"Ach! Hans, Run!"
2RRGG
Enchantment
At the beginning of your upkeep, you may say "Ach! Hans, run! It's the . . ." and name a creature card. If you do, search your library for the named card, put it into play, then shuffle your library. That creature has haste. Remove it from the game at end of turn.

_____
1U
Creature - Shapeshifter
1/1
1: This card's name becomes the name of your choice. Play this ability anywhere, anytime.

Abandon Hope
X1B
Sorcery
As an additional cost to play Abandon Hope, discard X cards.
Look at target opponent's hand and choose X cards from it. That player discards those cards.

Abandoned Outpost
Land
Abandoned Outpost comes into play tapped.
T Add W to your mana pool.
T, Sacrifice Abandoned Outpost: Add one mana of any color to your mana pool.

Abbey Gargoyles
2WWW
Creature - Gargoyle
3/4
Flying, protection from red

Abbey Matron
2W
Creature - Human Cleric
1/3
W, T Abbey Matron gets +0/+3 until end of turn.

Abduction
2UU
Enchantment - Aura
Enchant creature
When Abduction comes into play, untap enchanted creature.
You control enchanted creature.
When enchanted creature is put into a graveyard, return that card to play under its owner's control.

Abeyance
1W
Instant
Until end of turn, target player can't play instants, sorceries, or activated abilities that aren't mana abilities.
Draw a card.

Abjure
U
Instant
As an additional cost to play Abjure, sacrifice a blue permanent.
Counter target spell.

Abolish
1WW
Instant
You may discard a Plains card rather than pay Abolish's mana cost.
Destroy target artifact or enchantment.

Abomination
3BB
Creature - Horror
2/6
Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.

Aboroth
4GG
Creature - Elemental
9/9
Cumulative upkeep-Put a -1/-1 counter on Aboroth. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Aboshan, Cephalid Emperor
4UU
Legendary Creature - Cephalid
3/3
Tap an untapped Cephalid you control: Tap target permanent.
UUU: Tap all creatures without flying.

Aboshan's Desire
U
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
Threshold - Enchanted creature has shroud as long as seven or more cards are in your graveyard. (It can't be the target of spells or abilities.)

About Face
R
Instant
Switch target creature's power and toughness until end of turn.

Absolute Grace
1W
Enchantment
All creatures have protection from black.

Absolute Law
1W
Enchantment
All creatures have protection from red.

Absolver Thrull
3W
Creature - Thrull Cleric
2/3
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Absolver Thrull comes into play or the creature it haunts is put into a graveyard, destroy target enchantment.

Absorb
WUU
Instant
Counter target spell. You gain 3 life.

Abu Ja'far
W
Creature - Human
0/1
When Abu Ja'far is put into a graveyard from play, destroy all creatures blocking or blocked by it. They can't be regenerated.

Abuna's Chant
3W
Instant
Choose one - You gain 5 life; or prevent the next 5 damage that would be dealt to target creature this turn.
Entwine 2 (Choose both if you pay the entwine cost.)

Abundance
2GG
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.

Abyssal Gatekeeper
1B
Creature - Horror
1/1
When Abyssal Gatekeeper is put into a graveyard from play, each player sacrifices a creature.

Abyssal Horror
4BB
Creature - Horror
2/2
Flying
When Abyssal Horror comes into play, target player discards two cards.

Abyssal Hunter
3B
Creature - Human Assassin
1/1
B, T Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature.

Abyssal Nightstalker
3B
Creature - Nightstalker
2/2
Whenever Abyssal Nightstalker attacks and isn't blocked, defending player discards a card.

Abyssal Nocturnus
1BB
Creature - Horror
2/2
Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn.

Abyssal Specter
2BB
Creature - Specter
2/3
Flying
Whenever Abyssal Specter deals damage to a player, that player discards a card.

Academy Rector
3W
Creature - Human Cleric
1/2
When Academy Rector is put into a graveyard from play, you may remove Academy Rector from the game. If you do, search your library for an enchantment card and put that card into play. Then shuffle your library.

Academy Researchers
1UU
Creature - Human Wizard
2/2
When Academy Researchers comes into play, you may put an Aura card from your hand into play attached to Academy Researchers.

Academy Ruins
Legendary Land
T Add 1 to your mana pool.
1U, T Put target artifact card in your graveyard on top of your library.

Accelerate
1R
Instant
Target creature gains haste until end of turn.
Draw a card.

Accelerated Mutation
3GG
Instant
Target creature gets +X/+X until end of turn, where X is the highest converted mana cost among permanents you control.

Acceptable Losses
3R
Sorcery
As an additional cost to play Acceptable Losses, discard a card at random.
Acceptable Losses deals 5 damage to target creature.

Accumulated Knowledge
1U
Instant
Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards.

Accursed Centaur
B
Creature - Zombie Centaur
2/2
When Accursed Centaur comes into play, sacrifice a creature.

Acid Rain
3U
Sorcery
Destroy all Forests.

Acidic Dagger
4
Artifact
4, T Whenever target creature deals combat damage to a non-Wall creature this turn, destroy that non-Wall creature. When the targeted creature leaves play this turn, sacrifice Acidic Dagger. Play this ability only during combat before before blockers are declared.

Acidic Sliver
BR
Creature - Sliver
2/2
All Slivers have "2, Sacrifice this permanent: This permanent deals 2 damage to target creature or player."

Acidic Soil
2R
Sorcery
Acidic Soil deals damage to each player equal to the number of lands he or she controls.

Acorn Harvest
3G
Sorcery
Put two 1/1 green Squirrel creature tokens into play.
Flashback-1G, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Acquire
3UU
Sorcery
Search target opponent's library for an artifact card and put that card into play under your control. Then that player shuffles his or her library.

Acridian
1G
Creature - Insect
2/4
Echo 1G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Active Volcano
R
Instant
Choose one - Destroy target blue permanent; or return target Island to its owner's hand.

Adamaro, First to Desire
1RR
Legendary Creature - Spirit
*/*
Adamaro, First to Desire's power and toughness are each equal to the number of cards in the hand of the opponent with the most cards in hand.

Adarkar Sentinel
5
Artifact Creature - Soldier
3/3
1: Adarkar Sentinel gets +0/+1 until end of turn.

Adarkar Unicorn
1WW
Creature - Unicorn
2/2
T Add either U or 1U to your mana pool. Spend this mana only for cumulative upkeep abilities.

Adarkar Valkyrie
4WW
Snow Creature - Angel
4/5
Flying, vigilance
T When target creature other than Adarkar Valkyrie is put into a graveyard this turn, return that card to play under your control.

Adarkar Wastes
Land
T Add 1 to your mana pool.
T Add W or U to your mana pool. Adarkar Wastes deals 1 damage to you.

Adarkar Windform
4U
Snow Creature - Illusion
3/3
Flying
1oSi: Target creature loses flying until end of turn. (oSi can be paid with one mana from a snow permanent.)

Adder-Staff Boggart
1R
Creature - Goblin Warrior
2/1
When Adder-Staff Boggart comes into play, clash with an opponent. If you win, put a +1/+1 counter on Adder-Staff Boggart. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Addle
1B
Sorcery
Choose a color. Target player reveals his or her hand, then you choose a card of that color from it. That player discards that card.

Adun Oakenshield
BRG
Legendary Creature - Human Knight
1/2
BRG, T Return target creature card from your graveyard to your hand.

Advance Scout
1W
Creature - Human Soldier Scout
1/1
First strike
W: Target creature gains first strike until end of turn.

Advanced Hoverguard
3U
Creature - Drone
2/2
Flying
U: Advanced Hoverguard gains shroud until end of turn. (It can't be the target of spells or abilities.)

Adventurers' Guildhouse
Land
Green legendary creatures you control have "bands with other legendary creatures."

Advice from the Fae
(2 / U) (2 / U) (2 / U)
Sorcery
(o (2/u) can be paid with any two mana or with U. This card's converted mana cost is 6.)
Look at the top five cards of your library. If you control more creatures than any other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.

Aegis of Honor
W
Enchantment
1: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.

Aegis of the Meek
3
Artifact
1, T Target 1/1 creature gets +1/+2 until end of turn.

Aeolipile
2
Artifact
1, T, Sacrifice Aeolipile: Aeolipile deals 2 damage to target creature or player.

Aeon Chronicler
3UU
Creature - Avatar
*/*
Aeon Chronicler's power and toughness are each equal to the number of cards in your hand.
Suspend X-X3U. X can't be 0.
Whenever a time counter is removed from Aeon Chronicler while it's removed from the game, draw a card.

AErathi Berserker
2RRR
Creature - Human Berserker
2/4
Rampage 3 (Whenever this creature becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.)

Aerial Caravan
4UU
Creature - Human Soldier
4/3
Flying
1UU: Remove the top card of your library from the game. Until end of turn, you may play that card. (Reveal the card as you remove it from the game.)

Aerie Ouphes
4G
Creature - Ouphe
3/3
Sacrifice Aerie Ouphes: Aerie Ouphes deals damage equal to its power to target creature with flying.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Aesthetic Consultation
B
Instant
Name an artist. Remove the top six cards of your library from the game, then reveal cards from the top of your library until you reveal a card by the named artist. Put that card in your hand, then remove all the other cards revealed this way from the game.

Aesthir Glider
3
Artifact Creature - Bird
2/1
Flying
Aesthir Glider can't block.

AEther Barrier
2U
Enchantment
Whenever a player plays a creature spell, that player sacrifices a permanent unless he or she pays 1.

AEther Burst
1U
Instant
Return up to X target creatures to their owners' hands, where X is one plus the number of cards named AEther Burst in all graveyards as you play AEther Burst.

AEther Charge
4R
Enchantment
Whenever a Beast comes into play under your control, you may have it deal 4 damage to target opponent.

AEther Flash
2RR
Enchantment
Whenever a creature comes into play, AEther Flash deals 2 damage to it.

AEther Membrane
1RR
Creature - Wall
0/5
Defender, reach (This creature can block creatures with flying.)
Whenever AEther Membrane blocks a creature, return that creature to its owner's hand at end of combat.

AEther Mutation
3GU
Sorcery
Return target creature to its owner's hand. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost.

AEther Rift
1RG
Enchantment
At the beginning of your upkeep, reveal a card at random from your hand. If you reveal a noncreature card this way, discard that card. If you reveal a creature card this way, put that card into play unless any player pays 5 life. If a player pays 5 life, discard that card.

AEther Shockwave
3W
Instant
Choose one - Tap all Spirits; or tap all non-Spirit creatures.

AEther Snap
3BB
Sorcery
Remove all counters from all permanents and remove all tokens from the game.

AEther Spellbomb
1
Artifact
U, Sacrifice AEther Spellbomb: Return target creature to its owner's hand.
1, Sacrifice AEther Spellbomb: Draw a card.

AEther Sting
3R
Enchantment
Whenever an opponent plays a creature spell, AEther Sting deals 1 damage to that player.

AEther Storm
3U
Enchantment
Creature cards can't be played.
Pay 4 life: Destroy AEther Storm. It can't be regenerated. Any player may play this ability.

AEther Tide
XU
Sorcery
As an additional cost to play AEther Tide, discard X creature cards.
Return X target creatures to their owners' hands.

AEther Vial
1
Artifact
At the beginning of your upkeep, you may put a charge counter on AEther Vial.
T You may put a creature card with converted mana cost equal to the number of charge counters on AEther Vial from your hand into play.

AEther Web
1G
Enchantment - Aura
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Enchanted creature gets +1/+1, has reach, and can block creatures with shadow as though they didn't have shadow. (Creatures with reach can block creatures with flying.)

AEtherflame Wall
1R
Creature - Wall
0/4
Defender
AEtherflame Wall can block creatures with shadow as though they didn't have shadow.
R: AEtherflame Wall gets +1/+0 until end of turn.

AEthermage's Touch
2WU
Instant
Reveal the top four cards of your library. You may put a creature card from among them into play. It has "At the end of your turn, return this creature to its owner's hand." Then put the rest of the cards revealed this way on the bottom of your library in any order.

AEtherplasm
2UU
Creature - Illusion
1/1
Whenever AEtherplasm blocks a creature, you may return AEtherplasm to its owner's hand. If you do, you may put a creature card from your hand into play blocking that creature.

AEthersnipe
5U
Creature - Elemental
4/4
When AEthersnipe comes into play, return target nonland permanent to its owner's hand.
Evoke 1UU (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

AEthertow
3 (W / U)
Instant
Put target attacking or blocking creature on top of its owner's library.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Afflict
2B
Instant
Target creature gets -1/-1 until end of turn.
Draw a card.

Afiya Grove
1G
Enchantment
Afiya Grove comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, move a +1/+1 counter from Afiya Grove onto target creature.
When Afiya Grove has no +1/+1 counters on it, sacrifice it.

Afterlife
2W
Instant
Destroy target creature. It can't be regenerated. Its controller puts a 1/1 white Spirit creature token with flying into play.

Aftershock
2RR
Sorcery
Destroy target artifact, creature, or land. Aftershock deals 3 damage to you.

Ageless Entity
3GG
Creature - Elemental
4/4
Whenever you gain life, put that many +1/+1 counters on Ageless Entity.

Ageless Sentinels
3W
Creature - Wall
4/4
Defender (This creature can't attack.)
Flying
When Ageless Sentinels blocks, it becomes a Bird Giant, and it loses defender. (It's no longer a Wall. This effect doesn't end at end of turn.)

Agent of Masks
3WB
Creature - Human Advisor
2/3
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.

Agent of Shauku
1B
Creature - Human Mercenary
1/1
1B, Sacrifice a land: Target creature gets +2/+0 until end of turn.

Agent of Stromgald
R
Creature - Human Knight
1/1
R: Add B to your mana pool.

Aggravated Assault
2R
Enchantment
3RR: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Play this ability only any time you could play a sorcery.

Aggression
2R
Enchantment - Aura
Enchant non-Wall creature
Enchanted creature has first strike and trample.
At the end of enchanted creature's controller's turn, destroy that creature if it didn't attack this turn.

Aggressive Urge
1G
Instant
Target creature gets +1/+1 until end of turn.
Draw a card.

Agility
1R
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Agonizing Demise
3B
Instant
Kicker 1R (You may pay an additional 1R as you play this spell.)
Destroy target nonblack creature. It can't be regenerated. If the kicker cost was paid, Agonizing Demise deals damage equal to that creature's power to the creature's controller.

Agonizing Memories
2BB
Sorcery
Look at target player's hand and choose two cards from it. Put them on top of that player's library in any order.

Agrus Kos, Wojek Veteran
3RW
Legendary Creature - Human Soldier
3/3
Whenever Agrus Kos, Wojek Veteran attacks, attacking red creatures get +2/+0 and attacking white creatures get +0/+2 until end of turn.

Air Bladder
U
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
Enchanted creature can block only creatures with flying.

Air Elemental
3UU
Creature - Elemental
4/4
Flying (This creature can't be blocked except by creatures with flying or reach.)

Airborne Aid
3U
Sorcery
Draw a card for each Bird in play.

Airdrop Condor
4R
Creature - Bird
2/2
Flying
1R, Sacrifice a Goblin creature: Airdrop Condor deals damage equal to the sacrificed creature's power to target creature or player.

Aisling Leprechaun
G
Creature - Faerie
1/1
Whenever Aisling Leprechaun blocks or becomes blocked by a creature, that creature becomes green. (This effect doesn't end at end of turn.)

Ajani Goldmane
2WW
Planeswalker - Ajani
4
[+1]: You gain 2 life.
[-1]: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
[-6]: Put a white Avatar creature token into play with "This creature's power and toughness are each equal to your life total."

Akki Avalanchers
R
Creature - Goblin Warrior
1/1
Sacrifice a land: Akki Avalanchers gets +2/+0 until end of turn. Play this ability only once each turn.

Akki Blizzard-Herder
1R
Creature - Goblin Shaman
1/1
When Akki Blizzard-Herder is put into a graveyard from play, each player sacrifices a land.

Akki Coalflinger
1RR
Creature - Goblin Shaman
2/2
First strike
R, T Attacking creatures gain first strike until end of turn.

Akki Drillmaster
2R
Creature - Goblin Shaman
2/2
T Target creature gains haste until end of turn.

Akki Lavarunner
3R
Creature - Goblin Warrior
1/1
Haste
Whenever Akki Lavarunner deals damage to an opponent, flip it.
-----
Tok-Tok, Volcano Born
Legendary Creature - Goblin Shaman
2/2
Protection from red
If a red source would deal damage to a player, it deals that much damage plus 1 to that player instead.

Akki Raider
1R
Creature - Goblin Warrior
2/1
Whenever a land is put into a graveyard from play, Akki Raider gets +1/+0 until end of turn.

Akki Rockspeaker
1R
Creature - Goblin Shaman
1/1
When Akki Rockspeaker comes into play, add R to your mana pool.

Akki Underling
1R
Creature - Goblin Warrior
2/1
As long as you have seven or more cards in hand, Akki Underling gets +2/+1 and has first strike.

Akki Underminer
3R
Creature - Goblin Rogue Shaman
1/1
Whenever Akki Underminer deals combat damage to a player, that player sacrifices a permanent.

Akroma, Angel of Fury
5RRR
Legendary Creature - Angel
6/6
Akroma, Angel of Fury can't be countered.
Flying, trample, protection from white, protection from blue
R: Akroma, Angel of Fury gets +1/+0 until end of turn.
Morph 3RRR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Akroma, Angel of Wrath
5WWW
Legendary Creature - Angel
6/6
Flying, first strike, vigilance, trample, haste, protection from black, protection from red

Akroma's Blessing
2W
Instant
Creatures you control gain protection from the color of your choice until end of turn.
Cycling W (W, Discard this card: Draw a card.)

Akroma's Devoted
3W
Creature - Human Cleric
2/4
Cleric creatures have vigilance.

Akroma's Memorial
7
Legendary Artifact
Creatures you control have flying, first strike, vigilance, trample, haste, protection from black, and protection from red.

Akroma's Vengeance
4WW
Sorcery
Destroy all artifacts, creatures, and enchantments.
Cycling 3 (3, Discard this card: Draw a card.)

Akron Legionnaire
6WW
Creature - Giant Soldier
8/4
Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.

Aku Djinn
3BB
Creature - Djinn
5/6
Trample
At the beginning of your upkeep, put a +1/+1 counter on each creature each opponent controls.

Akuta, Born of Ash
2BB
Legendary Creature - Spirit
3/2
Haste
At the beginning of your upkeep, if you have more cards in hand than each opponent, you may sacrifice a Swamp. If you do, return Akuta, Born of Ash from your graveyard to play.

Al-abara's Carpet
5
Artifact
5, T Prevent all damage that would be dealt to you this turn by attacking creatures without flying.

Alabaster Dragon
4WW
Creature - Dragon
4/4
Flying
When Alabaster Dragon is put into a graveyard from play, shuffle Alabaster Dragon into its owner's library.

Alabaster Leech
W
Creature - Leech
1/3
White spells you play cost W more to play.

Alabaster Potion
XWW
Instant
Choose one - Target player gains X life; or prevent the next X damage that would be dealt to target creature or player this turn.

Alabaster Wall
2W
Creature - Wall
0/4
Defender (This creature can't attack.)
T Prevent the next 1 damage that would be dealt to target creature or player this turn.

Alaborn Cavalier
2WW
Creature - Human Knight
2/2
Whenever Alaborn Cavalier attacks, you may tap target creature.

Alaborn Grenadier
WW
Creature - Human Soldier
2/2
Vigilance

Alaborn Musketeer
1W
Creature - Human Soldier
2/1
Reach (This creature can block creatures with flying.)

Alaborn Trooper
2W
Creature - Human Soldier
2/3

Alaborn Veteran
2W
Creature - Human Knight
2/2
T Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before attackers are declared.

Alaborn Zealot
W
Creature - Human Soldier
1/1
When Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot.

Aladdin
2RR
Creature - Human Rogue
1/1
1RR, T Gain control of target artifact as long as you control Aladdin.

Aladdin's Lamp
10
Artifact
X, T The next time you would draw a card this turn, instead look at the top X cards of your library, shuffle all but one of them, put the shuffled cards on the bottom of your library, then draw a card. X can't be 0.

Aladdin's Ring
8
Artifact
8, T Aladdin's Ring deals 4 damage to target creature or player.

Alarum
1W
Instant
Untap target nonattacking creature. It gets +1/+3 until end of turn.

Albino Troll
1G
Creature - Troll
3/3
Echo 1G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
1G: Regenerate Albino Troll.

Alchor's Tomb
4
Artifact
2, T Target permanent you control becomes the color of your choice. (This effect doesn't end at end of turn.)

Aleatory
1R
Instant
Play Aleatory only during combat after blockers are declared.
Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn.
Draw a card at the beginning of the next turn's upkeep.

Alert Shu Infantry
2W
Creature - Human Soldier
2/2
Vigilance

Alexi, Zephyr Mage
3UU
Legendary Creature - Human Spellshaper
3/3
XU, T, Discard two cards: Return X target creatures to their owners' hands.

Alexi's Cloak
1U
Enchantment - Aura
Flash
Enchant creature
Enchanted creature has shroud. (It can't be the target of spells or abilities.)

Ali Baba
R
Creature - Human Rogue
1/1
R: Tap target Wall.

Ali from Cairo
2RR
Creature - Human
0/1
Damage that would reduce your life total to less than 1 reduces it to 1 instead.

Aliban's Tower
1R
Instant
Target blocking creature gets +3/+1 until end of turn.

All Hallow's Eve
2BB
Sorcery
Remove All Hallow's Eve from the game with two scream counters on it.
At the beginning of your upkeep, if All Hallow's Eve is removed from the game with a scream counter on it, remove a scream counter from it. If there are no more scream counters on it, put it into your graveyard and each player returns all creature cards from his or her graveyard to play.

All Suns' Dawn
4G
Sorcery
For each color, return up to one target card of that color from your graveyard to your hand. Then remove All Suns' Dawn from the game.

Allay
1W
Instant
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Destroy target enchantment.

Alley Grifters
1BB
Creature - Human Mercenary
2/2
Whenever Alley Grifters becomes blocked, defending player discards a card.

Allied Strategies
4U
Sorcery
Target player draws a card for each basic land type among lands he or she controls.

Allosaurus Rider
5GG
Creature - Elf Warrior
1+*/1+*
You may remove two green cards in your hand from the game rather than pay Allosaurus Rider's mana cost.
Allosaurus Rider's power and toughness are each equal to 1 plus the number of lands you control.

Alloy Golem
6
Artifact Creature - Golem
4/4
As Alloy Golem comes into play, choose a color.
Alloy Golem is the chosen color. (It's still an artifact.)

Alluring Scent
1GG
Sorcery
All creatures able to block target creature this turn do so.

Alms
W
Enchantment
1, Remove the top card in your graveyard from the game: Prevent the next 1 damage that would be dealt to target creature this turn.

Alpha Kavu
2G
Creature - Kavu
2/2
1G: Target Kavu creature gets -1/+1 until end of turn.

Alpha Myr
2
Artifact Creature - Myr
2/1

Alpha Status
2G
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 for each other creature in play that shares a creature type with it.

Altar Golem
7
Artifact Creature - Golem
*/*
Trample
Altar Golem's power and toughness are each equal to the number of creatures in play.
Altar Golem doesn't untap during your untap step.
Tap five untapped creatures you control: Untap Altar Golem.

Altar of Bone
GW
Sorcery
As an additional cost to play Altar of Bone, sacrifice a creature.
Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library.

Altar of Dementia
2
Artifact
Sacrifice a creature: Target player puts a number of cards equal to the sacrificed creature's power from the top of his or her library into his or her graveyard.

Altar of Shadows
7
Artifact
At the beginning of your precombat main phase, add B to your mana pool for each charge counter on Altar of Shadows.
7, T Destroy target creature. Then put a charge counter on Altar of Shadows.

Altar's Light
2WW
Instant
Remove target artifact or enchantment from the game.

Alter Reality
1U
Instant
Change the text of target permanent or spell by replacing all instances of one color word with another. (This effect doesn't end at end of turn.)
Flashback 1U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Aluren
2GG
Enchantment
Any player may play creature cards with converted mana cost 3 or less without paying their mana cost and as though they had flash.

Ambassador Laquatus
1UU
Legendary Creature - Merfolk Wizard
1/3
3: Target player puts the top three cards of his or her library into his or her graveyard.

Ambassador Oak
3G
Creature - Treefolk Warrior
3/3
When Ambassador Oak comes into play, put a 1/1 green Elf Warrior creature token into play.

Amber Prison
4
Artifact
You may choose not to untap Amber Prison during your untap step.
4, T Tap target artifact, creature, or land. As long as Amber Prison remains tapped, that permanent doesn't untap during its controller's untap step.

Ambiguity
2UU
Enchantment
Whenever a player plays a spell that counters a spell that has been played or a player plays a spell that comes into play with counters, that player may counter the next spell played or put an additional counter on a permanent that has already been played, but not countered.

Ambition's Cost
3B
Sorcery
You draw three cards and you lose 3 life.

Ambush
3R
Instant
Blocking creatures gain first strike until end of turn.

Ambush Commander
3GG
Creature - Elf
2/2
Forests you control are 1/1 green Elf creatures that are still lands.
1G, Sacrifice an Elf: Target creature gets +3/+3 until end of turn.

Ambush Party
4R
Creature - Human Rogue
3/1
First strike, haste

Amnesia
3UUU
Sorcery
Target player reveals his or her hand and discards all nonland cards.

Amoeboid Changeling
1U
Creature - Shapeshifter
1/1
Changeling (This card is every creature type at all times.)
T Target creature gains all creature types until end of turn.
T Target creature loses all creature types until end of turn.

Amok
1R
Enchantment
1, Discard a card at random: Put a +1/+1 counter on target creature.

Amphibious Kavu
2G
Creature - Kavu
2/2
Whenever Amphibious Kavu blocks or becomes blocked by one or more blue and/or black creatures, Amphibious Kavu gets +3/+3 until end of turn.

Amrou Kithkin
WW
Creature - Kithkin
1/1
Amrou Kithkin can't be blocked by creatures with power 3 or greater.

Amrou Scout
1W
Creature - Kithkin Rebel Scout
2/1
4, T Search your library for a Rebel permanent card with converted mana cost 3 or less and put it into play. Then shuffle your library.

Amrou Seekers
2W
Creature - Kithkin Rebel
2/2
Amrou Seekers can't be blocked except by artifact creatures and/or white creatures.

Amugaba
5UU
Creature - Illusion
6/6
Flying
2U, Discard a card: Return Amugaba to its owner's hand.

Amulet of Kroog
2
Artifact
2, T Prevent the next 1 damage that would be dealt to target creature or player this turn.

Amulet of Quoz
6
Artifact
Remove Amulet of Quoz from your deck before playing if you're not playing for ante.
T, Sacrifice Amulet of Quoz: Target opponent may add the top card of his or her library to the ante. If he or she doesn't, you flip a coin. If you win the flip, that player loses the game. If you lose the flip, you lose the game. Play this ability only during your upkeep.

Amulet of Unmaking
5
Artifact
5, T, Remove Amulet of Unmaking from the game: Remove target artifact, creature, or land from the game. Play this ability only any time you could play a sorcery.

Ana Battlemage
2G
Creature - Human Wizard
2/2
Kicker 2U and/or 1B
When Ana Battlemage comes into play, if the 2U kicker cost was paid, target player discards three cards.
When Ana Battlemage comes into play, if the 1B kicker cost was paid, tap target untapped creature and that creature deals damage equal to its power to its controller.

Ana Disciple
G
Creature - Human Wizard
1/1
U, T Target creature gains flying until end of turn.
B, T Target creature gets -2/-0 until end of turn.

Ana Sanctuary
2G
Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.

Anaba Ancestor
1R
Creature - Minotaur Spirit
1/1
T Another target Minotaur creature gets +1/+1 until end of turn.

Anaba Bodyguard
3R
Creature - Minotaur
2/3
First strike (This creature deals combat damage before creatures without first strike.)

Anaba Shaman
3R
Creature - Minotaur Shaman
2/2
R, T Anaba Shaman deals 1 damage to target creature or player.

Anaba Spirit Crafter
2RR
Creature - Minotaur Shaman
1/3
Minotaur creatures get +1/+0.

Anaconda
3G
Creature - Snake
3/3
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)

Anarchist
4R
Creature - Human Wizard
2/2
When Anarchist comes into play, you may return target sorcery card from your graveyard to your hand.

Anarchy
2RR
Sorcery
Destroy all white permanents.

Anavolver
3G
Creature - Volver
3/3
Kicker 1U and/or B
If the 1U kicker cost was paid, Anavolver comes into play with two +1/+1 counters on it and with flying.
If the B kicker cost was paid, Anavolver comes into play with a +1/+1 counter on it and with "Pay 3 life: Regenerate Anavolver."

Ancestor's Chosen
5WW
Creature - Human Cleric
4/4
First strike (This creature deals combat damage before creatures without first strike.)
When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard.

Ancestor's Prophet
4W
Creature - Human Cleric
1/5
Tap five untapped Clerics you control: You gain 10 life.

Ancestral Knowledge
1U
Enchantment
Cumulative upkeep 1
When Ancestral Knowledge comes into play, look at the top ten cards of your library, then remove any number of them from the game and put the rest back on top of your library in any order.
When Ancestral Knowledge leaves play, shuffle your library.

Ancestral Mask
2G
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 for each other enchantment in play.

Ancestral Memories
2UUU
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.

Ancestral Recall
U
Instant
Target player draws three cards.

Ancestral Tribute
5WW
Sorcery
You gain 2 life for each card in your graveyard.
Flashback 9WWW (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Ancestral Vision
Sorcery
Ancestral Vision is blue.
Suspend 4-U (Rather than play this card from your hand, pay U and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)
Target player draws three cards.

Ancient Amphitheater
Land
As Ancient Amphitheater comes into play, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater comes into play tapped.
T Add R or W to your mana pool.

Ancient Craving
3B
Sorcery
You draw three cards and you lose 3 life.

Ancient Den
Artifact Land
(Ancient Den isn't a spell.)
T Add W to your mana pool.

Ancient Grudge
1R
Instant
Destroy target artifact.
Flashback G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Ancient Hydra
4R
Creature - Hydra
5/1
Fading 5 (This creature comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
1, Remove a fade counter from Ancient Hydra: Ancient Hydra deals 1 damage to target creature or player.

Ancient Kavu
3R
Creature - Kavu
3/3
2: Ancient Kavu becomes colorless until end of turn.

Ancient Ooze
5GG
Creature - Ooze
*/*
Ancient Ooze's power and toughness are each equal to the total converted mana cost of other creatures you control.

Ancient Runes
2R
Enchantment
At the beginning of each player's upkeep, Ancient Runes deals damage to that player equal to the number of artifacts he or she controls.

Ancient Silverback
4GG
Creature - Ape
6/5
G: Regenerate Ancient Silverback. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Ancient Spider
2GW
Creature - Spider
2/5
First strike, reach (This creature can block creatures with flying.)

Ancient Spring
Land
Ancient Spring comes into play tapped.
T Add U to your mana pool.
T, Sacrifice Ancient Spring: Add WB to your mana pool.

Ancient Tomb
Land
T Add 2 to your mana pool. Ancient Tomb deals 2 damage to you.

Andradite Leech
2B
Creature - Leech
2/2
Black spells you play cost B more to play.
B: Andradite Leech gets +1/+1 until end of turn.

Angel of Despair
3WWBB
Creature - Angel
5/5
Flying
When Angel of Despair comes into play, destroy target permanent.

Angel of Fury
4WW
Creature - Angel
3/5
Flying
When Angel of Fury is put into your graveyard from play, you may shuffle it into your library.

Angel of Light
4W
Creature - Angel
3/3
Flying, vigilance

Angel of Mercy
4W
Creature - Angel
3/3
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Angel of Mercy comes into play, you gain 3 life.

Angel of Retribution
6W
Creature - Angel
5/5
Flying, first strike

Angel of Salvation
6WW
Creature - Angel
5/5
Flash; convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Flying
When Angel of Salvation comes into play, prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.

Angelfire Crusader
3W
Creature - Human Soldier Knight
2/3
R: Angelfire Crusader gets +1/+0 until end of turn.

Angelic Blessing
2W
Sorcery
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)

Angelic Chorus
3WW
Enchantment
Whenever a creature comes into play under your control, you gain life equal to its toughness.

Angelic Curator
1W
Creature - Angel Spirit
1/1
Flying, protection from artifacts

Angelic Favor
3W
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay Angelic Favor's mana cost.
Play Angelic Favor only during combat.
Put a 4/4 white Angel creature token with flying into play. Remove it from the game at end of turn.

Angelic Page
1W
Creature - Angel Spirit
1/1
Flying
T Target attacking or blocking creature gets +1/+1 until end of turn.

Angelic Protector
3W
Creature - Angel
2/2
Flying
Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.

Angelic Renewal
1W
Enchantment
Whenever a creature is put into your graveyard from play, you may sacrifice Angelic Renewal. If you do, return that card to play.

Angelic Shield
WU
Enchantment
Creatures you control get +0/+1.
Sacrifice Angelic Shield: Return target creature to its owner's hand.

Angelic Voices
2WW
Enchantment
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.

Angelic Wall
1W
Creature - Wall
0/4
Defender, flying (This creature can't attack, and it can block creatures with flying.)

Angel's Feather
2
Artifact
Whenever a player plays a white spell, you may gain 1 life.

Angel's Grace
W
Instant
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

Angel's Trumpet
3
Artifact
All creatures have vigilance.
At the end of each player's turn, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals damage to the player equal to the number of creatures tapped this way.

Anger
3R
Creature - Incarnation
2/2
Haste
As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.

Angry Mob
2WW
Creature - Human
2+*/2+*
Trample
As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.

Angus Mackenzie
GWU
Legendary Creature - Human Cleric
2/2
GWU, T Prevent all combat damage that would be dealt this turn.

An-Havva Constable
1GG
Creature - Human
2/1+*
An-Havva Constable's toughness is equal to 1 plus the number of green creatures in play.

An-Havva Inn
1GG
Sorcery
Gain X plus 1 life, where X is the number of green creatures in play.

An-Havva Township
Land
T Add 1 to your mana pool.
1, T Add G to your mana pool.
2, T Add R or W to your mana pool.

Animal Boneyard
2W
Enchantment - Aura
Enchant land
Enchanted land has "T, Sacrifice a creature: You gain life equal to that creature's toughness."

Animal Magnetism
4G
Sorcery
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card into play and the rest into your graveyard.

Animate Artifact
3U
Enchantment - Aura
Enchant artifact
As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its converted mana cost.

Animate Dead
1B
Enchantment - Aura
Enchant creature card in a graveyard
When Animate Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Animate Dead." Return enchanted creature card to play under your control and attach Animate Dead to it. When Animate Dead leaves play, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.

Animate Land
G
Instant
Until end of turn, target land is a 3/3 creature that's still a land.

Animate Wall
W
Enchantment - Aura
Enchant Wall
Enchanted Wall can attack as though it didn't have defender.

Ankh of Mishra
2
Artifact
Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller.

Annex
2UU
Enchantment - Aura
Enchant land (Target a land as you play this. This card comes into play attached to that land.)
You control enchanted land.

Annihilate
3BB
Instant
Destroy target nonblack creature. It can't be regenerated.
Draw a card.

Annul
U
Instant
Counter target artifact or enchantment spell.

Anodet Lurker
5
Artifact Creature - Construct
3/3
When Anodet Lurker is put into a graveyard from play, you gain 3 life.

Anoint
W
Instant
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Prevent the next 3 damage that would be dealt to target creature this turn.

Antagonism
3R
Enchantment
At the end of each player's turn, Antagonism deals 2 damage to that player unless one of his or her opponents was dealt damage that turn.

Anthem of Rakdos
2BRR
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you.
Hellbent - As long as you have no cards in hand, if a source you control would deal damage to a creature or player, it deals double that damage to that creature or player instead.

Anthroplasm
2UU
Creature - Shapeshifter
0/0
Anthroplasm comes into play with two +1/+1 counters on it.
X, T Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it.

Anti-Magic Aura
2U
Enchantment - Aura
Enchant creature
Enchanted creature can't be the target of spells and can't be enchanted. This effect doesn't remove Anti-Magic Aura.

Antler Skulkin
5
Artifact Creature - Scarecrow
3/3
2: Target white creature gains persist until end of turn. (When it's put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Anurid Barkripper
1GG
Creature - Frog Beast
2/2
Threshold - Anurid Barkripper gets +2/+2 as long as seven or more cards are in your graveyard.

Anurid Brushhopper
1GW
Creature - Frog Beast
3/4
Discard two cards: Remove Anurid Brushhopper from the game. Return it to play under its owner's control at end of turn.

Anurid Murkdiver
4BB
Creature - Zombie Frog Beast
4/3
Swampwalk

Anurid Scavenger
2G
Creature - Frog Beast
3/3
Protection from black
At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library.

Anurid Swarmsnapper
2G
Creature - Frog Beast
1/4
Reach (This creature can block creatures with flying.)
1G: Anurid Swarmsnapper can block an additional creature this turn.

Anvil of Bogardan
2
Artifact
Players have no maximum hand size.
At the beginning of each player's draw step, that player draws a card, then discards a card.

An-Zerrin Ruins
2RR
Enchantment
As An-Zerrin Ruins comes into play, choose a creature type.
Creatures of the chosen type don't untap during their controllers' untap steps.

Apathy
U
Enchantment - Aura
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may discard a card at random. If he or she does, untap that creature.

Apes of Rath
2GG
Creature - Ape
5/4
Whenever Apes of Rath attacks, it doesn't untap during its controller's next untap step.

Aphetto Alchemist
1U
Creature - Human Wizard
1/2
T Untap target artifact or creature.
Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Aphetto Dredging
3B
Sorcery
Return up to three target creature cards of the creature type of your choice from your graveyard to your hand.

Aphetto Exterminator
2B
Creature - Human Wizard
3/1
Morph 3B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn.

Aphetto Grifter
2U
Creature - Human Wizard
1/1
Tap two untapped Wizards you control: Tap target permanent.

Aphetto Runecaster
3U
Creature - Human Wizard
2/3
Whenever a permanent is turned face up, you may draw a card.

Aphetto Vulture
4BB
Creature - Zombie Bird
3/2
Flying
When Aphetto Vulture is put into a graveyard from play, you may put target Zombie card from your graveyard on top of your library.

Aphotic Wisps
B
Instant
Target creature becomes black and gains fear until end of turn.
Draw a card.

Apocalypse
2RRR
Sorcery
Remove all permanents from the game. You discard your hand.

Apocalypse Chime
2
Artifact
2, T, Sacrifice Apocalypse Chime: Destroy all cards from the Homelands expansion. They can't be regenerated.

Apothecary Initiate
W
Creature - Kithkin Cleric
1/1
Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life.

Apprentice Necromancer
1B
Creature - Zombie Wizard
1/1
B, T, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to play. That creature gains haste. At end of turn, sacrifice it.

Apprentice Sorcerer
2U
Creature - Human Wizard
1/1
T Apprentice Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before attackers are declared.

Apprentice Wizard
1UU
Creature - Human Wizard
0/1
U, T Add 3 to your mana pool.

Aquamoeba
1U
Creature - Elemental Beast
1/3
Discard a card: Switch Aquamoeba's power and toughness until end of turn.

Aquamorph Entity
2UU
Creature - Shapeshifter
*/*
As Aquamorph Entity comes into play or is turned face up, it becomes your choice of 5/1 or 1/5.
Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Aquastrand Spider
1G
Creature - Spider Mutant
0/0
Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
G: Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)

Aquitect's Will
U
Tribal Sorcery - Merfolk
Put a flood counter on target land. That land is an Island in addition to its other types as long as it has a flood counter on it. If you control a Merfolk, draw a card.

Araba Mothrider
1W
Creature - Human Samurai
1/1
Flying
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

Arachnoid
6
Artifact Creature - Spider
2/6
Reach (This creature can block creatures with flying.)

Arashi, the Sky Asunder
3GG
Legendary Creature - Spirit
5/5
XG, T Arashi, the Sky Asunder deals X damage to target creature with flying.
Channel - XGG, Discard Arashi: Arashi deals X damage to each creature with flying.

Arbiter of Knollridge
6W
Creature - Giant Wizard
5/5
Vigilance
When Arbiter of Knollridge comes into play, each player's life total becomes the highest life total among all players.

Arboria
2GG
World Enchantment
Creatures can't attack a player who didn't play a spell and didn't put a card into play during his or her last turn.

Arc Blade
3RR
Sorcery
Arc Blade deals 2 damage to target creature or player. Remove Arc Blade from the game with three time counters on it.
Suspend 3-2R (Rather than play this card from your hand, you may pay 2R and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Arc Lightning
2R
Sorcery
Arc Lightning deals 3 damage divided as you choose among any number of target creatures and/or players.

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

Arcades Sabboth
2GGWWUU
Legendary Creature - Elder Dragon
7/7
Flying
At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay GWU.
Untapped nonattacking creatures you control get +0/+2.
W: Arcades Sabboth gets +0/+1 until end of turn.

Arcane Denial
1U
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.

Arcane Laboratory
2U
Enchantment
Each player can't play more than one spell each turn.

Arcane Spyglass
4
Artifact
2, T, Sacrifice a land: Draw a card and put a charge counter on Arcane Spyglass.
Remove three charge counters from Arcane Spyglass: Draw a card.

Arcane Teachings
2R
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +2/+2 and has "T This creature deals 1 damage to target creature or player."

Arcanis the Omnipotent
3UUU
Legendary Creature - Wizard
3/4
T Draw three cards.
2UU: Return Arcanis the Omnipotent to its owner's hand.

Arcanum Wings
1U
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
Aura swap 2U (2U: Exchange this Aura with an Aura card in your hand.)

Arcbound Bruiser
5
Artifact Creature - Golem
0/0
Modular 3 (This comes into play with three +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

Arcbound Crusher
4
Artifact Creature - Juggernaut
0/0
Trample
Whenever another artifact comes into play, put a +1/+1 counter on Arcbound Crusher.
Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

Arcbound Fiend
6
Artifact Creature - Horror
0/0
Fear
At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto Arcbound Fiend.
Modular 3 (This comes into play with three +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

Arcbound Hybrid
4
Artifact Creature - Beast
0/0
Haste
Modular 2 (This comes into play with two +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

Arcbound Lancer
7
Artifact Creature - Beast
0/0
First strike
Modular 4 (This comes into play with four +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

Arcbound Overseer
8
Artifact Creature - Golem
0/0
At the beginning of your upkeep, put a +1/+1 counter on each creature with modular you control.
Modular 6 (This comes into play with six +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

Arcbound Ravager
2
Artifact Creature - Beast
0/0
Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.
Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

Arcbound Reclaimer
4
Artifact Creature - Golem
0/0
Remove a +1/+1 counter from Arcbound Reclaimer: Put target artifact card from your graveyard on top of your library.
Modular 2 (This comes into play with two +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

Arcbound Slith
2
Artifact Creature - Slith
0/0
Whenever Arcbound Slith deals combat damage to a player, put a +1/+1 counter on it.
Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

Arcbound Stinger
2
Artifact Creature - Insect
0/0
Flying
Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

Arcbound Wanderer
6
Artifact Creature - Golem
0/0
Modular-Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

Arcbound Worker
1
Artifact Creature - Construct
0/0
Modular 1 (This comes into play with a +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

Archaeological Dig
Land
T Add 1 to your mana pool.
T, Sacrifice Archaeological Dig: Add one mana of any color to your mana pool.

Archangel
5WW
Creature - Angel
5/5
Flying, vigilance

Archery Training
W
Enchantment - Aura
Enchant creature
At the beginning of your upkeep, you may put an arrow counter on Archery Training.
Enchanted creature has "T This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."

Archivist
2UU
Creature - Human Wizard
1/1
T Draw a card.

Archon of Justice
3WW
Creature - Archon
4/4
Flying
When Archon of Justice is put into a graveyard from play, remove target permanent from the game.

Arc-Slogger
3RR
Creature - Beast
4/5
R, Remove the top ten cards of your library from the game: Arc-Slogger deals 2 damage to target creature or player.

Arctic Flats
Snow Land
Arctic Flats comes into play tapped.
T Add G or W to your mana pool.

Arctic Foxes
1W
Creature - Fox
1/1
Creatures with power 2 or greater can't block Arctic Foxes as long as defending player controls a snow land.

Arctic Merfolk
1U
Creature - Merfolk
1/1
Kicker-Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you play this spell.)
If the kicker cost was paid, Arctic Merfolk comes into play with a +1/+1 counter on it.

Arctic Nishoba
5G
Creature - Cat Warrior
6/6
Trample
Cumulative upkeep G or W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Arctic Nishoba is put into a graveyard from play, you gain 2 life for each age counter on it.

Arctic Wolves
3GG
Creature - Wolf
4/5
Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Arctic Wolves comes into play, draw a card.

Arcum Dagsson
3U
Legendary Creature - Human Artificer
2/2
T Target artifact creature's controller sacrifices it. That player may search his or her library for a noncreature artifact card, put it into play, then shuffle his or her library.

Arcum's Sleigh
1
Artifact
2, T Target creature gains vigilance until end of turn. Play this ability only during combat and only if defending player controls a snow land.

Arcum's Weathervane
2
Artifact
2, T Target snow land is no longer snow.
2, T Target nonsnow basic land becomes snow.

Arcum's Whistle
3
Artifact
3, T Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That player may pay X, where X is that creature's converted mana cost. If he or she doesn't, the creature attacks this turn if able, and at end of turn, destroy it if it didn't attack. Play this ability only before attackers are declared.

Ardent Militia
4W
Creature - Human Soldier
2/5
Vigilance

Ardent Soldier
1W
Creature - Human Soldier
1/2
Kicker 2 (You may pay an additional 2 as you play this spell.)
Vigilance
If the kicker cost was paid, Ardent Soldier comes into play with a +1/+1 counter on it.

Arena
Land
3, T Tap target creature you control and target creature of an opponent's choice he or she controls. Each of those creatures deals damage equal to its power to the other.

Arena of the Ancients
3
Artifact
Legendary creatures don't untap during their controllers' untap steps.
When Arena of the Ancients comes into play, tap all legendary creatures.

Arenson's Aura
2W
Enchantment
W, Sacrifice an enchantment: Destroy target enchantment.
3UU: Counter target enchantment spell.

Argivian Archaeologist
1WW
Creature - Human Artificer
1/1
WW, T Return target artifact card from your graveyard to your hand.

Argivian Blacksmith
1WW
Creature - Human Artificer
2/2
T Prevent the next 2 damage that would be dealt to target artifact creature this turn.

Argivian Find
W
Instant
Return target artifact or enchantment card from your graveyard to your hand.

Argivian Restoration
2UU
Sorcery
Return target artifact card from your graveyard to play.

Argothian Elder
3G
Creature - Elf Druid
2/2
T Untap two target lands.

Argothian Enchantress
1G
Creature - Human Druid
0/1
Shroud (This permanent can't be the target of spells or abilities.)
Whenever you play an enchantment spell, draw a card.

Argothian Pixies
1G
Creature - Faerie
2/1
Argothian Pixies can't be blocked by artifact creatures.
Prevent all damage that would be dealt to Argothian Pixies by artifact creatures.

Argothian Swine
3G
Creature - Boar
3/3
Trample

Argothian Treefolk
3GG
Creature - Treefolk
3/5
Prevent all damage that would be dealt to Argothian Treefolk by artifacts.

Argothian Wurm
3G
Creature - Wurm
6/6
Trample
When Argothian Wurm comes into play, any player may sacrifice a land. If a player does, put Argothian Wurm on top of its owner's library.

Ark of Blight
2
Artifact
3, T, Sacrifice Ark of Blight: Destroy target land.

Armadillo Cloak
1GW
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has trample.
Whenever enchanted creature deals damage, you gain that much life.

Armageddon
3W
Sorcery
Destroy all lands.

Armageddon Clock
6
Artifact
At the beginning of your upkeep, put a doom counter on Armageddon Clock.
At the beginning of your draw step, Armageddon Clock deals damage to each player equal to the number of doom counters on it.
4: Remove a doom counter from Armageddon Clock. Any player may play this ability but only during any upkeep step.

Armed Response
2W
Instant
Armed Response deals damage to target attacking creature equal to the number of Equipment you control.

Armistice
2W
Enchantment
3WW: You draw a card and target opponent gains 3 life.

Armor of Faith
W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1.
W: Enchanted creature gets +0/+1 until end of turn.

Armor of Thorns
1G
Enchantment - Aura
You may play Armor of Thorns any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.
Enchant nonblack creature
Enchanted creature gets +2/+2.

Armor Sliver
2W
Creature - Sliver
2/2
All Sliver creatures have "2: This creature gets +0/+1 until end of turn."

Armor Thrull
2B
Creature - Thrull
1/3
T, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature.

Armored Ascension
3W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each Plains you control and has flying.

Armored Galleon
4U
Creature - Human Pirate
5/4
Armored Galleon can't attack unless defending player controls an Island.

Armored Griffin
3W
Creature - Griffin
2/3
Flying, vigilance

Armored Guardian
3WU
Creature - Cat Soldier
2/5
1WW: Target creature you control gains protection from the color of your choice until end of turn.
1UU: Armored Guardian gains shroud until end of turn. (It can't be the target of spells or abilities.)

Armored Pegasus
1W
Creature - Pegasus
1/2
Flying

Armorer Guildmage
R
Creature - Human Wizard
1/1
B, T Target creature gets +1/+0 until end of turn.
G, T Target creature gets +0/+1 until end of turn.

Arms Dealer
2R
Creature - Goblin Rogue
1/1
1R, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature.

Army Ants
1BR
Creature - Insect
1/1
T, Sacrifice a land: Destroy target land.

Army of Allah
1WW
Instant
Attacking creatures get +2/+0 until end of turn.

Arnjlot's Ascent
1UU
Enchantment
Cumulative upkeep U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
1: Target creature gains flying until end of turn.

Arrest
2W
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be played.

Arrogant Vampire
3BB
Creature - Vampire
4/3
Flying

Arrogant Wurm
3GG
Creature - Wurm
4/4
Trample
Madness 2G (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Artful Looter
2U
Creature - Human Wizard
1/2
T Draw a card, then discard a card.
Whenever a permanent comes into play that shares an artist with another permanent you control, untap Artful Looter.

Artifact Blast
R
Instant
Counter target artifact spell.

Artifact Mutation
RG
Instant
Destroy target artifact. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost.

Artifact Possession
2B
Enchantment - Aura
Enchant artifact
Whenever enchanted artifact becomes tapped or a player plays an activated ability of enchanted artifact without T in its activation cost, Artifact Possession deals 2 damage to that artifact's controller.

Artifact Ward
W
Enchantment - Aura
Enchant creature
Enchanted creature has protection from artifacts. This effect doesn't remove Artifact Ward.

Artificer's Intuition
1U
Enchantment
U, Discard an artifact card: Search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. Then shuffle your library.

Artificial Evolution
U
Instant
Change the text of target spell or permanent by replacing all instances of one creature type with another. The new creature type can't be Wall. (This effect doesn't end at end of turn.)

Ascendant Evincar
4BB
Legendary Creature - Vampire
3/3
Flying (This creature can't be blocked except by creatures with flying or reach.)
Other black creatures get +1/+1.
Nonblack creatures get -1/-1.

Ascending Aven
2UU
Creature - Bird Soldier
3/2
Flying
Ascending Aven can block only creatures with flying.
Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Ashcoat Bear
1G
Creature - Bear
2/2
Flash (You may play this spell any time you could play an instant.)

Ashen Firebeast
6RR
Creature - Elemental Beast
6/6
1R: Ashen Firebeast deals 1 damage to each creature without flying.

Ashen Ghoul
3B
Creature - Zombie
3/1
Haste
B: Return Ashen Ghoul from your graveyard to play. Play this ability only during your upkeep and only if three or more creature cards are above Ashen Ghoul.

Ashen Monstrosity
5RR
Creature - Spirit
7/4
Haste
Ashen Monstrosity attacks each turn if able.

Ashen Powder
2BB
Sorcery
Put target creature card from an opponent's graveyard into play under your control.

Ashenmoor Cohort
5B
Creature - Elemental Warrior
4/3
Ashenmoor Cohort gets +1/+1 as long as you control another black creature.

Ashenmoor Gouger
(B / R) (B / R) (B / R)
Creature - Elemental Warrior
4/4
Ashenmoor Gouger can't block.

Ashenmoor Liege
1 (B / R) (B / R) (B / R)
Creature - Elemental Knight
4/1
Other black creatures you control get +1/+1.
Other red creatures you control get +1/+1.
Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life.

Ashen-Skin Zubera
1B
Creature - Zubera Spirit
1/2
When Ashen-Skin Zubera is put into a graveyard from play, target opponent discards a card for each Zubera put into a graveyard from play this turn.

Ashes of the Fallen
2
Artifact
As Ashes of the Fallen comes into play, choose a creature type.
Each creature card in your graveyard has the chosen creature type in addition to its other types.

Ashes to Ashes
1BB
Sorcery
Remove two target nonartifact creatures from the game. Ashes to Ashes deals 5 damage to you.

Ashling the Pilgrim
1R
Legendary Creature - Elemental Shaman
1/1
1R: Put a +1/+1 counter on Ashling the Pilgrim. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling the Pilgrim, and it deals that much damage to each creature and each player.

Ashling, the Extinguisher
2BB
Legendary Creature - Elemental Shaman
4/4
Whenever Ashling, the Extinguisher deals combat damage to a player, choose target creature that player controls. He or she sacrifices that creature.

Ashling's Prerogative
1R
Enchantment
As Ashling's Prerogative comes into play, choose odd or even. (Zero is even.)
Each creature with converted mana cost of the chosen value has haste.
Each creature without converted mana cost of the chosen value comes into play tapped.

Ashnod's Altar
3
Artifact
Sacrifice a creature: Add 2 to your mana pool.

Ashnod's Battle Gear
2
Artifact
You may choose not to untap Ashnod's Battle Gear during your untap step.
2, T Target creature you control gets +2/-2 as long as Ashnod's Battle Gear remains tapped.

Ashnod's Coupon
0
Artifact
T, Sacrifice Ashnod's Coupon: Target player gets you target drink.
Errata: You pay any costs for the drink.

Ashnod's Cylix
2
Artifact
3, T Target player looks at the top three cards of his or her library, puts one of them back on top of his or her library, then removes the rest from the game.

Ashnod's Transmogrant
1
Artifact
T, Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its other types.

Asmira, Holy Avenger
2GW
Legendary Creature - Human Cleric
2/3
Flying
At end of turn, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from play this turn.

Aspect of Mongoose
1G
Enchantment - Aura
Enchant creature
Enchanted creature has shroud. (It can't be the target of spells or abilities.)
When Aspect of Mongoose is put into a graveyard from play, return Aspect of Mongoose to its owner's hand.

Aspect of Wolf
1G
Enchantment - Aura
Enchant creature
Enchanted creature gets +X/+Y, where X is equal to half the number of Forests you control, rounded down, and Y is equal to half the number of Forests you control, rounded up.

Ass Whuppin'
1WB
Sorcery
Destroy target silver-bordered permanent in any game you can see from your seat.

Assassinate
2B
Sorcery
Destroy target tapped creature.

Assassin's Blade
1B
Instant
Play Assassin's Blade only during the declare attackers step and only if you are the defending player.
Destroy target nonblack attacking creature.

Assault // Battery
R / 3G
Sorcery // Sorcery
Assault deals 2 damage to target creature or player.
//
Put a 3/3 green Elephant creature token into play.

Assault Zeppelid
2GU
Creature - Beast
3/3
Flying, trample

Assembly Hall
5
Artifact
4, T Reveal a creature card in your hand. Search your library for a card with the same name as that card, reveal the card, and put it into your hand. Then shuffle your library.

Assembly-Worker
3
Artifact Creature - Assembly-Worker
2/2
T Target Assembly-Worker creature gets +1/+1 until end of turn.

Assert Authority
5UU
Instant
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.

Assquatch
4R
Creature - Donkey Lord
3/3
Each other Donkey gets +1/+1.
Whenever another Donkey comes into play, untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.

Astral Slide
2W
Enchantment
Whenever a player cycles a card, you may remove target creature from the game. If you do, return the removed card to play under its owner's control at end of turn.

Astral Steel
2W
Instant
Target creature gets +1/+2 until end of turn.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Astrolabe
3
Artifact
1, T, Sacrifice Astrolabe: Add two mana of any one color to your mana pool. Draw a card at the beginning of the next turn's upkeep.

Atalya, Samite Master
3WW
Legendary Creature - Human Cleric
2/3
X, T Choose one - Prevent the next X damage that would be dealt to target creature this turn; or you gain X life. Spend only white mana this way.

Atinlay Igpay
5W
Eaturecray - Igpay
3/3
Oubleday ikestray
Eneverwhay Atinlay Igpay's ontrollercay eaksspay ay onnay-Igpay-Atinlay ordway, acrificesay Atinlay Igpay.

Atog
1R
Creature - Atog
1/2
Sacrifice an artifact: Atog gets +2/+2 until end of turn.

Atogatog
WUBRG
Legendary Creature - Atog
5/5
Sacrifice an Atog creature: Atogatog gets +X/+X until end of turn, where X is the sacrificed creature's power.

Attrition
1BB
Enchantment
B, Sacrifice a creature: Destroy target nonblack creature.

Attunement
2U
Enchantment
Return Attunement to its owner's hand: Draw three cards, then discard four cards.

Augur il-Vec
1W
Creature - Human Cleric
1/3
Shadow (This creature can block or be blocked by only creatures with shadow.)
Sacrifice Augur il-Vec: You gain 4 life. Play this ability only during your upkeep.

Augur of Skulls
1B
Creature - Skeleton Wizard
1/1
1B: Regenerate Augur of Skulls.
Sacrifice Augur of Skulls: Target player discards two cards. Play this ability only during your upkeep.

Augury Adept
1 (W / U) (W / U)
Creature - Kithkin Wizard
2/2
Whenever Augury Adept deals combat damage to a player, reveal the top card of your library and put that card into your hand. You gain life equal to its converted mana cost.

Auntie's Hovel
Land
As Auntie's Hovel comes into play, you may reveal a Goblin card from your hand. If you don't, Auntie's Hovel comes into play tapped.
T Add B or R to your mana pool.

Auntie's Snitch
2B
Creature - Goblin Rogue
3/1
Auntie's Snitch can't block.
Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)
Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie's Snitch is in your graveyard, you may return Auntie's Snitch to your hand.

Aura Barbs
2R
Instant - Arcane
Each enchantment deals 2 damage to its controller, then each Aura attached to a creature deals 2 damage to the creature it's attached to.

Aura Blast
1W
Instant
Destroy target enchantment.
Draw a card.

Aura Extraction
1W
Instant
Put target enchantment on top of its owner's library.
Cycling 2 (2, Discard this card: Draw a card.)

Aura Flux
2U
Enchantment
All other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay 2."

Aura Fracture
2W
Enchantment
Sacrifice a land: Destroy target enchantment.

Aura Graft
1U
Instant
Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant.

Aura Mutation
GW
Instant
Destroy target enchantment. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost.

Aura of Dominion
UU
Enchantment - Aura
Enchant creature
1, Tap an untapped creature you control: Untap enchanted creature.

Aura of Silence
1WW
Enchantment
Artifact and enchantment spells your opponents play cost 2 more to play.
Sacrifice Aura of Silence: Destroy target artifact or enchantment.

Aura Shards
1GW
Enchantment
Whenever a creature comes into play under your control, you may destroy target artifact or enchantment.

Aura Thief
3U
Creature - Illusion
2/2
Flying
When Aura Thief is put into a graveyard from play, you gain control of all enchantments. (You don't get to move Auras.)

Auramancer
2W
Creature - Human Wizard
2/2
When Auramancer comes into play, you may return target enchantment card from your graveyard to your hand.

Auramancer's Guise
2UU
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.

Auratog
1W
Creature - Atog
1/2
Sacrifice an enchantment: Auratog gets +2/+2 until end of turn.

Auratouched Mage
5W
Creature - Human Wizard
3/3
When Auratouched Mage comes into play, search your library for an Aura card that could enchant it. If Auratouched Mage is still in play, attach that Aura to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle your library.

Aurification
2WW
Enchantment
Whenever a creature deals damage to you, put a gold counter on it.
Each creature with a gold counter on it has defender. (Those creatures can't attack.)
When Aurification leaves play, remove all gold counters from all creatures.

Auriok Bladewarden
1W
Creature - Human Soldier
1/1
T Target creature gets +X/+X until end of turn, where X is Auriok Bladewarden's power.

Auriok Champion
WW
Creature - Human Cleric
1/1
Protection from black and from red
Whenever another creature comes into play, you may gain 1 life.

Auriok Glaivemaster
W
Creature - Human Soldier
1/1
As long as Auriok Glaivemaster is equipped, it gets +1/+1 and has first strike.

Auriok Salvagers
3W
Creature - Human Soldier
2/4
1W: Return target artifact card with converted mana cost 1 or less from your graveyard to your hand.

Auriok Siege Sled
6
Artifact Creature - Juggernaut
3/5
1: Target artifact creature blocks Auriok Siege Sled this turn if able.
1: Target artifact creature can't block Auriok Siege Sled this turn.

Auriok Steelshaper
1W
Creature - Human Soldier
1/1
Equip costs you pay cost 1 less.
As long as Auriok Steelshaper is equipped, Soldier and Knight creatures you control get +1/+1.

Auriok Transfixer
W
Creature - Human Scout
1/1
W, T Tap target artifact.

Auriok Windwalker
3W
Creature - Human Wizard
2/3
Flying
T Attach target Equipment you control to target creature you control.

Aurochs
3G
Creature - Aurochs
2/3
Trample
Whenever Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.

Aurochs Herd
5G
Creature - Aurochs
4/4
Trample
When Aurochs Herd comes into play, you may search your library for an Aurochs card, reveal it, and put it into your hand. If you do, shuffle your library.
Whenever Aurochs Herd attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.

Aurora Eidolon
3W
Creature - Spirit
2/2
W, Sacrifice Aurora Eidolon: Prevent the next 3 damage that would be dealt to target creature or player this turn.
Whenever you play a multicolored spell, you may return Aurora Eidolon from your graveyard to your hand.

Aurora Griffin
3W
Creature - Griffin
2/2
Flying
W: Target permanent becomes white until end of turn.

Auspicious Ancestor
3W
Creature - Human Cleric
2/3
When Auspicious Ancestor is put into a graveyard from play, you gain 3 life.
Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life.

Austere Command
4WW
Sorcery
Choose two - Destroy all artifacts; or destroy all enchantments; or destroy all creatures with converted mana cost 3 or less; or destroy all creatures with converted mana cost 4 or greater.

Autochthon Wurm
10GGGWW
Creature - Wurm
9/14
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Trample

Autumn Willow
4GG
Legendary Creature - Avatar
4/4
Shroud
G: Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn't have shroud.

Avalanche
X2RR
Sorcery
Destroy X target snow lands.

Avalanche Riders
3R
Creature - Human Nomad
2/2
Haste
Echo 3R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Avalanche Riders comes into play, destroy target land.

Avarax
3RR
Creature - Beast
3/3
Haste
When Avarax comes into play, you may search your library for a card named Avarax, reveal it, and put it into your hand. If you do, shuffle your library.
1R: Avarax gets +1/+0 until end of turn.

Avarice Totem
1
Artifact
5: Exchange control of Avarice Totem and target nonland permanent.

Avatar of Discord
(B / R) (B / R) (B / R)
Creature - Avatar
5/3
(o (b/r) can be paid with either B or R.)
Flying
When Avatar of Discord comes into play, sacrifice it unless you discard two cards.

Avatar of Fury
6RR
Creature - Avatar
6/6
If an opponent controls seven or more lands, Avatar of Fury costs 6 less to play.
Flying
R: Avatar of Fury gets +1/+0 until end of turn.

Avatar of Hope
6WW
Creature - Avatar
4/9
If you have 3 life or less, Avatar of Hope costs 6 less to play.
Flying
Avatar of Hope can block any number of creatures.

Avatar of Me
2UU
Creature - Avatar
*/*
Avatar of Me costs 1 more to play for each ten years you've been alive.
Avatar of Me's power is equal to your height in feet and its toughness is equal to your American shoe size. Round to the nearest 1/2.
Avatar of Me's color is the color of your eyes.

Avatar of Might
6GG
Creature - Avatar
8/8
If an opponent controls at least four more creatures than you, Avatar of Might costs 6 less to play.
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

Avatar of Will
6UU
Creature - Avatar
5/6
If an opponent has no cards in hand, Avatar of Will costs 6 less to play.
Flying

Avatar of Woe
6BB
Creature - Avatar
6/5
If there are ten or more creature cards total in all graveyards, Avatar of Woe costs 6 less to play.
Fear
T Destroy target creature. It can't be regenerated.

Aven Archer
3WW
Creature - Bird Soldier Archer
2/2
Flying
2W, T Aven Archer deals 2 damage to target attacking or blocking creature.

Aven Augur
3U
Creature - Bird Wizard
2/2
Flying
Sacrifice Aven Augur: Return up to two target creatures to their owners' hands. Play this ability only during your upkeep.

Aven Brigadier
3WWW
Creature - Bird Soldier
3/5
Flying
Other Bird creatures get +1/+1.
Other Soldier creatures get +1/+1.

Aven Cloudchaser
3W
Creature - Bird Soldier
2/2
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Aven Cloudchaser comes into play, destroy target enchantment.

Aven Envoy
U
Creature - Bird Soldier
0/2
Flying

Aven Farseer
1W
Creature - Bird Soldier
1/1
Flying
Whenever a permanent is turned face up, put a +1/+1 counter on Aven Farseer.

Aven Fateshaper
6U
Creature - Bird Wizard
4/5
Flying
When Aven Fateshaper comes into play, look at the top four cards of your library, then put them back in any order.
4U: Look at the top four cards of your library, then put them back in any order.

Aven Fisher
3U
Creature - Bird Soldier
2/2
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Aven Fisher is put into a graveyard from play, you may draw a card.

Aven Flock
4W
Creature - Bird Soldier
2/3
Flying (This creature can't be blocked except by creatures with flying or reach.)
W: Aven Flock gets +0/+1 until end of turn.

Aven Fogbringer
3U
Creature - Bird Wizard
2/1
Flying
When Aven Fogbringer comes into play, return target land to its owner's hand.

Aven Liberator
2WW
Creature - Bird Soldier
2/3
Flying
Morph 3W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Aven Liberator is turned face up, target creature you control gains protection from the color of your choice until end of turn.

Aven Mindcensor
2W
Creature - Bird Wizard
2/1
Flash (You may play this spell any time you could play an instant.)
Flying
If an opponent would search a library, that player searches the top four cards of that library instead.

Aven Redeemer
3W
Creature - Bird Cleric
2/2
Flying
T Prevent the next 2 damage that would be dealt to target creature or player this turn.

Aven Riftwatcher
2W
Creature - Bird Rebel Soldier
2/3
Flying
Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Aven Riftwatcher comes into play or leaves play, you gain 2 life.

Aven Shrine
1WW
Enchantment
Whenever a player plays a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell.

Aven Smokeweaver
2UU
Creature - Bird Soldier
2/3
Flying, protection from red

Aven Soulgazer
3WW
Creature - Bird Cleric
3/3
Flying
2W: Look at target face-down creature.

Aven Trooper
3W
Creature - Bird Soldier
1/1
Flying
2W, Discard a card: Aven Trooper gets +1/+2 until end of turn.

Aven Warcraft
2W
Instant
Creatures you control get +0/+2 until end of turn.
Threshold - If seven or more cards are in your graveyard, creatures you control also gain protection from the color of your choice until end of turn.

Aven Warhawk
4W
Creature - Bird Soldier
2/2
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Bird and/or Soldier card you reveal in your hand.)
Flying

Aven Windreader
3UU
Creature - Bird Soldier Wizard
3/3
Flying (This creature can't be blocked except by creatures with flying or reach.)
1U: Target player reveals the top card of his or her library.

Avenger en-Dal
1W
Creature - Human Spellshaper
1/1
2W, T, Discard a card: Remove target attacking creature from the game. Its controller gains life equal to its toughness.

Avenging Angel
3WW
Creature - Angel
3/3
Flying
When Avenging Angel is put into a graveyard from play, you may put Avenging Angel on top of its owner's library.

Avenging Druid
2G
Creature - Human Druid
1/3
Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. Put that card into play and put all other cards revealed this way into your graveyard.

Avian Changeling
2W
Creature - Shapeshifter
2/2
Changeling (This card is every creature type at all times.)
Flying

Avizoa
3U
Creature - Jellyfish
2/2
Flying
0: Avizoa gets +2/+2 until end of turn. You skip your next untap step. Play this ability only once each turn.

Avoid Fate
G
Instant
Counter target instant or Aura spell that targets a permanent you control.

Awakening
2GG
Enchantment
At the beginning of each upkeep, all players untap all creatures and lands they control.

Awe Strike
W
Instant
The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way.

Awesome Presence
U
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked unless defending player pays 3 for each creature he or she controls that's blocking it.

AWOL
2W
Instant
Remove target attacking creature from the game. Then remove it from the removed-from-game zone and put it into the absolutely-removed-from-the-freaking-game-forever zone.

Axegrinder Giant
4RR
Creature - Giant Warrior
6/4

Axelrod Gunnarson
4BBRR
Legendary Creature - Giant
5/5
Trample
Whenever a creature dealt damage by Axelrod Gunnarson this turn is put into a graveyard, you gain 1 life and Axelrod deals 1 damage to target player.

Ayesha Tanaka
WWUU
Legendary Creature - Human Artificer
2/2
Banding
T Counter target activated ability from an artifact source unless that ability's controller pays W.

Aysen Abbey
Land
T Add 1 to your mana pool.
1, T Add W to your mana pool.
2, T Add G or U to your mana pool.

Aysen Bureaucrats
1W
Creature - Human Advisor
1/1
T Tap target creature with power 2 or less.

Aysen Crusader
2WW
Creature - Human Knight
2+*/2+*
Aysen Crusader's power and toughness are each equal to 2 plus the number of Soldiers and Warriors you control.

Aysen Highway
3WWW
Enchantment
White creatures have plainswalk.

Ayumi, the Last Visitor
3GG
Legendary Creature - Spirit
7/3
Legendary landwalk

Azami, Lady of Scrolls
2UUU
Legendary Creature - Human Wizard
0/2
Tap an untapped Wizard you control: Draw a card.

Azimaet Drake
2U
Creature - Drake
1/3
Flying
U: Azimaet Drake gets +1/+0 until end of turn. Play this ability only once each turn.

Azorius AEthermage
1WU
Creature - Human Wizard
1/1
Whenever a permanent is returned to your hand, you may pay 1. If you do, draw a card.

Azorius Chancery
Land
Azorius Chancery comes into play tapped.
When Azorius Chancery comes into play, return a land you control to its owner's hand.
T Add WU to your mana pool.

Azorius First-Wing
WU
Creature - Griffin
2/2
Flying, protection from enchantments

Azorius Guildmage
(W / U) (W / U)
Creature - Vedalken Wizard
2/2
(o (w/u) can be paid with either W or U.)
2W: Tap target creature.
2U: Counter target activated ability. (Mana abilities can't be targeted.)

Azorius Herald
2W
Creature - Spirit
2/1
Azorius Herald is unblockable.
When Azorius Herald comes into play, you gain 4 life.
When Azorius Herald comes into play, sacrifice it unless U was spent to play it.

Azorius Ploy
1WWU
Instant
Prevent all combat damage target creature would deal this turn.
Prevent all combat damage that would be dealt to target creature this turn.

Azorius Signet
2
Artifact
1, T Add WU to your mana pool.

Azure Drake
3U
Creature - Drake
2/4
Flying (This creature can't be blocked except by creatures with flying or reach.)

Azusa, Lost but Seeking
2G
Legendary Creature - Human Monk
1/2
You may play two additional lands on each of your turns.

B.F.M. (Big Furry Monster)
BBBBBBBBBBBBBBB
Scariest Creature You'll Ever See
99/99
B.F.M. into play. If either B.F.M. card
more creatures.

Back to Basics
2U
Enchantment
Nonbasic lands don't untap during their controllers' untap steps.

Backdraft
1R
Instant
This turn, whenever target sorcery spell deals damage, Backdraft deals half that much damage, rounded down, to that spell's controller.

Backfire
U
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals damage to you, Backfire deals that much damage to that creature's controller.

Backlash
1BR
Instant
Tap target untapped creature. That creature deals damage equal to its power to its controller.

Backslide
1U
Instant
Turn target creature with morph face down.
Cycling U (U, Discard this card: Draw a card.)

Bad Ass
2BB
Creature - Donkey Zombie
3/1
1B, Growl: Regenerate Bad Ass.

Bad Moon
1B
Enchantment
Black creatures get +1/+1.

Bad River
Land
Bad River comes into play tapped.
T, Sacrifice Bad River: Search your library for an Island or Swamp card and put it into play. Then shuffle your library.

Badlands
Land - Swamp Mountain

Baki's Curse
2UU
Sorcery
Baki's Curse deals 2 damage to each creature for each Aura attached to that creature.

Baku Altar
2
Artifact
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Baku Altar.
2, T, Remove a ki counter from Baku Altar: Put a 1/1 colorless Spirit creature token into play.

Balance
1W
Sorcery
Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players discard cards the same way, then sacrifice creatures the same way.

Balance of Power
3UU
Sorcery
If target opponent has more cards in hand than you, draw cards equal to the difference.

Balancing Act
2WW
Sorcery
Each player chooses a number of permanents he or she controls equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards the same way.

Balduvian Barbarians
1RR
Creature - Human Barbarian
3/2

Balduvian Bears
1G
Creature - Bear
2/2

Balduvian Conjurer
1U
Creature - Human Wizard
0/2
T Target snow land becomes a 2/2 creature until end of turn. It's still a land.

Balduvian Dead
3B
Creature - Zombie
2/3
2R, Remove a creature card in your graveyard from the game: Put a 3/1 black and red Graveborn creature token with haste into play. Sacrifice it at end of turn.

Balduvian Fallen
3B
Creature - Zombie
3/5
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever Balduvian Fallen's cumulative upkeep is paid, it gets +1/+0 until end of turn for each B or R spent this way.

Balduvian Frostwaker
2U
Creature - Human Wizard
1/1
U, T Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land.

Balduvian Horde
2RR
Creature - Human Barbarian
5/5
When Balduvian Horde comes into play, sacrifice it unless you discard a card at random.

Balduvian Hydra
XRR
Creature - Hydra
0/1
Balduvian Hydra comes into play with X +1/+0 counters on it.
Remove a +1/+0 counter from Balduvian Hydra: Prevent the next 1 damage that would be dealt to Balduvian Hydra this turn.
RRR: Put a +1/+0 counter on Balduvian Hydra. Play this ability only during your upkeep.

Balduvian Rage
XR
Instant
Target attacking creature gets +X/+0 until end of turn.
Draw a card at the beginning of the next turn's upkeep.

Balduvian Shaman
U
Creature - Human Cleric Shaman
1/1
T Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. That enchantment gains "Cumulative upkeep 1." (For example, you may change "counters black spells" to "counters blue spells.")

Balduvian Trading Post
Land
If Balduvian Trading Post would come into play, sacrifice an untapped Mountain instead. If you do, put Balduvian Trading Post into play. If you don't, put it into its owner's graveyard.
T Add 1R to your mana pool.
1, T Balduvian Trading Post deals 1 damage to target attacking creature.

Balduvian Warlord
3R
Creature - Human Barbarian
3/2
T Remove target blocking creature from combat. Creatures it blocked that no other creature blocked this combat become unblocked, then it blocks an attacking creature of your choice. Play this ability only during the declare blockers step.

Balduvian War-Makers
4R
Creature - Human Barbarian
3/3
Haste
Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

Balefire Liege
2 (R / W) (R / W) (R / W)
Creature - Spirit Horror
2/4
Other red creatures you control get +1/+1.
Other white creatures you control get +1/+1.
Whenever you play a red spell, Balefire Liege deals 3 damage to target player.
Whenever you play a white spell, you gain 3 life.

Baleful Stare
2U
Sorcery
Target opponent reveals his or her hand. You draw a card for each Mountain and red card in it.

Ball Lightning
RRR
Creature - Elemental
6/1
Trample, haste
At end of turn, sacrifice Ball Lightning.

Ballista Squad
3W
Creature - Human Rebel
2/2
XW, T Ballista Squad deals X damage to target attacking or blocking creature.

Balloon Peddler
2U
Creature - Human Spellshaper
2/2
U, T, Discard a card: Target creature gains flying until end of turn.

Ballynock Cohort
2W
Creature - Kithkin Soldier
2/2
First strike
Ballynock Cohort gets +1/+1 as long as you control another white creature.

Ballynock Trapper
3W
Creature - Kithkin Soldier
2/2
T Tap target creature.
Whenever you play a white spell, you may untap Ballynock Trapper.

Ballyrush Banneret
1W
Creature - Kithkin Soldier
2/1
Kithkin spells and Soldier spells you play cost 1 less to play.

Balm of Restoration
2
Artifact
1, T, Sacrifice Balm of Restoration: Choose one - You gain 2 life; or prevent the next 2 damage that would be dealt to target creature or player this turn.

Balshan Beguiler
2U
Creature - Human Wizard
1/1
Whenever Balshan Beguiler deals combat damage to a player, that player reveals the top two cards of his or her library. You choose one of those cards and put it into his or her graveyard.

Balshan Collaborator
3U
Creature - Bird Soldier
2/2
Flying
B: Balshan Collaborator gets +1/+1 until end of turn.

Balshan Griffin
3UU
Creature - Griffin
3/2
Flying
1U, Discard a card: Return Balshan Griffin to its owner's hand.

Balthor the Defiled
2BB
Legendary Creature - Zombie Dwarf
2/2
Minion creatures get +1/+1.
BBB, Remove Balthor the Defiled from the game: Each player returns all black and all red creature cards from his or her graveyard to play.

Balthor the Stout
1RR
Legendary Creature - Dwarf Barbarian
2/2
Other Barbarian creatures get +1/+1.
R: Another target Barbarian creature gets +1/+0 until end of turn.

Bamboozle
2U
Sorcery
Target player reveals the top four cards of his or her library. You choose two of those cards and put them into his or her graveyard. Put the rest on top of his or her library in any order.

Bandage
W
Instant
Prevent the next 1 damage that would be dealt to target creature or player this turn.
Draw a card.

Bane of the Living
2BB
Creature - Insect
4/3
Morph XBB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Bane of the Living is turned face up, all creatures get -X/-X until end of turn.

Banishing Knack
U
Instant
Until end of turn, target creature gains "T Return target nonland permanent to its owner's hand."

Banshee
2BB
Creature - Spirit
0/1
X, T Banshee deals X damage divided evenly between you and target creature or player. Round up for you and down for that creature or player.

Banshee's Blade
2
Artifact - Equipment
Equipped creature gets +1/+1 for each charge counter on Banshee's Blade.
Whenever equipped creature deals combat damage, put a charge counter on Banshee's Blade.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Barbarian Bully
2R
Creature - Human Barbarian
2/2
Discard a card at random: Barbarian Bully gets +2/+2 until end of turn unless a player has Barbarian Bully deal 4 damage to him or her. Play this ability only once each turn.

Barbarian General
4R
Creature - Human Barbarian Soldier
3/2
Horsemanship

Barbarian Guides
2R
Creature - Human Barbarian
1/2
2R, T Choose a land type. Target creature you control gains snow landwalk of the chosen type until end of turn. Return that creature to its owner's hand at end of turn.

Barbarian Horde
3R
Creature - Human Barbarian Soldier
3/3

Barbarian Lunatic
2R
Creature - Human Barbarian
2/1
2R, Sacrifice Barbarian Lunatic: Barbarian Lunatic deals 2 damage to target creature.

Barbarian Outcast
1R
Creature - Human Barbarian Beast
2/2
When you control no Swamps, sacrifice Barbarian Outcast.

Barbarian Riftcutter
4R
Creature - Human Barbarian
3/3
R, Sacrifice Barbarian Riftcutter: Destroy target land.

Barbarian Ring
Land
T Add R to your mana pool. Barbarian Ring deals 1 damage to you.
Threshold - R, T, Sacrifice Barbarian Ring: Barbarian Ring deals 2 damage to target creature or player. Play this ability only if seven or more cards are in your graveyard.

Barbary Apes
1G
Creature - Ape
2/2

Barbed Field
2RR
Enchantment - Aura
Enchant land
Enchanted land has "T This land deals 1 damage to target creature or player."

Barbed Foliage
2GG
Enchantment
Whenever a creature attacks you, it loses flanking until end of turn.
Whenever a creature without flying attacks you, Barbed Foliage deals 1 damage to it.

Barbed Lightning
2R
Instant
Choose one - Barbed Lightning deals 3 damage to target creature; or Barbed Lightning deals 3 damage to target player.
Entwine 2 (Choose both if you pay the entwine cost.)

Barbed Sextant
1
Artifact
1, T, Sacrifice Barbed Sextant: Add one mana of any color to your mana pool. Draw a card at the beginning of the next turn's upkeep.

Barbed Shocker
3R
Creature - Insect
2/2
Trample, haste
Whenever Barbed Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards.

Barbed Sliver
2R
Creature - Sliver
2/2
All Sliver creatures have "2: This creature gets +1/+0 until end of turn."

Barbed Wire
3
Artifact
At the beginning of each player's upkeep, Barbed Wire deals 1 damage to that player.
2: Prevent the next 1 damage that would be dealt by Barbed Wire this turn.

Barbed-Back Wurm
4B
Creature - Wurm
4/3
B: Target green creature blocking Barbed-Back Wurm gets -1/-1 until end of turn.

Barbtooth Wurm
5G
Creature - Wurm
6/4

Bargain
2W
Sorcery
Target opponent draws a card.
You gain 7 life.

Bargaining Table
5
Artifact
X, T Draw a card. X is the number of cards in an opponent's hand as you play this ability.

Barishi
2GG
Creature - Elemental
4/3
When Barishi is put into a graveyard from play, remove Barishi from the game, then shuffle all creature cards from your graveyard into your library.

Barkhide Mauler
4G
Creature - Beast
4/4
Cycling 2 (2, Discard this card: Draw a card.)

Barkshell Blessing
(G / W)
Instant
Target creature gets +2/+2 until end of turn.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Barktooth Warbeard
4BRR
Legendary Creature - Human Warrior
6/5

Barl's Cage
4
Artifact
3: Target creature doesn't untap during its controller's next untap step.

Baron Sengir
5BBB
Legendary Creature - Vampire
5/5
Flying
Whenever a creature dealt damage by Baron Sengir this turn is put into a graveyard, put a +2/+2 counter on Baron Sengir.
T Regenerate another target Vampire.

Barrel Down Sokenzan
2R
Instant - Arcane
Sweep - Return any number of Mountains you control to their owner's hand. Barrel Down Sokenzan deals damage to target creature equal to twice the number of Mountains returned this way.

Barreling Attack
2RR
Instant
Target creature gets +1/+1 for each creature blocking it and gains trample until end of turn.

Barren Glory
4WW
Enchantment
At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game.

Barren Moor
Land
Barren Moor comes into play tapped.
T Add B to your mana pool.
Cycling B (B, Discard this card: Draw a card.)

Barrenton Cragtreads
2 (W / U) (W / U)
Creature - Kithkin Scout
3/3
Barrenton Cragtreads can't be blocked by red creatures.

Barrenton Medic
4W
Creature - Kithkin Cleric
0/4
T Prevent the next 1 damage that would be dealt to target creature or player this turn.
Put a -1/-1 counter on Barrenton Medic: Untap Barrenton Medic.

Barrin, Master Wizard
1UU
Legendary Creature - Human Wizard
1/1
2, Sacrifice a permanent: Return target creature to its owner's hand.

Barrin's Codex
4
Artifact
At the beginning of your upkeep, you may put a page counter on Barrin's Codex.
4, T, Sacrifice Barrin's Codex: Draw X cards, where X is the number of page counters on Barrin's Codex.

Barrin's Spite
2UB
Sorcery
Choose two target creatures controlled by the same player. Their controller chooses and sacrifices one of them. Return the other to its owner's hand.

Barrin's Unmaking
1U
Instant
Return target permanent to its owner's hand if that permanent shares a color with the most common color among all permanents or a color tied for most common.

Barrow Ghoul
1B
Creature - Zombie
4/4
At the beginning of your upkeep, sacrifice Barrow Ghoul unless you remove the top creature card in your graveyard from the game.

Bartel Runeaxe
3BRG
Legendary Creature - Giant Warrior
6/5
Vigilance
Bartel Runeaxe can't be the target of Aura spells.

Barter in Blood
2BB
Sorcery
Each player sacrifices two creatures.

Baru, Fist of Krosa
3GG
Legendary Creature - Human Druid
4/4
Whenever a Forest comes into play, green creatures you control get +1/+1 and gain trample until end of turn.
Grandeur - Discard another card named Baru, Fist of Krosa: Put an X/X green Wurm creature token into play, where X is the number of lands you control.

Basal Sliver
2B
Creature - Sliver
2/2
All Slivers have "Sacrifice this permanent: Add BB to your mana pool."

Basal Thrull
BB
Creature - Thrull
1/2
T, Sacrifice Basal Thrull: Add BB to your mana pool.

Basalt Gargoyle
2R
Creature - Gargoyle
3/2
Flying
Echo 2R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
R: Basalt Gargoyle gets +0/+1 until end of turn.

Basalt Golem
5
Artifact Creature - Golem
2/4
Basalt Golem can't be blocked by artifact creatures.
Whenever Basalt Golem becomes blocked by a creature, that creature's controller sacrifices it at end of combat. If the player does, he or she puts a 0/2 Wall artifact creature token with defender into play.

Basalt Monolith
3
Artifact
Basalt Monolith doesn't untap during your untap step.
3: Untap Basalt Monolith.
T Add 3 to your mana pool.

Bash to Bits
3R
Instant
Destroy target artifact.
Flashback 4RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Basking Rootwalla
G
Creature - Lizard
1/1
1G: Basking Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn.
Madness 0 (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Bathe in Light
1W
Instant
Radiance - Choose a color. Target creature and each other creature that shares a color with it gain protection from the chosen color until end of turn.

Baton of Courage
3
Artifact
Flash
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
Remove a charge counter from Baton of Courage: Target creature gets +1/+1 until end of turn.

Baton of Morale
2
Artifact
2: Target creature gains banding until end of turn.

Battered Golem
3
Artifact Creature - Golem
3/2
Battered Golem doesn't untap during your untap step.
Whenever an artifact comes into play, you may untap Battered Golem.

Battering Craghorn
2RR
Creature - Goat Beast
3/1
First strike
Morph 1RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Battering Ram
2
Artifact Creature - Construct
1/1
At the beginning of your combat phase, Battering Ram gains banding until end of combat.
Whenever Battering Ram becomes blocked by a Wall, destroy that Wall at end of combat.

Battering Sliver
5R
Creature - Sliver
4/4
All Sliver creatures have trample.

Battering Wurm
6G
Creature - Wurm
4/3
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)
Creatures with power less than Battering Wurm's power can't block it.

Battle Cry
2W
Instant
Untap all white creatures you control.
Whenever a creature blocks this turn, it gets +0/+1 until end of turn.

Battle Frenzy
2R
Instant
Green creatures you control get +1/+1 until end of turn.
Nongreen creatures you control get +1/+0 until end of turn.

Battle Mastery
2W
Enchantment - Aura
Enchant creature
Enchanted creature has double strike.

Battle of Wits
3UU
Enchantment
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.

Battle Rampart
2R
Creature - Wall
1/3
Defender (This creature can't attack.)
T Target creature gains haste until end of turn.

Battle Screech
2WW
Sorcery
Put two 1/1 white Bird creature tokens with flying into play.
Flashback-Tap three untapped white creatures you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Battle Squadron
3RR
Creature - Goblin
*/*
Flying
Battle Squadron's power and toughness are each equal to the number of creatures you control.

Battle Strain
1R
Enchantment
Whenever a creature blocks, Battle Strain deals 1 damage to that creature's controller.

Battlefield Forge
Land
T Add 1 to your mana pool.
T Add R or W to your mana pool. Battlefield Forge deals 1 damage to you.

Battlefield Medic
1W
Creature - Human Cleric
1/1
T Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics in play.

Battlefield Percher
3BB
Creature - Bird
2/2
Flying
Battlefield Percher can block only creatures with flying.
1B: Battlefield Percher gets +1/+1 until end of turn.

Battlefield Scrounger
3GG
Creature - Centaur
3/3
Threshold - Put three cards from your graveyard on the bottom of your library: Battlefield Scrounger gets +3/+3 until end of turn. Play this ability only once each turn, and only if seven or more cards are in your graveyard.

Battlegate Mimic
1 (R / W)
Creature - Shapeshifter
2/1
Whenever you play a spell that's both red and white, Battlegate Mimic becomes 4/2 and gains first strike until end of turn.

Battlegrowth
G
Instant
Put a +1/+1 counter on target creature.

Battle-Mad Ronin
1R
Creature - Human Samurai
1/1
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
Battle-Mad Ronin attacks each turn if able.

Battletide Alchemist
3WW
Creature - Kithkin Cleric
3/4
If a source would deal damage to a player, you may prevent X of that damage, where X is the number of Clerics you control.

Battlewand Oak
2G
Creature - Treefolk Warrior
1/3
Whenever a Forest comes into play under your control, Battlewand Oak gets +2/+2 until end of turn.
Whenever you play a Treefolk spell, Battlewand Oak gets +2/+2 until end of turn.

Battlewise Aven
3W
Creature - Bird Soldier
2/2
Flying
Threshold - Battlewise Aven gets +1/+1 and has first strike as long as seven or more cards are in your graveyard.

Batwing Brume
1 (W / B)
Instant
Prevent all combat damage that would be dealt this turn if W was spent to play Batwing Brume. Each player loses 1 life for each attacking creature he or she controls if B was spent to play Batwing Brume. (Do both if WB was spent.)

Bay Falcon
1U
Creature - Bird
1/1
Flying, vigilance

Bayou
Land - Swamp Forest

Bayou Dragonfly
1G
Creature - Insect
1/1
Flying, swampwalk

Bazaar of Baghdad
Land
T Draw two cards, then discard three cards.

Bazaar of Wonders
3UU
World Enchantment
When Bazaar of Wonders comes into play, remove all cards in all graveyards from the game.
Whenever a spell is played, counter it if a card with the same name is in a graveyard or a nontoken permanent with the same name is in play.

Beacon Hawk
1W
Creature - Bird
1/1
Flying
Whenever Beacon Hawk deals combat damage to a player, you may untap target creature.
W: Beacon Hawk gets +0/+1 until end of turn.

Beacon of Creation
3G
Sorcery
Put a 1/1 green Insect creature token into play for each Forest you control. Shuffle Beacon of Creation into its owner's library.

Beacon of Destiny
1W
Creature - Human Cleric
1/3
T The next time a source of your choice would deal damage to you this turn, that damage is dealt to Beacon of Destiny instead.

Beacon of Destruction
3RR
Instant
Beacon of Destruction deals 5 damage to target creature or player. Shuffle Beacon of Destruction into its owner's library.

Beacon of Immortality
5W
Instant
Double target player's life total. Shuffle Beacon of Immortality into its owner's library.

Beacon of Tomorrows
6UU
Sorcery
Target player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library.

Beacon of Unrest
3BB
Sorcery
Put target artifact or creature card in a graveyard into play under your control. Shuffle Beacon of Unrest into its owner's library.

Bear Cub
1G
Creature - Bear
2/2

Bearscape
1GG
Enchantment
1G, Remove two cards in your graveyard from the game: Put a 2/2 green Bear creature token into play.

Beast Attack
2GGG
Instant
Put a 4/4 green Beast creature token into play.
Flashback 2GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Beast of Burden
6
Artifact Creature - Golem
*/*
Beast of Burden's power and toughness are each equal to the number of creatures in play.

Beast Walkers
1WW
Creature - Human Beast Soldier
2/2
G: Beast Walkers gains banding until end of turn.

Beastmaster's Magemark
2G
Enchantment - Aura
Enchant creature
Creatures you control that are enchanted get +1/+1.
Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.

Beasts of Bogardan
4R
Creature - Beast
3/3
Protection from red
Beasts of Bogardan gets +1/+1 as long as any opponent controls a white permanent.

Beckon Apparition
(W / B)
Instant
Remove target card in a graveyard from the game. Put a 1/1 white and black Spirit creature token with flying into play.

Bedlam
2RR
Enchantment
Creatures can't block.

Bee Sting
3G
Sorcery
Bee Sting deals 2 damage to target creature or player.

Befoul
2BB
Sorcery
Destroy target land or nonblack creature. It can't be regenerated.

Belbe's Armor
3
Artifact
X, T Target creature gets -X/+X until end of turn.

Belbe's Percher
2B
Creature - Bird
2/2
Flying
Belbe's Percher can block only creatures with flying.

Belbe's Portal
5
Artifact
As Belbe's Portal comes into play, choose a creature type.
3, T You may put a creature card of the chosen type from your hand into play.

Belfry Spirit
3WW
Creature - Spirit
1/1
Flying
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Belfry Spirit comes into play or the creature it haunts is put into a graveyard, put two 1/1 black Bat creature tokens with flying into play.

Belligerent Hatchling
3 (R / W)
Creature - Elemental
6/6
First strike
Belligerent Hatchling comes into play with four -1/-1 counters on it.
Whenever you play a red spell, remove a -1/-1 counter from Belligerent Hatchling.
Whenever you play a white spell, remove a -1/-1 counter from Belligerent Hatchling.

Bellowing Fiend
4B
Creature - Spirit
3/3
Flying
Whenever Bellowing Fiend deals damage to a creature, Bellowing Fiend deals 3 damage to that creature's controller and 3 damage to you.

Belltower Sphinx
4U
Creature - Sphinx
2/5
Flying
Whenever a source deals damage to Belltower Sphinx, that source's controller puts that many cards from the top of his or her library into his or her graveyard.

Beloved Chaplain
1W
Creature - Human Cleric
1/1
Protection from creatures

Benalish Cavalry
1W
Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Benalish Commander
3W
Creature - Human Soldier
*/*
Benalish Commander's power and toughness are each equal to the number of Soldiers you control.
Suspend X-XWW. X can't be 0.
Whenever a time counter is removed from Benalish Commander while it's removed from the game, put a 1/1 white Soldier creature token into play.

Benalish Emissary
2W
Creature - Human Wizard
1/4
Kicker 1G (You may pay an additional 1G as you play this spell.)
When Benalish Emissary comes into play, if the kicker cost was paid, destroy target land.

Benalish Heralds
3W
Creature - Human Soldier
2/4
3U, T Draw a card.

Benalish Hero
W
Creature - Human Soldier
1/1
Banding

Benalish Infantry
2W
Creature - Human Soldier
1/3
Banding

Benalish Knight
2W
Creature - Human Knight
2/2
Flash (You may play this spell any time you could play an instant.)
First strike (This creature deals combat damage before creatures without first strike.)

Benalish Lancer
2W
Creature - Human Knight
2/2
Kicker 2W (You may pay an additional 2W as you play this spell.)
If the kicker cost was paid, Benalish Lancer comes into play with two +1/+1 counters on it and with first strike.

Benalish Missionary
W
Creature - Human Cleric
1/1
1W, T Prevent all combat damage that would be dealt by target blocked creature this turn.

Benalish Trapper
1W
Creature - Human Soldier
1/2
W, T Tap target creature.

Ben-Ben, Akki Hermit
2RR
Legendary Creature - Goblin Shaman
1/1
T Ben-Ben, Akki Hermit deals damage to target attacking creature equal to the number of untapped Mountains you control.

Bend or Break
3R
Sorcery
Each player separates all lands he or she controls into two piles. For each player, an opponent chooses a pile. Destroy all lands in the chosen piles. Tap all lands in the other piles.

Benediction of Moons
W
Sorcery
You gain 1 life for each player.
Haunt (When this spell card is put into a graveyard after resolving, remove it from the game haunting target creature.)
When the creature Benediction of Moons haunts is put into a graveyard, you gain 1 life for each player.

Benevolent Ancestor
2W
Creature - Spirit
0/4
Defender (This creature can't attack.)
T Prevent the next 1 damage that would be dealt to target creature or player this turn.

Benevolent Bodyguard
W
Creature - Human Cleric
1/1
Sacrifice Benevolent Bodyguard: Target creature you control gains protection from the color of your choice until end of turn.

Benevolent Unicorn
1W
Creature - Unicorn
1/2
If a spell would deal damage to a creature or player, it deals that much damage minus 1 to that creature or player instead.

Benthic Behemoth
5UUU
Creature - Serpent
7/6
Islandwalk

Benthic Djinn
2UB
Creature - Djinn
5/3
Islandwalk
At the beginning of your upkeep, you lose 2 life.

Benthic Explorers
3U
Creature - Merfolk Scout
2/4
T, Untap a tapped land an opponent controls: Add one mana of any type that land could produce to your mana pool.

Benthicore
6U
Creature - Elemental
5/5
When Benthicore comes into play, put two 1/1 blue Merfolk Wizard creature tokens into play.
Tap two untapped Merfolk you control: Untap Benthicore. It gains shroud until end of turn. (It can't be the target of spells or abilities.)

Bequeathal
G
Enchantment - Aura
Enchant creature
When enchanted creature is put into a graveyard, you draw two cards.

Bereavement
1B
Enchantment
Whenever a green creature is put into a graveyard from play, its controller discards a card.

Berserk
G
Instant
Play Berserk only before the combat damage step.
Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At end of turn, destroy that creature if it attacked this turn.

Berserk Murlodont
4G
Creature - Beast
3/3
Whenever a Beast becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.

Beseech the Queen
(2 / B) (2 / B) (2 / B)
Sorcery
(o (2/b) can be paid with any two mana or with B. This card's converted mana cost is 6.)
Search your library for a card with converted mana cost less than or equal to the number of lands you control, reveal it, and put it into your hand. Then shuffle your library.

Bestial Fury
2R
Enchantment - Aura
Enchant creature
When Bestial Fury comes into play, draw a card at the beginning of the next turn's upkeep.
Whenever enchanted creature becomes blocked, it gets +4/+0 and gains trample until end of turn.

Betrayal
U
Enchantment - Aura
Enchant creature an opponent controls
Whenever enchanted creature becomes tapped, you draw a card.

Betrayal of Flesh
5B
Instant
Choose one - Destroy target creature; or return target creature card from your graveyard to play.
Entwine-Sacrifice three lands. (Choose both if you pay the entwine cost.)

Betrothed of Fire
1R
Enchantment - Aura
Enchant creature
Sacrifice an untapped creature: Enchanted creature gets +2/+0 until end of turn.
Sacrifice enchanted creature: Creatures you control get +2/+0 until end of turn.

Bewilder
2U
Instant
Target creature gets -3/-0 until end of turn.
Draw a card.

Bifurcate
3G
Sorcery
Search your library for a creature card with the same name as target creature and put that card into play. Then shuffle your library.

Big Game Hunter
1BB
Creature - Human Rebel Assassin
1/1
When Big Game Hunter comes into play, destroy target creature with power 4 or greater. It can't be regenerated.
Madness B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Bile Urchin
B
Creature - Spirit
1/1
Sacrifice Bile Urchin: Target player loses 1 life.

Bind
1G
Instant
Counter target activated ability. (Mana abilities can't be targeted.)
Draw a card.

Binding Agony
1B
Enchantment - Aura
Enchant creature
Whenever enchanted creature is dealt damage, Binding Agony deals that much damage to that creature's controller.

Binding Grasp
3U
Enchantment - Aura
Enchant creature
At the beginning of your upkeep, sacrifice Binding Grasp unless you pay 1U.
You control enchanted creature.
Enchanted creature gets +0/+1.

B-I-N-G-O
1G
Creature - Hound
1/1
Trample
Whenever a player plays a spell, put a chip counter on its converted mana cost.
B-I-N-G-O gets +9/+9 for each set of three numbers in a row with chip counters on them.

Biomantic Mastery
4 (G / U) (G / U) (G / U)
Sorcery
(o (g/u) can be paid with either G or U.)
Draw a card for each creature target player controls, then draw a card for each creature another target player controls.

Bioplasm
3GG
Creature - Ooze
4/4
Whenever Bioplasm attacks, remove the top card of your library from the game. If it's a creature card, Bioplasm gets +X/+Y until end of turn, where X is the removed creature card's power and Y is its toughness.

Biorhythm
6GG
Sorcery
Each player's life total becomes the number of creatures he or she controls.

Birchlore Rangers
G
Creature - Elf Druid
1/1
Tap two untapped Elves you control: Add one mana of any color to your mana pool.
Morph G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Bird Maiden
2R
Creature - Human Bird
1/2
Flying

Birds of Paradise
G
Creature - Bird
0/1
Flying (This creature can't be blocked except by creatures with flying or reach.)
T Add one mana of any color to your mana pool.

Biting Tether
4U
Enchantment - Aura
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.

Bitter Ordeal
2B
Sorcery
Search target player's library for a card and remove that card from the game. Then that player shuffles his or her library.
Gravestorm (When you play this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)

Bitterblossom
1B
Tribal Enchantment - Faerie
At the beginning of your upkeep, you lose 1 life and put a 1/1 black Faerie Rogue creature token with flying into play.

Black Carriage
3BB
Creature - Horse
4/4
Trample
Black Carriage doesn't untap during your untap step.
Sacrifice a creature: Untap Black Carriage. Play this ability only during your upkeep.

Black Knight
BB
Creature - Human Knight
2/2
First strike, protection from white

Black Lotus
0
Artifact
T, Sacrifice Black Lotus: Add three mana of any one color to your mana pool.

Black Mana Battery
4
Artifact
2, T Put a charge counter on Black Mana Battery.
T, Remove any number of charge counters from Black Mana Battery: Add B to your mana pool, then add an additional B to your mana pool for each charge counter removed this way.

Black Market
3BB
Enchantment
Whenever a creature is put into a graveyard from play, put a charge counter on Black Market.
At the beginning of your precombat main phase, add B to your mana pool for each charge counter on Black Market.

Black Poplar Shaman
2B
Creature - Treefolk Shaman
1/3
2B: Regenerate target Treefolk.

Black Scarab
W
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked by black creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a black permanent.

Black Vise
1
Artifact
As Black Vise comes into play, choose an opponent.
At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in his or her hand minus 4.

Black Ward
W
Enchantment - Aura
Enchant creature
Enchanted creature has protection from black. This effect doesn't remove Black Ward.

Blacker Lotus
0
Artifact
T Tear Blacker Lotus into pieces. Add four mana of any one color to your mana pool. Play this ability as a mana source. Remove the pieces from the game afterwards.

Blackmail
B
Sorcery
Target player reveals three cards from his or her hand and you choose one of them. That player discards that card.

Blade of the Sixth Pride
1W
Creature - Cat Rebel
3/1

Blade Sliver
2R
Creature - Sliver
2/2
All Sliver creatures get +1/+0.

Blademane Baku
1R
Creature - Spirit
1/1
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Blademane Baku.
1, Remove X ki counters from Blademane Baku: For each counter removed, Blademane Baku gets +2/+0 until end of turn.

Blades of Velis Vel
1R
Tribal Instant - Shapeshifter
Changeling (This card is every creature type at all times.)
Up to two target creatures each get +2/+0 and gain all creature types until end of turn.

Bladewing the Risen
3BBRR
Legendary Creature - Zombie Dragon
4/4
Flying
When Bladewing the Risen comes into play, you may return target Dragon permanent card from your graveyard to play.
BR: Dragon creatures get +1/+1 until end of turn.

Bladewing's Thrall
2BB
Creature - Zombie
3/3
Bladewing's Thrall has flying as long as you control a Dragon.
When a Dragon comes into play, you may return Bladewing's Thrall from your graveyard to play.

Blanchwood Armor
2G
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +1/+1 for each Forest you control.

Blanchwood Treefolk
4G
Creature - Treefolk
4/5

Blanket of Night
1BB
Enchantment
Each land is a Swamp in addition to its other land types.

Blast from the Past
2R
Instant
Madness R, cycling 1R, kicker 2R, flashback 3R, buyback 4R
Blast from the Past deals 2 damage to target creature or player.
If the kicker cost was paid, put a 1/1 red Goblin creature token into play.

Blasted Landscape
Land
T Add 1 to your mana pool.
Cycling 2 (2, Discard this card: Draw a card.)

Blaster Mage
2R
Creature - Human Spellshaper
2/2
R, T, Discard a card: Destroy target Wall.

Blasting Station
3
Artifact
T, Sacrifice a creature: Blasting Station deals 1 damage to target creature or player.
Whenever a creature comes into play, you may untap Blasting Station.

Blastoderm
2GG
Creature - Beast
5/5
Shroud (This permanent can't be the target of spells or abilities.)
Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)

Blatant Thievery
4UUU
Sorcery
For each opponent, gain control of target permanent that player controls. (This effect doesn't end at end of turn.)

Blaze
XR
Sorcery
Blaze deals X damage to target creature or player.

Blaze of Glory
W
Instant
Target creature can block any number of creatures this turn. It must block each attacking creature this turn if able.

Blazethorn Scarecrow
5
Artifact Creature - Scarecrow
3/3
Blazethorn Scarecrow has haste as long as you control a red creature.
Blazethorn Scarecrow has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.)

Blazing Archon
6WWW
Creature - Archon
5/6
Flying
Creatures can't attack you.

Blazing Blade Askari
2R
Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
2: Blazing Blade Askari becomes colorless until end of turn.

Blazing Effigy
1R
Creature - Elemental
0/3
When Blazing Effigy is put into a graveyard from play, Blazing Effigy deals X damage to target creature, where X is 3 plus the amount of damage dealt to Blazing Effigy this turn by other sources named Blazing Effigy.

Blazing Salvo
R
Instant
Blazing Salvo deals 3 damage to target creature unless that creature's controller has Blazing Salvo deal 5 damage to him or her.

Blazing Shoal
XRR
Instant - Arcane
You may remove a red card with converted mana cost X in your hand from the game rather than pay Blazing Shoal's mana cost.
Target creature gets +X/+0 until end of turn.

Blazing Specter
2BR
Creature - Specter
2/2
Flying, haste
Whenever Blazing Specter deals combat damage to a player, that player discards a card.

Blessed Breath
W
Instant - Arcane
Target creature you control gains protection from the color of your choice until end of turn.
Splice onto Arcane W (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Blessed Orator
3W
Creature - Human Cleric
1/4
Other creatures you control get +0/+1.

Blessed Reversal
1W
Instant
You gain 3 life for each creature attacking you.

Blessed Wind
7WW
Sorcery
Target player's life total becomes 20.

Blessed Wine
1W
Instant
You gain 1 life.
Draw a card at the beginning of the next turn's upkeep.

Blessing
WW
Enchantment - Aura
Enchant creature
W: Enchanted creature gets +1/+1 until end of turn.

Blessing of Leeches
2B
Enchantment - Aura
Flash
Enchant creature
At the beginning of your upkeep, you lose 1 life.
0: Regenerate enchanted creature.

Blessing of the Nephilim
W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each of its colors.

Blight
BB
Enchantment - Aura
Enchant land
When enchanted land becomes tapped, destroy it.

Blight Sickle
2
Artifact - Equipment
Equipped creature gets +1/+0 and has wither. (It deals damage to creatures in the form of -1/-1 counters.)
Equip 2

Blighted Shaman
1B
Creature - Human Cleric Shaman
1/1
T, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn.
T, Sacrifice a creature: Target creature gets +2/+2 until end of turn.

Blightsoil Druid
1B
Creature - Elf Druid
1/2
T, Pay 1 life: Add G to your mana pool.

Blightspeaker
1B
Creature - Human Rebel Cleric
1/1
T Target player loses 1 life.
4, T Search your library for a Rebel permanent card with converted mana cost 3 or less and put it into play. Then shuffle your library.

Blind Creeper
1B
Creature - Zombie Beast
3/3
Whenever a player plays a spell, Blind Creeper gets -1/-1 until end of turn.

Blind Fury
2RR
Instant
Play Blind Fury only before the combat damage step.
All creatures lose trample until end of turn. If a creature would deal combat damage to a creature this turn, it deals double that damage to that creature instead.

Blind Hunter
2WB
Creature - Bat
2/2
Flying
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Blind Hunter comes into play or the creature it haunts is put into a graveyard, target player loses 2 life and you gain 2 life.

Blind Phantasm
2U
Creature - Illusion
2/3

Blind Seer
2UU
Legendary Creature - Human Wizard
3/3
1U: Target spell or permanent becomes the color of your choice until end of turn.

Blind with Anger
3R
Instant - Arcane
Untap target nonlegendary creature and gain control of it until end of turn. That creature gains haste until end of turn.

Blinding Angel
3WW
Creature - Angel
2/4
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase.

Blinding Beam
2W
Instant
Choose one - Tap two target creatures; or creatures don't untap during target player's next untap step.
Entwine 1 (Choose both if you pay the entwine cost.)

Blinding Light
2W
Sorcery
Tap all nonwhite creatures.

Blinding Powder
1
Artifact - Equipment
Equipped creature has "Unattach Blinding Powder: Prevent all combat damage that would be dealt to this creature this turn."
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)

Blind-Spot Giant
2R
Creature - Giant Warrior
4/3
Blind-Spot Giant can't attack or block unless you control another Giant.

Blinking Spirit
3W
Creature - Spirit
2/2
0: Return Blinking Spirit to its owner's hand.

Blinkmoth Infusion
12UU
Instant
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Untap all artifacts.

Blinkmoth Nexus
Land
T Add 1 to your mana pool.
1: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land.
1, T Target Blinkmoth creature gets +1/+1 until end of turn.

Blinkmoth Urn
5
Artifact
At the beginning of each player's precombat main phase, if Blinkmoth Urn is untapped, that player adds 1 to his or her mana pool for each artifact he or she controls.

Blinkmoth Well
Land
T Add 1 to your mana pool.
2, T Tap target noncreature artifact.

Blistering Barrier
2R
Creature - Wall
5/2
Defender (This creature can't attack.)

Blistering Dieflyn
3R
Creature - Imp
0/1
Flying
o (b/r): Blistering Dieflyn gets +1/+0 until end of turn.

Blistering Firecat
1RRR
Creature - Elemental Cat
7/1
Trample, haste
At end of turn, sacrifice Blistering Firecat.
Morph RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Blizzard
GG
Enchantment
Play Blizzard only if you control a snow land.
Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Creatures with flying don't untap during their controllers' untap steps.

Blizzard Elemental
5UU
Creature - Elemental
5/5
Flying
3U: Untap Blizzard Elemental.

Blizzard Specter
2UB
Snow Creature - Specter
2/3
Flying
Whenever Blizzard Specter deals combat damage to a player, choose one - That player returns a permanent he or she controls to its owner's hand; or that player discards a card.

Bloated Toad
2G
Creature - Frog
2/2
Protection from blue
Cycling 2 (2, Discard this card: Draw a card.)

Blockade Runner
3U
Creature - Merfolk
2/2
U: Blockade Runner is unblockable this turn.

Blockbuster
3RR
Enchantment
1R, Sacrifice Blockbuster: Blockbuster deals 3 damage to each tapped creature and each player.

Blood Celebrant
B
Creature - Human Cleric
1/1
B, Pay 1 life: Add one mana of any color to your mana pool.

Blood Clock
4
Artifact
At the beginning of each player's upkeep, that player returns a permanent he or she controls to its owner's hand unless he or she pays 2 life.

Blood Crypt
Land - Swamp Mountain
(T Add B or R to your mana pool.)
As Blood Crypt comes into play, you may pay 2 life. If you don't, Blood Crypt comes into play tapped.

Blood Frenzy
1R
Instant
Play Blood Frenzy only before the combat damage step.
Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn.

Blood Funnel
1B
Enchantment
Noncreature spells you play cost 2 less to play.
Whenever you play a noncreature spell, counter that spell unless you sacrifice a creature.

Blood Hound
2R
Creature - Hound
1/1
Whenever you're dealt damage, you may put that many +1/+1 counters on Blood Hound.
At the end of your turn, remove all +1/+1 counters from Blood Hound.

Blood Knight
RR
Creature - Human Knight
2/2
First strike, protection from white

Blood Lust
1R
Instant
If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1.

Blood Moon
2R
Enchantment
Nonbasic lands are Mountains.

Blood Oath
3R
Instant
Choose a card type. Target opponent reveals his or her hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.)

Blood of the Martyr
WWW
Instant
Until end of turn, if damage would be dealt to any creature, you may have that damage dealt to you instead.

Blood Pet
B
Creature - Thrull
1/1
Sacrifice Blood Pet: Add B to your mana pool.

Blood Rites
3RR
Enchantment
1R, Sacrifice a creature: Blood Rites deals 2 damage to target creature or player.

Blood Speaker
3B
Creature - Ogre Shaman
3/2
At the beginning of your upkeep, you may sacrifice Blood Speaker. If you do, search your library for a Demon card, reveal that card, and put it into your hand. Then shuffle your library.
Whenever a Demon comes into play under your control, return Blood Speaker from your graveyard to your hand.

Blood Vassal
2B
Creature - Thrull
2/2
Sacrifice Blood Vassal: Add BB to your mana pool.

Bloodbond March
2BG
Enchantment
Whenever a creature spell is played, each player returns all cards with the same name as that spell from his or her graveyard to play.

Bloodcurdler
1B
Creature - Horror
1/1
Flying
At the beginning of your upkeep, put the top card of your library into your graveyard.
Threshold - As long as seven or more cards are in your graveyard, Bloodcurdler gets +1/+1 and has "At the end of your turn, remove two cards in your graveyard from the game."

Bloodcurdling Scream
XB
Sorcery
Target creature gets +X/+0 until end of turn.

Bloodfire Colossus
6RR
Creature - Giant
6/6
R, Sacrifice Bloodfire Colossus: Bloodfire Colossus deals 6 damage to each creature and each player.

Bloodfire Dwarf
R
Creature - Dwarf
1/1
R, Sacrifice Bloodfire Dwarf: Bloodfire Dwarf deals 1 damage to each creature without flying.

Bloodfire Infusion
2R
Enchantment - Aura
Enchant creature you control
R, Sacrifice enchanted creature: Bloodfire Infusion deals damage equal to the sacrificed creature's power to each creature.

Bloodfire Kavu
2RR
Creature - Kavu
2/2
R, Sacrifice Bloodfire Kavu: Bloodfire Kavu deals 2 damage to each creature.

Bloodied Ghost
1 (W / B) (W / B)
Creature - Spirit
3/3
Flying
Bloodied Ghost comes into play with a -1/-1 counter on it.

Bloodletter
2B
Creature - Zombie
2/3
When the names of three or more nonland permanents begin with the same letter, sacrifice Bloodletter. If you do, it deals 2 damage to each creature and each player.

Bloodletter Quill
3
Artifact
2, T, Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.
UB: Remove a blood counter from Bloodletter Quill.

Bloodline Shaman
1G
Creature - Elf Wizard Shaman
1/1
T Choose a creature type. Reveal the top card of your library. If that card is a creature card of the chosen type, put it into your hand. Otherwise, put it into your graveyard.

Bloodmark Mentor
1R
Creature - Goblin Warrior
1/1
Red creatures you control have first strike.

Bloodrock Cyclops
2R
Creature - Cyclops
3/3
Bloodrock Cyclops attacks each turn if able.

Bloodscale Prowler
2R
Creature - Viashino Warrior
3/1
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)

Bloodscent
3G
Instant
All creatures able to block target creature this turn do so.

Bloodshed Fever
R
Enchantment - Aura
Enchant creature
Enchanted creature attacks each turn if able.

Bloodshot Cyclops
5R
Creature - Cyclops Giant
4/4
T, Sacrifice a creature: Bloodshot Cyclops deals damage equal to the sacrificed creature's power to target creature or player.

Bloodshot Trainee
3R
Creature - Goblin Warrior
2/3
T Bloodshot Trainee deals 4 damage to target creature. Play this ability only if Bloodshot Trainee's power is 4 or greater.

Bloodstained Mire
Land
T, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card and put it into play. Then shuffle your library.

Bloodstoke Howler
5R
Creature - Beast
3/4
Morph 6R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Bloodstoke Howler is turned face up, Beast creatures you control get +3/+0 until end of turn.

Bloodstone Cameo
3
Artifact
T Add B or R to your mana pool.

Bloodthirsty Ogre
2B
Creature - Ogre Warrior Shaman
3/1
T Put a devotion counter on Bloodthirsty Ogre.
T Target creature gets -X/-X until end of turn, where X is the number of devotion counters on Bloodthirsty Ogre. Play this ability only if you control a Demon.

Bloom Tender
1G
Creature - Elf Druid
1/1
T For each color among permanents you control, add one mana of that color to your mana pool.

Blossoming Wreath
G
Instant
You gain life equal to the number of creature cards in your graveyard.

Blowfly Infestation
2B
Enchantment
Whenever a creature is put into a graveyard from play, if it had a -1/-1 counter on it, put a -1/-1 counter on target creature.

Blue Elemental Blast
U
Instant
Choose one - Counter target red spell; or destroy target red permanent.

Blue Mana Battery
4
Artifact
2, T Put a charge counter on Blue Mana Battery.
T, Remove any number of charge counters from Blue Mana Battery: Add U to your mana pool, then add an additional U to your mana pool for each charge counter removed this way.

Blue Scarab
W
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked by blue creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a blue permanent.

Blue Ward
W
Enchantment - Aura
Enchant creature
Enchanted creature has protection from blue. This effect doesn't remove Blue Ward.

Blurred Mongoose
1G
Creature - Mongoose
2/1
Shroud (This permanent can't be the target of spells or abilities.)
Blurred Mongoose can't be countered.

Boa Constrictor
4G
Creature - Snake
3/3
T Boa Constrictor gets +3/+3 until end of turn.

Boartusk Liege
1 (R / G) (R / G) (R / G)
Creature - Goblin Knight
3/4
Trample
Other red creatures you control get +1/+1.
Other green creatures you control get +1/+1.

Body Double
4U
Creature - Shapeshifter
0/0
As Body Double comes into play, you may choose a creature card in a graveyard. If you do, Body Double comes into play as a copy of that card.

Body of Jukai
7GG
Creature - Spirit
8/5
Trample
Soulshift 8 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 8 or less from your graveyard to your hand.)

Body Snatcher
2BB
Creature - Minion
2/2
When Body Snatcher comes into play, you may discard a creature card. If you don't, remove Body Snatcher from the game.
When Body Snatcher is put into a graveyard from play, remove Body Snatcher from the game and return target creature card from your graveyard to play.

Bog Down
2B
Sorcery
Kicker-Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you play this spell.)
Target player discards two cards. If the kicker cost was paid, that player discards three cards instead.

Bog Elemental
3BB
Creature - Elemental
5/4
Protection from white
At the beginning of your upkeep, sacrifice Bog Elemental unless you sacrifice a land.

Bog Glider
2B
Creature - Human Mercenary
1/1
Flying
T, Sacrifice a land: Search your library for a Mercenary permanent card with converted mana cost 2 or less and put that card into play. Then shuffle your library.

Bog Gnarr
4G
Creature - Beast
2/2
Whenever a player plays a black spell, Bog Gnarr gets +2/+2 until end of turn.

Bog Hoodlums
5B
Creature - Goblin Warrior
4/1
Bog Hoodlums can't block.
When Bog Hoodlums comes into play, clash with an opponent. If you win, put a +1/+1 counter on Bog Hoodlums. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Bog Imp
1B
Creature - Imp
1/1
Flying (This creature can't be blocked except by creatures with flying or reach.)

Bog Initiate
1B
Creature - Human Wizard
1/1
1: Add B to your mana pool.

Bog Raiders
2B
Creature - Zombie
2/2
Swampwalk

Bog Rats
B
Creature - Rat
1/1
Bog Rats can't be blocked by Walls.

Bog Serpent
5B
Creature - Serpent
5/5
Bog Serpent can't attack unless defending player controls a Swamp.
When you control no Swamps, sacrifice Bog Serpent.

Bog Smugglers
1BB
Creature - Human Mercenary
2/2
Swampwalk

Bog Witch
2B
Creature - Human Spellshaper
1/1
B, T, Discard a card: Add BBB to your mana pool.

Bog Wraith
3B
Creature - Wraith
3/3
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)

Bog Wreckage
Land
Bog Wreckage comes into play tapped.
T Add B to your mana pool.
T, Sacrifice Bog Wreckage: Add one mana of any color to your mana pool.

Bogardan Firefiend
2R
Creature - Elemental Spirit
2/1
When Bogardan Firefiend is put into a graveyard from play, it deals 2 damage to target creature.

Bogardan Hellkite
6RR
Creature - Dragon
5/5
Flash (You may play this spell any time you could play an instant.)
Flying
When Bogardan Hellkite comes into play, it deals 5 damage divided as you choose among any number of target creatures and/or players.

Bogardan Lancer
1R
Creature - Human Knight
1/1
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Bogardan Phoenix
2RRR
Creature - Phoenix
3/3
Flying
When Bogardan Phoenix is put into a graveyard from play, remove it from the game if it had a death counter on it. Otherwise, return it to play and put a death counter on it.

Bogardan Rager
5R
Creature - Elemental
3/4
Flash (You may play this spell any time you could play an instant.)
When Bogardan Rager comes into play, target creature gets +4/+0 until end of turn.

Boggart Arsonists
2R
Creature - Goblin Rogue
2/1
Plainswalk
2R, Sacrifice Boggart Arsonists: Destroy target Scarecrow or Plains.

Boggart Birth Rite
B
Tribal Sorcery - Goblin
Return target Goblin card from your graveyard to your hand.

Boggart Forager
R
Creature - Goblin Rogue
1/1
R, Sacrifice Boggart Forager: Target player shuffles his or her library.

Boggart Harbinger
2B
Creature - Goblin Shaman
2/1
When Boggart Harbinger comes into play, you may search your library for a Goblin card, reveal it, then shuffle your library and put that card on top of it.

Boggart Loggers
2B
Creature - Goblin Rogue
2/1
Forestwalk
2B, Sacrifice Boggart Loggers: Destroy target Treefolk or Forest.

Boggart Mob
3B
Creature - Goblin Warrior
5/5
Champion a Goblin (When this comes into play, sacrifice it unless you remove another Goblin you control from the game. When this leaves play, that card returns to play.)
Whenever a Goblin you control deals combat damage to a player, you may put a 1/1 black Goblin Rogue creature token into play.

Boggart Ram-Gang
(R / G) (R / G) (R / G)
Creature - Goblin Warrior
3/3
Haste
Wither (This deals damage to creatures in the form of -1/-1 counters.)

Boggart Shenanigans
2R
Tribal Enchantment - Goblin
Whenever another Goblin you control is put into a graveyard from play, you may have Boggart Shenanigans deal 1 damage to target player.

Boggart Sprite-Chaser
1R
Creature - Goblin Warrior
1/2
As long as you control a Faerie, Boggart Sprite-Chaser gets +1/+1 and has flying.

Bog-Strider Ash
3G
Creature - Treefolk Shaman
2/4
Swampwalk
Whenever a player plays a Goblin spell, you may pay G. If you do, you gain 2 life.

Boil
3R
Instant
Destroy all Islands.

Boiling Blood
2R
Instant
Target creature attacks this turn if able.
Draw a card.

Boiling Seas
3R
Sorcery
Destroy all Islands.

Bola Warrior
1R
Creature - Human Spellshaper Warrior
1/1
R, T, Discard a card: Target creature can't block this turn.

Boldwyr Heavyweights
2RR
Creature - Giant Warrior
8/8
Trample
When Boldwyr Heavyweights comes into play, each opponent may search his or her library for a creature card and put it into play. Then each player who searched his or her library this way shuffles it.

Boldwyr Intimidator
5RR
Creature - Giant Warrior
5/5
Cowards can't block Warriors.
R: Target creature becomes a Coward until end of turn.
2R: Target creature becomes a Warrior until end of turn.

Bomb Squad
3R
Creature - Dwarf
1/1
T Put a fuse counter on target creature.
At the beginning of your upkeep, put a fuse counter on each creature with a fuse counter on it.
Whenever a creature has four or more fuse counters on it, remove all fuse counters from it and destroy it. That creature deals 4 damage to its controller.

Bond of Agony
XB
Sorcery
As an additional cost to play Bond of Agony, pay X life.
Each other player loses X life.

Bonded Fetch
2U
Creature - Homunculus
0/2
Defender, haste
T Draw a card, then discard a card.

Bone Dancer
1BB
Creature - Zombie
2/2
Whenever Bone Dancer attacks and isn't blocked, you may put the top creature card from defending player's graveyard into play under your control. If you do, Bone Dancer deals no combat damage this turn.

Bone Flute
3
Artifact
2, T All creatures get -1/-0 until end of turn.

Bone Harvest
2B
Instant
Put any number of target creature cards from your graveyard on top of your library.
Draw a card at the beginning of the next turn's upkeep.

Bone Mask
4
Artifact
2, T The next time a source of your choice would deal damage to you this turn, prevent that damage. For each 1 damage prevented this way, remove the top card of your library from the game.

Bone Shaman
2RR
Creature - Giant Shaman
3/3
B: Until end of turn, Bone Shaman gains "Creatures dealt damage by Bone Shaman this turn can't be regenerated this turn."

Bone Shredder
2B
Creature - Minion
1/1
Flying
Echo 2B (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Bone Shredder comes into play, destroy target nonartifact, nonblack creature.

Boneknitter
1B
Creature - Zombie Cleric
1/1
1B: Regenerate target Zombie.
Morph 2B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Boneshard Slasher
1B
Creature - Horror
1/1
Flying
Threshold - As long as seven or more cards are in your graveyard, Boneshard Slasher gets +2/+2 and has "When Boneshard Slasher becomes the target of a spell or ability, sacrifice it."

Bonesplitter
1
Artifact - Equipment
Equipped creature gets +2/+0.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Bonesplitter Sliver
3R
Creature - Sliver
2/2
All Sliver creatures get +2/+0.

Bonethorn Valesk
4R
Creature - Beast
4/2
Whenever a permanent is turned face up, Bonethorn Valesk deals 1 damage to target creature or player.

Booby Trap
6
Artifact
As Booby Trap comes into play, name a card other than a basic land card and choose an opponent.
The chosen player reveals each card he or she draws.
When the chosen player draws the named card, sacrifice Booby Trap. If you do, Booby Trap deals 10 damage to that player.

Book Burning
1R
Sorcery
Any player may have Book Burning deal 6 damage to him or her. If no one does, put the top six cards of target player's library into his or her graveyard.

Book of Rass
6
Artifact
2, Pay 2 life: Draw a card.

Boom // Bust
1R / 5R
Sorcery // Sorcery
Destroy target land you control and target land you don't control.
//
Destroy all lands.

Boomerang
UU
Instant
Return target permanent to its owner's hand.

Boon Reflection
4W
Enchantment
If you would gain life, you gain twice that much life instead.

Booster Tutor
B
Instant
Open a sealed Magic booster pack, reveal the cards, and put one of those cards into your hand. (Remove that card from your deck before beginning a new game.)

Borborygmos
3RRGG
Legendary Creature - Cyclops
6/7
Trample
Whenever Borborygmos deals combat damage to a player, put a +1/+1 counter on each creature you control.

Border Guard
2W
Creature - Human Soldier
1/4

Border Patrol
4W
Creature - Human Nomad
1/6
Vigilance

Borderland Behemoth
5RR
Creature - Giant Warrior
4/4
Trample
Borderland Behemoth gets +4/+4 for each other Giant you control.

Boreal Centaur
1G
Snow Creature - Centaur Warrior
2/2
oSi: Boreal Centaur gets +1/+1 until end of turn. Play this ability only once each turn. (oSi can be paid with one mana from a snow permanent.)

Boreal Druid
G
Snow Creature - Elf Druid
1/1
T Add 1 to your mana pool.

Boreal Griffin
3WW
Snow Creature - Griffin
3/2
Flying
oSi: Boreal Griffin gains first strike until end of turn. (oSi can be paid with one mana from a snow permanent.)

Boreal Shelf
Snow Land
Boreal Shelf comes into play tapped.
T Add W or U to your mana pool.

Boris Devilboon
3BR
Legendary Creature - Zombie Wizard
2/2
2BR, T Put a 1/1 black and red Demon creature token named Minor Demon into play.

Boros Fury-Shield
2W
Instant
Prevent all combat damage that would be dealt by target attacking or blocking creature this turn. If R was spent to play Boros Fury-Shield, it deals damage to that creature's controller equal to the creature's power.

Boros Garrison
Land
Boros Garrison comes into play tapped.
When Boros Garrison comes into play, return a land you control to its owner's hand.
T Add RW to your mana pool.

Boros Guildmage
(R / W) (R / W)
Creature - Human Wizard
2/2
(o (r/w) can be paid with either R or W.)
1R: Target creature gains haste until end of turn.
1W: Target creature gains first strike until end of turn.

Boros Recruit
(R / W)
Creature - Goblin Soldier
1/1
(o (r/w) can be paid with either R or W.)
First strike

Boros Signet
2
Artifact
1, T Add RW to your mana pool.

Boros Swiftblade
RW
Creature - Human Soldier
1/2
Double strike

Borrowing 100,000 Arrows
2U
Sorcery
Draw a card for each tapped creature target opponent controls.

Borrowing the East Wind
XGG
Sorcery
Borrowing the East Wind deals X damage to each creature with horsemanship and each player.

Boseiju, Who Shelters All
Legendary Land
Boseiju, Who Shelters All comes into play tapped.
T, Pay 2 life: Add 1 to your mana pool. If that mana is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities.

Bosh, Iron Golem
8
Legendary Artifact Creature - Golem
6/7
Trample
3R, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player.

Bosium Strip
3
Artifact
3, T Until end of turn, if the top card in your graveyard is an instant or sorcery card, you may play that card. If a card played this way would be put into a graveyard this turn, remove it from the game instead.

Bosk Banneret
1G
Creature - Treefolk Shaman
1/3
Treefolk spells and Shaman spells you play cost 1 less to play.

Bosom Buddy
3W
Creature - Elephant Townsfolk
1/4
Whenever you play a spell, you may gain 1/2 life for each word in that spell's name.

Bottle Gnomes
3
Artifact Creature - Gnome
1/3
Sacrifice Bottle Gnomes: You gain 3 life.

Bottle of Suleiman
4
Artifact
1, Sacrifice Bottle of Suleiman: Flip a coin. If you lose the flip, Bottle of Suleiman deals 5 damage to you. If you win the flip, put a 5/5 Djinn artifact creature token with flying into play.

Bottled Cloister
4
Artifact
At the beginning of each opponent's upkeep, remove your hand from the game face down.
At the beginning of your upkeep, return all cards you own removed from the game with Bottled Cloister to your hand, then draw a card.

Bottomless Pit
1BB
Enchantment
At the beginning of each player's upkeep, that player discards a card at random.

Bottomless Vault
Land
Bottomless Vault comes into play tapped.
You may choose not to untap Bottomless Vault during your untap step.
At the beginning of your upkeep, if Bottomless Vault is tapped, put a storage counter on it.
T, Remove any number of storage counters from Bottomless Vault: Add B to your mana pool for each storage counter removed this way.

Bouncing Beebles
2U
Creature - Beeble
2/2
Bouncing Beebles is unblockable as long as defending player controls an artifact.

Bound // Determined
3BG / GU
Instant // Instant
Sacrifice a creature. Return up to X cards from your graveyard to your hand, where X is the number of colors that creature was. Then remove this card from the game.
//
Other spells you control can't be countered by spells or abilities this turn.
Draw a card.

Bound in Silence
2W
Tribal Enchantment - Rebel Aura
Enchant creature
Enchanted creature can't attack or block.

Bounteous Kirin
5GG
Legendary Creature - Kirin Spirit
4/4
Flying
Whenever you play a Spirit or Arcane spell, you may gain life equal to that spell's converted mana cost.

Bounty Hunter
2BB
Creature - Human Archer Minion
2/2
T Put a bounty counter on target nonblack creature.
T Destroy target creature with a bounty counter on it.

Bounty of the Hunt
3GG
Instant
You may remove a green card in your hand from the game rather than pay Bounty of the Hunt's mana cost.
Until end of turn, target creature gets +1/+1, target creature gets +1/+1, and target creature gets +1/+1.

Brace for Impact
4W
Instant
Prevent all damage that would be dealt to target multicolored creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.

Braid of Fire
1R
Enchantment
Cumulative upkeep-Add R to your mana pool. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Braids, Cabal Minion
2BB
Legendary Creature - Human Minion
2/2
At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land.

Braids, Conjurer Adept
2UU
Legendary Creature - Human Wizard
2/2
At the beginning of each player's upkeep, that player may put an artifact, creature, or land card from his or her hand into play.

Braidwood Cup
3
Artifact
T You gain 1 life.

Braidwood Sextant
1
Artifact
2, T, Sacrifice Braidwood Sextant: Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.

Brain Freeze
1U
Instant
Target player puts the top three cards of his or her library into his or her graveyard.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Brain Gorgers
3B
Creature - Zombie
4/2
When you play Brain Gorgers, any player may sacrifice a creature. If a player does, counter Brain Gorgers.
Madness 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Brain Pry
1B
Sorcery
Name a nonland card. Target player reveals his or her hand. That player discards a card with that name. If he or she can't, you draw a card.

Braingeyser
XUU
Sorcery
Target player draws X cards.

Brainspoil
3BB
Sorcery
Destroy target creature that isn't enchanted. It can't be regenerated.
Transmute 1BB (1BB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Brainstorm
U
Instant
Draw three cards, then put two cards from your hand on top of your library in any order.

Brainwash
W
Enchantment - Aura
Enchant creature
Enchanted creature can't attack unless its controller pays 3.

Bramble Elemental
3GG
Creature - Elemental
4/4
Whenever an Aura becomes attached to Bramble Elemental, put two 1/1 green Saproling creature tokens into play.

Bramblewood Paragon
1G
Creature - Elf Warrior
2/2
Each other Warrior creature you control comes into play with an additional +1/+1 counter on it.
Each creature you control with a +1/+1 counter on it has trample.

Branchsnap Lorian
1GG
Creature - Beast
4/1
Trample
Morph G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Brand
R
Instant
Gain control of all permanents you own. (This effect doesn't end at end of turn.)
Cycling 2 (2, Discard this card: Draw a card.)

Brand of Ill Omen
3R
Enchantment - Aura
Enchant creature
Cumulative upkeep R (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Enchanted creature's controller can't play creature spells.

Branded Brawlers
R
Creature - Human Soldier
2/2
Branded Brawlers can't attack if defending player controls an untapped land.
Branded Brawlers can't block if you control an untapped land.

Brass Gnat
1
Artifact Creature - Insect
1/1
Flying
Brass Gnat doesn't untap during your untap step.
At the beginning of your upkeep, you may pay 1. If you do, untap Brass Gnat.

Brass Herald
6
Artifact Creature - Golem
2/2
As Brass Herald comes into play, choose a creature type.
When Brass Herald comes into play, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
Creatures of the chosen type get +1/+1.

Brass Man
1
Artifact Creature - Construct
1/3
Brass Man doesn't untap during your untap step.
At the beginning of your upkeep, you may pay 1. If you do, untap Brass Man.

Brass Secretary
3
Artifact Creature - Construct
2/1
2, Sacrifice Brass Secretary: Draw a card.

Brassclaw Orcs
2R
Creature - Orc
3/2
Brassclaw Orcs can't block creatures with power 2 or greater.

Brass-Talon Chimera
4
Artifact Creature - Chimera
2/2
First strike
Sacrifice Brass-Talon Chimera: Put a +2/+2 counter on target Chimera creature. It gains first strike. (This effect doesn't end at end of turn.)

Bravado
1R
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each other creature you control.

Brawl
3RR
Instant
Until end of turn, all creatures gain "T This creature deals damage equal to its power to target creature."

Brawn
3G
Creature - Incarnation
3/3
Trample
As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample.

Breach
2B
Instant
Target creature gets +2/+0 and gains fear until end of turn.

Break Asunder
2GG
Sorcery
Destroy target artifact or enchantment.
Cycling 2 (2, Discard this card: Draw a card.)

Break Open
1R
Instant
Turn target face-down creature an opponent controls face up.

Breaking Point
1RR
Sorcery
Any player may have Breaking Point deal 6 damage to him or her. If no one does, destroy all creatures and they can't be regenerated.

Breaking Wave
2UU
Sorcery
You may play Breaking Wave any time you could play an instant if you pay 2 more to play it.
Simultaneously untap all tapped creatures and tap all untapped creatures.

Breakthrough
XU
Sorcery
Draw four cards, then choose X cards in your hand and discard the rest.

Breath of Darigaaz
1R
Sorcery
Kicker 2 (You may pay an additional 2 as you play this spell.)
Breath of Darigaaz deals 1 damage to each creature without flying and each player. If the kicker cost was paid, Breath of Darigaaz deals 4 damage to each creature without flying and each player instead.

Breath of Dreams
2UU
Enchantment
Cumulative upkeep U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Green creatures have "Cumulative upkeep 1."

Breath of Fury
2RR
Enchantment - Aura
Enchant creature you control
When enchanted creature deals combat damage to a player, sacrifice it and attach Breath of Fury to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.

Breath of Life
3W
Sorcery
Return target creature card from your graveyard to play.

Breathstealer
2B
Creature - Nightstalker
2/2
B: Breathstealer gets +1/-1 until end of turn.

Breathstealer's Crypt
2UB
Enchantment
If a player would draw a card, instead he or she draws a card and reveals it. If it's a creature card, that player discards it unless he or she pays 3 life.

Breeding Pit
3B
Enchantment
At the beginning of your upkeep, sacrifice Breeding Pit unless you pay BB.
At the end of your turn, put a 0/1 black Thrull creature token into play.

Breeding Pool
Land - Forest Island
(T Add G or U to your mana pool.)
As Breeding Pool comes into play, you may pay 2 life. If you don't, Breeding Pool comes into play tapped.

Breezekeeper
3U
Creature - Djinn
4/4
Flying, phasing

Briar Patch
1GG
Enchantment
Whenever a creature attacks you, it gets -1/-0 until end of turn.

Briar Shield
G
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1.
Sacrifice Briar Shield: Enchanted creature gets +3/+3 until end of turn.

Briarberry Cohort
1U
Creature - Faerie Soldier
1/1
Flying
Briarberry Cohort gets +1/+1 as long as you control another blue creature.

Briarhorn
3G
Creature - Elemental
3/3
Flash
When Briarhorn comes into play, target creature gets +3/+3 until end of turn.
Evoke 1G (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Briarknit Kami
3GG
Creature - Spirit
3/3
Whenever you play a Spirit or Arcane spell, put a +1/+1 counter on target creature.

Bribery
3UU
Sorcery
Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library.

Bridge from Below
BBB
Enchantment
Whenever a nontoken creature is put into your graveyard from play, if Bridge from Below is in your graveyard, put a 2/2 black Zombie creature token into play.
When a creature is put into an opponent's graveyard from play, if Bridge from Below is in your graveyard, remove Bridge from Below from the game.

Brightflame
XRRWW
Sorcery
Radiance - Brightflame deals X damage to target creature and each other creature that shares a color with it. You gain life equal to the damage dealt this way.

Brighthearth Banneret
1R
Creature - Elemental Warrior
1/1
Elemental spells and Warrior spells you play cost 1 less to play.
Reinforce 1-1R (1R, Discard this card: Put a +1/+1 counter on target creature.)

Brightstone Ritual
R
Instant
Add R to your mana pool for each Goblin in play.

Brigid, Hero of Kinsbaile
2WW
Legendary Creature - Kithkin Archer
2/3
First strike
T Brigid, Hero of Kinsbaile deals 2 damage to each attacking or blocking creature target player controls.

Brilliant Halo
1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2.
When Brilliant Halo is put into a graveyard from play, return Brilliant Halo to its owner's hand.

Brilliant Plan
4U
Sorcery
Draw three cards.

Brimstone Dragon
6RR
Creature - Dragon
6/6
Flying, haste

Brine Elemental
4UU
Creature - Elemental
5/4
Morph 5UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Brine Elemental is turned face up, each opponent skips his or her next untap step.

Brine Hag
2UU
Creature - Hag
2/2
When Brine Hag is put into a graveyard from play, all creatures that dealt damage to it this turn become 0/2. (This effect doesn't end at end of turn.)

Brine Seer
3U
Creature - Human Wizard
1/1
2U, T Reveal any number of blue cards in your hand. Counter target spell unless its controller pays 1 for each card revealed this way.

Brine Shaman
1B
Creature - Human Cleric Shaman
1/1
T, Sacrifice a creature: Target creature gets +2/+2 until end of turn.
1UU, Sacrifice a creature: Counter target creature spell.

Bringer of the Black Dawn
7BB
Creature - Bringer
5/5
You may pay WUBRG rather than pay Bringer of the Black Dawn's mana cost.
Trample
At the beginning of your upkeep, you may pay 2 life. If you do, search your library for a card, then shuffle your library and put that card on top of it.

Bringer of the Blue Dawn
7UU
Creature - Bringer
5/5
You may pay WUBRG rather than pay Bringer of the Blue Dawn's mana cost.
Trample
At the beginning of your upkeep, you may draw two cards.

Bringer of the Green Dawn
7GG
Creature - Bringer
5/5
You may pay WUBRG rather than pay Bringer of the Green Dawn's mana cost.
Trample
At the beginning of your upkeep, you may put a 3/3 green Beast creature token into play.

Bringer of the Red Dawn
7RR
Creature - Bringer
5/5
You may pay WUBRG rather than pay Bringer of the Red Dawn's mana cost.
Trample
At the beginning of your upkeep, you may untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.

Bringer of the White Dawn
7WW
Creature - Bringer
5/5
You may pay WUBRG rather than pay Bringer of the White Dawn's mana cost.
Trample
At the beginning of your upkeep, you may return target artifact card from your graveyard to play.

Brink of Madness
2BB
Enchantment
At the beginning of your upkeep, if you have no cards in hand, sacrifice Brink of Madness. If you do, target opponent discards his or her hand.

Brion Stoutarm
2RW
Legendary Creature - Giant Warrior
4/4
Lifelink (Whenever this creature deals damage, you gain that much life.)
R, T, Sacrifice a creature other than Brion Stoutarm: Brion Stoutarm deals damage equal to the sacrificed creature's power to target player.

Broken Ambitions
XU
Instant
Counter target spell unless its controller pays X. Clash with an opponent. If you win, that spell's controller puts the top four cards of his or her library into his or her graveyard. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Broken Dam
U
Sorcery
Tap one or two target creatures without horsemanship.

Broken Fall
2G
Enchantment
Return Broken Fall to its owner's hand: Regenerate target creature.

Broken Visage
4B
Instant
Destroy target nonartifact attacking creature. It can't be regenerated. Put a black Spirit creature token into play with that creature's power and toughness. Sacrifice the token at end of turn.

Brontotherium
4GG
Creature - Beast
5/3
Trample
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

Bronze Bombshell
4
Artifact Creature - Construct
4/1
When a player other than Bronze Bombshell's owner controls it, that player sacrifices it. If the player does, Bronze Bombshell deals 7 damage to him or her.

Bronze Calendar
4
Artifact
Your spells cost 1 less to play as long as you speak in a voice other than your normal voice.
If you speak in your normal voice, sacrifice Bronze Calendar.

Bronze Horse
7
Artifact Creature - Horse
4/4
Trample
If you control another creature, prevent all damage that would be dealt to Bronze Horse by spells that target it.

Bronze Tablet
6
Artifact
Remove Bronze Tablet from your deck before playing if you're not playing for ante.
Bronze Tablet comes into play tapped.
4, T Remove Bronze Tablet and target nontoken permanent an opponent owns from the game. That player may pay 10 life. If he or she does, put Bronze Tablet into its owner's graveyard. Otherwise, that player owns Bronze Tablet and you own the other removed card.

Brood of Cockroaches
1B
Creature - Insect
1/1
When Brood of Cockroaches is put into your graveyard from play, at end of turn, you lose 1 life and return Brood of Cockroaches to your hand.

Brood Sliver
4G
Creature - Sliver
3/3
Whenever a Sliver deals combat damage to a player, its controller may put a 1/1 colorless Sliver creature token into play.

Broodhatch Nantuko
1G
Creature - Insect Druid
1/1
Whenever Broodhatch Nantuko is dealt damage, you may put that many 1/1 green Insect creature tokens into play.
Morph 2G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Brooding Saurian
2GG
Creature - Lizard
4/4
At the end of each turn, each player gains control of all nontoken permanents he or she owns.

Broodstar
8UU
Creature - Beast
*/*
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying
Broodstar's power and toughness are each equal to the number of artifacts you control.

Brothers of Fire
1RR
Creature - Human Shaman
2/2
1RR: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you.

Brothers Yamazaki
2R
Legendary Creature - Human Samurai
2/1
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
If there are exactly two permanents named Brothers Yamazaki in play, the "legend rule" doesn't apply to them.
Each other creature named Brothers Yamazaki gets +2/+2 and has haste.

Browbeat
2R
Sorcery
Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards.

Brown Ouphe
G
Creature - Ouphe
1/1
1G, T Counter target activated ability from an artifact source. (Mana abilities can't be targeted.)

Browse
2UU
Enchantment
2UU: Look at the top five cards of your library and put one of them into your hand. Remove the rest from the game.

Brush with Death
2B
Sorcery
Buyback 2BB (You may pay an additional 2BB as you play this spell. If you do, put this card into your hand as it resolves.)
Target opponent loses 2 life. You gain 2 life.

Brushland
Land
T Add 1 to your mana pool.
T Add G or W to your mana pool. Brushland deals 1 damage to you.

Brushstroke Paintermage
3U
Creature - Human Wizard
2/3
T Target permanent's artist becomes the artist of your choice until end of turn.

Brushwagg
1GG
Creature - Brushwagg
3/2
Whenever Brushwagg blocks or becomes blocked, it gets -2/+2 until end of turn.

Brutal Deceiver
2R
Creature - Spirit
2/2
1: Look at the top card of your library.
2: Reveal the top card of your library. If it's a land card, Brutal Deceiver gets +1/+0 and gains first strike until end of turn. Play this ability only once each turn.

Brutal Nightstalker
3BB
Creature - Nightstalker
3/2
When Brutal Nightstalker comes into play, you may have target opponent discard a card.

Brutal Suppression
R
Enchantment
Activated abilities of Rebels cost an additional "Sacrifice a land" to play.

Brute Force
R
Instant
Target creature gets +3/+3 until end of turn.

Bubble Matrix
4
Artifact
Prevent all damage that would be dealt to creatures.

Bubbling Beebles
4U
Creature - Beeble
3/3
Bubbling Beebles is unblockable as long as defending player controls an enchantment.

Bubbling Muck
B
Sorcery
Until end of turn, whenever a player taps a Swamp for mana, that player adds B to his or her mana pool.

Budoka Gardener
1G
Creature - Human Monk
2/1
T You may put a land card from your hand into play. If you control ten or more lands, flip Budoka Gardener.
-----
Dokai, Weaver of Life
Legendary Creature - Human Monk
3/3
4GG, T Put an X/X green Elemental creature token into play, where X is the number of lands you control.

Budoka Pupil
1GG
Creature - Human Monk
2/2
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Budoka Pupil.
At end of turn, if there are two or more ki counters on Budoka Pupil, you may flip it.
----
Ichiga, Who Topples Oaks
Legendary Creature - Spirit
4/3
Trample
Remove a ki counter from Ichiga, Who Topples Oaks: Target creature gets +2/+2 until end of turn.

Builder's Bane
XXR
Sorcery
Destroy X target artifacts. Builder's Bane deals damage to each player equal to the number of artifacts he or she controlled destroyed this way.

Bull Aurochs
1G
Creature - Aurochs
2/1
Trample
Whenever Bull Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.

Bull Elephant
3G
Creature - Elephant
4/4
When Bull Elephant comes into play, sacrifice it unless you return two Forests you control to their owner's hand.

Bull Hippo
3G
Creature - Hippo
3/3
Islandwalk

Bullwhip
4
Artifact
2, T Bullwhip deals 1 damage to target creature. That creature attacks this turn if able.

Bulwark
3RR
Enchantment
At the beginning of your upkeep, Bulwark deals damage to target opponent equal to the number of cards in your hand greater than the number of cards in his or her hand.

Buoyancy
1U
Enchantment - Aura
Flash
Enchant creature
Enchanted creature has flying.

Burden of Greed
3B
Instant
Target player loses 1 life for each tapped artifact he or she controls.

Bureaucracy
3UU
Enchantment
Pursuant to subsection 3.1(4) of Richard's Rules of Order, during the upkeep of each participant in this game of the Magic: The Gathering(R) trading card game (hereafter known as "PLAYER"), that PLAYER performs all actions in the sequence of previously added actions (hereafter known as "ACTION QUEUE"), in the order those actions were added, then adds another action to the end of the ACTION QUEUE. All actions must be simple physical or verbal actions that a player can perform while sitting in a chair, without jeopardizing the health and security of said PLAYER.
If any PLAYER does not perform all the prescribed actions in the correct order, sacrifice Bureaucracy and said PLAYER discards his or her complement of cards in hand (hereafter known as "HAND").

Burgeoning
G
Enchantment
Whenever an opponent plays a land, you may put a land card from your hand into play.

Buried Alive
2B
Sorcery
Search your library for up to three creature cards and put them into your graveyard. Then shuffle your library.

Burn Trail
3R
Sorcery
Burn Trail deals 3 damage to target creature or player.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Burning Cinder Fury of Crimson Chaos Fire
3R
Enchantment
Whenever any player taps a card, that player gives control of that card to an opponent at end of turn.
If a player does not tap any nonland cards during his or her turn, Burning Cinder Fury of Crimson Chaos Fire deals 3 damage to that player at end of turn.

Burning Cloak
R
Sorcery
Target creature gets +2/+0 until end of turn. Burning Cloak deals 2 damage to that creature.

Burning Fields
4R
Sorcery
Burning Fields deals 5 damage to target opponent.

Burning of Xinye
4RR
Sorcery
Each player sacrifices four lands. Burning of Xinye deals 4 damage to each creature.

Burning Palm Efreet
2RR
Creature - Efreet
2/2
1RR: Burning Palm Efreet deals 2 damage to target creature with flying and that creature loses flying until end of turn.

Burning Sands
3RR
Enchantment
Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land.

Burning Shield Askari
2R
Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
RR: Burning Shield Askari gains first strike until end of turn.

Burning Wish
1R
Sorcery
You may choose a sorcery card you own from outside the game, reveal that card, and put it into your hand. Remove Burning Wish from the game.

Burning-Eye Zubera
2RR
Creature - Zubera Spirit
3/3
When Burning-Eye Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, Burning-Eye Zubera deals 3 damage to target creature or player.

Burning-Tree Bloodscale
2RG
Creature - Viashino Berserker
2/2
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)
2R: Target creature can't block Burning-Tree Bloodscale this turn.
2G: Target creature blocks Burning-Tree Bloodscale this turn if able.

Burning-Tree Shaman
1RG
Creature - Centaur Shaman
3/4
Whenever a player plays an activated ability that isn't a mana ability, Burning-Tree Shaman deals 1 damage to that player.

Burnout
1R
Instant
Counter target instant spell if it's blue.
Draw a card at the beginning of the next turn's upkeep.

Burnt Offering
B
Instant
As an additional cost to play Burnt Offering, sacrifice a creature.
Add X mana in any combination of B and/or R to your mana pool, where X is the sacrificed creature's converted mana cost.

Burr Grafter
3G
Creature - Spirit
2/2
Sacrifice Burr Grafter: Target creature gets +2/+2 until end of turn.
Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)

Burrenton Bombardier
2W
Creature - Kithkin Soldier
2/2
Flying
Reinforce 2-2W (2W, Discard this card: Put two +1/+1 counters on target creature.)

Burrenton Forge-Tender
W
Creature - Kithkin Wizard
1/1
Protection from red
Sacrifice Burrenton Forge-Tender: Prevent all damage a red source of your choice would deal this turn.

Burrenton Shield-Bearers
4W
Creature - Kithkin Soldier
3/3
Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn.

Burrowing
R
Enchantment - Aura
Enchant creature
Enchanted creature has mountainwalk.

Burst of Energy
W
Instant
Untap target permanent.

Bursting Beebles
2U
Creature - Beeble
2/2
Bursting Beebles is unblockable as long as defending player controls two or more nonland permanents that share an artist.

Bushi Tenderfoot
W
Creature - Human Soldier
1/1
When a creature dealt damage by Bushi Tenderfoot this turn is put into a graveyard, flip Bushi Tenderfoot.
-----
Kenzo the Hardhearted
Legendary Creature - Human Samurai
3/4
Double strike; bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

Butcher Orgg
4RRR
Creature - Orgg
6/6
You may divide Butcher Orgg's combat damage as you choose among defending player and/or any number of creatures he or she controls.

Cabal Archon
2B
Creature - Human Cleric
2/2
B, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life.

Cabal Coffers
Land
2, T Add B to your mana pool for each Swamp you control.

Cabal Conditioning
6B
Sorcery
Any number of target players each discards a number of cards equal to the highest converted mana cost among permanents you control.

Cabal Executioner
2BB
Creature - Human Cleric
2/2
Whenever Cabal Executioner deals combat damage to a player, that player sacrifices a creature.
Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Cabal Inquisitor
1B
Creature - Human Minion
1/1
Threshold - 1B, T, Remove two cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery, and only if seven or more cards are in your graveyard.

Cabal Interrogator
1B
Creature - Zombie Wizard
1/1
XB, T Target player reveals X cards from his or her hand and you choose one of them. That player discards that card. Play this ability only any time you could play a sorcery.

Cabal Patriarch
3BBB
Legendary Creature - Human Wizard
5/5
2B, Sacrifice a creature: Target creature gets -2/-2 until end of turn.
2B, Remove a creature card in your graveyard from the game: Target creature gets -2/-2 until end of turn.

Cabal Pit
Land
T Add B to your mana pool. Cabal Pit deals 1 damage to you.
Threshold - B, T, Sacrifice Cabal Pit: Target creature gets -2/-2 until end of turn. Play this ability only if seven or more cards are in your graveyard.

Cabal Ritual
1B
Instant
Add BBB to your mana pool.
Threshold - Add BBBBB to your mana pool instead if seven or more cards are in your graveyard.

Cabal Shrine
1BB
Enchantment
Whenever a player plays a spell, that player discards X cards, where X is the number of cards in all graveyards with the same name as that spell.

Cabal Slaver
2B
Creature - Human Cleric
2/1
Whenever a Goblin deals combat damage to a player, that player discards a card.

Cabal Surgeon
2BB
Creature - Human Minion
2/1
2BB, T, Remove two cards in your graveyard from the game: Return target creature card from your graveyard to your hand.

Cabal Therapy
B
Sorcery
Name a nonland card. Target player reveals his or her hand and discards all cards with that name.
Flashback-Sacrifice a creature. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Cabal Torturer
1BB
Creature - Human Minion
1/1
B, T Target creature gets -1/-1 until end of turn.
Threshold - 3BB, T Target creature gets -2/-2 until end of turn. Play this ability only if seven or more cards are in your graveyard.

Cabal Trainee
B
Creature - Human Minion
1/1
Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn.

Cache Raiders
3UU
Creature - Merfolk Rogue
4/4
At the beginning of your upkeep, return a permanent you control to its owner's hand.

Cackling Fiend
2BB
Creature - Zombie
2/1
When Cackling Fiend comes into play, each opponent discards a card.

Cackling Flames
3R
Instant
Cackling Flames deals 3 damage to target creature or player.
Hellbent - Cackling Flames deals 5 damage to that creature or player instead if you have no cards in hand.

Cackling Imp
2BB
Creature - Imp
2/2
Flying
T Target player loses 1 life.

Cackling Witch
1B
Creature - Human Spellshaper
1/1
XB, T, Discard a card: Target creature gets +X/+0 until end of turn.

Cadaverous Bloom
3BG
Enchantment
Remove a card in your hand from the game: Add BB or GG to your mana pool.

Cadaverous Knight
2B
Creature - Zombie Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
1BB: Regenerate Cadaverous Knight.

Cage of Hands
2W
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
1W: Return Cage of Hands to its owner's hand.

Cagemail
1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and can't attack.

Cairn Wanderer
4B
Creature - Shapeshifter
4/4
Changeling (This card is every creature type at all times.)
As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.

Calciderm
2WW
Creature - Beast
5/5
Shroud (This permanent can't be the target of spells or abilities.)
Vanishing 4 (This permanent comes into play with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

Calciform Pools
Land
T Add 1 to your mana pool.
1, T Put a storage counter on Calciform Pools.
1, Remove X storage counters from Calciform Pools: Add X mana in any combination of W and/or U to your mana pool.

Caldera Kavu
2R
Creature - Kavu
2/2
1B: Caldera Kavu gets +1/+1 until end of turn.
G: Caldera Kavu becomes the color of your choice until end of turn.

Caldera Lake
Land
Caldera Lake comes into play tapped.
T Add 1 to your mana pool.
T Add U or R to your mana pool. Caldera Lake deals 1 damage to you.

Call for Blood
4B
Instant - Arcane
As an additional cost to play Call for Blood, sacrifice a creature.
Target creature gets -X/-X until end of turn, where X is the sacrificed creature's power.

Call of the Herd
2G
Sorcery
Put a 3/3 green Elephant creature token into play.
Flashback 3G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Call of the Wild
2GG
Enchantment
2GG: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard.

Call the Skybreaker
5 (U / R) (U / R)
Sorcery
Put a 5/5 blue and red Elemental creature token with flying into play.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Call to Arms
1W
Enchantment
As Call to Arms comes into play, choose a color and an opponent.
White creatures get +1/+1.
When the chosen color isn't the most common color among permanents the chosen opponent controls, sacrifice Call to Arms.

Call to Glory
1W
Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.

Call to the Grave
4B
Enchantment
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature.
At end of turn, if no creatures are in play, sacrifice Call to the Grave.

