgue Toad

{2}{B}

Creature — Frog

Sacrifice Morgue Toad: Add {U}{R} to your mana pool.

2/2

Moriok Rigger

{2}{B}

Creature — Human Rogue

Whenever an artifact is put into a graveyard from play, you may put a +1/+1 counter on Moriok Rigger.

2/2

Moriok Rigger

{2}{B}

Creature — Human Rogue Rigger

Whenever an artifact is put into a graveyard from play, you may put a +1/+1 counter on Moriok Rigger.

2/2

Moss Monster

{3}{G}{G}

Creature — Monster

3/6

Moss Monster

{3}{G}{G}

Creature — Fungus

3/6

Mossdog

{G}

Creature — Hound

Whenever Mossdog becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on Mossdog.

1/1

Mossdog

{G}

Creature — Fungus Hound

Whenever Mossdog becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on Mossdog.

1/1

Mother of Runes

{W}

Creature — Cleric

{T}: Target creature you control gains protection from the color of your choice until end of turn.

1/1

Mother of Runes

{W}

Creature — Human Cleric

{T}: Target creature you control gains protection from the color of your choice until end of turn.

1/1

Mountain Bandit

{R}

Creature — Soldier

Haste

1/1

Mountain Bandit

{R}

Creature — Human Soldier Rogue

Haste

1/1

Mountain Titan

{2}{B}{R}

Creature — Titan

{1}{R}{R}: Until end of turn, whenever you play a black spell, put a +1/+1 counter on Mountain Titan.

2/2

Mountain Titan

{2}{B}{R}

Creature — Giant

{1}{R}{R}: Until end of turn, whenever you play a black spell, put a +1/+1 counter on Mountain Titan.

2/2

Mounted Archers

{3}{W}

Creature — Soldier

Reach (This creature can block creatures with flying.)

{W}: Mounted Archers can block an additional creature this turn.

2/3

Mounted Archers

{3}{W}

Creature — Human Soldier Archer

Reach (This creature can block creatures with flying.)

{W}: Mounted Archers can block an additional creature this turn.

2/3

Multani, Maro-Sorcerer

{4}{G}{G}

Legendary Creature

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, Maro-Sorcerer

{4}{G}{G}

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.

*/*

Murk Dwellers

{3}{B}

Creature — Murk-Dwellers

Whenever Murk Dwellers attacks and isn't blocked, it gets +2/+0 until end of combat.

2/2

Murk Dwellers

{3}{B}

Creature — Zombie

Whenever Murk Dwellers attacks and isn't blocked, it gets +2/+0 until end of combat.

2/2

Musician

{2}{U}

Creature — Mage

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.)

1/3

Musician

{2}{U}

Creature — Human Wizard

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.)

1/3

Mystic Crusader

{1}{W}{W}

Creature — Nomad Mystic

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.

2/1

Mystic Crusader

{1}{W}{W}

Creature — Human Nomad Mystic

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.

2/1

Mystic Penitent

{W}

Creature — Nomad Mystic

Vigilance

Threshold — Mystic Penitent gets +1/+1 and has flying as long as seven or more cards are in your graveyard.

1/1

Mystic Penitent

{W}

Creature — Human Nomad Mystic

Vigilance

Threshold — Mystic Penitent gets +1/+1 and has flying as long as seven or more cards are in your graveyard.

1/1

Mystic Visionary

{1}{W}

Creature — Nomad Mystic

Threshold — Mystic Visionary has flying as long as seven or more cards are in your graveyard.

2/1

Mystic Visionary

{1}{W}

Creature — Human Nomad Mystic

Threshold — Mystic Visionary has flying as long as seven or more cards are in your graveyard.

2/1

Mystic Zealot

{3}{W}

Creature — Nomad Mystic

Threshold — Mystic Zealot gets +1/+1 and has flying as long as seven or more cards are in your graveyard.

2/4

Mystic Zealot

{3}{W}

Creature — Human Nomad Mystic

Threshold — Mystic Zealot gets +1/+1 and has flying as long as seven or more cards are in your graveyard.

2/4

Nafs Asp

{G}

Creature — Asp

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.

1/1

Nafs Asp

{G}

Creature — Snake

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.

1/1

Narwhal

{2}{U}{U}

Creature — Narwhal

First strike, protection from red

2/2

Narwhal

{2}{U}{U}

Creature — Whale

First strike, protection from red

2/2

Nebuchadnezzar

{3}{U}{B}

Legendary Creature

{X}, {T}: Name a card. Target opponent reveals X cards at random from his or her hand. That player then discards all the revealed cards that are the named card. Play this ability only during your turn.

3/3

Nebuchadnezzar

{3}{U}{B}

Legendary Creature — Human Wizard

{X}, {T}: Name a card. Target opponent reveals X cards at random from his or her hand. That player then discards all the revealed cards that are the named card. Play this ability only during your turn.

3/3

Necra Disciple

{B}

Creature — Wizard

{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.

1/1

Necra Disciple

{B}

Creature — Human Wizard

{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.

1/1

Netter en-Dal

{W}

Creature — Spellshaper

{W}, {T}, Discard a card: Target creature can't attack this turn.

1/1

Netter en-Dal

{W}

Creature — Human Spellshaper

{W}, {T}, Discard a card: Target creature can't attack this turn.

1/1

Niall Silvain

{G}{G}{G}

Creature — Niall-Silvain

{G}{G}{G}{G}, {T}: Regenerate target creature.

2/2

Niall Silvain

{G}{G}{G}

Creature — Elemental

{G}{G}{G}{G}, {T}: Regenerate target creature.

2/2

Nightmare

{5}{B}

Creature — Nightmare

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

{5}{B}

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.

*/*

Nightscape Apprentice

{B}

Creature — Wizard

{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.

1/1

Nightscape Apprentice

{B}

Creature — Zombie Wizard

{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.

1/1

Nightscape Battlemage

{2}{B}

Creature — Wizard

Kicker {2}{U} and/or {2}{R}

When Nightscape Battlemage comes into play, if the {2}{U} kicker cost was paid, return up to two target nonblack creatures to their owners' hands.

When Nightscape Battlemage comes into play, if the {2}{R} kicker cost was paid, destroy target land.

2/2

Nightscape Battlemage

{2}{B}

Creature — Zombie Wizard

Kicker {2}{U} and/or {2}{R}

When Nightscape Battlemage comes into play, if the {2}{U} kicker cost was paid, return up to two target nonblack creatures to their owners' hands.

When Nightscape Battlemage comes into play, if the {2}{R} kicker cost was paid, destroy target land.

2/2

Nightscape Master

{2}{B}{B}

Creature — Wizard

{U}{U}, {T}: Return target creature to its owner's hand.

{R}{R}, {T}: Nightscape Master deals 2 damage to target creature.

2/2

Nightscape Master

{2}{B}{B}

Creature — Zombie Wizard

{U}{U}, {T}: Return target creature to its owner's hand.

{R}{R}, {T}: Nightscape Master deals 2 damage to target creature.

2/2

Nightshade Seer

{3}{B}

Creature — Wizard

{2}{B}, {T}: Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way.

1/1

Nightshade Seer

{3}{B}

Creature — Human Wizard

{2}{B}, {T}: Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way.

1/1

Nightwind Glider

{2}{W}

Creature — Rebel

Flying, protection from black

2/1

Nightwind Glider

{2}{W}

Creature — Human Rebel

Flying, protection from black

2/1

Noble Templar

{5}{W}

Creature — Cleric Soldier

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.)

3/6

Noble Templar

{5}{W}

Creature — Human Cleric Soldier

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.)

3/6

Nomad Decoy

{2}{W}

Creature — Nomad

{W}, {T}: Tap target creature.

Threshold — {W}{W}, {T}: Tap two target creatures. Play this ability only if seven or more cards are in your graveyard.

1/2

Nomad Decoy

{2}{W}

Creature — Human Nomad

{W}, {T}: Tap target creature.

Threshold — {W}{W}, {T}: Tap two target creatures. Play this ability only if seven or more cards are in your graveyard.

1/2

Nomadic Elf

{1}{G}

Creature — Elf

{1}{G}: Add one mana of any color to your mana pool.

2/2

Nomadic Elf

{1}{G}

Creature — Elf Nomad

{1}{G}: Add one mana of any color to your mana pool.

2/2

Nomads en-Kor

{W}

Creature — Soldier

{0}: The next 1 damage that would be dealt to Nomads en-Kor this turn is dealt to target creature you control instead.

1/1

Nomads en-Kor

{W}

Creature — Kor Nomad Soldier

{0}: The next 1 damage that would be dealt to Nomads en-Kor this turn is dealt to target creature you control instead.

1/1

Northern Paladin

{2}{W}{W}

Creature — Knight

{W}{W}, {T}: Destroy target black permanent.

3/3

Northern Paladin

{2}{W}{W}

Creature — Human Knight

{W}{W}, {T}: Destroy target black permanent.

3/3

Norwood Archers

{3}{G}

Creature — Elf

Reach (This creature can block creatures with flying.)

3/3

Norwood Archers

{3}{G}

Creature — Elf Archer

Reach (This creature can block creatures with flying.)

3/3

Norwood Priestess

{2}{G}{G}

Creature — Elf

{T}: You may put a green creature card from your hand into play. Play this ability only during your turn, before the combat phase.

1/1

Norwood Priestess

{2}{G}{G}

Creature — Elf Druid

{T}: You may put a green creature card from your hand into play. Play this ability only during your turn, before the combat phase.

1/1

Norwood Warrior

{2}{G}

Creature — Elf

Whenever Norwood Warrior becomes blocked, it gets +1/+1 until end of turn.

2/2

Norwood Warrior

{2}{G}

Creature — Elf Warrior

Whenever Norwood Warrior becomes blocked, it gets +1/+1 until end of turn.

2/2

Notorious Assassin

{3}{B}

Creature — Spellshaper

{2}{B}, {T}, Discard a card: Destroy target nonblack creature. It can't be regenerated.

2/2

Notorious Assassin

{3}{B}

Creature — Human Spellshaper Assassin

{2}{B}, {T}, Discard a card: Destroy target nonblack creature. It can't be regenerated.

2/2

Nova Cleric

{W}

Creature — Cleric

{2}{W}, {T}, Sacrifice Nova Cleric: Destroy all enchantments.

1/2

Nova Cleric

{W}

Creature — Human Cleric

{2}{W}, {T}, Sacrifice Nova Cleric: Destroy all enchantments.

1/2

Noxious Toad

{2}{B}

Creature — Toad

When Noxious Toad is put into a graveyard from play, each opponent discards a card.

1/1

Noxious Toad

{2}{B}

Creature — Frog

When Noxious Toad is put into a graveyard from play, each opponent discards a card.

1/1

Nut Collector

{5}{G}

Creature — Druid

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.

1/1

Nut Collector

{5}{G}

Creature — Human Druid

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.

1/1

Obsidian Acolyte

{1}{W}

Creature — Cleric

Protection from black

{W}: Target creature gains protection from black until end of turn.

1/1

Obsidian Acolyte

{1}{W}

Creature — Human Cleric

Protection from black

{W}: Target creature gains protection from black until end of turn.

1/1

Ogre Berserker

{4}{R}

Creature — Ogre

Haste

4/2

Ogre Berserker

{4}{R}

Creature — Ogre Berserker

Haste

4/2

Ogre Shaman

{3}{R}{R}

Creature — Ogre

{2}, Discard a card at random: Ogre Shaman deals 2 damage to target creature or player.

3/3

Ogre Shaman

{3}{R}{R}

Creature — Ogre Shaman

{2}, Discard a card at random: Ogre Shaman deals 2 damage to target creature or player.

3/3

Ogre Warrior

{3}{R}

Creature — Ogre

3/3

Ogre Warrior

{3}{R}

Creature — Ogre Warrior

3/3

Opportunist

{2}{R}

Creature — Soldier

{T}: Opportunist deals 1 damage to target creature that was dealt damage this turn.

2/2

Opportunist

{2}{R}

Creature — Human Soldier

{T}: Opportunist deals 1 damage to target creature that was dealt damage this turn.

2/2

Oracle en-Vec

{1}{W}

Creature — Wizard

{T}: Target opponent chooses any number of creatures he or she controls. During that player's next turn, those creatures attack if able, and other creatures can't attack. At the end of that turn, destroy each of those creatures that didn't attack. Play this ability only during your turn.

1/1

Oracle en-Vec

{1}{W}

Creature — Human Wizard

{T}: Target opponent chooses any number of creatures he or she controls. During that player's next turn, those creatures attack if able, and other creatures can't attack. At the end of that turn, destroy each of those creatures that didn't attack. Play this ability only during your turn.

1/1

Oraxid

{3}{U}

Creature — Beast

Protection from red

2/3

Oraxid

{3}{U}

Creature — Crab Beast

Protection from red

2/3

Orcish Captain

{R}

Creature — Orc

{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.

1/1

Orcish Captain

{R}

Creature — Orc Warrior

{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.

1/1

Order of Yawgmoth

{2}{B}{B}

Creature — Knight

Fear

Whenever Order of Yawgmoth deals damage to a player, that player discards a card.

2/2

Order of Yawgmoth

{2}{B}{B}

Creature — Zombie Knight

Fear

Whenever Order of Yawgmoth deals damage to a player, that player discards a card.

2/2

Order of the Sacred Torch

{1}{W}{W}

Creature — Paladin

{T}, Pay 1 life: Counter target black spell.

2/2

Order of the Sacred Torch

{1}{W}{W}

Creature — Human Knight

{T}, Pay 1 life: Counter target black spell.

2/2

Order of the White Shield

{W}{W}

Creature — Knight

Protection from black

{W}: Order of the White Shield gains first strike until end of turn.

{W}{W}: Order of the White Shield gets +1/+0 until end of turn.

2/1

Order of the White Shield

{W}{W}

Creature — Human Knight

Protection from black

{W}: Order of the White Shield gains first strike until end of turn.

{W}{W}: Order of the White Shield gets +1/+0 until end of turn.

2/1

Orim, Samite Healer

{1}{W}{W}

Legendary Creature — Cleric

{T}: Prevent the next 3 damage that would be dealt to target creature or player this turn.

1/3

Orim, Samite Healer

{1}{W}{W}

Legendary Creature — Human Cleric

{T}: Prevent the next 3 damage that would be dealt to target creature or player this turn.

1/3

Osai Vultures

{1}{W}

Creature — Vulture

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.

1/1

Osai Vultures

{1}{W}

Creature — Bird

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.

1/1

Otarian Juggernaut

{4}

Artifact Creature

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.

2/3

Otarian Juggernaut

{4}

Artifact Creature — Juggernaut

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.

2/3

Ouphe Vandals

{2}{G}

Creature — Ouphe

{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.)

2/2

Ouphe Vandals

{2}{G}

Creature — Ouphe Rogue

{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.)

2/2

Overeager Apprentice

{2}{B}

Creature — Minion

Discard a card, Sacrifice Overeager Apprentice: Add {B}{B}{B} to your mana pool.

1/2

Overeager Apprentice

{2}{B}

Creature — Human Minion

Discard a card, Sacrifice Overeager Apprentice: Add {B}{B}{B} to your mana pool.

1/2

Overtaker

{1}{U}

Creature — Spellshaper

{3}{U}, {T}, Discard a card: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.

1/1

Overtaker

{1}{U}

Creature — Human Spellshaper

{3}{U}, {T}, Discard a card: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.

1/1

Painbringer

{2}{B}{B}

Creature — Minion

{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.

1/1

Painbringer

{2}{B}{B}

Creature — Human Minion

{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.

1/1

Pang Tong, Young Phoenix

{1}{W}{W}

Legendary Creature

{T}: Target creature gets +0/+2 until end of turn. Play this ability only during your turn, before the combat phase.

1/2

Pang Tong, Young Phoenix

{1}{W}{W}

Legendary Creature — Human Advisor

{T}: Target creature gets +0/+2 until end of turn. Play this ability only during your turn, before the combat phase.

1/2

Pardic Arsonist

{2}{R}{R}

Creature — Barbarian

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."

3/3

Pardic Arsonist

{2}{R}{R}

Creature — Human Barbarian

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."

3/3

Pardic Collaborator

{3}{R}

Creature — Barbarian

First strike

{B}: Pardic Collaborator gets +1/+1 until end of turn.

2/2

Pardic Collaborator

{3}{R}

Creature — Human Barbarian

First strike

{B}: Pardic Collaborator gets +1/+1 until end of turn.

2/2

Pardic Firecat

{3}{R}

Creature — Cat

Haste

If Pardic Firecat is in a graveyard, Flame Burst's effect counts it as a card named Flame Burst.

2/3

Pardic Firecat

{3}{R}

Creature — Elemental Cat

Haste

If Pardic Firecat is in a graveyard, Flame Burst's effect counts it as a card named Flame Burst.

2/3

Pardic Lancer

{4}{R}

Creature — Barbarian

Discard a card at random: Pardic Lancer gets +1/+0 and gains first strike until end of turn.

3/2

Pardic Lancer

{4}{R}

Creature — Human Barbarian

Discard a card at random: Pardic Lancer gets +1/+0 and gains first strike until end of turn.

3/2

Patron Wizard

{U}{U}{U}

Creature — Wizard

Tap an untapped Wizard you control: Counter target spell unless its controller pays {1}.

2/2

Patron Wizard

{U}{U}{U}

Creature — Human Wizard

Tap an untapped Wizard you control: Counter target spell unless its controller pays {1}.

2/2

Pavel Maliki

{4}{B}{R}

Legendary Creature

{B}{R}: Pavel Maliki gets +1/+0 until end of turn.

5/3

Pavel Maliki

{4}{B}{R}

Legendary Creature — Human

{B}{R}: Pavel Maliki gets +1/+0 until end of turn.

5/3

Pearlspear Courier

{2}{W}

Creature — Soldier

You may choose not to untap Pearlspear Courier during your untap step.

{2}{W}, {T}: As long as Pearlspear Courier remains tapped, target Soldier creature gets +2/+2 and has vigilance.

2/1

Pearlspear Courier

{2}{W}

Creature — Human Soldier

You may choose not to untap Pearlspear Courier during your untap step.

{2}{W}, {T}: As long as Pearlspear Courier remains tapped, target Soldier creature gets +2/+2 and has vigilance.

2/1

Pentavus

{7}

Artifact Creature

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.

0/0

Pentavus

{7}

Artifact Creature — Construct

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.

0/0

People of the Woods

{G}{G}

Creature — People-of-the-Woods

People of the Woods's toughness is equal to the number of Forests you control.

1/*

People of the Woods

{G}{G}

Creature — Human

People of the Woods's toughness is equal to the number of Forests you control.

1/*

Phantasmal Forces

{3}{U}

Creature — Phantasm

Flying

At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay {U}.

4/1

Phantasmal Forces

{3}{U}

Creature — Illusion

Flying

At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay {U}.

4/1

Phantasmal Mount

{1}{U}

Creature — Phantasm

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.

1/1

Phantasmal Mount

{1}{U}

Creature — Illusion Horse

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.

1/1

Phantasmal Sphere

{1}{U}

Creature — Phantasm

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.

0/1

Phantasmal Sphere

{1}{U}

Creature — Illusion

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.

0/1

Phantom Nishoba

{5}{G}{W}

Creature — Beast Spirit

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.

0/0

Phantom Nishoba

{5}{G}{W}

Creature — Cat Beast Spirit

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.

0/0

Phantom Nomad

{1}{W}

Creature — Nomad Spirit

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.

0/0

Phantom Nomad

{1}{W}

Creature — Spirit Nomad

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.

0/0

Phantom Whelp

{1}{U}

Creature — Hound

When Phantom Whelp attacks or blocks, return it to its owner's hand at end of combat.

2/2

Phantom Whelp

{1}{U}

Creature — Illusion Hound

When Phantom Whelp attacks or blocks, return it to its owner's hand at end of combat.

2/2

Phyrexian Colossus

{7}

Artifact Creature

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.

8/8

Phyrexian Colossus

{7}

Artifact Creature — Golem

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.

8/8

Phyrexian Devourer

{6}

Artifact Creature

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.

1/1

Phyrexian Devourer

{6}

Artifact Creature — Construct

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.

1/1

Phyrexian Driver

{2}{B}

Creature — Mercenary

When Phyrexian Driver comes into play, all other Mercenaries get +1/+1 until end of turn.

1/1

Phyrexian Driver

{2}{B}

Creature — Zombie Mercenary

When Phyrexian Driver comes into play, all other Mercenaries get +1/+1 until end of turn.

1/1

Phyrexian Prowler

{3}{B}

Creature — Mercenary

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.

3/3

Phyrexian Prowler

{3}{B}

Creature — Zombie Mercenary

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.

3/3

Pianna, Nomad Captain

{1}{W}{W}

Legendary Creature — Nomad

Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn.

2/2

Pianna, Nomad Captain

{1}{W}{W}

Legendary Creature — Human Nomad Soldier

Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn.

2/2

Pikemen

{1}{W}

Creature — Pikemen

Banding, first strike

1/1

Pikemen

{1}{W}

Creature — Human Soldier

Banding, first strike

1/1

Pilgrim of Justice

{2}{W}

Creature — Cleric

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.

1/3

Pilgrim of Justice

{2}{W}

Creature — Human Cleric

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.

1/3

Pilgrim of Virtue

{2}{W}

Creature — Cleric

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.

1/3

Pilgrim of Virtue

{2}{W}

Creature — Human Cleric

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.

1/3

Pillaging Horde

{2}{R}{R}

Creature — Barbarian

When Pillaging Horde comes into play, sacrifice it unless you discard a card at random.

5/5

Pillaging Horde

{2}{R}{R}

Creature — Human Barbarian

When Pillaging Horde comes into play, sacrifice it unless you discard a card at random.

5/5

Pious Warrior

{3}{W}

Creature — Rebel

Whenever Pious Warrior is dealt combat damage, you gain that much life.

2/3

Pious Warrior

{3}{W}

Creature — Human Rebel Warrior

Whenever Pious Warrior is dealt combat damage, you gain that much life.

2/3

Pit Raptor

{2}{B}{B}

Creature — Mercenary

Flying, first strike

At the beginning of your upkeep, sacrifice Pit Raptor unless you pay {2}{B}{B}.