Call to the Netherworld
B
Sorcery
Return target black creature card from your graveyard to your hand.
Madness 0 (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Caller of the Claw
2G
Creature - Elf
2/2
Flash
When Caller of the Claw comes into play, put a 2/2 green Bear creature token into play for each nontoken creature put into your graveyard from play this turn.

Caller of the Hunt
2G
Creature - Human
*/*
As Caller of the Hunt comes into play, choose a creature type.
Caller of the Hunt's power and toughness are each equal to the number of creatures in play of the chosen type.

Callous Deceiver
2U
Creature - Spirit
1/3
1: Look at the top card of your library.
2: Reveal the top card of your library. If it's a land card, Callous Deceiver gets +1/+0 and gains flying until end of turn. Play this ability only once each turn.

Callous Giant
4RR
Creature - Giant
4/4
If a source would deal 3 damage or less to Callous Giant, prevent that damage.

Callous Oppressor
1UU
Creature - Cephalid
1/2
You may choose not to untap Callous Oppressor during your untap step.
As Callous Oppressor comes into play, an opponent chooses a creature type.
T Gain control of target creature that isn't of the chosen type as long as Callous Oppressor remains tapped.

Callow Jushi
1UU
Creature - Human Wizard
2/2
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Callow Jushi.
At end of turn, if there are two or more ki counters on Callow Jushi, you may flip it.
----
Jaraku the Interloper
Legendary Creature - Spirit
3/4
Remove a ki counter from Jaraku the Interloper: Counter target spell unless its controller pays 2.

Calming Licid
2W
Creature - Licid
2/2
W, T Calming Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay W to end this effect.
Enchanted creature can't attack.

Calming Verse
3G
Sorcery
Destroy all enchantments you don't control. Then, if you control an untapped land, destroy all enchantments you control.

Caltrops
3
Artifact
Whenever a creature attacks, Caltrops deals 1 damage to it.

Camel
W
Creature - Camel
0/1
Banding
Prevent all damage that would be dealt to Camel or to creatures banded with Camel by Deserts.

Camouflage
G
Instant
Play Camouflage only during the declare attackers step.
This turn, instead of declaring blockers, the defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures. Assign each pile to a different attacking creature at random, and any creatures in that pile that can block the creature do so. (Piles can be empty.)

Cancel
1UU
Instant
Counter target spell.

Candelabra of Tawnos
1
Artifact
X, T Untap X target lands.

Candles' Glow
1W
Instant - Arcane
Prevent the next 3 damage that would be dealt to target creature or player this turn. You gain 1 life for each damage prevented this way.
Splice onto Arcane 1W (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Candles of Leng
2
Artifact
4, T Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card.

Canker Abomination
2 (B / G) (B / G)
Creature - Treefolk Horror
6/6
As Canker Abomination comes into play, choose an opponent. Canker Abomination comes into play with a -1/-1 counter on it for each creature that player controls.

Cankerous Thirst
3 (B / G)
Instant
If B was spent to play Cankerous Thirst, you may have target creature get -3/-3 until end of turn. If G was spent to play Cankerous Thirst, you may have target creature get +3/+3 until end of turn. (Do both if BG was spent.)

Cannibalize
1B
Sorcery
Choose two target creatures controlled by the same player. Remove one of those creatures from the game and put two +1/+1 counters on the other.

Canopy Claws
G
Instant
Target creature loses flying until end of turn.
Flashback G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Canopy Crawler
3G
Creature - Beast
2/2
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.)
T Target creature gets +1/+1 until end of turn for each +1/+1 counter on Canopy Crawler.

Canopy Dragon
4GG
Creature - Dragon
4/4
Trample
1G: Canopy Dragon gains flying and loses trample until end of turn.

Canopy Spider
1G
Creature - Spider
1/3
Reach (This creature can block creatures with flying.)

Canopy Surge
1G
Sorcery
Kicker 2 (You may pay an additional 2 as you play this spell.)
Canopy Surge deals 1 damage to each creature with flying and each player. If the kicker cost was paid, Canopy Surge deals 4 damage to each creature with flying and each player instead.

Cantivore
1WW
Creature - Lhurgoyf
*/*
Vigilance
Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.

Canyon Drake
2RR
Creature - Drake
1/2
Flying
1, Discard a card at random: Canyon Drake gets +2/+0 until end of turn.

Canyon Wildcat
1R
Creature - Cat
2/1
Mountainwalk

Cao Cao, Lord of Wei
3BB
Legendary Creature - Human Soldier
3/3
T Target opponent discards two cards. Play this ability only during your turn, before attackers are declared.

Cao Ren, Wei Commander
2BB
Legendary Creature - Human Soldier Warrior
3/3
Horsemanship
When Cao Ren, Wei Commander comes into play, you lose 3 life.

Capashen Knight
1W
Creature - Human Knight
1/1
First strike
1W: Capashen Knight gets +1/+0 until end of turn.

Capashen Standard
W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1.
2, Sacrifice Capashen Standard: Draw a card.

Capashen Templar
2W
Creature - Human Knight
2/2
W: Capashen Templar gets +0/+1 until end of turn.

Capashen Unicorn
1W
Creature - Unicorn
1/2
1W, T, Sacrifice Capashen Unicorn: Destroy target artifact or enchantment.

Capricious Sorcerer
2U
Creature - Human Wizard
1/1
T Capricious Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before attackers are declared.

Capsize
1UU
Instant
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Return target permanent to its owner's hand.

Captain Sisay
2GW
Legendary Creature - Human Soldier
2/2
T Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library.

Captain's Maneuver
XRW
Instant
The next X damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead.

Captivating Glance
2U
Enchantment - Aura
Enchant creature
At the end of your turn, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Captive Flame
2R
Enchantment
R: Target creature gets +1/+0 until end of turn.

Capture of Jingzhou
3UU
Sorcery
Take an extra turn after this one.

Carapace
G
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+2.
Sacrifice Carapace: Regenerate enchanted creature.

Carbonize
2R
Instant
Carbonize deals 3 damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead.

Cardboard Carapace
5G
Enchant Creature
For each other Cardboard Carapace card you have with you, enchanted creature gets +1/+1.
Errata: This does not count any Cardboard Carapace cards in play that you control or in your graveyard, hand, or library.

Cardpecker
1W
Creature - Bird
1/1
Flying
Gotcha - Whenever an opponent touches the table with his or her hand, you may say "Gotcha!" If you do, return Cardpecker from your graveyard to your hand.

Careful Consideration
2UU
Instant
Target player draws four cards, then discards three cards. If you played this spell during your main phase, instead that player draws four cards, then discards two cards.

Careful Study
U
Sorcery
Draw two cards, then discard two cards.

Caregiver
W
Creature - Human Cleric
1/1
W, Sacrifice a creature: Prevent the next 1 damage that would be dealt to target creature or player this turn.

Caribou Range
2WW
Enchantment - Aura
Enchant land you control
Enchanted land has "WW, T Put a 0/1 white Caribou creature token into play."
Sacrifice a Caribou token: You gain 1 life.

Carnassid
4GG
Creature - Beast
5/4
Trample
1G: Regenerate Carnassid.

Carnival of Souls
1B
Enchantment
Whenever a creature comes into play, you lose 1 life and add B to your mana pool.

Carnivorous Death-Parrot
1U
Creature - Bird
2/2
Flying
At the beginning of your upkeep, sacrifice Carnivorous Death-Parrot unless you say its flavor text.

Carnivorous Plant
3G
Creature - Plant Wall
4/5
Defender

Carnophage
B
Creature - Zombie
2/2
At the beginning of your upkeep, tap Carnophage unless you pay 1 life.

Carom
1W
Instant
The next 1 damage that would be dealt to target creature this turn is dealt to another target creature instead.
Draw a card.

Carpet of Flowers
G
Enchantment
At the beginning of your precombat main phase, you may add up to X mana of any one color to your mana pool, where X is the number of Islands target opponent controls.

Carrier Pigeons
3W
Creature - Bird
1/1
Flying
When Carrier Pigeons comes into play, draw a card at the beginning of the next turn's upkeep.

Carrion
1BB
Instant
As an additional cost to play Carrion, sacrifice a creature.
Put X 0/1 black Insect creature tokens into play, where X is the sacrificed creature's power.

Carrion Ants
2BB
Creature - Insect
0/1
1: Carrion Ants gets +1/+1 until end of turn.

Carrion Beetles
B
Creature - Insect
1/1
2B, T Remove up to three target cards in a single graveyard from the game.

Carrion Feeder
B
Creature - Zombie
1/1
Carrion Feeder can't block.
Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder.

Carrion Howler
3B
Creature - Zombie Wolf
2/2
Pay 1 life: Carrion Howler gets +2/-1 until end of turn.

Carrion Rats
B
Creature - Rat
2/1
Whenever Carrion Rats attacks or blocks, any player may remove a card in his or her graveyard from the game. If a player does, Carrion Rats deals no combat damage this turn.

Carrion Wall
1BB
Creature - Wall
3/2
Defender (This creature can't attack.)
1B: Regenerate Carrion Wall.

Carrion Wurm
3BB
Creature - Zombie Wurm
6/5
Whenever Carrion Wurm attacks or blocks, any player may remove three cards in his or her graveyard from the game. If a player does, Carrion Wurm deals no combat damage this turn.

Carrionette
1B
Creature - Skeleton
1/1
2BB: Remove Carrionette and target creature from the game unless that creature's controller pays 2. Play this ability only if Carrionette is in your graveyard.

Carry Away
UU
Enchantment - Aura
Enchant Equipment
When Carry Away comes into play, unattach enchanted Equipment.
You control enchanted Equipment.

Cartographer
2G
Creature - Human
2/2
When Cartographer comes into play, you may return target land card from your graveyard to your hand.

Carven Caryatid
1GG
Creature - Spirit
2/5
Defender (This creature can't attack.)
When Carven Caryatid comes into play, draw a card.

Cascade Bluffs
Land
T Add 1 to your mana pool.
o (u/r), T Add UU, UR, or RR to your mana pool.

Castigate
WB
Sorcery
Target opponent reveals his or her hand. Choose a nonland card from it. Remove that card from the game.

Casting of Bones
2B
Enchantment - Aura
Enchant creature
When enchanted creature is put into a graveyard, draw three cards, then discard one of them.

Castle
3W
Enchantment
Untapped creatures you control get +0/+2.

Castle Raptors
4W
Creature - Bird Soldier
3/3
Flying
As long as Castle Raptors is untapped, it gets +0/+2.

Castle Sengir
Land
T Add 1 to your mana pool.
1, T Add B to your mana pool.
2, T Add U or R to your mana pool.

Cat Burglar
3B
Creature - Kor Rogue Minion
2/2
2B, T Target player discards a card. Play this ability only any time you could play a sorcery.

Cat Warriors
1GG
Creature - Cat Warrior
2/2
Forestwalk

Cataclysm
2WW
Sorcery
Each player chooses from the permanents he or she controls an artifact, a creature, an enchantment, and a land, then sacrifices the rest.

Catacomb Dragon
4BB
Creature - Dragon
4/4
Flying
Whenever Catacomb Dragon becomes blocked by a nonartifact, non-Dragon creature, that creature gets -X/-0 until end of turn, where X is half the creature's power, rounded down.

Catalog
2U
Instant
Draw two cards, then discard a card.

Catalyst Stone
2
Artifact
Flashback costs you pay cost up to 2 less.
Flashback costs your opponents pay cost 2 more.

Catapult Master
3WW
Creature - Human Soldier
3/3
Tap five untapped Soldiers you control: Remove target creature from the game.

Catapult Squad
1W
Creature - Human Soldier
2/1
Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature.

Catastrophe
4WW
Sorcery
Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.

Cateran Brute
2B
Creature - Horror Mercenary
2/2
2, T Search your library for a Mercenary permanent card with converted mana cost 2 or less and put that card into play. Then shuffle your library.

Cateran Enforcer
3BB
Creature - Horror Mercenary
4/3
Fear
4, T Search your library for a Mercenary permanent card with converted mana cost 4 or less and put that card into play. Then shuffle your library.

Cateran Kidnappers
2BB
Creature - Human Mercenary
4/2
3, T Search your library for a Mercenary permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

Cateran Overlord
4BBB
Creature - Horror Mercenary
7/5
Sacrifice a creature: Regenerate Cateran Overlord.
6, T Search your library for a Mercenary permanent card with converted mana cost 6 or less and put that card into play. Then shuffle your library.

Cateran Persuader
BB
Creature - Human Mercenary
2/1
1, T Search your library for a Mercenary permanent card with converted mana cost 1 or less and put that card into play. Then shuffle your library.

Cateran Slaver
4BB
Creature - Horror Mercenary
5/5
Swampwalk
5, T Search your library for a Mercenary permanent card with converted mana cost 5 or less and put that card into play. Then shuffle your library.

Cateran Summons
B
Sorcery
Search your library for a Mercenary card, reveal that card, and put it into your hand. Then shuffle your library.

Caterwauling Boggart
3R
Creature - Goblin Shaman
2/2
Each Goblin you control can't be blocked except by two or more creatures.
Each Elemental you control can't be blocked except by two or more creatures.

Cathedral of Serra
Land
White legendary creatures you control have "bands with other legendary creatures."

Cathodion
3
Artifact Creature - Construct
3/3
When Cathodion is put into a graveyard from play, add 3 to your mana pool.

Cauldron Dance
4BR
Instant
Play Cauldron Dance only during combat.
Return target creature card from your graveyard to play. That creature gains haste. Return it to your hand at end of turn.
You may put a creature card from your hand into play. That creature gains haste. Put it into your graveyard at end of turn.

Cauldron Haze
1 (W / B)
Instant
Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it's put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Cauldron of Souls
5
Artifact
T Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it's put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Caustic Rain
2BB
Sorcery
Remove target land from the game.

Caustic Tar
4BB
Enchantment - Aura
Enchant land
Enchanted land has "T Target player loses 3 life."

Caustic Wasps
2G
Creature - Insect
1/1
Flying
Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls.

Cautery Sliver
RW
Creature - Sliver
2/2
All Slivers have "1, Sacrifice this permanent: This permanent deals 1 damage to target creature or player."
All Slivers have "1, Sacrifice this permanent: Prevent the next 1 damage that would be dealt to target Sliver creature or player this turn."

Cavalry Master
2WW
Creature - Human Knight
3/3
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.)

Cave People
1RR
Creature - Human
1/4
Whenever Cave People attacks, it gets +1/-2 until end of turn.
1RR, T Target creature gains mountainwalk until end of turn.

Cave Sense
1R
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has mountainwalk.

Cave Tiger
2G
Creature - Cat
2/2
Whenever Cave Tiger becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.

Cave-In
3RR
Sorcery
You may remove a red card in your hand from the game rather than pay Cave-In's mana cost.
Cave-In deals 2 damage to each creature and each player.

Cavern Crawler
2R
Creature - Insect
0/3
Mountainwalk
R: Cavern Crawler gets +1/-1 until end of turn.

Cavern Harpy
UB
Creature - Harpy Beast
2/1
Flying
When Cavern Harpy comes into play, return a blue or black creature you control to its owner's hand.
Pay 1 life: Return Cavern Harpy to its owner's hand.

Caverns of Despair
2RR
World Enchantment
No more than two creatures can attack each combat.
No more than two creatures can block each combat.

Caves of Koilos
Land
T Add 1 to your mana pool.
T Add W or B to your mana pool. Caves of Koilos deals 1 damage to you.

Cease-Fire
2W
Instant
Target player can't play creature spells this turn.
Draw a card.

Ceaseless Searblades
3R
Creature - Elemental Warrior
2/4
Whenever you play an activated ability of an Elemental, Ceaseless Searblades gets +1/+0 until end of turn.

Celestial Ancient
3WW
Creature - Elemental
3/3
Flying
Whenever you play an enchantment spell, put a +1/+1 counter on each creature you control.

Celestial Convergence
2WW
Enchantment
Celestial Convergence comes into play with seven omen counters on it.
At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.

Celestial Crusader
2WW
Creature - Spirit
2/2
Flash (You may play this spell any time you could play an instant.)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Flying
Other white creatures get +1/+1.

Celestial Dawn
1WW
Enchantment
Lands you control are Plains.
Nonland cards you own that aren't in play, spells you control, and nonland permanents you control are white.
You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.

Celestial Gatekeeper
3WW
Creature - Bird Cleric
2/2
Flying
When Celestial Gatekeeper is put into a graveyard from play, remove it from the game, then return up to two target Bird and/or Cleric permanent cards from your graveyard to play.

Celestial Kirin
2WW
Legendary Creature - Kirin Spirit
3/3
Flying
Whenever you play a Spirit or Arcane spell, destroy all permanents with that spell's converted mana cost.

Celestial Prism
3
Artifact
2, T Add one mana of any color to your mana pool.

Celestial Sword
6
Artifact
3, T Target creature you control gets +3/+3 until end of turn. Destroy it at end of turn. A creature destroyed this way can't be regenerated.

Cemetery Gate
2B
Creature - Wall
0/5
Defender (This creature can't attack.)
Protection from black

Cemetery Puca
1 (U / B) (U / B)
Creature - Shapeshifter
1/2
Whenever a creature is put into a graveyard from play, you may pay 1. If you do, Cemetery Puca becomes a copy of that creature and gains this ability.

Cenn's Enlistment
3W
Sorcery
Put two 1/1 white Kithkin Soldier creature tokens into play.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Cenn's Heir
1W
Creature - Kithkin Soldier
1/1
Whenever Cenn's Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.

Cenn's Tactician
W
Creature - Kithkin Soldier
1/1
W, T Put a +1/+1 counter on target Soldier creature.
Each creature you control with a +1/+1 counter on it can block an additional creature.

Censorship
U
Enchantment
When Censorship comes into play, choose a [CENSORED] word.
Whenever any [CENSORED] player says the chosen [CENSORED] word, Censorship deals 2 [CENSORED] damage to him or her.

Centaur Archer
1RG
Creature - Centaur Archer
3/2
T Centaur Archer deals 1 damage to target creature with flying.

Centaur Chieftain
3G
Creature - Centaur
3/3
Haste
Threshold - As long as seven or more cards are in your graveyard, Centaur Chieftain has "When Centaur Chieftain comes into play, creatures you control get +1/+1 and gain trample until end of turn."

Centaur Garden
Land
T Add G to your mana pool. Centaur Garden deals 1 damage to you.
Threshold - G, T, Sacrifice Centaur Garden: Target creature gets +3/+3 until end of turn. Play this ability only if seven or more cards are in your graveyard.

Centaur Glade
3GG
Enchantment
2GG: Put a 3/3 green Centaur creature token into play.

Centaur Omenreader
3G
Snow Creature - Centaur Shaman
3/3
As long as Centaur Omenreader is tapped, creature spells you play cost 2 less to play.

Centaur Rootcaster
3G
Creature - Centaur Druid
2/2
Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.

Centaur Safeguard
2 (G / W)
Creature - Centaur Warrior
3/1
(o (g/w) can be paid with either G or W.)
When Centaur Safeguard is put into a graveyard from play, you may gain 3 life.

Centaur Veteran
5G
Creature - Centaur
3/3
Trample
G, Discard a card: Regenerate Centaur Veteran.

Cephalid Aristocrat
4U
Creature - Cephalid
3/3
Whenever Cephalid Aristocrat becomes the target of a spell or ability, put the top two cards of your library into your graveyard.

Cephalid Broker
3U
Creature - Cephalid
2/2
T Target player draws two cards, then discards two cards.

Cephalid Coliseum
Land
T Add U to your mana pool. Cephalid Coliseum deals 1 damage to you.
Threshold - U, T, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. Play this ability only if seven or more cards are in your graveyard.

Cephalid Constable
1UU
Creature - Cephalid Wizard
1/1
Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands.

Cephalid Illusionist
1U
Creature - Cephalid Wizard
1/1
Whenever Cephalid Illusionist becomes the target of a spell or ability, put the top three cards of your library into your graveyard.
2U, T This turn prevent all combat damage that would be dealt to and dealt by target creature you control.

Cephalid Inkshrouder
2U
Creature - Cephalid
2/1
Discard a card: Cephalid Inkshrouder gains shroud until end of turn and is unblockable this turn. (A permanent with shroud can't be the target of spells or abilities.)

Cephalid Looter
2U
Creature - Cephalid Rogue
2/1
T Target player draws a card, then discards a card.

Cephalid Pathmage
2U
Creature - Cephalid Wizard
1/2
Cephalid Pathmage is unblockable.
T, Sacrifice Cephalid Pathmage: Target creature is unblockable this turn.

Cephalid Retainer
2UU
Creature - Cephalid
2/3
UU: Tap target creature without flying.

Cephalid Sage
3U
Creature - Cephalid
2/3
Threshold - As long as seven or more cards are in your graveyard, Cephalid Sage has "When Cephalid Sage comes into play, draw three cards, then discard two cards."

Cephalid Scout
1U
Creature - Cephalid Wizard Scout
1/1
Flying
2U, Sacrifice a land: Draw a card.

Cephalid Shrine
1UU
Enchantment
Whenever a player plays a spell, counter that spell unless that player pays X, where X is the number of cards in all graveyards with the same name as the spell.

Cephalid Snitch
1U
Creature - Cephalid Wizard
1/1
Sacrifice Cephalid Snitch: Target creature loses protection from black until end of turn.

Cephalid Vandal
1U
Creature - Cephalid Rogue
1/1
At the beginning of your upkeep, put a shred counter on Cephalid Vandal. Then put the top card of your library into your graveyard for each shred counter on Cephalid Vandal.

Cerebral Vortex
1UR
Instant
Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards he or she has drawn this turn.

Ceremonial Guard
2R
Creature - Human Soldier
3/4
When Ceremonial Guard attacks or blocks, destroy it at end of combat.

Cerulean Sphinx
4UU
Creature - Sphinx
5/5
Flying
U: Cerulean Sphinx's owner shuffles it into his or her library.

Cerulean Wisps
U
Instant
Target creature becomes blue until end of turn. Untap that creature.
Draw a card.

Cerulean Wyvern
4U
Creature - Drake
3/3
Flying, protection from green

Cessation
2W
Enchantment - Aura
Enchant creature
Enchanted creature can't attack.
When Cessation is put into a graveyard from play, return Cessation to its owner's hand.

Ceta Disciple
U
Creature - Merfolk Wizard
1/1
R, T Target creature gets +2/+0 until end of turn.
G, T Add one mana of any color to your mana pool.

Ceta Sanctuary
2U
Enchantment
At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card.

Cetavolver
1U
Creature - Volver
1/1
Kicker 1R and/or G
If the 1R kicker cost was paid, Cetavolver comes into play with two +1/+1 counters on it and with first strike.
If the G kicker cost was paid, Cetavolver comes into play with a +1/+1 counter on it and with trample.

Chain Lightning
R
Sorcery
Chain Lightning deals 3 damage to target creature or player. Then that player or that creature's controller may pay RR. If the player does, he or she may copy this spell and may choose a new target for that copy.

Chain of Acid
3G
Sorcery
Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy.

Chain of Plasma
1R
Instant
Chain of Plasma deals 3 damage to target creature or player. Then that player or that creature's controller may discard a card. If the player does, he or she may copy this spell and may choose a new target for that copy.

Chain of Silence
1W
Instant
Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy.

Chain of Smog
1B
Sorcery
Target player discards two cards. That player may copy this spell and may choose a new target for that copy.

Chain of Vapor
U
Instant
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy.

Chain Stasis
U
Instant
You may tap or untap target creature. Then that creature's controller may pay 2U. If the player does, he or she may copy this spell and may choose a new target for that copy.

Chainbreaker
2
Artifact Creature - Scarecrow
3/3
Chainbreaker comes into play with two -1/-1 counters on it.
3, T Remove a -1/-1 counter from target creature.

Chainer, Dementia Master
3BB
Legendary Creature - Human Minion
3/3
Nightmare creatures get +1/+1.
BBB, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its other creature types.
When Chainer, Dementia Master leaves play, remove all Nightmares from the game.

Chainer's Edict
1B
Sorcery
Target player sacrifices a creature.
Flashback 5BB (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Chainflinger
3R
Creature - Beast
2/2
1R, T Chainflinger deals 1 damage to target creature or player.
Threshold - 2R, T Chainflinger deals 2 damage to target creature or player. Play this ability only if seven or more cards are in your graveyard.

Chains of Mephistopheles
1B
Enchantment
If a player would draw a card except the first one he or she draws in his or her draw step each turn, that player discards a card instead. If the player discards a card this way, he or she draws a card. If the player doesn't discard a card this way, he or she puts the top card of his or her library into his or her graveyard.

Chalice of the Void
XX
Artifact
Chalice of the Void comes into play with X charge counters on it.
Whenever a player plays a spell with converted mana cost equal to the number of charge counters on Chalice of the Void, counter that spell.

Chamber of Manipulation
2UU
Enchantment - Aura
Enchant land
Enchanted land has "T, Discard a card: Gain control of target creature until end of turn."

Chambered Nautilus
2U
Creature - Nautilus Beast
2/2
Whenever Chambered Nautilus becomes blocked, you may draw a card.

Chameleon Blur
3G
Instant
Prevent all damage that creatures would deal to players this turn.

Chameleon Colossus
2GG
Creature - Shapeshifter
4/4
Changeling (This card is every creature type at all times.)
Protection from black
2GG: Chameleon Colossus gets +X/+X until end of turn, where X is its power.

Chameleon Spirit
3U
Creature - Illusion Spirit
*/*
As Chameleon Spirit comes into play, choose a color.
Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control.

Champion Lancer
4WW
Creature - Human Knight
3/3
Prevent all damage that would be dealt to Champion Lancer by creatures.

Champion's Victory
U
Instant
Play Champion's Victory only during the declare attackers step and only if you are the defending player.
Return target attacking creature to its owner's hand.

Chance Encounter
2RR
Enchantment
Whenever you win a coin flip, put a luck counter on Chance Encounter.
At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game.

Chandler
4R
Legendary Creature - Human Rogue
3/3
RRR, T Destroy target artifact creature.

Chandra Nalaar
3RR
Planeswalker - Chandra
6
[+1]: Chandra Nalaar deals 1 damage to target player.
[-X]: Chandra Nalaar deals X damage to target creature.
[-8]: Chandra Nalaar deals 10 damage to target player and each creature he or she controls.

Change of Heart
W
Instant
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Target creature can't attack this turn.

Changeling Berserker
3R
Creature - Shapeshifter
5/3
Changeling (This card is every creature type at all times.)
Haste
Champion a creature (When this comes into play, sacrifice it unless you remove another creature you control from the game. When this leaves play, that card returns to play.)

Changeling Hero
4W
Creature - Shapeshifter
4/4
Changeling (This card is every creature type at all times.)
Champion a creature (When this comes into play, sacrifice it unless you remove another creature you control from the game. When this leaves play, that card returns to play.)
Lifelink (Whenever this creature deals damage, you gain that much life.)

Changeling Sentinel
3W
Creature - Shapeshifter
3/2
Changeling (This card is every creature type at all times.)
Vigilance

Changeling Titan
4G
Creature - Shapeshifter
7/7
Changeling (This card is every creature type at all times.)
Champion a creature (When this comes into play, sacrifice it unless you remove another creature you control from the game. When this leaves play, that card returns to play.)

Channel
GG
Sorcery
Until end of turn, any time you could play a mana ability you may pay 1 life. If you do, add 1 to your mana pool.

Channel the Suns
3G
Sorcery
Add WUBRG to your mana pool.

Chant of Vitu-Ghazi
6WW
Instant
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Prevent all damage that would be dealt by creatures this turn. You gain 1 life for each damage prevented this way.

Chaos Charm
R
Instant
Choose one - Destroy target Wall; or Chaos Charm deals 1 damage to target creature; or target creature gains haste until end of turn.

Chaos Confetti
4
Artifact
4, T Tear Chaos Confetti into pieces. Throw the pieces onto the playing area from a distance of at least five feet. Destroy each card in play that a piece touches. Remove the pieces from the game afterwards.

Chaos Harlequin
2RR
Creature - Human
2/4
R: Remove the top card of your library from the game. If that card is a land card, Chaos Harlequin gets -4/-0 until end of turn. Otherwise, Chaos Harlequin gets +2/+0 until end of turn.

Chaos Lord
4RRR
Creature - Human
7/7
First strike, haste
At the beginning of each player's upkeep, if the number of permanents is even, that player gains control of Chaos Lord.
When Chaos Lord comes into play, it loses haste until end of turn.

Chaos Moon
3R
Enchantment
At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, that player adds R to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, that Mountain produces colorless mana instead of any other type.

Chaos Orb
2
Artifact
1, T If Chaos Orb is in play, flip Chaos Orb onto the playing area from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all permanents it touches. Then destroy Chaos Orb.

Chaoslace
R
Instant
Target spell or permanent becomes red. (Its mana symbols remain unchanged.)

Chaosphere
2R
World Enchantment
Creatures with flying have "This creature can't block creatures without flying."
Creatures without flying have reach. (They can block creatures with flying.)

Chaotic Backlash
4R
Instant
Chaotic Backlash deals damage to target player equal to twice the number of white and/or blue permanents he or she controls.

Chaotic Goo
2RR
Creature - Ooze
0/0
Chaotic Goo comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, you may flip a coin. If you win the flip, add a +1/+1 counter to Chaotic Goo. If you lose the flip, remove a +1/+1 counter from Chaotic Goo.

Chaotic Strike
1R
Instant
Play Chaotic Strike only during combat after blockers are declared.
Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn.
Draw a card.

Char
2R
Instant
Char deals 4 damage to target creature or player and 2 damage to you.

Charcoal Diamond
2
Artifact
Charcoal Diamond comes into play tapped.
T Add B to your mana pool.

Charge Across the Araba
4W
Instant - Arcane
Sweep - Return any number of Plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each Plains returned this way.

Charging Bandits
4B
Creature - Human Rogue
3/3
Whenever Charging Bandits attacks, it gets +2/+0 until end of turn.

Charging Paladin
2W
Creature - Human Knight
2/2
Whenever Charging Paladin attacks, it gets +0/+3 until end of turn.

Charging Rhino
3GG
Creature - Rhino
4/4
Charging Rhino can't be blocked by more than one creature.

Charging Slateback
4R
Creature - Beast
4/3
Charging Slateback can't block.
Morph 4R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Charging Troll
2GW
Creature - Troll
3/3
Vigilance
G: Regenerate Charging Troll.

Chariot of the Sun
3
Artifact
2, T Until end of turn, target creature you control gains flying and its toughness becomes 1.

Charisma
UUU
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals damage to a creature, you control that creature as long as Charisma remains in play.

Charm Peddler
W
Creature - Human Spellshaper
1/1
W, T, Discard a card: The next time a source of your choice would deal damage to target creature this turn, prevent that damage.

Charm School
2W
Enchant Player
When Charm School comes into play, choose a color and balance Charm School on your head.
Prevent all damage to you of the chosen color.
If Charm School falls off your head, sacrifice Charm School.

Charmed Griffin
3W
Creature - Griffin
3/3
Flying
When Charmed Griffin comes into play, each other player may put an artifact or enchantment card into play from his or her hand.

Charmed Pendant
4
Artifact
T, Put the top card of your library into your graveyard: For each colored mana symbol in that card's mana cost, add one mana of that color to your mana pool. Play this ability only any time you could play an instant. (For example, if the card's mana cost is 3UUB, you add UUB to your mana pool.)

Char-Rumbler
2RR
Creature - Elemental
-1/3
Double strike
R: Char-Rumbler gets +1/+0 until end of turn.

Chartooth Cougar
5R
Creature - Cat Beast
4/4
R: Chartooth Cougar gets +1/+0 until end of turn.
Mountaincycling 2 (2, Discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.)

Chastise
3W
Instant
Destroy target attacking creature. You gain life equal to its power.

Chatter of the Squirrel
G
Sorcery
Put a 1/1 green Squirrel creature token into play.
Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Cheap Ass
1W
Creature - Donkey Townsfolk
1/3
Spells you play cost 1/2 less to play.

Cheatyface
UUU
Creature - Efreet
2/2
You may sneak Cheatyface into play at any time without paying for it, but if an opponent catches you right away, that player may remove Cheatyface from the game.
Flying

Checks and Balances
2U
Enchantment
Whenever any spell is played, counter that spell if each player, other than the caster and his or her teammates, agrees to choose and discard a card. Those players must discard those cards after agreeing.
Checks and Balances may be played only in a game with three or more players.

Chicken a la King
1UU
Summon Chicken
2/2
Whenever a 6 is rolled on a six-sided die, put a +1/+1 counter on each Chicken in play. (You may roll dice only when a card instructs you to.)
Tap a Chicken you control: Roll a six-sided die.

Chicken Egg
1R
Summon Egg
0/1
During your upkeep, roll a six-sided die. On a 6, sacrifice Chicken Egg and put a Giant Chicken token into play. Treat this token as a 4/4 red creature that counts as a Chicken.

Chieftain en-Dal
1WW
Creature - Human Knight
2/2
Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn.

Child of Gaea
3GGG
Creature - Elemental
7/7
Trample
At the beginning of your upkeep, sacrifice Child of Gaea unless you pay GG.
1G: Regenerate Child of Gaea.

Child of Thorns
G
Creature - Spirit
1/1
Sacrifice Child of Thorns: Target creature gets +1/+1 until end of turn.

Childhood Horror
3B
Creature - Horror
2/2
Flying
Threshold - As long as seven or more cards are in your graveyard, Childhood Horror gets +2/+2 and can't block.

Children of Korlis
W
Creature - Human Rebel Cleric
1/1
Sacrifice Children of Korlis: You gain life equal to the life you've lost this turn. (Damage causes loss of life.)

Chill
1U
Enchantment
Red spells cost 2 more to play.

Chill Haunting
1B
Instant
As an additional cost to play Chill Haunting, remove X creature cards in your graveyard from the game.
Target creature gets -X/-X until end of turn.

Chill to the Bone
3B
Instant
Destroy target nonsnow creature.

Chilling Apparition
2B
Creature - Spirit
1/1
B: Regenerate Chilling Apparition.
Whenever Chilling Apparition deals combat damage to a player, that player discards a card.

Chilling Shade
2B
Snow Creature - Shade
1/1
Flying
oSi: Chilling Shade gets +1/+1 until end of turn. (oSi can be paid with one mana from a snow permanent.)

Chime of Night
1B
Enchantment - Aura
Enchant creature
When Chime of Night is put into a graveyard from play, destroy target nonblack creature.

Chimeric Coils
1
Artifact
X1: Chimeric Coils becomes an X/X Construct artifact creature. Sacrifice it at end of turn.

Chimeric Egg
3
Artifact
Whenever an opponent plays a nonartifact spell, put a charge counter on Chimeric Egg.
Remove three charge counters from Chimeric Egg: Chimeric Egg becomes a 6/6 Construct artifact creature with trample until end of turn.

Chimeric Idol
3
Artifact
0: Tap all lands you control. Chimeric Idol becomes a 3/3 Turtle artifact creature until end of turn.

Chimeric Sphere
3
Artifact
2: Until end of turn, Chimeric Sphere becomes a 2/1 Construct artifact creature with flying.
2: Until end of turn, Chimeric Sphere becomes a 3/2 Construct artifact creature without flying.

Chimeric Staff
4
Artifact
X: Chimeric Staff becomes an X/X Construct artifact creature until end of turn.

Chimney Imp
4B
Creature - Imp
1/2
Flying
When Chimney Imp is put into a graveyard from play, target opponent puts a card from his or her hand on top of his or her library.

Chisei, Heart of Oceans
2UU
Legendary Creature - Spirit
4/4
Flying
At the beginning of your upkeep, sacrifice Chisei, Heart of Oceans unless you remove a counter from a permanent you control.

Chittering Rats
1BB
Creature - Rat
2/2
When Chittering Rats comes into play, target opponent puts a card from his or her hand on top of his or her library.

Chlorophant
GGG
Creature - Elemental
1/1
At the beginning of your upkeep, you may put a +1/+1 counter on Chlorophant.
Threshold - As long as seven or more cards are in your graveyard, Chlorophant has "At the beginning of your upkeep, you may put another +1/+1 counter on Chlorophant."

Cho-Arrim Alchemist
W
Creature - Human Spellshaper
1/1
1WW, T, Discard a card: The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.

Cho-Arrim Bruiser
5W
Creature - Ogre Rebel
3/4
Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures.

Cho-Arrim Legate
2W
Creature - Human Soldier
1/2
Protection from black
If an opponent controls a Swamp and you control a Plains, you may play Cho-Arrim Legate without paying its mana cost.

Choice of Damnations
5B
Sorcery - Arcane
Target opponent chooses a number. You may have that player lose that much life. If you don't, that player sacrifices all but that many permanents.

Choke
2G
Enchantment
Islands don't untap during their controllers' untap steps.

Choking Sands
1BB
Sorcery
Destroy target non-Swamp land. If that land was nonbasic, Choking Sands deals 2 damage to the land's controller.

Choking Tethers
3U
Instant
Tap up to four target creatures.
Cycling 1U (1U, Discard this card: Draw a card.)
When you cycle Choking Tethers, you may tap target creature.

Choking Vines
XG
Instant
Play Choking Vines only during the declare blockers step.
X target attacking creatures become blocked. Choking Vines deals 1 damage to each of those creatures. (This spell works on unblockable creatures.)

Cho-Manno, Revolutionary
2WW
Legendary Creature - Human Rebel
2/2
Prevent all damage that would be dealt to Cho-Manno, Revolutionary.

Cho-Manno's Blessing
WW
Enchantment - Aura
Flash
Enchant creature
As Cho-Manno's Blessing comes into play, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing.

Chord of Calling
XGGG
Instant
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Search your library for a creature card with converted mana cost X or less and put it into play. Then shuffle your library.

Chorus of the Conclave
4GGWW
Legendary Creature - Dryad
3/8
Forestwalk
As an additional cost to play creature spells, you may pay any amount of mana. If you do, that creature comes into play with that many additional +1/+1 counters on it.

Chorus of Woe
B
Sorcery
Creatures you control get +1/+0 until end of turn.

Chromatic Armor
1WU
Enchantment - Aura
Enchant creature
As Chromatic Armor comes into play, choose a color.
Chromatic Armor comes into play with a sleight counter on it.
Prevent all damage that would be dealt to enchanted creature by a source of the last chosen color.
X: Put a sleight counter on Chromatic Armor and choose a color. X is the number of sleight counters on Chromatic Armor.

Chromatic Sphere
1
Artifact
1, T, Sacrifice Chromatic Sphere: Add one mana of any color to your mana pool. Draw a card.

Chromatic Star
1
Artifact
1, T, Sacrifice Chromatic Star: Add one mana of any color to your mana pool.
When Chromatic Star is put into a graveyard from play, draw a card.

Chrome Mox
0
Artifact
Imprint - When Chrome Mox comes into play, you may remove a nonartifact, nonland card in your hand from the game. (The removed card is imprinted on this artifact.)
T Add one mana of any of the imprinted card's colors to your mana pool.

Chromescale Drake
6UUU
Creature - Drake
3/4
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying
When Chromescale Drake comes into play, reveal the top three cards of your library. Put all artifact cards revealed this way into your hand and the rest into your graveyard.

Chromeshell Crab
4U
Creature - Crab Beast
3/3
Morph 4U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Chromeshell Crab is turned face up, you may exchange control of target creature you control and target creature an opponent controls.

Chromium
2WWUUBB
Legendary Creature - Elder Dragon
7/7
Flying
Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)
At the beginning of your upkeep, sacrifice Chromium unless you pay WUB.

Chronatog
1U
Creature - Atog
1/2
0: Chronatog gets +3/+3 until end of turn. You skip your next turn. Play this ability only once each turn.

Chronatog Totem
3
Artifact
T Add U to your mana pool.
1U: Chronatog Totem becomes a 1/2 blue Atog artifact creature until end of turn.
0: Chronatog Totem gets +3/+3 until end of turn. You skip your next turn. Play this ability only once each turn and only if Chronatog Totem is a creature.

Chronomantic Escape
4WW
Sorcery
Until your next turn, creatures can't attack you. Remove Chronomantic Escape from the game with three time counters on it.
Suspend 3-2W (Rather than play this card from your hand, you may pay 2W and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Chronosavant
5W
Creature - Giant
5/5
1W: Return Chronosavant from your graveyard to play tapped. You skip your next turn.

Chronozoa
3U
Creature - Illusion
3/3
Flying
Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Chronozoa is put into a graveyard from play, if it had no time counters on it, put two tokens into play that are copies of it.

Chub Toad
2G
Creature - Frog
1/1
Whenever Chub Toad blocks or becomes blocked, it gets +2/+2 until end of turn.

Churning Eddy
3U
Sorcery
Return target creature and target land to their owners' hands.

Cinder Cloud
3RR
Instant
Destroy target creature. If a white creature is put into a graveyard this way, Cinder Cloud deals damage to that creature's controller equal to the creature's power.

Cinder Crawler
1R
Creature - Salamander
1/2
R: Cinder Crawler gets +1/+0 until end of turn. Play this ability only if Cinder Crawler is blocked.

Cinder Elemental
3R
Creature - Elemental
2/2
XR, T, Sacrifice Cinder Elemental: Cinder Elemental deals X damage to target creature or player.

Cinder Giant
3R
Creature - Giant
5/3
At the beginning of your upkeep, Cinder Giant deals 2 damage to each other creature you control.

Cinder Marsh
Land
T Add 1 to your mana pool.
T Add B or R to your mana pool. Cinder Marsh doesn't untap during your next untap step.

Cinder Pyromancer
2R
Creature - Elemental Shaman
0/1
T Cinder Pyromancer deals 1 damage to target player.
Whenever you play a red spell, you may untap Cinder Pyromancer.

Cinder Seer
3R
Creature - Human Wizard
1/1
2R, T Reveal any number of red cards in your hand. Cinder Seer deals X damage to target creature or player, where X is the number of cards revealed this way.

Cinder Shade
1BR
Creature - Shade
1/1
B: Cinder Shade gets +1/+1 until end of turn.
R, Sacrifice Cinder Shade: Cinder Shade deals damage equal to its power to target creature.

Cinder Storm
6R
Sorcery
Cinder Storm deals 7 damage to target creature or player.

Cinder Wall
R
Creature - Wall
3/3
Defender (This creature can't attack.)
When Cinder Wall blocks, destroy it at end of combat.

Cinderbones
2B
Creature - Elemental Skeleton
1/1
Wither (This deals damage to creatures in the form of -1/-1 counters.)
1B: Regenerate Cinderbones.

Cinderhaze Wretch
4B
Creature - Elemental Shaman
3/2
T Target player discards a card. Play this ability only during your turn.
Put a -1/-1 counter on Cinderhaze Wretch: Untap Cinderhaze Wretch.

Circle of Affliction
1B
Enchantment
As Circle of Affliction comes into play, choose a color.
Whenever a source of the chosen color deals damage to you, you may pay 1. If you do, target player loses 1 life and you gain 1 life.

Circle of Despair
1WB
Enchantment
1, Sacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage.

Circle of Protection: Art
1W
Enchantment
As Circle of Protection: Art comes into play, choose an artist.
1W: The next time a source of your choice by the chosen artist would deal damage to you this turn, prevent that damage.
1W: Return Circle of Protection: Art to its owner's hand.

Circle of Protection: Artifacts
1W
Enchantment
2: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Black
1W
Enchantment
1: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Blue
1W
Enchantment
1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Green
1W
Enchantment
1: The next time a green source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Red
1W
Enchantment
1: The next time a red source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Shadow
1W
Enchantment
1: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage.

Circle of Protection: White
1W
Enchantment
1: The next time a white source of your choice would deal damage to you this turn, prevent that damage.

Circle of Solace
3W
Enchantment
As Circle of Solace comes into play, choose a creature type.
1W: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.

Circling Vultures
B
Creature - Bird
3/2
Flying
You may discard Circling Vultures any time you could play an instant.
At the beginning of your upkeep, sacrifice Circling Vultures unless you remove the top creature card in your graveyard from the game.

Circu, Dimir Lobotomist
2UB
Legendary Creature - Human Wizard
2/3
Whenever you play a blue spell, remove the top card of target library from the game.
Whenever you play a black spell, remove the top card of target library from the game.
Your opponents can't play nonland cards with the same name as a card removed from the game with Circu, Dimir Lobotomist.

Circular Logic
2U
Instant
Counter target spell unless its controller pays 1 for each card in your graveyard.
Madness U (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Citadel of Pain
2R
Enchantment
At the end of each player's turn, Citadel of Pain deals X damage to that player, where X is the number of untapped lands he or she controls.

Citanul Centaurs
3G
Creature - Centaur
6/3
Shroud (This permanent can't be the target of spells or abilities.)
Echo 3G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

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

Citanul Flute
5
Artifact
X, T Search your library for a creature card with converted mana cost X or less, reveal it, and put it into your hand. Then shuffle your library.

Citanul Hierophants
3G
Creature - Human Druid
3/2
Creatures you control have "T Add G to your mana pool."

Citanul Woodreaders
2G
Creature - Human Druid
1/4
Kicker 2G (You may pay an additional 2G as you play this spell.)
When Citanul Woodreaders comes into play, if the kicker cost was paid, draw two cards.

City in a Bottle
2
Artifact
Whenever a permanent from the Arabian Nights expansion other than City in a Bottle is in play, its controller sacrifices it.
Players can't play cards from the Arabian Nights expansion.

City of Ass
Land
City of Ass comes into play tapped.
T Add one and one-half mana of any one color to your mana pool.

City of Brass
Land
Whenever City of Brass becomes tapped, it deals 1 damage to you.
T Add one mana of any color to your mana pool.

City of Shadows
Land
T, Remove a creature you control from the game: Put a storage counter on City of Shadows.
T Add X to your mana pool, where X is the number of storage counters on City of Shadows.

City of Solitude
2G
Enchantment
Players can play spells and activated abilities only during their own turns.

City of Traitors
Land
When you play another land, sacrifice City of Traitors.
T Add 2 to your mana pool.

Civic Guildmage
W
Creature - Human Wizard
1/1
G, T Target creature gets +0/+1 until end of turn.
U, T Put target creature you control on top of its owner's library.

Civic Wayfinder
2G
Creature - Elf Warrior Druid
2/2
When Civic Wayfinder comes into play, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.

Clairvoyance
U
Instant
Look at target player's hand.
Draw a card at the beginning of the next turn's upkeep.

Clam Session
1UU
Summon Clamfolk
2/5
When Clam Session comes into play, choose a word.
During your upkeep, sing at least six words of a song, one of which must be the chosen word, or sacrifice Clam Session. You cannot repeat a song.

Clambassadors
3U
Summon Clamfolk
4/4
If Clambassadors damages any player, choose an artifact, creature, or land you control. That player gains control of that artifact, creature, or land.

Clam-I-Am
2U
Summon Clamfolk
2/2
Whenever you roll a 3 on a six-sided die, you may reroll that die.

Clash of Realities
3R
Enchantment
All Spirits have "When this permanent comes into play, you may have it deal 3 damage to target non-Spirit creature."
Non-Spirit creatures have "When this creature comes into play, you may have it deal 3 damage to target Spirit creature."

Claws of Gix
0
Artifact
1, Sacrifice a permanent: You gain 1 life.

Claws of Wirewood
3G
Sorcery
Claws of Wirewood deals 3 damage to each creature with flying and each player.
Cycling 2 (2, Discard this card: Draw a card.)

Clay Pigeon
3
Artifact Creature
1/1
Flying
1, Throw Clay Pigeon into the air at least two feet above your head while seated, Attempt to catch it with one hand: If you catch Clay Pigeon, prevent all damage to you from any one source and return Clay Pigeon to play, tapped. Otherwise, sacrifice it.

Clay Statue
4
Artifact Creature - Golem
3/1
2: Regenerate Clay Statue.

Cleanfall
2W
Sorcery - Arcane
Destroy all enchantments.

Cleanse
2WW
Sorcery
Destroy all black creatures.

Cleansing
WWW
Sorcery
For each land, destroy that land unless any player pays 1 life.

Cleansing Beam
4R
Instant
Radiance - Cleansing Beam deals 2 damage to target creature and each other creature that shares a color with it.

Cleansing Meditation
1WW
Sorcery
Destroy all enchantments.
Threshold - If seven or more cards are in your graveyard, instead destroy all enchantments, then return to play all cards in your graveyard destroyed this way.

Clear
1W
Instant
Destroy target enchantment.
Cycling 2 (2, Discard this card: Draw a card.)

Clear the Land
2G
Sorcery
Each player reveals the top five cards of his or her library, puts into play tapped all land cards revealed this way, and removes the rest from the game.

Clearwater Goblet
5
Artifact
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
At the beginning of your upkeep, you may gain 1 life for each charge counter on Clearwater Goblet.

Clergy en-Vec
1W
Creature - Human Cleric
1/1
T Prevent the next 1 damage that would be dealt to target creature or player this turn.

Clergy of the Holy Nimbus
W
Creature - Human Cleric
1/1
If Clergy of the Holy Nimbus would be destroyed, regenerate it.
1: Clergy of the Holy Nimbus can't be regenerated this turn. Only any opponent may play this ability.

Clickslither
1RRR
Creature - Insect
3/3
Haste
Sacrifice a Goblin: Clickslither gets +2/+2 and gains trample until end of turn.

Clinging Darkness
1B
Enchantment - Aura
Enchant creature
Enchanted creature gets -4/-1.

Cloak and Dagger
2
Tribal Artifact - Rogue Equipment
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.)
Whenever a Rogue creature comes into play, you may attach Cloak and Dagger to it.
Equip 3

Cloak of Confusion
1B
Enchantment - Aura
Enchant creature you control
Whenever enchanted creature attacks and isn't blocked, you may have it deal no combat damage this turn. If you do, defending player discards a card at random.

Cloak of Feathers
U
Sorcery
Target creature gains flying until end of turn.
Draw a card.

Cloak of Invisibility
U
Enchantment - Aura
Enchant creature
Enchanted creature has phasing and can't be blocked except by Walls.

Cloak of Mists
1U
Enchantment - Aura
Enchant creature
Enchanted creature is unblockable.

Clock of Omens
4
Artifact
Tap two untapped artifacts you control: Untap target artifact.

Clockspinning
U
Instant
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.

Clockwork Avian
5
Artifact Creature - Bird
0/4
Flying
Clockwork Avian comes into play with four +1/+0 counters on it.
At end of combat, if Clockwork Avian attacked or blocked this combat, remove a +1/+0 counter from it.
X, T Put up to X +1/+0 counters on Clockwork Avian. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than four. Play this ability only during your upkeep.

Clockwork Beast
6
Artifact Creature - Beast
0/4
Clockwork Beast comes into play with seven +1/+0 counters on it.
At end of combat, if Clockwork Beast attacked or blocked this combat, remove a +1/+0 counter from it.
X, T Put up to X +1/+0 counters on Clockwork Beast. This ability can't cause the total number of +1/+0 counters on Clockwork Beast to be greater than seven. Play this ability only during your upkeep.

Clockwork Beetle
1
Artifact Creature - Insect
0/0
Clockwork Beetle comes into play with two +1/+1 counters on it.
Whenever Clockwork Beetle attacks or blocks, remove a +1/+1 counter from it at end of combat.

Clockwork Condor
4
Artifact Creature - Bird
0/0
Flying
Clockwork Condor comes into play with three +1/+1 counters on it.
Whenever Clockwork Condor attacks or blocks, remove a +1/+1 counter from it at end of combat.

Clockwork Dragon
7
Artifact Creature - Dragon
0/0
Flying
Clockwork Dragon comes into play with six +1/+1 counters on it.
Whenever Clockwork Dragon attacks or blocks, remove a +1/+1 counter from it at end of combat.
3: Put a +1/+1 counter on Clockwork Dragon.

Clockwork Gnomes
4
Artifact Creature - Gnome
2/2
3, T Regenerate target artifact creature.

Clockwork Hydra
5
Artifact Creature - Hydra
0/0
Clockwork Hydra comes into play with four +1/+1 counters on it.
Whenever Clockwork Hydra attacks or blocks, remove a +1/+1 counter from it. If you do, Clockwork Hydra deals 1 damage to target creature or player.
T Put a +1/+1 counter on Clockwork Hydra.

Clockwork Steed
4
Artifact Creature - Horse
0/3
Clockwork Steed comes into play with four +1/+0 counters on it.
Clockwork Steed can't be blocked by artifact creatures.
At end of combat, if Clockwork Steed attacked or blocked this combat, remove a +1/+0 counter from it.
X, T Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Play this ability only during your upkeep.

Clockwork Swarm
4
Artifact Creature - Insect
0/3
Clockwork Swarm comes into play with four +1/+0 counters on it.
Clockwork Swarm can't be blocked by Walls.
At end of combat, if Clockwork Swarm attacked or blocked this combat, remove a +1/+0 counter from it.
X, T Put up to X +1/+0 counters on Clockwork Swarm. This ability can't cause the total number of +1/+0 counters on Clockwork Swarm to be greater than four. Play this ability only during your upkeep.

Clockwork Vorrac
5
Artifact Creature - Boar Beast
0/0
Trample
Clockwork Vorrac comes into play with four +1/+1 counters on it.
Whenever Clockwork Vorrac attacks or blocks, remove a +1/+1 counter from it at end of combat.
T Put a +1/+1 counter on Clockwork Vorrac.

Clone
3U
Creature - Shapeshifter
0/0
As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature.

Close Quarters
2RR
Enchantment
Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to target creature or player.

Clot Sliver
1B
Creature - Sliver
1/1
All Slivers have "2: Regenerate this permanent."

Cloud Cover
2WU
Enchantment
Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner's hand.

Cloud Djinn
5U
Creature - Djinn
5/4
Flying
Cloud Djinn can block only creatures with flying.

Cloud Dragon
5U
Creature - Illusion Dragon
5/4
Flying
Cloud Dragon can block only creatures with flying.

Cloud Elemental
2U
Creature - Elemental
2/3
Flying (This creature can't be blocked except by creatures with flying or reach.)
Cloud Elemental can block only creatures with flying.

Cloud Key
3
Artifact
As Cloud Key comes into play, choose artifact, creature, enchantment, instant, or sorcery.
Spells you play of the chosen type cost 1 less to play.

Cloud of Faeries
1U
Creature - Faerie
1/1
Flying
When Cloud of Faeries comes into play, untap up to two lands.
Cycling 2 (2, Discard this card: Draw a card.)

Cloud Pirates
U
Creature - Human Pirate
1/1
Flying
Cloud Pirates can block only creatures with flying.

Cloud Spirit
2U
Creature - Spirit
3/1
Flying
Cloud Spirit can block only creatures with flying.

Cloud Sprite
U
Creature - Faerie
1/1
Flying (This creature can't be blocked except by creatures with flying or reach.)
Cloud Sprite can block only creatures with flying.

Cloudchaser Eagle
3W
Creature - Bird
2/2
Flying
When Cloudchaser Eagle comes into play, destroy target enchantment.

Cloudchaser Kestrel
1WW
Creature - Bird
2/2
Flying
When Cloudchaser Kestrel comes into play, destroy target enchantment.
W: Target permanent becomes white until end of turn.

Cloudcrest Lake
Land
T Add 1 to your mana pool.
T Add W or U to your mana pool. Cloudcrest Lake doesn't untap during your next untap step.

Cloudcrown Oak
2GG
Creature - Treefolk Warrior
3/4
Reach (This can block creatures with flying.)

Cloudgoat Ranger
3WW
Creature - Giant Warrior
3/3
When Cloudgoat Ranger comes into play, put three 1/1 white Kithkin Soldier creature tokens into play.
Tap three untapped Kithkin you control: Cloudgoat Ranger gets +2/+0 and gains flying until end of turn.

Cloudhoof Kirin
3UU
Legendary Creature - Kirin Spirit
4/4
Flying
Whenever you play a Spirit or Arcane spell, you may put the top X cards of target player's library into his or her graveyard, where X is that spell's converted mana cost.

Cloudpost
Land - Locus
Cloudpost comes into play tapped.
T Add 1 to your mana pool for each Locus in play.

Cloudreach Cavalry
1W
Creature - Human Soldier
1/1
Cloudreach Cavalry gets +2/+2 and has flying as long as you control a Bird.

Cloudseeder
1U
Creature - Faerie Spellshaper
1/1
Flying
U, T, Discard a card: Put a 1/1 blue Faerie creature token named Cloud Sprite into play with flying and "Cloud Sprite can block only creatures with flying."

Cloudskate
1U
Creature - Illusion
2/2
Flying
Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)

Cloudstone Curio
3
Artifact
Whenever a nonartifact permanent comes into play under your control, you may return another permanent you control that shares a card type with it to its owner's hand.

Cloudthresher
2GGGG
Creature - Elemental
7/7
Flash
Reach (This can block creatures with flying.)
When Cloudthresher comes into play, it deals 2 damage to each creature with flying and each player.
Evoke 2GG (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Clout of the Dominus
(U / R)
Enchantment - Aura
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.)
As long as enchanted creature is red, it gets +1/+1 and has haste.

Clutch of the Undercity
1UUB
Instant
Return target permanent to its owner's hand. Its controller loses 3 life.
Transmute 1UB (1UB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Clutch of Undeath
3BB
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3 as long as it's a Zombie. Otherwise, it gets -3/-3.

Coal Golem
5
Artifact Creature - Golem
3/3
3, Sacrifice Coal Golem: Add RRR to your mana pool.

Coal Stoker
3R
Creature - Elemental
3/3
When Coal Stoker comes into play, if you played it from your hand, add RRR to your mana pool.

Coalhauler Swine
4RR
Creature - Boar Beast
4/4
Whenever Coalhauler Swine is dealt damage, it deals that much damage to each player.

Coalition Flag
W
Enchantment - Aura
Enchant creature you control
Enchanted creature is a Flagbearer.
Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.

Coalition Honor Guard
3W
Creature - Human Flagbearer
2/4
Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.

Coalition Relic
3
Artifact
T Add one mana of any color to your mana pool.
T Put a charge counter on Coalition Relic.
At the beginning of your precombat main phase, remove all charge counters from Coalition Relic. Add one mana of any color to your mana pool for each counter removed this way.

Coalition Victory
3WUBRG
Sorcery
You win the game if you control a land of each basic land type and a creature of each color.

Coast Watcher
1U
Creature - Bird Soldier
1/1
Flying, protection from green

Coastal Drake
2U
Creature - Drake
2/1
Flying
1U, T Return target Kavu to its owner's hand.

Coastal Hornclaw
4U
Creature - Bird
3/3
Sacrifice a land: Coastal Hornclaw gains flying until end of turn.

Coastal Piracy
2UU
Enchantment
Whenever a creature you control deals combat damage to an opponent, you may draw a card.

Coastal Tower
Land
Coastal Tower comes into play tapped.
T Add W or U to your mana pool.

Coastal Wizard
2UU
Creature - Human Wizard
1/1
T Return Coastal Wizard and another target creature to their owners' hands. Play this ability only during your turn, before attackers are declared.

Coat of Arms
5
Artifact
Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if a Goblin Warrior, a Goblin Scout, and a Zombie Goblin are in play, each gets +2/+2.)

Cobalt Golem
4
Artifact Creature - Golem
2/3
1U: Cobalt Golem gains flying until end of turn.

Cockatrice
3GG
Creature - Cockatrice
2/4
Flying
Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.

Cocoon
G
Enchantment - Aura
Enchant creature you control
Enchanted creature doesn't untap during your untap step if Cocoon has a pupa counter on it.
When Cocoon comes into play, tap enchanted creature and put three pupa counters on Cocoon.
At the beginning of your upkeep, remove a pupa counter from Cocoon. If you can't, sacrifice it and enchanted creature gets +1/+1 and gains flying. (This effect doesn't end at end of turn.)

Coercion
2B
Sorcery
Target opponent reveals his or her hand. Choose a card from it. That player discards that card.

Coffin Puppets
3BB
Creature - Zombie
3/3
Sacrifice two lands: Return Coffin Puppets from your graveyard to play. Play this ability only during your upkeep and only if you control a Swamp.

Coffin Purge
B
Instant
Remove target card in a graveyard from the game.
Flashback B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Coffin Queen
2B
Creature - Zombie Wizard
1/1
You may choose not to untap Coffin Queen during your untap step.
2B, T Put target creature card from a graveyard into play under your control. When Coffin Queen becomes untapped or you lose control of Coffin Queen, remove that creature from the game.

Cognivore
6UU
Creature - Lhurgoyf
*/*
Flying
Cognivore's power and toughness are each equal to the number of instant cards in all graveyards.

Coiled Tinviper
3
Artifact Creature - Snake
2/1
First strike

Coiling Oracle
GU
Creature - Snake Elf Druid
1/1
When Coiling Oracle comes into play, reveal the top card of your library. If it's a land card, put it into play. Otherwise, put that card into your hand.

Coiling Woodworm
2G
Creature - Insect Worm
*/1
Coiling Woodworm's power is equal to the number of Forests in play.

Coils of the Medusa
1B
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/-1.
Sacrifice Coils of the Medusa: Destroy all non-Wall creatures blocking enchanted creature.

Cold Snap
2W
Enchantment
Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of each player's upkeep, Cold Snap deals damage to that player equal to the number of snow lands he or she controls.

Cold Storage
4
Artifact
3: Remove target creature you control from the game.
Sacrifice Cold Storage: Return each creature card removed from the game with Cold Storage to play under its owner's control.

Cold-Eyed Selkie
1 (G / U) (G / U)
Creature - Merfolk Rogue
1/1
Islandwalk
Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.

Coldsteel Heart
2
Snow Artifact
Coldsteel Heart comes into play tapped.
As Coldsteel Heart comes into play, choose a color.
T Add one mana of the chosen color to your mana pool.

Colfenor's Plans
2BB
Enchantment
When Colfenor's Plans comes into play, remove the top seven cards of your library from the game face down.
You may look at and play cards removed from the game with Colfenor's Plans.
Skip your draw step.
You can't play more than one spell each turn.

Colfenor's Urn
3
Artifact
Whenever a creature with toughness 4 or greater is put into your graveyard from play, you may remove it from the game.
At end of turn, if three or more cards have been removed from the game with Colfenor's Urn, sacrifice it. If you do, return those cards to play under their owner's control.

Collapsing Borders
3R
Enchantment
At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands he or she controls. Then Collapsing Borders deals 3 damage to him or her.

Collective Restraint
3U
Enchantment
Creatures can't attack you unless their controller pays X for each creature he or she controls that's attacking you, where X is the number of basic land types among lands you control.

Collective Unconscious
4GG
Sorcery
Draw a card for each creature you control.

Collector Protector
3WW
Creature - Human Gamer
2/5
W, Give an opponent a nonland card you own from outside the game: Prevent the next 1 damage that would be dealt to you or Collector Protector this turn.

Colos Yearling
2R
Creature - Goat Beast
1/1
Mountainwalk
R: Colos Yearling gets +1/+0 until end of turn.

Colossus of Sardia
9
Artifact Creature - Golem
9/9
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Colossus of Sardia doesn't untap during your untap step.
9: Untap Colossus of Sardia. Play this ability only during your upkeep.

Combat Medic
2W
Creature - Human Cleric Soldier
0/2
1W: Prevent the next 1 damage that would be dealt to target creature or player this turn.

Command of Unsummoning
2U
Instant
Play Command of Unsummoning only during the declare attackers step and only if you are the defending player.
Return one or two target attacking creatures to their owner's hand.

Commandeer
5UU
Instant
You may remove two blue cards in your hand from the game rather than pay Commandeer's mana cost.
Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent comes into play under your control.)

Commander Eesha
2WW
Legendary Creature - Bird Soldier
2/4
Flying, protection from creatures

Commander Greven il-Vec
3BBB
Legendary Creature - Human Warrior
7/5
Fear
When Commander Greven il-Vec comes into play, sacrifice a creature.

Commando Raid
2R
Instant
Until end of turn, target creature you control gains "When this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls."

Common Cause
2W
Enchantment
Nonartifact creatures get +2/+2 as long as they all share a color.

Common Courtesy
2UU
Enchantment
Counter any spell unless its caster asks your permission to play that spell. If you refuse permission, Sacrifice Common Courtesy and counter the spell.

Commune with Nature
G
Sorcery
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Complex Automaton
4
Artifact Creature - Golem
4/4
At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner's hand.

Complicate
2U
Instant
Counter target spell unless its controller pays 3.
Cycling 2U (2U, Discard this card: Draw a card.)
When you cycle Complicate, you may counter target spell unless its controller pays 1.

Composite Golem
6
Artifact Creature - Golem
4/4
Sacrifice Composite Golem: Add WUBRG to your mana pool.

Compost
1G
Enchantment
Whenever a black card is put into an opponent's graveyard from anywhere, you may draw a card.

Compulsion
1U
Enchantment
1U, Discard a card: Draw a card.
1U, Sacrifice Compulsion: Draw a card.

Compulsive Research
2U
Sorcery
Target player draws three cards. Then that player discards two cards unless he or she discards a land card.

Concentrate
2UU
Sorcery
Draw three cards.

Concerted Effort
2WW
Enchantment
At the beginning of each upkeep, all creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.

Conch Horn
2
Artifact
1, T, Sacrifice Conch Horn: Draw two cards, then put a card from your hand on top of your library.

Conclave Equenaut
4WW
Creature - Human Soldier
3/3
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Flying

Conclave Phalanx
4W
Creature - Human Soldier
2/4
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
When Conclave Phalanx comes into play, you gain 1 life for each creature you control.

Conclave's Blessing
3W
Enchantment - Aura
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Enchant creature
Enchanted creature gets +0/+2 for each other creature you control.

Concordant Crossroads
G
World Enchantment
All creatures have haste.

Condemn
W
Instant
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.

Condescend
XU
Instant
Counter target spell unless its controller pays X.
Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Cone of Flame
3RR
Sorcery
Cone of Flame deals 1 damage to target creature or player, 2 damage to another target creature or player, and 3 damage to a third target creature or player.

Confessor
W
Creature - Human Cleric
1/1
Whenever a player discards a card, you may gain 1 life.

Confiscate
4UU
Enchantment - Aura
Enchant permanent (Target a permanent as you play this. This card comes into play attached to that permanent.)
You control enchanted permanent.

Conflagrate
XXR
Sorcery
Conflagrate deals X damage divided as you choose among any number of target creatures and/or players.
Flashback-RR, Discard X cards. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Confound
1U
Instant
Counter target spell that targets one or more creatures.
Draw a card.

Confusion in the Ranks
3RR
Enchantment
Whenever an artifact, creature, or enchantment comes into play, its controller chooses target permanent another player controls that shares a type with it. Exchange control of those permanents.

Congregate
3W
Instant
Target player gains 2 life for each creature in play.

Congregation at Dawn
GGW
Instant
Search your library for up to three creature cards and reveal them. Shuffle your library, then put those cards on top of it in any order.

Conjurer's Ban
WB
Sorcery
Name a card. Until your next turn, the named card can't be played.
Draw a card.

Conjurer's Bauble
1
Artifact
T, Sacrifice Conjurer's Bauble: Put up to one target card from your graveyard on the bottom of your library. Draw a card.

Conquer
3RR
Enchantment - Aura
Enchant land
You control enchanted land.

Consecrate Land
W
Enchantment - Aura
Enchant land
Enchanted land is indestructible and can't be enchanted by other Auras.

Conservator
4
Artifact
3, T Prevent the next 2 damage that would be dealt to you this turn.

Consign to Dream
2U
Instant
Return target permanent to its owner's hand. If that permanent is red or green, put it on top of its owner's library instead.

Conspiracy
3BB
Enchantment
As Conspiracy comes into play, choose a creature type.
Creature cards you own that aren't in play, creature spells you control, and creatures you control are the chosen type.

Constant Mists
1G
Instant
Buyback-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)
Prevent all combat damage that would be dealt this turn.

Consult the Necrosages
1UB
Sorcery
Choose one - Target player draws two cards; or target player discards two cards.

Consume Spirit
X1B
Sorcery
Spend only black mana on X.
Consume Spirit deals X damage to target creature or player and you gain X life.

Consume Strength
1BG
Instant
Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn.

Consuming Bonfire
3RR
Tribal Sorcery - Elemental
Choose one - Consuming Bonfire deals 4 damage to target non-Elemental creature; or Consuming Bonfire deals 7 damage to target Treefolk creature.

Consuming Ferocity
1R
Enchantment - Aura
Enchant non-Wall creature
Enchanted creature gets +1/+0.
At the beginning of your upkeep, put a +1/+0 counter on enchanted creature. If that creature has three or more +1/+0 counters on it, it deals damage equal to its power to its controller, then destroy that creature and it can't be regenerated.

Consuming Vortex
1U
Instant - Arcane
Return target creature to its owner's hand.
Splice onto Arcane 3U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Consumptive Goo
BB
Creature - Ooze
1/1
2BB: Target creature gets -1/-1 until end of turn. Put a +1/+1 counter on Consumptive Goo.

Contagion
3BB
Instant
You may pay 1 life and remove a black card in your hand from the game rather than pay Contagion's mana cost.
Distribute two -2/-1 counters among one or two target creatures.

Contaminated Bond
1B
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Whenever enchanted creature attacks or blocks, its controller loses 3 life.

Contamination
2B
Enchantment
At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature.
If a land is tapped for mana, it produces B instead of any other type and amount.

Contemplation
1WW
Enchantment
Whenever you play a spell, you gain 1 life.

Contempt
1U
Enchantment - Aura
Enchant creature
Whenever enchanted creature attacks, return it and Contempt to their owners' hands at end of combat.

Contested Cliffs
Land
T Add 1 to your mana pool.
RG, T Choose target Beast creature you control and target creature an opponent controls. Each creature deals damage equal to its power to the other.

Contract from Below
B
Sorcery
Remove Contract from Below from your deck before playing if you're not playing for ante.
Discard your hand, add the top card of your library to the ante, then draw seven cards.

Control Magic
2UU
Enchantment - Aura
Enchant creature
You control enchanted creature.

Control of the Court
1R
Sorcery
Draw four cards, then discard three cards at random.

Controvert
2UU
Instant
Counter target spell.
Recover 2UU (When a creature is put into your graveyard from play, you may pay 2UU. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.)

Convalescence
1W
Enchantment
At the beginning of your upkeep, if you have 10 life or less, you gain 1 life.

Convalescent Care
1WW
Enchantment
At the beginning of your upkeep, if you have 5 life or less, you gain 3 life and draw a card.

Conversion
2WW
Enchantment
At the beginning of your upkeep, sacrifice Conversion unless you pay WW.
All Mountains are Plains.

Conviction
1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+3.
W: Return Conviction to its owner's hand.

Convolute
2U
Instant
Counter target spell unless its controller pays 4.

Convulsing Licid
2R
Creature - Licid
2/2
R, T Convulsing Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay R to end this effect.
Enchanted creature can't block.

Cooperation
2W
Enchantment - Aura
Enchant creature
Enchanted creature has banding.

Coordinated Barrage
W
Instant
Choose a creature type. Coordinated Barrage deals damage to target attacking or blocking creature equal to the number of permanents you control of the chosen type.

Copper Gnomes
2
Artifact Creature - Gnome
1/1
4, Sacrifice Copper Gnomes: You may put an artifact card from your hand into play.

Copper Myr
2
Artifact Creature - Myr
1/1
T Add G to your mana pool.

Copper Tablet
2
Artifact
At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player.

Copperhoof Vorrac
3GG
Creature - Boar Beast
2/2
Copperhoof Vorrac gets +1/+1 for each untapped permanent your opponents control.

Copper-Leaf Angel
5
Artifact Creature - Angel
2/2
Flying
T, Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel.

Copy Artifact
1U
Enchantment
As Copy Artifact comes into play, you may choose an artifact in play. If you do, Copy Artifact comes into play as a copy of that artifact. It's still an enchantment.

Copy Enchantment
2U
Enchantment
As Copy Enchantment comes into play, you may choose an enchantment in play. If you do, Copy Enchantment comes into play as a copy of that enchantment.

Coral Atoll
Land
Coral Atoll comes into play tapped.
When Coral Atoll comes into play, sacrifice it unless you return an untapped Island you control to its owner's hand.
T Add 1U to your mana pool.

Coral Eel
1U
Creature - Fish
2/1

Coral Fighters
1U
Creature - Merfolk Soldier
1/1
Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.

Coral Helm
3
Artifact
3, Discard a card at random: Target creature gets +2/+2 until end of turn.

Coral Merfolk
1U
Creature - Merfolk
2/1

Coral Net
U
Enchantment - Aura
Enchant green or white creature
Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you discard a card."

Coral Reef
UU
Enchantment
Coral Reef comes into play with four polyp counters on it.
Sacrifice an Island: Put two polyp counters on Coral Reef.
U, Tap an untapped blue creature you control, Remove a polyp counter from Coral Reef: Put a +0/+1 counter on target creature.

Coral Trickster
1U
Creature - Merfolk Rogue
2/1
Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Coral Trickster is turned face up, you may tap or untap target permanent.

Coretapper
2
Artifact Creature - Myr
1/1
T Put a charge counter on target artifact.
Sacrifice Coretapper: Put two charge counters on target artifact.

Cornered Market
2W
Enchantment
Players can't play spells or nonbasic lands with the same name as a nontoken permanent.

Corpse Dance
2B
Instant
Buyback 2 (You may pay an additional 2 as you play this spell. If you do, put this card into your hand as it resolves.)
Return the top creature card from your graveyard to play. That creature gains haste until end of turn. Remove the creature from the game at end of turn.

Corpse Harvester
3BB
Creature - Zombie Wizard
3/3
1B, T, Sacrifice a creature: Search your library for a Zombie card and a Swamp card, reveal them, and put them into your hand. Then shuffle your library.

Corpulent Corpse
5B
Creature - Zombie
3/3
Fear
Suspend 5-B (Rather than play this card from your hand, you may pay B and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Corrosion
1BR
Enchantment
Cumulative upkeep 1
At the beginning of your upkeep, put a rust counter on each artifact target opponent controls. Then destroy each artifact with converted mana cost less than or equal to the number of rust counters on it. Artifacts destroyed this way can't be regenerated.
When Corrosion leaves play, remove all rust counters from all permanents.

Corrosive Mentor
2B
Creature - Elemental Rogue
1/3
Black creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)

Corrupt
5B
Sorcery
Corrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way.

Corrupt Court Official
1B
Creature - Human Advisor
1/1
When Corrupt Court Official comes into play, target opponent discards a card.

Corrupt Eunuchs
3R
Creature - Human Advisor
2/2
When Corrupt Eunuchs comes into play, it deals 2 damage to target creature.

Corrupt Official
4B
Creature - Human Minion
3/1
2B: Regenerate Corrupt Official.
Whenever Corrupt Official becomes blocked, defending player discards a card at random.

Corrupting Licid
2B
Creature - Licid
2/2
B, T Corrupting Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay B to end this effect.
Enchanted creature has fear.

Cosmic Horror
3BBB
Creature - Horror
7/7
First strike
At the beginning of your upkeep, unless you pay 3BBB, sacrifice Cosmic Horror and it deals 7 damage to you.

Cosmic Larva
1RR
Creature - Beast
7/6
Trample
At the beginning of your upkeep, sacrifice Cosmic Larva unless you sacrifice two lands.

Council of Advisors
2U
Creature - Human Advisor
1/1
When Council of Advisors comes into play, draw a card.

Counsel of the Soratami
2U
Sorcery
Draw two cards.

Counterbalance
UU
Enchantment
Whenever an opponent plays a spell, you may reveal the top card of your library. If you do, counter that spell if it has the same converted mana cost as the revealed card.

Counterbore
3UU
Instant
Counter target spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and remove them from the game. Then that player shuffles his or her library.

Counterintelligence
2UU
Sorcery
Return one or two target creatures to their owner's hand.

Counterspell
UU
Instant
Counter target spell.

Countryside Crusher
1RR
Creature - Giant Warrior
3/3
At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Countryside Crusher.

Courier Hawk
1W
Creature - Bird
1/2
Flying, vigilance

Court Hussar
2U
Creature - Vedalken Knight
1/3
Vigilance
When Court Hussar comes into play, look at the top three cards of your library, then put one of them into your hand and the rest on the bottom of your library in any order.
When Court Hussar comes into play, sacrifice it unless W was spent to play it.

Cover of Darkness
1B
Enchantment
As Cover of Darkness comes into play, choose a creature type.
Creatures of the chosen type have fear.

Cover of Winter
2W
Snow Enchantment
Cumulative upkeep oSi (oSi can be paid with one mana from a snow permanent.)
If a creature would deal combat damage to you and/or one or more creatures you control, prevent X of that damage, where X is the number of age counters on Cover of Winter.
oSi: Put an age counter on Cover of Winter.

Covert Operative
4U
Creature - Human Wizard
3/2
Covert Operative is unblockable.

Covetous Dragon
4R
Creature - Dragon
6/5
Flying
When you control no artifacts, sacrifice Covetous Dragon.

Cowardice
3UU
Enchantment
Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. (It won't be affected by the spell or ability.)

Cowed by Wisdom
W
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block unless its controller pays 1 for each card in your hand.

Crabapple Cohort
4G
Creature - Treefolk Warrior
4/4
Crabapple Cohort gets +1/+1 as long as you control another green creature.

Crack the Earth
R
Sorcery - Arcane
Each player sacrifices a permanent.

Crackdown
2W
Enchantment
Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps.

Crackleburr
1 (U / R) (U / R)
Creature - Elemental
2/2
o (u/r)o (u/r), T, Tap two untapped red creatures you control: Crackleburr deals 3 damage to target creature or player.
o (u/r)o (u/r), oQ, Untap two tapped blue creatures you control: Return target creature to its owner's hand. (oQ is the untap symbol.)

Crackling Club
R
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+0.
Sacrifice Crackling Club: Crackling Club deals 1 damage to target creature.

Cradle Guard
1GG
Creature - Treefolk
4/4
Trample
Echo 1GG (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Cradle to Grave
1B
Instant
Destroy target nonblack creature that came into play this turn.

Crafty Pathmage
2U
Creature - Human Wizard
1/1
T Target creature with power 2 or less is unblockable this turn.

Crag Puca
(U / R) (U / R) (U / R)
Creature - Shapeshifter
2/4
o (u/r): Switch Crag Puca's power and toughness until end of turn.

Crag Saurian
RRR
Creature - Lizard
4/4
Whenever a source deals damage to Crag Saurian, that source's controller gains control of Crag Saurian.

Cragganwick Cremator
2RR
Creature - Giant Shaman
5/4
When Cragganwick Cremator comes into play, discard a card at random. If you discard a creature card this way, Cragganwick Cremator deals damage equal to that card's power to target player.

Cranial Extraction
3B
Sorcery - Arcane
Name a nonland card. Search target player's graveyard, hand, and library for all cards with that name and remove them from the game. Then that player shuffles his or her library.

Cranial Plating
2
Artifact - Equipment
Equipped creature gets +1/+0 for each artifact you control.
BB: Attach Cranial Plating to target creature you control.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)

Crash
2R
Instant
You may sacrifice a Mountain rather than pay Crash's mana cost.
Destroy target artifact.

Crash Landing
2G
Instant
Target creature with flying loses flying until end of turn. Crash Landing deals damage to that creature equal to the number of Forests you control.

Crash of Rhinos
6GG
Creature - Rhino
8/4
Trample

Crashing Boars
3GG
Creature - Boar
4/4
Whenever Crashing Boars attacks, defending player chooses an untapped creature he or she controls. That creature blocks Crashing Boars this turn if able.

Crashing Centaur
4GG
Creature - Centaur
3/4
G, Discard a card: Crashing Centaur gains trample until end of turn.
Threshold - As long as seven or more cards are in your graveyard, Crashing Centaur gets +2/+2 and has shroud. (It can't be the target of spells or abilities.)

Crater Hellion
4RR
Creature - Hellion Beast
6/6
Echo 4RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Crater Hellion comes into play, it deals 4 damage to each other creature.

Craven Giant
2R
Creature - Giant
4/1
Craven Giant can't block.

Craven Knight
1B
Creature - Human Knight
2/2
Craven Knight can't block.

Craw Giant
3GGGG
Creature - Giant
6/4
Trample
Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

Craw Wurm
4GG
Creature - Wurm
6/4

Crawling Filth
5B
Creature - Spirit
2/2
Fear
Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.)

Crawlspace
3
Artifact
No more than two creatures can attack you each combat.

Crazed Armodon
2GG
Creature - Elephant
3/3
G: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed Armodon at end of turn. Play this ability only once each turn.

Crazed Firecat
5RR
Creature - Elemental Cat
4/4
When Crazed Firecat comes into play, flip a coin until you lose a flip. Put a +1/+1 counter on Crazed Firecat for each flip you win.

Crazed Goblin
R
Creature - Goblin Warrior
1/1
Crazed Goblin attacks each turn if able.

Crazed Skirge
3B
Creature - Imp
2/2
Flying, haste

Creakwood Ghoul
4B
Creature - Plant Zombie
3/3
o (b/g)o (b/g): Remove target card in a graveyard from the game. You gain 1 life.

Creakwood Liege
1 (B / G) (B / G) (B / G)
Creature - Horror
2/2
Other black creatures you control get +1/+1.
Other green creatures you control get +1/+1.
At the beginning of your upkeep, you may put a 1/1 black and green Worm creature token into play.

Cream of the Crop
1G
Enchantment
Whenever a creature comes into play under your control, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.

Creature Bond
1U
Enchantment - Aura
Enchant creature
When enchanted creature is put into a graveyard, Creature Bond deals damage equal to that creature's toughness to the creature's controller.

Creature Guy
3G
Creature - Beast
3/3
Gotcha - Whenever an opponent says "Creature" or "Guy," you may say "Gotcha!" If you do, return Creature Guy from your graveyard to your hand.

Credit Voucher
2
Artifact
2, T, Sacrifice Credit Voucher: Shuffle any number of cards from your hand into your library, then draw that many cards.

Creeping Mold
2GG
Sorcery
Destroy target artifact, enchantment, or land.

Cremate
B
Instant
Remove target card in a graveyard from the game.
Draw a card.

Crenellated Wall
4
Artifact Creature - Wall
0/4
Defender (This creature can't attack.)
T Target creature gets +0/+4 until end of turn.

Crested Craghorn
4R
Creature - Goat Beast
4/1
Haste
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

Crevasse
2R
Enchantment
Creatures with mountainwalk can be blocked as though they didn't have mountainwalk.

Crib Swap
2W
Tribal Instant - Shapeshifter
Changeling (This card is every creature type at all times.)
Remove target creature from the game. Its controller puts a 1/1 colorless Shapeshifter creature token with changeling into play.

Crime // Punishment
3WB / XBG
Sorcery // Sorcery
Put target creature or enchantment card in an opponent's graveyard into play under your control.
//
Destroy each artifact, creature, and enchantment with converted mana cost X.

Crimson Acolyte
1W
Creature - Human Cleric
1/1
Protection from red
W: Target creature gains protection from red until end of turn.

Crimson Hellkite
6RRR
Creature - Dragon
6/6
Flying
X, T Crimson Hellkite deals X damage to target creature. Spend only red mana this way.

Crimson Kobolds
0
Creature - Kobold
0/1
Crimson Kobolds is red.

Crimson Manticore
2RR
Creature - Manticore
2/2
Flying
R, T Crimson Manticore deals 1 damage to target attacking or blocking creature.

Crimson Roc
4R
Creature - Bird
2/2
Flying
Whenever Crimson Roc blocks a creature without flying, Crimson Roc gets +1/+0 and gains first strike until end of turn.

Crimson Wisps
R
Instant
Target creature becomes red and gains haste until end of turn.
Draw a card.

Crippling Fatigue
1BB
Sorcery
Target creature gets -2/-2 until end of turn.
Flashback-1B, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Cromat
WUBRG
Legendary Creature - Illusion
5/5
WB: Destroy target creature blocking or blocked by Cromat.
UR: Cromat gains flying until end of turn.
BG: Regenerate Cromat.
RW: Cromat gets +1/+1 until end of turn.
GU: Put Cromat on top of its owner's library.

Crookclaw Elder
5U
Creature - Bird Wizard
3/2
Flying
Tap two untapped Birds you control: Draw a card.
Tap two untapped Wizards you control: Target creature gains flying until end of turn.

Crookclaw Transmuter
3U
Creature - Bird Wizard
3/1
Flash (You may play this spell any time you could play an instant.)
Flying
When Crookclaw Transmuter comes into play, switch target creature's power and toughness until end of turn.

Crooked Scales
4
Artifact
4, T Flip a coin. If you win the flip, destroy target creature an opponent controls. If you lose the flip, destroy target creature you control unless you pay 3 and repeat this process.

Crookshank Kobolds
0
Creature - Kobold
0/1
Crookshank Kobolds is red.

Crop Rotation
G
Instant
As an additional cost to play Crop Rotation, sacrifice a land.
Search your library for a land card and put that card into play. Then shuffle your library.

Crosis, the Purger
3UBR
Legendary Creature - Dragon
6/6
Flying
Whenever Crosis, the Purger deals combat damage to a player, you may pay 2B. If you do, choose a color. That player reveals his or her hand and discards all cards of that color.

Crosis's Attendant
5
Artifact Creature - Golem
3/3
1, Sacrifice Crosis's Attendant: Add UBR to your mana pool.

Crosis's Catacombs
Land - Lair
When Crosis's Catacombs comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand.
T Add U, B, or R to your mana pool.

Crosis's Charm
UBR
Instant
Choose one - Return target permanent to its owner's hand; or destroy target nonblack creature, and it can't be regenerated; or destroy target artifact.

Crossbow Ambush
G
Instant
Creatures you control gain reach until end of turn. (They can block creatures with flying.)

Crossbow Infantry
1W
Creature - Human Soldier Archer
1/1
T Crossbow Infantry deals 1 damage to target attacking or blocking creature.

Crosswinds
1G
Enchantment
Creatures with flying get -2/-0.

Crovax the Cursed
2BB
Legendary Creature - Vampire
0/0
Crovax the Cursed comes into play with four +1/+1 counters on it.
At the beginning of your upkeep, you may sacrifice a creature. If you do, put a +1/+1 counter on Crovax. If you don't, remove a +1/+1 counter from Crovax.
B: Crovax gains flying until end of turn.

Crovax, Ascendant Hero
4WW
Legendary Creature - Human
4/4
Other white creatures get +1/+1.
Nonwhite creatures get -1/-1.
Pay 2 life: Return Crovax, Ascendant Hero to its owner's hand.

Crowd Favorites
6W
Creature - Human Soldier
4/4
3W: Tap target creature.
3W: Crowd Favorites gets +0/+5 until end of turn.

Crowd of Cinders
3B
Creature - Elemental
*/*
Fear
Crowd of Cinders's power and toughness are each equal to the number of black permanents you control.

Crown of Ascension
1U
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
Sacrifice Crown of Ascension: Enchanted creature and other creatures that share a creature type with it gain flying until end of turn.

Crown of Awe
1W
Enchantment - Aura
Enchant creature
Enchanted creature has protection from black and from red.
Sacrifice Crown of Awe: Enchanted creature and other creatures that share a creature type with it gain protection from black and from red until end of turn.

Crown of Convergence
2
Artifact
Play with the top card of your library revealed.
As long as the top card of your library is a creature card, creatures you control that share a color with that card get +1/+1.
GW: Put the top card of your library on the bottom of your library.

Crown of Flames
R
Enchantment - Aura
Enchant creature
R: Enchanted creature gets +1/+0 until end of turn.
R: Return Crown of Flames to its owner's hand.

Crown of Fury
1R
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+0 and has first strike.
Sacrifice Crown of Fury: Enchanted creature and other creatures that share a creature type with it get +1/+0 and gain first strike until end of turn.

Crown of Suspicion
1B
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/-1.
Sacrifice Crown of Suspicion: Enchanted creature and other creatures that share a creature type with it get +2/-1 until end of turn.

Crown of the Ages
2
Artifact
4, T Attach target Aura attached to a creature to another creature.

Crown of Vigor
1G
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1.
Sacrifice Crown of Vigor: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn.

Crucible of Worlds
3
Artifact
You may play land cards from your graveyard.

Crude Rampart
3W
Creature - Wall
4/5
Defender (This creature can't attack.)
Morph 4W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Cruel Bargain
BBB
Sorcery
Draw four cards. You lose half your life, rounded up.

Cruel Deceiver
1B
Creature - Spirit
2/1
1: Look at the top card of your library.
2: Reveal the top card of your library. If it's a land card, Cruel Deceiver gains deathtouch until end of turn. Play this ability only once each turn.

Cruel Edict
1B
Sorcery
Target opponent sacrifices a creature.

Cruel Fate
4U
Sorcery
Look at the top five cards of target opponent's library. Put one of those cards into that player's graveyard, and the rest on top of his or her library in any order.

Cruel Revival
4B
Instant
Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to your hand.

Cruel Tutor
2B
Sorcery
Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.

Crumble
G
Instant
Destroy target artifact. It can't be regenerated. That artifact's controller gains life equal to its converted mana cost.

Crumbling Ashes
1B
Enchantment
At the beginning of your upkeep, destroy target creature with a -1/-1 counter on it.

Crumbling Sanctuary
5
Artifact
For each 1 damage that would be dealt to a player, that player removes the top card of his or her library from the game instead.

Crusade
WW
Enchantment
White creatures get +1/+1.

Crusading Knight
2WW
Creature - Human Knight
2/2
Protection from black
Crusading Knight gets +1/+1 for each Swamp your opponents control.

Crush of Wurms
6GGG
Sorcery
Put three 6/6 green Wurm creature tokens into play.
Flashback 9GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Crush Underfoot
1R
Tribal Instant - Giant
Choose a Giant creature you control. It deals damage equal to its power to target creature.

Crushing Pain
1R
Instant - Arcane
Crushing Pain deals 6 damage to target creature that was dealt damage this turn.

Cry of Contrition
B
Sorcery
Target player discards a card.
Haunt (When this spell card is put into a graveyard after resolving, remove it from the game haunting target creature.)
When the creature Cry of Contrition haunts is put into a graveyard, target player discards a card.

Cryoclasm
2R
Sorcery
Destroy target Plains or Island. Cryoclasm deals 3 damage to that land's controller.

Crypt Angel
4B
Creature - Angel
3/3
Flying, protection from white
When Crypt Angel comes into play, return target blue or red creature card from your graveyard to your hand.

Crypt Champion
3B
Creature - Zombie
2/2
Double strike
When Crypt Champion comes into play, each player puts a creature card with converted mana cost 3 or less from his or her graveyard into play.
When Crypt Champion comes into play, sacrifice it unless R was spent to play it.

Crypt Cobra
3B
Creature - Snake
3/3
Whenever Crypt Cobra attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)

Crypt Creeper
1B
Creature - Zombie
2/1
Sacrifice Crypt Creeper: Remove target card in a graveyard from the game.

Crypt Rats
2B
Creature - Rat
1/1
X: Crypt Rats deals X damage to each creature and each player. Spend only black mana this way.

Crypt Sliver
1B
Creature - Sliver
1/1
All Slivers have "T Regenerate target Sliver."

Cryptic Annelid
3U
Creature - Worm Beast
1/4
When Cryptic Annelid comes into play, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Cryptic Command
1UUU
Instant
Choose two - Counter target spell; or return target permanent to its owner's hand; or tap all creatures your opponents control; or draw a card.

Cryptic Gateway
5
Artifact
Tap two untapped creatures you control: You may put a creature card from your hand into play that shares a creature type with each creature tapped this way.

Cryptwailing
3B
Enchantment
1, Remove two creature cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery.

Crystal Chimes
3
Artifact
3, T, Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand.

Crystal Golem
4
Artifact Creature - Golem
3/3
At the end of your turn, Crystal Golem phases out.

Crystal Quarry
Land
T Add 1 to your mana pool.
5, T Add WUBRG to your mana pool.

Crystal Rod
1
Artifact
Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life.

Crystal Seer
4U
Creature - Vedalken Wizard
2/2
When Crystal Seer comes into play, look at the top four cards of your library, then put them back in any order.
4U: Return Crystal Seer to its owner's hand.

Crystal Shard
3
Artifact
3, T or U, T Return target creature to its owner's hand unless its controller pays 1.

Crystal Spray
2U
Instant
Change the text of target spell or permanent by replacing all instances of one color word or basic land type with another until end of turn.
Draw a card.

Crystal Vein
Land
T Add 1 to your mana pool.
T, Sacrifice Crystal Vein: Add 2 to your mana pool.

Crystalline Sliver
WU
Creature - Sliver
2/2
All Slivers have shroud. (They can't be the targets of spells or abilities.)

Culling Scales
3
Artifact
At the beginning of your upkeep, destroy target nonland permanent with the lowest converted mana cost among nonland permanents in play. (If two or more permanents are tied for lowest cost, target any one of them.)

Culling Sun
2WWB
Sorcery
Destroy each creature with converted mana cost 3 or less.

Culling the Weak
B
Instant
As an additional cost to play Culling the Weak, sacrifice a creature.
Add BBBB to your mana pool.

Cultbrand Cinder
4 (B / R)
Creature - Elemental Shaman
3/3
When Cultbrand Cinder comes into play, put a -1/-1 counter on target creature.

Cultural Exchange
4UU
Sorcery
Choose any number of creatures target player controls. Choose the same number of creatures another target player controls. Those players exchange control of those creatures. (This effect doesn't end at end of turn.)

Cunning
1U
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
When enchanted creature attacks or blocks, sacrifice Cunning at end of turn.

Cunning Advisor
3B
Creature - Human Advisor
1/1
T Target opponent discards a card. Play this ability only during your turn, before attackers are declared.

Cunning Bandit
1RR
Creature - Human Warrior
2/2
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Cunning Bandit.
At end of turn, if there are two or more ki counters on Cunning Bandit, you may flip it.
----
Azamuki, Treachery Incarnate
Legendary Creature - Spirit
5/2
Remove a ki counter from Azamuki, Treachery Incarnate: Gain control of target creature until end of turn.

Cunning Giant
5R
Creature - Giant
4/4
If Cunning Giant is unblocked, you may have it assign its combat damage to a creature defending player controls.

Cunning Wish
2U
Instant
You may choose an instant card you own from outside the game, reveal that card, and put it into your hand. Remove Cunning Wish from the game.

Cuombajj Witches
BB
Creature - Human Wizard
1/3
T Cuombajj Witches deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice.

Curfew
U
Instant
Each player returns a creature he or she controls to its owner's hand.

Curiosity
U
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.

Curse Artifact
2BB
Enchantment - Aura
Enchant artifact
At the beginning of the upkeep of enchanted artifact's controller, Curse Artifact deals 2 damage to that player unless he or she sacrifices that artifact.

Curse of Chains
1 (W / U)
Enchantment - Aura
Enchant creature
At the beginning of each upkeep, tap enchanted creature.

Curse of Marit Lage
3RR
Enchantment
When Curse of Marit Lage comes into play, tap all Islands.
Islands don't untap during their controllers' untap steps.

Curse of the Cabal
9B
Sorcery
Target player sacrifices half the permanents he or she controls, rounded down.
Suspend 2-2BB
At the beginning of each player's upkeep, if Curse of the Cabal is suspended, that player may sacrifice a permanent. If he or she does, put two time counters on Curse of the Cabal.

Curse of the Fire Penguin
4RR
Enchant Creature
Curse of the Fire Penquin consumes and confuses enchanted creature.
-----
Creature - Penguin
Trample
When this creature is put into a graveyard from play, return Curse of the Fire Penguin from your graveyard to play.
6/5

Cursecatcher
U
Creature - Merfolk Wizard
1/1
Sacrifice Cursecatcher: Counter target instant or sorcery spell unless its controller pays 1.

Cursed Flesh
B
Enchantment - Aura
Enchant creature
Enchanted creature gets -1/-1 and has fear.

Cursed Land
2BB
Enchantment - Aura
Enchant land
At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player.

Cursed Monstrosity
4B
Creature - Horror
4/3
Flying
Whenever Cursed Monstrosity becomes the target of a spell or ability, sacrifice it unless you discard a land card.

Cursed Rack
4
Artifact
As Cursed Rack comes into play, choose an opponent.
The chosen player's maximum hand size is four.

Cursed Ronin
3B
Creature - Human Samurai
1/1
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
B: Cursed Ronin gets +1/+1 until end of turn.

Cursed Scroll
1
Artifact
3, T Name a card. Reveal a card at random from your hand. If it's the named card, Cursed Scroll deals 2 damage to target creature or player.

Cursed Totem
2
Artifact
Activated abilities of creatures can't be played.

Curtain of Light
1W
Instant
Target attacking unblocked creature becomes blocked.
Draw a card.

Custody Battle
1R
Enchantment - Aura
Enchant creature
Enchanted creature has "At the beginning of your upkeep, target opponent gains control of this creature unless you sacrifice a land."

Customs Depot
1U
Enchantment
Whenever you play a creature spell, you may pay 1. If you do, draw a card, then discard a card.

Cut the Earthly Bond
U
Instant - Arcane
Return target enchanted permanent to its owner's hand.

Cut the Tethers
2UU
Sorcery
For each Spirit, return it to its owner's hand unless that player pays 3.

Cutthroat il-Dal
3B
Creature - Human Rogue
4/1
Hellbent - Cutthroat il-Dal has shadow as long as you have no cards in hand. (It can block or be blocked by only creatures with shadow.)

Cycle of Life
1GG
Enchantment
Return Cycle of Life to its owner's hand: Target creature you played this turn is 0/1 until your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature.

Cyclical Evolution
3GG
Sorcery
Target creature gets +3/+3 until end of turn. Remove Cyclical Evolution from the game with three time counters on it.
Suspend 3-2G (Rather than play this card from your hand, you may pay 2G and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Cyclone
2GG
Enchantment
Cumulative upkeep G (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever you pay Cyclone's cumulative upkeep, it deals damage equal to the number of age counters on Cyclone to each creature and each player.

Cyclopean Giant
2BB
Creature - Zombie Giant
4/2
When Cyclopean Giant is put into a graveyard from play, target land becomes a Swamp. Remove Cyclopean Giant from the game.

Cyclopean Mummy
1B
Creature - Zombie
2/1
When Cyclopean Mummy is put into a graveyard from play, remove Cyclopean Mummy from the game.

Cyclopean Snare
2
Artifact
3, T Tap target creature, then return Cyclopean Snare to its owner's hand.

Cyclopean Tomb
4
Artifact
2, T Put a mire counter on target non-Swamp land. That land is a Swamp as long as it has a mire counter on it. Play this ability only during your upkeep.
When Cyclopean Tomb is put into a graveyard from play, at the beginning of each of your upkeeps until the end of the game, remove a mire counter from a land that a mire counter was put onto with Cyclopean Tomb.

Cytoplast Manipulator
2UU
Creature - Human Wizard Mutant
0/0
Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
U, T Gain control of target creature with a +1/+1 counter on it as long as Cytoplast Manipulator remains in play.

Cytoplast Root-Kin
2GG
Creature - Elemental Mutant
0/0
Graft 4 (This creature comes into play with four +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
When Cytoplast Root-Kin comes into play, put a +1/+1 counter on each other creature you control that has a +1/+1 counter on it.
2: Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin.

Cytoshape
1GU
Instant
Choose a nonlegendary creature in play. Target creature becomes a copy of that creature until end of turn.

Cytospawn Shambler
6G
Creature - Elemental Mutant
0/0
Graft 6 (This creature comes into play with six +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
G: Target creature with a +1/+1 counter on it gains trample until end of turn.

Daggerclaw Imp
2B
Creature - Imp
3/1
Flying
Daggerclaw Imp can't block.

Daily Regimen
W
Enchantment - Aura
Enchant creature
1W: Put a +1/+1 counter on enchanted creature.

Dakkon Blackblade
2WUUB
Legendary Creature - Human Warrior
*/*
Dakkon Blackblade's power and toughness are each equal to the number of lands you control.

Dakmor Bat
1B
Creature - Bat
1/1
Flying

Dakmor Ghoul
2BB
Creature - Zombie
2/2
When Dakmor Ghoul comes into play, target opponent loses 2 life and you gain 2 life.

Dakmor Lancer
4BB
Creature - Human Knight
3/3
When Dakmor Lancer comes into play, destroy target nonblack creature.

Dakmor Plague
3BB
Sorcery
Dakmor Plague deals 3 damage to each creature and each player.

Dakmor Salvage
Land
Dakmor Salvage comes into play tapped.
T Add B to your mana pool.
Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Dakmor Scorpion
1B
Creature - Scorpion
2/1

Dakmor Sorceress
5B
Creature - Human Wizard
*/4
Dakmor Sorceress's power is equal to the number of Swamps you control.

Damnation
2BB
Sorcery
Destroy all creatures. They can't be regenerated.

Dampen Thought
1U
Instant - Arcane
Target player puts the top four cards of his or her library into his or her graveyard.
Splice onto Arcane 1U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Damping Engine
4
Artifact
A player who controls more permanents than any other can't play lands or artifact, creature, or enchantment spells. That player may sacrifice a permanent to ignore this effect until end of turn.

Damping Field
2W
Enchantment
Players can't untap more than one artifact during their untap steps.

Damping Matrix
3
Artifact
Activated abilities of artifacts and creatures can't be played unless they're mana abilities.

Dance of Many
UU
Enchantment
When Dance of Many comes into play, put a token into play as a copy of target nontoken creature.
When Dance of Many leaves play, remove the creature token from the game.
When the creature token leaves play, sacrifice Dance of Many.
At the beginning of your upkeep, sacrifice Dance of Many unless you pay UU.

Dance of Shadows
3BB
Sorcery - Arcane
Creatures you control get +1/+0 and gain fear until end of turn.

Dance of the Dead
1B
Enchantment - Aura
Enchant creature card in a graveyard
When Dance of the Dead comes into play, if it's in play, it loses "enchant creature card in a graveyard" and gains "enchant creature put into play with Dance of the Dead." Return enchanted creature card to play tapped under your control and attach Dance of the Dead to it. When Dance of the Dead leaves play, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay 1B. If he or she does, untap that creature.

Dancing Scimitar
4
Artifact Creature - Spirit
1/5
Flying (This creature can't be blocked except by creatures with flying or reach.)

Dandan
UU
Creature - Fish
4/1
Dandan can't attack unless defending player controls an Island.
When you control no Islands, sacrifice Dandan.

Daraja Griffin
3W
Creature - Griffin
2/2
Flying
Sacrifice Daraja Griffin: Destroy target black creature.

Darba
3G
Creature - Bird Beast
5/4
At the beginning of your upkeep, sacrifice Darba unless you pay GG.

Darien, King of Kjeldor
4WW
Legendary Creature - Human Soldier
3/3
Whenever you're dealt damage, you may put that many 1/1 white Soldier creature tokens into play.

Darigaaz, the Igniter
3BRG
Legendary Creature - Dragon
6/6
Flying
Whenever Darigaaz, the Igniter deals combat damage to a player, you may pay 2R. If you do, choose a color. That player reveals his or her hand and Darigaaz deals X damage to him or her, where X is the number of cards revealed of that color.

Darigaaz's Attendant
5
Artifact Creature - Golem
3/3
1, Sacrifice Darigaaz's Attendant: Add BRG to your mana pool.

Darigaaz's Caldera
Land - Lair
When Darigaaz's Caldera comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand.
T Add B, R, or G to your mana pool.

Darigaaz's Charm
BRG
Instant
Choose one - Return target creature card from your graveyard to your hand; or Darigaaz's Charm deals 3 damage to target creature or player; or target creature gets +3/+3 until end of turn.

Daring Apprentice
1UU
Creature - Human Wizard
1/1
T, Sacrifice Daring Apprentice: Counter target spell.

Daring Leap
1WU
Instant
Target creature gets +1/+1 and gains flying and first strike until end of turn.

Dark Banishing
2B
Instant
Destroy target nonblack creature. It can't be regenerated.

Dark Confidant
1B
Creature - Human Wizard
2/1
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost.

Dark Depths
Legendary Snow Land
Dark Depths comes into play with ten ice counters on it.
3: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, put an indestructible legendary 20/20 black Avatar creature token with flying named Marit Lage into play.

Dark Hatchling
4BB
Creature - Horror
3/3
Flying
When Dark Hatchling comes into play, destroy target nonblack creature. It can't be regenerated.

Dark Heart of the Wood
BG
Enchantment
Sacrifice a Forest: You gain 3 life.

Dark Maze
4U
Creature - Wall
4/5
Defender (This creature can't attack.)
0: Dark Maze can attack this turn as though it didn't have defender. Remove it from the game at end of turn.

Dark Offering
4BB
Sorcery
Destroy target nonblack creature. You gain 3 life.

Dark Privilege
1B
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1.
Sacrifice a creature: Regenerate enchanted creature.

Dark Ritual
B
Instant
Add BBB to your mana pool.

Dark Sphere
0
Artifact
T, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, it deals half that damage, rounded up, to you instead.

Dark Supplicant
B
Creature - Human Cleric
1/1
T, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it into play. If you search your library this way, shuffle it.

Dark Suspicions
2BB
Enchantment
At the beginning of each opponent's upkeep, that player loses 1 life for each card in his or her hand more than you have in your hand.

Dark Triumph
4B
Instant
If you control a Swamp, you may sacrifice a creature rather than pay Dark Triumph's mana cost.
Creatures you control get +2/+0 until end of turn.

Dark Withering
4BB
Instant
Destroy target nonblack creature.
Madness B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Darkblast
B
Instant
Target creature gets -1/-1 until end of turn.
Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Darkest Hour
B
Enchantment
All creatures are black.

Darkheart Sliver
BG
Creature - Sliver
2/2
All Slivers have "Sacrifice this permanent: You gain 3 life."

Darkling Stalker
3B
Creature - Shade Spirit
1/1
B: Regenerate Darkling Stalker.
B: Darkling Stalker gets +1/+1 until end of turn.

Darkness
B
Instant
Prevent all combat damage that would be dealt this turn.

Darkpact
BBB
Sorcery
Remove Darkpact from your deck before playing if you're not playing for ante.
You own target card in the ante. Exchange that card with the top of your library.

Darksteel Brute
2
Artifact
Darksteel Brute is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
3: Darksteel Brute becomes a 2/2 Beast artifact creature until end of turn.

Darksteel Citadel
Artifact Land
Darksteel Citadel is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
T Add 1 to your mana pool.

Darksteel Colossus
11
Artifact Creature - Golem
11/11
Trample
Darksteel Colossus is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.

Darksteel Forge
9
Artifact
Artifacts you control are indestructible. ("Destroy" effects and lethal damage don't destroy them.)

Darksteel Gargoyle
7
Artifact Creature - Gargoyle
3/3
Flying
Darksteel Gargoyle is indestructible. ("Destroy" effects and lethal damage don't destroy it.)

Darksteel Garrison
2
Artifact - Fortification
Fortified land is indestructible.
Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn.
Fortify 3 (3: Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.)

Darksteel Ingot
3
Artifact
Darksteel Ingot is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
T Add one mana of any color to your mana pool.

Darksteel Pendant
2
Artifact
Darksteel Pendant is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
1, T Look at the top card of your library. You may put that card on the bottom of your library.

Darksteel Reactor
4
Artifact
Darksteel Reactor is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
At the beginning of your upkeep, you may put a charge counter on Darksteel Reactor.
When Darksteel Reactor has twenty or more charge counters on it, you win the game.

Darkwatch Elves
2G
Creature - Elf
2/2
Protection from black
Cycling 2 (2, Discard this card: Draw a card.)

Darkwater Catacombs
Land
1, T Add UB to your mana pool.

Darkwater Egg
1
Artifact
2, T, Sacrifice Darkwater Egg: Add UB to your mana pool. Draw a card.

Darting Merfolk
1U
Creature - Merfolk
1/1
U: Return Darting Merfolk to its owner's hand.

Daru Cavalier
3W
Creature - Human Soldier
2/2
First strike
When Daru Cavalier comes into play, you may search your library for a card named Daru Cavalier, reveal it, and put it into your hand. If you do, shuffle your library.

Daru Encampment
Land
T Add 1 to your mana pool.
W, T Target Soldier creature gets +1/+1 until end of turn.

Daru Healer
2W
Creature - Human Cleric
1/2
T Prevent the next 1 damage that would be dealt to target creature or player this turn.
Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Daru Lancer
4WW
Creature - Human Soldier
3/4
First strike
Morph 2WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Daru Mender
W
Creature - Human Cleric
1/1
Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Daru Mender is turned face up, regenerate target creature.

Daru Sanctifier
3W
Creature - Human Cleric
1/4
Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Daru Sanctifier is turned face up, destroy target enchantment.

Daru Spiritualist
1W
Creature - Human Cleric
1/1
Whenever a Cleric creature you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.

Daru Stinger
3W
Creature - Human Soldier
1/1
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Human and/or Soldier card you reveal in your hand.)
T Daru Stinger deals damage equal to the number of +1/+1 counters on it to target attacking or blocking creature.

Daru Warchief
2WW
Creature - Human Soldier
1/1
Soldier spells you play cost 1 less to play.
Soldier creatures you control get +1/+2.

Dash Hopes
BB
Instant
When you play Dash Hopes, any player may pay 5 life. If a player does, counter Dash Hopes.
Counter target spell.

Daughter of Autumn
2GG
Legendary Creature - Avatar
2/4
W: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead.

Daunting Defender
4W
Creature - Human Cleric
3/3
If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.

Dauntless Dourbark
3G
Creature - Treefolk Warrior
*/*
Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control.
Dauntless Dourbark has trample as long as you control another Treefolk.

Dauthi Cutthroat
1B
Creature - Dauthi Minion
1/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
1B, T Destroy target creature with shadow.

Dauthi Embrace
2B
Enchantment
BB: Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)

Dauthi Ghoul
1B
Creature - Dauthi Zombie
1/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever a creature with shadow is put into a graveyard from play, put a +1/+1 counter on Dauthi Ghoul.

Dauthi Horror
1B
Creature - Dauthi Horror
2/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
Dauthi Horror can't be blocked by white creatures.

Dauthi Jackal
2B
Creature - Dauthi Hound
2/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
BB, Sacrifice Dauthi Jackal: Destroy target blocking creature.

Dauthi Marauder
2B
Creature - Dauthi Minion
3/1
Shadow (This creature can block or be blocked by only creatures with shadow.)

Dauthi Mercenary
2B
Creature - Dauthi Knight Mercenary
2/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
1B: Dauthi Mercenary gets +1/+0 until end of turn.

Dauthi Mindripper
3B
Creature - Dauthi Minion
2/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Dauthi Mindripper attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards.

Dauthi Slayer
BB
Creature - Dauthi Soldier
2/2
Shadow (This creature can block or be blocked by only creatures with shadow.)
Dauthi Slayer attacks each turn if able.

Dauthi Trapper
2B
Creature - Dauthi Minion
1/1
T Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)

Dauthi Warlord
1B
Creature - Dauthi Soldier
*/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
Dauthi Warlord's power is equal to the number of creatures with shadow in play.

D'Avenant Archer
2W
Creature - Human Soldier Archer
1/2
T D'Avenant Archer deals 1 damage to target attacking or blocking creature.

D'Avenant Healer
1WW
Creature - Human Cleric Archer
1/2
T D'Avenant Healer deals 1 damage to target attacking or blocking creature.
T Prevent the next 1 damage that would be dealt to target creature or player this turn.

Dawn Charm
1W
Instant
Choose one - Prevent all combat damage that would be dealt this turn; or regenerate target creature; or counter target spell that targets you.

Dawn Elemental
WWWW
Creature - Elemental
3/3
Flying
Prevent all damage that would be dealt to Dawn Elemental.

Dawn of the Dead
2BBB
Enchantment
At the beginning of your upkeep, you lose 1 life.
At the beginning of your upkeep, you may return target creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn.

Dawnfluke
3W
Creature - Elemental
0/3
Flash
When Dawnfluke comes into play, prevent the next 3 damage that would be dealt to target creature or player this turn.
Evoke W (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Dawnglow Infusion
X (G / W)
Sorcery
You gain X life if G was spent to play Dawnglow Infusion and X life if W was spent to play it. (Do both if GW was spent.)

Dawning Purist
2W
Creature - Human Cleric
2/2
Whenever Dawning Purist deals combat damage to a player, you may destroy target enchantment that player controls.
Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Dawn's Reflection
3G
Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colors to his or her mana pool.

Dawnstrider
1G
Creature - Dryad Spellshaper
1/1
G, T, Discard a card: Prevent all combat damage that would be dealt this turn.

Day of Destiny
3W
Legendary Enchantment
Legendary creatures you control get +2/+2.

Day of the Dragons
4UUU
Enchantment
When Day of the Dragons comes into play, remove all creatures you control from the game. Then put that many 5/5 red Dragon creature tokens with flying into play.
When Day of the Dragons leaves play, sacrifice all Dragons you control. Then return the removed cards to play under your control.

Daybreak Coronet
WW
Enchantment - Aura
Enchant creature with another Aura attached to it
Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Whenever it deals damage, its controller gains that much life.)

Daze
1U
Instant
You may return an Island you control to its owner's hand rather than pay Daze's mana cost.
Counter target spell unless its controller pays 1.

Dazzling Beauty
2W
Instant
Play Dazzling Beauty only during the declare blockers step.
Target attacking unblocked creature becomes blocked.
Draw a card at the beginning of the next turn's upkeep.

Dead // Gone
R / 2R
Instant // Instant
Dead deals 2 damage to target creature.
//
Return target creature you don't control to its owner's hand.

Dead Ringers
4B
Sorcery
Destroy two target nonblack creatures unless either one is a color the other isn't. They can't be regenerated.

Deadapult
2R
Enchantment
R, Sacrifice a Zombie: Deadapult deals 2 damage to target creature or player.

Deadfall
2G
Enchantment
Creatures with forestwalk can be blocked as though they didn't have forestwalk.

Deadhead
3B
Summon Zombie
3/3
Put Deadhead into play. Use this ability only if any opponent loses contact with his or her hand of cards and only if Deadhead is in your graveyard.

Dead-Iron Sledge
1
Artifact - Equipment
Whenever equipped creature blocks or becomes blocked by a creature, destroy both creatures.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Deadly Grub
2B
Creature - Insect
3/1
Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Deadly Grub is put into a graveyard from play, if it had no time counters on it, put a 6/1 green Insect creature token into play with shroud. (It can't be the target of spells or abilities.)

Deadly Insect
4G
Creature - Insect
6/1
Shroud (This permanent can't be the target of spells or abilities.)

Deadshot
3R
Sorcery
Tap target creature. It deals damage equal to its power to another target creature.

Deadwood Treefolk
5G
Creature - Treefolk
3/6
Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Deadwood Treefolk comes into play or leaves play, return another target creature card from your graveyard to your hand.

Deal Damage
2RR
Instant
Deal Damage deals 4 damage to target creature or player.
Gotcha - Whenever an opponent says "Deal" or "Damage," you may say "Gotcha!" If you do, return Deal Damage from your graveyard to your hand.

Death Bomb
3B
Instant
As an additional cost to play Death Bomb, sacrifice a creature.
Destroy target nonblack creature. It can't be regenerated. Its controller loses 2 life.

Death Charmer
2B
Creature - Worm Mercenary
2/2
Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless he or she pays 2.

Death Cloud
XBBB
Sorcery
Each player loses X life, then discards X cards, then sacrifices X creatures, then sacrifices X lands.

Death Denied
XBB
Instant - Arcane
Return X target creature cards from your graveyard to your hand.

Death Grasp
XWB
Sorcery
Death Grasp deals X damage to target creature or player. You gain X life.

Death Match
3B
Enchantment
Whenever a creature comes into play, that creature's controller may have target creature of his or her choice get -3/-3 until end of turn.

Death Mutation
6BG
Sorcery
Destroy target nonblack creature. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost.

Death of a Thousand Stings
4B
Instant - Arcane
Target player loses 1 life and you gain 1 life.
At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Death of a Thousand Stings from your graveyard to your hand.

Death or Glory
4W
Sorcery
Separate all creature cards in your graveyard into two piles. Remove the pile of an opponent's choice from the game and return the other to play.

Death Pit Offering
2BB
Enchantment
When Death Pit Offering comes into play, sacrifice all creatures you control.
Creatures you control get +2/+2.

Death Pits of Rath
3BB
Enchantment
Whenever a creature is dealt damage, destroy it. It can't be regenerated.

Death Pulse
2BB
Instant
Target creature gets -4/-4 until end of turn.
Cycling 1BB (1BB, Discard this card: Draw a card.)
When you cycle Death Pulse, you may have target creature get -1/-1 until end of turn.

Death Rattle
5B
Instant
Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs 1 less to play for each card removed this way.)
Destroy target nongreen creature. It can't be regenerated.

Death Spark
R
Instant
Death Spark deals 1 damage to target creature or player.
At the beginning of your upkeep, if Death Spark is in your graveyard with a creature card directly above it, you may pay 1. If you do, return Death Spark to your hand.

Death Speakers
W
Creature - Human Cleric
1/1
Protection from black

Death Stroke
BB
Sorcery
Destroy target tapped creature.

Death Ward
W
Instant
Regenerate target creature.

Death Watch
B
Enchantment - Aura
Enchant creature
When enchanted creature is put into a graveyard, its controller loses life equal to its power and you gain life equal to its toughness.

Death Wish
1BB
Sorcery
You may choose a card you own from outside the game and put it into your hand. You lose half your life, rounded up. Remove Death Wish from the game.

Deathbringer Liege
2 (W / B) (W / B) (W / B)
Creature - Horror
3/4
Other white creatures you control get +1/+1.
Other black creatures you control get +1/+1.
Whenever you play a white spell, you may tap target creature.
Whenever you play a black spell, you may destroy target creature if it's tapped.

Deathcoil Wurm
6GG
Creature - Wurm
7/6
You may have Deathcoil Wurm assign its combat damage as though it weren't blocked.

Deathcurse Ogre
5B
Creature - Ogre Warrior
3/3
When Deathcurse Ogre is put into a graveyard from play, each player loses 3 life.

Deathgazer
3B
Creature - Lizard
2/2
Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.

Deathgrip
BB
Enchantment
BB: Counter target green spell.

Deathknell Kami
1B
Creature - Spirit
0/1
Flying
2: Deathknell Kami gets +1/+1 until end of turn. Sacrifice it at end of turn.
Soulshift 1 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 1 or less from your graveyard to your hand.)

Deathlace
B
Instant
Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.)

Deathmark
B
Sorcery
Destroy target green or white creature.

Deathmark Prelate
3B
Creature - Human Cleric
2/3
2B, T, Sacrifice a Zombie: Destroy target non-Zombie creature. It can't be regenerated. Play this ability only any time you could play a sorcery.

Death-Mask Duplicant
7
Artifact Creature - Shapeshifter
5/5
Imprint - 1: Remove target creature card in your graveyard from the game. (The removed card is imprinted on this artifact.)
As long as an imprinted creature card has flying, Death-Mask Duplicant has flying. The same is true for fear, first strike, double strike, haste, landwalk, protection, and trample.

Deathmask Nezumi
2B
Creature - Rat Shaman
2/2
As long as you have seven or more cards in hand, Deathmask Nezumi gets +2/+1 and has fear.

Deathrender
4
Artifact - Equipment
Equipped creature gets +2/+2.
Whenever equipped creature is put into a graveyard from play, you may put a creature card from your hand into play and attach Deathrender to it.
Equip 2

Death's Duet
2B
Sorcery
Return two target creature cards from your graveyard to your hand.

Death's-Head Buzzard
1BB
Creature - Bird
2/1
Flying
When Death's-Head Buzzard is put into a graveyard from play, all creatures get -1/-1 until end of turn.

Deathspore Thallid
1B
Creature - Zombie Fungus
1/1
At the beginning of your upkeep, put a spore counter on Deathspore Thallid.
Remove three spore counters from Deathspore Thallid: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Target creature gets -1/-1 until end of turn.

Debt of Loyalty
1WW
Instant
Regenerate target creature. You gain control of that creature if it regenerates this way this turn.

Debtors' Knell
4 (W / B) (W / B) (W / B)
Enchantment
(o (w/b) can be paid with either W or B.)
At the beginning of your upkeep, put target creature card in a graveyard into play under your control.

Decaying Soil
1BB
Enchantment
At the beginning of your upkeep, remove a card in your graveyard from the game.
Threshold - As long as seven or more cards are in your graveyard, Decaying Soil has "Whenever a nontoken creature is put into your graveyard from play, you may pay 1. If you do, return that card to your hand."

Deception
2B
Sorcery
Target opponent discards two cards.

Decimate
2RG
Sorcery
Destroy target artifact, target creature, target enchantment, and target land.

Declaration of Naught
UU
Enchantment
As Declaration of Naught comes into play, name a card.
U: Counter target spell with the chosen name.

Decompose
1B
Sorcery
Remove up to three target cards in a single graveyard from the game.

Decomposition
1G
Enchantment - Aura
Enchant black creature
Enchanted creature has "Cumulative upkeep-Pay 1 life."
When enchanted creature is put into a graveyard, its controller loses 2 life.

Deconstruct
2G
Sorcery
Destroy target artifact. Then add GGG to your mana pool.

Decree of Annihilation
8RR
Sorcery
Remove all artifacts, creatures, lands, graveyards, and hands from the game.
Cycling 5RR
When you cycle Decree of Annihilation, destroy all lands.

Decree of Justice
XX2WW
Sorcery
Put X 4/4 white Angel creature tokens with flying into play.
Cycling 2W
When you cycle Decree of Justice, you may pay X. If you do, put X 1/1 white Soldier creature tokens into play.

Decree of Pain
6BB
Sorcery
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
Cycling 3BB
When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.

Decree of Savagery
7GG
Instant
Put four +1/+1 counters on each creature you control.
Cycling 4GG
When you cycle Decree of Savagery, you may put four +1/+1 counters on target creature.

Decree of Silence
6UU
Enchantment
Whenever an opponent plays a spell, counter that spell and put a depletion counter on Decree of Silence. If there are three or more depletion counters on Decree of Silence, sacrifice it.
Cycling 4UU
When you cycle Decree of Silence, you may counter target spell.

Dedicated Martyr
W
Creature - Human Cleric
1/1
W, Sacrifice Dedicated Martyr: You gain 3 life.

Deep Analysis
3U
Sorcery
Target player draws two cards.
Flashback-1U, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Deep Reconnaissance
2G
Sorcery
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Flashback 4G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Deep Spawn
5UUU
Creature - Homarid
6/6
Trample
At the beginning of your upkeep, sacrifice Deep Spawn unless you put the top two cards of your library into your graveyard.
U: Deep Spawn gains shroud until end of turn and doesn't untap during your next untap step. Tap Deep Spawn. (A permanent with shroud can't be the target of spells or abilities.)

Deep Water
UU
Enchantment
U: Until end of turn, if you tap a land you control for mana, it produces U instead of any other type.

Deep Wood
1G
Instant
Play Deep Wood only during the declare attackers step and only if you are the defending player.
Prevent all damage that would be dealt to you this turn by attacking creatures.

Deepcavern Imp
2B
Creature - Imp Rebel
2/2
Flying, haste
Echo-Discard a card. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Deepchannel Mentor
5U
Creature - Merfolk Rogue
2/2
Blue creatures you control are unblockable.

Deepfire Elemental
4BR
Creature - Elemental
4/4
XX1: Destroy target artifact or creature with converted mana cost X.

Deep-Sea Kraken
7UUU
Creature - Kraken
6/6
Deep-Sea Kraken is unblockable.
Suspend 9-2U
Whenever an opponent plays a spell, if Deep-Sea Kraken is suspended, remove a time counter from it.

Deep-Sea Serpent
4UU
Creature - Serpent
5/5
Deep-Sea Serpent can't attack unless defending player controls an Island.

Deep-Slumber Titan
2RR
Creature - Giant Warrior
7/7
Deep-Slumber Titan comes into play tapped.
Deep-Slumber Titan doesn't untap during your untap step.
Whenever Deep-Slumber Titan is dealt damage, untap it.

Deeptread Merrow
1U
Creature - Merfolk Rogue
2/1
U: Deeptread Merrow gains islandwalk until end of turn.

Deepwood Drummer
1G
Creature - Human Spellshaper
1/1
G, T, Discard a card: Target creature gets +2/+2 until end of turn.

Deepwood Elder
GG
Creature - Dryad Spellshaper
2/2
XGG, T, Discard a card: X target lands become Forests until end of turn.

Deepwood Ghoul
2B
Creature - Zombie
2/1
Pay 2 life: Regenerate Deepwood Ghoul.

Deepwood Legate
3B
Creature - Shade
1/1
If an opponent controls a Forest and you control a Swamp, you may play Deepwood Legate without paying its mana cost.
B: Deepwood Legate gets +1/+1 until end of turn.

Deepwood Tantiv
4G
Creature - Beast
2/4
Whenever Deepwood Tantiv becomes blocked, you gain 2 life.

Deepwood Wolverine
G
Creature - Wolverine
1/1
Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn.

Defender en-Vec
3W
Creature - Human Cleric
2/4
Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to target creature or player this turn.

Defender of Chaos
2R
Creature - Human Knight
2/1
Flash
Protection from white

Defender of Law
2W
Creature - Human Knight
2/1
Flash
Protection from red

Defender of the Order
3W
Creature - Human Cleric
2/4
Morph WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn.

Defense Grid
2
Artifact
Each spell costs 3 more to play except during its controller's turn.

Defense of the Heart
3G
Enchantment
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart. If you do, search your library for up to two creature cards and put those creatures into play. Then shuffle your library.

Defensive Formation
W
Enchantment
Instead of the attacking player, you assign the combat damage of creatures attacking you.

Defensive Maneuvers
3W
Instant
Creatures of the type of your choice get +0/+4 until end of turn.

Defiant Elf
G
Creature - Elf
1/1
Trample

Defiant Falcon
1W
Creature - Rebel Bird
1/1
Flying
4, T Search your library for a Rebel permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

Defiant Stand
1W
Instant
Play Defiant Stand only during the declare attackers step and only if you are the defending player.
Target creature gets +1/+3 until the end of the turn. If that creature is tapped, untap it.

Defiant Vanguard
2W
Creature - Human Rebel
2/2
When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn.
5, T Search your library for a Rebel permanent card with converted mana cost 4 or less and put it into play. Then shuffle your library.

Defiling Tears
2B
Instant
Until end of turn, target creature becomes black, gets +1/-1, and gains "B: Regenerate this creature."

Deflection
3U
Instant
Change the target of target spell with a single target.

Deftblade Elite
W
Creature - Human Soldier
1/1
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
1W: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn.

Defy Gravity
U
Instant
Target creature gains flying until end of turn.
Flashback U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Dega Disciple
W
Creature - Human Wizard
1/1
B, T Target creature gets -2/-0 until end of turn.
R, T Target creature gets +2/+0 until end of turn.

Dega Sanctuary
2W
Enchantment
At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead.

Degavolver
1W
Creature - Volver
1/1
Kicker 1B and/or R
If the 1B kicker cost was paid, Degavolver comes into play with two +1/+1 counters on it and with "Pay 3 life: Regenerate Degavolver."
If the R kicker cost was paid, Degavolver comes into play with a +1/+1 counter on it and with first strike.

Deglamer
1G
Instant
Choose target artifact or enchantment. Its owner shuffles it into his or her library.

Dehydration
3U
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature doesn't untap during its controller's untap step.

Deity of Scars
(B / G) (B / G) (B / G) (B / G) (B / G)
Creature - Spirit Avatar
7/7
Trample
Deity of Scars comes into play with two -1/-1 counters on it.
o (b/g), Remove a -1/-1 counter from Deity of Scars: Regenerate Deity of Scars.

Deja Vu
2U
Sorcery
Return target sorcery card from your graveyard to your hand.

Delay
1U
Instant
Counter target spell. If the spell is countered this way, remove it from the game with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, remove a counter from that card. When the last is removed, the player plays it without paying its mana cost. If it's a creature, it has haste.)

Delaying Shield
3W
Enchantment
If you would be dealt damage, put that many delay counters on Delaying Shield instead.
At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay 1W.

Delif's Cone
0
Artifact
T, Sacrifice Delif's Cone: This turn, when target creature you control attacks and isn't blocked, you may gain life equal to its power. If you do, it deals no combat damage this turn.

Delif's Cube
1
Artifact
2, T This turn, when target creature you control attacks and isn't blocked, it deals no combat damage this turn and you put a cube counter on Delif's Cube.
2, Remove a cube counter from Delif's Cube: Regenerate target creature.

Delirium
1BR
Instant
Play Delirium only during an opponent's turn.
Tap target creature that player controls. That creature deals damage equal to its power to the player. Prevent all combat damage that would be dealt to and dealt by the creature this turn.

Delirium Skeins
2B
Sorcery
Each player discards three cards.

Delraich
6B
Creature - Horror
6/6
Trample
You may sacrifice three black creatures rather than pay Delraich's mana cost.

Deluge
2U
Instant
Tap all creatures without flying.

Delusions of Mediocrity
3U
Enchantment
When Delusions of Mediocrity comes into play, you gain 10 life.
When Delusions of Mediocrity leaves play, you lose 10 life.

Dematerialize
3U
Sorcery
Return target permanent to its owner's hand.
Flashback 5UU (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Dementia Sliver
3UB
Creature - Sliver
3/3
All Slivers have "T Name a card. Target opponent reveals a card at random from his or her hand. If it's the named card, that player discards it. Play this ability only during your turn."

Demigod of Revenge
(B / R) (B / R) (B / R) (B / R) (B / R)
Creature - Spirit Avatar
5/4
Flying, haste
When you play Demigod of Revenge, return all cards named Demigod of Revenge from your graveyard to play.

Demolish
3R
Sorcery
Destroy target artifact or land.

Demonfire
XR
Sorcery
Demonfire deals X damage to target creature or player. If a creature dealt damage this way would be put into a graveyard this turn, remove it from the game instead.
Hellbent - If you have no cards in hand, Demonfire can't be countered by spells or abilities and the damage can't be prevented.

Demonic Attorney
1BB
Sorcery
Remove Demonic Attorney from your deck before playing if you're not playing for ante.
Each player antes the top card of his or her library.

Demonic Collusion
3BB
Sorcery
Buyback-Discard two cards. (You may discard two cards in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)
Search your library for a card and put that card into your hand. Then shuffle your library.

Demonic Consultation
B
Instant
Name a card. Remove the top six cards of your library from the game, then reveal cards from the top of your library until you reveal the named card. Put that card into your hand and remove all other cards revealed this way from the game.

Demonic Hordes
3BBB
Creature - Demon
5/5
T Destroy target land.
At the beginning of your upkeep, unless you pay BBB, tap Demonic Hordes and sacrifice a land of an opponent's choice.

Demonic Torment
2B
Enchantment - Aura
Enchant creature
Enchanted creature can't attack.
Prevent all combat damage that would be dealt by enchanted creature.

Demonic Tutor
1B
Sorcery
Search your library for a card and put that card into your hand. Then shuffle your library.

Demon's Horn
2
Artifact
Whenever a player plays a black spell, you may gain 1 life.

Demon's Jester
3B
Creature - Imp
2/2
Flying
Hellbent - Demon's Jester gets +2/+1 as long as you have no cards in hand.

Demoralize
2R
Instant
Each creature can't be blocked this turn except by two or more creatures.
Threshold - If seven or more cards are in your graveyard, creatures can't block this turn.

Demystify
W
Instant
Destroy target enchantment.

Denied!
U
Interrupt
Play Denied! only as any opponent casts target spell. Name a card, then look at all cards in that player's hand. If the named card is in the player's hand, counter target spell.

Denizen of the Deep
6UU
Creature - Serpent
11/11
When Denizen of the Deep comes into play, return each other creature you control to its owner's hand.

Dense Canopy
1G
Enchantment
Creatures with flying have "This creature can't block creatures without flying."

Dense Foliage
2G
Enchantment
Creatures can't be the targets of spells.

Denying Wind
7UU
Sorcery
Search target player's library for up to seven cards and remove them from the game. Then that player shuffles his or her library.

Deranged Hermit
3GG
Creature - Elf
1/1
Echo 3GG (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Deranged Hermit comes into play, put four 1/1 green Squirrel creature tokens into play.
Squirrel creatures get +1/+1.

Derelor
3B
Creature - Thrull
4/4
Black spells you play cost B more to play.

Dermoplasm
2U
Creature - Shapeshifter
1/1
Flying
Morph 2UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Dermoplasm is turned face up, you may put a creature card with morph from your hand into play face up. If you do, return Dermoplasm to its owner's hand.

Descendant of Kiyomaro
1WW
Creature - Human Soldier
2/3
As long as you have more cards in hand than each opponent, Descendant of Kiyomaro gets +1/+2 and has "Whenever this creature deals combat damage, you gain 3 life."

Descendant of Masumaro
2G
Creature - Human Monk
1/1
At the beginning of your upkeep, put a +1/+1 counter on Descendant of Masumaro for each card in your hand, then remove a +1/+1 counter from Descendant of Masumaro for each card in target opponent's hand.

Descendant of Soramaro
3U
Creature - Human Wizard
2/3
1U: Look at the top X cards of your library, where X is the number of cards in your hand, then put them back in any order.

Desecration Elemental
3B
Creature - Elemental
8/8
Fear
Whenever a player plays a spell, sacrifice a creature.

Desecrator Hag
2 (B / G) (B / G)
Creature - Hag
2/2
When Desecrator Hag comes into play, return to your hand the creature card in your graveyard with the highest power. If two or more cards are tied for highest power, you choose one of them.

Desert
Land - Desert
T Add 1 to your mana pool.
T Desert deals 1 damage to target attacking creature. Play this ability only during the end of combat step.

Desert Drake
3R
Creature - Drake
2/2
Flying

Desert Nomads
2R
Creature - Human Nomad
2/2
Desertwalk
Prevent all damage that would be dealt to Desert Nomads by Deserts.

Desert Sandstorm
2R
Sorcery
Desert Sandstorm deals 1 damage to each creature.

Desert Twister
4GG
Sorcery
Destroy target permanent.

Deserted Temple
Land
T Add 1 to your mana pool.
1, T Untap target land.

Desertion
3UU
Instant
Counter target spell. If an artifact or creature spell is countered this way, put that card into play under your control instead of into its owner's graveyard.

Desolation
1BB
Enchantment
At end of turn, each player who tapped a land for mana this turn sacrifices a land. If a Plains is sacrificed this way, Desolation deals 2 damage to that Plains's controller.

Desolation Angel
3BB
Creature - Angel
5/4
Kicker WW (You may pay an additional WW as you play this spell.)
Flying
When Desolation Angel comes into play, destroy all lands you control. If the kicker cost was paid, destroy all lands instead.

Desolation Giant
2RR
Creature - Giant
3/3
Kicker WW (You may pay an additional WW as you play this spell.)
When Desolation Giant comes into play, destroy all other creatures you control. If the kicker cost was paid, destroy all other creatures instead.

Desperate Charge
2B
Sorcery
Creatures you control get +2/+0 until end of turn.

Desperate Gambit
R
Instant
Choose a source you control and flip a coin. If you win the flip, the next time that source would deal damage this turn, it deals double that damage instead. If you lose the flip, the next time it would deal damage this turn, prevent that damage.

Desperate Research
1B
Sorcery
Name a card other than a basic land card. Then reveal the top seven cards of your library and put all of them with that name into your hand. Remove the rest from the game.

Desperate Ritual
1R
Instant - Arcane
Add RRR to your mana pool.
Splice onto Arcane 1R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Despoil
3B
Sorcery
Destroy target land. Its controller loses 2 life.

Despondency
1B
Enchantment - Aura
Enchant creature
Enchanted creature gets -2/-0.
When Despondency is put into a graveyard from play, return Despondency to its owner's hand.

Despotic Scepter
1
Artifact
T Destroy target permanent you own. It can't be regenerated.

Destructive Flow
BRG
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonbasic land.

Destructive Urge
1RR
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals combat damage to a player, that player sacrifices a land.

Detainment Spell
W
Enchantment - Aura
Enchant creature
Enchanted creature's activated abilities can't be played.
1W: Attach Detainment Spell to target creature.

Detonate
XR
Sorcery
Destroy target artifact with converted mana cost X. It can't be regenerated. Detonate deals X damage to that artifact's controller.

Detritivore
2RR
Creature - Lhurgoyf
*/*
Detritivore's power and toughness are each equal to the number of nonbasic land cards in your opponents' graveyards.
Suspend X-X3R. X can't be 0.
Whenever a time counter is removed from Detritivore while it's removed from the game, destroy target nonbasic land.

Deus of Calamity
(R / G) (R / G) (R / G) (R / G) (R / G)
Creature - Spirit Avatar
6/6
Trample
Whenever Deus of Calamity deals 6 or more damage to an opponent, destroy target land that player controls.

Devastate
3RR
Sorcery
Destroy target land. Devastate deals 1 damage to each creature and each player.

Devastating Dreams
RR
Sorcery
As an additional cost to play Devastating Dreams, discard X cards at random.
Each player sacrifices X lands. Devastating Dreams deals X damage to each creature.

Devastation
5RR
Sorcery
Destroy all creatures and lands.

Devoted Caretaker
W
Creature - Human Cleric
1/2
W, T Target permanent you control gains protection from instants and from sorceries until end of turn.

Devoted Druid
1G
Creature - Elf Druid
0/2
T Add G to your mana pool.
Put a -1/-1 counter on Devoted Druid: Untap Devoted Druid.

Devoted Hero
W
Creature - Elf Soldier
1/2

Devoted Retainer
W
Creature - Human Samurai
1/1
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

Devour in Shadow
BB
Instant
Destroy target creature. It can't be regenerated. You lose life equal to that creature's toughness.

Devouring Deep
2U
Creature - Fish
1/2
Islandwalk

Devouring Greed
2BB
Sorcery - Arcane
As an additional cost to play Devouring Greed, you may sacrifice any number of Spirits.
Target player loses 2 life plus 2 life for each Spirit sacrificed this way. You gain that much life.

Devouring Light
1WW
Instant
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Remove target attacking or blocking creature from the game.

Devouring Rage
4R
Instant - Arcane
As an additional cost to play Devouring Rage, you may sacrifice any number of Spirits.
Target creature gets +3/+0 until end of turn. For each Spirit sacrificed this way, that creature gets an additional +3/+0 until end of turn.

Devouring Strossus
5BBB
Creature - Horror
9/9
Flying, trample
At the beginning of your upkeep, sacrifice a creature.
Sacrifice a creature: Regenerate Devouring Strossus.

Devout Harpist
W
Creature - Human
1/1
T Destroy target Aura attached to a creature.

Devout Monk
W
Creature - Human Monk Cleric
1/1
When Devout Monk comes into play, you gain 1 life.

Devout Witness
2W
Creature - Human Spellshaper
2/2
1W, T, Discard a card: Destroy target artifact or enchantment.

Dewdrop Spy
1UU
Creature - Faerie Rogue
2/2
Flash
Flying
When Dewdrop Spy comes into play, look at the top card of target player's library.

Diabolic Edict
1B
Instant
Target player sacrifices a creature.

Diabolic Intent
1B
Sorcery
As an additional cost to play Diabolic Intent, sacrifice a creature.
Search your library for a card and put that card into your hand. Then shuffle your library.

Diabolic Machine
7
Artifact Creature - Construct
4/4
3: Regenerate Diabolic Machine.

Diabolic Servitude
3B
Enchantment
When Diabolic Servitude comes into play, return target creature card from your graveyard to play.
When the returned creature is put into a graveyard, remove that creature from the game and return Diabolic Servitude to its owner's hand.
When Diabolic Servitude leaves play, remove that creature from the game.

Diabolic Tutor
2BB
Sorcery
Search your library for a card and put that card into your hand. Then shuffle your library.

Diabolic Vision
UB
Sorcery
Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library in any order.

Diamond Faerie
2GWU
Snow Creature - Faerie
3/3
Flying
1oSi: Snow creatures you control get +1/+1 until end of turn. (oSi can be paid with one mana from a snow permanent.)

Diamond Kaleidoscope
4
Artifact
3, T Put a 0/1 Prism artifact creature token into play.
Sacrifice a Prism token: Add one mana of any color to your mana pool.

Diamond Valley
Land
T, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.

Diaochan, Artful Beauty
3R
Legendary Creature - Human Advisor
1/1
T Destroy target creature of your choice, then destroy target creature of an opponent's choice. Play this ability only during your turn, before attackers are declared.

Dichotomancy
7UU
Sorcery
For each tapped nonland permanent target opponent controls, search that player's library for a card with the same name as that permanent and put it into play under your control. Then that player shuffles his or her library.
Suspend 3-1UU

Didgeridoo
1
Artifact
3: You may put a Minotaur permanent card from your hand into play.

Diligent Farmhand
G
Creature - Human Druid
1/1
1G, Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
If Diligent Farmhand is in a graveyard, Muscle Burst's effect counts it as a card named Muscle Burst.

Dimensional Breach
5WW
Sorcery
Remove all permanents from the game. As long as any of those cards remain removed from the game, at the beginning of each player's upkeep, that player returns one of the removed cards he or she owns to play.

Diminishing Returns
2UU
Sorcery
Each player shuffles his or her hand and graveyard into his or her library. You remove the top ten cards of your library from the game. Then each player draws up to seven cards.

Dimir Aqueduct
Land
Dimir Aqueduct comes into play tapped.
When Dimir Aqueduct comes into play, return a land you control to its owner's hand.
T Add UB to your mana pool.

Dimir Cutpurse
1UB
Creature - Spirit
2/2
Whenever Dimir Cutpurse deals combat damage to a player, that player discards a card and you draw a card.

Dimir Doppelganger
1UB
Creature - Shapeshifter
0/2
1UB: Remove target creature card in a graveyard from the game. Dimir Doppelganger becomes a copy of that card and gains this ability.

Dimir Guildmage
(U / B) (U / B)
Creature - Human Wizard
2/2
(o (u/b) can be paid with either U or B.)
3U: Target player draws a card. Play this ability only any time you could play a sorcery.
3B: Target player discards a card. Play this ability only any time you could play a sorcery.

Dimir House Guard
3B
Creature - Skeleton
2/3
Fear
Sacrifice a creature: Regenerate Dimir House Guard.
Transmute 1BB (1BB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Dimir Infiltrator
UB
Creature - Spirit
1/3
Dimir Infiltrator is unblockable.
Transmute 1UB (1UB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Dimir Machinations
2B
Sorcery
Look at the top three cards of target player's library. Remove any number of those cards from the game, then put the rest back in any order.
Transmute 1BB (1BB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Dimir Signet
2
Artifact
1, T Add UB to your mana pool.

Din of the Fireherd
5 (B / R) (B / R) (B / R)
Sorcery
Put a 5/5 black and red Elemental creature token into play. Target opponent sacrifices a creature for each black creature you control, then sacrifices a land for each red creature you control.

Dingus Egg
4
Artifact
Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller.

Dingus Staff
4
Artifact
Whenever a creature is put into a graveyard from play, Dingus Staff deals 2 damage to that creature's controller.

Diplomatic Escort
1U
Creature - Human Spellshaper
1/1
U, T, Discard a card: Counter target spell or ability that targets a creature.

Diplomatic Immunity
1U
Enchantment - Aura
Enchant creature
Shroud (This permanent can't be the target of spells or abilities.)
Enchanted creature has shroud.

Dire Undercurrents
3 (U / B) (U / B)
Enchantment
Whenever a blue creature comes into play under your control, you may have target player draw a card.
Whenever a black creature comes into play under your control, you may have target player discard a card.

Dire Wolves
2G
Creature - Wolf
2/2
Dire Wolves has banding as long as you control a Plains.

Dirge of Dread
2B
Sorcery
All creatures gain fear until end of turn.
Cycling 1B (1B, Discard this card: Draw a card.)
When you cycle Dirge of Dread, you may have target creature gain fear until end of turn.

Dirtcowl Wurm
4G
Creature - Wurm
3/4
Whenever an opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm.

Dirtwater Wraith
3B
Creature - Wraith
1/3
Swampwalk
B: Dirtwater Wraith gets +1/+0 until end of turn.

Dirty Wererat
3B
Creature - Human Rat Minion
2/3
B, Discard a card: Regenerate Dirty Wererat.
Threshold - As long as seven or more cards are in your graveyard, Dirty Wererat gets +2/+2 and can't block.

Disappear
2UU
Enchantment - Aura
Enchant creature
U: Return enchanted creature and Disappear to their owners' hands.

Disarm
U
Instant
Unattach all Equipment from target creature.

Disciple of Grace
1W
Creature - Human Cleric
1/2
Protection from black
Cycling 2 (2, Discard this card: Draw a card.)

Disciple of Kangee
2W
Creature - Human Wizard
2/2
U, T Target creature gains flying and becomes blue until end of turn.

Disciple of Law
1W
Creature - Human Cleric
1/2
Protection from red
Cycling 2 (2, Discard this card: Draw a card.)

Disciple of Malice
1B
Creature - Human Cleric
1/2
Protection from white
Cycling 2 (2, Discard this card: Draw a card.)

Disciple of Tevesh Szat
2BB
Creature - Human Cleric
3/1
T Target creature gets -1/-1 until end of turn.
4BB, T, Sacrifice Disciple of Tevesh Szat: Target creature gets -6/-6 until end of turn.

Disciple of the Vault
B
Creature - Human Cleric
1/1
Whenever an artifact is put into a graveyard from play, you may have target opponent lose 1 life.

Discombobulate
2UU
Instant
Counter target spell. Look at the top four cards of your library, then put them back in any order.

Discordant Dirge
3BB
Enchantment
At the beginning of your upkeep, you may put a verse counter on Discordant Dirge.
B, Sacrifice Discordant Dirge: Look at target opponent's hand and choose up to X cards from it, where X is the number of verse counters on Discordant Dirge. That player discards those cards.

Discordant Spirit
2BR
Creature - Spirit
2/2
At the end of each turn, if it was an opponent's turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn.
At the end of your turn, remove all +1/+1 counters on Discordant Spirit.

Disease Carriers
2BB
Creature - Rat
2/2
When Disease Carriers is put into a graveyard from play, target creature gets -2/-2 until end of turn.

Diseased Vermin
2B
Creature - Rat
1/1
Whenever Diseased Vermin deals combat damage to a player, put an infection counter on it.
At the beginning of your upkeep, Diseased Vermin deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it.

Disembowel
XB
Instant
Destroy target creature with converted mana cost X.

Disempower
1W
Instant
Put target artifact or enchantment on top of its owner's library.

Disenchant
1W
Instant
Destroy target artifact or enchantment.

Disharmony
2R
Instant
Play Disharmony only during combat before blockers are declared.
Untap target attacking creature. Gain control of that creature until end of turn.

Disintegrate
XR
Sorcery
Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead.

Dismal Failure
2UU
Instant
Counter target spell. Its controller discards a card.

Dismantle
2R
Sorcery
Destroy target artifact. If that artifact had counters on it, put that many +1/+1 counters or charge counters on an artifact you control.

Dismantling Blow
2W
Instant
Kicker 2U (You may pay an additional 2U as you play this spell.)
Destroy target artifact or enchantment.
If the kicker cost was paid, draw two cards.

Dismiss
2UU
Instant
Counter target spell.
Draw a card.

Disorder
1R
Sorcery
Disorder deals 2 damage to each white creature and each player who controls a white creature.

Dispersal Shield
1U
Instant
Counter target spell if its converted mana cost is less than or equal to the highest converted mana cost among permanents you control.

Disperse
1U
Instant
Return target nonland permanent to its owner's hand.

Dispersing Orb
3UU
Enchantment
3U, Sacrifice a permanent: Return target permanent to its owner's hand.

Disrupt
U
Instant
Counter target instant or sorcery spell unless its controller pays 1.
Draw a card.

Disrupting Scepter
3
Artifact
3, T Target player discards a card. Play this ability only during your turn.

Disrupting Shoal
XUU
Instant - Arcane
You may remove a blue card with converted mana cost X in your hand from the game rather than pay Disrupting Shoal's mana cost.
Counter target spell if its converted mana cost is X.

Disruption Aura
2U
Enchantment - Aura
Enchant artifact
Enchanted artifact has "At the beginning of your upkeep, sacrifice this artifact unless you pay its mana cost."

Disruptive Pitmage
2U
Creature - Human Wizard
1/1
T Counter target spell unless its controller pays 1.
Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Disruptive Student
2U
Creature - Human Wizard
1/1
T Counter target spell unless its controller pays 1.

Dissipate
1UU
Instant
Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.

Distant Melody
3U
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.

Distorting Lens
2
Artifact
T Target permanent becomes the color of your choice until end of turn.

Distorting Wake
XUUU
Sorcery
Return X target nonland permanents to their owners' hands.

Distress
BB
Sorcery
Target player reveals his or her hand. You choose a nonland card from it. That player discards that card.

Disturbed Burial
1B
Sorcery
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Return target creature card from your graveyard to your hand.

Disturbing Plot
1B
Sorcery
Return target creature card in a graveyard to its owner's hand.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Dive Bomber
3W
Creature - Bird Soldier
2/2
Flying
T, Sacrifice Dive Bomber: Dive Bomber deals 2 damage to target attacking or blocking creature.

Divebomber Griffin
3WW
Creature - Griffin
3/2
Flying
T, Sacrifice Divebomber Griffin: Divebomber Griffin deals 3 damage to target attacking or blocking creature.

Divergent Growth
G
Instant
Until end of turn, lands you control gain "T Add one mana of any color to your mana pool."

Diversionary Tactics
3W
Enchantment
Tap two untapped creatures you control: Tap target creature.

Divert
U
Instant
Change the target of target spell with a single target unless that spell's controller pays 2.

Divine Congregation
3W
Sorcery
You gain 2 life for each creature target player controls.
Suspend 5-1W (Rather than play this card from your hand, you may pay 1W and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Divine Intervention
6WW
Enchantment
Divine Intervention comes into play with two intervention counters on it.
At the beginning of your upkeep, remove an intervention counter from Divine Intervention. If there are no intervention counters on it, the game is a draw.

Divine Light
W
Sorcery
Prevent all damage that would be dealt this turn to creatures you control.

Divine Offering
1W
Instant
Destroy target artifact. You gain life equal to its converted mana cost.

Divine Presence
2W
Enchantment
If a source would deal 4 damage or more to a creature or player, that source deals 3 damage to that creature or player instead.

Divine Retribution
1W
Instant
Divine Retribution deals damage to target attacking creature equal to the number of attacking creatures.

Divine Sacrament
1WW
Enchantment
White creatures get +1/+1.
Threshold - White creatures get an additional +1/+1 as long as seven or more cards are in your graveyard.

Divine Transformation
2WW
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.

Diviner's Wand
3
Tribal Artifact - Wizard Equipment
Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "4: Draw a card."
Whenever a Wizard creature comes into play, you may attach Diviner's Wand to it.
Equip 3

Diving Griffin
1WW
Creature - Griffin
2/2
Flying, vigilance

Divining Witch
1B
Creature - Human Spellshaper
1/1
1B, T, Discard a card: Name a card. Remove the top six cards of your library from the game. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game.

Divinity of Pride
(W / B) (W / B) (W / B) (W / B) (W / B)
Creature - Spirit Avatar
4/4
Flying, lifelink
Divinity of Pride gets +4/+4 as long as you have 25 or more life.

Dizzy Spell
U
Instant
Target creature gets -3/-0 until end of turn.
Transmute 1UU (1UU, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Dizzying Gaze
R
Enchantment - Aura
Enchant creature you control
R: Enchanted creature deals 1 damage to target creature with flying.

Djinn Illuminatus
5 (U / R) (U / R)
Creature - Djinn
3/5
(o (u/r) can be paid with either U or R.)
Flying
Each instant and sorcery spell you play has replicate. The replicate cost is equal to its mana cost. (When you play it, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)

Djinn of the Lamp
5UU
Creature - Djinn
5/6
Flying

Do or Die
1B
Sorcery
Separate all creatures target player controls into two piles. Destroy all creatures in the pile of that player's choice. They can't be regenerated.

Dodecapod
4
Artifact Creature - Golem
3/3
If a spell or ability an opponent controls causes you to discard Dodecapod, put it into play with two +1/+1 counters on it instead of putting it into your graveyard.

Dogged Hunter
2W
Creature - Human Nomad
1/1
T Destroy target creature token.

Dogpile
3R
Instant
Dogpile deals damage to target creature or player equal to the number of attacking creatures you control.

Dolmen Gate
2
Artifact
Prevent all combat damage that would be dealt to attacking creatures you control.

Dominaria's Judgment
2W
Instant
Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, from black if you control a Swamp, from red if you control a Mountain, and from green if you control a Forest.

Dominate
X1UU
Instant
Gain control of target creature with converted mana cost X or less. (This effect doesn't end at end of turn.)

Dominating Licid
1UU
Creature - Licid
1/1
1UU, T Dominating Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay U to end this effect.
You control enchanted creature.

Domineer
1UU
Enchantment - Aura
Enchant artifact creature
You control enchanted artifact creature.

Dominus of Fealty
(U / R) (U / R) (U / R) (U / R) (U / R)
Creature - Spirit Avatar
4/4
Flying
At the beginning of your upkeep, you may gain control of target permanent until end of turn. If you do, untap it and it gains haste until end of turn.

Donate
2U
Sorcery
Target player gains control of target permanent you control.

Dong Zhou, the Tyrant
4R
Legendary Creature - Human Soldier
3/3
When Dong Zhou, the Tyrant comes into play, target creature an opponent controls deals damage equal to its power to that player.

Doom Cannon
6
Artifact
As Doom Cannon comes into play, choose a creature type.
3, T, Sacrifice a creature of the chosen type: Doom Cannon deals 3 damage to target creature or player.

Doomed Necromancer
2B
Creature - Human Cleric Mercenary
2/2
B, T, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to play.

Doomgape
4 (B / G) (B / G) (B / G)
Creature - Elemental
10/10
Trample
At the beginning of your upkeep, sacrifice a creature. You gain life equal to that creature's toughness.

Doomsday
BBB
Sorcery
Search your library and graveyard for five cards and remove the rest from the game. Put the chosen cards on top of your library in any order. You lose half your life, rounded up.

Doomsday Specter
2UB
Creature - Specter
2/3
Flying
When Doomsday Specter comes into play, return a blue or black creature you control to its owner's hand.
Whenever Doomsday Specter deals combat damage to a player, look at that player's hand and choose a card from it. The player discards that card.

Door of Destinies
4
Artifact
As Door of Destinies comes into play, choose a creature type.
Whenever you play a spell of the chosen type, put a charge counter on Door of Destinies.
Creatures you control of the chosen type get +1/+1 for each charge counter on Door of Destinies.

Door to Nothingness
5
Artifact
Door to Nothingness comes into play tapped.
WWUUBBRRGG, T, Sacrifice Door to Nothingness: Target player loses the game.

Doran, the Siege Tower
BGW
Legendary Creature - Treefolk Shaman
0/5
Each creature assigns combat damage equal to its toughness rather than its power.

Dormant Sliver
2GU
Creature - Sliver
2/2
All Sliver creatures have defender.
All Slivers have "When this permanent comes into play, draw a card."

Dormant Volcano
Land
Dormant Volcano comes into play tapped.
When Dormant Volcano comes into play, sacrifice it unless you return an untapped Mountain you control to its owner's hand.
T Add 1R to your mana pool.

Dosan the Falling Leaf
1GG
Legendary Creature - Human Monk
2/2
Players can play spells only during their own turns.

Dosan's Oldest Chant
4G
Sorcery
You gain 6 life.
Draw a card.

Double Cleave
1 (R / W)
Instant
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)

Double Cross
3BB
Sorcery
Choose another player. Look at that player's hand and choose one of those cards other than a basic land. He or she discards that card. At the beginning of the next game with the player, look at the player's hand and choose one of those cards other than a basic land. He or she discards that card.

Double Deal
4R
Sorcery
Choose another player. Double Deal deals 3 damage to that player now and deals an additional 3 damage to the player at the beginning of the next game with the player.

Double Dip
4W
Instant
Choose another player. Gain 5 life now and an additional 5 life at the beginning of the next game with that player.

Double Header
3UU
Creature - Drake
2/3
Flying
When Double Header comes into play, you may return target permanent with a two-word name to its owner's hand.

Double Play
3GG
Sorcery
Choose another player. Search your library for a basic land and put that land into play. At the beginning of the next game with that player, search your library for an additional basic land and put that land into play. In both cases, shuffle your library afterwards.

Double Take
3UU
Instant
Choose another player. Draw two cards now and draw an additional two cards at the beginning of the next game with that player.

Doubling Cube
2
Artifact
3, T Double the amount of each type of mana in your mana pool.

Doubling Season
4G
Enchantment
If an effect would put one or more tokens into play under your control, it puts twice that many of those tokens into play instead.
If an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead.

Doubtless One
3W
Creature - Cleric Avatar
*/*
Lifelink (Whenever this creature deals damage, you gain that much life.)
Doubtless One's power and toughness are each equal to the number of Clerics in play.

Douse
2U
Enchantment
1U: Counter target red spell.

Douse in Gloom
2B
Instant
Douse in Gloom deals 2 damage to target creature and you gain 2 life.

Dovescape
3 (W / U) (W / U) (W / U)
Enchantment
(o (w/u) can be paid with either W or U.)
Whenever a player plays a noncreature spell, counter that spell. That player puts X 1/1 white and blue Bird creature tokens with flying into play, where X is the spell's converted mana cost.

Downdraft
2G
Enchantment
G: Target creature loses flying until end of turn.
Sacrifice Downdraft: Downdraft deals 2 damage to each creature with flying.

Downhill Charge
2R
Instant
You may sacrifice a Mountain rather than pay Downhill Charge's mana cost.
Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control.

Dowsing Shaman
4G
Creature - Centaur Shaman
3/4
2G, T Return target enchantment card from your graveyard to your hand.

Draco
16
Artifact Creature - Dragon
9/9
Draco costs 2 less to play for each basic land type among lands you control.
Flying
At the beginning of your upkeep, sacrifice Draco unless you pay 10. This cost is reduced by 2 for each basic land type among lands you control.

Draconian Cylix
3
Artifact
2, T, Discard a card at random: Regenerate target creature.

Dracoplasm
UR
Creature - Shapeshifter
0/0
Flying
As Dracoplasm comes into play, sacrifice any number of creatures. Dracoplasm's power becomes the total power of those creatures and its toughness becomes their total toughness.
R: Dracoplasm gets +1/+0 until end of turn.