4/3

Pit Raptor

{2}{B}{B}

Creature — Bird Mercenary

Flying, first strike

At the beginning of your upkeep, sacrifice Pit Raptor unless you pay {2}{B}{B}.

4/3

Pit Spawn

{4}{B}{B}{B}

Creature — Beast

First strike

At the beginning of your upkeep, sacrifice Pit Spawn unless you pay {B}{B}.

Whenever Pit Spawn deals damage to a creature, remove that creature from the game.

6/4

Pit Spawn

{4}{B}{B}{B}

Creature — Demon

First strike

At the beginning of your upkeep, sacrifice Pit Spawn unless you pay {B}{B}.

Whenever Pit Spawn deals damage to a creature, remove that creature from the game.

6/4

Pixie Queen

{2}{G}{G}

Creature — Pixie-Queen

Flying

{G}{G}{G}, {T}: Target creature gains flying until end of turn.

1/1

Pixie Queen

{2}{G}{G}

Creature — Faerie

Flying

{G}{G}{G}, {T}: Target creature gains flying until end of turn.

1/1

Plague Dogs

{4}{B}

Creature — Hound

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.

3/3

Plague Dogs

{4}{B}

Creature — Zombie Hound

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.

3/3

Plague Witch

{1}{B}

Creature — Spellshaper

{B}, {T}, Discard a card: Target creature gets -1/-1 until end of turn.

1/1

Plague Witch

{1}{B}

Creature — Human Spellshaper

{B}, {T}, Discard a card: Target creature gets -1/-1 until end of turn.

1/1

Planar Guide

{W}

Creature — Cleric

{3}{W}, Remove Planar Guide from the game: Remove all creatures from the game. At end of turn, return those cards to play under their owners' control.

1/1

Planar Guide

{W}

Creature — Human Cleric

{3}{W}, Remove Planar Guide from the game: Remove all creatures from the game. At end of turn, return those cards to play under their owners' control.

1/1

Port Inspector

{1}{U}

Creature — Townsfolk

Whenever Port Inspector becomes blocked, you may look at defending player's hand.

1/2

Port Inspector

{1}{U}

Creature — Human

Whenever Port Inspector becomes blocked, you may look at defending player's hand.

1/2

Possessed Barbarian

{2}{R}{R}

Creature — Barbarian Horror

First strike

Threshold — As long as seven or more cards are in your graveyard, Possessed Barbarian gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target red creature."

3/3

Possessed Barbarian

{2}{R}{R}

Creature — Human Barbarian Horror

First strike

Threshold — As long as seven or more cards are in your graveyard, Possessed Barbarian gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target red creature."

3/3

Possessed Nomad

{2}{W}{W}

Creature — Nomad Horror

Vigilance

Threshold — As long as seven or more cards are in your graveyard, Possessed Nomad gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target white creature."

3/3

Possessed Nomad

{2}{W}{W}

Creature — Human Nomad Horror

Vigilance

Threshold — As long as seven or more cards are in your graveyard, Possessed Nomad gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target white creature."

3/3

Pradesh Gypsies

{2}{G}

Creature — Gypsy

{1}{G}, {T}: Target creature gets -2/-0 until end of turn.

1/1

Pradesh Gypsies

{2}{G}

Creature — Human Nomad

{1}{G}, {T}: Target creature gets -2/-0 until end of turn.

1/1

Priest of Gix

{2}{B}

Creature — Minion

When Priest of Gix comes into play, add {B}{B}{B} to your mana pool.

2/1

Priest of Gix

{2}{B}

Creature — Human Cleric Minion

When Priest of Gix comes into play, add {B}{B}{B} to your mana pool.

2/1

Priest of Titania

{1}{G}

Creature — Elf

{T}: Add {G} to your mana pool for each Elf in play.

1/1

Priest of Titania

{1}{G}

Creature — Elf Druid

{T}: Add {G} to your mana pool for each Elf in play.

1/1

Priest of Yawgmoth

{1}{B}

Creature — Cleric

{T}, Sacrifice an artifact: Add to your mana pool an amount of black mana equal to the sacrificed artifact's converted mana cost.

1/2

Priest of Yawgmoth

{1}{B}

Creature — Human Cleric

{T}, Sacrifice an artifact: Add to your mana pool an amount of black mana equal to the sacrificed artifact's converted mana cost.

1/2

Primeval Shambler

{4}{B}

Creature — Mercenary

{B}: Primeval Shambler gets +1/+1 until end of turn.

3/3

Primeval Shambler

{4}{B}

Creature — Horror Mercenary

{B}: Primeval Shambler gets +1/+1 until end of turn.

3/3

Princess Lucrezia

{3}{U}{U}{B}

Legendary Creature

{T}: Add {U} to your mana pool.

5/4

Princess Lucrezia

{3}{U}{U}{B}

Legendary Creature — Human Wizard

{T}: Add {U} to your mana pool.

5/4

Prowling Pangolin

{3}{B}{B}

Creature — Beast

When Prowling Pangolin comes into play, any player may sacrifice two creatures. If a player does, sacrifice Prowling Pangolin.

6/5

Prowling Pangolin

{3}{B}{B}

Creature — Anteater Beast

When Prowling Pangolin comes into play, any player may sacrifice two creatures. If a player does, sacrifice Prowling Pangolin.

6/5

Psionic Entity

{4}{U}

Creature — Entity

{T}: Psionic Entity deals 2 damage to target creature or player and 3 damage to itself.

2/2

Psionic Entity

{4}{U}

Creature — Beast

{T}: Psionic Entity deals 2 damage to target creature or player and 3 damage to itself.

2/2

Pulsemage Advocate

{2}{W}

Creature — Cleric

{T}: Return three target cards in an opponent's graveyard to his or her hand. Return target creature card from your graveyard to play.

1/3

Pulsemage Advocate

{2}{W}

Creature — Human Cleric

{T}: Return three target cards in an opponent's graveyard to his or her hand. Return target creature card from your graveyard to play.

1/3

Putrid Raptor

{4}{B}{B}

Creature — Zombie Beast

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.)

4/4

Putrid Raptor

{4}{B}{B}

Creature — Zombie Lizard Beast

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.)

4/4

Pygmy Allosaurus

{2}{G}

Creature — Dinosaur

Swampwalk

2/2

Pygmy Allosaurus

{2}{G}

Creature — Lizard

Swampwalk

2/2

Pyknite

{2}{G}

Creature — Pyknite

When Pyknite comes into play, draw a card at the beginning of the next turn's upkeep.

1/1

Pyknite

{2}{G}

Creature — Ouphe

When Pyknite comes into play, draw a card at the beginning of the next turn's upkeep.

1/1

Pyric Salamander

{1}{R}

Creature — Lizard

{R}: Pyric Salamander gets +1/+0 until end of turn. Sacrifice Pyric Salamander at end of turn.

1/1

Pyric Salamander

{1}{R}

Creature — Salamander

{R}: Pyric Salamander gets +1/+0 until end of turn. Sacrifice Pyric Salamander at end of turn.

1/1

Quirion Explorer

{1}{G}

Creature — Elf

{T}: Add to your mana pool one mana of any color that a land an opponent controls could produce.

1/1

Quirion Explorer

{1}{G}

Creature — Elf Druid Scout

{T}: Add to your mana pool one mana of any color that a land an opponent controls could produce.

1/1

Quirion Sentinel

{1}{G}

Creature — Elf

When Quirion Sentinel comes into play, add one mana of any color to your mana pool.

2/1

Quirion Sentinel

{1}{G}

Creature — Elf Druid

When Quirion Sentinel comes into play, add one mana of any color to your mana pool.

2/1

Quirion Trailblazer

{3}{G}

Creature — Elf

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.

1/2

Quirion Trailblazer

{3}{G}

Creature — Elf Scout

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.

1/2

Rackling

{4}

Artifact Creature

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.

2/2

Rackling

{4}

Artifact Creature — Construct

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.

2/2

Radiant's Dragoons

{3}{W}

Creature — Soldier

Echo {3}{W} (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.

2/5

Radiant's Dragoons

{3}{W}

Creature — Human Soldier

Echo {3}{W} (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.

2/5

Rag Man

{2}{B}{B}

Creature — Minion

{B}{B}{B}, {T}: Target opponent reveals his or her hand and discards a creature card at random. Play this ability only during your turn.

2/1

Rag Man

{2}{B}{B}

Creature — Human Minion

{B}{B}{B}, {T}: Target opponent reveals his or her hand and discards a creature card at random. Play this ability only during your turn.

2/1

Raging Bull

{2}{R}

Creature — Bull

2/2

Raging Bull

{2}{R}

Creature — Ox

2/2

Raging Minotaur

{2}{R}{R}

Creature — Minotaur

Haste

3/3

Raging Minotaur

{2}{R}{R}

Creature — Minotaur Berserker

Haste

3/3

Ragnar

{G}{W}{U}

Legendary Creature

{G}{W}{U}, {T}: Regenerate target creature.

2/2

Ragnar

{G}{W}{U}

Legendary Creature — Human Cleric

{G}{W}{U}, {T}: Regenerate target creature.

2/2

Raka Disciple

{R}

Creature — Wizard

{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.

1/1

Raka Disciple

{R}

Creature — Minotaur Wizard

{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.

1/1

Ramirez DePietro

{3}{U}{B}{B}

Legendary Creature

First strike

4/3

Ramirez DePietro

{3}{U}{B}{B}

Legendary Creature — Human Pirate

First strike

4/3

Ramosian Captain

{1}{W}{W}

Creature — Rebel

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.

2/2

Ramosian Captain

{1}{W}{W}

Creature — Human Rebel

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.

2/2

Ramosian Commander

{2}{W}{W}

Creature — Rebel

{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.

2/4

Ramosian Commander

{2}{W}{W}

Creature — Human Rebel

{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.

2/4

Ramosian Lieutenant

{1}{W}

Creature — Rebel

{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.

1/2

Ramosian Lieutenant

{1}{W}

Creature — Human Rebel

{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.

1/2

Ramosian Sergeant

{W}

Creature — Rebel

{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.

1/1

Ramosian Sergeant

{W}

Creature — Human Rebel

{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.

1/1

Ramosian Sky Marshal

{3}{W}{W}

Creature — Rebel

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.

3/3

Ramosian Sky Marshal

{3}{W}{W}

Creature — Human Rebel

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.

3/3

Rampart Crawler

{B}

Creature — Mercenary

Rampart Crawler can't be blocked by Walls.

1/1

Rampart Crawler

{B}

Creature — Lizard Mercenary

Rampart Crawler can't be blocked by Walls.

1/1

Ramses Overdark

{2}{U}{U}{B}{B}

Legendary Creature

{T}: Destroy target enchanted creature.

4/3

Ramses Overdark

{2}{U}{U}{B}{B}

Legendary Creature — Human Assassin

{T}: Destroy target enchanted creature.

4/3

Ranger en-Vec

{1}{W}{G}

Creature — Soldier

First strike

{G}: Regenerate Ranger en-Vec.

2/2

Ranger en-Vec

{1}{W}{G}

Creature — Human Soldier Archer

First strike

{G}: Regenerate Ranger en-Vec.

2/2

Rappelling Scouts

{2}{W}{W}

Creature — Rebel

Flying

{2}{W}: Rappelling Scouts gains protection from the color of your choice until end of turn.

1/4

Rappelling Scouts

{2}{W}{W}

Creature — Human Rebel Scout

Flying

{2}{W}: Rappelling Scouts gains protection from the color of your choice until end of turn.

1/4

Rashka the Slayer

{3}{W}{W}

Legendary Creature

Reach (This creature can block creatures with flying.)

Whenever Rashka blocks one or more black creatures, Rashka gets +1/+2 until end of turn.

3/3

Rashka the Slayer

{3}{W}{W}

Legendary Creature — Human Archer

Reach (This creature can block creatures with flying.)

Whenever Rashka blocks one or more black creatures, Rashka gets +1/+2 until end of turn.

3/3

Rasputin Dreamweaver

{4}{W}{U}

Legendary Creature

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.

4/1

Rasputin Dreamweaver

{4}{W}{U}

Legendary Creature — Human Wizard

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.

4/1

Rathi Assassin

{2}{B}{B}

Creature — Mercenary

{1}{B}{B}, {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.

2/2

Rathi Assassin

{2}{B}{B}

Creature — Zombie Mercenary Assassin

{1}{B}{B}, {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.

2/2

Rathi Fiend

{3}{B}

Creature — Mercenary

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.

2/2

Rathi Fiend

{3}{B}

Creature — Horror Mercenary

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.

2/2

Rathi Intimidator

{1}{B}{B}

Creature — Mercenary

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.

2/1

Rathi Intimidator

{1}{B}{B}

Creature — Horror Mercenary

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.

2/1

Ravaging Horde

{3}{R}{R}

Creature — Soldier

When Ravaging Horde comes into play, destroy target land.

3/3

Ravaging Horde

{3}{R}{R}

Creature — Human Soldier

When Ravaging Horde comes into play, destroy target land.

3/3

Raven Guild Initiate

{2}{U}

Creature — Wizard

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.)

1/4

Raven Guild Initiate

{2}{U}

Creature — Human Wizard

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.)

1/4

Raven Guild Master

{1}{U}{U}

Creature — Wizard Mutant

Whenever Raven Guild Master deals combat damage to a player, that player removes the top ten cards of his or her library from the game.

Morph {2}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

1/1

Raven Guild Master

{1}{U}{U}

Creature — Human Wizard Mutant

Whenever Raven Guild Master deals combat damage to a player, that player removes the top ten cards of his or her library from the game.

Morph {2}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

1/1

Rayne, Academy Chancellor

{2}{U}

Legendary Creature — Wizard

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.

1/1

Rayne, Academy Chancellor

{2}{U}

Legendary Creature — Human Wizard

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.

1/1

Rebel Informer

{2}{B}

Creature — Mercenary Rebel

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.

1/2

Rebel Informer

{2}{B}

Creature — Human Mercenary Rebel

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.

1/2

Reborn Hero

{2}{W}

Creature — Soldier

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 {W}{W}. If you do, return Reborn Hero to play under your control."

2/2

Reborn Hero

{2}{W}

Creature — Human Soldier

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 {W}{W}. If you do, return Reborn Hero to play under your control."

2/2

Reclusive Wight

{3}{B}

Creature — Minion

At the beginning of your upkeep, if you control another nonland permanent, sacrifice Reclusive Wight.

4/4

Reclusive Wight

{3}{B}

Creature — Zombie Minion

At the beginning of your upkeep, if you control another nonland permanent, sacrifice Reclusive Wight.

4/4

Red Cliffs Armada

{4}{U}

Creature — Ship

Red Cliffs Armada can't attack unless defending player controls an Island.

5/4

Red Cliffs Armada

{4}{U}

Creature — Human Soldier

Red Cliffs Armada can't attack unless defending player controls an Island.

5/4

Reef Pirates

{1}{U}{U}

Creature — Ship

Whenever Reef Pirates deals damage to an opponent, that player puts the top card of his or her library into his or her graveyard.

2/2

Reef Pirates

{1}{U}{U}

Creature — Zombie Pirate

Whenever Reef Pirates deals damage to an opponent, that player puts the top card of his or her library into his or her graveyard.

2/2

Reliquary Monk

{2}{W}

Creature — Cleric

When Reliquary Monk is put into a graveyard from play, destroy target artifact or enchantment.

2/2

Reliquary Monk

{2}{W}

Creature — Human Monk Cleric

When Reliquary Monk is put into a graveyard from play, destroy target artifact or enchantment.

2/2

Renegade Troops

{4}{R}

Creature — Soldier

Haste

4/2

Renegade Troops

{4}{R}

Creature — Human Soldier

Haste

4/2

Renegade Warlord

{4}{R}

Creature — Soldier

First strike

Whenever Renegade Warlord attacks, each other attacking creature gets +1/+0 until end of turn.

3/3

Renegade Warlord

{4}{R}

Creature — Human Warrior

First strike

Whenever Renegade Warlord attacks, each other attacking creature gets +1/+0 until end of turn.

3/3

Repentant Blacksmith

{1}{W}

Creature — Smith

Protection from red

1/2

Repentant Blacksmith

{1}{W}

Creature — Human

Protection from red

1/2

Resilient Wanderer

{2}{W}{W}

Creature — Nomad

First strike

Discard a card: Resilient Wanderer gains protection from the color of your choice until end of turn.

2/3

Resilient Wanderer

{2}{W}{W}

Creature — Human Nomad

First strike

Discard a card: Resilient Wanderer gains protection from the color of your choice until end of turn.

2/3

Retromancer

{2}{R}{R}

Creature — Viashino

Whenever Retromancer becomes the target of a spell or ability, Retromancer deals 3 damage to that spell or ability's controller.

3/3

Retromancer

{2}{R}{R}

Creature — Viashino Shaman

Whenever Retromancer becomes the target of a spell or ability, Retromancer deals 3 damage to that spell or ability's controller.

3/3

Reveille Squad

{2}{W}{W}

Creature — Rebel

Whenever one or more creatures attack you, if Reveille Squad is untapped, you may untap all creatures you control.

3/3

Reveille Squad

{2}{W}{W}

Creature — Human Rebel

Whenever one or more creatures attack you, if Reveille Squad is untapped, you may untap all creatures you control.

3/3

Reveka, Wizard Savant

{2}{U}{U}

Legendary Creature

{T}: Reveka, Wizard Savant deals 2 damage to target creature or player and doesn't untap during your next untap step.

0/1

Reveka, Wizard Savant

{2}{U}{U}

Legendary Creature — Human Wizard

{T}: Reveka, Wizard Savant deals 2 damage to target creature or player and doesn't untap during your next untap step.

0/1

Revered Elder

{2}{W}

Creature — Cleric

{1}: Prevent the next 1 damage that would be dealt to Revered Elder this turn.

1/2

Revered Elder

{2}{W}

Creature — Human Cleric

{1}: Prevent the next 1 damage that would be dealt to Revered Elder this turn.

1/2

Rhox

{4}{G}{G}

Creature — Beast

You may have Rhox deal its combat damage to defending player as though it weren't blocked.

{2}{G}: 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.)

5/5

Rhox

{4}{G}{G}

Creature — Rhino Beast

You may have Rhox deal its combat damage to defending player as though it weren't blocked.

{2}{G}: 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.)

5/5

Ridgetop Raptor

{3}{R}

Creature — Beast

Double strike (This creature deals both first-strike and regular combat damage.)

2/1

Ridgetop Raptor

{3}{R}

Creature — Lizard Beast

Double strike (This creature deals both first-strike and regular combat damage.)

2/1

Riptide Biologist

{1}{U}

Creature — Wizard

Protection from Beasts

Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

1/2

Riptide Biologist

{1}{U}

Creature — Human Wizard

Protection from Beasts

Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

1/2

Riptide Chronologist

{3}{U}{U}

Creature — Wizard

{U}, Sacrifice Riptide Chronologist: Untap all creatures of the type of your choice.

1/3

Riptide Chronologist

{3}{U}{U}

Creature — Human Wizard

{U}, Sacrifice Riptide Chronologist: Untap all creatures of the type of your choice.

1/3

Riptide Director

{2}{U}{U}

Creature — Wizard

{2}{U}{U}, {T}: Draw a card for each Wizard you control.

2/3

Riptide Director

{2}{U}{U}

Creature — Human Wizard

{2}{U}{U}, {T}: Draw a card for each Wizard you control.

2/3

Riptide Entrancer

{1}{U}{U}

Creature — Wizard

Whenever Riptide Entrancer deals combat damage to a player, you may sacrifice it. If you do, gain control of target creature that player controls. (This effect doesn't end at end of turn.)

Morph {U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

1/1

Riptide Entrancer

{1}{U}{U}

Creature — Human Wizard

Whenever Riptide Entrancer deals combat damage to a player, you may sacrifice it. If you do, gain control of target creature that player controls. (This effect doesn't end at end of turn.)

Morph {U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

1/1

Riptide Survivor

{2}{U}

Creature — Wizard

Morph {1}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Riptide Survivor is turned face up, discard two cards, then draw three cards.

2/1

Riptide Survivor

{2}{U}

Creature — Human Wizard

Morph {1}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Riptide Survivor is turned face up, discard two cards, then draw three cards.

2/1

Rishadan Airship

{2}{U}

Creature — Pirate

Flying

Rishadan Airship can block only creatures with flying.

3/1

Rishadan Airship

{2}{U}

Creature — Human Pirate

Flying

Rishadan Airship can block only creatures with flying.

3/1

Rishadan Brigand

{4}{U}

Creature — Pirate

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.

3/2

Rishadan Brigand

{4}{U}

Creature — Human Pirate

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.

3/2

Rishadan Cutpurse

{2}{U}

Creature — Pirate

When Rishadan Cutpurse comes into play, each opponent sacrifices a permanent unless he or she pays {1}.

1/1

Rishadan Cutpurse

{2}{U}

Creature — Human Pirate

When Rishadan Cutpurse comes into play, each opponent sacrifices a permanent unless he or she pays {1}.

1/1

Rishadan Footpad

{3}{U}

Creature — Pirate

When Rishadan Footpad comes into play, each opponent sacrifices a permanent unless he or she pays {2}.

2/2

Rishadan Footpad

{3}{U}

Creature — Human Pirate

When Rishadan Footpad comes into play, each opponent sacrifices a permanent unless he or she pays {2}.

2/2

Riven Turnbull

{5}{U}{B}

Legendary Creature

{T}: Add {B} to your mana pool.

5/7

Riven Turnbull

{5}{U}{B}

Legendary Creature — Human Advisor

{T}: Add {B} to your mana pool.

5/7

Roc of Kher Ridges

{3}{R}

Creature — Roc

Flying

3/3

Roc of Kher Ridges

{3}{R}

Creature — Bird

Flying

3/3

Rock Badger

{4}{R}

Creature — Beast

Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)

3/3

Rock Badger

{4}{R}

Creature — Badger Beast

Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)

3/3

Rofellos, Llanowar Emissary

{G}{G}

Legendary Creature — Elf

{T}: Add {G} to your mana pool for each Forest you control.

2/1

Rofellos, Llanowar Emissary

{G}{G}

Legendary Creature — Elf Druid

{T}: Add {G} to your mana pool for each Forest you control.