Drafna's Restoration
U
Sorcery
Return any number of target artifact cards from target player's graveyard to the top of his or her library in any order.

Dragon Arch
5
Artifact
2, T You may put a multicolored creature card from your hand into play.

Dragon Blood
3
Artifact
3, T Put a +1/+1 counter on target creature.

Dragon Breath
1R
Enchantment - Aura
Enchant creature
Enchanted creature has haste.
R: Enchanted creature gets +1/+0 until end of turn.
When a creature with converted mana cost 6 or more comes into play, you may return Dragon Breath from your graveyard to play attached to that creature.

Dragon Engine
3
Artifact Creature - Construct
1/3
2: Dragon Engine gets +1/+0 until end of turn.

Dragon Fangs
1G
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has trample.
When a creature with converted mana cost 6 or more comes into play, you may return Dragon Fangs from your graveyard to play attached to that creature.

Dragon Mage
5RR
Creature - Dragon Wizard
5/5
Flying
Whenever Dragon Mage deals combat damage to a player, each player discards his or her hand and draws seven cards.

Dragon Mask
3
Artifact
3, T Target creature you control gets +2/+2 until end of turn. Return it to its owner's hand at end of turn.

Dragon Roost
4RR
Enchantment
5RR: Put a 5/5 red Dragon creature token with flying into play. (It can't be blocked except by creatures with flying or reach.)

Dragon Scales
1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2 and has vigilance.
When a creature with converted mana cost 6 or more comes into play, you may return Dragon Scales from your graveyard to play attached to that creature.

Dragon Shadow
1B
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+0 and has fear.
When a creature with converted mana cost 6 or more comes into play, you may return Dragon Shadow from your graveyard to play attached to that creature.

Dragon Tyrant
8RR
Creature - Dragon
6/6
Flying, trample
Double strike (This creature deals both first-strike and regular combat damage.)
At the beginning of your upkeep, sacrifice Dragon Tyrant unless you pay RRRR.
R: Dragon Tyrant gets +1/+0 until end of turn.

Dragon Whelp
2RR
Creature - Dragon
2/3
Flying
R: Dragon Whelp gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Dragon Whelp.

Dragon Wings
1U
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
Cycling 1U (1U, Discard this card: Draw a card.)
When a creature with converted mana cost 6 or more comes into play, you may return Dragon Wings from your graveyard to play attached to that creature.

Dragon's Claw
2
Artifact
Whenever a player plays a red spell, you may gain 1 life.

Dragonspeaker Shaman
1RR
Creature - Human Barbarian Shaman
2/2
Dragon spells you play cost 2 less to play.

Dragonstalker
4W
Creature - Bird Soldier
3/3
Flying, protection from Dragons

Dragonstorm
8R
Sorcery
Search your library for a Dragon permanent card and put it into play. Then shuffle your library.
Storm (When you play this spell, copy it for each spell played before it this turn.)

Drain Life
X1B
Sorcery
Spend only black mana on X.
Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness.

Drain Power
UU
Sorcery
Target player plays a mana ability of each land he or she controls, then empties his or her mana pool. Add mana to your mana pool equal to the type and amount emptied from that player's mana pool this way.

Drain the Well
2 (B / G) (B / G)
Sorcery
Destroy target land. You gain 2 life.

Draining Whelk
4UU
Creature - Illusion
1/1
Flash (You may play this spell any time you could play an instant.)
Flying
When Draining Whelk comes into play, counter target spell. Put X +1/+1 counters on Draining Whelk, where X is that spell's converted mana cost.

Drake Familiar
1U
Creature - Drake
2/1
Flying
When Drake Familiar comes into play, sacrifice it unless you return an enchantment in play to its owner's hand.

Drake Hatchling
2U
Creature - Drake
1/3
Flying
U: Drake Hatchling gets +1/+0 until end of turn. Play this ability only once each turn.

Drake-Skull Cameo
3
Artifact
T Add U or B to your mana pool.

Dralnu, Lich Lord
3UB
Legendary Creature - Zombie
3/3
If damage would be dealt to Dralnu, sacrifice that many permanents instead.
T Target instant or sorcery card in your graveyard has flashback until end of turn. Its flashback cost becomes equal to its mana cost as you play it. (You may play that card from your graveyard for its flashback cost. Then remove it from the game.)

Dralnu's Crusade
1BR
Enchantment
Goblin creatures get +1/+1.
All Goblins are black and are Zombies in addition to their other creature types.

Dralnu's Pet
1UU
Creature - Shapeshifter
2/2
Kicker-2B, Discard a creature card. (You may pay 2B and discard a creature card in addition to any other costs as you play this spell.)
If the kicker cost was paid, Dralnu's Pet has flying and comes into play with X +1/+1 counters on it, where X is the discarded card's converted mana cost.

Dramatic Entrance
3GG
Instant
You may put a green creature card from your hand into play.

Drawn Together
2WW
Enchantment
As Drawn Together comes into play, choose an artist.
Creatures by the chosen artist get +2/+2.

Dread
3BBB
Creature - Elemental Incarnation
6/6
Fear
Whenever a creature deals damage to you, destroy it.
When Dread is put into a graveyard from anywhere, shuffle it into its owner's library.

Dread Charge
3B
Sorcery
Until end of turn, black creatures you control can be blocked only by black creatures.

Dread of Night
B
Enchantment
White creatures get -1/-1.

Dread Reaper
3BBB
Creature - Horror
6/5
Flying
When Dread Reaper comes into play, you lose 5 life.

Dread Return
2BB
Sorcery
Return target creature card from your graveyard to play.
Flashback-Sacrifice three creatures. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Dread Slag
3BR
Creature - Horror
9/9
Trample
Dread Slag gets -4/-4 for each card in your hand.

Dread Specter
3B
Creature - Specter
2/2
Whenever Dread Specter blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.

Dread Wight
3BB
Creature - Zombie
3/4
At end of combat, put a paralyzation counter on all creatures blocking or blocked by Dread Wight and tap those creatures. They gain "If this creature has a paralyzation counter on it, it doesn't untap during its controller's untap step" and "4: Remove a paralyzation counter from this creature."

Dreadship Reef
Land
T Add 1 to your mana pool.
1, T Put a storage counter on Dreadship Reef.
1, Remove X storage counters from Dreadship Reef: Add X mana in any combination of U and/or B to your mana pool.

Dream Cache
2U
Sorcery
Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library.

Dream Chisel
2
Artifact
Face-down creature spells you play cost 1 less to play.

Dream Coat
U
Enchantment - Aura
Enchant creature
0: Enchanted creature becomes the color or colors of your choice. Play this ability only once each turn.

Dream Fighter
2U
Creature - Human Soldier
1/1
Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out.

Dream Fracture
1UU
Instant
Counter target spell. Its controller draws a card.
Draw a card.

Dream Halls
3UU
Enchantment
Rather than pay the mana cost for a spell, its controller may discard a card that shares a color with that spell.

Dream Leash
3UU
Enchantment - Aura
Enchant permanent
You may play Dream Leash only on a tapped permanent.
You control enchanted permanent.

Dream Prowler
2UU
Creature - Illusion
1/5
Dream Prowler is unblockable as long as it's attacking alone.

Dream Salvage
(U / B)
Instant
Draw cards equal to the number of cards target opponent discarded this turn.

Dream Stalker
1U
Creature - Illusion
1/5
When Dream Stalker comes into play, return a permanent you control to its owner's hand.

Dream Thief
2U
Creature - Faerie Rogue
2/1
Flying
When Dream Thief comes into play, draw a card if you played another blue spell this turn.

Dream Thrush
1U
Creature - Bird
1/1
Flying
T Target land becomes the basic land type of your choice until end of turn.

Dream Tides
2UU
Enchantment
Creatures don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures he or she controls and pay 2 for each creature chosen this way. If the player does, untap those creatures.

Dreamborn Muse
2UU
Creature - Spirit
2/2
At the beginning of each player's upkeep, that player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in his or her hand.

Dreamcatcher
U
Creature - Spirit
1/1
Whenever you play a Spirit or Arcane spell, you may sacrifice Dreamcatcher. If you do, draw a card.

Dream's Grip
U
Instant
Choose one - Tap target permanent; or untap target permanent.
Entwine 1 (Choose both if you pay the entwine cost.)

Dreams of the Dead
3U
Enchantment
1U: Return target white or black creature card from your graveyard to play. That creature gains "Cumulative upkeep 2." If the creature would leave play, remove it from the game instead.

Dreamscape Artist
1U
Creature - Human Spellshaper
1/1
2U, T, Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them into play. Then shuffle your library.

Dreamspoiler Witches
3B
Creature - Faerie Wizard
2/2
Flying
Whenever you play a spell during an opponent's turn, you may have target creature get -1/-1 until end of turn.

Dreamwinder
3U
Creature - Serpent
4/3
Dreamwinder can't attack unless defending player controls an Island.
U, Sacrifice an Island: Target land becomes an Island until end of turn.

Dredge
B
Instant
Sacrifice a creature or land.
Draw a card.

Dregs of Sorrow
X4B
Sorcery
Destroy X target nonblack creatures. Draw X cards.

Drekavac
1B
Creature - Beast
3/3
When Drekavac comes into play, sacrifice it unless you discard a noncreature card.

Drelnoch
4U
Creature - Yeti Mutant
3/3
Whenever Drelnoch becomes blocked, you may draw two cards.

Drift of Phantasms
2U
Creature - Spirit
0/5
Defender (This creature can't attack.)
Flying
Transmute 1UU (1UU, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Drift of the Dead
3B
Creature - Wall
*/*
Defender (This creature can't attack.)
Drift of the Dead's power and toughness are each equal to the number of snow lands you control.

Drifter il-Dal
U
Creature - Human Wizard
2/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
At the beginning of your upkeep, sacrifice Drifter il-Dal unless you pay U.

Drifting Djinn
4UU
Creature - Djinn
5/5
Flying
At the beginning of your upkeep, sacrifice Drifting Djinn unless you pay 1U.
Cycling 2 (2, Discard this card: Draw a card.)

Drifting Meadow
Land
Drifting Meadow comes into play tapped.
T Add W to your mana pool.
Cycling 2 (2, Discard this card: Draw a card.)

Drill-Skimmer
4
Artifact Creature - Thopter
2/1
Flying
Drill-Skimmer has shroud as long as you control another artifact creature. (It can't be the target of spells or abilities.)

Drinker of Sorrow
2B
Creature - Horror
5/3
Drinker of Sorrow can't block.
Whenever Drinker of Sorrow deals combat damage, sacrifice a permanent.

Dripping Dead
4BB
Creature - Zombie
4/1
Dripping Dead can't block.
Whenever Dripping Dead deals combat damage to a creature, destroy that creature. It can't be regenerated.

Dripping-Tongue Zubera
1G
Creature - Zubera Spirit
1/2
When Dripping-Tongue Zubera is put into a graveyard from play, put a 1/1 colorless Spirit creature token into play for each Zubera put into a graveyard from play this turn.

Dromad Purebred
4W
Creature - Camel Beast
1/5
Whenever Dromad Purebred is dealt damage, you gain 1 life.

Dromar, the Banisher
3WUB
Legendary Creature - Dragon
6/6
Flying
Whenever Dromar, the Banisher deals combat damage to a player, you may pay 2U. If you do, choose a color. Return all creatures of that color to their owners' hands.

Dromar's Attendant
5
Artifact Creature - Golem
3/3
1, Sacrifice Dromar's Attendant: Add WUB to your mana pool.

Dromar's Cavern
Land - Lair
When Dromar's Cavern comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand.
T Add W, U, or B to your mana pool.

Dromar's Charm
WUB
Instant
Choose one - You gain 5 life; or counter target spell; or target creature gets -2/-2 until end of turn.

Dromosaur
2R
Creature - Lizard
2/3
Whenever Dromosaur blocks or becomes blocked, it gets +2/-2 until end of turn.

Droning Bureaucrats
3W
Creature - Human Advisor
1/4
X, T Each creature with converted mana cost X can't attack or block this turn.

Drooling Groodion
3BBG
Creature - Beast
4/3
2BG, Sacrifice a creature: Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn.

Drooling Ogre
1R
Creature - Ogre
3/3
Whenever a player plays an artifact spell, that player gains control of Drooling Ogre. (This effect doesn't end at end of turn.)

Drop of Honey
G
Enchantment
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.
When there are no creatures in play, sacrifice Drop of Honey.

Dross Crocodile
3B
Creature - Zombie Crocodile
5/1

Dross Golem
5
Artifact Creature - Golem
3/2
Affinity for Swamps (This spell costs 1 less to play for each Swamp you control.)
Fear

Dross Harvester
1BB
Creature - Horror
4/4
Protection from white
At the end of your turn, you lose 4 life.
Whenever a creature is put into a graveyard from play, you gain 2 life.

Dross Prowler
2B
Creature - Zombie
2/1
Fear

Dross Scorpion
4
Artifact Creature - Scorpion
3/1
Whenever Dross Scorpion or another artifact creature is put into a graveyard from play, you may untap target artifact.

Drought
2WW
Enchantment
At the beginning of your upkeep, sacrifice Drought unless you pay WW.
Spells cost an additional "Sacrifice a Swamp" to play for each black mana symbol in their mana costs.
Activated abilities cost an additional "Sacrifice a Swamp" to play for each black mana symbol in their activation costs.

Drove of Elves
3G
Creature - Elf
*/*
Drove of Elves's power and toughness are each equal to the number of green permanents you control.
Drove of Elves can't be the target of spells or abilities your opponents control.

Drowned
1U
Creature - Zombie
1/1
B: Regenerate Drowned.

Drowned Rusalka
U
Creature - Spirit
1/1
U, Sacrifice a creature: Discard a card, then draw a card.

Drowner Initiate
U
Creature - Merfolk Wizard
1/1
Whenever a player plays a blue spell, you may pay 1. If you do, target player puts the top two cards of his or her library into his or her graveyard.

Drowner of Secrets
2U
Creature - Merfolk Wizard
1/3
Tap an untapped Merfolk you control: Target player puts the top card of his or her library into his or her graveyard.

Drudge Reavers
3B
Creature - Skeleton
2/1
Flash (You may play this spell any time you could play an instant.)
B: Regenerate Drudge Reavers.

Drudge Skeletons
1B
Creature - Skeleton
1/1
B: Regenerate Drudge Skeletons. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Drudge Spell
BB
Enchantment
B, Remove two creature cards in your graveyard from the game: Put a 1/1 black Skeleton creature token into play. It has "B: Regenerate this creature."
When Drudge Spell leaves play, destroy all Skeleton tokens. They can't be regenerated.

Druid Lyrist
G
Creature - Human Druid
1/1
G, T, Sacrifice Druid Lyrist: Destroy target enchantment.

Druid's Call
1G
Enchantment - Aura
Enchant creature
Whenever enchanted creature is dealt damage, its controller puts that many 1/1 green Squirrel creature tokens into play.

Dry Spell
1B
Sorcery
Dry Spell deals 1 damage to each creature and each player.

Dryad Arbor
Land Creature - Forest Dryad
1/1
(Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has "T Add G to your mana pool.")
Dryad Arbor is green.

Dryad Sophisticate
1G
Creature - Dryad
2/1
Nonbasic landwalk

Dryad's Caress
4GG
Instant
You gain 1 life for each creature in play. If W was spent to play Dryad's Caress, untap all creatures you control.

Dual Nature
4GG
Enchantment
Whenever a nontoken creature comes into play, its controller puts a token into play as a copy of that creature.
Whenever a nontoken creature leaves play, remove all tokens with the same name as that creature from the game.
When Dual Nature leaves play, remove all tokens put into play with Dual Nature from the game.

Duct Crawler
R
Creature - Insect
1/1
1R: Target creature can't block Duct Crawler this turn.

Dueling Grounds
1GW
Enchantment
No more than one creature can attack each turn.
No more than one creature can block each turn.

Duergar Assailant
(R / W)
Creature - Dwarf Soldier
1/1
Sacrifice Duergar Assailant: Duergar Assailant deals 1 damage to target attacking or blocking creature.

Duergar Cave-Guard
3R
Creature - Dwarf Warrior
1/3
Wither (This deals damage to creatures in the form of -1/-1 counters.)
o (r/w): Duergar Cave-Guard gets +1/+0 until end of turn.

Duergar Hedge-Mage
2 (R / W)
Creature - Dwarf Shaman
2/2
When Duergar Hedge-Mage comes into play, if you control two or more Mountains, you may destroy target artifact.
When Duergar Hedge-Mage comes into play, if you control two or more Plains, you may destroy target enchantment.

Duergar Mine-Captain
2 (R / W)
Creature - Dwarf Soldier
2/1
1o (r/w), oQ: Attacking creatures get +1/+0 until end of turn. (oQ is the untap symbol.)

Duh
B
Instant
Destroy target creature with reminder text. (Reminder text is any italicized text in parentheses that explains rules you already know.)

Dumb Ass
2R
Creature - Donkey Barbarian
3/2
At the beginning of your upkeep, flip a coin. If you lose the flip, target opponent chooses whether Dumb Ass attacks this turn.

Dune-Brood Nephilim
BRGW
Creature - Nephilim
3/3
Whenever Dune-Brood Nephilim deals combat damage to a player, put a 1/1 colorless Sand creature token into play for each land you control.

Dunerider Outlaw
BB
Creature - Human Rebel Rogue
1/1
Protection from green
At end of turn, if Dunerider Outlaw dealt damage to an opponent this turn, put a +1/+1 counter on it.

Dungeon Shade
3B
Creature - Shade Spirit
1/1
Flying
B: Dungeon Shade gets +1/+1 until end of turn.

Duplicant
6
Artifact Creature - Shapeshifter
2/4
Imprint - When Duplicant comes into play, you may remove target nontoken creature from the game. (The removed card is imprinted on this artifact.)
As long as a creature card is imprinted on Duplicant, Duplicant has the power, toughness, and creature types of the last creature card imprinted on it. It's still a Shapeshifter.

Duplicity
3UU
Enchantment
When Duplicity comes into play, remove the top five cards of your library from the game face down.
At the beginning of your upkeep, you may remove your hand from the game face down. If you do, put into your hand all other cards you own removed from the game with Duplicity.
At the end of your turn, discard a card.
When you lose control of Duplicity, put all cards removed from the game with Duplicity into their owners' graveyards.

Duress
B
Sorcery
Target opponent reveals his or her hand. Choose a noncreature, nonland card from it. That player discards that card.

Durkwood Baloth
4GG
Creature - Beast
5/5
Suspend 5-G (Rather than play this card from your hand, you may pay G and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Durkwood Boars
4G
Creature - Boar
4/4

Durkwood Tracker
4G
Creature - Giant
4/3
1G, T If Durkwood Tracker is in play, it deals damage equal to its power to target attacking creature. That creature deals damage equal to its power to Durkwood Tracker.

Dusk Imp
2B
Creature - Imp
2/1
Flying (This creature can't be blocked except by creatures with flying or reach.)

Dusk Urchins
2B
Creature - Ouphe
4/3
Whenever Dusk Urchins attacks or blocks, put a -1/-1 counter on it.
When Dusk Urchins is put into a graveyard from play, draw a card for each -1/-1 counter on it.

Duskdale Wurm
5GG
Creature - Wurm
7/7
Trample

Duskmantle, House of Shadow
Land
T Add 1 to your mana pool.
UB, T Target player puts the top card of his or her library into his or her graveyard.

Duskrider Falcon
1W
Creature - Bird
1/1
Flying, protection from black

Duskrider Peregrine
5W
Creature - Bird
3/3
Flying, protection from black
Suspend 3-1W (Rather than play this card from your hand, you may pay 1W and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Duskwalker
B
Creature - Human Minion
1/1
Kicker 3B (You may pay an additional 3B as you play this spell.)
If the kicker cost was paid, Duskwalker comes into play with two +1/+1 counters on it and with fear.

Duskworker
4
Artifact Creature - Construct
2/2
Whenever Duskworker becomes blocked, regenerate it.
3: Duskworker gets +1/+0 until end of turn.

Dust Bowl
Land
T Add 1 to your mana pool.
3, T, Sacrifice a land: Destroy target nonbasic land.

Dust Corona
R
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 and can't be blocked by creatures with flying.

Dust Elemental
2WW
Creature - Elemental
6/6
Flash (You may play this spell any time you could play an instant.)
Flying, fear
When Dust Elemental comes into play, return three creatures you control to their owner's hand.

Dust of Moments
2W
Instant
Choose one - Remove two time counters from each permanent and each suspended card; or put two time counters on each permanent with a time counter on it and each suspended card.

Dust to Dust
1WW
Sorcery
Remove two target artifacts from the game.

Dwarven Armorer
R
Creature - Dwarf
0/2
R, T, Discard a card: Put a +0/+1 counter or a +1/+0 counter on target creature.

Dwarven Armory
2RR
Enchantment
2, Sacrifice a land: Put a +2/+2 counter on target creature. Play this ability only during any upkeep step.

Dwarven Berserker
1R
Creature - Dwarf Berserker
1/1
Whenever Dwarven Berserker becomes blocked, it gets +3/+0 and gains trample until end of turn.

Dwarven Blastminer
1R
Creature - Dwarf
1/1
2R, T Destroy target nonbasic land.
Morph R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Dwarven Bloodboiler
RRR
Creature - Dwarf
2/2
Tap an untapped Dwarf you control: Target creature gets +2/+0 until end of turn.

Dwarven Catapult
XR
Instant
Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls.

Dwarven Demolition Team
2R
Creature - Dwarf
1/1
T Destroy target Wall.

Dwarven Driller
3R
Creature - Dwarf
2/2
T Destroy target land unless its controller has Dwarven Driller deal 2 damage to him or her.

Dwarven Grunt
R
Creature - Dwarf
1/1
Mountainwalk

Dwarven Hold
Land
Dwarven Hold comes into play tapped.
You may choose not to untap Dwarven Hold during your untap step.
At the beginning of your upkeep, if Dwarven Hold is tapped, put a storage counter on it.
T, Remove any number of storage counters from Dwarven Hold: Add R to your mana pool for each storage counter removed this way.

Dwarven Landslide
3R
Sorcery
Kicker-2R, Sacrifice a land. (You may pay 2R and sacrifice a land in addition to any other costs as you play this spell.)
Destroy target land. If the kicker cost was paid, destroy another target land.

Dwarven Lieutenant
RR
Creature - Dwarf Soldier
1/2
1R: Target Dwarf creature gets +1/+0 until end of turn.

Dwarven Miner
1R
Creature - Dwarf
1/2
2R, T Destroy target nonbasic land.

Dwarven Nomad
2R
Creature - Dwarf Nomad
1/1
T Target creature with power 2 or less is unblockable this turn.

Dwarven Patrol
2R
Creature - Dwarf
4/2
Dwarven Patrol doesn't untap during your untap step.
Whenever you play a nonred spell, untap Dwarven Patrol.

Dwarven Pony
R
Creature - Horse
1/1
1R, T Target Dwarf creature gains mountainwalk until end of turn.

Dwarven Recruiter
2R
Creature - Dwarf
2/2
When Dwarven Recruiter comes into play, search your library for any number of Dwarf cards and reveal those cards. Shuffle your library, then put them on top of it in any order.

Dwarven Ruins
Land
Dwarven Ruins comes into play tapped.
T Add R to your mana pool.
T, Sacrifice Dwarven Ruins: Add RR to your mana pool.

Dwarven Scorcher
R
Creature - Dwarf
1/1
Sacrifice Dwarven Scorcher: Dwarven Scorcher deals 1 damage to target creature unless that creature's controller has Dwarven Scorcher deal 2 damage to him or her.

Dwarven Sea Clan
2R
Creature - Dwarf
1/1
T Choose target attacking or blocking creature whose controller controls an Island. Dwarven Sea Clan deals 2 damage to that creature at end of combat. Play this ability only before the end of combat step.

Dwarven Shrine
1RR
Enchantment
Whenever a player plays a spell, Dwarven Shrine deals X damage to that player, where X is twice the number of cards in all graveyards with the same name as that spell.

Dwarven Soldier
1R
Creature - Dwarf Soldier
2/1
Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn.

Dwarven Song
R
Instant
Any number of target creatures become red until end of turn.

Dwarven Strike Force
4R
Creature - Dwarf Berserker
4/3
Discard a card at random: Dwarven Strike Force gains first strike and haste until end of turn.

Dwarven Thaumaturgist
2R
Creature - Dwarf Shaman
1/2
T Switch target creature's power and toughness until end of turn.

Dwarven Trader
R
Creature - Dwarf
1/1

Dwarven Vigilantes
2R
Creature - Dwarf
2/2
Whenever Dwarven Vigilantes attacks and isn't blocked, you may have it deal damage equal to its power to target creature. If you do, Dwarven Vigilantes deals no combat damage this turn.

Dwarven Warriors
2R
Creature - Dwarf Warrior
1/1
T Target creature with power 2 or less is unblockable this turn.

Dwarven Weaponsmith
1R
Creature - Dwarf Artificer
1/1
T, Sacrifice an artifact: Put a +1/+1 counter on target creature. Play this ability only during your upkeep.

Dwell on the Past
G
Sorcery
Target player shuffles up to four target cards from his or her graveyard into his or her library.

Dying Wail
1B
Enchantment - Aura
Enchant creature
When enchanted creature is put into a graveyard, target player discards two cards.

Dystopia
1BB
Enchantment
Cumulative upkeep-Pay 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of each player's upkeep, that player sacrifices a white or green permanent.

Eager Cadet
W
Creature - Human Soldier
1/1

Early Frost
1U
Instant
Tap up to three target lands.

Early Harvest
1GG
Instant
Target player untaps all basic lands he or she controls.

Earnest Fellowship
1W
Enchantment
Each creature has protection from its colors.

Earsplitting Rats
3B
Creature - Rat
2/1
When Earsplitting Rats comes into play, each player discards a card.
Discard a card: Regenerate Earsplitting Rats.

Earth Elemental
3RR
Creature - Elemental
4/5

Earth Rift
3R
Sorcery
Destroy target land.
Flashback 5RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Earth Surge
3G
Enchantment
Each land gets +2/+2 as long as it's a creature.

Earthbind
R
Enchantment - Aura
Enchant creature
When Earthbind comes into play, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying."

Earthblighter
1B
Creature - Human Cleric
1/1
2B, T, Sacrifice a Goblin: Destroy target land.

Earthbrawn
1G
Instant
Target creature gets +3/+3 until end of turn.
Reinforce 1-1G (1G, Discard this card: Put a +1/+1 counter on target creature.)

Earthcraft
1G
Enchantment
Tap an untapped creature you control: Untap target basic land.

Earthen Goo
2R
Creature - Ooze
2/2
Trample
Cumulative upkeep R or G (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Earthen Goo gets +1/+1 for each age counter on it.

Earthlink
3BRG
Enchantment
At the beginning of your upkeep, sacrifice Earthlink unless you pay 2.
Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land.

Earthlore
G
Enchantment - Aura
Enchant land you control
Enchanted land has "T Target blocking creature gets +1/+2 until end of turn."

Earthquake
XR
Sorcery
Earthquake deals X damage to each creature without flying and each player.

Earthshaker
4RR
Creature - Spirit
4/5
Whenever you play a Spirit or Arcane spell, Earthshaker deals 2 damage to each creature without flying.

Earwig Squad
3BB
Creature - Goblin Rogue
5/3
Prowl 2B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)
When Earwig Squad comes into play, if its prowl cost was paid, search target opponent's library for three cards and remove them from the game. Then that player shuffles his or her library.

Eastern Paladin
2BB
Creature - Zombie Knight
3/3
BB, T Destroy target green creature.

Eater of Days
4
Artifact Creature - Leviathan
9/8
Flying, trample
When Eater of Days comes into play, you skip your next two turns.

Eater of the Dead
4B
Creature - Horror
3/4
0: If Eater of the Dead is tapped, untap it and remove target creature card in a graveyard from the game.

Ebon Dragon
5BB
Creature - Dragon
5/4
Flying
When Ebon Dragon comes into play, you may have target opponent discard a card.

Ebon Drake
2B
Creature - Drake
3/3
Flying
Whenever a player plays a spell, you lose 1 life.

Ebon Praetor
4BB
Creature - Avatar
5/5
First strike, trample
At the beginning of your upkeep, put a -2/-2 counter on Ebon Praetor.
Sacrifice a creature: Remove a -2/-2 counter from Ebon Praetor. If the sacrificed creature was a Thrull, put a +1/+0 counter on Ebon Praetor. Play this ability only during your upkeep and only once each turn.

Ebon Stronghold
Land
Ebon Stronghold comes into play tapped.
T Add B to your mana pool.
T, Sacrifice Ebon Stronghold: Add BB to your mana pool.

Ebonblade Reaper
2B
Creature - Human Cleric
1/1
Whenever Ebonblade Reaper attacks, you lose half your life, rounded up.
Whenever Ebonblade Reaper deals combat damage to a player, that player loses half his or her life, rounded up.
Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Ebony Charm
B
Instant
Choose one - Target opponent loses 1 life and you gain 1 life; or remove from the game up to three target cards in a single graveyard; or target creature gains fear until end of turn.

Ebony Horse
3
Artifact
2, T Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

Ebony Owl Netsuke
2
Artifact
At the beginning of each opponent's upkeep, if that player has seven or more cards in hand, Ebony Owl Netsuke deals 4 damage to him or her.

Ebony Rhino
7
Artifact Creature - Rhino
4/5
Trample

Ebony Treefolk
1BG
Creature - Treefolk
3/3
BG: Ebony Treefolk gets +1/+1 until end of turn.

Echo Chamber
4
Artifact
4, T An opponent chooses target creature he or she controls. Put a token into play as a copy of that creature. The token gains haste until end of turn. Remove the token from the game at end of turn. Play this ability only any time you could play a sorcery.

Echo Tracer
2U
Creature - Human Wizard
2/2
Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Echo Tracer is turned face up, return target creature to its owner's hand.

Echoing Calm
1W
Instant
Destroy target enchantment and all other enchantments with the same name as that enchantment.

Echoing Courage
1G
Instant
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.

Echoing Decay
1B
Instant
Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn.

Echoing Ruin
1R
Sorcery
Destroy target artifact and all other artifacts with the same name as that artifact.

Echoing Truth
1U
Instant
Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands.

Edge of Autumn
1G
Sorcery
If you control four or fewer lands, search your library for a basic land card, put it into play tapped, then shuffle your library.
Cycling-Sacrifice a land. (Sacrifice a land, Discard this card: Draw a card.)

Edge of the Divinity
(W / B)
Enchantment - Aura
Enchant creature
As long as enchanted creature is white, it gets +1/+2.
As long as enchanted creature is black, it gets +2/+1.

Edgewalker
1WB
Creature - Human Cleric
2/2
Cleric spells you play cost WB less to play. This effect reduces only the amount of colored mana you pay. (For example, if you play a Cleric with mana cost 1W, it costs 1 to play.)

Eerie Procession
2U
Sorcery - Arcane
Search your library for an Arcane card, reveal that card, and put it into your hand. Then shuffle your library.

Ego Erasure
2U
Tribal Instant - Shapeshifter
Changeling (This card is every creature type at all times.)
Creatures target player controls get -2/-0 and lose all creature types until end of turn.

Eiganjo Castle
Legendary Land
T Add W to your mana pool.
W, T Prevent the next 2 damage that would be dealt to target legendary creature this turn.

Eiganjo Free-Riders
3W
Creature - Human Soldier
3/4
Flying
At the beginning of your upkeep, return a white creature you control to its owner's hand.

Eight-and-a-Half-Tails
WW
Legendary Creature - Fox Cleric
2/2
1W: Target permanent you control gains protection from white until end of turn.
1: Target spell or permanent becomes white until end of turn.

Eightfold Maze
2W
Instant
Play Eightfold Maze only during the declare attackers step and only if you are the defending player.
Destroy target attacking creature.

Ekundu Cyclops
3R
Creature - Cyclops
3/4
If a creature you control attacks, Ekundu Cyclops also attacks if able.

Ekundu Griffin
3W
Creature - Griffin
2/2
Flying, first strike

Eladamri, Lord of Leaves
GG
Legendary Creature - Elf Warrior
2/2
Other Elf creatures have forestwalk.
Other Elves have shroud. (They can't be the targets of spells or abilities.)

Eladamri's Call
GW
Instant
Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library.

Eladamri's Vineyard
G
Enchantment
At the beginning of each player's precombat main phase, add GG to that player's mana pool.

Elder Druid
3G
Creature - Elf Cleric Druid
2/2
3G, T You may tap or untap target artifact, creature, or land.

Elder Land Wurm
4WWW
Creature - Dragon Wurm
5/5
Defender, trample
When Elder Land Wurm blocks, it loses defender.

Elder Pine of Jukai
2G
Creature - Spirit
2/1
Whenever you play a Spirit or Arcane spell, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest on the bottom of your library in any order.
Soulshift 2

Elder Spawn
4UUU
Creature - Elemental
6/6
At the beginning of your upkeep, unless you sacrifice an Island, sacrifice Elder Spawn and it deals 6 damage to you.
Elder Spawn can't be blocked by red creatures.

Electric Eel
U
Creature - Fish
1/1
When Electric Eel comes into play, it deals 1 damage to you.
RR: Electric Eel gets +2/+0 until end of turn and deals 1 damage to you.

Electrolyze
1UR
Instant
Electrolyze deals 2 damage divided as you choose among any number of target creatures and/or players.
Draw a card.

Electrostatic Bolt
R
Instant
Electrostatic Bolt deals 2 damage to target creature. If it's an artifact creature, Electrostatic Bolt deals 4 damage to it instead.

Electryte
3RR
Creature - Beast
3/3
Whenever Electryte deals combat damage to defending player, it deals damage equal to its power to each blocking creature.

Elemental Augury
UBR
Enchantment
3: Look at the top three cards of target player's library, then put them back in any order.

Elemental Mastery
3R
Enchantment - Aura
Enchant creature
Enchanted creature has "T Put X 1/1 red Elemental creature tokens with haste into play, where X is this creature's power. Remove them from the game at end of turn."

Elemental Resonance
2GG
Enchantment - Aura
Enchant permanent
At the beginning of your precombat main phase, add mana equal to enchanted permanent's mana cost to your mana pool. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)

Elephant Ambush
2GG
Instant
Put a 3/3 green Elephant creature token into play.
Flashback 6GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Elephant Grass
G
Enchantment
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you.

Elephant Graveyard
Land
T Add 1 to your mana pool.
T Regenerate target Elephant.

Elephant Guide
2G
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
When enchanted creature is put into a graveyard, put a 3/3 green Elephant creature token into play.

Elephant Resurgence
1G
Sorcery
Each player puts a green Elephant creature token into play. Those creatures have "This creature's power and toughness are each equal to the number of creature cards in its controller's graveyard."

Elf Replica
3
Artifact Creature - Elf
2/2
1G, Sacrifice Elf Replica: Destroy target enchantment.

Elfhame Palace
Land
Elfhame Palace comes into play tapped.
T Add G or W to your mana pool.

Elfhame Sanctuary
1G
Enchantment
At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, you skip your draw step this turn and shuffle your library.

El-Hajjaj
1BB
Creature - Human Wizard
1/1
Lifelink (Whenever this creature deals damage, you gain that much life.)

Elite Archers
5W
Creature - Human Soldier Archer
3/3
T Elite Archers deals 3 damage to target attacking or blocking creature.

Elite Cat Warrior
2G
Creature - Cat Warrior
2/3
Forestwalk

Elite Javelineer
2W
Creature - Human Soldier
2/2
Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature.

Elixir of Vitality
4
Artifact
Elixir of Vitality comes into play tapped.
T, Sacrifice Elixir of Vitality: You gain 4 life.
8, T, Sacrifice Elixir of Vitality: You gain 8 life.

Elkin Bottle
3
Artifact
3, T Remove the top card of your library from the game. Until the beginning of your next upkeep, you may play that card.

Elkin Lair
3R
World Enchantment
At the beginning of each player's upkeep, that player removes a card at random in his or her hand from the game. The player may play that card this turn. At end of turn, if the player hasn't played the card, he or she puts it into his or her graveyard.

Elsewhere Flask
2
Artifact
When Elsewhere Flask comes into play, draw a card.
Sacrifice Elsewhere Flask: Choose a basic land type. Each land you control becomes that type until end of turn.

Elven Cache
2GG
Sorcery
Return target card from your graveyard to your hand.

Elven Fortress
G
Enchantment
1G: Target blocking creature gets +0/+1 until end of turn.

Elven Lyre
2
Artifact
1, T, Sacrifice Elven Lyre: Target creature gets +2/+2 until end of turn.

Elven Palisade
G
Enchantment
Sacrifice a Forest: Target attacking creature gets -3/-0 until end of turn.

Elven Riders
3GG
Creature - Elf
3/3
Elven Riders can't be blocked except by Walls and/or creatures with flying.

Elven Rite
1G
Sorcery
Distribute two +1/+1 counters among one or two target creatures.

Elven Warhounds
3G
Creature - Hound
2/2
Whenever Elven Warhounds becomes blocked by a creature, put that creature on top of its owner's library.

Elves of Deep Shadow
G
Creature - Elf Druid
1/1
T Add B to your mana pool. Elves of Deep Shadow deals 1 damage to you.

Elvish Aberration
5G
Creature - Elf Mutant
4/5
T Add GGG to your mana pool.
Forestcycling 2 (2, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)

Elvish Archers
1G
Creature - Elf Archer
2/1
First strike

Elvish Bard
3GG
Creature - Elf Shaman
2/4
All creatures able to block Elvish Bard do so.

Elvish Berserker
G
Creature - Elf Berserker
1/1
Whenever Elvish Berserker becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.

Elvish Branchbender
2G
Creature - Elf Druid
2/2
T Until end of turn, target Forest becomes an X/X Treefolk creature in addition to its other types, where X is the number of Elves you control.

Elvish Champion
1GG
Creature - Elf
2/2
Other Elf creatures get +1/+1 and have forestwalk. (They're unblockable as long as defending player controls a Forest.)

Elvish Eulogist
G
Creature - Elf Shaman
1/1
Sacrifice Elvish Eulogist: You gain 1 life for each Elf card in your graveyard.

Elvish Farmer
1G
Creature - Elf
0/2
At the beginning of your upkeep, put a spore counter on Elvish Farmer.
Remove three spore counters from Elvish Farmer: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: You gain 2 life.

Elvish Fury
G
Instant
Buyback 4 (You may pay an additional 4 as you play this spell. If you do, put this card into your hand as it resolves.)
Target creature gets +2/+2 until end of turn.

Elvish Guidance
2G
Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool for each Elf in play.

Elvish Handservant
G
Creature - Elf Warrior
1/1
Whenever a player plays a Giant spell, you may put a +1/+1 counter on Elvish Handservant.

Elvish Harbinger
2G
Creature - Elf Druid
1/2
When Elvish Harbinger comes into play, you may search your library for an Elf card, reveal it, then shuffle your library and put that card on top of it.
T Add one mana of any color to your mana pool.

Elvish Healer
2W
Creature - Elf Cleric
1/2
T Prevent the next 1 damage that would be dealt to target creature or player this turn. If that creature is green, prevent the next 2 damage instead.

Elvish Herder
G
Creature - Elf
1/1
G: Target creature gains trample until end of turn.

Elvish Hexhunter
(G / W)
Creature - Elf Shaman
1/1
o (g/w), T, Sacrifice Elvish Hexhunter: Destroy target enchantment.

Elvish House Party
4GG
Creature - Elf Rogue
*/*
Elvish House Party's power and toughness are each equal to the current hour, using the twelve-hour system.

Elvish Hunter
1G
Creature - Elf Archer
1/1
1G, T Target creature doesn't untap during its controller's next untap step.

Elvish Impersonators
3G
Summon Elves
*/*
When you play Elvish Impersonators, roll two six-sided dice one after the other. Elvish Impersonators comes into play with power equal to the first die roll and toughness equal to the second.

Elvish Lookout
G
Creature - Elf
1/1
Shroud (This permanent can't be the target of spells or abilities.)

Elvish Lyrist
G
Creature - Elf
1/1
G, T, Sacrifice Elvish Lyrist: Destroy target enchantment.

Elvish Pathcutter
3G
Creature - Elf Scout
1/2
2G: Target Elf creature gains forestwalk until end of turn.

Elvish Pioneer
G
Creature - Elf Druid
1/1
When Elvish Pioneer comes into play, you may put a basic land card from your hand into play tapped.

Elvish Piper
3G
Creature - Elf Shaman
1/1
G, T You may put a creature card from your hand into play.

Elvish Promenade
3G
Tribal Sorcery - Elf
Put a 1/1 green Elf Warrior creature token into play for each Elf you control.

Elvish Ranger
2G
Creature - Elf
4/1

Elvish Scout
G
Creature - Elf Scout
1/1
G, T Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by it this turn.

Elvish Scrapper
G
Creature - Elf
1/1
G, T, Sacrifice Elvish Scrapper: Destroy target artifact.

Elvish Skysweeper
G
Creature - Elf Warrior
1/1
4G, Sacrifice a creature: Destroy target creature with flying.

Elvish Soultiller
3GG
Creature - Elf Mutant
5/4
When Elvish Soultiller is put into a graveyard from play, choose a creature type. Shuffle all creature cards of that type from your graveyard into your library.

Elvish Spirit Guide
2G
Creature - Elf Spirit
2/2
Remove Elvish Spirit Guide in your hand from the game: Add G to your mana pool.

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

Elvish Warrior
GG
Creature - Elf Warrior
2/3

Embalmed Brawler
2B
Creature - Zombie
2/2
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.)
Whenever Embalmed Brawler attacks or blocks, you lose 1 life for each +1/+1 counter on it.

Embargo
3U
Enchantment
Nonland permanents don't untap during their controllers' untap steps.
At the beginning of your upkeep, you lose 2 life.

Ember Beast
2R
Creature - Beast
3/4
Ember Beast can't attack or block alone.

Ember Gale
3R
Sorcery
Creatures target player controls can't block this turn. Ember Gale deals 1 damage to each white and/or blue creature that player controls.

Ember Shot
6R
Instant
Ember Shot deals 3 damage to target creature or player.
Draw a card.

Ember-Fist Zubera
1R
Creature - Zubera Spirit
1/2
When Ember-Fist Zubera is put into a graveyard from play, it deals damage to target creature or player equal to the number of Zubera put into all graveyards from play this turn.

Embermage Goblin
3R
Creature - Goblin Wizard
1/1
When Embermage Goblin comes into play, you may search your library for a card named Embermage Goblin, reveal it, and put it into your hand. If you do, shuffle your library.
T Embermage Goblin deals 1 damage to target creature or player.

Emberstrike Duo
1 (B / R)
Creature - Elemental Warrior Shaman
1/1
Whenever you play a black spell, Emberstrike Duo gets +1/+1 until end of turn.
Whenever you play a red spell, Emberstrike Duo gains first strike until end of turn.

Emberwilde Augur
1R
Creature - Goblin Shaman
2/1
Sacrifice Emberwilde Augur: Emberwilde Augur deals 3 damage to target player. Play this ability only during your upkeep.

Emberwilde Caliph
2UR
Creature - Djinn
4/4
Flying, trample
Emberwilde Caliph attacks each turn if able.
Whenever Emberwilde Caliph deals damage, you lose that much life.

Emberwilde Djinn
2RR
Creature - Djinn
5/4
Flying
At the beginning of each player's upkeep, that player may pay RR or 2 life. If he or she does, the player gains control of Emberwilde Djinn.

Emblazoned Golem
2
Artifact Creature - Golem
1/2
Kicker X (You may pay an additional X as you play this spell.)
Spend only colored mana on X. No more than one mana of each color may be spent this way.
If the kicker cost was paid, Emblazoned Golem comes into play with X +1/+1 counters on it.

Emblem of the Warmind
1R
Enchantment - Aura
Enchant creature you control
Creatures you control have haste.

Embolden
2W
Instant
Prevent the next 4 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.
Flashback 1W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Emcee
2W
Creature - Human Rogue
0/1
Whenever another creature comes into play, you may stand up and say in a deep, booming voice "Presenting . . . " and that creature's name. If you do, put a +1/+1 counter on that creature.

Emerald Charm
G
Instant
Choose one - Untap target permanent; or destroy target non-Aura enchantment; or target creature loses flying until end of turn.

Emerald Dragonfly
1G
Creature - Insect
1/1
Flying
GG: Emerald Dragonfly gains first strike until end of turn.

Emerald Medallion
2
Artifact
Green spells you play cost 1 less to play.

Emissary of Despair
1BB
Creature - Spirit
2/1
Flying
Whenever Emissary of Despair deals combat damage to a player, that player loses 1 life for each artifact he or she controls.

Emissary of Hope
1WW
Creature - Spirit
2/1
Flying
Whenever Emissary of Hope deals combat damage to a player, you gain 1 life for each artifact that player controls.

Emmessi Tome
4
Artifact
5, T Draw two cards, then discard a card.

Emperor Crocodile
3G
Creature - Crocodile
5/5
When you control no other creatures, sacrifice Emperor Crocodile.

Empress Galina
3UU
Legendary Creature - Merfolk
1/3
UU, T Gain control of target legendary permanent. (This effect doesn't end at end of turn.)

Empty City Ruse
W
Sorcery
Target opponent skips all combat phases of his or her next turn.

Empty the Catacombs
3B
Sorcery
Each player returns all creature cards from his or her graveyard to his or her hand.

Empty the Warrens
3R
Sorcery
Put two 1/1 red Goblin creature tokens into play.
Storm (When you play this spell, copy it for each spell played before it this turn.)

Empty-Shrine Kannushi
W
Creature - Human Cleric
1/1
Empty-Shrine Kannushi has protection from the colors of permanents you control.

Empyrial Armor
1WW
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each card in your hand.

Empyrial Plate
2
Artifact - Equipment
Equipped creature gets +1/+1 for each card in your hand.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Enchanted Being
1WW
Creature - Human
2/2
Prevent all combat damage that would be dealt to Enchanted Being by enchanted creatures.

Enchanted Evening
3 (W / U) (W / U)
Enchantment
All permanents are enchantments in addition to their other types.

Enchantment Alteration
U
Instant
Attach target Aura attached to a creature or land to another permanent of that type.

Enchantress's Presence
2G
Enchantment
Whenever you play an enchantment spell, draw a card.

Encroach
B
Sorcery
Target player reveals his or her hand. Choose a nonbasic land card from it. That player discards that card.

Endangered Armodon
2GG
Creature - Elephant
4/5
When you control a creature with toughness 2 or less, sacrifice Endangered Armodon.

Endbringer's Revel
2B
Enchantment
4: Return target creature card from a graveyard to its owner's hand. Any player may play this ability but only any time he or she could play a sorcery.

Endemic Plague
3B
Sorcery
As an additional cost to play Endemic Plague, sacrifice a creature.
Destroy all creatures that share a creature type with the sacrificed creature. They can't be regenerated.

Endless Cockroaches
1BB
Creature - Insect
1/1
When Endless Cockroaches is put into to a graveyard from play, return Endless Cockroaches to its owner's hand.

Endless Horizons
3W
Enchantment
When Endless Horizons comes into play, search your library for any number of Plains cards and remove them from the game. Then shuffle your library.
At the beginning of your upkeep, you may put a card you own removed from the game with Endless Horizons into your hand.

Endless Scream
XB
Enchantment - Aura
Enchant creature
Endless Scream comes into play with X scream counters on it.
Enchanted creature gets +1/+0 for each scream counter on Endless Scream.

Endless Swarm
5GGG
Sorcery
Put a 1/1 green Snake creature token into play for each card in your hand.
Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

Endless Whispers
2BB
Enchantment
Each creature has "When this creature is put into a graveyard from play, choose target opponent. That player puts this creature card from that graveyard into play under his or her control at end of turn."

Endless Wurm
3GG
Creature - Wurm
9/9
Trample
At the beginning of your upkeep, sacrifice Endless Wurm unless you sacrifice an enchantment.

Endoskeleton
2
Artifact
You may choose not to untap Endoskeleton during your untap step.
2, T Target creature gets +0/+3 as long as Endoskeleton remains tapped.

Endrek Sahr, Master Breeder
4B
Legendary Creature - Human Wizard
2/2
Whenever you play a creature spell, put X 1/1 black Thrull creature tokens into play, where X is that spell's converted mana cost.
When you control seven or more Thrulls, sacrifice Endrek Sahr, Master Breeder.

Endure
3WW
Instant
Prevent all damage that would be dealt to you and permanents you control this turn.

Enduring Ideal
5WW
Sorcery
Search your library for an enchantment card and put it into play. Then shuffle your library.
Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

Enduring Renewal
2WW
Enchantment
Play with your hand revealed.
If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card.
Whenever a creature is put into your graveyard from play, return it to your hand.

Enemy of the Guildpact
4B
Creature - Spirit
4/2
Protection from multicolored

Energizer
4
Artifact Creature - Juggernaut
2/2
2, T Put a +1/+1 counter on Energizer.

Energy Arc
WU
Instant
Untap any number of target creatures. Prevent all combat damage that would be dealt to and dealt by those creatures this turn.

Energy Bolt
XRW
Sorcery
Choose one - Energy Bolt deals X damage to target player; or target player gains X life.

Energy Chamber
2
Artifact
At the beginning of your upkeep, choose one - Put a +1/+1 counter on target artifact creature; or put a charge counter on target noncreature artifact.

Energy Field
1U
Enchantment
Prevent all damage that would be dealt to you by sources you don't control.
When a card is put into your graveyard, sacrifice Energy Field.

Energy Flux
2U
Enchantment
All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay 2."

Energy Storm
1W
Enchantment
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Prevent all damage that would be dealt by instant and sorcery spells.
Creatures with flying don't untap during their controller's untap step.

Energy Tap
U
Sorcery
Tap target untapped creature you control. If you do, add X to your mana pool, where X is that creature's converted mana cost.

Energy Vortex
3UU
Enchantment
As Energy Vortex comes into play, choose an opponent.
At the beginning of your upkeep, remove all energy counters from Energy Vortex.
At the beginning of the chosen player's upkeep, Energy Vortex deals 3 damage to that player unless he or she pays 1 for each energy counter on Energy Vortex.
X: Put X energy counters on Energy Vortex. Play this ability only during your upkeep.

Enervate
1U
Instant
Tap target artifact, creature, or land.
Draw a card at the beginning of the next turn's upkeep.

Enfeeblement
BB
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets -2/-2.

Engineered Explosives
X
Artifact
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
2, Sacrifice Engineered Explosives: Destroy each nonland permanent with converted mana cost equal to the number of charge counters on Engineered Explosives.

Engineered Plague
2B
Enchantment
As Engineered Plague comes into play, choose a creature type.
All creatures of the chosen type get -1/-1.

Engulfing Flames
R
Instant
Engulfing Flames deals 1 damage to target creature. It can't be regenerated this turn.
Flashback 3R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Enigma Eidolon
3U
Creature - Spirit
2/2
U, Sacrifice Enigma Eidolon: Target player puts the top three cards of his or her library into his or her graveyard.
Whenever you play a multicolored spell, you may return Enigma Eidolon from your graveyard to your hand.

Enlightened Tutor
W
Instant
Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.

Enlistment Officer
3W
Creature - Human Soldier
2/3
First strike
When Enlistment Officer comes into play, reveal the top four cards of your library. Put all Soldier cards revealed this way into your hand and the rest on the bottom of your library.

Enormous Baloth
6G
Creature - Beast
7/7

Enrage
XR
Instant
Target creature gets +X/+0 until end of turn.

Enraging Licid
1R
Creature - Licid
1/1
R, T Enraging Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay R to end this effect.
Enchanted creature has haste.

Enshrined Memories
XG
Sorcery
Reveal the top X cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.

Enslave
4BB
Enchantment - Aura
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, enchanted creature deals 1 damage to its owner.

Enslaved Dwarf
R
Creature - Dwarf
1/1
R, Sacrifice Enslaved Dwarf: Target black creature gets +1/+0 and gains first strike until end of turn.

Enslaved Horror
3B
Creature - Horror
4/4
When Enslaved Horror comes into play, each other player may return a creature card from his or her graveyard to play.

Enslaved Scout
2R
Creature - Goblin Scout
2/2
2: Enslaved Scout gains mountainwalk until end of turn.

Ensnare
3U
Instant
You may return two Islands you control to their owner's hand rather than pay Ensnare's mana cost.
Tap all creatures.

Ensnaring Bridge
3
Artifact
Creatures with power greater than the number of cards in your hand can't attack.

Ensouled Scimitar
3
Artifact - Equipment
3: Ensouled Scimitar becomes a 1/5 Spirit artifact creature with flying until end of turn. (Equipment that's a creature can't equip a creature.)
Equipped creature gets +1/+5.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)

Entangler
2WW
Enchantment - Aura
Enchant creature
Enchanted creature can block any number of creatures.

Entangling Trap
1W
Enchantment
Whenever you clash, tap target creature an opponent controls. If you won, that creature doesn't untap during its controller's next untap step. (This ability triggers after the clash ends.)

Enter the Dungeon
BB
Sorcery
Players play a Magic subgame under the table starting at 5 life, using their libraries as their decks. After the subgame ends, the winner searches his or her library for two cards, puts those cards into his or her hand, then shuffles his or her library.

Entomb
B
Instant
Search your library for a card and put that card into your graveyard. Then shuffle your library.

Entrails Feaster
B
Creature - Zombie Cat
1/1
At the beginning of your upkeep, you may remove a creature card in a graveyard from the game. If you do, put a +1/+1 counter on Entrails Feaster. If you don't, tap Entrails Feaster.

Entropic Eidolon
3B
Creature - Spirit
2/2
B, Sacrifice Entropic Eidolon: Target player loses 1 life and you gain 1 life.
Whenever you play a multicolored spell, you may return Entropic Eidolon from your graveyard to your hand.

Entropic Specter
3BB
Creature - Specter Spirit
*/*
Flying
As Entropic Specter comes into play, choose an opponent.
Entropic Specter's power and toughness are each equal to the number of cards in the chosen player's hand.
Whenever Entropic Specter deals damage to a player, that player discards a card.

Envelop
U
Instant
Counter target sorcery spell.

Eon Hub
5
Artifact
Players skip their upkeep steps.

Ephemeron
4UU
Creature - Illusion
4/4
Flying
Discard a card: Return Ephemeron to its owner's hand.

Epic Proportions
4GG
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +5/+5 and has trample.

Epic Struggle
2GG
Enchantment
At the beginning of your upkeep, if you control twenty or more creatures, you win the game.

Epicenter
4R
Sorcery
Target player sacrifices a land.
Threshold - All players sacrifice all lands instead if seven or more cards are in your graveyard.

Epochrasite
2
Artifact Creature - Construct
1/1
Epochrasite comes into play with three +1/+1 counters on it if you didn't play it from your hand.
When Epochrasite is put into a graveyard from play, remove it from the game with three time counters on it and it gains suspend.

Equal Treatment
1W
Instant
If any source would deal 1 or more damage to a creature or player this turn, it deals 2 damage to that creature or player instead.
Draw a card.

Equilibrium
1UU
Enchantment
Whenever you play a creature spell, you may pay 1. If you do, return target creature to its owner's hand.

Equinox
W
Enchantment - Aura
Enchant land
Enchanted land has "T Counter target spell if it would destroy a land you control."

Equipoise
2W
Enchantment
At the beginning of your upkeep, for each artifact target player controls in excess of the number you control, choose an artifact he or she controls. Repeat this process for creatures and lands. The chosen permanents phase out.

Eradicate
2BB
Sorcery
Remove target nonblack creature from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library.

Erase
W
Instant
Remove target enchantment from the game.

Erase (Not the Urza's Legacy One)
2W
Instant
If you control two or more white permanents that share an artist, you may play Erase (Not the Urza's Legacy One) without paying its mana cost.
Remove target enchantment from the game.

Erayo, Soratami Ascendant
1U
Legendary Creature - Moonfolk Monk
1/1
Flying
Whenever the fourth spell of a turn is played, flip Erayo, Soratami Ascendant.
-----
Erayo's Essence
Legendary Enchantment
Whenever an opponent plays a spell for the first time in a turn, counter that spell.

Erg Raiders
1B
Creature - Human Warrior
2/3
At the end of your turn, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn.

Erhnam Djinn
3G
Creature - Djinn
4/5
At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep.

Erithizon
2GG
Creature - Beast
4/4
Whenever Erithizon attacks, put a +1/+1 counter on target creature of defending player's choice.

Eron the Relentless
3RR
Legendary Creature - Human Rogue
5/2
Haste
RRR: Regenerate Eron the Relentless.

Erosion
UUU
Enchantment - Aura
Enchant land
At the beginning of the upkeep of enchanted land's controller, destroy that land unless that player pays 1 or 1 life.

Errand of Duty
1W
Instant
Put a 1/1 white Knight creature token with banding into play.

Errant Doomsayers
1W
Creature - Human Rebel
1/1
T Tap target creature with toughness 2 or less.

Errant Ephemeron
6U
Creature - Illusion
4/4
Flying
Suspend 4-1U (Rather than play this card from your hand, you may pay 1U and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Errant Minion
2U
Enchantment - Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, that player may pay 1 or 2. Errant Minion deals damage to that player equal to 2 minus the amount of mana paid this way.

Errantry
1R
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+0 and can only attack alone.

Erratic Explosion
2R
Sorcery
Choose target creature or player. Reveal cards from the top of your library until you reveal a nonland card. Erratic Explosion deals damage equal to that card's converted mana cost to that creature or player. Put the revealed cards on the bottom of your library in any order.

Erratic Mutation
2U
Instant
Choose target creature. Reveal cards from the top of your library until you reveal a nonland card. That creature gets +X/-X until end of turn, where X is that card's converted mana cost. Put all cards revealed this way on the bottom of your library in any order.

Erratic Portal
4
Artifact
1, T Return target creature to its owner's hand unless its controller pays 1.

Ersatz Gnomes
3
Artifact Creature - Gnome
1/1
T Target spell is colorless.
T Target permanent becomes colorless until end of turn.

Ertai, the Corrupted
2WUB
Legendary Creature - Human Wizard
3/4
U, T, Sacrifice a creature or enchantment: Counter target spell.

Ertai, Wizard Adept
2U
Legendary Creature - Human Wizard
1/1
2UU, T Counter target spell.

Ertai's Familiar
1U
Creature - Illusion
2/2
Phasing
When Ertai's Familiar phases out or leaves play, put the top three cards of your library into your graveyard.
U: Until your next upkeep, Ertai's Familiar can't phase out.

Ertai's Meddling
XU
Instant
X can't be 0.
Target spell's controller removes it from the game with X delay counters on it.
At the beginning of each of that player's upkeeps, if that card is removed from the game, remove a delay counter from it. If the card has no delay counters on it, he or she puts it onto the stack as a copy of the original spell.

Ertai's Trickery
U
Instant
Counter target spell if a kicker cost was paid for it.

Escape Artist
1U
Creature - Human Wizard
1/1
Escape Artist is unblockable.
U, Discard a card: Return Escape Artist to its owner's hand.

Escape Routes
2U
Enchantment
2U: Return target white or black creature you control to its owner's hand.

Escaped Shapeshifter
3UU
Creature - Shapeshifter
3/4
As long as an opponent controls a creature with flying not named Escaped Shapeshifter, Escaped Shapeshifter has flying. The same is true for first strike, trample, and protection from any color.

Essence Bottle
2
Artifact
3, T Put an elixir counter on Essence Bottle.
T, Remove all elixir counters from Essence Bottle: You gain 2 life for each elixir counter removed this way.

Essence Drain
4B
Sorcery
Essence Drain deals 3 damage to target creature or player and you gain 3 life.

Essence Filter
1GG
Sorcery
Destroy all enchantments or all nonwhite enchantments.

Essence Flare
U
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0.
At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature.

Essence Fracture
3UU
Sorcery
Return two target creatures to their owners' hands.
Cycling 2U (2U, Discard this card: Draw a card.)

Essence Leak
U
Enchantment - Aura
Enchant permanent
If enchanted permanent is red or green, it has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost."

Essence Sliver
3W
Creature - Sliver
3/3
All Slivers have lifelink. (Whenever a Sliver deals damage, its controller gain that much life.)

Essence Vortex
1UB
Instant
Destroy target creature unless its controller pays life equal to its toughness. A creature destroyed this way can't be regenerated.

Essence Warden
G
Creature - Elf Shaman
1/1
Whenever another creature comes into play, you gain 1 life.

Etched Oracle
4
Artifact Creature - Wizard
0/0
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
1, Remove four +1/+1 counters from Etched Oracle: Target player draws three cards.

Eternal Dominion
7UUU
Sorcery
Search target opponent's library for an artifact, creature, enchantment, or land card. Put that card into play under your control. Then that player shuffles his or her library.
Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)

Eternal Dragon
5WW
Creature - Dragon Spirit
5/5
Flying
3WW: Return Eternal Dragon from your graveyard to your hand. Play this ability only during your upkeep.
Plainscycling 2 (2, Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.)

Eternal Flame
2RR
Sorcery
Eternal Flame deals X damage to target opponent, where X is the number of Mountains you control. It deals half X damage, rounded up, to you.

Eternal Warrior
R
Enchantment - Aura
Enchant creature
Enchanted creature has vigilance.

Eternal Witness
1GG
Creature - Human Shaman
2/1
When Eternal Witness comes into play, you may return target card from your graveyard to your hand.

Eternity Snare
5U
Enchantment - Aura
Enchant creature
When Eternity Snare comes into play, draw a card.
Enchanted creature doesn't untap during its controller's untap step.

Ether Well
3U
Instant
Put target creature on top of its owner's library. If that creature is red, you may put it on the bottom of its owner's library instead.

Ethereal Champion
2WWW
Creature - Avatar
3/4
Pay 1 life: Prevent the next 1 damage that would be dealt to Ethereal Champion this turn.

Ethereal Haze
W
Instant - Arcane
Prevent all damage that would be dealt by creatures this turn.

Ethereal Usher
5U
Creature - Spirit
2/3
U, T Target creature is unblockable this turn.
Transmute 1UU (1UU, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Ethereal Whiskergill
3U
Creature - Elemental
4/3
Flying
Ethereal Whiskergill can't attack unless defending player controls an Island.

Eunuchs' Intrigues
2R
Sorcery
Target opponent chooses a creature he or she controls. Other creatures he or she controls can't block this turn.

Eureka
2GG
Sorcery
Starting with you, each player may put a permanent card from his or her hand into play. Repeat this process until no one puts a card into play.

Evacuation
3UU
Instant
Return all creatures to their owners' hands.

Evangelize
4W
Sorcery
Buyback 2WW (You may pay an additional 2WW as you play this spell. If you do, put this card into your hand as it resolves.)
Gain control of target creature of an opponent's choice that he or she controls.

Evaporate
2R
Sorcery
Evaporate deals 1 damage to each creature that's white or blue.

Evasive Action
1U
Instant
Counter target spell unless its controller pays 1 for each basic land type among lands you control.

Even the Odds
2W
Instant
Play Even the Odds only if you control fewer creatures than each opponent.
Put three 1/1 white Soldier creature tokens into play.

Everbark Shaman
4G
Creature - Treefolk Shaman
3/5
T, Remove a Treefolk card in your graveyard from the game: Search your library for two Forest cards and put them into play tapped. Then shuffle your library.

Everglades
Land
Everglades comes into play tapped.
When Everglades comes into play, sacrifice it unless you return an untapped Swamp you control to its owner's hand.
T Add 1B to your mana pool.

Everglove Courier
2G
Creature - Elf
2/1
You may choose not to untap Everglove Courier during your untap step.
2G, T As long as Everglove Courier remains tapped, target Elf creature gets +2/+2 and has trample.

Everlasting Torment
2 (B / R)
Enchantment
Players can't gain life.
Damage can't be prevented.
All damage is dealt as though its source had wither. (A source with wither deals damage to creatures in the form of -1/-1 counters.)

Evermind
Instant - Arcane
(Nonexistent mana costs can't be paid.)
Draw a card.
Evermind is blue.
Splice onto Arcane 1U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Evershrike
3 (W / B) (W / B)
Creature - Elemental Spirit
2/2
Flying
Evershrike gets +2/+2 for each Aura attached to it.
Xo (w/b)o (w/b): Return Evershrike from your graveyard to play. You may put an Aura card with converted mana cost X or less from your hand into play attached to it. If you don't, remove Evershrike from the game.

Evil Eye of Orms-by-Gore
4B
Creature - Eye
3/6
Non-Eye creatures you control can't attack.
Evil Eye of Orms-by-Gore can't be blocked except by Walls.

Evil Eye of Urborg
4B
Creature - Eye
6/3
Non-Eye creatures you control can't attack.
Whenever Evil Eye of Urborg becomes blocked by a creature, destroy that creature.

Evil Presence
B
Enchantment - Aura
Enchant land
Enchanted land is a Swamp.

Evincar's Justice
2BB
Sorcery
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Evincar's Justice deals 2 damage to each creature and each player.

Eviscerator
3BB
Creature - Horror
5/5
Protection from white
When Eviscerator comes into play, you lose 5 life.

Evolution Charm
1G
Instant
Choose one - Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library; or return target creature card from your graveyard to your hand; or target creature gains flying until end of turn.

Evolution Vat
3
Artifact
3, T Tap target creature and put a +1/+1 counter on it. Until end of turn, that creature gains "2GU: Double the number of +1/+1 counters on this creature."

Exalted Angel
4WW
Creature - Angel
4/5
Flying, lifelink (Whenever this creature deals damage, you gain that much life.)
Morph 2WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Exalted Dragon
4WW
Creature - Dragon
5/5
Flying
Exalted Dragon can't attack unless you sacrifice a land.

Excavation
1U
Enchantment
1, Sacrifice a land: Draw a card. Any player may play this ability.

Excavator
2
Artifact
T, Sacrifice a basic land: Target creature gains landwalk of each of the land types of the sacrificed land until end of turn.

Excise
XW
Instant
Remove target attacking creature from the game unless its controller pays X.

Exclude
2U
Instant
Counter target creature spell.
Draw a card.

Excruciator
6RR
Creature - Avatar
7/7
Damage that would be dealt by Excruciator can't be prevented.

Execute
2B
Instant
Destroy target white creature. It can't be regenerated.
Draw a card.

Exhaustion
2U
Sorcery
Creatures and lands target opponent controls don't untap during his or her next untap step.

Exhume
1B
Sorcery
Each player puts a creature card from his or her graveyard into play.

Exhumer Thrull
5B
Creature - Thrull
3/3
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Exhumer Thrull comes into play or the creature it haunts is put into a graveyard, return target creature card from your graveyard to your hand.

Exile
2W
Instant
Remove target nonwhite attacking creature from the game. You gain life equal to its toughness.

Exile into Darkness
4B
Sorcery
Target player sacrifices a creature with converted mana cost 3 or less.
At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Exile into Darkness from your graveyard to your hand.

Exiled Boggart
1B
Creature - Goblin Rogue
2/2
When Exiled Boggart is put into a graveyard from play, discard a card.

Exiled Doomsayer
1W
Creature - Human Cleric
1/2
All morph costs cost 2 more. (This doesn't affect the cost to play creatures face down.)

Exorcist
WW
Creature - Human Cleric
1/1
1W, T Destroy target black creature.

Exoskeletal Armor
1G
Enchantment - Aura
Enchant creature
Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards.

Exotic Curse
2B
Enchantment - Aura
Enchant creature
Enchanted creature gets -1/-1 for each basic land type among lands you control.

Exotic Disease
4B
Sorcery
Target player loses X life and you gain X life, where X is the number of basic land types among lands you control.

Expendable Troops
1W
Creature - Human Soldier
2/1
T, Sacrifice Expendable Troops: Expendable Troops deals 2 damage to target attacking or blocking creature.

Experiment Kraj
2GGUU
Legendary Creature - Ooze Mutant
4/6
Experiment Kraj has all activated abilities of each other creature with a +1/+1 counter on it.
T Put a +1/+1 counter on target creature.

Exploration
G
Enchantment
You may play an additional land each of your turns.

Explosive Growth
G
Instant
Kicker 5 (You may pay an additional 5 as you play this spell.)
Target creature gets +2/+2 until end of turn. If the kicker cost was paid, that creature gets +5/+5 until end of turn instead.

Explosive Vegetation
3G
Sorcery
Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library.

Expunge
2B
Instant
Destroy target nonartifact, nonblack creature. It can't be regenerated.
Cycling 2 (2, Discard this card: Draw a card.)

Extinction
4B
Sorcery
Destroy all creatures of the creature type of your choice.

Extinguish
1U
Instant
Counter target sorcery spell.

Extirpate
B
Instant
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Choose target card in a graveyard other than a basic land. Search its owner's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library.

Extortion
3BB
Sorcery
Look at target player's hand and choose up to two cards from it. That player discards those cards.

Extra Arms
4R
Enchantment - Aura
Enchant creature
Whenever enchanted creature attacks, it deals 2 damage to target creature or player.

Extract
U
Sorcery
Search target player's library for a card and remove that card from the game. Then that player shuffles his or her library.

Extraplanar Lens
3
Artifact
Imprint - When Extraplanar Lens comes into play, you may remove target land you control from the game. (The removed card is imprinted on this artifact.)
Whenever a land with the same name as the imprinted card is tapped for mana, its controller adds one mana to his or her mana pool of any type that land produced.

Extravagant Spirit
3U
Creature - Spirit
4/4
Flying
At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay 1 for each card in your hand.

Extruder
4
Artifact Creature - Juggernaut
4/3
Echo 4 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
Sacrifice an artifact: Put a +1/+1 counter on target creature.

Eye for an Eye
WW
Instant
Eye for an Eye deals X damage to the controller of the source of your choice that dealt damage to you this turn, where X is the damage dealt to you by that source this turn.

Eye of Nowhere
UU
Sorcery - Arcane
Return target permanent to its owner's hand.

Eye of Ramos
3
Artifact
T Add U to your mana pool.
Sacrifice Eye of Ramos: Add U to your mana pool.

Eye of Singularity
3W
World Enchantment
When Eye of Singularity comes into play, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated.
Whenever a permanent other than a basic land comes into play, destroy all other permanents with that name. They can't be regenerated.

Eye of the Storm
5UU
Enchantment
Whenever a player plays an instant or sorcery card, remove it from the game. Then that player copies each instant or sorcery card removed from the game with Eye of the Storm. For each copy, the player may play the copy without paying its mana cost.

Eye of Yawgmoth
3
Artifact
3, T, Sacrifice a creature: Reveal cards from the top of your library equal to the sacrificed creature's power. Put one into your hand and remove the rest from the game.

Eye Spy
U
Sorcery
Look at the top card of target player's library. You may put that card into his or her graveyard.

Eye to Eye
2B
Instant
You and target creature's controller have a staring contest. If you win, destroy that creature.

Eyeblight's Ending
2B
Tribal Instant - Elf
Destroy target non-Elf creature.

Eyes of the Watcher
2U
Enchantment
Whenever you play an instant or sorcery spell, you may pay 1. If you do, scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Eyes of the Wisent
1G
Tribal Enchantment - Elemental
Whenever an opponent plays a blue spell during your turn, you may put a 4/4 green Elemental creature token into play.

Fa'adiyah Seer
1G
Creature - Human Shaman
1/1
T Draw a card and reveal it. If it isn't a land card, discard it.

Fable of Wolf and Owl
3 (G / U) (G / U) (G / U)
Enchantment
Whenever you play a green spell, you may put a 2/2 green Wolf creature token into play.
Whenever you play a blue spell, you may put a 1/1 blue Bird creature token with flying into play.

Fabricate
2U
Sorcery
Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library.

Face of Fear
5B
Creature - Horror
3/4
2B, Discard a card: Face of Fear gains fear until end of turn.

Face to Face
1R
Sorcery
You and target opponent play a best two-out-of-three Rock, Paper, Scissors match. If you win, Face to Face deals 5 damage to that opponent.

Faceless Butcher
2BB
Creature - Nightmare Horror
2/3
When Faceless Butcher comes into play, remove target creature other than Faceless Butcher from the game.
When Faceless Butcher leaves play, return the removed card to play under its owner's control.

Faceless Devourer
2B
Creature - Nightmare Horror
2/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
When Faceless Devourer comes into play, remove another target creature with shadow from the game.
When Faceless Devourer leaves play, return the removed card to play under its owner's control.

Faces of the Past
2U
Enchantment
Whenever a creature is put into a graveyard from play, tap or untap all creatures that share a creature type with it.

Facevaulter
B
Creature - Goblin Warrior
1/1
B, Sacrifice a Goblin: Facevaulter gets +2/+2 until end of turn.

Fact or Fiction
3U
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.

Fade Away
2U
Sorcery
For each creature, that creature's controller pays 1 or sacrifices a permanent.

Fade from Memory
B
Instant
Remove target card in a graveyard from the game.
Cycling B (B, Discard this card: Draw a card.)

Faerie Conclave
Land
Faerie Conclave comes into play tapped.
T Add U to your mana pool.
1U: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land. (It can't be blocked except by creatures with flying or reach.)

Faerie Harbinger
3U
Creature - Faerie Wizard
2/2
Flash
Flying
When Faerie Harbinger comes into play, you may search your library for a Faerie card, reveal it, then shuffle your library and put that card on top of it.

Faerie Macabre
1BB
Creature - Faerie Rogue
2/2
Flying
Discard Faerie Macabre: Remove up to two target cards in graveyards from the game.

Faerie Noble
2G
Creature - Faerie
1/2
Flying
Other Faerie creatures you control get +0/+1.
T Other Faerie creatures you control get +1/+0 until end of turn.

Faerie Squadron
U
Creature - Faerie
1/1
Kicker 3U (You may pay an additional 3U as you play this spell.)
If the kicker cost was paid, Faerie Squadron comes into play with two +1/+1 counters on it and with flying.

Faerie Swarm
3U
Creature - Faerie
*/*
Flying
Faerie Swarm's power and toughness are each equal to the number of blue permanents you control.

Faerie Tauntings
2B
Tribal Enchantment - Faerie
Whenever you play a spell during an opponent's turn, you may have each opponent lose 1 life.

Faerie Trickery
1UU
Tribal Instant - Faerie
Counter target non-Faerie spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.

Faith Healer
1W
Creature - Human Cleric
1/1
Sacrifice an enchantment: You gain life equal to its converted mana cost.

Faithful Squire
1WW
Creature - Human Soldier
2/2
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Faithful Squire.
At end of turn, if there are two or more ki counters on Faithful Squire, you may flip it.
-----
Kaiso, Memory of Loyalty
Legendary Creature - Spirit
3/4
Flying
Remove a ki counter from Kaiso, Memory of Loyalty: Prevent all damage that would be dealt to target creature this turn.

Faith's Fetters
3W
Enchantment - Aura
Enchant permanent
When Faith's Fetters comes into play, you gain 4 life.
Enchanted permanent's activated abilities can't be played unless they're mana abilities. If enchanted permanent is a creature, it can't attack or block.

Fallen Angel
3BB
Creature - Angel
3/3
Flying
Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.

Fallen Askari
1B
Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Fallen Askari can't block.

Fallen Cleric
4B
Creature - Zombie Cleric
4/2
Protection from Clerics
Morph 4B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Fallen Ideal
2B
Enchantment - Aura
Enchant creature
Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn."
When Fallen Ideal is put into a graveyard from play, return Fallen Ideal to its owner's hand.

Falling Star
2R
Sorcery
Flip Falling Star onto the playing area from a height of at least one foot. Falling Star deals 3 damage to each creature it lands on. Tap all creatures dealt damage by Falling Star. If Falling Star doesn't turn completely over at least once during the flip, it has no effect.

Falling Timber
2G
Instant
Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.)
Prevent all combat damage target creature would deal this turn. If the kicker cost was paid, prevent all combat damage another target creature would deal this turn.

Fallow Earth
2G
Sorcery
Put target land on top of its owner's library.

Fallow Wurm
2G
Creature - Wurm
4/4
When Fallow Wurm comes into play, sacrifice it unless you discard a land card.

Fallowsage
3U
Creature - Merfolk Wizard
2/2
Whenever Fallowsage becomes tapped, you may draw a card.

False Cure
BB
Instant
Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life he or she gained.

False Dawn
1W
Sorcery
Until end of turn, spells and abilities you control that would add colored mana to your mana pool add that much white mana instead. Until end of turn, you may spend white mana as though it were mana of any color.
Draw a card.

False Defeat
3W
Sorcery
Return target creature card from your graveyard to play.

False Demise
2U
Enchantment - Aura
Enchant creature
When enchanted creature is put into a graveyard, return that card to play under your control.

False Memories
1U
Instant
Put the top seven cards of your library into your graveyard. At end of turn, remove seven cards in your graveyard from the game.

False Mourning
G
Sorcery
Put target card from your graveyard on top of your library.

False Orders
R
Instant
Play False Orders only during the declare blockers step.
Remove target creature defending player controls from combat. Creatures it blocked that no other creature blocked this combat become unblocked. You may have it block an attacking creature of your choice.

False Peace
W
Sorcery
Target player skips all combat phases of his or her next turn.

False Prophet
2WW
Creature - Human Cleric
2/2
When False Prophet is put into a graveyard from play, remove all creatures from the game.

False Summoning
1U
Instant
Counter target creature spell.

Falter
1R
Instant
Creatures without flying can't block this turn.

Familiar Ground
2G
Enchantment
Each creature you control can't be blocked by more than one creature.

Familiar's Ruse
UU
Instant
As an additional cost to play Familiar's Ruse, return a creature you control to its owner's hand.
Counter target spell.

Famine
3BB
Sorcery
Famine deals 3 damage to each creature and each player.

Famished Ghoul
3B
Creature - Zombie
3/2
1B, Sacrifice Famished Ghoul: Remove up to two target cards in a single graveyard from the game.

Fanatical Devotion
2W
Enchantment
Sacrifice a creature: Regenerate target creature.

Fanatical Fever
2GG
Instant
Target creature gets +3/+0 and gains trample until end of turn.

Fang Skulkin
2
Artifact Creature - Scarecrow
2/1
2: Target black creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)

Fangren Firstborn
1GGG
Creature - Beast
4/2
Whenever Fangren Firstborn attacks, put a +1/+1 counter on each attacking creature.

Fangren Hunter
3GG
Creature - Beast
4/4
Trample

Fangren Pathcutter
4GG
Creature - Beast
4/6
Whenever Fangren Pathcutter attacks, attacking creatures gain trample until end of turn.

Fanning the Flames
XRR
Sorcery
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Fanning the Flames deals X damage to target creature or player.

Far Wanderings
2G
Sorcery
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Threshold - If seven or more cards are in your graveyard, instead search your library for three basic land cards and put them into play tapped. Then shuffle your library.

Farewell to Arms
1BB
Enchantment
As Farewell to Arms comes into play, choose a hand attached to an opponent's arm.
When the chosen hand isn't behind its owner's back, sacrifice Farewell to Arms. If you do, that player discards his or her hand . . . of cards. (The lawyers wouldn't let us do it the other way.)

Farhaven Elf
2G
Creature - Elf Druid
1/1
When Farhaven Elf comes into play, you may search your library for a basic land card and put it into play tapped. If you do, shuffle your library.

Farmstead
WWW
Enchantment - Aura
Enchant land
Enchanted land has "At the beginning of your upkeep, you may pay WW. If you do, you gain 1 life."

Farrelite Priest
1WW
Creature - Human Cleric
1/3
1: Add W to your mana pool. At end of turn, if this ability has been played four or more times this turn, sacrifice Farrelite Priest.

Farrel's Mantle
2W
Enchantment - Aura
Enchant creature
Whenever enchanted creature attacks and isn't blocked, its controller may have it deal damage equal to its power plus 2 to target creature. If that player does, the attacking creature deals no combat damage this turn.

Farrel's Zealot
1WW
Creature - Human
2/2
Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot deals no combat damage this turn.

Farseek
1G
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card and put it into play tapped. Then shuffle your library.

Farsight Mask
5
Artifact
Whenever a source an opponent controls deals damage to you, if Farsight Mask is untapped, you may draw a card.

Fascist Art Director
1WW
Creature - Human Horror
2/2
WW: Fascist Art Director gains protection from the artist of your choice until end of turn..

Fastbond
G
Enchantment
You may play as many lands as you choose on your turn.
Whenever you play a land other than the first land of the turn, Fastbond deals 1 damage to you.

Fasting
W
Enchantment
At the beginning of your upkeep, put a hunger counter on Fasting. If Fasting has five or more hunger counters on it, sacrifice it. Otherwise, you may choose to skip your draw step this turn and gain 2 life.
When you draw a card, sacrifice Fasting.

Fat Ass
4G
Creature - Donkey Shaman
2/3
Fat Ass gets +2/+2 and has trample as long as you're eating. (Food is in your mouth and you're chewing, licking, sucking, or swallowing it.)

Fatal Attraction
2R
Enchantment - Aura
Enchant creature
When Fatal Attraction comes into play, it deals 2 damage to enchanted creature.
At the beginning of your upkeep, Fatal Attraction deals 4 damage to enchanted creature.

Fatal Blow
B
Instant
Destroy target creature that was dealt damage this turn. It can't be regenerated.

Fatal Frenzy
2R
Instant
Until end of turn, target creature you control gains trample and gets +X/+0, where X is its power. Sacrifice it at end of turn.

Fatal Lore
2BB
Sorcery
An opponent chooses one - You draw three cards; or you destroy up to two target creatures that opponent controls and that player draws up to three cards. Those creatures can't be regenerated.

Fatal Mutation
B
Enchantment - Aura
Enchant creature
When enchanted creature is turned face up, destroy it. It can't be regenerated.

Fate Transfer
1 (U / B)
Instant
Move all counters from target creature onto another target creature.

Fatespinner
1UU
Creature - Human Wizard
1/2
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.

Fathom Seer
1U
Creature - Illusion
1/3
Morph-Return two Islands you control to their owner's hand. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Fathom Seer is turned face up, draw two cards.

Fathom Trawl
3UU
Sorcery
Reveal cards from the top of your library until you reveal three nonland cards. Put the nonland cards revealed this way into your hand, then put the rest of the revealed cards on the bottom of your library in any order.

Fatigue
1U
Sorcery
Target player skips his or her next draw step.

Fault Line
XRR
Instant
Fault Line deals X damage to each creature without flying and each player.

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

Faultgrinder
6R
Creature - Elemental
4/4
Trample
When Faultgrinder comes into play, destroy target land.
Evoke 4R (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Favor of the Mighty
1W
Tribal Enchantment - Giant
Each creature with the highest converted mana cost has protection from all colors.

Favor of the Overbeing
1 (G / U)
Enchantment - Aura
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has vigilance.
As long as enchanted creature is blue, it gets +1/+1 and has flying.

Favorable Destiny
1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2 as long as it's white.
Enchanted creature has shroud as long as its controller controls another creature. (It can't be the target of spells or abilities.)

Fear
BB
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)

Feast of Flesh
B
Sorcery
Feast of Flesh deals X damage to target creature and you gain X life, where X is 1 plus the number of cards named Feast of Flesh in all graveyards.

Feast of the Unicorn
3B
Enchantment - Aura
Enchant creature
Enchanted creature gets +4/+0.

Feast of Worms
3GG
Sorcery - Arcane
Destroy target land. If that land was legendary, its controller sacrifices another land.

Feast or Famine
3B
Instant
Choose one - Put a 2/2 black Zombie creature token into play; or destroy target nonblack, nonartifact creature and it can't be regenerated.

Fecundity
2G
Enchantment
Whenever a creature is put into a graveyard from play, that creature's controller may draw a card.

Feebleness
1B
Enchantment - Aura
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Enchanted creature gets -2/-1.

Feedback
2U
Enchantment - Aura
Enchant enchantment
At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player.

Feedback Bolt
4R
Instant
Feedback Bolt deals damage to target player equal to the number of artifacts you control.

Feeding Frenzy
2B
Instant
Target creature gets -X/-X until end of turn, where X is the number of Zombies in play.

Feint
R
Instant
Tap all creatures blocking target attacking creature. Prevent all combat damage that would be dealt this turn by that creature and each creature blocking it.

Feldon's Cane
1
Artifact
T, Remove Feldon's Cane from the game: Shuffle your graveyard into your library.

Fellwar Stone
2
Artifact
T Add to your mana pool one mana of any color that a land an opponent controls could produce.

Femeref Archers
2G
Creature - Human Archer
2/2
T Femeref Archers deals 4 damage to target attacking creature with flying.

Femeref Enchantress
GW
Creature - Human Druid
1/2
Whenever an enchantment is put into a graveyard from play, draw a card.

Femeref Healer
1W
Creature - Human Cleric
1/1
T Prevent the next 1 damage that would be dealt to target creature or player this turn.

Femeref Knight
2W
Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
W: Femeref Knight gains vigilance until end of turn.

Femeref Scouts
2W
Creature - Human Scout
1/4

Fen Stalker
3B
Creature - Nightstalker
3/2
Fen Stalker has fear as long as you control no untapped lands.

Fencer Clique
2UU
Creature - Faerie Soldier
3/2
Flying
U: Put Fencer Clique on top of its owner's library.

Fencer's Magemark
2R
Enchantment - Aura
Enchant creature
Creatures you control that are enchanted get +1/+1 and have first strike.

Fend Off
1W
Instant
Prevent all combat damage that would be dealt by target creature this turn.
Cycling 2 (2, Discard this card: Draw a card.)

Fendeep Summoner
4B
Creature - Treefolk Shaman
3/5
T Up to two target Swamps each become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn.

Feral Animist
1RG
Creature - Goblin Shaman
2/1
3: Feral Animist gets +X/+0 until end of turn, where X is its power.

Feral Deceiver
3G
Creature - Spirit
3/2
1: Look at the top card of your library.
2: Reveal the top card of your library. If it's a land card, Feral Deceiver gets +2/+2 and gains trample until end of turn. Play this ability only once each turn.

Feral Instinct
1G
Instant
Target creature gets +1/+1 until end of turn.
Draw a card at the beginning of the next turn's upkeep.

Feral Lightning
3RRR
Sorcery
Put three 3/1 red Elemental creature tokens with haste into play. Remove them from the game at end of turn.

Feral Shadow
2B
Creature - Nightstalker
2/1
Flying

Feral Thallid
3GGG
Creature - Fungus
6/3
At the beginning of your upkeep, put a spore counter on Feral Thallid.
Remove three spore counters from Feral Thallid: Regenerate Feral Thallid.

Feral Throwback
4GG
Creature - Beast
3/3
Amplify 2 (As this card comes into play, put two +1/+1 counters on it for each Beast card you reveal in your hand.)
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

Ferocious Charge
2G
Instant
Target creature gets +4/+4 until end of turn.
Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Ferocity
1G
Enchantment - Aura
Enchant creature
Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it.

Feroz's Ban
6
Artifact
Creature spells cost 2 more to play.

Ferropede
3
Artifact Creature - Insect
1/1
Ferropede is unblockable.
Whenever Ferropede deals combat damage to a player, you may remove a counter from target permanent.

Fertile Ground
1G
Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.

Fertile Imagination
2GG
Sorcery
Choose a card type. Target opponent reveals his or her hand. Put two 1/1 green Saproling creature tokens into play for each card of the chosen type revealed this way. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.)

Fertilid
2G
Creature - Elemental
0/0
Fertilid comes into play with two +1/+1 counters on it.
1G, Remove a +1/+1 counter from Fertilid: Target player searches his or her library for a basic land card and puts it into play tapped. Then that player shuffles his or her library.

Fervent Charge
1WBR
Enchantment
Whenever a creature you control attacks, it gets +2/+2 until end of turn.

Fervent Denial
3UU
Instant
Counter target spell.
Flashback 5UU (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Fervor
2R
Enchantment
Creatures you control have haste.

Festercreep
1B
Creature - Elemental
0/0
Festercreep comes into play with a +1/+1 counter on it.
1B, Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn.

Festering Evil
3BB
Enchantment
At the beginning of your upkeep, Festering Evil deals 1 damage to each creature and each player.
BB, Sacrifice Festering Evil: Festering Evil deals 3 damage to each creature and each player.

Festering Goblin
B
Creature - Zombie Goblin
1/1
When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn.

Festering March
3BB
Sorcery
Creatures your opponents control get -1/-1 until end of turn. Remove Festering March from the game with three time counters on it.
Suspend 3-2B (Rather than play this card from your hand, you may pay 2B and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Festering Wound
1B
Enchantment - Aura
Enchant creature
At the beginning of your upkeep, you may put an infection counter on Festering Wound.
At the beginning of the upkeep of enchanted creature's controller, Festering Wound deals X damage to that player, where X is the number of infection counters on Festering Wound.

Festival
W
Instant
Play Festival only during an opponent's upkeep.
Creatures can't attack this turn.

Festival of the Guildpact
XW
Instant
Prevent the next X damage that would be dealt to you this turn.
Draw a card.

Festival of Trokin
W
Sorcery
You gain 2 life for each creature you control.

Fetid Heath
Land
T Add 1 to your mana pool.
o (w/b), T Add WW, WB, or BB to your mana pool.

Fetid Horror
3B
Creature - Shade Horror
1/2
B: Fetid Horror gets +1/+1 until end of turn.

Feudkiller's Verdict
4WW
Tribal Sorcery - Giant
You gain 10 life. Then if you have more life than an opponent, put a 5/5 white Giant Warrior creature token into play.

Fever Charm
R
Instant
Choose one - Target creature gains haste until end of turn; or target creature gets +2/+0 until end of turn; or Fever Charm deals 3 damage to target Wizard creature.

Fevered Convulsions
BB
Enchantment
2BB: Put a -1/-1 counter on target creature.

Fevered Strength
2B
Instant
Target creature gets +2/+0 until end of turn.
Draw a card at the beginning of the next turn's upkeep.

Fickle Efreet
3R
Creature - Efreet
5/2
Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet.

Fiddlehead Kami
4G
Creature - Spirit
3/3
Whenever you play a Spirit or Arcane spell, regenerate Fiddlehead Kami.

Field Marshal
1WW
Creature - Human Soldier
2/2
Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.)

Field of Dreams
U
World Enchantment
Players play with the top card of their libraries revealed.

Field of Reality
2U
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked by Spirits.
1U: Return Field of Reality to its owner's hand.

Field of Souls
2WW
Enchantment
Whenever a nontoken creature is put into your graveyard from play, put a 1/1 white Spirit creature token with flying into play.

Field Surgeon
1W
Creature - Human Cleric
1/1
Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn.

Fierce Empath
2G
Creature - Elf
1/1
When Fierce Empath comes into play, you may search your library for a creature card with converted mana cost 6 or more, reveal it, and put it into your hand. Then shuffle your library.

Fiery Bombardment
1R
Enchantment
Chroma - 2, Sacrifice a creature: Fiery Bombardment deals damage to target creature or player equal to the number of red mana symbols in the sacrificed creature's mana cost.

Fiery Conclusion
1R
Instant
As an additional cost to play Fiery Conclusion, sacrifice a creature.
Fiery Conclusion deals 5 damage to target creature.

Fiery Gambit
2R
Sorcery
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.

Fiery Justice
RGW
Sorcery
Fiery Justice deals 5 damage divided as you choose among any number of target creatures and/or players. Target opponent gains 5 life.

Fiery Mantle
1R
Enchantment - Aura
Enchant creature
When Fiery Mantle is put into a graveyard from play, return Fiery Mantle to its owner's hand.
R: Enchanted creature gets +1/+0 until end of turn.

Fiery Temper
1RR
Instant
Fiery Temper deals 3 damage to target creature or player.
Madness R (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Fight or Flight
3W
Enchantment
At the beginning of each opponent's combat phase, separate all creatures that player controls into two piles. Only creatures in the pile of his or her choice can attack this turn.

Fighting Chance
R
Instant
For each blocking creature, flip a coin. If you win the flip, prevent all combat damage that would be dealt by that creature this turn.

Fighting Drake
2UU
Creature - Drake
2/4
Flying

Figure of Destiny
(R / W)
Creature - Kithkin
1/1
o (r/w): Figure of Destiny becomes a 2/2 Kithkin Spirit.
o (r/w)o (r/w)o (r/w): If Figure of Destiny is a Spirit, it becomes a 4/4 Kithkin Spirit Warrior.
o (r/w)o (r/w)o (r/w)o (r/w)o (r/w)o (r/w): If Figure of Destiny is a Warrior, it becomes an 8/8 Kithkin Spirit Warrior Avatar with flying and first strike.

Fill with Fright
3B
Sorcery
Target player discards two cards.
Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Filth
3B
Creature - Incarnation
2/2
Swampwalk
As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk.

Filthy Cur
1B
Creature - Hound
2/2
Whenever Filthy Cur is dealt damage, you lose that much life.

Final Fortune
RR
Instant
Take an extra turn after this one. At the end of that turn, you lose the game.

Final Judgment
4WW
Sorcery
Remove all creatures from the game.

Final Punishment
3BB
Sorcery
Target player loses life equal to the damage already dealt to him or her this turn.

Final Revels
4B
Sorcery
Choose one - All creatures get +2/+0 until end of turn; or all creatures get -0/-2 until end of turn.

Final Strike
2BB
Sorcery
As an additional cost to play Final Strike, sacrifice a creature.
Final Strike deals damage to target opponent equal to the sacrificed creature's power.

Final-Sting Faerie
3B
Creature - Faerie Assassin
2/2
Flying
When Final-Sting Faerie comes into play, destroy target creature that was dealt damage this turn.

Fire // Ice
1R / 1U
Instant // Instant
Fire deals 2 damage divided as you choose among any number of target creatures and/or players.
//
Tap target permanent.
Draw a card.

Fire Ambush
1R
Sorcery
Fire Ambush deals 3 damage to target creature or player.

Fire and Brimstone
3WW
Instant
Fire and Brimstone deals 4 damage to target player who declared an attacking creature this turn and 4 damage to you.

Fire Ants
2R
Creature - Insect
2/1
T Fire Ants deals 1 damage to each other creature without flying.

Fire at Will
(R / W) (R / W) (R / W)
Instant
Fire at Will deals 3 damage divided as you choose among any number of target attacking or blocking creatures.

Fire Bowman
R
Creature - Human Soldier Archer
1/1
Sacrifice Fire Bowman: Fire Bowman deals 1 damage to target creature or player. Play this ability only during your turn, before attackers are declared.

Fire Covenant
1BR
Instant
As an additional cost to play Fire Covenant, pay X life.
Fire Covenant deals X damage divided as you choose among any number of target creatures.

Fire Diamond
2
Artifact
Fire Diamond comes into play tapped.
T Add R to your mana pool.

Fire Dragon
6RRR
Creature - Dragon
6/6
Flying
When Fire Dragon comes into play, it deals damage equal to the number of Mountains you control to target creature.

Fire Drake
1RR
Creature - Drake
1/2
Flying
R: Fire Drake gets +1/+0 until end of turn. Play this ability only once each turn.

Fire Elemental
3RR
Creature - Elemental
5/4

Fire Imp
2R
Creature - Imp
2/1
When Fire Imp comes into play, it deals 2 damage to target creature.

Fire Juggler
2R
Creature - Goblin Shaman
2/2
Whenever Fire Juggler becomes blocked, clash with an opponent. If you win, Fire Juggler deals 4 damage to each creature blocking it. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Fire Snake
4R
Creature - Snake
3/1
When Fire Snake is put into a graveyard from play, destroy target land.

Fire Sprites
1G
Creature - Faerie
1/1
Flying
G, T Add R to your mana pool.

Fire Tempest
5RR
Sorcery
Fire Tempest deals 6 damage to each creature and each player.

Fire Whip
1R
Enchantment - Aura
Enchant creature you control
Enchanted creature has "T This creature deals 1 damage to target creature or player."
Sacrifice Fire Whip: Fire Whip deals 1 damage to target creature or player.

Fireball
XR
Sorcery
Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players.
As an additional cost to play Fireball, pay 1 for each target beyond the first.

Fire-Belly Changeling
1R
Creature - Shapeshifter
1/1
Changeling (This card is every creature type at all times.)
R: Fire-Belly Changeling gets +1/+0 until end of turn. Play this ability no more than twice each turn.

Fireblast
4RR
Instant
You may sacrifice two Mountains rather than pay Fireblast's mana cost.
Fireblast deals 4 damage to target creature or player.

Firebolt
R
Sorcery
Firebolt deals 2 damage to target creature or player.
Flashback 4R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Firebrand Ranger
1R
Creature - Human Soldier
2/1
G, T You may put a basic land card from your hand into play.

Firebreathing
R
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
R: Enchanted creature gets +1/+0 until end of turn.

Firecat Blitz
XRR
Sorcery
Put X 1/1 red Elemental Cat creature tokens with haste into play. Remove them from the game at end of turn.
Flashback-RR, Sacrifice X Mountains. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Firefly
3R
Creature - Insect
1/1
Flying
R: Firefly gets +1/+0 until end of turn.

Firefright Mage
R
Creature - Goblin Spellshaper
1/1
1R, T, Discard a card: Target creature can't be blocked this turn except by artifact creatures and/or red creatures.

Fire-Lit Thicket
Land
T Add 1 to your mana pool.
o (r/g), T Add RR, RG, or GG to your mana pool.

Firemane Angel
3RWW
Creature - Angel
4/3
Flying, first strike
At the beginning of your upkeep, if Firemane Angel is in your graveyard or in play, you may gain 1 life.
6RRWW: Return Firemane Angel from your graveyard to play. Play this ability only during your upkeep.

Firemaw Kavu
5R
Creature - Kavu
4/2
Echo 5R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Firemaw Kavu comes into play, it deals 2 damage to target creature.
When Firemaw Kavu leaves play, it deals 4 damage to target creature.

Fires of Yavimaya
1RG
Enchantment
Creatures you control have haste.
Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn.

Firescreamer
3B
Creature - Kavu
2/2
R: Firescreamer gets +1/+0 until end of turn.

Fireshrieker
3
Artifact - Equipment
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Fireslinger
1R
Creature - Human Wizard
1/1
T Fireslinger deals 1 damage to target creature or player and 1 damage to you.

Firespout
2 (R / G)
Sorcery
Firespout deals 3 damage to each creature without flying if R was spent to play Firespout and 3 damage to each creature with flying if G was spent to play it. (Do both if RG was spent.)

Firestorm
R
Instant
As an additional cost to play Firestorm, discard X cards.
Firestorm deals X damage to each of X target creatures and/or players.

Firestorm Hellkite
4UR
Creature - Dragon
6/6
Flying, trample
Cumulative upkeep UR (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Firestorm Phoenix
4RR
Creature - Phoenix
3/2
Flying
If Firestorm Phoenix would be put into a graveyard from play, return Firestorm Phoenix to its owner's hand instead. It can't be played again until its owner's next turn.

Firewake Sliver
1RG
Creature - Sliver
1/1
All Sliver creatures have haste.
All Slivers have "1, Sacrifice this permanent: Target Sliver creature gets +2/+2 until end of turn."

First Come, First Served
1W
Enchantment
The attacking or blocking creature with the lowest collector number has first strike. If two or more creatures are tied, they all have first strike.

First Volley
1R
Instant - Arcane
First Volley deals 1 damage to target creature and 1 damage to that creature's controller.

Fishliver Oil
1U
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature has islandwalk. (This creature is unblockable as long as defending player controls an Island.)

Fissure
3RR
Instant
Destroy target creature or land. It can't be regenerated.

Fist of Suns
3
Artifact
You may pay WUBRG rather than pay the mana cost for spells that you play.

Fistful of Force
1G
Instant
Target creature gets +2/+2 until end of turn. Clash with an opponent. If you win, that creature gets an additional +2/+2 and gains trample until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Fists of Ironwood
1G
Enchantment - Aura
Enchant creature
When Fists of Ironwood comes into play, put two 1/1 green Saproling creature tokens into play.
Enchanted creature has trample.

Fists of the Anvil
1R
Instant
Target creature gets +4/+0 until end of turn.

Fists of the Demigod
1 (B / R)
Enchantment - Aura
Enchant creature
As long as enchanted creature is black, it gets +1/+1 and has wither. (It deals damage to creatures in the form of -1/-1 counters.)
As long as enchanted creature is red, it gets +1/+1 and has first strike.

Fit of Rage
1R
Sorcery
Target creature gets +3/+3 and gains first strike until end of turn.

Flaccify
2U
Instant
Counter target spell unless its controller pays 3.

Flagstones of Trokair
Legendary Land
T Add W to your mana pool.
When Flagstones of Trokair is put into a graveyard from play, you may search your library for a Plains card and put it into play tapped. If you do, shuffle your library.

Flailing Drake
3G
Creature - Drake
2/3
Flying
When Flailing Drake blocks or becomes blocked by a creature, that creature gets +1/+1 until end of turn.

Flailing Manticore
3R
Creature - Manticore
3/3
Flying, first strike
1: Flailing Manticore gets +1/+1 until end of turn. Any player may play this ability.
1: Flailing Manticore gets -1/-1 until end of turn. Any player may play this ability.

Flailing Ogre
2R
Creature - Ogre
3/3
1: Flailing Ogre gets +1/+1 until end of turn. Any player may play this ability.
1: Flailing Ogre gets -1/-1 until end of turn. Any player may play this ability.

Flailing Soldier
R
Creature - Human Soldier
2/2
1: Flailing Soldier gets +1/+1 until end of turn. Any player may play this ability.
1: Flailing Soldier gets -1/-1 until end of turn. Any player may play this ability.

Flame Burst
1R
Instant
Flame Burst deals X damage to target creature or player, where X is 2 plus the number of cards named Flame Burst in all graveyards.

Flame Elemental
2RR
Creature - Elemental
3/2
R, T, Sacrifice Flame Elemental: Flame Elemental deals damage equal to its power to target creature.

Flame Fusillade
3R
Sorcery
Until end of turn, permanents you control gain "T This permanent deals 1 damage to target creature or player."

Flame Jab
R
Sorcery
Flame Jab deals 1 damage to target creature or player.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Flame Javelin
(2 / R) (2 / R) (2 / R)
Instant
(o (2/r) can be paid with any two mana or with R. This card's converted mana cost is 6.)
Flame Javelin deals 4 damage to target creature or player.

Flame Jet
1R
Sorcery
Flame Jet deals 3 damage to target player.
Cycling 2 (2, Discard this card: Draw a card.)

Flame Rift
1R
Sorcery
Flame Rift deals 4 damage to each player.

Flame Spirit
4R
Creature - Elemental Spirit
2/3
R: Flame Spirit gets +1/+0 until end of turn.

Flame Wave
3RRRR
Sorcery
Flame Wave deals 4 damage to target player and each creature he or she controls.

Flamebreak
RRR
Sorcery
Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn.

Flamecore Elemental
2RR
Creature - Elemental
5/4
Echo 2RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Flamekin Bladewhirl
R
Creature - Elemental Warrior
2/1
As an additional cost to play Flamekin Bladewhirl, reveal an Elemental card from your hand or pay 3.

Flamekin Brawler
R
Creature - Elemental Warrior
0/2
R: Flamekin Brawler gets +1/+0 until end of turn.

Flamekin Harbinger
R
Creature - Elemental Shaman
1/1
When Flamekin Harbinger comes into play, you may search your library for an Elemental card, reveal it, then shuffle your library and put that card on top of it.

Flamekin Spitfire
1R
Creature - Elemental Shaman
1/1
3R: Flamekin Spitfire deals 1 damage to target creature or player.

Flame-Kin War Scout
3R
Creature - Elemental Scout
2/4
When another creature comes into play, sacrifice Flame-Kin War Scout. If you do, Flame-Kin War Scout deals 4 damage to that creature.

Flame-Kin Zealot
1RRW
Creature - Elemental Berserker
2/2
When Flame-Kin Zealot comes into play, creatures you control get +1/+1 and gain haste until end of turn.

Flames of the Blood Hand
2R
Instant
Flames of the Blood Hand deals 4 damage to target player. The damage can't be prevented. If that player would gain life this turn, that player gains no life instead.

Flameshot
3R
Sorcery
You may discard a Mountain card rather than pay Flameshot's mana cost.
Flameshot deals 3 damage divided as you choose among any number of target creatures.

Flamestick Courier
2R
Creature - Goblin
2/1
You may choose not to untap Flamestick Courier during your untap step.
2R, T As long as Flamestick Courier remains tapped, target Goblin creature gets +2/+2 and has haste.

Flametongue Kavu
3R
Creature - Kavu
4/2
When Flametongue Kavu comes into play, it deals 4 damage to target creature.

Flamewave Invoker
2R
Creature - Goblin Mutant
2/2
7R: Flamewave Invoker deals 5 damage to target player.

Flaming Gambit
XR
Instant
Flaming Gambit deals X damage to target player. That player may choose a creature he or she controls and have Flaming Gambit deal that damage to it instead.
Flashback XRR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Flaming Sword
1R
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +1/+0 and has first strike.

Flanking Troops
2WW
Creature - Human Soldier
2/2
Whenever Flanking Troops attacks, you may tap target creature.

Flare
2R
Instant
Flare deals 1 damage to target creature or player.
Draw a card at the beginning of the next turn's upkeep.

Flaring Flame-Kin
2R
Creature - Elemental Warrior
2/2
As long as Flaring Flame-Kin is enchanted, it gets +2/+2, has trample, and has "R: Flaring Flame-Kin gets +1/+0 until end of turn."

Flaring Pain
1R
Instant
Damage can't be prevented this turn.
Flashback R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Flash
1U
Instant
You may put a creature card from your hand into play. If you do, sacrifice it unless you pay its mana cost reduced by up to 2.

Flash Conscription
5R
Instant
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. If W was spent to play Flash Conscription, the creature gains "Whenever this creature deals combat damage, you gain that much life" until end of turn.

Flash Counter
1U
Instant
Counter target instant spell.

Flash Flood
U
Instant
Choose one - Destroy target red permanent; or return target Mountain to its owner's hand.

Flash Foliage
2G
Instant
Play Flash Foliage only during combat after blockers are declared.
Put a 1/1 green Saproling creature token into play blocking target creature attacking you.
Draw a card.

Flash of Defiance
1R
Sorcery
Players can't block with green and/or white creatures this turn.
Flashback-1R, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Flash of Insight
X1U
Instant
Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library.
Flashback-1U, Remove X blue cards in your graveyard from the game. (You can't remove Flash of Insight to pay for its own flashback cost.)

Flashfires
3R
Sorcery
Destroy all Plains.

Flashfreeze
1U
Instant
Counter target red or green spell.

Flay
3B
Sorcery
Target player discards a card at random. Then that player discards another card at random unless he or she pays 1.

Flayed Nim
3B
Creature - Skeleton
2/2
Whenever Flayed Nim deals combat damage to a creature, that creature's controller loses that much life.
2B: Regenerate Flayed Nim.

Fledgling Djinn
1B
Creature - Djinn
2/2
Flying
At the beginning of your upkeep, Fledgling Djinn deals 1 damage to you.

Fledgling Dragon
2RR
Creature - Dragon
2/2
Flying
Threshold - As long as seven or more cards are in your graveyard, Fledgling Dragon gets +3/+3 and has "R: Fledgling Dragon gets +1/+0 until end of turn."

Fledgling Imp
2B
Creature - Imp
2/2
B, Discard a card: Fledgling Imp gains flying until end of turn.

Fledgling Mawcor
3U
Creature - Beast
2/2
Flying
T Fledgling Mawcor deals 1 damage to target creature or player.
Morph UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Fledgling Osprey
U
Creature - Bird
1/1
Fledgling Osprey has flying as long as it's enchanted.

Fleetfoot Panther
1GW
Creature - Cat
3/4
Flash
When Fleetfoot Panther comes into play, return a green or white creature you control to its owner's hand.

Fleet-Footed Monk
1W
Creature - Human Monk
1/1
Fleet-Footed Monk can't be blocked by creatures with power 2 or greater.

Fleeting Aven
1UU
Creature - Bird Wizard
2/2
Flying
Whenever a player cycles a card, return Fleeting Aven to its owner's hand.

Fleeting Image
2U
Creature - Illusion
2/1
Flying (This creature can't be blocked except by creatures with flying or reach.)
1U: Return Fleeting Image to its owner's hand.

Flesh Reaver
1B
Creature - Horror
4/4
Whenever Flesh Reaver deals damage to a creature or opponent, Flesh Reaver deals that much damage to you.

Fleshgrafter
2B
Creature - Human Warrior
2/2
Discard an artifact card: Fleshgrafter gets +2/+2 until end of turn.

Fleshwrither
2BB
Creature - Horror
3/3
Transfigure 1BB (1BB, Sacrifice this creature: Search your library for a creature card with the same converted mana cost as this creature and put that card into play. Then shuffle your library. Play only as a sorcery.)

Flicker
1W
Sorcery
Remove target nontoken permanent from the game, then return it to play under its owner's control.

Flickerform
1W
Enchantment - Aura
Enchant creature
2WW: Remove enchanted creature and all Auras attached to it from the game. At end of turn, return that card to play under its owner's control. If you do, return those Auras to play under their owners' control attached to that creature.

Flickering Spirit
3W
Creature - Spirit
2/2
Flying
3W: Remove Flickering Spirit from the game, then return it to play under its owner's control.

Flickering Ward
W
Enchantment - Aura
Enchant creature
As Flickering Ward comes into play, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Flickering Ward.
W: Return Flickering Ward to its owner's hand.

Flickerwisp
1WW
Creature - Elemental
3/1
Flying
When Flickerwisp comes into play, remove another target permanent from the game. Return that card to play under its owner's control at end of turn.

Flight
U
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.)

Flight of Fancy
3U
Enchantment - Aura
Enchant creature
When Flight of Fancy comes into play, draw two cards.
Enchanted creature has flying.

Fling
1R
Instant
As an additional cost to play Fling, sacrifice a creature.
Fling deals damage equal to the sacrificed creature's power to target creature or player.

Flint Golem
4
Artifact Creature - Golem
2/3
Whenever Flint Golem becomes blocked, defending player puts the top three cards of his or her library into his or her graveyard.

Floating Shield
2W
Enchantment - Aura
Enchant creature
As Floating Shield comes into play, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Floating Shield.
Sacrifice Floating Shield: Target creature gains protection from the chosen color until end of turn.

Floating-Dream Zubera
1U
Creature - Zubera Spirit
1/2
When Floating-Dream Zubera is put into a graveyard from play, draw a card for each Zubera put into a graveyard from play this turn.

Flock of Rabid Sheep
XGG
Sorcery
Flip X coins; an opponent calls heads or tails. For each flip you win, put a Rabid Sheep token into play. Treat these tokens as 2/2 green creatures that count as Sheep.

Flood
U
Enchantment
UU: Tap target creature without flying.

Flood Plain
Land
Flood Plain comes into play tapped.
T, Sacrifice Flood Plain: Search your library for a Plains or Island card and put it into play. Then shuffle your library.

Floodbringer
1U
Creature - Moonfolk Wizard
1/2
Flying
2, Return a land you control to its owner's hand: Tap target land.

Floodchaser
5U
Creature - Elemental
0/0
Floodchaser comes into play with six +1/+1 counters on it.
Floodchaser can't attack unless defending player controls an Island.
U, Remove a +1/+1 counter from Floodchaser: Target land becomes an Island until end of turn.

Flooded Grove
Land
T Add 1 to your mana pool.
o (g/u), T Add GG, GU, or UU to your mana pool.

Flooded Shoreline
UU
Enchantment
UU, Return two Islands you control to their owner's hand: Return target creature to its owner's hand.

Flooded Strand
Land
T, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card and put it into play. Then shuffle your library.

Flooded Woodlands
2UB
Enchantment
Green creatures have "This creature can't attack unless you sacrifice a land."

Floodgate
3U
Creature - Wall
0/5
Defender (This creature can't attack.)
When Floodgate has flying, sacrifice it.
When Floodgate leaves play, it deals 1 damage for each two Islands you control to each nonblue creature without flying.

Floodwater Dam
3
Artifact
XX1, T Tap X target lands.

Floral Spuzzem
3G
Creature - Elemental
2/2
Whenever Floral Spuzzem attacks and isn't blocked, you may destroy target artifact defending player controls. If you do, Floral Spuzzem deals no combat damage this turn.

Flourishing Defenses
4G
Enchantment
Whenever a -1/-1 counter is placed on a creature, you may put a 1/1 green Elf Warrior creature token into play.

Flow of Ideas
5U
Sorcery
Draw a card for each Island you control.

Flow of Maggots
2B
Creature - Insect
2/2
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Flow of Maggots can't be blocked by non-Wall creatures.

Flowering Field
1W
Enchantment - Aura
Enchant land
Enchanted land has "T Prevent the next 1 damage that would be dealt to target creature or player this turn."

Flowstone Armor
3
Artifact
You may choose not to untap Flowstone Armor during your untap step.
3, T Target creature gets +1/-1 as long as Flowstone Armor remains tapped.

Flowstone Blade
R
Enchantment - Aura
Enchant creature
R: Enchanted creature gets +1/-1 until end of turn.

Flowstone Channeler
2R
Creature - Human Spellshaper
2/2
1R, T, Discard a card: Target creature gets +1/-1 and gains haste until end of turn.

Flowstone Charger
2RW
Creature - Beast
2/5
Whenever Flowstone Charger attacks, it gets +3/-3 until end of turn.

Flowstone Crusher
3RR
Creature - Beast
4/4
R: Flowstone Crusher gets +1/-1 until end of turn.

Flowstone Embrace
1R
Enchantment - Aura
Enchant creature
T Enchanted creature gets +2/-2 until end of turn.

Flowstone Flood
3R
Sorcery
Buyback-Pay 3 life, Discard a card at random (You may pay 3 life and discard a card at random in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)
Destroy target land.

Flowstone Giant
2RR
Creature - Giant
3/3
R: Flowstone Giant gets +2/-2 until end of turn.

Flowstone Hellion
4R
Creature - Hellion Beast
3/3
Haste
0: Flowstone Hellion gets +1/-1 until end of turn.

Flowstone Mauler
4RR
Creature - Beast
4/5
Trample
R: Flowstone Mauler gets +1/-1 until end of turn.

Flowstone Overseer
2RRR
Creature - Beast
4/4
RR: Target creature gets +1/-1 until end of turn.

Flowstone Salamander
3RR
Creature - Salamander
3/4
R: Flowstone Salamander deals 1 damage to target creature blocking it.

Flowstone Sculpture
6
Artifact Creature - Shapeshifter
4/4
2, Discard a card: Put a +1/+1 counter on Flowstone Sculpture or Flowstone Sculpture gains flying, first strike, or trample. (This effect doesn't end at end of turn.)

Flowstone Shambler
2R
Creature - Beast
2/2
R: Flowstone Shambler gets +1/-1 until end of turn.

Flowstone Slide
X2RR
Sorcery
All creatures get +X/-X until end of turn.

Flowstone Strike
1R
Instant
Target creature gets +1/-1 and gains haste until end of turn.

Flowstone Surge
1R
Enchantment
Creatures you control get +1/-1.

Flowstone Thopter
7
Artifact Creature - Thopter
4/4
1: Flowstone Thopter gets +1/-1 and gains flying until end of turn.

Flowstone Wall
2R
Creature - Wall
0/6
Defender (This creature can't attack.)
R: Flowstone Wall gets +1/-1 until end of turn.

Flowstone Wyvern
3RR
Creature - Drake
3/3
Flying
R: Flowstone Wyvern gets +2/-2 until end of turn.

Fluctuator
2
Artifact
Cycling costs you up to 2 less to play.

Flux
2U
Sorcery
Each player discards any number of cards, then draws that many cards.
Draw a card.

Flying Carpet
4
Artifact
2, T Target creature gains flying until end of turn.

Flying Men
U
Creature - Human
1/1
Flying

Fodder Cannon
4
Artifact
4, T, Sacrifice a creature: Fodder Cannon deals 4 damage to target creature.

Fodder Launch
3B
Tribal Sorcery - Goblin
As an additional cost to play Fodder Launch, sacrifice a Goblin.
Target creature gets -5/-5 until end of turn. Fodder Launch deals 5 damage to that creature's controller.

Fog
G
Instant
Prevent all combat damage that would be dealt this turn.

Fog Bank
1U
Creature - Wall
0/2
Defender (This creature can't attack.)
Flying
Prevent all combat damage that would be dealt to and dealt by Fog Bank.

Fog Elemental
2U
Creature - Elemental
4/4
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Fog Elemental attacks or blocks, sacrifice it at end of combat.

Fog of Gnats
BB
Creature - Insect
1/1
Flying
B: Regenerate Fog of Gnats.

Fog Patch
1G
Instant
Play Fog Patch only during the declare blockers step.
Attacking creatures become blocked. (This spell works on unblockable creatures.)

Foil
2UU
Instant
You may discard an Island card and another card rather than pay Foil's mana cost.
Counter target spell.

Fold into AEther
2UU
Instant
Counter target spell. If that spell is countered this way, its controller may put a creature card from his or her hand into play.

Folk Medicine
2G
Instant
You gain 1 life for each creature you control.
Flashback 1W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Folk of An-Havva
G
Creature - Human
1/1
Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn.

Folk of the Pines
4G
Creature - Dryad
2/5
1G: Folk of the Pines gets +1/+0 until end of turn.

Followed Footsteps
3UU
Enchantment - Aura
Enchant creature
At the beginning of your upkeep, put a token into play that's a copy of enchanted creature.

Fomori Nomad
4R
Creature - Nomad Giant
4/4

Food Chain
2G
Enchantment
Remove a creature you control from the game: Add X mana of any one color to your mana pool, where X is the removed creature's converted mana cost plus one. Spend this mana only to play creature spells.

Fool's Demise
4U
Enchantment - Aura
Enchant creature
When enchanted creature is put into a graveyard, return that card to play under your control.
When Fool's Demise is put into a graveyard from play, return Fool's Demise to its owner's hand.

Fool's Tome
4
Artifact
2, T Draw a card. Play this ability only if you have no cards in hand.

Foot Soldiers
3W
Creature - Human Soldier
2/4

Footbottom Feast
2B
Instant
Put any number of target creature cards from your graveyard on top of your library.
Draw a card.

Foothill Guide
W
Creature - Human Cleric
1/1
Protection from Goblins
Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Footsteps of the Goryo
2B
Sorcery - Arcane
Return target creature card from your graveyard to play. Sacrifice that creature at end of turn.

Foratog
2G
Creature - Atog
1/2
G, Sacrifice a Forest: Foratog gets +2/+2 until end of turn.

Forbid
1UU
Instant
Buyback-Discard two cards. (You may discard two cards in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)
Counter target spell.

Forbidden Crypt
3BB
Enchantment
If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game.
If a card would be put into your graveyard, remove that card from the game instead.

Forbidden Lore
2G
Enchantment - Aura
Enchant land
Enchanted land has "T Target creature gets +2/+1 until end of turn."

Forbidden Orchard
Land
T Add one mana of any color to your mana pool.
Whenever you tap Forbidden Orchard for mana, put a 1/1 colorless Spirit creature token into play under target opponent's control.

Forbidden Ritual
2BB
Sorcery
Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless he or she sacrifices a permanent or discards a card. You may repeat this process any number of times.

Forbidding Watchtower
Land
Forbidding Watchtower comes into play tapped.
T Add W to your mana pool.
1W: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land.

Force Bubble
2WW
Enchantment
If damage would be dealt to you, put that many depletion counters on Force Bubble instead.
When there are four or more depletion counters on Force Bubble, sacrifice it.
At end of turn, remove all depletion counters from Force Bubble.

Force of Nature
2GGGG
Creature - Elemental
8/8
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay GGGG.

Force of Savagery
2G
Creature - Elemental
8/0
Trample

Force of Will
3UU
Instant
You may pay 1 life and remove a blue card in your hand from the game rather than pay Force of Will's mana cost.
Counter target spell.

Force Spike
U
Instant
Counter target spell unless its controller pays 1.

Force Void
2U
Instant
Counter target spell unless its controller pays 1.
Draw a card at the beginning of the next turn's upkeep.

Forced Fruition
4UU
Enchantment
Whenever an opponent plays a spell, that player draws seven cards.

Forced March
XBBB
Sorcery
Destroy all creatures with converted mana cost X or less.

Forced Retreat
2U
Sorcery
Put target creature on top of its owner's library.

Forcefield
3
Artifact
1: The next time target unblocked creature would deal combat damage to you this turn, prevent all but 1 of that damage.

Forcemage Advocate
1G
Creature - Centaur Shaman
2/1
T Return target card in an opponent's graveyard to his or her hand. Put a +1/+1 counter on target creature.

Foresee
3U
Sorcery
Scry 4, then draw two cards. (To scry 4, look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Foreshadow
1U
Instant
Name a card, then put the top card of target opponent's library into his or her graveyard. If that card is the named card, you draw a card.
Draw a card at the beginning of the next turn's upkeep.

Foresight
1U
Sorcery
Search your library for three cards, remove them from the game, then shuffle your library.
Draw a card at the beginning of the next turn's upkeep.

Forest
Basic Land - Forest

Forest Bear
1G
Creature - Bear
2/2

Forethought Amulet
5
Artifact
At the beginning of your upkeep, sacrifice Forethought Amulet unless you pay 3.
If an instant or sorcery source would deal 3 or more damage to you, it deals 2 damage to you instead.

Forfend
1W
Instant
Prevent all damage that would be dealt to creatures this turn.

Forge Armor
4R
Instant
As an additional cost to play Forge Armor, sacrifice an artifact.
Put X +1/+1 counters on target creature, where X is the sacrificed artifact's converted mana cost.

Forget
UU
Sorcery
Target player discards two cards, then draws as many cards as he or she discarded this way.

Forgotten Ancient
3G
Creature - Elemental
0/3
Whenever a player plays a spell, you may put a +1/+1 counter on Forgotten Ancient.
At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures.

Forgotten Cave
Land
Forgotten Cave comes into play tapped.
T Add R to your mana pool.
Cycling R (R, Discard this card: Draw a card.)

Forgotten Harvest
1G
Enchantment
At the beginning of your upkeep, you may remove a land card in your graveyard from the game. If you do, put a +1/+1 counter on target creature.

Forgotten Lore
G
Sorcery
Target opponent chooses a card in your graveyard. You may pay G. If you do, repeat this process except that opponent can't choose a card already chosen for Forgotten Lore. Then put the last chosen card into your hand.

Foriysian Brigade
3W
Creature - Human Soldier
2/4
Foriysian Brigade can block an additional creature.

Foriysian Interceptor
3W
Creature - Human Soldier
0/5
Flash (You may play this spell any time you could play an instant.)
Defender
Foriysian Interceptor can block an additional creature.

Foriysian Totem
3
Artifact
T Add R to your mana pool.
4R: Foriysian Totem becomes a 4/4 red Giant artifact creature with trample until end of turn.
As long as Foriysian Totem is a creature, it can block an additional creature.

Fork
RR
Instant
Copy target instant or sorcery spell, except that it copies Fork's color. You may choose new targets for the copy.

Forked Lightning
3R
Sorcery
Forked Lightning deals 4 damage divided as you choose among one, two, or three target creatures.

Forked-Branch Garami
3GG
Creature - Spirit
4/4
Soulshift 4, soulshift 4 (When this is put into a graveyard from play, you may return up to two target Spirit cards with converted mana cost 4 or less from your graveyard to your hand.)

Form of the Dragon
4RRR
Enchantment
At the beginning of your upkeep, Form of the Dragon deals 5 damage to target creature or player.
At the end of each turn, your life total becomes 5.
Creatures without flying can't attack you.

Form of the Squirrel
G
Enchantment
As Form of the Squirrel comes into play, put a 1/1 green Squirrel creature token into play. You lose the game when it leaves play.
Creatures can't attack you.
You can't be the target of spells or abilities.
You can't play spells.

Formation
1W
Instant
Target creature gains banding until end of turn.
Draw a card at the beginning of the next turn's upkeep.

Forsaken City
Land
Forsaken City doesn't untap during your untap step.
At the beginning of your upkeep, you may remove a card in your hand from the game. If you do, untap Forsaken City.
T Add one mana of any color to your mana pool.

Forsaken Wastes
2B
World Enchantment
Players can't gain life.
At the beginning of each player's upkeep, that player loses 1 life.
Whenever Forsaken Wastes becomes the target of a spell, that spell's controller loses 5 life.

Fortified Area
1WW
Enchantment
Wall creatures you control get +1/+0 and have banding.

Fortify
2W
Instant
Choose one - Creatures you control get +2/+0 until end of turn; or creatures you control get +0/+2 until end of turn.

Fortitude
1G
Enchantment - Aura
Enchant creature
When Fortitude is put into a graveyard from play, return Fortitude to its owner's hand.
Sacrifice a Forest: Regenerate enchanted creature.

Fortune Thief
4R
Creature - Human Rogue
0/1
Damage that would reduce your life total to less than 1 reduces it to 1 instead.
Morph RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Fossil Find
(R / G)
Sorcery
Return a card at random from your graveyard to your hand, then reorder your graveyard as you choose.

Foster
2GG
Enchantment
Whenever a creature you control is put into a graveyard from play, you may pay 1. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard.

Foul Familiar
2B
Creature - Spirit
3/1
Foul Familiar can't block.
B, Pay 1 life: Return Foul Familiar to its owner's hand.

Foul Imp
BB
Creature - Imp
2/2
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Foul Imp comes into play, you lose 2 life.

Foul Presence
2B
Enchantment - Aura
Enchant creature
Enchanted creature gets -1/-1 and has "T Target creature gets -1/-1 until end of turn."

Foul Spirit
2B
Creature - Spirit
3/2
Flying
When Foul Spirit comes into play, sacrifice a land.

Fountain of Cho
Land
Fountain of Cho comes into play tapped.
T Put a storage counter on Fountain of Cho.
T, Remove any number of storage counters from Fountain of Cho: Add W to your mana pool for each storage counter removed this way.

Fountain of Youth
0
Artifact
2, T You gain 1 life.

Fountain Watch
3WW
Creature - Human Cleric
2/4
Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.)

Fowl Play
2U
Enchant Creature
Enchanted creature loses all abilities and is a 1/1 creature that counts as a Chicken.

Foxfire
2G
Instant
Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Draw a card at the beginning of the next turn's upkeep.

Foxfire Oak
5G
Creature - Treefolk Shaman
3/6
o (r/g)o (r/g)o (r/g): Foxfire Oak gets +3/+0 until end of turn.

Fraction Jackson
2G
Creature - Human Hero
1/1
G, T Return target card with a 1/2 on it from your graveyard to your hand.

Fractured Loyalty
1R
Enchantment - Aura
Enchant creature
Whenever enchanted creature becomes the target of a spell or ability, that spell or ability's controller gains control of that creature. (This effect doesn't end at end of turn.)

Fracturing Gust
2 (G / W) (G / W) (G / W)
Instant
Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.

Framed!
1U
Instant
Tap or untap all permanents by the artist of your choice.

Frankenstein's Monster
XBB
Creature - Zombie
0/1
As Frankenstein's Monster comes into play, remove X creature cards in your graveyard from the game. If you can't, put Frankenstein's Monster into its owner's graveyard instead of into play. For each creature card removed this way, Frankenstein's Monster comes into play with a +2/+0, +1/+1, or +0/+2 counter.

Frankie Peanuts
2WW
Legendary Creature - Elephant Rogue
2/3
At the beginning of your upkeep, you may ask target player a yes-or-no question. If you do, that player answers the question truthfully and abides by that answer if able until end of turn.

Frantic Purification
2W
Instant
Destroy target enchantment.
Madness W (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Frantic Search
2U
Instant
Draw two cards, then discard two cards.
Untap up to three lands.

Frazzle
3U
Instant
Counter target nonblue spell.

Frazzled Editor
1R
Creature - Human Bureaucrat
2/2
Protection from wordy (Something is wordy if it has four or more lines of text in its text box.)

Freed from the Real
2U
Enchantment - Aura
Enchant creature
U: Tap enchanted creature.
U: Untap enchanted creature.

Free-for-All
3U
Enchantment
When Free-for-All comes into play, set aside all creatures in play, face down.
During each player's upkeep, that player chooses a creature card at random from those set aside in this way and puts that creature into play under his or her control.
If Free-for-All leaves play, put each creature still set aside this way into its owner's graveyard.

Free-Range Chicken
3G
Summon Chicken
3/3
1G: Roll two six-sided dice. If both die rolls are the same, Free-Range Chicken gets +X/+X until end of turn, where X is the number rolled on each die. Otherwise, if the total rolled is equal to any other total you have rolled this turn for Free-Range Chicken, sacrifice it. (For example, if you roll two 3s, Free-Range Chicken gets +3/+3. If you roll a total of 6 for Free-Range Chicken later in that turn, sacrifice it.)

Freewind Equenaut
2W
Creature - Human Archer
2/2
Flying
As long as Freewind Equenaut is enchanted, it has "T Freewind Equenaut deals 2 damage to target attacking or blocking creature."

Freewind Falcon
1W
Creature - Bird
1/1
Flying, protection from red

Frenetic Efreet
1UR
Creature - Efreet
2/1
Flying
0: If Frenetic Efreet is in play, flip a coin. If you win the flip, Frenetic Efreet phases out. If you lose the flip, sacrifice Frenetic Efreet.

Frenetic Ogre
4R
Creature - Ogre
2/3
R, Discard a card at random: Frenetic Ogre gets +3/+0 until end of turn.

Frenetic Raptor
5R
Creature - Lizard Beast
6/6
Beasts can't block.

Frenetic Sliver
1UR
Creature - Sliver
2/2
All Slivers have "0: If this permanent is in play, flip a coin. If you win the flip, remove this permanent from the game and return it to play under its owner's control at end of turn. If you lose the flip, sacrifice it."

Frenzied Goblin
R
Creature - Goblin Berserker
1/1
Whenever Frenzied Goblin attacks, you may pay R. If you do, target creature can't block this turn.

Frenzied Tilling
3RG
Sorcery
Destroy target land. Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

Frenzy Sliver
1B
Creature - Sliver
1/1
All Sliver creatures have frenzy 1. (Whenever a Sliver attacks and isn't blocked, it gets +1/+0 until end of turn.)

Fresh Volunteers
1W
Creature - Human Rebel
2/2

Freyalise Supplicant
1G
Creature - Human Cleric
1/1
T, Sacrifice a red or white creature: Freyalise Supplicant deals damage to target creature or player equal to half the sacrificed creature's power, rounded down.

Freyalise's Charm
GG
Enchantment
Whenever an opponent plays a black spell, you may pay GG. If you do, you draw a card.
GG: Return Freyalise's Charm to its owner's hand.

Freyalise's Radiance
1G
Enchantment
Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Snow permanents don't untap during their controllers' untap steps.

Freyalise's Winds
2GG
Enchantment
Whenever a permanent becomes tapped, put a wind counter on it. That permanent gains "This permanent doesn't untap during your untap step if it has a wind counter on it" and "At the beginning of your upkeep, remove a wind counter from this permanent."

Frightcrawler
1B
Creature - Horror
1/1
Fear
Threshold - As long as seven or more cards are in your graveyard, Frightcrawler gets +2/+2 and can't block.

Frightshroud Courier
2B
Creature - Zombie
2/1
You may choose not to untap Frightshroud Courier during your untap step.
2B, T As long as Frightshroud Courier remains tapped, target Zombie creature gets +2/+2 and has fear.

Frog Tongue
G
Enchantment - Aura
Enchant creature
When Frog Tongue comes into play, draw a card.
Enchanted creature has reach. (It can block creatures with flying.)

Frogmite
4
Artifact Creature - Frog
2/2
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)

Frogtosser Banneret
1B
Creature - Goblin Rogue
1/1
Haste
Goblin spells and Rogue spells you play cost 1 less to play.

Frontline Strategist
W
Creature - Human Soldier
1/1
Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Frontline Strategist is turned face up, prevent all combat damage non-Soldier creatures would deal this turn.

Frost Giant
3RRR
Creature - Giant
4/4
Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

Frost Marsh
Snow Land
Frost Marsh comes into play tapped.
T Add U or B to your mana pool.

Frost Ogre
3RR
Creature - Ogre Warrior
5/3

Frost Raptor
2U
Snow Creature - Bird
2/2
Flying
oSioSi: Frost Raptor gains shroud until end of turn. (oSi can be paid with one mana from a snow permanent.)

Frostling
R
Creature - Spirit
1/1
Sacrifice Frostling: Frostling deals 1 damage to target creature.

Frostweb Spider
2G
Snow Creature - Spider
1/3
Reach (This creature can block creatures with flying.)
Whenever Frostweb Spider blocks a creature with flying, put a +1/+1 counter on Frostweb Spider at end of combat.

Frostwielder
2RR
Creature - Human Shaman
1/2
T Frostwielder deals 1 damage to target creature or player.
If a creature dealt damage by Frostwielder this turn would be put into a graveyard, remove it from the game instead.

Frozen AEther
3U
Enchantment
Artifacts, creatures, and lands your opponents control come into play tapped.

Frozen Shade
2B
Creature - Shade
0/1
B: Frozen Shade gets +1/+1 until end of turn.

Frozen Solid
1UU
Enchantment - Aura
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
When damage is dealt to enchanted creature, destroy it.

Fruition
G
Sorcery
You gain 1 life for each Forest in play.

Fugitive Druid
3G
Creature - Human Druid
3/2
Whenever Fugitive Druid becomes the target of an Aura spell, you draw a card.

Fugitive Wizard
U
Creature - Human Wizard
1/1

Fugue
3BB
Sorcery
Target player discards three cards.

Fulminator Mage
1 (B / R) (B / R)
Creature - Elemental Shaman
2/2
Sacrifice Fulminator Mage: Destroy target nonbasic land.

Fumarole
3BR
Sorcery
As an additional cost to play Fumarole, pay 3 life.
Destroy target creature and target land.

Fumiko the Lowblood
2RR
Legendary Creature - Human Samurai
3/2
Fumiko the Lowblood has bushido X, where X is the number of attacking creatures. (When this blocks or becomes blocked, it gets +X/+X until end of turn.)
Creatures your opponents control attack each turn if able.

Funeral Charm
B
Instant
Choose one - Target player discards a card; or target creature gets +2/-1 until end of turn; or target creature gains swampwalk until end of turn.

Funeral March
1BB
Enchantment - Aura
Enchant creature
When enchanted creature leaves play, its controller sacrifices a creature.

Funeral Pyre
W
Instant
Remove target card in a graveyard from the game. Its owner puts a 1/1 white Spirit creature token with flying into play.

Fungal Behemoth
3G
Creature - Fungus
*/*
Fungal Behemoth's power and toughness are each equal to the number of +1/+1 counters on creatures you control.
Suspend X-XGG. X can't be 0.
Whenever a time counter is removed from Fungal Behemoth while it's removed from the game, you may put a +1/+1 counter on target creature.

Fungal Bloom
GG
Enchantment
GG: Put a spore counter on target Fungus.

Fungal Reaches
Land
T Add 1 to your mana pool.
1, T Put a storage counter on Fungal Reaches.
1, Remove X storage counters from Fungal Reaches: Add X mana in any combination of R and/or G to your mana pool.

Fungal Shambler
4GUB
Creature - Fungus Beast
6/4
Trample
Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card.

Fungus Elemental
3G
Creature - Fungus Elemental
3/3
G, Sacrifice a Forest: Put a +2/+2 counter on Fungus Elemental. Play this ability only if Fungus Elemental came into play this turn.

Fungus Sliver
3G
Creature - Fungus Sliver
2/2
All Sliver creatures have "Whenever this creature is dealt damage, put a +1/+1 counter on it." (The damage is dealt before the counter is put on.)

Fungusaur
3G
Creature - Fungus Lizard
2/2
Whenever Fungusaur is dealt damage, put a +1/+1 counter on it.

Furious Assault
2R
Enchantment
Whenever you play a creature spell, Furious Assault deals 1 damage to target player.

Furnace Brood
3R
Creature - Elemental
3/3
R: Target creature can't be regenerated this turn.

Furnace Dragon
6RRR
Creature - Dragon
5/5
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying
When Furnace Dragon comes into play, if you played it from your hand, remove all artifacts from the game.

Furnace of Rath
1RRR
Enchantment
If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead.

Furnace Spirit
2R
Creature - Spirit
1/1
Haste
R: Furnace Spirit gets +1/+0 until end of turn.

Furnace Whelp
2RR
Creature - Dragon
2/2
Flying (This creature can't be blocked except by creatures with flying or reach.)
R: Furnace Whelp gets +1/+0 until end of turn.

Fury Charm
1R
Instant
Choose one - Destroy target artifact; or target creature gets +1/+1 and gains trample until end of turn; or remove two time counters from target permanent or suspended card.

Fury of the Horde
5RR
Sorcery
You may remove two red cards in your hand from the game rather than pay Fury of the Horde's mana cost.
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.

Fury Sliver
5R
Creature - Sliver
3/3
All Sliver creatures have double strike.

Furystoke Giant
3RR
Creature - Giant Warrior
3/3
When Furystoke Giant comes into play, other creatures you control gain "T This creature deals 2 damage to target creature or player" until end of turn.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Future Sight
2UUU
Enchantment
Play with the top card of your library revealed.
You may play the top card of your library.

Fylamarid
1UU
Creature - Squid Beast
1/3
Flying
Fylamarid can't be blocked by blue creatures.
U: Target creature becomes blue until end of turn.

Fylgja
W
Enchantment - Aura
Enchant creature
Fylgja comes into play with four healing counters on it.
Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn.
2W: Put a healing counter on Fylgja.

Fyndhorn Bow
2
Artifact
3, T Target creature gains first strike until end of turn.

Fyndhorn Brownie
2G
Creature - Ouphe
1/1
2G, T Untap target creature.

Fyndhorn Druid
2G
Creature - Elf Druid
2/2
When Fyndhorn Druid is put into a graveyard from play, if it was blocked this turn, you gain 4 life.

Fyndhorn Elder
2G
Creature - Elf Druid
1/1
T Add GG to your mana pool.

Fyndhorn Elves
G
Creature - Elf Druid
1/1
T Add G to your mana pool.

Fyndhorn Pollen
2G
Enchantment
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
All creatures get -1/-0.
1G: All creatures get -1/-0 until end of turn.

Gabriel Angelfire
3GGWW
Legendary Creature - Angel
4/4
At the beginning of your upkeep, choose flying, first strike, trample, or rampage 3. Gabriel Angelfire gains that ability until your next upkeep.

Gaddock Teeg
GW
Legendary Creature - Kithkin Advisor
2/2
Noncreature spells with converted mana cost 4 or greater can't be played.
Noncreature spells with X in their mana costs can't be played.

Gaea's Anthem
1GG
Enchantment
Creatures you control get +1/+1.

Gaea's Avenger
1GG
Creature - Treefolk
1+*/1+*
Gaea's Avenger's power and toughness are each equal to 1 plus the number of artifacts your opponents control.

Gaea's Balance
3G
Sorcery
As an additional cost to play Gaea's Balance, sacrifice five lands.
Search your library for a land card of each basic land type and put them into play. Then shuffle your library.

Gaea's Blessing
1G
Sorcery
Target player shuffles up to three target cards from his or her graveyard into his or her library.
Draw a card.
When Gaea's Blessing is put into your graveyard from your library, shuffle your graveyard into your library.

Gaea's Bounty
2G
Sorcery
Search your library for up to two Forest cards, reveal those cards, and put them into your hand. Then shuffle your library.

Gaea's Cradle
Legendary Land
T Add G to your mana pool for each creature you control.

Gaea's Embrace
2GG
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3 and has trample.
G: Regenerate enchanted creature.

Gaea's Herald
1G
Creature - Elf
1/1
Creature spells can't be countered.

Gaea's Liege
3GGG
Creature - Avatar
*/*
As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls.
T Target land becomes a Forest until Gaea's Liege leaves play.

Gaea's Might
G
Instant
Target creature gets +1/+1 until end of turn for each basic land type among lands you control.

Gaea's Skyfolk
GU
Creature - Elf Merfolk
2/2
Flying

Gaea's Touch
GG
Enchantment
You may play an additional land during your turn if that land is a basic Forest.
Sacrifice Gaea's Touch: Add GG to your mana pool.

Gainsay
1U
Instant
Counter target blue spell.

Gale Force
4G
Sorcery
Gale Force deals 5 damage to each creature with flying.

Galepowder Mage
3W
Creature - Kithkin Wizard
3/3
Flying
Whenever Galepowder Mage attacks, remove another target creature from the game. Return that card to play under its owner's control at end of turn.

Galina's Knight
WU
Creature - Merfolk Knight
2/2
Protection from red

Gallantry
1W
Instant
Target blocking creature gets +4/+4 until end of turn.
Draw a card.

Gallowbraid
3BB
Legendary Creature - Horror
5/5
Trample
Cumulative upkeep-Pay 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Galvanic Arc
2R
Enchantment - Aura
Enchant creature
When Galvanic Arc comes into play, it deals 3 damage to target creature or player.
Enchanted creature has first strike.

Galvanic Key
2
Artifact
Flash
3, T Untap target artifact.

Gamble
R
Sorcery
Search your library for a card, put that card into your hand, then discard a card at random. Then shuffle your library.

Game of Chaos
RRR
Sorcery
Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip.

Game Preserve
2G
Enchantment
At the beginning of your upkeep, each player reveals the top card of his or her library. If all cards revealed this way are creature cards, put those cards into play under their owners' control. (Otherwise, put them back face-down on top of their owners' libraries.)

Gamekeeper
3G
Creature - Elf
2/2
When Gamekeeper is put into a graveyard from play, you may remove Gamekeeper from the game. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into play and put all other cards revealed this way into your graveyard.

Game-Trail Changeling
3GG
Creature - Shapeshifter
4/4
Changeling (This card is every creature type at all times.)
Trample

Gang of Elk
5G
Creature - Elk Beast
5/4
Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.

Gangrenous Goliath
3BB
Creature - Zombie Giant
4/4
Tap three untapped Clerics you control: Return Gangrenous Goliath from your graveyard to your hand.

Gangrenous Zombies
1BB
Creature - Zombie
2/2
T, Sacrifice Gangrenous Zombies: Gangrenous Zombies deals 1 damage to each creature and each player. If you control a snow Swamp, Gangrenous Zombies deals 2 damage to each creature and each player instead.

Gargantuan Gorilla
4GGG
Creature - Ape
7/7
At the beginning of your upkeep, sacrifice Gargantuan Gorilla unless you sacrifice a Forest. If you sacrifice Gargantuan Gorilla this way, it deals 7 damage to you. If you sacrifice a snow Forest this way, Gargantuan Gorilla gains trample until end of turn.
T Gargantuan Gorilla deals damage equal to its power to target creature. That creature deals damage equal to its power to Gargantuan Gorilla.

Garruk Wildspeaker
2GG
Planeswalker - Garruk
3
[+1]: Untap two target lands.
[-1]: Put a 3/3 green Beast creature token into play.
[-4]: Creatures you control get +3/+3 and gain trample until end of turn.

Garza Zol, Plague Queen
4UBR
Legendary Creature - Vampire
5/5
Flying, haste
Whenever a creature dealt damage by Garza Zol, Plague Queen this turn is put into a graveyard, put a +1/+1 counter on Garza Zol.
Whenever Garza Zol deals combat damage to a player, you may draw a card.

Garza's Assassin
BBB
Creature - Human Assassin
2/2
Sacrifice Garza's Assassin: Destroy target nonblack creature.
Recover-Pay half your life, rounded up. (When another creature is put into your graveyard from play, you may pay half your life, rounded up. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.)

Gaseous Form
2U
Enchantment - Aura
Enchant creature
Prevent all combat damage that would be dealt to and dealt by enchanted creature.

Gate Hound
2W
Creature - Hound
1/1
Creatures you control have vigilance as long as Gate Hound is enchanted.

Gate to Phyrexia
BB
Enchantment
Sacrifice a creature: Destroy target artifact. Play this ability only during your upkeep and only once each turn.

Gate to the AEther
6
Artifact
At the beginning of each player's upkeep, that player reveals the top card of his or her library. If it's an artifact, creature, enchantment, or land card, the player may put it into play.

Gathan Raiders
3RR
Creature - Human Warrior
3/3
Hellbent - Gathan Raiders gets +2/+2 if you have no cards in hand.
Morph-Discard a card. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Gather Courage
G
Instant
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Target creature gets +2/+2 until end of turn.

Gatherer of Graces
1G
Creature - Human Druid
1/2
Gatherer of Graces gets +1/+1 for each Aura attached to it.
Sacrifice an Aura: Regenerate Gatherer of Graces.

Gauntlet of Might
4
Artifact
Red creatures get +1/+1.
Whenever a Mountain is tapped for mana, its controller adds R to his or her mana pool.

Gauntlet of Power
5
Artifact
As Gauntlet of Power comes into play, choose a color.
Creatures of the chosen color get +1/+1.
Whenever a basic land is tapped for mana of the chosen color, its controller adds one mana of that color to his or her mana pool.

Gauntlets of Chaos
5
Artifact
5, Sacrifice Gauntlets of Chaos: Exchange control of target artifact, creature, or land an opponent controls and a permanent you control if they share one of those types. Destroy all Auras attached to those permanents.

Gaze of Adamaro
2RR
Instant - Arcane
Gaze of Adamaro deals damage equal to the number of cards in target player's hand to that player.

Gaze of Justice
W
Sorcery
As an additional cost to play Gaze of Justice, tap three untapped white creatures you control.
Remove target creature from the game.
Flashback 5W (You may play this card from your graveyard for its flashback cost and any additional costs. Then remove it from the game.)

Gaze of Pain
1B
Sorcery
Until end of turn, whenever a creature you control attacks and isn't blocked, you may choose to have it deal damage equal to its power to a target creature. If you do, it deals no combat damage this turn.

Gaze of the Gorgon
3 (B / G)
Instant
(o (b/g) can be paid with either B or G.)
Regenerate target creature. At end of combat, destroy all creatures that blocked or were blocked by that creature this turn.

Gelectrode
1UR
Creature - Weird
0/1
T Gelectrode deals 1 damage to target creature or player.
Whenever you play an instant or sorcery spell, you may untap Gelectrode.

Gelid Shackles
W
Snow Enchantment - Aura
Enchant creature
Enchanted creature can't block and its activated abilities can't be played.
oSi: Enchanted creature gains defender until end of turn. (oSi can be paid with one mana from a snow permanent.)

Gemhide Sliver
1G
Creature - Sliver
1/1
All Slivers have "T Add one mana of any color to your mana pool."

Gemini Engine
6
Artifact Creature - Construct
3/4
Whenever Gemini Engine attacks, put an attacking Construct artifact creature token named Twin into play. Its power is equal to Gemini Engine's power and its toughness is equal to Gemini Engine's toughness. Sacrifice the token at end of combat.

Gempalm Avenger
5W
Creature - Human Soldier
3/5
Cycling 2W (2W, Discard this card: Draw a card.)
When you cycle Gempalm Avenger, Soldier creatures get +1/+1 and gain first strike until end of turn.

Gempalm Incinerator
2R
Creature - Goblin
2/1
Cycling 1R (1R, Discard this card: Draw a card.)
When you cycle Gempalm Incinerator, you may have it deal X damage to target creature, where X is the number of Goblins in play.

Gempalm Polluter
5B
Creature - Zombie
4/3
Cycling BB (BB, Discard this card: Draw a card.)
When you cycle Gempalm Polluter, you may have target player lose 1 life for each Zombie in play.

Gempalm Sorcerer
2U
Creature - Human Wizard
2/2
Cycling 2U (2U, Discard this card: Draw a card.)
When you cycle Gempalm Sorcerer, Wizard creatures gain flying until end of turn.

Gempalm Strider
1G
Creature - Elf
2/2
Cycling 2GG (2GG, Discard this card: Draw a card.)
When you cycle Gempalm Strider, Elf creatures get +2/+2 until end of turn.

Gemstone Array
4
Artifact
2: Put a charge counter on Gemstone Array.
Remove a charge counter from Gemstone Array: Add one mana of any color to your mana pool.

Gemstone Caverns
Legendary Land
If Gemstone Caverns is in your opening hand and you're not playing first, you may begin the game with Gemstone Caverns in play with a luck counter on it. If you do, remove a card in your hand from the game.
T Add 1 to your mana pool. If Gemstone Caverns has a luck counter on it, instead add one mana of any color to your mana pool.

Gemstone Mine
Land
Gemstone Mine comes into play with three mining counters on it.
T, Remove a mining counter from Gemstone Mine: Add one mana of any color to your mana pool. If there are no mining counters on Gemstone Mine, sacrifice it.

General Jarkeld
3W
Legendary Creature - Human Soldier
1/2
T Switch the blocking creatures of two target attacking creatures. Play this ability only during the declare blockers step.

General's Kabuto
4
Artifact - Equipment
Equipped creature has shroud. (It can't be the target of spells or abilities.)
Prevent all combat damage that would be dealt to equipped creature.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)

General's Regalia
3
Artifact
3: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature you control instead.

Genesis
4G
Creature - Incarnation
4/4
At the beginning of your upkeep, if Genesis is in your graveyard, you may pay 2G. If you do, return target creature card from your graveyard to your hand.

Genesis Chamber
2
Artifact
Whenever a nontoken creature comes into play, if Genesis Chamber is untapped, that creature's controller puts a 1/1 Myr artifact creature token into play.

Genju of the Cedars
G
Enchantment - Aura
Enchant Forest
2: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land.
When enchanted Forest is put into a graveyard, you may return Genju of the Cedars from your graveyard to your hand.

Genju of the Falls
U
Enchantment - Aura
Enchant Island
2: Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land.
When enchanted Island is put into a graveyard, you may return Genju of the Falls from your graveyard to your hand.

Genju of the Fens
B
Enchantment - Aura
Enchant Swamp
2: Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with "B: This creature gets +1/+1 until end of turn." It's still a land.
When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand.

Genju of the Fields
W
Enchantment - Aura
Enchant Plains
2: Enchanted Plains becomes a 2/5 white Spirit creature with lifelink until end of turn. It's still a land. (Whenever it deals damage, its controller gains that much life.)
When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand.

Genju of the Realm
WUBRG
Legendary Enchantment - Aura
Enchant land
2: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land.
When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.

Genju of the Spires
R
Enchantment - Aura
Enchant Mountain
2: Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land.
When enchanted Mountain is put into a graveyard, you may return Genju of the Spires from your graveyard to your hand.

Geothermal Crevice
Land
Geothermal Crevice comes into play tapped.
T Add R to your mana pool.
T, Sacrifice Geothermal Crevice: Add BG to your mana pool.

Gerrard Capashen
3WW
Legendary Creature - Human Soldier
3/4
At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand.
3W: Tap target creature. Play this ability only if Gerrard Capashen is attacking.

Gerrard's Battle Cry
W
Enchantment
2W: Creatures you control get +1/+1 until end of turn.

Gerrard's Command
GW
Instant
Untap target creature. It gets +3/+3 until end of turn.

Gerrard's Irregulars
4R
Creature - Human Soldier
4/2
Trample, haste

Gerrard's Verdict
WB
Sorcery
Target player discards two cards. You gain 3 life for each land card discarded this way.

Gerrard's Wisdom
2WW
Sorcery
You gain 2 life for each card in your hand.

Gerrymandering
2G
Sorcery
Remove all lands from play and shuffle them together. Randomly deal to each player one land card for each land he or she had before. Each player puts those lands into play under his or her control, untapped.

Get a Life
W
Instant
Target player and each of his or her teammates exchange life totals.

Geth's Grimoire
4
Artifact
Whenever an opponent discards a card, you may draw a card.

Ghastlord of Fugue
(U / B) (U / B) (U / B) (U / B) (U / B)
Creature - Spirit Avatar
4/4
Ghastlord of Fugue is unblockable.
Whenever Ghastlord of Fugue deals combat damage to a player, that player reveals his or her hand. Choose a card from it. That player removes that card from the game.

Ghastly Demise
B
Instant
Destroy target nonblack creature if its toughness is less than or equal to the number of cards in your graveyard.

Ghastly Discovery
2U
Sorcery
Draw two cards, then discard a card.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)

Ghastly Remains
BBB
Creature - Zombie
0/0
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.)
At the beginning of your upkeep, if Ghastly Remains is in your graveyard, you may pay BBB. If you do, return Ghastly Remains to your hand.

Ghazban Ogre
G
Creature - Ogre
2/2
At the beginning of your upkeep, if a player has more life than any other, that player gains control of Ghazban Ogre.

Ghazban Ogress
G
Summon Ogre
2/2
When Ghazban Ogress comes into play, the player who has won the most Magic games that day gains control of it. If more than one player has won the same number of games, you retain control of Ghazban Ogress.

Ghitu Encampment
Land
Ghitu Encampment comes into play tapped.
T Add R to your mana pool.
1R: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land. (It deals combat damage before creatures without first strike.)

Ghitu Fire
XR
Sorcery
You may play Ghitu Fire any time you could play an instant if you pay 2 more to play it.
Ghitu Fire deals X damage to target creature or player.

Ghitu Firebreathing
1R
Enchantment - Aura
Flash (You may play this spell any time you could play an instant.)
Enchant creature
R: Enchanted creature gets +1/+0 until end of turn.
R: Return Ghitu Firebreathing to its owner's hand.

Ghitu Fire-Eater
2R
Creature - Human Nomad
2/2
T, Sacrifice Ghitu Fire-Eater: Ghitu Fire-Eater deals damage equal to its power to target creature or player.

Ghitu Slinger
2R
Creature - Human Nomad
2/2
Echo 2R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Ghitu Slinger comes into play, it deals 2 damage to target creature or player.

Ghitu War Cry
2R
Enchantment
R: Target creature gets +1/+0 until end of turn.

Ghor-Clan Bloodscale
3R
Creature - Viashino Warrior
2/1
First strike
3G: Ghor-Clan Bloodscale gets +2/+2 until end of turn. Play this ability only once each turn.

Ghor-Clan Savage
3GG
Creature - Centaur Berserker
2/3
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.)

Ghost Council of Orzhova
WWBB
Legendary Creature - Spirit
4/4
When Ghost Council of Orzhova comes into play, target opponent loses 1 life and you gain 1 life.
1, Sacrifice a creature: Remove Ghost Council of Orzhova from the game. Return it to play under its owner's control at end of turn.

Ghost Hounds
1B
Creature - Hound Spirit
1/1
Vigilance
Whenever Ghost Hounds blocks or becomes blocked by a white creature, Ghost Hounds gains first strike until end of turn.

Ghost Quarter
Land
T Add 1 to your mana pool.
T, Sacrifice Ghost Quarter: Destroy target land. Its controller may search his or her library for a basic land card, put it into play, then shuffle his or her library.

Ghost Ship
2UU
Creature - Spirit
2/4
Flying
UUU: Regenerate Ghost Ship.

Ghost Tactician
4W
Creature - Spirit Spellshaper
2/5
W, T, Discard a card: Creatures you control get +1/+0 until end of turn.

Ghost Town
Land
T Add 1 to your mana pool.
0: Return Ghost Town to its owner's hand. Play this ability only if it's not your turn.

Ghost Warden
1W
Creature - Spirit
1/1
T Target creature gets +1/+1 until end of turn.

Ghostfire
2R
Instant
Ghostfire is colorless.
Ghostfire deals 3 damage to target creature or player.

Ghostflame Sliver
BR
Creature - Sliver
2/2
All Slivers are colorless.

Ghosthelm Courier
2U
Creature - Human Wizard
2/1
You may choose not to untap Ghosthelm Courier during your untap step.
2U, T As long as Ghosthelm Courier remains tapped, target Wizard creature gets +2/+2 and has shroud. (It can't be the target of spells or abilities.)

Ghost-Lit Nourisher
2G
Creature - Spirit
2/1
2G, T Target creature gets +2/+2 until end of turn.
Channel - 3G, Discard Ghost-Lit Nourisher: Target creature gets +4/+4 until end of turn.

Ghost-Lit Raider
2R
Creature - Spirit
2/1
2R, T Ghost-Lit Raider deals 2 damage to target creature.
Channel - 3R, Discard Ghost-Lit Raider: Ghost-Lit Raider deals 4 damage to target creature.

Ghost-Lit Redeemer
W
Creature - Spirit
1/1
W, T You gain 2 life.
Channel - 1W, Discard Ghost-Lit Redeemer: You gain 4 life.

Ghost-Lit Stalker
B
Creature - Spirit
1/1
4B, T Target player discards two cards. Play this ability only any time you could play a sorcery.
Channel - 5BB, Discard Ghost-Lit Stalker: Target player discards four cards. Play this ability only any time you could play a sorcery.

Ghost-Lit Warder
1U
Creature - Spirit
1/1
3U, T Counter target spell unless its controller pays 2.
Channel - 3U, Discard Ghost-Lit Warder: Counter target spell unless its controller pays 4.

Ghostly Changeling
2B
Creature - Shapeshifter
2/2
Changeling (This card is every creature type at all times.)
1B: Ghostly Changeling gets +1/+1 until end of turn.

Ghostly Flame
BR
Enchantment
Black and/or red permanents and spells are colorless sources of damage.

Ghostly Prison
2W
Enchantment
Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you.

Ghostly Visit
2B
Sorcery
Destroy target nonblack creature.

Ghostly Wings
1U
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has flying.
Discard a card: Return enchanted creature to its owner's hand.

Ghosts of the Damned
1BB
Creature - Spirit
0/2
T Target creature gets -1/-0 until end of turn.

Ghosts of the Innocent
5WW
Creature - Spirit
4/5
If a source would deal damage to a creature or player, it deals half that damage, rounded down, to that creature or player instead.

Ghostway
2W
Instant
Remove each creature you control from the game. Return those creatures to play under their owners' control at end of turn.

Ghoul's Feast
1B
Instant
Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard.

Giant Albatross
1U
Creature - Bird
1/1
Flying
When Giant Albatross is put into a graveyard from play, you may pay 1U. If you do, for each creature that dealt damage to Giant Albatross this turn, destroy that creature unless its controller pays 2 life. A creature destroyed this way can't be regenerated.

Giant Badger
1GG
Creature - Badger
2/2
Whenever Giant Badger blocks, it gets +2/+2 until end of turn.

Giant Caterpillar
3G
Creature - Insect
3/3
G, Sacrifice Giant Caterpillar: Put a 1/1 green Insect creature token with flying named Butterfly into play at end of turn.

Giant Cockroach
3B
Creature - Insect
4/2

Giant Crab
4U
Creature - Crab
3/3
U: Giant Crab gains shroud until end of turn. (It can't be the target of spells or abilities.)

Giant Dustwasp
3GG
Creature - Insect
3/3
Flying
Suspend 4-1G (Rather than play this card from your hand, you may pay 1G and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Giant Fan
4
Artifact
2, T Move target counter from one card to another. If the second card's rules text refers to any type of counters, the moved counter becomes one of those counters. Otherwise, it becomes a +1/+1 counter.

Giant Growth
G
Instant
Target creature gets +3/+3 until end of turn.

Giant Harbinger
4R
Creature - Giant Shaman
3/4
When Giant Harbinger comes into play, you may search your library for a Giant card, reveal it, then shuffle your library and put that card on top of it.

Giant Mantis
3G
Creature - Insect
2/4
Reach (This creature can block creatures with flying.)

Giant Octopus
3U
Creature - Octopus
3/3

Giant Oyster
2UU
Creature - Oyster
0/3
You may choose not to untap Giant Oyster during your untap step.
T As long as Giant Oyster remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your draw steps, put a -1/-1 counter on that creature. When Giant Oyster leaves play or becomes untapped, remove all -1/-1 counters from the creature.

Giant Shark
5U
Creature - Fish
4/4
Giant Shark can't attack unless defending player controls an Island.
Whenever Giant Shark blocks or becomes blocked by a creature that has been dealt damage this turn, Giant Shark gets +2/+0 and gains trample until end of turn.
When you control no Islands, sacrifice Giant Shark.

Giant Slug
1B
Creature - Slug
1/1
5: At the beginning of your next upkeep, choose a basic land type. Giant Slug gains landwalk of the chosen type until the end of that turn.

Giant Solifuge
2 (R / G) (R / G)
Creature - Insect
4/1
(o (r/g) can be paid with either R or G.)
Trample, haste, shroud (This permanent can't be the target of spells or abilities.)

Giant Spider
3G
Creature - Spider
2/4
Reach (This creature can block creatures with flying.)

Giant Strength
RR
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.

Giant Tortoise
1U
Creature - Turtle
1/1
Giant Tortoise gets +0/+3 as long as it's untapped.

Giant Trap Door Spider
1RG
Creature - Spider
2/3
1RG, T Remove from the game Giant Trap Door Spider and target creature without flying that's attacking you.

Giant Turtle
1GG
Creature - Turtle
2/4
Giant Turtle can't attack if it attacked during your last turn.

Giant Warthog
5G
Creature - Boar Beast
5/5
Trample

Giantbaiting
2 (R / G)
Sorcery
Put a 4/4 red and green Giant Warrior creature token with haste into play. Remove it from the game at end of turn.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)

Giant's Ire
3R
Tribal Sorcery - Giant
Giant's Ire deals 4 damage to target player. If you control a Giant, draw a card.

Gibbering Descent
4BB
Enchantment
At the beginning of each player's upkeep, that player loses 1 life and discards a card.
Hellbent - Skip your upkeep step if you have no cards in hand.
Madness 2BB (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Gibbering Hyenas
2G
Creature - Hyena
3/2
Gibbering Hyenas can't block black creatures.

Gibbering Kami
3B
Creature - Spirit
2/2
Flying
Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)

Gift of Estates
1W
Sorcery
If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library.

Gift of Granite
W
Enchantment - Aura
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Enchanted creature gets +0/+2.

Gift of the Deity
4 (B / G)
Enchantment - Aura
Enchant creature
As long as enchanted creature is black, it gets +1/+1 and has deathtouch. (Whenever it deals damage to a creature, destroy that creature.)
As long as enchanted creature is green, it gets +1/+1 and all creatures able to block it do so.

Gift of the Woods
G
Enchantment - Aura
Enchant creature
Whenever enchanted creature blocks or becomes blocked, it gets +0/+3 until end of turn and you gain 1 life.

Gifts Ungiven
3U
Instant
Search your library for four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle your library.

Gigadrowse
U
Instant
Replicate U (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Tap target permanent.

Gigapede
3GG
Creature - Insect
6/1
Shroud (This permanent can't be the target of spells or abilities.)
At the beginning of your upkeep, if Gigapede is in your graveyard, you may discard a card. If you do, return Gigapede to your hand.

Gilded Drake
1U
Creature - Drake
3/3
Flying
When Gilded Drake comes into play, choose one - sacrifice Gilded Drake; or exchange control of Gilded Drake and target creature an opponent controls. If you can't make the exchange, sacrifice Gilded Drake. This ability can't be countered. (This effect doesn't end at end of turn.)

Gilded Light
1W
Instant
You gain shroud until end of turn. (You can't be the target of spells or abilities.)
Cycling 2 (2, Discard this card: Draw a card.)

Gilded Lotus
5
Artifact
T Add three mana of any one color to your mana pool.

Gilder Bairn
1 (G / U) (G / U)
Creature - Ouphe
1/3
2o (g/u), oQ: For each counter on target permanent, put another of those counters on that permanent. (oQ is the untap symbol.)

Gilt-Leaf Ambush
2G
Tribal Instant - Elf
Put two 1/1 green Elf Warrior creature tokens into play. Clash with an opponent. If you win, those creatures gain deathtouch until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost. Whenever a creature with deathtouch deals damage to a creature, destroy that creature.)

Gilt-Leaf Archdruid
3GG
Creature - Elf Druid
3/3
Whenever you play a Druid spell, you may draw a card.
Tap seven untapped Druids you control: Gain control of all lands target player controls.

Gilt-Leaf Palace
Land
As Gilt-Leaf Palace comes into play, you may reveal an Elf card from your hand. If you don't, Gilt-Leaf Palace comes into play tapped.
T Add B or G to your mana pool.

Gilt-Leaf Seer
2G
Creature - Elf Shaman
2/2
G, T Look at the top two cards of your library, then put them back in any order.

Glacial Chasm
Land
Cumulative upkeep-Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Glacial Chasm comes into play, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.

Glacial Crevasses
2R
Enchantment
Sacrifice a snow Mountain: Prevent all combat damage that would be dealt this turn.

Glacial Plating
2WW
Snow Enchantment - Aura
Enchant creature
Cumulative upkeep oSi (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it. oSi can be paid with one mana from a snow permanent.)
Enchanted creature gets +3/+3 for each age counter on Glacial Plating.

Glacial Ray
1R
Instant - Arcane
Glacial Ray deals 2 damage to target creature or player.
Splice onto Arcane 1R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Glacial Wall
2U
Creature - Wall
0/7
Defender (This creature can't attack.)

Glaciers
2WU
Enchantment
At the beginning of your upkeep, sacrifice Glaciers unless you pay WU.
All Mountains are Plains.

Glade Gnarr
5G
Creature - Beast
4/4
Whenever a player plays a blue spell, Glade Gnarr gets +2/+2 until end of turn.

Glamer Spinners
4 (W / U)
Creature - Faerie Wizard
2/4
Flash
Flying
When Glamer Spinners comes into play, attach all Auras enchanting target permanent to another permanent with the same controller.

Glamerdye
1U
Instant
Change the text of target spell or permanent by replacing all instances of one color word with another.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Glare of Subdual
2GW
Enchantment
Tap an untapped creature you control: Tap target artifact or creature.

Glarecaster
4WW
Creature - Bird Cleric
3/3
Flying
5W: The next time damage would be dealt to Glarecaster and/or you this turn, that damage is dealt to target creature or player instead.

Glarewielder
4R
Creature - Elemental Shaman
3/1
Haste
When Glarewielder comes into play, up to two target creatures can't block this turn.
Evoke 1R (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Glass Asp
1GG
Creature - Snake
2/1
Whenever Glass Asp deals combat damage to a player, that player loses 2 life at the beginning of his or her next draw step unless he or she pays 2 before that step.

Glass Golem
5
Artifact Creature - Golem
6/2

Glasses of Urza
1
Artifact
T Look at target player's hand.

Gleancrawler
3 (B / G) (B / G) (B / G)
Creature - Insect Horror
6/6
(o (b/g) can be paid with either B or G.)
Trample
At the end of your turn, return to your hand all creature cards in your graveyard that were put into your graveyard from play this turn.

Gleeful Sabotage
1G
Sorcery
Destroy target artifact or enchantment.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Gleemax
1,000,000
Legendary Artifact
You choose all targets for all spells and abilities.

Glen Elendra Archmage
3U
Creature - Faerie Wizard
2/2
Flying
U, Sacrifice Glen Elendra Archmage: Counter target noncreature spell.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Glen Elendra Liege
1 (U / B) (U / B) (U / B)
Creature - Faerie Knight
2/3
Flying
Other blue creatures you control get +1/+1.
Other black creatures you control get +1/+1.

Glen Elendra Pranksters
3U
Creature - Faerie Wizard
1/3
Flying
Whenever you play a spell during an opponent's turn, you may return target creature you control to its owner's hand.

Gliding Licid
2U
Creature - Licid
2/2
U, T Gliding Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay U to end this effect.
Enchanted creature has flying.

Glimmerdust Nap
2U
Enchantment - Aura
Enchant tapped creature
Enchanted creature doesn't untap during its controller's untap step.

Glimmering Angel
3W
Creature - Angel
2/2
Flying
U: Glimmering Angel gains shroud until end of turn. (It can't be the target of spells or abilities.)

Glimmervoid
Land
At end of turn, if you control no artifacts, sacrifice Glimmervoid.
T Add one mana of any color to your mana pool.

Glimpse of Nature
G
Sorcery
Whenever you play a creature spell this turn, draw a card.

Glimpse the Unthinkable
UB
Sorcery
Target player puts the top ten cards of his or her library into his or her graveyard.

Glint-Eye Nephilim
UBRG
Creature - Nephilim
2/2
Whenever Glint-Eye Nephilim deals combat damage to a player, draw that many cards.
1, Discard a card: Glint-Eye Nephilim gets +1/+1 until end of turn.

Glintwing Invoker
4U
Creature - Human Wizard Mutant
3/3
7U: Glintwing Invoker gets +3/+3 and gains flying until end of turn.

Glissa Sunseeker
2GG
Legendary Creature - Elf
3/2
First strike
T Destroy target artifact if its converted mana cost is equal to the amount of mana in your mana pool.

Glitterfang
R
Creature - Spirit
1/1
Haste
At end of turn, return Glitterfang to its owner's hand.

Glittering Lion
2W
Creature - Cat
2/2
Prevent all damage that would be dealt to Glittering Lion.
3: Until end of turn, Glittering Lion loses "Prevent all damage that would be dealt to Glittering Lion." Any player may play this ability.

Glittering Lynx
W
Creature - Cat
1/1
Prevent all damage that would be dealt to Glittering Lynx.
2: Until end of turn, Glittering Lynx loses "Prevent all damage that would be dealt to Glittering Lynx." Any player may play this ability.

Glittering Wish
GW
Sorcery
You may choose a multicolored card you own from outside the game, reveal that card, and put it into your hand. Remove Glittering Wish from the game.

Global Ruin
4W
Sorcery
Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest.

Gloom
2B
Enchantment
White spells and activated abilities of white enchantments cost 3 more to play.

Gloomdrifter
3B
Creature - Zombie Minion
2/2
Flying
Threshold - As long as seven or more cards are in your graveyard, Gloomdrifter has "When Gloomdrifter comes into play, nonblack creatures get -2/-2 until end of turn."

Gloomlance
3BB
Sorcery
Destroy target creature. If that creature was green or white, its controller discards a card.

Gloomwidow
2G
Creature - Spider
3/3
Reach
Gloomwidow can't block creatures without flying.

Gloomwidow's Feast
3G
Instant
Destroy target creature with flying. If that creature was blue or black, put a 1/2 green Spider creature token with reach into play. (It can block creatures with flying.)

Glorious Anthem
1WW
Enchantment
Creatures you control get +1/+1.

Glory
3WW
Creature - Incarnation
3/3
Flying
2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard.

Glory Seeker
1W
Creature - Human Soldier
2/2

Glowering Rogon
5G
Creature - Beast
4/4
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.)

Glowing Anemone
3U
Creature - Jellyfish Beast
1/3
When Glowing Anemone comes into play, you may return target land to its owner's hand.

Glowrider
2W
Creature - Human Cleric
2/1
Noncreature spells cost 1 more to play.

Gluetius Maximus
3GG
Creature - Beast
5/5
As Gluetius Maximus comes into play, an opponent chooses one of your fingers. (Thumbs are fingers, too.)
When the chosen finger isn't touching Gluetius Maximus, sacrifice Gluetius Maximus.

Gluttonous Zombie
4B
Creature - Zombie
3/3
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

Glyph of Delusion
U
Instant
Put X glyph counters on target creature that target Wall blocked this turn, where X is the power of that blocked creature. The creature gains "This creature doesn't untap during your untap step if it has a glyph counter on it" and "At the beginning of your upkeep, remove a glyph counter from this creature."

Glyph of Destruction
R
Instant
Target blocking Wall you control gets +10/+0 until end of combat. Prevent all damage that would be dealt to it this turn. Destroy it at end of turn.

Glyph of Doom
B
Instant
At end of combat, destroy all creatures that were blocked by target Wall this turn.

Glyph of Life
W
Instant
Until end of turn, whenever an attacking creature deals damage to target Wall creature, you gain that much life.

Glyph of Reincarnation
G
Instant
Play Glyph of Reincarnation only during the end of combat step.
Destroy all creatures that were blocked by target Wall this turn. They can't be regenerated. For each creature put into a graveyard this way, choose a creature card from the graveyard of that creature's controller and return that card to play under its owner's control.

Gnarled Effigy
4
Artifact
4, T Put a -1/-1 counter on target creature.

Gnarled Mass
1GG
Creature - Spirit
3/3

Gnat Alley Creeper
2R
Creature - Human Rogue
3/1
Gnat Alley Creeper can't be blocked by creatures with flying.

Gnat Miser
B
Creature - Rat Shaman
1/1
Each opponent's maximum hand size is reduced by one.

Goatnapper
2R
Creature - Goblin Rogue
2/2
When Goatnapper comes into play, untap target Goat and gain control of it until end of turn. It gains haste until end of turn.

Gobhobbler Rats
BR
Creature - Rat
2/2
Hellbent - Gobhobbler Rats gets +1/+0 and has "B: Regenerate Gobhobbler Rats" as long as you have no cards in hand.

Goblin Archaeologist
1R
Creature - Goblin Artificer
1/2
R, T Flip a coin. If you win the flip, destroy target artifact and untap Goblin Archaeologist. If you lose the flip, sacrifice Goblin Archaeologist.

Goblin Artisans
R
Creature - Goblin Artificer
1/1
T Flip a coin. If you win the flip, draw a card. Otherwise, counter target artifact spell you control that isn't the target of an ability from another creature named Goblin Artisans.

Goblin Assassin
3RR
Creature - Goblin Assassin
2/2
Whenever Goblin Assassin or another Goblin comes into play, each player flips a coin. Each player whose coin comes up tails sacrifices a creature.

Goblin Balloon Brigade
R
Creature - Goblin Warrior
1/1
R: Goblin Balloon Brigade gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)

Goblin Berserker
3R
Creature - Goblin Berserker
2/2
First strike, haste

Goblin Bomb
1R
Enchantment
At the beginning of your upkeep, you may flip a coin. If you win the flip, put a fuse counter on Goblin Bomb. If you lose the flip, remove a fuse counter from Goblin Bomb.
Remove five fuse counters from Goblin Bomb, Sacrifice Goblin Bomb: Goblin Bomb deals 20 damage to target player.

Goblin Bombardment
1R
Enchantment
Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player.

Goblin Bookie
R
Summon Goblin
1/1
R, T Reflip any coin or reroll any die.

Goblin Bowling Team
3R
Summon Goblins
1/1
Whenever Goblin Bowling Team damages any creature or player, roll a six-sided die. Goblin Bowling Team deals to that creature or player additional damage equal to the die roll.

Goblin Brawler
2R
Creature - Goblin Warrior
2/2
First strike
Goblin Brawler can't be equipped.

Goblin Brigand
1R
Creature - Goblin Warrior
2/2
Goblin Brigand attacks each turn if able.

Goblin Bully
1R
Creature - Goblin
2/1

Goblin Burrows
Land
T Add 1 to your mana pool.
1R, T Target Goblin creature gets +2/+0 until end of turn.

Goblin Cadets
R
Creature - Goblin
2/1
Whenever Goblin Cadets blocks or becomes blocked, target opponent gains control of it. (This removes Goblin Cadets from combat.)

Goblin Cannon
4
Artifact
2: Goblin Cannon deals 1 damage to target creature or player. Sacrifice Goblin Cannon.

Goblin Cavaliers
2R
Creature - Goblin
3/2

Goblin Caves
1RR
Enchantment - Aura
Enchant land
If enchanted land is a basic Mountain, Goblin creatures get +0/+2.

Goblin Charbelcher
4
Artifact
3, T Reveal cards from the top of your library until you reveal a land card. Goblin Charbelcher deals damage equal to the number of nonland cards revealed this way to target creature or player. If the revealed land card was a Mountain, Goblin Charbelcher deals double that damage instead. Put the revealed cards on the bottom of your library in any order.

Goblin Chariot
2R
Creature - Goblin Warrior
2/2
Haste (This creature can attack the turn it comes under your control.)

Goblin Chirurgeon
R
Creature - Goblin Shaman
0/2
Sacrifice a Goblin: Regenerate target creature.

Goblin Clearcutter
3R
Creature - Goblin
3/3
T, Sacrifice a Forest: Add three mana in any combination of R and/or G to your mana pool.

Goblin Cohort
R
Creature - Goblin Warrior
2/2
Goblin Cohort can't attack unless you've played a creature spell this turn.

Goblin Commando
4R
Creature - Goblin
2/2
When Goblin Commando comes into play, it deals 2 damage to target creature.

Goblin Digging Team
R
Creature - Goblin
1/1
T, Sacrifice Goblin Digging Team: Destroy target Wall.

Goblin Dirigible
6
Artifact Creature - Construct
4/4
Flying
Goblin Dirigible doesn't untap during your untap step.
At the beginning of your upkeep, you may pay 4. If you do, untap Goblin Dirigible.

Goblin Dynamo
5RR
Creature - Goblin Mutant
4/4
T Goblin Dynamo deals 1 damage to target creature or player.
XR, T, Sacrifice Goblin Dynamo: Goblin Dynamo deals X damage to target creature or player.

Goblin Elite Infantry
1R
Creature - Goblin Warrior
2/2
Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn.

Goblin Festival
1R
Enchantment
2: Goblin Festival deals 1 damage to target creature or player. Flip a coin. If you lose the flip, choose one of your opponents. That player gains control of Goblin Festival.

Goblin Fire Fiend
3R
Creature - Goblin Berserker
1/1
Haste
Goblin Fire Fiend must be blocked if able.
R: Goblin Fire Fiend gets +1/+0 until end of turn.

Goblin Firebug
1R
Creature - Goblin
2/2
When Goblin Firebug leaves play, sacrifice a land.

Goblin Firestarter
R
Creature - Goblin
1/1
Sacrifice Goblin Firestarter: Goblin Firestarter deals 1 damage to target creature or player. Play this ability only during your turn, before attackers are declared.

Goblin Flectomancer
URR
Creature - Goblin Wizard
2/2
Sacrifice Goblin Flectomancer: You may change the targets of target instant or sorcery spell.

Goblin Flotilla
2R
Creature - Goblin
2/2
Islandwalk
At the beginning of combat, unless you pay R, whenever Goblin Flotilla blocks or becomes blocked by a creature this combat, that creature gains first strike until end of turn.

Goblin Furrier
1R
Creature - Goblin Warrior
2/2
Prevent all damage that Goblin Furrier would deal to snow creatures.

Goblin Game
5RR
Sorcery
Each player hides at least one item, then all players reveal them simultaneously. Each player loses life equal to the number of items he or she revealed. The player who revealed the fewest items then loses half his or her life, rounded up. If two or more players are tied for fewest, each loses half his or her life, rounded up.

Goblin Gardener
3R
Creature - Goblin
2/1
When Goblin Gardener is put into a graveyard from play, destroy target land.

Goblin General
1RR
Creature - Goblin Warrior
1/1
Whenever Goblin General attacks, Goblin creatures you control get +1/+1 until end of turn.

Goblin Glider
1R
Creature - Goblin
1/1
Flying
Goblin Glider can't block.

Goblin Goon
3R
Creature - Goblin Mutant
6/6
Goblin Goon can't attack unless you control more creatures than defending player.
Goblin Goon can't block unless you control more creatures than attacking player.

Goblin Grappler
R
Creature - Goblin
1/1
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

Goblin Grenade
R
Sorcery
As an additional cost to play Goblin Grenade, sacrifice a Goblin.
Goblin Grenade deals 5 damage to target creature or player.

Goblin Grenadiers
3R
Creature - Goblin
2/2
Whenever Goblin Grenadiers attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature and target land.

Goblin Hero
2R
Creature - Goblin
2/2

Goblin King
1RR
Creature - Goblin
2/2
Other Goblin creatures get +1/+1 and have mountainwalk. (They're unblockable as long as defending player controls a Mountain.)

Goblin Kites
1R
Enchantment
R: Target creature you control with toughness 2 or less gains flying until end of turn. Flip a coin at end of turn. If you lose the flip, sacrifice that creature.

Goblin Lackey
R
Creature - Goblin
1/1
Whenever Goblin Lackey deals damage to a player, you may put a Goblin permanent card from your hand into play.

Goblin Legionnaire
RW
Creature - Goblin Soldier
2/2
R, Sacrifice Goblin Legionnaire: Goblin Legionnaire deals 2 damage to target creature or player.
W, Sacrifice Goblin Legionnaire: Prevent the next 2 damage that would be dealt to target creature or player this turn.

Goblin Lookout
1R
Creature - Goblin
1/2
T, Sacrifice a Goblin: Goblin creatures get +2/+0 until end of turn.

Goblin Lore
1R
Sorcery
Draw four cards, then discard three cards at random.

Goblin Lyre
3
Artifact
Sacrifice Goblin Lyre: Flip a coin. If you win the flip, Goblin Lyre deals damage to target opponent equal to the number of creatures you control. If you lose the flip, Goblin Lyre deals damage to you equal to the number of creatures that opponent controls.

Goblin Machinist
4R
Creature - Goblin
0/5
2R: Reveal cards from the top of your library until you reveal a nonland card. Goblin Machinist gets +X/+0 until end of turn, where X is that card's converted mana cost. Put the revealed cards on the bottom of your library in any order.

Goblin Marshal
4RR
Creature - Goblin Warrior
3/3
Echo 4RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Goblin Marshal comes into play or is put into a graveyard from play, put two 1/1 red Goblin creature tokens into play.

Goblin Masons
1R
Creature - Goblin
2/1
When Goblin Masons is put into a graveyard from play, destroy target Wall.

Goblin Matron
2R
Creature - Goblin
1/1
When Goblin Matron comes into play, you may search your library for a Goblin card, reveal that card, and put it into your hand. If you do, shuffle your library.

Goblin Medics
2R
Creature - Goblin Shaman
1/1
Whenever Goblin Medics becomes tapped, it deals 1 damage to target creature or player.

Goblin Mime
1R
Creature - Goblin Mime
2/2
When you speak, sacrifice Goblin Mime.

Goblin Mountaineer
R
Creature - Goblin Scout
1/1
Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)

Goblin Mutant
2RR
Creature - Goblin Mutant
5/3
Trample
Goblin Mutant can't attack if defending player controls an untapped creature with power 3 or greater.
Goblin Mutant can't block creatures with power 3 or greater.

Goblin Offensive
X1RR
Sorcery
Put X 1/1 red Goblin creature tokens into play.

Goblin Patrol
R
Creature - Goblin
2/1
Echo R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Goblin Piker
1R
Creature - Goblin Warrior
2/1

Goblin Piledriver
1R
Creature - Goblin Warrior
1/2
Protection from blue
Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin.

Goblin Psychopath
3R
Creature - Goblin Mutant
5/5
Whenever Goblin Psychopath attacks or blocks, flip a coin. If you lose the flip, the next time it would deal combat damage this turn, it deals that damage to you instead.

Goblin Pyromancer
3R
Creature - Goblin Wizard
2/2
When Goblin Pyromancer comes into play, Goblin creatures get +3/+0 until end of turn.
At end of turn, destroy all Goblins.

Goblin Raider
1R
Creature - Goblin Warrior
2/2
Goblin Raider can't block.

Goblin Recruiter
1R
Creature - Goblin
1/1
When Goblin Recruiter comes into play, search your library for any number of Goblin cards and reveal them. Shuffle your library, then put those cards on top of it in any order.

Goblin Replica
3
Artifact Creature - Goblin
2/2
3R, Sacrifice Goblin Replica: Destroy target artifact.

Goblin Rimerunner
2R
Snow Creature - Goblin Warrior
2/2
T Target creature can't block this turn.
oSi: Goblin Rimerunner gains haste until end of turn. (oSi can be paid with one mana from a snow permanent.)

Goblin Ringleader
3R
Creature - Goblin
2/2
Haste
When Goblin Ringleader comes into play, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library.

Goblin Rock Sled
1R
Creature - Goblin
3/1
Trample
Goblin Rock Sled doesn't untap during your untap step if it attacked during your last turn.
Goblin Rock Sled can't attack unless defending player controls a Mountain.

Goblin S.W.A.T. Team
3R
Creature - Goblin Warrior
2/2
Say "Goblin S.W.A.T. Team": Put a +1/+1 counter on Goblin S.W.A.T. Team unless an opponent swats the table within five seconds. Play this ability only once each turn.

Goblin Sappers
1R
Creature - Goblin
1/1
RR, T Target creature you control is unblockable this turn. Destroy it and Goblin Sappers at end of combat.
RRRR, T Target creature you control is unblockable this turn. Destroy it at end of combat.

Goblin Scouts
3RR
Sorcery
Put three 1/1 red Goblin Scout creature tokens with mountainwalk into play.

Goblin Secret Agent
2R
Creature - Goblin Rogue
2/2
First strike
At the beginning of your upkeep, reveal a card from your hand at random.

Goblin Settler
3R
Creature - Goblin
1/1
When Goblin Settler comes into play, destroy target land.

Goblin Sharpshooter
2R
Creature - Goblin
1/1
Goblin Sharpshooter doesn't untap during your untap step.
Whenever a creature is put into a graveyard from play, untap Goblin Sharpshooter.
T Goblin Sharpshooter deals 1 damage to target creature or player.

Goblin Shrine
1RR
Enchantment - Aura
Enchant land
If enchanted land is a Mountain, Goblin creatures get +1/+0.
When Goblin Shrine leaves play, it deals 1 damage to each Goblin creature.

Goblin Ski Patrol
1R
Creature - Goblin
1/1
1R: Goblin Ski Patrol gets +2/+0 and gains flying. Its controller sacrifices it at end of turn. Play this ability only once and only if you control a snow Mountain.

Goblin Sky Raider
2R
Creature - Goblin Warrior
1/2
Flying (This creature can't be blocked except by creatures with flying or reach.)

Goblin Skycutter
1R
Creature - Goblin Warrior
2/1
Sacrifice Goblin Skycutter: Goblin Skycutter deals 2 damage to target creature with flying. That creature loses flying until end of turn.

Goblin Sledder
R
Creature - Goblin
1/1
Sacrifice a Goblin: Target creature gets +1/+1 until end of turn.

Goblin Snowman
3R
Creature - Goblin
1/1
Whenever Goblin Snowman blocks, prevent all combat damage that would be dealt to and dealt by it this turn.
T Goblin Snowman deals 1 damage to target creature it's blocking.

Goblin Soothsayer
R
Creature - Goblin Shaman
1/1
R, T, Sacrifice a Goblin: Red creatures get +1/+1 until end of turn.

Goblin Spelunkers
2R
Creature - Goblin Warrior
2/2
Mountainwalk

Goblin Spy
R
Creature - Goblin Rogue
1/1
Play with the top card of your library revealed.

Goblin Striker
1R
Creature - Goblin Berserker
1/1
First strike, haste

Goblin Swine-Rider
R
Creature - Goblin
1/1
When Goblin Swine-Rider becomes blocked, it deals 2 damage to each attacking creature and 2 damage to each blocking creature.

Goblin Taskmaster
R
Creature - Goblin
1/1
1R: Target Goblin creature gets +1/+0 until end of turn.
Morph R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Goblin Tinkerer
1R
Creature - Goblin Artificer
1/2
R, T Destroy target artifact. That artifact deals damage equal to its converted mana cost to Goblin Tinkerer.

Goblin Trenches
1RW
Enchantment
2, Sacrifice a land: Put two 1/1 red and white Goblin Soldier creature tokens into play.

Goblin Turncoat
1B
Creature - Goblin Mercenary
2/1
Sacrifice a Goblin: Regenerate Goblin Turncoat.

Goblin Tutor
R
Instant
Roll a six-sided die for Goblin Tutor. On a 1, Goblin Tutor has no effect. Otherwise, search your library for the indicated card, reveal that card to all players, and put it into your hand. Shuffle your library afterwards.
2 - Any Goblin Tutor
3 - Any enchantment
4 - Any artifact
5 - Any creature
6 - Any sorcery, instant, or interrupt

Goblin Vandal
R
Creature - Goblin Rogue
1/1
Whenever Goblin Vandal attacks and isn't blocked, you may pay R. If you do, destroy target artifact defending player controls and Goblin Vandal deals no combat damage this turn.

Goblin War Buggy
1R
Creature - Goblin
2/2
Haste
Echo 1R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Goblin War Cry
2R
Sorcery
Target opponent chooses a creature he or she controls. Other creatures he or she controls can't block this turn.

Goblin War Drums
2R
Enchantment
Each creature you control can't be blocked except by two or more creatures.

Goblin War Strike
R
Sorcery
Goblin War Strike deals damage equal to the number of Goblins you control to target player.

Goblin War Wagon
4
Artifact Creature - Juggernaut
3/3
Goblin War Wagon doesn't untap during your untap step.
At the beginning of your upkeep, you may pay 2. If you do, untap Goblin War Wagon.

Goblin Warchief
1RR
Creature - Goblin
2/2
Goblin spells you play cost 1 less to play.
Goblin creatures you control have haste.

Goblin Warrens
2R
Enchantment
2R, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens into play.

Goblin Welder
R
Creature - Goblin Artificer
1/1
T Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player sacrifices the artifact in play, then puts the other artifact from his or her graveyard into play.

Goblin Wizard
2RR
Creature - Goblin Wizard
1/1
T You may put a Goblin permanent card from your hand into play.
R: Target Goblin gains protection from white until end of turn.

Goblins of the Flarg
R
Creature - Goblin Warrior
1/1
Mountainwalk
When you control a Dwarf, sacrifice Goblins of the Flarg.

Godhead of Awe
(W / U) (W / U) (W / U) (W / U) (W / U)
Creature - Spirit Avatar
4/4
Flying
Other creatures are 1/1.

Godless Shrine
Land - Plains Swamp
(T Add W or B to your mana pool.)
As Godless Shrine comes into play, you may pay 2 life. If you don't, Godless Shrine comes into play tapped.

Godo, Bandit Warlord
5R
Legendary Creature - Human Barbarian
3/3
When Godo, Bandit Warlord comes into play, you may search your library for an Equipment card and put it into play. If you do, shuffle your library.
Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, you get an additional combat phase.

Godo's Irregulars
R
Creature - Human Warrior
1/1
R: Godo's Irregulars deals 1 damage to target creature blocking it.

Gods' Eye, Gate to the Reikai
Legendary Land
T Add 1 to your mana pool.
When Gods' Eye, Gate to the Reikai is put into a graveyard from play, put a 1/1 colorless Spirit creature token into play.

Goham Djinn
5B
Creature - Djinn
5/5
1B: Regenerate Goham Djinn.
Goham Djinn gets -2/-2 as long as black is the most common color among all permanents or is tied for most common.

Gold Myr
2
Artifact Creature - Myr
1/1
T Add W to your mana pool.

Golden Bear
3G
Creature - Bear
4/3

Golden Wish
3WW
Sorcery
You may choose an artifact or enchantment card you own from outside the game, reveal that card, and put it into your hand. Remove Golden Wish from the game.

Goldenglow Moth
W
Creature - Insect
0/1
Flying
Whenever Goldenglow Moth blocks, you may gain 4 life.

Goldmeadow Dodger
W
Creature - Kithkin Rogue
1/1
Goldmeadow Dodger can't be blocked by creatures with power 4 or greater.

Goldmeadow Harrier
W
Creature - Kithkin Soldier
1/1
W, T Tap target creature.

Goldmeadow Lookout
3W
Creature - Kithkin Spellshaper
2/2
W, T, Discard a card: Put a 1/1 white Kithkin Soldier creature token named Goldmeadow Harrier into play with "W, T Tap target creature."

Goldmeadow Stalwart
W
Creature - Kithkin Soldier
2/2
As an additional cost to play Goldmeadow Stalwart, reveal a Kithkin card from your hand or pay 3.

Golem-Skin Gauntlets
1
Artifact - Equipment
Equipped creature gets +1/+0 for each Equipment attached to it.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Golgari Brownscale
1GG
Creature - Lizard
2/3
When Golgari Brownscale is put into your hand from your graveyard, you gain 2 life.
Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Golgari Germination
1BG
Enchantment
Whenever a nontoken creature you control is put into a graveyard from play, put a 1/1 green Saproling creature token into play.

Golgari Grave-Troll
4G
Creature - Skeleton Troll
0/0
Golgari Grave-Troll comes into play with a +1/+1 counter on it for each creature card in your graveyard.
1, Remove a +1/+1 counter from Golgari Grave-Troll: Regenerate Golgari Grave-Troll.
Dredge 6

Golgari Guildmage
(B / G) (B / G)
Creature - Elf Shaman
2/2
(o (b/g) can be paid with either B or G.)
4B, Sacrifice a creature: Return target creature card from your graveyard to your hand.
4G: Put a +1/+1 counter on target creature.

Golgari Rot Farm
Land
Golgari Rot Farm comes into play tapped.
When Golgari Rot Farm comes into play, return a land you control to its owner's hand.
T Add BG to your mana pool.

Golgari Rotwurm
3BG
Creature - Zombie Wurm
5/4
B, Sacrifice a creature: Target player loses 1 life.

Golgari Signet
2
Artifact
1, T Add BG to your mana pool.

Golgari Thug
1B
Creature - Human Warrior
1/1
When Golgari Thug is put into a graveyard from play, put target creature card in your graveyard on top of your library.
Dredge 4 (If you would draw a card, instead you may put exactly four cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Golgothian Sylex
4
Artifact
1, T Destroy all cards from the Antiquities expansion.

Goliath Beetle
2G
Creature - Insect
3/1
Trample

Goliath Spider
6GG
Creature - Spider
7/6
Reach (This creature can block creatures with flying.)

Goretusk Firebeast
5R
Creature - Elemental Boar Beast
2/2
When Goretusk Firebeast comes into play, it deals 4 damage to target player.

Gorgon Recluse
3BB
Creature - Gorgon
2/4
Whenever Gorgon Recluse blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.
Madness BB (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Gorilla Berserkers
3GG
Creature - Ape Berserker
2/3
Trample; rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)
Gorilla Berserkers can't be blocked except by three or more creatures.

Gorilla Chieftain
2GG
Creature - Ape
3/3
1G: Regenerate Gorilla Chieftain.

Gorilla Pack
2G
Creature - Ape
3/3
Gorilla Pack can't attack unless defending player controls a Forest.
When you control no Forests, sacrifice Gorilla Pack.

Gorilla Shaman
R
Creature - Ape Shaman
1/1
XX1: Destroy target noncreature artifact with converted mana cost X.

Gorilla Titan
3GG
Creature - Ape
4/4
Trample
Gorilla Titan gets +4/+4 as long as there are no cards in your graveyard.

Gorilla War Cry
1R
Instant
Play Gorilla War Cry only during combat before blockers are declared.
Attacking creatures can't be blocked this turn except by two or more creatures.
Draw a card at the beginning of the next turn's upkeep.

Gorilla Warrior
2G
Creature - Ape Warrior
3/2

Goryo's Vengeance
1B
Instant - Arcane
Return target legendary creature card from your graveyard to play. That creature gains haste. Remove it from the game at end of turn.
Splice onto Arcane 2B (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Gossamer Chains
WW
Enchantment
Return Gossamer Chains to its owner's hand: Prevent all combat damage that would be dealt by target unblocked creature this turn.

Gossamer Phantasm
1U
Creature - Illusion
2/1
Flying
When Gossamer Phantasm becomes the target of a spell or ability, sacrifice it.

Gosta Dirk
3WWUU
Legendary Creature - Human Warrior
4/4
First strike
Creatures with islandwalk can be blocked as though they didn't have islandwalk.

Govern the Guildless
5U
Sorcery
Gain control of target monocolored creature.
Forecast - 1U, Reveal Govern the Guildless from your hand: Target creature becomes the color or colors of your choice until end of turn. (Play this ability only during your upkeep and only once each turn.)

Grab the Reins
3R
Instant
Choose one - Until end of turn, you gain control of target creature and it gains haste; or sacrifice a creature, then Grab the Reins deals damage equal to that creature's power to target creature or player.
Entwine 2R (Choose both if you pay the entwine cost.)

Graceful Adept
2U
Creature - Human Wizard
1/3
You have no maximum hand size.

Graceful Antelope
2WW
Creature - Antelope
1/4
Plainswalk
Whenever Graceful Antelope deals combat damage to a player, you may have target land become a Plains until Graceful Antelope leaves play.

Graceful Reprieve
1W
Instant
When target creature is put into a graveyard this turn, return that card to play under its owner's control.

Grafted Skullcap
4
Artifact
At the beginning of your draw step, draw a card.
At the end of your turn, discard your hand.

Grafted Wargear
3
Artifact - Equipment
Equipped creature gets +3/+2.
Whenever Grafted Wargear becomes unattached from a permanent, sacrifice that permanent.
Equip 0 (0: Attach to target creature you control. Equip only as a sorcery.)

Grand Arbiter Augustin IV
2WU
Legendary Creature - Human Advisor
2/3
White spells you play cost 1 less to play.
Blue spells you play cost 1 less to play.
Spells your opponents play cost 1 more to play.

Grand Coliseum
Land
Grand Coliseum comes into play tapped.
T Add 1 to your mana pool.
T Add one mana of any color to your mana pool. Grand Coliseum deals 1 damage to you.

Grand Melee
3R
Enchantment
All creatures attack each turn if able.
All creatures block each turn if able.

Grandmother Sengir
4B
Legendary Creature - Human Wizard
3/3
1B, T Target creature gets -1/-1 until end of turn.

Granger Guildmage
G
Creature - Human Wizard
1/1
W, T Target creature gains first strike until end of turn.
R, T Granger Guildmage deals 1 damage to target creature or player and 1 damage to you.

Granite Gargoyle
2R
Creature - Gargoyle
2/2
Flying
R: Granite Gargoyle gets +0/+1 until end of turn.

Granite Grip
2R
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+0 for each Mountain you control.

Granite Shard
3
Artifact
3, T or R, T Granite Shard deals 1 damage to target creature or player.

Granny's Payback
7G
Sorcery
You gain life equal to your age.

Granulate
2RR
Sorcery
Destroy each nonland artifact with converted mana cost 4 or less.

Grapeshot
1R
Sorcery
Grapeshot deals 1 damage to target creature or player.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Grapeshot Catapult
4
Artifact Creature - Construct
2/3
T Grapeshot Catapult deals 1 damage to target creature with flying.

Graphic Violence
2G
Instant
All creatures by the artist of your choice get +2/+2 and gain trample until end of turn.

Grassland Crusader
5W
Creature - Human Cleric Soldier
2/4
T Target Elf or Soldier creature gets +2/+2 until end of turn.

Grasslands
Land
Grasslands comes into play tapped.
T, Sacrifice Grasslands: Search your library for a Forest or Plains card and put it into play. Then shuffle your library.

Gratuitous Violence
2RRR
Enchantment
If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead.

Grave Consequences
1B
Instant
Each player may remove any number of cards in his or her graveyard from the game. Then each player loses 1 life for each card in his or her graveyard.
Draw a card.

Grave Defiler
3B
Creature - Zombie
2/1
When Grave Defiler comes into play, reveal the top four cards of your library. Put all Zombie cards revealed this way into your hand and the rest on the bottom of your library.
1B: Regenerate Grave Defiler.

Grave Pact
1BBB
Enchantment
Whenever a creature you control is put into a graveyard from play, each other player sacrifices a creature.

Grave Peril
1B
Enchantment
When a nonblack creature comes into play, sacrifice Grave Peril. If you do, destroy that creature.

Grave Robbers
1BB
Creature - Human Rogue
1/1
B, T Remove target artifact card in a graveyard from the game. You gain 2 life.

Grave Scrabbler
3B
Creature - Zombie
2/2
Madness 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)
When Grave Scrabbler comes into play, if its madness cost was paid, you may return target creature card in a graveyard to its owner's hand.

Grave Servitude
1B
Enchantment - Aura
You may play Grave Servitude any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.
Enchant creature
Enchanted creature gets +3/-1 and is black.

Gravebane Zombie
3B
Creature - Zombie
3/2
If Gravebane Zombie would be put into a graveyard from play, put Gravebane Zombie on top of its owner's library instead.

Gravebind
B
Instant
Target creature can't be regenerated this turn.
Draw a card at the beginning of the next turn's upkeep.

Graveborn Muse
2BB
Creature - Zombie Spirit
3/3
At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control.

Gravedigger
3B
Creature - Zombie
2/2
When Gravedigger comes into play, you may return target creature card from your graveyard to your hand.

Gravegouger
2B
Creature - Nightmare Horror
2/2
When Gravegouger comes into play, remove up to two target cards in a single graveyard from the game.
When Gravegouger leaves play, return the removed cards to their owner's graveyard.

Gravel Slinger
3W
Creature - Human Soldier
1/3
T Gravel Slinger deals 1 damage to target attacking or blocking creature.
Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Gravelgill Axeshark
4 (U / B)
Creature - Merfolk Soldier
3/3
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Gravelgill Duo
2 (U / B)
Creature - Merfolk Rogue Warrior
2/1
Whenever you play a blue spell, Gravelgill Duo gets +1/+1 until end of turn.
Whenever you play a black spell, Gravelgill Duo gains fear until end of turn.

Graven Cairns
Land
T Add 1 to your mana pool.
o (b/r), T Add BB, BR, or RR to your mana pool.

Graven Dominator
4WW
Creature - Gargoyle
4/4
Flying
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Graven Dominator comes into play or the creature it haunts is put into a graveyard, each other creature becomes 1/1 until end of turn.

Grave-Shell Scarab
2BGG
Creature - Insect
4/4
1, Sacrifice Grave-Shell Scarab: Draw a card.
Dredge 1 (If you would draw a card, instead you may put exactly one card from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Gravespawn Sovereign
4BB
Creature - Zombie
3/3
Tap five untapped Zombies you control: Put target creature card from a graveyard into play under your control.

Gravestorm
BBB
Enchantment
At the beginning of your upkeep, target opponent may remove a card in his or her graveyard from the game. If that player doesn't, you may draw a card.

Gravity Sphere
2R
World Enchantment
All creatures lose flying.

Graxiplon
5U
Creature - Beast
3/4
Graxiplon is unblockable unless defending player controls three or more creatures that share a creature type.

Gray Ogre
2R
Creature - Ogre
2/2

Grayscaled Gharial
U
Creature - Crocodile
1/1
Islandwalk

Grazing Kelpie
3 (G / U)
Creature - Beast
2/3
o (g/u), Sacrifice Grazing Kelpie: Put target card in a graveyard on the bottom of its owner's library.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Great Defender
W
Instant
Target creature gets +0/+X until end of turn, where X is its converted mana cost.

Great Furnace
Artifact Land
(Great Furnace isn't a spell.)
T Add R to your mana pool.

Great Wall
2W
Enchantment
Creatures with plainswalk can be blocked as though they didn't have plainswalk.

Great Whale
5UU
Creature - Whale
5/5
When Great Whale comes into play, untap up to seven lands.

Greatbow Doyen
4G
Creature - Elf Archer
2/4
Other Archer creatures you control get +1/+1.
Whenever an Archer you control deals damage to a creature, that Archer deals that much damage to that creature's controller.

Greater Auramancy
1W
Enchantment
Other enchantments you control have shroud.
Enchanted creatures you control have shroud.

Greater Forgeling
3RR
Creature - Elemental
3/4
1R: Greater Forgeling gets +3/-3 until end of turn.

Greater Gargadon
9R
Creature - Beast
9/7
Suspend 10-R
Sacrifice an artifact, creature, or land: Remove a time counter from Greater Gargadon. Play this ability only if Greater Gargadon is suspended.

Greater Good
2GG
Enchantment
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.

Greater Harvester
2BBB
Creature - Horror
5/6
At the beginning of your upkeep, sacrifice a permanent.
Whenever Greater Harvester deals combat damage to a player, that player sacrifices two permanents.

Greater Morphling
6UU
Creature - Shapeshifter
5/5
2: Greater Morphling gains your choice of banding, bushido 1, double strike, fear, flying, first strike, haste, landwalk of your choice, protection from a color of your choice, provoke, rampage 1, shadow, or trample until end of turn.
2: Greater Morphling becomes the colors of your choice until end of turn.
2: Greater Morphling's type becomes the creature type of your choice until end of turn.
2: Greater Morphling's expansion symbol becomes the symbol of your choice until end of turn.
2: Greater Morphling's artist becomes the artist of your choice until end of turn.
2: Greater Morphling gets +2/-2 or -2/+2 until end of turn.
2: Untap Greater Morphling.

Greater Mossdog
3G
Creature - Plant Hound
3/3
Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Greater Realm of Preservation
1W
Enchantment
1W: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage.

Greater Stone Spirit
4RR
Creature - Elemental Spirit
4/4
Greater Stone Spirit can't be blocked by creatures with flying.
2R: Until end of turn, target creature gets +0/+2 and gains "R: This creature gets +1/+0 until end of turn."

Greater Werewolf
4B
Creature - Human Wolf
2/4
At end of combat, put a -0/-2 counter on all creatures blocking or blocked by Greater Werewolf.

Greed
3B
Enchantment
B, Pay 2 life: Draw a card.

Greel, Mind Raker
3BB
Legendary Creature - Horror Spellshaper
3/3
XB, T, Discard two cards: Target player discards X cards at random.

Greel's Caress
1B
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets -3/-0.

Green Mana Battery
4
Artifact
2, T Put a charge counter on Green Mana Battery.
T, Remove any number of charge counters from Green Mana Battery: Add G to your mana pool, then add an additional G to your mana pool for each charge counter removed this way.

Green Scarab
W
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked by green creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a green permanent.

Green Ward
W
Enchantment - Aura
Enchant creature
Enchanted creature has protection from green. This effect doesn't remove Green Ward.

Greener Pastures
2G
Enchantment
At the beginning of each player's upkeep, if that player controls more lands than any other, the player puts a 1/1 green Saproling creature token into play.

Greenseeker
G
Creature - Elf Spellshaper
1/1
G, T, Discard a card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.

Grid Monitor
4
Artifact Creature - Construct
4/6
You can't play creature spells.

Grief Tyrant
5 (B / R)
Creature - Horror
8/8
Grief Tyrant comes into play with four -1/-1 counters on it.
When Grief Tyrant is put into a graveyard from play, put a -1/-1 counter on target creature for each -1/-1 counter on Grief Tyrant.

Griffin Canyon
Land
T Add 1 to your mana pool.
T Untap target Griffin. If it's a creature, it gets +1/+1 until end of turn.

Griffin Guide
2W
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying.
When enchanted creature is put into a graveyard, put a 2/2 white Griffin creature token with flying into play.

Grifter's Blade
3
Artifact - Equipment
Flash
As Grifter's Blade comes into play, choose a creature you control it could be attached to. If you do, it comes into play attached to that creature.
Equipped creature gets +1/+1.
Equip 1

Grim Feast
1BG
Enchantment
At the beginning of your upkeep, Grim Feast deals 1 damage to you.
Whenever a creature is put into an opponent's graveyard from play, you gain life equal to its toughness.

Grim Harvest
1B
Instant
Return target creature card from your graveyard to your hand.
Recover 2B (When a creature is put into your graveyard from play, you may pay 2B. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.)

Grim Lavamancer
R
Creature - Human Wizard
1/1
R, T, Remove two cards in your graveyard from the game: Grim Lavamancer deals 2 damage to target creature or player.

Grim Monolith
2
Artifact
Grim Monolith doesn't untap during your untap step.
T Add 3 to your mana pool.
4: Untap Grim Monolith.

Grim Poppet
7
Artifact Creature - Scarecrow
4/4
Grim Poppet comes into play with three -1/-1 counters on it.
Remove a -1/-1 counter from Grim Poppet: Put a -1/-1 counter on another target creature.

Grim Reminder
2B
Instant
Search your library for a nonland card and reveal it. Each opponent who played a card this turn with the same name as that card loses 6 life. Then shuffle the revealed card back into your library.
BB: Return Grim Reminder from your graveyard to your hand. Play this ability only during your upkeep.

Grim Tutor
1BB
Sorcery
Search your library for a card and put that card into your hand, then shuffle your library. You lose 3 life.

Grimclaw Bats
1B
Creature - Bat
1/1
Flying
B, Pay 1 life: Grimclaw Bats gets +1/+1 until end of turn.

Grimoire Thief
UU
Creature - Merfolk Rogue
2/2
Whenever Grimoire Thief becomes tapped, remove the top three cards of target opponent's library from the game face down.
You may look at cards removed from the game with Grimoire Thief.
U, Sacrifice Grimoire Thief: Turn all cards removed from the game with Grimoire Thief face up. Counter all spells with those names.

Grinding Station
2
Artifact
T, Sacrifice an artifact: Target player puts the top three cards of his or her library into his or her graveyard.
Whenever an artifact comes into play, you may untap Grinding Station.

Grindstone
1
Artifact
3, T Put the top two cards of target player's library into that player's graveyard. If both cards share a color, repeat this process.

Grinning Demon
2BB
Creature - Demon
6/6
At the beginning of your upkeep, you lose 2 life.
Morph 2BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Grinning Ignus
2R
Creature - Elemental
2/2
R, Return Grinning Ignus to its owner's hand: Add 2R to your mana pool. Play this ability only any time you could play a sorcery.

Grinning Totem
4
Artifact
2, T, Sacrifice Grinning Totem: Search target opponent's library for a card and remove it from the game. Then that player shuffles his or her library. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played it, put it into its owner's graveyard.

Grip of Amnesia
1U
Instant
Counter target spell unless its controller removes his or her graveyard from the game.
Draw a card.

Grip of Chaos
4RR
Enchantment
Whenever a spell or ability is put onto the stack, if it has a single target, reselect its target at random. (Select from among all legal targets.)

Gristle Grinner
4B
Creature - Zombie
3/3
Whenever a creature is put into a graveyard from play, Gristle Grinner gets +2/+2 until end of turn.

Gristleback
2G
Creature - Boar Beast
2/2
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)
Sacrifice Gristleback: You gain life equal to Gristleback's power.

Grizzled Wolverine
1RR
Creature - Wolverine
2/2
Whenever Grizzled Wolverine becomes blocked, you may pay R. If you do, Grizzled Wolverine gets +2/+0 until end of turn.

Grizzly Bears
1G
Creature - Bear
2/2

Grizzly Fate
3GG
Sorcery
Put two 2/2 green Bear creature tokens into play.
Threshold - Put four 2/2 green Bear creature tokens into play instead if seven or more cards are in your graveyard.
Flashback 5GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Groffskithur
5G
Creature - Beast
3/3
Whenever Groffskithur becomes blocked, you may return target card named Groffskithur from your graveyard to your hand.

Grollub
2B
Creature - Beast
3/3
Whenever Grollub is dealt damage, each opponent gains that much life.

Grotesque Hybrid
4B
Creature - Zombie
3/3
Whenever Grotesque Hybrid deals combat damage to a creature, destroy that creature. It can't be regenerated.
Discard a card: Grotesque Hybrid gains flying and protection from green and from white until end of turn.

Ground Rift
R
Sorcery
Target creature without flying can't block this turn.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Ground Seal
1G
Enchantment
When Ground Seal comes into play, draw a card.
Cards in graveyards can't be the targets of spells or abilities.

Groundbreaker
GGG
Creature - Elemental
6/1
Trample, haste
At end of turn, sacrifice Groundbreaker.

Groundling Pouncer
1 (G / U)
Creature - Faerie
2/1
o (g/u): Groundling Pouncer gets +1/+3 and gains flying until end of turn. Play this ability only once each turn and only if an opponent controls a creature with flying.

Groundskeeper
G
Creature - Human Druid
1/1
1G: Return target basic land card from your graveyard to your hand.

Grove of the Burnwillows
Land
T Add 1 to your mana pool.
T Add R or G to your mana pool. Each opponent gains 1 life.

Growth Spurt
1G
Instant
Roll a six-sided die. Target creature gets +X/+X until end of turn, where X is equal to the die roll.

Grozoth
6UUU
Creature - Leviathan
9/9
Defender (This creature can't attack.)
When Grozoth comes into play, you may search your library for any number of cards that have converted mana cost 9, reveal them, and put them into your hand. If you do, shuffle your library.
4: Grozoth loses defender until end of turn.
Transmute 1UU

Gruul Guildmage
(R / G) (R / G)
Creature - Human Shaman
2/2
(o (r/g) can be paid with either R or G.)
3R, Sacrifice a land: Gruul Guildmage deals 2 damage to target player.
3G: Target creature gets +2/+2 until end of turn.

Gruul Nodorog
4GG
Creature - Beast
4/4
R: Gruul Nodorog can't be blocked this turn except by two or more creatures.

Gruul Scrapper
3G
Creature - Human Berserker
3/2
When Gruul Scrapper comes into play, if R was spent to play Gruul Scrapper, it gains haste until end of turn.

Gruul Signet
2
Artifact
1, T Add RG to your mana pool.

Gruul Turf
Land
Gruul Turf comes into play tapped.
When Gruul Turf comes into play, return a land you control to its owner's hand.
T Add RG to your mana pool.

Gruul War Plow
4
Artifact
Creatures you control have trample.
1RG: Gruul War Plow becomes a 4/4 Juggernaut artifact creature until end of turn.

Guan Yu, Sainted Warrior
3WW
Legendary Creature - Human Soldier Warrior
3/5
Horsemanship
When Guan Yu, Sainted Warrior is put into your graveyard from play, you may shuffle Guan Yu into your library.

Guan Yu's 1,000-Li March
4WW
Sorcery
Destroy all tapped creatures.

Guard Dogs
3W
Creature - Hound
2/2
2W, T Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent.

Guardian Angel
XW
Instant
Prevent the next X damage that would be dealt to target creature or player this turn. Until end of turn, you may pay 1 any time you could play an instant. If you do, prevent the next 1 damage that would be dealt to that creature or player this turn.

Guardian Beast
3B
Creature - Beast
2/4
As long as Guardian Beast is untapped, noncreature artifacts you control can't be enchanted, they're indestructible, and other players can't gain control of them.

Guardian Idol
2
Artifact
Guardian Idol comes into play tapped.
T Add 1 to your mana pool.
2: Guardian Idol becomes a 2/2 Golem artifact creature until end of turn.

Guardian of Cloverdell
5GG
Creature - Treefolk Shaman
4/5
When Guardian of Cloverdell comes into play, put three 1/1 white Kithkin Soldier creature tokens into play.
G, Sacrifice a Kithkin: You gain 1 life.

Guardian of Solitude
1U
Creature - Spirit
1/2
Whenever you play a Spirit or Arcane spell, target creature gains flying until end of turn.

Guardian of the Guildpact
3W
Creature - Spirit
2/3
Protection from monocolored

Guardian of Vitu-Ghazi
6GW
Creature - Elemental
4/7
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Vigilance

Guardian's Magemark
2W
Enchantment - Aura
Flash
Enchant creature
Creatures you control that are enchanted get +1/+1.

Guerrilla Tactics
1R
Instant
Guerrilla Tactics deals 2 damage to target creature or player.
When a spell or ability an opponent controls causes you to discard Guerrilla Tactics, Guerrilla Tactics deals 4 damage to target creature or player.

Guided Passage
URG
Sorcery
Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle your library.

Guided Strike
1W
Instant
Target creature gets +1/+0 and gains first strike until end of turn.
Draw a card.

Guiding Spirit
1WU
Creature - Angel Spirit
1/2
Flying
T If the top card of target player's graveyard is a creature card, put that card on top of that player's library.

Guile
3UUU
Creature - Elemental Incarnation
6/6
Guile can't be blocked except by three or more creatures.
If a spell or ability you control would counter a spell, instead remove that spell from the game and you may play that card without paying its mana cost.
When Guile is put into a graveyard from anywhere, shuffle it into its owner's library.

Guiltfeeder
3BB
Creature - Horror
0/4
Fear
Whenever Guiltfeeder attacks and isn't blocked, defending player loses 1 life for each card in his or her graveyard.

Guilty Conscience
W
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to that creature.

Gulf Squid
3U
Creature - Squid Beast
2/2
When Gulf Squid comes into play, tap all lands target player controls.

Guma
2R
Creature - Cat
2/2
Protection from blue

Gurzigost
3GG
Creature - Beast
6/8
At the beginning of your upkeep, sacrifice Gurzigost unless you put two cards from your graveyard on the bottom of your library.
GG, Discard a card: You may have Gurzigost assign its combat damage this turn as though it weren't blocked.

Gus
2G
Summon Gus
2/2
Gus comes into play with one +1/+1 counter on it for each game you have lost to your opponent since you last won a Magic game against him or her.

Gush
4U
Instant
You may return two Islands you control to their owner's hand rather than pay Gush's mana cost.
Draw two cards.

Gustcloak Cavalier
3WW
Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Whenever Gustcloak Cavalier attacks, you may tap target creature.
Whenever Gustcloak Cavalier becomes blocked, you may untap Gustcloak Cavalier and remove it from combat.

Gustcloak Harrier
1WW
Creature - Bird Soldier
2/2
Flying
Whenever Gustcloak Harrier becomes blocked, you may untap it and remove it from combat.

Gustcloak Runner
W
Creature - Human Soldier
1/1
Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat.

Gustcloak Savior
4W
Creature - Bird Soldier
3/4
Flying
Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat.

Gustcloak Sentinel
2WW
Creature - Human Soldier
3/3
Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat.

Gustcloak Skirmisher
3W
Creature - Bird Soldier
2/3
Flying
Whenever Gustcloak Skirmisher becomes blocked, you may untap it and remove it from combat.

Gustha's Scepter
0
Artifact
T Remove a card in your hand from the game face down. You may look at it as long as it remains removed from the game.
T Return a card you own removed from the game with Gustha's Scepter to your hand.
When you lose control of Gustha's Scepter, put all cards removed from the game with Gustha's Scepter into their owners' graveyards.

Gutless Ghoul
2B
Snow Creature - Zombie
2/2
1, Sacrifice a creature: You gain 2 life.

Guttural Response
(R / G)
Instant
Counter target blue instant spell.

Gutwrencher Oni
3BB
Creature - Demon Spirit
5/4
Trample
At the beginning of your upkeep, discard a card if you don't control an Ogre.

Gwendlyn Di Corci
UBBR
Legendary Creature - Human Rogue
3/5
T Target player discards a card at random. Play this ability only during your turn.

Gwyllion Hedge-Mage
2 (W / B)
Creature - Hag Wizard
2/2
When Gwyllion Hedge-Mage comes into play, if you control two or more Plains, you may put a 1/1 white Kithkin Soldier creature token into play.
When Gwyllion Hedge-Mage comes into play, if you control two or more Swamps, you may put a -1/-1 counter on target creature.

Haakon, Stromgald Scourge
1BB
Legendary Creature - Zombie Knight
3/3
You may play Haakon, Stromgald Scourge from your graveyard, but not from anywhere else.
As long as Haakon is in play, you may play Knight cards from your graveyard.
When Haakon is put into a graveyard from play, you lose 2 life.

Haazda Exonerator
W
Creature - Human Cleric
1/1
T, Sacrifice Haazda Exonerator: Destroy target Aura.

Haazda Shield Mate
2W
Creature - Human Soldier
1/1
At the beginning of your upkeep, sacrifice Haazda Shield Mate unless you pay WW.
W: The next time a source of your choice would deal damage to you this turn, prevent that damage.

Hag Hedge-Mage
2 (B / G)
Creature - Hag Shaman
2/2
When Hag Hedge-Mage comes into play, if you control two or more Swamps, you may have target player discard a card.
When Hag Hedge-Mage comes into play, if you control two or more Forests, you may put target card in your graveyard on top of your library.

Hail of Arrows
XW
Instant
Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures.

Hail Storm
1GG
Instant
Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control.

Hair-Strung Koto
6
Artifact
Tap an untapped creature you control: Target player puts the top card of his or her library into his or her graveyard.

Hakim, Loreweaver
3UU
Legendary Creature - Human Wizard
2/4
Flying
UU: Return target Aura card from your graveyard to play attached to Hakim, Loreweaver. Play this ability only during your upkeep and only if Hakim isn't enchanted.
UU, T Destroy all Auras attached to Hakim.

Halam Djinn
5R
Creature - Djinn
6/5
Haste
Halam Djinn gets -2/-2 as long as red is the most common color among all permanents or is tied for most common.

Halberdier
3R
Creature - Human Barbarian
3/1
First strike

Halcyon Glaze
1UU
Enchantment
Whenever you play a creature spell, Halcyon Glaze becomes a 4/4 Illusion creature with flying until end of turn. It's still an enchantment.

Halfdane
1WUB
Legendary Creature - Shapeshifter
3/3
At the beginning of your upkeep, Halfdane's power and toughness become equal to the power and toughness of target creature other than Halfdane, until the end of your next upkeep.

Hall of Gemstone
1GG
World Enchantment
At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.

Hall of the Bandit Lord
Legendary Land
Hall of the Bandit Lord comes into play tapped.
T, Pay 3 life: Add 1 to your mana pool. If that mana is spent on a creature spell, that creature has haste.

Hallow
W
Instant
Prevent all damage target spell would deal this turn. You gain life equal to the damage prevented this way.

Hallowed Burial
3WW
Sorcery
Put all creatures on the bottom of their owners' libraries.

Hallowed Fountain
Land - Plains Island
(T Add W or U to your mana pool.)
As Hallowed Fountain comes into play, you may pay 2 life. If you don't, Hallowed Fountain comes into play tapped.

Hallowed Ground
1W
Enchantment
WW: Return target nonsnow land you control to its owner's hand.

Hallowed Healer
2W
Creature - Human Cleric
1/1
T Prevent the next 2 damage that would be dealt to target creature or player this turn.
Threshold - T Prevent the next 4 damage that would be dealt to target creature or player this turn. Play this ability only if seven or more cards are in your graveyard.

Halls of Mist
Land
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Creatures that attacked during their controller's last turn can't attack.

Hamletback Goliath
6R
Creature - Giant Warrior
6/6
Whenever another creature comes into play, you may put X +1/+1 counters on Hamletback Goliath, where X is that creature's power.

Hammer Mage
1R
Creature - Human Spellshaper
1/1
XR, T, Discard a card: Destroy all artifacts with converted mana cost X or less.

Hammer of Bogardan
1RR
Sorcery
Hammer of Bogardan deals 3 damage to target creature or player.
2RRR: Return Hammer of Bogardan from your graveyard to your hand. Play this ability only during your upkeep.

Hammerfist Giant
4RR
Creature - Giant Warrior
5/4
T Hammerfist Giant deals 4 damage to each creature without flying and each player.

Hammerhead Shark
1U
Creature - Fish
2/3
Hammerhead Shark can't attack unless defending player controls an Island.

Hammerheim
Legendary Land
T Add R to your mana pool.
T Target creature loses all landwalk abilities until end of turn.

Hammerheim Deadeye
3R
Creature - Giant Warrior
3/3
Echo 5R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Hammerheim Deadeye comes into play, destroy target creature with flying.

Hana Kami
G
Creature - Spirit
1/1
1G, Sacrifice Hana Kami: Return target Arcane card from your graveyard to your hand.

Hanabi Blast
1RR
Instant
Hanabi Blast deals 2 damage to target creature or player. Return Hanabi Blast to its owner's hand, then discard a card at random.

Hand of Cruelty
BB
Creature - Human Samurai
2/2
Protection from white
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

Hand of Death
2B
Sorcery
Destroy target nonblack creature.

Hand of Honor
WW
Creature - Human Samurai
2/2
Protection from black
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

Hand of Justice
5W
Creature - Avatar
2/6
T, Tap three untapped white creatures you control: Destroy target creature.

Hand to Hand
2R
Enchantment
Instants and activated abilities that aren't mana abilities can't be played during the combat phase.

Handcuffs
3BB
Enchantment
Target player keeps both hands in contact with each other. If he or she does not, sacrifice Handcuffs and that player sacrifices three cards in play.

Hankyu
1
Artifact - Equipment
Equipped creature has "T Put an aim counter on Hankyu" and "T, Remove all aim counters from Hankyu: This creature deals damage to target creature or player equal to the number of aim counters removed."
Equip 4 (4: Attach to target creature you control. Equip only as a sorcery.)

Hanna, Ship's Navigator
1WU
Legendary Creature - Human Artificer
1/2
1WU, T Return target artifact or enchantment card from your graveyard to your hand.

Hanna's Custody
2W
Enchantment
Artifacts have shroud. (They can't be the targets of spells or abilities.)

Hapless Researcher
U
Creature - Human Wizard
1/1
Sacrifice Hapless Researcher: Draw a card, then discard a card.

Harbinger of Night
2BB
Creature - Spirit
2/3
At the beginning of your upkeep, put a -1/-1 counter on each creature.

Harbinger of Spring
4G
Creature - Spirit
2/1
Protection from non-Spirit creatures
Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)

Harbor Guardian
2WU
Creature - Gargoyle
3/4
Reach (This creature can block creatures with flying.)
Whenever Harbor Guardian attacks, defending player may draw a card.

Harmattan Efreet
2UU
Creature - Efreet
2/2
Flying
1UU: Target creature gains flying until end of turn.

Harmonic Convergence
2G
Instant
Return all enchantments to top of their owners' libraries.

Harmonic Sliver
1GW
Creature - Sliver
1/1
All Slivers have "When this permanent comes into play, destroy target artifact or enchantment."

Harmonize
2GG
Sorcery
Draw three cards.

Harmony of Nature
2G
Sorcery
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.

Harpoon Sniper
2W
Creature - Merfolk Archer
2/2
W, T Harpoon Sniper deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control.

Harrier Griffin
5W
Creature - Griffin
3/3
Flying
At the beginning of your upkeep, tap target creature.

Harrow
2G
Instant
As an additional cost to play Harrow, sacrifice a land.
Search your library for up to two basic land cards and put them into play. Then shuffle your library.

Harsh Deceiver
3W
Creature - Spirit
1/4
1: Look at the top card of your library.
2: Reveal the top card of your library. If it's a land card, untap Harsh Deceiver and it gets +1/+1 until end of turn. Play this ability only once each turn.

Harsh Judgment
2WW
Enchantment
As Harsh Judgment comes into play, choose a color.
If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead.

Harsh Justice
2W
Instant
Play Harsh Justice only during the declare attackers step and only if you are the defending player.
This turn, whenever an attacking creature deals combat damage to you, it deals that much damage to its controller.

Harsh Mercy
2W
Sorcery
Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated.

Haru-Onna
3G
Creature - Spirit
2/1
When Haru-Onna comes into play, draw a card.
Whenever you play a Spirit or Arcane spell, you may return Haru-Onna to its owner's hand.

Harvest Gwyllion
2 (W / B) (W / B)
Creature - Hag
2/4
Wither (This deals damage to creatures in the form of -1/-1 counters.)

Harvest Mage
G
Creature - Human Spellshaper
1/1
G, T, Discard a card: Until end of turn, if you tap a land for mana, it produces one mana of a color of your choice instead of any other type and amount.

Harvest Wurm
1G
Creature - Wurm
3/2
When Harvest Wurm comes into play, sacrifice it unless you return a basic land card from your graveyard to your hand.

Harvester Druid
1G
Creature - Human Druid
1/1
T Add to your mana pool one mana of any color that a land you control could produce.

Hasran Ogress
BB
Creature - Ogre
3/2
Whenever Hasran Ogress attacks, it deals 3 damage to you unless you pay 2.

Hatchet Bully
3R
Creature - Goblin Warrior
3/3
2R, T, Put a -1/-1 counter on a creature you control: Hatchet Bully deals 2 damage to target creature or player.

Hatching Plans
1U
Enchantment
When Hatching Plans is put into a graveyard from play, draw three cards.

Hate Weaver
1B
Creature - Zombie Wizard
2/1
2: Target blue or red creature gets +1/+0 until end of turn.

Hateflayer
5RR
Creature - Elemental
5/5
Wither (This deals damage to creatures in the form of -1/-1 counters.)
2R, oQ: Hateflayer deals damage equal to its power to target creature or player. (oQ is the untap symbol.)

Hatred
3BB
Instant
As an additional cost to play Hatred, pay X life.
Target creature gets +X/+0 until end of turn.

Haunted Angel
2W
Creature - Angel
3/3
Flying
When Haunted Angel is put into a graveyard from play, remove Haunted Angel from the game and each other player puts a 3/3 black Angel creature token with flying into play.

Haunted Cadaver
3B
Creature - Zombie
2/2
Whenever Haunted Cadaver deals combat damage to a player, you may sacrifice it. If you do, that player discards three cards.
Morph 1B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Haunted Crossroads
2B
Enchantment
B: Put target creature card from your graveyard on top of your library.

Haunting Apparition
1UB
Creature - Spirit
1+*/2
Flying
As Haunting Apparition comes into play, choose an opponent.
Haunting Apparition's power is equal to 1 plus the number of green creature cards in the chosen player's graveyard.

Haunting Echoes
3BB
Sorcery
Remove all cards in target player's graveyard other than basic land cards from the game. Search that player's library for all cards with the same name as cards removed this way and remove them from the game. Then that player shuffles his or her library.

Haunting Hymn
4BB
Instant
Target player discards two cards. If you played this spell during your main phase, that player discards four cards instead.

Haunting Misery
1BB
Sorcery
As an additional cost to play Haunting Misery, remove X creature cards in your graveyard from the game.
Haunting Misery deals X damage to target player.

Haunting Wind
3B
Enchantment
Whenever an artifact becomes tapped or a player plays an artifact's activated ability without T in its activation cost, Haunting Wind deals 1 damage to that artifact's controller.

Havenwood Battleground
Land
Havenwood Battleground comes into play tapped.
T Add G to your mana pool.
T, Sacrifice Havenwood Battleground: Add GG to your mana pool.

Havenwood Wurm
6G
Creature - Wurm
5/6
Flash (You may play this spell any time you could play an instant.)
Trample

Havoc
1R
Enchantment
Whenever an opponent plays a white spell, he or she loses 2 life.

Havoc Demon
5BB
Creature - Demon
5/5
Flying
When Havoc Demon is put into a graveyard from play, all creatures get -5/-5 until end of turn.

Hawkeater Moth
3G
Creature - Insect
1/2
Flying, shroud (This permanent can't be the target of spells or abilities.)

Hazduhr the Abbot
3WW
Legendary Creature - Human Cleric
2/5
X, T The next X damage that would be dealt this turn to target white creature you control is dealt to Hazduhr the Abbot instead.

Haze of Rage
1R
Sorcery
Buyback 2 (You may pay an additional 2 as you play this spell. If you do, put this card into your hand as it resolves.)
Creatures you control get +1/+0 until end of turn.
Storm (When you play this spell, copy it for each spell played before it this turn.)

Hazerider Drake
2WU
Creature - Drake
2/3
Flying, protection from red

Hazezon Tamar
4RGW
Legendary Creature - Human Warrior
2/4
At the beginning of your upkeep, if Hazezon Tamar came into play since the beginning of your last upkeep, put a 1/1 red, green, and white Sand Warrior creature token into play for each land you control. Those creatures have "When a permanent named Hazezon Tamar isn't in play, remove this creature from the game."

Hazy Homunculus
1U
Creature - Homunculus Illusion
1/1
Hazy Homunculus is unblockable as long as defending player controls an untapped land.

He Who Hungers
4B
Legendary Creature - Spirit
3/2
Flying
1, Sacrifice a Spirit: Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.
Soulshift 4

Head Games
3BB
Sorcery
Target opponent puts the cards from his or her hand on top of his or her library. Search that player's library for that many cards. The player puts those cards into his or her hand, then shuffles his or her library.

Head to Head
W
Instant
You and target opponent play Seven Questions about the top card of that player's library. (That player looks at the card, then you ask up to six yes-or-no questions about the card that he or she answers truthfully. You guess the card's name-that's question seven-and the player reveals the card.) If you win, prevent all damage that would be dealt this turn by a source of your choice.

Headhunter
1B
Creature - Human Cleric
1/1
Whenever Headhunter deals combat damage to a player, that player discards a card.
Morph B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Headless Horseman
2B
Creature - Zombie Knight
2/2

Headlong Rush
1R
Instant
Attacking creatures gain first strike until end of turn.

Headstone
1B
Instant
Remove target card in a graveyard from the game.
Draw a card at the beginning of the next turn's upkeep.

Heal
W
Instant
Prevent the next 1 damage that would be dealt to target creature or player this turn.
Draw a card at the beginning of the next turn's upkeep.

Heal the Scars
3G
Instant
Regenerate target creature. You gain life equal to that creature's toughness.

Healer's Headdress
2
Artifact - Equipment
Equipped creature gets +0/+2 and has "T Prevent the next 1 damage that would be dealt to target creature or player this turn."
WW: Attach Healer's Headdress to target creature you control.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)

Healing Leaves
G
Instant
Choose one - Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.

Healing Salve
W
Instant
Choose one - Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.

Heap Doll
1
Artifact Creature - Scarecrow
1/1
Sacrifice Heap Doll: Remove target card in a graveyard from the game.

Heart of Bogardan
2RR
Enchantment
Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Heart of Bogardan's cumulative upkeep isn't paid, it deals X damage to target player and each creature he or she controls, where X is twice the number of age counters on Heart of Bogardan minus two.

Heart of Light
2W
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Prevent all damage that would be dealt to and dealt by enchanted creature.

Heart of Ramos
3
Artifact
T Add R to your mana pool.
Sacrifice Heart of Ramos: Add R to your mana pool.

Heart of Yavimaya
Land
If Heart of Yavimaya would come into play, sacrifice a Forest instead. If you do, put Heart of Yavimaya into play. If you don't, put it into its owner's graveyard.
T Add G to your mana pool.
T Target creature gets +1/+1 until end of turn.

Heart Sliver
1R
Creature - Sliver
1/1
All Sliver creatures have haste.

Heart Warden
1G
Creature - Elf Druid
1/1
T Add G to your mana pool.
2, Sacrifice Heart Warden: Draw a card.

Heart Wolf
3R
Creature - Wolf
2/2
First strike
T Target Dwarf creature gets +2/+0 and gains first strike until end of turn. When that creature leaves play this turn, sacrifice Heart Wolf. Play this ability only during combat.

Heartbeat of Spring
2G
Enchantment
Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.

Hearth Charm
R
Instant
Choose one - Destroy target artifact creature; or attacking creatures get +1/+0 until end of turn; or target creature with power 2 or less is unblockable this turn.

Hearth Kami
1R
Creature - Spirit
2/1
X, Sacrifice Hearth Kami: Destroy target artifact with converted mana cost X.

Hearthcage Giant
6RR
Creature - Giant Warrior
5/5
When Hearthcage Giant comes into play, put two 3/1 red Elemental Shaman creature tokens into play.
Sacrifice an Elemental: Target Giant creature gets +3/+1 until end of turn.

Hearthfire Hobgoblin
(R / W) (R / W) (R / W)
Creature - Goblin Soldier
2/2
Double strike

Heartlash Cinder
1R
Creature - Elemental Warrior
1/1
Haste
Chroma - When Heartlash Cinder comes into play, it gets +X/+0 until end of turn, where X is the number of red mana symbols in the mana costs of permanents you control.

Heartless Hidetsugu
3RR
Legendary Creature - Ogre Shaman
4/3
T Heartless Hidetsugu deals damage to each player equal to half that player's life total, rounded down.

Heartmender
2 (G / W) (G / W)
Creature - Elemental
2/2
At the beginning of your upkeep, remove a -1/-1 counter from each creature you control.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Heartseeker
4
Artifact - Equipment
Equipped creature gets +2/+1 and has "T, Unattach Heartseeker: Destroy target creature."
Equip 5 (5: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Heartstone
3
Artifact
Creatures' activated abilities cost 1 less to play. If this would make an ability cost 0 or less mana to play, it costs 1, plus any nonmana costs.

Heartwood Dryad
1G
Creature - Dryad
2/1
Heartwood Dryad can block creatures with shadow as though they didn't have shadow.

Heartwood Giant
3GG
Creature - Giant
4/4
T, Sacrifice a Forest: Heartwood Giant deals 2 damage to target player.

Heartwood Shard
3
Artifact
3, T or G, T Target creature gains trample until end of turn.

Heartwood Storyteller
1GG
Creature - Treefolk
2/3
Whenever a player plays a noncreature spell, each of that player's opponents may draw a card.

Heartwood Treefolk
2GG
Creature - Treefolk
3/4
Forestwalk

Heat of Battle
1R
Enchantment
Whenever a creature blocks, Heat of Battle deals 1 damage to that creature's controller.

Heat Ray
XR
Instant
Heat Ray deals X damage to target creature.

Heat Shimmer
2R
Sorcery
Put a token into play that's a copy of target creature. It has haste and "At end of turn, remove this permanent from the game."

Heat Stroke
2R
Enchantment
At end of combat, destroy each creature that blocked or was blocked this turn.

Heat Wave
2R
Enchantment
Cumulative upkeep R (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Blue creatures can't block creatures you control.
Nonblue creatures can't block creatures you control unless their controller pays 1 life for each blocking creature he or she controls.

Heaven's Gate
W
Instant
Any number of target creatures become white until end of turn.

Heavy Ballista
3W
Creature - Human Soldier
2/3
T Heavy Ballista deals 2 damage to target attacking or blocking creature.

Heavy Fog
1G
Instant
Play Heavy Fog only during the declare attackers step and only if you are the defending player.
Prevent all damage that would be dealt to you this turn by attacking creatures.

Hecatomb
1BB
Enchantment
When Hecatomb comes into play, sacrifice Hecatomb unless you sacrifice four creatures.
Tap an untapped Swamp you control: Hecatomb deals 1 damage to target creature or player.

Hedge Troll
2G
Creature - Troll Cleric
2/2
Hedge Troll gets +1/+1 as long as you control a Plains.
W: Regenerate Hedge Troll.

Heed the Mists
3UU
Sorcery - Arcane
Put the top card of your library into your graveyard, then draw cards equal to that card's converted mana cost.

Heedless One
3G
Creature - Elf Avatar
*/*
Trample
Heedless One's power and toughness are each equal to the number of Elves in play.

Heidar, Rimewind Master
4U
Legendary Creature - Human Wizard
3/3
2, T Return target permanent to its owner's hand. Play this ability only if you control four or more snow permanents.

Heightened Awareness
3UU
Enchantment
As Heightened Awareness comes into play, discard your hand.
At the beginning of your draw step, draw a card.

Helionaut
2W
Creature - Human Soldier
1/2
Flying
1, T Add one mana of any color to your mana pool.

Heliophial
5
Artifact
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
2, Sacrifice Heliophial: Heliophial deals damage to target creature or player equal to the number of charge counters on Heliophial.

Helium Squirter
4U
Creature - Beast Mutant
0/0
Graft 3 (This creature comes into play with three +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
1: Target creature with a +1/+1 counter on it gains flying until end of turn.

Helix Pinnacle
G
Enchantment
Shroud
X: Put X tower counters on Helix Pinnacle.
At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game.

Hell Swarm
B
Instant
All creatures get -1/-0 until end of turn.

Hell-Bent Raider
1RR
Creature - Human Barbarian
2/2
First strike, haste
Discard a card at random: Hell-Bent Raider gains protection from white until end of turn.

Helldozer
3BBB
Creature - Zombie Giant
6/5
BBB, T Destroy target land. If that land was nonbasic, untap Helldozer.

Hellfire
2BBB
Sorcery
Destroy all nonblack creatures. Hellfire deals X plus 3 damage to you, where X is the number of creatures put into all graveyards this way.

Hellhole Rats
2BR
Creature - Rat
2/2
Haste
When Hellhole Rats comes into play, target player discards a card. Hellhole Rats deals damage to that player equal to that card's converted mana cost.

Hell's Caretaker
3B
Creature - Horror
1/1
T, Sacrifice a creature: Return target creature card from your graveyard to play. Play this ability only during your upkeep.

Helm of Awakening
2
Artifact
Spells cost 1 less to play.

Helm of Chatzuk
1
Artifact
1, T Target creature gains banding until end of turn.

Helm of Kaldra
3
Legendary Artifact - Equipment
Equipped creature has first strike, trample, and haste.
1: If you control Equipment named Helm of Kaldra, Sword of Kaldra, and Shield of Kaldra, put a legendary 4/4 colorless Avatar creature token named Kaldra into play and attach those Equipment to it.
Equip 2

Helm of Obedience
4
Artifact
X, T Target opponent puts cards from the top of his or her library into his or her graveyard until a creature card or X cards are put into that graveyard this way, whichever comes first. If a creature card is put into that graveyard this way, sacrifice Helm of Obedience and put that card into play under your control. X can't be 0.

Helm of Possession
4
Artifact
You may choose not to untap Helm of Possession during your untap step.
2, T, Sacrifice a creature: Gain control of target creature as long as you control Helm of Possession and Helm of Possession remains tapped.

Helm of the Ghastlord
3 (U / B)
Enchantment - Aura
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card."
As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card."

Hematite Golem
4
Artifact Creature - Golem
1/4
1R: Hematite Golem gets +2/+0 until end of turn.

Hematite Talisman
2
Artifact
Whenever a red spell is played, you may pay 3. If you do, untap target permanent.

Henchfiend of Ukor
3R
Creature - Ogre
3/2
Haste
Echo 1B (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice this permanent unless you pay its echo cost.)
o (b/r): Henchfiend of Ukor gets +1/+0 until end of turn.

Henge Guardian
5
Artifact Creature - Dragon Wurm
3/4
2: Henge Guardian gains trample until end of turn.

Henge of Ramos
Land
T Add 1 to your mana pool.
2, T Add one mana of any color to your mana pool.

Herald of Leshrac
6B
Creature - Avatar
2/4
Flying
Cumulative upkeep-Gain control of a land you don't control.
Herald of Leshrac gets +1/+1 for each land you control but don't own.
When Herald of Leshrac leaves play, each player gains control of each land he or she owns that you control.

Herald of Serra
2WW
Creature - Angel
3/4
Flying, vigilance
Echo 2WW (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Herbal Poultice
0
Artifact
3, Sacrifice Herbal Poultice: Regenerate target creature.

Herd Gnarr
3G
Creature - Beast
2/2
Whenever another creature comes into play under your control, Herd Gnarr gets +2/+2 until end of turn.

Heritage Druid
G
Creature - Elf Druid
1/1
Tap three untapped Elves you control: Add GGG to your mana pool.

Hermetic Study
1U
Enchantment - Aura
Enchant creature
Enchanted creature has "T This creature deals 1 damage to target creature or player."

Hermit Druid
1G
Creature - Human Druid
1/1
G, T Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard.

Heroes Remembered
6WWW
Sorcery
You gain 20 life.
Suspend 10-W (Rather than play this card from your hand, you may pay W and remove it from the game with ten time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Heroes' Reunion
GW
Instant
Target player gains 7 life.

Heroic Defiance
1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common.

Heroism
2W
Enchantment
Sacrifice a white creature: For each attacking red creature, prevent all combat damage that would be dealt by it this turn unless the attacking player pays 2R.

Hero's Demise
1B
Instant
Destroy target legendary creature.

Hero's Resolve
1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+5.

Hesitation
1U
Enchantment
When a spell is played, sacrifice Hesitation. If you do, counter that spell.

Hex
4BB
Sorcery
Destroy six target creatures.

Hibernation
2U
Instant
Return all green permanents to their owners' hands.

Hibernation Sliver
UB
Creature - Sliver
2/2
All Slivers have "Pay 2 life: Return this permanent to its owner's hand."

Hibernation's End
4G
Enchantment
Cumulative upkeep 1
Whenever you pay Hibernation's End's cumulative upkeep, you may search your library for a creature card with converted mana cost equal to the number of age counters on Hibernation's End and put it into play. If you do, shuffle your library.

Hickory Woodlot
Land
Hickory Woodlot comes into play tapped with two depletion counters on it.
T, Remove a depletion counter from Hickory Woodlot: Add GG to your mana pool. If there are no depletion counters on Hickory Woodlot, sacrifice it.

Hidden Ancients
1G
Enchantment
When an opponent plays an enchantment spell, if Hidden Ancients is an enchantment, Hidden Ancients becomes a 5/5 Treefolk creature.

Hidden Gibbons
G
Enchantment
When an opponent plays an instant spell, if Hidden Gibbons is an enchantment, Hidden Gibbons becomes a 4/4 Ape creature.

Hidden Guerrillas
G
Enchantment
When an opponent plays an artifact spell, if Hidden Guerrillas is an enchantment, Hidden Guerrillas becomes a 5/3 Soldier creature with trample.

Hidden Herd
G
Enchantment
When an opponent plays a nonbasic land, if Hidden Herd is an enchantment, Hidden Herd becomes a 3/3 Beast creature.

Hidden Horror
1BB
Creature - Horror
4/4
When Hidden Horror comes into play, sacrifice it unless you discard a creature card.

Hidden Path
2GGGG
Enchantment
Green creatures have forestwalk.

Hidden Predators
G
Enchantment
When an opponent controls a creature with power 4 or greater, if Hidden Predators is an enchantment, Hidden Predators becomes a 4/4 Beast creature.

Hidden Retreat
2W
Enchantment
Put a card from your hand on top of your library: Prevent all damage that would be dealt by target instant or sorcery spell this turn.

Hidden Spider
G
Enchantment
When an opponent plays a creature spell with flying, if Hidden Spider is an enchantment, Hidden Spider becomes a 3/5 Spider creature with reach. (It can block creatures with flying.)

Hidden Stag
1G
Enchantment
Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Elk Beast creature.
Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment.

Hide // Seek
RW / WB
Instant // Instant
Put target artifact or enchantment on the bottom of its owner's library.
//
Search target opponent's library for a card and remove that card from the game. You gain life equal to its converted mana cost. Then that player shuffles his or her library.

Hideous Laughter
2BB
Instant - Arcane
All creatures get -2/-2 until end of turn.
Splice onto Arcane 3BB (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Hidetsugu's Second Rite
3R
Instant
If target player has exactly 10 life, Hidetsugu's Second Rite deals 10 damage to that player.

High Ground
W
Enchantment
Each creature you control can block an additional creature.

High Market
Land
T Add 1 to your mana pool.
T, Sacrifice a creature: You gain 1 life.

High Seas
2U
Enchantment
Red creature spells and green creature spells cost 1 more to play.

High Tide
U
Instant
Until end of turn, whenever a player taps an Island for mana, that player adds U to his or her mana pool.

Highland Giant
2RR
Creature - Giant
3/4

Highland Weald
Snow Land
Highland Weald comes into play tapped.
T Add R or G to your mana pool.

Highway Robber
2BB
Creature - Human Rogue Mercenary
2/2
When Highway Robber comes into play, target opponent loses 2 life and you gain 2 life.

Higure, the Still Wind
3UU
Legendary Creature - Human Ninja
3/4
Ninjutsu 2UU (2UU, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Higure deals combat damage to a player, you may search your library for a Ninja card, reveal it, and put it into your hand. If you do, shuffle your library.
2: Target Ninja creature is unblockable this turn.

Hikari, Twilight Guardian
3WW
Legendary Creature - Spirit
4/4
Flying
Whenever you play a Spirit or Arcane spell, you may remove Hikari, Twilight Guardian from the game. If you do, return it to play under its owner's control at end of turn.

Hill Giant
3R
Creature - Giant
3/3

Hillcomber Giant
2WW
Creature - Giant Scout
3/3
Mountainwalk

Hinder
1UU
Instant
Counter target spell. If that spell is countered this way, put that card on the top or bottom of its owner's library instead of into that player's graveyard.

Hindering Touch
3U
Instant
Counter target spell unless its controller pays 2.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Hint of Insanity
2B
Sorcery
Target player reveals his or her hand. That player discards all nonland cards with the same name as another card in his or her hand.

Hipparion
1W
Creature - Horse
1/3
Hipparion can't block creatures with power 3 or greater unless you pay 1.

Hired Giant
3R
Creature - Giant
4/4
When Hired Giant comes into play, each other player may search his or her library for a land card and put that card into play. Then each player who searched his or her library this way shuffles it.

Hired Muscle
1BB
Creature - Human Warrior
2/2
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Hired Muscle.
At end of turn, if there are two or more ki counters on Hired Muscle, you may flip it.
----
Scarmaker
Legendary Creature - Spirit
4/4
Remove a ki counter from Scarmaker: Target creature gains fear until end of turn.

Hisoka, Minamo Sensei
2UU
Legendary Creature - Human Wizard
1/3
2U, Discard a card: Counter target spell if it has the same converted mana cost as the discarded card.

Hisoka's Defiance
1U
Instant
Counter target Spirit or Arcane spell.

Hisoka's Guard
1U
Creature - Human Wizard
1/1
You may choose not to untap Hisoka's Guard during your untap step.
1U, T As long as Hisoka's Guard remains tapped, target creature you control other than Hisoka's Guard has shroud. (It can't be the target of spells or abilities.)

Hissing Miasma
1BB
Enchantment
Whenever a creature attacks you, its controller loses 1 life.

Hit // Run
1BR / 3RG
Instant // Instant
Target player sacrifices an artifact or creature. Hit deals damage to that player equal to that permanent's converted mana cost.
//
Attacking creatures you control get +1/+0 until end of turn for each other attacking creature.

Hivestone
2
Artifact
Creatures you control are Slivers in addition to their other creature types.

Hivis of the Scale
3RR
Legendary Creature - Viashino Shaman
3/4
You may choose not to untap Hivis of the Scale during your untap step.
T Gain control of target Dragon as long as Hivis remains tapped and as long as you control Hivis.

Hoar Shade
3B
Creature - Shade
1/2
B: Hoar Shade gets +1/+1 until end of turn.

Hoarder's Greed
3B
Sorcery
You lose 2 life and draw two cards, then clash with an opponent. If you win, repeat this process. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Hobble
2W
Enchantment - Aura
Enchant creature
When Hobble comes into play, draw a card.
Enchanted creature can't attack.
Enchanted creature can't block if it's black.

Hobgoblin Dragoon
2 (R / W)
Creature - Goblin Knight
1/2
Flying, first strike

Hokori, Dust Drinker
2WW
Legendary Creature - Spirit
2/2
Lands don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a land he or she controls.

Hold the Line
1WW
Instant
Blocking creatures get +7/+7 until end of turn.

Holistic Wisdom
1GG
Enchantment
2, Remove a card in your hand from the game: Return target card from your graveyard to your hand if it shares a type with the card removed this way.

Hollow Dogs
4B
Creature - Zombie Hound
3/3
Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn.

Hollow Specter
1BB
Creature - Specter
2/2
Flying
Whenever Hollow Specter deals combat damage to a player, you may pay X. If you do, that player reveals X cards from his or her hand and you choose one of them. That player discards that card.

Hollow Trees
Land
Hollow Trees comes into play tapped.
You may choose not to untap Hollow Trees during your untap step.
At the beginning of your upkeep, if Hollow Trees is tapped, put a storage counter on it.
T, Remove any number of storage counters from Hollow Trees: Add G to your mana pool for each storage counter removed this way.

Hollow Warrior
4
Artifact Creature - Golem Warrior
4/4
Hollow Warrior can't attack or block unless you tap an untapped creature you control not declared as an attacking or blocking creature this turn.

Hollowborn Barghest
5BB
Creature - Demon Hound
7/6
At the beginning of your upkeep, if you have no cards in hand, each opponent loses 2 life.
At the beginning of each opponent's upkeep, if that player has no cards in hand, he or she loses 2 life.

Hollowsage
3B
Creature - Merfolk Wizard
2/2
Whenever Hollowsage becomes untapped, you may have target player discard a card.

Holy Armor
W
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+2.
W: Enchanted creature gets +0/+1 until end of turn.

Holy Day
W
Instant
Prevent all combat damage that would be dealt this turn.

Holy Light
2W
Instant
Nonwhite creatures get -1/-1 until end of turn.

Holy Strength
W
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +1/+2.

Homarid
2U
Creature - Homarid
2/2
Homarid comes into play with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Homarid.
As long as there is exactly one tide counter on Homarid, it gets -1/-1.
As long as there are exactly three tide counters on Homarid, it gets +1/+1.
Whenever there are four tide counters on Homarid, remove all tide counters from it.

Homarid Shaman
2UU
Creature - Homarid Shaman
2/1
U: Tap target green creature.

Homarid Spawning Bed
UU
Enchantment
1UU, Sacrifice a blue creature: Put X 1/1 blue Camarid creature tokens into play, where X is the sacrificed creature's converted mana cost.

Homarid Warrior
4U
Creature - Homarid Warrior
3/3
U: Homarid Warrior gains shroud until end of turn and doesn't untap during your next untap step. Tap Homarid Warrior. (A permanent with shroud can't be the target of spells or abilities.)

Homing Sliver
2R
Creature - Sliver
2/2
Each Sliver card in each player's hand has slivercycling 3.
Slivercycling 3 (3, Discard this card: Search your library for a Sliver card, reveal it, and put it into your hand. Then shuffle your library.)

Homura, Human Ascendant
4RR
Legendary Creature - Human Monk
4/4
Homura, Human Ascendant can't block.
When Homura is put into a graveyard from play, return it to play flipped.
-----
Homura's Essence
Legendary Enchantment
Creatures you control get +2/+2 and have flying and "R: This creature gets +1/+0 until end of turn."

Honden of Cleansing Fire
3W
Legendary Enchantment - Shrine
At the beginning of your upkeep, you gain 2 life for each Shrine you control.

Honden of Infinite Rage
2R
Legendary Enchantment - Shrine
At the beginning of your upkeep, Honden of Infinite Rage deals damage to target creature or player equal to the number of Shrines you control.

Honden of Life's Web
4G
Legendary Enchantment - Shrine
At the beginning of your upkeep, put a 1/1 colorless Spirit creature token into play for each Shrine you control.

Honden of Night's Reach
3B
Legendary Enchantment - Shrine
At the beginning of your upkeep, target opponent discards a card for each Shrine you control.

Honden of Seeing Winds
4U
Legendary Enchantment - Shrine
At the beginning of your upkeep, draw a card for each Shrine you control.

Honor Guard
W
Creature - Human Soldier
1/1
W: Honor Guard gets +0/+1 until end of turn.

Honor the Fallen
1W
Instant
Remove all creature cards in all graveyards from the game. You gain 1 life for each card removed this way.

Honorable Passage
1W
Instant
The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals that much damage to the source's controller.

Honorable Scout
W
Creature - Human Soldier Scout
1/1
When Honorable Scout comes into play, you gain 2 life for each black and/or red creature target opponent controls.

Honor-Worn Shaku
3
Artifact
T Add 1 to your mana pool.
Tap an untapped legendary permanent you control: Untap Honor-Worn Shaku.

Hooded Kavu
2R
Creature - Kavu
2/2
B: Hooded Kavu gains fear until end of turn.

Hoodwink
1U
Instant
Return target artifact, enchantment, or land to its owner's hand.

Hoof Skulkin
3
Artifact Creature - Scarecrow
2/2
3: Target green creature gets +1/+1 until end of turn.

Hoofprints of the Stag
1W
Tribal Enchantment - Elemental
Whenever you draw a card, you may put a hoofprint counter on Hoofprints of the Stag.
2W, Remove four hoofprint counters from Hoofprints of the Stag: Put a 4/4 white Elemental creature token with flying into play. Play this ability only during your turn.

Hope and Glory
1W
Instant
Untap two target creatures. Each of them gets +1/+1 until end of turn.

Hope Charm
W
Instant
Choose one - Target creature gains first strike until end of turn; or target player gains 2 life; or destroy target Aura.

Hopping Automaton
3
Artifact Creature - Construct
2/2
0: Hopping Automaton gets -1/-1 and gains flying until end of turn.

Horde of Boggarts
3R
Creature - Goblin
*/*
Horde of Boggarts's power and toughness are each equal to the number of red permanents you control.
Horde of Boggarts can't be blocked except by two or more creatures.

Horde of Notions
WUBRG
Legendary Creature - Elemental
5/5
Vigilance, trample, haste
WUBRG: You may play target Elemental card from your graveyard without paying its mana cost.

Horizon Canopy
Land
T, Pay 1 life: Add G or W to your mana pool.
1, T, Sacrifice Horizon Canopy: Draw a card.

Horizon Seed
4W
Creature - Spirit
2/1
Whenever you play a Spirit or Arcane spell, regenerate target creature.

Horn of Deafening
4
Artifact
2, T Prevent all combat damage that would be dealt by target creature this turn.

Horn of Greed
3
Artifact
Whenever a player plays a land, that player draws a card.

Horn of Plenty
6
Artifact
Whenever a player plays a spell, he or she may pay 1. If that player does, he or she draws a card at end of turn.

Horn of Ramos
3
Artifact
T Add G to your mana pool.
Sacrifice Horn of Ramos: Add G to your mana pool.

Horned Cheetah
2GW
Creature - Cat
2/2
Lifelink (Whenever this creature deals damage, you gain that much life.)

Horned Helm
2
Artifact - Equipment
Equipped creature gets +1/+1 and has trample.
GG: Attach Horned Helm to target creature you control.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)

Horned Kavu
RG
Creature - Kavu
3/4
When Horned Kavu comes into play, return a red or green creature you control to its owner's hand.

Horned Sliver
2G
Creature - Sliver
2/2
All Sliver creatures have trample.

Horned Troll
2G
Creature - Troll
2/2
G: Regenerate Horned Troll.

Horned Turtle
2U
Creature - Turtle
1/4

Hornet Cannon
4
Artifact
3, T Put a 1/1 Insect artifact creature token with flying and haste named Hornet into play. Destroy that creature at end of turn.

Hornet Cobra
1GG
Creature - Snake
2/1
First strike

Hornet Harasser
2BB
Creature - Goblin Shaman
2/2
When Hornet Harasser is put into a graveyard from play, target creature gets -2/-2 until end of turn.

Horobi, Death's Wail
2BB
Legendary Creature - Spirit
4/4
Flying
Whenever a creature becomes the target of a spell or ability, destroy that creature.

Horobi's Whisper
1BB
Instant - Arcane
If you control a Swamp, destroy target nonblack creature.
Splice onto Arcane-Remove four cards in your graveyard from the game. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Horrible Hordes
3
Artifact Creature - Spirit
2/2
Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

Horror of Horrors
3BB
Enchantment
Sacrifice a Swamp: Regenerate target black creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Horseshoe Crab
2U
Creature - Crab
1/3
U: Untap Horseshoe Crab.

Hostile Realm
2R
Enchantment - Aura
Enchant land
Enchanted land has "T Target creature can't block this turn."

Hostility
3RRR
Creature - Elemental Incarnation
6/6
Haste
If a spell you control would deal damage to an opponent, prevent that damage. Put a 3/1 red Elemental Shaman creature token with haste into play for each 1 damage prevented this way.
When Hostility is put into a graveyard from anywhere, shuffle it into its owner's library.

Hot Springs
1G
Enchantment - Aura
Enchant land you control
Enchanted land has "T Prevent the next 1 damage that would be dealt to target creature or player this turn."

Hotheaded Giant
3R
Creature - Giant Warrior
4/4
Haste
Hotheaded Giant comes into play with two -1/-1 counters on it unless you played another red spell this turn.

Hour of Reckoning
4WWW
Sorcery
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Destroy all nontoken creatures.

Hoverguard Observer
2UU
Creature - Drone
3/3
Flying
Hoverguard Observer can block only creatures with flying.

Hoverguard Sweepers
6UU
Creature - Drone
5/6
Flying
When Hoverguard Sweepers comes into play, you may return up to two target creatures to their owners' hands.

Howl from Beyond
XB
Instant
Target creature gets +X/+0 until end of turn.

Howl of the Night Pack
6G
Sorcery
Put a 2/2 green Wolf creature token into play for each Forest you control.

Howling Fury
2B
Sorcery
Target creature gets +4/+0 until end of turn.

Howling Gale
1G
Instant
Howling Gale deals 1 damage to each creature with flying and each player.
Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Howling Mine
2
Artifact
At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card.

Howling Wolf
2GG
Creature - Wolf
2/2
When Howling Wolf comes into play, you may search your library for up to three cards named Howling Wolf, reveal them, and put them into your hand. If you do, shuffle your library.

Howltooth Hollow
Land
Hideaway (This land comes into play tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.)
T Add B to your mana pool.
B, T You may play the removed card without paying its mana cost if each player has no cards in hand.

Hua Tuo, Honored Physician
1GG
Legendary Creature - Human
1/2
T Put target creature card from your graveyard on top of your library. Play this ability only during your turn, before attackers are declared.

Huang Zhong, Shu General
2WW
Legendary Creature - Human Soldier
2/3
Huang Zhong, Shu General can't be blocked by more than one creature.

Hulking Cyclops
3RR
Creature - Cyclops
5/5
Hulking Cyclops can't block.

Hulking Goblin
1R
Creature - Goblin
2/2
Hulking Goblin can't block.

Hulking Ogre
2R
Creature - Ogre
3/3
Hulking Ogre can't block.

Hull Breach
RG
Sorcery
Choose one - Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment.

Hum of the Radix
2GG
Enchantment
Each artifact spell costs 1 more to play for each artifact its controller controls.

Humble
1W
Instant
Target creature loses all abilities and becomes 0/1 until end of turn.

Humble Budoka
1G
Creature - Human Monk
2/2
Shroud (This permanent can't be the target of spells or abilities.)

Humility
2WW
Enchantment
All creatures lose all abilities and are 1/1.

Hunding Gjornersen
3WUU
Legendary Creature - Human Warrior
5/4
Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

Hundred-Talon Kami
4W
Creature - Spirit
2/3
Flying
Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)

Hundred-Talon Strike
W
Instant - Arcane
Target creature gets +1/+0 and gains first strike until end of turn.
Splice onto Arcane-Tap an untapped white creature you control. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Hundroog
6G
Creature - Beast
4/7
Cycling 3 (3, Discard this card: Draw a card.)

Hunger of the Nim
1B
Sorcery
Target creature gets +1/+0 until end of turn for each artifact you control.

Hungry Hungry Heifer
2G
Summon Cow
3/3
During your upkeep, remove a counter from any card you control or sacrifice Hungry Hungry Heifer.

Hungry Mist
2GG
Creature - Elemental
6/2
At the beginning of your upkeep, sacrifice Hungry Mist unless you pay GG.

Hungry Spriggan
2G
Creature - Goblin Warrior
1/1
Trample
Whenever Hungry Spriggan attacks, it gets +3/+3 until end of turn.

Hunt Down
G
Sorcery
Target creature blocks target creature this turn if able.

Hunted Dragon
3RR
Creature - Dragon
6/6
Flying, haste
When Hunted Dragon comes into play, put three 2/2 white Knight creature tokens with first strike into play under target opponent's control.

Hunted Horror
BB
Creature - Horror
7/7
Trample
When Hunted Horror comes into play, put two 3/3 green Centaur creature tokens with protection from black into play under target opponent's control.

Hunted Lammasu
2WW
Creature - Lammasu
5/5
Flying
When Hunted Lammasu comes into play, put a 4/4 black Horror creature token into play under target opponent's control.

Hunted Phantasm
1UU
Creature - Spirit
4/6
Hunted Phantasm is unblockable.
When Hunted Phantasm comes into play, put five 1/1 red Goblin creature tokens into play under target opponent's control.

Hunted Troll
2GG
Creature - Troll Warrior
8/4
When Hunted Troll comes into play, put four 1/1 blue Faerie creature tokens with flying into play under target opponent's control.
G: Regenerate Hunted Troll.

Hunted Wumpus
3G
Creature - Beast
6/6
When Hunted Wumpus comes into play, each other player may put a creature card from his or her hand into play.

Hunter of Eyeblights
3BB
Creature - Elf Assassin
3/3
When Hunter of Eyeblights comes into play, put a +1/+1 counter on target creature you don't control.
2B, T Destroy target creature with a counter on it.

Hunter Sliver
1R
Creature - Sliver
1/1
All Sliver creatures have provoke. (When a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.)

Hunting Cheetah
2G
Creature - Cat
2/3
Whenever Hunting Cheetah deals damage to an opponent, you may search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library.

Hunting Drake
4U
Creature - Drake
2/2
Flying
When Hunting Drake comes into play, put target red or green creature on top of its owner's library.

Hunting Grounds
GW
Enchantment
Threshold - As long as seven or more cards are in your graveyard, Hunting Grounds has "Whenever an opponent plays a spell, you may put a creature card from your hand into play."

Hunting Kavu
1RG
Creature - Kavu
2/3
1RG, T Remove from the game Hunting Kavu and target creature without flying that's attacking you.

Hunting Moa
2G
Creature - Bird Beast
3/2
Echo 2G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Hunting Moa comes into play or is put into a graveyard from play, put a +1/+1 counter on target creature.

Hunting Pack
5GG
Instant
Put a 4/4 green Cat Beast creature token into play.
Storm (When you play this spell, copy it for each spell played before it this turn.)

Hunting Triad
3G
Tribal Sorcery - Elf
Put three 1/1 green Elf Warrior creature tokens into play.
Reinforce 3-3G (3G, Discard this card: Put three +1/+1 counters on target creature.)

Hunting Wilds
3G
Sorcery
Kicker 3G (You may pay an additional 3G as you play this spell.)
Search your library for up to two Forest cards and put them into play tapped. Then shuffle your library.
If the kicker cost was paid, untap all Forests put into play this way. They become 3/3 green creatures with haste that are still lands.

Hurkyl's Recall
1U
Instant
Return all artifacts target player owns to his or her hand.

Hurloon Minotaur
1RR
Creature - Minotaur
2/3

Hurloon Shaman
1RR
Creature - Minotaur Shaman
2/3
When Hurloon Shaman is put into a graveyard from play, each player sacrifices a land.

Hurloon Wrangler
2R
Summon Minotaur
2/2
Denimwalk (If defending player is wearing any clothing made of denim, this creature is unblockable.)

Hurly-Burly
1R
Sorcery
Choose one - Hurly-Burly deals 1 damage to each creature without flying; or Hurly-Burly deals 1 damage to each creature with flying.

Hurr Jackal
R
Creature - Hound
1/1
T Target creature can't be regenerated this turn.

Hurricane
XG
Sorcery
Hurricane deals X damage to each creature with flying and each player.

Hush
3G
Sorcery
Destroy all enchantments.
Cycling 2 (2, Discard this card: Draw a card.)

Hyalopterous Lemure
4B
Creature - Spirit
4/3
0: Hyalopterous Lemure gets -1/-0 and gains flying until end of turn.

Hydroblast
U
Instant
Choose one - Counter target spell if it's red; or destroy target permanent if it's red.

Hydromorph Guardian
2U
Creature - Elemental
2/2
U, Sacrifice Hydromorph Guardian: Counter target spell that targets one or more creatures you control.

Hydromorph Gull
3UU
Creature - Elemental Bird
3/3
Flying
U, Sacrifice Hydromorph Gull: Counter target spell that targets one or more creatures you control.

Hymn of Rebirth
3GW
Sorcery
Put target creature card in a graveyard into play under your control.

Hymn to Tourach
BB
Sorcery
Target player discards two cards at random.

Hypergenesis
Sorcery
Hypergenesis is green.
Suspend 3-1GG
Starting with you, each player may put an artifact, creature, enchantment, or land card from his or her hand into play. Repeat this process until no one puts a card into play.

Hyperion Blacksmith
1RR
Creature - Human Artificer
2/2
T You may tap or untap target artifact an opponent controls.

Hypervolt Grasp
2R
Enchantment - Aura
Enchant creature
Enchanted creature has "T This creature deals 1 damage to target creature or player."
1U: Return Hypervolt Grasp to its owner's hand.

Hypnotic Cloud
1B
Sorcery
Kicker 4 (You may pay an additional 4 as you play this spell.)
Target player discards a card. If the kicker cost was paid, that player discards three cards instead.

Hypnotic Specter
1BB
Creature - Specter
2/2
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random.

Hypnox
8BBB
Creature - Nightmare Horror
8/8
Flying
When Hypnox comes into play, if you played it from your hand, remove all cards in target opponent's hand from the game.
When Hypnox leaves play, return the removed cards to their owner's hand.

Hypochondria
1W
Enchantment
W, Discard a card: Prevent the next 3 damage that would be dealt to target creature or player this turn.
W, Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to target creature or player this turn.

Hystrodon
4G
Creature - Beast
3/4
Trample
Whenever Hystrodon deals combat damage to a player, you may draw a card.
Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Ib Halfheart, Goblin Tactician
3R
Legendary Creature - Goblin Advisor
3/2
Whenever another Goblin you control becomes blocked, sacrifice it. If you do, it deals 4 damage to each creature blocking it.
Sacrifice two Mountains: Put two 1/1 red Goblin creature tokens into play.

Icatian Crier
2W
Creature - Human Spellshaper
1/1
1W, T, Discard a card: Put two 1/1 white Citizen creature tokens into play.

Icatian Infantry
W
Creature - Human Soldier
1/1
1: Icatian Infantry gains banding until end of turn.
1: Icatian Infantry gains first strike until end of turn.

Icatian Javelineers
W
Creature - Human Soldier
1/1
Icatian Javelineers comes into play with a javelin counter on it.
T, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player.

Icatian Lieutenant
WW
Creature - Human Soldier
1/2
1W: Target Soldier creature gets +1/+0 until end of turn.

Icatian Moneychanger
W
Creature - Human
0/2
Icatian Moneychanger comes into play with three credit counters on it.
When Icatian Moneychanger comes into play, it deals 3 damage to you.
At the beginning of your upkeep, put a credit counter on Icatian Moneychanger.
Sacrifice Icatian Moneychanger: You gain 1 life for each credit counter on Icatian Moneychanger. Play this ability only during your upkeep.

Icatian Phalanx
4W
Creature - Human Soldier
2/4
Banding

Icatian Priest
W
Creature - Human Cleric
1/1
1WW: Target creature gets +1/+1 until end of turn.

Icatian Scout
W
Creature - Human Soldier Scout
1/1
1, T Target creature gains first strike until end of turn.

Icatian Skirmishers
3W
Creature - Human Soldier
1/1
Banding, first strike
Whenever Icatian Skirmishers attacks, all creatures banded with it gain first strike until end of turn.

Icatian Store
Land
Icatian Store comes into play tapped.
You may choose not to untap Icatian Store during your untap step.
At the beginning of your upkeep, if Icatian Store is tapped, put a storage counter on it.
T, Remove any number of storage counters from Icatian Store: Add W to your mana pool for each storage counter removed this way.

Icatian Town
5W
Sorcery
Put four 1/1 white Citizen creature tokens into play.

Ice Cauldron
4
Artifact
X, T Put a charge counter on Ice Cauldron and remove a nonland card in your hand from the game. As long as that card remains removed from the game, you may play it. Note the type and amount of mana spent to pay this activation cost. Play this ability only if there are no charge counters on Ice Cauldron.
T, Remove a charge counter from Ice Cauldron: Add mana of Ice Cauldron's last noted type and amount to your mana pool. Spend this mana only to play the last card removed from the game with Ice Cauldron.

Ice Cave
3UU
Enchantment
Whenever a player plays a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.)

Ice Floe
Land
You may choose not to untap Ice Floe during your untap step.
T Tap target creature without flying that's attacking you. It doesn't untap during its controller's untap step as long as Ice Floe remains tapped.

Ice Storm
2G
Sorcery
Destroy target land.

Iceberg
XUU
Enchantment
Iceberg comes into play with X ice counters on it.
3: Put an ice counter on Iceberg.
Remove an ice counter from Iceberg: Add 1 to your mana pool.

Icefall
2RR
Sorcery
Destroy target artifact or land.
Recover RR (When a creature is put into your graveyard from play, you may pay RR. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.)

Icequake
1BB
Sorcery
Destroy target land. If that land was a snow land, Icequake deals 1 damage to that land's controller.

Ichneumon Druid
1GG
Creature - Human Druid
1/1
Whenever an opponent plays an instant spell other than the first instant spell that player plays each turn, Ichneumon Druid deals 4 damage to him or her.

Ichor Slick
2B
Sorcery
Target creature gets -3/-3 until end of turn.
Cycling 2 (2, Discard this card: Draw a card.)
Madness 3B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Ichorid
3B
Creature - Horror
3/1
Haste
At end of turn, sacrifice Ichorid.
At the beginning of your upkeep, if Ichorid is in your graveyard, you may remove a black creature card in your graveyard other than Ichorid from the game. If you do, return Ichorid to play.

Icy Manipulator
4
Artifact
1, T Tap target artifact, creature, or land.

Icy Prison
UU
Enchantment
When Icy Prison comes into play, remove target creature from the game.
At the beginning of your upkeep, sacrifice Icy Prison unless any player pays 3.
When Icy Prison leaves play, return the removed creature to play under its owner's control.

Ideas Unbound
UU
Sorcery - Arcane
Draw three cards. Discard three cards at end of turn.

Idle Thoughts
3U
Enchantment
2: Draw a card if you have no cards in hand.

Idyllic Tutor
2W
Sorcery
Search your library for an enchantment card, reveal it, and put it into your hand. Then shuffle your library.

Ifh-Biff Efreet
2GG
Creature - Efreet
3/3
Flying
G: Ifh-Biff Efreet deals 1 damage to each creature with flying and each player. Any player may play this ability.

Igneous Golem
5
Artifact Creature - Golem
3/4
2: Igneous Golem gains trample until end of turn.

Ignite Memories
4R
Sorcery
Target player reveals a card at random from his or her hand. Ignite Memories deals damage to that player equal to that card's converted mana cost.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Ignoble Soldier
2W
Creature - Human Soldier
3/1
Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn.

Ignorant Bliss
1R
Instant
Remove all cards in your hand from the game face down. At end of turn, return those cards to your hand, then draw a card.

Ihsan's Shade
3BBB
Legendary Creature - Shade Knight
5/5
Protection from white

Iizuka the Ruthless
3RR
Legendary Creature - Human Samurai
3/3
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
2R, Sacrifice a Samurai: Samurai creatures you control gain double strike until end of turn.

Ill-Gotten Gains
2BB
Sorcery
Each player discards his or her hand, then returns up to three cards from his or her graveyard to his or her hand.
Remove Ill-Gotten Gains from the game.

Illicit Auction
3RR
Sorcery
Each player may bid life for control of target creature. You start the bidding with a bid of 0. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect doesn't end at end of turn.)

Illuminate
XR
Sorcery
Kicker 2R and/or 3U (You may pay an additional 2R and/or 3U as you play this spell.)
Illuminate deals X damage to target creature. If the 2R kicker cost was paid, Illuminate deals X damage to that creature's controller. If the 3U kicker cost was paid, you draw X cards.

Illuminated Folio
5
Artifact
1, T, Reveal two cards from your hand that share a color: Draw a card.

Illuminated Wings
1U
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
2, Sacrifice Illuminated Wings: Draw a card.

Illumination
WW
Instant
Counter target artifact or enchantment spell. Its controller gains life equal to its converted mana cost.

Illusion // Reality
U / 2G
Instant // Instant
Target spell or permanent becomes the color of your choice until end of turn.
//
Destroy target artifact.

Illusionary Forces
3U
Creature - Illusion
4/4
Flying
Cumulative upkeep U

Illusionary Mask
2
Artifact
X: You may put a creature card with converted mana cost X or less from your hand into play face down as a 0/1 creature. Put X mask counters on that creature. Play this ability only any time you could play a sorcery. The creature's controller may turn the creature face up any time he or she could play an instant by removing all mask counters from it. This effect ends if the creature is turned face up.

Illusionary Presence
1UU
Creature - Illusion
2/2
Cumulative upkeep U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of your upkeep, choose a land type. Illusionary Presence gains landwalk of the chosen type until end of turn.

Illusionary Terrain
UU
Enchantment
Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
As Illusionary Terrain comes into play, choose two basic land types.
Basic lands of the first chosen type are of the second chosen type.

Illusionary Wall
4U
Creature - Illusion Wall
7/4
Defender, flying, first strike
Cumulative upkeep U

Illusions of Grandeur
3U
Enchantment
Cumulative upkeep 2
When Illusions of Grandeur comes into play, you gain 20 life.
When Illusions of Grandeur leaves play, you lose 20 life.

I'm Rubber, You're Glue
WW
Enchantment
Speak only in rhyming sentences. If you do not, sacrifice I'm Rubber, You're Glue.
Say "I'm rubber, you're glue. Everything bounces off me and sticks to you": Target spell or ability, which targets only you, targets another player of your choice instead. (The new target must be legal.)

Imagecrafter
U
Creature - Human Wizard
1/1
T Choose a creature type other than Wall. Target creature becomes that type until end of turn.

Imaginary Pet
1U
Creature - Illusion
4/4
At the beginning of your upkeep, if you have a card in hand, return Imaginary Pet to its owner's hand.

Imi Statue
3
Artifact
Players can't untap more than one artifact during their untap steps.

Immaculate Magistrate
3G
Creature - Elf Shaman
2/2
T Put a +1/+1 counter on target creature for each Elf you control.

Immobilizing Ink
1U
Enchantment - Aura
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
Enchanted creature has "1, Discard a card: Untap this creature."

Immolation
R
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/-2.

Impatience
2R
Enchantment
At the end of each player's turn, if that player didn't play a spell that turn, Impatience deals 2 damage to him or her.

Impelled Giant
4RR
Creature - Giant Warrior
3/3
Trample
Tap an untapped red creature you control other than Impelled Giant: Impelled Giant gets +X/+0 until end of turn, where X is the power of the creature tapped this way.

Impending Disaster
1R
Enchantment
At the beginning of your upkeep, if there are seven or more lands in play, sacrifice Impending Disaster. If you do, destroy all lands.

Imperial Edict
1B
Sorcery
Target opponent sacrifices a creature.

Imperial Hellkite
5RR
Creature - Dragon
6/6
Flying
Morph 6RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Imperial Hellkite is turned face up, you may search your library for a Dragon card, reveal it, and put it into your hand. If you do, shuffle your library.

Imperial Mask
4W
Enchantment
When Imperial Mask comes into play, if it's not a token, each of your teammates puts a token into play that's a copy of Imperial Mask.
You can't be the target of spells or abilities your opponents control.

Imperial Recruiter
2R
Creature - Human Advisor
1/1
When Imperial Recruiter comes into play, search your library for a creature card with power 2 or less, reveal it, and put it into your hand. Then shuffle your library.

Imperial Seal
B
Sorcery
Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.

Imperiosaur
2GG
Creature - Lizard
5/5
Spend only mana produced by basic lands to play Imperiosaur.

Imperious Perfect
2G
Creature - Elf Warrior
2/2
Other Elf creatures you control get +1/+1.
G, T Put a 1/1 green Elf Warrior creature token into play.

Implements of Sacrifice
2
Artifact
1, T, Sacrifice Implements of Sacrifice: Add two mana of any one color to your mana pool.

Implode
4R
Sorcery
Destroy target land.
Draw a card.

Imposing Visage
R
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked except by two or more creatures.

Imprison
B
Enchantment - Aura
Enchant creature
Whenever a player plays an activated ability of enchanted creature with T in its cost that isn't a mana ability, you may pay 1. If you do, counter that ability. If you don't, sacrifice Imprison.
Whenever enchanted creature attacks or blocks, you may pay 1. If you do, tap the creature and remove it from combat. Creatures it blocked that no other creatures blocked this combat become unblocked. If you don't pay 1, sacrifice Imprison.

Impromptu Raid
3 (R / G)
Enchantment
2o (r/g): Reveal the top card of your library. If it isn't a creature card, put it into your graveyard. Otherwise, put that card into play. That creature has haste. Sacrifice it at end of turn.

Improvised Armor
3W
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+5.
Cycling 3 (3, Discard this card: Draw a card.)

Imp's Mischief
1B
Instant
Change the target of target spell with a single target. You lose life equal to that spell's converted mana cost.

Imps' Taunt
1B
Instant
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Target creature attacks this turn if able.

Impulse
1U
Instant
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library.

Impulsive Maneuvers
2RR
Enchantment
Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage.

In the Eye of Chaos
2U
World Enchantment
Whenever a player plays an instant spell, counter it unless that player pays X, where X is its converted mana cost.

In the Web of War
3RR
Enchantment
Whenever a creature comes into play under your control, it gets +2/+0 and gains haste until end of turn.

Iname as One
8BBGG
Legendary Creature - Spirit
8/8
When Iname as One comes into play, if you played it from your hand, you may search your library for a Spirit permanent card, put it into play, then shuffle your library.
When Iname as One is put into a graveyard from play, you may remove it from the game. If you do, return target Spirit permanent card from your graveyard to play.

Iname, Death Aspect
4BB
Legendary Creature - Spirit
4/4
When Iname, Death Aspect comes into play, you may search your library for any number of Spirit cards and put them into your graveyard. If you do, shuffle your library.

Iname, Life Aspect
4GG
Legendary Creature - Spirit
4/4
When Iname, Life Aspect is put into a graveyard from play, you may remove Iname, Life Aspect from the game. If you do, return any number of target Spirit cards from your graveyard to your hand.

Incandescent Soulstoke
2R
Creature - Elemental Shaman
2/2
Other Elemental creatures you control get +1/+1.
1R, T You may put an Elemental creature card from your hand into play. That creature gains haste until end of turn. Sacrifice it at end of turn.

Incendiary
R
Enchantment - Aura
Enchant creature
At the beginning of your upkeep, you may put a fuse counter on Incendiary.
When enchanted creature is put into a graveyard, Incendiary deals X damage to target creature or player, where X is the number of fuse counters on Incendiary.

Incendiary Command
3RR
Sorcery
Choose two - Incendiary Command deals 4 damage to target player; or Incendiary Command deals 2 damage to each creature; or destroy target nonbasic land; or each player discards all the cards in his or her hand, then draws that many cards.

Incinerate
1R
Instant
Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn.

Incite Hysteria
2R
Sorcery
Radiance - Until end of turn, target creature and each other creature that shares a color with it gain "This creature can't block."

Incite War
2R
Instant
Choose one - Creatures target player controls attack this turn if able; or creatures you control gain first strike until end of turn.
Entwine 2 (Choose both if you pay the entwine cost.)

Incoming!
4GGGG
Sorcery
Each player searches his or her library for any number of artifacts, creatures, enchantments, and lands and puts those cards into play. Each player shuffles his or her library afterwards.

Incremental Blight
3BB
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.

Incremental Growth
3GG
Sorcery
Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature.

Indebted Samurai
3W
Creature - Human Samurai
2/3
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
Whenever a Samurai you control is put into a graveyard from play, you may put a +1/+1 counter on Indebted Samurai.

Indentured Djinn
1UU
Creature - Djinn
4/4
Flying
When Indentured Djinn comes into play, each other player may draw up to three cards.

Indentured Oaf
3R
Creature - Ogre Warrior
4/3
Prevent all damage that Indentured Oaf would deal to red creatures.

Independent Troops
1R
Creature - Human Soldier
2/1

Indestructible Aura
W
Instant
Until end of turn, prevent all damage that would be dealt to target creature.

Index
U
Sorcery
Look at the top five cards of your library, then put them back in any order.

Indigo Faerie
1U
Creature - Faerie Wizard
1/1
Flying
U: Target permanent becomes blue in addition to its other colors until end of turn.

Indomitable Ancients
2WW
Creature - Treefolk Warrior
2/10

Indomitable Will
1W
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +1/+2.

Indrik Stomphowler
4G
Creature - Beast
4/4
When Indrik Stomphowler comes into play, destroy target artifact or enchantment.

Induce Paranoia
2UU
Instant
Counter target spell. If B was spent to play Induce Paranoia, that spell's controller puts the top X cards of his or her library into his or her graveyard, where X is the spell's converted mana cost.

Inertia Bubble
1U
Enchantment - Aura
Enchant artifact
Enchanted artifact doesn't untap during its controller's untap step.

Inescapable Brute
5R
Creature - Giant Warrior
3/3
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Inescapable Brute must be blocked if able.

Infantry Veteran
W
Creature - Human Soldier
1/1
T Target attacking creature gets +1/+1 until end of turn.

Infected Vermin
2B
Creature - Rat
1/1
2B: Infected Vermin deals 1 damage to each creature and each player.
Threshold - 3B: Infected Vermin deals 3 damage to each creature and each player. Play this ability only if seven or more cards are in your graveyard.

Infectious Host
2B
Creature - Zombie
1/1
When Infectious Host is put into a graveyard from play, target player loses 2 life.

Infectious Rage
1R
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/-1.
When enchanted creature is put into a graveyard, choose a creature at random Infectious Rage can enchant. Return Infectious Rage to play attached to that creature.

Infernal Caretaker
3B
Creature - Human Cleric
2/2
Morph 3B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Infernal Caretaker is turned face up, return all Zombie cards from all graveyards to their owners' hands.

Infernal Contract
BBB
Sorcery
Draw four cards. You lose half your life, rounded up.

Infernal Darkness
2BB
Enchantment
Cumulative upkeep-Pay B and 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
If a land is tapped for mana, it produces B instead of any other type.

Infernal Denizen
7B
Creature - Demon
5/7
At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap Infernal Denizen, and an opponent may gain control of a creature you control of his or her choice. That opponent retains control of that creature as long as Infernal Denizen remains in play.
T Gain control of target creature as long as Infernal Denizen remains in play.

Infernal Genesis
4BB
Enchantment
At the beginning of each player's upkeep, that player puts the top card of his or her library into his or her graveyard. He or she then puts X 1/1 black Minion creature tokens into play, where X is that card's converted mana cost.

Infernal Harvest
1B
Sorcery
As an additional cost to play Infernal Harvest, return X Swamps you control to their owner's hand.
Infernal Harvest deals X damage divided as you choose among any number of target creatures.

Infernal Kirin
2BB
Legendary Creature - Kirin Spirit
3/3
Flying
Whenever you play a Spirit or Arcane spell, target player reveals his or her hand and discards all cards with that spell's converted mana cost.

Infernal Medusa
3BB
Creature - Gorgon
2/4
Whenever Infernal Medusa blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.

Infernal Spawn of Evil
6BBB
Summon [Demon] Beast
7/7
Flying, first strike
1B, Reveal Infernal Spawn of Evil from your hand, Say "It's coming!": Infernal Spawn of Evil deals 1 damage to target opponent. Use this ability only during your upkeep and only once each upkeep.

Infernal Spawn of Infernal Spawn of Evil
8BB
Creature - Demon Child
8/8
Flying, first strike, trample
If you say "I'm coming, too!" as you search your library, you may pay 1B and reveal Infernal Spawn of Infernal Spawn of Evil from your library to have it deal 2 damage to a player of your choice. Do this no more than once each turn.

Infernal Tribute
BBB
Enchantment
2, Sacrifice a nontoken permanent: Draw a card.

Infernal Tutor
1B
Sorcery
Reveal a card from your hand. Search your library for a card with the same name as that card, reveal it, put it into your hand, then shuffle your library.
Hellbent - If you have no cards in hand, instead search your library for a card, put it into your hand, then shuffle your library.

Inferno
5RR
Instant
Inferno deals 6 damage to each creature and each player.

Infest
1BB
Sorcery
All creatures get -2/-2 until end of turn.

Infested Roothold
4G
Creature - Wall
0/3
Defender (This creature can't attack.)
Protection from artifacts
Whenever an opponent plays an artifact spell, you may put a 1/1 green Insect creature token into play.

Infiltrate
U
Instant
Target creature is unblockable this turn.

Infiltrator il-Kor
4U
Creature - Kor Rogue
3/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
Suspend 2-1U (Rather than play this card from your hand, you may pay 1U and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Infiltrator's Magemark
2U
Enchantment - Aura
Enchant creature
Creatures you control that are enchanted get +1/+1 and can't be blocked except by creatures with defender.

Infinite Authority
WWW
Enchantment - Aura
Enchant creature
Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy the other creature at end of combat. At end of turn, if that creature was put into a graveyard this way, put a +1/+1 counter on the first creature.

Infinite Hourglass
4
Artifact
At the beginning of your upkeep, put a time counter on Infinite Hourglass.
All creatures get +1/+0 for each time counter on Infinite Hourglass.
3: Remove a time counter from Infinite Hourglass. Any player may play this ability but only during any upkeep step.

Inflame
R
Instant
Inflame deals 2 damage to each creature dealt damage this turn.

Information Dealer
1U
Creature - Human Wizard
1/1
T Look at the top X cards of your library, where X is the number of Wizards in play, then put them back in any order.

Infuse
2U
Instant
Untap target artifact, creature, or land.
Draw a card at the beginning of the next turn's upkeep.

Infused Arrows
4
Artifact
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
T, Remove X charge counters from Infused Arrows: Target creature gets -X/-X until end of turn.

Ingenious Thief
1U
Creature - Human Rogue
1/1
Flying
When Ingenious Thief comes into play, look at target player's hand.

Ingot Chewer
4R
Creature - Elemental
3/3
When Ingot Chewer comes into play, destroy target artifact.
Evoke R (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Inheritance
W
Enchantment
Whenever a creature is put into a graveyard from play, you may pay 3. If you do, draw a card.

Initiate of Blood
3R
Creature - Ogre Shaman
2/2
T Initiate of Blood deals 1 damage to target creature that was dealt damage this turn. When that creature is put into a graveyard this turn, flip Initiate of Blood.
-----
Goka the Unjust
Legendary Creature - Ogre Shaman
4/4
T Goka the Unjust deals 4 damage to target creature that was dealt damage this turn.

Initiates of the Ebon Hand
B
Creature - Cleric
1/1
1: Add B to your mana pool. At end of turn, if this ability has been played four or more times this turn, sacrifice Initiates of the Ebon Hand.

Ink Dissolver
1U
Creature - Merfolk Wizard
2/1
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Ink Dissolver, you may reveal it. If you do, each opponent puts the top three cards of his or her library into his or her graveyard.

Ink-Eyes, Servant of Oni
4BB
Legendary Creature - Rat Ninja
5/4
Ninjutsu 3BB (3BB, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Ink-Eyes, Servant of Oni deals combat damage to a player, you may put target creature card from that player's graveyard into play under your control.
1B: Regenerate Ink-Eyes.

Inkfathom Divers
3UU
Creature - Merfolk Soldier
3/3
Islandwalk
When Inkfathom Divers comes into play, look at the top four cards of your library, then put them back in any order.

Inkfathom Infiltrator
(U / B) (U / B)
Creature - Merfolk Rogue
2/1
Inkfathom Infiltrator can't block and is unblockable.

Inkfathom Witch
1 (U / B)
Creature - Merfolk Wizard
1/1
Fear
2UB: Each unblocked creature becomes 4/1 until end of turn.

Ink-Treader Nephilim
RGWU
Creature - Nephilim
3/3
Whenever a player plays an instant or sorcery spell, if Ink-Treader Nephilim is the only target of that spell, copy the spell for each other creature that spell could target. Each copy targets a different one of those creatures.

Inner Calm, Outer Strength
2G
Instant - Arcane
Target creature gets +X/+X until end of turn, where X is the number of cards in your hand.

Inner Fire
3R
Sorcery
Add R to your mana pool for each card in your hand.

Inner Sanctum
1WW
Enchantment
Cumulative upkeep-Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Prevent all damage that would be dealt to creatures you control.

Inner-Chamber Guard
1W
Creature - Human Samurai
0/2
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

Inner-Flame Acolyte
1RR
Creature - Elemental Shaman
2/2
When Inner-Flame Acolyte comes into play, target creature gets +2/+0 and gains haste until end of turn.
Evoke R (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Inner-Flame Igniter
2R
Creature - Elemental Warrior
2/2
2R: Creatures you control get +1/+0 until end of turn. If this is the third time this ability has resolved this turn, creatures you control gain first strike until end of turn.

Innocence Kami
3WW
Creature - Spirit
2/3
W, T Tap target creature.
Whenever you play a Spirit or Arcane spell, untap Innocence Kami.

Innocent Blood
B
Sorcery
Each player sacrifices a creature.

Inquisition
2B
Sorcery
Target player reveals his or her hand. Inquisition deals damage to that player equal to the number of white cards in his or her hand.

Inquisitor's Snare
1W
Instant
Prevent all damage target attacking or blocking creature would deal this turn. If that creature is black or red, destroy it.

Inside Out
1 (U / R)
Instant
Switch target creature's power and toughness until end of turn.
Draw a card.

Insidious Bookworms
B
Creature - Worm
1/1
When Insidious Bookworms is put into a graveyard from play, you may pay 1B. If you do, target player discards a card at random.

Insidious Dreams
3B
Instant
As an additional cost to play Insidious Dreams, discard X cards.
Search your library for X cards. Then shuffle your library and put those cards on top of it in any order.

Insight
2U
Enchantment
Whenever an opponent plays a green spell, you draw a card.

Insist
G
Sorcery
The next creature spell you play this turn can't be countered by spells or abilities.
Draw a card.

Insolence
2R
Enchantment - Aura
Enchant creature
Whenever enchanted creature becomes tapped, Insolence deals 2 damage to that creature's controller.

Inspiration
3U
Instant
Target player draws two cards.

Inspired Sprite
3U
Creature - Faerie Wizard
2/2
Flash
Flying
Whenever you play a Wizard spell, you may untap Inspired Sprite.
T Draw a card, then discard a card.

Inspirit
2W
Instant
Untap target creature. It gets +2/+4 until end of turn.

Instigator
1B
Creature - Human Spellshaper
1/1
1BB, T, Discard a card: Creatures target player controls attack this turn if able.

Instill Energy
G
Enchantment - Aura
Enchant creature
Enchanted creature has haste.
0: Untap enchanted creature. Play this ability only during your turn and only once each turn.

Instill Furor
1R
Enchantment - Aura
Enchant creature
Enchanted creature has "At the end of your turn, sacrifice this creature unless it attacked this turn."

Insubordination
BB
Enchantment - Aura
Enchant creature
At the end of the turn of enchanted creature's controller, Insubordination deals 2 damage to that player unless that creature attacked this turn.

Insurrection
5RRR
Sorcery
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.

Interdict
1U
Instant
Counter target activated ability from an artifact, creature, enchantment, or land. That permanent's activated abilities can't be played this turn. (Mana abilities can't be targeted.)
Draw a card.

Intervene
U
Instant
Counter target spell that targets a creature.

Intervention Pact
0
Instant
Intervention Pact is white.
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
At the beginning of your next upkeep, pay 1WW. If you don't, you lose the game.

Intet, the Dreamer
3URG
Legendary Creature - Dragon
6/6
Flying
Whenever Intet, the Dreamer deals combat damage to a player, you may pay 2U. If you do, remove the top card of your library from the game face down. You may look at that card as long as it remains removed from the game. You may play that card without paying its mana cost as long as Intet remains in play.

Intimidation
2BBB
Enchantment
Creatures you control have fear.

Intimidator Initiate
R
Creature - Goblin Shaman
1/1
Whenever a player plays a red spell, you may pay 1. If you do, target creature can't block this turn.

Into the Fray
R
Instant - Arcane
Target creature attacks this turn if able.
Splice onto Arcane R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Into the North
1G
Sorcery
Search your library for a snow land card and put it into play tapped. Then shuffle your library.

Into Thin Air
5U
Instant
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Return target artifact to its owner's hand.

Intrepid Hero
2W
Creature - Human Soldier
1/1
T Destroy target creature with power 4 or greater.

Intruder Alarm
2U
Enchantment
Creatures don't untap during their controllers' untap steps.
Whenever a creature comes into play, untap all creatures.

Intuition
2U
Instant
Search your library for any three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.

Inundate
3UUU
Sorcery
Return all nonblue creatures to their owners' hands.

Invasion Plans
2R
Enchantment
All creatures block each turn if able.
Instead of the defending player, the attacking player chooses how each creature blocks.

Invert the Skies
3 (G / U)
Instant
Creatures your opponents control lose flying until end of turn if G was spent to play Invert the Skies, and creatures you control gain flying until end of turn if U was spent to play it. (Do both if GU was spent.)

Invigorate
2G
Instant
If you control a Forest, you may have an opponent gain 3 life rather than pay Invigorate's mana cost.
Target creature gets +4/+4 until end of turn.

Invigorating Boon
1G
Enchantment
Whenever a player cycles a card, you may put a +1/+1 counter on target creature.

Invigorating Falls
2GG
Sorcery
You gain life equal to the number of creature cards in all graveyards.

Inviolability
1W
Enchantment - Aura
Enchant creature
Prevent all damage that would be dealt to enchanted creature.

Invisibility
UU
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked except by Walls.

Invoke Prejudice
UUUU
Enchantment
Whenever an opponent plays a nonartifact creature spell that doesn't share a color with a creature you control, counter that spell unless its controller pays X, where X is its converted mana cost.

Invoke the Firemind
XUUR
Sorcery
Choose one - Draw X cards; or Invoke the Firemind deals X damage to target creature or player.

Invulnerability
1W
Instant
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
The next time a source of your choice would deal damage to you this turn, prevent that damage.

Ion Storm
2R
Enchantment
1R, Remove a +1/+1 counter or a charge counter from a permanent you control: Ion Storm deals 2 damage to target creature or player.

Ire of Kaminari
3R
Instant - Arcane
Ire of Kaminari deals damage to target creature or player equal to the number of Arcane cards in your graveyard.

Iridescent Angel
5WU
Creature - Angel
4/4
Flying, protection from all colors

Iridescent Drake
3U
Creature - Drake
2/2
Flying
When Iridescent Drake comes into play, put target Aura card from a graveyard into play attached to Iridescent Drake. (You control that Aura.)

Irini Sengir
2BB
Legendary Creature - Vampire Dwarf
2/2
White enchantment spells and green enchantment spells cost 2 more to play.

Iron Lance
2
Artifact
3, T Target creature gains first strike until end of turn.

Iron Maiden
3
Artifact
At the beginning of each opponent's upkeep, Iron Maiden deals 1 damage to that player for each card more than four in his or her hand.

Iron Myr
2
Artifact Creature - Myr
1/1
T Add R to your mana pool.

Iron Star
1
Artifact
Whenever a player plays a red spell, you may pay 1. If you do, you gain 1 life.

Iron Tusk Elephant
4W
Creature - Elephant
3/3
Trample

Iron Will
W
Instant
Target creature gets +0/+4 until end of turn.
Cycling 2 (2, Discard this card: Draw a card.)

Iron-Barb Hellion
5R
Creature - Hellion Beast
5/4
Haste
Iron-Barb Hellion can't block.

Ironclaw Buzzardiers
2R
Creature - Orc Scout
2/2
Ironclaw Buzzardiers can't block creatures with power 2 or greater.
R: Ironclaw Buzzardiers gains flying until end of turn.

Ironclaw Curse
R
Enchantment - Aura
Enchant creature
Enchanted creature gets -0/-1.
Enchanted creature can't block creatures with power equal to or greater than the enchanted creature's toughness.

Ironclaw Orcs
1R
Creature - Orc
2/2
Ironclaw Orcs can't block creatures with power 2 or greater.

Ironfist Crusher
4W
Creature - Human Soldier
2/4
Ironfist Crusher can block any number of creatures.
Morph 3W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Iron-Heart Chimera
4
Artifact Creature - Chimera
2/2
Vigilance
Sacrifice Iron-Heart Chimera: Put a +2/+2 counter on target Chimera creature. It gains vigilance. (This effect doesn't end at end of turn.)

Ironhoof Ox
3GG
Creature - Ox
4/4
Ironhoof Ox can't be blocked by more than one creature.

Ironroot Treefolk
4G
Creature - Treefolk
3/5

Ironshell Beetle
1G
Creature - Insect
1/1
When Ironshell Beetle comes into play, put a +1/+1 counter on target creature.

Irradiate
3B
Instant
Target creature gets -1/-1 until end of turn for each artifact you control.

Irrigation Ditch
Land
Irrigation Ditch comes into play tapped.
T Add W to your mana pool.
T, Sacrifice Irrigation Ditch: Add GU to your mana pool.

Isamaru, Hound of Konda
W
Legendary Creature - Hound
2/2

Isao, Enlightened Bushi
2G
Legendary Creature - Human Samurai
2/1
Isao, Enlightened Bushi can't be countered.
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
2: Regenerate target Samurai.

Ishi-Ishi, Akki Crackshot
1R
Legendary Creature - Goblin Warrior
1/1
Whenever an opponent plays a Spirit or Arcane spell, Ishi-Ishi, Akki Crackshot deals 2 damage to that player.

Island
Basic Land - Island

Island Fish Jasconius
4UUU
Creature - Fish
6/8
Island Fish Jasconius can't attack unless defending player controls an Island.
Jasconius doesn't untap during your untap step.
At the beginning of your upkeep, you may pay UUU. If you do, untap Jasconius.
When you control no Islands, sacrifice Jasconius.

Island of Wak-Wak
Land
T The power of target creature with flying becomes 0 until end of turn.

Island Sanctuary
1W
Enchantment
If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.

Isleback Spawn
5UU
Creature - Kraken
4/8
Shroud
Isleback Spawn gets +4/+8 as long as a library has twenty or fewer cards in it.

Isochron Scepter
2
Artifact
Imprint - When Isochron Scepter comes into play, you may remove an instant card with converted mana cost 2 or less in your hand from the game. (The removed card is imprinted on this artifact.)
2, T You may copy the imprinted instant card. If you do, you may play the copy without paying its mana cost.

Isperia the Inscrutable
1WWUU
Legendary Creature - Sphinx
3/6
Flying
Whenever Isperia the Inscrutable deals combat damage to a player, name a card. That player reveals his or her hand. If he or she reveals the named card, search your library for a creature card with flying, reveal it, put it into your hand, then shuffle your library.

Ith, High Arcanist
5WU
Legendary Creature - Human Wizard
3/5
Vigilance
T Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Suspend 4-WU

Ivory Charm
W
Instant
Choose one - All creatures get -2/-0 until end of turn; or tap target creature; or prevent the next 1 damage that would be dealt to target creature or player this turn.

Ivory Crane Netsuke
2
Artifact
At the beginning of your upkeep, if you have seven or more cards in hand, you gain 4 life.

Ivory Cup
1
Artifact
Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life.

Ivory Gargoyle
4W
Creature - Gargoyle
2/2
Flying
When Ivory Gargoyle is put into a graveyard from play, return it to play under its owner's control at end of turn and you skip your next draw step.
4W: Remove Ivory Gargoyle from the game.

Ivory Giant
5WW
Creature - Giant
3/4
When Ivory Giant comes into play, tap all nonwhite creatures.
Suspend 5-W (Rather than play this card from your hand, you may pay W and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Ivory Guardians
4WW
Creature - Giant Cleric
3/3
Protection from red
Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a red permanent.

Ivory Mask
2WW
Enchantment
You have shroud. (You can't be the target of spells or abilities.)

Ivory Tower
1
Artifact
At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus four.

Ivy Dancer
2G
Creature - Dryad Shaman
1/2
T Target creature gains forestwalk until end of turn.

Ivy Elemental
XG
Creature - Elemental
0/0
Ivy Elemental comes into play with X +1/+1 counters on it.

Ivy Seer
3G
Creature - Elf Wizard
1/1
2G, T Reveal any number of green cards in your hand. Target creature gets +X/+X until end of turn, where X is the number of cards revealed this way.

Iwamori of the Open Fist
2GG
Legendary Creature - Human Monk
5/5
Trample
When Iwamori of the Open Fist comes into play, each opponent may put a legendary creature card from his or her hand into play.

Ixidor, Reality Sculptor
3UU
Legendary Creature - Human Wizard
3/4
Face-down creatures get +1/+1.
2U: Turn target face-down creature face up.

Ixidor's Will
2U
Instant
Counter target spell unless its controller pays 2 for each Wizard in play.

Ixidron
3UU
Creature - Illusion
*/*
As Ixidron comes into play, turn all other nontoken creatures in play face down. They're 2/2 creatures.
Ixidron's power and toughness are each equal to the number of face-down creatures in play.

Izzet Boilerworks
Land
Izzet Boilerworks comes into play tapped.
When Izzet Boilerworks comes into play, return a land you control to its owner's hand.
T Add UR to your mana pool.

Izzet Chronarch
3UR
Creature - Human Wizard
2/2
When Izzet Chronarch comes into play, return target instant or sorcery card from your graveyard to your hand.

Izzet Guildmage
(U / R) (U / R)
Creature - Human Wizard
2/2
(o (u/r) can be paid with either U or R.)
2U: Copy target instant spell you control with converted mana cost 2 or less. You may choose new targets for the copy.
2R: Copy target sorcery spell you control with converted mana cost 2 or less. You may choose new targets for the copy.

Izzet Signet
2
Artifact
1, T Add UR to your mana pool.

Jabari's Banner
2
Artifact
1, T Target creature gains flanking until end of turn. (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Jabari's Influence
3WW
Instant
Play Jabari's Influence only after combat.
Gain control of target nonartifact, nonblack creature that attacked you this turn and put a -1/-0 counter on it.

Jace Beleren
1UU
Planeswalker - Jace
3
[+2]: Each player draws a card.
[-1]: Target player draws a card.
[-10]: Target player puts the top twenty cards of his or her library into his or her graveyard.

Jackal Pup
R
Creature - Hound
2/1
Whenever Jackal Pup is dealt damage, it deals that much damage to you.

Jackalope Herd
3G
Creature - Rabbit Beast
4/5
When you play a spell, return Jackalope Herd to its owner's hand.

Jack-in-the-Mox
0
Artifact
T Roll a six-sided die for Jack-in-the-Mox. On a 1, sacrifice Jack-in-the-Mox and lose 5 life. Otherwise, Jack-in-the-Mox has one of the following effects. Treat this ability as a mana source.
2 - Add W to your mana pool.
3 - Add U to your mana pool.
4 - Add B to your mana pool.
5 - Add R to your mana pool.
6 - Add G to your mana pool.

Jacques le Vert
1RGW
Legendary Creature - Human Warrior
3/2
Green creatures you control get +0/+2.

Jade Idol
4
Artifact
Whenever you play a Spirit or Arcane spell, Jade Idol becomes a 4/4 Spirit artifact creature until end of turn.

Jade Leech
2GG
Creature - Leech
5/5
Green spells you play cost G more to play.

Jade Monolith
4
Artifact
1: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead.

Jade Statue
4
Artifact
2: Jade Statue becomes a 3/6 Golem artifact creature until end of combat. Play this ability only during combat.

Jaded Response
1U
Instant
Counter target spell if it shares a color with a creature you control.

Jagged Lightning
3RR
Sorcery
Jagged Lightning deals 3 damage to target creature and 3 damage to another target creature.

Jagged Poppet
1BR
Creature - Ogre Warrior
3/4
Whenever Jagged Poppet is dealt damage, discard that many cards.
Hellbent - Whenever Jagged Poppet deals combat damage to a player, if you have no cards in hand, that player discards cards equal to the damage.

Jagged-Scar Archers
1GG
Creature - Elf Archer
*/*
Jagged-Scar Archers's power and toughness are each equal to the number of Elves you control.
T Jagged-Scar Archers deals damage equal to its power to target creature with flying.

Jalum Grifter
3RR
Summon Legend
3/5
1R, T Put Jalum Grifter and two lands you control face down in front of target opponent after revealing each card to him or her. Then, rearrange the order of the three cards as often as you wish, keeping them on the table at all times. That opponent then chooses one of those cards. If a land is chosen, destroy target card in play. Otherwise, sacrifice Jalum Grifter.

Jalum Tome
3
Artifact
2, T Draw a card, then discard a card.

Jamuraan Lion
2W
Creature - Cat
3/1
W, T Target creature can't block this turn.

Jandor's Ring
6
Artifact
2, T, Discard the last card you drew this turn: Draw a card.

Jandor's Saddlebags
2
Artifact
3, T Untap target creature.

Jangling Automaton
3
Artifact Creature - Construct
3/2
Whenever Jangling Automaton attacks, untap all creatures defending player controls.

Jareth, Leonine Titan
3WWW
Legendary Creature - Cat Giant
4/7
Whenever Jareth, Leonine Titan blocks, it gets +7/+7 until end of turn.
W: Jareth gains protection from the color of your choice until end of turn.

Jasmine Boreal
3GW
Legendary Creature - Human
4/5

Jasmine Seer
3W
Creature - Human Wizard
1/1
2W, T Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way.

Jawbone Skulkin
1
Artifact Creature - Scarecrow
1/1
2: Target red creature gains haste until end of turn.

Jaws of Stone
5R
Sorcery
Jaws of Stone deals X damage divided as you choose among any number of target creatures and/or players, where X is the number of Mountains you control as you play Jaws of Stone.

Jaya Ballard, Task Mage
1RR
Legendary Creature - Human Spellshaper
2/2
R, T, Discard a card: Destroy target blue permanent.
1R, T, Discard a card: Jaya Ballard, Task Mage deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn.
5RR, T, Discard a card: Jaya Ballard deals 6 damage to each creature and each player.

Jayemdae Tome
4
Artifact
4, T Draw a card.

Jedit Ojanen
4WWU
Legendary Creature - Cat Warrior
5/5

Jedit Ojanen of Efrava
3GGG
Legendary Creature - Cat Warrior
5/5
Forestwalk
Whenever Jedit Ojanen of Efrava attacks or blocks, put a 2/2 green Cat Warrior creature token with forestwalk into play.

Jedit's Dragoons
5W
Creature - Cat Soldier
2/5
Vigilance
When Jedit's Dragoons comes into play, you gain 4 life.

Jerrard of the Closed Fist
3RGG
Legendary Creature - Human Knight
6/5

Jeska, Warrior Adept
2RR
Legendary Creature - Human Barbarian Warrior
3/1
First strike, haste
T Jeska, Warrior Adept deals 1 damage to target creature or player.

Jester's Cap
4
Artifact
2, T, Sacrifice Jester's Cap: Search target player's library for three cards and remove them from the game. Then that player shuffles his or her library.

Jester's Mask
5
Artifact
Jester's Mask comes into play tapped.
1, T, Sacrifice Jester's Mask: Target opponent puts the cards from his or her hand on top of his or her library. Search that player's library for that many cards. That player puts those cards into his or her hand, then shuffles his or her library.

Jester's Scepter
3
Artifact
When Jester's Scepter comes into play, remove the top five cards of target player's library from the game face down. You may look at those cards as long as they remain removed from the game.
2, T, Put a card removed from the game with Jester's Scepter into its owner's graveyard: Counter target spell if it has the same name as that card.

Jester's Sombrero
2
Artifact
2, T, Sacrifice Jester's Sombrero: Look through target player's sideboard and remove any three of those cards from it for the remainder of the match.

Jet Medallion
2
Artifact
Black spells you play cost 1 less to play.

Jetting Glasskite
4UU
Creature - Spirit
4/4
Flying
Whenever Jetting Glasskite becomes the target of a spell or ability for the first time in a turn, counter that spell or ability.

Jeweled Amulet
0
Artifact
1, T Put a charge counter on Jeweled Amulet. Note the type of mana spent to pay this activation cost. Play this ability only if there are no charge counters on Jeweled Amulet.
T, Remove a charge counter from Jeweled Amulet: Add one mana of Jeweled Amulet's last noted type to your mana pool.

Jeweled Bird
1
Artifact
Remove Jeweled Bird from your deck before playing if you're not playing for ante.
T Put Jeweled Bird into the ante. If you do, put all other cards you own in the ante into your graveyard, then draw a card.

Jeweled Spirit
3WW
Creature - Spirit
3/3
Flying
Sacrifice two lands: Jeweled Spirit gains protection from artifacts or from the color of your choice until end of turn.

Jeweled Torque
2
Artifact
As Jeweled Torque comes into play, choose a color.
Whenever a player plays a spell of the chosen color, you may pay 2. If you do, you gain 2 life.

Jhoira of the Ghitu
1UR
Legendary Creature - Human Wizard
2/2
2, Remove a nonland card in your hand from the game: Put four time counters on the removed card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter from that card. When the last is removed, play it without paying its mana cost. If it's a creature, it has haste.)

Jhoira's Timebug
2
Artifact Creature - Insect
1/2
T Choose target permanent you control or suspended card you own. If that permanent or card has a time counter on it, you may remove a time counter from it or put another time counter on it.

Jhoira's Toolbox
2
Artifact Creature - Insect
1/1
2: Regenerate target artifact creature.

Jhovall Queen
4WW
Creature - Cat Rebel
4/7
Vigilance

Jhovall Rider
4W
Creature - Human Rebel
3/3
Trample

Jihad
WWW
Enchantment
As Jihad comes into play, choose a color and an opponent.
White creatures get +2/+1.
When the chosen opponent controls no nontoken permanents of the chosen color, sacrifice Jihad.

Jilt
1U
Instant
Kicker 1R (You may pay an additional 1R as you play this spell.)
Return target creature to its owner's hand. If the kicker cost was paid, Jilt deals 2 damage to another target creature.

Jinx
1U
Instant
Target land becomes the basic land type of your choice until end of turn.
Draw a card at the beginning of the next turn's upkeep.

Jinxed Choker
3
Artifact
At the end of your turn, target opponent gains control of Jinxed Choker and puts a charge counter on it.
At the beginning of your upkeep, Jinxed Choker deals damage to you equal to the number of charge counters on it.
3: Put a charge counter on Jinxed Choker or remove one from it.

Jinxed Idol
2
Artifact
At the beginning of your upkeep, Jinxed Idol deals 2 damage to you.
Sacrifice a creature: Target opponent gains control of Jinxed Idol. (This effect doesn't end at end of turn.)

Jinxed Ring
2
Artifact
Whenever a nontoken permanent is put into your graveyard from play, Jinxed Ring deals 1 damage to you.
Sacrifice a creature: Target opponent gains control of Jinxed Ring. (This effect doesn't end at end of turn.)

Jiwari, the Earth Aflame
3RR
Legendary Creature - Spirit
3/3
XR, T Jiwari, the Earth Aflame deals X damage to target creature without flying.
Channel - XRRR, Discard Jiwari: Jiwari deals X damage to each creature without flying.

Jodah's Avenger
5U
Creature - Shapeshifter
4/4
0: Until end of turn, Jodah's Avenger gets -1/-1 and gains your choice of double strike, protection from red, vigilance, or shadow. (A creature with shadow can block or be blocked by only creatures with shadow.)

Johan
3RGW
Legendary Creature - Human Wizard
5/4
At the beginning of your combat phase, you may have Johan gain "Johan can't attack" until end of combat. If you do, attacking doesn't cause creatures you control to tap this combat if Johan is untapped.

Johnny, Combo Player
2UU
Legendary Creature - Human Gamer
1/1
4: Search your library for a card and put that card into your hand. Then shuffle your library.

Johtull Wurm
5G
Creature - Wurm
6/6
Whenever Johtull Wurm becomes blocked, it gets -2/-1 until end of turn for each creature blocking it beyond the first.

Joiner Adept
1G
Creature - Elf Druid
2/1
Lands you control have "T Add one mana of any color to your mana pool."

Jokulhaups
4RR
Sorcery
Destroy all artifacts, creatures, and lands. They can't be regenerated.

Jokulmorder
4UUU
Creature - Leviathan
12/12
Trample
Jokulmorder comes into play tapped.
When Jokulmorder comes into play, sacrifice it unless you sacrifice five lands.
Jokulmorder doesn't untap during your untap step.
Whenever you play an Island, you may untap Jokulmorder.

Jolrael, Empress of Beasts
3GG
Legendary Creature - Human Spellshaper
3/3
2G, T, Discard two cards: Until end of turn, all lands target player controls are 3/3 creatures that are still lands.

Jolrael's Centaur
1GG
Creature - Centaur Archer
2/2
Shroud (This permanent can't be the target of spells or abilities.)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Jolrael's Favor
1G
Enchantment - Aura
Flash
Enchant creature
1G: Regenerate enchanted creature.

Jolt
2U
Instant
You may tap or untap target artifact, creature, or land.
Draw a card at the beginning of the next turn's upkeep.

Jolting Merfolk
2UU
Creature - Merfolk
2/2
Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Jolting Merfolk: Tap target creature.

Jotun Grunt
1W
Creature - Giant Soldier
4/4
Cumulative upkeep-Put two cards in a single graveyard on the bottom of their owner's library. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Jotun Owl Keeper
2W
Creature - Giant
3/3
Cumulative upkeep W or U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Jotun Owl Keeper is put into a graveyard from play, put a 1/1 white Bird creature token with flying into play for each age counter on it.

Journey of Discovery
2G
Sorcery
Choose one - Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library; or you may play up to two additional lands this turn.
Entwine 2G (Choose both if you pay the entwine cost.)

Journeyer's Kite
2
Artifact
3, T Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.

Joven
3RR
Legendary Creature - Human Rogue
3/3
RRR, T Destroy target noncreature artifact.

Joven's Ferrets
G
Creature - Ferret
1/1
Whenever Joven's Ferrets attacks, it gets +0/+2 until end of turn.
At end of combat, tap all creatures that blocked Joven's Ferrets this turn. They don't untap during their controller's next untap step.

Joven's Tools
6
Artifact
4, T Target creature can't be blocked this turn except by Walls.

Jovial Evil
2B
Sorcery
Jovial Evil deals X damage to target opponent, where X is twice the number of white creatures that player controls.

Joyous Respite
3G
Sorcery - Arcane
You gain 1 life for each land you control.

Judge of Currents
1W
Creature - Merfolk Wizard
1/1
Whenever a Merfolk you control becomes tapped, you may gain 1 life.