2/1

Rogue Skycaptain

{2}{R}

Creature — Mercenary

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.

3/4

Rogue Skycaptain

{2}{R}

Creature — Human Rogue Mercenary

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.

3/4

Rohgahh of Kher Keep

{2}{B}{B}{R}{R}

Legendary Creature

At the beginning of your upkeep, unless you pay {R}{R}{R}, 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.

5/5

Rohgahh of Kher Keep

{2}{B}{B}{R}{R}

Legendary Creature — Kobold

At the beginning of your upkeep, unless you pay {R}{R}{R}, 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.

5/5

Rootwater Alligator

{3}{G}

Creature — Alligator

Sacrifice a Forest: Regenerate Rootwater Alligator.

3/2

Rootwater Alligator

{3}{G}

Creature — Crocodile

Sacrifice a Forest: Regenerate Rootwater Alligator.

3/2

Rootwater Mystic

{U}

Creature — Merfolk

{1}{U}: Look at the top card of target player's library.

1/1

Rootwater Mystic

{U}

Creature — Merfolk Wizard

{1}{U}: Look at the top card of target player's library.

1/1

Rootwater Shaman

{2}{U}

Creature — Merfolk

You may play Aura cards with enchant creature as though they had flash.

2/2

Rootwater Shaman

{2}{U}

Creature — Merfolk Shaman

You may play Aura cards with enchant creature as though they had flash.

2/2

Rootwater Thief

{1}{U}

Creature — Merfolk

{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.

1/2

Rootwater Thief

{1}{U}

Creature — Merfolk Rogue

{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.

1/2

Roterothopter

{1}

Artifact Creature

Flying

{2}: Roterothopter gets +1/+0 until end of turn. Play this ability no more than twice each turn.

0/2

Roterothopter

{1}

Artifact Creature — Thopter

Flying

{2}: Roterothopter gets +1/+0 until end of turn. Play this ability no more than twice each turn.

0/2

Royal Herbalist

{W}

Creature — Cleric

{2}, Remove the top card of your library from the game: You gain 1 life.

1/1

Royal Herbalist

{W}

Creature — Human Cleric

{2}, Remove the top card of your library from the game: You gain 1 life.

1/1

Royal Trooper

{2}{W}

Creature — Soldier

Whenever Royal Trooper blocks, it gets +2/+2 until end of turn.

2/2

Royal Trooper

{2}{W}

Creature — Human Soldier

Whenever Royal Trooper blocks, it gets +2/+2 until end of turn.

2/2

Rubinia Soulsinger

{2}{G}{W}{U}

Legendary Creature

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.

2/3

Rubinia Soulsinger

{2}{G}{W}{U}

Legendary Creature — Human

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.

2/3

Rummaging Wizard

{3}{U}

Creature — Wizard

{2}{U}: Look at the top card of your library. You may put that card into your graveyard.

2/2

Rummaging Wizard

{3}{U}

Creature — Human Wizard

{2}{U}: Look at the top card of your library. You may put that card into your graveyard.

2/2

Rushwood Herbalist

{2}{G}

Creature — Spellshaper

{G}, {T}, Discard a card: Regenerate target creature.

2/2

Rushwood Herbalist

{2}{G}

Creature — Human Spellshaper

{G}, {T}, Discard a card: Regenerate target creature.

2/2

Rustspore Ram

{4}

Artifact Creature

When Rustspore Ram comes into play, destroy target Equipment.

1/3

Rustspore Ram

{4}

Artifact Creature — Sheep

When Rustspore Ram comes into play, destroy target Equipment.

1/3

Sabertooth Nishoba

{4}{G}{W}

Creature — Beast

Trample, protection from blue, protection from red

5/5

Sabertooth Nishoba

{4}{G}{W}

Creature — Cat Beast Warrior

Trample, protection from blue, protection from red

5/5

Sacred Guide

{W}

Creature — Cleric

{1}{W}, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and remove all other revealed cards from the game.

1/1

Sacred Guide

{W}

Creature — Human Cleric

{1}{W}, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and remove all other revealed cards from the game.

1/1

Sacred Knight

{3}{W}

Creature — Knight

Sacred Knight can't be blocked by black and/or red creatures.

3/2

Sacred Knight

{3}{W}

Creature — Human Knight

Sacred Knight can't be blocked by black and/or red creatures.

3/2

Sacred Prey

{G}

Creature — Beast

When Sacred Prey becomes blocked, you gain 1 life.

1/1

Sacred Prey

{G}

Creature — Horse

When Sacred Prey becomes blocked, you gain 1 life.

1/1

Sadistic Hypnotist

{3}{B}{B}

Creature — Minion

Sacrifice a creature: Target player discards two cards. Play this ability only any time you could play a sorcery.

2/2

Sadistic Hypnotist

{3}{B}{B}

Creature — Human Minion

Sacrifice a creature: Target player discards two cards. Play this ability only any time you could play a sorcery.

2/2

Sage of Lat-Nam

{1}{U}

Creature — Sage

{T}, Sacrifice an artifact: Draw a card.

1/2

Sage of Lat-Nam

{1}{U}

Creature — Human Artificer

{T}, Sacrifice an artifact: Draw a card.

1/2

Sailmonger

{3}{U}

Creature — Monger

{2}: Target creature gains flying until end of turn. Any player may play this ability.

3/3

Sailmonger

{3}{U}

Creature — Human Monger

{2}: Target creature gains flying until end of turn. Any player may play this ability.

3/3

Samite Alchemist

{3}{W}

Creature — Alchemist

{W}{W}, {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.

0/2

Samite Alchemist

{3}{W}

Creature — Human Cleric

{W}{W}, {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.

0/2

Samite Archer

{1}{W}{U}

Creature — Cleric

{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.

1/1

Samite Archer

{1}{W}{U}

Creature — Human Cleric Archer

{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.

1/1

Samite Elder

{2}{W}

Creature — Cleric

{T}: Creatures you control gain protection from the colors of target permanent you control until end of turn.

1/2

Samite Elder

{2}{W}

Creature — Human Cleric

{T}: Creatures you control gain protection from the colors of target permanent you control until end of turn.

1/2

Samite Pilgrim

{1}{W}

Creature — Cleric

{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.

1/1

Samite Pilgrim

{1}{W}

Creature — Human Cleric

{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.

1/1

Sanctum Custodian

{2}{W}

Creature — Cleric

{T}: Prevent the next 2 damage that would be dealt to target creature or player this turn.

1/2

Sanctum Custodian

{2}{W}

Creature — Human Cleric

{T}: Prevent the next 2 damage that would be dealt to target creature or player this turn.

1/2

Sand Squid

{3}{U}

Creature — Beast

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.

2/2

Sand Squid

{3}{U}

Creature — Squid Beast

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.

2/2

Sanguine Guard

{1}{B}{B}

Creature — Knight

First strike

{1}{B}: Regenerate Sanguine Guard.

2/2

Sanguine Guard

{1}{B}{B}

Creature — Zombie Knight

First strike

{1}{B}: Regenerate Sanguine Guard.

2/2

Saprazzan Legate

{3}{U}

Creature — Soldier

Flying

If an opponent controls a Mountain and you control an Island, you may play Saprazzan Legate without paying its mana cost.

1/3

Saprazzan Legate

{3}{U}

Creature — Merfolk Soldier

Flying

If an opponent controls a Mountain and you control an Island, you may play Saprazzan Legate without paying its mana cost.

1/3

Saprazzan Outrigger

{3}{U}

Creature — Ship

When Saprazzan Outrigger attacks or blocks, put it on top of its owner's library at end of combat.

5/5

Saprazzan Outrigger

{3}{U}

Creature — Merfolk

When Saprazzan Outrigger attacks or blocks, put it on top of its owner's library at end of combat.

5/5

Savage Firecat

{3}{R}{R}

Creature — Cat

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.

0/0

Savage Firecat

{3}{R}{R}

Creature — Elemental Cat

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.

0/0

Sawtooth Thresher

{6}

Artifact Creature

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.

1/1

Sawtooth Thresher

{6}

Artifact Creature — Construct

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.

1/1

Scandalmonger

{3}{B}

Creature — Monger

{2}: Target player discards a card. Any player may play this ability but only if he or she could play a sorcery.

3/3

Scandalmonger

{3}{B}

Creature — Boar Monger

{2}: Target player discards a card. Any player may play this ability but only if he or she could play a sorcery.

3/3

Scarecrow

{5}

Artifact Creature

{6}, {T}: Prevent all damage that would be dealt to you this turn by creatures with flying.

2/2

Scarecrow

{5}

Artifact Creature — Scarecrow

{6}, {T}: Prevent all damage that would be dealt to you this turn by creatures with flying.

2/2

Scarwood Bandits

{2}{G}{G}

Creature — Bandit

Forestwalk

{2}{G}, {T}: Unless target artifact's controller pays {2}, gain control of that artifact as long as Scarwood Bandits is in play.

2/2

Scarwood Bandits

{2}{G}{G}

Creature — Human Rogue

Forestwalk

{2}{G}, {T}: Unless target artifact's controller pays {2}, gain control of that artifact as long as Scarwood Bandits is in play.

2/2

Scavenger Folk

{G}

Creature — Scavenger

{G}, {T}, Sacrifice Scavenger Folk: Destroy target artifact.

1/1

Scavenger Folk

{G}

Creature — Human

{G}, {T}, Sacrifice Scavenger Folk: Destroy target artifact.

1/1

Scavenging Ghoul

{3}{B}

Creature — Ghoul

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.

2/2

Scavenging Ghoul

{3}{B}

Creature — Zombie

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.

2/2

Scornful Egotist

{7}{U}

Creature — Wizard

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.)

1/1

Scornful Egotist

{7}{U}

Creature — Human Wizard

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.)

1/1

Screeching Harpy

{2}{B}{B}

Creature — Beast

Flying

{1}{B}: Regenerate Screeching Harpy.

2/2

Screeching Harpy

{2}{B}{B}

Creature — Harpy Beast

Flying

{1}{B}: Regenerate Screeching Harpy.

2/2

Scrivener

{4}{U}

Creature — Townsfolk

When Scrivener comes into play, you may return target instant card from your graveyard to your hand.

2/2

Scrivener

{4}{U}

Creature — Human Wizard

When Scrivener comes into play, you may return target instant card from your graveyard to your hand.

2/2

Sea Spirit

{4}{U}

Creature — Spirit

{U}: Sea Spirit gets +1/+0 until end of turn.

2/3

Sea Spirit

{4}{U}

Creature — Elemental Spirit

{U}: Sea Spirit gets +1/+0 until end of turn.

2/3

Seahunter

{2}{U}{U}

Creature — Mercenary

{3}, {T}: Search your library for a Merfolk permanent card and put that card into play. Then shuffle your library.

2/2

Seahunter

{2}{U}{U}

Creature — Human Mercenary

{3}, {T}: Search your library for a Merfolk permanent card and put that card into play. Then shuffle your library.

2/2

Seasoned Tactician

{2}{W}

Creature — Tactician

{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.

1/3

Seasoned Tactician

{2}{W}

Creature — Human Advisor

{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.

1/3

Segovian Leviathan

{4}{U}

Creature — Serpent

Islandwalk

3/3

Segovian Leviathan

{4}{U}

Creature — Leviathan

Islandwalk

3/3

Seismic Mage

{3}{R}

Creature — Spellshaper

{2}{R}, {T}, Discard a card: Destroy target land.

1/1

Seismic Mage

{3}{R}

Creature — Human Spellshaper

{2}{R}, {T}, Discard a card: Destroy target land.

1/1

Selfless Exorcist

{3}{W}{W}

Creature — Cleric

{T}: Remove target creature card in a graveyard from the game. That card deals damage equal to its power to Selfless Exorcist.

3/4

Selfless Exorcist

{3}{W}{W}

Creature — Human Cleric

{T}: Remove target creature card in a graveyard from the game. That card deals damage equal to its power to Selfless Exorcist.

3/4

Sentinel

{4}

Artifact Creature

{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.)

1/1

Sentinel

{4}

Artifact Creature — Shapeshifter

{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.)

1/1

Serpent Assassin

{3}{B}{B}

Creature — Assassin

When Serpent Assassin comes into play, you may destroy target nonblack creature.

2/2

Serpent Assassin

{3}{B}{B}

Creature — Snake Assassin

When Serpent Assassin comes into play, you may destroy target nonblack creature.

2/2

Serra Inquisitors

{4}{W}

Creature — Inquisitor

When Serra Inquisitors blocks or becomes blocked by one or more black creatures, Serra Inquisitors gets +2/+0 until end of turn.

3/3

Serra Inquisitors

{4}{W}

Creature — Human

When Serra Inquisitors blocks or becomes blocked by one or more black creatures, Serra Inquisitors gets +2/+0 until end of turn.

3/3

Serra Paladin

{2}{W}{W}

Creature — Paladin

{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

{1}{W}{W}, {T}: Target creature gains vigilance until end of turn.

2/2

Serra Paladin

{2}{W}{W}

Creature — Human Knight

{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

{1}{W}{W}, {T}: Target creature gains vigilance until end of turn.

2/2

Serra Zealot

{W}

Creature — Soldier

First strike

1/1

Serra Zealot

{W}

Creature — Human Soldier

First strike

1/1

Seton's Scout

{1}{G}

Creature — Centaur Druid

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.

2/1

Seton's Scout

{1}{G}

Creature — Centaur Druid Scout Archer

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.

2/1

Shaman en-Kor

{1}{W}

Creature — Cleric

{0}: The next 1 damage that would be dealt to Shaman en-Kor this turn is dealt to target creature you control instead.

{1}{W}: The next time a source would deal damage to target creature this turn, that damage is dealt to Shaman en-Kor instead.

1/2

Shaman en-Kor

{1}{W}

Creature — Kor Shaman Cleric

{0}: The next 1 damage that would be dealt to Shaman en-Kor this turn is dealt to target creature you control instead.

{1}{W}: The next time a source would deal damage to target creature this turn, that damage is dealt to Shaman en-Kor instead.

1/2

Shapeshifter

{6}

Artifact Creature

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.

*/7-*

Shapeshifter

{6}

Artifact Creature — Shapeshifter

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.

*/7-*

Shield Bearer

{1}{W}

Creature — Soldier

Banding

0/3

Shield Bearer

{1}{W}

Creature — Human Soldier

Banding

0/3

Shield Dancer

{2}{W}

Creature — Rebel

{2}{W}: The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead.

1/3

Shield Dancer

{2}{W}

Creature — Human Rebel

{2}{W}: The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead.

1/3

Shield Mate

{W}

Creature — Soldier

Sacrifice Shield Mate: Target creature gets +0/+4 until end of turn.

1/1

Shield Mate

{W}

Creature — Human Soldier

Sacrifice Shield Mate: Target creature gets +0/+4 until end of turn.

1/1

Shieldmage Advocate

{2}{W}

Creature — Cleric

{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.

1/3

Shieldmage Advocate

{2}{W}

Creature — Human Cleric

{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.

1/3

Shieldmage Elder

{5}{W}

Creature — Cleric Wizard

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.

2/3

Shieldmage Elder

{5}{W}

Creature — Human Cleric Wizard

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.

2/3

Shivan Emissary

{2}{R}

Creature — Wizard

Kicker {1}{B} (You may pay an additional {1}{B} as you play this spell.)

When Shivan Emissary comes into play, if the kicker cost was paid, destroy target nonblack creature. It can't be regenerated.

1/1

Shivan Emissary

{2}{R}

Creature — Human Wizard

Kicker {1}{B} (You may pay an additional {1}{B} as you play this spell.)

When Shivan Emissary comes into play, if the kicker cost was paid, destroy target nonblack creature. It can't be regenerated.

1/1

Shock Troops

{3}{R}

Creature — Soldier

Sacrifice Shock Troops: Shock Troops deals 2 damage to target creature or player.

2/2

Shock Troops

{3}{R}

Creature — Human Soldier

Sacrifice Shock Troops: Shock Troops deals 2 damage to target creature or player.

2/2

Shu Cavalry

{2}{W}

Creature — Soldier

Horsemanship

2/2

Shu Cavalry

{2}{W}

Creature — Human Soldier

Horsemanship

2/2

Shu Defender

{2}{W}

Creature — Soldier

Whenever Shu Defender blocks, it gets +0/+2 until end of turn.

2/2

Shu Defender

{2}{W}

Creature — Human Soldier

Whenever Shu Defender blocks, it gets +0/+2 until end of turn.

2/2

Shu Elite Companions

{4}{W}

Creature — Soldier

Horsemanship

3/3

Shu Elite Companions

{4}{W}

Creature — Human Soldier

Horsemanship

3/3

Shu Elite Infantry

{3}{W}

Creature — Soldier

3/3

Shu Elite Infantry

{3}{W}

Creature — Human Soldier

3/3

Shu Farmer

{1}{W}

Creature — Farmer

{T}: You gain 1 life. Play this ability only during your turn, before the combat phase.

1/1

Shu Farmer

{1}{W}

Creature — Human

{T}: You gain 1 life. Play this ability only during your turn, before the combat phase.

1/1

Shu Foot Soldiers

{2}{W}

Creature — Soldier

2/3

Shu Foot Soldiers

{2}{W}

Creature — Human Soldier

2/3

Shu General

{3}{W}

Creature — Soldier

Horsemanship, vigilance

2/2

Shu General

{3}{W}

Creature — Human Soldier

Horsemanship, vigilance

2/2

Shu Grain Caravan

{2}{W}

Creature — Soldier

When Shu Grain Caravan comes into play, you gain 2 life.

2/2

Shu Grain Caravan

{2}{W}

Creature — Human Soldier

When Shu Grain Caravan comes into play, you gain 2 life.

2/2

Shu Soldier-Farmers

{4}{W}

Creature — Soldier

When Shu Soldier-Farmers comes into play, you gain 4 life.

2/4

Shu Soldier-Farmers

{4}{W}

Creature — Human Soldier

When Shu Soldier-Farmers comes into play, you gain 4 life.

2/4

Shyft

{4}{U}

Creature — Shyft

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.)

4/2

Shyft

{4}{U}

Creature — Shapeshifter

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.)

4/2

Silent Arbiter

{4}

Artifact Creature

No more than one creature can attack each combat.

No more than one creature can block each combat.

1/5

Silent Arbiter

{4}

Artifact Creature — Golem

No more than one creature can attack each combat.

No more than one creature can block each combat.

1/5

Silent Assassin

{B}{B}

Creature — Mercenary

{3}{B}: Destroy target blocking creature at end of combat.

2/1

Silent Assassin

{B}{B}

Creature — Human Mercenary Assassin

{3}{B}: Destroy target blocking creature at end of combat.

2/1

Silent Attendant

{2}{W}

Creature — Cleric

{T}: You gain 1 life.

0/2

Silent Attendant

{2}{W}

Creature — Human Cleric

{T}: You gain 1 life.

0/2

Silkenfist Fighter

{1}{W}

Creature — Soldier

Whenever Silkenfist Fighter becomes blocked, untap it.

1/3

Silkenfist Fighter

{1}{W}

Creature — Kor Soldier

Whenever Silkenfist Fighter becomes blocked, untap it.

1/3

Silkenfist Order

{3}{W}{W}

Creature — Soldier

Whenever Silkenfist Order becomes blocked, untap it.

3/5

Silkenfist Order

{3}{W}{W}

Creature — Kor Soldier

Whenever Silkenfist Order becomes blocked, untap it.

3/5

Silver Erne

{3}{U}

Creature — Erne

Flying, trample

2/2

Silver Erne

{3}{U}

Creature — Bird

Flying, trample

2/2

Silver Knight

{W}{W}

Creature — Knight

First strike, protection from red

2/2

Silver Knight

{W}{W}

Creature — Human Knight

First strike, protection from red

2/2

Silverglade Pathfinder

{1}{G}

Creature — Spellshaper

{1}{G}, {T}, Discard a card: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

1/1

Silverglade Pathfinder

{1}{G}

Creature — Dryad Spellshaper

{1}{G}, {T}, Discard a card: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

1/1

Sima Yi, Wei Field Marshal

{5}{B}

Legendary Creature

Sima Yi, Wei Field Marshal's power is equal to the number of Swamps you control.

*/4

Sima Yi, Wei Field Marshal

{5}{B}

Legendary Creature — Human Soldier

Sima Yi, Wei Field Marshal's power is equal to the number of Swamps you control.

*/4

Sir Shandlar of Eberyn

{4}{G}{W}

Legendary Creature

4/7

Sir Shandlar of Eberyn

{4}{G}{W}

Legendary Creature — Human Knight

4/7

Sisters of the Flame

{1}{R}{R}

Creature — Sister

{T}: Add {R} to your mana pool.

2/2

Sisters of the Flame

{1}{R}{R}

Creature — Human Shaman

{T}: Add {R} to your mana pool.

2/2

Sivitri Scarzam

{5}{U}{B}

Legendary Creature

6/4

Sivitri Scarzam

{5}{U}{B}

Legendary Creature — Human

6/4

Skeleton Ship

{3}{U}{B}

Legendary Creature

When you control no Islands, sacrifice Skeleton Ship.

{T}: Put a -1/-1 counter on target creature.

0/3

Skeleton Ship

{3}{U}{B}

Legendary Creature — Skeleton

When you control no Islands, sacrifice Skeleton Ship.

{T}: Put a -1/-1 counter on target creature.

0/3

Skirk Alarmist

{1}{R}

Creature — Wizard

Haste

{T}: Turn target face-down creature you control face up. At end of turn, sacrifice it.

1/2

Skirk Alarmist

{1}{R}

Creature — Human Wizard

Haste

{T}: Turn target face-down creature you control face up. At end of turn, sacrifice it.

1/2

Skirk Fire Marshal

{3}{R}{R}

Creature — Goblin Lord

Protection from red

Tap five untapped Goblins you control: Skirk Fire Marshal deals 10 damage to each creature and each player.

2/2

Skirk Fire Marshal

{3}{R}{R}

Creature — Goblin

Protection from red

Tap five untapped Goblins you control: Skirk Fire Marshal deals 10 damage to each creature and each player.