Judge Unworthy
1W
Instant
Choose target attacking or blocking creature. Scry 3, then reveal the top card of your library. Judge Unworthy deals damage equal to that card's converted mana cost to that creature. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Jugan, the Rising Star
3GGG
Legendary Creature - Dragon Spirit
5/5
Flying
When Jugan, the Rising Star is put into a graveyard from play, you may distribute five +1/+1 counters among any number of target creatures.

Juggernaut
4
Artifact Creature - Juggernaut
5/3
Juggernaut attacks each turn if able.
Juggernaut can't be blocked by Walls.

Juju Bubble
1
Artifact
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When you play a card, sacrifice Juju Bubble.
2: You gain 1 life.

Jukai Messenger
G
Creature - Human Monk
1/1
Forestwalk

Jumbo Imp
2B
Summon Imp
0/0
Flying
When you play Jumbo Imp, roll a six-sided die. Jumbo Imp comes into play with a number of +1/+1 counters on it equal to the die roll.
During your upkeep, roll a six-sided die and put on Jumbo Imp a number of +1/+1 counters equal to the die roll.
At the end of your turn, roll a six-sided die and remove from Jumbo Imp a number of +1/+1 counters equal to the die roll.

Jump
U
Instant
Target creature gains flying until end of turn.

Jungle Barrier
2GU
Creature - Plant Wall
2/6
Defender (This creature can't attack.)
When Jungle Barrier comes into play, draw a card.

Jungle Basin
Land
Jungle Basin comes into play tapped.
When Jungle Basin comes into play, sacrifice it unless you return an untapped Forest you control to its owner's hand.
T Add 1G to your mana pool.

Jungle Lion
G
Creature - Cat
2/1
Jungle Lion can't block.

Jungle Patrol
3G
Creature - Human Soldier
3/2
1G, T Put a 0/1 green Plant Wall creature token with defender into play.
Sacrifice a Plant Wall token: Add R to your mana pool.

Jungle Troll
1RG
Creature - Troll
2/1
R: Regenerate Jungle Troll.
G: Regenerate Jungle Troll.

Jungle Wurm
3GG
Creature - Wurm
5/5
Whenever Jungle Wurm becomes blocked, it gets -1/-1 until end of turn for each creature blocking it beyond the first.

Juniper Order Advocate
2W
Creature - Human Knight
1/2
Green creatures you control get +1/+1 as long as Juniper Order Advocate is untapped.

Juniper Order Druid
2G
Creature - Human Cleric Druid
1/1
T Untap target land.

Juniper Order Ranger
3GW
Creature - Human Knight
2/4
Whenever another creature comes into play under your control, put a +1/+1 counter on that creature and a +1/+1 counter on Juniper Order Ranger.

Junk Diver
3
Artifact Creature - Bird
1/1
Flying
When Junk Diver is put into a graveyard from play, return another target artifact card from your graveyard to your hand.

Junk Golem
4
Artifact Creature - Golem
0/0
Junk Golem comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, sacrifice Junk Golem unless you remove a +1/+1 counter from it.
1, Discard a card: Put a +1/+1 counter on Junk Golem.

Junktroller
4
Artifact Creature - Golem
0/6
Defender (This creature can't attack.)
T Put target card in a graveyard on the bottom of its owner's library.

Junkyo Bell
4
Artifact
At the beginning of your upkeep, you may have target creature you control get +X/+X until end of turn, where X is the number of creatures you control. If you do, sacrifice that creature at end of turn.

Juntu Stakes
2
Artifact
Creatures with power 1 or less don't untap during their controllers' untap steps.

Junun Efreet
1BB
Creature - Efreet
3/3
Flying
At the beginning of your upkeep, sacrifice Junun Efreet unless you pay BB.

Jushi Apprentice
1U
Creature - Human Wizard
1/2
2U, T Draw a card. If you have nine or more cards in hand, flip Jushi Apprentice.
-----
Tomoya the Revealer
Legendary Creature - Human Wizard
2/3
3UU, T Target player draws X cards, where X is the number of cards in your hand.

Just Fate
2W
Instant
Play Just Fate only during the declare attackers step and only if you are the defending player.
Destroy target attacking creature.

Justice
2WW
Enchantment
At the beginning of your upkeep, sacrifice Justice unless you pay WW.
Whenever a red creature or spell deals damage, Justice deals that much damage to that creature's or spell's controller.

Juvenile Gloomwidow
GG
Creature - Spider
1/3
Reach (This can block creatures with flying.)
Wither (This deals damage to creatures in the form of -1/-1 counters.)

Juxtapose
3U
Sorcery
You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for highest cost, their controller chooses one of them.

Juzam Djinn
2BB
Creature - Djinn
5/5
At the beginning of your upkeep, Juzam Djinn deals 1 damage to you.

Kaboom!
4R
Sorcery
Choose any number of target players. For each of those players, reveal cards from the top of your library until you reveal a nonland card. Kaboom! deals damage equal to that card's converted mana cost to that player, then you put the revealed cards on the bottom of your library in any order.

Kabuto Moth
2W
Creature - Spirit
1/2
Flying
T Target creature gets +1/+2 until end of turn.

Kaervek the Merciless
5BR
Legendary Creature - Human Shaman
5/4
Whenever an opponent plays a spell, Kaervek the Merciless deals damage to target creature or player equal to that spell's converted mana cost.

Kaervek's Hex
3B
Sorcery
Kaervek's Hex deals 1 damage to each nonblack creature and an additional 1 damage to each green creature.

Kaervek's Purge
XBR
Sorcery
Destroy target creature with converted mana cost X. If that creature is put into a graveyard this way, Kaervek's Purge deals damage equal to the creature's power to the creature's controller.

Kaervek's Spite
BBB
Instant
As an additional cost to play Kaervek's Spite, sacrifice all permanents you control and discard your hand.
Target player loses 5 life.

Kaervek's Torch
XR
Sorcery
As long as Kaervek's Torch is on the stack, spells that target it cost 2 more to play.
Kaervek's Torch deals X damage to target creature or player.

Kagemaro, First to Suffer
3BB
Legendary Creature - Demon Spirit
*/*
Kagemaro, First to Suffer's power and toughness are each equal to the number of cards in your hand.
B, Sacrifice Kagemaro: All creatures get -X/-X until end of turn, where X is the number of cards in your hand.

Kagemaro's Clutch
3B
Enchantment - Aura
Enchant creature
Enchanted creature gets -X/-X, where X is the number of cards in your hand.

Kaho, Minamo Historian
2UU
Legendary Creature - Human Wizard
2/2
When Kaho, Minamo Historian comes into play, search your library for up to three instant cards and remove them from the game. Then shuffle your library.
X, T You may play a card with converted mana cost X removed from the game with Kaho without paying its mana cost.

Kaijin of the Vanishing Touch
1U
Creature - Spirit
0/3
Defender (This creature can't attack.)
Whenever Kaijin of the Vanishing Touch blocks a creature, return that creature to its owner's hand at end of combat. (Return it only if it's in play.)

Kamahl, Fist of Krosa
4GG
Legendary Creature - Human Druid
4/3
G: Target land becomes a 1/1 creature until end of turn. It's still a land.
2GGG: Creatures you control get +3/+3 and gain trample until end of turn.

Kamahl, Pit Fighter
4RR
Legendary Creature - Human Barbarian
6/1
Haste (This creature can attack and T as soon as it comes under your control.)
T Kamahl, Pit Fighter deals 3 damage to target creature or player.

Kamahl's Desire
1R
Enchantment - Aura
Enchant creature
Enchanted creature has first strike.
Threshold - Enchanted creature gets +3/+0 as long as seven or more cards are in your graveyard.

Kamahl's Sledge
5RR
Sorcery
Kamahl's Sledge deals 4 damage to target creature.
Threshold - If seven or more cards are in your graveyard, instead Kamahl's Sledge deals 4 damage to that creature and 4 damage to that creature's controller.

Kamahl's Summons
3G
Sorcery
Each player may reveal any number of creature cards from his or her hand. Then each player puts a 2/2 green Bear creature token into play for each card he or she revealed this way.

Kami of Ancient Law
1W
Creature - Spirit
2/2
Sacrifice Kami of Ancient Law: Destroy target enchantment.

Kami of Empty Graves
3B
Creature - Spirit
4/1
Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)

Kami of False Hope
W
Creature - Spirit
1/1
Sacrifice Kami of False Hope: Prevent all combat damage that would be dealt this turn.

Kami of Fire's Roar
3R
Creature - Spirit
2/3
Whenever you play a Spirit or Arcane spell, target creature can't block this turn.

Kami of Lunacy
4BB
Creature - Spirit
4/1
Flying
Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.)

Kami of Old Stone
3W
Creature - Spirit
1/7

Kami of Tattered Shoji
4W
Creature - Spirit
2/5
Whenever you play a Spirit or Arcane spell, Kami of Tattered Shoji gains flying until end of turn.

Kami of the Crescent Moon
UU
Legendary Creature - Spirit
1/3
At the beginning of each player's draw step, that player draws a card.

Kami of the Honored Dead
5WW
Creature - Spirit
3/5
Flying
Whenever Kami of the Honored Dead is dealt damage, you gain that much life.
Soulshift 6 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.)

Kami of the Hunt
2G
Creature - Spirit
2/2
Whenever you play a Spirit or Arcane spell, Kami of the Hunt gets +1/+1 until end of turn.

Kami of the Painted Road
4W
Creature - Spirit
3/3
Whenever you play a Spirit or Arcane spell, Kami of the Painted Road gains protection from the color of your choice until end of turn.

Kami of the Palace Fields
5W
Creature - Spirit
3/2
Flying, first strike
Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.)

Kami of the Tended Garden
3G
Creature - Spirit
4/4
At the beginning of your upkeep, sacrifice Kami of the Tended Garden unless you pay G.
Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)

Kami of the Waning Moon
2B
Creature - Spirit
1/1
Flying
Whenever you play a Spirit or Arcane spell, target creature gains fear until end of turn.

Kami of Twisted Reflection
1UU
Creature - Spirit
2/2
Sacrifice Kami of Twisted Reflection: Return target creature you control to its owner's hand.

Kangee, Aerie Keeper
2WU
Legendary Creature - Bird Wizard
2/2
Kicker 2X (You may pay an additional 2X as you play this spell.)
Flying
When Kangee, Aerie Keeper comes into play, if the kicker cost was paid, put X feather counters on it.
Other Bird creatures get +1/+1 for each feather counter on Kangee, Aerie Keeper.

Karakas
Legendary Land
T Add W to your mana pool.
T Return target legendary creature to its owner's hand.

Karma
2WW
Enchantment
At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps he or she controls.

Karmic Guide
3WW
Creature - Angel Spirit
2/2
Flying, protection from black
Echo 3WW (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Karmic Guide comes into play, return target creature card from your graveyard to play.

Karmic Justice
2W
Enchantment
Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.

Karn, Silver Golem
5
Legendary Artifact Creature - Golem
4/4
Whenever Karn, Silver Golem blocks or becomes blocked, it gets -4/+4 until end of turn.
1: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (That artifact retains its abilities.)

Karn's Touch
UU
Instant
Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.)

Karona, False God
1WUBRG
Legendary Creature - Avatar
5/5
Haste
At the beginning of each player's upkeep, that player untaps Karona, False God and gains control of it.
Whenever Karona attacks, creatures of the type of your choice get +3/+3 until end of turn.

Karona's Zealot
4W
Creature - Human Cleric
2/5
Morph 3WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Karona's Zealot is turned face up, all damage that would be dealt to it this turn is dealt to target creature instead.

Karoo
Land
Karoo comes into play tapped.
When Karoo comes into play, sacrifice it unless you return an untapped Plains you control to its owner's hand.
T Add 1W to your mana pool.

Karoo Meerkat
1G
Creature - Mongoose
2/1
Protection from blue

Karplusan Forest
Land
T Add 1 to your mana pool.
T Add R or G to your mana pool. Karplusan Forest deals 1 damage to you.

Karplusan Giant
6R
Creature - Giant
3/3
Tap an untapped snow land you control: Karplusan Giant gets +1/+1 until end of turn.

Karplusan Minotaur
2RR
Creature - Minotaur Warrior
3/3
Cumulative upkeep-Flip a coin.
Whenever you win a coin flip, Karplusan Minotaur deals 1 damage to target creature or player.
Whenever you lose a coin flip, Karplusan Minotaur deals 1 damage to target creature or player of an opponent's choice.

Karplusan Strider
3G
Creature - Yeti
3/4
Karplusan Strider can't be the target of blue or black spells.

Karplusan Wolverine
R
Snow Creature - Wolverine Beast
1/1
Whenever Karplusan Wolverine becomes blocked, you may have it deal 1 damage to target creature or player.

Karplusan Yeti
3RR
Creature - Yeti
3/3
T Karplusan Yeti deals damage equal to its power to target creature. That creature deals damage equal to its power to Karplusan Yeti.

Karstoderm
2GG
Creature - Beast
0/0
Karstoderm comes into play with five +1/+1 counters on it.
Whenever an artifact comes into play, remove a +1/+1 counter from Karstoderm.

Kashi-Tribe Elite
1GG
Creature - Snake Warrior
2/3
Legendary Snakes you control have shroud. (They can't be the targets of spells or abilities.)
Whenever Kashi-Tribe Elite deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.

Kashi-Tribe Reaver
3G
Creature - Snake Warrior
3/2
Whenever Kashi-Tribe Reaver deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
1G: Regenerate Kashi-Tribe Reaver.

Kashi-Tribe Warriors
3GG
Creature - Snake Warrior
2/4
Whenever Kashi-Tribe Warriors deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.

Kasimir the Lone Wolf
4WU
Legendary Creature - Human Warrior
5/3

Katabatic Winds
2G
Enchantment
Phasing
Creatures with flying can't attack or block, and their activated abilities with T in their costs can't be played.

Kataki, War's Wage
1W
Legendary Creature - Spirit
2/1
All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay 1."

Kavu Aggressor
2R
Creature - Kavu
3/2
Kicker 4 (You may pay an additional 4 as you play this spell.)
Kavu Aggressor can't block.
If the kicker cost was paid, Kavu Aggressor comes into play with a +1/+1 counter on it.

Kavu Chameleon
3GG
Creature - Kavu
4/4
Kavu Chameleon can't be countered.
G: Kavu Chameleon becomes the color of your choice until end of turn.

Kavu Climber
3GG
Creature - Kavu
3/3
When Kavu Climber comes into play, draw a card.

Kavu Glider
2R
Creature - Kavu
2/1
W: Kavu Glider gets +0/+1 until end of turn.
U: Kavu Glider gains flying until end of turn.

Kavu Howler
4GG
Creature - Kavu
4/5
When Kavu Howler comes into play, reveal the top four cards of your library. Put all Kavu cards revealed this way into your hand and the rest on the bottom of your library.

Kavu Lair
2G
Enchantment
Whenever a creature with power 4 or greater comes into play, its controller draws a card.

Kavu Mauler
4GG
Creature - Kavu
4/4
Trample
Whenever Kavu Mauler attacks, it gets +1/+1 until end of turn for each other attacking Kavu.

Kavu Monarch
2RR
Creature - Kavu
3/3
Kavu creatures have trample.
Whenever another Kavu comes into play, put a +1/+1 counter on Kavu Monarch.

Kavu Predator
1G
Creature - Kavu
2/2
Trample
Whenever an opponent gains life, put that many +1/+1 counters on Kavu Predator.

Kavu Primarch
3G
Creature - Kavu
3/3
Convoke (Each creature you tap while playing this spell reduces its total cost by 1 or by one mana of that creature's color.)
Kicker 4 (You may pay an additional 4 as you play this spell.)
If the kicker cost was paid, Kavu Primarch comes into play with four +1/+1 counters on it.

Kavu Recluse
2R
Creature - Kavu
2/2
T Target land becomes a Forest until end of turn.

Kavu Runner
3R
Creature - Kavu
3/3
Kavu Runner has haste as long as no opponent controls a white or blue creature.

Kavu Scout
2R
Creature - Kavu Scout
0/2
Kavu Scout gets +1/+0 for each basic land type among lands you control.

Kavu Titan
1G
Creature - Kavu
2/2
Kicker 2G (You may pay an additional 2G as you play this spell.)
If the kicker cost was paid, Kavu Titan comes into play with three +1/+1 counters on it and with trample.

Kaysa
3GG
Legendary Creature - Elf Druid
2/3
Green creatures you control get +1/+1.

Keen Sense
G
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.

Keeneye Aven
3U
Creature - Bird Soldier
2/3
Flying
Cycling 2 (2, Discard this card: Draw a card.)

Keen-Eyed Archers
2W
Creature - Elf Archer
2/2
Reach (This creature can block creatures with flying.)

Keening Banshee
2BB
Creature - Spirit
2/2
Flying
When Keening Banshee comes into play, target creature gets -2/-2 until end of turn.

Keep Watch
2U
Instant
Draw a card for each attacking creature.

Keeper of Kookus
R
Creature - Goblin
1/1
R: Keeper of Kookus gains protection from red until end of turn.

Keeper of the Beasts
GG
Creature - Human Wizard
1/2
G, T Put a 2/2 green Beast creature token into play. Play this ability only if an opponent controls more creatures than you.

Keeper of the Dead
BB
Creature - Human Wizard
1/2
B, T Destroy target nonblack creature controlled by an opponent with at least two fewer creature cards in his or her graveyard than you.

Keeper of the Flame
RR
Creature - Human Wizard
1/2
R, T Keeper of the Flame deals 2 damage to target opponent with more life than you.

Keeper of the Light
WW
Creature - Human Wizard
1/2
W, T You gain 3 life. Play this ability only if you have less life than an opponent.

Keeper of the Mind
UU
Creature - Human Wizard
1/2
U, T Draw a card. Play this ability only if an opponent has at least two more cards in hand than you.

Keeper of the Nine Gales
2U
Creature - Bird Wizard
1/2
Flying
T, Tap two untapped Birds you control: Return target permanent to its owner's hand.

Keeper of the Sacred Word
2G
Creature - Human Druid
2/3
As Keeper of the Sacred Word comes into play, choose a word.
Whenever an opponent says the chosen word, Keeper of the Sacred Word gets +3/+3 until end of turn.

Keeper of Tresserhorn
5B
Creature - Avatar
6/6
Whenever Keeper of Tresserhorn attacks and isn't blocked, it deals no combat damage this turn and defending player loses 2 life.

Keepers of the Faith
1WW
Creature - Human Cleric
2/3

Kei Takahashi
2GW
Legendary Creature - Human Cleric
2/2
T Prevent the next 2 damage that would be dealt to target creature this turn.

Keiga, the Tide Star
5U
Legendary Creature - Dragon Spirit
5/5
Flying
When Keiga, the Tide Star is put into a graveyard from play, gain control of target creature.

Keldon Arsonist
2R
Creature - Human Soldier
1/1
1, Sacrifice two lands: Destroy target land.

Keldon Battlewagon
5
Artifact Creature - Juggernaut
0/3
Trample
Keldon Battlewagon can't block.
When Keldon Battlewagon attacks, sacrifice it at end of combat.
Tap an untapped creature you control: Keldon Battlewagon gets +X/+0 until end of turn, where X is the tapped creature's power.

Keldon Berserker
3R
Creature - Human Soldier Berserker
2/3
Whenever Keldon Berserker attacks, if you control no untapped lands, it gets +3/+0 until end of turn.

Keldon Champion
2RR
Creature - Human Barbarian
3/2
Haste
Echo 2RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Keldon Champion comes into play, it deals 3 damage to target player.

Keldon Firebombers
3RR
Creature - Human Soldier
3/3
When Keldon Firebombers comes into play, each player sacrifices all lands he or she controls except for three.

Keldon Halberdier
4R
Creature - Human Warrior
4/1
First strike
Suspend 4-R (Rather than play this card from your hand, you may pay R and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Keldon Mantle
1R
Enchantment - Aura
Enchant creature
B: Regenerate enchanted creature.
R: Enchanted creature gets +1/+0 until end of turn.
G: Enchanted creature gains trample until end of turn.

Keldon Marauders
1R
Creature - Human Warrior
3/3
Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Keldon Marauders comes into play or leaves play, it deals 1 damage to target player.

Keldon Megaliths
Land
Keldon Megaliths comes into play tapped.
T Add R to your mana pool.
Hellbent - 1R, T Keldon Megaliths deals 1 damage to target creature or player. Play this ability only if you have no cards in hand.

Keldon Necropolis
Legendary Land
T Add 1 to your mana pool.
4R, T, Sacrifice a creature: Keldon Necropolis deals 2 damage to target creature or player.

Keldon Twilight
1BR
Enchantment
At the end of each player's turn, if no creatures attacked that turn, that player sacrifices a creature he or she controlled since the beginning of the turn.

Keldon Vandals
2R
Creature - Human Rogue
4/1
Echo 2R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Keldon Vandals comes into play, destroy target artifact.

Keldon Warlord
2RR
Creature - Human Barbarian
*/*
Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control.

Kelsinko Ranger
W
Creature - Human
1/1
1W: Target green creature gains first strike until end of turn.

Kemuri-Onna
4B
Creature - Spirit
3/3
When Kemuri-Onna comes into play, target player discards a card.
Whenever you play a Spirit or Arcane spell, you may return Kemuri-Onna to its owner's hand.

Kentaro, the Smiling Cat
1W
Legendary Creature - Human Samurai
2/1
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
You may pay X rather than pay the mana cost for Samurai spells you play, where X is that spell's converted mana cost.

Kezzerdrix
2BB
Creature - Rabbit Beast
4/4
First strike
At the beginning of your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you.

Khabal Ghoul
2B
Creature - Zombie
1/1
At end of turn, put a +1/+1 counter on Khabal Ghoul for each creature put into a graveyard from play this turn.

Kher Keep
Legendary Land
T Add 1 to your mana pool.
1R, T Put a 0/1 red Kobold creature token named Kobolds of Kher Keep into play.

Kiki-Jiki, Mirror Breaker
2RRR
Legendary Creature - Goblin Shaman
2/2
Haste
T Put a token into play that's a copy of target nonlegendary creature you control. That creature token has haste. Sacrifice it at end of turn.

Kiku, Night's Flower
BB
Legendary Creature - Human Assassin
1/1
2BB, T Target creature deals damage to itself equal to its power.

Kiku's Shadow
BB
Sorcery
Target creature deals damage to itself equal to its power.

Kill Switch
3
Artifact
2, T Tap all other artifacts. They don't untap during their controllers' untap steps as long as Kill Switch remains tapped.

Kill! Destroy!
1BB
Instant
Destroy target nonblack creature.
Gotcha - Whenever an opponent says "Kill" or "Destroy," you may say "Gotcha!" If you do, return Kill! Destroy! from your graveyard to your hand.

Killer Bees
1GG
Creature - Insect
0/1
Flying
G: Killer Bees gets +1/+1 until end of turn.

Killer Instinct
4RG
Enchantment
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card, put it into play. That creature gains haste until end of turn. Sacrifice it at end of turn.

Killer Whale
3UU
Creature - Whale
3/5
U: Killer Whale gains flying until end of turn.

Kill-Suit Cultist
R
Creature - Goblin Berserker
1/1
Kill-Suit Cultist attacks each turn if able.
B, Sacrifice Kill-Suit Cultist: The next time damage would be dealt to target creature this turn, destroy that creature instead.

Kilnmouth Dragon
5RR
Creature - Dragon
5/5
Amplify 3 (As this card comes into play, put three +1/+1 counters on it for each Dragon card you reveal in your hand.)
Flying
T Kilnmouth Dragon deals damage equal to the number of +1/+1 counters on it to target creature or player.

Kindle
1R
Instant
Kindle deals X damage to target creature or player, where X is 2 plus the number of cards named Kindle in all graveyards.

Kindle the Carnage
1RR
Sorcery
Discard a card at random. If you do, Kindle the Carnage deals damage equal to that card's converted mana cost to each creature. You may repeat this process any number of times.

Kindled Fury
R
Instant
Target creature gets +1/+0 and gains first strike until end of turn.

King Cheetah
3G
Creature - Cat
3/2
Flash

King Crab
4UU
Creature - Crab
4/5
1U, T Put target green creature on top of its owner's library.

King Suleiman
1W
Creature - Human
1/1
T Destroy target Djinn or Efreet.

Kingfisher
3U
Creature - Bird
2/2
Flying
When Kingfisher is put into a graveyard from play, draw a card.

King's Assassin
1BB
Creature - Human Assassin
1/1
T Destroy target tapped creature. Play this ability only during your turn, before attackers are declared.

Kinsbaile Balloonist
3W
Creature - Kithkin Soldier
2/2
Flying
Whenever Kinsbaile Balloonist attacks, you may have target creature gain flying until end of turn.

Kinsbaile Borderguard
1WW
Creature - Kithkin Soldier
1/1
Kinsbaile Borderguard comes into play with a +1/+1 counter on it for each other Kithkin you control.
When Kinsbaile Borderguard is put into a graveyard from play, put a 1/1 white Kithkin Soldier creature token into play for each counter on it.

Kinsbaile Cavalier
3W
Creature - Kithkin Knight
2/2
Knight creatures you control have double strike.

Kinsbaile Skirmisher
1W
Creature - Kithkin Soldier
2/2
When Kinsbaile Skirmisher comes into play, target creature gets +1/+1 until end of turn.

Kinscaer Harpoonist
3U
Creature - Kithkin Soldier
2/2
Flying
Whenever Kinscaer Harpoonist attacks, you may have target creature lose flying until end of turn.

Kira, Great Glass-Spinner
1UU
Legendary Creature - Spirit
2/2
Flying
Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time in a turn, counter that spell or ability."

Kird Ape
R
Creature - Ape
1/1
Kird Ape gets +1/+2 as long as you control a Forest.

Kiri-Onna
4U
Creature - Spirit
2/2
When Kiri-Onna comes into play, return target creature to its owner's hand.
Whenever you play a Spirit or Arcane spell, you may return Kiri-Onna to its owner's hand.

Kirtar's Desire
W
Enchantment - Aura
Enchant creature
Enchanted creature can't attack.
Threshold - Enchanted creature can't block as long as seven or more cards are in your graveyard.

Kirtar's Wrath
4WW
Sorcery
Destroy all creatures. They can't be regenerated.
Threshold - If seven or more cards are in your graveyard, instead destroy all creatures, then put two 1/1 white Spirit creature tokens with flying into play. Creatures destroyed this way can't be regenerated.

Kismet
3W
Enchantment
Artifacts, creatures, and lands your opponents control come into play tapped.

Kiss of Death
4BB
Sorcery
Kiss of Death deals 4 damage to target opponent. You gain 4 life.

Kitchen Finks
1 (G / W) (G / W)
Creature - Ouphe
3/2
When Kitchen Finks comes into play, you gain 2 life.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Kithkin Armor
W
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked by creatures with power 3 or greater.
Sacrifice Kithkin Armor: The next time a source of your choice would deal damage to enchanted creature this turn, prevent that damage.

Kithkin Daggerdare
1G
Creature - Kithkin Soldier
1/1
G, T Target attacking creature gets +2/+2 until end of turn.

Kithkin Greatheart
1W
Creature - Kithkin Soldier
2/1
As long as you control a Giant, Kithkin Greatheart gets +1/+1 and has first strike.

Kithkin Harbinger
2W
Creature - Kithkin Wizard
1/3
When Kithkin Harbinger comes into play, you may search your library for a Kithkin card, reveal it, then shuffle your library and put that card on top of it.

Kithkin Healer
2W
Creature - Kithkin Cleric
2/2
T Prevent the next 1 damage that would be dealt to target creature or player this turn.

Kithkin Mourncaller
2G
Creature - Kithkin Scout
2/2
Whenever an attacking Kithkin or Elf is put into your graveyard from play, you may draw a card.

Kithkin Rabble
3W
Creature - Kithkin
*/*
Vigilance
Kithkin Rabble's power and toughness are each equal to the number of white permanents you control.

Kithkin Shielddare
1W
Creature - Kithkin Soldier
1/1
W, T Target blocking creature gets +2/+2 until end of turn.

Kithkin Spellduster
4W
Creature - Kithkin Wizard
2/3
Flying
1W, Sacrifice Kithkin Spellduster: Destroy target enchantment.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Kithkin Zealot
1W
Creature - Kithkin Cleric
1/3
When Kithkin Zealot comes into play, you gain 1 life for each black and/or red permanent target opponent controls.

Kithkin Zephyrnaut
2W
Creature - Kithkin Soldier
2/2
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Kithkin Zephyrnaut, you may reveal it. If you do, Kithkin Zephyrnaut gets +2/+2 and gains flying and vigilance until end of turn.

Kitsune Blademaster
2W
Creature - Fox Samurai
2/2
First strike
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

Kitsune Bonesetter
2W
Creature - Fox Cleric
0/1
T Prevent the next 3 damage that would be dealt to target creature this turn. Play this ability only if you have more cards in hand than each opponent.

Kitsune Dawnblade
4W
Creature - Fox Samurai
2/3
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
When Kitsune Dawnblade comes into play, you may tap target creature.

Kitsune Diviner
W
Creature - Fox Cleric
0/1
T Tap target Spirit.

Kitsune Healer
3W
Creature - Fox Cleric
2/2
T Prevent the next 1 damage that would be dealt to target creature or player this turn.
T Prevent all damage that would be dealt to target legendary creature this turn.

Kitsune Loreweaver
1W
Creature - Fox Cleric
2/1
1W: Kitsune Loreweaver gets +0/+X until end of turn, where X is the number of cards in your hand.

Kitsune Mystic
3W
Creature - Fox Wizard
2/3
At end of turn, if Kitsune Mystic is enchanted by two or more Auras, flip it.
-----
Autumn-Tail, Kitsune Sage
Legendary Creature - Fox Wizard
4/5
1: Attach target Aura attached to a creature to another creature.

Kitsune Palliator
2W
Creature - Fox Cleric
0/2
T Prevent the next 1 damage that would be dealt to each creature and each player this turn.

Kitsune Riftwalker
1WW
Creature - Fox Wizard
2/1
Protection from Spirits and from Arcane

Kiyomaro, First to Stand
3WW
Legendary Creature - Spirit
*/*
Kiyomaro, First to Stand's power and toughness are each equal to the number of cards in your hand.
As long as you have four or more cards in hand, Kiyomaro has vigilance.
Whenever Kiyomaro deals damage, if you have seven or more cards in hand, you gain 7 life.

Kjeldoran Dead
B
Creature - Skeleton
3/1
When Kjeldoran Dead comes into play, sacrifice a creature.
B: Regenerate Kjeldoran Dead.

Kjeldoran Elite Guard
3W
Creature - Human Soldier
2/2
T Target creature gets +2/+2 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Elite Guard. Play this ability only during combat.

Kjeldoran Escort
2WW
Creature - Human Soldier
2/3
Banding

Kjeldoran Frostbeast
3GW
Creature - Elemental Beast
2/4
Whenever Kjeldoran Frostbeast blocks or becomes blocked by a creature, destroy that creature at end of combat.

Kjeldoran Gargoyle
5W
Creature - Gargoyle
3/3
Flying, first strike, lifelink (Whenever this creature deals damage, you gain that much life.)

Kjeldoran Guard
1W
Creature - Human Soldier
1/1
T Target creature gets +1/+1 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Guard. Play this ability only during combat and only if defending player controls no snow lands.

Kjeldoran Home Guard
3W
Creature - Human Soldier
1/6
At end of combat, if Kjeldoran Home Guard attacked or blocked this combat, put a -0/-1 counter on Kjeldoran Home Guard and put a 0/1 white Deserter creature token into play.

Kjeldoran Javelineer
W
Creature - Human Soldier
1/2
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
T Kjeldoran Javelineer deals damage to target attacking or blocking creature equal to the number of age counters on Kjeldoran Javelineer.

Kjeldoran Knight
WW
Creature - Human Knight
1/1
Banding
1W: Kjeldoran Knight gets +1/+0 until end of turn.
WW: Kjeldoran Knight gets +0/+2 until end of turn.

Kjeldoran Outpost
Land
If Kjeldoran Outpost would come into play, sacrifice a Plains instead. If you do, put Kjeldoran Outpost into play. If you don't, put it into its owner's graveyard.
T Add W to your mana pool.
1W, T Put a 1/1 white Soldier creature token into play.

Kjeldoran Outrider
1W
Creature - Human Soldier
2/2
W: Kjeldoran Outrider gets +0/+1 until end of turn.

Kjeldoran Phalanx
5W
Creature - Human Soldier
2/5
Banding, first strike

Kjeldoran Pride
1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2.
2U: Attach Kjeldoran Pride to target creature other than enchanted creature.

Kjeldoran Royal Guard
3WW
Creature - Human Soldier
2/5
T All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead.

Kjeldoran Skycaptain
4W
Creature - Human Soldier
2/2
Banding, flying, first strike

Kjeldoran Skyknight
2W
Creature - Human Knight
1/1
Banding, flying, first strike

Kjeldoran War Cry
1W
Instant
Creatures you control get +X/+X until end of turn, where X is 1 plus the number of cards named Kjeldoran War Cry in all graveyards.

Kjeldoran Warrior
W
Creature - Human Warrior
1/1
Banding

Knacksaw Clique
3U
Creature - Faerie Rogue
1/4
Flying
1U, oQ: Target opponent removes the top card of his or her library from the game. Until end of turn, you may play that card. (oQ is the untap symbol.)

Knight Errant
1W
Creature - Human Knight
2/2

Knight of Dawn
1WW
Creature - Human Knight
2/2
First strike
WW: Knight of Dawn gains protection from the color of your choice until end of turn.

Knight of Dusk
1BB
Creature - Human Knight
2/2
BB: Destroy target creature blocking Knight of Dusk.

Knight of Meadowgrain
WW
Creature - Kithkin Knight
2/2
First strike
Lifelink (Whenever this creature deals damage, you gain that much life.)

Knight of Stromgald
BB
Creature - Human Knight
2/1
Protection from white
B: Knight of Stromgald gains first strike until end of turn.
BB: Knight of Stromgald gets +1/+0 until end of turn.

Knight of Sursi
3W
Creature - Human Knight
2/2
Flying, flanking
Suspend 3-W (Rather than play this card from your hand, you may pay W and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Knight of the Hokey Pokey
WW
Summon Knight
2/2
First strike
1W, Do the Hokey Pokey (Stand up, wiggle your butt, raise your hands above your head, and shake them wildly as you rotate 360 degrees): Prevent all damage to Knight of the Hokey Pokey from any one source.

Knight of the Holy Nimbus
WW
Creature - Human Rebel Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
If Knight of the Holy Nimbus would be destroyed, regenerate it.
2: Knight of the Holy Nimbus can't be regenerated this turn. Only any opponent may play this ability.

Knight of the Mists
2U
Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
When Knight of the Mists comes into play, you may pay U. If you don't, destroy target Knight and it can't be regenerated.

Knight of Valor
2W
Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
1W: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Play this ability only once each turn.

Knighthood
2W
Enchantment
Creatures you control have first strike.

Knights of Thorn
3W
Creature - Human Knight
2/2
Banding, protection from red

Knollspine Dragon
5RR
Creature - Dragon
7/5
Flying
When Knollspine Dragon comes into play, you may discard your hand and draw cards equal to the damage dealt to target opponent this turn.

Knollspine Invocation
1RR
Enchantment
X, Discard a card with converted mana cost X: Knollspine Invocation deals X damage to target creature or player.

Knowledge Exploitation
5UU
Tribal Sorcery - Rogue
Prowl 3U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Search target opponent's library for an instant or sorcery card. You may play that card without paying its mana cost. Then that player shuffles his or her library.

Knowledge Vault
4
Artifact
When Knowledge Vault leaves play, put all cards removed from the game with Knowledge Vault into their owner's graveyard at end of turn.
2, T Remove the top card of your library from the game face down.
Sacrifice Knowledge Vault: Discard your hand, then put all cards removed from the game with Knowledge Vault into their owner's hand.

Knucklebone Witch
B
Creature - Goblin Shaman
1/1
Whenever a Goblin you control is put into a graveyard from play, you may put a +1/+1 counter on Knucklebone Witch.

Kobold Drill Sergeant
1R
Creature - Kobold Soldier
1/2
Other Kobold creatures you control get +0/+1 and have trample.

Kobold Overlord
1R
Creature - Kobold
1/2
Kobold creatures you control have first strike.

Kobold Taskmaster
1R
Creature - Kobold
1/2
Other Kobold creatures you control get +1/+0.

Kobolds of Kher Keep
0
Creature - Kobold
0/1
Kobolds of Kher Keep is red.

Kodama of the Center Tree
4G
Legendary Creature - Spirit
*/*
Kodama of the Center Tree's power and toughness are each equal to the number of Spirits you control.
Kodama of the Center Tree has soulshift X, where X is the number of Spirits you control.

Kodama of the North Tree
2GGG
Legendary Creature - Spirit
6/4
Trample, shroud (This permanent can't be the target of spells or abilities.)

Kodama of the South Tree
2GG
Legendary Creature - Spirit
4/4
Whenever you play a Spirit or Arcane spell, each other creature you control gets +1/+1 and gains trample until end of turn.

Kodama's Might
G
Instant - Arcane
Target creature gets +2/+2 until end of turn.
Splice onto Arcane G (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Kodama's Reach
2G
Sorcery - Arcane
Search your library for two basic land cards, reveal those cards, and put one into play tapped and the other into your hand. Then shuffle your library.

Kokusho, the Evening Star
4BB
Legendary Creature - Dragon Spirit
5/5
Flying
When Kokusho, the Evening Star is put into a graveyard from play, each opponent loses 5 life. You gain life equal to the life lost this way.

Konda, Lord of Eiganjo
5WW
Legendary Creature - Human Samurai
3/3
Vigilance (Attacking doesn't cause this creature to tap.)
Bushido 5 (When this blocks or becomes blocked, it gets +5/+5 until end of turn.)
Konda, Lord of Eiganjo is indestructible.

Konda's Banner
2
Legendary Artifact - Equipment
Konda's Banner can be attached only to a legendary creature.
Creatures that share a color with equipped creature get +1/+1.
Creatures that share a creature type with equipped creature get +1/+1.
Equip 2

Konda's Hatamoto
1W
Creature - Human Samurai
1/2
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
As long as you control a legendary Samurai, Konda's Hatamoto gets +1/+2 and has vigilance. (Attacking doesn't cause this creature to tap.)

Kongming, "Sleeping Dragon"
2WW
Legendary Creature - Human Advisor
2/2
Other creatures you control get +1/+1.

Kongming's Contraptions
3W
Creature - Human Soldier
2/4
T Kongming's Contraptions deals 2 damage to target attacking creature. Play this ability only during the declare attackers step, and only on an opponent's turn.

Kookus
3RR
Creature - Djinn
3/5
Trample
At the beginning of your upkeep, if you don't control a creature named Keeper of Kookus, Kookus deals 3 damage to you and attacks this turn if able.
R: Kookus gets +1/+0 until end of turn.

Kor Chant
2W
Instant
All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead.

Kor Dirge
2B
Instant
All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead.

Kor Haven
Legendary Land
T Add 1 to your mana pool.
1W, T Prevent all combat damage that would be dealt by target attacking creature this turn.

Korlash, Heir to Blackblade
2BB
Legendary Creature - Zombie Warrior
*/*
Korlash, Heir to Blackblade's power and toughness are each equal to the number of Swamps you control.
1B: Regenerate Korlash.
Grandeur - Discard another card named Korlash, Heir to Blackblade: Search your library for up to two Swamp cards, put them into play tapped, then shuffle your library.

Kormus Bell
4
Artifact
All Swamps are 1/1 creatures that are still lands.

Koskun Falls
2BB
World Enchantment
At the beginning of your upkeep, sacrifice Koskun Falls unless you tap an untapped creature you control.
Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you.

Koskun Keep
Land
T Add 1 to your mana pool.
1, T Add R to your mana pool.
2, T Add B or G to your mana pool.

Kraken's Eye
2
Artifact
Whenever a player plays a blue spell, you may gain 1 life.

Krakilin
XGG
Creature - Beast
0/0
Krakilin comes into play with X +1/+1 counters on it.
1G: Regenerate Krakilin.

Krark-Clan Engineers
3R
Creature - Goblin Artificer
2/2
R, Sacrifice two artifacts: Destroy target artifact.

Krark-Clan Grunt
2R
Creature - Goblin Warrior
2/2
Sacrifice an artifact: Krark-Clan Grunt gets +1/+0 and gains first strike until end of turn.

Krark-Clan Ironworks
4
Artifact
Sacrifice an artifact: Add 2 to your mana pool.

Krark-Clan Ogre
3RR
Creature - Ogre
3/3
R, Sacrifice an artifact: Target creature can't block this turn.

Krark-Clan Shaman
R
Creature - Goblin Shaman
1/1
Sacrifice an artifact: Krark-Clan Shaman deals 1 damage to each creature without flying.

Krark-Clan Stoker
2R
Creature - Goblin Shaman
2/2
T, Sacrifice an artifact: Add RR to your mana pool.

Krark's Thumb
2
Legendary Artifact
If you would flip a coin, instead flip two coins and ignore one.

Krazy Kow
3R
Summon Cow
3/3
During your upkeep, roll a six-sided die. On a 1, sacrifice Krazy Kow and it deals 3 damage to each creature and player.

Kris Mage
R
Creature - Human Spellshaper
1/1
R, T, Discard a card: Kris Mage deals 1 damage to target creature or player.

Krosan Archer
3G
Creature - Centaur Archer
2/3
Reach (This creature can block creatures with flying.)
G, Discard a card: Krosan Archer gets +0/+2 until end of turn.

Krosan Avenger
2G
Creature - Human Druid
3/1
Trample
Threshold - 1G: Regenerate Krosan Avenger. Play this ability only if seven or more cards are in your graveyard.

Krosan Beast
3G
Creature - Squirrel Beast
1/1
Threshold - Krosan Beast gets +7/+7 as long as seven or more cards are in your graveyard.

Krosan Cloudscraper
7GGG
Creature - Beast Mutant
13/13
At the beginning of your upkeep, sacrifice Krosan Cloudscraper unless you pay GG.
Morph 7GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Krosan Colossus
6GGG
Creature - Beast
9/9
Morph 6GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Krosan Constrictor
3G
Creature - Snake
2/2
Swampwalk
T Target black creature gets -2/-0 until end of turn.

Krosan Drover
3G
Creature - Elf
2/2
Creature spells you play with converted mana cost 6 or more cost 2 less to play.

Krosan Grip
2G
Instant
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Destroy target artifact or enchantment.

Krosan Groundshaker
4GGG
Creature - Beast
6/6
G: Target Beast creature gains trample until end of turn.

Krosan Reclamation
1G
Instant
Target player shuffles up to two target cards from his or her graveyard into his or her library.
Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Krosan Restorer
2G
Creature - Human Druid
1/2
T Untap target land.
Threshold - T Untap up to three target lands. Play this ability only if seven or more cards are in your graveyard.

Krosan Tusker
5GG
Creature - Boar Beast
6/5
Cycling 2G (2G, Discard this card: Draw a card.)
When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, shuffle your library.

Krosan Verge
Land
Krosan Verge comes into play tapped.
T Add 1 to your mana pool.
2, T, Sacrifice Krosan Verge: Search your library for a Forest card and a Plains card and put them into play tapped. Then shuffle your library.

Krosan Vorine
3G
Creature - Cat Beast
3/2
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
Krosan Vorine can't be blocked by more than one creature.

Krosan Warchief
2G
Creature - Beast
2/2
Beast spells you play cost 1 less to play.
1G: Regenerate target Beast.

Krosan Wayfarer
G
Creature - Human Druid
1/1
Sacrifice Krosan Wayfarer: You may put a land card from your hand into play.

Krovikan Elementalist
BB
Creature - Human Wizard
1/1
2R: Target creature gets +1/+0 until end of turn.
UU: Target creature you control gains flying until end of turn. Sacrifice it at end of turn.

Krovikan Fetish
2B
Enchantment - Aura
Enchant creature
When Krovikan Fetish comes into play, draw a card at the beginning of the next turn's upkeep.
Enchanted creature gets +1/+1.

Krovikan Horror
3B
Creature - Horror Spirit
2/2
At end of turn, if Krovikan Horror is in your graveyard with a creature card directly above it, you may return Krovikan Horror to your hand.
1, Sacrifice a creature: Krovikan Horror deals 1 damage to target creature or player.

Krovikan Mist
1U
Creature - Illusion
*/*
Flying
Krovikan Mist's power and toughness are each equal to the number of Illusions in play.

Krovikan Plague
2B
Enchantment - Aura
Enchant non-Wall creature you control
When Krovikan Plague comes into play, draw a card at the beginning of the next turn's upkeep.
Enchanted creature has "T Put a -0/-1 counter on this creature, and Krovikan Plague deals 1 damage to target creature or player."

Krovikan Rot
2B
Instant
Destroy target creature with power 2 or less.
Recover 1BB (When a creature is put into your graveyard from play, you may pay 1BB. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.)

Krovikan Scoundrel
1B
Creature - Human Rogue
2/1

Krovikan Sorcerer
2U
Creature - Human Wizard
1/1
T, Discard a nonblack card: Draw a card.
T, Discard a black card: Draw two cards, then discard one of them.

Krovikan Vampire
3BB
Creature - Vampire
3/3
At end of turn, if a creature dealt damage by Krovikan Vampire this turn was put into a graveyard, put that card into play under your control. Sacrifice it when you lose control of Krovikan Vampire.

Krovikan Whispers
3U
Enchantment - Aura
Enchant creature
Cumulative upkeep U or B
You control enchanted creature.
When Krovikan Whispers is put into a graveyard from play, you lose 2 life for each age counter on it.

Kry Shield
2
Artifact
2, T Prevent all damage that would be dealt this turn by target creature you control. That creature gets +0/+X until end of turn, where X is its converted mana cost.

Kudzu
1GG
Enchantment - Aura
Enchant land
When enchanted land becomes tapped, destroy it. That land's controller attaches Kudzu to a land of his or her choice.

Kukemssa Pirates
3U
Creature - Human Pirate
2/2
Whenever Kukemssa Pirates attacks and isn't blocked, you may gain control of target artifact defending player controls. If you do, Kukemssa Pirates deals no combat damage this turn.

Kukemssa Serpent
3U
Creature - Serpent
4/3
Kukemssa Serpent can't attack unless defending player controls an Island.
U, Sacrifice an Island: Target land an opponent controls becomes an Island until end of turn.
When you control no Islands, sacrifice Kukemssa Serpent.

Kulrath Knight
3 (B / R) (B / R)
Creature - Elemental Knight
3/3
Flying
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Creatures your opponents control with counters on them can't attack or block.

Kumano, Master Yamabushi
3RR
Legendary Creature - Human Shaman
4/4
1R: Kumano, Master Yamabushi deals 1 damage to target creature or player.
If a creature dealt damage by Kumano this turn would be put into a graveyard, remove it from the game instead.

Kumano's Blessing
2R
Enchantment - Aura
Flash
Enchant creature
If a creature dealt damage by enchanted creature this turn would be put into a graveyard, remove it from the game instead.

Kumano's Pupils
4R
Creature - Human Shaman
3/3
If a creature dealt damage by Kumano's Pupils this turn would be put into a graveyard, remove it from the game instead.

Kuon, Ogre Ascendant
BBB
Legendary Creature - Ogre Monk
2/4
At end of turn, if three or more creatures were put into graveyards from play this turn, flip Kuon, Ogre Ascendant.
-----
Kuon's Essence
Legendary Enchantment
At the beginning of each player's upkeep, that player sacrifices a creature.

Kurgadon
4G
Creature - Beast
3/3
Whenever you play a creature spell with converted mana cost 6 or more, put three +1/+1 counters on Kurgadon.

Kuro, Pitlord
6BBB
Legendary Creature - Demon Spirit
9/9
At the beginning of your upkeep, sacrifice Kuro, Pitlord unless you pay BBBB.
Pay 1 life: Target creature gets -1/-1 until end of turn.

Kuro's Taken
1B
Creature - Rat Samurai
1/1
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
1B: Regenerate Kuro's Taken.

Kusari-Gama
3
Artifact - Equipment
Equipped creature has "2: This creature gets +1/+0 until end of turn."
Whenever equipped creature deals damage to a blocking creature, Kusari-Gama deals that much damage to each other creature defending player controls.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.)

Kyoki, Sanity's Eclipse
4BB
Legendary Creature - Demon Spirit
6/4
Whenever you play a Spirit or Arcane spell, target opponent removes a card in his or her hand from the game.

Kyren Archive
3
Artifact
At the beginning of your upkeep, you may remove the top card of your library from the game face down.
5, Discard your hand, Sacrifice Kyren Archive: Put all cards removed from the game with Kyren Archive into their owner's hand.

Kyren Glider
1R
Creature - Goblin
1/1
Flying
Kyren Glider can't block.

Kyren Legate
1R
Creature - Goblin
1/1
Haste
If an opponent controls a Plains and you control a Mountain, you may play Kyren Legate without paying its mana cost.

Kyren Negotiations
2RR
Enchantment
Tap an untapped creature you control: Kyren Negotiations deals 1 damage to target player.

Kyren Sniper
2R
Creature - Goblin
1/1
At the beginning of your upkeep, you may have Kyren Sniper deal 1 damage to target player.

Kyren Toy
3
Artifact
1, T Put a charge counter on Kyren Toy.
T, Remove X charge counters from Kyren Toy: Add 1X to your mana pool.

Kyscu Drake
3G
Creature - Drake
2/2
Flying
G: Kyscu Drake gets +0/+1 until end of turn. Play this ability only once each turn.
Sacrifice Kyscu Drake and a creature named Spitting Drake: Search your library for a card named Viashivan Dragon and put that card into play. Then shuffle your library.

Lab Rats
B
Sorcery
Buyback 4 (You may pay an additional 4 as you play this spell. If you do, put this card into your hand as it resolves.)
Put a 1/1 black Rat creature token into play.

Labyrinth Minotaur
3U
Creature - Minotaur
1/4
Whenever Labyrinth Minotaur blocks a creature, that creature doesn't untap during its controller's next untap step.

Laccolith Grunt
2R
Creature - Beast
2/2
Whenever Laccolith Grunt becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Grunt deals no combat damage this turn.

Laccolith Rig
R
Enchantment - Aura
Enchant creature
Whenever enchanted creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, the first creature deals no combat damage this turn.

Laccolith Titan
5RR
Creature - Beast
6/6
Whenever Laccolith Titan becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Titan deals no combat damage this turn.

Laccolith Warrior
2RR
Creature - Beast Warrior
3/3
Whenever Laccolith Warrior becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Warrior deals no combat damage this turn.

Laccolith Whelp
R
Creature - Beast
1/1
Whenever Laccolith Whelp becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Whelp deals no combat damage this turn.

Lace with Moonglove
2G
Instant
Target creature gains deathtouch until end of turn. (Whenever it deals damage to a creature, destroy that creature.)
Draw a card.

Ladies' Knight
3W
Creature - Human Knight
2/2
Flying
Spells that players wearing at least one item of women's clothing play cost 1 less to play. (Women's clothing is designed to be worn exclusively by women.)

Lady Caleria
3GGWW
Legendary Creature - Human Archer
3/6
T Lady Caleria deals 3 damage to target attacking or blocking creature.

Lady Evangela
WUB
Legendary Creature - Human Cleric
1/2
WB, T Prevent all combat damage that would be dealt by target creature this turn.

Lady Orca
5BR
Legendary Creature - Demon
7/4

Lady Sun
1UU
Legendary Creature - Human Advisor
1/1
T Return Lady Sun and another target creature to their owners' hands. Play this ability only during your turn, before attackers are declared.

Lady Zhurong, Warrior Queen
4G
Legendary Creature - Human Soldier Warrior
4/3
Horsemanship

Lairwatch Giant
5W
Creature - Giant Warrior
5/3
Lairwatch Giant can block an additional creature.
Whenever Lairwatch Giant blocks two or more creatures, it gains first strike until end of turn.

Lake of the Dead
Land
If Lake of the Dead would come into play, sacrifice a Swamp instead. If you do, put Lake of the Dead into play. If you don't, put it into its owner's graveyard.
T Add B to your mana pool.
T, Sacrifice a Swamp: Add BBBB to your mana pool.

Lammastide Weave
1G
Instant
Name a card, then target player puts the top card of his or her library into his or her graveyard. If that card is the named card, you gain life equal to its converted mana cost.
Draw a card.

Lance
W
Enchantment - Aura
Enchant creature
Enchanted creature has first strike.

Lancers en-Kor
3WW
Creature - Kor Soldier
3/3
Trample
0: The next 1 damage that would be dealt to Lancers en-Kor this turn is dealt to target creature you control instead.

Land Aid '04
GG
Sorcery
Search your library for a basic land card, put that card into play tapped, then shuffle your library. If you sang a song the whole time you were searching and shuffling, you may untap that land.

Land Cap
Land
Land Cap doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from Land Cap.
T Add W or U to your mana pool. Put a depletion counter on Land Cap.

Land Equilibrium
2UU
Enchantment
If an opponent who controls at least as many lands as you do would put a land into play, that player instead puts that land into play then sacrifices a land.

Land Grant
1G
Sorcery
If you have no land cards in hand, you may reveal your hand rather than pay Land Grant's mana cost.
Search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library.

Land Leeches
1GG
Creature - Leech
2/2
First strike

Land Tax
W
Enchantment
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, and put them into your hand. If you do, shuffle your library.

Landfill
4R
Sorcery
Choose a land type. Remove from play all lands of that type that you control. Drop those cards, one at a time, onto the playing area from a height of at least one foot. Destroy each card in play that is completely covered by those cards. Then return to play, tapped, all lands dropped in this way.

Land's Edge
1RR
World Enchantment
Discard a card: If the discarded card is a land card, Land's Edge deals 2 damage to target player. Any player may play this ability.

Landslide
R
Sorcery
Sacrifice any number of Mountains. Landslide deals that much damage to target player.

Lantern Kami
W
Creature - Spirit
1/1
Flying

Lantern of Insight
1
Artifact
Each player plays with the top card of his or her library revealed.
T, Sacrifice Lantern of Insight: Target player shuffles his or her library.

Lantern-Lit Graveyard
Land
T Add 1 to your mana pool.
T Add B or R to your mana pool. Lantern-Lit Graveyard doesn't untap during your next untap step.

Lapis Lazuli Talisman
2
Artifact
Whenever a blue spell is played, you may pay 3. If you do, untap target permanent.

Laquatus's Champion
4BB
Creature - Nightmare Horror
6/3
When Laquatus's Champion comes into play, target player loses 6 life.
When Laquatus's Champion leaves play, that player gains 6 life.
B: Regenerate Laquatus's Champion.

Laquatus's Creativity
4U
Sorcery
Target player draws cards equal to the number of cards in his or her hand, then discards that many cards.

Laquatus's Disdain
1U
Instant
Counter target spell played from a graveyard.
Draw a card.

Larceny
3BB
Enchantment
Whenever a creature you control deals combat damage to a player, that player discards a card.

Lash Out
1R
Instant
Lash Out deals 3 damage to target creature. Clash with an opponent. If you win, Lash Out deals 3 damage to that creature's controller. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Lashknife
1W
Enchantment - Aura
If you control a Plains, you may tap an untapped creature you control rather than pay Lashknife's mana cost.
Enchant creature
Enchanted creature has first strike.

Lashknife Barrier
2W
Enchantment
When Lashknife Barrier comes into play, draw a card.
If a source would deal damage to a creature you control, it deals that much damage minus 1 to that creature instead.

Last Breath
1W
Instant
Remove target creature with power 2 or less from the game. Its controller gains 4 life.

Last Caress
2B
Sorcery
Target player loses 1 life and you gain 1 life.
Draw a card.

Last Chance
RR
Sorcery
Take an extra turn after this one. At the end of that turn, you lose the game.

Last Gasp
1B
Instant
Target creature gets -3/-3 until end of turn.

Last Laugh
2BB
Enchantment
Whenever a permanent other than Last Laugh is put into a graveyard from play, Last Laugh deals 1 damage to each creature and each player.
When no creatures are in play, sacrifice Last Laugh.

Last Rites
2B
Sorcery
Discard any number of cards. Target player reveals his or her hand, then you choose a nonland card from it for each card discarded this way. That player discards those cards.

Last Stand
WUBRG
Sorcery
Target opponent loses 2 life for each Swamp you control. Last Stand deals damage equal to the number of Mountains you control to target creature. Put a 1/1 green Saproling creature token into play for each Forest you control. You gain 2 life for each Plains you control. Draw a card for each Island you control, then discard that many cards.

Last Word
2UU
Instant
Last Word can't be countered by spells or abilities.
Counter target spell.

Last-Ditch Effort
R
Instant
Sacrifice any number of creatures. Last-Ditch Effort deals X damage to target creature or player, where X is the number of creatures sacrificed this way.

Latchkey Faerie
3U
Creature - Faerie Rogue
3/1
Flying
Prowl 2U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)
When Latchkey Faerie comes into play, if its prowl cost was paid, draw a card.

Lat-Nam's Legacy
1U
Instant
Shuffle a card from your hand into your library. If you do, draw two cards at the beginning of the next turn's upkeep.

Latulla, Keldon Overseer
3RR
Legendary Creature - Human Spellshaper
3/3
XR, T, Discard two cards: Latulla, Keldon Overseer deals X damage to target creature or player.

Latulla's Orders
1R
Enchantment - Aura
Flash
Enchant creature
Whenever enchanted creature deals combat damage to defending player, you may destroy target artifact that player controls.

Laughing Hyena
1G
Creature - Hyena
2/2
Gotcha - Whenever an opponent laughs, you may say "Gotcha!" If you do, return Laughing Hyena from your graveyard to your hand.

Launch
1U
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
When Launch is put into a graveyard from play, return Launch to its owner's hand.

Lava Axe
4R
Sorcery
Lava Axe deals 5 damage to target player.

Lava Blister
1R
Sorcery
Destroy target nonbasic land unless its controller has Lava Blister deal 6 damage to him or her.

Lava Burst
XR
Sorcery
Lava Burst deals X damage to target creature or player. If Lava Burst would deal damage to a creature, that damage can't be prevented or dealt instead to another creature or player.

Lava Dart
R
Instant
Lava Dart deals 1 damage to target creature or player.
Flashback-Sacrifice a Mountain. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Lava Flow
3RR
Sorcery
Destroy target creature or land.

Lava Hounds
2RR
Creature - Hound
4/4
Haste
When Lava Hounds comes into play, it deals 4 damage to you.

Lava Runner
1RR
Creature - Lizard
2/2
Haste
Whenever Lava Runner becomes the target of a spell or ability, that spell or ability's controller sacrifices a land.

Lava Spike
R
Sorcery - Arcane
Lava Spike deals 3 damage to target player.

Lava Storm
3RR
Instant
Lava Storm deals 2 damage to each attacking creature or Lava Storm deals 2 damage to each blocking creature.

Lava Tubes
Land
Lava Tubes doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from Lava Tubes.
T Add B or R to your mana pool. Put a depletion counter on Lava Tubes.

Lava Zombie
1BR
Creature - Zombie
4/3
When Lava Zombie comes into play, return a black or red creature you control to its owner's hand.
2: Lava Zombie gets +1/+0 until end of turn.

Lavaborn Muse
3R
Creature - Spirit
3/3
At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Lavaborn Muse deals 3 damage to him or her.

Lavacore Elemental
2R
Creature - Elemental
5/3
Vanishing 1 (This permanent comes into play with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a creature you control deals combat damage to a player, put a time counter on Lavacore Elemental.

Lavamancer's Skill
1R
Enchantment - Aura
Enchant creature
Enchanted creature has "T This creature deals 1 damage to target creature."
If enchanted creature is a Wizard, it has "T This creature deals 2 damage to target creature."

Lawbringer
2W
Creature - Kor Rebel
2/2
T, Sacrifice Lawbringer: Remove target red creature from the game.

Lay of the Land
G
Sorcery
Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.

Lay Waste
3R
Sorcery
Destroy target land.
Cycling 2 (2, Discard this card: Draw a card.)

Lead Astray
1W
Instant
Tap up to two target creatures.

Lead Golem
5
Artifact Creature - Golem
3/5
Whenever Lead Golem attacks, it doesn't untap during its controller's next untap step.

Lead-Belly Chimera
4
Artifact Creature - Chimera
2/2
Trample
Sacrifice Lead-Belly Chimera: Put a +2/+2 counter on target Chimera creature. It gains trample. (This effect doesn't end at end of turn.)

Leaden Fists
2U
Enchantment - Aura
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Enchanted creature gets +3/+3 and doesn't untap during its controller's untap step.

Leaden Myr
2
Artifact Creature - Myr
1/1
T Add B to your mana pool.

Leaf Dancer
1GG
Creature - Centaur
2/2
Forestwalk

Leaf Gilder
1G
Creature - Elf Druid
2/1
T Add G to your mana pool.

Leaf-Crowned Elder
2GG
Creature - Treefolk Shaman
3/5
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Leaf-Crowned Elder, you may reveal it. If you do, you may play that card without paying its mana cost.

Leafdrake Roost
3GU
Enchantment - Aura
Enchant land
Enchanted land has "GU, T Put a 2/2 green and blue Drake creature token with flying into play."

Leap
U
Instant
Target creature gains flying until end of turn.
Draw a card.

Leap of Flame
UR
Instant
Replicate UR (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Target creature gets +1/+0 and gains flying and first strike until end of turn.

Leaping Lizard
1GG
Creature - Lizard
2/3
1G: Leaping Lizard gains flying and gets -0/-1 until end of turn.

Leashling
6
Artifact Creature - Hound
3/3
Put a card in your hand on top of your library: Return Leashling to its owner's hand.

Leave No Trace
1W
Instant
Radiance - Destroy target enchantment and each other enchantment that shares a color with it.

Leech Bonder
2U
Creature - Merfolk Soldier
3/3
Leech Bonder comes into play with two -1/-1 counters on it.
U, oQ: Move a counter from target creature onto another target creature. (oQ is the untap symbol.)

Leeches
1WW
Sorcery
Target player loses all poison counters. Leeches deals 1 damage to that player for each poison counter removed this way.

Leeching Licid
1B
Creature - Licid
1/1
B, T Leeching Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay B to end this effect.
At the beginning of the upkeep of enchanted creature's controller, Leeching Licid deals 1 damage to that player.

Leechridden Swamp
Land - Swamp
(T Add B to your mana pool.)
Leechridden Swamp comes into play tapped.
B, T Each opponent loses 1 life. Play this ability only if you control two or more black permanents.

Leering Emblem
2
Artifact - Equipment
Whenever you play a spell, equipped creature gets +2/+2 until end of turn.
Equip 2

Leering Gargoyle
1WU
Creature - Gargoyle
2/2
Flying
T Leering Gargoyle gets -2/+2 and loses flying until end of turn.

Leery Fogbeast
2G
Creature - Beast
4/2
Whenever Leery Fogbeast becomes blocked, prevent all combat damage that would be dealt this turn.

Legacy Weapon
7
Legendary Artifact
WUBRG: Remove target permanent from the game.
If Legacy Weapon would be put into a graveyard from anywhere, reveal Legacy Weapon and shuffle it into its owner's library instead.

Legacy's Allure
UU
Enchantment
At the beginning of your upkeep, you may put a treasure counter on Legacy's Allure.
Sacrifice Legacy's Allure: Gain control of target creature with power less than or equal to the number of treasure counters on Legacy's Allure. (This effect doesn't end at end of turn.)

Legerdemain
2UU
Sorcery
Exchange control of target artifact or creature and another target permanent that shares one of those types with it. (This effect doesn't end at end of turn.)

Legions of Lim-Dul
1BB
Creature - Zombie
2/3
Snow swampwalk

Leonin Abunas
3W
Creature - Cat Cleric
2/5
Artifacts you control can't be the targets of spells or abilities your opponents control.

Leonin Battlemage
3W
Creature - Cat Wizard
2/3
T Target creature gets +1/+1 until end of turn.
Whenever you play a spell, you may untap Leonin Battlemage.

Leonin Bladetrap
3
Artifact
Flash
2, Sacrifice Leonin Bladetrap: Leonin Bladetrap deals 2 damage to each attacking creature without flying.

Leonin Bola
1
Artifact - Equipment
Equipped creature has "T, Unattach Leonin Bola: Tap target creature."
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Leonin Den-Guard
1W
Creature - Cat Soldier
1/3
As long as Leonin Den-Guard is equipped, it gets +1/+1 and has vigilance.

Leonin Elder
W
Creature - Cat Cleric
1/1
Whenever an artifact comes into play, you may gain 1 life.

Leonin Scimitar
1
Artifact - Equipment
Equipped creature gets +1/+1.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)

Leonin Shikari
1W
Creature - Cat Soldier
2/2
You may play equip abilities any time you could play an instant.

Leonin Skyhunter
WW
Creature - Cat Knight
2/2
Flying (This creature can't be blocked except by creatures with flying or reach.)

Leonin Squire
1W
Creature - Cat Soldier
2/2
When Leonin Squire comes into play, return target artifact card with converted mana cost 1 or less from your graveyard to your hand.

Leonin Sun Standard
2
Artifact
1W: Creatures you control get +1/+1 until end of turn.

Leshrac's Rite
B
Enchantment - Aura
Enchant creature
Enchanted creature has swampwalk.

Leshrac's Sigil
BB
Enchantment
Whenever an opponent plays a green spell, you may pay BB. If you do, look at that player's hand and choose a card from it. The player discards that card.
BB: Return Leshrac's Sigil to its owner's hand.

Lesser Gargadon
2RR
Creature - Beast
6/4
Whenever Lesser Gargadon attacks or blocks, sacrifice a land.

Lesser Werewolf
3B
Creature - Human Wolf
2/4
B: If Lesser Werewolf's power is 1 or more, it gets -1/-0 until end of turn and put a -0/-1 counter on target creature blocking or blocked by Lesser Werewolf. Play this ability only during the declare blockers step.

Lethal Vapors
2BB
Enchantment
Whenever a creature comes into play, destroy it.
0: Destroy Lethal Vapors. You skip your next turn. Any player may play this ability.

Letter Bomb
6
Artifact
When Letter Bomb comes into play, sign it and shuffle it into target player's library. That player reveals each card he or she draws until Letter Bomb is drawn. When that player draws Letter Bomb, it deals 191/2 damage to him or her.

Leveler
5
Artifact Creature - Juggernaut
10/10
When Leveler comes into play, remove your library from the game.

Leviathan
5UUUU
Creature - Leviathan
10/10
Trample
Leviathan comes into play tapped and doesn't untap during your untap step.
At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan.
Leviathan can't attack unless you sacrifice two Islands.

Levitation
2UU
Enchantment
Creatures you control have flying. (They can't be blocked except by creatures with flying or reach.)

Lexivore
3W
Summon Beast
2/3
If Lexivore damages any player, destroy target card in play, other than Lexivore, with the most lines of text in its text box. (If more than one card has the most lines of text, you choose which of those cards to destroy.)

Ley Druid
2G
Creature - Human Druid
1/1
T Untap target land.

Ley Line
3G
Enchantment
At the beginning of each player's upkeep, that player may put a +1/+1 counter on target creature of his or her choice.

Leyline of Lifeforce
2GG
Enchantment
If Leyline of Lifeforce is in your opening hand, you may begin the game with it in play.
Creature spells can't be countered.

Leyline of Lightning
2RR
Enchantment
If Leyline of Lightning is in your opening hand, you may begin the game with it in play.
Whenever you play a spell, you may pay 1. If you do, Leyline of Lightning deals 1 damage to target player.

Leyline of Singularity
2UU
Enchantment
If Leyline of Singularity is in your opening hand, you may begin the game with it in play.
All nonland permanents are legendary.

Leyline of the Meek
2WW
Enchantment
If Leyline of the Meek is in your opening hand, you may begin the game with it in play.
Creature tokens get +1/+1.

Leyline of the Void
2BB
Enchantment
If Leyline of the Void is in your opening hand, you may begin the game with it in play.
If a card would be put into an opponent's graveyard, remove it from the game instead.

Lhurgoyf
2GG
Creature - Lhurgoyf
*/1+*
Lhurgoyf's power is equal to the number of creature cards in all graveyards and its toughness is equal to that number plus 1.

Liability
1BB
Enchantment
Whenever a nontoken permanent is put into a player's graveyard from play, that player loses 1 life.

Liar's Pendulum
1
Artifact
2, T Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, draw a card.

Liberate
1W
Instant
Remove target creature you control from the game. Return that card to play under its owner's control at end of turn.

Liberated Dwarf
R
Creature - Dwarf
1/1
R, Sacrifice Liberated Dwarf: Target green creature gets +1/+0 and gains first strike until end of turn.

Library of Alexandria
Land
T Add 1 to your mana pool.
T Draw a card. Play this ability only if you have exactly seven cards in hand.

Library of Lat-Nam
4U
Sorcery
An opponent chooses one - You draw three cards at the beginning of the next turn's upkeep; or you search your library for a card, put that card into your hand, then shuffle your library.

Library of Leng
1
Artifact
You have no maximum hand size.
If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard.

Lich
BBBB
Enchantment
As Lich comes into play, your life total becomes 0.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice that many permanents.
When Lich leaves play, you lose the game.

Lichenthrope
3GG
Creature - Plant Fungus
5/5
If damage would be dealt to Lichenthrope, put that many -1/-1 counters on it instead.
At the beginning of your upkeep, remove a -1/-1 counter from Lichenthrope.

Lich's Tomb
4
Artifact
You don't lose the game for having 0 or less life.
Whenever you lose life, sacrifice a permanent for each 1 life you lost. (Damage causes loss of life.)

Liege of the Axe
3W
Creature - Human Soldier
2/3
Vigilance
Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Liege of the Axe is turned face up, untap it.

Liege of the Hollows
2GG
Creature - Spirit
3/4
When Liege of the Hollows is put into a graveyard from play, each player may pay any amount of mana. Then each player puts into play a number of 1/1 green Squirrel creature tokens equal to the amount of mana he or she paid this way.

Liege of the Pit
5BBB
Creature - Demon
7/7
Flying, trample
At the beginning of your upkeep, sacrifice a creature other than Liege of the Pit. If you can't, Liege of the Pit deals 7 damage to you.
Morph BBBB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Lieutenant Kirtar
1WW
Legendary Creature - Bird Soldier
2/2
Flying
1W, Sacrifice Lieutenant Kirtar: Remove target attacking creature from the game.

Life // Death
G / 1B
Sorcery // Sorcery
Until end of turn, all lands you control are 1/1 creatures that are still lands.
//
Return target creature card from your graveyard to play. You lose life equal to its converted mana cost.

Life and Limb
3G
Enchantment
All Forests and all Saprolings are 1/1 green Saproling creatures and Forest lands in addition to their other types.

Life Burst
1W
Instant
Target player gains 4 life, then gains 4 life for each card named Life Burst in each graveyard.

Life Chisel
4
Artifact
Sacrifice a creature: You gain life equal to the sacrificed creature's toughness. Play this ability only during your upkeep.

Life from the Loam
1G
Sorcery
Return up to three target land cards from your graveyard to your hand.
Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Life Matrix
4
Artifact
4, T Put a matrix counter on target creature and that creature gains "Remove a matrix counter from this creature: Regenerate this creature." Play this ability only during your upkeep.

Lifeblood
2WW
Enchantment
Whenever a Mountain an opponent controls becomes tapped, you gain 1 life.

Lifeforce
GG
Enchantment
GG: Counter target black spell.

Lifegift
2G
Enchantment
Whenever a land comes into play, you may gain 1 life.

Lifelace
G
Instant
Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.)

Lifeline
5
Artifact
Whenever a creature is put into a graveyard from play and another creature is in play, return the first creature from that graveyard to play under its owner's control at end of turn.

Lifespark Spellbomb
1
Artifact
G, Sacrifice Lifespark Spellbomb: Until end of turn, target land becomes a 3/3 creature that's still a land.
1, Sacrifice Lifespark Spellbomb: Draw a card.

Lifespinner
3G
Creature - Spirit
3/3
T, Sacrifice three Spirits: Search your library for a legendary Spirit permanent card and put it into play. Then shuffle your library.

Lifetap
UU
Enchantment
Whenever a Forest an opponent controls becomes tapped, you gain 1 life.

Lifted by Clouds
2U
Instant - Arcane
Target creature gains flying until end of turn.
Splice onto Arcane 1U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Light from Within
2WW
Enchantment
Chroma - Each creature you control gets +1/+1 for each white mana symbol in its mana cost.

Light of Day
3W
Enchantment
Black creatures can't attack or block.

Light of Sanction
1WW
Enchantment
Prevent all damage that would be dealt to creatures you control by sources you control.

Lightbringer
2W
Creature - Kor Rebel
2/2
T, Sacrifice Lightbringer: Remove target black creature from the game.

Lightning Angel
1RWU
Creature - Angel
3/4
Flying, vigilance, haste

Lightning Axe
R
Instant
As an additional cost to play Lightning Axe, discard a card or pay 5.
Lightning Axe deals 5 damage to target creature.

Lightning Blast
3R
Instant
Lightning Blast deals 4 damage to target creature or player.

Lightning Blow
1W
Instant
Target creature gains first strike until end of turn.
Draw a card at the beginning of the next turn's upkeep.

Lightning Bolt
R
Instant
Lightning Bolt deals 3 damage to target creature or player.

Lightning Cloud
3R
Enchantment
Whenever a player plays a red spell, you may pay R. If you do, Lightning Cloud deals 1 damage to target creature or player.

Lightning Coils
3
Artifact
Whenever a nontoken creature you control is put into a graveyard from play, put a charge counter on Lightning Coils.
At the beginning of your upkeep, if Lightning Coils has five or more charge counters on it, remove all of them from it and put that many 3/1 red Elemental creature tokens with haste into play. Remove them from the game at end of turn.

Lightning Crafter
3R
Creature - Goblin Shaman
3/3
Champion a Goblin or Shaman (When this comes into play, sacrifice it unless you remove another Goblin or Shaman you control from the game. When this leaves play, that card returns to play.)
T Lightning Crafter deals 3 damage to target creature or player.

Lightning Dart
1R
Instant
Lightning Dart deals 1 damage to target creature. If that creature is white or blue, Lightning Dart deals 4 damage to it instead.

Lightning Dragon
2RR
Creature - Dragon
4/4
Flying
Echo 2RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
R: Lightning Dragon gets +1/+0 until end of turn.

Lightning Elemental
3R
Creature - Elemental
4/1
Haste (This creature can attack and T as soon as it comes under your control.)

Lightning Greaves
2
Artifact - Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip 0 (0: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Lightning Helix
RW
Instant
Lightning Helix deals 3 damage to target creature or player and you gain 3 life.

Lightning Hounds
2RR
Creature - Hound
3/2
First strike

Lightning Reflexes
1R
Enchantment - Aura
You may play Lightning Reflexes any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.
Enchant creature
Enchanted creature gets +1/+0 and has first strike.

Lightning Rift
1R
Enchantment
Whenever a player cycles a card, you may pay 1. If you do, Lightning Rift deals 2 damage to target creature or player.

Lightning Serpent
XR
Creature - Elemental Serpent
2/1
Trample, haste
Lightning Serpent comes into play with X +1/+0 counters on it.
At end of turn, sacrifice Lightning Serpent.

Lightning Storm
1RR
Instant
Lightning Storm deals X damage to target creature or player, where X is 3 plus the number of charge counters on it.
Discard a land card: Put two charge counters on Lightning Storm. You may choose a new target for it. Any player may play this ability but only if Lightning Storm is on the stack.

Lightning Surge
3RR
Sorcery
Lightning Surge deals 4 damage to target creature or player.
Threshold - If seven or more cards are in your graveyard, instead Lightning Surge deals 6 damage to that creature or player and the damage can't be prevented.
Flashback 5RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Lignify
1G
Tribal Enchantment - Treefolk Aura
Enchant creature
Enchanted creature is a 0/4 Treefolk with no abilities.

Liliana Vess
3BB
Planeswalker - Liliana
5
[+1]: Target player discards a card.
[-2]: Search your library for a card, then shuffle your library and put that card on top of it.
[-8]: Put all creature cards in all graveyards into play under your control.

Lilting Refrain
1U
Enchantment
At the beginning of your upkeep, you may put a verse counter on Lilting Refrain.
Sacrifice Lilting Refrain: Counter target spell unless its controller pays X, where X is the number of verse counters on Lilting Refrain.

Lim-Dul the Necromancer
5BB
Legendary Creature - Human Wizard
4/4
Whenever a creature an opponent controls is put into a graveyard from play, you may pay 1B. If you do, return that card to play under your control. If it's a creature, it's a Zombie in addition to its other creature types.
1B: Regenerate target Zombie.

Lim-Dul's Cohort
1BB
Creature - Zombie
2/3
Whenever Lim-Dul's Cohort blocks or becomes blocked by a creature, that creature can't be regenerated this turn.

Lim-Dul's Hex
1B
Enchantment
At the beginning of your upkeep, for each player, Lim-Dul's Hex deals 1 damage to that player unless he or she pays B or 3.

Lim-Dul's High Guard
1BB
Creature - Skeleton
2/1
First strike
1B: Regenerate Lim-Dul's High Guard.

Lim-Dul's Paladin
2BR
Creature - Human Knight
0/3
Trample
At the beginning of your upkeep, sacrifice Lim-Dul's Paladin unless you discard a card. If you sacrifice it this way, draw a card.
Whenever Lim-Dul's Paladin becomes blocked, it gets +6/+3 until end of turn.
Whenever Lim-Dul's Paladin attacks and isn't blocked, it deals no combat damage this turn and defending player loses 4 life.

Lim-Dul's Vault
UB
Instant
Look at the top five cards of your library. As many times as you choose, you may pay 1 life, put those cards on the bottom of your library, then look at the top five cards of your library. Then shuffle your library and put the last cards you looked at this way on top of it in any order.

Limestone Golem
6
Artifact Creature - Golem
3/4
2, Sacrifice Limestone Golem: Target player draws a card.

Limited Resources
W
Enchantment
When Limited Resources comes into play, each player chooses five lands he or she controls and sacrifices the rest.
Players can't play lands if there are ten or more lands in play.

Lin Sivvi, Defiant Hero
1WW
Legendary Creature - Human Rebel
1/3
X, T Search your library for a Rebel permanent card with converted mana cost X or less and put that card into play. Then shuffle your library.
3: Put target Rebel card from your graveyard on the bottom of your library.

Linessa, Zephyr Mage
3U
Legendary Creature - Human Wizard
3/3
XUU, T Return target creature with converted mana cost X to its owner's hand.
Grandeur - Discard another card named Linessa, Zephyr Mage: Target player returns a creature he or she controls to its owner's hand, then repeats this process for an artifact, an enchantment, and a land.

Lingering Death
1B
Enchantment - Aura
Enchant creature
At the end of enchanted creature's controller's turn, that player sacrifices that creature.

Lingering Mirage
1U
Enchantment - Aura
Enchant land
Enchanted land is an Island.
Cycling 2 (2, Discard this card: Draw a card.)

Lingering Tormentor
3B
Creature - Spirit
2/2
Fear
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Lionheart Maverick
W
Creature - Human Knight
1/1
Vigilance
4W: Lionheart Maverick gets +1/+2 until end of turn.

Lion's Eye Diamond
0
Artifact
Sacrifice Lion's Eye Diamond, Discard your hand: Add three mana of any one color to your mana pool. Play this ability only any time you could play an instant.

Liquid Fire
4RR
Sorcery
Liquid Fire deals 5 damage divided as you choose between target creature and that creature's controller.

Liquify
2U
Instant
Counter target spell with converted mana cost 3 or less. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.

Lithatog
1RG
Creature - Atog
1/2
Sacrifice an artifact: Lithatog gets +1/+1 until end of turn.
Sacrifice a land: Lithatog gets +1/+1 until end of turn.

Lithophage
3RR
Creature - Insect
7/7
At the beginning of your upkeep, sacrifice Lithophage unless you sacrifice a Mountain.

Little Girl
W (half)
Creature - Human Child
1/2/1/2

Liu Bei, Lord of Shu
3WW
Legendary Creature - Human Soldier
2/4
Horsemanship
Liu Bei, Lord of Shu gets +2/+2 as long as you control a permanent named Guan Yu, Sainted Warrior or a permanent named Zhang Fei, Fierce Warrior.

Living Airship
3U
Creature - Metathran
2/3
Flying
2G: Regenerate Living Airship.

Living Armor
4
Artifact
T, Sacrifice Living Armor: Put X +0/+1 counters on target creature, where X is that creature's converted mana cost.

Living Artifact
G
Enchantment - Aura
Enchant artifact
Whenever you're dealt damage, put that many vitality counters on Living Artifact.
At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life.

Living Death
3BB
Sorcery
Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way.

Living End
Sorcery
Living End is black.
Suspend 3-2BB
Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way.

Living Hive
6GG
Creature - Elemental Insect
6/6
Trample
Whenever Living Hive deals combat damage to a player, put that many 1/1 green Insect creature tokens into play.

Living Inferno
6RR
Creature - Elemental
8/5
T Living Inferno deals damage equal to its power divided as you choose among any number of target creatures. Each of those creatures deals damage equal to its power to Living Inferno.

Living Lands
3G
Enchantment
All Forests are 1/1 creatures that are still lands.

Living Plane
2GG
World Enchantment
All lands are 1/1 creatures that are still lands.

Living Terrain
2GG
Enchantment - Aura
Enchant land
Enchanted land is a 5/6 green Treefolk creature that's still a land.

Living Wall
4
Artifact Creature - Wall
0/6
Defender (This creature can't attack.)
1: Regenerate Living Wall.

Living Wish
1G
Sorcery
You may choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Remove Living Wish from the game.

Livonya Silone
2RRGG
Legendary Creature - Human Warrior
4/4
First strike, legendary landwalk

Lizard Warrior
3R
Creature - Lizard Warrior
4/2

Llanowar Augur
G
Creature - Elf Shaman
0/3
Sacrifice Llanowar Augur: Target creature gets +3/+3 and gains trample until end of turn. Play this ability only during your upkeep.

Llanowar Behemoth
3GG
Creature - Elemental
4/4
Tap an untapped creature you control: Llanowar Behemoth gets +1/+1 until end of turn.

Llanowar Cavalry
2G
Creature - Human Soldier
1/4
W: Llanowar Cavalry gains vigilance until end of turn.

Llanowar Dead
BG
Creature - Zombie Elf
2/2
T Add B to your mana pool.

Llanowar Druid
1G
Creature - Elf Druid
1/2
T, Sacrifice Llanowar Druid: Untap all Forests.

Llanowar Elite
G
Creature - Elf
1/1
Kicker 8 (You may pay an additional 8 as you play this spell.)
Trample
If the kicker cost was paid, Llanowar Elite comes into play with five +1/+1 counters on it.

Llanowar Elves
G
Creature - Elf Druid
1/1
T Add G to your mana pool.

Llanowar Empath
3G
Creature - Elf Shaman
2/2
When Llanowar Empath comes into play, scry 2, then reveal the top card of your library. If it's a creature card, put it into your hand. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Llanowar Knight
GW
Creature - Elf Knight
2/2
Protection from black

Llanowar Mentor
G
Creature - Elf Spellshaper
1/1
G, T, Discard a card: Put a 1/1 green Elf Druid creature token named Llanowar Elves into play with "T Add G to your mana pool."

Llanowar Reborn
Land
Llanowar Reborn comes into play tapped.
T Add G to your mana pool.
Graft 1 (This land comes into play with a +1/+1 counter on it. Whenever a creature comes into play, you may move a +1/+1 counter from this land onto it.)

Llanowar Sentinel
2G
Creature - Elf
2/3
When Llanowar Sentinel comes into play, you may pay 1G. If you do, search your library for a card named Llanowar Sentinel and put that card into play. Then shuffle your library.

Llanowar Vanguard
2G
Creature - Dryad
1/1
T Llanowar Vanguard gets +0/+4 until end of turn.

Llanowar Wastes
Land
T Add 1 to your mana pool.
T Add B or G to your mana pool. Llanowar Wastes deals 1 damage to you.

Llawan, Cephalid Empress
3U
Legendary Creature - Cephalid
2/3
When Llawan, Cephalid Empress comes into play, return all blue creatures your opponents control to their owners' hands.
Your opponents can't play blue creature spells.

Loafing Giant
4R
Creature - Giant
4/6
Whenever Loafing Giant attacks or blocks, put the top card of your library into your graveyard. If that card is a land card, prevent all combat damage that Loafing Giant would deal this turn.

Loam Dweller
1G
Creature - Spirit
2/2
Whenever you play a Spirit or Arcane spell, you may put a land card from your hand into play tapped.

Loamdragger Giant
4 (R / G) (R / G) (R / G)
Creature - Giant Warrior
7/6

Loaming Shaman
2G
Creature - Centaur Shaman
3/2
When Loaming Shaman comes into play, target player shuffles any number of target cards from his or her graveyard into his or her library.

Lobotomy
2UB
Sorcery
Target player reveals his or her hand, then you choose a card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and remove them from the game. Then that player shuffles his or her library.

Loch Korrigan
3B
Creature - Spirit
1/1
o (u/b): Loch Korrigan gets +1/+1 until end of turn.

Locket of Yesterdays
1
Artifact
Spells you play cost 1 less to play for each card with the same name as that spell in your graveyard.

Lockjaw Snapper
4
Artifact Creature - Scarecrow
2/2
Wither (This deals damage to creatures in the form of -1/-1 counters.)
When Lockjaw Snapper is put into a graveyard from play, put a -1/-1 counter on each creature with a -1/-1 counter on it.

Locust Miser
2BB
Creature - Rat Shaman
2/2
Each opponent's maximum hand size is reduced by two.

Locust Swarm
3G
Creature - Insect
1/1
Flying
G: Regenerate Locust Swarm.
G: Untap Locust Swarm. Play this ability only once each turn.

Lodestone Bauble
0
Artifact
1, T, Sacrifice Lodestone Bauble: Put up to four target basic land cards from a player's graveyard on top of his or her library in any order. That player draws a card at the beginning of the next turn's upkeep.

Lodestone Myr
4
Artifact Creature - Myr
2/2
Trample
Tap an untapped artifact you control: Lodestone Myr gets +1/+1 until end of turn.

Logic Knot
XUU
Instant
Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs 1 less to play for each card removed this way.)
Counter target spell unless its controller pays X.

Lone Wolf
2G
Creature - Wolf
2/2
You may have Lone Wolf assign its combat damage as though it weren't blocked.

Lonely Sandbar
Land
Lonely Sandbar comes into play tapped.
T Add U to your mana pool.
Cycling U (U, Discard this card: Draw a card.)

Longbow Archer
WW
Creature - Human Soldier Archer
2/2
First strike, reach (This creature can block creatures with flying.)

Long-Forgotten Gohei
3
Artifact
Arcane spells you play cost 1 less to play.
Spirit creatures you control get +1/+1.

Longhorn Firebeast
2R
Creature - Elemental Ox Beast
3/2
When Longhorn Firebeast comes into play, any opponent may have it deal 5 damage to him or her. If a player does, sacrifice Longhorn Firebeast.

Long-Term Plans
2U
Instant
Search your library for a card, shuffle your library, then put that card third from the top.

Look at Me, I'm R&D
2W
Enchantment
As Look at Me, I'm R&D comes into play, choose a number and a second number one higher or one lower than that number.
All instances of the first chosen number on permanents, spells, and cards in any zone are the second chosen number.

Look at Me, I'm the DCI
5WW
Sorcery
Ban one card, other than a basic land, for the remainder of the match. (For the remainder of the match, each player removes from the game all copies of that card in play or in any graveyard, hand, library, or sideboard.)

Looming Hoverguard
4UU
Creature - Drone
3/3
Flying
When Looming Hoverguard comes into play, put target artifact on top of its owner's library.

Looming Shade
2B
Creature - Shade
1/1
B: Looming Shade gets +1/+1 until end of turn.

Loose Lips
U
Enchant Creature
As Loose Lips comes into play, choose a sentence with eight or fewer words.
Enchanted creature has flying.
Whenever enchanted creature deals damage to an opponent, you draw two cards unless that player says the chosen sentence.

Looter il-Kor
1U
Creature - Kor Rogue
1/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Looter il-Kor deals damage to an opponent, draw a card, then discard a card.

Lord Magnus
3GWW
Legendary Creature - Human Druid
4/3
First strike
Creatures with plainswalk can be blocked as though they didn't have plainswalk.
Creatures with forestwalk can be blocked as though they didn't have forestwalk.

Lord of Atlantis
UU
Creature - Merfolk
2/2
Other Merfolk creatures get +1/+1 and have islandwalk.

Lord of the Pit
4BBB
Creature - Demon
7/7
Flying, trample (This creature can't be blocked except by creatures with flying or reach. If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you.

Lord of the Undead
1BB
Creature - Zombie
2/2
Other Zombie creatures get +1/+1.
1B, T Return target Zombie card from your graveyard to your hand.

Lord of Tresserhorn
1UBR
Legendary Creature - Zombie
10/4
When Lord of Tresserhorn comes into play, you lose 2 life and sacrifice two creatures, and an opponent draws two cards.
B: Regenerate Lord of Tresserhorn.

Lore Broker
1U
Creature - Human Rogue
1/2
T Each player draws a card, then discards a card.

Lose Hope
B
Instant
Target creature gets -1/-1 until end of turn.
Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Lost Auramancers
2WW
Creature - Human Wizard
3/3
Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Lost Auramancers is put into a graveyard from play, if it had no time counters on it, you may search your library for an enchantment card and put it into play. If you do, shuffle your library.

Lost Hours
1B
Sorcery
Target player reveals his or her hand. Choose a nonland card from it. That player puts that card into his or her library third from the top.

Lost in Thought
1U
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block and its activated abilities can't be played. Its controller may remove three cards in his or her graveyard from the game to ignore this ability until end of turn.

Lost Order of Jarkeld
2WW
Creature - Human Knight
1+*/1+*
As Lost Order of Jarkeld comes into play, choose an opponent.
Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures that opponent controls.

Lost Soul
1BB
Creature - Spirit Minion
2/1
Swampwalk

Lotus Bloom
Artifact
Suspend 3-0 (Rather than play this card from your hand, pay 0 and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)
T, Sacrifice Lotus Bloom: Add three mana of any one color to your mana pool.

Lotus Blossom
2
Artifact
At the beginning of your upkeep, you may put a petal counter on Lotus Blossom.
T, Sacrifice Lotus Blossom: Add X mana of any one color to your mana pool, where X is the number of petal counters on Lotus Blossom.

Lotus Guardian
7
Artifact Creature - Dragon
4/4
Flying
T Add one mana of any color to your mana pool.

Lotus Petal
0
Artifact
T, Sacrifice Lotus Petal: Add one mana of any color to your mana pool.

Lotus Vale
Land
If Lotus Vale would come into play, sacrifice two untapped lands instead. If you do, put Lotus Vale into play. If you don't, put it into its owner's graveyard.
T Add three mana of any one color to your mana pool.

Lovisa Coldeyes
3RR
Legendary Creature - Human Barbarian
3/3
Warrior, Berserker, and other Barbarian creatures get +2/+2 and have haste.

Lowland Basilisk
2G
Creature - Basilisk
1/3
Whenever Lowland Basilisk deals damage to a creature, destroy that creature at end of combat.

Lowland Giant
2RR
Creature - Giant
4/3

Lowland Oaf
3R
Creature - Giant Warrior
3/3
T Target Goblin creature you control gets +1/+0 and gains flying until end of turn. Sacrifice that creature at end of turn.

Lowland Tracker
4W
Creature - Human Soldier
2/2
First strike
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

Loxodon Anchorite
2WW
Creature - Elephant Cleric
2/3
T Prevent the next 2 damage that would be dealt to target creature or player this turn.

Loxodon Gatekeeper
2WW
Creature - Elephant Soldier
2/3
Artifacts, creatures, and lands your opponents control come into play tapped.

Loxodon Hierarch
2GW
Creature - Elephant Cleric
4/4
When Loxodon Hierarch comes into play, you gain 4 life.
GW, Sacrifice Loxodon Hierarch: Regenerate each creature you control.

Loxodon Mender
5W
Creature - Elephant Cleric
3/3
W, T Regenerate target artifact.

Loxodon Mystic
3WW
Creature - Elephant Cleric
3/3
W, T Tap target creature.

Loxodon Peacekeeper
1W
Creature - Elephant Soldier
4/4
At the beginning of your upkeep, the player with the lowest life total gains control of Loxodon Peacekeeper. If two or more players are tied for lowest life total, you choose one of them, and that player gains control of Loxodon Peacekeeper.

Loxodon Punisher
3W
Creature - Elephant Soldier
2/2
Loxodon Punisher gets +2/+2 for each Equipment attached to it.

Loxodon Stalwart
3WW
Creature - Elephant Soldier
3/3
Vigilance
W: Loxodon Stalwart gets +0/+1 until end of turn.

Loxodon Warhammer
3
Artifact - Equipment
Equipped creature gets +3/+0 and has lifelink and trample. (When it deals damage, you gain that much life. If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.)

Loyal Gyrfalcon
3W
Creature - Bird
3/3
Defender, flying
Whenever you play a white spell, Loyal Gyrfalcon loses defender until end of turn.

Loyal Retainers
2W
Creature - Human Advisor
1/1
Sacrifice Loyal Retainers: Return target legendary creature card from your graveyard to play. Play this ability only during your turn, before attackers are declared.

Loyal Sentry
W
Creature - Human Soldier
1/1
When Loyal Sentry blocks a creature, destroy that creature and Loyal Sentry.

Lu Bu, Master-at-Arms
5R
Legendary Creature - Human Soldier Warrior
4/3
Horsemanship, haste

Lu Meng, Wu General
3UU
Legendary Creature - Human Soldier
4/4
Horsemanship

Lu Su, Wu Advisor
3UU
Legendary Creature - Human Advisor
1/2
T Draw a card. Play this ability only during your turn, before attackers are declared.

Lu Xun, Scholar General
2UU
Legendary Creature - Human Soldier
1/3
Horsemanship
Whenever Lu Xun, Scholar General deals damage to an opponent, you may draw a card.

Lucent Liminid
3WW
Enchantment Creature - Elemental
3/3
Flying

Lull
1G
Instant
Prevent all combat damage that would be dealt this turn.
Cycling 2 (2, Discard this card: Draw a card.)

Lumbering Satyr
2GG
Creature - Satyr Beast
5/4
All creatures have forestwalk.

Lumengrid Augur
3U
Creature - Vedalken Wizard
2/2
1, T Target player draws a card, then discards a card. If that player discards an artifact card this way, untap Lumengrid Augur.

Lumengrid Sentinel
2U
Creature - Human Wizard
1/2
Flying
Whenever an artifact comes into play under your control, you may tap target permanent.

Lumengrid Warden
1U
Creature - Human Wizard
1/3

Luminesce
W
Instant
Prevent all damage that black sources and red sources would deal this turn.

Luminescent Rain
2G
Instant
Choose a creature type. You gain 2 life for each permanent you control of that type.

Luminous Angel
4WWW
Creature - Angel
4/4
Flying
At the beginning of your upkeep, you may put a 1/1 white Spirit creature token with flying into play.

Luminous Guardian
3W
Creature - Human Nomad
1/4
W: Luminous Guardian gets +0/+1 until end of turn.
2: Luminous Guardian can block an additional creature this turn.

Lumithread Field
1W
Enchantment
Creatures you control get +0/+1.
Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Lunar Avenger
7
Artifact Creature - Golem
2/2
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
Remove a +1/+1 counter from Lunar Avenger: Lunar Avenger gains your choice of flying, first strike, or haste until end of turn.

Lunge
2R
Instant
Lunge deals 2 damage to target creature and 2 damage to target player.

Lunk Errant
5R
Creature - Giant Warrior
4/4
Whenever Lunk Errant attacks alone, it gets +1/+1 and gains trample until end of turn.

Lure
1GG
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
All creatures able to block enchanted creature do so.

Lure of Prey
2GG
Instant
Play Lure of Prey only if an opponent played a creature spell this turn.
You may put a green creature card from your hand into play.

Lurebound Scarecrow
3
Artifact Creature - Scarecrow
4/4
As Lurebound Scarecrow comes into play, choose a color.
When you control no permanents of the chosen color, sacrifice Lurebound Scarecrow.

Lurker
2G
Creature - Beast
2/3
Lurker can't be the target of spells unless it attacked or blocked this turn.

Lurking Evil
BBB
Enchantment
Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying.

Lurking Informant
1 (U / B)
Creature - Human Rogue
1/2
(o (u/b) can be paid with either U or B.)
2, T Look at the top card of target player's library. You may put that card into that player's graveyard.

Lurking Jackals
B
Enchantment
When an opponent has 10 life or less, if Lurking Jackals is an enchantment, it becomes a 3/2 Hound creature.

Lurking Nightstalker
BB
Creature - Nightstalker
1/1
Whenever Lurking Nightstalker attacks, it gets +2/+0 until end of turn.

Lurking Skirge
1B
Enchantment
When a creature is put into an opponent's graveyard from play, if Lurking Skirge is an enchantment, Lurking Skirge becomes a 3/2 Imp creature with flying.

Lymph Sliver
4W
Creature - Sliver
3/3
All Sliver creatures have absorb 1. (If a source would deal damage to a Sliver, prevent 1 of that damage.)

Lynx
1G
Creature - Cat
2/1
Forestwalk

Lys Alana Bowmaster
2G
Creature - Elf Archer
2/2
Reach (This can block creatures with flying.)
Whenever you play an Elf spell, you may have Lys Alana Bowmaster deal 2 damage to target creature with flying.

Lys Alana Huntmaster
2GG
Creature - Elf Warrior
3/3
Whenever you play an Elf spell, you may put a 1/1 green Elf Warrior creature token into play.

Lys Alana Scarblade
2B
Creature - Elf Assassin
1/1
T, Discard an Elf card: Target creature gets -X/-X until end of turn, where X is the number of Elves you control.

Lyzolda, the Blood Witch
1BR
Legendary Creature - Human Cleric
3/1
2, Sacrifice a creature: Lyzolda, the Blood Witch deals 2 damage to target creature or player if the sacrificed creature was red. Draw a card if the sacrificed creature was black.

Ma Chao, Western Warrior
3RR
Legendary Creature - Human Soldier Warrior
3/3
Horsemanship
Whenever Ma Chao, Western Warrior attacks alone, it is unblockable this combat.

Macabre Waltz
1B
Sorcery
Return up to two target creature cards from your graveyard to your hand, then discard a card.

Macetail Hystrodon
6R
Creature - Beast
4/4
First strike, haste
Cycling 3 (3, Discard this card: Draw a card.)

Machinate
1UU
Instant
Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.

Mad Auntie
2B
Creature - Goblin Shaman
2/2
Other Goblin creatures you control get +1/+1.
T Regenerate another target Goblin.

Mad Dog
1R
Creature - Hound
2/2
At the end of your turn, if Mad Dog didn't attack or come under your control this turn, sacrifice it.

Madblind Mountain
Land - Mountain
(T Add R to your mana pool.)
Madblind Mountain comes into play tapped.
R, T Shuffle your library. Play this ability only if you control two or more red permanents.

Maddening Imp
2B
Creature - Imp
1/1
Flying
T Each non-Wall creature the active player controls attacks this turn if able. At end of turn, destroy each of those creatures that didn't attack this turn. Play this ability only during an opponent's turn, before attackers are declared.

Maddening Wind
2G
Enchantment - Aura
Enchant creature
Cumulative upkeep G (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of the upkeep of enchanted creature's controller, Maddening Wind deals 2 damage to that player.

Maelstrom Djinn
7U
Creature - Djinn
5/6
Flying
Morph 2U
When Maelstrom Djinn is turned face up, put two time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

Maga, Traitor to Mortals
XBBB
Legendary Creature - Human Wizard
0/0
Maga, Traitor to Mortals comes into play with X +1/+1 counters on it.
When Maga comes into play, target player loses life equal to the number of +1/+1 counters on it.

Mage il-Vec
2R
Creature - Human Wizard
2/2
T, Discard a card at random: Mage il-Vec deals 1 damage to target creature or player.

Mages' Contest
1RR
Instant
You and target spell's controller bid life. You start the bidding with a bid of 1. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid. If you win the bidding, counter that spell.

Mage's Guile
1U
Instant
Target creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Cycling U (U, Discard this card: Draw a card.)

Mageta the Lion
3WW
Legendary Creature - Human Spellshaper
3/3
2WW, T, Discard two cards: Destroy all creatures except for Mageta the Lion. Those creatures can't be regenerated.

Mageta's Boon
1W
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +1/+2.

Magewright's Stone
2
Artifact
1, T Untap target creature that has an activated ability with T in its cost.

Maggot Carrier
B
Creature - Zombie
1/1
When Maggot Carrier comes into play, each player loses 1 life.

Maggot Therapy
2B
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +2/-2.

Magical Hack
U
Instant
Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk.") (This effect doesn't end at end of turn.)

Magical Hacker
1U
Creature - Human Gamer
1/2
U: Change the text of target spell or permanent by replacing all instances of + with -, and vice versa, until end of turn.

Magistrate's Scepter
3
Artifact
4, T Put a charge counter on Magistrate's Scepter.
T, Remove three charge counters from Magistrate's Scepter: Take an extra turn after this one.

Magistrate's Veto
2R
Enchantment
White creatures and blue creatures can't block.

Magma Burst
3R
Instant
Kicker-Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you play this spell.)
Magma Burst deals 3 damage to target creature or player. If the kicker cost was paid, Magma Burst deals 3 damage to another target creature or player.

Magma Giant
5RR
Creature - Giant
5/5
When Magma Giant comes into play, it deals 2 damage to each creature and each player.

Magma Jet
1R
Instant
Magma Jet deals 2 damage to target creature or player.
Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Magma Mine
1
Artifact
4: Put a pressure counter on Magma Mine.
T, Sacrifice Magma Mine: Magma Mine deals damage equal to the number of pressure counters on it to target creature or player.

Magma Sliver
3R
Creature - Sliver
3/3
All Slivers have "T Target Sliver creature gets +X/+0 until end of turn, where X is the number of Slivers in play."

Magma Vein
2R
Enchantment
R, Sacrifice a land: Magma Vein deals 1 damage to each creature without flying.

Magmasaur
3RR
Creature - Elemental Lizard
0/0
Magmasaur comes into play with five +1/+1 counters on it.
At the beginning of your upkeep, sacrifice Magmasaur unless you remove a +1/+1 counter from it. If you sacrifice Magmasaur this way, it deals damage equal to the number of +1/+1 counters on it to each creature without flying and each player.

Magmatic Core
2RR
Enchantment
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the end of your turn, Magmatic Core deals X damage divided as you choose among any number of target creatures, where X is the number of age counters on it.

Magnetic Flux
2U
Instant
Artifact creatures you control gain flying until end of turn.

Magnetic Mountain
1RR
Enchantment
Blue creatures don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures he or she controls and pay 4 for each creature chosen this way. If the player does, untap those creatures.

Magnetic Theft
R
Instant
Attach target Equipment to target creature. (Control of the Equipment doesn't change.)

Magnetic Web
2
Artifact
If a creature with a magnet counter on it attacks, all creatures with magnet counters on them attack this turn if able.
Whenever a creature with a magnet counter on it attacks, all creatures with magnet counters on them block that creature this turn if able.
1, T Put a magnet counter on target creature.

Magnify
G
Instant
All creatures get +1/+1 until end of turn.

Magnigoth Treefolk
4G
Creature - Treefolk
2/6
For each basic land type among lands you control, Magnigoth Treefolk has landwalk of that type.

Magnivore
2RR
Creature - Lhurgoyf
*/*
Haste (This creature can attack the turn it comes under your control.)
Magnivore's power and toughness are each equal to the number of sorcery cards in all graveyards.

Magus of the Abyss
3B
Creature - Human Wizard
4/3
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of his or her choice. It can't be regenerated.

Magus of the Arena
4RR
Creature - Human Wizard
5/5
3, T Tap target creature you control and target creature of an opponent's choice he or she controls. Each of those creatures deals damage equal to its power to the other.

Magus of the Bazaar
1U
Creature - Human Wizard
0/1
T Draw two cards, then discard three cards.

Magus of the Candelabra
G
Creature - Human Wizard
1/2
X, T Untap X target lands.

Magus of the Coffers
4B
Creature - Human Wizard
4/4
2, T Add B to your mana pool for each Swamp you control.

Magus of the Disk
2WW
Creature - Human Wizard
2/4
Magus of the Disk comes into play tapped.
1, T Destroy all artifacts, creatures, and enchantments.

Magus of the Future
2UUU
Creature - Human Wizard
2/3
Play with the top card of your library revealed.
You may play the top card of your library.

Magus of the Jar
3UU
Creature - Human Wizard
3/3
T, Sacrifice Magus of the Jar: Each player removes his or her hand from the game face down and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way.

Magus of the Library
GG
Creature - Human Wizard
1/1
T Add 1 to your mana pool.
T Draw a card. Play this ability only if you have exactly seven cards in hand.

Magus of the Mirror
4BB
Creature - Human Wizard
4/2
T, Sacrifice Magus of the Mirror: Exchange life totals with target opponent. Play this ability only during your upkeep.

Magus of the Moat
2WW
Creature - Human Wizard
0/3
Creatures without flying can't attack.

Magus of the Moon
2R
Creature - Human Wizard
2/2
Nonbasic lands are Mountains.

Magus of the Scroll
R
Creature - Human Wizard
1/1
3, T Name a card. Reveal a card at random from your hand. If it's the named card, Magus of the Scroll deals 2 damage to target creature or player.

Magus of the Tabernacle
3W
Creature - Human Wizard
2/6
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1."

Magus of the Unseen
1U
Creature - Human Wizard
1/1
1U, T Untap target artifact an opponent controls and gain control of it until end of turn. It gains haste until end of turn. When you lose control of the artifact, tap it.

Magus of the Vineyard
G
Creature - Human Wizard
1/1
At the beginning of each player's precombat main phase, add GG to that player's mana pool.

Mahamoti Djinn
4UU
Creature - Djinn
5/6
Flying (This creature can't be blocked except by creatures with flying or reach.)

Major Teroh
3W
Legendary Creature - Bird Soldier
2/3
Flying
3WW, Sacrifice Major Teroh: Remove all black creatures from the game.

Makeshift Mannequin
3B
Instant
Return target creature card from your graveyard to play with a mannequin counter on it. As long as that creature has a mannequin counter on it, it has "When this creature becomes the target of a spell or ability, sacrifice it."

Malach of the Dawn
2WW
Creature - Angel
2/4
Flying
WWW: Regenerate Malach of the Dawn.

Malachite Golem
6
Artifact Creature - Golem
5/3
1G: Malachite Golem gains trample until end of turn.

Malachite Talisman
2
Artifact
Whenever a green spell is played, you may pay 3. If you do, untap target permanent.

Malevolent Awakening
1BB
Enchantment
1BB, Sacrifice a creature: Return target creature card from your graveyard to your hand.

Malicious Advice
XUB
Instant
Tap X target artifacts, creatures, and/or lands. You lose X life.

Malignant Growth
3GU
Enchantment
Cumulative upkeep 1
At the beginning of your upkeep, put a growth counter on Malignant Growth.
At the beginning of each of your opponents' draw steps, that player draws a card for each growth counter on Malignant Growth, then Malignant Growth deals damage to the player equal to the number of cards he or she drew this way.

Mammoth Harness
3G
Enchantment - Aura
Enchant creature
Enchanted creature loses flying.
Whenever enchanted creature blocks or becomes blocked by a creature, the other creature gains first strike until end of turn.

Man of Measure
1WW
Creature - Human Knight
2/2
As long as you're shorter than an opponent, Man of Measure has first strike and gets +0/+1.
As long as you're taller than an opponent, Man of Measure gets +1/+0.

Mana Breach
2U
Enchantment
Whenever a player plays a spell, that player returns a land he or she controls to its owner's hand.

Mana Cache
1RR
Enchantment
At the end of each player's turn, put a charge counter on Mana Cache for each untapped land that player controls.
Remove a charge counter from Mana Cache: Add 1 to your mana pool. Any player may play this ability but only during his or her turn before the end phase.

Mana Chains
U
Enchantment - Aura
Enchant creature
Enchanted creature has "Cumulative upkeep 1."

Mana Clash
R
Sorcery
You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip.

Mana Crypt
0
Artifact
At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you.
T Add 2 to your mana pool.

Mana Cylix
1
Artifact
1, T Add one mana of any color to your mana pool.

Mana Drain
UU
Instant
Counter target spell. At the beginning of your next main phase, add X to your mana pool, where X is that spell's converted mana cost.

Mana Echoes
2RR
Enchantment
Whenever a creature comes into play, you may add 1 to your mana pool for each creature you control that shares a creature type with it.

Mana Flair
1R
Instant
Add R to your mana pool for each nonland permanent by the artist of your choice.

Mana Flare
2R
Enchantment
Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.

Mana Geyser
3RR
Sorcery
Add R to your mana pool for each tapped land your opponents control.

Mana Leak
1U
Instant
Counter target spell unless its controller pays 3.

Mana Leech
2B
Creature - Leech
1/1
You may choose not to untap Mana Leech during your untap step.
T Tap target land. It doesn't untap during its controller's untap step as long as Mana Leech remains tapped.

Mana Matrix
6
Artifact
Instant and enchantment spells you play cost up to 2 less to play.

Mana Maze
1U
Enchantment
Players can't play spells that share a color with the spell last played this turn.

Mana Prism
3
Artifact
T Add 1 to your mana pool.
1, T Add one mana of any color to your mana pool.

Mana Reflection
4GG
Enchantment
If you tap a permanent for mana, it produces twice as much of that mana instead.

Mana Screw
1
Artifact
1: Flip a coin. If you win the flip, add 2 to your mana pool. Play this ability only any time you could play an instant.

Mana Seism
1R
Sorcery
Sacrifice any number of lands. Add 1 to your mana pool for each land sacrificed this way.

Mana Severance
1U
Sorcery
Search your library for any number of land cards and remove them from the game. Then shuffle your library.

Mana Short
2U
Instant
Tap all lands target player controls and empty his or her mana pool.

Mana Skimmer
3B
Creature - Leech
2/2
Flying
Whenever Mana Skimmer deals damage to a player, tap target land that player controls. That land doesn't untap during its controller's next untap step.

Mana Tithe
W
Instant
Counter target spell unless its controller pays 1.

Mana Vapors
1U
Sorcery
Lands target player controls don't untap during his or her next untap step.

Mana Vault
1
Artifact
Mana Vault doesn't untap during your untap step.
At the beginning of your upkeep, you may pay 4. If you do, untap Mana Vault.
At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you.
T Add 3 to your mana pool.

Mana Vortex
1UU
Enchantment
When you play Mana Vortex, you may sacrifice a land. If you don't, counter Mana Vortex.
At the beginning of each player's upkeep, that player sacrifices a land.
When there are no lands in play, sacrifice Mana Vortex.

Mana Web
3
Artifact
Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that can produce any type of mana that land could produce.

Manabarbs
3R
Enchantment
Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player.

Manabond
G
Enchantment
At the end of your turn, you may reveal your hand and put all land cards from it into play. If you do, discard your hand.

Manacles of Decay
1W
Enchantment - Aura
Enchant creature
Enchanted creature can't attack.
B: Enchanted creature gets -1/-1 until end of turn.
R: Enchanted creature can't block this turn.

Manaforge Cinder
(B / R)
Creature - Elemental Shaman
1/1
1: Add B or R to your mana pool. Play this ability no more than three times each turn.

Manakin
2
Artifact Creature - Construct
1/1
T Add 1 to your mana pool.

Manamorphose
1 (R / G)
Instant
Add two mana in any combination of colors to your mana pool.
Draw a card.

Mangara of Corondor
1WW
Legendary Creature - Human Wizard
1/1
T Remove Mangara of Corondor and target permanent from the game.

Mangara's Blessing
2W
Instant
You gain 5 life.
When a spell or ability an opponent controls causes you to discard Mangara's Blessing from your hand, you gain 2 life, and you return Mangara's Blessing from your graveyard to your hand at end of turn.

Mangara's Equity
1WW
Enchantment
As Mangara's Equity comes into play, choose black or red.
At the beginning of your upkeep, sacrifice Mangara's Equity unless you pay 1W.
Whenever a creature of the chosen color deals damage to you or a white creature you control, Mangara's Equity deals X damage to that creature, where X is equal to the damage dealt to you or the white creature.

Mangara's Tome
5
Artifact
When Mangara's Tome comes into play, search your library for five cards. Remove those cards from the game face down, then shuffle them. Then shuffle your library.
2: The next time you would draw a card this turn, instead put the top card removed from the game with Mangara's Tome into its owner's hand.

Maniacal Rage
1R
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and can't block.

Manipulate Fate
1U
Sorcery
Search your library for three cards, remove them from the game, then shuffle your library.
Draw a card.

Mannichi, the Fevered Dream
2R
Legendary Creature - Spirit
1/2
1R: Switch each creature's power and toughness until end of turn.

Man-o'-War
2U
Creature - Jellyfish
2/2
When Man-o'-War comes into play, return target creature to its owner's hand.

Manriki-Gusari
2
Artifact - Equipment
Equipped creature gets +1/+2 and has "T Destroy target Equipment."
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)

Manta Ray
1UU
Creature - Fish
3/3
Manta Ray can't attack unless defending player controls an Island.
Manta Ray can't be blocked except by blue creatures.
When you control no Islands, sacrifice Manta Ray.

Manta Riders
U
Creature - Merfolk
1/1
U: Manta Riders gains flying until end of turn.

Mantis Engine
5
Artifact Creature - Insect
3/3
2: Mantis Engine gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
2: Mantis Engine gains first strike until end of turn. (It deals combat damage before creatures without first strike.)

Mantle of Leadership
1W
Enchantment - Aura
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Whenever a creature comes into play, enchanted creature gets +2/+2 until end of turn.

Maralen of the Mornsong
1BB
Legendary Creature - Elf Wizard
2/3
Players can't draw cards.
At the beginning of each player's draw step, that player loses 3 life, searches his or her library for a card, puts it into his or her hand, then shuffles his or her library.

Marauding Knight
2BB
Creature - Zombie Knight
2/2
Protection from white
Marauding Knight gets +1/+1 for each Plains your opponents control.

Maraxus of Keld
4RR
Legendary Creature - Human Warrior
*/*
Maraxus of Keld's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control.

Marble Diamond
2
Artifact
Marble Diamond comes into play tapped.
T Add W to your mana pool.

Marble Priest
5
Artifact Creature - Cleric
3/3
All Walls able to block Marble Priest do so.
Prevent all combat damage that would be dealt to Marble Priest by Walls.

Marble Titan
3W
Creature - Giant
3/3
Creatures with power 3 or greater don't untap during their controllers' untap steps.

March of Souls
4W
Sorcery
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller puts a 1/1 white Spirit creature token with flying into play.

March of the Machines
3U
Enchantment
Each noncreature artifact is an artifact creature with power and toughness each equal to its converted mana cost. (Equipment that's a creature can't equip a creature.)

Marhault Elsdragon
3RRG
Legendary Creature - Elf Warrior
4/6
Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

Marjhan
5UU
Creature - Leviathan
8/8
Marjhan doesn't untap during your untap step.
Marjhan can't attack unless defending player controls an Island.
When you control no Islands, sacrifice Marjhan.
UU, Sacrifice a creature: Untap Marjhan. Play this ability only during your upkeep.
UU: Marjhan gets -1/-0 until end of turn and deals 1 damage to target attacking creature without flying.

Mark of Eviction
U
Enchantment - Aura
Enchant creature
At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners' hands.

Mark of Fury
R
Enchantment - Aura
Enchant creature
Enchanted creature has haste.
At end of turn, return Mark of Fury to its owner's hand.

Mark of Sakiko
1G
Enchantment - Aura
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, add that much G to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end."

Mark of the Oni
2B
Enchantment - Aura
Enchant creature
You control enchanted creature.
At end of turn, if you control no Demons, sacrifice Mark of the Oni.

Marker Beetles
1GG
Creature - Insect
2/3
When Marker Beetles is put into a graveyard from play, target creature gets +1/+1 until end of turn.
2, Sacrifice Marker Beetles: Draw a card.

Maro
2GG
Creature - Elemental
*/*
Maro's power and toughness are each equal to the number of cards in your hand.

Marrow-Gnawer
3BB
Legendary Creature - Rat Rogue
2/3
Rat creatures have fear.
T, Sacrifice a Rat: Put X 1/1 black Rat creature tokens into play, where X is the number of Rats you control.

Marsh Boa
G
Creature - Snake
1/1
Swampwalk

Marsh Crocodile
2UB
Creature - Crocodile
4/4
When Marsh Crocodile comes into play, return a blue or black creature you control to its owner's hand.
When Marsh Crocodile comes into play, each player discards a card.

Marsh Flitter
3B
Creature - Faerie Rogue
1/1
Flying
When Marsh Flitter comes into play, put two 1/1 black Goblin Rogue creature tokens into play.
Sacrifice a Goblin: Marsh Flitter becomes 3/3 until end of turn.

Marsh Gas
B
Instant
All creatures get -2/-0 until end of turn.

Marsh Goblins
BR
Creature - Goblin
1/1
Swampwalk

Marsh Lurker
3B
Creature - Beast
3/2
Sacrifice a Swamp: Marsh Lurker gains fear until end of turn.

Marsh Viper
3G
Creature - Snake
1/2
Whenever Marsh Viper deals damage to an opponent, that player gets two poison counters. (A player with ten or more poison counters loses the game.)

Marshaling Cry
1WW
Sorcery
Creatures you control get +1/+1 and gain vigilance until end of turn.
Cycling 2 (2, Discard this card: Draw a card.)
Flashback 3W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Marshaling the Troops
1G
Sorcery
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.

Marshdrinker Giant
3GG
Creature - Giant Warrior
4/3
When Marshdrinker Giant comes into play, destroy target Island or Swamp an opponent controls.

Marton Stromgald
2RR
Legendary Creature - Human Knight
1/1
Whenever Marton Stromgald attacks, other attacking creatures get +1/+1 until end of turn for each attacking creature other than Marton Stromgald.
Whenever Marton Stromgald blocks, other blocking creatures get +1/+1 until end of turn for each blocking creature other than Marton Stromgald.

Martyr of Ashes
R
Creature - Human Shaman
1/1
2, Reveal X red cards from your hand, Sacrifice Martyr of Ashes: Martyr of Ashes deals X damage to each creature without flying.

Martyr of Bones
B
Creature - Human Wizard
1/1
1, Reveal X black cards from your hand, Sacrifice Martyr of Bones: Remove up to X target cards in a single graveyard from the game.

Martyr of Frost
U
Creature - Human Wizard
1/1
2, Reveal X blue cards from your hand, Sacrifice Martyr of Frost: Counter target spell unless its controller pays X.

Martyr of Sands
W
Creature - Human Cleric
1/1
1, Reveal X white cards from your hand, Sacrifice Martyr of Sands: You gain three times X life.

Martyr of Spores
G
Creature - Human Shaman
1/1
1, Reveal X green cards from your hand, Sacrifice Martyr of Spores: Target creature gets +X/+X until end of turn.

Martyrdom
1WW
Instant
Until end of turn, target creature you control gains "0: The next 1 damage that would be dealt to target creature or player this turn is dealt to this creature instead." Only you may play this ability.

Martyred Rusalka
W
Creature - Spirit
1/1
W, Sacrifice a creature: Target creature can't attack this turn.

Martyr's Cause
2W
Enchantment
Sacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage.

Martyr's Cry
WW
Sorcery
Remove all white creatures from the game. For each white creature removed this way, its controller draws a card.

Martyrs of Korlis
3WW
Creature - Human
1/6
As long as Martyrs of Korlis is untapped, all damage that would be dealt to you by artifacts is dealt to Martyrs of Korlis instead.

Martyrs' Tomb
2WB
Enchantment
Pay 2 life: Prevent the next 1 damage that would be dealt to target creature this turn.

Masako the Humorless
2W
Legendary Creature - Human Advisor
2/1
Flash
Tapped creatures you control can block as though they were untapped.

Mask of Intolerance
2
Artifact
At the beginning of each player's upkeep, if there are four or more basic land types among lands that player controls, Mask of Intolerance deals 3 damage to him or her.

Mask of Law and Grace
W
Enchantment - Aura
Enchant creature
Enchanted creature has protection from black and protection from red.

Mask of Memory
2
Artifact - Equipment
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Mask of the Mimic
U
Instant
As an additional cost to play Mask of the Mimic, sacrifice a creature.
Search your library for a card with the same name as target nontoken creature and put that card into play. Then shuffle your library.

Masked Admirers
2GG
Creature - Elf Shaman
3/2
When Masked Admirers comes into play, draw a card.
Whenever you play a creature spell, you may pay GG. If you do, return Masked Admirers from your graveyard to your hand.

Masked Gorgon
4B
Creature - Gorgon
5/5
Green creatures and white creatures have protection from Gorgons.
Threshold - Masked Gorgon has protection from green and from white as long as seven or more cards are in your graveyard.

Mass Calcify
5WW
Sorcery
Destroy all nonwhite creatures.

Mass Hysteria
R
Enchantment
All creatures have haste.

Mass of Ghouls
3BB
Creature - Zombie Warrior
5/3

Massacre
2BB
Sorcery
If an opponent controls a Plains and you control a Swamp, you may play Massacre without paying its mana cost.
All creatures get -2/-2 until end of turn.

Master Apothecary
WWW
Creature - Human Cleric
2/2
Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to target creature or player this turn.

Master Decoy
1W
Creature - Human Soldier
1/2
W, T Tap target creature.

Master Healer
4W
Creature - Human Cleric
1/4
T Prevent the next 4 damage that would be dealt to target creature or player this turn.

Master of Arms
2W
Creature - Human Soldier
2/2
First strike
1W: Tap target creature blocking Master of Arms. Prevent all combat damage that creature would deal this turn.

Master of the Hunt
2GG
Creature - Human
2/2
2GG: Put a 1/1 green Wolf creature token named Wolves of the Hunt into play. That creature has "bands with other Wolves."

Master of the Veil
2UU
Creature - Human Wizard
2/3
Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Master of the Veil is turned face up, you may turn target creature with morph face down.

Master Warcraft
2 (R / W) (R / W)
Instant
(o (r/w) can be paid with either R or W.)
Play Master Warcraft only before attackers are declared.
You choose which creatures attack this turn. You choose how each creature blocks this turn.

Masticore
4
Artifact Creature - Masticore
4/4
At the beginning of your upkeep, you may discard a card. If you don't, sacrifice Masticore.
2: Masticore deals 1 damage to target creature.
2: Regenerate Masticore.

Masumaro, First to Live
3GGG
Legendary Creature - Spirit
*/*
Masumaro, First to Live's power and toughness are each equal to twice the number of cards in your hand.

Matopi Golem
5
Artifact Creature - Golem
3/3
1: Regenerate Matopi Golem. When it regenerates this way, put a -1/-1 counter on it.

Matsu-Tribe Birdstalker
2GG
Creature - Snake Warrior Archer
2/2
Whenever Matsu-Tribe Birdstalker deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
G: Matsu-Tribe Birdstalker gains reach until end of turn. (It can block creatures with flying.)

Matsu-Tribe Decoy
2G
Creature - Snake Warrior
1/3
2G: Target creature blocks Matsu-Tribe Decoy this turn if able.
Whenever Matsu-Tribe Decoy deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.

Matsu-Tribe Sniper
1G
Creature - Snake Warrior Archer
1/1
T Matsu-Tribe Sniper deals 1 damage to target creature with flying.
Whenever Matsu-Tribe Sniper deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.

Mausoleum Turnkey
3B
Creature - Ogre Rogue
3/2
When Mausoleum Turnkey comes into play, return target creature card of an opponent's choice from your graveyard to your hand.

Mawcor
3UU
Creature - Beast
3/3
Flying
T Mawcor deals 1 damage to target creature or player.

Maze of Ith
Land
T Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

Maze of Shadows
Land
T Add 1 to your mana pool.
T Untap target attacking creature with shadow. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

Meadowboon
2WW
Creature - Elemental
3/3
When Meadowboon leaves play, put a +1/+1 counter on each creature target player controls.
Evoke 3W (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Measure of Wickedness
3B
Enchantment
At the end of your turn, sacrifice Measure of Wickedness and you lose 8 life.
Whenever another card is put into your graveyard from anywhere, target opponent gains control of Measure of Wickedness.

Meddle
1U
Instant
If target spell has only one target and that target is a creature, change that spell's target to another creature.

Meddling Kids
2WU
Creature - Human Child
2/3
As Meddling Kids comes into play, choose a word with four or more letters.
Nonland cards with the chosen word in their text box can't be played.

Meddling Mage
WU
Creature - Human Wizard
2/2
As Meddling Mage comes into play, name a nonland card.
The named card can't be played.

Medicine Bag
3
Artifact
1, T, Discard a card: Regenerate target creature.

Medicine Runner
1 (G / W)
Creature - Elf Cleric
2/1
When Medicine Runner comes into play, you may remove a counter from target permanent.

Meditate
2U
Instant
Draw four cards. You skip your next turn.

Meekstone
1
Artifact
Creatures with power 3 or greater don't untap during their controllers' untap steps.

Megatherium
2G
Creature - Beast
4/4
Trample
When Megatherium comes into play, sacrifice it unless you pay 1 for each card in your hand.

Megatog
4RR
Creature - Atog
3/4
Sacrifice an artifact: Megatog gets +3/+3 and gains trample until end of turn.

Megrim
2B
Enchantment
Whenever an opponent discards a card, Megrim deals 2 damage to that player.

Meishin, the Mind Cage
4UUU
Legendary Enchantment
All creatures get -X/-0, where X is the number of cards in your hand.

Melancholy
2B
Enchantment - Aura
Enchant creature
When Melancholy comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
At the beginning of your upkeep, sacrifice Melancholy unless you pay B.

Melee
4R
Instant
Play Melee only during your combat phase before blockers are declared.
Instead of defending player, you choose how each creature blocks this turn.
Whenever a creature attacks and isn't blocked this turn, untap it and remove it from combat.

Melesse Spirit
3WW
Creature - Angel Spirit
3/3
Flying, protection from black

Meloku the Clouded Mirror
4U
Legendary Creature - Moonfolk Wizard
2/4
Flying
1, Return a land you control to its owner's hand: Put a 1/1 blue Illusion creature token with flying into play.

Meltdown
XR
Sorcery
Destroy each artifact with converted mana cost X or less.

Melting
3R
Enchantment
All lands are no longer snow.

Memnarch
7
Legendary Artifact Creature - Wizard
4/5
1UU: Target permanent becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.)
3U: Gain control of target artifact. (This effect doesn't end at end of turn.)

Memory Crystal
3
Artifact
Buyback costs are reduced by 2.

Memory Jar
5
Artifact
T, Sacrifice Memory Jar: Each player removes his or her hand from the game face down and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way.

Memory Lapse
1U
Instant
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.

Memory Plunder
(U / B) (U / B) (U / B) (U / B)
Instant
You may play target instant or sorcery card in an opponent's graveyard without paying its mana cost.

Memory Sluice
(U / B)
Sorcery
Target player puts the top four cards of his or her library into his or her graveyard.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Menacing Ogre
3RR
Creature - Ogre
3/3
Trample, haste
When Menacing Ogre comes into play, each player secretly chooses a number. Then those numbers are revealed. Each player with the highest number loses that much life. If you are one of those players, put two +1/+1 counters on Menacing Ogre.

Mending Hands
W
Instant
Prevent the next 4 damage that would be dealt to target creature or player this turn.

Meng Huo, Barbarian King
3GG
Legendary Creature - Human Barbarian Soldier
4/4
Other green creatures you control get +1/+1.

Meng Huo's Horde
4G
Creature - Human Soldier
4/5

Mental Discipline
1UU
Enchantment
1U, Discard a card: Draw a card.

Mental Note
U
Instant
Put the top two cards of your library into your graveyard.
Draw a card.

Mephidross Vampire
4BB
Creature - Vampire
3/4
Flying
Each creature you control is a Vampire in addition to its other creature types and has "Whenever this creature deals damage to a creature, put a +1/+1 counter on this creature."

Mephitic Ooze
4B
Creature - Ooze
0/5
Mephitic Ooze gets +1/+0 for each artifact you control.
Whenever Mephitic Ooze deals combat damage to a creature, destroy that creature. The creature can't be regenerated.

Mercadian Atlas
5
Artifact
At the end of your turn, if you didn't play a land this turn, you may draw a card.

Mercadian Bazaar
Land
Mercadian Bazaar comes into play tapped.
T Put a storage counter on Mercadian Bazaar.
T, Remove any number of storage counters from Mercadian Bazaar: Add R to your mana pool for each storage counter removed this way.

Mercadian Lift
2
Artifact
1, T Put a winch counter on Mercadian Lift.
T, Remove X winch counters from Mercadian Lift: You may put a creature card with converted mana cost X from your hand into play.

Mercadia's Downfall
2R
Instant
Attacking creatures get +X/+0 until end of turn, where X is the number of nonbasic lands defending player controls.

Mercenaries
3W
Creature - Human Mercenary
3/3
3: Prevent all damage that would be dealt to you this turn by this creature. Any player may play this ability.

Mercenary Informer
2W
Creature - Human Rebel Mercenary
2/1
Mercenary Informer can't be the target of black spells or abilities from black sources.
2W: Put target Mercenary on the bottom of its owner's library.

Mercenary Knight
2B
Creature - Human Mercenary Knight
4/4
When Mercenary Knight comes into play, sacrifice it unless you discard a creature card.

Merchant of Secrets
2U
Creature - Human Wizard
1/1
When Merchant of Secrets comes into play, draw a card.

Merchant Scroll
1U
Sorcery
Search your library for a blue instant card, reveal that card, and put it into your hand. Then shuffle your library.

Merchant Ship
U
Creature - Human
0/2
Merchant Ship can't attack unless defending player controls an Island.
Whenever Merchant Ship attacks and isn't blocked, you gain 2 life.
When you control no Islands, sacrifice Merchant Ship.

Mercurial Kite
3U
Creature - Bird
2/2
Flying
Whenever Mercurial Kite deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.

Mercy Killing
2 (G / W)
Instant
Target creature's controller sacrifices it, then puts X 1/1 green and white Elf Warrior creature tokens into play, where X is that creature's power.

Merfolk Assassin
UU
Creature - Merfolk Assassin
1/2
T Destroy target creature with islandwalk.

Merfolk Looter
1U
Creature - Merfolk Rogue
1/1
T Draw a card, then discard a card.

Merfolk of the Pearl Trident
U
Creature - Merfolk
1/1

Merfolk Raiders
1U
Creature - Merfolk Soldier
2/3
Phasing, islandwalk

Merfolk Seer
2U
Creature - Merfolk Wizard
2/2
When Merfolk Seer is put into a graveyard from play, you may pay 1U. If you do, draw a card.

Merfolk Thaumaturgist
2U
Creature - Merfolk Wizard
1/2
T Switch target creature's power and toughness until end of turn.

Merfolk Traders
1U
Creature - Merfolk
1/2
When Merfolk Traders comes into play, draw a card, then discard a card.

Merieke Ri Berit
WUB
Legendary Creature - Human
1/1
Merieke Ri Berit doesn't untap during your untap step.
T Gain control of target creature as long as you control Merieke Ri Berit. When Merieke Ri Berit leaves play or becomes untapped, destroy that creature. It can't be regenerated.

Merrow Bonegnawer
B
Creature - Merfolk Rogue
1/1
T Target player removes a card in his or her graveyard from the game.
Whenever you play a black spell, you may untap Merrow Bonegnawer.

Merrow Commerce
1U
Tribal Enchantment - Merfolk
At the end of your turn, untap all Merfolk you control.

Merrow Grimeblotter
3 (U / B)
Creature - Merfolk Wizard
2/2
1o (u/b), oQ: Target creature gets -2/-0 until end of turn. (oQ is the untap symbol.)

Merrow Harbinger
3U
Creature - Merfolk Wizard
2/3
Islandwalk
When Merrow Harbinger comes into play, you may search your library for a Merfolk card, reveal it, then shuffle your library and put that card on top of it.

Merrow Levitator
3U
Creature - Merfolk Wizard
2/3
T Target creature gains flying until end of turn.
Whenever you play a blue spell, you may untap Merrow Levitator.

Merrow Reejerey
2U
Creature - Merfolk Soldier
2/2
Other Merfolk creatures you control get +1/+1.
Whenever you play a Merfolk spell, you may tap or untap target permanent.

Merrow Wavebreakers
4U
Creature - Merfolk Soldier
3/3
1U, oQ: Merrow Wavebreakers gains flying until end of turn. (oQ is the untap symbol.)

Merrow Witsniper
U
Creature - Merfolk Rogue
1/1
When Merrow Witsniper comes into play, target player puts the top card of his or her library into his or her graveyard.

Merseine
2UU
Enchantment - Aura
Enchant creature
Merseine comes into play with three net counters on it.
Enchanted creature doesn't untap during its controller's untap step as long as Merseine has a net counter on it.
Pay enchanted creature's mana cost: Remove a net counter from Merseine. Any player may play this ability, but only if he or she controls the enchanted creature.

Mesa Chicken
WW
Summon Chicken
2/2
Stand up, Flap your arms, Cluck like a chicken: Mesa Chicken gains flying until end of turn.

Mesa Enchantress
1WW
Creature - Human Druid
0/2
Whenever you play an enchantment spell, you may draw a card.

Mesa Falcon
1W
Creature - Bird
1/1
Flying
1W: Mesa Falcon gets +0/+1 until end of turn.

Mesa Pegasus
1W
Creature - Pegasus
1/1
Flying, banding

Mesmeric Fiend
1B
Creature - Nightmare Horror
1/1
When Mesmeric Fiend comes into play, target opponent reveals his or her hand and you choose a nonland card from it. Remove that card from the game.
When Mesmeric Fiend leaves play, return the removed card to its owner's hand.

Mesmeric Orb
2
Artifact
Whenever a permanent becomes untapped, that permanent's controller puts the top card of his or her library into his or her graveyard.

Mesmeric Sliver
3U
Creature - Sliver
2/2
All Slivers have "When this permanent comes into play, you may fateseal 1." (Its controller looks at the top card of an opponent's library, then he or she may put that card on the bottom of that library.)

Mesmeric Trance
1UU
Enchantment
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
U, Discard a card: Draw a card.

Metal Fatigue
2W
Instant
Tap all artifacts.

Metallic Sliver
1
Artifact Creature - Sliver
1/1

Metalworker
3
Artifact Creature - Construct
1/2
T Reveal any number of artifact cards in your hand. Add 2 to your mana pool for each card revealed this way.

Metamorphic Wurm
3GG
Creature - Elephant Wurm
3/3
Threshold - Metamorphic Wurm gets +4/+4 as long as seven or more cards are in your graveyard.

Metamorphose
1U
Instant
Put target permanent an opponent controls on top of its owner's library. That opponent may put an artifact, creature, enchantment, or land card from his or her hand into play.

Metamorphosis
G
Sorcery
As an additional cost to play Metamorphosis, sacrifice a creature.
Add X mana of any one color to your mana pool, where X is one plus the sacrificed creature's converted mana cost. Spend this mana only to play creature spells.

Metathran Aerostat
2UU
Creature - Metathran
2/2
Flying
XU: You may put a creature card with converted mana cost X from your hand into play. If you do, return Metathran Aerostat to its owner's hand.

Metathran Elite
1UU
Creature - Metathran Soldier
2/3
Metathran Elite is unblockable as long as it's enchanted.

Metathran Soldier
1U
Creature - Metathran Soldier
1/1
Metathran Soldier is unblockable.

Metathran Transport
1UU
Creature - Metathran
1/3
Flying
Metathran Transport can't be blocked by blue creatures.
U: Target creature becomes blue until end of turn.

Metathran Zombie
1U
Creature - Metathran Zombie
1/1
B: Regenerate Metathran Zombie.

Meteor Crater
Land
T Choose a color of a permanent you control. Add one mana of that color to your mana pool.

Meteor Shower
XXR
Sorcery
Meteor Shower deals X plus 1 damage divided as you choose among any number of target creatures and/or players.

Meteor Storm
RG
Enchantment
2RG, Discard two cards at random: Meteor Storm deals 4 damage to target creature or player.

Metrognome
4
Artifact
When a spell or ability an opponent controls causes you to discard Metrognome, put four 1/1 Gnome artifact creature tokens into play.
4, T Put a 1/1 Gnome artifact creature token into play.

Michiko Konda, Truth Seeker
3W
Legendary Creature - Human Advisor
2/2
Whenever a source an opponent controls deals damage to you, that player sacrifices a permanent.

Midnight Banshee
3BBB
Creature - Spirit
5/5
Wither (This deals damage to creatures in the form of -1/-1 counters.)
At the beginning of your upkeep, put a -1/-1 counter on each nonblack creature.

Midnight Charm
B
Instant
Choose one - Midnight Charm deals 1 damage to target creature and you gain 1 life; or target creature gains first strike until end of turn; or tap target creature.

Midnight Covenant
1B
Enchantment - Aura
Enchant creature
Enchanted creature has "B: This creature gets +1/+1 until end of turn."

Midnight Ritual
X2B
Sorcery
Remove X target creature cards in your graveyard from the game. For each creature card removed this way, put a 2/2 black Zombie creature token into play.

Midsummer Revel
3GG
Enchantment
At the beginning of your upkeep, you may put a verse counter on Midsummer Revel.
G, Sacrifice Midsummer Revel: Put X 3/3 green Beast creature tokens into play, where X is the number of verse counters on Midsummer Revel.

Might of Oaks
3G
Instant
Target creature gets +7/+7 until end of turn.

Might of Old Krosa
G
Instant
Target creature gets +2/+2 until end of turn. If you played this spell during your main phase, that creature gets +4/+4 until end of turn instead.

Might of the Nephilim
1G
Instant
Target creature gets +2/+2 until end of turn for each of its colors.

Might Sliver
4G
Creature - Sliver
2/2
All Sliver creatures get +2/+2.

Might Weaver
1G
Creature - Human Wizard
2/1
2: Target red or white creature gains trample until end of turn. (If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

Mightstone
4
Artifact
Attacking creatures get +1/+0.

Mijae Djinn
RRR
Creature - Djinn
6/3
Whenever Mijae Djinn attacks, flip a coin. If you lose the flip, remove Mijae Djinn from combat and tap it.

Mikokoro, Center of the Sea
Legendary Land
T Add 1 to your mana pool.
2, T Each player draws a card.

Militant Monk
1WW
Creature - Human Monk Cleric
2/1
Vigilance
T Prevent the next 1 damage that would be dealt to target creature or player this turn.

Militia's Pride
1W
Tribal Enchantment - Kithkin
Whenever a nontoken creature you control attacks, you may pay W. If you do, put a 1/1 white Kithkin Soldier creature token into play tapped and attacking.

Millikin
2
Artifact Creature - Construct
0/1
T, Put the top card of your library into your graveyard: Add 1 to your mana pool.

Millstone
2
Artifact
2, T Target player puts the top two cards of his or her library into his or her graveyard.

Mimeofacture
3U
Sorcery
Replicate 3U (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Choose target permanent an opponent controls. Search that player's library for a card with the same name and put it into play under your control. Then that player shuffles his or her library.

Minamo Scrollkeeper
1U
Creature - Human Wizard
2/3
Defender (This creature can't attack.)
Your maximum hand size is increased by one.

Minamo Sightbender
1U
Creature - Human Wizard
1/2
X, T Target creature with power X or less is unblockable this turn.

Minamo, School at Water's Edge
Legendary Land
T Add U to your mana pool.
U, T Untap target legendary permanent.

Minamo's Meddling
2UU
Instant
Counter target spell. That spell's controller reveals his or her hand, then discards each card with the same name as a card spliced onto that spell.

Mind Bend
U
Instant
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. (For example, you may change "nonblack creature" to "nongreen creature" or "forestwalk" to "islandwalk." This effect doesn't end at end of turn.)

Mind Bomb
U
Sorcery
Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards he or she discarded this way.

Mind Burst
1B
Sorcery
Target player discards X cards, where X is one plus the number of cards named Mind Burst in all graveyards.

Mind Extraction
2B
Sorcery
As an additional cost to play Mind Extraction, sacrifice a creature.
Target player reveals his or her hand and discards all cards of each of the sacrificed creature's colors.

Mind Games
U
Instant
Buyback 2U (You may pay an additional 2U as you play this spell. If you do, put this card into your hand as it resolves.)
Tap target artifact, creature, or land.

Mind Harness
U
Enchantment - Aura
Enchant red or green creature
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
You control enchanted creature.

Mind Knives
1B
Sorcery
Target opponent discards a card at random.

Mind Maggots
3B
Creature - Insect
2/2
When Mind Maggots comes into play, discard any number of creature cards. For each card discarded this way, put two +1/+1 counters on Mind Maggots.

Mind Over Matter
2UUUU
Enchantment
Discard a card: You may tap or untap target artifact, creature, or land.

Mind Peel
B
Sorcery
Buyback 2BB (You may pay an additional 2BB as you play this spell. If you do, put this card into your hand as it resolves.)
Target player discards a card.

Mind Ravel
2B
Sorcery
Target player discards a card.
Draw a card at the beginning of the next turn's upkeep.

Mind Rot
2B
Sorcery
Target player discards two cards.

Mind Shatter
XBB
Sorcery
Target player discards X cards at random.

Mind Slash
1BB
Enchantment
B, Sacrifice a creature: Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.

Mind Sludge
4B
Sorcery
Target player discards a card for each Swamp you control.

Mind Spring
XUU
Sorcery
Draw X cards.

Mind Stone
2
Artifact
T Add 1 to your mana pool.
1, T, Sacrifice Mind Stone: Draw a card.

Mind Swords
1B
Sorcery
If you control a Swamp, you may sacrifice a creature rather than pay Mind Swords's mana cost.
Each player removes two cards in his or her hand from the game.

Mind Twist
XB
Sorcery
Target player discards X cards at random.

Mind Warp
X3B
Sorcery
Look at target player's hand and choose X cards from it. That player discards them.

Mind Whip
2BB
Enchantment - Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, that player may pay 3. If he or she doesn't, Mind Whip deals 2 damage to that player and you tap that creature.

Mindbender Spores
2G
Creature - Fungus Wall
0/1
Defender (This creature can't attack.)
Flying
Whenever Mindbender Spores blocks a creature, put four fungus counters on that creature. The creature gains "This creature doesn't untap during your untap step if it has a fungus counter on it" and "At the beginning of your upkeep, remove a fungus counter from this creature."

Mindblaze
5R
Sorcery
Name a nonland card and choose a number greater than 0. Target player reveals his or her library. If that library contains exactly the chosen number of the named card, Mindblaze deals 8 damage to that player. Then that player shuffles his or her library.

Mindlash Sliver
B
Creature - Sliver
1/1
All Slivers have "1, Sacrifice this permanent: Each player discards a card."

Mindleech Mass
5UBB
Creature - Horror
6/6
Trample
Whenever Mindleech Mass deals combat damage to a player, you may look at that player's hand. If you do, you may play a nonland card in it without paying that card's mana cost.

Mindless Automaton
4
Artifact Creature - Construct
0/0
Mindless Automaton comes into play with two +1/+1 counters on it.
1, Discard a card: Put a +1/+1 counter on Mindless Automaton.
Remove two +1/+1 counters from Mindless Automaton: Draw a card.

Mindmoil
4R
Enchantment
Whenever you play a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.

Mind's Desire
4UU
Sorcery
Shuffle your library. Then remove the top card of your library from the game. Until end of turn, you may play that card without paying its mana cost. (If it has X in its mana cost, X is 0.)
Storm (When you play this spell, copy it for each spell played before it this turn.)

Mind's Eye
5
Artifact
Whenever an opponent draws a card, you may pay 1. If you do, draw a card.

Mindslaver
6
Legendary Artifact
4, T, Sacrifice Mindslaver: You control target player's next turn. (You see all cards that player could see and make all decisions for the player. He or she doesn't lose life because of mana burn.)

Mindslicer
2BB
Creature - Horror
4/3
When Mindslicer is put into a graveyard from play, each player discards his or her hand.

Mindstab
5B
Sorcery
Target player discards three cards.
Suspend 4-B (Rather than play this card from your hand, you may pay B and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Mindstab Thrull
1BB
Creature - Thrull
2/2
Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards.

Mindstorm Crown
3
Artifact
At the beginning of your upkeep, draw a card if you had no cards in hand at the beginning of this turn. If you had a card in hand, Mindstorm Crown deals 1 damage to you.

Mindwarper
2BB
Creature - Spirit
0/0
Mindwarper comes into play with three +1/+1 counters on it.
2B, Remove a +1/+1 counter from Mindwarper: Target player discards a card. Play this ability only any time you could play a sorcery.

Mindwhip Sliver
2B
Creature - Sliver
2/2
All Slivers have "2, Sacrifice this permanent: Target player discards a card at random. Play this ability only any time you could play a sorcery."

Mindwrack Liege
3 (U / R) (U / R) (U / R)
Creature - Horror
4/4
Other blue creatures you control get +1/+1.
Other red creatures you control get +1/+1.
o (u/r)o (u/r)o (u/r)o (u/r): You may put a blue or red creature card from your hand into play.

Mine Bearer
2W
Creature - Human Soldier
1/1
T, Sacrifice Mine Bearer: Destroy target attacking creature.

Mine Excavation
1W
Sorcery
Return target artifact or enchantment card in a graveyard to its owner's hand.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Mine Layer
3R
Creature - Dwarf
1/1
1R, T Put a mine counter on target land.
Whenever a land with a mine counter on it becomes tapped, destroy it.
When Mine Layer leaves play, remove all mine counters from all lands.

Mine, Mine, Mine!
4GG
Enchantment
When Mine, Mine, Mine! comes into play, each player puts his or her library into his or her hand.
Each player skips his or her discard phase and does not lose as a result of being unable to draw a card.
Each player cannot play more than one spell each turn.
If Mine, Mine, Mine! leaves play, each player shuffles his or her hand and graveyard into his or her library.

Minion of Leshrac
4BBB
Creature - Demon Minion
5/5
Protection from black
At the beginning of your upkeep, Minion of Leshrac deals 5 damage to you unless you sacrifice a creature other than Minion of Leshrac. If Minion of Leshrac deals damage to you this way, tap it.
T Destroy target creature or land.

Minion of Tevesh Szat
4BBB
Creature - Demon Minion
4/4
At the beginning of your upkeep, Minion of Tevesh Szat deals 2 damage to you unless you pay BB.
T Target creature gets +3/-2 until end of turn.

Minion of the Wastes
3BBB
Creature - Minion
*/*
Trample
As Minion of the Wastes comes into play, pay any amount of life.
Minion of the Wastes's power and toughness are each equal to the life paid as it came into play.

Minions' Murmurs
2BB
Sorcery
You draw X cards and you lose X life, where X is the number of creatures you control.

Minister of Impediments
2 (W / U)
Creature - Human Advisor
1/1
(o (w/u) can be paid with either W or U.)
T Tap target creature.

Minotaur Explorer
1R
Creature - Minotaur Scout
3/3
When Minotaur Explorer comes into play, sacrifice it unless you discard a card at random.

Minotaur Illusionist
3UR
Creature - Minotaur Wizard
3/4
1U: Minotaur Illusionist gains shroud until end of turn. (It can't be the target of spells or abilities.)
R, Sacrifice Minotaur Illusionist: Minotaur Illusionist deals damage equal to its power to target creature.

Minotaur Tactician
3R
Creature - Minotaur
1/1
Haste
Minotaur Tactician gets +1/+1 as long as you control a white creature.
Minotaur Tactician gets +1/+1 as long as you control a blue creature.

Minotaur Warrior
2R
Creature - Minotaur Warrior
2/3

Miracle Worker
W
Creature - Human Cleric
1/1
T Destroy target Aura attached to a creature you control.

Miraculous Recovery
4W
Instant
Return target creature card from your graveyard to play with a +1/+1 counter on it.

Mirari
5
Legendary Artifact
Whenever you play an instant or sorcery spell, you may pay 3. If you do, copy that spell. You may choose new targets for the copy.

Mirari's Wake
3GW
Enchantment
Creatures you control get +1/+1.
Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.

Mire Boa
1G
Creature - Snake
2/1
Swampwalk
G: Regenerate Mire Boa.

Mire Kavu
3R
Creature - Kavu
3/2
Mire Kavu gets +1/+1 as long as you control a Swamp.

Mire Shade
1B
Creature - Shade
1/1
B, Sacrifice a Swamp: Put a +1/+1 counter on Mire Shade. Play this ability only any time you could play a sorcery.

Miren, the Moaning Well
Legendary Land
T Add 1 to your mana pool.
3, T, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.

Mirozel
3U
Creature - Illusion
2/3
Flying
When Mirozel becomes the target of a spell or ability, return Mirozel to its owner's hand.

Mirri the Cursed
2BB
Legendary Creature - Vampire Cat
3/2
Flying, first strike, haste
Whenever Mirri the Cursed deals combat damage to a creature, put a +1/+1 counter on Mirri the Cursed.

Mirri, Cat Warrior
1GG
Legendary Creature - Cat Warrior
2/3
First strike, forestwalk, vigilance (This creature deals combat damage before creatures without first strike, it's unblockable as long as defending player controls a Forest, and attacking doesn't cause this creature to tap.)

Mirri's Guile
G
Enchantment
At the beginning of your upkeep, you may look at the top three cards of your library, then put them back in any order.

Mirrodin's Core
Land
T Add 1 to your mana pool.
T Put a charge counter on Mirrodin's Core.
T, Remove a charge counter from Mirrodin's Core: Add one mana of any color to your mana pool.

Mirror Entity
2W
Creature - Shapeshifter
1/1
Changeling (This card is every creature type at all times.)
X: Creatures you control become X/X and gain all creature types until end of turn.

Mirror Gallery
5
Artifact
The "legend rule" doesn't apply.

Mirror Golem
6
Artifact Creature - Golem
3/4
Imprint - When Mirror Golem comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.)
Mirror Golem has protection from each of the imprinted card's card types. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.)

Mirror Mirror
7
Artifact
Mirror Mirror comes into play tapped.
7, T, Sacrifice Mirror Mirror: At end of turn, exchange life totals with target player and exchange all cards in play that you control, and all cards in your hand, library, and graveyard, with that player until end of game.

Mirror Sheen
1 (U / R) (U / R)
Enchantment
1o (u/r)o (u/r): Copy target instant or sorcery spell that targets you. You may choose new targets for the copy.

Mirror Strike
3W
Instant
Target unblocked creature deals combat damage to its controller instead of to you this turn.

Mirror Universe
6
Artifact
T, Sacrifice Mirror Universe: Exchange life totals with target opponent. Play this ability only during your upkeep.

Mirror Wall
3U
Creature - Wall
3/4
Defender (This creature can't attack.)
W: Mirror Wall can attack this turn as though it didn't have defender.

Mirrorweave
2 (W / U) (W / U)
Instant
Each other creature becomes a copy of target nonlegendary creature until end of turn.

Mirrorwood Treefolk
3G
Creature - Treefolk
2/4
2RW: The next time damage would be dealt to Mirrorwood Treefolk this turn, that damage is dealt to target creature or player instead.

Miscalculation
1U
Instant
Counter target spell unless its controller pays 2.
Cycling 2 (2, Discard this card: Draw a card.)

Mischievous Poltergeist
2B
Creature - Spirit
1/1
Flying
Pay 1 life: Regenerate Mischievous Poltergeist.

Mischievous Quanar
4U
Creature - Beast
3/3
3UU: Turn Mischievous Quanar face down.
Morph 1UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Mischievous Quanar is turned face up, copy target instant or sorcery spell. You may choose new targets for that copy.

Misdirection
3UU
Instant
You may remove a blue card in your hand from the game rather than pay Misdirection's mana cost.
Change the target of target spell with a single target.

Mise
U
Instant
Name a nonland card, then reveal the top card of your library. If that card is the named card, draw three cards.

Misers' Cage
3
Artifact
At the beginning of each opponent's upkeep, if that player has five or more cards in hand, Misers' Cage deals 2 damage to him or her.

Misery Charm
B
Instant
Choose one - Destroy target Cleric; or return target Cleric card from your graveyard to your hand; or target player loses 2 life.

Misfortune
1BRG
Sorcery
An opponent chooses one - You put a +1/+1 counter on each creature you control and gain 4 life; or you put a -1/-1 counter on each creature that player controls and Misfortune deals 4 damage to him or her.

Misfortune's Gain
3W
Sorcery
Destroy target creature. Its owner gains 4 life.

Misguided Rage
2R
Sorcery
Target player sacrifices a permanent.

Mishra, Artificer Prodigy
1UBR
Legendary Creature - Human Artificer
4/4
Whenever you play an artifact spell, you may search your graveyard, hand, and/or library for a card with the same name as that spell and put it into play. If you search your library this way, shuffle it.

Mishra's Bauble
0
Artifact
T, Sacrifice Mishra's Bauble: Look at the top card of target player's library. Draw a card at the beginning of the next turn's upkeep.

Mishra's Factory
Land
T Add 1 to your mana pool.
1: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.
T Target Assembly-Worker creature gets +1/+1 until end of turn.

Mishra's Groundbreaker
4
Artifact
T, Sacrifice Mishra's Groundbreaker: Target land becomes a 3/3 artifact creature that's still a land. (This effect doesn't end at end of turn.)

Mishra's Helix
5
Artifact
X, T Tap X target lands.

Mishra's War Machine
7
Artifact Creature - Juggernaut
5/5
Banding
At the beginning of your upkeep, unless you discard a card, tap Mishra's War Machine and it deals 3 damage to you.

Mishra's Workshop
Land
T Add 3 to your mana pool. Spend this mana only to play artifact spells.

Misinformation
B
Instant
Put up to three target cards from an opponent's graveyard on top of his or her library in any order.

Miss Demeanor
3W
Summon Lady of Proper Etiquette
3/1
Flying, first strike
During each other player's turn, compliment that player on his or her game play or sacrifice Miss Demeanor.

Misshapen Fiend
1B
Creature - Horror Mercenary
1/1
Flying

Misstep
1U
Sorcery
Creatures target player controls don't untap during that player's next untap step.

Mist Dragon
4UU
Creature - Dragon
4/4
0: Mist Dragon gains flying. (This effect doesn't end at end of turn.)
0: Mist Dragon loses flying. (This effect doesn't end at end of turn.)
3UU: Mist Dragon phases out.

Mist of Stagnation
3UU
Enchantment
Permanents don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player chooses a permanent for each card in his or her graveyard, then untaps those permanents.

Mistbind Clique
3U
Creature - Faerie Wizard
4/4
Flash
Flying
Champion a Faerie (When this comes into play, sacrifice it unless you remove another Faerie you control from the game. When this leaves play, that card returns to play.)
When a Faerie is championed with Mistbind Clique, tap all lands target player controls.

Mistblade Shinobi
2U
Creature - Human Ninja
1/1
Ninjutsu U (U, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Mistblade Shinobi deals combat damage to a player, you may return target creature that player controls to its owner's hand.

Mistfolk
UU
Creature - Illusion
1/2
U: Counter target spell that targets Mistfolk.

Mistform Dreamer
2U
Creature - Illusion
2/1
Flying
1: Mistform Dreamer becomes the creature type of your choice until end of turn.

Mistform Mask
1U
Enchantment - Aura
Enchant creature
1: Enchanted creature becomes the creature type of your choice until end of turn.

Mistform Mutant
4UU
Creature - Illusion Mutant
3/4
1U: Choose a creature type other than Wall. Target creature becomes that type until end of turn.

Mistform Seaswift
3U
Creature - Illusion
3/1
Flying
1: Mistform Seaswift becomes the creature type of your choice until end of turn.
Morph 1U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Mistform Shrieker
3UU
Creature - Illusion
3/3
Flying
1: Mistform Shrieker becomes the creature type of your choice until end of turn.
Morph 3UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Mistform Skyreaver
5UU
Creature - Illusion
6/6
Flying
1: Mistform Skyreaver becomes the creature type of your choice until end of turn.

Mistform Sliver
1U
Creature - Illusion Sliver
1/1
All Slivers have "1: This permanent becomes the creature type of your choice in addition to its other types until end of turn."

Mistform Stalker
1U
Creature - Illusion
1/1
1: Mistform Stalker becomes the creature type of your choice until end of turn.
2UU: Mistform Stalker gets +2/+2 and gains flying until end of turn.

Mistform Ultimus
3U
Legendary Creature - Illusion
3/3
Mistform Ultimus is every creature type (even if this card isn't in play).

Mistform Wakecaster
4U
Creature - Illusion
2/3
Flying
1: Mistform Wakecaster becomes the creature type of your choice until end of turn.
2UU, T Choose a creature type. Each creature you control becomes that type until end of turn.

Mistform Wall
2U
Creature - Illusion Wall
1/4
Mistform Wall has defender as long as it's a Wall.
1: Mistform Wall becomes the creature type of your choice until end of turn.

Mistform Warchief
2U
Creature - Illusion
1/3
Creature spells you play that share a creature type with Mistform Warchief cost 1 less to play.
T Mistform Warchief becomes the creature type of your choice until end of turn.

Mistmeadow Skulk
1W
Creature - Kithkin Rogue
1/1
Lifelink, protection from converted mana cost 3 or greater

Mistmeadow Witch
1 (W / U)
Creature - Kithkin Wizard
1/1
2WU: Remove target creature from the game. Return that card to play under its owner's control at end of turn.

Mistmoon Griffin
3W
Creature - Griffin
2/2
Flying
When Mistmoon Griffin is put into a graveyard from play, remove Mistmoon Griffin from the game, then return the top creature card from your graveyard to play.

Mistral Charger
1W
Creature - Pegasus
2/1
Flying

Mistveil Plains
Land - Plains
(T Add W to your mana pool.)
Mistveil Plains comes into play tapped.
W, T Put target card in your graveyard on the bottom of your library. Play this ability only if you control two or more white permanents.

Mizzium Transreliquat
3
Artifact
3: Mizzium Transreliquat becomes a copy of target artifact until end of turn.
1UR: Mizzium Transreliquat becomes a copy of target artifact and gains this ability.

Mnemonic Nexus
3U
Instant
Each player shuffles his or her graveyard into his or her library.

Mnemonic Sliver
2U
Creature - Sliver
2/2
All Slivers have "2, Sacrifice this permanent: Draw a card."

Moaning Spirit
2B
Creature - Spirit
2/1
Flying

Moat
2WW
Enchantment
Creatures without flying can't attack.

Mob Justice
1R
Sorcery
Mob Justice deals damage to target player equal to the number of creatures you control.

Mob Mentality
R
Enchantment - Aura
Enchant creature
Enchanted creature has trample.
Whenever all non-Wall creatures you control attack, enchanted creature gets +X/+0 until end of turn, where X is the number of attacking creatures.

Mobile Fort
4
Artifact Creature - Wall
0/6
Defender (This creature can't attack.)
3: Mobile Fort gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Play this ability only once each turn.

Mobilization
2W
Enchantment
Soldier creatures have vigilance. (Attacking doesn't cause them to tap.)
2W: Put a 1/1 white Soldier creature token into play.

Mobilize
G
Sorcery
Untap all creatures you control.

Mogg Alarm
1RR
Sorcery
You may sacrifice two Mountains rather than pay Mogg Alarm's mana cost.
Put two 1/1 red Goblin creature tokens into play.

Mogg Assassin
2R
Creature - Goblin Assassin
2/1
T You and target opponent each choose a target creature the other controls. Flip a coin. If you win the flip, destroy the creature you chose. If you lose the flip, destroy the creature your opponent chose.

Mogg Bombers
3R
Creature - Goblin
3/4
When another creature comes into play, sacrifice Mogg Bombers. If you do, it deals 3 damage to target player.

Mogg Cannon
2
Artifact
T Target creature you control gets +1/+0 and gains flying until end of turn. Destroy that creature at end of turn.

Mogg Conscripts
R
Creature - Goblin
2/2
Mogg Conscripts can't attack unless you've played a creature spell this turn.

Mogg Fanatic
R
Creature - Goblin
1/1
Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player.

Mogg Flunkies
1R
Creature - Goblin
3/3
Mogg Flunkies can't attack or block alone.

Mogg Hollows
Land
T Add 1 to your mana pool.
T Add R or G to your mana pool. Mogg Hollows doesn't untap during your next untap step.

Mogg Infestation
3RR
Sorcery
Destroy all creatures target player controls. For each creature put into a graveyard this way, put two 1/1 red Goblin creature tokens into play under that player's control.

Mogg Jailer
1R
Creature - Goblin
2/2
Mogg Jailer can't attack if defending player controls an untapped creature with power 2 or less.

Mogg Maniac
1R
Creature - Goblin
1/1
Whenever Mogg Maniac is dealt damage, it deals that much damage to target opponent.

Mogg Raider
R
Creature - Goblin
1/1
Sacrifice a Goblin: Target creature gets +1/+1 until end of turn.

Mogg Salvage
2R
Instant
If an opponent controls an Island and you control a Mountain, you may play Mogg Salvage without paying its mana cost.
Destroy target artifact.

Mogg Sentry
R
Creature - Goblin Warrior
1/1
Whenever an opponent plays a spell, Mogg Sentry gets +2/+2 until end of turn.

Mogg Squad
1R
Creature - Goblin
3/3
Mogg Squad gets -1/-1 for each other creature in play.

Mogg Toady
1R
Creature - Goblin
2/2
Mogg Toady can't attack unless you control more creatures than defending player.
Mogg Toady can't block unless you control more creatures than attacking player.

Mogg War Marshal
1R
Creature - Goblin Warrior
1/1
Echo 1R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Mogg War Marshal comes into play or is put into a graveyard from play, put a 1/1 red Goblin creature token into play.

Moggcatcher
2RR
Creature - Human Mercenary
2/2
3, T Search your library for a Goblin permanent card and put that card into play. Then shuffle your library.

Mold Demon
5BB
Creature - Fungus Demon
6/6
When Mold Demon comes into play, sacrifice it unless you sacrifice two Swamps.

Molder
XG
Instant
Destroy target artifact or enchantment with converted mana cost X. It can't be regenerated. You gain X life.

Molder Slug
3GG
Creature - Slug Beast
4/6
At the beginning of each player's upkeep, that player sacrifices an artifact.

Moldervine Cloak
2G
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Mole Worms
2B
Creature - Worm
1/1
You may choose not to untap Mole Worms during your untap step.
T Tap target land. It doesn't untap during its controller's untap step as long as Mole Worms remains tapped.

Molimo, Maro-Sorcerer
4GGG
Legendary Creature - Elemental
*/*
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control.

Molten Disaster
XRR
Sorcery
Kicker R (You may pay an additional R as you play this spell.)
If the kicker cost was paid, Molten Disaster has split second. (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Molten Disaster deals X damage to each creature without flying and each player.

Molten Firebird
4R
Creature - Phoenix
2/2
Flying
When Molten Firebird is put into a graveyard from play, return it to play under its owner's control at end of turn and you skip your next draw step.
4R: Remove Molten Firebird from the game.

Molten Hydra
1R
Creature - Hydra
1/1
1RR: Put a +1/+1 counter on Molten Hydra.
T, Remove all +1/+1 counters from Molten Hydra: Molten Hydra deals X damage to target creature or player, where X is the number of counters removed this way.

Molten Influence
1R
Instant
Counter target instant or sorcery spell unless its controller has Molten Influence deal 4 damage to him or her.

Molten Rain
1RR
Sorcery
Destroy target land. If that land was nonbasic, Molten Rain deals 2 damage to the land's controller.

Molten Sentry
3R
Creature - Elemental
*/*
As Molten Sentry comes into play, flip a coin. If the coin comes up heads, Molten Sentry comes into play as a 5/2 creature with haste. If it comes up tails, Molten Sentry comes into play as a 2/5 creature with defender.

Molten Slagheap
Land
T Add 1 to your mana pool.
1, T Put a storage counter on Molten Slagheap.
1, Remove X storage counters from Molten Slagheap: Add X mana in any combination of B and/or R to your mana pool.

Molting Harpy
B
Creature - Harpy Mercenary
2/1
Flying
At the beginning of your upkeep, sacrifice Molting Harpy unless you pay 2.

Molting Skin
2G
Enchantment
Return Molting Skin to its owner's hand: Regenerate target creature.

Moment of Silence
W
Instant
Target player skips his or her next combat phase this turn.

Momentary Blink
1W
Instant
Remove target creature you control from the game, then return it to play under its owner's control.
Flashback 3U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Moment's Peace
1G
Instant
Prevent all combat damage that would be dealt this turn.
Flashback 2G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Momentum
2G
Enchantment - Aura
Enchant creature
At the beginning of your upkeep, you may put a growth counter on Momentum.
Enchanted creature gets +1/+1 for each growth counter on Momentum.

Momir Vig, Simic Visionary
3GU
Legendary Creature - Elf Wizard
2/2
Whenever you play a green creature spell, you may search your library for a creature card and reveal it. If you do, shuffle your library and put that card on top of it.
Whenever you play a blue creature spell, reveal the top card of your library. If it's a creature card, put that card into your hand.

Mongrel Pack
3G
Creature - Hound
4/1
When Mongrel Pack is put into a graveyard from play during combat, put four 1/1 green Hound creature tokens into play.

Moniker Mage
2U
Creature - Human Wizard
2/2
U, Say your middle name: Moniker Mage can't be the target of spells or abilities this turn.
U, Say an opponent's middle name: Moniker Mage gains flying until end of turn.

Monk Idealist
2W
Creature - Human Monk Cleric
2/2
When Monk Idealist comes into play, return target enchantment card from your graveyard to your hand.

Monk Realist
1W
Creature - Human Monk Cleric
1/1
When Monk Realist comes into play, destroy target enchantment.

Monkey Cage
5
Artifact
When a creature comes into play, sacrifice Monkey Cage and put into play a number of 2/2 green Ape creature tokens equal to that creature's converted mana cost.

Monkey Monkey Monkey
3G
Creature - Ape
1/1
As Monkey Monkey Monkey comes into play, choose a letter.
Monkey Monkey Monkey gets +1/+1 for each nonland permanent whose name begins with the chosen letter.

Monsoon
2RG
Enchantment
At the end of each player's turn, tap all untapped Islands that player controls and Monsoon deals X damage to the player, where X is the number of Islands tapped this way.

Mons's Goblin Raiders
R
Creature - Goblin
1/1

Mons's Goblin Waiters
R
Creature - Goblin Waiter
1/1
Sacrifice a creature or land: Add 1/2*R to your mana pool.

Monstrify
3G
Sorcery
Target creature gets +4/+4 until end of turn.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Monstrous Growth
1G
Sorcery
Target creature gets +4/+4 until end of turn.

Monstrous Hound
3R
Creature - Hound
4/4
Monstrous Hound can't attack unless you control more lands than defending player.
Monstrous Hound can't block unless you control more lands than attacking player.

Moon Sprite
1G
Creature - Faerie
1/1
Flying

Moonbow Illusionist
2U
Creature - Moonfolk Wizard
2/1
Flying
2, Return a land you control to its owner's hand: Target land becomes the basic land type of your choice until end of turn.

Moonglove Changeling
2B
Creature - Shapeshifter
2/2
Changeling (This card is every creature type at all times.)
B: Moonglove Changeling gains deathtouch until end of turn. (Whenever it deals damage to a creature, destroy that creature.)

Moonglove Extract
3
Artifact
Sacrifice Moonglove Extract: Moonglove Extract deals 2 damage to target creature or player.

Moonglove Winnower
3B
Creature - Elf Rogue
2/3
Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)

Moonhold
2 (R / W)
Instant
Target player can't play land cards this turn if R was spent to play Moonhold and can't play creature cards this turn if W was spent to play it. (Do both if RW was spent.)

Moonlace
U
Instant
Target spell or permanent becomes colorless.

Moonlight Bargain
3BB
Instant
Look at the top five cards of your library. For each card, put that card into your graveyard unless you pay 2 life. Then put the rest into your hand.

Moonlit Strider
3W
Creature - Spirit
1/4
Sacrifice Moonlit Strider: Target creature you control gains protection from the color of your choice until end of turn.
Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)

Moonlit Wake
2W
Enchantment
Whenever a creature is put into a graveyard from play, you gain 1 life.

Moonring Island
Land - Island
(T Add U to your mana pool.)
Moonring Island comes into play tapped.
U, T Look at the top card of target player's library. Play this ability only if you control two or more blue permanents.

Moonring Mirror
5
Artifact
Whenever you draw a card, remove the top card of your library from the game face down.
At the beginning of your upkeep, you may remove your hand from the game face down. If you do, put into your hand all other cards you own removed from the game with Moonring Mirror.

Moonwing Moth
1WW
Creature - Insect
2/1
Flying
W: Moonwing Moth gets +0/+1 until end of turn.

Moor Fiend
3B
Creature - Horror
3/3
Swampwalk

Moorish Cavalry
2WW
Creature - Human Knight
3/3
Trample

Morale
1WW
Instant
Attacking creatures get +1/+1 until end of turn.

Morality Shift
5BB
Sorcery
Exchange your graveyard and library. Then shuffle your library.

Moratorium Stone
1
Artifact
2, T Remove target card in a graveyard from the game.
2WB, T, Sacrifice Moratorium Stone: Remove from the game target nonland card in a graveyard, all other cards in graveyards with the same name as that card, and all permanents with that name.

Morbid Hunger
4BB
Sorcery
Morbid Hunger deals 3 damage to target creature or player. You gain 3 life.
Flashback 7BB (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Morgue Theft
1B
Sorcery
Return target creature card from your graveyard to your hand.
Flashback 4B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Morgue Thrull
2B
Creature - Thrull
2/2
Sacrifice Morgue Thrull: Put the top three cards of your library into your graveyard.

Morgue Toad
2B
Creature - Frog
2/2
Sacrifice Morgue Toad: Add UR to your mana pool.

Morinfen
3BB
Legendary Creature - Horror
5/4
Flying
Cumulative upkeep-Pay 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Moriok Rigger
2B
Creature - Human Rogue Rigger
2/2
Whenever an artifact is put into a graveyard from play, you may put a +1/+1 counter on Moriok Rigger.

Moriok Scavenger
3B
Creature - Human Rogue
2/3
When Moriok Scavenger comes into play, you may return target artifact creature card from your graveyard to your hand.

Morningtide
1W
Sorcery
Remove all cards in all graveyards from the game.

Moroii
2UB
Creature - Vampire
4/4
Flying
At the beginning of your upkeep, you lose 1 life.

Morphling
3UU
Creature - Shapeshifter
3/3
U: Untap Morphling.
U: Morphling gains flying until end of turn.
U: Morphling gains shroud until end of turn. (It can't be the target of spells or abilities.)
1: Morphling gets +1/-1 until end of turn.
1: Morphling gets -1/+1 until end of turn.

Morsel Theft
2BB
Tribal Sorcery - Rogue
Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Target player loses 3 life and you gain 3 life. If Morsel Theft's prowl cost was paid, draw a card.

Morselhoarder
4 (R / G) (R / G)
Creature - Elemental
6/4
Morselhoarder comes into play with two -1/-1 counters on it.
Remove a -1/-1 counter from Morselhoarder: Add one mana of any color to your mana pool.

Mortal Combat
2BB
Enchantment
At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game.

Mortal Wound
G
Enchantment - Aura
Enchant creature
When enchanted creature is dealt damage, destroy it.

Mortify
1WB
Instant
Destroy target creature or enchantment.

Mortipede
3B
Creature - Insect
4/1
2G: All creatures able to block Mortipede this turn do so.

Mortiphobia
1BB
Enchantment
1B, Discard a card: Remove target card in a graveyard from the game.
1B, Sacrifice Mortiphobia: Remove target card in a graveyard from the game.

Mortivore
2BB
Creature - Lhurgoyf
*/*
Mortivore's power and toughness are each equal to the number of creature cards in all graveyards.
B: Regenerate Mortivore. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Mortuary
3B
Enchantment
Whenever a creature is put into your graveyard from play, put that card on top of your library.

Mosquito Guard
W
Creature - Kithkin Soldier
1/1
First strike
Reinforce 1-1W (1W, Discard this card: Put a +1/+1 counter on target creature.)

Moss Diamond
2
Artifact
Moss Diamond comes into play tapped.
T Add G to your mana pool.

Moss Kami
5G
Creature - Spirit
5/5
Trample

Moss Monster
3GG
Creature - Elemental
3/6

Mossbridge Troll
5GG
Creature - Troll
5/5
If Mossbridge Troll would be destroyed, regenerate it.
Tap any number of untapped creatures you control other than Mossbridge Troll with total power 10 or greater: Mossbridge Troll gets +20/+20 until end of turn.

Mossdog
G
Creature - Plant Hound
1/1
Whenever Mossdog becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on Mossdog.

Mossfire Egg
1
Artifact
2, T, Sacrifice Mossfire Egg: Add RG to your mana pool. Draw a card.

Mossfire Valley
Land
1, T Add RG to your mana pool.

Mosswort Bridge
Land
Hideaway (This land comes into play tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.)
T Add G to your mana pool.
G, T You may play the removed card without paying its mana cost if creatures you control have total power 10 or greater.

Mothdust Changeling
U
Creature - Shapeshifter
1/1
Changeling (This card is every creature type at all times.)
Tap an untapped creature you control: Mothdust Changeling gains flying until end of turn.

Mother of Goons
2B
Creature - Human Cleric
3/2
Whenever a creature an opponent controls is put into a graveyard from play, sacrifice Mother of Goons unless you insult that creature.

Mother of Runes
W
Creature - Human Cleric
1/1
T Target creature you control gains protection from the color of your choice until end of turn.

Mothrider Samurai
3W
Creature - Human Samurai
2/2
Flying
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

Mountain
Basic Land - Mountain

Mountain Bandit
R
Creature - Human Soldier Rogue
1/1
Haste

Mountain Goat
R
Creature - Goat
1/1
Mountainwalk

Mountain Stronghold
Land
Red legendary creatures you control have "bands with other legendary creatures."

Mountain Titan
2BR
Creature - Giant
2/2
1RR: Until end of turn, whenever you play a black spell, put a +1/+1 counter on Mountain Titan.

Mountain Valley
Land
Mountain Valley comes into play tapped.
T, Sacrifice Mountain Valley: Search your library for a Mountain or Forest card and put it into play. Then shuffle your library.

Mountain Yeti
2RR
Creature - Yeti
3/3
Mountainwalk, protection from white

Mounted Archers
3W
Creature - Human Soldier Archer
2/3
Reach (This creature can block creatures with flying.)
W: Mounted Archers can block an additional creature this turn.

Mourner's Shield
4
Artifact
Imprint - When Mourner's Shield comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.)
2, T Prevent all damage that would be dealt this turn by a source of your choice that shares a color with the imprinted card.

Mournful Zombie
2B
Creature - Zombie
2/1
W, T Target player gains 1 life.

Mourning
1B
Enchantment - Aura
Enchant creature
Enchanted creature gets -2/-0.
B: Return Mourning to its owner's hand.

Mourning Thrull
1 (W / B)
Creature - Thrull
1/1
(o (w/b) can be paid with either W or B.)
Flying, lifelink (Whenever this creature deals damage, you gain that much life.)

Mournwhelk
6B
Creature - Elemental
3/3
When Mournwhelk comes into play, target player discards two cards.
Evoke 3B (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Mouth of Ronom
Snow Land
T Add 1 to your mana pool.
4oSi, T, Sacrifice Mouth of Ronom: Mouth of Ronom deals 4 damage to target creature. (oSi can be paid with one mana from a snow permanent.)

Mouth to Mouth
3U
Sorcery
You and target opponent have a breath-holding contest. If you win, you gain control of target creature that player controls.

Mox Diamond
0
Artifact
If Mox Diamond would come into play, you may discard a land card instead. If you do, put Mox Diamond into play. If you don't, put it into its owner's graveyard.
T Add one mana of any color to your mana pool.

Mox Emerald
0
Artifact
T Add G to your mana pool.

Mox Jet
0
Artifact
T Add B to your mana pool.

Mox Lotus
15
Artifact
T Add 8 to your mana pool.
100: Add one mana of any color to your mana pool.
You don't lose life due to mana burn.

Mox Pearl
0
Artifact
T Add W to your mana pool.

Mox Ruby
0
Artifact
T Add R to your mana pool.

Mox Sapphire
0
Artifact
T Add U to your mana pool.

Mtenda Griffin
3W
Creature - Griffin
2/2
Flying
W, T Return Mtenda Griffin to its owner's hand and return target Griffin card in your graveyard to your hand. Play this ability only during your upkeep.

Mtenda Herder
W
Creature - Human Scout
1/1
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Mtenda Lion
G
Creature - Cat
2/1
Whenever Mtenda Lion attacks, defending player may pay U. If that player does, prevent all combat damage that would be dealt by Mtenda Lion this turn.

Muck Drubb
3BB
Creature - Beast
3/3
Flash (You may play this spell any time you could play an instant.)
When Muck Drubb comes into play, change the target of target spell that targets only a single creature to Muck Drubb.
Madness 2B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Muck Rats
B
Creature - Rat
1/1

Mudbrawler Cohort
1R
Creature - Goblin Warrior
1/1
Haste
Mudbrawler Cohort gets +1/+1 as long as you control another red creature.

Mudbrawler Raiders
2 (R / G) (R / G)
Creature - Goblin Warrior
3/3
Mudbrawler Raiders can't be blocked by blue creatures.

Mudbutton Clanger
R
Creature - Goblin Warrior
1/1
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Mudbutton Clanger, you may reveal it. If you do, Mudbutton Clanger gets +1/+1 until end of turn.

Mudbutton Torchrunner
2R
Creature - Goblin Warrior
1/1
When Mudbutton Torchrunner is put into a graveyard from play, it deals 3 damage to target creature or player.

Muddle the Mixture
UU
Instant
Counter target instant or sorcery spell.
Transmute 1UU (1UU, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Mudhole
2R
Instant
Target player removes all land cards in his or her graveyard from the game.

Mudslide
2R
Enchantment
Creatures without flying don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player may choose any number of tapped creatures without flying he or she controls and pay 2 for each creature chosen this way. If the player does, untap those creatures.

Mulch
1G
Sorcery
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and all other cards revealed this way into your graveyard.

Mulldrifter
4U
Creature - Elemental
2/2
Flying
When Mulldrifter comes into play, draw two cards.
Evoke 2U (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Multani, Maro-Sorcerer
4GG
Legendary Creature - Elemental
*/*
Shroud (This permanent can't be the target of spells or abilities.)
Multani's power and toughness are each equal to the total number of cards in all players' hands.

Multani's Acolyte
GG
Creature - Elf
2/1
Echo GG (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Multani's Acolyte comes into play, draw a card.

Multani's Decree
3G
Sorcery
Destroy all enchantments. You gain 2 life for each enchantment destroyed this way.

Multani's Harmony
G
Enchantment - Aura
Enchant creature
Enchanted creature has "T Add one mana of any color to your mana pool."

Multani's Presence
G
Enchantment
Whenever a spell you played is countered, draw a card.

Mundungu
1UB
Creature - Human Wizard
1/1
T Counter target spell unless its controller pays 1 and 1 life.

Mungha Wurm
2GG
Creature - Wurm
6/5
You can't untap more than one land during your untap step.

Muraganda Petroglyphs
3G
Enchantment
Creatures with no abilities get +2/+2.

Murderous Betrayal
BBB
Enchantment
BB, Pay half your life rounded up: Destroy target nonblack creature. It can't be regenerated.

Murderous Redcap
2 (B / R) (B / R)
Creature - Goblin Assassin
2/2
When Murderous Redcap comes into play, it deals damage equal to its power to target creature or player.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Murderous Spoils
5B
Instant
Destroy target nonblack creature. It can't be regenerated. You gain control of all Equipment that was attached to it. (This effect doesn't end at end of turn.)

Murk Dwellers
3B
Creature - Zombie
2/2
Whenever Murk Dwellers attacks and isn't blocked, it gets +2/+0 until end of combat.

Murkfiend Liege
2 (G / U) (G / U) (G / U)
Creature - Horror
4/4
Other green creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
Untap all green and/or blue creatures you control during each other player's untap step.

Murmuring Bosk
Land - Forest
(T Add G to your mana pool.)
As Murmuring Bosk comes into play, you may reveal a Treefolk card from your hand. If you don't, Murmuring Bosk comes into play tapped.
T Add W or B to your mana pool. Murmuring Bosk deals 1 damage to you.

Murmurs from Beyond
2U
Instant - Arcane
Reveal the top three cards of your library. An opponent chooses one. Put that card into your graveyard and the rest into your hand.

Muscle Burst
1G
Instant
Target creature gets +X/+X until end of turn, where X is 3 plus the number of cards named Muscle Burst in all graveyards.

Muscle Sliver
1G
Creature - Sliver
1/1
All Sliver creatures get +1/+1.

Muse Vessel
4
Artifact
3, T Target player removes a card in his or her hand from the game. Play this ability only any time you could play a sorcery.
1: Choose a card removed from the game with Muse Vessel. You may play that card this turn.

Musician
2U
Creature - Human Wizard
1/3
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
T Put a music counter on target creature. If it doesn't have "At the beginning of your upkeep, destroy this creature unless you pay 1 for each music counter on it," it gains that ability.

Mutavault
Land
T Add 1 to your mana pool.
1: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.

Mutilate
2BB
Sorcery
All creatures get -1/-1 until end of turn for each Swamp you control.

Muzzle
1W
Enchantment - Aura
Enchant creature
Prevent all damage that would be dealt by enchanted creature.

Mwonvuli Acid-Moss
2GG
Sorcery
Destroy target land. Search your library for a Forest card and put that card into play tapped. Then shuffle your library.

Mwonvuli Ooze
G
Creature - Ooze
1+*/1+*
Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay 2 for each age counter on it.)
Mwonvuli Ooze's power and toughness are each equal to 1 plus twice the number of age counters on it.

My First Tome
3
Artifact
1, T Say the flavor text on a card in your hand. Target opponent guesses that card's name. You may reveal that card. If you do and your opponent guessed wrong, draw a card.

Mycologist
1W
Creature - Human Druid
0/2
At the beginning of your upkeep, put a spore counter on Mycologist.
Remove three spore counters from Mycologist: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: You gain 2 life.

Mycosynth Golem
11
Artifact Creature - Golem
4/5
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Artifact creature spells you play have affinity for artifacts. (They cost 1 less to play for each artifact you control.)

Mycosynth Lattice
6
Artifact
All permanents are artifacts in addition to their other types.
All cards that aren't in play, spells, and permanents are colorless.
Players may spend mana as though it were mana of any color.

Myojin of Cleansing Fire
5WWW
Legendary Creature - Spirit
4/6
Myojin of Cleansing Fire comes into play with a divinity counter on it if you played it from your hand.
Myojin of Cleansing Fire is indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Cleansing Fire: Destroy each other creature.

Myojin of Infinite Rage
7RRR
Legendary Creature - Spirit
7/4
Myojin of Infinite Rage comes into play with a divinity counter on it if you played it from your hand.
Myojin of Infinite Rage is indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Infinite Rage: Destroy all lands.

Myojin of Life's Web
6GGG
Legendary Creature - Spirit
8/8
Myojin of Life's Web comes into play with a divinity counter on it if you played it from your hand.
Myojin of Life's Web is indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Life's Web: Put any number of creature cards from your hand into play.

Myojin of Night's Reach
5BBB
Legendary Creature - Spirit
5/2
Myojin of Night's Reach comes into play with a divinity counter on it if you played it from your hand.
Myojin of Night's Reach is indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Night's Reach: Each opponent discards his or her hand.

Myojin of Seeing Winds
7UUU
Legendary Creature - Spirit
3/3
Myojin of Seeing Winds comes into play with a divinity counter on it if you played it from your hand.
Myojin of Seeing Winds is indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Seeing Winds: Draw a card for each permanent you control.

Myr Adapter
3
Artifact Creature - Myr
1/1
Myr Adapter gets +1/+1 for each Equipment attached to it.

Myr Enforcer
7
Artifact Creature - Myr
4/4
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)

Myr Incubator
6
Artifact
6, T, Sacrifice Myr Incubator: Search your library for any number of artifact cards, remove them from the game, then put that many 1/1 Myr artifact creature tokens into play. Then shuffle your library.

Myr Landshaper
3
Artifact Creature - Myr
1/1
T Target land becomes an artifact in addition to its other types until end of turn.

Myr Matrix
5
Artifact
Myr Matrix is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
Myr creatures get +1/+1.
5: Put a 1/1 Myr artifact creature token into play.

Myr Mindservant
1
Artifact Creature - Myr
1/1
2, T Shuffle your library.

Myr Moonvessel
1
Artifact Creature - Myr
1/1
When Myr Moonvessel is put into a graveyard from play, add 1 to your mana pool.

Myr Prototype
5
Artifact Creature - Myr
2/2
At the beginning of your upkeep, put a +1/+1 counter on Myr Prototype.
Myr Prototype can't attack or block unless you pay 1 for each +1/+1 counter on it.

Myr Quadropod
4
Artifact Creature - Myr
1/4
3: Switch Myr Quadropod's power and toughness until end of turn.

Myr Retriever
2
Artifact Creature - Myr
1/1
When Myr Retriever is put into a graveyard from play, return another target artifact card from your graveyard to your hand.

Myr Servitor
1
Artifact Creature - Myr
1/1
At the beginning of your upkeep, if Myr Servitor is in play, each player returns all cards named Myr Servitor from his or her graveyard to play.

Mystic Compass
2
Artifact
1, T Target land becomes the basic land type of your choice until end of turn.

Mystic Crusader
1WW
Creature - Human Nomad Mystic
2/1
Protection from black and from red
Threshold - Mystic Crusader gets +1/+1 and has flying as long as seven or more cards are in your graveyard.

Mystic Decree
2UU
World Enchantment
All creatures lose flying and islandwalk.

Mystic Denial
1UU
Instant
Counter target creature or sorcery spell.

Mystic Enforcer
2GW
Creature - Human Nomad Mystic
3/3
Protection from black
Threshold - Mystic Enforcer gets +3/+3 and has flying as long as seven or more cards are in your graveyard.

Mystic Familiar
1W
Creature - Bird
1/2
Flying
Threshold - Mystic Familiar gets +1/+1 and has protection from black as long as seven or more cards are in your graveyard.

Mystic Gate
Land
T Add 1 to your mana pool.
o (w/u), T Add WW, WU, or UU to your mana pool.

Mystic Melting
3G
Instant
Destroy target artifact or enchantment.
Draw a card at the beginning of the next turn's upkeep.

Mystic Might
U
Enchantment - Aura
Enchant land you control
Cumulative upkeep 1U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Enchanted land has "T Target creature gets +2/+2 until end of turn."

Mystic Penitent
W
Creature - Human Nomad Mystic
1/1
Vigilance
Threshold - Mystic Penitent gets +1/+1 and has flying as long as seven or more cards are in your graveyard.

Mystic Remora
U
Enchantment
Cumulative upkeep 1
Whenever an opponent plays a noncreature spell, you may draw a card unless that player pays 4.

Mystic Restraints
2UU
Enchantment - Aura
Flash
Enchant creature
When Mystic Restraints comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.

Mystic Snake
1GUU
Creature - Snake
2/2
Flash (You may play this spell any time you could play an instant.)
When Mystic Snake comes into play, counter target spell.

Mystic Speculation
U
Sorcery
Buyback 2 (You may pay an additional 2 as you play this spell. If you do, put this card into your hand as it resolves.)
Scry 3. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Mystic Veil
1U
Enchantment - Aura
You may play Mystic Veil any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.
Enchant creature
Enchanted creature has shroud. (It can't be the target of spells or abilities.)

Mystic Visionary
1W
Creature - Human Nomad Mystic
2/1
Threshold - Mystic Visionary has flying as long as seven or more cards are in your graveyard.

Mystic Zealot
3W
Creature - Human Nomad Mystic
2/4
Threshold - Mystic Zealot gets +1/+1 and has flying as long as seven or more cards are in your graveyard.

Mystical Teachings
3U
Instant
Search your library for an instant card or a card with flash, reveal it, and put it into your hand. Then shuffle your library.
Flashback 5B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Mystical Tutor
U
Instant
Search your library for an instant or sorcery card and reveal that card. Shuffle your library, then put the card on top of it.

Mythic Proportions
4GGG
Enchantment - Aura
Enchant creature
Enchanted creature gets +8/+8 and has trample.

Nacatl War-Pride
3GGG
Creature - Cat Warrior
3/3
Nacatl War-Pride must be blocked by exactly one creature if able.
Whenever Nacatl War-Pride attacks, put X tokens into play tapped and attacking that are copies of Nacatl War-Pride, where X is the number of creatures defending player controls. Remove the tokens from the game at end of turn.

Nacre Talisman
2
Artifact
Whenever a white spell is played, you may pay 3. If you do, untap target permanent.

Nafs Asp
G
Creature - Snake
1/1
Whenever Nafs Asp deals damage to a player, that player loses 1 life at the beginning of his or her next draw step unless he or she pays 1 before that draw step.

Nagao, Bound by Honor
3W
Legendary Creature - Human Samurai
3/3
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
Whenever Nagao, Bound by Honor attacks, Samurai creatures you control get +1/+1 until end of turn.

Nakaya Shade
1B
Creature - Shade
1/1
B: Nakaya Shade gets +1/+1 until end of turn unless any player pays 2.

Naked Singularity
5
Artifact
Cumulative upkeep 3 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
If tapped for mana, Plains produce R, Islands produce G, Swamps produce W, Mountains produce U, and Forests produce B instead of any other type.

Nalathni Dragon
2RR
Creature - Dragon
1/1
Flying, banding
R: Nalathni Dragon gets +1/+0 until end of turn. At end of turn, if this ability has been played four or more times this turn, sacrifice Nalathni Dragon.

Name Dropping
1G
Enchantment
Gotcha - Whenever an opponent says a word that's in the name of a card in your graveyard, you may say "Gotcha!" If you do, return that card to your hand.

Nameless Inversion
1B
Tribal Instant - Shapeshifter
Changeling (This card is every creature type at all times.)
Target creature gets +3/-3 and loses all creature types until end of turn.

Nameless One
3U
Creature - Wizard Avatar
*/*
Nameless One's power and toughness are each equal to the number of Wizards in play.
Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Nameless Race
3B
Creature
*/*
Trample
As Nameless Race comes into play, pay any amount of life. The amount you pay can't be more than the total number of white nontoken permanents your opponents control plus the total number of white cards in their graveyards.
Nameless Race's power and toughness are each equal to the life paid as it came into play.

Nantuko Blightcutter
2G
Creature - Insect Druid
2/2
Protection from black
Threshold - Nantuko Blightcutter gets +1/+1 for each black permanent your opponents control as long as seven or more cards are in your graveyard.

Nantuko Calmer
2GG
Creature - Insect Druid
2/3
G, T, Sacrifice Nantuko Calmer: Destroy target enchantment.
Threshold - Nantuko Calmer gets +1/+1 as long as seven or more cards are in your graveyard.

Nantuko Cultivator
3G
Creature - Insect Druid
2/2
When Nantuko Cultivator comes into play, you may discard any number of land cards. Put that many +1/+1 counters on Nantuko Cultivator and draw that many cards.

Nantuko Disciple
3G
Creature - Insect Druid
2/2
G, T Target creature gets +2/+2 until end of turn.

Nantuko Elder
2G
Creature - Insect Druid
1/2
T Add 1G to your mana pool.

Nantuko Husk
2B
Creature - Zombie Insect
2/2
Sacrifice a creature: Nantuko Husk gets +2/+2 until end of turn.

Nantuko Mentor
2G
Creature - Insect Druid
1/1
2G, T Target creature gets +X/+X until end of turn, where X is that creature's power.

Nantuko Monastery
Land
T Add 1 to your mana pool.
Threshold - GW: Nantuko Monastery becomes a 4/4 green and white Insect Monk creature with first strike until end of turn. It's still a land. Play this ability only if seven or more cards are in your graveyard.

Nantuko Shade
BB
Creature - Insect Shade
2/1
B: Nantuko Shade gets +1/+1 until end of turn.

Nantuko Shaman
2G
Creature - Insect Shaman
3/2
When Nantuko Shaman comes into play, if you control no tapped lands, draw a card.
Suspend 1-2GG (Rather than play this card from your hand, you may pay 2GG and remove it from the game with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Nantuko Shrine
1GG
Enchantment
Whenever a player plays a spell, that player puts X 1/1 green Squirrel creature tokens into play, where X is the number of cards in all graveyards with the same name as that spell.

Nantuko Tracer
1G
Creature - Insect Druid
2/1
When Nantuko Tracer comes into play, you may put target card from a graveyard on the bottom of its owner's library.

Nantuko Vigilante
3G
Creature - Insect Druid Mutant
3/2
Morph 1G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Nantuko Vigilante is turned face up, destroy target artifact or enchantment.

Narcissism
2G
Enchantment
G, Discard a card: Target creature gets +2/+2 until end of turn.
G, Sacrifice Narcissism: Target creature gets +2/+2 until end of turn.

Narcomoeba
1U
Creature - Illusion
1/1
Flying
When Narcomoeba is put into your graveyard from your library, you may put it into play.

Narwhal
2UU
Creature - Whale
2/2
First strike, protection from red

Nath of the Gilt-Leaf
3BG
Legendary Creature - Elf Warrior
4/4
At the beginning of your upkeep, you may have target opponent discard a card at random.
Whenever an opponent discards a card, you may put a 1/1 green Elf Warrior creature token into play.

Nath's Buffoon
1B
Creature - Goblin Rogue
1/1
Protection from Elves

Nath's Elite
4G
Creature - Elf Warrior
4/2
All creatures able to block Nath's Elite do so.
When Nath's Elite comes into play, clash with an opponent. If you win, put a +1/+1 counter on Nath's Elite. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Natural Affinity
2G
Instant
Until end of turn, all lands become 2/2 creatures that are still lands.

Natural Balance
2GG
Sorcery
Each player who controls six or more lands chooses five lands he or she controls and sacrifices the rest. Each player who controls four or fewer lands may search his or her library for X basic land cards and put them into play, where X is five minus the number of lands he or she controls. Then each player who searched his or her library this way shuffles it.

Natural Emergence
2RG
Enchantment
When Natural Emergence comes into play, return a red or green enchantment you control to its owner's hand.
Lands you control are 2/2 creatures with first strike. They're still lands.

Natural Order
2GG
Sorcery
As an additional cost to play Natural Order, sacrifice a green creature.
Search your library for a green creature card and put it into play. Then shuffle your library.

Natural Selection
G
Instant
Look at the top three cards of target player's library and put them back in any order. You may have that player shuffle his or her library.

Natural Spring
3GG
Sorcery
Target player gains 8 life.

Naturalize
1G
Instant
Destroy target artifact or enchantment.

Nature's Blessing
2GW
Enchantment
GW: Discard a card: Put a +1/+1 counter on target creature or that creature gains banding, first strike, or trample. (This effect doesn't end at end of turn.)

Nature's Chosen
G
Enchantment - Aura
Enchant creature you control
Enchanted creature has, "0: Untap this creature. Play this ability only during your turn and only once each turn."
As long as enchanted creature is white, it has "T Untap target artifact, creature, or land. Play this ability only once each turn."

Nature's Cloak
2G
Sorcery
Green creatures you control gain forestwalk until end of turn.

Nature's Kiss
1G
Enchantment - Aura
Enchant creature
1, Remove the top card in your graveyard from the game: Enchanted creature gets +1/+1 until end of turn.

Nature's Lore
1G
Sorcery
Search your library for a Forest card and put that card into play. Then shuffle your library.

Nature's Resurgence
2GG
Sorcery
Each player draws a card for each creature card in his or her graveyard.

Nature's Revolt
3GG
Enchantment
All lands are 2/2 creatures that are still lands.

Nature's Ruin
2B
Sorcery
Destroy all green creatures.

Nature's Will
2GG
Enchantment
Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control.

Nature's Wrath
4GG
Enchantment
At the beginning of your upkeep, sacrifice Nature's Wrath unless you pay G.
Whenever a player puts a Swamp or black permanent into play, he or she sacrifices a Swamp or black permanent.
Whenever a player puts an Island or blue permanent into play, he or she sacrifices an Island or blue permanent.

Nausea
1B
Sorcery
All creatures get -1/-1 until end of turn.

Nebuchadnezzar
3UB
Legendary Creature - Human Wizard
3/3
X, T Name a card. Target opponent reveals X cards at random from his or her hand. That player then discards all cards with that name revealed this way. Play this ability only during your turn.

Neck Snap
3W
Instant
Destroy target attacking or blocking creature.

Necra Disciple
B
Creature - Human Wizard
1/1
G, T Add one mana of any color to your mana pool.
W, T Prevent the next 1 damage that would be dealt to target creature or player this turn.

Necra Sanctuary
2B
Enchantment
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.

Necratog
1BB
Creature - Atog
1/2
Remove the top creature card in your graveyard from the game: Necratog gets +2/+2 until end of turn.

Necravolver
2B
Creature - Volver
2/2
Kicker 1G and/or W
If the 1G kicker cost was paid, Necravolver comes into play with two +1/+1 counters on it and with trample.
If the W kicker cost was paid, Necravolver comes into play with a +1/+1 counter on it and with lifelink. (Whenever this creature deals damage, you gain that much life.)

Necrite
1BB
Creature - Thrull
2/2
Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated.

Necrogen Mists
2B
Enchantment
At the beginning of each player's upkeep, that player discards a card.

Necrogen Spellbomb
1
Artifact
B, Sacrifice Necrogen Spellbomb: Target player discards a card.
1, Sacrifice Necrogen Spellbomb: Draw a card.

Necro-Impotence
BBB
Enchantment
Skip your untap step.
At the beginning of your upkeep, you may pay X life. If you do, untap X permanents.
Pay 1/2 life: Remove the top card of your library from the game face down. Put that card into your hand at end of turn.

Necrologia
3BB
Instant
Play Necrologia only during your end of turn step.
As an additional cost to play Necrologia, pay any amount of life.
Draw cards equal to the life paid this way.

Necromancer's Magemark
2B
Enchantment - Aura
Enchant creature
Creatures you control that are enchanted get +1/+1.
If a creature you control that's enchanted would be put into a graveyard, return it to its owner's hand instead.

Necromancy
2B
Enchantment
You may play Necromancy any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.
When Necromancy comes into play, if it's in play, it becomes an Aura with "enchant creature put into play with Necromancy." Put target creature card from a graveyard into play under your control and attach Necromancy to it. When Necromancy leaves play, that creature's controller sacrifices it.

Necromantic Thirst
2BB
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals combat damage to a player, you may return target creature card from your graveyard to your hand.

Necroplasm
1BB
Creature - Ooze
1/1
At the beginning of your upkeep, put a +1/+1 counter on Necroplasm.
At the end of your turn, destroy each creature with converted mana cost equal to the number of +1/+1 counters on Necroplasm.
Dredge 2

Necropolis
5
Artifact Creature - Wall
0/1
Defender (This creature can't attack.)
Remove a creature card in your graveyard from the game: Put X +0/+1 counters on Necropolis, where X is the removed card's converted mana cost.

Necropotence
BBB
Enchantment
Skip your draw step.
Whenever you discard a card, remove that card in your graveyard from the game.
Pay 1 life: Remove the top card of your library from the game face down. Put that card into your hand at the end of your turn.

Necrosavant
3BBB
Creature - Zombie Giant
5/5
3BB, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep.

Necroskitter
1BB
Creature - Elemental
1/4
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever a creature an opponent controls with a -1/-1 counter on it is put into a graveyard, you may return that card to play under your control.

Necrotic Sliver
1WB
Creature - Sliver
2/2
All Slivers have "3, Sacrifice this permanent: Destroy target permanent."

Nectar Faerie
1B
Creature - Faerie Wizard
1/1
Flying
B, T Target Faerie or Elf gains lifelink until end of turn. (Whenever it deals damage, its controller gains that much life.)

Need for Speed
R
Enchantment
Sacrifice a land: Target creature gains haste until end of turn.

Needle Drop
R
Instant
Needle Drop deals 1 damage to target creature or player that was dealt damage this turn.
Draw a card.

Needle Specter
1BB
Creature - Specter
1/1
Flying
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever Needle Specter deals combat damage to a player, that player discards that many cards.

Needle Storm
2G
Sorcery
Needle Storm deals 4 damage to each creature with flying.

Needlebug
4
Artifact Creature - Insect
2/2
Flash
Protection from artifacts

Needlepeak Spider
3R
Creature - Spider
4/2
Reach (This creature can block creatures with flying.)

Needleshot Gourna
4GG
Creature - Beast
3/6
Reach (This creature can block creatures with flying.)

Nefarious Lich
BBBB
Enchantment
If you would be dealt damage, remove that many cards in your graveyard from the game instead. If you can't, you lose the game.
If you would gain life, draw that many cards instead.
When Nefarious Lich leaves play, you lose the game.

Nefashu
4BB
Creature - Zombie Mutant
5/3
Whenever Nefashu attacks, up to five target creatures each get -1/-1 until end of turn.

Negate
1U
Instant
Counter target noncreature spell.

Neko-Te
3
Artifact - Equipment
Whenever equipped creature deals damage to a creature, tap that creature. As long as Neko-Te remains in play, that creature doesn't untap during its controller's untap step.
Whenever equipped creature deals damage to a player, that player loses 1 life.
Equip 2

Nekrataal
2BB
Creature - Human Assassin
2/1
First strike (This creature deals combat damage before creatures without first strike.)
When Nekrataal comes into play, destroy target nonartifact, nonblack creature. That creature can't be regenerated.

Nemata, Grove Guardian
4GG
Legendary Creature - Treefolk
4/5
2G: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Saproling creatures get +1/+1 until end of turn.

Nemesis Mask
3
Artifact - Equipment
All creatures able to block equipped creature do so.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Nessian Courser
2G
Creature - Centaur Warrior
3/3

Nesting Wurm
4GG
Creature - Wurm
4/3
Trample
When Nesting Wurm comes into play, you may search your library for up to three cards named Nesting Wurm, reveal them, and put them into your hand. If you do, shuffle your library.

Nether Shadow
BB
Creature - Spirit
1/1
Haste
At the beginning of your upkeep, if Nether Shadow is in your graveyard with three or more creature cards above it, you may put Nether Shadow into play.

Nether Spirit
1BB
Creature - Spirit
2/2
At the beginning of your upkeep, if Nether Spirit is the only creature card in your graveyard, you may return Nether Spirit to play.

Nether Traitor
BB
Creature - Spirit
1/1
Haste
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever another creature is put into your graveyard from play, you may pay B. If you do, return Nether Traitor from your graveyard to play.

Nether Void
3B
World Enchantment
Whenever a player plays a spell, counter it unless its controller pays 3.

Netherborn Phalanx
5B
Creature - Horror
2/4
When Netherborn Phalanx comes into play, each opponent loses 1 life for each creature he or she controls.
Transmute 1BB (1BB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Netter en-Dal
W
Creature - Human Spellshaper
1/1
W, T, Discard a card: Target creature can't attack this turn.

Nettle Sentinel
G
Creature - Elf Warrior
2/2
Nettle Sentinel doesn't untap during your untap step.
Whenever you play a green spell, you may untap Nettle Sentinel.

Nettletooth Djinn
3G
Creature - Djinn
4/4
At the beginning of your upkeep, Nettletooth Djinn deals 1 damage to you.

Nettlevine Blight
4BB
Enchantment - Aura
Enchant creature or land
Enchanted permanent has "At the end of your turn, sacrifice this permanent and attach Nettlevine Blight to a creature or land you control."

Nettling Curse
2B
Enchantment - Aura
Enchant creature
Whenever enchanted creature attacks or blocks, its controller loses 3 life.
1R: Enchanted creature attacks this turn if able.

Nettling Imp
2B
Creature - Imp
1/1
T Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. If it doesn't, destroy it at end of turn. Play this ability only during an opponent's turn, before attackers are declared.

Neurok Familiar
1U
Creature - Bird
1/1
Flying
When Neurok Familiar comes into play, reveal the top card of your library. If it's an artifact card, put it into your hand. Otherwise, put it into your graveyard.

Neurok Hoversail
1
Artifact - Equipment
Equipped creature has flying.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Neurok Prodigy
2U
Creature - Human Wizard
2/1
Flying
Discard an artifact card: Return Neurok Prodigy to its owner's hand.

Neurok Spy
2U
Creature - Human Rogue
2/2
Neurok Spy is unblockable as long as defending player controls an artifact.

Neurok Stealthsuit
2
Artifact - Equipment
Equipped creature has shroud. (It can't be the target of spells or abilities.)
UU: Attach Neurok Stealthsuit to target creature you control.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)

Neurok Transmuter
2U
Creature - Human Wizard
2/2
U: Target creature becomes an artifact in addition to its other types until end of turn.
U: Until end of turn, target artifact creature becomes blue and isn't an artifact.

Neverending Torment
4BB
Sorcery
Search target player's library for X cards, where X is the number of cards in your hand, and remove them from the game. Then that player shuffles his or her library.
Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)

Nevermaker
3U
Creature - Elemental
2/3
Flying
When Nevermaker leaves play, put target nonland permanent on top of its owner's library.
Evoke 3U (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Nevinyrral's Disk
4
Artifact
Nevinyrral's Disk comes into play tapped.
1, T Destroy all artifacts, creatures, and enchantments.

New Benalia
Land
New Benalia comes into play tapped.
When New Benalia comes into play, scry 1. (Look at the top card of your library, then you may put that card on the bottom of your library.)
T Add W to your mana pool.

New Frontiers
XG
Sorcery
Each player may search his or her library for up to X basic land cards and put them into play tapped. Then each player who searched his or her library this way shuffles it.

Nezumi Bone-Reader
1B
Creature - Rat Shaman
1/1
B, Sacrifice a creature: Target player discards a card. Play this ability only any time you could play a sorcery.

Nezumi Cutthroat
1B
Creature - Rat Warrior
2/1
Fear
Nezumi Cutthroat can't block.

Nezumi Graverobber
1B
Creature - Rat Rogue
2/1
1B: Remove target card in an opponent's graveyard from the game. If no cards are in that graveyard, flip Nezumi Graverobber.
-----
Nighteyes the Desecrator
Legendary Creature - Rat Wizard
4/2
4B: Put target creature card in a graveyard into play under your control.

Nezumi Ronin
2B
Creature - Rat Samurai
3/1
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

Nezumi Shadow-Watcher
B
Creature - Rat Warrior
1/1
Sacrifice Nezumi Shadow-Watcher: Destroy target Ninja.

Nezumi Shortfang
1B
Creature - Rat Rogue
1/1
1B, T Target opponent discards a card. Then if that player has no cards in hand, flip Nezumi Shortfang.
-----
Stabwhisker the Odious
Legendary Creature - Rat Shaman
3/3
At the beginning of each opponent's upkeep, that player loses 1 life for each card fewer than three in his or her hand.

Niall Silvain
GGG
Creature - Ouphe
2/2
GGGG, T Regenerate target creature.

Nicol Bolas
2UUBBRR
Legendary Creature - Elder Dragon
7/7
Flying
At the beginning of your upkeep, sacrifice Nicol Bolas unless you pay UBR.
Whenever Nicol Bolas deals damage to an opponent, that player discards his or her hand.

Night // Day
B / 2W
Instant // Instant
Target creature gets -1/-1 until end of turn.
//
Creatures target player controls get +1/+1 until end of turn.

Night Dealings
2BB
Enchantment
Whenever a source you control deals damage to another player, put that many theft counters on Night Dealings.
2BB, Remove X theft counters from Night Dealings: Search your library for a nonland card with converted mana cost X, reveal it, and put it into your hand. Then shuffle your library.

Night of Souls' Betrayal
2BB
Legendary Enchantment
All creatures get -1/-1.

Night Soil
GG
Enchantment
1, Remove two creature cards in a single graveyard from the game: Put a 1/1 green Saproling creature token into play.

Nightcreep
BB
Instant
Until end of turn, all creatures become black and all lands become Swamps.

Nightguard Patrol
2W
Creature - Human Soldier
2/1
First strike, vigilance

Nightmare
5B
Creature - Nightmare Horse
*/*
Flying (This creature can't be blocked except by creatures with flying or reach.)
Nightmare's power and toughness are each equal to the number of Swamps you control.

Nightmare Incursion
5B
Sorcery
Search target player's library for up to X cards, where X is the number of Swamps you control, and remove them from the game. Then that player shuffles his or her library.

Nightmare Lash
4
Artifact - Equipment
Equipped creature gets +1/+1 for each Swamp you control.
Equip-Pay 3 life. (Pay 3 life: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Nightmare Void
3B
Sorcery
Target player reveals his or her hand. Choose a card from it. That player discards that card.
Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Night's Whisper
1B
Sorcery
You draw two cards and you lose 2 life.

Nightscape Apprentice
B
Creature - Zombie Wizard
1/1
U, T Put target creature you control on top of its owner's library.
R, T Target creature gains first strike until end of turn.

Nightscape Battlemage
2B
Creature - Zombie Wizard
2/2
Kicker 2U and/or 2R
When Nightscape Battlemage comes into play, if the 2U kicker cost was paid, return up to two target nonblack creatures to their owners' hands.
When Nightscape Battlemage comes into play, if the 2R kicker cost was paid, destroy target land.

Nightscape Familiar
1B
Creature - Zombie
1/1
Blue spells and red spells you play cost 1 less to play.
1B: Regenerate Nightscape Familiar.

Nightscape Master
2BB
Creature - Zombie Wizard
2/2
UU, T Return target creature to its owner's hand.
RR, T Nightscape Master deals 2 damage to target creature.

Nightshade Assassin
2BB
Creature - Human Assassin
2/1
First strike
When Nightshade Assassin comes into play, you may reveal X black cards in your hand. If you do, target creature gets -X/-X until end of turn.
Madness 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Nightshade Schemers
4B
Creature - Faerie Wizard
3/2
Flying
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Nightshade Schemers, you may reveal it. If you do, each opponent loses 2 life.

Nightshade Seer
3B
Creature - Human Wizard
1/1
2B, T Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way.

Nightshade Stinger
B
Creature - Faerie Rogue
1/1
Flying
Nightshade Stinger can't block.

Nightsky Mimic
1 (W / B)
Creature - Shapeshifter
2/1
Whenever you play a spell that's both white and black, Nightsky Mimic becomes 4/4 and gains flying until end of turn.

Nightsoil Kami
4GG
Creature - Spirit
6/4
Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.)

Nightstalker Engine
4B
Creature - Nightstalker
*/3
Nightstalker Engine's power is equal to the number of creature cards in your graveyard.

Nightwind Glider
2W
Creature - Human Rebel
2/1
Flying, protection from black

Nihilistic Glee
2BB
Enchantment
2B, Discard a card: Target opponent loses 1 life and you gain 1 life.
Hellbent - 1, Pay 2 life: Draw a card. Play this ability only if you have no cards in hand.

Nihilith
4BB
Creature - Horror
4/4
Fear
Suspend 7-1B
Whenever a card is put into an opponent's graveyard from anywhere, if Nihilith is suspended, you may remove a time counter from Nihilith.

Nikko-Onna
2W
Creature - Spirit
2/2
When Nikko-Onna comes into play, destroy target enchantment.
Whenever you play a Spirit or Arcane spell, you may return Nikko-Onna to its owner's hand.

Nim Abomination
2B
Creature - Zombie
3/4
At the end of your turn, if Nim Abomination is untapped, you lose 3 life.

Nim Devourer
3BB
Creature - Zombie
4/1
Nim Devourer gets +1/+0 for each artifact you control.
BB: Return Nim Devourer from your graveyard to play, then sacrifice a creature. Play this ability only during your upkeep.

Nim Grotesque
6B
Creature - Zombie
3/6
Nim Grotesque gets +1/+0 for each artifact you control.

Nim Lasher
2B
Creature - Zombie
1/1
Nim Lasher gets +1/+0 for each artifact you control.

Nim Replica
3
Artifact Creature - Zombie
3/1
2B, Sacrifice Nim Replica: Target creature gets -1/-1 until end of turn.

Nim Shambler
2BB
Creature - Zombie
2/1
Nim Shambler gets +1/+0 for each artifact you control.
Sacrifice a creature: Regenerate Nim Shambler.

Nim Shrieker
3B
Creature - Zombie
0/1
Flying
Nim Shrieker gets +1/+0 for each artifact you control.

Nimble Mongoose
G
Creature - Mongoose
1/1
Shroud (This permanent can't be the target of spells or abilities.)
Threshold - Nimble Mongoose gets +2/+2 as long as seven or more cards are in your graveyard.

Nimbus Maze
Land
T Add 1 to your mana pool.
T Add W to your mana pool. Play this ability only if you control an Island.
T Add U to your mana pool. Play this ability only if you control a Plains.

Nine-Ringed Bo
3
Artifact
T Nine-Ringed Bo deals 1 damage to target Spirit creature. If that creature would be put into a graveyard this turn, remove it from the game instead.

Ninja of the Deep Hours
3U
Creature - Human Ninja
2/2
Ninjutsu 1U (1U, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Ninja of the Deep Hours deals combat damage to a player, you may draw a card.

Nip Gwyllion
(W / B)
Creature - Hag
1/1
Lifelink (Whenever this creature deals damage, you gain that much life.)

Niveous Wisps
W
Instant
Target creature becomes white until end of turn. Tap that creature.
Draw a card.

Nivix, Aerie of the Firemind
Land
T Add 1 to your mana pool.
2UR, T Remove the top card of your library from the game. Until your next turn, you may play that card if it's an instant or sorcery.

Niv-Mizzet, the Firemind
2UURR
Legendary Creature - Dragon Wizard
4/4
Flying
Whenever you draw a card, Niv-Mizzet, the Firemind deals 1 damage to target creature or player.
T Draw a card.

Nix
U
Instant
Counter target spell if no mana was spent to play it.

No Mercy
2BB
Enchantment
Whenever a creature deals damage to you, destroy it.

No Quarter
3R
Enchantment
Whenever a creature becomes blocked by a creature with lesser power, destroy the blocking creature.
Whenever a creature blocks a creature with lesser power, destroy the attacking creature.

No Rest for the Wicked
1B
Enchantment
Sacrifice No Rest for the Wicked: Return to your hand all creature cards that were put into your graveyard from play this turn.

Nobilis of War
(R / W) (R / W) (R / W) (R / W) (R / W)
Creature - Spirit Avatar
3/4
Flying
Attacking creatures you control get +2/+0.

Noble Benefactor
2U
Creature - Human Cleric
2/2
When Noble Benefactor is put into a graveyard from play, each player may search his or her library for a card and put that card into his or her hand. Then each player who searched his or her library this way shuffles it.

Noble Elephant
3W
Creature - Elephant
2/2
Banding, trample

Noble Panther
1GW
Creature - Cat
3/3
1: Noble Panther gains first strike until end of turn.

Noble Purpose
3WW
Enchantment
Whenever a creature you control deals combat damage, you gain that much life.

Noble Stand
4W
Enchantment
Whenever a creature you control blocks, you gain 2 life.

Noble Steeds
2W
Enchantment
1W: Target creature gains first strike until end of turn.

Noble Templar
5W
Creature - Human Cleric Soldier
3/6
Vigilance
Plainscycling 2 (2, Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.)

Nocturnal Raid
2BB
Instant
Black creatures get +2/+0 until end of turn.

No-Dachi
2
Artifact - Equipment
Equipped creature gets +2/+0 and has first strike.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.)

Noetic Scales
4
Artifact
At the beginning of each player's upkeep, return to its owner's hand each creature that player controls with power greater than the number of cards in his or her hand.

Noggin Whack
2BB
Tribal Sorcery - Rogue
Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Target player reveals three cards from his or her hand. You choose two of them. That player discards those cards.

Noggle Bandit
1 (U / R) (U / R)
Creature - Noggle Rogue
2/2
Noggle Bandit can't be blocked except by creatures with defender.

Noggle Bridgebreaker
2 (U / R) (U / R)
Creature - Noggle Rogue
4/3
When Noggle Bridgebreaker comes into play, return a land you control to its owner's hand.

Noggle Hedge-Mage
2 (U / R)
Creature - Noggle Wizard
2/2
When Noggle Hedge-Mage comes into play, if you control two or more Islands, you may tap two target permanents.
When Noggle Hedge-Mage comes into play, if you control two or more Mountains, you may have Noggle Hedge-Mage deal 2 damage to target player.

Noggle Ransacker
2 (U / R)
Creature - Noggle Rogue
2/1
When Noggle Ransacker comes into play, each player draws two cards, then discards a card at random.

Nomad Decoy
2W
Creature - Human Nomad
1/2
W, T Tap target creature.
Threshold - WW, T Tap two target creatures. Play this ability only if seven or more cards are in your graveyard.

Nomad Mythmaker
2W
Creature - Human Nomad Cleric
2/2
W, T Put target Aura card in a graveyard into play attached to a creature you control. (You control that Aura.)

Nomad Stadium
Land
T Add W to your mana pool. Nomad Stadium deals 1 damage to you.
Threshold - W, T, Sacrifice Nomad Stadium: You gain 4 life. Play this ability only if seven or more cards are in your graveyard.

Nomadic Elf
1G
Creature - Elf Nomad
2/2
1G: Add one mana of any color to your mana pool.

Nomads en-Kor
W
Creature - Kor Nomad Soldier
1/1
0: The next 1 damage that would be dealt to Nomads en-Kor this turn is dealt to target creature you control instead.

Norin the Wary
R
Legendary Creature - Human Warrior
2/1
When a player plays a spell or a creature attacks, remove Norin the Wary from the game. Return it to play under its owner's control at end of turn.

Norritt
3B
Creature - Imp
1/1
T Untap target blue creature.
T Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. If it doesn't, destroy it at end of turn. Play this ability only before attackers are declared.

North Star
4
Artifact
4, T For one spell this turn, you may spend mana as though it were mana of any color to pay that spell's mana cost. (Additional costs are still paid normally.)

Northern Paladin
2WW
Creature - Human Knight
3/3
WW, T Destroy target black permanent.

Norwood Archers
3G
Creature - Elf Archer
3/3
Reach (This creature can block creatures with flying.)

Norwood Priestess
2GG
Creature - Elf Druid
1/1
T You may put a green creature card from your hand into play. Play this ability only during your turn, before attackers are declared.

Norwood Ranger
G
Creature - Elf Scout
1/2

Norwood Riders
3G
Creature - Elf
3/3
Norwood Riders can't be blocked by more than one creature.

Norwood Warrior
2G
Creature - Elf Warrior
2/2
Whenever Norwood Warrior becomes blocked, it gets +1/+1 until end of turn.

Nostalgic Dreams
GG
Sorcery
As an additional cost to play Nostalgic Dreams, discard X cards.
Return X target cards from your graveyard to your hand. Remove Nostalgic Dreams from the game.

Nosy Goblin
2R
Creature - Goblin
2/1
T, Sacrifice Nosy Goblin: Destroy target face-down creature.

Notorious Assassin
3B
Creature - Human Spellshaper Assassin
2/2
2B, T, Discard a card: Destroy target nonblack creature. It can't be regenerated.

Notorious Throng
3U
Tribal Sorcery - Rogue
Prowl 5U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Put X 1/1 black Faerie Rogue creature tokens with flying into play, where X is the damage dealt to your opponents this turn. If Notorious Throng's prowl cost was paid, take an extra turn after this one.

Nourish
GG
Instant
You gain 6 life.

Nourishing Shoal
XGG
Instant - Arcane
You may remove a green card with converted mana cost X in your hand from the game rather than pay Nourishing Shoal's mana cost.
You gain X life.

Nova Chaser
3R
Creature - Elemental Warrior
10/2
Trample
Champion an Elemental (When this comes into play, sacrifice it unless you remove another Elemental you control from the game. When this leaves play, that card returns to play.)

Nova Cleric
W
Creature - Human Cleric
1/2
2W, T, Sacrifice Nova Cleric: Destroy all enchantments.

Nova Pentacle
4
Artifact
3, T The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature of an opponent's choice instead.

Novijen Sages
4UU
Creature - Human Advisor Mutant
0/0
Graft 4 (This creature comes into play with four +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
1, Remove two +1/+1 counters from among creatures you control: Draw a card.

Novijen, Heart of Progress
Land
T Add 1 to your mana pool.
GU, T Put a +1/+1 counter on each creature that came into play this turn.

Now I Know My ABC's
1UU
Enchantment
At the beginning of your upkeep, if you control permanents with names that include all twenty-six letters of the English alphabet, you win the game.

Noxious Field
1BB
Enchantment - Aura
Enchant land
Enchanted land has "T This land deals 1 damage to each creature and each player."

Noxious Ghoul
3BB
Creature - Zombie
3/3
Whenever Noxious Ghoul or another Zombie comes into play, all non-Zombie creatures get -1/-1 until end of turn.

Noxious Hatchling
3 (B / G)
Creature - Elemental
6/6
Noxious Hatchling comes into play with four -1/-1 counters on it.
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever you play a black spell, remove a -1/-1 counter from Noxious Hatchling.
Whenever you play a green spell, remove a -1/-1 counter from Noxious Hatchling.

Noxious Toad
2B
Creature - Frog
1/1
When Noxious Toad is put into a graveyard from play, each opponent discards a card.

Noxious Vapors
1BB
Sorcery
Each player reveals his or her hand and chooses one card of each color from it, then discards all other nonland cards.

Nucklavee
4 (U / R) (U / R)
Creature - Beast
4/4
When Nucklavee comes into play, you may return target red sorcery card from your graveyard to your hand.
When Nucklavee comes into play, you may return target blue instant card from your graveyard to your hand.

Nuisance Engine
3
Artifact
2, T Put a 0/1 Pest artifact creature token into play.

Null Brooch
4
Artifact
2, T, Discard your hand: Counter target noncreature spell.

Null Chamber
3W
World Enchantment
As Null Chamber comes into play, you and an opponent each name a card other than a basic land card.
The named cards can't be played.

Null Profusion
4BB
Enchantment
Skip your draw step.
Whenever you play a card, draw a card.
Your maximum hand size is two.

Null Rod
2
Artifact
Activated abilities of artifacts can't be played.

Nullmage Advocate
2G
Creature - Insect Druid
2/3
T Return two target cards in an opponent's graveyard to his or her hand. Destroy target artifact or enchantment.

Nullmage Shepherd
3G
Creature - Elf Shaman
2/4
Tap four untapped creatures you control: Destroy target artifact or enchantment.

Nullstone Gargoyle
9
Artifact Creature - Gargoyle
4/5
Flying
Whenever the first noncreature spell of a turn is played, counter that spell.

Numai Outcast
3B
Creature - Human Samurai
1/1
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
B, Pay 5 life: Regenerate Numai Outcast.

Number Crunch
2U
Instant
Return target permanent to its owner's hand.
Gotcha - Whenever an opponent says a number, you may say "Gotcha!" If you do, return Number Crunch from your graveyard to your hand.

Numot, the Devastator
3RWU
Legendary Creature - Dragon
6/6
Flying
Whenever Numot, the Devastator deals combat damage to a player, you may pay 2R. If you do, destroy up to two target lands.

Nurturer Initiate
G
Creature - Elf Shaman
1/1
Whenever a player plays a green spell, you may pay 1. If you do, target creature gets +1/+1 until end of turn.

Nurturing Licid
1G
Creature - Licid
1/1
G, T Nurturing Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay G to end this effect.
G: Regenerate enchanted creature.

Nut Collector
5G
Creature - Human Druid
1/1
At the beginning of your upkeep, you may put a 1/1 green Squirrel creature token into play.
Threshold - Squirrel creatures get +2/+2 as long as seven or more cards are in your graveyard.

Oaken Brawler
3W
Creature - Treefolk Warrior
2/4
When Oaken Brawler comes into play, clash with an opponent. If you win, put a +1/+1 counter on Oaken Brawler. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Oakgnarl Warrior
5GG
Creature - Treefolk Warrior
5/7
Vigilance, trample

Oasis
Land
T Prevent the next 1 damage that would be dealt to target creature this turn.

Oath of Druids
1G
Enchantment
At the beginning of each player's upkeep, if that player controls fewer creatures than any of his or her opponents, the player may reveal cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and all other cards revealed this way into his or her graveyard.

Oath of Ghouls
1B
Enchantment
At the beginning of each player's upkeep, if there are more creature cards in that player's graveyard than in any of his or her opponents' graveyards, the player may return target creature card of his or her choice from his or her graveyard to his or her hand.

Oath of Lieges
1W
Enchantment
At the beginning of each player's upkeep, if that player controls fewer lands than any of his or her opponents, the player may search his or her library for a basic land card and put that card into play. The player then shuffles his or her library.

Oath of Lim-Dul
3B
Enchantment
Whenever you lose life, sacrifice a permanent other than Oath of Lim-Dul or discard a card for each 1 life you lost. (Damage dealt to you causes you to lose life.)
BB: Draw a card.

Oath of Mages
1R
Enchantment
At the beginning of each player's upkeep, that player may have Oath of Mages deal 1 damage to target player of his or her choice who has more life than he or she does and who is his or her opponent.

Oath of Scholars
3U
Enchantment
At the beginning of each player's upkeep, if that player has fewer cards in hand than any of his or her opponents, the player may discard his or her hand and draw three cards.

Oathkeeper, Takeno's Daisho
3
Legendary Artifact - Equipment
Equipped creature gets +3/+1.
Whenever equipped creature is put into a graveyard from play, return that card to play under your control if it's a Samurai.
When Oathkeeper, Takeno's Daisho is put into a graveyard from play, remove equipped creature from the game.
Equip 2

Oathsworn Giant
4WW
Creature - Giant Soldier
3/4
Vigilance
Other creatures you control get +0/+2 and have vigilance.

Obelisk of Undoing
1
Artifact
6, T Return target permanent you own and control to your hand.

Oblation
2W
Instant
The owner of target nonland permanent shuffles it into his or her library, then draws two cards.

Obliterate
6RR
Sorcery
Obliterate can't be countered.
Destroy all artifacts, creatures, and lands. They can't be regenerated.

Oblivion Crown
1B
Enchantment - Aura
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Enchanted creature has "Discard a card: This creature gets +1/+1 until end of turn."

Oblivion Ring
2W
Enchantment
When Oblivion Ring comes into play, remove another target nonland permanent from the game.
When Oblivion Ring leaves play, return the removed card to play under its owner's control.

Oblivion Stone
3
Artifact
4, T Put a fate counter on target permanent.
5, T, Sacrifice Oblivion Stone: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.

Oboro Breezecaller
1U
Creature - Moonfolk Wizard
1/1
Flying
2, Return a land you control to its owner's hand: Untap target land.

Oboro Envoy
3U
Creature - Moonfolk Wizard
1/3
Flying
2, Return a land you control to its owner's hand: Target creature gets -X/-0 until end of turn, where X is the number of cards in your hand.

Oboro, Palace in the Clouds
Legendary Land
T Add U to your mana pool.
1: Return Oboro, Palace in the Clouds to its owner's hand.

Obsessive Search
U
Instant
Draw a card.
Madness U (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Obsianus Golem
6
Artifact Creature - Golem
4/6

Obsidian Acolyte
1W
Creature - Human Cleric
1/1
Protection from black
W: Target creature gains protection from black until end of turn.

Obsidian Battle-Axe
3
Tribal Artifact - Warrior Equipment
Equipped creature gets +2/+1 and has haste.
Whenever a Warrior creature comes into play, you may attach Obsidian Battle-Axe to it.
Equip 3

Obsidian Giant
4R
Creature - Giant
4/4

Obstinate Familiar
R
Creature - Lizard
1/1
If you would draw a card, you may skip that draw instead.

Ocular Halo
3U
Enchantment - Aura
Enchant creature
Enchanted creature has "T Draw a card."
W: Enchanted creature gains vigilance until end of turn.

Odds // Ends
UR / 3RW
Instant // Instant
Flip a coin. If it comes up heads, counter target instant or sorcery spell. If it comes up tails, copy that spell and you may choose new targets for the copy.
//
Target player sacrifices two attacking creatures.

Odious Trow
(B / G)
Creature - Troll
1/1
1o (b/g): Regenerate Odious Trow.

Odylic Wraith
3B
Creature - Wraith
2/2
Swampwalk
Whenever Odylic Wraith deals damage to a player, that player discards a card.

Off Balance
W
Instant
Target creature can't attack or block this turn.

Offalsnout
2B
Creature - Elemental
2/2
Flash
When Offalsnout leaves play, remove target card in a graveyard from the game.
Evoke B (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Ogre Arsonist
4R
Creature - Ogre
3/3
When Ogre Arsonist comes into play, destroy target land.

Ogre Berserker
4R
Creature - Ogre Berserker
4/2
Haste

Ogre Enforcer
3RR
Creature - Ogre
4/4
If Ogre Enforcer would be dealt nonlethal damage by a single source, prevent that damage.

Ogre Gatecrasher
3R
Creature - Ogre Rogue
3/3
When Ogre Gatecrasher comes into play, destroy target creature with defender.

Ogre Leadfoot
4R
Creature - Ogre
3/3
Whenever Ogre Leadfoot becomes blocked by an artifact creature, destroy that creature.

Ogre Marauder
1BB
Creature - Ogre Warrior
3/1
Whenever Ogre Marauder attacks, it gains "Ogre Marauder can't be blocked" until end of turn unless defending player sacrifices a creature.

Ogre Recluse
3R
Creature - Ogre Warrior
5/4
Whenever a player plays a spell, tap Ogre Recluse.

Ogre Savant
4R
Creature - Ogre Wizard
3/2
When Ogre Savant comes into play, if U was spent to play Ogre Savant, return target creature to its owner's hand.

Ogre Shaman
3RR
Creature - Ogre Shaman
3/3
2, Discard a card at random: Ogre Shaman deals 2 damage to target creature or player.

Ogre Taskmaster
3R
Creature - Ogre
4/3
Ogre Taskmaster can't block.

Ogre Warrior
3R
Creature - Ogre Warrior
3/3

Ohran Viper
1GG
Snow Creature - Snake
1/3
Whenever Ohran Viper deals combat damage to a creature, destroy that creature at end of combat.
Whenever Ohran Viper deals combat damage to a player, you may draw a card.

Ohran Yeti
3R
Snow Creature - Yeti
3/3
2oSi: Target snow creature gains first strike until end of turn. (oSi can be paid with one mana from a snow permanent.)

Okiba-Gang Shinobi
3BB
Creature - Rat Ninja
3/2
Ninjutsu 3B (3B, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Okiba-Gang Shinobi deals combat damage to a player, that player discards two cards.

Okina Nightwatch
4G
Creature - Human Monk
4/3
As long as you have more cards in hand than each opponent, Okina Nightwatch gets +3/+3.

Okina, Temple to the Grandfathers
Legendary Land
T Add G to your mana pool.
G, T Target legendary creature gets +1/+1 until end of turn.

Okk
1R
Creature - Goblin
4/4
Okk can't attack unless a creature with greater power also attacks.
Okk can't block unless a creature with greater power also blocks.

Old Fogey
GG
Summon Dinosaur
7/7
Phasing, cumulative upkeep 1, echo, fading 3, bands with other Dinosaurs, protection from Homarids, snow-covered plainswalk, flanking, rampage 2

Old Ghastbark
3 (G / W) (G / W)
Creature - Treefolk Warrior
3/6

Old Man of the Sea
1UU
Creature - Djinn
2/3
You may choose not to untap Old Man of the Sea during your untap step.
T Gain control of target creature with power less than or equal to Old Man of the Sea's power as long as Old Man of the Sea remains tapped and that creature's power remains less than or equal to Old Man of the Sea's power.

Omega Myr
2
Artifact Creature - Myr
1/2

Omen
1U
Sorcery
Look at the top three cards of your library. You may put them back in any order or shuffle your library.
Draw a card.

Omen of Fire
3RR
Instant
Return all Islands to their owners' hands.
Each player sacrifices a Plains or a white permanent for each white permanent he or she controls.

Omnibian
1GGU
Creature - Frog
3/3
T Target creature becomes a 3/3 Frog until end of turn.

O-Naginata
1
Artifact - Equipment
O-Naginata can be attached only to a creature with 3 or more power.
Equipped creature gets +3/+0 and has trample.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)

Once More with Feeling
WWWW
Sorcery
Remove Once More with Feeling from the game as well as all cards in play and in all graveyards. Each player shuffles his or her hand into her or his library, then draws seven cards. Each player's life total is set to 10.
DCI ruling: This card is restricted. (You cannot play with more than one in a deck.)

One Dozen Eyes
5G
Sorcery
Choose one - Put a 5/5 green Beast creature token into play; or put five 1/1 green Insect creature tokens into play.
Entwine GGG (Choose both if you pay the entwine cost.)

One with Nature
G
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. Then shuffle your library.

One with Nothing
B
Instant
Discard your hand.

Oni of Wild Places
5R
Creature - Demon Spirit
6/5
Haste
At the beginning of your upkeep, return a red creature you control to its owner's hand.

Oni Possession
2B
Enchantment - Aura
Enchant creature
At the beginning of your upkeep, sacrifice a creature.
Enchanted creature gets +3/+3 and has trample.
Enchanted creature is a Demon Spirit.

Onslaught
R
Enchantment
Whenever you play a creature spell, tap target creature.

Onulet
3
Artifact Creature - Construct
2/2
When Onulet is put into a graveyard from play, you gain 2 life.

Onyx Talisman
2
Artifact
Whenever a black spell is played, you may pay 3. If you do, untap target permanent.

Oona, Queen of the Fae
3 (U / B) (U / B) (U / B)
Legendary Creature - Faerie Wizard
5/5
Flying
Xo (u/b): Choose a color. Target opponent removes the top X cards of his or her library from the game. For each card of the chosen color removed this way, put a 1/1 blue and black Faerie Rogue creature token with flying into play.

Oona's Blackguard
1B
Creature - Faerie Rogue
1/1
Flying
Each other Rogue creature you control comes into play with an additional +1/+1 counter on it.
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.

Oona's Gatewarden
(U / B)
Creature - Faerie Soldier
2/1
Flying, defender
Wither (This deals damage to creatures in the form of -1/-1 counters.)

Oona's Grace
2U
Instant
Target player draws a card.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Oona's Prowler
1B
Creature - Faerie Rogue
3/1
Flying
Discard a card: Oona's Prowler gets -2/-0 until end of turn. Any player may play this ability.

Opal Acrolith
2W
Enchantment
Whenever an opponent plays a creature spell, if Opal Acrolith is an enchantment, Opal Acrolith becomes a 2/4 Soldier creature.
0: Opal Acrolith becomes an enchantment.

Opal Archangel
4W
Enchantment
When an opponent plays a creature spell, if Opal Archangel is an enchantment, Opal Archangel becomes a 5/5 Angel creature with flying and vigilance.

Opal Avenger
2W
Enchantment
When you have 10 life or less, if Opal Avenger is an enchantment, Opal Avenger becomes a 3/5 Soldier creature.

Opal Caryatid
W
Enchantment
When an opponent plays a creature spell, if Opal Caryatid is an enchantment, Opal Caryatid becomes a 2/2 Soldier creature.

Opal Champion
2W
Enchantment
When an opponent plays a creature spell, if Opal Champion is an enchantment, Opal Champion becomes a 3/3 Knight creature with first strike.

Opal Gargoyle
1W
Enchantment
When an opponent plays a creature spell, if Opal Gargoyle is an enchantment, Opal Gargoyle becomes a 2/2 Gargoyle creature with flying.

Opal Guardian
WWW
Enchantment
When an opponent plays a creature spell, if Opal Guardian is an enchantment, Opal Guardian becomes a 3/4 Gargoyle creature with flying and protection from red.

Opal Titan
2WW
Enchantment
When an opponent plays a creature spell, if Opal Titan is an enchantment, Opal Titan becomes a 4/4 Giant creature with protection from each of that spell's colors.

Opalescence
2WW
Enchantment
Each other non-Aura enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment.

Opal-Eye, Konda's Yojimbo
1WW
Legendary Creature - Fox Samurai
1/4
Bushido 1; defender (This creature can't attack.)
T The next time a source of your choice would deal damage this turn, that damage is dealt to Opal-Eye, Konda's Yojimbo instead.
1W: Prevent the next 1 damage that would be dealt to Opal-Eye this turn.

Opaline Bracers
4
Artifact - Equipment
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
Equipped creature gets +X/+X, where X is the number of charge counters on Opaline Bracers.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)

Opaline Sliver
1WU
Creature - Sliver
2/2
All Slivers have "Whenever this permanent becomes the target of a spell an opponent controls, you may draw a card."

Ophidian
2U
Creature - Snake
1/3
Whenever Ophidian attacks and isn't blocked, you may draw a card. If you do, Ophidian deals no combat damage this turn.

Ophidian Eye
2U
Enchantment - Aura
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.

Opportunist
2R
Creature - Human Soldier
2/2
T Opportunist deals 1 damage to target creature that was dealt damage this turn.

Opportunity
4UU
Instant
Target player draws four cards.

Opposition
2UU
Enchantment
Tap an untapped creature you control: Tap target artifact, creature, or land.

Oppression
1BB
Enchantment
Whenever a player plays a spell, that player discards a card.

Oppressive Will
2U
Instant
Counter target spell unless its controller pays 1 for each card in your hand.

Opt
U
Instant
Look at the top card of your library. You may put that card on the bottom of your library.
Draw a card.

Oracle en-Vec
1W
Creature - Human Wizard
1/1
T Target opponent chooses any number of creatures he or she controls. During that player's next turn, the chosen creatures attack if able, and other creatures can't attack. At the end of that turn, destroy each of the chosen creatures that didn't attack. Play this ability only during your turn.

Oracle of Nectars
2 (G / W)
Creature - Elf Cleric
2/2
X, T You gain X life.

Oracle's Attendants
3W
Creature - Human Soldier
1/5
T All damage that would be dealt to target creature this turn by a source of your choice is dealt to Oracle's Attendants instead.

Oraxid
3U
Creature - Crab Beast
2/3
Protection from red

Orb of Dreams
3
Artifact
Permanents come into play tapped.

Orbweaver Kumo
4GG
Creature - Spirit
3/4
Reach (This creature can block creatures with flying.)
Whenever you play a Spirit or Arcane spell, Orbweaver Kumo gains forestwalk until end of turn.

Orc General
2R
Creature - Orc Warrior
2/2
T, Sacrifice another Orc or Goblin: Other Orc creatures get +1/+1 until end of turn.

Orchard Warden
4GG
Creature - Treefolk Shaman
4/6
Whenever another Treefolk creature comes into play under your control, you may gain life equal to that creature's toughness.

Orcish Artillery
1RR
Creature - Orc Warrior
1/3
T Orcish Artillery deals 2 damage to target creature or player and 3 damage to you.

Orcish Bloodpainter
2R
Creature - Orc Shaman
2/1
T, Sacrifice a creature: Orcish Bloodpainter deals 1 damage to target creature or player.

Orcish Cannonade
1RR
Instant
Orcish Cannonade deals 2 damage to target creature or player and 3 damage to you.
Draw a card.

Orcish Cannoneers
1RR
Creature - Orc Warrior
1/3
T Orcish Cannoneers deals 2 damage to target creature or player and 3 damage to you.

Orcish Captain
R
Creature - Orc Warrior
1/1
1: Flip a coin. If you win the flip, target Orc creature gets +2/+0 until end of turn. If you lose the flip, it gets -0/-2 until end of turn.

Orcish Conscripts
R
Creature - Orc
2/2
Orcish Conscripts can't attack unless at least two other creatures attack.
Orcish Conscripts can't block unless at least two other creatures block.

Orcish Farmer
1RR
Creature - Orc
2/2
T Target land becomes a Swamp until its controller's next untap step.

Orcish Healer
RR
Creature - Orc Cleric
1/1
RR, T Target creature can't be regenerated this turn.
BBR, T Regenerate target black or green creature.
RGG, T Regenerate target black or green creature.

Orcish Librarian
1R
Creature - Orc
1/1
R, T Look at the top eight cards of your library. Remove four of them at random from the game, then put the rest on top of your library in any order.

Orcish Lumberjack
R
Creature - Orc
1/1
T, Sacrifice a Forest: Add three mana in any combination of R and/or G to your mana pool.

Orcish Mechanics
2R
Creature - Orc
1/1
T, Sacrifice an artifact: Orcish Mechanics deals 2 damage to target creature or player.

Orcish Mine
1RR
Enchantment - Aura
Enchant land
Orcish Mine comes into play with three ore counters on it.
At the beginning of your upkeep and whenever enchanted land becomes tapped, remove an ore counter from Orcish Mine. If there are no ore counters on Orcish Mine, destroy that land and Orcish Mine deals 2 damage to its controller.

Orcish Oriflamme
3R
Enchantment
Attacking creatures you control get +1/+0.

Orcish Paratroopers
2R
Creature - Orc Paratrooper
4/4
When Orcish Paratroopers comes into play, flip it from a height of at least one foot. Sacrifice Orcish Paratroopers unless it lands face up after turning over completely.

Orcish Settlers
1R
Creature - Orc
1/1
XXR, T, Sacrifice Orcish Settlers: Destroy X target lands.

Orcish Spy
R
Creature - Orc Rogue
1/1
T Look at the top three cards of target player's library.

Orcish Squatters
4R
Creature - Orc
2/3
Whenever Orcish Squatters attacks and isn't blocked, you may gain control of target land defending player controls for as long as you control Orcish Squatters. If you do, Orcish Squatters deals no combat damage this turn.

Orcish Veteran
2R
Creature - Orc
2/2
Orcish Veteran can't block white creatures with power 2 or greater.
R: Orcish Veteran gains first strike until end of turn.

Order // Chaos
3W / 2R
Instant // Instant
Remove target attacking creature from the game.
//
Creatures can't block this turn.

Order of Leitbur
WW
Creature - Human Cleric Knight
2/1
Protection from black
W: Order of Leitbur gains first strike until end of turn.
WW: Order of Leitbur gets +1/+0 until end of turn.

Order of the Ebon Hand
BB
Creature - Cleric Knight
2/1
Protection from white
B: Order of the Ebon Hand gains first strike until end of turn.
BB: Order of the Ebon Hand gets +1/+0 until end of turn.

Order of the Golden Cricket
1W
Creature - Kithkin Knight
2/2
Whenever Order of the Golden Cricket attacks, you may pay W. If you do, it gains flying until end of turn.

Order of the Sacred Bell
3G
Creature - Human Monk
4/3

Order of the Sacred Torch
1WW
Creature - Human Knight
2/2
T, Pay 1 life: Counter target black spell.

Order of the Stars
W
Creature - Human Cleric
0/1
Defender (This creature can't attack.)
As Order of the Stars comes into play, choose a color.
Order of the Stars has protection from the chosen color.

Order of the White Shield
WW
Creature - Human Knight
2/1
Protection from black
W: Order of the White Shield gains first strike until end of turn.
WW: Order of the White Shield gets +1/+0 until end of turn.

Order of Whiteclay
1WW
Creature - Kithkin Cleric
1/4
1WW, oQ: Return target creature card with converted mana cost 3 or less from your graveyard to play. (oQ is the untap symbol.)

Order of Yawgmoth
2BB
Creature - Zombie Knight
2/2
Fear
Whenever Order of Yawgmoth deals damage to a player, that player discards a card.

Ordered Migration
3WU
Sorcery
Put a 1/1 blue Bird creature token with flying into play for each basic land type among lands you control.

Ordruun Commando
3R
Creature - Minotaur Soldier
4/1
W: Prevent the next 1 damage that would be dealt to Ordruun Commando this turn.

Ore Gorger
3RR
Creature - Spirit
3/1
Whenever you play a Spirit or Arcane spell, you may destroy target nonbasic land.

Organ Grinder
2B
Creature - Zombie
3/1
T, Remove three cards in your graveyard from the game: Target player loses 3 life.

Organ Harvest
B
Sorcery
You and your teammates may sacrifice any number of creatures. For each creature sacrificed in this way, add BB to your mana pool.

Orgg
3RR
Creature - Orgg
6/6
Trample
Orgg can't attack if defending player controls an untapped creature with power 3 or greater.
Orgg can't block creatures with power 3 or greater.

Orim, Samite Healer
1WW
Legendary Creature - Human Cleric
1/3
T Prevent the next 3 damage that would be dealt to target creature or player this turn.

Orim's Chant
W
Instant
Kicker W (You may pay an additional W as you play this spell.)
Target player can't play spells this turn.
If the kicker cost was paid, creatures can't attack this turn.

Orim's Cure
1W
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay the mana cost of Orim's Cure.
Prevent the next 4 damage that would be dealt to target creature or player this turn.

Orim's Prayer
1WW
Enchantment
Whenever one or more creatures attack you, you gain 1 life for each attacking creature.

Orim's Thunder
2W
Instant
Kicker R (You may pay an additional R as you play this spell.)
Destroy target artifact or enchantment. If the kicker cost was paid, Orim's Thunder deals damage equal to that artifact or enchantment's converted mana cost to target creature.

Orim's Touch
W
Instant
Kicker 1 (You may pay an additional 1 as you play this spell.)
Prevent the next 2 damage that would be dealt to target creature or player this turn. If the kicker cost was paid, prevent the next 4 damage that would be dealt to that creature or player this turn instead.

Oriss, Samite Guardian
1WW
Legendary Creature - Human Cleric
1/3
T Prevent all damage that would be dealt to target creature this turn.
Grandeur - Discard another card named Oriss, Samite Guardian: Target player can't play spells this turn, and creatures that player controls can't attack this turn.

Ornate Kanzashi
5
Artifact
2, T Target opponent removes the top card of his or her library from the game. You may play that card this turn.

Ornithopter
0
Artifact Creature - Thopter
0/2
Flying (This creature can't be blocked except by creatures with flying or reach.)

Orochi Eggwatcher
2G
Creature - Snake Shaman
1/1
2G, T Put a 1/1 green Snake creature token into play. If you control ten or more creatures, flip Orochi Eggwatcher.
-----
Shidako, Broodmistress
Legendary Creature - Snake Shaman
3/3
G, Sacrifice a creature: Target creature gets +3/+3 until end of turn.

Orochi Hatchery
XX
Artifact
Orochi Hatchery comes into play with X charge counters on it.
5, T Put a 1/1 green Snake creature token into play for each charge counter on Orochi Hatchery.

Orochi Leafcaller
G
Creature - Snake Shaman
1/1
G: Add one mana of any color to your mana pool.

Orochi Ranger
1G
Creature - Snake Warrior
2/1
Whenever Orochi Ranger deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.

Orochi Sustainer
1G
Creature - Snake Shaman
1/2
T Add G to your mana pool.

Oros, the Avenger
3WBR
Legendary Creature - Dragon
6/6
Flying
Whenever Oros, the Avenger deals combat damage to a player, you may pay 2W. If you do, Oros deals 3 damage to each nonwhite creature.

Orzhov Basilica
Land
Orzhov Basilica comes into play tapped.
When Orzhov Basilica comes into play, return a land you control to its owner's hand.
T Add WB to your mana pool.

Orzhov Euthanist
2B
Creature - Human Assassin
2/2
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Orzhov Euthanist comes into play or the creature it haunts is put into a graveyard, destroy target creature that was dealt damage this turn.

Orzhov Guildmage
(W / B) (W / B)
Creature - Human Wizard
2/2
(o (w/b) can be paid with either W or B.)
2W: Target player gains 1 life.
2B: Each player loses 1 life.

Orzhov Pontiff
1WB
Creature - Human Cleric
1/1
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Orzhov Pontiff comes into play or the creature it haunts is put into a graveyard, choose one - creatures you control get +1/+1 until end of turn; or creatures you don't control get -1/-1 until end of turn.

Orzhov Signet
2
Artifact
1, T Add WB to your mana pool.

Orzhova, the Church of Deals
Land
T Add 1 to your mana pool.
3WB, T Target player loses 1 life and you gain 1 life.

Osai Vultures
1W
Creature - Bird
1/1
Flying
At end of turn, if a creature was put into a graveyard from play this turn, put a carrion counter on Osai Vultures.
Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn.

Ostiary Thrull
3B
Creature - Thrull
2/2
W, T Tap target creature.

Ostracize
B
Sorcery
Target opponent reveals his or her hand. Choose a creature card from it. That player discards that card.

Otarian Juggernaut
4
Artifact Creature - Juggernaut
2/3
Otarian Juggernaut can't be blocked by Walls.
Threshold - As long as seven or more cards are in your graveyard, Otarian Juggernaut gets +3/+0 and attacks each turn if able.

Otherworldly Journey
1W
Instant - Arcane
Remove target creature from the game. At end of turn, return that card to play under its owner's control with a +1/+1 counter on it.

Oubliette
1BB
Enchantment
When Oubliette comes into play, remove target creature and all Auras attached to it from the game. Note the number and kind of counters that were on that creature.
When Oubliette leaves play, return the removed card to play under its owner's control tapped with the noted number and kind of counters on it. If you do, return the removed Aura cards to play under their owner's control attached to that permanent.

Ouphe Vandals
2G
Creature - Ouphe Rogue
2/2
G, Sacrifice Ouphe Vandals: Counter target activated ability from an artifact source and destroy that artifact if it's in play. (Mana abilities can't be targeted.)

Our Market Research Shows That Players Like Really Long Card Names So We Made this Card to Have the Absolute Longest Card Name Ever Elemental
1GG
Creature - Elemental
2/2
Art rampage 2 (Whenever this becomes blocked by a creature, it gets +2/+2 for each creature in the blocker's art beyond the first.)

Outbreak
3B
Sorcery
You may discard a Swamp card rather than pay Outbreak's mana cost.
Choose a creature type. All creatures of that type get -1/-1 until end of turn.

Outmaneuver
XR
Instant
X target blocked creatures assign their combat damage this turn as though they weren't blocked.

Outrage Shaman
3RR
Creature - Goblin Shaman
2/2
Chroma - When Outrage Shaman comes into play, it deals damage to target creature equal to the number of red mana symbols in the mana costs of permanents you control.

Outrider en-Kor
2W
Creature - Kor Rebel Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
0: The next 1 damage that would be dealt to Outrider en-Kor this turn is dealt to target creature you control instead.

Overabundance
1RG
Enchantment
Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced, and Overabundance deals 1 damage to him or her.

Overbeing of Myth
(G / U) (G / U) (G / U) (G / U) (G / U)
Creature - Spirit Avatar
*/*
Overbeing of Myth's power and toughness are each equal to the number of cards in your hand.
At the beginning of your draw step, draw a card.

Overblaze
3R
Instant - Arcane
Each time target permanent would deal damage to a creature or player this turn, it deals double that damage to that creature or player instead.
Splice onto Arcane 2RR (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Overburden
1U
Enchantment
Whenever a player puts a nontoken creature into play, that player returns a land he or she controls to its owner's hand.

Overeager Apprentice
2B
Creature - Human Minion
1/2
Discard a card, Sacrifice Overeager Apprentice: Add BBB to your mana pool.

Overgrown Estate
BGW
Enchantment
Sacrifice a land: You gain 3 life.

Overgrown Tomb
Land - Swamp Forest
(T Add B or G to your mana pool.)
As Overgrown Tomb comes into play, you may pay 2 life. If you don't, Overgrown Tomb comes into play tapped.

Overgrowth
2G
Enchantment - Aura
Enchant land (Target a land as you play this. This card comes into play attached to that land.)
Whenever enchanted land is tapped for mana, its controller adds GG to his or her mana pool.

Overlaid Terrain
2GG
Enchantment
As Overlaid Terrain comes into play, sacrifice all lands you control.
Lands you control have "T Add two mana of any one color to your mana pool."

Overload
R
Instant
Kicker 2 (You may pay an additional 2 as you play this spell.)
Destroy target artifact if its converted mana cost is 2 or less. If the kicker cost was paid, destroy that artifact if its converted mana cost is 5 or less instead.

Overmaster
R
Sorcery
The next instant or sorcery spell you play this turn can't be countered by spells or abilities.
Draw a card.

Override
2U
Instant
Counter target spell unless its controller pays 1 for each artifact you control.

Overrule
XWU
Instant
Counter target spell unless its controller pays X. You gain X life.

Overrun
2GGG
Sorcery
Creatures you control get +3/+3 and gain trample until end of turn. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

Oversold Cemetery
1B
Enchantment
At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.

Oversoul of Dusk
(G / W) (G / W) (G / W) (G / W) (G / W)
Creature - Spirit Avatar
5/5
Protection from blue, from black, and from red

Overtaker
1U
Creature - Merfolk Spellshaper
1/1
3U, T, Discard a card: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.

Overwhelm
5GG
Sorcery
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Creatures you control get +3/+3 until end of turn.

Overwhelming Forces
6BB
Sorcery
Destroy all creatures target opponent controls. Draw a card for each creature destroyed this way.

Overwhelming Instinct
2G
Enchantment
Whenever you attack with three or more creatures, draw a card.

Overwhelming Intellect
4UU
Instant
Counter target creature spell. Draw cards equal to that spell's converted mana cost.

Ovinize
1U
Instant
Target creature loses all abilities and becomes 0/1 until end of turn.

Ovinomancer
2U
Creature - Human Wizard
0/1
When Ovinomancer comes into play, sacrifice it unless you return three basic lands you control to their owner's hand.
T, Return Ovinomancer to its owner's hand: Destroy target creature. It can't be regenerated. That creature's controller puts a 0/1 green Sheep creature token into play.

Ow
B
Enchantment
Whenever any creature damages a player, for each Ow card in play, that player says "Ow" once or Ow deals 1 damage to him or her.

Owl Familiar
1U
Creature - Bird
1/1
Flying
When Owl Familiar comes into play, draw a card, then discard a card.

Oxidda Golem
6
Artifact Creature - Golem
3/2
Affinity for Mountains (This spell costs 1 less to play for each Mountain you control.)
Haste

Oxidize
G
Instant
Destroy target artifact. It can't be regenerated.

Oyobi, Who Split the Heavens
6W
Legendary Creature - Spirit
3/6
Flying
Whenever you play a Spirit or Arcane spell, put a 3/3 white Spirit creature token with flying into play.

Pacifism
1W
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature can't attack or block.

Pack Hunt
3G
Sorcery
Search your library for up to three cards with the same name as target creature, reveal them, and put them into your hand. Then shuffle your library.

Pack's Disdain
1B
Instant
Choose a creature type. Target creature gets -1/-1 until end of turn for each permanent of the chosen type you control.

Pact of Negation
0
Instant
Pact of Negation is blue.
Counter target spell.
At the beginning of your next upkeep, pay 3UU. If you don't, you lose the game.

Pact of the Titan
0
Instant
Pact of the Titan is red.
Put a 4/4 red Giant creature token into play.
At the beginning of your next upkeep, pay 4R. If you don't, you lose the game.

Pain // Suffering
B / 3R
Sorcery // Sorcery
Target player discards a card.
//
Destroy target land.

Pain Kami
2R
Creature - Spirit
2/2
XR, Sacrifice Pain Kami: Pain Kami deals X damage to target creature.

Pain Magnification
1BR
Enchantment
Whenever an opponent is dealt 3 or more damage by a single source, that player discards a card.

Painbringer
2BB
Creature - Human Minion
1/1
T, Remove any number of cards in your graveyard from the game: Target creature gets -X/-X until end of turn, where X is the number of cards removed this way.

Painful Memories
1B
Sorcery
Look at target opponent's hand and choose a card from it. Put that card on top of that player's library.

Pain's Reward
2B
Sorcery
Each player may bid life. You start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and draws four cards.

Painter's Servant
2
Artifact Creature - Scarecrow
1/3
As Painter's Servant comes into play, choose a color.
All cards that aren't in play, spells, and permanents are the chosen color in addition to their other colors.

Painwracker Oni
3BB
Creature - Demon Spirit
5/4
Fear
At the beginning of your upkeep, sacrifice a creature if you don't control an Ogre.

Paladin en-Vec
1WW
Creature - Human Knight
2/2
First strike, protection from black, protection from red (This creature deals combat damage before creatures without first strike. It can't be blocked, targeted, dealt damage, or enchanted by anything black or red.)

Paladin of Prahv
4WW
Creature - Human Knight
3/4
Lifelink (Whenever this creature deals damage, you gain that much life.)
Forecast - 1W, Reveal Paladin of Prahv from your hand: Whenever target creature deals damage this turn, you gain that much life. (Play this ability only during your upkeep and only once each turn.)

Pale Bears
2G
Creature - Bear
2/2
Islandwalk

Pale Moon
1U
Instant
Until end of turn, if a player taps a nonbasic land for mana, it produces colorless mana instead of any other type.

Pale Wayfarer
5WW
Creature - Spirit Giant
4/4
2WW, oQ: Target creature gains protection from the color of its controller's choice until end of turn. (oQ is the untap symbol.)

Palinchron
5UU
Creature - Illusion
4/5
Flying
When Palinchron comes into play, untap up to seven lands.
2UU: Return Palinchron to its owner's hand.

Palladia-Mors
2RRGGWW
Legendary Creature - Elder Dragon
7/7
Flying, trample
At the beginning of your upkeep, sacrifice Palladia-Mors unless you pay RGW.

Palliation Accord
3WU
Enchantment
Whenever a creature an opponent controls becomes tapped, put a shield counter on Palliation Accord.
Remove a shield counter from Palliation Accord: Prevent the next 1 damage that would be dealt to you this turn.

Pallid Mycoderm
3W
Creature - Fungus
2/4
At the beginning of your upkeep, put a spore counter on Pallid Mycoderm.
Remove three spore counters from Pallid Mycoderm: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Each Fungus creature and each Saproling creature you control gets +1/+1 until end of turn.

Pallimud
2R
Creature - Beast
*/3
As Pallimud comes into play, choose an opponent.
Pallimud's power is equal to the number of tapped lands the chosen player controls.

Panacea
4
Artifact
XX, T Prevent the next X damage that would be dealt to target creature or player this turn.

Pandemonium
3R
Enchantment
Whenever a creature comes into play, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice.

Pang Tong, "Young Phoenix"
1WW
Legendary Creature - Human Advisor
1/2
T Target creature gets +0/+2 until end of turn. Play this ability only during your turn, before attackers are declared.

Panglacial Wurm
5GG
Creature - Wurm
9/5
Trample
While you're searching your library, you may play Panglacial Wurm from your library.

Pangosaur
2GG
Creature - Lizard
6/6
Whenever a player plays a land, return Pangosaur to its owner's hand.

Panic
R
Instant
Play Panic only during combat before blockers are declared.
Target creature can't block this turn.
Draw a card at the beginning of the next turn's upkeep.

Panic Attack
2R
Sorcery
Up to three target creatures can't block this turn.

Panoptic Mirror
5
Artifact
Imprint - X, T You may remove an instant or sorcery card with converted mana cost X in your hand from the game. (That card is imprinted on this artifact.)
At the beginning of your upkeep, you may copy an imprinted instant or sorcery card. If you do, you may play the copy without paying its mana cost.

Panther Warriors
4G
Creature - Cat Warrior
6/3

Paper Tiger
4
Artifact Creature
4/3
Rock Lobsters cannot attack or block.

Paperfin Rascal
2U
Creature - Merfolk Rogue
2/2
When Paperfin Rascal comes into play, clash with an opponent. If you win, put a +1/+1 counter on Paperfin Rascal. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Paradigm Shift
1U
Sorcery
Remove all cards in your library from the game. Then shuffle your graveyard into your library.

Paradise Mantle
0
Artifact - Equipment
Equipped creature has "T Add one mana of any color to your mana pool."
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)

Paradise Plume
4
Artifact
As Paradise Plume comes into play, choose a color.
Whenever a player plays a spell of the chosen color, you may gain 1 life.
T Add one mana of the chosen color to your mana pool.

Paradox Haze
2U
Enchantment - Aura
Enchant player
At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.

Parallax Dementia
1B
Enchantment - Aura
Enchant creature
Fading 1 (This enchantment comes into play with one fade counter on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Enchanted creature gets +3/+2.
When Parallax Dementia leaves play, destroy enchanted creature. That creature can't be regenerated.

Parallax Inhibitor
2
Artifact
1, T, Sacrifice Parallax Inhibitor: Put a fade counter on each permanent with fading you control.

Parallax Nexus
2B
Enchantment
Fading 5 (This enchantment comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Parallax Nexus: Target opponent removes a card in his or her hand from the game if Parallax Nexus is in play. Play this ability only any time you could play a sorcery.
When Parallax Nexus leaves play, each player returns to his or her hand all cards he or she owns removed from the game with Parallax Nexus.

Parallax Tide
2UU
Enchantment
Fading 5 (This enchantment comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Parallax Tide: Remove target land from the game if Parallax Tide is in play.
When Parallax Tide leaves play, each player returns to play all cards he or she owns removed from the game with Parallax Tide.

Parallax Wave
2WW
Enchantment
Fading 5 (This enchantment comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Parallax Wave: Remove target creature from the game if Parallax Wave is in play.
When Parallax Wave leaves play, each player returns to play all cards other than Parallax Wave he or she owns removed from the game with Parallax Wave.

Parallectric Feedback
3R
Instant
Parallectric Feedback deals damage to target spell's controller equal to that spell's converted mana cost.

Parallel Evolution
3GG
Sorcery
For each creature token in play, its controller puts a token into play that's a copy of that creature.
Flashback 4GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Parallel Thoughts
3UU
Enchantment
When Parallel Thoughts comes into play, search your library for seven cards, remove them from the game in a face-down pile, and shuffle that pile. Then shuffle your library.
If you would draw a card, you may instead put the top card of the pile you removed into your hand.

Paralyze
B
Enchantment - Aura
Enchant creature
When Paralyze comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay 4. If he or she does, untap the creature.

Parapet
1W
Enchantment
You may play Parapet any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.
Creatures you control get +0/+1.

Parapet Watchers
2U
Creature - Kithkin Soldier
2/2
o (w/u): Parapet Watchers gets +0/+1 until end of turn.

Parasitic Bond
3B
Enchantment - Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, Parasitic Bond deals 2 damage to that player.

Parch
1R
Instant
Choose one - Parch deals 2 damage to target creature or player; or Parch deals 4 damage to target blue creature.

Pardic Arsonist
2RR
Creature - Human Barbarian
3/3
Threshold - As long as seven or more cards are in your graveyard, Pardic Arsonist has "When Pardic Arsonist comes into play, it deals 3 damage to target creature or player."

Pardic Collaborator
3R
Creature - Human Barbarian
2/2
First strike
B: Pardic Collaborator gets +1/+1 until end of turn.

Pardic Dragon
4RR
Creature - Dragon
4/4
Flying
R: Pardic Dragon gets +1/+0 until end of turn.
Suspend 2-RR
Whenever an opponent plays a spell, if Pardic Dragon is suspended, that player may put a time counter on Pardic Dragon.

Pardic Firecat
3R
Creature - Elemental Cat
2/3
Haste
If Pardic Firecat is in a graveyard, Flame Burst's effect counts it as a card named Flame Burst.

Pardic Lancer
4R
Creature - Human Barbarian
3/2
Discard a card at random: Pardic Lancer gets +1/+0 and gains first strike until end of turn.

Pardic Miner
1R
Creature - Dwarf
1/1
Sacrifice Pardic Miner: Target player can't play lands this turn.

Pardic Swordsmith
2R
Creature - Dwarf
1/1
R, Discard a card at random: Pardic Swordsmith gets +2/+0 until end of turn.

Pariah
2W
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
All damage that would be dealt to you is dealt to enchanted creature instead.

Pariah's Shield
5
Artifact - Equipment
All damage that would be dealt to you is dealt to equipped creature instead.
Equip 3

Paroxysm
1R
Enchantment - Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, reveal the top card of that player's library. If that card is a land card, destroy that creature. Otherwise, it gets +3/+3 until end of turn. (Return the card to the top of the player's library, face down.)

Part the Veil
3U
Instant - Arcane
Return all creatures you control to their owner's hand.

Part Water
XXU
Sorcery
X target creatures gain islandwalk until end of turn.

Patagia Golem
4
Artifact Creature - Golem
2/3
3: Patagia Golem gains flying until end of turn.

Patagia Viper
3G
Creature - Snake
2/1
Flying
When Patagia Viper comes into play, put two 1/1 green and blue Snake creature tokens into play.
When Patagia Viper comes into play, sacrifice it unless U was spent to play it.

Patchwork Gnomes
3
Artifact Creature - Gnome
2/1
Discard a card: Regenerate Patchwork Gnomes.

Path of Anger's Flame
2R
Instant - Arcane
Creatures you control get +2/+0 until end of turn.

Path of Peace
3W
Sorcery
Destroy target creature. Its owner gains 4 life.

Patriarch's Bidding
3BB
Sorcery
Each player chooses a creature type. Each player returns all creature cards of a type chosen this way from his or her graveyard to play.

Patriarch's Desire
3B
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/-2.
Threshold - Enchanted creature gets an additional +2/-2 as long as seven or more cards are in your graveyard.

Patrician's Scorn
3W
Instant
If you played another white spell this turn, you may play Patrician's Scorn without paying its mana cost.
Destroy all enchantments.

Patrol Hound
1W
Creature - Hound
2/2
Discard a card: Patrol Hound gains first strike until end of turn.

Patrol Signaler
1W
Creature - Kithkin Soldier
1/1
1W, oQ: Put a 1/1 white Kithkin Soldier creature token into play. (oQ is the untap symbol.)

Patron of the Akki
4RR
Legendary Creature - Spirit
5/5
Goblin offering (You may play this card any time you could play an instant by sacrificing a Goblin and paying the difference in mana costs between this and the sacrificed Goblin. Mana cost includes color.)
Whenever Patron of the Akki attacks, creatures you control get +2/+0 until end of turn.

Patron of the Kitsune
4WW
Legendary Creature - Spirit
5/6
Fox offering (You may play this card any time you could play an instant by sacrificing a Fox and paying the difference in mana costs between this and the sacrificed Fox. Mana cost includes color.)
Whenever a creature attacks, you may gain 1 life.

Patron of the Moon
5UU
Legendary Creature - Spirit
5/4
Moonfolk offering (You may play this card any time you could play an instant by sacrificing a Moonfolk and paying the difference in mana costs between this and the sacrificed Moonfolk. Mana cost includes color.)
Flying
1: Put up to two land cards from your hand into play tapped.

Patron of the Nezumi
5BB
Legendary Creature - Spirit
6/6
Rat offering (You may play this card any time you could play an instant by sacrificing a Rat and paying the difference in mana costs between this and the sacrificed Rat. Mana cost includes color.)
Whenever a permanent is put into an opponent's graveyard, that player loses 1 life.

Patron of the Orochi
6GG
Legendary Creature - Spirit
7/7
Snake offering (You may play this card any time you could play an instant by sacrificing a Snake and paying the difference in mana costs between this and the sacrificed Snake. Mana cost includes color.)
T Untap all Forests and all green creatures. Play this ability only once each turn.

Patron of the Wild
G
Creature - Elf
1/1
Morph 2G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Patron of the Wild is turned face up, target creature gets +3/+3 until end of turn.

Patron Wizard
UUU
Creature - Human Wizard
2/2
Tap an untapped Wizard you control: Counter target spell unless its controller pays 1.

Pattern of Rebirth
3G
Enchantment - Aura
Enchant creature
When enchanted creature is put into a graveyard, that creature's controller may search his or her library for a creature card and put that card into play. If that player does, he or she then shuffles his or her library.

Paupers' Cage
3
Artifact
At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Paupers' Cage deals 2 damage to him or her.

Pavel Maliki
4BR
Legendary Creature - Human
5/3
BR: Pavel Maliki gets +1/+0 until end of turn.

Pay No Heed
W
Instant
Prevent all damage a source of your choice would deal this turn.

Peace and Quiet
1W
Instant
Destroy two target enchantments.

Peace of Mind
1W
Enchantment
W, Discard a card: You gain 3 life.

Peace Talks
1W
Sorcery
This turn and next turn, creatures can't attack, and players and permanents can't be the targets of spells or activated abilities.

Peacekeeper
2W
Creature - Human
1/1
At the beginning of your upkeep, sacrifice Peacekeeper unless you pay 1W.
Creatures can't attack.

Peach Garden Oath
W
Sorcery
You gain 2 life for each creature you control.

Pearl Dragon
4WW
Creature - Dragon
4/4
Flying
1W: Pearl Dragon gets +0/+1 until end of turn.

Pearl Medallion
2
Artifact
White spells you play cost 1 less to play.

Pearl Shard
3
Artifact
3, T or W, T Prevent the next 2 damage that would be dealt to target creature or player this turn.

Pearled Unicorn
2W
Creature - Unicorn
2/2

Pearlspear Courier
2W
Creature - Human Soldier
2/1
You may choose not to untap Pearlspear Courier during your untap step.
2W, T As long as Pearlspear Courier remains tapped, target Soldier creature gets +2/+2 and has vigilance.

Peat Bog
Land
Peat Bog comes into play tapped with two depletion counters on it.
T, Remove a depletion counter from Peat Bog: Add BB to your mana pool. If there are no depletion counters on Peat Bog, sacrifice it.

Pedantic Learning
UU
Enchantment
Whenever a land card is put into your graveyard from your library, you may pay 1. If you do, draw a card.

Peek
U
Instant
Look at target player's hand.
Draw a card.

Peel from Reality
1U
Instant
Return target creature you control and target creature you don't control to their owners' hands.

Peer Pressure
3U
Sorcery
Choose a creature type. If you control more creatures of that type than any other player, you gain control of all creatures of that type. (This effect doesn't end at end of turn.)

Peer Through Depths
1U
Instant - Arcane
Look at the top five cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Pegasus Charger
2W
Creature - Pegasus
2/1
Flying (This creature can't be blocked except by creatures with flying or reach.)
First strike (This creature deals combat damage before creatures without first strike.)

Pegasus Refuge
3W
Enchantment
2, Discard a card: Put a 1/1 white Pegasus creature token with flying into play.

Pegasus Stampede
1W
Sorcery
Buyback-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)
Put a 1/1 white Pegasus creature token with flying into play.

Pemmin's Aura
1UU
Enchantment - Aura
Enchant creature
U: Untap enchanted creature.
U: Enchanted creature gains flying until end of turn.
U: Enchanted creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
1: Enchanted creature gets +1/-1 or -1/+1 until end of turn.

Penance
2W
Enchantment
Put a card from your hand on top of your library: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage.

Pendelhaven
Legendary Land
T Add G to your mana pool.
T Target 1/1 creature gets +1/+2 until end of turn.

Pendelhaven Elder
1G
Creature - Elf Shaman
1/1
T Each 1/1 creature you control gets +1/+2 until end of turn.

Pendrell Drake
3U
Creature - Drake
2/3
Flying
Cycling 2 (2, Discard this card: Draw a card.)

Pendrell Flux
1U
Enchantment - Aura
Enchant creature
Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you pay its mana cost."

Pendrell Mists
3U
Enchantment
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1."

Pentad Prism
2
Artifact
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
Remove a charge counter from Pentad Prism: Add one mana of any color to your mana pool.

Pentagram of the Ages
4
Artifact
4, T The next time a source of your choice would deal damage to you this turn, prevent that damage.

Pentarch Paladin
2WWW
Creature - Human Knight
3/3
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
As Pentarch Paladin comes into play, choose a color.
WW, T Destroy target permanent of the chosen color.

Pentarch Ward
2W
Enchantment - Aura
Enchant creature
As Pentarch Ward comes into play, choose a color.
When Pentarch Ward comes into play, draw a card.
Enchanted creature has protection from the chosen color. This effect doesn't remove Pentarch Ward.

Pentavus
7
Artifact Creature - Construct
0/0
Pentavus comes into play with five +1/+1 counters on it.
1, Remove a +1/+1 counter from Pentavus: Put a 1/1 Pentavite artifact creature token with flying into play.
1, Sacrifice a Pentavite: Put a +1/+1 counter on Pentavus.

Penumbra Bobcat
2G
Creature - Cat
2/1
When Penumbra Bobcat is put into a graveyard from play, put a 2/1 black Cat creature token into play.

Penumbra Kavu
4G
Creature - Kavu
3/3
When Penumbra Kavu is put into a graveyard from play, put a 3/3 black Kavu creature token into play.

Penumbra Spider
2GG
Creature - Spider
2/4
Reach (This creature can block creatures with flying.)
When Penumbra Spider is put into a graveyard from play, put a 2/4 black Spider creature token with reach into play.

Penumbra Wurm
5GG
Creature - Wurm
6/6
Trample
When Penumbra Wurm is put into a graveyard from play, put a 6/6 black Wurm creature token with trample into play.

People of the Woods
GG
Creature - Human
1/*
People of the Woods's toughness is equal to the number of Forests you control.

Peppersmoke
B
Tribal Instant - Faerie
Target creature gets -1/-1 until end of turn. If you control a Faerie, draw a card.

Peregrine Drake
4U
Creature - Drake
2/3
Flying
When Peregrine Drake comes into play, untap up to five lands.

Peregrine Mask
1
Artifact - Equipment
Equipped creature has defender, flying, and first strike.
Equip 2

Perilous Forays
3GG
Enchantment
1, Sacrifice a creature: Search your library for a land card with a basic land type and put it into play tapped. Then shuffle your library.

Perilous Research
1U
Instant
Draw two cards, then sacrifice a permanent.

Perish
2B
Sorcery
Destroy all green creatures. They can't be regenerated.

Pernicious Deed
1BG
Enchantment
X, Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with converted mana cost X or less.

Perplex
1UB
Instant
Counter target spell unless its controller discards his or her hand.
Transmute 1UB (1UB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Persecute
2BB
Sorcery
Choose a color. Target player reveals his or her hand and discards all cards of that color.

Persecute Artist
1BB
Sorcery
Choose an artist other than Rebecca Guay. Target player reveals his or her hand and discards all nonland cards by the chosen artist.

Personal Incarnation
3WWW
Creature - Avatar Incarnation
6/6
0: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Any player may play this ability, but only if he or she owns Personal Incarnation.
When Personal Incarnation is put into a graveyard from play, its owner loses half his or her life, rounded up.

Personal Tutor
U
Sorcery
Search your library for a sorcery card and reveal that card. Shuffle your library, then put the card on top of it.

Persuasion
3UU
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
You control enchanted creature.

Pestermite
2U
Creature - Faerie Rogue
2/1
Flash
Flying
When Pestermite comes into play, you may tap or untap target permanent.

Pestilence
2BB
Enchantment
At end of turn, if no creatures are in play, sacrifice Pestilence.
B: Pestilence deals 1 damage to each creature and each player.

Pestilence Rats
2B
Creature - Rat
*/3
Pestilence Rats's power is equal to the total number of other Rats in play. (For example, as long as there are two other Rats in play, Pestilence Rats's power and toughness are 2/3.)

Petalmane Baku
1G
Creature - Spirit
1/2
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Petalmane Baku.
1, Remove X ki counters from Petalmane Baku: Add X mana of any one color to your mana pool.

Petals of Insight
4U
Sorcery - Arcane
Look at the top three cards of your library. You may put those cards on the bottom of your library in any order. If you do, return Petals of Insight to its owner's hand. Otherwise, draw three cards.

Petra Sphinx
2WWW
Creature - Sphinx
3/4
T Target player names a card, then reveals the top card of his or her library. If that card is the named card, that player puts it into his or her hand. If it isn't, the player puts it into his or her graveyard.

Petradon
6RR
Creature - Nightmare Beast
5/6
When Petradon comes into play, remove two target lands from the game.
When Petradon leaves play, return the removed cards to play under their owners' control.
R: Petradon gets +1/+0 until end of turn.

Petrahydrox
3 (U / R)
Creature - Weird
3/3
(o (u/r) can be paid with either U or R.)
When Petrahydrox becomes the target of a spell or ability, return Petrahydrox to its owner's hand.

Petravark
3R
Creature - Nightmare Beast
2/2
When Petravark comes into play, remove target land from the game.
When Petravark leaves play, return the removed card to play under its owner's control.

Petrified Field
Land
T Add 1 to your mana pool.
T, Sacrifice Petrified Field: Return target land card from your graveyard to your hand.

Petrified Plating
2G
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
Suspend 2-G (Rather than play this card from your hand, you may pay G and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Petrified Wood-Kin
6G
Creature - Elemental Warrior
3/3
Petrified Wood-Kin can't be countered.
Bloodthirst X (This creature comes into play with X +1/+1 counters on it, where X is the damage dealt to your opponents this turn.)
Protection from instants

Pewter Golem
5
Artifact Creature - Golem
4/2
1B: Regenerate Pewter Golem.

Phage the Untouchable
3BBBB
Legendary Creature - Zombie Minion
4/4
When Phage the Untouchable comes into play, if you didn't play it from your hand, you lose the game.
Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated.
Whenever Phage deals combat damage to a player, that player loses the game.

Phantasmagorian
5BB
Creature - Horror
6/6
When you play Phantasmagorian, any player may discard three cards. If a player does, counter Phantasmagorian.
Discard three cards: Return Phantasmagorian from your graveyard to your hand.

Phantasmal Fiend
3B
Creature - Illusion
1/5
B: Phantasmal Fiend gets +1/-1 until end of turn.
1U: Switch Phantasmal Fiend's power and toughness until end of turn.

Phantasmal Forces
3U
Creature - Illusion
4/1
Flying
At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay U.

Phantasmal Mount
1U
Creature - Illusion Horse
1/1
Flying
T Target creature you control with toughness 2 or less gets +1/+1 and gains flying until end of turn. When Phantasmal Mount leaves play this turn, sacrifice that creature. When the creature leaves play this turn, sacrifice Phantasmal Mount.

Phantasmal Sphere
1U
Creature - Illusion
0/1
Flying
At the beginning of your upkeep, put a +1/+1 counter on Phantasmal Sphere, then sacrifice Phantasmal Sphere unless you pay 1 for each +1/+1 counter on it.
When Phantasmal Sphere leaves play, put a blue Orb creature token with flying into play under an opponent's control. That creature's power and toughness are each equal to the number of +1/+1 counters on Phantasmal Sphere.

Phantasmal Terrain
UU
Enchantment - Aura
Enchant land
As Phantasmal Terrain comes into play, choose a basic land type.
Enchanted land is the chosen type.

Phantatog
1WU
Creature - Atog
1/2
Sacrifice an enchantment: Phantatog gets +1/+1 until end of turn.
Discard a card: Phantatog gets +1/+1 until end of turn.

Phantom Centaur
2GG
Creature - Centaur Spirit
2/0
Protection from black
Phantom Centaur comes into play with three +1/+1 counters on it.
If damage would be dealt to Phantom Centaur, prevent that damage. Remove a +1/+1 counter from Phantom Centaur.

Phantom Flock
3WW
Creature - Bird Soldier Spirit
0/0
Flying
Phantom Flock comes into play with three +1/+1 counters on it.
If damage would be dealt to Phantom Flock, prevent that damage. Remove a +1/+1 counter from Phantom Flock.

Phantom Monster
3U
Creature - Illusion
3/3
Flying

Phantom Nantuko
2G
Creature - Insect Spirit
0/0
Trample
Phantom Nantuko comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Nantuko, prevent that damage. Remove a +1/+1 counter from Phantom Nantuko.
T Put a +1/+1 counter on Phantom Nantuko.

Phantom Nishoba
5GW
Creature - Cat Beast Spirit
0/0
Trample, lifelink (Whenever this creature deals damage, you gain that much life.)
Phantom Nishoba comes into play with seven +1/+1 counters on it.
If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a +1/+1 counter from Phantom Nishoba.

Phantom Nomad
1W
Creature - Spirit Nomad
0/0
Phantom Nomad comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad.

Phantom Tiger
2G
Creature - Cat Spirit
1/0
Phantom Tiger comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Tiger, prevent that damage. Remove a +1/+1 counter from Phantom Tiger.

Phantom Warrior
1UU
Creature - Illusion Warrior
2/2
Phantom Warrior is unblockable.

Phantom Whelp
1U
Creature - Illusion Hound
2/2
When Phantom Whelp attacks or blocks, return it to its owner's hand at end of combat.

Phantom Wings
1U
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
Sacrifice Phantom Wings: Return enchanted creature to its owner's hand.

Phantom Wurm
4GG
Creature - Wurm Spirit
2/0
Phantom Wurm comes into play with four +1/+1 counters on it.
If damage would be dealt to Phantom Wurm, prevent that damage. Remove a +1/+1 counter from Phantom Wurm.

Phelddagrif
1GWU
Legendary Creature - Phelddagrif
4/4
G: Phelddagrif gains trample until end of turn. Target opponent puts a 1/1 green Hippo creature token into play.
W: Phelddagrif gains flying until end of turn. Target opponent gains 2 life.
U: Return Phelddagrif to its owner's hand. Target opponent may draw a card.

Phobian Phantasm
1BB
Creature - Illusion
3/3
Flying, fear
Cumulative upkeep B (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Phosphorescent Feast
2GGG
Sorcery
Chroma - Reveal any number of cards in your hand. You gain 2 life for each green mana symbol in those cards' mana costs.

Phthisis
3BBBB
Sorcery
Destroy target creature. Its controller loses life equal to its power plus its toughness.
Suspend 5-1B (Rather than play this card from your hand, you may pay 1B and remove it from the game with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Phyrexian Altar
3
Artifact
Sacrifice a creature: Add one mana of any color to your mana pool.

Phyrexian Arena
1BB
Enchantment
At the beginning of your upkeep, you draw a card and you lose 1 life.

Phyrexian Battleflies
B
Creature - Insect
0/1
Flying
B: Phyrexian Battleflies gets +1/+0 until end of turn. Play this ability no more than twice each turn.

Phyrexian Bloodstock
4B
Creature - Zombie
3/3
When Phyrexian Bloodstock leaves play, destroy target white creature. It can't be regenerated.

Phyrexian Boon
2B
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+1 as long as it's black. Otherwise, it gets -1/-2.

Phyrexian Broodlings
1BB
Creature - Minion
2/2
1, Sacrifice a creature: Put a +1/+1 counter on Phyrexian Broodlings.

Phyrexian Colossus
7
Artifact Creature - Golem
8/8
Phyrexian Colossus doesn't untap during your untap step.
Pay 8 life: Untap Phyrexian Colossus.
Phyrexian Colossus can't be blocked except by three or more creatures.

Phyrexian Debaser
3B
Creature - Carrier
2/2
Flying
T, Sacrifice Phyrexian Debaser: Target creature gets -2/-2 until end of turn.

Phyrexian Defiler
2BB
Creature - Carrier
3/3
T, Sacrifice Phyrexian Defiler: Target creature gets -3/-3 until end of turn.

Phyrexian Delver
3BB
Creature - Zombie
3/2
When Phyrexian Delver comes into play, return target creature card from your graveyard to play. You lose life equal to that card's converted mana cost.

Phyrexian Denouncer
1B
Creature - Carrier
1/1
T, Sacrifice Phyrexian Denouncer: Target creature gets -1/-1 until end of turn.

Phyrexian Devourer
6
Artifact Creature - Construct
1/1
When Phyrexian Devourer's power is 7 or greater, sacrifice it.
Remove the top card of your library from the game: Put X +1/+1 counters on Phyrexian Devourer, where X is the removed card's converted mana cost. If Phyrexian Devourer's power is 7 or greater, sacrifice it.

Phyrexian Dreadnought
1
Artifact Creature - Dreadnought
12/12
Trample
When Phyrexian Dreadnought comes into play, sacrifice it unless you sacrifice any number of creatures with total power 12 or greater.

Phyrexian Driver
2B
Creature - Zombie Mercenary
1/1
When Phyrexian Driver comes into play, all other Mercenary creatures get +1/+1 until end of turn.

Phyrexian Etchings
BBB
Enchantment
Cumulative upkeep B (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the end of your turn, draw a card for each age counter on Phyrexian Etchings.
When Phyrexian Etchings is put into a graveyard from play, you lose 2 life for each age counter on it.

Phyrexian Furnace
1
Artifact
T Remove the bottom card of target player's graveyard from the game.
1, Sacrifice Phyrexian Furnace: Remove target card in a graveyard from the game. Draw a card.

Phyrexian Gargantua
4BB
Creature - Horror
4/4
When Phyrexian Gargantua comes into play, you draw two cards and you lose 2 life.

Phyrexian Ghoul
2B
Creature - Zombie
2/2
Sacrifice a creature: Phyrexian Ghoul gets +2/+2 until end of turn.

Phyrexian Gremlins
2B
Creature - Ouphe
1/1
You may choose not to untap Phyrexian Gremlins during your untap step.
T Tap target artifact. As long as Phyrexian Gremlins remains tapped, that artifact doesn't untap during its controller's untap step.

Phyrexian Grimoire
3
Artifact
4, T Target opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other one into your hand.

Phyrexian Hulk
6
Artifact Creature - Golem
5/4

Phyrexian Infiltrator
2B
Creature - Minion
2/2
2UU: Exchange control of Phyrexian Infiltrator and target creature. (This effect doesn't end at end of turn.)

Phyrexian Ironfoot
3
Snow Artifact Creature - Construct
3/4
Phyrexian Ironfoot doesn't untap during your untap step.
1oSi: Untap Phyrexian Ironfoot. (oSi can be paid with one mana from a snow permanent.)

Phyrexian Lens
3
Artifact
T, Pay 1 life: Add one mana of any color to your mana pool.

Phyrexian Librarian
3B
Creature - Horror
3/3
Flying, trample
At the beginning of your upkeep, remove the top card of your library from the game face up and balance it on your body.
When a balanced card falls or touches another balanced card, sacrifice Phyrexian Librarian.

Phyrexian Marauder
X
Artifact Creature - Construct
0/0
Phyrexian Marauder comes into play with X +1/+1 counters on it.
Phyrexian Marauder can't block.
Phyrexian Marauder can't attack unless you pay 1 for each +1/+1 counter on it.

Phyrexian Monitor
3B
Creature - Skeleton
2/2
B: Regenerate Phyrexian Monitor.

Phyrexian Negator
2B
Creature - Horror
5/5
Trample
Whenever Phyrexian Negator is dealt damage, sacrifice a permanent for each 1 damage dealt to it.

Phyrexian Plaguelord
3BB
Creature - Carrier
4/4
T, Sacrifice Phyrexian Plaguelord: Target creature gets -4/-4 until end of turn.
Sacrifice a creature: Target creature gets -1/-1 until end of turn.

Phyrexian Portal
3
Artifact
3: Target opponent looks at the top ten cards of your library and separates them into two face-down piles. Remove one of those piles from the game. Search the other pile for a card and put it into your hand, then shuffle your library. Play this ability only if your library has ten or more cards in it.

Phyrexian Processor
4
Artifact
As Phyrexian Processor comes into play, pay any amount of life.
4, T Put a black Minion creature token into play. Its power and toughness are each equal to the amount of life paid.

Phyrexian Prowler
3B
Creature - Zombie Mercenary
3/3
Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Phyrexian Prowler: Phyrexian Prowler gets +1/+1 until end of turn.

Phyrexian Purge
2BR
Sorcery
Destroy any number of target creatures. You lose 3 life for each creature targeted this way.

Phyrexian Rager
2B
Creature - Horror
2/2
When Phyrexian Rager comes into play, you draw a card and you lose 1 life.

Phyrexian Reaper
4B
Creature - Zombie
3/3
Whenever Phyrexian Reaper becomes blocked by a green creature, destroy that creature. It can't be regenerated.

Phyrexian Reclamation
B
Enchantment
1B, Pay 2 life: Return target creature card from your graveyard to your hand.

Phyrexian Scuta
3B
Creature - Zombie
3/3
Kicker-Pay 3 life. (You may pay 3 life in addition to any other costs as you play this spell.)
If the kicker cost was paid, Phyrexian Scuta comes into play with two +1/+1 counters on it.

Phyrexian Slayer
3B
Creature - Minion
2/2
Flying
Whenever Phyrexian Slayer becomes blocked by a white creature, destroy that creature. It can't be regenerated.

Phyrexian Snowcrusher
6
Snow Artifact Creature - Juggernaut
6/5
Phyrexian Snowcrusher attacks each turn if able.
1oSi: Phyrexian Snowcrusher gets +1/+0 until end of turn. (oSi can be paid with one mana from a snow permanent.)

Phyrexian Soulgorger
3
Snow Artifact Creature - Construct
8/8
Cumulative upkeep-Sacrifice a creature. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Phyrexian Splicer
2
Artifact
2, T Choose one - flying; first strike; shadow; or trample. Target creature with that ability loses it until end of turn and another target creature gains it until end of turn.

Phyrexian Totem
3
Artifact
T Add B to your mana pool.
2B: Phyrexian Totem becomes a 5/5 black Horror artifact creature with trample until end of turn.
Whenever Phyrexian Totem is dealt damage, if it's a creature, sacrifice that many permanents.

Phyrexian Tower
Legendary Land
T Add 1 to your mana pool.
T, Sacrifice a creature: Add BB to your mana pool.

Phyrexian Tribute
2B
Sorcery
As an additional cost to play Phyrexian Tribute, sacrifice two creatures.
Destroy target artifact.

Phyrexian Tyranny
UBR
Enchantment
Whenever a player draws a card, that player loses 2 life unless he or she pays 2.

Phyrexian Vault
3
Artifact
2, T, Sacrifice a creature: Draw a card.

Phyrexian Walker
0
Artifact Creature - Construct
0/3

Phyrexian War Beast
3
Artifact Creature - Beast
3/4
When Phyrexian War Beast leaves play, sacrifice a land and Phyrexian War Beast deals 1 damage to you.

Phytohydra
2GWW
Creature - Plant Hydra
1/1
If damage would be dealt to Phytohydra, put that many +1/+1 counters on it instead.

Pianna, Nomad Captain
1WW
Legendary Creature - Human Nomad
2/2
Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn.

Piety
2W
Instant
Blocking creatures get +0/+3 until end of turn.

Piety Charm
W
Instant
Choose one - Destroy target Aura attached to a creature; or target Soldier creature gets +2/+2 until end of turn; or creatures you control gain vigilance until end of turn.

Pikemen
1W
Creature - Human Soldier
1/1
Banding, first strike

Pilgrim of Justice
2W
Creature - Human Cleric
1/3
Protection from red
W, Sacrifice Pilgrim of Justice: The next time a red source of your choice would deal damage this turn, prevent that damage.

Pilgrim of Virtue
2W
Creature - Human Cleric
1/3
Protection from black
W, Sacrifice Pilgrim of Virtue: The next time a black source of your choice would deal damage this turn, prevent that damage.

Pili-Pala
2
Artifact Creature - Scarecrow
1/1
Flying
2, oQ: Add one mana of any color to your mana pool. (oQ is the untap symbol.)

Pillage
1RR
Sorcery
Destroy target artifact or land. It can't be regenerated.

Pillaging Horde
2RR
Creature - Human Barbarian
5/5
When Pillaging Horde comes into play, sacrifice it unless you discard a card at random.

Pillar of the Paruns
Land
T Add one mana of any color to your mana pool. Spend this mana only to play a multicolored spell.

Pillar Tombs of Aku
2BB
World Enchantment
At the beginning of each player's upkeep, that player may sacrifice a creature. If that player doesn't, he or she loses 5 life and you sacrifice Pillar Tombs of Aku.

Pillory of the Sleepless
1WB
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
Enchanted creature has "At the beginning of your upkeep, you lose 1 life."

Pincer Spider
2G
Creature - Spider
2/3
Kicker 3 (You may pay an additional 3 as you play this spell.)
Reach (This creature can block creatures with flying.)
If the kicker cost was paid, Pincer Spider comes into play with a +1/+1 counter on it.

Pincher Beetles
2G
Creature - Insect
3/1
Shroud (This creature can't be the target of spells or abilities.)

Pine Barrens
Land
Pine Barrens comes into play tapped.
T Add 1 to your mana pool.
T Add B or G to your mana pool. Pine Barrens deals 1 damage to you.

Pinecrest Ridge
Land
T Add 1 to your mana pool.
T Add R or G to your mana pool. Pinecrest Ridge doesn't untap during your next untap step.

Pinpoint Avalanche
3RR
Instant
Pinpoint Avalanche deals 4 damage to target creature. The damage can't be prevented.

Pious Kitsune
2W
Creature - Fox Cleric
1/2
At the beginning of your upkeep, put a devotion counter on Pious Kitsune. Then if a creature named Eight-and-a-Half-Tails is in play, you gain 1 life for each devotion counter on Pious Kitsune.
T, Remove a devotion counter from Pious Kitsune: You gain 1 life.

Pious Warrior
3W
Creature - Human Rebel Warrior
2/3
Whenever Pious Warrior is dealt combat damage, you gain that much life.

Piper's Melody
G
Sorcery
Shuffle any number of target creature cards from your graveyard into your library.

Piracy
UU
Sorcery
Until end of turn, you may tap lands you don't control for mana. Spend this mana only to play spells.

Piracy Charm
U
Instant
Choose one - Target creature gains islandwalk until end of turn; or target creature gets +2/-1 until end of turn; or target player discards a card.

Pirate Ship
4U
Creature - Human Pirate
4/3
Pirate Ship can't attack unless defending player controls an Island.
T Pirate Ship deals 1 damage to target creature or player.
When you control no Islands, sacrifice Pirate Ship.

Pit Imp
B
Creature - Imp
0/1
Flying
B: Pit Imp gets +1/+0 until end of turn. Play this ability no more than twice each turn.

Pit Keeper
1B
Creature - Human Wizard
2/1
When Pit Keeper comes into play, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.

Pit Raptor
2BB
Creature - Bird Mercenary
4/3
Flying, first strike
At the beginning of your upkeep, sacrifice Pit Raptor unless you pay 2BB.

Pit Scorpion
2B
Creature - Scorpion
1/1
Whenever Pit Scorpion deals damage to a player, that player gets a poison counter. (A player with ten or more poison counters loses the game.)

Pit Spawn
4BBB
Creature - Demon
6/4
First strike
At the beginning of your upkeep, sacrifice Pit Spawn unless you pay BB.
Whenever Pit Spawn deals damage to a creature, remove that creature from the game.

Pit Trap
2
Artifact
2, T, Sacrifice Pit Trap: Destroy target attacking creature without flying. It can't be regenerated.

Pitchstone Wall
2R
Creature - Wall
2/5
Defender (This creature can't attack.)
Whenever you discard a card, you may sacrifice Pitchstone Wall. If you do, return the discarded card from your graveyard to your hand.

Pithing Needle
1
Artifact
As Pithing Needle comes into play, name a card.
Activated abilities of sources with the chosen name can't be played unless they're mana abilities.

Pixie Queen
2GG
Creature - Faerie
1/1
Flying
GGG, T Target creature gains flying until end of turn.

Plagiarize
3U
Instant
Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card.

Plague Beetle
B
Creature - Insect
1/1
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)

Plague Boiler
3
Artifact
At the beginning of your upkeep, put a plague counter on Plague Boiler.
1BG: Put a plague counter on Plague Boiler or remove a plague counter from it.
When Plague Boiler has three or more plague counters on it, sacrifice it. If you do, destroy all nonland permanents.

Plague Dogs
4B
Creature - Zombie Hound
3/3
When Plague Dogs is put into a graveyard from play, all creatures get -1/-1 until end of turn.
2, Sacrifice Plague Dogs: Draw a card.

Plague Fiend
1B
Creature - Insect
1/1
Whenever Plague Fiend deals combat damage to a creature, destroy that creature unless its controller pays 2.

Plague of Vermin
6B
Sorcery
Starting with you, each player may pay any amount of life. Repeat this process until no one pays life. Each player puts a 1/1 black Rat creature token into play for each 1 life he or she paid this way.

Plague Rats
2B
Creature - Rat
*/*
Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats in play.

Plague Sliver
2BB
Creature - Sliver
5/5
All Slivers have "At the beginning of your upkeep, this permanent deals 1 damage to you."

Plague Spitter
2B
Creature - Horror
2/2
At the beginning of your upkeep, Plague Spitter deals 1 damage to each creature and each player.
When Plague Spitter is put into a graveyard from play, Plague Spitter deals 1 damage to each creature and each player.

Plague Spores
4BR
Sorcery
Destroy target nonblack creature and target land. They can't be regenerated.

Plague Wind
7BB
Sorcery
Destroy all creatures you don't control. They can't be regenerated.

Plague Witch
1B
Creature - Elf Spellshaper
1/1
B, T, Discard a card: Target creature gets -1/-1 until end of turn.

Plaguebearer
1B
Creature - Zombie
1/1
XXB: Destroy target nonblack creature with converted mana cost X.

Plagued Rusalka
B
Creature - Spirit
1/1
B, Sacrifice a creature: Target creature gets -1/-1 until end of turn.

Plains
Basic Land - Plains

Planar Birth
1W
Sorcery
Return all basic land cards from all graveyards to play under their owners' control, tapped.

Planar Chaos
2R
Enchantment
At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice Planar Chaos.
Whenever a player plays a spell, that player flips a coin. If he or she loses the flip, counter that spell.

Planar Collapse
1W
Enchantment
At the beginning of your upkeep, if there are four or more creatures in play, sacrifice Planar Collapse. If you do, destroy all creatures. They can't be regenerated.

Planar Despair
3BB
Sorcery
All creatures get -1/-1 until end of turn for each basic land type among lands you control.

Planar Gate
6
Artifact
Creature spells you play cost up to 2 less to play.

Planar Guide
W
Creature - Human Cleric
1/1
3W, Remove Planar Guide from the game: Remove all creatures from the game. At end of turn, return those cards to play under their owners' control.

Planar Overlay
2U
Sorcery
Each player chooses a land he or she controls of each basic land type. Return those lands to their owners' hands.

Planar Portal
6
Artifact
6, T Search your library for a card and put that card into your hand. Then shuffle your library.

Planar Void
B
Enchantment
Whenever another card is put into a graveyard from anywhere, remove that card from the game.

Planeswalker's Favor
2G
Enchantment
3G: Target opponent reveals a card at random in his or her hand. Target creature gets +X/+X until end of turn, where X is the revealed card's converted mana cost.

Planeswalker's Fury
2R
Enchantment
3R: Target opponent reveals a card at random in his or her hand. Planeswalker's Fury deals damage equal to that card's converted mana cost to that player. Play this ability only any time you could play a sorcery.

Planeswalker's Mirth
2W
Enchantment
3W: Target opponent reveals a card at random in his or her hand. You gain life equal to that card's converted mana cost.

Planeswalker's Mischief
2U
Enchantment
3U: Target opponent reveals a card at random in his or her hand. If it's an instant or sorcery card, remove it from the game. As long as it remains removed from the game, you may play it without paying its mana cost. (If it has X in its mana cost, X is 0.) At end of turn, if you haven't played it, return it to its owner's hand. Play this ability only any time you could play a sorcery.

Planeswalker's Scorn
2B
Enchantment
3B: Target opponent reveals a card at random in his or her hand. Target creature gets -X/-X until end of turn, where X is the revealed card's converted mana cost. Play this ability only any time you could play a sorcery.

Plant Elemental
1G
Creature - Plant Elemental
3/4
When Plant Elemental comes into play, sacrifice it unless you sacrifice a Forest.

Plasma Elemental
5U
Creature - Elemental
4/1
Plasma Elemental is unblockable.

Plateau
Land - Mountain Plains

Plated Pegasus
2W
Creature - Pegasus
1/2
Flash (You may play this spell any time you could play an instant.)
Flying
If a spell would deal damage to a creature or player, prevent 1 damage that spell would deal to that creature or player.

Plated Rootwalla
4G
Creature - Lizard
3/3
2G: Plated Rootwalla gets +3/+3 until end of turn. Play this ability only once each turn.

Plated Slagwurm
4GGG
Creature - Wurm
8/8
Plated Slagwurm can't be the target of spells or abilities your opponents control.

Plated Sliver
W
Creature - Sliver
1/1
All Sliver creatures get +0/+1.

Plated Spider
4G
Creature - Spider
4/4
Reach (This creature can block creatures with flying.)

Plated Wurm
4G
Creature - Wurm
4/5

Platinum Angel
7
Artifact Creature - Angel
4/4
Flying (This creature can't be blocked except by creatures with flying or reach.)
You can't lose the game and your opponents can't win the game.

Plaxcaster Frogling
1GU
Creature - Frog Mutant
0/0
Graft 3 (This creature comes into play with three +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
2: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)

Plaxmanta
1U
Creature - Beast
2/2
Flash
When Plaxmanta comes into play, creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.)
When Plaxmanta comes into play, sacrifice it unless G was spent to play it.

Pledge of Loyalty
1W
Enchantment - Aura
Enchant creature
Enchanted creature has protection from the colors of permanents you control. This effect doesn't remove Pledge of Loyalty.

Plover Knights
3WW
Creature - Kithkin Knight
3/3
Flying, first strike

Plow Through Reito
1W
Instant - Arcane
Sweep - Return any number of Plains you control to their owner's hand. Target creature gets +1/+1 until end of turn for each Plains returned this way.

Plow Under
3GG
Sorcery
Put two target lands on top of their owner's library.

Plumes of Peace
1WU
Enchantment - Aura
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
Forecast - WU, Reveal Plumes of Peace from your hand: Tap target creature. (Play this ability only during your upkeep and only once each turn.)

Plumeveil
(W / U) (W / U) (W / U)
Creature - Elemental
4/4
Flash
Flying, defender

Plunder
4R
Sorcery
Destroy target artifact or land.
Suspend 4-1R (Rather than play this card from your hand, you may pay 1R and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Plunge into Darkness
1B
Instant
Choose one - Sacrifice any number of creatures, then you gain 3 life for each sacrificed creature; or pay X life, then look at the top X cards of your library, put one of those cards into your hand, and remove the rest from the game.
Entwine B (Choose both if you pay the entwine cost.)

Pointy Finger of Doom
4
Artifact
3, T Spin Pointy Finger of Doom in the middle of the table so that it rotates completely at least once, then destroy the closest permanent the finger points to.

Poison Arrow
4BB
Sorcery
Destroy target nonblack creature. You gain 3 life.

Poison the Well
2 (B / R) (B / R)
Sorcery
Destroy target land. Poison the Well deals 2 damage to that land's controller.

Poisonbelly Ogre
4B
Creature - Ogre Warrior
3/3
Whenever another creature comes into play, its controller loses 1 life.

Polar Kraken
8UUU
Creature - Kraken
11/11
Trample
Polar Kraken comes into play tapped.
Cumulative upkeep-Sacrifice a land.

Political Trickery
2U
Sorcery
Exchange control of target land you control and target land an opponent controls. (This effect doesn't end at end of turn.)

Pollen Lullaby
1W
Instant
Prevent all combat damage that would be dealt this turn. Clash with an opponent. If you win, creatures that player controls don't untap during the player's next untap step. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Pollen Remedy
W
Instant
Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.)
Prevent the next 3 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. If the kicker cost was paid, prevent the next 6 damage this way instead.

Pollenbright Wings
4GW
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
Whenever enchanted creature deals combat damage to a player, put that many 1/1 green Saproling creature tokens into play.

Polluted Bonds
3BB
Enchantment
Whenever a land comes into play under an opponent's control, that player loses 2 life and you gain 2 life.

Polluted Delta
Land
T, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card and put it into play. Then shuffle your library.

Polluted Mire
Land
Polluted Mire comes into play tapped.
T Add B to your mana pool.
Cycling 2 (2, Discard this card: Draw a card.)

Polymorph
3U
Sorcery
Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and shuffles all other cards revealed this way into his or her library.

Ponder
U
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle your library.
Draw a card.

Pongify
U
Instant
Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Ape creature token into play.

Pooling Venom
1B
Enchantment - Aura
Enchant land
Whenever enchanted land becomes tapped, its controller loses 2 life.
3B: Destroy enchanted land.

Porphyry Nodes
W
Enchantment
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.
When there are no creatures in play, sacrifice Porphyry Nodes.

Port Inspector
1U
Creature - Human
1/2
Whenever Port Inspector becomes blocked, you may look at defending player's hand.

Portcullis
4
Artifact
Whenever a creature comes into play, if there are two or more other creatures in play, remove that creature from the game.
When Portcullis leaves play, return to play under their owners' control all creatures removed from the game with Portcullis.

Portent
U
Sorcery
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle his or her library.
Draw a card at the beginning of the next turn's upkeep.

Possessed Aven
2UU
Creature - Bird Soldier Horror
3/3
Flying
Threshold - As long as seven or more cards are in your graveyard, Possessed Aven gets +1/+1, is black, and has "2B, T Destroy target blue creature."

Possessed Barbarian
2RR
Creature - Human Barbarian Horror
3/3
First strike
Threshold - As long as seven or more cards are in your graveyard, Possessed Barbarian gets +1/+1, is black, and has "2B, T Destroy target red creature."

Possessed Centaur
2GG
Creature - Centaur Horror
3/3
Trample
Threshold - As long as seven or more cards are in your graveyard, Possessed Centaur gets +1/+1, is black, and has "2B, T Destroy target green creature."

Possessed Nomad
2WW
Creature - Human Nomad Horror
3/3
Vigilance
Threshold - As long as seven or more cards are in your graveyard, Possessed Nomad gets +1/+1, is black, and has "2B, T Destroy target white creature."

Possessed Portal
8
Artifact
If a player would draw a card, that player skips that draw instead.
At the end of each turn, each player sacrifices a permanent unless he or she discards a card.

Poultice Sliver
2W
Creature - Sliver
2/2
All Slivers have "2, T Regenerate target Sliver."

Poultrygeist
2B
Summon Chicken
1/1
Flying
Whenever a creature is put into any graveyard from play, you may roll a six-sided die. On a 1, sacrifice Poultrygeist. Otherwise, put a +1/+1 counter on Poultrygeist.

Pouncing Jaguar
G
Creature - Cat
2/2
Echo G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Pouncing Kavu
1R
Creature - Kavu
1/1
Kicker 2R (You may pay an additional 2R as you play this spell.)
First strike
If the kicker cost was paid, Pouncing Kavu comes into play with two +1/+1 counters on it and with haste.

Pouncing Wurm
3G
Creature - Wurm
3/3
Kicker 2G (You may pay an additional 2G as you play this spell.)
If the kicker cost was paid, Pouncing Wurm comes into play with three +1/+1 counters on it and with haste.

Powder Keg
2
Artifact
At the beginning of your upkeep, you may put a fuse counter on Powder Keg.
T, Sacrifice Powder Keg: Destroy each artifact and creature with converted mana cost equal to the number of fuse counters on Powder Keg.

Power Armor
4
Artifact
3, T Target creature gets +1/+1 until end of turn for each basic land type among lands you control.

Power Artifact
UU
Enchantment - Aura
Enchant artifact
Enchanted artifact's activated abilities cost up to 2 less to play. If this would make an ability cost 0 or less mana to play, it costs 1, plus any nonmana costs.

Power Conduit
2
Artifact
T, Remove a counter from a permanent you control: Choose one - Put a charge counter on target artifact; or put a +1/+1 counter on target creature.

Power Leak
1U
Enchantment - Aura
Enchant enchantment
At the beginning of the upkeep of enchanted enchantment's controller, that player may pay up to 2. For each one mana less than 2 he or she pays this way, Power Leak deals 1 damage to him or her.

Power Matrix
4
Artifact
T Target creature gets +1/+1 and gains flying, first strike, and trample until end of turn.

Power of Fire
1R
Enchantment - Aura
Enchant creature
Enchanted creature has "T This creature deals 1 damage to target creature or player."

Power Sink
XU
Instant
Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool.

Power Surge
RR
Enchantment
At the beginning of each player's upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands he or she controlled at the beginning of this turn.

Power Taint
1U
Enchantment - Aura
Enchant enchantment
At the beginning of the upkeep of enchanted enchantment's controller, that player pays 2 or loses 2 life.
Cycling 2 (2, Discard this card: Draw a card.)

Powerleech
GG
Enchantment
Whenever an artifact an opponent controls becomes tapped or an opponent plays an artifact's activated ability without T in its activation cost, you gain 1 life.

Powerstone Minefield
2RW
Enchantment
Whenever a creature attacks or blocks, Powerstone Minefield deals 2 damage to it.

Pox
BBB
Sorcery
Each player loses a third of his or her life, then discards a third of the cards in his or her hand, then sacrifices a third of the creatures he or she controls, then sacrifices a third of the lands he or she controls. Round up each time.

Pradesh Gypsies
2G
Creature - Human Nomad
1/1
1G, T Target creature gets -2/-0 until end of turn.

Prahv, Spires of Order
Land
T Add 1 to your mana pool.
4WU, T Prevent all damage a source of your choice would deal this turn.

Preacher
1WW
Creature - Human Cleric
1/1
You may choose not to untap Preacher during your untap step.
T Gain control of target creature of an opponent's choice that he or she controls as long as Preacher remains tapped.

Precognition
4U
Enchantment
At the beginning of your upkeep, you may look at the top card of target opponent's library. If you do, you may put that card on the bottom of that player's library.

Predator, Flagship
5
Legendary Artifact
2: Target creature gains flying until end of turn.
5, T Destroy target creature with flying.

Predator's Strike
1G
Instant
Target creature gets +3/+3 and gains trample until end of turn.

Predatory Focus
3GG
Sorcery
You may have creatures you control assign their combat damage this turn as though they weren't blocked.

Predatory Hunger
G
Enchantment - Aura
Enchant creature
Whenever an opponent plays a creature spell, put a +1/+1 counter on enchanted creature.

Predatory Nightstalker
3BB
Creature - Nightstalker
3/2
When Predatory Nightstalker comes into play, you may have target opponent sacrifice a creature.

Predict
1U
Instant
Name a card, then put the top card of target player's library into his or her graveyard. If that card is the named card, you draw two cards. Otherwise, you draw a card.

Preeminent Captain
2W
Creature - Kithkin Soldier
2/2
First strike
Whenever Preeminent Captain attacks, you may put a Soldier creature card from your hand into play tapped and attacking.

Preemptive Strike
1U
Instant
Counter target creature spell.

Preferred Selection
2GG
Enchantment
At the beginning of your upkeep, look at the top two cards of your library. You may sacrifice Preferred Selection and pay 2GG. If you do, put one of those cards into your hand. If you don't, put one of those cards on the bottom of your library.

Premature Burial
1B
Sorcery
Destroy target nonblack creature that came into play since your last turn ended.

Presence of Gond
2G
Enchantment - Aura
Enchant creature
Enchanted creature has "T Put a 1/1 green Elf Warrior creature token into play."

Presence of the Master
3W
Enchantment
Whenever a player plays an enchantment spell, counter it.

Presence of the Wise
2WW
Sorcery
You gain 2 life for each card in your hand.

Pretender's Claim
1B
Enchantment - Aura
Enchant creature
Whenever enchanted creature becomes blocked, tap all lands defending player controls.

Price of Glory
2R
Enchantment
Whenever a player taps a land for mana, if it's not that player's turn, destroy that land.

Price of Progress
1R
Instant
Price of Progress deals 2 damage to each player for each nonbasic land he or she controls.

Prickly Boggart
B
Creature - Goblin Rogue
1/1
Fear

Pride of Lions
3GG
Creature - Cat
4/4
You may have Pride of Lions assign its combat damage as though it weren't blocked.

Pride of the Clouds
WU
Creature - Elemental Cat
1/1
Flying
Pride of the Clouds gets +1/+1 for each other creature in play with flying.
Forecast - 2WU, Reveal Pride of the Clouds from your hand: Put a 1/1 white and blue Bird creature token with flying into play. (Play this ability only during your upkeep and only once each turn.)

Priest of Gix
2B
Creature - Human Cleric Minion
2/1
When Priest of Gix comes into play, add BBB to your mana pool.

Priest of Titania
1G
Creature - Elf Druid
1/1
T Add G to your mana pool for each Elf in play.

Priest of Yawgmoth
1B
Creature - Human Cleric
1/2
T, Sacrifice an artifact: Add to your mana pool an amount of black mana equal to the sacrificed artifact's converted mana cost.

Primal Beyond
Land
As Primal Beyond comes into play, you may reveal an Elemental card from your hand. If you don't, Primal Beyond comes into play tapped.
T Add 1 to your mana pool.
T Add one mana of any color to your mana pool. Spend this mana only to play Elemental spells or activated abilities of Elementals.

Primal Boost
2G
Instant
Target creature gets +4/+4 until end of turn.
Cycling 2G (2G, Discard this card: Draw a card.)
When you cycle Primal Boost, you may have target creature get +1/+1 until end of turn.

Primal Clay
4
Artifact Creature - Shapeshifter
*/*
As Primal Clay comes into play, it becomes your choice of a 3/3 artifact creature, a 2/2 artifact creature with flying, or a 1/6 Shapeshifter Wall artifact creature with defender.

Primal Command
3GG
Sorcery
Choose two - Target player gains 7 life; or put target noncreature permanent on top of its owner's library; or target player shuffles his or her graveyard into his or her library; or search your library for a creature card, reveal it, put it into your hand, then shuffle your library.

Primal Forcemage
2G
Creature - Elf Shaman
2/2
Whenever another creature comes into play under your control, that creature gets +3/+3 until end of turn.

Primal Frenzy
G
Enchantment - Aura
Enchant creature
Enchanted creature has trample.

Primal Growth
2G
Sorcery
Kicker-Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you play this spell.)
Search your library for a basic land card, put that card into play, then shuffle your library. If the kicker cost was paid, instead search your library for two basic land cards, put them into play, then shuffle your library.

Primal Order
2GG
Enchantment
At the beginning of each player's upkeep, Primal Order deals damage to that player equal to the number of nonbasic lands he or she controls.

Primal Plasma
3U
Creature - Elemental Shapeshifter
*/*
As Primal Plasma comes into play, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender.

Primal Rage
1G
Enchantment
Creatures you control have trample. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

Primal Whisperer
4G
Creature - Elf Soldier
2/2
Primal Whisperer gets +2/+2 for each face-down creature in play.
Morph 3G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Primalcrux
GGGGGG
Creature - Elemental
*/*
Trample
Chroma - Primalcrux's power and toughness are each equal to the number of green mana symbols in the mana costs of permanents you control.

Primeval Force
2GGG
Creature - Elemental
8/8
When Primeval Force comes into play, sacrifice it unless you sacrifice three Forests.

Primeval Light
3G
Sorcery
Destroy all enchantments target player controls.

Primeval Shambler
4B
Creature - Horror Mercenary
3/3
B: Primeval Shambler gets +1/+1 until end of turn.

Primitive Etchings
2GG
Enchantment
Reveal the first card you draw each turn. Whenever you reveal a creature card this way, draw a card.

Primitive Justice
1R
Sorcery
As an additional cost to play Primitive Justice, you may pay 1R and/or 1G any number of times.
Destroy target artifact. For each additional 1R you paid, destroy another target artifact. For each additional 1G you paid, destroy another target artifact, and you gain 1 life.

Primoc Escapee
6U
Creature - Bird Beast
4/4
Flying
Cycling 2 (2, Discard this card: Draw a card.)

Primordial Ooze
R
Creature - Ooze
1/1
Primordial Ooze attacks each turn if able.
At the beginning of your upkeep, put a +1/+1 counter on Primordial Ooze. Then pay X, where X is equal to the number of +1/+1 counters on Primordial Ooze, or tap Primordial Ooze and it deals X damage to you.

Primordial Sage
4GG
Creature - Spirit
4/5
Whenever you play a creature spell, you may draw a card.

Princess Lucrezia
3UUB
Legendary Creature - Human Wizard
5/4
T Add U to your mana pool.

Prismatic Boon
XWU
Instant
X target creatures gain protection from the color of your choice until end of turn.

Prismatic Circle
2W
Enchantment
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
As Prismatic Circle comes into play, choose a color.
1: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.

Prismatic Lace
U
Instant
Target permanent becomes the color or colors of your choice. (This effect doesn't end at end of turn.)

Prismatic Lens
2
Artifact
T Add 1 to your mana pool.
1, T Add one mana of any color to your mana pool.

Prismatic Omen
1G
Enchantment
Lands you control are every basic land type in addition to their other types.

Prismatic Strands
2W
Instant
Prevent all damage that sources of the color of your choice would deal this turn.
Flashback-Tap an untapped white creature you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Prismatic Ward
1W
Enchantment - Aura
Enchant creature
As Prismatic Ward comes into play, choose a color.
Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.