2/2

Skulking Fugitive

{2}{B}

Creature — Mercenary

When Skulking Fugitive becomes the target of a spell or ability, sacrifice it.

3/4

Skulking Fugitive

{2}{B}

Creature — Horror Mercenary

When Skulking Fugitive becomes the target of a spell or ability, sacrifice it.

3/4

Skyreach Manta

{5}

Artifact Creature

Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)

Flying

0/0

Skyreach Manta

{5}

Artifact Creature — Fish

Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)

Flying

0/0

Skyshooter

{1}{G}

Creature — Centaur

Reach (This creature can block creatures with flying.)

{T}, Sacrifice Skyshooter: Destroy target attacking or blocking creature with flying.

1/2

Skyshooter

{1}{G}

Creature — Centaur Archer

Reach (This creature can block creatures with flying.)

{T}, Sacrifice Skyshooter: Destroy target attacking or blocking creature with flying.

1/2

Skyshroud Archer

{G}

Creature — Elf

{T}: Target creature with flying gets -1/-1 until end of turn.

1/1

Skyshroud Archer

{G}

Creature — Elf Archer

{T}: Target creature with flying gets -1/-1 until end of turn.

1/1

Skyshroud Elf

{1}{G}

Creature — Elf

{T}: Add {G} to your mana pool.

{1}: Add {W} or {R} to your mana pool.

1/1

Skyshroud Elf

{1}{G}

Creature — Elf Druid

{T}: Add {G} to your mana pool.

{1}: Add {W} or {R} to your mana pool.

1/1

Skyshroud Poacher

{2}{G}{G}

Creature — Rebel

{3}, {T}: Search your library for an Elf permanent card and put that card into play. Then shuffle your library.

2/2

Skyshroud Poacher

{2}{G}{G}

Creature — Human Rebel

{3}, {T}: Search your library for an Elf permanent card and put that card into play. Then shuffle your library.

2/2

Skyshroud Troll

{2}{G}{G}

Creature — Troll

{1}{G}: Regenerate Skyshroud Troll.

3/3

Skyshroud Troll

{2}{G}{G}

Creature — Troll Giant

{1}{G}: Regenerate Skyshroud Troll.

3/3

Skyshroud Troopers

{3}{G}

Creature — Elf

{T}: Add {G} to your mana pool.

3/3

Skyshroud Troopers

{3}{G}

Creature — Elf Druid Warrior

{T}: Add {G} to your mana pool.

3/3

Slashing Tiger

{2}{G}{G}

Creature — Tiger

Whenever Slashing Tiger becomes blocked, it gets +2/+2 until end of turn.

3/3

Slashing Tiger

{2}{G}{G}

Creature — Cat

Whenever Slashing Tiger becomes blocked, it gets +2/+2 until end of turn.

3/3

Slipstream Eel

{5}{U}{U}

Creature — Beast

Slipstream Eel can't attack unless defending player controls an Island.

Cycling {1}{U} ({1}{U}, Discard this card: Draw a card.)

6/6

Slipstream Eel

{5}{U}{U}

Creature — Fish Beast

Slipstream Eel can't attack unless defending player controls an Island.

Cycling {1}{U} ({1}{U}, Discard this card: Draw a card.)

6/6

Sneaky Homunculus

{1}{U}

Creature — Illusion

Sneaky Homunculus can't block or be blocked by creatures with power 2 or greater.

1/1

Sneaky Homunculus

{1}{U}

Creature — Homunculus Illusion

Sneaky Homunculus can't block or be blocked by creatures with power 2 or greater.

1/1

Snorting Gahr

{2}{G}{G}

Creature — Beast

Whenever Snorting Gahr becomes blocked, it gets +2/+2 until end of turn.

3/3

Snorting Gahr

{2}{G}{G}

Creature — Rhino Beast

Whenever Snorting Gahr becomes blocked, it gets +2/+2 until end of turn.

3/3

Solarion

{7}

Artifact Creature

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.

0/0

Solarion

{7}

Artifact Creature — Construct

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.

0/0

Soldevi Adnate

{1}{B}

Creature — Cleric

{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.

1/2

Soldevi Adnate

{1}{B}

Creature — Human Cleric

{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.

1/2

Soldevi Heretic

{2}{U}

Creature — Heretic

{W}, {T}: Prevent the next 2 damage that would be dealt to target creature this turn. Target opponent may draw a card.

2/2

Soldevi Heretic

{2}{U}

Creature — Human Cleric

{W}, {T}: Prevent the next 2 damage that would be dealt to target creature this turn. Target opponent may draw a card.

2/2

Soldevi Machinist

{1}{U}

Creature — Wizard

{T}: Add {2} to your mana pool. Spend this mana only to play activated abilities of artifacts.

1/1

Soldevi Machinist

{1}{U}

Creature — Human Wizard Artificer

{T}: Add {2} to your mana pool. Spend this mana only to play activated abilities of artifacts.

1/1

Soldevi Sage

{1}{U}

Creature — Wizard

{T}, Sacrifice two lands: Draw three cards, then discard one of them.

1/1

Soldevi Sage

{1}{U}

Creature — Human Wizard

{T}, Sacrifice two lands: Draw three cards, then discard one of them.

1/1

Soldevi Sentry

{1}

Artifact Creature

{1}: Regenerate Soldevi Sentry. Target opponent may draw a card.

1/1

Soldevi Sentry

{1}

Artifact Creature — Soldier

{1}: Regenerate Soldevi Sentry. Target opponent may draw a card.

1/1

Soldevi Simulacrum

{4}

Artifact 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.)

{1}: Soldevi Simulacrum gets +1/+0 until end of turn.

2/4

Soldevi Simulacrum

{4}

Artifact Creature — Soldier

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.

2/4

Soldevi Steam Beast

{5}

Artifact Creature

Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life.

{2}: Regenerate Soldevi Steam Beast.

4/2

Soldevi Steam Beast

{5}

Artifact Creature — Beast

Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life.

{2}: Regenerate Soldevi Steam Beast.

4/2

Soldier of Fortune

{R}

Creature — Mercenary

{R}, {T}: Target player shuffles his or her library.

1/1

Soldier of Fortune

{R}

Creature — Human Mercenary

{R}, {T}: Target player shuffles his or her library.

1/1

Solemn Simulacrum

{4}

Artifact Creature

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.

2/2

Solemn Simulacrum

{4}

Artifact Creature — Golem

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.

2/2

Soltari Champion

{2}{W}

Creature — Soldier

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.

2/2

Soltari Champion

{2}{W}

Creature — Soltari Soldier

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.

2/2

Soltari Crusader

{2}{W}

Creature — Knight

Shadow (This creature can block or be blocked by only creatures with shadow.)

{1}{W}: Soltari Crusader gets +1/+0 until end of turn.

2/1

Soltari Crusader

{2}{W}

Creature — Soltari Knight

Shadow (This creature can block or be blocked by only creatures with shadow.)

{1}{W}: Soltari Crusader gets +1/+0 until end of turn.

2/1

Soltari Emissary

{1}{W}

Creature — Soldier

{W}: Soltari Emissary gains shadow until end of turn. (This creature can block or be blocked by only creatures with shadow.)

2/1

Soltari Emissary

{1}{W}

Creature — Soltari Soldier

{W}: Soltari Emissary gains shadow until end of turn. (This creature can block or be blocked by only creatures with shadow.)

2/1

Soltari Foot Soldier

{W}

Creature — Soldier

Shadow (This creature can block or be blocked by only creatures with shadow.)

1/1

Soltari Foot Soldier

{W}

Creature — Soltari Soldier

Shadow (This creature can block or be blocked by only creatures with shadow.)

1/1

Soltari Guerrillas

{2}{W}{R}

Creature — Soldier

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.

3/2

Soltari Guerrillas

{2}{W}{R}

Creature — Soltari Soldier

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.

3/2

Soltari Lancer

{2}{W}

Creature — Knight

Shadow (This creature can block or be blocked by only creatures with shadow.)

Whenever Soltari Lancer attacks, it gains first strike until end of combat.

2/2

Soltari Lancer

{2}{W}

Creature — Soltari Knight

Shadow (This creature can block or be blocked by only creatures with shadow.)

Whenever Soltari Lancer attacks, it gains first strike until end of combat.

2/2

Soltari Monk

{W}{W}

Creature — Cleric

Protection from black; shadow (This creature can block or be blocked by only creatures with shadow.)

2/1

Soltari Monk

{W}{W}

Creature — Soltari Monk Cleric

Protection from black; shadow (This creature can block or be blocked by only creatures with shadow.)

2/1

Soltari Trooper

{1}{W}

Creature — Soldier

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.

1/1

Soltari Trooper

{1}{W}

Creature — Soltari Soldier

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.

1/1

Soltari Visionary

{1}{W}{W}

Creature — Cleric

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.

2/2

Soltari Visionary

{1}{W}{W}

Creature — Soltari Cleric

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.

2/2

Songstitcher

{W}

Creature — Cleric

{1}{W}: Prevent all combat damage that would be dealt this turn by target attacking creature with flying.

1/1

Songstitcher

{W}

Creature — Human Cleric

{1}{W}: Prevent all combat damage that would be dealt this turn by target attacking creature with flying.

1/1

Soraya the Falconer

{1}{W}{W}

Legendary Creature

Bird creatures get +1/+1.

{1}{W}: Target Bird creature gains banding until end of turn.

2/2

Soraya the Falconer

{1}{W}{W}

Legendary Creature — Human

Bird creatures get +1/+1.

{1}{W}: Target Bird creature gains banding until end of turn.

2/2

Sorceress Queen

{1}{B}{B}

Creature — Sorceress

{T}: Target creature other than Sorceress Queen becomes 0/2 until end of turn.

1/1

Sorceress Queen

{1}{B}{B}

Creature — Human Wizard

{T}: Target creature other than Sorceress Queen becomes 0/2 until end of turn.

1/1

Soul Charmer

{2}{W}

Creature — Rebel

Whenever Soul Charmer deals combat damage to a creature, you gain 2 life unless that creature's controller pays {2}.

2/2

Soul Charmer

{2}{W}

Creature — Human Rebel

Whenever Soul Charmer deals combat damage to a creature, you gain 2 life unless that creature's controller pays {2}.

2/2

Soul Sculptor

{2}{W}

Creature — Townsfolk

{1}{W}, {T}: Target creature becomes an enchantment and loses all abilities until a player plays a creature spell.

1/1

Soul Sculptor

{2}{W}

Creature — Human

{1}{W}, {T}: Target creature becomes an enchantment and loses all abilities until a player plays a creature spell.

1/1

Spectral Sliver

{2}{B}

Creature — Sliver

All Sliver creatures have "{2}: This creature gets +1/+1 until end of turn."

2/2

Spectral Sliver

{2}{B}

Creature — Sliver Spirit

All Sliver creatures have "{2}: This creature gets +1/+1 until end of turn."

2/2

Spellgorger Barbarian

{3}{R}

Creature — Nightmare Barbarian

When Spellgorger Barbarian comes into play, discard a card at random.

When Spellgorger Barbarian leaves play, draw a card.

3/1

Spellgorger Barbarian

{3}{R}

Creature — Human Nightmare Barbarian

When Spellgorger Barbarian comes into play, discard a card at random.

When Spellgorger Barbarian leaves play, draw a card.

3/1

Spike Drone

{G}

Creature — Spike

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.

0/0

Spike Drone

{G}

Creature — Spike Drone

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.

0/0

Spincrusher

{2}

Artifact Creature

Whenever Spincrusher blocks, put a +1/+1 counter on it.

Remove a +1/+1 counter from Spincrusher: Spincrusher is unblockable this turn.

0/2

Spincrusher

{2}

Artifact Creature — Construct

Whenever Spincrusher blocks, put a +1/+1 counter on it.

Remove a +1/+1 counter from Spincrusher: Spincrusher is unblockable this turn.

0/2

Spined Fluke

{2}{B}

Creature — Horror

When Spined Fluke comes into play, sacrifice a creature.

{B}: Regenerate Spined Fluke.

5/1

Spined Fluke

{2}{B}

Creature — Worm Horror

When Spined Fluke comes into play, sacrifice a creature.

{B}: Regenerate Spined Fluke.

5/1

Spirit en-Kor

{3}{W}

Creature — Spirit

Flying

{0}: The next 1 damage that would be dealt to Spirit en-Kor this turn is dealt to target creature you control instead.

2/2

Spirit en-Kor

{3}{W}

Creature — Kor Spirit

Flying

{0}: The next 1 damage that would be dealt to Spirit en-Kor this turn is dealt to target creature you control instead.

2/2

Spiritual Guardian

{3}{W}{W}

Creature — Guardian

When Spiritual Guardian comes into play, you gain 4 life.

3/4

Spiritual Guardian

{3}{W}{W}

Creature — Spirit

When Spiritual Guardian comes into play, you gain 4 life.

3/4

Spiteful Bully

{1}{B}

Creature — Mercenary

At the beginning of your upkeep, Spiteful Bully deals 3 damage to target creature you control.

3/3

Spiteful Bully

{1}{B}

Creature — Zombie Mercenary

At the beginning of your upkeep, Spiteful Bully deals 3 damage to target creature you control.

3/3

Spurnmage Advocate

{W}

Creature — Nomad

{T}: Return two target cards in an opponent's graveyard to his or her hand. Destroy target attacking creature.

1/1

Spurnmage Advocate

{W}

Creature — Human Nomad

{T}: Return two target cards in an opponent's graveyard to his or her hand. Destroy target attacking creature.

1/1

Spurred Wolverine

{4}{R}

Creature — Beast

Tap two untapped Beasts you control: Target creature gains first strike until end of turn.

3/2

Spurred Wolverine

{4}{R}

Creature — Wolverine Beast

Tap two untapped Beasts you control: Target creature gains first strike until end of turn.

3/2

Squirrel Wrangler

{2}{G}{G}

Creature — Druid

{1}{G}, Sacrifice a land: Put two 1/1 green Squirrel creature tokens into play.

{1}{G}, Sacrifice a land: Squirrel creatures get +1/+1 until end of turn.

2/2

Squirrel Wrangler

{2}{G}{G}

Creature — Human Druid

{1}{G}, Sacrifice a land: Put two 1/1 green Squirrel creature tokens into play.

{1}{G}, Sacrifice a land: Squirrel creatures get +1/+1 until end of turn.

2/2

Stalking Assassin

{1}{U}{B}

Creature — Assassin

{3}{U}, {T}: Tap target creature.

{3}{B}, {T}: Destroy target tapped creature.

1/1

Stalking Assassin

{1}{U}{B}

Creature — Human Assassin

{3}{U}, {T}: Tap target creature.

{3}{B}, {T}: Destroy target tapped creature.

1/1

Stampede Driver

{G}

Creature — Spellshaper

{1}{G}, {T}, Discard a card: Creatures you control get +1/+1 and gain trample until end of turn.

1/1

Stampede Driver

{G}

Creature — Human Spellshaper

{1}{G}, {T}, Discard a card: Creatures you control get +1/+1 and gain trample until end of turn.

1/1

Stampeding Serow

{2}{G}{G}

Creature — Beast

Trample

At the beginning of your upkeep, return a green creature you control to its owner's hand.

5/4

Stampeding Serow

{2}{G}{G}

Creature — Antelope Beast

Trample

At the beginning of your upkeep, return a green creature you control to its owner's hand.

5/4

Stampeding Wildebeests

{2}{G}{G}

Creature — Beast

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.

5/4

Stampeding Wildebeests

{2}{G}{G}

Creature — Antelope Beast

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.

5/4

Standard Bearer

{1}{W}

Creature — 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.

1/1

Standard Bearer

{1}{W}

Creature — Human 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.

1/1

Standing Troops

{2}{W}

Creature — Soldier

Vigilance

1/4

Standing Troops

{2}{W}

Creature — Human Soldier

Vigilance

1/4

Starke of Rath

{1}{R}{R}

Legendary Creature

{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.)

2/2

Starke of Rath

{1}{R}{R}

Legendary Creature — Human Rogue

{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.)

2/2

Staunch Defenders

{3}{W}{W}

Creature — Soldier

When Staunch Defenders comes into play, you gain 4 life.

3/4

Staunch Defenders

{3}{W}{W}

Creature — Human Soldier

When Staunch Defenders comes into play, you gain 4 life.

3/4

Steam Catapult

{3}{W}{W}

Creature — Soldier

{T}: Destroy target tapped creature. Play this ability only during your turn, before the combat phase.

2/3

Steam Catapult

{3}{W}{W}

Creature — Human Soldier

{T}: Destroy target tapped creature. Play this ability only during your turn, before the combat phase.

2/3

Steam Frigate

{2}{U}

Creature — Ship

Steam Frigate can't attack unless the defending player controls an Island.

3/3

Steam Frigate

{2}{U}

Creature — Human Pirate

Steam Frigate can't attack unless the defending player controls an Island.

3/3

Steel Leaf Paladin

{4}{G}{W}

Creature — Knight

First strike

When Steel Leaf Paladin comes into play, return a green or white creature you control to its owner's hand.

4/4

Steel Leaf Paladin

{4}{G}{W}

Creature — Elf Knight

First strike

When Steel Leaf Paladin comes into play, return a green or white creature you control to its owner's hand.

4/4

Stern Judge

{2}{W}

Creature — Cleric

{T}: Each player loses 1 life for each Swamp he or she controls.

2/2

Stern Judge

{2}{W}

Creature — Human Cleric

{T}: Each player loses 1 life for each Swamp he or she controls.

2/2

Stern Marshal

{2}{W}

Creature — Soldier

{T}: Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before the combat phase.

2/2

Stern Marshal

{2}{W}

Creature — Human Soldier

{T}: Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before the combat phase.

2/2

Stern Proctor

{U}{U}

Creature — Wizard

When Stern Proctor comes into play, return target artifact or enchantment to its owner's hand.

1/2

Stern Proctor

{U}{U}

Creature — Human Wizard

When Stern Proctor comes into play, return target artifact or enchantment to its owner's hand.

1/2

Stoic Champion

{W}{W}

Creature — Soldier

Whenever a player cycles a card, Stoic Champion gets +2/+2 until end of turn.

2/2

Stoic Champion

{W}{W}

Creature — Human Soldier

Whenever a player cycles a card, Stoic Champion gets +2/+2 until end of turn.

2/2

Stone Catapult

{4}{B}

Creature — Soldier

{T}: Destroy target tapped nonblack creature. Play this ability only during your turn, before the combat phase.

1/2

Stone Catapult

{4}{B}

Creature — Human Soldier

{T}: Destroy target tapped nonblack creature. Play this ability only during your turn, before the combat phase.

1/2

Stone Spirit

{4}{R}

Creature — Spirit

Stone Spirit can't be blocked by creatures with flying.

4/3

Stone Spirit

{4}{R}

Creature — Elemental Spirit

Stone Spirit can't be blocked by creatures with flying.

4/3

Storm Shaman

{2}{R}

Creature — Cleric

{R}: Storm Shaman gets +1/+0 until end of turn.

0/4

Storm Shaman

{2}{R}

Creature — Human Cleric

{R}: Storm Shaman gets +1/+0 until end of turn.

0/4

Storm Spirit

{3}{G}{W}{U}

Creature — Spirit

Flying

{T}: Storm Spirit deals 2 damage to target creature.

3/3

Storm Spirit

{3}{G}{W}{U}

Creature — Elemental Spirit

Flying

{T}: Storm Spirit deals 2 damage to target creature.

3/3

Stormscape Apprentice

{U}

Creature — Wizard

{W}, {T}: Tap target creature.

{B}, {T}: Target player loses 1 life.

1/1

Stormscape Apprentice

{U}

Creature — Human Wizard

{W}, {T}: Tap target creature.

{B}, {T}: Target player loses 1 life.

1/1

Stormscape Battlemage

{2}{U}

Creature — Wizard

Kicker {W} and/or {2}{B}

When Stormscape Battlemage comes into play, if the {W} kicker cost was paid, you gain 3 life.

When Stormscape Battlemage comes into play, if the {2}{B} kicker cost was paid, destroy target nonblack creature. That creature can't be regenerated.

2/2

Stormscape Battlemage

{2}{U}

Creature — Metathran Wizard

Kicker {W} and/or {2}{B}

When Stormscape Battlemage comes into play, if the {W} kicker cost was paid, you gain 3 life.

When Stormscape Battlemage comes into play, if the {2}{B} kicker cost was paid, destroy target nonblack creature. That creature can't be regenerated.

2/2

Stormscape Master

{2}{U}{U}

Creature — Wizard

{W}{W}, {T}: Target creature gains protection from the color of your choice until end of turn.

{B}{B}, {T}: Target player loses 2 life and you gain 2 life.

2/2

Stormscape Master

{2}{U}{U}

Creature — Human Wizard

{W}{W}, {T}: Target creature gains protection from the color of your choice until end of turn.

{B}{B}, {T}: Target player loses 2 life and you gain 2 life.

2/2

Stratadon

{10}

Artifact Creature

Stratadon costs {1} less to play for each basic land type among lands you control.

Trample

5/5

Stratadon

{10}

Artifact Creature — Beast

Stratadon costs {1} less to play for each basic land type among lands you control.

Trample

5/5

Straw Soldiers

{1}{U}

Creature — Soldier

1/3

Straw Soldiers

{1}{U}

Creature — Scarecrow Soldier

1/3

Stromgald Cabal

{1}{B}{B}

Creature — Knight

{T}, Pay 1 life: Counter target white spell.

2/2

Stromgald Cabal

{1}{B}{B}

Creature — Human Knight

{T}, Pay 1 life: Counter target white spell.

2/2

Stromgald Spy

{3}{B}

Creature — Spy

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.

2/4

Stromgald Spy

{3}{B}

Creature — Human Rogue

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.

2/4

Strongarm Thug

{2}{B}

Creature — Mercenary

When Strongarm Thug comes into play, you may return target Mercenary card from your graveyard to your hand.

1/1

Strongarm Thug

{2}{B}

Creature — Human Mercenary

When Strongarm Thug comes into play, you may return target Mercenary card from your graveyard to your hand.

1/1

Stronghold Assassin

{1}{B}{B}

Creature — Assassin

{T}, Sacrifice a creature: Destroy target nonblack creature.