Prismatic Wardrobe
W
Sorcery
Destroy target card that does not share a color with clothing worn by its controller. You cannot choose an artifact or land card.

Prismwake Merrow
2U
Creature - Merfolk Wizard
2/1
Flash
When Prismwake Merrow comes into play, target permanent becomes the color or colors of your choice until end of turn.

Prison Barricade
1W
Creature - Wall
1/3
Defender (This creature can't attack.)
Kicker 1W (You may pay an additional 1W as you play this spell.)
If the kicker cost was paid, Prison Barricade comes into play with a +1/+1 counter on it and with "Prison Barricade can attack as though it didn't have defender."

Prison Term
1WW
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block and its activated abilities can't be played.
Whenever a creature comes into play under an opponent's control, you may attach Prison Term to that creature.

Pristine Angel
4WW
Creature - Angel
4/4
Flying
As long as Pristine Angel is untapped, it has protection from artifacts and from all colors.
Whenever you play a spell, you may untap Pristine Angel.

Private Research
U
Enchantment - Aura
Enchant creature
At the beginning of your upkeep, you may put a page counter on Private Research.
When enchanted creature is put into a graveyard, draw a card for each page counter on Private Research.

Privileged Position
2 (G / W) (G / W) (G / W)
Enchantment
(o (g/w) can be paid with either G or W.)
Other permanents you control can't be the targets of spells or abilities your opponents control.

Probe
2U
Sorcery
Kicker 1B (You may pay an additional 1B as you play this spell.)
Draw three cards, then discard two cards.
If the kicker cost was paid, target player discards two cards.

Proclamation of Rebirth
2W
Sorcery
Return up to three target creature cards with converted mana cost 1 or less from your graveyard to play.
Forecast - 5W, Reveal Proclamation of Rebirth from your hand: Return target creature card with converted mana cost 1 or less from your graveyard to play. (Play this ability only during your upkeep and only once each turn.)

Prodigal Pyromancer
2R
Creature - Human Wizard
1/1
T Prodigal Pyromancer deals 1 damage to target creature or player.

Prodigal Sorcerer
2U
Creature - Human Wizard
1/1
T Prodigal Sorcerer deals 1 damage to target creature or player.

Profane Command
XBB
Sorcery
Choose two - Target player loses X life; or return target creature card with converted mana cost X or less from your graveyard to play; or target creature gets -X/-X until end of turn; or up to X target creatures gain fear until end of turn.

Profane Prayers
2BB
Sorcery
Profane Prayers deals X damage to target creature or player and you gain X life, where X is the number of Clerics in play.

Prohibit
1U
Instant
Kicker 2 (You may pay an additional 2 as you play this spell.)
Counter target spell if its converted mana cost is 2 or less. If the kicker cost was paid, counter that spell if its converted mana cost is 4 or less instead.

Promise of Bunrei
2W
Enchantment
Whenever a creature you control is put into a graveyard from play, sacrifice Promise of Bunrei. If you do, put four 1/1 colorless Spirit creature tokens into play.

Promise of Power
2BBB
Sorcery
Choose one - You draw five cards and you lose 5 life; or put a black Demon creature token with flying into play with power and toughness each equal to the number of cards in your hand as the token comes into play.
Entwine 4 (Choose both if you pay the entwine cost.)

Promised Kannushi
G
Creature - Human Druid
1/1
Soulshift 7 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 7 or less from your graveyard to your hand.)

Propaganda
2U
Enchantment
Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you.

Proper Burial
3W
Enchantment
Whenever a creature you control is put into a graveyard from play, you gain life equal to that creature's toughness.

Prophecy
W
Sorcery
Reveal the top card of target opponent's library. If it's a land, you gain 1 life. That player then shuffles his or her library.
Draw a card at the beginning of the next turn's upkeep.

Prophetic Bolt
3UR
Instant
Prophetic Bolt deals 4 damage to target creature or player. Look at the top four cards of your library. Put one of those cards into your hand and the rest on the bottom of your library.

Prosperity
XU
Sorcery
Each player draws X cards.

Protean Hulk
5GG
Creature - Beast
6/6
When Protean Hulk is put into a graveyard from play, search your library for any number of creature cards with total converted mana cost 6 or less and put them into play. Then shuffle your library.

Protective Bubble
3U
Enchantment - Aura
Enchant creature
Enchanted creature is unblockable and has shroud. (It can't be the target of spells or abilities.)

Protective Sphere
2W
Enchantment
1, Pay 1 life: Prevent all damage that would be dealt to you this turn by a source of your choice that shares a color with the mana spent on this activation cost. (Colorless mana prevents no damage.)

Proteus Machine
3
Artifact Creature - Shapeshifter
2/2
Morph 0 (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Proteus Machine is turned face up, it becomes the creature type of your choice. (This effect doesn't end at end of turn.)

Proteus Staff
3
Artifact
2U, T Put target creature on the bottom of its owner's library. That creature's controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and the rest on the bottom of his or her library in any order. Play this ability only any time you could play a sorcery.

Provoke
1G
Instant
Untap target creature you don't control. That creature blocks this turn if able.
Draw a card.

Prowess of the Fair
1B
Tribal Enchantment - Elf
Whenever another nontoken Elf is put into your graveyard from play, you may put a 1/1 green Elf Warrior creature token into play.

Prowling Nightstalker
3B
Creature - Nightstalker
2/2
Prowling Nightstalker can't be blocked except by black creatures.

Prowling Pangolin
3BB
Creature - Anteater Beast
6/5
When Prowling Pangolin comes into play, any player may sacrifice two creatures. If a player does, sacrifice Prowling Pangolin.

Psionic Blast
2U
Instant
Psionic Blast deals 4 damage to target creature or player and 2 damage to you.

Psionic Entity
4U
Creature - Illusion
2/2
T Psionic Entity deals 2 damage to target creature or player and 3 damage to itself.

Psionic Gift
1U
Enchantment - Aura
Enchant creature
Enchanted creature has "T This creature deals 1 damage to target creature or player."

Psionic Sliver
4U
Creature - Sliver
2/2
All Sliver creatures have "T This creature deals 2 damage to target creature or player and 3 damage to itself."

Psychatog
1UB
Creature - Atog
1/2
Discard a card: Psychatog gets +1/+1 until end of turn.
Remove two cards in your graveyard from the game: Psychatog gets +1/+1 until end of turn.

Psychic Allergy
3UU
Enchantment
As Psychic Allergy comes into play, choose a color.
At the beginning of each opponent's upkeep, Psychic Allergy deals X damage to that player, where X is the number of cards of the chosen color he or she controls.
At the beginning of your upkeep, sacrifice Psychic Allergy unless you sacrifice two Islands.

Psychic Battle
3UU
Enchantment
Whenever a player chooses one or more targets, each player reveals the top card of his or her library. The player who reveals the card with the highest converted mana cost may change the target or targets. If two or more cards are tied for highest cost, the target or targets remain unchanged. Changing targets this way doesn't trigger this ability.

Psychic Drain
XUB
Sorcery
Target player puts the top X cards of his or her library into his or her graveyard and you gain X life.

Psychic Membrane
2U
Creature - Wall
0/3
Defender (This creature can't attack.)
Whenever Psychic Membrane blocks, you may draw a card.

Psychic Network
U
Enchantment
Each player reveals the top card of his or her library to all other players by continuously holding it against his or her forehead. This does not allow a player to look at his or her own card. (That card still counts as the top card of your library. Whenever you draw a card, draw that one and replace it with the next card of your library.)

Psychic Overload
3U
Enchantment - Aura
Enchant permanent
When Psychic Overload comes into play, tap enchanted permanent.
Enchanted permanent doesn't untap during its controller's untap step.
Enchanted permanent has "Discard two artifact cards: Untap this permanent."

Psychic Possession
2UU
Enchantment - Aura
Enchant opponent
Skip your draw step.
Whenever enchanted opponent draws a card, you may draw a card.

Psychic Puppetry
1U
Instant - Arcane
You may tap or untap target permanent.
Splice onto Arcane U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Psychic Purge
U
Sorcery
Psychic Purge deals 1 damage to target creature or player.
When a spell or ability an opponent controls causes you to discard Psychic Purge, that player loses 5 life.

Psychic Spear
B
Sorcery
Target player reveals his or her hand. Choose a Spirit or Arcane card from it. That player discards that card.

Psychic Theft
1U
Sorcery
Target player reveals his or her hand. Choose an instant or sorcery card from it, and remove that card from the game. As long as the card remains removed from the game, you may play it. At end of turn, if you haven't played the card, return it to its owner's hand.

Psychic Trance
2UU
Instant
Until end of turn, Wizards you control gain "T Counter target spell."

Psychic Transfer
4U
Sorcery
If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player.

Psychic Venom
1U
Enchantment - Aura
Enchant land
Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller.

Psychic Vortex
2UU
Enchantment
Cumulative upkeep-Draw a card. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the end of your turn, sacrifice a land and discard your hand.

Psychogenic Probe
2
Artifact
Whenever a spell or ability causes a player to shuffle his or her library, Psychogenic Probe deals 2 damage to him or her.

Psychotic Episode
1BB
Sorcery
Target player reveals his or her hand and the top card of his or her library. You choose a card revealed this way. That player puts the chosen card on the bottom of his or her library.
Madness 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Psychotic Fury
1R
Instant
Target multicolored creature gains double strike until end of turn.
Draw a card.

Psychotic Haze
2BB
Instant
Psychotic Haze deals 1 damage to each creature and each player.
Madness 1B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Psychotrope Thallid
2G
Creature - Fungus
1/1
At the beginning of your upkeep, put a spore counter on Psychotrope Thallid.
Remove three spore counters from Psychotrope Thallid: Put a 1/1 green Saproling creature token into play.
1, Sacrifice a Saproling: Draw a card.

Pteron Ghost
1W
Creature - Spirit
1/1
Flying
Sacrifice Pteron Ghost: Regenerate target artifact.

Puca's Mischief
3U
Enchantment
At the beginning of your upkeep, you may exchange control of target nonland permanent you control and target nonland permanent an opponent controls with an equal or lesser converted mana cost.

Puffer Extract
5
Artifact
X, T Target creature you control gets +X/+X until end of turn. Destroy it at end of turn.

Pull from Eternity
W
Instant
Put target face-up card that's removed from the game into its owner's graveyard.

Pull Under
5B
Instant - Arcane
Target creature gets -5/-5 until end of turn.

Pulling Teeth
1B
Sorcery
Clash with an opponent. If you win, target player discards two cards. Otherwise, that player discards a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Pulmonic Sliver
3WW
Creature - Sliver
3/3
All Sliver creatures have flying.
All Slivers have "If this permanent would be put into a graveyard, you may put it on top of its owner's library instead."

Pulsating Illusion
4U
Creature - Illusion
0/1
Flying
Discard a card: Pulsating Illusion gets +4/+4 until end of turn. Play this ability only once each turn.

Pulse of Llanowar
3G
Enchantment
If a basic land you control is tapped for mana, it produces mana of a color of your choice instead of any other type.

Pulse of the Dross
1BB
Sorcery
Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. Then if that player has more cards in hand than you, return Pulse of the Dross to its owner's hand.

Pulse of the Fields
1WW
Instant
You gain 4 life. Then if an opponent has more life than you, return Pulse of the Fields to its owner's hand.

Pulse of the Forge
1RR
Instant
Pulse of the Forge deals 4 damage to target player. Then if that player has more life than you, return Pulse of the Forge to its owner's hand.

Pulse of the Grid
1UU
Instant
Draw two cards, then discard a card. Then if an opponent has more cards in hand than you, return Pulse of the Grid to its owner's hand.

Pulse of the Tangle
1GG
Sorcery
Put a 3/3 green Beast creature token into play. Then if an opponent controls more creatures than you, return Pulse of the Tangle to its owner's hand.

Pulsemage Advocate
2W
Creature - Human Cleric
1/3
T Return three target cards in an opponent's graveyard to his or her hand. Return target creature card from your graveyard to play.

Pulverize
4RR
Sorcery
You may sacrifice two Mountains rather than pay Pulverize's mana cost.
Destroy all artifacts.

Punctuate
3R
Instant
Punctuate deals damage to target creature equal to half the number of punctuation marks in that creature's text box. (The punctuation marks are ! ? , ; : - - ( ) / " ' & .)

Puncture Blast
2R
Instant
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Puncture Blast deals 3 damage to target creature or player.

Puncture Bolt
1R
Instant
Puncture Bolt deals 1 damage to target creature. Put a -1/-1 counter on that creature.

Puppet Master
UUU
Enchantment - Aura
Enchant creature
When enchanted creature is put into a graveyard, return that card to its owner's hand. If that card is returned to its owner's hand this way, you may pay UUU. If you do, return Puppet Master from your graveyard to your hand.

Puppet Strings
3
Artifact
2, T You may tap or untap target creature.

Puppeteer
2U
Creature - Human Wizard
1/2
U, T You may tap or untap target creature.

Puppeteer Clique
3BB
Creature - Faerie Wizard
3/2
Flying
When Puppeteer Clique comes into play, put target creature card in an opponent's graveyard into play under your control. It has haste. At the end of your turn, remove it from the game.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Puppet's Verdict
1RR
Instant
Flip a coin. If you win the flip, destroy all creatures with power 2 or less. If you lose the flip, destroy all creatures with power 3 or greater.

Pure // Simple
1RG / 1GW
Sorcery // Sorcery
Destroy target multicolored permanent.
//
Destroy all Auras and Equipment.

Pure Intentions
W
Instant - Arcane
Whenever a spell or ability an opponent controls causes you to discard cards this turn, return those cards from your graveyard to your hand.
Whenever a spell or ability an opponent controls causes you to discard Pure Intentions, return Pure Intentions from your graveyard to your hand at end of turn.

Pure Reflection
2W
Enchantment
Whenever a player plays a creature spell, destroy all Reflections. Then that player puts a white Reflection creature token into play with power and toughness each equal to the converted mana cost of that spell.

Purelace
W
Instant
Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.)

Puresight Merrow
(W / U) (W / U)
Creature - Merfolk Wizard
2/2
o (w/u), oQ: Look at the top card of your library. You may remove that card from the game. (oQ is the untap symbol.)

Purgatory
2WB
Enchantment
Whenever a nontoken creature is put into your graveyard from play, remove that card from the game.
At the beginning of your upkeep, you may pay 4 and 2 life. If you do, return a card removed from the game with Purgatory to play.

Purge
1W
Instant
Destroy target artifact creature or black creature. It can't be regenerated.

Purging Scythe
5
Artifact
At the beginning of your upkeep, Purging Scythe deals 2 damage to the creature with the least toughness. If two or more creatures are tied for least toughness, you choose one.

Purify
3WW
Sorcery
Destroy all artifacts and enchantments.

Purity
3WWW
Creature - Elemental Incarnation
6/6
Flying
If noncombat damage would be dealt to you, prevent that damage. You gain life equal to the damage prevented this way.
When Purity is put into a graveyard from anywhere, shuffle it into its owner's library.

Purraj of Urborg
3BB
Legendary Creature - Cat Warrior
2/3
Purraj of Urborg has first strike as long as it's attacking.
Whenever a player plays a black spell, you may pay B. If you do, put a +1/+1 counter on Purraj of Urborg.

Pursuit of Knowledge
3W
Enchantment
If you would draw a card, you may put a study counter on Pursuit of Knowledge instead.
Remove three study counters from Pursuit of Knowledge, Sacrifice Pursuit of Knowledge: Draw seven cards.

Pus Kami
5BB
Creature - Spirit
3/3
B, Sacrifice Pus Kami: Destroy target nonblack creature.
Soulshift 6 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.)

Put Away
2UU
Instant
Counter target spell. You may shuffle up to one target card from your graveyard into your library.

Putrefaction
4B
Enchantment
Whenever a player plays a white spell or green spell, that player discards a card.

Putrefy
1BG
Instant
Destroy target artifact or creature. It can't be regenerated.

Putrid Cyclops
2B
Creature - Zombie Cyclops
3/3
When Putrid Cyclops comes into play, scry 1, then reveal the top card of your library. Putrid Cyclops gets -X/-X until end of turn, where X is that card's converted mana cost. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)

Putrid Imp
B
Creature - Zombie Imp
1/1
Discard a card: Putrid Imp gains flying until end of turn.
Threshold - As long as seven or more cards are in your graveyard, Putrid Imp gets +1/+1 and can't block.

Putrid Raptor
4BB
Creature - Zombie Lizard Beast
4/4
Morph-Discard a Zombie card. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Putrid Warrior
WB
Creature - Zombie Soldier Warrior
2/2
Whenever Putrid Warrior deals damage, choose one - each player loses 1 life; or each player gains 1 life.

Pygmy Allosaurus
2G
Creature - Lizard
2/2
Swampwalk

Pygmy Giant
1RR
Creature - Giant
0/2
R, T, Sacrifice a creature: Pygmy Giant deals X damage to target creature, where X is a number in the sacrificed creature's text box.

Pygmy Hippo
GU
Creature - Hippo
2/2
Whenever Pygmy Hippo attacks and isn't blocked, you may have defending player play a mana ability of each land he or she controls and empty his or her mana pool. If you do, Pygmy Hippo deals no combat damage this turn and at the beginning of your postcombat main phase, you add X to your mana pool, where X is equal to the amount of mana emptied from defending player's mana pool this way.

Pygmy Kavu
3G
Creature - Kavu
1/2
When Pygmy Kavu comes into play, draw a card for each black creature your opponents control.

Pygmy Pyrosaur
1R
Creature - Lizard
1/1
Pygmy Pyrosaur can't block.
R: Pygmy Pyrosaur gets +1/+0 until end of turn.

Pygmy Razorback
1G
Creature - Boar
2/1
Trample

Pygmy Troll
1G
Creature - Troll
1/1
Whenever Pygmy Troll becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
G: Regenerate Pygmy Troll.

Pyknite
2G
Creature - Ouphe
1/1
When Pyknite comes into play, draw a card at the beginning of the next turn's upkeep.

Pyramids
6
Artifact
2: Destroy target Aura attached to a land.
2: Regenerate target land.

Pyre Charger
RR
Creature - Elemental Warrior
1/1
Haste
R: Pyre Charger gets +1/+0 until end of turn.

Pyre Zombie
1BR
Creature - Zombie
2/1
At the beginning of your upkeep, if Pyre Zombie is in your graveyard, you may pay 1BB. If you do, return Pyre Zombie from your graveyard to your hand.
1RR, Sacrifice Pyre Zombie: Pyre Zombie deals 2 damage to target creature or player.

Pyric Salamander
1R
Creature - Salamander
1/1
R: Pyric Salamander gets +1/+0 until end of turn. Sacrifice Pyric Salamander at end of turn.

Pyrite Spellbomb
1
Artifact
R, Sacrifice Pyrite Spellbomb: Pyrite Spellbomb deals 2 damage to target creature or player.
1, Sacrifice Pyrite Spellbomb: Draw a card.

Pyroblast
R
Instant
Choose one - Counter target spell if it's blue; or destroy target permanent if it's blue.

Pyroclasm
1R
Sorcery
Pyroclasm deals 2 damage to each creature.

Pyroclast Consul
3RR
Creature - Elemental Shaman
3/3
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Pyroclast Consul, you may reveal it. If you do, Pyroclast Consul deals 2 damage to each creature.

Pyrohemia
2RR
Enchantment
At end of turn, if no creatures are in play, sacrifice Pyrohemia.
R: Pyrohemia deals 1 damage to each creature and each player.

Pyrokinesis
4RR
Instant
You may remove a red card in your hand from the game rather than pay Pyrokinesis's mana cost.
Pyrokinesis deals 4 damage divided as you choose among any number of target creatures.

Pyromancer's Swath
2R
Enchantment
If an instant or sorcery source you control would deal damage to a creature or player, it deals that much damage plus 2 to that creature or player instead.
At end of turn, discard your hand.

Pyromancy
2RR
Enchantment
3, Discard a card at random: Pyromancy deals damage to target creature or player equal to the converted mana cost of the discarded card.

Pyromania
2R
Enchantment
1R, Discard a card at random: Pyromania deals 1 damage to target creature or player.
1R, Sacrifice Pyromania: Pyromania deals 1 damage to target creature or player.

Pyromatics
1R
Instant
Replicate 1R (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Pyromatics deals 1 damage to target creature or player.

Pyrostatic Pillar
1R
Enchantment
Whenever a player plays a spell with converted mana cost 3 or less, Pyrostatic Pillar deals 2 damage to that player.

Pyrotechnics
4R
Sorcery
Pyrotechnics deals 4 damage divided as you choose among any number of target creatures and/or players.

Pyrrhic Revival
3 (W / B) (W / B) (W / B)
Sorcery
Each player returns each creature card in his or her graveyard to play with an additional -1/-1 counter on it.

Python
1BB
Creature - Snake
3/2

Quagmire
2B
Enchantment
Creatures with swampwalk can be blocked as though they didn't have swampwalk.

Quagmire Druid
2B
Creature - Zombie Druid
2/2
G, T, Sacrifice a creature: Destroy target enchantment.

Quagmire Lamprey
2B
Creature - Fish
1/1
Whenever Quagmire Lamprey becomes blocked by a creature, put a -1/-1 counter on that creature.

Quagnoth
5G
Creature - Beast
4/5
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Shroud (This permanent can't be the target of spells or abilities.)
When a spell or ability an opponent controls causes you to discard Quagnoth, return it to your hand.

Quarum Trench Gnomes
3R
Creature - Gnome
1/1
T If target Plains is tapped for mana, it produces colorless mana instead of white mana. (This effect doesn't end at end of turn.)

Quash
2UU
Instant
Counter target instant or sorcery spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and remove them from the game. That player then shuffles his or her library.

Questing Phelddagrif
1GWU
Creature - Phelddagrif
4/4
G: Questing Phelddagrif gets +1/+1 until end of turn. Target opponent puts a 1/1 green Hippo creature token into play.
W: Questing Phelddagrif gains protection from black and from red until end of turn. Target opponent gains 2 life.
U: Questing Phelddagrif gains flying until end of turn. Target opponent may draw a card.

Question Elemental?
2UU
Creature - Elemental
3/4
Flying
Are you aware that when you say something that isn't a question, the player who first points out this fact gains control of Question Elemental?

Quick Sliver
1G
Creature - Sliver
1/1
Flash
Any player may play Sliver cards as though they had flash.

Quickchange
1U
Instant
Target creature becomes the color or colors of your choice until end of turn.
Draw a card.

Quicken
U
Instant
The next sorcery card you play this turn can be played as though it had flash.
Draw a card.

Quickening Licid
1W
Creature - Licid
1/1
1W, T Quickening Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay W to end this effect.
Enchanted creature has first strike.

Quicksand
Land
T Add 1 to your mana pool.
T, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn.

Quicksilver Amulet
4
Artifact
4, T You may put a creature card from your hand into play.

Quicksilver Behemoth
6U
Creature - Beast
4/5
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
When Quicksilver Behemoth attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's in play.)

Quicksilver Dagger
1UR
Enchantment - Aura
Enchant creature
Enchanted creature has "T This creature deals 1 damage to target player. You draw a card."

Quicksilver Dragon
4UU
Creature - Dragon
5/5
Flying
U: If target spell has only one target and that target is Quicksilver Dragon, change that spell's target to another creature.
Morph 4U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Quicksilver Elemental
3UU
Creature - Elemental
3/4
U: Quicksilver Elemental gains all activated abilities of target creature until end of turn. (If any of the abilities use that creature's name, use this creature's name instead.)
You may spend blue mana as though it were mana of any color to pay the activation costs of Quicksilver Elemental's abilities.

Quicksilver Fountain
3
Artifact
At the beginning of each player's upkeep, that player puts a flood counter on target non-Island land he or she controls of his or her choice. That land is an Island as long as it has a flood counter on it.
At end of turn, if all lands in play are Islands, remove all flood counters from them.

Quicksilver Wall
2U
Creature - Wall
1/6
Defender (This creature can't attack.)
4: Return Quicksilver Wall to its owner's hand. Any player may play this ability.

Quiet Disrepair
1G
Enchantment - Aura
Enchant artifact or enchantment
At the beginning of your upkeep, choose one - Destroy enchanted permanent; or you gain 2 life.

Quiet Purity
W
Instant - Arcane
Destroy target enchantment.

Quiet Speculation
1U
Sorcery
Search target player's library for up to three cards with flashback and put them into that player's graveyard. Then the player shuffles his or her library.

Quilled Sliver
1W
Creature - Sliver
1/1
All Slivers have "T This permanent deals 1 damage to target attacking or blocking creature."

Quillmane Baku
4U
Creature - Spirit
3/3
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Quillmane Baku.
1, T, Remove X ki counters from Quillmane Baku: Return target creature with converted mana cost X or less to its owner's hand.

Quill-Slinger Boggart
3B
Creature - Goblin Warrior
3/2
Whenever a player plays a Kithkin spell, you may have target player lose 1 life.

Quillspike
2 (B / G)
Creature - Beast
1/1
o (b/g), Remove a -1/-1 counter from a creature you control: Quillspike gets +3/+3 until end of turn.

Quirion Druid
2G
Creature - Elf Druid
1/2
G, T Target land becomes a 2/2 green creature that's still a land. (This effect doesn't end at end of turn.)

Quirion Dryad
1G
Creature - Dryad
1/1
Whenever you play a white, blue, black, or red spell, put a +1/+1 counter on Quirion Dryad.

Quirion Elves
1G
Creature - Elf Druid
1/1
As Quirion Elves comes into play, choose a color.
T Add G to your mana pool.
T Add one mana of the chosen color to your mana pool.

Quirion Explorer
1G
Creature - Elf Druid Scout
1/1
T Add to your mana pool one mana of any color that a land an opponent controls could produce.

Quirion Ranger
G
Creature - Elf
1/1
Return a Forest you control to its owner's hand: Untap target creature. Play this ability only once each turn.

Quirion Sentinel
1G
Creature - Elf Druid
2/1
When Quirion Sentinel comes into play, add one mana of any color to your mana pool.

Quirion Trailblazer
3G
Creature - Elf Scout
1/2
When Quirion Trailblazer comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.

Qumulox
6UU
Creature - Beast
5/4
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying

R&D's Secret Lair
Legendary Land
Play cards as written. Ignore all errata.
T Add 1 to your mana pool.

Rabble-Rouser
3R
Creature - Goblin Shaman
1/1
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)
R, T Attacking creatures get +X/+0 until end of turn, where X is Rabble-Rouser's power.

Rabid Elephant
4G
Creature - Elephant
3/4
Whenever Rabid Elephant becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.

Rabid Rats
1B
Creature - Rat
1/1
T Target blocking creature gets -1/-1 until end of turn.

Rabid Wolverines
3GG
Creature - Wolverine
4/4
Whenever Rabid Wolverines becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.

Rabid Wombat
2GG
Creature - Wombat
0/1
Vigilance
Rabid Wombat gets +2/+2 for each Aura attached to it.

Rack and Ruin
2R
Instant
Destroy two target artifacts.

Rackling
4
Artifact Creature - Construct
2/2
At the beginning of each opponent's upkeep, Rackling deals X damage to that player, where X is 3 minus the number of cards in his or her hand.

Radha, Heir to Keld
RG
Legendary Creature - Elf Warrior
2/2
Whenever Radha, Heir to Keld attacks, you may add RR to your mana pool.
T Add G to your mana pool.

Radiant Essence
1GW
Creature - Spirit
2/3
Radiant Essence gets +1/+2 as long as an opponent controls a black permanent.

Radiant Kavu
RGW
Creature - Kavu
3/3
RGW: Prevent all combat damage blue creatures and black creatures would deal this turn.

Radiant, Archangel
3WW
Legendary Creature - Angel
3/3
Flying, vigilance
Radiant, Archangel gets +1/+1 for each other creature with flying in play.

Radiant's Dragoons
3W
Creature - Human Soldier
2/5
Echo 3W (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Radiant's Dragoons comes into play, you gain 5 life.

Radiant's Judgment
2W
Instant
Destroy target creature with power 4 or greater.
Cycling 2 (2, Discard this card: Draw a card.)

Radiate
3RR
Instant
Choose target instant or sorcery spell that targets only a single permanent or player. Copy that spell for each other permanent or player the spell could target. Each copy targets a different one of those permanents and players.

Radjan Spirit
3G
Creature - Spirit
3/2
T Target creature loses flying until end of turn.

Rag Dealer
B
Creature - Human Rogue
1/1
2B, T Remove up to three target cards in a single graveyard from the game.

Rag Man
2BB
Creature - Human Minion
2/1
BBB, T Target opponent reveals his or her hand and discards a creature card at random. Play this ability only during your turn.

Ragamuffyn
2B
Creature - Zombie Cleric
2/2
Hellbent - T, Sacrifice a creature or land: Draw a card. Play this ability only if you have no cards in hand.

Rage Forger
2R
Creature - Elemental Shaman
2/2
When Rage Forger comes into play, put a +1/+1 counter on each other Shaman creature you control.
Whenever a creature you control with a +1/+1 counter on it attacks, you may have that creature deal 1 damage to target player.

Rage Reflection
4RR
Enchantment
Creatures you control have double strike.

Rage Weaver
1R
Creature - Human Wizard
2/1
2: Target black or green creature gains haste until end of turn. (It can attack and T this turn.)

Ragged Veins
1B
Enchantment - Aura
Flash
Enchant creature
Whenever enchanted creature is dealt damage, its controller loses that much life.

Raging Bull
2R
Creature - Ox
2/2

Raging Cougar
2R
Creature - Cat
2/2
Haste

Raging Goblin
R
Creature - Goblin Berserker
1/1
Haste (This creature can attack and T as soon as it comes under your control.)

Raging Gorilla
2R
Creature - Ape
2/3
Whenever Raging Gorilla blocks or becomes blocked, it gets +2/-2 until end of turn.

Raging Kavu
1RG
Creature - Kavu
3/1
Flash
Haste

Raging Minotaur
2RR
Creature - Minotaur Berserker
3/3
Haste

Raging River
RR
Enchantment
Whenever one or more creatures you control attack, each defending player divides all creatures without flying he or she controls into a "left" pile and a "right" pile. Then, for each attacking creature you control, choose "left" or "right." That creature can't be blocked this combat except by flying creatures and creatures in a pile with the chosen label.

Raging Spirit
3R
Creature - Spirit
3/3
2: Raging Spirit becomes colorless until end of turn.

Ragnar
GWU
Legendary Creature - Human Cleric
2/2
GWU, T Regenerate target creature.

Raiding Nightstalker
2B
Creature - Nightstalker
2/2
Swampwalk

Raiding Party
2R
Enchantment
Raiding Party can't be the target of white spells or abilities from white sources.
Sacrifice an Orc: Each player may tap any number of untapped white creatures he or she controls. For each creature tapped this way, that player chooses up to two Plains. Then destroy all Plains that weren't chosen this way by any player.

Rain of Blades
W
Instant
Rain of Blades deals 1 damage to each attacking creature.

Rain of Daggers
4BB
Sorcery
Destroy all creatures target opponent controls. You lose 2 life for each creature destroyed this way.

Rain of Embers
1R
Sorcery
Rain of Embers deals 1 damage to each creature and each player.

Rain of Filth
B
Instant
Until end of turn, lands you control gain "Sacrifice this land: Add B to your mana pool."

Rain of Gore
BR
Enchantment
If a spell or ability would cause its controller to gain life, that player loses that much life instead.

Rain of Rust
3RR
Instant
Choose one - Destroy target artifact; or destroy target land.
Entwine 3R (Choose both if you pay the entwine cost.)

Rain of Salt
4RR
Sorcery
Destroy two target lands.

Rain of Tears
1BB
Sorcery
Destroy target land.

Rainbow Crow
3U
Creature - Bird
2/2
Flying
1: Rainbow Crow becomes the color of your choice until end of turn.

Rainbow Efreet
3U
Creature - Efreet
3/1
Flying
UU: Rainbow Efreet phases out.

Rainbow Vale
Land
T Add one mana of any color to your mana pool. An opponent gains control of Rainbow Vale at end of turn.

Raise Dead
B
Sorcery
Return target creature card from your graveyard to your hand.

Raise the Alarm
1W
Instant
Put two 1/1 white Soldier creature tokens into play.

Raka Disciple
R
Creature - Minotaur Wizard
1/1
W, T Prevent the next 1 damage that would be dealt to target creature or player this turn.
U, T Target creature gains flying until end of turn.

Raka Sanctuary
2R
Enchantment
At the beginning of your upkeep, if you control a white or blue permanent, Raka Sanctuary deals 1 damage to target creature. If you control a white permanent and a blue permanent, Raka Sanctuary deals 3 damage to that creature instead.

Rakalite
6
Artifact
2: Prevent the next 1 damage that would be dealt to target creature or player this turn. Return Rakalite to its owner's hand at end of turn.

Rakavolver
2R
Creature - Volver
2/2
Kicker 1W and/or U
If the 1W kicker cost was paid, Rakavolver comes into play with two +1/+1 counters on it and with lifelink. (Whenever this creature deals damage, you gain that much life.)
If the U kicker cost was paid, Rakavolver comes into play with a +1/+1 counter on it and with flying.

Rakdos Augermage
BBR
Creature - Human Wizard
3/2
First strike
T Reveal your hand and discard a card of target opponent's choice. Then that player reveals his or her hand and discards a card of your choice. Play this ability only any time you could play a sorcery.

Rakdos Carnarium
Land
Rakdos Carnarium comes into play tapped.
When Rakdos Carnarium comes into play, return a land you control to its owner's hand.
T Add BR to your mana pool.

Rakdos Guildmage
(B / R) (B / R)
Creature - Zombie Shaman
2/2
(o (b/r) can be paid with either B or R.)
3B, Discard a card: Target creature gets -2/-2 until end of turn.
3R: Put a 2/1 red Goblin creature token with haste into play. Remove it from the game at end of turn.

Rakdos Ickspitter
1BR
Creature - Thrull
1/1
T Rakdos Ickspitter deals 1 damage to target creature and that creature's controller loses 1 life.

Rakdos Pit Dragon
2RR
Creature - Dragon
3/3
RR: Rakdos Pit Dragon gains flying until end of turn.
R: Rakdos Pit Dragon gets +1/+0 until end of turn.
Hellbent - Rakdos Pit Dragon has double strike as long as you have no cards in hand.

Rakdos Riteknife
2
Artifact - Equipment
Equipped creature gets +1/+0 for each blood counter on Rakdos Riteknife and has "T, Sacrifice a creature: Put a blood counter on Rakdos Riteknife."
BR, Sacrifice Rakdos Riteknife: Target player sacrifices a permanent for each blood counter on Rakdos Riteknife.
Equip 2

Rakdos Signet
2
Artifact
1, T Add BR to your mana pool.

Rakdos the Defiler
2BBRR
Legendary Creature - Demon
7/6
Flying, trample
Whenever Rakdos the Defiler attacks, sacrifice half the non-Demon permanents you control, rounded up.
Whenever Rakdos deals combat damage to a player, that player sacrifices half the non-Demon permanents he or she controls, rounded up.

Raking Canopy
1GG
Enchantment
Whenever a creature with flying attacks you, Raking Canopy deals 4 damage to it.

Raksha Golden Cub
5WW
Legendary Creature - Cat Soldier
3/4
Vigilance
As long as Raksha Golden Cub is equipped, Cat creatures you control get +2/+2 and have double strike.

Rally
WW
Instant
Blocking creatures get +1/+1 until end of turn.

Rally the Horde
5R
Sorcery
Remove the top three cards of your library from the game. If the last card removed isn't a land, repeat this process until the last card removed is a land. Put a 1/1 red Warrior creature token into play for each nonland card removed from the game this way.

Rally the Righteous
1RW
Instant
Radiance - Untap target creature and each other creature that shares a color with it. Those creatures get +2/+0 until end of turn.

Rally the Troops
W
Instant
Play Rally the Troops only during the declare attackers step and only if you are the defending player.
Untap all creatures you control.

Ramirez DePietro
3UBB
Legendary Creature - Human Pirate
4/3
First strike

Ramosian Captain
1WW
Creature - Human Rebel
2/2
First strike
5, T Search your library for a Rebel permanent card with converted mana cost 4 or less and put that card into play. Then shuffle your library.

Ramosian Commander
2WW
Creature - Human Rebel
2/4
6, T Search your library for a Rebel permanent card with converted mana cost 5 or less and put that card into play. Then shuffle your library.

Ramosian Lieutenant
1W
Creature - Human Rebel
1/2
4, T Search your library for a Rebel permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

Ramosian Rally
3W
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay Ramosian Rally's mana cost.
Creatures you control get +1/+1 until end of turn.

Ramosian Revivalist
3W
Creature - Human Rebel Cleric
2/2
6, T Return target Rebel permanent card with converted mana cost 5 or less from your graveyard to play.

Ramosian Sergeant
W
Creature - Human Rebel
1/1
3, T Search your library for a Rebel permanent card with converted mana cost 2 or less and put that card into play. Then shuffle your library.

Ramosian Sky Marshal
3WW
Creature - Human Rebel
3/3
Flying
7, T Search your library for a Rebel permanent card with converted mana cost 6 or less and put that card into play. Then shuffle your library.

Rampant Elephant
3W
Creature - Elephant
2/2
G: Target creature blocks Rampant Elephant this turn if able.

Rampant Growth
1G
Sorcery
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

Rampart Crawler
B
Creature - Lizard Mercenary
1/1
Rampart Crawler can't be blocked by Walls.

Ramses Overdark
2UUBB
Legendary Creature - Human Assassin
4/3
T Destroy target enchanted creature.

Rancid Earth
1BB
Sorcery
Destroy target land.
Threshold - If seven or more cards are in your graveyard, instead destroy that land and Rancid Earth deals 1 damage to each creature and each player.

Rancor
G
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When Rancor is put into a graveyard from play, return Rancor to its owner's hand.

Ranger en-Vec
1GW
Creature - Human Soldier Archer
2/2
First strike
G: Regenerate Ranger en-Vec.

Rank and File
2BB
Creature - Zombie
3/3
When Rank and File comes into play, all green creatures get -1/-1 until end of turn.

Ransack
3U
Sorcery
Look at the top five cards of target player's library. Put any number of them on the bottom of that library in any order and the rest on top of the library in any order.

Rapid Decay
1B
Instant
Remove from the game up to three target cards in a single graveyard.
Cycling 2 (2, Discard this card: Draw a card.)

Rapid Fire
3W
Instant
Play Rapid Fire only before blockers are declared.
Target creature gains first strike until end of turn. If it doesn't have rampage, that creature gains rampage 2 until end of turn. (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

Rappelling Scouts
2WW
Creature - Human Rebel Scout
1/4
Flying
2W: Rappelling Scouts gains protection from the color of your choice until end of turn.

Rare-B-Gone
2BR
Sorcery
Each player sacrifices all rare permanents, then reveals his or her hand and discards all rare cards.

Rashida Scalebane
3WW
Legendary Creature - Human Soldier
3/4
T Destroy target attacking or blocking Dragon. It can't be regenerated. You gain life equal to its power.

Rashka the Slayer
3WW
Legendary Creature - Human Archer
3/3
Reach (This creature can block creatures with flying.)
Whenever Rashka blocks one or more black creatures, Rashka gets +1/+2 until end of turn.

Rasputin Dreamweaver
4WU
Legendary Creature - Human Wizard
4/1
Rasputin Dreamweaver comes into play with seven dream counters on it.
Remove a dream counter from Rasputin: Add 1 to your mana pool.
Remove a dream counter from Rasputin: Prevent the next 1 damage that would be dealt to Rasputin this turn.
At the beginning of your upkeep, if Rasputin started the turn untapped, put a dream counter on it. Rasputin can't have more than seven dream counters on it.

Ratcatcher
4BB
Creature - Ogre Rogue
4/4
Fear
At the beginning of your upkeep, you may search your library for a Rat card, reveal it, and put it into your hand. If you do, shuffle your library.

Rathi Assassin
2BB
Creature - Zombie Mercenary Assassin
2/2
1BB, T Destroy target tapped nonblack creature.
3, T Search your library for a Mercenary permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

Rathi Dragon
2RR
Creature - Dragon
5/5
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Rathi Dragon comes into play, sacrifice it unless you sacrifice two Mountains.

Rathi Fiend
3B
Creature - Horror Mercenary
2/2
When Rathi Fiend comes into play, each player loses 3 life.
3, T Search your library for a Mercenary permanent card with converted mana cost 3 or less and put that card into play. Then shuffle your library.

Rathi Intimidator
1BB
Creature - Horror Mercenary
2/1
Fear
2, T Search your library for a Mercenary permanent card with converted mana cost 2 or less and put that card into play. Then shuffle your library.

Rathi Trapper
1B
Creature - Human Rebel Rogue
1/2
B, T Tap target creature.

Rath's Edge
Legendary Land
T Add 1 to your mana pool.
4, T, Sacrifice a land: Rath's Edge deals 1 damage to target creature or player.

Rats' Feast
XB
Sorcery
Remove X target cards in a single graveyard from the game.

Rats of Rath
1B
Creature - Rat
2/1
B: Destroy target artifact, creature, or land you control.

Rattleblaze Scarecrow
6
Artifact Creature - Scarecrow
5/3
Rattleblaze Scarecrow has persist as long as you control a black creature. (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)
Rattleblaze Scarecrow has haste as long as you control a red creature.

Ravaged Highlands
Land
Ravaged Highlands comes into play tapped.
T Add R to your mana pool.
T, Sacrifice Ravaged Highlands: Add one mana of any color to your mana pool.

Ravages of War
3W
Sorcery
Destroy all lands.

Ravaging Horde
3RR
Creature - Human Soldier
3/3
When Ravaging Horde comes into play, destroy target land.

Ravaging Riftwurm
1GG
Creature - Wurm
6/6
Kicker 4 (You may pay an additional 4 as you play this spell.)
Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
If the kicker cost was paid, Ravaging Riftwurm comes into play with three additional time counters on it.

Raven Familiar
2U
Creature - Bird
1/2
Flying
Echo 2U (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Raven Familiar comes into play, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

Raven Guild Initiate
2U
Creature - Human Wizard
1/4
Morph-Return a Bird you control to its owner's hand. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Raven Guild Master
1UU
Creature - Human Wizard Mutant
1/1
Whenever Raven Guild Master deals combat damage to a player, that player removes the top ten cards of his or her library from the game.
Morph 2UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Ravenous Baboons
3R
Creature - Ape
2/2
When Ravenous Baboons comes into play, destroy target nonbasic land.

Ravenous Baloth
2GG
Creature - Beast
4/4
Sacrifice a Beast: You gain 4 life.

Ravenous Rats
1B
Creature - Rat
1/1
When Ravenous Rats comes into play, target opponent discards a card.

Ravenous Skirge
2B
Creature - Imp
1/1
Flying
Whenever Ravenous Skirge attacks, it gets +2/+0 until end of turn.

Ravenous Vampire
3BB
Creature - Vampire
3/3
Flying
At the beginning of your upkeep, you may sacrifice a nonartifact creature. If you do, put a +1/+1 counter on Ravenous Vampire. If you don't, tap Ravenous Vampire.

Raven's Crime
B
Sorcery
Target player discards a card.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Raven's Run Dragoon
2 (G / W) (G / W)
Creature - Elf Knight
3/3
Raven's Run Dragoon can't be blocked by black creatures.

Raving Oni-Slave
1B
Creature - Ogre Warrior
3/3
When Raving Oni-Slave comes into play, you lose 3 life if you don't control a Demon.
When Raving Oni-Slave leaves play, you lose 3 life if you don't control a Demon.

Ray of Command
3U
Instant
Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn. When you lose control of the creature, tap it.

Ray of Distortion
3W
Instant
Destroy target artifact or enchantment.
Flashback 4WW (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Ray of Erasure
U
Instant
Target player puts the top card of his or her library into his or her graveyard.
Draw a card at the beginning of the next turn's upkeep.

Ray of Revelation
1W
Instant
Destroy target enchantment.
Flashback G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Rayne, Academy Chancellor
2U
Legendary Creature - Human Wizard
1/1
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card, and if Rayne, Academy Chancellor is enchanted, you may draw another card.

Raze
R
Sorcery
As an additional cost to play Raze, sacrifice a land.
Destroy target land.

Razia, Boros Archangel
4RRWW
Legendary Creature - Angel
6/3
Flying, vigilance, haste
T The next 3 damage that would be dealt to target creature you control this turn is dealt to another target creature instead.

Razia's Purification
4RW
Sorcery
Each player chooses three permanents he or she controls, then sacrifices the rest.

Razing Snidd
4BR
Creature - Beast
3/3
When Razing Snidd comes into play, return a black or red creature you control to its owner's hand.
When Razing Snidd comes into play, each player sacrifices a land.

Razor Barrier
1W
Instant
Target permanent you control gains protection from artifacts or from the color of your choice until end of turn.

Razor Golem
6
Artifact Creature - Golem
3/4
Affinity for Plains (This spell costs 1 less to play for each Plains you control.)
Vigilance

Razor Pendulum
4
Artifact
At the end of each player's turn, if that player has 5 life or less, Razor Pendulum deals 2 damage to him or her.

Razorclaw Bear
2GG
Creature - Bear
3/3
Whenever Razorclaw Bear becomes blocked, it gets +2/+2 until end of turn.

Razorfin Abolisher
2U
Creature - Merfolk Wizard
2/2
1U, T Return target creature with a counter on it to its owner's hand.

Razorfin Hunter
UR
Creature - Merfolk Goblin
1/1
T Razorfin Hunter deals 1 damage to target creature or player.

Razorfoot Griffin
3W
Creature - Griffin
2/2
Flying, first strike

Razorgrass Screen
1
Artifact Creature - Wall
2/1
Defender (This creature can't attack.)
Razorgrass Screen blocks each turn if able.

Razorjaw Oni
3B
Creature - Demon Spirit
4/5
Black creatures can't block.

Razormane Masticore
5
Artifact Creature - Masticore
5/5
First strike (This creature deals combat damage before creatures without first strike.)
At the beginning of your upkeep, sacrifice Razormane Masticore unless you discard a card.
At the beginning of your draw step, you may have Razormane Masticore deal 3 damage to target creature.

Razortooth Rats
2B
Creature - Rat
2/1
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

Reach of Branches
4G
Tribal Instant - Treefolk
Put a 2/5 green Treefolk Shaman creature token into play.
Whenever a Forest comes into play under your control, you may return Reach of Branches from your graveyard to your hand.

Reach Through Mists
U
Instant - Arcane
Draw a card.

Read the Runes
XU
Instant
Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent.

Reality Acid
2U
Enchantment - Aura
Enchant permanent
Vanishing 3 (This permanent comes into play with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Reality Acid leaves play, enchanted permanent's controller sacrifices it.

Reality Anchor
1G
Instant
Target creature loses shadow until end of turn.
Draw a card.

Reality Ripple
1U
Instant
Target artifact, creature, or land phases out.

Reality Strobe
4UU
Sorcery
Return target permanent to its owner's hand. Remove Reality Strobe from the game with three time counters on it.
Suspend 3-2U (Rather than play this card from your hand, you may pay 2U and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Reality Twist
UUU
Enchantment
Cumulative upkeep 1UU (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
If tapped for mana, Plains produce R, Swamps produce G, Mountains produce W, and Forests produce B instead of any other type.

Reanimate
B
Sorcery
Put target creature card from a graveyard into play under your control. You lose life equal to its converted mana cost.

Reap
1G
Instant
Return up to X target cards from your graveyard to your hand, where X is the number of black permanents target opponent controls as you play Reap.

Reap and Sow
3G
Sorcery
Choose one - Destroy target land; or search your library for a land card, put that card into play, then shuffle your library.
Entwine 1G (Choose both if you pay the entwine cost.)

Reaper King
(2 / W) (2 / U) (2 / B) (2 / R) (2 / G)
Legendary Artifact Creature - Scarecrow
6/6
(o (2/w) can be paid with any two mana or with W. This card's converted mana cost is 10.)
Other Scarecrow creatures you control get +1/+1.
Whenever another Scarecrow comes into play under your control, destroy target permanent.

Reaping the Graves
2B
Instant
Return target creature card from your graveyard to your hand.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Reaping the Rewards
W
Instant
Buyback-Sacrifice a land. (You may sarifice a land in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)
You gain 2 life.

Rebel Informer
2B
Creature - Human Mercenary Rebel
1/2
Rebel Informer can't be the target of white spells or abilities from white sources.
3: Put target Rebel on the bottom of its owner's library.

Rebellion of the Flamekin
3R
Tribal Enchantment - Elemental
Whenever you clash, you may pay 1. If you do, put a 3/1 red Elemental Shaman creature token into play. If you won, that token gains haste until end of turn. (This ability triggers after the clash ends.)

Rebirth
3GGG
Sorcery
Remove Rebirth from your deck before playing if you're not playing for ante.
Each player may put the top card of his or her library into the ante. If a player does, his or her life total becomes 20.

Reborn Hero
2W
Creature - Human Soldier
2/2
Vigilance
Threshold - As long as seven or more cards are in your graveyard, Reborn Hero has "When Reborn Hero is put into a graveyard from play, you may pay WW. If you do, return Reborn Hero to play under your control."

Rebound
1U
Instant
Change the target of target spell with a single target if that target is a player. The new target must be a player.

Rebuff the Wicked
W
Instant
Counter target spell that targets a permanent you control.

Rebuild
2U
Instant
Return all artifacts to their owners' hands.
Cycling 2 (2, Discard this card: Draw a card.)

Rebuking Ceremony
3GG
Sorcery
Put two target artifacts on top of their owners' libraries.

Recall
XXU
Sorcery
Discard X cards, then return a card from your graveyard to your hand for each card discarded this way. Remove Recall from the game.

Recantation
3UU
Enchantment
At the beginning of your upkeep, you may put a verse counter on Recantation.
U, Sacrifice Recantation: Return up to X target permanents to their owners' hands, where X is the number of verse counters on Recantation.

Reciprocate
W
Instant
Remove from the game target creature that dealt damage to you this turn.

Reckless Abandon
R
Sorcery
As an additional cost to play Reckless Abandon, sacrifice a creature.
Reckless Abandon deals 4 damage to target creature or player.

Reckless Assault
2BR
Enchantment
1, Pay 2 life: Reckless Assault deals 1 damage to target creature or player.

Reckless Charge
R
Sorcery
Target creature gets +3/+0 and gains haste until end of turn.
Flashback 2R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Reckless Embermage
3R
Creature - Human Wizard
2/2
1R: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself.

Reckless Ogre
3R
Creature - Ogre
3/2
Whenever Reckless Ogre attacks alone, it gets +3/+0 until end of turn.

Reckless One
3R
Creature - Goblin Avatar
*/*
Haste
Reckless One's power and toughness are each equal to the number of Goblins in play.

Reckless Spite
1BB
Instant
Destroy two target nonblack creatures. You lose 5 life.

Reckless Wurm
3RR
Creature - Wurm
4/4
Trample
Madness 2R (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Reclaim
G
Instant
Put target card from your graveyard on top of your library.

Reclamation
2GW
Enchantment
Black creatures have "This creature can't attack unless you sacrifice a land."

Reclusive Wight
3B
Creature - Zombie Minion
4/4
At the beginning of your upkeep, if you control another nonland permanent, sacrifice Reclusive Wight.

Recoil
1UB
Instant
Return target permanent to its owner's hand. Then that player discards a card.

Recollect
2G
Sorcery
Return target card from your graveyard to your hand.

Reconnaissance
W
Enchantment
0: Remove target attacking creature you control from combat and untap it. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

Reconstruction
U
Sorcery
Return target artifact card from your graveyard to your hand.

Recoup
1R
Sorcery
Target sorcery card in your graveyard gains flashback until end of turn. If you play that card this turn, its flashback cost becomes equal to its mana cost as you play it. (Mana cost includes color.)
Flashback 3R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Recover
2B
Sorcery
Return target creature card from your graveyard to your hand.
Draw a card.

Recross the Paths
2G
Sorcery
Reveal cards from the top of your library until you reveal a land card. Put that card into play and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Recumbent Bliss
2W
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
At the beginning of your upkeep, you may gain 1 life.

Recuperate
3W
Instant
Choose one - You gain 6 life; or prevent the next 6 damage that would be dealt to target creature this turn.

Recurring Nightmare
2B
Enchantment
Sacrifice a creature, Return Recurring Nightmare to its owner's hand: Return target creature card from your graveyard to play. Play this ability only any time you could play a sorcery.

Recycle
4GG
Enchantment
Skip your draw step.
Whenever you play a card, draw a card.
Your maximum hand size is two.

Red Cliffs Armada
4U
Creature - Human Soldier
5/4
Red Cliffs Armada can't attack unless defending player controls an Island.

Red Elemental Blast
R
Instant
Choose one - Counter target blue spell; or destroy target blue permanent.

Red Mana Battery
4
Artifact
2, T Put a charge counter on Red Mana Battery.
T, Remove any number of charge counters from Red Mana Battery: Add R to your mana pool, then add an additional R to your mana pool for each charge counter removed this way.

Red Scarab
W
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked by red creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a red permanent.

Red Ward
W
Enchantment - Aura
Enchant creature
Enchanted creature has protection from red. This effect doesn't remove Red Ward.

Redeem
1W
Instant
Prevent all damage that would be dealt this turn to up to two target creatures.

Redeem the Lost
1W
Instant
Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return Redeem the Lost to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Red-Hot Hottie
2RR
Creature - Elemental
2/5
Whenever Red-Hot Hottie deals damage to a creature, put a third-degree-burn counter on that creature. It has "At the end of each turn, sacrifice this creature unless you scream 'Aaah!' at the top of your lungs."

Reduce to Dreams
3UU
Sorcery
Return all artifacts and enchantments to their owners' hands.

Redwood Treefolk
4G
Creature - Treefolk
3/6

Reef Pirates
1UU
Creature - Zombie Pirate
2/2
Whenever Reef Pirates deals damage to an opponent, that player puts the top card of his or her library into his or her graveyard.

Reef Shaman
U
Creature - Merfolk Shaman
0/2
T Target land becomes the basic land type of your choice until end of turn.

Reflect Damage
3RW
Instant
The next time a source of your choice would deal damage this turn, that damage is dealt to that source's controller instead.

Reflecting Mirror
4
Artifact
X, T Change the target of target spell with a single target if that target is you. The new target must be a player. X is twice the converted mana cost of that spell.

Reflecting Pool
Land
T Add to your mana pool one mana of any type that a land you control could produce.

Reflex Sliver
3G
Creature - Sliver
2/2
All Sliver creatures have haste.

Reflexes
R
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature has first strike. (It deals combat damage before creatures without first strike.)

Refresh
2G
Instant
Regenerate target creature.
Draw a card.

Refreshing Rain
3G
Instant
If an opponent controls a Swamp and you control a Forest, you may play Refreshing Rain without paying its mana cost.
Target player gains 6 life.

Regal Force
4GGG
Creature - Elemental
5/5
When Regal Force comes into play, draw a card for each green creature you control.

Regal Unicorn
2W
Creature - Unicorn
2/3

Regeneration
1G
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
G: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Regress
2U
Instant
Return target permanent to its owner's hand.

Regrowth
1G
Sorcery
Return target card from your graveyard to your hand.

Reign of Chaos
2RR
Sorcery
Choose one - Destroy target Plains and target white creature; or destroy target Island and target blue creature.

Reign of Terror
3BB
Sorcery
Destroy all white creatures or all green creatures. They can't be regenerated. You lose 2 life for each creature put into a graveyard this way.

Reincarnation
1GG
Instant
Choose target creature. When that creature is put into a graveyard this turn, return a creature card from that graveyard to play under the control of that creature's owner.

Reinforcements
W
Instant
Put up to three target creature cards from your graveyard on top of your library.

Reins of Power
2UU
Instant
Untap all creatures you control and all creatures target opponent controls. You and that opponent each gain control of all creatures the other controls until end of turn. Those creatures gain haste until end of turn.

Reins of the Vinesteed
3G
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature is put into a graveyard, you may return Reins of the Vinesteed from your graveyard to play attached to a creature that shares a creature type with that creature.

Reiterate
1RR
Instant
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Copy target instant or sorcery spell. You may choose new targets for the copy.

Reito Lantern
2
Artifact
3: Put target card in a graveyard on the bottom of its owner's library.

Reiver Demon
4BBBB
Creature - Demon
6/6
Flying
When Reiver Demon comes into play, if you played it from your hand, destroy all nonartifact, nonblack creatures. They can't be regenerated.

Rejuvenate
3G
Sorcery
You gain 6 life.
Cycling 2 (2, Discard this card: Draw a card.)

Rejuvenation Chamber
3
Artifact
Fading 2 (This artifact comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
T You gain 2 life.

Reki, the History of Kamigawa
2G
Legendary Creature - Human Shaman
1/2
Whenever you play a legendary spell, draw a card.

Rekindled Flame
2RR
Sorcery
Rekindled Flame deals 4 damage to target creature or player.
At the beginning of your upkeep, if an opponent has no cards in hand, you may return Rekindled Flame from your graveyard to your hand.

Reknit
1 (G / W)
Instant
Regenerate target permanent.

Relearn
1UU
Sorcery
Return target instant or sorcery card from your graveyard to your hand.

Release the Ants
1R
Instant
Release the Ants deals 1 damage to target creature or player. Clash with an opponent. If you win, return Release the Ants to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Relentless Assault
2RR
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.

Relentless Rats
1BB
Creature - Rat
2/2
Relentless Rats gets +1/+1 for each other creature in play named Relentless Rats.
A deck can have any number of cards named Relentless Rats.

Relic Bane
1BB
Enchantment - Aura
Enchant artifact
Enchanted artifact has "At the beginning of your upkeep, you lose 2 life."

Relic Barrier
2
Artifact
T Tap target artifact.

Relic Bind
2U
Enchantment - Aura
Enchant artifact an opponent controls
Whenever enchanted artifact becomes tapped, choose one - Relic Bind deals 1 damage to target player; or target player gains 1 life.

Relic Ward
1W
Enchantment - Aura
You may play Relic Ward any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.
Enchant artifact
Enchanted artifact has shroud. (It can't be the target of spells or abilities.)

Reliquary Monk
2W
Creature - Human Monk Cleric
2/2
When Reliquary Monk is put into a graveyard from play, destroy target artifact or enchantment.

Remand
1U
Instant
Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.
Draw a card.

Remedy
1W
Instant
Prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.

Remembrance
3W
Enchantment
Whenever a nontoken creature you control is put into a graveyard from play, you may search your library for a creature card with the same name as that creature, reveal the card and put it into your hand. If you do, shuffle your library.

Reminisce
2U
Sorcery
Target player shuffles his or her graveyard into his or her library.

Remodel
2G
Instant
If you control two or more green permanents that share an artist, you may play Remodel without paying its mana cost.
Remove target artifact from the game.

Remote Farm
Land
Remote Farm comes into play tapped with two depletion counters on it.
T, Remove a depletion counter from Remote Farm: Add WW to your mana pool. If there are no depletion counters on Remote Farm, sacrifice it.

Remote Isle
Land
Remote Isle comes into play tapped.
T Add U to your mana pool.
Cycling 2 (2, Discard this card: Draw a card.)

Remove
U
Instant
Play Remove only during the declare attackers step and only if you are the defending player.
Return target attacking creature to its owner's hand.

Remove Enchantments
W
Instant
Return all enchantments you own and control to your hand. Then destroy all Auras attached to permanents you control and/or attached to attacking creatures.

Remove Soul
1U
Instant
Counter target creature spell.

Rend Flesh
2B
Instant - Arcane
Destroy target non-Spirit creature.

Rend Spirit
2B
Instant
Destroy target Spirit.

Rendclaw Trow
2 (B / G)
Creature - Troll
2/2
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Rending Vines
1GG
Instant - Arcane
Destroy target artifact or enchantment if its converted mana cost is less than or equal to the number of cards in your hand.
Draw a card.

Renegade Troops
4R
Creature - Human Soldier
4/2
Haste

Renegade Warlord
4R
Creature - Human Warrior
3/3
First strike
Whenever Renegade Warlord attacks, each other attacking creature gets +1/+0 until end of turn.

Renewal
2G
Sorcery
As an additional cost to play Renewal, sacrifice a land.
Search your library for a basic land card and put that card into play. Then shuffle your library.
Draw a card at the beginning of the next turn's upkeep.

Renewed Faith
2W
Instant
You gain 6 life.
Cycling 1W (1W, Discard this card: Draw a card.)
When you cycle Renewed Faith, you may gain 2 life.

Renewing Dawn
1W
Sorcery
You gain 2 life for each Mountain target opponent controls.

Renewing Touch
G
Sorcery
Shuffle any number of target creature cards from your graveyard into your library.

Renounce
1W
Instant
Sacrifice any number of permanents. You gain 2 life for each one sacrificed this way.

Reparations
1WU
Enchantment
Whenever an opponent plays a spell that targets you or a creature you control, you may draw a card.

Repeal
XU
Instant
Return target nonland permanent with converted mana cost X to its owner's hand.
Draw a card.

Repel
3U
Instant
Put target creature on top of its owner's library.

Repel Intruders
3 (W / U)
Instant
Put two 1/1 white Kithkin Soldier creature tokens into play if W was spent to play Repel Intruders. Counter up to one target creature spell if U was spent to play Repel Intruders. (Do both if WU was spent.)

Repentance
2W
Sorcery
Target creature deals damage to itself equal to its power.

Repentant Blacksmith
1W
Creature - Human
1/2
Protection from red

Repentant Vampire
3BB
Creature - Vampire
3/3
Flying
Whenever a creature dealt damage by Repentant Vampire this turn is put into a graveyard, put a +1/+1 counter on Repentant Vampire.
Threshold - As long as seven or more cards are in your graveyard, Repentant Vampire is white and has "T Destroy target black creature."

Repercussion
1RR
Enchantment
Whenever a creature is dealt damage, Repercussion deals that much damage to that creature's controller.

Replenish
3W
Sorcery
Return all enchantment cards from your graveyard to play. (Auras with nothing to enchant remain in your graveyard.)

Repopulate
1G
Instant
Shuffle all creature cards from target player's graveyard into that player's library.
Cycling 2 (2, Discard this card: Draw a card.)

Reprisal
1W
Instant
Destroy target creature with power 4 or greater. It can't be regenerated.

Reprocess
2BB
Sorcery
Sacrifice any number of artifacts, creatures, and/or lands. Draw a card for each permanent sacrificed this way.

Repulse
2U
Instant
Return target creature to its owner's hand.
Draw a card.

Reroute
1R
Instant
Change the target of target activated ability with a single target.
Draw a card.

Rescind
1UU
Instant
Return target permanent to its owner's hand.
Cycling 2 (2, Discard this card: Draw a card.)

Rescue
U
Instant
Return target permanent you control to its owner's hand.

Research // Development
GU / 3UR
Instant // Instant
Choose up to four cards you own from outside the game and shuffle them into your library.
//
Put a 3/1 red Elemental creature token into play unless any opponent lets you draw a card. Repeat this process two more times.

Research the Deep
1U
Sorcery
Draw a card. Clash with an opponent. If you win, return Research the Deep to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Reset
UU
Instant
Play Reset only during an opponent's turn after his or her upkeep step.
Untap all lands you control.

Reshape
XUU
Sorcery
As an additional cost to play Reshape, sacrifice an artifact.
Search your library for an artifact card with converted mana cost X or less and put it into play. Then shuffle your library.

Resilient Wanderer
2WW
Creature - Human Nomad
2/3
First strike
Discard a card: Resilient Wanderer gains protection from the color of your choice until end of turn.

Resistance Fighter
W
Creature - Human Soldier
1/1
Sacrifice Resistance Fighter: Prevent all combat damage target creature would deal this turn.

Resize
1G
Instant
Target creature gets +3/+3 until end of turn.
Recover 1G (When a creature is put into your graveyard from play, you may pay 1G. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.)

Respite
1G
Instant
Prevent all combat damage that would be dealt this turn. You gain 1 life for each attacking creature.

Resplendent Mentor
4W
Creature - Kithkin Cleric
2/2
White creatures you control have "T You gain 1 life."

Restless Apparition
(W / B) (W / B) (W / B)
Creature - Spirit
2/2
o (w/b)o (w/b)o (w/b): Restless Apparition gets +3/+3 until end of turn.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Restless Bones
2B
Creature - Skeleton
1/1
3B, T Target creature gains swampwalk until end of turn.
1B: Regenerate Restless Bones.

Restless Dead
1B
Creature - Skeleton
1/1
B: Regenerate Restless Dead.

Restless Dreams
B
Sorcery
As an additional cost to play Restless Dreams, discard X cards.
Return X target creature cards from your graveyard to your hand.

Restock
3GG
Sorcery
Return two target cards from your graveyard to your hand. Remove Restock from the game.

Restore Balance
Sorcery
Restore Balance is white.
Suspend 6-W
Each player chooses a number of lands he or she controls equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players sacrifice creatures and discard cards the same way.

Restrain
2W
Instant
Prevent all combat damage that would be dealt by target attacking creature this turn.
Draw a card.

Resurrection
2WW
Sorcery
Return target creature card from your graveyard to play.

Resuscitate
1G
Instant
Until end of turn, creatures you control gain "1: Regenerate this creature."

Retaliate
2WW
Instant
Destroy all creatures that dealt damage to you this turn.

Retaliation
2G
Enchantment
Creatures you control have "Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it."

Retether
3W
Sorcery
Return each Aura card from your graveyard to play. Only creatures can be enchanted this way. (Aura cards that can't enchant a creature in play remain in your graveyard.)

Rethink
2U
Instant
Counter target spell unless its controller pays X, where X is its converted mana cost.

Retraced Image
U
Sorcery
Reveal a card in your hand, then put that card into play if it has the same name as a permanent.

Retract
U
Instant
Return all artifacts you control to their owner's hand.

Retribution
2RR
Sorcery
Choose two target creatures an opponent controls. That player chooses and sacrifices one of those creatures. Put a -1/-1 counter on the other.

Retribution of the Meek
2W
Sorcery
Destroy all creatures with power 4 or greater. They can't be regenerated.

Retromancer
2RR
Creature - Viashino Shaman
3/3
Whenever Retromancer becomes the target of a spell or ability, Retromancer deals 3 damage to that spell or ability's controller.

Return of the Nightstalkers
5BB
Sorcery
Return all Nightstalker permanent cards from your graveyard to play. Then destroy all Swamps you control.

Return to Battle
B
Sorcery
Return target creature card from your graveyard to your hand.

Return to Dust
2WW
Instant
Remove target artifact or enchantment from the game. If you played this spell during your main phase, you may remove up to one other target artifact or enchantment from the game.

Reveillark
4W
Creature - Elemental
4/3
Flying
When Reveillark leaves play, return up to two target creature cards with power 2 or less from your graveyard to play.
Evoke 5W (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Reveille Squad
2WW
Creature - Human Rebel
3/3
Whenever one or more creatures attack you, if Reveille Squad is untapped, you may untap all creatures you control.

Reveka, Wizard Savant
2UU
Legendary Creature - Dwarf Wizard
0/1
T Reveka, Wizard Savant deals 2 damage to target creature or player and doesn't untap during your next untap step.

Revelation
G
World Enchantment
All players play with their hands revealed.

Revelsong Horn
2
Artifact
1, T, Tap an untapped creature you control: Target creature gets +1/+1 until end of turn.

Revenant
4B
Creature - Spirit
*/*
Flying
Revenant's power and toughness are each equal to the number of creature cards in your graveyard.

Revenant Patriarch
4B
Creature - Spirit
4/3
When Revenant Patriarch comes into play, if W was spent to play Revenant Patriarch, target player skips his or her next combat phase.
Revenant Patriarch can't block.

Reverberation
2UU
Instant
All damage that would be dealt this turn by target sorcery spell is dealt to that spell's controller instead.

Revered Dead
1W
Creature - Spirit Soldier
1/1
W: Regenerate Revered Dead.

Revered Elder
2W
Creature - Human Cleric
1/2
1: Prevent the next 1 damage that would be dealt to Revered Elder this turn.

Revered Unicorn
1W
Creature - Unicorn
2/3
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Revered Unicorn leaves play, you gain life equal to the number of age counters on it.

Reverence
2WW
Enchantment
Creatures with power 2 or less can't attack you.

Reverent Mantra
3W
Instant
You may remove a white card in your hand from the game rather than pay Reverent Mantra's mana cost.
All creatures gain protection from the color of your choice until end of turn.

Reverent Silence
3G
Sorcery
If you control a Forest, you may have each other player gain 6 life rather than pay Reverent Silence's mana cost.
Destroy all enchantments.

Reversal of Fortune
4RR
Sorcery
Target opponent reveals his or her hand. You may copy an instant or sorcery card in it. If you do, you may play the copy without paying its mana cost.

Reverse Damage
1WW
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.

Reverse Polarity
WW
Instant
You gain X life, where X is twice the damage dealt to you so far this turn by artifacts.

Reverse the Sands
6WW
Sorcery
Redistribute any number of players' life totals. (Each of those players gets one life total back.)

Revive
1G
Sorcery
Return target green card from your graveyard to your hand.

Revive the Fallen
1B
Sorcery
Return target creature card in a graveyard to its owner's hand. Clash with an opponent. If you win, return Revive the Fallen to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Reviving Dose
2W
Instant
You gain 3 life.
Draw a card.

Reviving Vapors
2WU
Instant
Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's converted mana cost. Put all other cards revealed this way into your graveyard.

Reward the Faithful
W
Instant
Any number of target players each gains life equal to the highest converted mana cost among permanents you control.

Rewards of Diversity
2W
Enchantment
Whenever an opponent plays a multicolored spell, you gain 4 life.

Reweave
5U
Instant - Arcane
Target permanent's controller sacrifices it. If he or she does, that player reveals cards from the top of his or her library until he or she reveals a permanent card that shares a card type with the sacrificed permanent, puts that card into play, then shuffles his or her library.
Splice onto Arcane 2UU

Rewind
2UU
Instant
Counter target spell, then untap up to four lands.

Reya Dawnbringer
6WWW
Legendary Creature - Angel
4/6
Flying (This creature can't be blocked except by creatures with flying or reach.)
At the beginning of your upkeep, you may return target creature card from your graveyard to play.

Rhox
4GG
Creature - Rhino Beast
5/5
You may have Rhox assign its combat damage as though it weren't blocked.
2G: Regenerate Rhox. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Rhys the Exiled
2G
Legendary Creature - Elf Warrior
3/2
Whenever Rhys the Exiled attacks, you gain 1 life for each Elf you control.
B, Sacrifice an Elf: Regenerate Rhys the Exiled.

Rhys the Redeemed
(G / W)
Legendary Creature - Elf Warrior
1/1
2o (g/w), T Put a 1/1 green and white Elf Warrior creature token into play.
4o (g/w)o (g/w), T For each creature token you control, put a token into play that's a copy of that creature.

Rhystic Cave
Land
T Choose a color. Add one mana of that color to your mana pool unless any player pays 1. Play this ability only any time you could play an instant.

Rhystic Circle
2WW
Enchantment
1: Any player may pay 1. If no one does, the next time a source of your choice would deal damage to you this turn, prevent that damage.

Rhystic Deluge
2U
Enchantment
U: Tap target creature unless its controller pays 1.

Rhystic Lightning
2R
Instant
Rhystic Lightning deals 4 damage to target creature or player unless that creature's controller or that player pays 2. If he or she does, Rhystic Lightning deals 2 damage to the creature or player.

Rhystic Scrying
2UU
Sorcery
Draw three cards. Then, if any player pays 2, discard three cards.

Rhystic Shield
1W
Instant
Creatures you control get +0/+1 until end of turn. They get an additional +0/+2 until end of turn unless any player pays 2.

Rhystic Study
2U
Enchantment
Whenever an opponent plays a spell, you may draw a card unless that player pays 1.

Rhystic Syphon
3BB
Sorcery
Unless target player pays 3, he or she loses 5 life and you gain 5 life.

Rhystic Tutor
2B
Sorcery
Unless any player pays 2, search your library for a card, put that card into your hand, then shuffle your library.

Rib Cage Spider
2G
Creature - Spider
1/4
Reach (This creature can block creatures with flying.)

Ribbon Snake
1UU
Creature - Snake
2/3
Flying
2: Ribbon Snake loses flying until end of turn. Any player may play this ability.

Ribbons of Night
4B
Sorcery
Ribbons of Night deals 4 damage to target creature and you gain 4 life. If U was spent to play Ribbons of Night, draw a card.

Ribbons of the Reikai
4U
Sorcery - Arcane
Draw a card for each Spirit you control.

Richard Garfield, Ph.D.
3UU
Legendary Creature - Human Designer
2/2
You may play cards as though they were other Magic cards of your choice with the same mana cost. (Mana cost includes color.) You can't choose the same card twice.

Ricochet
R
Enchantment
Whenever any spell targets a single player, each player rolls a six-sided die. That spell is redirected to the player or players with the lowest die roll. If two or more players tie for the lowest die roll, they reroll until there is no tie.

Riddle of Lightning
3RR
Instant
Choose target creature or player. Scry 3, then reveal the top card of your library. Riddle of Lightning deals damage equal to that card's converted mana cost to that creature or player. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Ridged Kusite
B
Creature - Horror Spellshaper
1/1
1B, T, Discard a card: Target creature gets +1/+0 and gains first strike until end of turn.

Ridgeline Rager
2R
Creature - Beast
1/2
R: Ridgeline Rager gets +1/+0 until end of turn.

Ridgetop Raptor
3R
Creature - Lizard Beast
2/1
Double strike (This creature deals both first-strike and regular combat damage.)

Riding Red Hare
2W
Sorcery
Target creature gets +3/+3 and gains horsemanship until end of turn.

Riding the Dilu Horse
2G
Sorcery
Target creature gets +2/+2 and gains horsemanship. (This effect does not end at end of turn)

Rift Bolt
2R
Sorcery
Rift Bolt deals 3 damage to target creature or player.
Suspend 1-R (Rather than play this card from your hand, you may pay R and remove it from the game with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Rift Elemental
R
Creature - Elemental
1/1
1R, Remove a time counter from a permanent you control or suspended card you own: Rift Elemental gets +2/+0 until end of turn.

Riftmarked Knight
1WW
Creature - Human Rebel Knight
2/2
Flanking, protection from black
Suspend 3-1WW
When the last time counter is removed from Riftmarked Knight while it's removed from the game, put a 2/2 black Knight creature token with flanking, protection from white, and haste into play.

Riftstone Portal
Land
T Add 1 to your mana pool.
As long as Riftstone Portal is in your graveyard, lands you control have "T Add G or W to your mana pool."

Riftsweeper
1G
Creature - Elf Shaman
2/2
When Riftsweeper comes into play, choose target face-up card that's removed from the game. Its owner shuffles it into his or her library.

Riftwing Cloudskate
3UU
Creature - Illusion
2/2
Flying
When Riftwing Cloudskate comes into play, return target permanent to its owner's hand.
Suspend 3-1U (Rather than play this card from your hand, you may pay 1U and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Righteous Aura
1W
Enchantment
W, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage.

Righteous Avengers
4W
Creature - Human Soldier
3/1
Plainswalk

Righteous Cause
3WW
Enchantment
Whenever a creature attacks, you gain 1 life.

Righteous Charge
1WW
Sorcery
Creatures you control get +2/+2 until end of turn.

Righteous Fury
4WW
Sorcery
Destroy all tapped creatures. You gain 2 life for each creature destroyed this way.

Righteous Indignation
2W
Enchantment
Whenever a creature blocks a black or red creature, the blocking creature gets +1/+1 until end of turn.

Righteous War
1WB
Enchantment
White creatures you control have protection from black.
Black creatures you control have protection from white.

Righteousness
W
Instant
Target blocking creature gets +7/+7 until end of turn.

Rime Dryad
G
Creature - Dryad
1/2
Snow forestwalk

Rime Transfusion
1B
Snow Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+1 and has "oSi: This creature can't be blocked this turn except by snow creatures." (oSi can be paid with one mana from a snow permanent.)

Rimebound Dead
B
Snow Creature - Skeleton
1/1
oSi: Regenerate Rimebound Dead. (oSi can be paid with one mana from a snow permanent.)

Rimefeather Owl
5UU
Snow Creature - Bird
*/*
Flying
Rimefeather Owl's power and toughness are each equal to the number of snow permanents in play.
1oSi: Put an ice counter on target permanent.
Permanents with ice counters on them are snow.

Rimehorn Aurochs
4G
Snow Creature - Aurochs
3/3
Trample
Whenever Rimehorn Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
2oSi: Target creature blocks target creature this turn if able. (oSi can be paid with one mana from a snow permanent.)

Rimescale Dragon
5RR
Snow Creature - Dragon
5/5
Flying
2oSi: Tap target creature and put an ice counter on it. (oSi can be paid with one mana from a snow permanent.)
Creatures with ice counters on them don't untap during their controllers' untap steps.

Rimewind Cryomancer
3U
Creature - Human Wizard
2/3
1, T Counter target activated ability. Play this ability only if you control four or more snow permanents. (Mana abilities can't be targeted.)

Rimewind Taskmage
1U
Creature - Human Wizard
1/2
1, T You may tap or untap target permanent. Play this ability only if you control four or more snow permanents.

Ring of Gix
3
Artifact
Echo 3 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
1, T Tap target artifact, creature, or land.

Ring of Immortals
5
Artifact
3, T Counter target instant or Aura spell that targets a permanent you control.

Ring of Ma'ruf
5
Artifact
5, T, Remove Ring of Ma'ruf from the game: The next time you would draw a card this turn, instead choose a card you own from outside the game and put it into your hand.

Ring of Renewal
5
Artifact
5, T, Discard a card at random: Draw two cards.

Rings of Brighthearth
3
Artifact
Whenever you play an activated ability, if it isn't a mana ability, you may pay 2. If you do, copy that ability. You may choose new targets for the copy.

Ringskipper
1U
Creature - Faerie Wizard
1/1
Flying
When Ringskipper is put into a graveyard from play, clash with an opponent. If you win, return Ringskipper to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Riot Spikes
(B / R)
Enchantment - Aura
(o (b/r) can be paid with either B or R.)
Enchant creature
Enchanted creature gets +2/-1.

Riptide
U
Instant
Tap all blue creatures.

Riptide Biologist
1U
Creature - Human Wizard
1/2
Protection from Beasts
Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Riptide Chronologist
3UU
Creature - Human Wizard
1/3
U, Sacrifice Riptide Chronologist: Untap all creatures of the type of your choice.

Riptide Crab
1WU
Creature - Crab
1/3
Vigilance
When Riptide Crab is put into a graveyard from play, draw a card.

Riptide Director
2UU
Creature - Human Wizard
2/3
2UU, T Draw a card for each Wizard you control.

Riptide Entrancer
1UU
Creature - Human Wizard
1/1
Whenever Riptide Entrancer deals combat damage to a player, you may sacrifice it. If you do, gain control of target creature that player controls. (This effect doesn't end at end of turn.)
Morph UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Riptide Laboratory
Land
T Add 1 to your mana pool.
1U, T Return target Wizard you control to its owner's hand.

Riptide Mangler
1U
Creature - Beast
0/3
1U: Change Riptide Mangler's power to target creature's power. (It doesn't change back at end of turn.)

Riptide Pilferer
1U
Creature - Merfolk Rogue
1/1
Whenever Riptide Pilferer deals combat damage to a player, that player discards a card.
Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Riptide Replicator
X4
Artifact
As Riptide Replicator comes into play, choose a color and a creature type.
Riptide Replicator comes into play with X charge counters on it.
4, T Put an X/X creature token of the chosen color and type into play, where X is the number of charge counters on Riptide Replicator.

Riptide Shapeshifter
3UU
Creature - Shapeshifter
3/3
2UU, Sacrifice Riptide Shapeshifter: Choose a creature type. Reveal cards from the top of your library until you reveal a creature card of that type. Put that card into play and shuffle the rest into your library.

Riptide Survivor
2U
Creature - Human Wizard
2/1
Morph 1UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Riptide Survivor is turned face up, discard two cards, then draw three cards.

Rise // Fall
UB / BR
Sorcery // Sorcery
Return target creature card in a graveyard and target creature in play to their owners' hands.
//
Target player reveals two cards at random from his or her hand, then discards each nonland card revealed this way.

Rise of the Hobgoblins
(R / W) (R / W)
Enchantment
When Rise of the Hobgoblins comes into play, you may pay X. If you do, put X 1/1 red and white Goblin Soldier creature tokens into play.
o (r/w): Red creatures and white creatures you control gain first strike until end of turn.

Rishadan Airship
2U
Creature - Human Pirate
3/1
Flying
Rishadan Airship can block only creatures with flying.

Rishadan Brigand
4U
Creature - Human Pirate
3/2
Flying
When Rishadan Brigand comes into play, each opponent sacrifices a permanent unless he or she pays 3.
Rishadan Brigand can block only creatures with flying.

Rishadan Cutpurse
2U
Creature - Human Pirate
1/1
When Rishadan Cutpurse comes into play, each opponent sacrifices a permanent unless he or she pays 1.

Rishadan Footpad
3U
Creature - Human Pirate
2/2
When Rishadan Footpad comes into play, each opponent sacrifices a permanent unless he or she pays 2.

Rishadan Pawnshop
2
Artifact
2, T Shuffle target nontoken permanent you control into its owner's library.

Rishadan Port
Land
T Add 1 to your mana pool.
1, T Tap target land.

Rising Waters
3U
Enchantment
Lands don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a land he or she controls.

Risky Move
3RRR
Enchantment
At the beginning of each player's upkeep, that player gains control of Risky Move.
When you gain control of Risky Move from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature.

Rite of Consumption
1B
Sorcery
As an additional cost to play Rite of Consumption, sacrifice a creature.
Rite of Consumption deals damage equal to the sacrificed creature's power to target player. You gain life equal to the damage dealt this way.

Rite of Flame
R
Sorcery
Add RR to your mana pool, then add R to your mana pool for each card named Rite of Flame in each graveyard.

Rite of Passage
2G
Enchantment
Whenever a creature you control is dealt damage, put a +1/+1 counter on it. (The damage is dealt before the counter is put on.)

Rites of Flourishing
2G
Enchantment
At the beginning of each player's draw step, that player draws a card.
Each player may play an additional land on each of his or her turns.

Rites of Initiation
R
Instant
Discard any number of cards at random. Creatures you control get +1/+0 until end of turn for each card discarded this way.

Rites of Refusal
1U
Instant
Discard any number of cards. Counter target spell unless its controller pays 3 for each card discarded this way.

Rites of Spring
1G
Sorcery
Discard any number of cards. Search your library for that many basic land cards, reveal those cards, and put them into your hand. Then shuffle your library.

Rith, the Awakener
3RGW
Legendary Creature - Dragon
6/6
Flying
Whenever Rith, the Awakener deals combat damage to a player, you may pay 2G. If you do, choose a color. Put a 1/1 green Saproling creature token into play for each permanent of that color.

Rith's Attendant
5
Artifact Creature - Golem
3/3
1, Sacrifice Rith's Attendant: Add RGW to your mana pool.

Rith's Charm
RGW
Instant
Choose one - Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens into play; or prevent all damage a source of your choice would deal this turn.

Rith's Grove
Land - Lair
When Rith's Grove comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand.
T Add R, G, or W to your mana pool.

Ritual of Restoration
W
Sorcery
Return target artifact card from your graveyard to your hand.

Ritual of Steel
2W
Enchantment - Aura
Enchant creature
When Ritual of Steel comes into play, draw a card at the beginning of the next turn's upkeep.
Enchanted creature gets +0/+2.

Ritual of Subdual
4GG
Enchantment
Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
If a land is tapped for mana, it produces colorless mana instead of any other type.

Ritual of the Machine
2BB
Sorcery
As an additional cost to play Ritual of the Machine, sacrifice a creature.
Gain control of target nonblack, nonartifact creature.

Rivalry
2R
Enchantment
At the beginning of each player's upkeep, if that player controls more lands than any other, Rivalry deals 2 damage to him or her.

Rivals' Duel
3R
Sorcery
Choose two target creatures that share no creature types. Each of those creatures deals damage equal to its power to the other.

Riven Turnbull
5UB
Legendary Creature - Human Advisor
5/7
T Add B to your mana pool.

River Bear
3G
Creature - Bear
3/3
Islandwalk (This creature is unblockable as long as defending player controls an Island.)

River Boa
1G
Creature - Snake
2/1
Islandwalk
G: Regenerate River Boa.

River Delta
Land
River Delta doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from River Delta.
T Add U or B to your mana pool. Put a depletion counter on River Delta.

River Kaijin
2U
Creature - Spirit
1/4

River Kelpie
3UU
Creature - Beast
3/3
Whenever River Kelpie or another permanent is put into play from a graveyard, draw a card.
Whenever a spell is played from a graveyard, draw a card.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

River Merfolk
UU
Creature - Merfolk
2/1
U: River Merfolk gains mountainwalk until end of turn.

River of Tears
Land
T Add U to your mana pool. If you played a land this turn, add B to your mana pool instead.

Riverfall Mimic
1 (U / R)
Creature - Shapeshifter
2/1
Whenever you play a spell that's both blue and red, Riverfall Mimic becomes 3/3 and is unblockable until end of turn.

River's Grasp
3 (U / B)
Sorcery
If U was spent to play River's Grasp, return up to one target creature to its owner's hand. If B was spent to play River's Grasp, target player reveals his or her hand, you choose a nonland card from it, then that player discards that card. (Do both if UB was spent.)

Rix Maadi, Dungeon Palace
Land
T Add 1 to your mana pool.
1BR, T Each player discards a card. Play this ability only any time you could play a sorcery.

Roar of Jukai
2G
Instant - Arcane
If you control a Forest, each blocked creature gets +2/+2 until end of turn.
Splice onto Arcane-An opponent gains 5 life. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Roar of Reclamation
5WW
Sorcery
Each player returns all artifact cards from his or her graveyard to play.

Roar of the Crowd
3R
Sorcery
Choose a creature type. Roar of the Crowd deals damage to target creature or player equal to the number of permanents you control of the chosen type.

Roar of the Kha
1W
Instant
Choose one - Creatures you control get +1/+1 until end of turn; or untap all creatures you control.
Entwine 1W (Choose both if you pay the entwine cost.)

Roar of the Wurm
6G
Sorcery
Put a 6/6 green Wurm creature token into play.
Flashback 3G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Roaring Slagwurm
5GG
Creature - Wurm
6/4
Whenever Roaring Slagwurm attacks, tap all artifacts.

Robber Fly
2R
Creature - Insect
1/1
Flying
Whenever Robber Fly becomes blocked, defending player discards all the cards in his or her hand, then draws that many cards.

Robe of Mirrors
U
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature has shroud. (It can't be the target of spells or abilities.)

Roc Hatchling
R
Creature - Bird
0/1
Roc Hatchling comes into play with four shell counters on it.
At the beginning of your upkeep, remove a shell counter from Roc Hatchling.
Roc Hatchling gets +3/+2 and has flying as long as it has no shell counters on it.

Roc of Kher Ridges
3R
Creature - Bird
3/3
Flying

Rock Badger
4R
Creature - Badger Beast
3/3
Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)

Rock Basilisk
4RG
Creature - Basilisk
4/5
Whenever Rock Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.

Rock Hydra
XRR
Creature - Hydra
0/0
Rock Hydra comes into play with X +1/+1 counters on it.
For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage.
R: Prevent the next 1 damage that would be dealt to Rock Hydra this turn.
RRR: Put a +1/+1 counter on Rock Hydra. Play this ability only during your upkeep.

Rock Jockey
2R
Creature - Goblin
3/3
You can't play Rock Jockey if you played a land this turn.
You can't play lands if you played Rock Jockey this turn.

Rock Lobster
4
Artifact Creature
4/3
Scissors Lizards cannot attack or block.

Rock Slide
XR
Instant
Rock Slide deals X damage divided as you choose among any number of target attacking or blocking creatures without flying.

Rocket Launcher
4
Artifact
2: Rocket Launcher deals 1 damage to target creature or player. Sacrifice Rocket Launcher at end of turn. Play this ability only if you've controlled Rocket Launcher continuously since the most recent beginning of your turn.

Rocket-Powered Turbo Slug
3R
Creature - Slug
3/1
Super haste (This may attack the turn before you play it. (You may put this card into play from your hand, tapped and attacking, during your declare attackers step. If you do, you lose the game at the end of your next turn unless you pay this card's mana cost during that turn.))

Rockshard Elemental
5RR
Creature - Elemental
4/3
Double strike (This creature deals both first-strike and regular combat damage.)
Morph 4RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Rockslide Ambush
1R
Sorcery
Rockslide Ambush deals damage equal to the number of Mountains you control to target creature.

Rocky Tar Pit
Land
Rocky Tar Pit comes into play tapped.
T, Sacrifice Rocky Tar Pit: Search your library for a Swamp or Mountain card and put it into play. Then shuffle your library.

Rod of Ruin
4
Artifact
3, T Rod of Ruin deals 1 damage to target creature or player.

Rod of Spanking
1
Artifact
2, T Rod of Spanking deals 1 damage to target player. Then untap Rod of Spanking unless that player says "Thank you, sir. May I have another?"

Rofellos, Llanowar Emissary
GG
Legendary Creature - Elf Druid
2/1
T Add G to your mana pool for each Forest you control.

Rofellos's Gift
G
Sorcery
Reveal any number of green cards in your hand. Return an enchantment card from your graveyard to your hand for each card revealed this way.

Rogue Elephant
G
Creature - Elephant
3/3
When Rogue Elephant comes into play, sacrifice it unless you sacrifice a Forest.

Rogue Kavu
1R
Creature - Kavu
1/1
Whenever Rogue Kavu attacks alone, it gets +2/+0 until end of turn.

Rogue Skycaptain
2R
Creature - Human Rogue Mercenary
3/4
Flying
At the beginning of your upkeep, put a wage counter on Rogue Skycaptain. You may pay 2 for each wage counter on it. If you don't, remove all wage counters from Rogue Skycaptain and an opponent gains control of it.

Rohgahh of Kher Keep
2BBRR
Legendary Creature - Kobold
5/5
At the beginning of your upkeep, unless you pay RRR, an opponent gains control of Rohgahh of Kher Keep and all creatures you control named Kobolds of Kher Keep. If a player gains control of a creature this way, tap it. (This effect doesn't end at end of turn.)
Creatures you control named Kobolds of Kher Keep get +2/+2.

Roiling Horror
3BB
Creature - Horror
*/*
Roiling Horror's power and toughness are each equal to your life total minus the life total of an opponent with the most life.
Suspend X-XBBB. X can't be 0.
Whenever a time counter is removed from Roiling Horror while it's removed from the game, target player loses 1 life and you gain 1 life.

Rolling Earthquake
XR
Sorcery
Rolling Earthquake deals X damage to each creature without horsemanship and each player.

Rolling Spoil
2GG
Sorcery
Destroy target land. If B was spent to play Rolling Spoil, all creatures get -1/-1 until end of turn.

Rolling Stones
1W
Enchantment
Wall creatures can attack as though they didn't have defender.

Rolling Thunder
XRR
Sorcery
Rolling Thunder deals X damage divided as you choose among any number of target creatures and/or players.

Ronin Cavekeeper
5R
Creature - Human Samurai
4/3
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

Ronin Cliffrider
3RR
Creature - Human Samurai
2/2
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
Whenever Ronin Cliffrider attacks, you may have it deal 1 damage to each creature defending player controls.

Ronin Houndmaster
2R
Creature - Human Samurai
2/2
Haste
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

Ronin Warclub
3
Artifact - Equipment
Equipped creature gets +2/+1.
Whenever a creature comes into play under your control, attach Ronin Warclub to that creature.
Equip 5 (5: Attach to target creature you control. Equip only as a sorcery.)

Ronom Hulk
4G
Creature - Beast
5/6
Protection from snow
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Ronom Serpent
5U
Snow Creature - Serpent
5/6
Ronom Serpent can't attack unless defending player controls a snow land.
When you control no snow lands, sacrifice Ronom Serpent.

Ronom Unicorn
1W
Creature - Unicorn
2/2
Sacrifice Ronom Unicorn: Destroy target enchantment.

Roofstalker Wight
1B
Creature - Zombie
2/1
1U: Roofstalker Wight gains flying until end of turn.

Root Cage
1G
Enchantment
Mercenaries don't untap during their controllers' untap steps.

Root Elemental
4GG
Creature - Elemental
6/5
Morph 5GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Root Elemental is turned face up, you may put a creature card from your hand into play.

Root Greevil
3G
Creature - Beast
2/3
2G, T, Sacrifice Root Greevil: Destroy all enchantments of the color of your choice.

Root Maze
G
Enchantment
Artifacts and lands come into play tapped.

Root Sliver
3G
Creature - Sliver
2/2
Root Sliver can't be countered.
Sliver spells can't be countered by spells or abilities.

Root Spider
3G
Creature - Spider
2/2
Whenever Root Spider blocks, it gets +1/+0 and gains first strike until end of turn.

Rootbreaker Wurm
5GG
Creature - Wurm
6/6
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

Rootgrapple
4G
Tribal Instant - Treefolk
Destroy target noncreature permanent. If you control a Treefolk, draw a card.

Rooting Kavu
2GG
Creature - Kavu
4/3
When Rooting Kavu is put into a graveyard from play, you may remove Rooting Kavu from the game. If you do, shuffle all creature cards from your graveyard into your library.

Root-Kin Ally
4GG
Creature - Elemental Warrior
3/3
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Tap two untapped creatures you control: Root-Kin Ally gets +2/+2 until end of turn.

Rootrunner
2GG
Creature - Spirit
3/3
GG, Sacrifice Rootrunner: Put target land on top of its owner's library.
Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)

Roots
3G
Enchantment - Aura
Enchant creature without flying
When Roots comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.

Roots of Life
1GG
Enchantment
As Roots of Life comes into play, choose Islands or Swamps.
Whenever a land of the chosen type an opponent controls becomes tapped, you gain 1 life.

Rootwalla
2G
Creature - Lizard
2/2
1G: Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn.

Rootwater Alligator
3G
Creature - Crocodile
3/2
Sacrifice a Forest: Regenerate Rootwater Alligator.

Rootwater Commando
2U
Creature - Merfolk
2/2
Islandwalk (This creature is unblockable as long as defending player controls an Island.)

Rootwater Depths
Land
T Add 1 to your mana pool.
T Add U or B to your mana pool. Rootwater Depths doesn't untap during your next untap step.

Rootwater Diver
U
Creature - Merfolk
1/1
T, Sacrifice Rootwater Diver: Return target artifact card from your graveyard to your hand.

Rootwater Hunter
2U
Creature - Merfolk
1/1
T Rootwater Hunter deals 1 damage to target creature or player.

Rootwater Matriarch
2UU
Creature - Merfolk
2/3
T Gain control of target creature as long as that creature is enchanted.

Rootwater Mystic
U
Creature - Merfolk Wizard
1/1
1U: Look at the top card of target player's library.

Rootwater Shaman
2U
Creature - Merfolk Shaman
2/2
You may play Aura cards with enchant creature as though they had flash.

Rootwater Thief
1U
Creature - Merfolk Rogue
1/2
U: Rootwater Thief gains flying until end of turn.
Whenever Rootwater Thief deals combat damage to a player, you may pay 2. If you do, search that player's library for a card and remove that card from the game, then the player shuffles his or her library.

Rorix Bladewing
3RRR
Legendary Creature - Dragon
6/5
Flying, haste

Rosheen Meanderer
3 (R / G)
Legendary Creature - Giant Shaman
4/4
T Add 4 to your mana pool. Spend this mana only on costs that contain X.

Roterothopter
1
Artifact Creature - Thopter
0/2
Flying
2: Roterothopter gets +1/+0 until end of turn. Play this ability no more than twice each turn.

Rotlung Reanimator
2B
Creature - Zombie Cleric
2/2
Whenever Rotlung Reanimator or another Cleric is put into a graveyard from play, put a 2/2 black Zombie creature token into play.

Rotting Giant
1B
Creature - Zombie Giant
3/3
Whenever Rotting Giant attacks or blocks, sacrifice it unless you remove a card in your graveyard from the game.

Rough // Tumble
1R / 5R
Sorcery // Sorcery
Rough deals 2 damage to each creature without flying.
//
Tumble deals 6 damage to each creature with flying.

Roughshod Mentor
5G
Creature - Giant Warrior
5/4
Green creatures you control have trample.

Rouse
1B
Instant
If you control a Swamp, you may pay 2 life rather than pay Rouse's mana cost.
Target creature gets +2/+0 until end of turn.

Rout
3WW
Sorcery
You may play Rout any time you could play an instant if you pay 2 more to play it.
Destroy all creatures. They can't be regenerated.

Rowan Treefolk
3G
Creature - Treefolk
3/4

Rowen
2GG
Enchantment
Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card.

Royal Assassin
1BB
Creature - Human Assassin
1/1
T Destroy target tapped creature.

Royal Decree
2WW
Enchantment
Cumulative upkeep W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever a Swamp, Mountain, black permanent, or red permanent becomes tapped, Royal Decree deals 1 damage to that permanent's controller.

Royal Falcon
1W
Creature - Bird
1/1
Flying

Royal Herbalist
W
Creature - Human Cleric
1/1
2, Remove the top card of your library from the game: You gain 1 life.

Royal Trooper
2W
Creature - Human Soldier
2/2
Whenever Royal Trooper blocks, it gets +2/+2 until end of turn.

Rubinia Soulsinger
2GWU
Legendary Creature - Faerie
2/3
You may choose not to untap Rubinia Soulsinger during your untap step.
T Gain control of target creature as long as you control Rubinia and Rubinia remains tapped.

Ruby Leech
1R
Creature - Leech
2/2
First strike
Red spells you play cost R more to play.

Ruby Medallion
2
Artifact
Red spells you play cost 1 less to play.

Rude Awakening
4G
Sorcery
Choose one - Untap all lands you control; or until end of turn, lands you control become 2/2 creatures that are still lands.
Entwine 2G (Choose both if you pay the entwine cost.)

Rugged Prairie
Land
T Add 1 to your mana pool.
o (r/w), T Add RR, RW, or WW to your mana pool.

Ruham Djinn
5W
Creature - Djinn
5/5
First strike
Ruham Djinn gets -2/-2 as long as white is the most common color among all permanents or is tied for most common.

Ruination
3R
Sorcery
Destroy all nonbasic lands.

Ruins of Trokair
Land
Ruins of Trokair comes into play tapped.
T Add W to your mana pool.
T, Sacrifice Ruins of Trokair: Add WW to your mana pool.

Rukh Egg
3R
Creature - Egg
0/3
When Rukh Egg is put into a graveyard from play, put a 4/4 red Bird creature token with flying into play at end of turn.

Rule of Law
2W
Enchantment
Each player can't play more than one spell each turn.

Rumbling Crescendo
3RR
Enchantment
At the beginning of your upkeep, you may put a verse counter on Rumbling Crescendo.
R, Sacrifice Rumbling Crescendo: Destroy up to X target lands, where X is the number of verse counters on Rumbling Crescendo.

Rumbling Slum
1RGG
Creature - Elemental
5/5
At the beginning of your upkeep, Rumbling Slum deals 1 damage to each player.

Rummaging Wizard
3U
Creature - Human Wizard
2/2
2U: Look at the top card of your library. You may put that card into your graveyard.

Run Wild
G
Instant
Until end of turn, target creature gains trample and "G: Regenerate this creature."

Rune of Protection: Artifacts
1W
Enchantment
W: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)

Rune of Protection: Black
1W
Enchantment
W: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)

Rune of Protection: Blue
1W
Enchantment
W: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)

Rune of Protection: Green
1W
Enchantment
W: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)

Rune of Protection: Lands
1W
Enchantment
W: The next time a land source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)

Rune of Protection: Red
1W
Enchantment
W: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)

Rune of Protection: White
1W
Enchantment
W: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)

Rune Snag
1U
Instant
Counter target spell unless its controller pays 2 plus an additional 2 for each card named Rune Snag in each graveyard.

Runeboggle
2U
Instant
Counter target spell unless its controller pays 1.
Draw a card.

Rune-Cervin Rider
3W
Creature - Elf Knight
2/2
Flying
o (g/w)o (g/w): Rune-Cervin Rider gets +1/+1 until end of turn.

Runed Arch
3
Artifact
Runed Arch comes into play tapped.
X, T, Sacrifice Runed Arch: X target creatures with power 2 or less are unblockable this turn.

Runed Halo
WW
Enchantment
As Runed Halo comes into play, name a card.
You have protection from the chosen name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)

Runed Stalactite
1
Artifact - Equipment
Equipped creature gets +1/+1 and is every creature type.
Equip 2

Runes of the Deus
4 (R / G)
Enchantment - Aura
Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.)
As long as enchanted creature is green, it gets +1/+1 and has trample.

Runesword
6
Artifact
3, T Target attacking creature gets +2/+0 until end of turn. When that creature leaves play this turn, sacrifice Runesword. If the creature deals damage to a creature this turn, the creature dealt damage can't be regenerated this turn. If a creature dealt damage by the targeted creature would be put into a graveyard this turn, remove that creature from the game instead.

Rune-Tail, Kitsune Ascendant
2W
Legendary Creature - Fox Monk
2/2
When you have 30 or more life, flip Rune-Tail, Kitsune Ascendant.
-----
Rune-Tail's Essence
Legendary Enchantment
Prevent all damage that would be dealt to creatures you control.

Rupture
2R
Sorcery
Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player.

Rush of Knowledge
4U
Sorcery
Draw cards equal to the highest converted mana cost among permanents you control.

Rushing River
2U
Instant
Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.)
Return target nonland permanent to its owner's hand. If the kicker cost was paid, return another target nonland permanent to its owner's hand.

Rushing-Tide Zubera
2UU
Creature - Zubera Spirit
3/3
When Rushing-Tide Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, draw three cards.

Rushwood Dryad
1G
Creature - Dryad
2/1
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)

Rushwood Elemental
GGGGG
Creature - Elemental
4/4
Trample
At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental.

Rushwood Grove
Land
Rushwood Grove comes into play tapped.
T Put a storage counter on Rushwood Grove.
T, Remove any number of storage counters from Rushwood Grove: Add G to your mana pool for each storage counter removed this way.

Rushwood Herbalist
2G
Creature - Human Spellshaper
2/2
G, T, Discard a card: Regenerate target creature.

Rushwood Legate
2G
Creature - Dryad
2/1
If an opponent controls an Island and you control a Forest, you may play Rushwood Legate without paying its mana cost.

Rust
G
Instant
Counter target activated ability from an artifact source.

Rust Elemental
4
Artifact Creature - Elemental
4/4
Flying
At the beginning of your upkeep, sacrifice an artifact other than Rust Elemental. If you can't, tap Rust Elemental and you lose 4 life.

Rustic Clachan
Land
As Rustic Clachan comes into play, you may reveal a Kithkin card from your hand. If you don't, Rustic Clachan comes into play tapped.
T Add W to your mana pool.
Reinforce 1-1W (1W, Discard this card: Put a +1/+1 counter on target creature.)

Rusting Golem
4
Artifact Creature - Golem
*/*
Fading 5 (This creature comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Rusting Golem's power and toughness are each equal to the number of fade counters on it.

Rustmouth Ogre
4RR
Creature - Ogre
5/4
Whenever Rustmouth Ogre deals combat damage to a player, you may destroy target artifact that player controls.

Rustrazor Butcher
1R
Creature - Goblin Warrior
1/2
First strike
Wither (This deals damage to creatures in the form of -1/-1 counters.)

Rustspore Ram
4
Artifact Creature - Sheep
1/3
When Rustspore Ram comes into play, destroy target Equipment.

Rysorian Badger
2G
Creature - Badger
2/2
Whenever Rysorian Badger attacks and isn't blocked, you may remove up to two target creature cards in defending player's graveyard from the game. If you do, you gain 1 life for each card removed this way and Rysorian Badger deals no combat damage this turn.

Ryusei, the Falling Star
5R
Legendary Creature - Dragon Spirit
5/5
Flying
When Ryusei, the Falling Star is put into a graveyard from play, it deals 5 damage to each creature without flying.

S.N.O.T.
G
Creature - Ooze
*/*
As S.N.O.T. comes into play, you may stick it onto another creature named S.N.O.T. in play. If you do, all those creatures form a single creature.
S.N.O.T.'s power and toughness are equal to the square of the number of S.N.O.T.s stuck together. (One is a 1/1, two are a 4/4, three are a 9/9, and four are a 16/16.)

Saber Ants
3G
Creature - Insect
2/3
Whenever Saber Ants is dealt damage, you may put that many 1/1 green Insect creature tokens into play.

Sabertooth Alley Cat
1RR
Creature - Cat
2/1
Sabertooth Alley Cat attacks each turn if able.
1R: Creatures without defender can't block Sabertooth Alley Cat this turn.

Sabertooth Cobra
2G
Creature - Snake
2/2
Whenever Sabertooth Cobra deals damage to a player, he or she gets a poison counter. That player gets another poison counter at the beginning of his or her next upkeep unless he or she pays 2 before that turn to prevent this effect. (A player with ten or more poison counters loses the game.)

Sabertooth Nishoba
4GW
Creature - Cat Beast Warrior
5/5
Trample, protection from blue, protection from red

Sabertooth Wyvern
4R
Creature - Drake
3/2
Flying, first strike

Sabretooth Tiger
2R
Creature - Cat
2/1
First strike

Sachi, Daughter of Seshiro
2GG
Legendary Creature - Snake Shaman
1/3
Other Snake creatures you control get +0/+1.
Shamans you control have "T Add GG to your mana pool."

Sacred Boon
1W
Instant
Prevent the next 3 damage that would be dealt to target creature this turn. At end of turn, put a +0/+1 counter on that creature for each 1 damage prevented this way.

Sacred Foundry
Land - Mountain Plains
(T Add R or W to your mana pool.)
As Sacred Foundry comes into play, you may pay 2 life. If you don't, Sacred Foundry comes into play tapped.

Sacred Ground
1W
Enchantment
Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from play, return that card to play.

Sacred Guide
W
Creature - Human Cleric
1/1
1W, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and remove all other cards revealed this way from the game.

Sacred Knight
3W
Creature - Human Knight
3/2
Sacred Knight can't be blocked by black and/or red creatures.

Sacred Mesa
2W
Enchantment
At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus.
1W: Put a 1/1 white Pegasus creature token with flying into play.

Sacred Nectar
1W
Sorcery
You gain 4 life.

Sacred Prey
G
Creature - Horse
1/1
When Sacred Prey becomes blocked, you gain 1 life.

Sacred Rites
W
Instant
Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way.

Sacrifice
B
Instant
As an additional cost to play Sacrifice, sacrifice a creature.
Add to your mana pool an amount of black mana equal to the sacrificed creature's converted mana cost.

Sadistic Augermage
2B
Creature - Human Wizard
3/1
When Sadistic Augermage is put into a graveyard from play, each player puts a card from his or her hand on top of his or her library.

Sadistic Glee
B
Enchantment - Aura
Enchant creature
Whenever a creature is put into a graveyard from play, put a +1/+1 counter on enchanted creature.

Sadistic Hypnotist
3BB
Creature - Human Minion
2/2
Sacrifice a creature: Target player discards two cards. Play this ability only any time you could play a sorcery.

Safe Haven
Land
2, T Remove target creature you control from the game.
At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card removed from the game with Safe Haven to play under its owner's control.

Safeguard
3WW
Enchantment
2W: Prevent all combat damage that would be dealt by target creature this turn.

Safehold Duo
3 (G / W)
Creature - Elf Warrior Shaman
2/4
Whenever you play a green spell, Safehold Duo gets +1/+1 until end of turn.
Whenever you play a white spell, Safehold Duo gains vigilance until end of turn.

Safehold Elite
1 (G / W)
Creature - Elf Scout
2/2
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Safehold Sentry
1W
Creature - Elf Warrior
2/2
2W, oQ: Safehold Sentry gets +0/+2 until end of turn. (oQ is the untap symbol.)

Safewright Quest
(G / W)
Sorcery
Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.

Saffi Eriksdotter
GW
Legendary Creature - Human Scout
2/2
Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard from play this turn, return that card to play.

Sage Aven
3U
Creature - Bird Wizard
1/3
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Sage Aven comes into play, look at the top four cards of your library, then put them back in any order.

Sage of Epityr
U
Creature - Human Wizard
1/1
When Sage of Epityr comes into play, look at the top four cards of your library, then put them back in any order.

Sage of Fables
2U
Creature - Merfolk Wizard
2/2
Each other Wizard creature you control comes into play with an additional +1/+1 counter on it.
2, Remove a +1/+1 counter from a creature you control: Draw a card.

Sage of Lat-Nam
1U
Creature - Human Artificer
1/2
T, Sacrifice an artifact: Draw a card.

Sage Owl
1U
Creature - Bird
1/1
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Sage Owl comes into play, look at the top four cards of your library, then put them back in any order.

Sage's Dousing
2U
Tribal Instant - Wizard
Counter target spell unless its controller pays 3. If you control a Wizard, draw a card.

Sage's Knowledge
2U
Sorcery
Return target sorcery card from your graveyard to your hand.

Sailmonger
3U
Creature - Human Monger
3/3
2: Target creature gains flying until end of turn. Any player may play this ability.

Sakashima the Impostor
2UU
Legendary Creature - Human Rogue
3/1
As Sakashima the Impostor comes into play, you may choose a creature in play. If you do, Sakashima comes into play as a copy of that creature, except its name is still Sakashima the Impostor, it's still legendary, and it gains "2UU: Return Sakashima the Impostor to its owner's hand at end of turn."

Sakiko, Mother of Summer
4GG
Legendary Creature - Snake Shaman
3/3
Whenever a creature you control deals combat damage to a player, add that much G to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end.

Sakura-Tribe Elder
1G
Creature - Snake Shaman
1/1
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card into play tapped, then shuffle your library.

Sakura-Tribe Scout
G
Creature - Snake Shaman Scout
1/1
T You may put a land card from your hand into play.

Sakura-Tribe Springcaller
3G
Creature - Snake Shaman
2/4
At the beginning of your upkeep, add G to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end.

Salt Flats
Land
Salt Flats comes into play tapped.
T Add 1 to your mana pool.
T Add W or B to your mana pool. Salt Flats deals 1 damage to you.

Salt Marsh
Land
Salt Marsh comes into play tapped.
T Add U or B to your mana pool.

Saltblast
3WW
Sorcery
Destroy target nonwhite permanent.

Saltcrusted Steppe
Land
T Add 1 to your mana pool.
1, T Put a storage counter on Saltcrusted Steppe.
1, Remove X storage counters from Saltcrusted Steppe: Add X mana in any combination of G and/or W to your mana pool.

Saltfield Recluse
2W
Creature - Human Rebel Cleric
1/2
T Target creature gets -2/-0 until end of turn.

Saltskitter
3W
Creature - Wurm
3/4
Whenever another creature comes into play, remove Saltskitter from the game. Return Saltskitter to play under its owner's control at end of turn.

Salvage
G
Sorcery
Put target card from your graveyard on top of your library.

Salvaging Station
6
Artifact
T Return target noncreature artifact card with converted mana cost 1 or less from your graveyard to play.
Whenever a creature is put into a graveyard from play, you may untap Salvaging Station.

Samite Alchemist
3W
Creature - Human Cleric
0/2
WW, T Prevent the next 4 damage that would be dealt this turn to target creature you control. Tap that creature. It doesn't untap during your next untap step.

Samite Archer
1WU
Creature - Human Cleric Archer
1/1
T Prevent the next 1 damage that would be dealt to target creature or player this turn.
T Samite Archer deals 1 damage to target creature or player.

Samite Blessing
W
Enchantment - Aura
Enchant creature
Enchanted creature has "T The next time a source of your choice would deal damage to target creature this turn, prevent that damage."

Samite Censer-Bearer
W
Creature - Human Rebel Cleric
1/1
W, Sacrifice Samite Censer-Bearer: Prevent the next 1 damage that would be dealt to each creature you control this turn.

Samite Elder
2W
Creature - Human Cleric
1/2
T Creatures you control gain protection from the colors of target permanent you control until end of turn.

Samite Healer
1W
Creature - Human Cleric
1/1
T Prevent the next 1 damage that would be dealt to target creature or player this turn.

Samite Ministration
1W
Instant
Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way this turn, you gain that much life.

Samite Pilgrim
1W
Creature - Human Cleric
1/1
T Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.

Samite Sanctuary
2W
Enchantment
2: Prevent the next 1 damage that would be dealt to target creature this turn. Any player may play this ability.

Samurai Enforcers
4WW
Creature - Human Samurai
4/4
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)

Samurai of the Pale Curtain
WW
Creature - Fox Samurai
2/2
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
If a permanent would be put into a graveyard, remove it from the game instead.

Sanctimony
1W
Enchantment
Whenever an opponent taps a Mountain for mana, you may gain 1 life.

Sanctum Custodian
2W
Creature - Human Cleric
1/2
T Prevent the next 2 damage that would be dealt to target creature or player this turn.

Sanctum Guardian
1WW
Creature - Human Cleric
1/4
Sacrifice Sanctum Guardian: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage.

Sand Golem
5
Artifact Creature - Golem
3/3
When a spell or ability an opponent controls causes you to discard Sand Golem, return Sand Golem from your graveyard to play at end of turn with a +1/+1 counter on it.

Sand Silos
Land
Sand Silos comes into play tapped.
You may choose not to untap Sand Silos during your untap step.
At the beginning of your upkeep, if Sand Silos is tapped, put a storage counter on it.
T, Remove any number of storage counters from Sand Silos: Add U to your mana pool for each storage counter removed this way.

Sand Squid
3U
Creature - Squid Beast
2/2
Islandwalk
You may choose not to untap Sand Squid during your untap step.
T Tap target creature. That creature doesn't untap during its controller's untap step as long as Sand Squid remains tapped.

Sandals of Abdallah
4
Artifact
2, T Target creature gains islandwalk until end of turn. When that creature is put into a graveyard from play this turn, destroy Sandals of Abdallah.

Sandbar Crocodile
4U
Creature - Crocodile
6/5
Phasing

Sandbar Merfolk
U
Creature - Merfolk
1/1
Cycling 2 (2, Discard this card: Draw a card.)

Sandbar Serpent
4U
Creature - Serpent
3/4
Cycling 2 (2, Discard this card: Draw a card.)

Sands of Time
4
Artifact
Each player skips his or her untap step.
At the beginning of each player's upkeep, that player simultaneously untaps each tapped artifact, creature, and land he or she controls and taps each untapped artifact, creature, and land he or she controls.

Sandskin
2W
Enchantment - Aura
Enchant creature
Prevent all combat damage that would be dealt to and dealt by enchanted creature.

Sandsower
3W
Creature - Spirit
1/3
Tap three untapped creatures you control: Tap target creature.

Sandstone Deadfall
3
Artifact
T, Sacrifice two lands and Sandstone Deadfall: Destroy target attacking creature.

Sandstone Needle
Land
Sandstone Needle comes into play tapped with two depletion counters on it.
T, Remove a depletion counter from Sandstone Needle: Add RR to your mana pool. If there are no depletion counters on Sandstone Needle, sacrifice it.

Sandstone Warrior
2RR
Creature - Human Soldier Warrior
1/3
First strike (This creature deals combat damage before creatures without first strike.)
R: Sandstone Warrior gets +1/+0 until end of turn.

Sandstorm
G
Instant
Sandstorm deals 1 damage to each attacking creature.

Sandstorm Eidolon
3R
Creature - Spirit
2/2
R, Sacrifice Sandstorm Eidolon: Target creature can't block this turn.
Whenever you play a multicolored spell, you may return Sandstorm Eidolon from your graveyard to your hand.

Sangrophage
BB
Creature - Zombie
3/3
At the beginning of your upkeep, tap Sangrophage unless you pay 2 life.

Sanguine Guard
1BB
Creature - Zombie Knight
2/2
First strike
1B: Regenerate Sanguine Guard.

Sanguine Praetor
6BB
Creature - Avatar
7/5
B, Sacrifice a creature: Destroy each creature with the same converted mana cost as the sacrificed creature.

Sanity Grinding
UUU
Sorcery
Chroma - Reveal the top ten cards of your library. For each blue mana symbol in the mana costs of the revealed cards, target opponent puts the top card of his or her library into his or her graveyard. Then put the cards you revealed this way on the bottom of your library in any order.

Sapling of Colfenor
3 (B / G) (B / G)
Legendary Creature - Treefolk Shaman
2/5
Sapling of Colfenor is indestructible.
Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it's a creature card, you gain life equal to that card's toughness, lose life equal to its power, then put it into your hand.

Sapphire Charm
U
Instant
Choose one - Target player draws a card at the beginning of the next turn's upkeep; or target creature an opponent controls phases out; or target creature gains flying until end of turn.

Sapphire Leech
1U
Creature - Leech
2/2
Flying
Blue spells you play cost U more to play.

Sapphire Medallion
2
Artifact
Blue spells you play cost 1 less to play.

Saprazzan Bailiff
3UU
Creature - Merfolk
2/2
When Saprazzan Bailiff comes into play, remove all artifact and enchantment cards in all graveyards from the game.
When Saprazzan Bailiff leaves play, return all artifact and enchantment cards from all graveyards to their owners' hands.

Saprazzan Breaker
4U
Creature - Beast
3/3
U: Put the top card of your library into your graveyard. If that card is a land card, Saprazzan Breaker is unblockable this turn.

Saprazzan Cove
Land
Saprazzan Cove comes into play tapped.
T Put a storage counter on Saprazzan Cove.
T, Remove any number of storage counters from Saprazzan Cove: Add U to your mana pool for each storage counter removed this way.

Saprazzan Heir
1U
Creature - Merfolk
1/1
Whenever Saprazzan Heir becomes blocked, you may draw three cards.

Saprazzan Legate
3U
Creature - Merfolk Soldier
1/3
Flying
If an opponent controls a Mountain and you control an Island, you may play Saprazzan Legate without paying its mana cost.

Saprazzan Outrigger
3U
Creature - Merfolk
5/5
When Saprazzan Outrigger attacks or blocks, put it on top of its owner's library at end of combat.

Saprazzan Raider
2U
Creature - Merfolk
1/2
When Saprazzan Raider becomes blocked, return it to its owner's hand.

Saprazzan Skerry
Land
Saprazzan Skerry comes into play tapped with two depletion counters on it.
T, Remove a depletion counter from Saprazzan Skerry: Add UU to your mana pool. If there are no depletion counters on Saprazzan Skerry, sacrifice it.

Saproling Burst
4G
Enchantment
Fading 7 (This enchantment comes into play with seven fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Saproling Burst: Put a green Saproling creature token into play. It has "This creature's power and toughness are each equal to the number of fade counters on Saproling Burst."
When Saproling Burst leaves play, destroy all tokens put into play with Saproling Burst. They can't be regenerated.

Saproling Cluster
1G
Enchantment
1, Discard a card: Put a 1/1 green Saproling creature token into play. Any player may play this ability.

Saproling Infestation
1G
Enchantment
Whenever a player pays a kicker cost, you put a 1/1 green Saproling creature token into play.

Saproling Symbiosis
3G
Sorcery
You may play Saproling Symbiosis any time you could play an instant if you pay 2 more to play it.
Put a 1/1 green Saproling creature token into play for each creature you control.

Sapseep Forest
Land - Forest
(T Add G to your mana pool.)
Sapseep Forest comes into play tapped.
G, T You gain 1 life. Play this ability only if you control two or more green permanents.

Sarcatog
1BR
Creature - Atog
1/2
Remove two cards in your graveyard from the game: Sarcatog gets +1/+1 until end of turn.
Sacrifice an artifact: Sarcatog gets +1/+1 until end of turn.

Sarcomancy
B
Enchantment
When Sarcomancy comes into play, put a 2/2 black Zombie creature token into play.
At the beginning of your upkeep, if there are no Zombies in play, Sarcomancy deals 1 damage to you.

Sarcomite Myr
2U
Artifact Creature - Myr
2/1
2: Sarcomite Myr gains flying until end of turn.
2, Sacrifice Sarcomite Myr: Draw a card.

Sarpadian Empires, Vol. VII
3
Artifact
As Sarpadian Empires, Vol. VII comes into play, choose white Citizen, blue Camarid, black Thrull, red Goblin, or green Saproling.
3, T Put a 1/1 creature token of the chosen color and type into play.

Sasaya, Orochi Ascendant
1GG
Legendary Creature - Snake Monk
2/3
Reveal your hand: If you have seven or more land cards in your hand, flip Sasaya, Orochi Ascendant.
-----
Sasaya's Essence
Legendary Enchantment
Whenever a land you control is tapped for mana, for each other land you control with the same name, add one mana to your mana pool of any type that land produced.

Saute
1RR
Instant
Saute deals 3 damage to target creature or player.

Savaen Elves
G
Creature - Elf
1/1
GG, T Destroy target Aura attached to a land.

Savage Beating
3RR
Instant
Play Savage Beating only during your turn and only during combat.
Choose one - Creatures you control gain double strike until end of turn; or untap all creatures you control and after this phase, there is an additional combat phase.
Entwine 1R

Savage Conception
3GG
Sorcery
Put a 3/3 green Beast creature token into play.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Savage Firecat
3RR
Creature - Elemental Cat
0/0
Trample
Savage Firecat comes into play with seven +1/+1 counters on it.
Whenever you tap a land for mana, remove a +1/+1 counter from Savage Firecat.

Savage Gorilla
4G
Creature - Ape
3/3
UB, T, Sacrifice Savage Gorilla: Target creature gets -3/-3 until end of turn. Draw a card.

Savage Offensive
1R
Sorcery
Kicker G (You may pay an additional G as you play this spell.)
Creatures you control gain first strike until end of turn. If the kicker cost was paid, they get +1/+1 until end of turn.

Savage Thallid
3GG
Creature - Fungus
5/2
At the beginning of your upkeep, put a spore counter on Savage Thallid.
Remove three spore counters from Savage Thallid: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Regenerate target Fungus.

Savage Twister
XRG
Sorcery
Savage Twister deals X damage to each creature.

Savannah
Land - Forest Plains

Savannah Lions
W
Creature - Cat
2/1

Save Life
W
Instant
Choose one - Target player gains 2 life; or prevent the next 2 damage that would be dealt to target creature this turn.
Gotcha - Whenever an opponent says "Save" or "Life," you may say "Gotcha!" If you do, return Save Life from your graveyard to your hand.

Savor the Moment
1UU
Sorcery
Take an extra turn after this one. Skip the untap step of that turn.

Savra, Queen of the Golgari
2BG
Legendary Creature - Elf Shaman
2/2
Whenever you sacrifice a black creature, you may pay 2 life. If you do, each other player sacrifices a creature.
Whenever you sacrifice a green creature, you may gain 2 life.

Sawback Manticore
3RG
Creature - Manticore
2/4
4: Sawback Manticore gains flying until end of turn.
1: Sawback Manticore deals 2 damage to target attacking or blocking creature. Play this ability only if Sawback Manticore is attacking or blocking and only once each turn.

Sawtooth Loon
2WU
Creature - Bird
2/2
Flying
When Sawtooth Loon comes into play, return a white or blue creature you control to its owner's hand.
When Sawtooth Loon comes into play, draw two cards, then put two cards from your hand on the bottom of your library.

Sawtooth Ogre
2RR
Creature - Ogre
3/3
Whenever Sawtooth Ogre blocks or becomes blocked by a creature, Sawtooth Ogre deals 1 damage to that creature at end of combat.

Sawtooth Thresher
6
Artifact Creature - Construct
1/1
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
Remove two +1/+1 counters from Sawtooth Thresher: Sawtooth Thresher gets +4/+4 until end of turn.

Scab-Clan Mauler
RG
Creature - Human Berserker
1/1
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature comes into play with two +1/+1 counters on it.)
Trample

Scabland
Land
Scabland comes into play tapped.
T Add 1 to your mana pool.
T Add R or W to your mana pool. Scabland deals 1 damage to you.

Scald
1R
Enchantment
Whenever a player taps an Island for mana, Scald deals 1 damage to that player.

Scalding Salamander
2R
Creature - Salamander
2/1
Whenever Scalding Salamander attacks, you may have it deal 1 damage to each creature without flying defending player controls.

Scalding Tongs
2
Artifact
At the beginning of your upkeep, if you have three or fewer cards in hand, Scalding Tongs deals 1 damage to target opponent.

Scale of Chiss-Goria
3
Artifact
Flash
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
T Target creature gets +0/+1 until end of turn.

Scalebane's Elite
3GW
Creature - Human Soldier
4/4
Protection from black

Scaled Hulk
5G
Creature - Spirit
4/4
Whenever you play a Spirit or Arcane spell, Scaled Hulk gets +2/+2 until end of turn.

Scaled Wurm
7G
Creature - Wurm
7/6

Scalpelexis
4U
Creature - Beast
1/5
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Scalpelexis deals combat damage to a player, that player removes the top four cards of his or her library from the game. If two or more of those cards have the same name, repeat this process.

Scandalmonger
3B
Creature - Boar Monger
3/3
2: Target player discards a card. Any player may play this ability but only any time he or she could play a sorcery.

Scapegoat
W
Instant
As an additional cost to play Scapegoat, sacrifice a creature.
Return any number of target creatures you control to their owner's hand.

Scapeshift
2GG
Sorcery
Sacrifice any number of lands. Search your library for that many land cards, put them into play tapped, then shuffle your library.

Scar
(B / R)
Instant
Put a -1/-1 counter on target creature.

Scarab of the Unseen
2
Artifact
T, Sacrifice Scarab of the Unseen: Return all Auras attached to target permanent you own to their owners' hands. Draw a card at the beginning of the next turn's upkeep.

Scarblade Elite
BB
Creature - Elf Assassin
2/2
T, Remove an Assassin card in your graveyard from the game: Destroy target creature.

Scare Tactics
B
Instant
Creatures you control get +1/+0 until end of turn.

Scarecrone
3
Artifact Creature - Scarecrow
1/2
1, Sacrifice a Scarecrow: Draw a card.
4, T Return target artifact creature card from your graveyard to play.

Scarecrow
5
Artifact Creature - Scarecrow
2/2
6, T Prevent all damage that would be dealt to you this turn by creatures with flying.

Scarred Puma
R
Creature - Cat
2/1
Scarred Puma can't attack unless a black or green creature also attacks.

Scarred Vinebreeder
1B
Creature - Elf Shaman
1/1
2B, Remove an Elf card in your graveyard from the game: Scarred Vinebreeder gets +3/+3 until end of turn.

Scars of the Veteran
4W
Instant
You may remove a white card in your hand from the game rather than pay Scars of the Veteran's mana cost.
Prevent the next 7 damage that would be dealt to target creature or player this turn. At end of turn, put a +0/+1 counter on that creature for each 1 damage prevented this way.

Scarscale Ritual
1 (U / B)
Sorcery
As an additional cost to play Scarscale Ritual, put a -1/-1 counter on a creature you control.
Draw two cards.

Scarwood Bandits
2GG
Creature - Human Rogue
2/2
Forestwalk
2G, T Unless target artifact's controller pays 2, gain control of that artifact as long as Scarwood Bandits is in play.

Scarwood Goblins
RG
Creature - Goblin
2/2

Scarwood Hag
1G
Creature - Hag
1/1
GGGG, T Target creature gains forestwalk until end of turn.
T Target creature loses forestwalk until end of turn.

Scarwood Treefolk
3G
Creature - Treefolk
3/5
Scarwood Treefolk comes into play tapped.

Scathe Zombies
2B
Creature - Zombie
2/2

Scatter the Seeds
3GG
Instant
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Put three 1/1 green Saproling creature tokens into play.

Scattering Stroke
2UU
Instant
Counter target spell. Clash with an opponent. If you win, at the beginning of your next main phase, you may add X to your mana pool, where X is that spell's converted mana cost. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Scattershot
2R
Instant
Scattershot deals 1 damage to target creature.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Scavenged Weaponry
2B
Enchantment - Aura
Enchant creature
When Scavenged Weaponry comes into play, draw a card.
Enchanted creature gets +1/+1.

Scavenger Folk
G
Creature - Human
1/1
G, T, Sacrifice Scavenger Folk: Destroy target artifact.

Scavenging Ghoul
3B
Creature - Zombie
2/2
At end of turn, put a corpse counter on Scavenging Ghoul for each creature put into a graveyard from play that turn.
Remove a corpse counter from Scavenging Ghoul: Regenerate Scavenging Ghoul.

Scavenging Scarab
3B
Creature - Insect
3/3
Scavenging Scarab can't block.

Scent of Brine
1U
Instant
Reveal any number of blue cards in your hand. Counter target spell unless its controller pays 1 for each card revealed this way.

Scent of Cinder
1R
Sorcery
Reveal any number of red cards in your hand. Scent of Cinder deals X damage to target creature or player, where X is the number of cards revealed this way.

Scent of Ivy
G
Instant
Reveal any number of green cards in your hand. Target creature gets +X/+X until end of turn, where X is the number of cards revealed this way.

Scent of Jasmine
W
Instant
Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way.

Scent of Nightshade
1B
Instant
Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way.

Schismotivate
1UR
Instant
Target creature gets +4/+0 until end of turn. Another target creature gets -4/-0 until end of turn.

School of Piranha
1U
Creature - Fish
3/3
At the beginning of your upkeep, sacrifice School of Piranha unless you pay 1U.

School of the Unseen
Land
T Add 1 to your mana pool.
2, T Add one mana of any color to your mana pool.

Scion of Darkness
5BBB
Creature - Avatar
6/6
Trample
Whenever Scion of Darkness deals combat damage to a player, you may put target creature card from that player's graveyard into play under your control.
Cycling 3 (3, Discard this card: Draw a card.)

Scion of Oona
2U
Creature - Faerie Soldier
1/1
Flash
Flying
Other Faerie creatures you control get +1/+1.
Other Faeries you control have shroud. (A permanent with shroud can't be the target of spells or abilities.)

Scion of the Ur-Dragon
WUBRG
Legendary Creature - Dragon Avatar
4/4
Flying
2: Search your library for a Dragon permanent card and put it into your graveyard. If you do, Scion of the Ur-Dragon becomes a copy of that card until end of turn. Then shuffle your library.

Scion of the Wild
1GG
Creature - Avatar
*/*
Scion of the Wild's power and toughness are each equal to the number of creatures you control.

Scissors Lizard
4
Artifact Creature
4/3
Paper Tigers cannot attack or block.

Scorched Earth
XR
Sorcery
As an additional cost to play Scorched Earth, discard X land cards.
Destroy X target lands.

Scorched Ruins
Land
If Scorched Ruins would come into play, sacrifice two untapped lands instead. If you do, put Scorched Ruins into play. If you don't, put it into its owner's graveyard.
T Add 4 to your mana pool.

Scorched Rusalka
R
Creature - Spirit
1/1
R, Sacrifice a creature: Scorched Rusalka deals 1 damage to target player.

Scorching Lava
1R
Instant
Kicker R (You may pay an additional R as you play this spell.)
Scorching Lava deals 2 damage to target creature or player. If the kicker cost was paid, that creature can't be regenerated this turn and if it would be put into a graveyard this turn, remove it from the game instead.

Scorching Missile
3R
Sorcery
Scorching Missile deals 4 damage to target player.
Flashback 9R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Scorching Spear
R
Sorcery
Scorching Spear deals 1 damage to target creature or player.

Scorching Winds
R
Instant
Play Scorching Winds only during the declare attackers step and only if you are the defending player.
Scorching Winds deals 1 damage to each attacking creature.

Scoria Cat
3RR
Creature - Cat
3/3
Scoria Cat gets +3/+3 as long as you control no untapped lands.

Scoria Wurm
4R
Creature - Wurm
7/7
At the beginning of your upkeep, flip a coin. If you lose the flip, return Scoria Wurm to its owner's hand.

Scornful Egotist
7U
Creature - Human Wizard
1/1
Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Scour
2WW
Instant
Remove target enchantment from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that enchantment and remove them from the game. That player then shuffles his or her library.

Scourge of Kher Ridges
6RR
Creature - Dragon
6/6
Flying
1R: Scourge of Kher Ridges deals 2 damage to each creature without flying.
5R: Scourge of Kher Ridges deals 6 damage to each other creature with flying.

Scourge of Numai
3B
Creature - Demon Spirit
4/4
At the beginning of your upkeep, you lose 2 life if you don't control an Ogre.

Scourge of the Nobilis
2 (R / W)
Enchantment - Aura
Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has "o (r/w): This creature gets +1/+0 until end of turn."
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Whenever it deals damage, its controller gains that much life.)

Scouting Trek
1G
Sorcery
Search your library for any number of basic land cards. Reveal those cards, then shuffle your library and put them on top of it.

Scout's Warning
W
Instant
The next creature card you play this turn can be played as though it had flash.
Draw a card.

Scrabbling Claws
1
Artifact
T Target player removes a card in his or her graveyard from the game.
1, Sacrifice Scrabbling Claws: Remove target card in a graveyard from the game. Draw a card.

Scragnoth
4G
Creature - Beast
3/4
Scragnoth can't be countered.
Protection from blue

Scrap
2R
Instant
Destroy target artifact.
Cycling 2 (2, Discard this card: Draw a card.)

Scrapbasket
4
Artifact Creature - Scarecrow
3/2
1: Scrapbasket becomes all colors until end of turn.

Scrapheap
3
Artifact
Whenever an artifact or enchantment is put into your graveyard from play, you gain 1 life.

Screaming Fury
2R
Sorcery
Target creature gets +5/+0 and gains haste until end of turn.

Screaming Seahawk
4U
Creature - Bird
2/2
Flying
When Screaming Seahawk comes into play, you may search your library for a card named Screaming Seahawk, reveal it, and put it into your hand. If you do, shuffle your library.

Screams from Within
1BB
Enchantment - Aura
Enchant creature
Enchanted creature gets -1/-1.
When enchanted creature is put into a graveyard, return Screams from Within from your graveyard to play.

Screams of the Damned
3BB
Enchantment
1B, Remove a card in your graveyard from the game: Screams of the Damned deals 1 damage to each creature and each player.

Screeching Buzzard
3B
Creature - Bird
2/2
Flying
When Screeching Buzzard is put into a graveyard from play, each opponent discards a card.

Screeching Drake
3U
Creature - Drake
2/2
Flying
When Screeching Drake comes into play, draw a card, then discard a card.

Screeching Griffin
3W
Creature - Griffin
2/2
Flying
R: Target creature can't block Screeching Griffin this turn.

Screeching Harpy
2BB
Creature - Harpy Beast
2/2
Flying
1B: Regenerate Screeching Harpy.

Screeching Sliver
U
Creature - Sliver
1/1
All Slivers have "T Target player puts the top card of his or her library into his or her graveyard."

Scrivener
4U
Creature - Human Wizard
2/2
When Scrivener comes into play, you may return target instant card from your graveyard to your hand.

Scroll of Origins
2
Artifact
2, T Draw a card if you have seven or more cards in hand.

Scroll Rack
2
Artifact
1, T Remove any number of cards in your hand from the game face down. Put that many cards from the top of your library into your hand. Then look at the removed cards and put them on top of your library in any order.

Scrounge
2B
Sorcery
Target opponent chooses an artifact card in his or her graveyard. Put that card into play under your control.

Scrubland
Land - Plains Swamp

Scryb Ranger
1G
Creature - Faerie
1/1
Flash (You may play this spell any time you could play an instant.)
Flying, protection from blue
Return a Forest you control to its owner's hand: Untap target creature. Play this ability only once each turn.

Scryb Sprites
G
Creature - Faerie
1/1
Flying

Scrying Glass
2
Artifact
3, T Choose a number greater than 0 and a color. Target opponent reveals his or her hand. If that opponent reveals exactly the chosen number of cards of the chosen color, you draw a card.

Scrying Sheets
Snow Land
T Add 1 to your mana pool.
1oSi, T Look at the top card of your library. If that card is snow, you may reveal it and put it into your hand. (oSi can be paid with one mana from a snow permanent.)

Sculpting Steel
3
Artifact
As Sculpting Steel comes into play, you may choose an artifact in play. If you do, Sculpting Steel comes into play as a copy of that artifact.

Scuttlemutt
3
Artifact Creature - Scarecrow
2/2
T Add one mana of any color to your mana pool.
T Target creature becomes the color or colors of your choice until end of turn.

Scuttling Death
4B
Creature - Spirit
4/2
Sacrifice Scuttling Death: Target creature gets -1/-1 until end of turn.
Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)

Scuzzback Marauders
4 (R / G)
Creature - Goblin Warrior
5/2
Trample
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Scuzzback Scrapper
(R / G)
Creature - Goblin Warrior
1/1
Wither (This deals damage to creatures in the form of -1/-1 counters.)

Scythe of the Wretched
2
Artifact - Equipment
Equipped creature gets +2/+2.
Whenever a creature dealt damage by equipped creature this turn is put into a graveyard, return that card to play under your control. Attach Scythe of the Wretched to that creature.
Equip 4

Sea Drake
2U
Creature - Drake
4/3
Flying
When Sea Drake comes into play, return two target lands you control to their owner's hand.

Sea Eagle
1U
Creature - Bird
1/1
Flying

Sea Kings' Blessing
U
Instant
Any number of target creatures become blue until end of turn.

Sea Monster
4UU
Creature - Serpent
6/6
Sea Monster can't attack unless defending player controls an Island.

Sea Scryer
1U
Creature - Merfolk Wizard
1/1
T Add 1 to your mana pool.
1, T Add U to your mana pool.

Sea Serpent
5U
Creature - Serpent
5/5
Sea Serpent can't attack unless defending player controls an Island.
When you control no Islands, sacrifice Sea Serpent.

Sea Snidd
4U
Creature - Beast
3/3
T Target land becomes the basic land type of your choice until end of turn.

Sea Spirit
4U
Creature - Elemental Spirit
2/3
U: Sea Spirit gets +1/+0 until end of turn.

Sea Sprite
1U
Creature - Faerie
1/1
Flying, protection from red

Sea Troll
2U
Creature - Troll
2/1
U: Regenerate Sea Troll. Play this ability only if Sea Troll blocked or was blocked by a blue creature this turn.

Seafarer's Quay
Land
Blue legendary creatures you control have "bands with other legendary creatures."

Seafloor Debris
Land
Seafloor Debris comes into play tapped.
T Add U to your mana pool.
T, Sacrifice Seafloor Debris: Add one mana of any color to your mana pool.

Seahunter
2UU
Creature - Human Mercenary
2/2
3, T Search your library for a Merfolk permanent card and put that card into play. Then shuffle your library.

Seal of Cleansing
1W
Enchantment
Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.

Seal of Doom
2B
Enchantment
Sacrifice Seal of Doom: Destroy target nonblack creature. It can't be regenerated.

Seal of Fire
R
Enchantment
Sacrifice Seal of Fire: Seal of Fire deals 2 damage to target creature or player.

Seal of Primordium
1G
Enchantment
Sacrifice Seal of Primordium: Destroy target artifact or enchantment.

Seal of Removal
U
Enchantment
Sacrifice Seal of Removal: Return target creature to its owner's hand.

Seal of Strength
G
Enchantment
Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn.

Sealed Fate
XUB
Sorcery
Look at the top X cards of target opponent's library. Remove one of those cards from the game and put the rest back on top of that player's library in any order.

Search for Survivors
2R
Sorcery
An opponent chooses a card at random from your graveyard. If it's a creature card, put it into play. Otherwise, remove it from the game. Then reorder your graveyard at random.

Search for Tomorrow
2G
Sorcery
Search your library for a basic land card and put it into play. Then shuffle your library.
Suspend 2-G (Rather than play this card from your hand, you may pay G and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Searing Flesh
6R
Sorcery
Searing Flesh deals 7 damage to target opponent.

Searing Meditation
1RW
Enchantment
Whenever you gain life, you may pay 2. If you do, Searing Meditation deals 2 damage to target creature or player.

Searing Rays
2R
Sorcery
Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls.

Searing Spear Askari
2R
Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
1R: Searing Spear Askari can't be blocked except by two or more creatures this turn.

Searing Touch
R
Instant
Buyback 4 (You may pay an additional 4 as you play this spell. If you do, put this card into your hand as it resolves.)
Searing Touch deals 1 damage to target creature or player.

Searing Wind
8R
Instant
Searing Wind deals 10 damage to target creature or player.

Sea's Claim
U
Enchantment - Aura
Enchant land (Target a land as you play this. This card comes into play attached to that land.)
Enchanted land is an Island.

Seashell Cameo
3
Artifact
T Add W or U to your mana pool.

Seaside Haven
Land
T Add 1 to your mana pool.
WU, T, Sacrifice a Bird: Draw a card.

Seasinger
1UU
Creature - Merfolk
0/1
When you control no Islands, sacrifice Seasinger.
You may choose not to untap Seasinger during your untap step.
T Gain control of target creature whose controller controls an Island as long as you control Seasinger and as long as Seasinger remains tapped.

Season of the Witch
BBB
Enchantment
At the beginning of your upkeep, sacrifice Season of the Witch unless you pay 2 life.
At end of turn, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack.

Seasoned Marshal
2WW
Creature - Human Soldier
2/2
Whenever Seasoned Marshal attacks, you may tap target creature.

Seasoned Tactician
2W
Creature - Human Advisor
1/3
3, Remove the top four cards of your library from the game: The next time a source of your choice would deal damage to you this turn, prevent that damage.

Seat of the Synod
Artifact Land
(Seat of the Synod isn't a spell.)
T Add U to your mana pool.

Secluded Glen
Land
As Secluded Glen comes into play, you may reveal a Faerie card from your hand. If you don't, Secluded Glen comes into play tapped.
T Add U or B to your mana pool.

Secluded Steppe
Land
Secluded Steppe comes into play tapped.
T Add W to your mana pool.
Cycling W (W, Discard this card: Draw a card.)

Second Chance
2U
Enchantment
At the beginning of your upkeep, if you have 5 life or less, sacrifice Second Chance. If you do, take an extra turn after this one.

Second Sight
2U
Instant
Choose one - Look at the top five cards of target opponent's library, then put them back in any order; or look at the top five cards of your library, then put them back in any order.
Entwine U (Choose both if you pay the entwine cost.)

Second Sunrise
1WW
Instant
Each player returns to play all artifact, creature, enchantment, and land cards that were put into his or her graveyard from play this turn.

Second Thoughts
4W
Instant
Remove target attacking creature from the game.
Draw a card.

Second Wind
2U
Enchantment - Aura
Enchant creature
T Tap enchanted creature.
T Untap enchanted creature.

Secretkeeper
3U
Creature - Spirit
2/2
As long as you have more cards in hand than each opponent, Secretkeeper gets +2/+2 and has flying.

Security Detail
3W
Enchantment
WW: Put a 1/1 white Soldier creature token into play. Play this ability only if you control no creatures and only once each turn.

Sedge Sliver
2R
Creature - Sliver
2/2
All Sliver creatures have "This creature gets +1/+1 as long as you control a Swamp."
All Slivers have "B: Regenerate this permanent."

Sedge Troll
2R
Creature - Troll
2/2
Sedge Troll gets +1/+1 as long as you control a Swamp.
B: Regenerate Sedge Troll.

Seed Spark
3W
Instant
Destroy target artifact or enchantment. If G was spent to play Seed Spark, put two 1/1 green Saproling creature tokens into play.

Seed the Land
2GG
Enchantment
Whenever a land comes into play, its controller puts a 1/1 green Snake creature token into play.

Seedborn Muse
3GG
Creature - Spirit
2/4
Untap all permanents you control during each other player's untap step.

Seedcradle Witch
(G / W)
Creature - Elf Shaman
1/1
2GW: Target creature gets +3/+3 until end of turn. Untap that creature.

Seedguide Ash
4G
Creature - Treefolk Druid
4/4
When Seedguide Ash is put into a graveyard from play, you may search your library for up to three Forest cards and put them into play tapped. If you do, shuffle your library.

Seedling Charm
G
Instant
Choose one - Return target Aura attached to a creature to its owner's hand; or regenerate target green creature; or target creature gains trample until end of turn.

Seeds of Innocence
1GG
Sorcery
Destroy all artifacts. They can't be regenerated. The controller of each artifact destroyed this way gains life equal to its converted mana cost.

Seeds of Strength
GW
Instant
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.

Seedtime
1G
Instant
Play Seedtime only during your turn.
Take an extra turn after this one if an opponent played a blue spell this turn.

Seek the Horizon
3G
Sorcery
Search your library for up to three basic land cards, reveal them, and put them into your hand. Then shuffle your library.

Seeker
2WW
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked except by artifact creatures and/or white creatures.

Seeker of Skybreak
1G
Creature - Elf
2/1
T Untap target creature.

Seer's Vision
2UB
Enchantment
Your opponents play with their hands revealed.
Sacrifice Seer's Vision: Look at target player's hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.

Seething Anger
R
Sorcery
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Target creature gets +3/+0 until end of turn.

Seething Pathblazer
2R
Creature - Elemental Warrior
2/2
Sacrifice an Elemental: Seething Pathblazer gets +2/+0 and gains first strike until end of turn.

Seething Song
2R
Instant
Add RRRRR to your mana pool.

Segmented Wurm
3RG
Creature - Wurm
5/5
Whenever Segmented Wurm becomes the target of a spell or ability, put a -1/-1 counter on it.

Segovian Leviathan
4U
Creature - Leviathan
3/3
Islandwalk

Seht's Tiger
2WW
Creature - Cat
3/3
Flash (You may play this spell any time you could play an instant.)
When Seht's Tiger comes into play, you gain protection from the color of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen color.)

Seismic Assault
RRR
Enchantment
Discard a land card: Seismic Assault deals 2 damage to target creature or player.

Seismic Mage
3R
Creature - Human Spellshaper
1/1
2R, T, Discard a card: Destroy target land.

Seismic Spike
2RR
Sorcery
Destroy target land. Add RR to your mana pool.

Seizan, Perverter of Truth
3BB
Legendary Creature - Demon Spirit
6/5
At the beginning of each player's upkeep, that player loses 2 life and draws two cards.

Seize the Day
3R
Sorcery
Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase.
Flashback 2R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Seize the Soul
2BB
Instant
Destroy target nonwhite nonblack creature. Put a 1/1 white Spirit creature token with flying into play.
Haunt
When the creature Seize the Soul haunts is put into a graveyard, destroy target nonwhite nonblack creature. Put a 1/1 white Spirit creature token with flying into play.

Seizures
1B
Enchantment - Aura
Enchant creature
Whenever enchanted creature becomes tapped, Seizures deals 3 damage to that creature's controller unless that player pays 3.

Sekki, Seasons' Guide
5GGG
Legendary Creature - Spirit
0/0
Sekki, Seasons' Guide comes into play with eight +1/+1 counters on it.
If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and put that many 1/1 colorless Spirit creature tokens into play.
Sacrifice eight Spirits: Return Sekki from your graveyard to play.

Sek'Kuar, Deathkeeper
2BRG
Legendary Creature - Orc Shaman
4/3
Whenever another nontoken creature you control is put into a graveyard from play, put a 3/1 black and red Graveborn creature token with haste into play.

Selenia, Dark Angel
3WB
Legendary Creature - Angel
3/3
Flying
Pay 2 life: Return Selenia, Dark Angel to its owner's hand.

Selesnya Evangel
GW
Creature - Elf Shaman
1/2
1, T, Tap an untapped creature you control: Put a 1/1 green Saproling creature token into play.

Selesnya Guildmage
(G / W) (G / W)
Creature - Elf Wizard
2/2
(o (g/w) can be paid with either G or W.)
3G: Put a 1/1 green Saproling creature token into play.
3W: Creatures you control get +1/+1 until end of turn.

Selesnya Sagittars
3GW
Creature - Elf Archer
2/5
Reach (This creature can block creatures with flying.)
Selesnya Sagittars can block an additional creature.

Selesnya Sanctuary
Land
Selesnya Sanctuary comes into play tapped.
When Selesnya Sanctuary comes into play, return a land you control to its owner's hand.
T Add GW to your mana pool.

Selesnya Signet
2
Artifact
1, T Add GW to your mana pool.

Selfless Exorcist
3WW
Creature - Human Cleric
3/4
T Remove target creature card in a graveyard from the game. That card deals damage equal to its power to Selfless Exorcist.

Selkie Hedge-Mage
2 (G / U)
Creature - Merfolk Wizard
2/2
When Selkie Hedge-Mage comes into play, if you control two or more Forests, you may gain 3 life.
When Selkie Hedge-Mage comes into play, if you control two or more Islands, you may return target tapped creature to its owner's hand.

Sell-Sword Brute
1R
Creature - Human Mercenary
2/2
When Sell-Sword Brute is put into a graveyard from play, it deals 2 damage to you.

Sengir Autocrat
3B
Creature - Human
2/2
When Sengir Autocrat comes into play, put three 0/1 black Serf creature tokens into play.
When Sengir Autocrat leaves play, remove all Serf tokens from the game.

Sengir Bats
1BB
Creature - Bat
1/2
Flying
Whenever a creature dealt damage by Sengir Bats this turn is put into a graveyard, put a +1/+1 counter on Sengir Bats.

Sengir Nosferatu
3BB
Creature - Vampire
4/4
Flying
1B, Remove Sengir Nosferatu from the game: Put a 1/2 black Bat creature token with flying into play. It has "1B, Sacrifice this creature: Return to play under its owner's control a card named Sengir Nosferatu that's removed from the game."

Sengir Vampire
3BB
Creature - Vampire
4/4
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire.

Sensation Gorger
1RR
Creature - Goblin Shaman
2/2
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Sensation Gorger, you may reveal it. If you do, each player discards his or her hand and draws four cards.

Sensei Golden-Tail
1W
Legendary Creature - Fox Samurai
2/1
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
1W, T Put a training counter on target creature. That creature gains bushido 1 and becomes a Samurai in addition to its other creature types. Play this ability only any time you could play a sorcery.

Sensei's Divining Top
1
Artifact
1: Look at the top three cards of your library, then put them back in any order.
T Draw a card, then put Sensei's Divining Top on top of its owner's library.

Sentinel
4
Artifact Creature - Shapeshifter
1/1
0: Sentinel's toughness becomes 1 plus the power of target creature blocking or blocked by Sentinel. (This effect doesn't end at end of turn.)

Sentinels of Glen Elendra
3U
Creature - Faerie Soldier
2/3
Flash
Flying

Sentry Oak
4W
Creature - Treefolk Warrior
3/5
Defender
At the beginning of combat on your turn, you may clash with an opponent. If you win, Sentry Oak gets +2/+0 and loses defender until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Seraph
6W
Creature - Angel
4/4
Flying
Whenever a creature dealt damage by Seraph this turn is put into a graveyard, put that card into play under your control at end of turn. Sacrifice the creature when you lose control of Seraph.

Serendib Djinn
2UU
Creature - Djinn
5/6
Flying
At the beginning of your upkeep, sacrifice a land. If you sacrifice an Island this way, Serendib Djinn deals 3 damage to you.
When you control no lands, sacrifice Serendib Djinn.

Serendib Efreet
2U
Creature - Efreet
3/4
Flying
At the beginning of your upkeep, Serendib Efreet deals 1 damage to you.

Serendib Sorcerer
1UU
Creature - Human Wizard
1/1
T Target creature other than Serendib Sorcerer becomes 0/2 until end of turn.

Serene Heart
1G
Instant
Destroy all Auras.

Serene Offering
1W
Instant
Destroy target enchantment. You gain life equal to its converted mana cost.

Serene Sunset
XG
Instant
Prevent all combat damage X target creatures would deal this turn.

Serenity
1W
Enchantment
At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.

Serpent Assassin
3BB
Creature - Snake Assassin
2/2
When Serpent Assassin comes into play, you may destroy target nonblack creature.

Serpent Generator
6
Artifact
4, T Put a 1/1 Snake artifact creature token into play. This creature has "Whenever this creature deals damage to a player, that player gets a poison counter." (A player with ten or more poison counters loses the game.)

Serpent Skin
2G
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +1/+1.
G: Regenerate enchanted creature.

Serpent Warrior
2B
Creature - Snake Warrior
3/3
When Serpent Warrior comes into play, you lose 3 life.

Serpentine Basilisk
2GG
Creature - Basilisk
2/3
Whenever Serpentine Basilisk deals combat damage to a creature, destroy that creature at end of combat.
Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Serpentine Kavu
4G
Creature - Kavu
4/4
R: Serpentine Kavu gains haste until end of turn.

Serra Advocate
3W
Creature - Angel
2/2
Flying
T Target attacking or blocking creature gets +2/+2 until end of turn.

Serra Angel
3WW
Creature - Angel
4/4
Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.)

Serra Avatar
4WWW
Creature - Avatar
*/*
Serra Avatar's power and toughness are each equal to your life total.
If Serra Avatar would be put into a graveyard from anywhere, reveal Serra Avatar, then shuffle it into its owner's library instead.

Serra Avenger
WW
Creature - Angel
3/3
You can't play Serra Avenger during your first, second, or third turns of the game.
Flying, vigilance

Serra Aviary
3W
World Enchantment
Creatures with flying get +1/+1.

Serra Bestiary
WW
Enchantment - Aura
Enchant creature
At the beginning of your upkeep, sacrifice Serra Bestiary unless you pay WW.
Enchanted creature can't attack or block and its activated abilities with T in their costs can't be played.

Serra Inquisitors
4W
Creature - Human Cleric
3/3
When Serra Inquisitors blocks or becomes blocked by one or more black creatures, Serra Inquisitors gets +2/+0 until end of turn.

Serra Paladin
2WW
Creature - Human Knight
2/2
T Prevent the next 1 damage that would be dealt to target creature or player this turn.
1WW, T Target creature gains vigilance until end of turn.

Serra Sphinx
3UU
Creature - Sphinx
4/4
Flying, vigilance

Serra Zealot
W
Creature - Human Soldier
1/1
First strike

Serra's Blessing
1W
Enchantment
Creatures you control have vigilance. (Attacking doesn't cause them to tap.)

Serra's Boon
2W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2 as long as it's white. Otherwise, it gets -2/-1.

Serra's Embrace
2WW
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +2/+2 and has flying and vigilance. (It can't be blocked except by creatures with flying or reach, and attacking doesn't cause it to tap.)

Serra's Hymn
W
Enchantment
At the beginning of your upkeep, you may put a verse counter on Serra's Hymn.
Sacrifice Serra's Hymn: Prevent up to X damage total that would be dealt this turn to any number of target creatures and/or players, divided as you choose, where X is the number of verse counters on Serra's Hymn.

Serra's Liturgy
2WW
Enchantment
At the beginning of your upkeep, you may put a verse counter on Serra's Liturgy.
W, Sacrifice Serra's Liturgy: Destroy up to X target artifacts and/or enchantments, where X is the number of verse counters on Serra's Liturgy.

Serra's Sanctum
Legendary Land
T Add W to your mana pool for each enchantment you control.

Serrated Arrows
4
Artifact
Serrated Arrows comes into play with three arrowhead counters on it.
At the beginning of your upkeep, if there are no arrowhead counters on Serrated Arrows, sacrifice it.
T, Remove an arrowhead counter from Serrated Arrows: Put a -1/-1 counter on target creature.

Serrated Biskelion
3
Artifact Creature - Construct
2/2
T Put a -1/-1 counter on Serrated Biskelion and a -1/-1 counter on target creature.

Serum Powder
3
Artifact
T Add 1 to your mana pool.
Any time you could mulligan and Serum Powder is in your hand, you may remove all the cards in your hand from the game, then draw that many cards. (You can do this in addition to taking mulligans.)

Serum Tank
3
Artifact
Whenever Serum Tank or another artifact comes into play, put a charge counter on Serum Tank.
3, T, Remove a charge counter from Serum Tank: Draw a card.

Serum Visions
U
Sorcery
Draw a card.
Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Servant of Volrath
2B
Creature - Minion
3/3
When Servant of Volrath leaves play, sacrifice a creature.

Seshiro the Anointed
4GG
Legendary Creature - Snake Monk
3/4
Other Snake creatures you control get +2/+2.
Whenever a Snake you control deals combat damage to a player, you may draw a card.

Seton, Krosan Protector
GGG
Legendary Creature - Centaur Druid
2/2
Tap an untapped Druid you control: Add G to your mana pool.

Seton's Desire
2G
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
Threshold - As long as seven or more cards are in your graveyard, all creatures able to block enchanted creature do so.

Seton's Scout
1G
Creature - Centaur Druid Scout Archer
2/1
Reach (This creature can block creatures with flying.)
Threshold - Seton's Scout gets +2/+2 as long as seven or more cards are in your graveyard.

Sever Soul
3BB
Sorcery
Destroy target nonblack creature. It can't be regenerated. You gain life equal to its toughness.

Severed Legion
1BB
Creature - Zombie
2/2
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

Sewer Rats
B
Creature - Rat
1/1
B, Pay 1 life: Sewer Rats gets +1/+0 until end of turn. Play this ability no more than three times each turn.

Sewerdreg
3BB
Creature - Spirit
3/3
Swampwalk
Sacrifice Sewerdreg: Remove target card in a graveyard from the game.

Sewers of Estark
2BB
Instant
Choose target creature. If it's attacking, it's unblockable this turn. If it's blocking, prevent all combat damage that would be dealt this turn by it and each creature it's blocking.

Sex Appeal
W
Instant
Prevent up to 3 damage total to any number of creatures and/or players. If there are more players in the room of the opposite sex, prevent up to 3 additional damage total to any number of creatures and/or players.

Shackles
2W
Enchantment - Aura
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
W: Return Shackles to its owner's hand.

Shade of Trokair
3W
Creature - Shade
1/2
W: Shade of Trokair gets +1/+1 until end of turn.
Suspend 3-W (Rather than play this card from your hand, you may pay W and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Shade's Breath
1B
Instant
Until end of turn, each creature you control becomes black, its creature type becomes Shade, and it gains "B: This creature gets +1/+1 until end of turn."

Shade's Form
1BB
Enchantment - Aura
Enchant creature
Enchanted creature has "B: This creature gets +1/+1 until end of turn."
When enchanted creature is put into a graveyard, return that card to play under your control.