2/1

Stronghold Assassin

{1}{B}{B}

Creature — Zombie Assassin

{T}, Sacrifice a creature: Destroy target nonblack creature.

2/1

Stronghold Biologist

{2}{U}

Creature — Spellshaper

{U}{U}, {T}, Discard a card: Counter target creature spell.

1/1

Stronghold Biologist

{2}{U}

Creature — Human Spellshaper

{U}{U}, {T}, Discard a card: Counter target creature spell.

1/1

Stronghold Machinist

{2}{U}

Creature — Spellshaper

{U}{U}, {T}, Discard a card: Counter target noncreature spell.

1/1

Stronghold Machinist

{2}{U}

Creature — Human Spellshaper

{U}{U}, {T}, Discard a card: Counter target noncreature spell.

1/1

Stronghold Taskmaster

{2}{B}{B}

Creature — Minion

All other black creatures get -1/-1.

4/3

Stronghold Taskmaster

{2}{B}{B}

Creature — Giant Minion

All other black creatures get -1/-1.

4/3

Stronghold Zeppelin

{2}{U}{U}

Creature — Ship

Flying

Stronghold Zeppelin can block only creatures with flying.

3/3

Stronghold Zeppelin

{2}{U}{U}

Creature — Human

Flying

Stronghold Zeppelin can block only creatures with flying.

3/3

Summoner's Egg

{4}

Artifact Creature

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.

0/4

Summoner's Egg

{4}

Artifact Creature — Egg

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.

0/4

Sun Ce, Young Conquerer

{3}{U}{U}

Legendary Creature

Horsemanship

When Sun Ce, Young Conquerer comes into play, you may return target creature to its owner's hand.

3/3

Sun Ce, Young Conquerer

{3}{U}{U}

Legendary Creature — Human Soldier

Horsemanship

When Sun Ce, Young Conquerer comes into play, you may return target creature to its owner's hand.

3/3

Sun Quan, Lord of Wu

{4}{U}{U}

Legendary Creature

Creatures you control have horsemanship.

4/4

Sun Quan, Lord of Wu

{4}{U}{U}

Legendary Creature — Human Soldier

Creatures you control have horsemanship.

4/4

Sunastian Falconer

{3}{R}{G}

Legendary Creature

{T}: Add {2} to your mana pool.

4/4

Sunastian Falconer

{3}{R}{G}

Legendary Creature — Human Shaman

{T}: Add {2} to your mana pool.

4/4

Suncrusher

{9}

Artifact Creature

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.

3/3

Suncrusher

{9}

Artifact Creature — Construct

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.

3/3

Sundering Titan

{8}

Artifact Creature

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.

7/10

Sundering Titan

{8}

Artifact Creature — Golem

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.

7/10

Sunscape Apprentice

{W}

Creature — Wizard

{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.

1/1

Sunscape Apprentice

{W}

Creature — Human Wizard

{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.

1/1

Sunscape Battlemage

{2}{W}

Creature — Wizard

Kicker {1}{G} and/or {2}{U}

When Sunscape Battlemage comes into play, if the {1}{G} kicker cost was paid, destroy target creature with flying.

When Sunscape Battlemage comes into play, if the {2}{U} kicker cost was paid, draw two cards.

2/2

Sunscape Battlemage

{2}{W}

Creature — Human Wizard

Kicker {1}{G} and/or {2}{U}

When Sunscape Battlemage comes into play, if the {1}{G} kicker cost was paid, destroy target creature with flying.

When Sunscape Battlemage comes into play, if the {2}{U} kicker cost was paid, draw two cards.

2/2

Sunscape Master

{2}{W}{W}

Creature — Wizard

{G}{G}, {T}: Creatures you control get +2/+2 until end of turn.

{U}{U}, {T}: Return target creature to its owner's hand.

2/2

Sunscape Master

{2}{W}{W}

Creature — Human Wizard

{G}{G}, {T}: Creatures you control get +2/+2 until end of turn.

{U}{U}, {T}: Return target creature to its owner's hand.

2/2

Sunstrike Legionnaire

{1}{W}

Creature — Soldier

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.

1/2

Sunstrike Legionnaire

{1}{W}

Creature — Human Soldier

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.

1/2

Supreme Inquisitor

{3}{U}{U}

Creature — Wizard Lord

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.

1/3

Supreme Inquisitor

{3}{U}{U}

Creature — Human Wizard

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.

1/3

Sustaining Spirit

{1}{W}

Creature — Guardian

Cumulative upkeep {1}{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.)

Damage that would reduce your life total to less than 1 reduces it to 1 instead.

0/3

Sustaining Spirit

{1}{W}

Creature — Angel Spirit

Cumulative upkeep {1}{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.)

Damage that would reduce your life total to less than 1 reduces it to 1 instead.

0/3

Svyelunite Priest

{1}{U}

Creature — Merfolk

{U}{U}, {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.)

1/1

Svyelunite Priest

{1}{U}

Creature — Merfolk Cleric

{U}{U}, {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.)

1/1

Sword Dancer

{1}{W}

Creature — Rebel

{W}{W}: Target attacking creature gets -1/-0 until end of turn.

1/2

Sword Dancer

{1}{W}

Creature — Human Rebel

{W}{W}: Target attacking creature gets -1/-0 until end of turn.

1/2

Sworn Defender

{2}{W}{W}

Creature — Knight

{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.

1/3

Sworn Defender

{2}{W}{W}

Creature — Human Knight

{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.

1/3

Sylvan Safekeeper

{G}

Creature — Wizard

Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)

1/1

Sylvan Safekeeper

{G}

Creature — Human Wizard

Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)

1/1

Sylvan Yeti

{2}{G}{G}

Creature — Elemental

Sylvan Yeti's power is equal to the number of cards in your hand.

*/4

Sylvan Yeti

{2}{G}{G}

Creature — Yeti

Sylvan Yeti's power is equal to the number of cards in your hand.

*/4

Symbiotic Beast

{4}{G}{G}

Creature — Beast

When Symbiotic Beast is put into a graveyard from play, put four 1/1 green Insect creature tokens into play.

4/4

Symbiotic Beast

{4}{G}{G}

Creature — Insect Beast

When Symbiotic Beast is put into a graveyard from play, put four 1/1 green Insect creature tokens into play.

4/4

Synod Centurion

{4}

Artifact Creature

When you control no other artifacts, sacrifice Synod Centurion.

4/4

Synod Centurion

{4}

Artifact Creature — Construct

When you control no other artifacts, sacrifice Synod Centurion.

4/4

Tahngarth, Talruum Hero

{3}{R}{R}

Legendary Creature — Minotaur

Vigilance

{1}{R}, {T}: Tahngarth, Talruum Hero deals damage equal to its power to target creature. That creature deals damage equal to its power to Tahngarth.

4/4

Tahngarth, Talruum Hero

{3}{R}{R}

Legendary Creature — Minotaur Warrior

Vigilance

{1}{R}, {T}: Tahngarth, Talruum Hero deals damage equal to its power to target creature. That creature deals damage equal to its power to Tahngarth.

4/4

Talas Air Ship

{3}{U}

Creature — Ship

Flying

3/2

Talas Air Ship

{3}{U}

Creature — Human Pirate

Flying

3/2

Talas Explorer

{1}{U}

Creature — Merchant

Flying

When Talas Explorer comes into play, look at target opponent's hand.

1/1

Talas Explorer

{1}{U}

Creature — Human Pirate Scout

Flying

When Talas Explorer comes into play, look at target opponent's hand.

1/1

Talas Merchant

{1}{U}

Creature — Merchant

1/3

Talas Merchant

{1}{U}

Creature — Human Pirate

1/3

Talas Researcher

{4}{U}

Creature — Wizard

{T}: Draw a card. Play this ability only during your turn, before the combat phase.

1/1

Talas Researcher

{4}{U}

Creature — Human Pirate Wizard

{T}: Draw a card. Play this ability only during your turn, before the combat phase.

1/1

Talas Scout

{1}{U}

Creature — Pirate

Flying

1/2

Talas Scout

{1}{U}

Creature — Human Pirate Scout

Flying

1/2

Talas Warrior

{1}{U}{U}

Creature — Pirate

Talas Warrior is unblockable.

2/2

Talas Warrior

{1}{U}{U}

Creature — Human Pirate Warrior

Talas Warrior is unblockable.

2/2

Taoist Hermit

{2}{G}

Creature — Mystic

Taoist Hermit can't be the target of spells or abilities your opponents control.

2/2

Taoist Hermit

{2}{G}

Creature — Human Mystic

Taoist Hermit can't be the target of spells or abilities your opponents control.

2/2

Taoist Mystic

{2}{G}

Creature — Mystic

Taoist Mystic can't be blocked by creatures with horsemanship.

2/2

Taoist Mystic

{2}{G}

Creature — Human Mystic

Taoist Mystic can't be blocked by creatures with horsemanship.

2/2

Tarpan

{G}

Creature — Tarpan

When Tarpan is put into a graveyard from play, you gain 1 life.

1/1

Tarpan

{G}

Creature — Horse

When Tarpan is put into a graveyard from play, you gain 1 life.

1/1

Task Force

{2}{W}

Creature — Rebel

Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn.

1/3

Task Force

{2}{W}

Creature — Human Rebel

Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn.

1/3

Telepathic Spies

{2}{U}

Creature — Wizard

When Telepathic Spies comes into play, look at target opponent's hand.

2/2

Telepathic Spies

{2}{U}

Creature — Human Wizard

When Telepathic Spies comes into play, look at target opponent's hand.

2/2

Telethopter

{4}

Artifact Creature

Tap an untapped creature you control: Telethopter gains flying until end of turn.

3/1

Telethopter

{4}

Artifact Creature — Thopter

Tap an untapped creature you control: Telethopter gains flying until end of turn.

3/1

Temple Acolyte

{1}{W}

Creature — Cleric

When Temple Acolyte comes into play, you gain 3 life.

1/3

Temple Acolyte

{1}{W}

Creature — Human Cleric

When Temple Acolyte comes into play, you gain 3 life.

1/3

Temple Elder

{2}{W}

Creature — Cleric

{T}: You gain 1 life. Play this ability only during your turn, before the combat phase.

1/2

Temple Elder

{2}{W}

Creature — Human Cleric

{T}: You gain 1 life. Play this ability only during your turn, before the combat phase.

1/2

Teroh's Faithful

{3}{W}

Creature — Cleric

When Teroh's Faithful comes into play, you gain 4 life.

1/4

Teroh's Faithful

{3}{W}

Creature — Human Cleric

When Teroh's Faithful comes into play, you gain 4 life.

1/4

Teroh's Vanguard

{3}{W}

Creature — Nomad

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."

2/3

Teroh's Vanguard

{3}{W}

Creature — Human Nomad

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."

2/3

Tetravus

{6}

Artifact Creature

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."

1/1

Tetravus

{6}

Artifact Creature — Construct

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."

1/1

Tetsuo Umezawa

{U}{B}{R}

Legendary Creature

Tetsuo Umezawa can't be the target of Aura spells.

{U}{B}{B}{R}, {T}: Destroy target tapped or blocking creature.

3/3

Tetsuo Umezawa

{U}{B}{R}

Legendary Creature — Human Warrior

Tetsuo Umezawa can't be the target of Aura spells.

{U}{B}{B}{R}, {T}: Destroy target tapped or blocking creature.

3/3

Thalakos Deceiver

{3}{U}

Creature — Wizard

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.)

1/1

Thalakos Deceiver

{3}{U}

Creature — Thalakos Wizard

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.)

1/1

Thalakos Dreamsower

{2}{U}

Creature — Wizard

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.

1/1

Thalakos Dreamsower

{2}{U}

Creature — Thalakos Wizard

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.

1/1

Thalakos Drifters

{2}{U}{U}

Creature — Townsfolk

Discard a card: Thalakos Drifters gains shadow until end of turn. (This creature can block or be blocked by only creatures with shadow.)

3/3

Thalakos Drifters

{2}{U}{U}

Creature — Thalakos

Discard a card: Thalakos Drifters gains shadow until end of turn. (This creature can block or be blocked by only creatures with shadow.)

3/3

Thalakos Mistfolk

{2}{U}

Creature — Illusion

Shadow (This creature can block or be blocked by only creatures with shadow.)

{U}: Put Thalakos Mistfolk on top of its owner's library.

2/1

Thalakos Mistfolk

{2}{U}

Creature — Thalakos Illusion

Shadow (This creature can block or be blocked by only creatures with shadow.)

{U}: Put Thalakos Mistfolk on top of its owner's library.

2/1

Thalakos Scout

{2}{U}

Creature — Soldier

Shadow (This creature can block or be blocked by only creatures with shadow.)

Discard a card: Return Thalakos Scout to its owner's hand.

2/1

Thalakos Scout

{2}{U}

Creature — Thalakos Soldier Scout

Shadow (This creature can block or be blocked by only creatures with shadow.)

Discard a card: Return Thalakos Scout to its owner's hand.

2/1

Thalakos Seer

{U}{U}

Creature — Wizard

Shadow (This creature can block or be blocked by only creatures with shadow.)

When Thalakos Seer leaves play, draw a card.

1/1

Thalakos Seer

{U}{U}

Creature — Thalakos Wizard

Shadow (This creature can block or be blocked by only creatures with shadow.)

When Thalakos Seer leaves play, draw a card.

1/1

Thalakos Sentry

{1}{U}

Creature — Soldier

Shadow (This creature can block or be blocked by only creatures with shadow)

1/2

Thalakos Sentry

{1}{U}

Creature — Thalakos Soldier

Shadow (This creature can block or be blocked by only creatures with shadow)

1/2

The Lady of the Mountain

{4}{R}{G}

Legendary Creature

5/5

The Lady of the Mountain

{4}{R}{G}

Legendary Creature — Giant

5/5

The Wretched

{3}{B}{B}

Creature — Wretched

At end of combat, gain control of all creatures blocking The Wretched as long as you control The Wretched.

2/5

The Wretched

{3}{B}{B}

Creature — Demon

At end of combat, gain control of all creatures blocking The Wretched as long as you control The Wretched.

2/5

Thelonite Druid

{2}{G}

Creature — Cleric

{1}{G}, {T}, Sacrifice a creature: Until end of turn, all Forests you control become 2/3 creatures that are still lands.

1/1

Thelonite Druid

{2}{G}

Creature — Human Cleric Druid

{1}{G}, {T}, Sacrifice a creature: Until end of turn, all Forests you control become 2/3 creatures that are still lands.

1/1

Thelonite Monk

{2}{G}{G}

Creature — Cleric

{T}, Sacrifice a green creature: Target land becomes a Forest. (This effect doesn't end at end of turn.)

1/2

Thelonite Monk

{2}{G}{G}

Creature — Insect Monk Cleric

{T}, Sacrifice a green creature: Target land becomes a Forest. (This effect doesn't end at end of turn.)

1/2

Thermal Glider

{2}{W}

Creature — Rebel

Flying, protection from red

2/1

Thermal Glider

{2}{W}

Creature — Human Rebel

Flying, protection from red

2/1

Thermal Navigator

{3}

Artifact Creature

Sacrifice an artifact: Thermal Navigator gains flying until end of turn.

2/2

Thermal Navigator

{3}

Artifact Creature — Construct

Sacrifice an artifact: Thermal Navigator gains flying until end of turn.

2/2

Thing from the Deep

{6}{U}{U}{U}

Creature — Beast

Whenever Thing from the Deep attacks, sacrifice it unless you sacrifice an Island.

9/9

Thing from the Deep

{6}{U}{U}{U}

Creature — Leviathan

Whenever Thing from the Deep attacks, sacrifice it unless you sacrifice an Island.

9/9

Thornscape Apprentice

{G}

Creature — Wizard

{W}, {T}: Tap target creature.

{R}, {T}: Target creature gains first strike until end of turn.

1/1

Thornscape Apprentice

{G}

Creature — Human Wizard

{W}, {T}: Tap target creature.

{R}, {T}: Target creature gains first strike until end of turn.

1/1

Thornscape Master

{2}{G}{G}

Creature — Wizard

{R}{R}, {T}: Thornscape Master deals 2 damage to target creature.

{W}{W}, {T}: Target creature gains protection from the color of your choice until end of turn.

2/2

Thornscape Master

{2}{G}{G}

Creature — Human Wizard

{R}{R}, {T}: Thornscape Master deals 2 damage to target creature.

{W}{W}, {T}: Target creature gains protection from the color of your choice until end of turn.

2/2

Thran War Machine

{4}

Artifact Creature

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.

4/5

Thran War Machine

{4}

Artifact Creature — Construct

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.

4/5

Thrull Wizard

{2}{B}

Creature — Thrull

{1}{B}: Counter target black spell unless that spell's controller pays {B} or {3}.

1/1

Thrull Wizard

{2}{B}

Creature — Thrull Wizard

{1}{B}: Counter target black spell unless that spell's controller pays {B} or {3}.

1/1

Thundermare

{5}{R}

Creature — Elemental

Haste (This creature can attack the turn it comes under your control.)

When Thundermare comes into play, tap all other creatures.

5/5

Thundermare

{5}{R}

Creature — Elemental Horse

Haste (This creature can attack the turn it comes under your control.)

When Thundermare comes into play, tap all other creatures.

5/5

Thunderscape Apprentice

{R}

Creature — Wizard

{B}, {T}: Target player loses 1 life.

{G}, {T}: Target creature gets +1/+1 until end of turn.

1/1

Thunderscape Apprentice

{R}

Creature — Human Wizard

{B}, {T}: Target player loses 1 life.

{G}, {T}: Target creature gets +1/+1 until end of turn.

1/1

Thunderscape Battlemage

{2}{R}

Creature — Wizard

Kicker {1}{B} and/or {G}

When Thunderscape Battlemage comes into play, if the {1}{B} kicker cost was paid, target player discards two cards.

When Thunderscape Battlemage comes into play, if the {G} kicker cost was paid, destroy target enchantment.

2/2

Thunderscape Battlemage

{2}{R}

Creature — Human Wizard

Kicker {1}{B} and/or {G}

When Thunderscape Battlemage comes into play, if the {1}{B} kicker cost was paid, target player discards two cards.

When Thunderscape Battlemage comes into play, if the {G} kicker cost was paid, destroy target enchantment.

2/2

Thunderscape Master

{2}{R}{R}

Creature — Wizard

{B}{B}, {T}: Target player loses 2 life and you gain 2 life.

{G}{G}, {T}: Creatures you control get +2/+2 until end of turn.

2/2

Thunderscape Master

{2}{R}{R}

Creature — Human Wizard

{B}{B}, {T}: Target player loses 2 life and you gain 2 life.

{G}{G}, {T}: Creatures you control get +2/+2 until end of turn.

2/2

Tidal Visionary

{U}

Creature — Wizard

{T}: Target creature becomes the color of your choice until end of turn.

1/1

Tidal Visionary

{U}

Creature — Merfolk Wizard

{T}: Target creature becomes the color of your choice until end of turn.

1/1

Tidal Warrior

{U}

Creature — Merfolk

{T}: Target land becomes an Island until end of turn.

1/1

Tidal Warrior

{U}

Creature — Merfolk Warrior

{T}: Target land becomes an Island until end of turn.

1/1

Tidewater Minion

{3}{U}{U}

Creature — Elemental

Defender (This creature can't attack.)

{4}: Tidewater Minion loses defender until end of turn.

{T}: Untap target permanent.

4/4

Tidewater Minion

{3}{U}{U}

Creature — Elemental Minion

Defender (This creature can't attack.)

{4}: Tidewater Minion loses defender until end of turn.

{T}: Untap target permanent.

4/4

Timbermare

{3}{G}

Creature — Elemental

Haste

Echo {5}{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.)

When Timbermare comes into play, tap all other creatures.

5/5

Timbermare

{3}{G}

Creature — Elemental Horse

Haste

Echo {5}{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.)

When Timbermare comes into play, tap all other creatures.

5/5

Timmerian Fiends

{1}{B}{B}

Creature — Fiend

Remove Timmerian Fiends from your deck before playing if you're not playing for ante.

{B}{B}{B}, 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.

1/1

Timmerian Fiends

{1}{B}{B}

Creature — Horror

Remove Timmerian Fiends from your deck before playing if you're not playing for ante.

{B}{B}{B}, 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.

1/1

Tireless Tribe

{W}

Creature — Nomad

Discard a card: Tireless Tribe gets +0/+4 until end of turn.

1/1

Tireless Tribe

{W}

Creature — Human Nomad

Discard a card: Tireless Tribe gets +0/+4 until end of turn.

1/1

Titania's Chosen

{2}{G}

Creature — Elf

Whenever a player plays a green spell, put a +1/+1 counter on Titania's Chosen.

1/1

Titania's Chosen

{2}{G}

Creature — Elf Archer

Whenever a player plays a green spell, put a +1/+1 counter on Titania's Chosen.

1/1

Tivadar of Thorn

{1}{W}{W}

Legendary Creature — Human Lord

First strike, protection from red

When Tivadar of Thorn comes into play, destroy target Goblin.

2/2

Tivadar of Thorn

{1}{W}{W}

Legendary Creature — Human Knight

First strike, protection from red

When Tivadar of Thorn comes into play, destroy target Goblin.

2/2

Tobias Andrion

{3}{W}{U}

Legendary Creature

4/4

Tobias Andrion

{3}{W}{U}

Legendary Creature — Human

4/4

Tolarian Emissary

{2}{U}

Creature — Wizard

Kicker {1}{W} (You may pay an additional {1}{W} as you play this spell.)

Flying

When Tolarian Emissary comes into play, if the kicker cost was paid, destroy target enchantment.

1/2

Tolarian Emissary

{2}{U}

Creature — Human Wizard

Kicker {1}{W} (You may pay an additional {1}{W} as you play this spell.)

Flying

When Tolarian Emissary comes into play, if the kicker cost was paid, destroy target enchantment.

1/2

Tonic Peddler

{1}{W}

Creature — Spellshaper

{W}, {T}, Discard a card: Target player gains 3 life.

1/1

Tonic Peddler

{1}{W}

Creature — Human Spellshaper

{W}, {T}, Discard a card: Target player gains 3 life.

1/1

Tor Wauki

{2}{B}{B}{R}

Legendary Creature

{T}: Tor Wauki deals 2 damage to target attacking or blocking creature.

3/3

Tor Wauki

{2}{B}{B}{R}

Legendary Creature — Human Archer

{T}: Tor Wauki deals 2 damage to target attacking or blocking creature.

3/3

Torsten Von Ursus

{3}{G}{G}{W}

Legendary Creature

5/5

Torsten Von Ursus

{3}{G}{G}{W}

Legendary Creature — Human Soldier

5/5

Town Sentry

{2}{W}

Creature — Soldier

Whenever Town Sentry blocks, it gets +0/+2 until end of turn.

2/2

Town Sentry

{2}{W}

Creature — Human Soldier

Whenever Town Sentry blocks, it gets +0/+2 until end of turn.

2/2

Tracker

{2}{G}

Creature — Tracker

{G}{G}, {T}: Tracker deals damage equal to its power to target creature. That creature deals damage equal to its power to Tracker.

2/2

Tracker

{2}{G}

Creature — Human

{G}{G}, {T}: Tracker deals damage equal to its power to target creature. That creature deals damage equal to its power to Tracker.

2/2

Trade Caravan

{W}

Creature — Caravan

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.

1/1

Trade Caravan

{W}

Creature — Human

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.

1/1

Tragic Poet

{W}

Creature — Townsfolk

{T}, Sacrifice Tragic Poet: Return target enchantment card from your graveyard to your hand.

1/1

Tragic Poet

{W}

Creature — Human

{T}, Sacrifice Tragic Poet: Return target enchantment card from your graveyard to your hand.

1/1

Trained Cheetah

{2}{G}

Creature — Cheetah

Whenever Trained Cheetah becomes blocked, it gets +1/+1 until end of turn.

2/2

Trained Cheetah

{2}{G}

Creature — Cat

Whenever Trained Cheetah becomes blocked, it gets +1/+1 until end of turn.

2/2

Trained Jackal

{G}

Creature — Jackal

1/2

Trained Jackal

{G}

Creature — Hound

1/2

Trained Orgg

{6}{R}

Creature — Beast

6/6

Trained Orgg

{6}{R}

Creature — Orgg Beast

6/6

Trap Digger

{3}{W}

Creature — Soldier

{2}{W}, {T}: Put a trap counter on target land you control.

Sacrifice a land with a trap counter on it: Trap Digger deals 3 damage to target attacking creature without flying.

1/3

Trap Digger

{3}{W}

Creature — Human Soldier

{2}{W}, {T}: Put a trap counter on target land you control.

Sacrifice a land with a trap counter on it: Trap Digger deals 3 damage to target attacking creature without flying.

1/3

Trap Runner

{2}{W}{W}

Creature — Soldier

{T}: Target attacking unblocked creature becomes blocked. Play this ability only during the declare blockers step. (This ability works on unblockable creatures.)

2/3

Trap Runner

{2}{W}{W}

Creature — Human Soldier

{T}: Target attacking unblocked creature becomes blocked. Play this ability only during the declare blockers step. (This ability works on unblockable creatures.)

2/3

Treacherous Werewolf

{2}{B}

Creature — Minion Wolf

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."

2/2

Treacherous Werewolf

{2}{B}

Creature — Human Wolf Minion

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."

2/2

Treefolk Healer

{4}{G}

Creature — Treefolk

{2}{W}, {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn.

2/3

Treefolk Healer

{4}{G}

Creature — Treefolk Cleric

{2}{W}, {T}: Prevent the next 2 damage that would be dealt to target creature or player this turn.

2/3

Treetop Scout

{G}

Creature — Elf

Treetop Scout can't be blocked except by creatures with flying.

1/1

Treetop Scout

{G}

Creature — Elf Scout

Treetop Scout can't be blocked except by creatures with flying.

1/1

Trenching Steed

{3}{W}

Creature — Rebel

Sacrifice a land: Trenching Steed gets +0/+3 until end of turn.

2/3

Trenching Steed

{3}{W}

Creature — Horse Rebel

Sacrifice a land: Trenching Steed gets +0/+3 until end of turn.

2/3

Trickster Mage

{U}

Creature — Spellshaper

{U}, {T}, Discard a card: You may tap or untap target artifact, creature, or land.

1/1

Trickster Mage

{U}

Creature — Human Spellshaper

{U}, {T}, Discard a card: You may tap or untap target artifact, creature, or land.

1/1

Triskelion

{6}

Artifact Creature

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.

1/1

Triskelion

{6}

Artifact Creature — Construct

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.

1/1

Trokin High Guard

{3}{W}

Creature — Knight

3/3

Trokin High Guard

{3}{W}

Creature — Human Knight

3/3

Troubled Healer

{2}{W}

Creature — Cleric

Sacrifice a land: Prevent the next 2 damage that would be dealt to target creature or player this turn.

1/2

Troubled Healer

{2}{W}

Creature — Human Cleric

Sacrifice a land: Prevent the next 2 damage that would be dealt to target creature or player this turn.

1/2

Tsabo Tavoc

{5}{B}{R}

Legendary Creature

First strike, protection from legendary creatures

{B}{B}, {T}: Destroy target legendary creature. It can't be regenerated.

7/4

Tsabo Tavoc

{5}{B}{R}

Legendary Creature — Zombie

First strike, protection from legendary creatures

{B}{B}, {T}: Destroy target legendary creature. It can't be regenerated.

7/4

Tsabo's Assassin

{2}{B}{B}

Creature — Assassin

{T}: Destroy target creature if it shares a color with the most common color among all permanents or the color tied for most common. A creature destroyed this way can't be regenerated.

1/1

Tsabo's Assassin

{2}{B}{B}

Creature — Zombie Assassin

{T}: Destroy target creature if it shares a color with the most common color among all permanents or the color tied for most common. A creature destroyed this way can't be regenerated.

1/1

Tuknir Deathlock

{R}{R}{G}{G}

Legendary Creature

Flying

{R}{G}, {T}: Target creature gets +2/+2 until end of turn.

2/2

Tuknir Deathlock

{R}{R}{G}{G}

Legendary Creature — Human Wizard

Flying

{R}{G}, {T}: Target creature gets +2/+2 until end of turn.

2/2

Ulasht, the Hate Seed

{2}{R}{G}

Legendary Creature — Hydra

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.

0/0

Ulasht, the Hate Seed

{2}{R}{G}

Legendary Creature — Hellion Hydra

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.

0/0

Ur-Drago

{3}{U}{U}{B}{B}

Legendary Creature

First strike

Creatures with swampwalk can be blocked as though they didn't have swampwalk.

4/4

Ur-Drago

{3}{U}{U}{B}{B}

Legendary Creature — Demon

First strike

Creatures with swampwalk can be blocked as though they didn't have swampwalk.

4/4

Urborg Elf

{1}{G}

Creature — Elf

{T}: Add {G}, {U}, or {B} to your mana pool.

1/1

Urborg Elf

{1}{G}

Creature — Elf Druid

{T}: Add {G}, {U}, or {B} to your mana pool.

1/1

Urborg Emissary

{2}{B}

Creature — Wizard

Kicker {1}{U} (You may pay an additional {1}{U} as you play this spell.)

When Urborg Emissary comes into play, if the kicker cost was paid, return target permanent to its owner's hand.

3/1

Urborg Emissary

{2}{B}

Creature — Human Wizard

Kicker {1}{U} (You may pay an additional {1}{U} as you play this spell.)

When Urborg Emissary comes into play, if the kicker cost was paid, return target permanent to its owner's hand.

3/1

Urborg Phantom

{2}{B}

Creature — Minion

Urborg Phantom can't block.

{U}: Prevent all combat damage that would be dealt to and dealt by Urborg Phantom this turn.

3/1

Urborg Phantom

{2}{B}

Creature — Spirit Minion

Urborg Phantom can't block.

{U}: Prevent all combat damage that would be dealt to and dealt by Urborg Phantom this turn.

3/1

Urza's Avenger

{6}

Artifact Creature

{0}: Urza's Avenger gets -1/-1 and gains your choice of banding, flying, first strike, or trample until end of turn.

4/4

Urza's Avenger

{6}

Artifact Creature — Shapeshifter

{0}: Urza's Avenger gets -1/-1 and gains your choice of banding, flying, first strike, or trample until end of turn.

4/4

Urza's Engine

{5}

Artifact Creature

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.

1/5

Urza's Engine

{5}

Artifact Creature — Juggernaut

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.

1/5

Varchild's Crusader

{3}{R}

Creature — Knight

{0}: Varchild's Crusader can't be blocked this turn except by Walls. Sacrifice Varchild's Crusader at end of turn.

3/2

Varchild's Crusader

{3}{R}

Creature — Human Knight

{0}: Varchild's Crusader can't be blocked this turn except by Walls. Sacrifice Varchild's Crusader at end of turn.

3/2

Veldrane of Sengir

{5}{B}{B}

Legendary Creature

{1}{B}{B}: Veldrane of Sengir gets -3/-0 and gains forestwalk until end of turn.

5/5

Veldrane of Sengir

{5}{B}{B}

Legendary Creature — Human Rogue

{1}{B}{B}: Veldrane of Sengir gets -3/-0 and gains forestwalk until end of turn.

5/5

Verduran Emissary

{2}{G}

Creature — Wizard

Kicker {1}{R} (You may pay an additional {1}{R} as you play this spell.)

When Verduran Emissary comes into play, if the kicker cost was paid, destroy target artifact. It can't be regenerated.

2/3

Verduran Emissary

{2}{G}

Creature — Human Wizard

Kicker {1}{R} (You may pay an additional {1}{R} as you play this spell.)

When Verduran Emissary comes into play, if the kicker cost was paid, destroy target artifact. It can't be regenerated.

2/3

Veteran Bodyguard

{3}{W}{W}

Creature — Bodyguard

As long as Veteran Bodyguard is untapped, all damage that would be dealt to you by unblocked creatures is dealt to Veteran Bodyguard instead.

2/5

Veteran Bodyguard

{3}{W}{W}

Creature — Human

As long as Veteran Bodyguard is untapped, all damage that would be dealt to you by unblocked creatures is dealt to Veteran Bodyguard instead.

2/5

Veteran Brawlers

{1}{R}

Creature — Soldier

Veteran Brawlers can't attack if defending player controls an untapped land.

Veteran Brawlers can't block if you control an untapped land.

4/4

Veteran Brawlers

{1}{R}

Creature — Human Soldier

Veteran Brawlers can't attack if defending player controls an untapped land.

Veteran Brawlers can't block if you control an untapped land.

4/4

Veteran Explorer

{G}

Creature — Human Soldier

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.

1/1

Veteran Explorer

{G}

Creature — Human Soldier Scout

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.

1/1

Vigilant Sentry

{1}{W}{W}

Creature — Nomad

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."

2/2

Vigilant Sentry

{1}{W}{W}

Creature — Human Nomad

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."

2/2

Vile Deacon

{2}{B}{B}

Creature — Cleric

Whenever Vile Deacon attacks, it gets +X/+X until end of turn, where X is the number of Clerics in play.

2/2

Vile Deacon

{2}{B}{B}

Creature — Human Cleric

Whenever Vile Deacon attacks, it gets +X/+X until end of turn, where X is the number of Clerics in play.

2/2

Vine Trellis

{1}{G}

Creature — Wall

Defender (This creature can't attack.)

{T}: Add {G} to your mana pool.

0/4

Vine Trellis

{1}{G}

Creature — Plant Wall

Defender (This creature can't attack.)

{T}: Add {G} to your mana pool.

0/4

Viridian Scout

{3}{G}

Creature — Elf Warrior

{2}{G}, Sacrifice Viridian Scout: Viridian Scout deals 2 damage to target creature with flying.

1/2

Viridian Scout

{3}{G}

Creature — Elf Warrior Scout

{2}{G}, Sacrifice Viridian Scout: Viridian Scout deals 2 damage to target creature with flying.

1/2

Viseling

{4}

Artifact Creature

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.

2/2

Viseling

{4}

Artifact Creature — Construct

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.

2/2

Vodalian Hypnotist

{1}{U}

Creature — Wizard

{2}{B}, {T}: Target player discards a card. Play this ability only any time you could play a sorcery.

1/1

Vodalian Hypnotist

{1}{U}

Creature — Merfolk Wizard

{2}{B}, {T}: Target player discards a card. Play this ability only any time you could play a sorcery.

1/1

Vodalian Mage

{2}{U}

Creature — Merfolk

{U}, {T}: Counter target spell unless its controller pays {1}.

1/1

Vodalian Mage

{2}{U}

Creature — Merfolk Wizard

{U}, {T}: Counter target spell unless its controller pays {1}.

1/1

Vodalian Mystic

{1}{U}

Creature — Merfolk

{T}: Target instant or sorcery spell becomes the color of your choice.

1/1

Vodalian Mystic

{1}{U}

Creature — Merfolk Wizard

{T}: Target instant or sorcery spell becomes the color of your choice.

1/1

Vodalian Soldiers

{1}{U}

Creature — Merfolk

1/2

Vodalian Soldiers

{1}{U}

Creature — Merfolk Soldier

1/2

Voice of the Woods

{3}{G}{G}

Creature — Elf Lord

Tap five untapped Elves you control: Put a 7/7 green Elemental creature token with trample into play.

2/2

Voice of the Woods

{3}{G}{G}

Creature — Elf

Tap five untapped Elves you control: Put a 7/7 green Elemental creature token with trample into play.

2/2

Voidmage Apprentice

{1}{U}

Creature — Wizard

Morph {2}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Voidmage Apprentice is turned face up, counter target spell.

1/1

Voidmage Apprentice

{1}{U}

Creature — Human Wizard

Morph {2}{U}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Voidmage Apprentice is turned face up, counter target spell.

1/1

Volrath the Fallen

{3}{B}{B}{B}

Legendary Creature

{1}{B}, Discard a creature card: Volrath the Fallen gets +X/+X until end of turn, where X is the discarded card's converted mana cost.

6/4

Volrath the Fallen

{3}{B}{B}{B}

Legendary Creature — Shapeshifter

{1}{B}, Discard a creature card: Volrath the Fallen gets +X/+X until end of turn, where X is the discarded card's converted mana cost.

6/4

Volunteer Militia

{W}

Creature — Soldier

1/2

Volunteer Militia

{W}

Creature — Human Soldier

1/2

Vulshok War Boar

{2}{R}{R}

Creature — Beast

When Vulshok War Boar comes into play, sacrifice it unless you sacrifice an artifact.

5/5

Vulshok War Boar

{2}{R}{R}

Creature — Boar Beast

When Vulshok War Boar comes into play, sacrifice it unless you sacrifice an artifact.

5/5

Walking Dead

{1}{B}

Creature — Walking-Dead

{B}: Regenerate Walking Dead.

1/1

Walking Dead

{1}{B}

Creature — Skeleton

{B}: Regenerate Walking Dead.

1/1

Wall of Blossoms

{1}{G}

Creature — Wall

Defender (This creature can't attack.)

When Wall of Blossoms comes into play, draw a card.

0/4

Wall of Blossoms

{1}{G}

Creature — Plant Wall

Defender (This creature can't attack.)

When Wall of Blossoms comes into play, draw a card.

0/4

Wall of Vipers

{2}{B}

Creature — Wall

Defender (This creature can't attack.)

{3}: Destroy Wall of Vipers and target creature it's blocking. Any player may play this ability.

2/4

Wall of Vipers

{2}{B}

Creature — Snake Wall

Defender (This creature can't attack.)

{3}: Destroy Wall of Vipers and target creature it's blocking. Any player may play this ability.

2/4

Wandering Mage

{W}{U}{B}

Creature — Cleric

{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.

0/3

Wandering Mage

{W}{U}{B}

Creature — Human Cleric Wizard

{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.

0/3

War Mammoth

{3}{G}

Creature — Mammoth

Trample

3/3

War Mammoth

{3}{G}

Creature — Elephant

Trample

3/3

Warmonger

{3}{R}

Creature — Monger

{2}: Warmonger deals 1 damage to each creature without flying and each player. Any player may play this ability.

3/3

Warmonger

{3}{R}

Creature — Ox Monger

{2}: Warmonger deals 1 damage to each creature without flying and each player. Any player may play this ability.

3/3

Warped Researcher

{4}{U}

Creature — Wizard Mutant

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.)

3/4

Warped Researcher

{4}{U}

Creature — Human Wizard Mutant

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.)

3/4

Warrior Angel

{4}{W}{W}

Creature — Angel

Flying, lifelink (Whenever this creature deals damage, you gain that much life.)

3/4

Warrior Angel

{4}{W}{W}

Creature — Angel Warrior

Flying, lifelink (Whenever this creature deals damage, you gain that much life.)

3/4

Warrior en-Kor

{W}{W}

Creature — Knight

{0}: The next 1 damage that would be dealt to Warrior en-Kor this turn is dealt to target creature you control instead.

2/2

Warrior en-Kor

{W}{W}

Creature — Kor Warrior Knight

{0}: The next 1 damage that would be dealt to Warrior en-Kor this turn is dealt to target creature you control instead.

2/2

Warthog

{1}{G}{G}

Creature — Beast

Swampwalk

3/2

Warthog

{1}{G}{G}

Creature — Boar

Swampwalk

3/2

Watchdog

{3}

Artifact Creature

Watchdog blocks each turn if able.

Whenever a creature attacks you, if Watchdog is untapped, that creature gets -1/-0 until end of turn.

1/2

Watchdog

{3}

Artifact Creature — Hound

Watchdog blocks each turn if able.

Whenever a creature attacks you, if Watchdog is untapped, that creature gets -1/-0 until end of turn.

1/2

Waterfront Bouncer

{1}{U}

Creature — Spellshaper

{U}, {T}, Discard a card: Return target creature to its owner's hand.

1/1

Waterfront Bouncer

{1}{U}

Creature — Merfolk Spellshaper

{U}, {T}, Discard a card: Return target creature to its owner's hand.

1/1

Wei Ambush Force

{1}{B}

Creature — Soldier

Whenever Wei Ambush Force attacks, it gets +2/+0 until end of turn.

1/1

Wei Ambush Force

{1}{B}

Creature — Human Soldier

Whenever Wei Ambush Force attacks, it gets +2/+0 until end of turn.

1/1

Wei Assassins

{3}{B}{B}

Creature — Soldier

When Wei Assassins comes into play, target opponent sacrifices a creature.

3/2

Wei Assassins

{3}{B}{B}

Creature — Human Soldier Assassin

When Wei Assassins comes into play, target opponent sacrifices a creature.

3/2

Wei Elite Companions

{4}{B}

Creature — Soldier

Horsemanship

3/3

Wei Elite Companions

{4}{B}

Creature — Human Soldier

Horsemanship

3/3

Wei Infantry

{1}{B}

Creature — Soldier

2/1

Wei Infantry

{1}{B}

Creature — Human Soldier

2/1

Wei Night Raiders

{2}{B}{B}

Creature — Soldier

Horsemanship

Whenever Wei Night Raiders deals damage to an opponent, that player discards a card.

2/2

Wei Night Raiders

{2}{B}{B}

Creature — Human Soldier

Horsemanship

Whenever Wei Night Raiders deals damage to an opponent, that player discards a card.

2/2

Wei Scout

{1}{B}

Creature — Soldier

Horsemanship

1/1

Wei Scout

{1}{B}

Creature — Human Soldier Scout

Horsemanship

1/1

Wei Strike Force

{2}{B}

Creature — Soldier

Horsemanship

2/1

Wei Strike Force

{2}{B}

Creature — Human Soldier

Horsemanship

2/1

Werebear

{1}{G}

Creature — Druid Bear

{T}: Add {G} to your mana pool.

Threshold — Werebear gets +3/+3 as long as seven or more cards are in your graveyard.

1/1

Werebear

{1}{G}

Creature — Human Bear Druid

{T}: Add {G} to your mana pool.

Threshold — Werebear gets +3/+3 as long as seven or more cards are in your graveyard.

1/1

Western Paladin

{2}{B}{B}

Creature — Knight

{B}{B}, {T}: Destroy target white creature.

3/3

Western Paladin

{2}{B}{B}

Creature — Zombie Knight

{B}{B}, {T}: Destroy target white creature.

3/3

Whip Vine

{2}{G}

Creature — Wall

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.

1/4

Whip Vine

{2}{G}

Creature — Plant Wall

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.

1/4

Whipcorder

{W}{W}

Creature — Soldier Rebel

{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.)

2/2

Whipcorder

{W}{W}

Creature — Human Soldier Rebel

{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.)

2/2

Whipgrass Entangler

{2}{W}

Creature — Cleric

{1}{W}: Until end of turn, target creature gains "This creature can't attack or block unless its controller pays {1} for each Cleric in play."

1/3

Whipgrass Entangler

{2}{W}

Creature — Human Cleric

{1}{W}: Until end of turn, target creature gains "This creature can't attack or block unless its controller pays {1} for each Cleric in play."

1/3

Whippoorwill

{G}

Creature — Whippoorwill

{G}{G}, {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.

1/1

Whippoorwill

{G}

Creature — Bird

{G}{G}, {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.

1/1

Whirlpool Warrior

{2}{U}

Creature — Merfolk

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.

2/2

Whirlpool Warrior

{2}{U}

Creature — Merfolk Warrior

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.

2/2

White Knight

{W}{W}

Creature — Knight

First strike, protection from black

2/2

White Knight

{W}{W}

Creature — Human Knight

First strike, protection from black

2/2

Wiitigo

{3}{G}{G}{G}

Creature — Wiitigo

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.

0/0

Wiitigo

{3}{G}{G}{G}

Creature — Yeti

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.

0/0

Wild Colos

{2}{R}

Creature — Beast

Haste

2/2

Wild Colos

{2}{R}

Creature — Goat Beast

Haste

2/2

Willow Priestess

{2}{G}{G}

Creature — Faerie

{T}: You may put a Faerie permanent card from your hand into play.

{2}{G}: Target green creature gains protection from black until end of turn.

2/2

Willow Priestess

{2}{G}{G}

Creature — Faerie Druid

{T}: You may put a Faerie permanent card from your hand into play.

{2}{G}: Target green creature gains protection from black until end of turn.

2/2

Wind Spirit

{4}{U}

Creature — Spirit

Flying

Wind Spirit cant be blocked except by two or more creatures.

3/2

Wind Spirit

{4}{U}

Creature — Elemental Spirit

Flying

Wind Spirit cant be blocked except by two or more creatures.

3/2

Windscouter

{3}{U}

Creature — Ship

Flying

Whenever Windscouter attacks or blocks, return it to its owner's hand at end of combat.

3/3

Windscouter

{3}{U}

Creature — Human Scout

Flying

Whenever Windscouter attacks or blocks, return it to its owner's hand at end of combat.

3/3

Wirecat

{4}

Artifact Creature

Wirecat can't attack or block if an enchantment is in play.

4/3

Wirecat

{4}

Artifact Creature — Cat

Wirecat can't attack or block if an enchantment is in play.

4/3

Wirewood Channeler

{3}{G}

Creature — Elf

{T}: Add X mana of any one color to your mana pool, where X is the number of Elves in play.

2/2

Wirewood Channeler

{3}{G}

Creature — Elf Druid

{T}: Add X mana of any one color to your mana pool, where X is the number of Elves in play.

2/2

Wirewood Elf

{1}{G}

Creature — Elf

{T}: Add {G} to your mana pool.

1/2

Wirewood Elf

{1}{G}

Creature — Elf Druid

{T}: Add {G} to your mana pool.

1/2

Wishmonger

{3}{W}

Creature — Monger

{2}: Target creature gains protection from the color of its controller's choice until end of turn. Any player may play this ability.

3/3

Wishmonger

{3}{W}

Creature — Unicorn Monger

{2}: Target creature gains protection from the color of its controller's choice until end of turn. Any player may play this ability.

3/3

Wizard Mentor

{2}{U}

Creature — Wizard

{T}: Return Wizard Mentor and target creature you control to their owner's hand.

2/2

Wizard Mentor

{2}{U}

Creature — Human Wizard

{T}: Return Wizard Mentor and target creature you control to their owner's hand.

2/2

Wolverine Pack

{2}{G}{G}

Creature — Wolverine-Pack

Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

2/4

Wolverine Pack

{2}{G}{G}

Creature — Wolverine

Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

2/4

Wood Sage

{U}{G}

Creature — Druid

{T}: Name a creature card. Reveal the top four cards of your library. Put any of them that are the named card into your hand and the rest into your graveyard.

1/1

Wood Sage

{U}{G}

Creature — Human Druid

{T}: Name a creature card. Reveal the top four cards of your library. Put any of them that are the named card into your hand and the rest into your graveyard.

1/1

Woodland Druid

{G}

Creature — Druid

1/2

Woodland Druid

{G}

Creature — Human Druid

1/2

Woolly Razorback

{2}{W}{W}

Creature — Beast

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.

7/7

Woolly Razorback

{2}{W}{W}

Creature — Boar Beast

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.

7/7

Workhorse

{6}

Artifact Creature

Workhorse comes into play with four +1/+1 counters on it.

Remove a +1/+1 counter from Workhorse: Add {1} to your mana pool.

0/0

Workhorse

{6}

Artifact Creature — Horse

Workhorse comes into play with four +1/+1 counters on it.

Remove a +1/+1 counter from Workhorse: Add {1} to your mana pool.

0/0

Wormfang Behemoth

{3}{U}{U}

Creature — Nightmare Beast

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.

5/5

Wormfang Behemoth

{3}{U}{U}

Creature — Nightmare Fish Beast

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.

5/5

Wormfang Manta

{5}{U}{U}

Creature — Nightmare Beast

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.

6/1

Wormfang Manta

{5}{U}{U}

Creature — Nightmare Fish Beast

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.

6/1

Wormfang Newt

{1}{U}

Creature — Nightmare Beast

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.

2/2

Wormfang Newt

{1}{U}

Creature — Nightmare Lizard Beast

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.

2/2

Wormfang Turtle

{2}{U}

Creature — Nightmare Beast

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.

2/4

Wormfang Turtle

{2}{U}

Creature — Nightmare Turtle Beast

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.

2/4

Wretched Anurid

{1}{B}

Creature — Zombie Beast

Whenever another creature comes into play, you lose 1 life.

3/3

Wretched Anurid

{1}{B}

Creature — Zombie Frog Beast

Whenever another creature comes into play, you lose 1 life.

3/3

Wu Admiral

{4}{U}

Creature — Soldier

Wu Admiral gets +1/+1 as long as an opponent controls an Island.

3/3

Wu Admiral

{4}{U}

Creature — Human Soldier

Wu Admiral gets +1/+1 as long as an opponent controls an Island.

3/3

Wu Elite Cavalry

{3}{U}

Creature — Soldier

Horsemanship

2/3

Wu Elite Cavalry

{3}{U}

Creature — Human Soldier

Horsemanship

2/3

Wu Infantry

{1}{U}

Creature — Soldier

2/1

Wu Infantry

{1}{U}

Creature — Human Soldier

2/1

Wu Light Cavalry

{1}{U}

Creature — Soldier

Horsemanship

1/2

Wu Light Cavalry

{1}{U}

Creature — Human Soldier

Horsemanship

1/2

Wu Longbowman

{2}{U}

Creature — Soldier

{T}: Wu Longbowman deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Wu Longbowman

{2}{U}

Creature — Human Soldier Archer

{T}: Wu Longbowman deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.

1/1

Wu Scout

{1}{U}

Creature — Soldier

Horsemanship

When Wu Scout comes into play, look at target opponent's hand.

1/1

Wu Scout

{1}{U}

Creature — Human Soldier Scout

Horsemanship

When Wu Scout comes into play, look at target opponent's hand.

1/1

Wu Spy

{1}{U}

Creature — Soldier

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.

1/1

Wu Spy

{1}{U}

Creature — Human Soldier

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.

1/1

Wu Warship

{2}{U}

Creature — Ship

Wu Warship can't attack unless defending player controls an Island.

3/3

Wu Warship

{2}{U}

Creature — Human Soldier

Wu Warship can't attack unless defending player controls an Island.

3/3

Xenic Poltergeist

{1}{B}{B}

Creature — Poltergeist

{T}: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.

1/1

Xenic Poltergeist

{1}{B}{B}

Creature — Spirit

{T}: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.

1/1

Xiahou Dun, the One-Eyed

{2}{B}{B}

Legendary Creature

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.

3/2

Xiahou Dun, the One-Eyed

{2}{B}{B}

Legendary Creature — Human Soldier

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.

3/2

Xira Arien

{B}{R}{G}

Legendary Creature

Flying

{B}{R}{G}, {T}: Target player draws a card.

1/2

Xira Arien

{B}{R}{G}

Legendary Creature — Insect Wizard

Flying

{B}{R}{G}, {T}: Target player draws a card.

1/2

Xun Yu, Wei Advisor

{1}{B}{B}

Legendary Creature

{T}: Target creature you control gets +2/+0 until end of turn. Play this ability only during your turn, before the combat phase.

1/1

Xun Yu, Wei Advisor

{1}{B}{B}

Legendary Creature — Human Advisor

{T}: Target creature you control gets +2/+0 until end of turn. Play this ability only during your turn, before the combat phase.

1/1

Yavimaya Barbarian

{R}{G}

Creature — Barbarian Elf

Protection from blue

2/2

Yavimaya Barbarian

{R}{G}

Creature — Elf Barbarian

Protection from blue

2/2

Yavimaya Elder

{1}{G}{G}

Creature — Druid

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.

2/1

Yavimaya Elder

{1}{G}{G}

Creature — Human Druid

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.

2/1

Yellow Scarves Cavalry

{1}{R}

Creature — Soldier

Horsemanship

Yellow Scarves Cavalry can't block.

1/1

Yellow Scarves Cavalry

{1}{R}

Creature — Human Soldier

Horsemanship

Yellow Scarves Cavalry can't block.

1/1

Yellow Scarves General

{3}{R}

Creature — Soldier

Horsemanship

Yellow Scarves General can't block.

2/2

Yellow Scarves General

{3}{R}

Creature — Human Soldier

Horsemanship

Yellow Scarves General can't block.

2/2

Yellow Scarves Troops

{1}{R}

Creature — Soldier

Yellow Scarves Troops can't block.

2/2

Yellow Scarves Troops

{1}{R}

Creature — Human Soldier

Yellow Scarves Troops can't block.

2/2

Young Wei Recruits

{1}{B}

Creature — Soldier

Young Wei Recruits can't block.

2/2

Young Wei Recruits

{1}{B}

Creature — Human Soldier

Young Wei Recruits can't block.

2/2

Yuan Shao's Infantry

{3}{R}

Creature — Soldier

Whenever Yuan Shao's Infantry attacks alone, Yuan Shao's Infantry is unblockable this combat.

2/2

Yuan Shao's Infantry

{3}{R}

Creature — Human Soldier

Whenever Yuan Shao's Infantry attacks alone, Yuan Shao's Infantry is unblockable this combat.

2/2

Yuan Shao, the Indecisive

{4}{R}

Legendary Creature

Horsemanship

Each creature you control can't be blocked by more than one creature.

2/3

Yuan Shao, the Indecisive

{4}{R}

Legendary Creature — Human Soldier

Horsemanship

Each creature you control can't be blocked by more than one creature.

2/3

Zealots en-Dal

{3}{W}

Creature — Soldier

At the beginning of your upkeep, if all nonland permanents you control are white, you gain 1 life.

2/4

Zealots en-Dal

{3}{W}

Creature — Human Soldier

At the beginning of your upkeep, if all nonland permanents you control are white, you gain 1 life.

2/4

Zhang Fei, Fierce Warrior

{4}{W}{W}

Legendary Creature

Horsemanship, vigilance

4/4

Zhang Fei, Fierce Warrior

{4}{W}{W}

Legendary Creature — Human Soldier Warrior

Horsemanship, vigilance

4/4

Zhang He, Wei General

{3}{B}{B}

Legendary Creature

Horsemanship

Whenever Zhang He, Wei General attacks, each other creature you control gets +1/+0 until end of turn.

4/2

Zhang He, Wei General

{3}{B}{B}

Legendary Creature — Human Soldier

Horsemanship

Whenever Zhang He, Wei General attacks, each other creature you control gets +1/+0 until end of turn.

4/2

Zhang Liao, Hero of Hefei

{4}{B}{B}

Legendary Creature

Whenever Zhang Liao, Hero of Hefei deals damage to an opponent, that opponent discards a card.

3/3

Zhang Liao, Hero of Hefei

{4}{B}{B}

Legendary Creature — Human Soldier

Whenever Zhang Liao, Hero of Hefei deals damage to an opponent, that opponent discards a card.

3/3

Zhao Zilong, Tiger General

{3}{W}{W}

Legendary Creature

Horsemanship

Whenever Zhao Zilong, Tiger General blocks, it gets +1/+1 until the end of the turn.

3/3

Zhao Zilong, Tiger General

{3}{W}{W}

Legendary Creature — Human Soldier Warrior

Horsemanship

Whenever Zhao Zilong, Tiger General blocks, it gets +1/+1 until the end of the turn.

3/3

Zhou Yu, Chief Commander

{5}{U}{U}

Legendary Creature

Zhou Yu, Chief Commander can't attack unless defending player controls an Island.

8/8

Zhou Yu, Chief Commander

{5}{U}{U}

Legendary Creature — Human Soldier

Zhou Yu, Chief Commander can't attack unless defending player controls an Island.

8/8

Zhuge Jin, Wu Strategist

{1}{U}{U}

Legendary Creature

{T}: Target creature is unblockable this turn. Play this ability only during your turn, before the combat phase.

1/1

Zhuge Jin, Wu Strategist

{1}{U}{U}

Legendary Creature — Human Advisor

{T}: Target creature is unblockable this turn. Play this ability only during your turn, before the combat phase.

1/1

Zodiac Dog

{2}{R}

Creature — Dog

Mountainwalk

2/2

Zodiac Dog

{2}{R}

Creature — Hound

Mountainwalk

2/2

Zodiac Pig

{3}{B}

Creature — Pig

Swampwalk

3/3

Zodiac Pig

{3}{B}

Creature — Boar

Swampwalk

3/3

Zodiac Rooster

{1}{G}

Creature — Chicken

Plainswalk

2/1

Zodiac Rooster

{1}{G}

Creature — Bird

Plainswalk

2/1

Zodiac Tiger

{2}{G}{G}

Creature — Tiger

Forestwalk

3/4

Zodiac Tiger

{2}{G}{G}

Creature — Cat

Forestwalk

3/4

Zombie Trailblazer

{B}{B}{B}

Creature — Zombie

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.

2/2

Zombie Trailblazer

{B}{B}{B}

Creature — Zombie Scout

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.

2/2

Zoologist

{3}{G}

Creature — Druid

{3}{G}, {T}: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard.

1/2

Zoologist

{3}{G}

Creature — Human Druid

{3}{G}, {T}: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard.

1/2

Zuo Ci, the Mocking Sage

{1}{G}{G}

Legendary Creature

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.

1/2

Zuo Ci, the Mocking Sage

{1}{G}{G}

Legendary Creature — Human Advisor

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.

1/2

Zuran Enchanter

{1}{U}

Creature — Wizard

{2}{B}, {T}: Target player discards a card. Play this ability only during your turn.

1/1

Zuran Enchanter

{1}{U}

Creature — Human Wizard

{2}{B}, {T}: Target player discards a card. Play this ability only during your turn.

1/1

New cards

Old card (Masters Edition) New card (Lorwyn)

AEthersnipe

{5}{U}

Creature — Elemental

When AEthersnipe comes into play, return target nonland permanent to its owner's hand.

Evoke {1}{U}{U} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

4/4

Adder-Staff Boggart

{1}{R}

Creature — Goblin Warrior

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.)

2/1

Ajani Goldmane

{2}{W}{W}

Planeswalker — Ajani

+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."

4 loyalty

Amoeboid Changeling

{1}{U}

Creature — Shapeshifter

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.

1/1

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.

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.

Arbiter of Knollridge

{6}{W}

Creature — Giant Wizard

Vigilance

When Arbiter of Knollridge comes into play, each player's life total becomes the highest life total among all players.

5/5

Ashling the Pilgrim

{1}{R}

Legendary Creature — Elemental Shaman

{1}{R}: 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.

1/1

Ashling's Prerogative

{1}{R}

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.

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.

Austere Command

{4}{W}{W}

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.

Avian Changeling

{2}{W}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Flying

2/2

Axegrinder Giant

{4}{R}{R}

Creature — Giant Warrior

6/4

Battle Mastery

{2}{W}

Enchantment — Aura

Enchant creature

Enchanted creature has double strike.

Battlewand Oak

{2}{G}

Creature — Treefolk Warrior

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.

1/3

Benthicore

{6}{U}

Creature — Elemental

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.)

5/5

Black Poplar Shaman

{2}{B}

Creature — Treefolk Shaman

{2}{B}: Regenerate target Treefolk.

1/3

Blades of Velis Vel

{1}{R}

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.

Blind-Spot Giant

{2}{R}

Creature — Giant Warrior

Blind-Spot Giant can't attack or block unless you control another Giant.

4/3

Bog Hoodlums

{5}{B}

Creature — Goblin Warrior

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.)

4/1

Bog-Strider Ash

{3}{G}

Creature — Treefolk Shaman

Swampwalk

Whenever a player plays a Goblin spell, you may pay {G}. If you do, you gain 2 life.

2/4

Boggart Birth Rite

{B}

Tribal Sorcery — Goblin

Return target Goblin card from your graveyard to your hand.

Boggart Forager

{R}

Creature — Goblin Rogue

{R}, Sacrifice Boggart Forager: Target player shuffles his or her library.

1/1

Boggart Harbinger

{2}{B}

Creature — Goblin Shaman

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.

2/1

Boggart Loggers

{2}{B}

Creature — Goblin Rogue

Forestwalk

{2}{B}, Sacrifice Boggart Loggers: Destroy target Treefolk or Forest.

2/1

Boggart Mob

{3}{B}

Creature — Goblin Warrior

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.

5/5

Boggart Shenanigans

{2}{R}

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

{1}{R}

Creature — Goblin Warrior

As long as you control a Faerie, Boggart Sprite-Chaser gets +1/+1 and has flying.

1/2

Briarhorn

{3}{G}

Creature — Elemental

Flash

When Briarhorn comes into play, target creature gets +3/+3 until end of turn.

Evoke {1}{G} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

3/3

Brigid, Hero of Kinsbaile

{2}{W}{W}

Legendary Creature — Kithkin Archer

First strike

{T}: Brigid, Hero of Kinsbaile deals 2 damage to each attacking or blocking creature target player controls.

2/3

Brion Stoutarm

{2}{R}{W}

Legendary Creature — Giant Warrior

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.

4/4

Broken Ambitions

{X}{U}

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.)

Burrenton Forge-Tender

{W}

Creature — Kithkin Wizard

Protection from red

Sacrifice Burrenton Forge-Tender: Prevent all damage a red source of your choice would deal this turn.

1/1

Cairn Wanderer

{4}{B}

Creature — Shapeshifter

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.

4/4

Captivating Glance

{2}{U}

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.)

Caterwauling Boggart

{3}{R}

Creature — Goblin Shaman

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.

2/2

Ceaseless Searblades

{3}{R}

Creature — Elemental Warrior

Whenever you play an activated ability of an Elemental, Ceaseless Searblades gets +1/+0 until end of turn.

2/4

Cenn's Heir

{1}{W}

Creature — Kithkin Soldier

Whenever Cenn's Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.

1/1

Chandra Nalaar

{3}{R}{R}

Planeswalker — Chandra

+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.

6 loyalty

Changeling Berserker

{3}{R}

Creature — Shapeshifter

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.)

5/3

Changeling Hero

{4}{W}

Creature — Shapeshifter

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.)

4/4

Changeling Titan

{4}{G}

Creature — Shapeshifter

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.)

7/7

Cloudcrown Oak

{2}{G}{G}

Creature — Treefolk Warrior

Reach (This can block creatures with flying.)

3/4

Cloudgoat Ranger

{3}{W}{W}

Creature — Giant Warrior

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.

3/3

Cloudthresher

{2}{G}{G}{G}{G}

Creature — Elemental

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 {2}{G}{G} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

7/7

Colfenor's Plans

{2}{B}{B}

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.

Consuming Bonfire

{3}{R}{R}

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.

Crib Swap

{2}{W}

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.

Crush Underfoot

{1}{R}

Tribal Instant — Giant

Choose a Giant creature you control. It deals damage equal to its power to target creature.

Cryptic Command

{1}{U}{U}{U}

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.

Dauntless Dourbark

{3}{G}

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.

*/*

Dawnfluke

{3}{W}

Creature — Elemental

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.)

0/3

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}

Deeptread Merrow

{1}{U}

Creature — Merfolk Rogue

{U}: Deeptread Merrow gains islandwalk until end of turn.

2/1

Dolmen Gate

{2}

Artifact

Prevent all combat damage that would be dealt to attacking creatures you control.

Doran, the Siege Tower

{B}{G}{W}

Legendary Creature — Treefolk Shaman

Each creature assigns combat damage equal to its toughness rather than its power.

0/5

Dread

{3}{B}{B}{B}

Creature — Elemental Incarnation

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.

6/6

Dreamspoiler Witches

{3}{B}

Creature — Faerie Wizard

Flying

Whenever you play a spell during an opponent's turn, you may have target creature get -1/-1 until end of turn.

2/2

Drowner of Secrets

{2}{U}

Creature — Merfolk Wizard

Tap an untapped Merfolk you control: Target player puts the top card of his or her library into his or her graveyard.

1/3

Ego Erasure

{2}{U}

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.

Elvish Branchbender

{2}{G}

Creature — Elf Druid

{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.

2/2

Elvish Eulogist

{G}

Creature — Elf Shaman

Sacrifice Elvish Eulogist: You gain 1 life for each Elf card in your graveyard.

1/1

Elvish Handservant

{G}

Creature — Elf Warrior

Whenever a player plays a Giant spell, you may put a +1/+1 counter on Elvish Handservant.

1/1

Elvish Harbinger

{2}{G}

Creature — Elf Druid

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.

1/2

Elvish Promenade

{3}{G}

Tribal Sorcery — Elf

Put a 1/1 green Elf Warrior creature token into play for each Elf you control.

Entangling Trap

{1}{W}

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.)

Epic Proportions

{4}{G}{G}

Enchantment — Aura

Flash

Enchant creature

Enchanted creature gets +5/+5 and has trample.

Ethereal Whiskergill

{3}{U}

Creature — Elemental

Flying

Ethereal Whiskergill can't attack unless defending player controls an Island.

4/3

Exiled Boggart

{1}{B}

Creature — Goblin Rogue

When Exiled Boggart is put into a graveyard from play, discard a card.

2/2

Eyeblight's Ending

{2}{B}

Tribal Instant — Elf

Destroy target non-Elf creature.

Eyes of the Wisent

{1}{G}

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.

Facevaulter

{B}

Creature — Goblin Warrior

{B}, Sacrifice a Goblin: Facevaulter gets +2/+2 until end of turn.

1/1

Faerie Harbinger

{3}{U}

Creature — Faerie Wizard

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.

2/2

Faerie Tauntings

{2}{B}

Tribal Enchantment — Faerie

Whenever you play a spell during an opponent's turn, you may have each opponent lose 1 life.

Faerie Trickery

{1}{U}{U}

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.

Fallowsage

{3}{U}

Creature — Merfolk Wizard

Whenever Fallowsage becomes tapped, you may draw a card.

2/2

Familiar's Ruse

{U}{U}

Instant

As an additional cost to play Familiar's Ruse, return a creature you control to its owner's hand.

Counter target spell.

Fathom Trawl

{3}{U}{U}

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.

Faultgrinder

{6}{R}

Creature — Elemental

Trample

When Faultgrinder comes into play, destroy target land.

Evoke {4}{R} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

4/4

Favor of the Mighty

{1}{W}

Tribal Enchantment — Giant

Each creature with the highest converted mana cost has protection from all colors.

Final Revels

{4}{B}

Sorcery

Choose one — All creatures get +2/+0 until end of turn; or all creatures get -0/-2 until end of turn.

Fire-Belly Changeling

{1}{R}

Creature — Shapeshifter

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.

1/1

Fistful of Force

{1}{G}

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.)

Flamekin Bladewhirl

{R}

Creature — Elemental Warrior

As an additional cost to play Flamekin Bladewhirl, reveal an Elemental card from your hand or pay {3}.

2/1

Flamekin Brawler

{R}

Creature — Elemental Warrior

{R}: Flamekin Brawler gets +1/+0 until end of turn.

0/2

Flamekin Harbinger

{R}

Creature — Elemental Shaman

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.

1/1

Flamekin Spitfire

{1}{R}

Creature — Elemental Shaman

{3}{R}: Flamekin Spitfire deals 1 damage to target creature or player.

1/1

Fodder Launch

{3}{B}

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.

Footbottom Feast

{2}{B}

Instant

Put any number of target creature cards from your graveyard on top of your library.

Draw a card.

Forced Fruition

{4}{U}{U}

Enchantment

Whenever an opponent plays a spell, that player draws seven cards.

Gaddock Teeg

{G}{W}

Legendary Creature — Kithkin Advisor

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.

2/2

Galepowder Mage

{3}{W}

Creature — Kithkin Wizard

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.

3/3

Garruk Wildspeaker

{2}{G}{G}

Planeswalker — Garruk

+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.

3 loyalty

Ghostly Changeling

{2}{B}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{1}{B}: Ghostly Changeling gets +1/+1 until end of turn.

2/2

Giant Harbinger

{4}{R}

Creature — Giant Shaman

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.

3/4

Giant's Ire

{3}{R}

Tribal Sorcery — Giant

Giant's Ire deals 4 damage to target player. If you control a Giant, draw a card.

Gilt-Leaf Ambush

{2}{G}

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 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

{2}{G}

Creature — Elf Shaman

{G}, {T}: Look at the top two cards of your library, then put them back in any order.

2/2

Glarewielder

{4}{R}

Creature — Elemental Shaman

Haste

When Glarewielder comes into play, up to two target creatures can't block this turn.

Evoke {1}{R} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

3/1

Glen Elendra Pranksters

{3}{U}

Creature — Faerie Wizard

Flying

Whenever you play a spell during an opponent's turn, you may return target creature you control to its owner's hand.

1/3

Glimmerdust Nap

{2}{U}

Enchantment — Aura

Enchant tapped creature

Enchanted creature doesn't untap during its controller's untap step.

Goatnapper

{2}{R}

Creature — Goblin Rogue

When Goatnapper comes into play, untap target Goat and gain control of it until end of turn. It gains haste until end of turn.

2/2

Goldmeadow Dodger

{W}

Creature — Kithkin Rogue

Goldmeadow Dodger can't be blocked by creatures with power 4 or greater.

1/1

Goldmeadow Harrier

{W}

Creature — Kithkin Soldier

{W}, {T}: Tap target creature.

1/1

Goldmeadow Stalwart

{W}

Creature — Kithkin Soldier

As an additional cost to play Goldmeadow Stalwart, reveal a Kithkin card from your hand or pay {3}.

2/2

Guardian of Cloverdell

{5}{G}{G}

Creature — Treefolk Shaman

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.

4/5

Guile

{3}{U}{U}{U}

Creature — Elemental Incarnation

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.

6/6

Hamletback Goliath

{6}{R}

Creature — Giant Warrior

Whenever another creature comes into play, you may put X +1/+1 counters on Hamletback Goliath, where X is that creature's power.

6/6

Harpoon Sniper

{2}{W}

Creature — Merfolk Archer

{W}, {T}: Harpoon Sniper deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control.

2/2

Heal the Scars

{3}{G}

Instant

Regenerate target creature. You gain life equal to that creature's toughness.

Hearthcage Giant

{6}{R}{R}

Creature — Giant Warrior

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.

5/5

Heat Shimmer

{2}{R}

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."

Herbal Poultice

{0}

Artifact

{3}, Sacrifice Herbal Poultice: Regenerate target creature.

Hillcomber Giant

{2}{W}{W}

Creature — Giant Scout

Mountainwalk

3/3

Hoarder's Greed

{3}{B}

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.)

Hoofprints of the Stag

{1}{W}

Tribal Enchantment — Elemental

Whenever you draw a card, you may put a hoofprint counter on Hoofprints of the Stag.

{2}{W}, 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.

Horde of Notions

{W}{U}{B}{R}{G}

Legendary Creature — Elemental

Vigilance, trample, haste

{W}{U}{B}{R}{G}: You may play target Elemental card from your graveyard without paying its mana cost.

5/5

Hornet Harasser

{2}{B}{B}

Creature — Goblin Shaman

When Hornet Harasser is put into a graveyard from play, target creature gets -2/-2 until end of turn.

2/2

Hostility

{3}{R}{R}{R}

Creature — Elemental Incarnation

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.

6/6

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.

Hunt Down

{G}

Sorcery

Target creature blocks target creature this turn if able.

Hunter of Eyeblights

{3}{B}{B}

Creature — Elf Assassin

When Hunter of Eyeblights comes into play, put a +1/+1 counter on target creature you don't control.

{2}{B}, {T}: Destroy target creature with a counter on it.

3/3

Hurly-Burly

{1}{R}

Sorcery

Choose one — Hurly-Burly deals 1 damage to each creature without flying; or Hurly-Burly deals 1 damage to each creature with flying.

Immaculate Magistrate

{3}{G}

Creature — Elf Shaman

{T}: Put a +1/+1 counter on target creature for each Elf you control.

2/2

Imperious Perfect

{2}{G}

Creature — Elf Warrior

Other Elf creatures you control get +1/+1.

{G}, {T}: Put a 1/1 green Elf Warrior creature token into play.

2/2

Incandescent Soulstoke

{2}{R}

Creature — Elemental Shaman

Other Elemental creatures you control get +1/+1.

{1}{R}, {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.

2/2

Incendiary Command

{3}{R}{R}

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.

Incremental Growth

{3}{G}{G}

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.

Ingot Chewer

{4}{R}

Creature — Elemental

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.)

3/3

Inkfathom Divers

{3}{U}{U}

Creature — Merfolk Soldier

Islandwalk

When Inkfathom Divers comes into play, look at the top four cards of your library, then put them back in any order.

3/3

Inner-Flame Acolyte

{1}{R}{R}

Creature — Elemental Shaman

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.)

2/2

Inner-Flame Igniter

{2}{R}

Creature — Elemental Warrior

{2}{R}: 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.

2/2

Jace Beleren

{1}{U}{U}

Planeswalker — Jace

+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.

3 loyalty

Jagged-Scar Archers

{1}{G}{G}

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.

*/*

Judge of Currents

{1}{W}

Creature — Merfolk Wizard

Whenever a Merfolk you control becomes tapped, you may gain 1 life.

1/1

Kinsbaile Balloonist

{3}{W}

Creature — Kithkin Soldier

Flying

Whenever Kinsbaile Balloonist attacks, you may have target creature gain flying until end of turn.

2/2

Kinsbaile Skirmisher

{1}{W}

Creature — Kithkin Soldier

When Kinsbaile Skirmisher comes into play, target creature gets +1/+1 until end of turn.

2/2

Kithkin Daggerdare

{1}{G}

Creature — Kithkin Soldier

{G}, {T}: Target attacking creature gets +2/+2 until end of turn.

1/1

Kithkin Greatheart

{1}{W}

Creature — Kithkin Soldier

As long as you control a Giant, Kithkin Greatheart gets +1/+1 and has first strike.

2/1

Kithkin Harbinger

{2}{W}

Creature — Kithkin Wizard

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.

1/3

Kithkin Healer

{2}{W}

Creature — Kithkin Cleric

{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

2/2

Kithkin Mourncaller

{2}{G}

Creature — Kithkin Scout

Whenever an attacking Kithkin or Elf is put into your graveyard from play, you may draw a card.

2/2

Knight of Meadowgrain

{W}{W}

Creature — Kithkin Knight

First strike

Lifelink (Whenever this creature deals damage, you gain that much life.)

2/2

Knucklebone Witch

{B}

Creature — Goblin Shaman

Whenever a Goblin you control is put into a graveyard from play, you may put a +1/+1 counter on Knucklebone Witch.

1/1

Lace with Moonglove

{2}{G}

Instant

Target creature gains deathtouch until end of turn. (Whenever it deals damage to a creature, destroy that creature.)

Draw a card.

Lairwatch Giant

{5}{W}

Creature — Giant Warrior

Lairwatch Giant can block an additional creature.

Whenever Lairwatch Giant blocks two or more creatures, it gains first strike until end of turn.

5/3

Lammastide Weave

{1}{G}

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.

Lash Out

{1}{R}

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.)

Leaf Gilder

{1}{G}

Creature — Elf Druid

{T}: Add {G} to your mana pool.

2/1

Lignify

{1}{G}

Tribal Enchantment — Treefolk Aura

Enchant creature

Enchanted creature is a 0/4 Treefolk with no abilities.

Liliana Vess

{3}{B}{B}

Planeswalker — Liliana

+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.

5 loyalty

Lowland Oaf

{3}{R}

Creature — Giant Warrior

{T}: Target Goblin creature you control gets +1/+0 and gains flying until end of turn. Sacrifice that creature at end of turn.

3/3

Lys Alana Huntmaster

{2}{G}{G}

Creature — Elf Warrior

Whenever you play an Elf spell, you may put a 1/1 green Elf Warrior creature token into play.

3/3

Lys Alana Scarblade

{2}{B}

Creature — Elf Assassin

{T}, Discard an Elf card: Target creature gets -X/-X until end of turn, where X is the number of Elves you control.

1/1

Mad Auntie

{2}{B}

Creature — Goblin Shaman

Other Goblin creatures you control get +1/+1.

{T}: Regenerate another target Goblin.

2/2

Makeshift Mannequin

{3}{B}

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."

Marsh Flitter

{3}{B}

Creature — Faerie Rogue

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.

1/1

Masked Admirers

{2}{G}{G}

Creature — Elf Shaman

When Masked Admirers comes into play, draw a card.

Whenever you play a creature spell, you may pay {G}{G}. If you do, return Masked Admirers from your graveyard to your hand.

3/2

Merrow Commerce

{1}{U}

Tribal Enchantment — Merfolk

At the end of your turn, untap all Merfolk you control.

Merrow Harbinger

{3}{U}

Creature — Merfolk Wizard

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.

2/3

Merrow Reejerey

{2}{U}

Creature — Merfolk Soldier

Other Merfolk creatures you control get +1/+1.

Whenever you play a Merfolk spell, you may tap or untap target permanent.

2/2

Militia's Pride

{1}{W}

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.

Mirror Entity

{2}{W}

Creature — Shapeshifter

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.

1/1

Mistbind Clique

{3}{U}

Creature — Faerie Wizard

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.

4/4

Moonglove Extract

{3}

Artifact

Sacrifice Moonglove Extract: Moonglove Extract deals 2 damage to target creature or player.

Moonglove Winnower

{3}{B}

Creature — Elf Rogue

Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)

2/3

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.

Mournwhelk

{6}{B}

Creature — Elemental

When Mournwhelk comes into play, target player discards two cards.

Evoke {3}{B} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

3/3

Mudbutton Torchrunner

{2}{R}

Creature — Goblin Warrior

When Mudbutton Torchrunner is put into a graveyard from play, it deals 3 damage to target creature or player.

1/1

Mulldrifter

{4}{U}

Creature — Elemental

Flying

When Mulldrifter comes into play, draw two cards.

Evoke {2}{U} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

2/2

Nameless Inversion

{1}{B}

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.

Nath of the Gilt-Leaf

{3}{B}{G}

Legendary Creature — Elf Warrior

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.

4/4

Nath's Buffoon

{1}{B}

Creature — Goblin Rogue

Protection from Elves

1/1

Nath's Elite

{4}{G}

Creature — Elf Warrior

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.)

4/2

Neck Snap

{3}{W}

Instant

Destroy target attacking or blocking creature.

Nectar Faerie

{1}{B}

Creature — Faerie Wizard

Flying

{B}, {T}: Target Faerie or Elf gains lifelink until end of turn. (Whenever it deals damage, its controller gains that much life.)

1/1

Needle Drop

{R}

Instant

Needle Drop deals 1 damage to target creature or player that was dealt damage this turn.

Draw a card.

Nettlevine Blight

{4}{B}{B}

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."

Nightshade Stinger

{B}

Creature — Faerie Rogue

Flying

Nightshade Stinger can't block.

1/1

Nova Chaser

{3}{R}

Creature — Elemental Warrior

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.)

10/2

Oaken Brawler

{3}{W}

Creature — Treefolk Warrior

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.)

2/4

Oakgnarl Warrior

{5}{G}{G}

Creature — Treefolk Warrior

Vigilance, trample

5/7

Oblivion Ring

{2}{W}

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.

Oona's Prowler

{1}{B}

Creature — Faerie Rogue

Flying

Discard a card: Oona's Prowler gets -2/-0 until end of turn. Any player may play this ability.

3/1

Paperfin Rascal

{2}{U}

Creature — Merfolk Rogue

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.)

2/2

Peppersmoke

{B}

Tribal Instant — Faerie

Target creature gets -1/-1 until end of turn. If you control a Faerie, draw a card.

Pestermite

{2}{U}

Creature — Faerie Rogue

Flash

Flying

When Pestermite comes into play, you may tap or untap target permanent.

2/1

Plover Knights

{3}{W}{W}

Creature — Kithkin Knight

Flying, first strike

3/3

Pollen Lullaby

{1}{W}

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.)

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.

Primal Command

{3}{G}{G}

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.

Profane Command

{X}{B}{B}

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.

Protective Bubble

{3}{U}

Enchantment — Aura

Enchant creature

Enchanted creature is unblockable and has shroud. (It can't be the target of spells or abilities.)

Prowess of the Fair

{1}{B}

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.

Purity

{3}{W}{W}{W}

Creature — Elemental Incarnation

Flying

If a spell or ability would deal damage 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.

6/6

Quill-Slinger Boggart

{3}{B}

Creature — Goblin Warrior

Whenever a player plays a Kithkin spell, you may have target player lose 1 life.

3/2

Rebellion of the Flamekin

{3}{R}

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.)

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

{1}{U}

Creature — Faerie Wizard

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.)

1/1

Rootgrapple

{4}{G}

Tribal Instant — Treefolk

Destroy target noncreature permanent. If you control a Treefolk, draw a card.

Runed Stalactite

{1}

Artifact — Equipment

Equipped creature gets +1/+1 and is every creature type.

Equip {2}

Scarred Vinebreeder

{1}{B}

Creature — Elf Shaman

{2}{B}, Remove an Elf card in your graveyard from the game: Scarred Vinebreeder gets +3/+3 until end of turn.

1/1

Scattering Stroke

{2}{U}{U}

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.)

Scion of Oona

{2}{U}

Creature — Faerie Soldier

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.)

1/1

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.

Seedguide Ash

{4}{G}

Creature — Treefolk Druid

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.

4/4

Sentinels of Glen Elendra

{3}{U}

Creature — Faerie Soldier

Flash

Flying

2/3

Sentry Oak

{4}{W}

Creature — Treefolk Warrior

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.)

3/5

Shapesharer

{1}{U}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{2}{U}: Target Shapeshifter becomes a copy of target creature until your next turn.

1/1

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.

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.

Shimmering Grotto

Land

{T}: Add {1} to your mana pool.

{1}, {T}: Add one mana of any color to your mana pool.

Shriekmaw

{4}{B}

Creature — Elemental

Fear

When Shriekmaw comes into play, destroy target nonartifact, nonblack creature.

Evoke {1}{B} (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

3/2

Silvergill Adept

{1}{U}

Creature — Merfolk Wizard

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.

2/1

Silvergill Douser

{1}{U}

Creature — Merfolk Wizard

{T}: Target creature gets -X/-0 until end of turn, where X is the number of Merfolk and/or Faeries you control.

1/1

Skeletal Changeling

{1}{B}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{1}{B}: Regenerate Skeletal Changeling.

1/1

Smokebraider

{1}{R}

Creature — Elemental Shaman

{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.

1/1

Soaring Hope

{4}{W}

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.

Soulbright Flamekin

{1}{R}

Creature — Elemental Shaman

{2}: Target creature gains trample until end of turn. If this is the third time this ability has resolved this turn, you may add {R}{R}{R}{R}{R}{R}{R}{R} to your mana pool.

2/1

Sower of Temptation

{2}{U}{U}

Creature — Faerie Wizard

Flying

When Sower of Temptation comes into play, gain control of target creature as long as Sower of Temptation remains in play.

2/2

Spellstutter Sprite

{1}{U}

Creature — Faerie Wizard

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.

1/1

Spiderwig Boggart

{2}{B}

Creature — Goblin Shaman

When Spiderwig Boggart comes into play, target creature gains fear until end of turn.

2/2

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.

Spring Cleaning

{1}{G}

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.)

Springjack Knight

{2}{W}

Creature — Kithkin Knight

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.)

2/1

Springleaf Drum

{1}

Artifact

{T}, Tap an untapped creature you control: Add one mana of any color to your mana pool.

Squeaking Pie Sneak

{1}{B}

Creature — Goblin Rogue

As an additional cost to play Squeaking Pie Sneak, reveal a Goblin card from your hand or pay {3}.

Fear

2/2

Stinkdrinker Daredevil

{2}{R}

Creature — Goblin Rogue

Giant spells you play cost {2} less to play.

1/3

Stonybrook Angler

{1}{U}

Creature — Merfolk Wizard

{1}{U}, {T}: You may tap or untap target creature.

1/2

Streambed Aquitects

{1}{U}{U}

Creature — Merfolk Scout

{T}: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn.

{T}: Target land becomes an Island until end of turn.

2/3

Summon the School

{3}{W}

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.

Sunrise Sovereign

{5}{R}

Creature — Giant Warrior

Other Giant creatures you control get +2/+2 and have trample.

5/5

Surge of Thoughtweft

{1}{W}

Tribal Instant — Kithkin

Creatures you control get +1/+1 until end of turn. If you control a Kithkin, draw a card.

Surgespanner

{2}{U}{U}

Creature — Merfolk Wizard

Whenever Surgespanner becomes tapped, you may pay {1}{U}. If you do, return target permanent to its owner's hand.

2/2

Sygg, River Guide

{W}{U}

Legendary Creature — Merfolk Wizard

Islandwalk

{1}{W}: Target Merfolk you control gains protection from the color of your choice until end of turn.

2/2

Sylvan Echoes

{G}

Enchantment

Whenever you clash and win, you may draw a card. (This ability triggers after the clash ends.)

Tar Pitcher

{3}{R}

Creature — Goblin Shaman

{T}, Sacrifice a Goblin: Tar Pitcher deals 2 damage to target creature or player.

2/2

Tarfire

{R}

Tribal Instant — Goblin

Tarfire deals 2 damage to target creature or player.

Thieving Sprite

{2}{B}

Creature — Faerie Rogue

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.

1/1

Thorn of Amethyst

{2}

Artifact

Noncreature spells cost {1} more to play.

Thorntooth Witch

{5}{B}

Creature — Treefolk Shaman

Whenever you play a Treefolk spell, you may have target creature get +3/-3 until end of turn.

3/4

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

{2}{W}{W}

Creature — Kithkin Soldier

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.

5/5

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.

Thundercloud Shaman

{3}{R}{R}

Creature — Giant Shaman

When Thundercloud Shaman comes into play, it deals damage equal to the number of Giants you control to each non-Giant creature.

4/4

Tideshaper Mystic

{U}

Creature — Merfolk Wizard

{T}: Target land becomes the basic land type of your choice until end of turn. Play this ability only during your turn.

1/1

Timber Protector

{4}{G}

Creature — Treefolk Warrior

Other Treefolk creatures you control get +1/+1.

Other Treefolk and Forests you control are indestructible.

4/6

Treefolk Harbinger

{G}

Creature — Treefolk Druid

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.

0/3

Triclopean Sight

{1}{W}

Enchantment — Aura

Flash

Enchant creature

When Triclopean Sight comes into play, untap enchanted creature.

Enchanted creature gets +1/+1 and has vigilance.

Turtleshell Changeling

{3}{U}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

{1}{U}: Switch Turtleshell Changeling's power and toughness until end of turn.

1/4

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.

Veteran of the Depths

{3}{W}

Creature — Merfolk Soldier

Whenever Veteran of the Depths becomes tapped, you may put a +1/+1 counter on it.

2/2

Vigor

{3}{G}{G}{G}

Creature — Elemental Incarnation

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.

6/6

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.

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.

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

{4}{U}{U}

Creature — Merfolk Wizard

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.

4/4

Warren Pilferers

{4}{B}

Creature — Goblin Rogue

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.

3/3

Warren-Scourge Elf

{1}{G}

Creature — Elf Warrior

Protection from Goblins

1/1

Weed Strangle

{3}{B}{B}

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.)

Wellgabber Apothecary

{4}{W}

Creature — Merfolk Cleric

{1}{W}: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn.

2/3

Whirlpool Whelm

{1}{U}

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.)

Wild Ricochet

{2}{R}{R}

Instant

You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.

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.

Wings of Velis Vel

{1}{U}

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.

Wispmare

{2}{W}

Creature — Elemental

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.)

1/3

Wizened Cenn

{W}{W}

Creature — Kithkin Cleric

Other Kithkin creatures you control get +1/+1.

2/2

Woodland Changeling

{1}{G}

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

2/2

Woodland Guidance

{3}{G}

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.

Wort, Boggart Auntie

{2}{B}{R}

Legendary Creature — Goblin Shaman

Fear

At the beginning of your upkeep, you may return target Goblin card from your graveyard to your hand.

3/3

Wren's Run Packmaster

{3}{G}

Creature — Elf Warrior

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.)

{2}{G}: 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.)

5/5

Wren's Run Vanquisher

{1}{G}

Creature — Elf Warrior

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.)

3/3

Wydwen, the Biting Gale

{2}{U}{B}

Legendary Creature — Faerie Wizard

Flash

Flying

{U}{B}, Pay 1 life: Return Wydwen, the Biting Gale to its owner's hand.

3/3

Zephyr Net

{1}{U}

Enchantment — Aura

Enchant creature

Enchanted creature has defender and flying.