Shadow Guildmage
B
Creature - Human Wizard
1/1
U, T Put target creature you control on top of its owner's library.
R, T Shadow Guildmage deals 1 damage to target creature or player and 1 damage to you.

Shadow Lance
W
Enchantment - Aura
Enchant creature
Enchanted creature has first strike.
1B: Enchanted creature gets +2/+2 until end of turn.

Shadow of Doubt
(U / B) (U / B)
Instant
(o (u/b) can be paid with either U or B.)
Players can't search libraries this turn.
Draw a card.

Shadow Rider
2BB
Creature - Zombie Knight
3/3
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Shadow Rift
U
Instant
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
Draw a card.

Shadow Sliver
2U
Creature - Sliver
1/1
All Sliver creatures have shadow. (They can block or be blocked by only creatures with shadow.)

Shadowbane
1W
Instant
The next time a source of your choice would deal damage to you or a creature you control this turn, prevent that damage. If damage from a black source is prevented this way, you gain that much life.

Shadowblood Egg
1
Artifact
2, T, Sacrifice Shadowblood Egg: Add BR to your mana pool. Draw a card.

Shadowblood Ridge
Land
1, T Add BR to your mana pool.

Shadowmage Infiltrator
1UB
Creature - Human Wizard
1/3
Fear
Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.

Shadowstorm
R
Sorcery
Shadowstorm deals 2 damage to each creature with shadow.

Shah of Naar Isle
3R
Creature - Efreet
6/6
Trample
Echo 0 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Shah of Naar Isle's echo cost is paid, each opponent may draw up to three cards.

Shahrazad
WW
Sorcery
Players play a MAGIC subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half his or her life, rounded up.

Shaleskin Bruiser
6R
Creature - Beast
4/4
Trample
Whenever Shaleskin Bruiser attacks, it gets +3/+0 until end of turn for each other attacking Beast.

Shaleskin Plower
3R
Creature - Beast
3/2
Morph 4R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Shaleskin Plower is turned face up, destroy target land.

Shallow Grave
1B
Instant
Return the top creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn.

Shaman en-Kor
1W
Creature - Kor Shaman Cleric
1/2
0: The next 1 damage that would be dealt to Shaman en-Kor this turn is dealt to target creature you control instead.
1W: The next time a source would deal damage to target creature this turn, that damage is dealt to Shaman en-Kor instead.

Shaman's Trance
2R
Instant
Until end of turn, other players can't play cards from their graveyards, and you may play cards from other players' graveyards as though they were in your graveyard.

Shambling Shell
1BG
Creature - Plant Zombie
3/1
Sacrifice Shambling Shell: Put a +1/+1 counter on target creature.
Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Shambling Strider
4GG
Creature - Yeti
5/5
RG: Shambling Strider gets +1/-1 until end of turn.

Shambling Swarm
1BBB
Creature - Horror
3/3
When Shambling Swarm is put into a graveyard from play, distribute three -1/-1 counters among one, two, or three target creatures. For each -1/-1 counter you put on a creature this way, remove a -1/-1 counter from that creature at end of turn.

Shanodin Dryads
G
Creature - Dryad
1/1
Forestwalk

Shape of the Wiitigo
3GGG
Enchantment - Aura
Enchant creature
When Shape of the Wiitigo comes into play, put six +1/+1 counters on enchanted creature.
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature if it attacked or blocked since your last upkeep. Otherwise, remove a +1/+1 counter from it.

Shape Stealer
UU
Creature - Shapeshifter Spirit
1/1
Whenever Shape Stealer blocks or becomes blocked by a creature, change Shape Stealer's power and toughness to that creature's power and toughness until end of turn.

Shaper Guildmage
U
Creature - Human Wizard
1/1
W, T Target creature gains first strike until end of turn.
B, T Target creature gets +1/+0 until end of turn.

Shaper Parasite
1UU
Creature - Illusion
2/3
Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Shaper Parasite is turned face up, target creature gets +2/-2 or -2/+2 until end of turn.

Shapesharer
1U
Creature - Shapeshifter
1/1
Changeling (This card is every creature type at all times.)
2U: Target Shapeshifter becomes a copy of target creature until your next turn.

Shapeshifter
6
Artifact Creature - Shapeshifter
*/7-*
As Shapeshifter comes into play, choose a number between 0 and 7.
At the beginning of your upkeep, you may choose a number between 0 and 7.
Shapeshifter's power is equal to the last chosen number and its toughness is equal to 7 minus that number.

Shapeshifter's Marrow
2UU
Enchantment
At the beginning of each opponent's upkeep, that player reveals the top card of his or her library. If it's a creature card, the player puts the card into his or her graveyard and Shapeshifter's Marrow becomes a copy of that card. (If it does, it loses this ability.)

Shard Phoenix
4R
Creature - Phoenix
2/2
Flying (This creature can't be blocked except by creatures with flying or reach.)
Sacrifice Shard Phoenix: Shard Phoenix deals 2 damage to each creature without flying.
RRR: Return Shard Phoenix from your graveyard to your hand. Play this ability only during your upkeep.

Shard Volley
R
Instant
As an additional cost to play Shard Volley, sacrifice a land.
Shard Volley deals 3 damage to target creature or player.

Shared Animosity
2R
Enchantment
Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.

Shared Fate
4U
Enchantment
If a player would draw a card, that player removes the top card of an opponent's library from the game face down instead.
Each player may look at and play cards he or she removed from the game with Shared Fate.

Shared Triumph
1W
Enchantment
As Shared Triumph comes into play, choose a creature type.
Creatures of the chosen type get +1/+1.

Shatter
1R
Instant
Destroy target artifact.

Shattered Crypt
XBB
Sorcery
Return X target creature cards from your graveyard to your hand. You lose X life.

Shattered Dreams
B
Sorcery
Target opponent reveals his or her hand. Choose an artifact card from it. That player discards that card.

Shattering Pulse
1R
Instant
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Destroy target artifact.

Shattering Spree
R
Sorcery
Replicate R (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Destroy target artifact.

Shatterstorm
2RR
Sorcery
Destroy all artifacts. They can't be regenerated.

Shauku, Endbringer
5BB
Legendary Creature - Vampire
5/5
Flying
Shauku, Endbringer can't attack if there's another creature in play.
At the beginning of your upkeep, you lose 3 life.
T Remove target creature from the game and put a +1/+1 counter on Shauku.

Shauku's Minion
1BR
Creature - Human Minion
2/2
BR, T Shauku's Minion deals 2 damage to target white creature.

Shelkin Brownie
1G
Creature - Ouphe
1/1
T Target creature loses all "bands with other" abilities until end of turn.

Shell of the Last Kappa
3
Legendary Artifact
3, T Remove from the game target instant or sorcery spell that targets you. (The spell has no effect.)
3, T, Sacrifice Shell of the Last Kappa: You may play a card removed from the game with Shell of the Last Kappa without paying its mana cost.

Shell Skulkin
4
Artifact Creature - Scarecrow
3/2
3: Target blue creature gains shroud until end of turn.

Shelldock Isle
Land
Hideaway (This land comes into play tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.)
T Add U to your mana pool.
U, T You may play the removed card without paying its mana cost if a library has twenty or fewer cards in it.

Shelter
1W
Instant
Target creature you control gains protection from the color of your choice until end of turn.
Draw a card.

Sheltered Valley
Land
If Sheltered Valley would come into play, instead sacrifice each other permanent named Sheltered Valley you control, then put Sheltered Valley into play.
At the beginning of your upkeep, if you control three or fewer lands, you gain 1 life.
T Add 1 to your mana pool.

Sheltering Ancient
1G
Creature - Treefolk
5/5
Trample
Cumulative upkeep-Put a +1/+1 counter on a creature an opponent controls. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Sheltering Prayers
W
Enchantment
Basic lands each player controls have shroud as long as that player controls three or fewer lands. (They can't be the targets of spells or abilities.)

Shepherd of Rot
1B
Creature - Zombie Cleric
1/1
T Each player loses 1 life for each Zombie in play.

Shield Bearer
1W
Creature - Human Soldier
0/3
Banding

Shield Dancer
2W
Creature - Human Rebel
1/3
2W: The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead.

Shield Mate
W
Creature - Human Soldier
1/1
Sacrifice Shield Mate: Target creature gets +0/+4 until end of turn.

Shield of Duty and Reason
W
Enchantment - Aura
Enchant creature
Enchanted creature has protection from green and from blue.

Shield of Kaldra
4
Legendary Artifact - Equipment
Equipment named Sword of Kaldra, Shield of Kaldra, and Helm of Kaldra are indestructible.
Equipped creature is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
Equip 4

Shield of the Ages
2
Artifact
2: Prevent the next 1 damage that would be dealt to you this turn.

Shield of the Oversoul
2 (G / W)
Enchantment - Aura
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and is indestructible. (Lethal damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)
As long as enchanted creature is white, it gets +1/+1 and has flying.

Shield Sphere
0
Artifact Creature - Wall
0/6
Defender
Whenever Shield Sphere blocks, put a -0/-1 counter on it.

Shield Wall
1W
Instant
Creatures you control get +0/+2 until end of turn.

Shielding Plax
2 (G / U)
Enchantment - Aura
(o (g/u) can be paid with either G or U.)
Enchant creature
When Shielding Plax comes into play, draw a card.
Enchanted creature can't be the target of spells or abilities your opponents control.

Shieldmage Advocate
2W
Creature - Human Cleric
1/3
T Return target card in an opponent's graveyard to his or her hand. Prevent all damage that would be dealt to target creature or player this turn by a source of your choice.

Shieldmage Elder
5W
Creature - Human Cleric Wizard
2/3
Tap two untapped Clerics you control: Prevent all damage target creature would deal this turn.
Tap two untapped Wizards you control: Prevent all damage target spell would deal this turn.

Shields of Velis Vel
W
Tribal Instant - Shapeshifter
Changeling (This card is every creature type at all times.)
Creatures target player controls get +0/+1 and gain all creature types until end of turn.

Shifting Borders
3U
Instant - Arcane
Exchange control of two target lands.
Splice onto Arcane 3U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Shifting Sky
2U
Enchantment
As Shifting Sky comes into play, choose a color.
All nonland permanents are the chosen color.

Shifting Sliver
3U
Creature - Sliver
2/2
Slivers can't be blocked except by Slivers.

Shifting Wall
X
Artifact Creature - Wall
0/0
Defender (This creature can't attack.)
Shifting Wall comes into play with X +1/+1 counters on it.

Shifty Doppelganger
2U
Creature - Shapeshifter
1/1
3U, Remove Shifty Doppelganger from the game: You may put a creature card from your hand into play. If you do, that creature gains haste until end of turn. At end of turn, sacrifice that creature. If you do, return Shifty Doppelganger to play.

Shimatsu the Bloodcloaked
3R
Legendary Creature - Demon Spirit
0/0
As Shimatsu the Bloodcloaked comes into play, sacrifice any number of permanents. Shimatsu comes into play with that many +1/+1 counters on it.

Shimian Night Stalker
3BB
Creature - Nightstalker
4/4
B, T All damage that would be dealt to you this turn by target attacking creature is dealt to Shimian Night Stalker instead.

Shimian Specter
2BB
Creature - Specter
2/2
Flying
Whenever Shimian Specter deals combat damage to a player, that player reveals his or her hand. Choose a nonland card from it. Search that player's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. Then that player shuffles his or her library.

Shimmer
2UU
Enchantment
As Shimmer comes into play, choose a land type.
All lands of the chosen type have phasing.

Shimmering Barrier
1W
Creature - Wall
1/3
Defender (This creature can't attack.)
First strike
Cycling 2 (2, Discard this card: Draw a card.)

Shimmering Efreet
2U
Creature - Efreet
2/2
Flying, phasing
Whenever Shimmering Efreet phases in, target creature phases out.

Shimmering Glasskite
3U
Creature - Spirit
2/3
Flying
Whenever Shimmering Glasskite becomes the target of a spell or ability for the first time in a turn, counter that spell or ability.

Shimmering Grotto
Land
T Add 1 to your mana pool.
1, T Add one mana of any color to your mana pool.

Shimmering Mirage
1U
Instant
Target land becomes the basic land type of your choice until end of turn.
Draw a card.

Shimmering Wings
U
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.)
U: Return Shimmering Wings to its owner's hand.

Shinen of Fear's Chill
4B
Creature - Spirit
3/2
Shinen of Fear's Chill can't block.
Channel - 1B, Discard Shinen of Fear's Chill: Target creature can't block this turn.

Shinen of Flight's Wings
4U
Creature - Spirit
3/3
Flying
Channel - U, Discard Shinen of Flight's Wings: Target creature gains flying until end of turn.

Shinen of Fury's Fire
2R
Creature - Spirit
2/1
Haste
Channel - R, Discard Shinen of Fury's Fire: Target creature gains haste until end of turn.

Shinen of Life's Roar
1G
Creature - Spirit
1/2
All creatures able to block Shinen of Life's Roar do so.
Channel - 2GG, Discard Shinen of Life's Roar: All creatures able to block target creature this turn do so.

Shinen of Stars' Light
2W
Creature - Spirit
2/1
First strike
Channel - 1W, Discard Shinen of Stars' Light: Target creature gains first strike until end of turn.

Shinewend
1W
Creature - Elemental
0/0
Flying
Shinewend comes into play with a +1/+1 counter on it.
1W, Remove a +1/+1 counter from Shinewend: Destroy target enchantment.

Shining Shoal
XWW
Instant - Arcane
You may remove a white card with converted mana cost X in your hand from the game rather than pay Shining Shoal's mana cost.
The next X damage that a source of your choice would deal to you or a creature you control this turn is dealt to target creature or player instead.

Shinka Gatekeeper
2R
Creature - Ogre Warrior
3/2
Whenever Shinka Gatekeeper is dealt damage, it deals that much damage to you.

Shinka, the Bloodsoaked Keep
Legendary Land
T Add R to your mana pool.
R, T Target legendary creature gains first strike until end of turn.

Shirei, Shizo's Caretaker
4B
Legendary Creature - Spirit
2/2
Whenever a creature with power 1 or less is put into your graveyard from play, you may return that card to play under your control at end of turn if Shirei, Shizo's Caretaker is still in play.

Shisato, Whispering Hunter
3G
Legendary Creature - Snake Warrior
2/2
At the beginning of your upkeep, sacrifice a Snake.
Whenever Shisato, Whispering Hunter deals combat damage to a player, that player skips his or her next untap step.

Shivan Dragon
4RR
Creature - Dragon
5/5
Flying (This creature can't be blocked except by creatures with flying or reach.)
R: Shivan Dragon gets +1/+0 until end of turn.

Shivan Emissary
2R
Creature - Human Wizard
1/1
Kicker 1B (You may pay an additional 1B as you play this spell.)
When Shivan Emissary comes into play, if the kicker cost was paid, destroy target nonblack creature. It can't be regenerated.

Shivan Gorge
Legendary Land
T Add 1 to your mana pool.
2R, T Shivan Gorge deals 1 damage to each opponent.

Shivan Harvest
1R
Enchantment
1R, Sacrifice a creature: Destroy target nonbasic land.

Shivan Hellkite
5RR
Creature - Dragon
5/5
Flying (This creature can't be blocked except by creatures with flying or reach.)
1R: Shivan Hellkite deals 1 damage to target creature or player.

Shivan Meteor
3RR
Sorcery
Shivan Meteor deals 13 damage to target creature.
Suspend 2-1RR (Rather than play this card from your hand, you may pay 1RR and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Shivan Oasis
Land
Shivan Oasis comes into play tapped.
T Add R or G to your mana pool.

Shivan Phoenix
4RR
Creature - Phoenix
3/4
Flying
When Shivan Phoenix is put into a graveyard from play, return Shivan Phoenix to its owner's hand.

Shivan Raptor
2R
Creature - Lizard
3/1
First strike, haste
Echo 2R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Shivan Reef
Land
T Add 1 to your mana pool.
T Add U or R to your mana pool. Shivan Reef deals 1 damage to you.

Shivan Sand-Mage
2RR
Creature - Viashino Shaman
3/2
When Shivan Sand-Mage comes into play, choose one - Remove two time counters from target permanent or suspended card; or put two time counters on target permanent with a time counter on it or suspended card.
Suspend 4-R

Shivan Wumpus
3R
Creature - Beast
6/6
Trample
When Shivan Wumpus comes into play, any player may sacrifice a land. If a player does, put Shivan Wumpus on top of its owner's library.

Shivan Wurm
3RG
Creature - Wurm
7/7
Trample
When Shivan Wurm comes into play, return a red or green creature you control to its owner's hand.

Shivan Zombie
BR
Creature - Barbarian Zombie
2/2
Protection from white

Shiv's Embrace
2RR
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying.
R: Enchanted creature gets +1/+0 until end of turn.

Shizo, Death's Storehouse
Legendary Land
T Add B to your mana pool.
B, T Target legendary creature gains fear until end of turn.

Shizuko, Caller of Autumn
1GG
Legendary Creature - Snake Shaman
2/3
At the beginning of each player's upkeep, that player adds GGG to his or her mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from that player's mana pool as phases end.

Shock
R
Instant
Shock deals 2 damage to target creature or player.

Shock Troops
3R
Creature - Human Soldier
2/2
Sacrifice Shock Troops: Shock Troops deals 2 damage to target creature or player.

Shocker
1R
Creature - Insect
1/1
Whenever Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards.

Shoe Tree
4G
Creature - Treefolk
3/3
Shoe Tree comes into play with up to two shoe counters on it. Use your shoes as counters.
Shoe Tree gets +1/+1 for each shoe counter on it.

Shorecrasher Mimic
1 (G / U)
Creature - Shapeshifter
2/1
Whenever you play a spell that's both green and blue, Shorecrasher Mimic becomes 5/3 and gains trample until end of turn.

Shoreline Raider
2U
Creature - Merfolk
2/2
Protection from Kavu

Shoreline Ranger
5U
Creature - Bird Soldier
3/4
Flying
Islandcycling 2 (2, Discard this card: Search your library for an Island card, reveal it, and put it into your hand. Then shuffle your library.)

Shoving Match
2U
Instant
Until end of turn, all creatures gain "T Tap target creature."

Show and Tell
2U
Sorcery
Each player may put an artifact, creature, enchantment, or land card from his or her hand into play.

Shower of Coals
3RR
Sorcery
Shower of Coals deals 2 damage to each of up to three target creatures and/or players.
Threshold - Shower of Coals deals 4 damage to each of those creatures and/or players instead if seven or more cards are in your graveyard.

Shower of Sparks
R
Instant
Shower of Sparks deals 1 damage to target creature and 1 damage to target player.

Shrapnel Blast
1R
Instant
As an additional cost to play Shrapnel Blast, sacrifice an artifact.
Shrapnel Blast deals 5 damage to target creature or player.

Shred Memory
1B
Instant
Remove up to four target cards in a single graveyard from the game.
Transmute 1BB (1BB, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Shrewd Hatchling
3 (U / R)
Creature - Elemental
6/6
Shrewd Hatchling comes into play with four -1/-1 counters on it.
o (u/r): Target creature can't block Shrewd Hatchling this turn.
Whenever you play a blue spell, remove a -1/-1 counter from Shrewd Hatchling.
Whenever you play a red spell, remove a -1/-1 counter from Shrewd Hatchling.

Shriek of Dread
1B
Instant
Target creature gains fear until end of turn.

Shrieking Drake
U
Creature - Drake
1/1
Flying
When Shrieking Drake comes into play, return a creature you control to its owner's hand.

Shrieking Grotesque
2W
Creature - Gargoyle
2/1
Flying
When Shrieking Grotesque comes into play, if B was spent to play Shrieking Grotesque, target player discards a card.

Shrieking Mogg
1R
Creature - Goblin
1/1
Haste
When Shrieking Mogg comes into play, tap all other creatures.

Shrieking Specter
5B
Creature - Specter
2/2
Flying
Whenever Shrieking Specter attacks, defending player discards a card.

Shriekmaw
4B
Creature - Elemental
3/2
Fear
When Shriekmaw comes into play, destroy target nonartifact, nonblack creature.
Evoke 1B (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Shrink
G
Instant
Target creature gets -5/-0 until end of turn.

Shriveling Rot
2BB
Instant
Choose one - Until end of turn, whenever a creature is dealt damage, destroy it; or until end of turn, whenever a creature is put into a graveyard from play, that creature's controller loses life equal to its toughness.
Entwine 2B (Choose both if you pay the entwine cost.)

Shrouded Lore
B
Sorcery
Target opponent chooses a card in your graveyard. You may pay B. If you do, repeat this process except that opponent can't choose a card already chosen for Shrouded Lore. Then put the last chosen card into your hand.

Shrouded Serpent
4UUU
Creature - Serpent
4/4
Whenever Shrouded Serpent attacks, defending player may pay 4. If he or she doesn't, Shrouded Serpent is unblockable this turn.

Shu Cavalry
2W
Creature - Human Soldier
2/2
Horsemanship

Shu Defender
2W
Creature - Human Soldier
2/2
Whenever Shu Defender blocks, it gets +0/+2 until end of turn.

Shu Elite Companions
4W
Creature - Human Soldier
3/3
Horsemanship

Shu Elite Infantry
3W
Creature - Human Soldier
3/3

Shu Farmer
1W
Creature - Human
1/1
T You gain 1 life. Play this ability only during your turn, before attackers are declared.

Shu Foot Soldiers
2W
Creature - Human Soldier
2/3

Shu General
3W
Creature - Human Soldier
2/2
Horsemanship, vigilance

Shu Grain Caravan
2W
Creature - Human Soldier
2/2
When Shu Grain Caravan comes into play, you gain 2 life.

Shu Soldier-Farmers
4W
Creature - Human Soldier
2/4
When Shu Soldier-Farmers comes into play, you gain 4 life.

Shuko
1
Artifact - Equipment
Equipped creature gets +1/+0.
Equip 0 (0: Attach to target creature you control. Equip only as a sorcery.)

Shunt
1RR
Instant
Change the target of target spell with a single target.

Shuriken
1
Artifact - Equipment
Equipped creature has "T, Unattach Shuriken: Shuriken deals 2 damage to target creature. That creature's controller gains control of Shuriken unless it was unattached from a Ninja."
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)

Shyft
4U
Creature - Shapeshifter
4/2
At the beginning of your upkeep, you may have Shyft become the color or colors of your choice. (This effect doesn't end at end of turn.)

Sibilant Spirit
5U
Creature - Spirit
5/6
Flying
Whenever Sibilant Spirit attacks, defending player may draw a card.

Sick and Tired
2B
Instant
Two target creatures each get -1/-1 until end of turn.

Sicken
B
Enchantment - Aura
Enchant creature
Enchanted creature gets -1/-1.
Cycling 2 (2, Discard this card: Draw a card.)

Sickening Dreams
1B
Sorcery
As an additional cost to play Sickening Dreams, discard X cards.
Sickening Dreams deals X damage to each creature and each player.

Sickening Shoal
XBB
Instant - Arcane
You may remove a black card with converted mana cost X in your hand from the game rather than pay Sickening Shoal's mana cost.
Target creature gets -X/-X until end of turn.

Sickle Ripper
1B
Creature - Elemental Warrior
2/1
Wither (This deals damage to creatures in the form of -1/-1 counters.)

Sidar Jabari
3W
Legendary Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Whenever Sidar Jabari attacks, tap target creature defending player controls.

Side to Side
2G
Instant
You and target opponent arm-wrestle. If you win, put a 3/3 green Ape creature token into play.

Sideswipe
1R
Instant
You may change any targets of target Arcane spell.

Sidewinder Sliver
W
Creature - Sliver
1/1
All Sliver creatures have flanking. (Whenever a creature without flanking blocks a Sliver, the blocking creature gets -1/-1 until end of turn.)

Siege of Towers
1R
Sorcery
Replicate 1R (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Target Mountain becomes a 3/1 creature. It's still a land.

Siege Wurm
5GG
Creature - Wurm
5/5
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Trample

Siege-Gang Commander
3RR
Creature - Goblin
2/2
When Siege-Gang Commander comes into play, put three 1/1 red Goblin creature tokens into play.
1R, Sacrifice a Goblin: Siege-Gang Commander deals 2 damage to target creature or player.

Sift
3U
Sorcery
Draw three cards, then discard a card.

Sift Through Sands
1UU
Instant - Arcane
Draw two cards, then discard a card.
If you played a spell named Peer Through Depths and a spell named Reach Through Mists this turn, you may search your library for a card named The Unspeakable, put it into play, then shuffle your library.

Sigil of Sleep
U
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals damage to a player, return target creature that player controls to its owner's hand.

Sigil of the New Dawn
3W
Enchantment
Whenever a creature is put into your graveyard from play, you may pay 1W. If you do, return that card to your hand.

Sigil Tracer
1UU
Creature - Merfolk Wizard
2/2
1U, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copy.

Silent Arbiter
4
Artifact Creature - Construct
1/5
No more than one creature can attack each combat.
No more than one creature can block each combat.

Silent Assassin
BB
Creature - Human Mercenary Assassin
2/1
3B: Destroy target blocking creature at end of combat.

Silent Attendant
2W
Creature - Human Cleric
0/2
T You gain 1 life.

Silent Specter
4BB
Creature - Specter
4/4
Flying
Whenever Silent Specter deals combat damage to a player, that player discards two cards.
Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Silent-Chant Zubera
1W
Creature - Zubera Spirit
1/2
When Silent-Chant Zubera is put into a graveyard from play, you gain 2 life for each Zubera put into a graveyard from play this turn.

Silhana Ledgewalker
1G
Creature - Elf Rogue
1/1
Silhana Ledgewalker can't be blocked except by creatures with flying.
Silhana Ledgewalker can't be the target of spells or abilities your opponents control.

Silhana Starfletcher
2G
Creature - Elf Druid Archer
1/3
Reach (This creature can block creatures with flying.)
As Silhana Starfletcher comes into play, choose a color.
T Add one mana of the chosen color to your mana pool.

Silhouette
1U
Instant
Prevent all damage that would be dealt to target creature this turn by spells or abilities that target it.

Silk Net
G
Instant
Target creature gets +1/+1 and gains reach until end of turn. (It can block creatures with flying.)

Silkbind Faerie
2 (W / U)
Creature - Faerie Rogue
1/3
Flying
1o (w/u), oQ: Tap target creature. (oQ is the untap symbol.)

Silkenfist Fighter
1W
Creature - Kor Soldier
1/3
Whenever Silkenfist Fighter becomes blocked, untap it.

Silkenfist Order
3WW
Creature - Kor Soldier
3/5
Whenever Silkenfist Order becomes blocked, untap it.

Silklash Spider
3GG
Creature - Spider
2/7
Reach (This creature can block creatures with flying.)
XGG: Silklash Spider deals X damage to each creature with flying.

Silkwing Scout
2U
Creature - Faerie Scout
2/1
Flying
G, Sacrifice Silkwing Scout: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

Silt Crawler
2G
Creature - Beast
3/3
When Silt Crawler comes into play, tap all lands you control.

Silver Drake
1WU
Creature - Drake
3/3
Flying
When Silver Drake comes into play, return a white or blue creature you control to its owner's hand.

Silver Erne
3U
Creature - Bird
2/2
Flying, trample

Silver Knight
WW
Creature - Human Knight
2/2
First strike, protection from red

Silver Myr
2
Artifact Creature - Myr
1/1
T Add U to your mana pool.

Silver Seraph
5WWW
Creature - Angel
6/6
Flying
Threshold - Other creatures you control get +2/+2 as long as seven or more cards are in your graveyard.

Silver Wyvern
3UU
Creature - Drake
4/3
Flying
U: Change the target of target spell or ability with a single target if that target is Silver Wyvern. The new target must be a creature.

Silverback Ape
3GG
Creature - Ape
5/5

Silvergill Adept
1U
Creature - Merfolk Wizard
2/1
As an additional cost to play Silvergill Adept, reveal a Merfolk card from your hand or pay 3.
When Silvergill Adept comes into play, draw a card.

Silvergill Douser
1U
Creature - Merfolk Wizard
1/1
T Target creature gets -X/-0 until end of turn, where X is the number of Merfolk and/or Faeries you control.

Silverglade Elemental
4G
Creature - Elemental
4/4
When Silverglade Elemental comes into play, you may search your library for a Forest card and put that card into play. If you do, shuffle your library.

Silverglade Pathfinder
1G
Creature - Dryad Spellshaper
1/1
1G, T, Discard a card: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

Silverstorm Samurai
4WW
Creature - Fox Samurai
3/3
Flash
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

Silvos, Rogue Elemental
3GGG
Legendary Creature - Elemental
8/5
Trample
G: Regenerate Silvos, Rogue Elemental.

Sima Yi, Wei Field Marshal
5B
Legendary Creature - Human Soldier
*/4
Sima Yi, Wei Field Marshal's power is equal to the number of Swamps you control.

Simian Brawler
3G
Creature - Ape Warrior
3/3
Discard a land card: Simian Brawler gets +1/+1 until end of turn.

Simian Grunts
2G
Creature - Ape
3/4
Flash
Echo 2G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Simian Spirit Guide
2R
Creature - Ape Spirit
2/2
Remove Simian Spirit Guide in your hand from the game: Add R to your mana pool.

Simic Basilisk
4GG
Creature - Basilisk Mutant
0/0
Graft 3 (This creature comes into play with three +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
1G: Until end of turn, target creature with a +1/+1 counter on it gains "Whenever this creature deals combat damage to a creature, destroy that creature at end of combat."

Simic Growth Chamber
Land
Simic Growth Chamber comes into play tapped.
When Simic Growth Chamber comes into play, return a land you control to its owner's hand.
T Add GU to your mana pool.

Simic Guildmage
(G / U) (G / U)
Creature - Elf Wizard
2/2
(o (g/u) can be paid with either G or U.)
1G: Move a +1/+1 counter from target creature onto another target creature with the same controller.
1U: Attach target Aura enchanting a permanent to another permanent with the same controller.

Simic Initiate
G
Creature - Human Mutant
0/0
Graft 1 (This creature comes into play with a +1/+1 counter on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)

Simic Ragworm
3G
Creature - Worm
3/3
U: Untap Simic Ragworm.

Simic Signet
2
Artifact
1, T Add GU to your mana pool.

Simic Sky Swallower
5GU
Creature - Leviathan
6/6
Flying, trample, shroud (This permanent can't be the target of spells or abilities.)

Simoon
RG
Instant
Simoon deals 1 damage to each creature target opponent controls.

Simplify
G
Sorcery
Each player sacrifices an enchantment.

Simulacrum
1B
Instant
You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn.

Sindbad
1U
Creature - Human
1/1
T Draw a card and reveal it. If it isn't a land card, discard it.

Sinew Sliver
1W
Creature - Sliver
1/1
All Sliver creatures get +1/+1.

Singe
R
Instant
Singe deals 1 damage to target creature. That creature becomes black until end of turn.

Singing Tree
3G
Creature - Plant
0/3
T Target attacking creature's power becomes 0 until end of turn.

Sinister Strength
1B
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+1 and is black.

Sink into Takenuma
3B
Sorcery - Arcane
Sweep - Return any number of Swamps you control to their owner's hand. Target player discards a card for each Swamp returned this way.

Sinkhole
BB
Sorcery
Destroy target land.

Sinking Feeling
2U
Enchantment - Aura
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
Enchanted creature has "1, Put a -1/-1 counter on this creature: Untap this creature."

Sins of the Past
4BB
Sorcery
Until end of turn, you may play target instant or sorcery card in your graveyard without paying its mana cost. If that card would be put into your graveyard this turn, remove it from the game instead. Remove Sins of the Past from the game.

Sinstriker's Will
3W
Enchantment - Aura
Enchant creature
Enchanted creature has "T This creature deals damage equal to its power to target attacking or blocking creature."

Sir Shandlar of Eberyn
4GW
Legendary Creature - Human Knight
4/7

Sire of the Storm
4UU
Creature - Spirit
3/3
Flying
Whenever you play a Spirit or Arcane spell, you may draw a card.

Siren's Call
U
Instant
Play Siren's Call only during an opponent's turn and only before attackers are declared.
Creatures the active player controls attack this turn if able.
At end of turn, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.

Sirocco
1R
Instant
Target player reveals his or her hand. For each blue instant card revealed, he or she pays 4 life or discards that card.

Sisay's Ingenuity
U
Enchantment - Aura
Enchant creature
When Sisay's Ingenuity comes into play, draw a card.
Enchanted creature has "2U: Target creature becomes the color of your choice until end of turn."

Sisay's Ring
4
Artifact
T Add 2 to your mana pool.

Sisters of Stone Death
4BBGG
Legendary Creature - Gorgon
7/5
G: Target creature blocks Sisters of Stone Death this turn if able.
BG: Remove from the game target creature blocking or blocked by Sisters of Stone Death.
2B: Put a creature card removed from the game with Sisters of Stone Death into play under your control.

Sisters of the Flame
1RR
Creature - Human Shaman
2/2
T Add R to your mana pool.

Sivitri Scarzam
5UB
Legendary Creature - Human
6/4

Sivvi's Ruse
2WW
Instant
If an opponent controls a Mountain and you control a Plains, you may play Sivvi's Ruse without paying its mana cost.
Prevent all damage that would be dealt this turn to creatures you control.

Sivvi's Valor
2W
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay the mana cost of Sivvi's Valor.
All damage that would be dealt to target creature this turn is dealt to you instead.

Six-y Beast
3R
Creature - Beast
0/0
As Six-y Beast comes into play, you secretly put six or fewer +1/+1 counters on it, then an opponent guesses the number of counters. If that player guesses right, sacrifice Six-y Beast.

Sizzle
2R
Sorcery
Sizzle deals 3 damage to each opponent.

Skarrg, the Rage Pits
Land
T Add 1 to your mana pool.
RG, T Target creature gets +1/+1 and gains trample until end of turn.

Skarrgan Firebird
4RR
Creature - Phoenix
3/3
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.)
Flying
RRR: Return Skarrgan Firebird from your graveyard to your hand. Play this ability only if an opponent was dealt damage this turn.

Skarrgan Pit-Skulk
G
Creature - Human Warrior
1/1
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature comes into play with a +1/+1 counter on it.)
Creatures with power less than Skarrgan Pit-Skulk's power can't block it.

Skarrgan Skybreaker
4RRG
Creature - Giant Shaman
3/3
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature comes into play with three +1/+1 counters on it.)
1, Sacrifice Skarrgan Skybreaker: Skarrgan Skybreaker deals damage equal to its power to target creature or player.

Skeletal Changeling
1B
Creature - Shapeshifter
1/1
Changeling (This card is every creature type at all times.)
1B: Regenerate Skeletal Changeling.

Skeletal Crocodile
3B
Creature - Crocodile Skeleton
5/1

Skeletal Scrying
XB
Instant
As an additional cost to play Skeletal Scrying, remove X cards in your graveyard from the game.
You draw X cards and you lose X life.

Skeletal Snake
1B
Creature - Snake Skeleton
2/1

Skeletal Vampire
4BB
Creature - Vampire Skeleton
3/3
Flying
When Skeletal Vampire comes into play, put two 1/1 black Bat creature tokens with flying into play.
3BB, Sacrifice a Bat: Put two 1/1 black Bat creature tokens with flying into play.
Sacrifice a Bat: Regenerate Skeletal Vampire.

Skeleton Scavengers
2B
Creature - Skeleton
0/0
Skeleton Scavengers comes into play with a +1/+1 counter on it.
Pay 1 for each +1/+1 counter on Skeleton Scavengers: Regenerate Skeleton Scavengers. When it regenerates this way, put a +1/+1 counter on it.

Skeleton Shard
3
Artifact
3, T or B, T Return target artifact creature card from your graveyard to your hand.

Skeleton Ship
3UB
Legendary Creature - Skeleton
0/3
When you control no Islands, sacrifice Skeleton Ship.
T Put a -1/-1 counter on target creature.

Skinthinner
1B
Creature - Zombie
2/1
Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Skinthinner is turned face up, destroy target nonblack creature. It can't be regenerated.

Skirge Familiar
4B
Creature - Imp
3/2
Flying
Discard a card: Add B to your mana pool.

Skirk Alarmist
1R
Creature - Human Wizard
1/2
Haste
T Turn target face-down creature you control face up. At end of turn, sacrifice it.

Skirk Commando
1RR
Creature - Goblin
2/1
Whenever Skirk Commando deals combat damage to a player, you may have it deal 2 damage to target creature that player controls.
Morph 2R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Skirk Drill Sergeant
1R
Creature - Goblin
2/1
Whenever Skirk Drill Sergeant or another Goblin is put into a graveyard from play, you may pay 2R. If you do, reveal the top card of your library. If it's a Goblin permanent card, put it into play. Otherwise, put it into your graveyard.

Skirk Fire Marshal
3RR
Creature - Goblin
2/2
Protection from red
Tap five untapped Goblins you control: Skirk Fire Marshal deals 10 damage to each creature and each player.

Skirk Marauder
1R
Creature - Goblin
2/1
Morph 2R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Skirk Marauder is turned face up, it deals 2 damage to target creature or player.

Skirk Outrider
3R
Creature - Goblin
2/2
Skirk Outrider gets +2/+2 and has trample as long as you control a Beast.

Skirk Prospector
R
Creature - Goblin
1/1
Sacrifice a Goblin: Add R to your mana pool.

Skirk Ridge Exhumer
1B
Creature - Zombie Spellshaper
1/1
B, T, Discard a card: Put a 1/1 black Zombie Goblin creature token named Festering Goblin into play with "When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn."

Skirk Shaman
1RR
Creature - Goblin Shaman
2/2
Skirk Shaman can't be blocked except by artifact creatures and/or red creatures.

Skirk Volcanist
3R
Creature - Goblin
3/1
Morph-Sacrifice two Mountains. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Skirk Volcanist is turned face up, it deals 3 damage divided as you choose among any number of target creatures.

Skittering Horror
2B
Creature - Horror
4/3
When you play a creature spell, sacrifice Skittering Horror.

Skittering Monstrosity
3BB
Creature - Horror
5/5
When you play a creature spell, sacrifice Skittering Monstrosity.

Skittering Skirge
BB
Creature - Imp
3/2
Flying
When you play a creature spell, sacrifice Skittering Skirge.

Skittish Kavu
1R
Creature - Kavu
1/1
Skittish Kavu gets +1/+1 as long as no opponent controls a white or blue creature.

Skittish Valesk
6R
Creature - Beast
5/5
At the beginning of your upkeep, flip a coin. If you lose the flip, turn Skittish Valesk face down.
Morph 5R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Skizzik
3R
Creature - Elemental
5/3
Kicker R (You may pay an additional R as you play this spell.)
Trample, haste
At end of turn, sacrifice Skizzik unless the kicker cost was paid.

Skizzik Surger
4RR
Creature - Elemental
6/4
Haste
Echo-Sacrifice two lands. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Skred
R
Instant
Skred deals damage to target creature equal to the number of snow permanents you control.

Skulking Fugitive
2B
Creature - Horror Mercenary
3/4
When Skulking Fugitive becomes the target of a spell or ability, sacrifice it.

Skulking Ghost
1B
Creature - Spirit
2/1
Flying
When Skulking Ghost becomes the target of a spell or ability, sacrifice it.

Skulking Knight
2B
Creature - Zombie Knight
3/3
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
When Skulking Knight becomes the target of a spell or ability, sacrifice it.

Skull Catapult
4
Artifact
1, T, Sacrifice a creature: Skull Catapult deals 2 damage to target creature or player.

Skull Collector
1BB
Creature - Ogre Warrior
3/3
At the beginning of your upkeep, return a black creature you control to its owner's hand.
1B: Regenerate Skull Collector.

Skull Fracture
B
Sorcery
Target player discards a card.
Flashback 3B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Skull of Orm
3
Artifact
5, T Return target enchantment card from your graveyard to your hand.

Skull of Ramos
3
Artifact
T Add B to your mana pool.
Sacrifice Skull of Ramos: Add B to your mana pool.

Skullcage
4
Artifact
At the beginning of each opponent's upkeep, Skullcage deals 2 damage to that player unless he or she has exactly three or exactly four cards in hand.

Skullclamp
1
Artifact - Equipment
Equipped creature gets +1/-1.
When equipped creature is put into a graveyard, draw two cards.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Skullmane Baku
3BB
Creature - Spirit
2/1
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Skullmane Baku.
1, T, Remove X ki counters from Skullmane Baku: Target creature gets -X/-X until end of turn.

Skullmead Cauldron
4
Artifact
T You gain 1 life.
T, Discard a card: You gain 3 life.

Skullscorch
RR
Sorcery
Target player discards two cards at random unless that player has Skullscorch deal 4 damage to him or her.

Skullsnatcher
1B
Creature - Rat Ninja
2/1
Ninjutsu B (B, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Skullsnatcher deals combat damage to a player, remove up to two target cards in that player's graveyard from the game.

Skulltap
1B
Sorcery
As an additional cost to play Skulltap, sacrifice a creature.
Draw two cards.

Sky Diamond
2
Artifact
Sky Diamond comes into play tapped.
T Add U to your mana pool.

Sky Hussar
3WU
Creature - Human Knight
4/3
Flying
When Sky Hussar comes into play, untap all creatures you control.
Forecast - Tap two untapped white and/or blue creatures you control, Reveal Sky Hussar from your hand: Draw a card. (Play this ability only during your upkeep and only once each turn.)

Sky Spirit
1WU
Creature - Spirit
2/2
Flying, first strike

Sky Swallower
3UU
Creature - Leviathan
8/8
Flying
When Sky Swallower comes into play, target opponent gains control of all other permanents you control.

Sky Weaver
1U
Creature - Metathran Wizard
2/1
2: Target white or black creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)

Skycloud Egg
1
Artifact
2, T, Sacrifice Skycloud Egg: Add WU to your mana pool. Draw a card.

Skycloud Expanse
Land
1, T Add WU to your mana pool.

Skyfire Kirin
2RR
Legendary Creature - Kirin Spirit
3/3
Flying
Whenever you play a Spirit or Arcane spell, you may gain control of target creature with that spell's converted mana cost until end of turn.

Skyhunter Cub
2W
Creature - Cat Knight
2/2
As long as Skyhunter Cub is equipped, it gets +1/+1 and has flying.

Skyhunter Patrol
2WW
Creature - Cat Knight
2/3
Flying, first strike (This creature can't be blocked except by creatures with flying or reach, and it deals combat damage before creatures without first strike.)

Skyhunter Prowler
2W
Creature - Cat Knight
1/3
Flying, vigilance (This creature can't be blocked except by creatures with flying or reach, and attacking doesn't cause this creature to tap.)

Skyhunter Skirmisher
1WW
Creature - Cat Knight
1/1
Flying, double strike (This creature can't be blocked except by creatures with flying or reach, and it deals both first-strike and regular combat damage.)

Skyknight Legionnaire
1RW
Creature - Human Knight
2/2
Flying, haste

Skyreach Manta
5
Artifact Creature - Fish
0/0
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
Flying

Skyrider Trainee
4W
Creature - Human Soldier
3/3
As long as Skyrider Trainee is enchanted, it has flying.

Skyscribing
XUU
Sorcery
Each player draws X cards.
Forecast - 2U, Reveal Skyscribing from your hand: Each player draws a card. (Play this ability only during your upkeep and only once each turn.)

Skyshaper
2
Artifact
Sacrifice Skyshaper: Creatures you control gain flying until end of turn.

Skyship Weatherlight
4
Legendary Artifact
When Skyship Weatherlight comes into play, search your library for any number of artifact and/or creature cards and remove them from the game. Then shuffle your library.
4, T Choose a card at random that was removed from the game with Skyship Weatherlight. Put that card into its owner's hand.

Skyshooter
1G
Creature - Centaur Archer
1/2
Reach (This creature can block creatures with flying.)
T, Sacrifice Skyshooter: Destroy target attacking or blocking creature with flying.

Skyshroud Archer
G
Creature - Elf Archer
1/1
T Target creature with flying gets -1/-1 until end of turn.

Skyshroud Behemoth
5GG
Creature - Beast
10/10
Fading 2 (This creature comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Skyshroud Behemoth comes into play tapped.

Skyshroud Blessing
1G
Instant
Lands gain shroud until end of turn. (They can't be the targets of spells or abilities.)
Draw a card.

Skyshroud Claim
3G
Sorcery
Search your library for up to two Forest cards and put them into play. Then shuffle your library.

Skyshroud Condor
1U
Creature - Bird
2/2
Flying
You can't play Skyshroud Condor unless you've played another spell this turn.

Skyshroud Cutter
3G
Creature - Beast
2/2
If you control a Forest, you may have each other player gain 5 life rather than pay Skyshroud Cutter's mana cost.

Skyshroud Elf
1G
Creature - Elf Druid
1/1
T Add G to your mana pool.
1: Add W or R to your mana pool.

Skyshroud Elite
G
Creature - Elf
1/1
Skyshroud Elite gets +1/+2 as long as an opponent controls a nonbasic land.

Skyshroud Falcon
1W
Creature - Bird
1/1
Flying, vigilance

Skyshroud Forest
Land
Skyshroud Forest comes into play tapped.
T Add 1 to your mana pool.
T Add U or G to your mana pool. Skyshroud Forest deals 1 damage to you.

Skyshroud Poacher
2GG
Creature - Human Rebel
2/2
3, T Search your library for an Elf permanent card and put that card into play. Then shuffle your library.

Skyshroud Ranger
G
Creature - Elf
1/1
T You may put a land card from your hand into play. Play this ability only any time you could play a sorcery.

Skyshroud Ridgeback
G
Creature - Beast
2/3
Fading 2 (This creature comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)

Skyshroud Sentinel
2G
Creature - Elf
1/1
When Skyshroud Sentinel comes into play, you may search your library for up to three cards named Skyshroud Sentinel, reveal them, and put them into your hand. If you do, shuffle your library.

Skyshroud Troll
2GG
Creature - Troll Giant
3/3
1G: Regenerate Skyshroud Troll.

Skyshroud Troopers
3G
Creature - Elf Druid Warrior
3/3
T Add G to your mana pool.

Skyshroud Vampire
3BB
Creature - Vampire
3/3
Flying
Discard a creature card: Skyshroud Vampire gets +2/+2 until end of turn.

Skyshroud War Beast
1G
Creature - Beast
*/*
Trample
As Skyshroud War Beast comes into play, choose an opponent.
Skyshroud War Beast's power and toughness are each equal to the number of nonbasic lands the chosen player controls.

Skywing Aven
2U
Creature - Bird Soldier
2/1
Flying
Discard a card: Return Skywing Aven to its owner's hand.

Slagwurm Armor
1
Artifact - Equipment
Equipped creature gets +0/+6.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Slashing Tiger
2GG
Creature - Cat
3/3
Whenever Slashing Tiger becomes blocked, it gets +2/+2 until end of turn.

Slate of Ancestry
4
Artifact
4, T, Discard your hand: Draw a card for each creature you control.

Slaughter
2BB
Instant
Buyback-Pay 4 life. (You may pay 4 life in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)
Destroy target nonblack creature. It can't be regenerated.

Slaughter Pact
0
Instant
Slaughter Pact is black.
Destroy target nonblack creature.
At the beginning of your next upkeep, pay 2B. If you don't, you lose the game.

Slaughterhouse Bouncer
4B
Creature - Ogre Warrior
3/3
Hellbent - When Slaughterhouse Bouncer is put into a graveyard from play, if you have no cards in hand, target creature gets -3/-3 until end of turn.

Slay
2B
Instant
Destroy target green creature. It can't be regenerated.
Draw a card.

Sleeper Agent
B
Creature - Minion
3/3
When Sleeper Agent comes into play, target opponent gains control of it.
At the beginning of your upkeep, Sleeper Agent deals 2 damage to you.

Sleeper's Guile
2B
Enchantment - Aura
Enchant creature
Enchanted creature has fear.
When Sleeper's Guile is put into a graveyard from play, return Sleeper's Guile to its owner's hand.

Sleeper's Robe
UB
Enchantment - Aura
Enchant creature
Enchanted creature has fear.
Whenever enchanted creature deals combat damage to an opponent, you may draw a card.

Sleeping Potion
1U
Enchantment - Aura
Enchant creature
When Sleeping Potion comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
When enchanted creature becomes the target of a spell or ability, sacrifice Sleeping Potion.

Sleight of Hand
U
Sorcery
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.

Sleight of Mind
U
Instant
Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell.") (This effect doesn't end at end of turn.)

Slice and Dice
4RR
Sorcery
Slice and Dice deals 4 damage to each creature.
Cycling 2R (2R, Discard this card: Draw a card.)
When you cycle Slice and Dice, you may have it deal 1 damage to each creature.

Slimy Kavu
2R
Creature - Kavu
2/2
T Target land becomes a Swamp until end of turn.

Slingshot Goblin
2R
Creature - Goblin
2/2
R, T Slingshot Goblin deals 2 damage to target blue creature.

Slinking Giant
2RR
Creature - Giant Rogue
4/4
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever Slinking Giant blocks or becomes blocked, it gets -3/-0 until end of turn.

Slinking Serpent
2UB
Creature - Serpent
2/3
Forestwalk

Slinking Skirge
3B
Creature - Imp
2/1
Flying
2, Sacrifice Slinking Skirge: Draw a card.

Slippery Bogle
(G / U)
Creature - Beast
1/1
Slippery Bogle can't be the target of spells or abilities your opponents control.

Slippery Karst
Land
Slippery Karst comes into play tapped.
T Add G to your mana pool.
Cycling 2 (2, Discard this card: Draw a card.)

Slipstream Eel
5UU
Creature - Fish Beast
6/6
Slipstream Eel can't attack unless defending player controls an Island.
Cycling 1U (1U, Discard this card: Draw a card.)

Slipstream Serpent
7U
Creature - Serpent
6/6
Slipstream Serpent can't attack unless defending player controls an Island.
When you control no Islands, sacrifice Slipstream Serpent.
Morph 5U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Sliptide Serpent
4UU
Creature - Serpent
4/4
3U: Return Sliptide Serpent to its owner's hand.

Slith Ascendant
1WW
Creature - Slith
1/1
Flying
Whenever Slith Ascendant deals combat damage to a player, put a +1/+1 counter on it.

Slith Bloodletter
BB
Creature - Slith
1/1
Whenever Slith Bloodletter deals combat damage to a player, put a +1/+1 counter on it.
1B: Regenerate Slith Bloodletter.

Slith Firewalker
RR
Creature - Slith
1/1
Haste
Whenever Slith Firewalker deals combat damage to a player, put a +1/+1 counter on it.

Slith Predator
GG
Creature - Slith
1/1
Trample
Whenever Slith Predator deals combat damage to a player, put a +1/+1 counter on it.

Slith Strider
1UU
Creature - Slith
1/1
Whenever Slith Strider becomes blocked, draw a card.
Whenever Slith Strider deals combat damage to a player, put a +1/+1 counter on it.

Slithering Shade
B
Creature - Shade
0/1
Defender (This creature can't attack.)
B: Slithering Shade gets +1/+1 until end of turn.
Hellbent - Slithering Shade can attack as though it didn't have defender as long as you have no cards in hand.

Slithermuse
2UU
Creature - Elemental
3/3
When Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Evoke 3U (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Slithery Stalker
1BB
Creature - Nightmare Horror
1/1
Swampwalk
When Slithery Stalker comes into play, remove target green or white creature an opponent controls from the game.
When Slithery Stalker leaves play, return the removed card to play under its owner's control.

Sliver Legion
WUBRG
Legendary Creature - Sliver
7/7
All Sliver creatures get +1/+1 for each other Sliver in play.

Sliver Overlord
WUBRG
Legendary Creature - Sliver Mutant
7/7
3: Search your library for a Sliver card, reveal that card, and put it into your hand. Then shuffle your library.
3: Gain control of target Sliver. (This effect doesn't end at end of turn.)

Sliver Queen
WUBRG
Legendary Creature - Sliver
7/7
2: Put a 1/1 colorless Sliver creature token into play.

Sliversmith
2
Artifact Creature - Spellshaper
1/1
1, T, Discard a card: Put a 1/1 Sliver artifact creature token named Metallic Sliver into play.

Slobad, Goblin Tinkerer
1R
Legendary Creature - Goblin Artificer
1/2
Sacrifice an artifact: Target artifact becomes indestructible until end of turn. ("Destroy" effects and lethal damage don't destroy that artifact.)

Slow Motion
2U
Enchantment - Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, that player sacrifices that creature unless he or she pays 2.
When Slow Motion is put into a graveyard from play, return Slow Motion to its owner's hand.

Sluggishness
1R
Enchantment - Aura
Enchant creature
Enchanted creature can't block.
When Sluggishness is put into a graveyard from play, return Sluggishness to its owner's hand.

Slumbering Tora
3
Artifact
2, Discard a Spirit or Arcane card: Slumbering Tora becomes an X/X Cat artifact creature until end of turn, where X is the discarded card's converted mana cost.

Smallpox
BB
Sorcery
Each player loses 1 life, discards a card, sacrifices a creature, then sacrifices a land.

Smart Ass
2U
Creature - Donkey Wizard
2/1
Whenever Smart Ass attacks, name a card. Defending player may reveal his or her hand and show you that the named card isn't there. If that player doesn't, Smart Ass is unblockable this turn.

Smash
2R
Instant
Destroy target artifact.
Draw a card.

Smash to Smithereens
1R
Instant
Destroy target artifact. Smash to Smithereens deals 3 damage to that artifact's controller.

Smite
W
Instant
Destroy target blocked creature.

Smogsteed Rider
2BB
Creature - Human Wizard
2/2
Whenever Smogsteed Rider attacks, each other attacking creature gains fear until end of turn.

Smoke
RR
Enchantment
Players can't untap more than one creature during their untap steps.

Smokebraider
1R
Creature - Elemental Shaman
1/1
T Add two mana in any combination of colors to your mana pool. Spend this mana only to play Elemental spells or activated abilities of Elementals.

Smokespew Invoker
2B
Creature - Zombie Mutant
3/1
7B: Target creature gets -3/-3 until end of turn.

Smokestack
4
Artifact
At the beginning of your upkeep, you may put a soot counter on Smokestack.
At the beginning of each player's upkeep, that player sacrifices a permanent for each soot counter on Smokestack.

Smolder Initiate
B
Creature - Elemental Shaman
1/1
Whenever a player plays a black spell, you may pay 1. If you do, target player loses 1 life.

Smoldering Butcher
3B
Creature - Elemental Warrior
4/2
Wither (This deals damage to creatures in the form of -1/-1 counters.)

Smoldering Crater
Land
Smoldering Crater comes into play tapped.
T Add R to your mana pool.
Cycling 2 (2, Discard this card: Draw a card.)

Smoldering Tar
2BR
Enchantment
At the beginning of your upkeep, target player loses 1 life.
Sacrifice Smoldering Tar: Smoldering Tar deals 4 damage to target creature. Play this ability only any time you could play a sorcery.

Smother
1B
Instant
Destroy target creature with converted mana cost 3 or less. It can't be regenerated.

Snag
3G
Instant
You may discard a Forest card rather than pay Snag's mana cost.
Prevent all combat damage that would be dealt by unblocked creatures this turn.

Snake Basket
4
Artifact
X, Sacrifice Snake Basket: Put X 1/1 green Snake creature tokens into play. Play this ability only any time you could play a sorcery.

Snake Cult Initiation
3B
Enchantment - Aura
Enchant creature
Enchanted creature has poisonous 3. (Whenever it deals combat damage to a player, that player gets three poison counters. A player with ten or more poison counters loses the game.)

Snake Pit
3G
Enchantment
Whenever an opponent plays a blue or black spell, you may put a 1/1 green Snake creature token into play.

Snakeform
2 (G / U)
Instant
Target creature loses all abilities and becomes a 1/1 green Snake until end of turn.
Draw a card.

Snap
1U
Instant
Return target creature to its owner's hand. Untap up to two lands.

Snapback
1U
Instant
You may remove a blue card in your hand from the game rather than pay Snapback's mana cost.
Return target creature to its owner's hand.

Snapping Drake
3U
Creature - Drake
3/2
Flying (This creature can't be blocked except by creatures with flying or reach.)

Snapping Thragg
4R
Creature - Beast
3/3
Whenever Snapping Thragg deals combat damage to a player, you may have it deal 3 damage to target creature that player controls.
Morph 4RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Snarling Undorak
2GG
Creature - Beast
3/3
2G: Target Beast creature gets +1/+1 until end of turn.
Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Sneak Attack
3R
Enchantment
R: You may put a creature card from your hand into play. That creature gains haste until end of turn. Sacrifice the creature at end of turn.

Sneaky Homunculus
1U
Creature - Homunculus Illusion
1/1
Sneaky Homunculus can't block or be blocked by creatures with power 2 or greater.

Snorting Gahr
2GG
Creature - Rhino Beast
3/3
Whenever Snorting Gahr becomes blocked, it gets +2/+2 until end of turn.

Snow Devil
1U
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
Enchanted creature has first strike as long as it's blocking and you control a snow land.

Snow Fortress
5
Artifact Creature - Wall
0/4
Defender (This creature can't attack.)
1: Snow Fortress gets +1/+0 until end of turn.
1: Snow Fortress gets +0/+1 until end of turn.
3: Snow Fortress deals 1 damage to target creature without flying that's attacking you.

Snow Hound
2W
Creature - Hound
1/1
1, T Return Snow Hound and target blue or green creature you control to their owner's hand.

Snowblind
3G
Enchantment - Aura
Enchant creature
Enchanted creature gets -X/-Y. If that creature is attacking, X is the number of snow lands defending player controls. Otherwise, X is the number of snow lands its controller controls. Y is equal to X or to enchanted creature's toughness minus 1, whichever is smaller.

Snow-Covered Forest
Basic Snow Land - Forest

Snow-Covered Island
Basic Snow Land - Island

Snow-Covered Mountain
Basic Snow Land - Mountain

Snow-Covered Plains
Basic Snow Land - Plains

Snow-Covered Swamp
Basic Snow Land - Swamp

Snowfall
2U
Enchantment
Cumulative upkeep U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an Island is tapped for mana, its controller may add U to his or her mana pool. If that Island is snow, its controller may add UU to his or her mana pool instead. Spend this mana only to pay for cumulative upkeep.

Snuff Out
3B
Instant
If you control a Swamp, you may pay 4 life rather than pay Snuff Out's mana cost.
Destroy target nonblack creature. It can't be regenerated.

Soar
1U
Enchantment - Aura
You may play Soar any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.
Enchant creature
Enchanted creature gets +0/+1 and has flying.

Soaring Hope
4W
Enchantment - Aura
Enchant creature
When Soaring Hope comes into play, you gain 3 life.
Enchanted creature has flying.
W: Put Soaring Hope on top of its owner's library.

Soilshaper
1G
Creature - Spirit
1/1
Whenever you play a Spirit or Arcane spell, target land becomes a 3/3 creature until end of turn. It's still a land.

Sokenzan Bruiser
4R
Creature - Ogre Warrior
3/3
Mountainwalk

Sokenzan Renegade
2R
Creature - Ogre Samurai Mercenary
3/3
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
At the beginning of your upkeep, if a player has more cards in hand than any other, the player with the most cards in hand gains control of Sokenzan Renegade.

Sokenzan Spellblade
4R
Creature - Ogre Samurai Shaman
2/3
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
1R: Sokenzan Spellblade gets +X/+0 until end of turn, where X is the number of cards in your hand.

Sol Grail
3
Artifact
As Sol Grail comes into play, choose a color.
T Add one mana of the chosen color to your mana pool.

Sol Ring
1
Artifact
T Add 2 to your mana pool.

Solar Blast
3R
Instant
Solar Blast deals 3 damage to target creature or player.
Cycling 1RR (1RR, Discard this card: Draw a card.)
When you cycle Solar Blast, you may have it deal 1 damage to target creature or player.

Solar Tide
4WW
Sorcery
Choose one - Destroy all creatures with power 2 or less; or destroy all creatures with power 3 or greater.
Entwine-Sacrifice two lands. (Choose both if you pay the entwine cost.)

Solarion
7
Artifact Creature - Construct
0/0
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
T Double the number of +1/+1 counters on Solarion.

Soldevi Adnate
1B
Creature - Human Cleric
1/2
T, Sacrifice a black or artifact creature: Add an amount of black mana equal to the sacrificed creature's converted mana cost to your mana pool.

Soldevi Digger
2
Artifact
2: Put the top card of your graveyard on the bottom of your library.

Soldevi Excavations
Land
If Soldevi Excavations would come into play, sacrifice an untapped Island instead. If you do, put Soldevi Excavations into play. If you don't, put it into its owner's graveyard.
T Add 1U to your mana pool.
1, T Look at the top card of your library. You may put that card on the bottom of your library.

Soldevi Golem
4
Artifact Creature - Golem
5/3
Soldevi Golem doesn't untap during your untap step.
At the beginning of your upkeep, you may untap target tapped creature an opponent controls. If you do, untap Soldevi Golem.

Soldevi Heretic
2U
Creature - Human Cleric
2/2
W, T Prevent the next 2 damage that would be dealt to target creature this turn. Target opponent may draw a card.

Soldevi Machinist
1U
Creature - Human Wizard Artificer
1/1
T Add 2 to your mana pool. Spend this mana only to play activated abilities of artifacts.

Soldevi Sage
1U
Creature - Human Wizard
1/1
T, Sacrifice two lands: Draw three cards, then discard one of them.

Soldevi Sentry
1
Artifact Creature - Soldier
1/1
1: Regenerate Soldevi Sentry. Target opponent may draw a card.

Soldevi Simulacrum
4
Artifact Creature - Soldier
2/4
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
1: Soldevi Simulacrum gets +1/+0 until end of turn.

Soldevi Steam Beast
5
Artifact Creature - Beast
4/2
Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life.
2: Regenerate Soldevi Steam Beast.

Soldier of Fortune
R
Creature - Human Mercenary
1/1
R, T Target player shuffles his or her library.

Soldier Replica
3
Artifact Creature - Soldier
1/3
1W, Sacrifice Soldier Replica: Soldier Replica deals 3 damage to target attacking or blocking creature.

Solemn Simulacrum
4
Artifact Creature - Golem
2/2
When Solemn Simulacrum comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.
When Solemn Simulacrum is put into a graveyard from play, you may draw a card.

Solfatara
2R
Instant
Target player can't play lands this turn.
Draw a card at the beginning of the next turn's upkeep.

Solidarity
3W
Instant
Creatures you control get +0/+5 until end of turn.

Solitary Confinement
2W
Enchantment
At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card.
Skip your draw step.
You have shroud. (You can't be the target of spells or abilities.)
Prevent all damage that would be dealt to you.

Sol'kanar the Swamp King
2UBR
Legendary Creature - Demon
5/5
Swampwalk
Whenever a player plays a black spell, you gain 1 life.

Soltari Champion
2W
Creature - Soltari Soldier
2/2
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Soltari Champion attacks, all other creatures you control get +1/+1 until end of turn.

Soltari Crusader
2W
Creature - Soltari Knight
2/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
1W: Soltari Crusader gets +1/+0 until end of turn.

Soltari Emissary
1W
Creature - Soltari Soldier
2/1
W: Soltari Emissary gains shadow until end of turn. (This creature can block or be blocked by only creatures with shadow.)

Soltari Foot Soldier
W
Creature - Soltari Soldier
1/1
Shadow (This creature can block or be blocked by only creatures with shadow.)

Soltari Guerrillas
2WR
Creature - Soltari Soldier
3/2
Shadow (This creature can block or be blocked by only creatures with shadow.)
0: The next time Soltari Guerrillas would deal combat damage to defending player this turn, it deals that damage to target creature instead.

Soltari Lancer
2W
Creature - Soltari Knight
2/2
Shadow (This creature can block or be blocked by only creatures with shadow.)
Soltari Lancer has first strike as long as it's attacking.

Soltari Monk
WW
Creature - Soltari Monk Cleric
2/1
Protection from black
Shadow (This creature can block or be blocked by only creatures with shadow.)

Soltari Priest
WW
Creature - Soltari Cleric
2/1
Protection from red
Shadow (This creature can block or be blocked by only creatures with shadow.)

Soltari Trooper
1W
Creature - Soltari Soldier
1/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Soltari Trooper attacks, it gets +1/+1 until end of turn.

Soltari Visionary
1WW
Creature - Soltari Cleric
2/2
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Soltari Visionary deals damage to a player, destroy target enchantment that player controls.

Somber Hoverguard
5U
Creature - Drone
3/2
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying

Somnomancer
1 (W / U)
Creature - Kithkin Wizard
2/1
When Somnomancer comes into play, you may tap target creature.

Somnophore
2UU
Creature - Illusion
2/2
Flying
Whenever Somnophore deals damage to a player, tap target creature that player controls. That creature doesn't untap during its controller's untap step as long as Somnophore remains in play.

Song of Blood
1R
Sorcery
Put the top four cards of your library into your graveyard.
Whenever a creature attacks this turn, it gets +1/+0 until end of turn for each creature card put into your graveyard this way.

Song of Serenity
1G
Enchantment
Enchanted creatures can't attack or block.

Songs of the Damned
B
Instant
Add B to your mana pool for each creature card in your graveyard.

Songstitcher
W
Creature - Human Cleric
1/1
1W: Prevent all combat damage that would be dealt this turn by target attacking creature with flying.

Sonic Burst
1R
Instant
As an additional cost to play Sonic Burst, discard a card at random.
Sonic Burst deals 4 damage to target creature or player.

Sonic Seizure
R
Instant
As an additional cost to play Sonic Seizure, discard a card at random.
Sonic Seizure deals 3 damage to target creature or player.

Soot Imp
1BB
Creature - Imp
1/2
Flying
Whenever a player plays a nonblack spell, that player loses 1 life.

Sootfeather Flock
4B
Creature - Bird
3/2
Flying
Morph 3B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Soothing Balm
1W
Instant
Target player gains 5 life.

Soothsaying
U
Enchantment
3UU: Shuffle your library.
X: Look at the top X cards of your library and put them back in any order.

Sootstoke Kindler
1 (B / R)
Creature - Elemental Shaman
1/1
Haste
T Target black or red creature gains haste until end of turn.

Sootwalkers
2 (B / R) (B / R)
Creature - Elemental Rogue
3/3
Sootwalkers can't be blocked by white creatures.

Sophic Centaur
3G
Creature - Centaur Spellshaper
1/1
2GG, T, Discard a card: You gain 2 life for each card in your hand.

Soramaro, First to Dream
4UU
Legendary Creature - Spirit
*/*
Flying
Soramaro, First to Dream's power and toughness are each equal to the number of cards in your hand.
4, Return a land you control to its owner's hand: Draw a card.

Soratami Cloud Chariot
5
Artifact
2: Target creature you control gains flying until end of turn.
2: Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.

Soratami Cloudskater
1U
Creature - Moonfolk Rogue
1/1
Flying
2, Return a land you control to its owner's hand: Draw a card, then discard a card.

Soratami Mindsweeper
3U
Creature - Moonfolk Wizard
1/4
Flying
2, Return a land you control to its owner's hand: Target player puts the top two cards of his or her library into his or her graveyard.

Soratami Mirror-Guard
3U
Creature - Moonfolk Wizard
3/1
Flying
2, Return a land you control to its owner's hand: Target creature with power 2 or less is unblockable this turn.

Soratami Mirror-Mage
3U
Creature - Moonfolk Wizard
2/1
Flying
3, Return three lands you control to their owner's hand: Return target creature to its owner's hand.

Soratami Rainshaper
2U
Creature - Moonfolk Wizard
2/1
Flying
3, Return a land you control to its owner's hand: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)

Soratami Savant
2UU
Creature - Moonfolk Wizard
2/2
Flying
3, Return a land you control to its owner's hand: Counter target spell unless its controller pays 3.

Soratami Seer
4U
Creature - Moonfolk Wizard
2/3
Flying
4, Return two lands you control to their owner's hand: Discard all the cards in your hand, then draw that many cards.

Soraya the Falconer
1WW
Legendary Creature - Human
2/2
Bird creatures get +1/+1.
1W: Target Bird creature gains banding until end of turn.

Sorceress Queen
1BB
Creature - Human Wizard
1/1
T Target creature other than Sorceress Queen becomes 0/2 until end of turn.

Sorcerous Sight
U
Sorcery
Look at target opponent's hand.
Draw a card.

Sorrow's Path
Land
T Choose two target blocking creatures an opponent controls. If each of those creatures could block all creatures that the other is blocking, remove both of them from combat. Each one then blocks all creatures the other was blocking. Sorrow's Path deals 2 damage to you and 2 damage to each creature you control.

Sorry
UU
Enchantment
Before playing any spell, if a copy of that spell card is in any graveyard, the spell's caster may say "Sorry." If he or she does not, any other player may counter the spell by saying "Sorry" as it is cast.
If any player says "Sorry" at any other time, Sorry deals 2 damage to that player.

Sosuke, Son of Seshiro
2GG
Legendary Creature - Snake Warrior
3/4
Other Snake creatures you control get +1/+0.
Whenever a Warrior you control deals combat damage to a creature, destroy that creature at end of combat.

Sosuke's Summons
2G
Sorcery
Put two 1/1 green Snake creature tokens into play.
Whenever a nontoken Snake comes into play under your control, you may return Sosuke's Summons from your graveyard to your hand.

Soul Barrier
2U
Enchantment
Whenever an opponent plays a creature spell, Soul Barrier deals 2 damage to that player unless he or she pays 2.

Soul Burn
X2B
Sorcery
Spend only black and/or red mana on X.
Soul Burn deals X damage to target creature or player. You gain life equal to the damage dealt, but not more than the amount of B spent on X, the player's life total before Soul Burn dealt damage, or the creature's toughness.

Soul Channeling
2B
Enchantment - Aura
Enchant creature
Pay 2 life: Regenerate enchanted creature.

Soul Charmer
2W
Creature - Human Rebel
2/2
Whenever Soul Charmer deals combat damage to a creature, you gain 2 life unless that creature's controller pays 2.

Soul Collector
3BB
Creature - Vampire
3/4
Flying
Whenever a creature dealt damage by Soul Collector this turn is put into a graveyard, return that card to play under your control.
Morph BBB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Soul Echo
XWW
Enchantment
Soul Echo comes into play with X echo counters on it.
You don't lose the game for having 0 or less life.
At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, an opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove 1 echo counter from Soul Echo instead.

Soul Exchange
BB
Sorcery
As an additional cost to play Soul Exchange, remove a creature you control from the game.
Return target creature card from your graveyard to play. Put a +2/+2 counter on that creature if the removed creature was a Thrull.

Soul Feast
3BB
Sorcery
Target player loses 4 life and you gain 4 life.

Soul Foundry
4
Artifact
Imprint - When Soul Foundry comes into play, you may remove a creature card in your hand from the game. (The removed card is imprinted on this artifact.)
X, T Put a token into play that's a copy of the imprinted creature card. X is the converted mana cost of that card.

Soul Kiss
2B
Enchantment - Aura
Enchant creature
B, Pay 1 life: Enchanted creature gets +2/+2 until end of turn. Play this ability no more than three times each turn.

Soul Link
1WB
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals damage, you gain that much life.
Whenever enchanted creature is dealt damage, you gain that much life.

Soul Net
1
Artifact
Whenever a creature is put into a graveyard from play, you may pay 1. If you do, you gain 1 life.

Soul Nova
3WW
Instant
Remove target attacking creature and all Equipment attached to it from the game.

Soul of Magma
3RR
Creature - Spirit
2/2
Whenever you play a Spirit or Arcane spell, Soul of Magma deals 1 damage to target creature.

Soul Reap
1B
Sorcery
Destroy target nongreen creature. Its controller loses 3 life if you played another black spell this turn.

Soul Rend
1B
Instant
Destroy target creature if it's white. A creature destroyed this way can't be regenerated.
Draw a card at the beginning of the next turn's upkeep.

Soul Scourge
4B
Creature - Nightmare Horror
3/2
Flying
When Soul Scourge comes into play, target player loses 3 life.
When Soul Scourge leaves play, that player gains 3 life.

Soul Sculptor
2W
Creature - Human
1/1
1W, T Target creature becomes an enchantment and loses all abilities until a player plays a creature spell.

Soul Shepherd
1W
Creature - Human Cleric
2/1
W, Remove a creature card in your graveyard from the game: You gain 1 life.

Soul Shred
3BB
Sorcery
Soul Shred deals 3 damage to target nonblack creature. You gain 3 life.

Soul Snuffers
2BB
Creature - Elemental Shaman
3/3
When Soul Snuffers comes into play, put a -1/-1 counter on each creature.

Soul Spike
5BB
Instant
You may remove two black cards in your hand from the game rather than pay Soul Spike's mana cost.
Soul Spike deals 4 damage to target creature or player and you gain 4 life.

Soul Strings
XB
Sorcery
Return two target creature cards from your graveyard to your hand unless any player pays X.

Soul Warden
W
Creature - Human Cleric
1/1
Whenever another creature comes into play, you gain 1 life.

Soulblast
3RRR
Instant
As an additional cost to play Soulblast, sacrifice all creatures you control.
Soulblast deals damage to target creature or player equal to the total power of the sacrificed creatures.

Soulbright Flamekin
1R
Creature - Elemental Shaman
2/1
2: Target creature gains trample until end of turn. If this is the third time this ability has resolved this turn, you may add RRRRRRRR to your mana pool.

Soulcatcher
1W
Creature - Bird Soldier
1/1
Flying
Whenever a creature with flying is put into a graveyard from play, put a +1/+1 counter on Soulcatcher.

Soulcatchers' Aerie
1W
Enchantment
Whenever a Bird is put into your graveyard from play, put a feather counter on Soulcatchers' Aerie.
Bird creatures get +1/+1 for each feather counter on Soulcatchers' Aerie.

Souldrinker
3B
Creature - Spirit
2/2
Pay 3 life: Put a +1/+1 counter on Souldrinker.

Soulgorger Orgg
3RR
Creature - Nightmare Orgg
6/6
Trample
When Soulgorger Orgg comes into play, you lose all but 1 life.
When Soulgorger Orgg leaves play, you gain life equal to the life you lost when it came into play.

Soulless One
3B
Creature - Zombie Avatar
*/*
Soulless One's power and toughness are each equal to the number of Zombies in play plus the number of Zombie cards in all graveyards.

Soulless Revival
1B
Instant - Arcane
Return target creature card from your graveyard to your hand.
Splice onto Arcane 1B (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Souls of the Faultless
WBB
Creature - Spirit
0/4
Defender (This creature can't attack.)
Whenever Souls of the Faultless is dealt combat damage, you gain that much life and attacking player loses that much life.

Soulscour
7WWW
Sorcery
Destroy all nonartifact permanents.

Soulshriek
B
Instant
Target creature you control gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. Sacrifice that creature at end of turn.

Soulsworn Jury
2W
Creature - Spirit
1/4
Defender (This creature can't attack.)
1U, Sacrifice Soulsworn Jury: Counter target creature spell.

Soultether Golem
2
Artifact Creature - Golem
3/3
Vanishing 1 (This permanent comes into play with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever another creature comes into play under your control, put a time counter on Soultether Golem.

Sound the Call
2G
Sorcery
Put a 1/1 green Wolf creature token into play with "This creature gets +1/+1 for each card named Sound the Call in each graveyard."

Southern Elephant
3G
Creature - Elephant
3/4

Southern Paladin
2WW
Creature - Human Knight
3/3
WW, T Destroy target red permanent.

Sower of Temptation
2UU
Creature - Faerie Wizard
2/2
Flying
When Sower of Temptation comes into play, gain control of target creature as long as Sower of Temptation remains in play.

Sowing Salt
2RR
Sorcery
Remove target nonbasic land from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that land and remove them from the game. That player then shuffles his or her library.

Spark Elemental
R
Creature - Elemental
3/1
Trample, haste (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player. This creature can attack and T as soon as it comes under your control.)
At end of turn, sacrifice Spark Elemental.

Spark Fiend
4R
Summon Beast
5/6
When Spark Fiend comes into play, roll two six-sided dice. On a total of 2, 3, or 12, sacrifice Spark Fiend. On a total of 7 or 11, do not roll dice for Spark Fiend during any of your following upkeep phases. If you roll any other total, note it.
During your upkeep, roll two six-sided dice. On a total of 7, sacrifice Spark Fiend. If you roll the noted total, do not roll dice for Spark Fiend during any of your following upkeep phases. On any other roll, there is no effect.

Spark Mage
R
Creature - Dwarf Wizard
1/1
Whenever Spark Mage deals combat damage to a player, you may have Spark Mage deal 1 damage to target creature that player controls.

Spark Spray
R
Instant
Spark Spray deals 1 damage to target creature or player.
Cycling R (R, Discard this card: Draw a card.)

Sparkcaster
2RG
Creature - Kavu
5/3
When Sparkcaster comes into play, return a red or green creature you control to its owner's hand.
When Sparkcaster comes into play, it deals 1 damage to target player.

Sparkmage Apprentice
1R
Creature - Human Wizard
1/1
When Sparkmage Apprentice comes into play, it deals 1 damage to target creature or player.

Sparksmith
1R
Creature - Goblin
1/1
T Sparksmith deals X damage to target creature and X damage to you, where X is the number of Goblins in play.

Sparkspitter
2R
Creature - Elemental Spellshaper
1/3
R, T, Discard a card: Put a 3/1 red Elemental creature token named Spark Elemental into play with trample, haste, and "At end of turn, sacrifice Spark Elemental."

Sparring Collar
2
Artifact - Equipment
Equipped creature has first strike.
RR: Attach Sparring Collar to target creature you control.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)

Sparring Golem
3
Artifact Creature - Golem
2/2
Whenever Sparring Golem becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.

Spatial Binding
UB
Enchantment
Pay 1 life: Until your next upkeep step, target permanent can't phase out.

Spatula of the Ages
4
Artifact
4, T, Sacrifice Spatula of the Ages: Put into play from your hand any card from an Unglued supplement.

Spawnbroker
2U
Creature - Human Wizard
1/1
When Spawnbroker comes into play, you may exchange control of target creature you control and target creature with power less than or equal to that creature's power an opponent controls.

Spawning Pit
2
Artifact
Sacrifice a creature: Put a charge counter on Spawning Pit.
1, Remove two charge counters from Spawning Pit: Put a 2/2 Spawn artifact creature token into play.

Spawning Pool
Land
Spawning Pool comes into play tapped.
T Add B to your mana pool.
1B: Spawning Pool becomes a 1/1 black Skeleton creature with "B: Regenerate this creature" until end of turn. It's still a land. (If it regenerates, the next time it would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Spawnwrithe
2G
Creature - Elemental
2/2
Trample
Whenever Spawnwrithe deals combat damage to a player, put a token into play that's a copy of Spawnwrithe.

Specter's Shroud
2
Artifact - Equipment
Equipped creature gets +1/+0.
Whenever equipped creature deals combat damage to a player, that player discards a card.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Specter's Wail
1B
Sorcery
Target player discards a card at random.

Spectral Bears
1G
Creature - Bear Spirit
3/3
Whenever Spectral Bears attacks, if defending player controls no black nontoken permanents, it doesn't untap during your next untap step.

Spectral Cloak
UU
Enchantment - Aura
Enchant creature
Enchanted creature has shroud as long as it's untapped. (It can't be the target of spells or abilities.)

Spectral Force
3GG
Creature - Elemental Spirit
8/8
Trample
Whenever Spectral Force attacks, if defending player controls no black permanents, it doesn't untap during your next untap step.

Spectral Guardian
2WW
Creature - Spirit
2/3
Noncreature artifacts have shroud as long as Spectral Guardian is untapped. (They can't be the targets of spells or abilities.)

Spectral Lynx
1W
Creature - Cat Spirit
2/1
Protection from green
B: Regenerate Spectral Lynx.

Spectral Procession
(2 / W) (2 / W) (2 / W)
Sorcery
(o (2/w) can be paid with any two mana or with W. This card's converted mana cost is 6.)
Put three 1/1 white Spirit creature tokens with flying into play.

Spectral Searchlight
3
Artifact
T Choose a player. That player adds one mana of any color he or she chooses to his or her mana pool.

Spectral Shield
1WU
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+2 and can't be the target of spells.

Spectral Shift
1U
Instant
Choose one - Change the text of target spell or permanent by replacing all instances of one basic land type with another; or change the text of target spell or permanent by replacing all instances of one color word with another. (These effects don't end at end of turn.)
Entwine 2

Spectral Sliver
2B
Creature - Sliver Spirit
2/2
All Sliver creatures have "2: This creature gets +1/+1 until end of turn."

Spell Blast
XU
Instant
Counter target spell with converted mana cost X.

Spell Burst
XU
Instant
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Counter target spell with converted mana cost X.

Spell Counter
2UU
Instant
Counter target spell.
Gotcha - Whenever an opponent says "Spell" or "Counter," you may say "Gotcha!" If you do, return Spell Counter from your graveyard to your hand.

Spell Snare
U
Instant
Counter target spell with converted mana cost 2.

Spell Syphon
1U
Instant
Counter target spell unless its controller pays 1 for each blue permanent you control.

Spellbane Centaur
2G
Creature - Centaur
3/2
Creatures you control can't be the targets of blue spells or abilities from blue sources.

Spellbinder
3
Artifact - Equipment
Imprint - When Spellbinder comes into play, you may remove an instant card in your hand from the game.
Whenever equipped creature deals combat damage to a player, you may copy the imprinted instant card. If you do, you may play the copy without paying its mana cost.
Equip 4

Spellbook
0
Artifact
You have no maximum hand size.

Spellgorger Barbarian
3R
Creature - Human Nightmare Barbarian
3/1
When Spellgorger Barbarian comes into play, discard a card at random.
When Spellgorger Barbarian leaves play, draw a card.

Spelljack
3UUU
Instant
Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard. As long as it remains removed from the game, you may play it without paying its mana cost. (If it has X in its mana cost, X is 0.)

Spellshift
3U
Instant
Counter target instant or sorcery spell. Its controller reveals cards from the top of his or her library until he or she reveals an instant or sorcery card. That player may play that card without paying its mana cost. Then he or she shuffles his or her library.

Spellshock
2R
Enchantment
Whenever a player plays a spell, Spellshock deals 2 damage to that player.

Spellstutter Sprite
1U
Creature - Faerie Wizard
1/1
Flash
Flying
When Spellstutter Sprite comes into play, counter target spell with converted mana cost X or less, where X is the number of Faeries you control.

Spelltithe Enforcer
3WW
Creature - Elephant Wizard
3/3
Whenever an opponent plays a spell, that player sacrifices a permanent unless he or she pays 1.

Spellweaver Helix
3
Artifact
Imprint - When Spellweaver Helix comes into play, you may remove two target sorcery cards in a single graveyard from the game. (The removed cards are imprinted on this artifact.)
Whenever a card is played, if it has the same name as one of the imprinted sorcery cards, you may copy the other. If you do, you may play the copy without paying its mana cost.

Spellweaver Volute
3UU
Enchantment - Aura
Enchant instant card in a graveyard
Whenever you play a sorcery spell, copy the enchanted instant card. You may play the copy without paying its mana cost. If you do, remove the enchanted card from the game and attach Spellweaver Volute to another instant card in a graveyard.

Spellwild Ouphe
1G
Creature - Ouphe
1/3
Spells that target Spellwild Ouphe cost 2 less to play.

Sphere of Duty
3W
Enchantment
If a green source would deal damage to you, prevent 2 of that damage.

Sphere of Grace
3W
Enchantment
If a black source would deal damage to you, prevent 2 of that damage.

Sphere of Law
3W
Enchantment
If a red source would deal damage to you, prevent 2 of that damage.

Sphere of Purity
3W
Enchantment
If an artifact would deal damage to you, prevent 1 of that damage.

Sphere of Reason
3W
Enchantment
If a blue source would deal damage to you, prevent 2 of that damage.

Sphere of Resistance
2
Artifact
Spells cost 1 more to play.

Sphere of Truth
3W
Enchantment
If a white source would deal damage to you, prevent 2 of that damage.

Spider Climb
G
Enchantment - Aura
You may play Spider Climb any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.
Enchant creature
Enchanted creature gets +0/+3 and has reach. (It can block creatures with flying.)

Spidersilk Armor
2G
Enchantment
Creatures you control get +0/+1 and have reach. (They can block creatures with flying.)

Spiderwig Boggart
2B
Creature - Goblin Shaman
2/2
When Spiderwig Boggart comes into play, target creature gains fear until end of turn.

Spike Breeder
3G
Creature - Spike
0/0
Spike Breeder comes into play with three +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Breeder: Put a +1/+1 counter on target creature.
2, Remove a +1/+1 counter from Spike Breeder: Put a 1/1 green Spike creature token into play.

Spike Cannibal
1BB
Creature - Spike
0/0
Spike Cannibal comes into play with a +1/+1 counter on it.
When Spike Cannibal comes into play, move all +1/+1 counters from all creatures onto it.

Spike Colony
4G
Creature - Spike
0/0
Spike Colony comes into play with four +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Colony: Put a +1/+1 counter on target creature.

Spike Drone
G
Creature - Spike Drone
0/0
Spike Drone comes into play with a +1/+1 counter on it.
2, Remove a +1/+1 counter from Spike Drone: Put a +1/+1 counter on target creature.

Spike Feeder
1GG
Creature - Spike
0/0
Spike Feeder comes into play with two +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Feeder: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from Spike Feeder: You gain 2 life.

Spike Hatcher
6G
Creature - Spike
0/0
Spike Hatcher comes into play with six +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Hatcher: Put a +1/+1 counter on target creature.
1, Remove a +1/+1 counter from Spike Hatcher: Regenerate Spike Hatcher.

Spike Rogue
1GG
Creature - Spike
0/0
Spike Rogue comes into play with two +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Rogue: Put a +1/+1 counter on target creature.
2, Remove a +1/+1 counter from a creature you control: Put a +1/+1 counter on Spike Rogue.

Spike Soldier
2GG
Creature - Spike Soldier
0/0
Spike Soldier comes into play with three +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Soldier: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from Spike Soldier: Spike Soldier gets +2/+2 until end of turn.

Spike Tiller
3GG
Creature - Spike
0/0
Spike Tiller comes into play with three +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Tiller: Put a +1/+1 counter on target creature.
2, Remove a +1/+1 counter from Spike Tiller: Target land becomes a 2/2 creature that's still a land. Put a +1/+1 counter on it.

Spike Weaver
2GG
Creature - Spike
0/0
Spike Weaver comes into play with three +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Weaver: Put a +1/+1 counter on target creature.
1, Remove a +1/+1 counter from Spike Weaver: Prevent all combat damage that would be dealt this turn.

Spike Worker
2G
Creature - Spike
0/0
Spike Worker comes into play with two +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Worker: Put a +1/+1 counter on target creature.

Spikeshot Goblin
2R
Creature - Goblin Shaman
1/2
R, T Spikeshot Goblin deals damage equal to its power to target creature or player.

Spiketail Drake
3UU
Creature - Drake
3/3
Flying
Sacrifice Spiketail Drake: Counter target spell unless its controller pays 3.

Spiketail Drakeling
1UU
Creature - Drake
2/2
Flying
Sacrifice Spiketail Drakeling: Counter target spell unless its controller pays 2.

Spiketail Hatchling
1U
Creature - Drake
1/1
Flying (This creature can't be blocked except by creatures with flying or reach.)
Sacrifice Spiketail Hatchling: Counter target spell unless its controller pays 1.

Spin into Myth
4U
Instant
Put target creature on top of its owner's library, then fateseal 2. (Look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)

Spinal Embrace
3UUB
Instant
Play Spinal Embrace only during combat.
Untap target creature you don't control and gain control of it. It gains haste until end of turn. At end of turn, sacrifice it. If you do, you gain life equal to its toughness.

Spinal Graft
1B
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
When enchanted creature becomes the target of a spell or ability, destroy that creature. It can't be regenerated.

Spinal Parasite
5
Artifact Creature - Insect
-1/-1
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
Remove two +1/+1 counters from Spinal Parasite: Remove a counter from target permanent.

Spinal Villain
2R
Creature - Beast
1/2
T Destroy target blue creature.

Spincrusher
2
Artifact Creature - Construct
0/2
Whenever Spincrusher blocks, put a +1/+1 counter on it.
Remove a +1/+1 counter from Spincrusher: Spincrusher is unblockable this turn.

Spindrift Drake
U
Creature - Drake
2/1
Flying
At the beginning of your upkeep, sacrifice Spindrift Drake unless you pay U.

Spined Basher
2B
Creature - Zombie Beast
3/1
Morph 2B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Spined Fluke
2B
Creature - Worm Horror
5/1
When Spined Fluke comes into play, sacrifice a creature.
B: Regenerate Spined Fluke.

Spined Sliver
RG
Creature - Sliver
2/2
Whenever a Sliver becomes blocked, that Sliver gets +1/+1 until end of turn for each creature blocking it.

Spined Wurm
4G
Creature - Wurm
5/4

Spineless Thug
1B
Creature - Zombie Mercenary
2/2
Spineless Thug can't block.

Spinerock Knoll
Land
Hideaway (This land comes into play tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.)
T Add R to your mana pool.
R, T You may play the removed card without paying its mana cost if an opponent was dealt 7 or more damage this turn.

Spinneret Sliver
1G
Creature - Sliver
2/2
All Sliver creatures have reach. (They can block creatures with flying.)

Spinning Darkness
4BB
Instant
You may remove the top three black cards in your graveyard from the game rather than pay Spinning Darkness's mana cost.
Spinning Darkness deals 3 damage to target nonblack creature. You gain 3 life.

Spiny Starfish
2U
Creature - Starfish
0/1
U: Regenerate Spiny Starfish.
At end of turn, if Spiny Starfish regenerated this turn, put a 0/1 blue Starfish creature token into play for each time it regenerated this turn.

Spiraling Embers
3R
Sorcery - Arcane
Spiraling Embers deals damage to target creature or player equal to the number of cards in your hand.

Spire Golem
6
Artifact Creature - Golem
2/4
Affinity for Islands (This spell costs 1 less to play for each Island you control.)
Flying

Spire Owl
1U
Creature - Bird
1/1
Flying
When Spire Owl comes into play, look at the top four cards of your library, then put them back in any order.

Spirit Cairn
2W
Enchantment
Whenever a player discards a card, you may pay W. If you do, put a 1/1 white Spirit creature token with flying into play.

Spirit en-Dal
2W
Creature - Spirit
2/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
Forecast - 1W, Reveal Spirit en-Dal from your hand: Target creature gains shadow until end of turn. (Play this ability only during your upkeep and only once each turn.)

Spirit en-Kor
3W
Creature - Kor Spirit
2/2
Flying
0: The next 1 damage that would be dealt to Spirit en-Kor this turn is dealt to target creature you control instead.

Spirit Flare
3W
Instant
Tap target untapped creature you control. If you do, it deals damage equal to its power to target attacking or blocking creature an opponent controls.
Flashback-1W, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Spirit Link
W
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Whenever enchanted creature deals damage, you gain that much life.

Spirit Loop
1W
Enchantment - Aura
Enchant creature you control
Enchanted creature has lifelink. (Whenever it deals damage, its controller gains that much life.)
When Spirit Loop is put into a graveyard from play, return Spirit Loop to its owner's hand.

Spirit Mirror
2WW
Enchantment
At the beginning of your upkeep, if there are no Reflection tokens in play, put a 2/2 white Reflection creature token into play.
0: Destroy target Reflection.

Spirit of Resistance
2W
Enchantment
If you control a permanent of each color, prevent all damage that would be dealt to you.

Spirit of the Hearth
4WW
Creature - Cat Spirit
4/5
Flying
You can't be the target of spells or abilities your opponents control.

Spirit of the Night
6BBB
Legendary Creature - Demon Spirit
6/5
Flying, trample, haste, protection from black
Spirit of the Night has first strike as long as it's attacking.

Spirit Shackle
BB
Enchantment - Aura
Enchant creature
Whenever enchanted creature becomes tapped, put a -0/-2 counter on it.

Spirit Shield
3
Artifact
You may choose not to untap Spirit Shield during your untap step.
2, T Target creature gets +0/+2 as long as Spirit Shield remains tapped.

Spirit Weaver
1W
Creature - Human Wizard
2/1
2: Target green or blue creature gets +0/+1 until end of turn.

Spiritmonger
3BG
Creature - Beast
6/6
Whenever Spiritmonger deals damage to a creature, put a +1/+1 counter on Spiritmonger.
B: Regenerate Spiritmonger.
G: Spiritmonger becomes the color of your choice until end of turn.

Spiritual Asylum
2WW
Enchantment
Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.)
When a creature you control attacks, sacrifice Spiritual Asylum.

Spiritual Focus
1W
Enchantment
Whenever a spell or ability an opponent controls causes you to discard a card, you gain 2 life and you may draw a card.

Spiritual Guardian
3WW
Creature - Spirit
3/4
When Spiritual Guardian comes into play, you gain 4 life.

Spiritual Sanctuary
2WW
Enchantment
At the beginning of each player's upkeep, if that player controls a Plains, he or she gains 1 life.

Spiritual Visit
W
Instant - Arcane
Put a 1/1 colorless Spirit creature token into play.
Splice onto Arcane W (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Spiritualize
2W
Instant
Until end of turn, whenever target creature deals damage, you gain that much life.
Draw a card.

Spite // Malice
3U / 3B
Instant // Instant
Counter target noncreature spell.
//
Destroy target nonblack creature. It can't be regenerated.

Spitebellows
5R
Creature - Elemental
6/1
When Spitebellows leaves play, it deals 6 damage to target creature.
Evoke 1RR (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Spiteflame Witch
1 (B / R)
Creature - Elemental Shaman
2/1
BR: Each player loses 1 life.

Spiteful Bully
1B
Creature - Zombie Mercenary
3/3
At the beginning of your upkeep, Spiteful Bully deals 3 damage to target creature you control.

Spiteful Visions
2 (B / R) (B / R)
Enchantment
At the beginning of each player's draw step, that player draws a card.
Whenever a player draws a card, Spiteful Visions deals 1 damage to that player.

Spitemare
2 (R / W) (R / W)
Creature - Elemental
3/3
Whenever Spitemare is dealt damage, it deals that much damage to target creature or player.

Spitfire Handler
1R
Creature - Goblin
1/1
Spitfire Handler can't block creatures with power greater than Spitfire Handler's power.
R: Spitfire Handler gets +1/+0 until end of turn.

Spitting Drake
3R
Creature - Drake
2/2
Flying
R: Spitting Drake gets +1/+0 until end of turn. Play this ability only once each turn.

Spitting Earth
1R
Sorcery
Spitting Earth deals damage equal to the number of Mountains you control to target creature.

Spitting Gourna
3GG
Creature - Beast
3/4
Reach (This creature can block creatures with flying.)
Morph 4G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Spitting Hydra
3RR
Creature - Hydra
0/0
Spitting Hydra comes into play with four +1/+1 counters on it.
1R, Remove a +1/+1 counter from Spitting Hydra: Spitting Hydra deals 1 damage to target creature.

Spitting Image
4 (G / U) (G / U)
Sorcery
Put a token into play that's a copy of target creature.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Spitting Sliver
4B
Creature - Sliver
3/3
All Sliver creatures have first strike.

Spitting Slug
1GG
Creature - Slug
2/4
Whenever Spitting Slug blocks or becomes blocked, you may pay 1G. If you do, Spitting Slug gains first strike until end of turn. Otherwise, each creature blocking or blocked by Spitting Slug gains first strike until end of turn.

Spitting Spider
3GG
Creature - Spider
3/5
Reach (This creature can block creatures with flying.)
Sacrifice a land: Spitting Spider deals 1 damage to each creature with flying.

Splinter
2GG
Sorcery
Remove target artifact from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that artifact and remove them from the game. That player then shuffles his or her library.

Splintering Wind
2GG
Enchantment
2G: Splintering Wind deals 1 damage to target creature. Put a 1/1 green Splinter creature token into play with flying and "Cumulative upkeep G."
Whenever a Splinter token leaves play, it deals 1 damage to you and each creature you control.

Split-Tail Miko
1W
Creature - Fox Cleric
1/1
W, T Prevent the next 2 damage that would be dealt to target creature or player this turn.

Splitting Headache
3B
Sorcery
Choose one - Target player discards two cards; or target player reveals his or her hand, you choose a card from it, then that player discards that card.

Spoils of Evil
2B
Instant
For each artifact or creature card in an opponent's graveyard, add 1 to your mana pool and you gain 1 life.

Spoils of the Vault
B
Instant
Name a card. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game, and you lose 1 life for each of the removed cards.

Spoils of Victory
2G
Sorcery
Search your library for a basic land card and put that card into play. Then shuffle your library.

Spoils of War
XB
Sorcery
X is the number of artifact and/or creature cards in an opponent's graveyard as you play Spoils of War.
Distribute X +1/+1 counters among any number of target creatures.

Spontaneous Combustion
1BR
Instant
As an additional cost to play Spontaneous Combustion, sacrifice a creature.
Spontaneous Combustion deals 3 damage to each creature.

Spontaneous Generation
3G
Sorcery
Put a 1/1 green Saproling creature token into play for each card in your hand.

Spore Cloud
1GG
Instant
Tap all blocking creatures. Prevent all combat damage that would be dealt this turn. Each attacking creature and each blocking creature doesn't untap during its controller's next untap step.

Spore Flower
GG
Creature - Fungus
0/1
At the beginning of your upkeep, put a spore counter on Spore Flower.
Remove three spore counters from Spore Flower: Prevent all combat damage that would be dealt this turn.

Spore Frog
G
Creature - Frog
1/1
Sacrifice Spore Frog: Prevent all combat damage that would be dealt this turn.

Sporeback Troll
3G
Creature - Troll Mutant
0/0
Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
1G: Regenerate target creature with a +1/+1 counter on it.

Sporesower Thallid
2GG
Creature - Fungus
4/4
At the beginning of your upkeep, put a spore counter on each Fungus you control.
Remove three spore counters from Sporesower Thallid: Put a 1/1 green Saproling creature token into play.

Sporogenesis
3G
Enchantment
At the beginning of your upkeep, you may put a fungus counter on target nontoken creature.
Whenever a creature is put into a graveyard from play, put a 1/1 green Saproling creature token into play for each fungus counter on that creature.
When Sporogenesis leaves play, remove all fungus counters from all creatures.

Sporoloth Ancient
3GG
Creature - Fungus
4/4
At the beginning of your upkeep, put a spore counter on Sporoloth Ancient.
Creatures you control have "Remove two spore counters from this creature: Put a 1/1 green Saproling creature token into play."

Spotted Griffin
3W
Creature - Griffin
2/3
Flying

Spreading Algae
G
Enchantment - Aura
Enchant Swamp
When enchanted land becomes tapped, destroy it.
When Spreading Algae is put into a graveyard from play, return Spreading Algae to its owner's hand.

Spreading Plague
4B
Enchantment
Whenever a creature comes into play, destroy all other creatures that share a color with it. They can't be regenerated.

Spring Cleaning
1G
Instant
Destroy target enchantment. Clash with an opponent. If you win, destroy all enchantments your opponents control. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Spring of Eternal Peace
3GG
Sorcery
You gain 8 life.

Springing Tiger
3G
Creature - Cat
3/3
Threshold - Springing Tiger gets +2/+2 as long as seven or more cards are in your graveyard.

Springjack Knight
2W
Creature - Kithkin Knight
2/1
Whenever Springjack Knight attacks, clash with an opponent. If you win, target creature gains double strike until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Springjack Pasture
Land
T Add 1 to your mana pool.
4, T Put a 0/1 white Goat creature token into play.
T, Sacrifice X Goats: Add X mana of any one color to your mana pool. You gain X life.

Springjack Shepherd
3W
Creature - Kithkin Wizard
1/2
Chroma - When Springjack Shepherd comes into play, put a 0/1 white Goat creature token into play for each white mana symbol in the mana costs of permanents you control.

Springleaf Drum
1
Artifact
T, Tap an untapped creature you control: Add one mana of any color to your mana pool.

Sprite Noble
1UU
Creature - Faerie
2/2
Flying
Other creatures you control with flying get +0/+1.
T Other creatures you control with flying get +1/+0 until end of turn.

Sprout
G
Instant
Put a 1/1 green Saproling creature token into play.

Sprout Swarm
1G
Instant
Convoke (Each creature you tap while playing this spell reduces its total cost by 1 or by one mana of that creature's color.)
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Put a 1/1 green Saproling creature token into play.

Sprouting Phytohydra
4G
Creature - Plant Hydra
0/2
Defender (This creature can't attack.)
Whenever Sprouting Phytohydra is dealt damage, you may put a token into play that's a copy of Sprouting Phytohydra.

Sprouting Vines
2G
Instant
Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
Storm (When you play this spell, copy it for each spell played before it this turn.)

Spur Grappler
2R
Creature - Beast
2/1
Spur Grappler gets +2/+1 as long as you control no untapped lands.

Spurnmage Advocate
W
Creature - Human Nomad
1/1
T Return two target cards in an opponent's graveyard to his or her hand. Destroy target attacking creature.

Spurred Wolverine
4R
Creature - Wolverine Beast
3/2
Tap two untapped Beasts you control: Target creature gains first strike until end of turn.

Spy Network
U
Instant
Look at target player's hand, the top card of that player's library, and any face-down creatures he or she controls. Look at the top four cards of your library, then put them back in any order.

Squall
2G
Sorcery
Squall deals 2 damage to each creature with flying.

Squall Drifter
1W
Snow Creature - Elemental
1/1
Flying
W, T Tap target creature.

Squall Line
XGG
Instant
Squall Line deals X damage to each creature with flying and each player.

Squallmonger
3G
Creature - Monger
3/3
2: Squallmonger deals 1 damage to each creature with flying and each player. Any player may play this ability.

Squandered Resources
BG
Enchantment
Sacrifice a land: Add to your mana pool one mana of any type the sacrificed land could produce.

Squeaking Pie Grubfellows
3B
Creature - Goblin Shaman
3/2
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Squeaking Pie Grubfellows, you may reveal it. If you do, each opponent discards a card.

Squeaking Pie Sneak
1B
Creature - Goblin Rogue
2/2
As an additional cost to play Squeaking Pie Sneak, reveal a Goblin card from your hand or pay 3.
Fear

Squealing Devil
1R
Creature - Devil
2/1
Fear
When Squealing Devil comes into play, you may pay X. If you do, target creature gets +X/+0 until end of turn.
When Squealing Devil comes into play, sacrifice it unless B was spent to play it.

Squee, Goblin Nabob
2R
Legendary Creature - Goblin
1/1
At the beginning of your upkeep, you may return Squee, Goblin Nabob from your graveyard to your hand.

Squee's Embrace
RW
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature is put into a graveyard, return that card to its owner's hand.

Squee's Revenge
1UR
Sorcery
Choose a number. Flip a coin that many times or until you lose a flip, whichever comes first. If you win all the flips, draw two cards for each flip.

Squee's Toy
1
Artifact
T Prevent the next 1 damage that would be dealt to target creature this turn.

Squeeze
3U
Enchantment
Sorcery spells cost 3 more to play.

Squelch
1U
Instant
Counter target activated ability. (Mana abilities can't be targeted.)
Draw a card.

Squire
1W
Creature - Human Soldier
1/2

Squirming Mass
1B
Creature - Horror
1/1
Fear

Squirrel Farm
2G
Enchantment
1G: Choose a card in your hand. Covering the artist's name, reveal the card to target player. If that player cannot name the artist, reveal the artist's name and put a Squirrel token into play. Treat this token as a 1/1 green creature.

Squirrel Mob
1GG
Creature - Squirrel
2/2
Squirrel Mob gets +1/+1 for each other Squirrel in play.

Squirrel Nest
1GG
Enchantment - Aura
Enchant land
Enchanted land has "T Put a 1/1 green Squirrel creature token into play."

Squirrel Wrangler
2GG
Creature - Human Druid
2/2
1G, Sacrifice a land: Put two 1/1 green Squirrel creature tokens into play.
1G, Sacrifice a land: Squirrel creatures get +1/+1 until end of turn.

Stabilizer
2
Artifact
Players can't cycle cards.

Staff of Domination
3
Artifact
1: Untap Staff of Domination.
2, T You gain 1 life.
3, T Untap target creature.
4, T Tap target creature.
5, T Draw a card.

Staff of the Ages
3
Artifact
Creatures with landwalk abilities can be blocked as though they didn't have those abilities.

Staff of Zegon
4
Artifact
3, T Target creature gets -2/-0 until end of turn.

Stag Beetle
3GG
Creature - Insect
0/0
Stag Beetle comes into play with X +1/+1 counters on it, where X is the number of other creatures in play.

Stalker Hag
(B / G) (B / G) (B / G)
Creature - Hag
3/2
Swampwalk, forestwalk

Stalking Assassin
1UB
Creature - Human Assassin
1/1
3U, T Tap target creature.
3B, T Destroy target tapped creature.

Stalking Bloodsucker
4BB
Creature - Vampire
4/4
Flying
1B, Discard a card: Stalking Bloodsucker gets +2/+2 until end of turn.

Stalking Stones
Land
T Add 1 to your mana pool.
6: Stalking Stones becomes a 3/3 Elemental artifact creature that's still a land. (This effect doesn't end at end of turn.)

Stalking Tiger
3G
Creature - Cat
3/3
Stalking Tiger can't be blocked by more than one creature.

Stalking Vengeance
5RR
Creature - Avatar
5/5
Haste
Whenever another creature you control is put into a graveyard from play, it deals damage equal to its power to target player.

Stalking Yeti
2RR
Snow Creature - Yeti
3/3
When Stalking Yeti comes into play, if it's in play, it deals damage equal to its power to target creature an opponent controls and that creature deals damage equal to its power to Stalking Yeti.
2oSi: Return Stalking Yeti to its owner's hand. Play this ability only any time you could play a sorcery. (oSi can be paid with one mana from a snow permanent.)

Stamina
2G
Enchantment - Aura
Enchant creature
Enchanted creature has vigilance.
Sacrifice Stamina: Regenerate enchanted creature.

Stampede
1GG
Instant
Attacking creatures get +1/+0 and gain trample until end of turn.

Stampede Driver
G
Creature - Human Spellshaper
1/1
1G, T, Discard a card: Creatures you control get +1/+1 and gain trample until end of turn.

Stampeding Serow
2GG
Creature - Antelope Beast
5/4
Trample
At the beginning of your upkeep, return a green creature you control to its owner's hand.

Stampeding Wildebeests
2GG
Creature - Antelope Beast
5/4
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
At the beginning of your upkeep, return a green creature you control to its owner's hand.

Stand // Deliver
W / 2U
Instant // Instant
Prevent the next 2 damage that would be dealt to target creature this turn.
//
Return target permanent to its owner's hand.

Stand Firm
W
Instant
Target creature gets +1/+1 until end of turn.
Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Stand or Fall
3R
Enchantment
At the beginning of your combat phase, separate all creatures defending player controls into two piles. Only creatures in the pile of that player's choice can block this turn.

Stand Together
3GG
Instant
Put two +1/+1 counters on target creature and two +1/+1 counters on another target creature.

Standard Bearer
1W
Creature - Human Flagbearer
1/1
Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.

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

Standing Army
2WW
Creature - Human Soldier
2/4
As long as you're standing, Standing Army has vigilance. (Attacking doesn't cause it to tap.)

Standing Stones
3
Artifact
1, T, Pay 1 life: Add one mana of any color to your mana pool.

Standing Troops
2W
Creature - Human Soldier
1/4
Vigilance

Standstill
1U
Enchantment
When a player plays a spell, sacrifice Standstill. If you do, each of that player's opponents draws three cards.

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

Star Compass
2
Artifact
Star Compass comes into play tapped.
T Add to your mana pool one mana of any color a basic land you control could produce.

Starke of Rath
1RR
Legendary Creature - Human Rogue
2/2
T Destroy target artifact or creature. That permanent's controller gains control of Starke of Rath. (This effect doesn't end at end of turn.)

Starlight
1W
Sorcery
You gain 3 life for each black creature target opponent controls.

Starlight Invoker
1W
Creature - Human Cleric Mutant
1/3
7W: You gain 5 life.

Starlit Angel
3WW
Creature - Angel
3/4
Flying

Starlit Sanctum
Land
T Add 1 to your mana pool.
W, T, Sacrifice a Cleric creature: You gain life equal to the sacrificed creature's toughness.
B, T, Sacrifice a Cleric creature: Target player loses life equal to the sacrificed creature's power.

Starstorm
XRR
Instant
Starstorm deals X damage to each creature.
Cycling 3 (3, Discard this card: Draw a card.)

Starved Rusalka
G
Creature - Spirit
1/1
G, Sacrifice a creature: You gain 1 life.

Stasis
1U
Enchantment
Players skip their untap steps.
At the beginning of your upkeep, sacrifice Stasis unless you pay U.

Stasis Cell
4U
Enchantment - Aura
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
3U: Attach Stasis Cell to target creature.

Stasis Cocoon
1W
Enchantment - Aura
Enchant artifact
Enchanted artifact's activated abilities can't be played.
If enchanted artifact is a creature, it can't attack or block.

Statecraft
3U
Enchantment
Prevent all combat damage that would be dealt to and dealt by creatures you control.

Static Orb
3
Artifact
If Static Orb is untapped, players can't untap more than two permanents during their untap steps.

Staunch Defenders
3WW
Creature - Human Soldier
3/4
When Staunch Defenders comes into play, you gain 4 life.

Staying Power
2W
Enchantment
As long as Staying Power is in play, "until end of turn" and "this turn" effects don't end.

Steadfast Guard
WW
Creature - Human Rebel
2/2
Vigilance (Attacking doesn't cause this creature to tap.)

Steadfastness
1W
Sorcery
Creatures you control get +0/+3 until end of turn.

Steal Artifact
2UU
Enchantment - Aura
Enchant artifact
You control enchanted artifact.

Steal Enchantment
UU
Enchantment - Aura
Enchant enchantment
You control enchanted enchantment.

Steal Strength
1B
Instant
Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn.

Steam Blast
2R
Sorcery
Steam Blast deals 2 damage to each creature and each player.

Steam Catapult
3WW
Creature - Human Soldier
2/3
T Destroy target tapped creature. Play this ability only during your turn, before attackers are declared.

Steam Frigate
2U
Creature - Human Pirate
3/3
Steam Frigate can't attack unless defending player controls an Island.

Steam Spitter
4G
Creature - Spider
1/5
Reach (This creature can block creatures with flying.)
R: Steam Spitter gets +1/+0 until end of turn.

Steam Vents
Land - Island Mountain
(T Add U or R to your mana pool.)
As Steam Vents comes into play, you may pay 2 life. If you don't, Steam Vents comes into play tapped.

Steam Vines
1RR
Enchantment - Aura
Enchant land
When enchanted land becomes tapped, destroy it and Steam Vines deals 1 damage to that land's controller. That player attaches Steam Vines to a land of his or her choice.

Steamclaw
2
Artifact
3, T Remove target card in a graveyard from the game.
1, Sacrifice Steamclaw: Remove target card in a graveyard from the game.

Steamcore Weird
3U
Creature - Weird
1/3
When Steamcore Weird comes into play, if R was spent to play Steamcore Weird, it deals 2 damage to target creature or player.

Steamflogger Boss
3R
Creature - Goblin Rigger
3/3
Other Rigger creatures you control get +1/+0 and have haste.
If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.

Steel Golem
3
Artifact Creature - Golem
3/4
You can't play creature spells.

Steel Leaf Paladin
4GW
Creature - Elf Knight
4/4
First strike
When Steel Leaf Paladin comes into play, return a green or white creature you control to its owner's hand.

Steel of the Godhead
2 (W / U)
Enchantment - Aura
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Whenever it deals damage, its controller gains that much life.)
As long as enchanted creature is blue, it gets +1/+1 and is unblockable.

Steel Wall
1
Artifact Creature - Wall
0/4
Defender (This creature can't attack.)

Steeling Stance
1WW
Instant
Creatures you control get +1/+1 until end of turn.
Forecast - W, Reveal Steeling Stance from your hand: Target creature gets +1/+1 until end of turn. (Play this ability only during your upkeep and only once each turn.)

Steelshaper Apprentice
2WW
Creature - Human Soldier
1/3
W, T, Return Steelshaper Apprentice to its owner's hand: Search your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library.

Steelshaper's Gift
W
Sorcery
Search your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library.

Steely Resolve
1G
Enchantment
As Steely Resolve comes into play, choose a creature type.
Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)

Stench of Decay
1BB
Instant
Nonartifact creatures get -1/-1 until end of turn.

Stench of Evil
2BB
Sorcery
Destroy all Plains. For each land put into a graveyard this way, Stench of Evil deals 1 damage to that land's controller unless he or she pays 2.

Stenchskipper
3B
Creature - Elemental
6/5
Flying
At end of turn, if you control no Goblins, sacrifice Stenchskipper.

Sterling Grove
GW
Enchantment
All other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
1, Sacrifice Sterling Grove: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it.

Stern Judge
2W
Creature - Human Cleric
2/2
T Each player loses 1 life for each Swamp he or she controls.

Stern Marshal
2W
Creature - Human Soldier
2/2
T Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before attackers are declared.

Stern Proctor
UU
Creature - Human Wizard
1/2
When Stern Proctor comes into play, return target artifact or enchantment to its owner's hand.

Stifle
U
Instant
Counter target activated or triggered ability. (Mana abilities can't be targeted.)

Stigma Lasher
RR
Creature - Elemental Shaman
2/2
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever Stigma Lasher deals damage to a player, that player can't gain life for the rest of the game.

Still Life
1GG
Enchantment
GG: Still Life becomes a 4/3 Centaur creature until end of turn. It's still an enchantment.

Stillmoon Cavalier
1 (W / B) (W / B)
Creature - Zombie Knight
2/1
Protection from white and from black
o (w/b): Stillmoon Cavalier gains flying until end of turn.
o (w/b): Stillmoon Cavalier gains first strike until end of turn.
o (w/b)o (w/b): Stillmoon Cavalier gets +1/+0 until end of turn.

Stinging Barrier
2UU
Creature - Wall
0/4
Defender (This creature can't attack.)
U, T Stinging Barrier deals 1 damage to target creature or player.

Stinging Licid
1U
Creature - Licid
1/1
1U, T Stinging Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay U to end this effect.
Whenever enchanted creature becomes tapped, Stinging Licid deals 2 damage to that creature's controller.

Stingmoggie
3R
Creature - Elemental
0/0
Stingmoggie comes into play with two +1/+1 counters on it.
3R, Remove a +1/+1 counter from Stingmoggie: Destroy target artifact or land.

Stingscourger
1R
Creature - Goblin Warrior
2/2
Echo 3R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Stingscourger comes into play, return target creature an opponent controls to its owner's hand.

Stinkdrinker Bandit
3B
Creature - Goblin Rogue
2/1
Prowl 1B (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)
Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn.

Stinkdrinker Daredevil
2R
Creature - Goblin Rogue
1/3
Giant spells you play cost 2 less to play.

Stinkweed Imp
2B
Creature - Imp
1/2
Flying
Whenever Stinkweed Imp deals combat damage to a creature, destroy that creature.
Dredge 5 (If you would draw a card, instead you may put exactly five cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

Stir the Grave
XB
Sorcery
Return target creature card with converted mana cost X or less from your graveyard to play.

Stir the Pride
4W
Instant
Choose one - Creatures you control get +2/+2 until end of turn; or creatures you control gain lifelink until end of turn. (Whenever a creature with lifelink deals damage, its controller gains that much life.)
Entwine 1W (Choose both if you pay the entwine cost.)

Stitch in Time
1UR
Sorcery
Flip a coin. If you win the flip, take an extra turn after this one.

Stitch Together
BB
Sorcery
Return target creature card from your graveyard to your hand.
Threshold - Return that card from your graveyard to play instead if seven or more cards are in your graveyard.

Stoic Champion
WW
Creature - Human Soldier
2/2
Whenever a player cycles a card, Stoic Champion gets +2/+2 until end of turn.

Stoic Ephemera
2W
Creature - Spirit
5/5
Defender (This creature can't attack.)
Flying
When Stoic Ephemera blocks, sacrifice it at end of combat.

Stolen Grain
4BB
Sorcery
Stolen Grain deals 5 damage to target opponent. You gain 5 life.

Stomp and Howl
2G
Sorcery
Destroy target artifact and target enchantment.

Stomping Ground
Land - Mountain Forest
(T Add R or G to your mana pool.)
As Stomping Ground comes into play, you may pay 2 life. If you don't, Stomping Ground comes into play tapped.

Stomping Slabs
2R
Sorcery
Reveal the top seven cards of your library, then put those cards on the bottom of your library in any order. If a card named Stomping Slabs was revealed this way, Stomping Slabs deals 7 damage to target creature or player.

Stone Calendar
5
Artifact
Spells you play cost up to 1 less to play.

Stone Catapult
4B
Creature - Human Soldier
1/2
T Destroy target tapped nonblack creature. Play this ability only during your turn, before attackers are declared.

Stone Giant
2RR
Creature - Giant
3/4
T Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. Destroy that creature at end of turn.

Stone Kavu
4G
Creature - Kavu
3/3
R: Stone Kavu gets +1/+0 until end of turn.
W: Stone Kavu gets +0/+1 until end of turn.

Stone Rain
2R
Sorcery
Destroy target land.

Stone Spirit
4R
Creature - Elemental Spirit
4/3
Stone Spirit can't be blocked by creatures with flying.

Stonebrow, Krosan Hero
3RG
Legendary Creature - Centaur Warrior
4/4
Trample
Whenever a creature you control with trample attacks, it gets +2/+2 until end of turn.

Stonecloaker
2W
Creature - Gargoyle
3/2
Flash (You may play this spell any time you could play an instant.)
Flying
When Stonecloaker comes into play, return a creature you control to its owner's hand.
When Stonecloaker comes into play, remove target card in a graveyard from the game.

Stone-Cold Basilisk
4G
Creature - Basilisk
2/5
Whenever Stone-Cold Basilisk blocks or becomes blocked by a creature with fewer letters in its name, destroy that creature at end of combat. (Punctuation and spaces aren't letters.)
Whenever an opponent reads Stone-Cold Basilisk, that player is turned to stone until end of turn. Stoned players can't attack, block, or play spells or abilities.

Stonehands
2R
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+2.
R: Enchanted creature gets +1/+0 until end of turn.

Stonehewer Giant
3WW
Creature - Giant Warrior
4/4
Vigilance
1W, T Search your library for an Equipment card and put it into play. Attach it to a creature you control. Then shuffle your library.

Stone-Seeder Hierophant
2GG
Creature - Human Druid
1/1
Whenever a land comes into play under your control, untap Stone-Seeder Hierophant.
T Untap target land.

Stoneshaker Shaman
2R
Creature - Human Shaman
1/1
At the end of each player's turn, that player sacrifices an untapped land.

Stone-Throwing Devils
B
Creature - Devil
1/1
First strike

Stone-Tongue Basilisk
4GGG
Creature - Basilisk
4/5
Whenever Stone-Tongue Basilisk deals combat damage to a creature, destroy that creature at end of combat.
Threshold - As long as seven or more cards are in your graveyard, all creatures able to block Stone-Tongue Basilisk do so.

Stonewood Invocation
3G
Instant
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Target creature gets +5/+5 and gains shroud until end of turn. (It can't be the target of spells or abilities.)

Stonewood Invoker
1G
Creature - Elf Mutant
2/2
7G: Stonewood Invoker gets +5/+5 until end of turn.

Stonybrook Angler
1U
Creature - Merfolk Wizard
1/2
1U, T You may tap or untap target creature.

Stonybrook Banneret
1U
Creature - Merfolk Wizard
1/1
Islandwalk
Merfolk spells and Wizard spells you play cost 1 less to play.

Stonybrook Schoolmaster
2W
Creature - Merfolk Wizard
1/2
Whenever Stonybrook Schoolmaster becomes tapped, you may put a 1/1 blue Merfolk Wizard creature token into play.

Stop That
B
Instant
Target player discards a card.
Gotcha - Whenever an opponent audibly flicks the cards in his or her hand, you may say "Gotcha!" If you do, return Stop That from your graveyard to your hand.

Storage Matrix
3
Artifact
As long as Storage Matrix is untapped, each player chooses artifact, creature, or land during his or her untap step. That player can untap only permanents of the chosen type this step.

Storm Cauldron
5
Artifact
Each player may play an additional land during each of his or her turns.
Whenever a land is tapped for mana, return it to its owner's hand.

Storm Crow
1U
Creature - Bird
1/2
Flying (This creature can't be blocked except by creatures with flying or reach.)

Storm Elemental
5U
Creature - Elemental
3/4
Flying
U, Remove the top card of your library from the game: Tap target creature with flying.
U, Remove the top card of your library from the game: If the removed card is a snow land, Storm Elemental gets +1/+1 until end of turn.

Storm Entity
1R
Creature - Elemental
1/1
Haste
Storm Entity comes into play with a +1/+1 counter on it for each other spell played this turn.

Storm Front
G
Enchantment
GG: Tap target creature with flying.

Storm Herd
8WW
Sorcery
Put X 1/1 white Pegasus creature tokens with flying into play, where X is your life total.

Storm Seeker
3G
Instant
Storm Seeker deals damage equal to the number of cards in target player's hand to that player.

Storm Shaman
2R
Creature - Human Cleric Shaman
0/4
R: Storm Shaman gets +1/+0 until end of turn.

Storm Spirit
3GWU
Creature - Elemental Spirit
3/3
Flying
T Storm Spirit deals 2 damage to target creature.

Storm World
R
World Enchantment
At the beginning of each player's upkeep, Storm World deals X damage to that player, where X is 4 minus the number of cards in his or her hand.

Stormbind
1RG
Enchantment
2, Discard a card at random: Stormbind deals 2 damage to target creature or player.

Stormcloud Djinn
4U
Creature - Djinn
3/3
Flying
Stormcloud Djinn can block only creatures with flying.
RR: Stormcloud Djinn gets +2/+0 until end of turn and deals 1 damage to you.

Stormfront Riders
4W
Creature - Human Soldier
4/3
Flying
When Stormfront Riders comes into play, return two creatures you control to their owner's hand.
Whenever Stormfront Riders or another creature is returned to your hand from play, put a 1/1 white Soldier creature token into play.

Stormscale Anarch
2RR
Creature - Viashino Shaman
2/2
2R, Discard a card at random: Stormscale Anarch deals 2 damage to target creature or player. If the discarded card was multicolored, Stormscale Anarch deals 4 damage to that creature or player instead.

Stormscape Apprentice
U
Creature - Human Wizard
1/1
W, T Tap target creature.
B, T Target player loses 1 life.

Stormscape Battlemage
2U
Creature - Metathran Wizard
2/2
Kicker W and/or 2B
When Stormscape Battlemage comes into play, if the W kicker cost was paid, you gain 3 life.
When Stormscape Battlemage comes into play, if the 2B kicker cost was paid, destroy target nonblack creature. That creature can't be regenerated.

Stormscape Familiar
1U
Creature - Bird
1/1
Flying
White spells and black spells you play cost 1 less to play.

Stormscape Master
2UU
Creature - Human Wizard
2/2
WW, T Target creature gains protection from the color of your choice until end of turn.
BB, T Target player loses 2 life and you gain 2 life.

Stormwatch Eagle
3U
Creature - Bird
2/1
Flying
Sacrifice a land: Return Stormwatch Eagle to its owner's hand.

Story Circle
1WW
Enchantment
As Story Circle comes into play, choose a color.
W: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.

Strafe
R
Sorcery
Strafe deals 3 damage to target nonred creature.

Strands of Night
2BB
Enchantment
BB, Pay 2 life, Sacrifice a Swamp: Return target creature card from your graveyard to play.

Strands of Undeath
3B
Enchantment - Aura
Enchant creature
When Strands of Undeath comes into play, target player discards two cards.
B: Regenerate enchanted creature.

Strange Inversion
2R
Instant - Arcane
Switch target creature's power and toughness until end of turn.
Splice onto Arcane 1R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Strangling Soot
2B
Instant
Destroy target creature with toughness 3 or less.
Flashback 5R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Stratadon
10
Artifact Creature - Beast
5/5
Stratadon costs 1 less to play for each basic land type among lands you control.
Trample

Strategic Planning
1U
Sorcery
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.

Strategy, Schmategy
1R
Sorcery
Roll a six-sided die for Strategy, Schmategy. On a 1, Strategy, Schmategy has no effect. Otherwise, it has one of the following effects.
2 - Destroy all artifacts.
3 - Destroy all lands.
4 - Strategy, Schmategy deals 3 damage to each creature and player.
5 - Each player discards his or her hand and draws seven cards.
6 - Roll the die two more times.

Stratozeppelid
4U
Creature - Beast
4/4
Flying
Stratozeppelid can block only creatures with flying.

Straw Golem
1
Artifact Creature - Golem
2/3
When an opponent plays a creature spell, sacrifice Straw Golem.

Straw Soldiers
1U
Creature - Scarecrow Soldier
1/3

Stream Hopper
(U / R)
Creature - Goblin
1/1
o (u/r): Stream Hopper gains flying until end of turn.

Stream of Acid
2BB
Sorcery
Destroy target land or nonblack creature.

Stream of Consciousness
1U
Instant - Arcane
Target player shuffles up to four target cards from his or her graveyard into his or her library.

Stream of Life
XG
Sorcery
Target player gains X life.

Stream of Unconsciousness
U
Tribal Instant - Wizard
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.

Streambed Aquitects
1UU
Creature - Merfolk Scout
2/3
T Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn.
T Target land becomes an Island until end of turn.

Street Savvy
G
Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+2 and can block creatures with landwalk abilities as though they didn't have those abilities.

Street Wraith
3BB
Creature - Wraith
3/4
Swampwalk
Cycling-Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)

Streetbreaker Wurm
3RG
Creature - Wurm
6/4

Strength in Numbers
1G
Instant
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of attacking creatures.

Strength of Cedars
4G
Instant - Arcane
Target creature gets +X/+X until end of turn, where X is the number of lands you control.

Strength of Isolation
1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+2 and has protection from black.
Madness W (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Strength of Lunacy
1B
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+1 and has protection from white.
Madness B (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Strength of Night
2G
Instant
Kicker B (You may pay an additional B as you play this spell.)
Creatures you control get +1/+1 until end of turn. If the kicker cost was paid, Zombie creatures you control get an additional +2/+2 until end of turn.

Strength of Unity
3W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each basic land type among lands you control.

Strip Bare
W
Instant
Destroy all Auras and Equipment attached to target creature.

Strip Mine
Land
T Add 1 to your mana pool.
T, Sacrifice Strip Mine: Destroy target land.

Striped Bears
3G
Creature - Bear
2/2
When Striped Bears comes into play, draw a card.

Stroke of Genius
X2U
Instant
Target player draws X cards.

Stromgald Cabal
1BB
Creature - Human Knight
2/2
T, Pay 1 life: Counter target white spell.

Stromgald Crusader
BB
Creature - Zombie Knight
2/1
Protection from white
B: Stromgald Crusader gains flying until end of turn.
BB: Stromgald Crusader gets +1/+0 until end of turn.

Stromgald Spy
3B
Creature - Human Rogue
2/4
Whenever Stromgald Spy attacks and isn't blocked, you may have defending player play with his or her hand revealed as long as Stromgald Spy remains in play. If you do, Stromgald Spy deals no combat damage this turn.

Strongarm Tactics
1B
Sorcery
Each player discards a card. Then each player who didn't discard a creature card this way loses 4 life.

Strongarm Thug
2B
Creature - Human Mercenary
1/1
When Strongarm Thug comes into play, you may return target Mercenary card from your graveyard to your hand.

Stronghold Assassin
1BB
Creature - Zombie Assassin
2/1
T, Sacrifice a creature: Destroy target nonblack creature.

Stronghold Biologist
2U
Creature - Human Spellshaper
1/1
UU, T, Discard a card: Counter target creature spell.

Stronghold Discipline
2BB
Sorcery
Each player loses 1 life for each creature he or she controls.

Stronghold Gambit
1R
Sorcery
Each player chooses a card in his or her hand. Then each player reveals his or her chosen card. The owner of the creature card revealed this way with the lowest converted mana cost puts that card into play. If two or more creature cards are tied for lowest cost, those cards are put into play.

Stronghold Machinist
2U
Creature - Human Spellshaper
1/1
UU, T, Discard a card: Counter target noncreature spell.

Stronghold Overseer
3BBB
Creature - Demon
5/5
Flying
Shadow (This creature can block or be blocked by only creatures with shadow.)
BB: Creatures with shadow get +1/+0 until end of turn and creatures without shadow get -1/-0 until end of turn.

Stronghold Rats
2B
Creature - Rat
2/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Stronghold Rats deals combat damage to a player, each player discards a card.

Stronghold Taskmaster
2BB
Creature - Giant Minion
4/3
All other black creatures get -1/-1.

Stronghold Zeppelin
2UU
Creature - Human
3/3
Flying
Stronghold Zeppelin can block only creatures with flying.

Struggle for Sanity
2BB
Sorcery
Target opponent reveals his or her hand. That player sets aside a card from it, then you set aside a card from it. Repeat this process until all cards in that hand have been set aside. That player returns the cards he or she set aside to his or her hand and puts the rest into his or her graveyard.

Student of Elements
1U
Creature - Human Wizard
1/1
When Student of Elements has flying, flip it.
-----
Tobita, Master of Winds
Legendary Creature - Human Wizard
3/3
Creatures you control have flying.

Stuffy Doll
5
Artifact Creature - Construct
0/1
As Stuffy Doll comes into play, choose a player.
Stuffy Doll is indestructible.
Whenever damage is dealt to Stuffy Doll, it deals that much damage to the chosen player.
T Stuffy Doll deals 1 damage to itself.

Stun
1R
Instant
Target creature can't block this turn.
Draw a card.

Stunted Growth
3GG
Sorcery
Target player chooses three cards from his or her hand and puts them on top of his or her library in any order.

Stupefying Touch
1U
Enchantment - Aura
Enchant creature
When Stupefying Touch comes into play, draw a card.
Enchanted creature's activated abilities can't be played.

Stupor
2B
Sorcery
Target opponent discards a card at random, then discards a card.

Sturdy Hatchling
3 (G / U)
Creature - Elemental
6/6
Sturdy Hatchling comes into play with four -1/-1 counters on it.
o (g/u): Sturdy Hatchling gains shroud until end of turn.
Whenever you play a green spell, remove a -1/-1 counter from Sturdy Hatchling.
Whenever you play a blue spell, remove a -1/-1 counter from Sturdy Hatchling.

Subdue
G
Instant
Prevent all combat damage that would be dealt by target creature this turn. That creature gets +0/+X until end of turn, where X is its converted mana cost.

Submerge
4U
Instant
If an opponent controls a Forest and you control an Island, you may play Submerge without paying its mana cost.
Put target creature on top of its owner's library.

Subterranean Hangar
Land
Subterranean Hangar comes into play tapped.
T Put a storage counter on Subterranean Hangar.
T, Remove any number of storage counters from Subterranean Hangar: Add B to your mana pool for each storage counter removed this way.

Subterranean Shambler
3R
Creature - Elemental
2/3
Echo 3R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Subterranean Shambler comes into play or leaves play, it deals 1 damage to each creature without flying.

Subterranean Spirit
3RR
Creature - Elemental Spirit
3/3
Protection from red
T Subterranean Spirit deals 1 damage to each creature without flying.

Subversion
3BB
Enchantment
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.

Su-Chi
4
Artifact Creature - Construct
4/4
When Su-Chi is put into a graveyard from play, add 4 to your mana pool.

Sudden Death
1BB
Instant
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Target creature gets -4/-4 until end of turn.

Sudden Impact
3R
Instant
Sudden Impact deals damage equal to the number of cards in target player's hand to that player.

Sudden Shock
1R
Instant
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Sudden Shock deals 2 damage to target creature or player.

Sudden Spoiling
1BB
Instant
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Creatures target player controls become 0/2 and lose all abilities until end of turn.

Sudden Strength
3G
Instant
Target creature gets +3/+3 until end of turn.
Draw a card.

Suffocating Blast
1UUR
Instant
Counter target spell and Suffocating Blast deals 3 damage to target creature.

Suffocation
1U
Instant
Play Suffocation only if you were dealt damage this turn by a red instant or sorcery spell.
Suffocation deals 4 damage to the controller of the last red instant or sorcery spell that dealt damage to you this turn.
Draw a card at the beginning of the next turn's upkeep.

Sulam Djinn
5G
Creature - Djinn
6/6
Trample
Sulam Djinn gets -2/-2 as long as green is the most common color among all permanents or is tied for most common.

Suleiman's Legacy
RW
Enchantment
When Suleiman's Legacy comes into play, destroy all Djinns and Efreets. They can't be regenerated.
Whenever a Djinn or Efreet comes into play, destroy it. It can't be regenerated.

Sulfur Elemental
2R
Creature - Elemental
3/2
Flash (You may play this spell any time you could play an instant.)
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
White creatures get +1/-1.

Sulfur Vent
Land
Sulfur Vent comes into play tapped.
T Add B to your mana pool.
T, Sacrifice Sulfur Vent: Add UR to your mana pool.

Sulfuric Vapors
3R
Enchantment
If a red spell would deal damage to a creature or player, it deals that much damage plus 1 to that creature or player instead.

Sulfuric Vortex
1RR
Enchantment
At the beginning of each player's upkeep, Sulfuric Vortex deals 2 damage to that player.
If a player would gain life, that player gains no life instead.

Sulfurous Blast
2RR
Instant
Sulfurous Blast deals 2 damage to each creature and each player. If you played this spell during your main phase, Sulfurous Blast deals 3 damage to each creature and each player instead.

Sulfurous Springs
Land
T Add 1 to your mana pool.
T Add B or R to your mana pool. Sulfurous Springs deals 1 damage to you.

Summer Bloom
1G
Sorcery
You may play up to three additional lands this turn.

Summon the School
3W
Tribal Sorcery - Merfolk
Put two 1/1 blue Merfolk Wizard creature tokens into play.
Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand.

Summoner's Egg
4
Artifact Creature - Egg
0/4
Imprint - When Summoner's Egg comes into play, you may remove a card in your hand from the game face down.
When Summoner's Egg is put into a graveyard from play, turn the imprinted face-down card face up. If that card is a creature card, put it into play under your control.

Summoner's Pact
0
Instant
Summoner's Pact is green.
Search your library for a green creature card, reveal it, and put it into your hand. Then shuffle your library.
At the beginning of your next upkeep, pay 2GG. If you don't, you lose the game.

Summoning Station
7
Artifact
T Put a 2/2 colorless Pincher creature token into play.
Whenever an artifact is put into a graveyard from play, you may untap Summoning Station.

Sun Ce, Young Conquerer
3UU
Legendary Creature - Human Soldier
3/3
Horsemanship
When Sun Ce, Young Conquerer comes into play, you may return target creature to its owner's hand.

Sun Clasp
1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+3.
W: Return enchanted creature to its owner's hand.

Sun Droplet
2
Artifact
Whenever you're dealt damage, put that many charge counters on Sun Droplet.
At the beginning of each upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.

Sun Quan, Lord of Wu
4UU
Legendary Creature - Human Soldier
4/4
Creatures you control have horsemanship.

Sunastian Falconer
3RG
Legendary Creature - Human Shaman
4/4
T Add 2 to your mana pool.

Sunbeam Spellbomb
1
Artifact
W, Sacrifice Sunbeam Spellbomb: You gain 5 life.
1, Sacrifice Sunbeam Spellbomb: Draw a card.

Suncrusher
9
Artifact Creature - Construct
3/3
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
4, T, Remove a +1/+1 counter from Suncrusher: Destroy target creature.
2, Remove a +1/+1 counter from Suncrusher: Return Suncrusher to its owner's hand.

Sunder
3UU
Instant
Return all lands to their owners' hands.

Sunder from Within
2RR
Sorcery - Arcane
Destroy target artifact or land.

Sundering Titan
8
Artifact Creature - Golem
7/10
When Sundering Titan comes into play, choose a land of each basic land type, then destroy those lands.
When Sundering Titan leaves play, choose a land of each basic land type, then destroy those lands.

Sundering Vitae
2G
Instant
Convoke (Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creature's color.)
Destroy target artifact or enchantment.

Sunfire Balm
2W
Instant
Prevent the next 4 damage that would be dealt to target creature or player this turn.
Cycling 1W (1W, Discard this card: Draw a card.)
When you cycle Sunfire Balm, you may prevent the next 1 damage that would be dealt to target creature or player this turn.

Sunflare Shaman
1R
Creature - Elemental Shaman
2/1
1R, T Sunflare Shaman deals X damage to target creature or player and X damage to itself, where X is the number of Elemental cards in your graveyard.

Sunforger
3
Artifact - Equipment
Equipped creature gets +4/+0.
RW, Unattach Sunforger: Search your library for a red or white instant card with converted mana cost 4 or less and play that card without paying its mana cost. Then shuffle your library.
Equip 3

Sunglasses of Urza
3
Artifact
You may spend white mana as though it were red mana.

Sungrass Egg
1
Artifact
2, T, Sacrifice Sungrass Egg: Add GW to your mana pool. Draw a card.

Sungrass Prairie
Land
1, T Add GW to your mana pool.

Sunhome Enforcer
2RW
Creature - Giant Soldier
2/4
Whenever Sunhome Enforcer deals combat damage, you gain that much life.
1R: Sunhome Enforcer gets +1/+0 until end of turn.

Sunhome, Fortress of the Legion
Land
T Add 1 to your mana pool.
2RW, T Target creature gains double strike until end of turn.

Sunken City
UU
Enchantment
At the beginning of your upkeep, sacrifice Sunken City unless you pay UU.
Blue creatures get +1/+1.

Sunken Field
1U
Enchantment - Aura
Enchant land
Enchanted land has "T Counter target spell unless its controller pays 1."

Sunken Hope
3UU
Enchantment
At the beginning of each player's upkeep, that player returns a creature he or she controls to its owner's hand.

Sunken Ruins
Land
T Add 1 to your mana pool.
o (u/b), T Add UU, UB, or BB to your mana pool.

Sunlance
W
Sorcery
Sunlance deals 3 damage to target nonwhite creature.

Sunrise Sovereign
5R
Creature - Giant Warrior
5/5
Other Giant creatures you control get +2/+2 and have trample.

Sun's Bounty
1W
Instant
You gain 4 life.
Recover 1W (When a creature is put into your graveyard from play, you may pay 1W. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.)

Sunscape Apprentice
W
Creature - Human Wizard
1/1
G, T Target creature gets +1/+1 until end of turn.
U, T Put target creature you control on top of its owner's library.

Sunscape Battlemage
2W
Creature - Human Wizard
2/2
Kicker 1G and/or 2U
When Sunscape Battlemage comes into play, if the 1G kicker cost was paid, destroy target creature with flying.
When Sunscape Battlemage comes into play, if the 2U kicker cost was paid, draw two cards.

Sunscape Familiar
1W
Creature - Wall
0/3
Defender (This creature can't attack.)
Green spells and blue spells you play cost 1 less to play.

Sunscape Master
2WW
Creature - Human Wizard
2/2
GG, T Creatures you control get +2/+2 until end of turn.
UU, T Return target creature to its owner's hand.

Sunscour
5WW
Sorcery
You may remove two white cards in your hand from the game rather than pay Sunscour's mana cost.
Destroy all creatures.

Sunstone
3
Artifact
2, Sacrifice a snow land: Prevent all combat damage that would be dealt this turn.

Sunstrike Legionnaire
1W
Creature - Human Soldier
1/2
Sunstrike Legionnaire doesn't untap during your untap step.
Whenever another creature comes into play, untap Sunstrike Legionnaire.
T Tap target creature with converted mana cost 3 or less.

Suntail Hawk
W
Creature - Bird
1/1
Flying (This creature can't be blocked except by creatures with flying or reach.)

Suntouched Myr
3
Artifact Creature - Myr
0/0
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)

Sunweb
3W
Creature - Wall
5/6
Defender (This creature can't attack.)
Flying
Sunweb can't block creatures with power 2 or less.

Superior Numbers
GG
Sorcery
Superior Numbers deals damage to target creature equal to the number of creatures you control in excess of the number of creatures target opponent controls.

Supersize
1G
Instant
Target creature gets +3/+3 until end of turn.

Supply // Demand
XGW / 1WU
Sorcery // Sorcery
Put X 1/1 green Saproling creature tokens into play.
//
Search your library for a multicolored card, reveal it, and put it into your hand. Then shuffle your library.

Suppress
2B
Sorcery
Target player removes all cards in his or her hand from the game face down. At the end of that player's next turn, that player returns those cards to his or her hand.

Suppression Field
1W
Enchantment
Activated abilities cost 2 more to play unless they're mana abilities.

Supreme Exemplar
6U
Creature - Elemental
10/10
Flying
Champion an Elemental (When this comes into play, sacrifice it unless you remove another Elemental you control from the game. When this leaves play, that card returns to play.)

Supreme Inquisitor
3UU
Creature - Human Wizard
1/3
Tap five untapped Wizards you control: Search target player's library for up to five cards and remove them from the game. Then that player shuffles his or her library.

Suq'Ata Assassin
1BB
Creature - Human Assassin
1/1
Fear
Whenever Suq'Ata Assassin attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)

Suq'Ata Firewalker
1UU
Creature - Human Wizard
0/1
Suq'Ata Firewalker can't be the target of red spells or abilities from red sources.
T Suq'Ata Firewalker deals 1 damage to target creature or player.

Suq'Ata Lancer
2R
Creature - Human Knight
2/2
Haste
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Surestrike Trident
2
Artifact - Equipment
Equipped creature has first strike and "T, Unattach Surestrike Trident: This creature deals damage equal to its power to target player."
Equip 4 (4: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Surge of Strength
RG
Instant
As an additional cost to play Surge of Strength, discard a red or green card.
Target creature gains trample and gets +X/+0 until end of turn, where X is its converted mana cost.

Surge of Thoughtweft
1W
Tribal Instant - Kithkin
Creatures you control get +1/+1 until end of turn. If you control a Kithkin, draw a card.

Surge of Zeal
R
Instant
Radiance - Target creature and each other creature that shares a color with it gain haste until end of turn.

Surgespanner
2UU
Creature - Merfolk Wizard
2/2
Whenever Surgespanner becomes tapped, you may pay 1U. If you do, return target permanent to its owner's hand.

Surging AEther
3U
Instant
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Return target permanent to its owner's hand.

Surging Dementia
1B
Sorcery
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Target player discards a card.

Surging Flame
1R
Instant
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Surging Flame deals 2 damage to target creature or player.

Surging Might
2G
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)

Surging Sentinels
2W
Creature - Human Soldier
2/1
First strike
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)

Surprise Deployment
3W
Instant
Play Surprise Deployment only during combat.
You may put a nonwhite creature card from your hand into play. At end of turn, return that creature to your hand. (Return it only if it's in play.)

Surveilling Sprite
1U
Creature - Faerie Rogue
1/1
Flying
When Surveilling Sprite is put into a graveyard from play, you may draw a card.

Survival of the Fittest
1G
Enchantment
G, Discard a creature card: Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library.

Survivor of the Unseen
2U
Creature - Human Wizard
2/1
Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
T Draw two cards, then put a card from your hand on top of your library.

Sustainer of the Realm
2WW
Creature - Angel
2/3
Flying
Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn.

Sustaining Spirit
1W
Creature - Angel Spirit
0/3
Cumulative upkeep 1W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Damage that would reduce your life total to less than 1 reduces it to 1 instead.

Sustenance
1G
Enchantment
1, Sacrifice a land: Target creature gets +1/+1 until end of turn.

Suture Spirit
1W
Creature - Spirit
1/1
Flying
o (w/b)o (w/b)o (w/b): Regenerate target creature.

Sutured Ghoul
4BBB
Creature - Zombie
*/*
Trample
As Sutured Ghoul comes into play, remove any number of creature cards in your graveyard from the game.
Sutured Ghoul's power is equal to the total power of the removed cards and its toughness is equal to their total toughness.

Svogthos, the Restless Tomb
Land
T Add 1 to your mana pool.
3BG: Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with "This creature's power and toughness are each equal to the number of creature cards in your graveyard." It's still a land.

Svyelunite Priest
1U
Creature - Merfolk Cleric
1/1
UU, T Target creature gains shroud until end of turn. Play this ability only during your upkeep. (It can't be the target of spells or abilities.)

Svyelunite Temple
Land
Svyelunite Temple comes into play tapped.
T Add U to your mana pool.
T, Sacrifice Svyelunite Temple: Add UU to your mana pool.

Swallowing Plague
XBB
Sorcery - Arcane
Swallowing Plague deals X damage to target creature and you gain X life.

Swamp
Basic Land - Swamp

Swamp Mosquito
1B
Creature - Insect
0/1
Flying
Whenever Swamp Mosquito attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)

Swans of Bryn Argoll
2 (W / U) (W / U)
Creature - Bird Spirit
4/3
Flying
If a source would deal damage to Swans of Bryn Argoll, prevent that damage. The source's controller draws cards equal to the damage prevented this way.

Swarm of Rats
1B
Creature - Rat
*/1
Swarm of Rats's power is equal to the number of Rats you control.

Swarmyard
Land
T Add 1 to your mana pool.
T Regenerate target Insect, Rat, Spider, or Squirrel.

Swat
1BB
Instant
Destroy target creature with power 2 or less.
Cycling 2 (2, Discard this card: Draw a card.)

Sway of Illusion
1U
Instant
Any number of target creatures become the color of your choice until end of turn.
Draw a card.

Sway of the Stars
8UU
Sorcery
Each player shuffles his or her hand, graveyard, and permanents he or she owns into his or her library, then draws seven cards. Each player's life total becomes 7.

Swell of Courage
3WW
Instant
Creatures you control get +2/+2 until end of turn.
Reinforce X-XWW (XWW, Discard this card: Put X +1/+1 counters on target creature.)

Swelter
3R
Sorcery
Swelter deals 2 damage to each of two target creatures.

Swift Maneuver
1W
Instant
Prevent the next 2 damage that would be dealt to target creature or player this turn.
Draw a card at the beginning of the next turn's upkeep.

Swift Silence
2WUU
Instant
Counter all other spells. Draw a card for each spell countered this way.

Swirl the Mists
2UU
Enchantment
As Swirl the Mists comes into play, choose a color word.
All instances of color words on spells and permanents become the chosen color word.

Swirling Sandstorm
3R
Sorcery
Threshold - Swirling Sandstorm deals 5 damage to each creature without flying if seven or more cards are in your graveyard.

Swirling Spriggan
2GG
Creature - Goblin Shaman
3/3
o (g/u)o (g/u): Target creature you control becomes the color or colors of your choice until end of turn.

Swooping Talon
4WW
Creature - Bird Soldier
2/6
Flying
1: Swooping Talon loses flying until end of turn.
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

Sword Dancer
1W
Creature - Human Rebel
1/2
WW: Target attacking creature gets -1/-0 until end of turn.

Sword of Fire and Ice
3
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from red and from blue.
Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to target creature or player and you draw a card.
Equip 2

Sword of Kaldra
4
Legendary Artifact - Equipment
Equipped creature gets +5/+5.
Whenever equipped creature deals damage to a creature, remove that creature from the game.
Equip 4 (4: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Sword of Light and Shadow
3
Artifact - Equipment
Equipped creature gets +2/+2 and has protection from white and from black.
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip 2

Sword of the Ages
6
Artifact
Sword of the Ages comes into play tapped.
T, Remove Sword of the Ages and any number of creatures you control from the game: Sword of the Ages deals X damage to target creature or player, where X is the total power of the creatures removed from the game this way.

Sword of the Chosen
2
Legendary Artifact
T Target legendary creature gets +2/+2 until end of turn.

Sword of the Meek
2
Artifact - Equipment
Equipped creature gets +1/+2.
Equip 2
Whenever a 1/1 creature comes into play under your control, you may return Sword of the Meek from your graveyard to play, then attach it to that creature.

Sword of the Paruns
4
Artifact - Equipment
As long as equipped creature is tapped, tapped creatures you control get +2/+0.
As long as equipped creature is untapped, untapped creatures you control get +0/+2.
3: You may tap or untap equipped creature.
Equip 3

Swords to Plowshares
W
Instant
Remove target creature from the game. Its controller gains life equal to its power.

Sworn Defender
2WW
Creature - Human Knight
1/3
1: Sworn Defender's power becomes the toughness of target creature blocking or being blocked by Sworn Defender minus 1 until end of turn, and Sworn Defender's toughness becomes 1 plus the power of that creature until end of turn.

Sygg, River Cutthroat
(U / B) (U / B)
Legendary Creature - Merfolk Rogue
1/3
At end of turn, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)

Sygg, River Guide
WU
Legendary Creature - Merfolk Wizard
2/2
Islandwalk
1W: Target Merfolk you control gains protection from the color of your choice until end of turn.

Sylvan Basilisk
3GG
Creature - Basilisk
2/4
Whenever Sylvan Basilisk becomes blocked by a creature, destroy that creature.

Sylvan Echoes
G
Enchantment
Whenever you clash and win, you may draw a card. (This ability triggers after the clash ends.)

Sylvan Hierophant
1G
Creature - Human Cleric
1/2
When Sylvan Hierophant is put into a graveyard from play, remove Sylvan Hierophant from the game, then return another target creature card from your graveyard to your hand.

Sylvan Library
1G
Enchantment
At the beginning of your draw step, you may draw two cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.

Sylvan Messenger
3G
Creature - Elf
2/2
Trample
When Sylvan Messenger comes into play, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library.

Sylvan Might
1G
Instant
Target creature gets +2/+2 and gains trample until end of turn.
Flashback 2GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Sylvan Paradise
G
Instant
Any number of target creatures become green until end of turn.

Sylvan Safekeeper
G
Creature - Human Wizard
1/1
Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)

Sylvan Scrying
1G
Sorcery
Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.

Sylvan Tutor
G
Sorcery
Search your library for a creature card and reveal that card. Shuffle your library, then put the card on top of it.

Sylvan Yeti
2GG
Creature - Yeti
*/4
Sylvan Yeti's power is equal to the number of cards in your hand.

Sylvok Explorer
1G
Creature - Human Druid
1/1
T Add to your mana pool one mana of any color that a land an opponent controls could produce.

Symbiosis
1G
Instant
Two target creatures each get +2/+2 until end of turn.

Symbiotic Beast
4GG
Creature - Insect Beast
4/4
When Symbiotic Beast is put into a graveyard from play, put four 1/1 green Insect creature tokens into play.

Symbiotic Deployment
2G
Enchantment
Skip your draw step.
1, Tap two untapped creatures you control: Draw a card.

Symbiotic Elf
3G
Creature - Elf
2/2
When Symbiotic Elf is put into a graveyard from play, put two 1/1 green Insect creature tokens into play.

Symbiotic Wurm
5GGG
Creature - Wurm
7/7
When Symbiotic Wurm is put into a graveyard from play, put seven 1/1 green Insect creature tokens into play.

Symbol of Unsummoning
2U
Sorcery
Return target creature to its owner's hand.
Draw a card.

Symbol Status
2GG
Sorcery
Put a 1/1 colorless Expansion-Symbol creature token into play for each different expansion symbol among permanents you control.

Synapse Sliver
4U
Creature - Sliver
3/3
Whenever a Sliver deals combat damage to a player, its controller may draw a card.

Synchronous Sliver
4U
Creature - Sliver
3/3
All Sliver creatures have vigilance.

Syncopate
XU
Instant
Counter target spell unless its controller pays X. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.

Synod Artificer
2U
Creature - Vedalken Artificer
1/2
X, T Tap X target noncreature artifacts.
X, T Untap X target noncreature artifacts.

Synod Centurion
4
Artifact Creature - Construct
4/4
When you control no other artifacts, sacrifice Synod Centurion.

Synod Sanctum
1
Artifact
2, T Remove target permanent you control from the game.
2, Sacrifice Synod Sanctum: Return to play under your control all cards removed from the game with Synod Sanctum.

Syphon Life
1BB
Sorcery
Target player loses 2 life and you gain 2 life.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Syphon Mind
3B
Sorcery
Each other player discards a card. You draw a card for each card discarded this way.

Syphon Soul
2B
Sorcery
Syphon Soul deals 2 damage to each other player. You gain life equal to the damage dealt this way.

Szadek, Lord of Secrets
3UUBB
Legendary Creature - Vampire
5/5
Flying
If Szadek, Lord of Secrets would deal combat damage to a player, instead put that many +1/+1 counters on Szadek and that player puts that many cards from the top of his or her library into his or her graveyard.

Tablet of Epityr
1
Artifact
Whenever an artifact you control is put into a graveyard from play, you may pay 1. If you do, you gain 1 life.

Tahngarth, Talruum Hero
3RR
Legendary Creature - Minotaur Warrior
4/4
Vigilance
1R, T Tahngarth, Talruum Hero deals damage equal to its power to target creature. That creature deals damage equal to its power to Tahngarth.

Tahngarth's Glare
R
Sorcery
Look at the top three cards of target opponent's library, then put them back in any order. That player looks at the top three cards of your library, then puts them back in any order.

Tahngarth's Rage
R
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+0 as long as it's attacking. Otherwise, it gets -2/-1.

Taiga
Land - Mountain Forest

Tainted AEther
2BB
Enchantment
Whenever a creature comes into play, its controller sacrifices a creature or land.

Tainted Field
Land
T Add 1 to your mana pool.
T Add W or B to your mana pool. Play this ability only if you control a Swamp.

Tainted Isle
Land
T Add 1 to your mana pool.
T Add U or B to your mana pool. Play this ability only if you control a Swamp.

Tainted Monkey
1B
Creature - Ape
1/1
T Choose a word. Target player puts the top card of his or her library into his or her graveyard. If that card has the chosen word in its text box, that player loses 3 life.

Tainted Pact
1B
Instant
Remove the top card of your library from the game. You may put that card into your hand unless it has the same name as another card removed this way. Repeat this process until you put a card into your hand or you remove two cards with the same name, whichever comes first.

Tainted Peak
Land
T Add 1 to your mana pool.
T Add B or R to your mana pool. Play this ability only if you control a Swamp.

Tainted Specter
3B
Creature - Specter
2/2
Flying
1BB, T Target player puts a card from his or her hand into his or her graveyard or on top of his or her library. If the card is put into that player's graveyard, Tainted Specter deals 1 damage to each creature and each player. Play this ability only any time you could play a sorcery.

Tainted Well
2B
Enchantment - Aura
Enchant land
When Tainted Well comes into play, draw a card.
Enchanted land is a Swamp.

Tainted Wood
Land
T Add 1 to your mana pool.
T Add B or G to your mana pool. Play this ability only if you control a Swamp.

Taj-Nar Swordsmith
3W
Creature - Cat Soldier
2/3
When Taj-Nar Swordsmith comes into play, you may pay X. If you do, search your library for an Equipment card with converted mana cost X or less and put that card into play. Then shuffle your library.

Take Possession
5UU
Enchantment - Aura
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Enchant permanent
You control enchanted permanent.

Takeno, Samurai General
5W
Legendary Creature - Human Samurai
3/3
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
Each other Samurai creature you control gets +1/+1 for each point of bushido it has.

Takeno's Cavalry
3W
Creature - Human Samurai Archer
1/1
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
T Takeno's Cavalry deals 1 damage to target attacking or blocking Spirit.

Takenuma Bleeder
2B
Creature - Ogre Shaman
3/3
Whenever Takenuma Bleeder attacks or blocks, you lose 1 life if you don't control a Demon.

Takklemaggot
2BB
Enchantment - Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature.
When enchanted creature is put into a graveyard, that creature's controller chooses a creature that Takklemaggot could enchant. If he or she does, return Takklemaggot to play under your control attached to that creature. If he or she doesn't, return Takklemaggot to play under your control as a non-Aura enchantment. It loses "enchant creature" and gains "At the beginning of that player's upkeep, Takklemaggot deals 1 damage to him or her."

Talara's Bane
1B
Sorcery
Target opponent reveals his or her hand. Choose a green or white creature card from it. You gain life equal that creature card's toughness, then that player discards that card.

Talara's Battalion
1G
Creature - Elf Warrior
4/3
Trample
Play Talara's Battalion only if you played another green spell this turn.

Talas Air Ship
3U
Creature - Human Pirate
3/2
Flying

Talas Explorer
1U
Creature - Human Pirate Scout
1/1
Flying
When Talas Explorer comes into play, look at target opponent's hand.

Talas Merchant
1U
Creature - Human Pirate
1/3

Talas Researcher
4U
Creature - Human Pirate Wizard
1/1
T Draw a card. Play this ability only during your turn, before attackers are declared.

Talas Scout
1U
Creature - Human Pirate Scout
1/2
Flying

Talas Warrior
1UU
Creature - Human Pirate Warrior
2/2
Talas Warrior is unblockable.

Talisman of Dominance
2
Artifact
T Add 1 to your mana pool.
T Add U or B to your mana pool. Talisman of Dominance deals 1 damage to you.

Talisman of Impulse
2
Artifact
T Add 1 to your mana pool.
T Add R or G to your mana pool. Talisman of Impulse deals 1 damage to you.

Talisman of Indulgence
2
Artifact
T Add 1 to your mana pool.
T Add B or R to your mana pool. Talisman of Indulgence deals 1 damage to you.

Talisman of Progress
2
Artifact
T Add 1 to your mana pool.
T Add W or U to your mana pool. Talisman of Progress deals 1 damage to you.

Talisman of Unity
2
Artifact
T Add 1 to your mana pool.
T Add G or W to your mana pool. Talisman of Unity deals 1 damage to you.

Tallowisp
1W
Creature - Spirit
1/3
Whenever you play a Spirit or Arcane spell, you may search your library for an Aura card with enchant creature, reveal it, and put it into your hand. If you do, shuffle your library.

Talon of Pain
4
Artifact
Whenever a source you control other than Talon of Pain deals damage to an opponent, put a charge counter on Talon of Pain.
X, T, Remove X charge counters from Talon of Pain: Talon of Pain deals X damage to target creature or player.

Talon Sliver
1W
Creature - Sliver
1/1
All Sliver creatures have first strike.

Talonrend
4U
Creature - Elemental
0/5
Flying
o (u/r): Talonrend gets +1/-1 until end of turn.

Talruum Champion
4R
Creature - Minotaur
3/3
First strike
Whenever Talruum Champion blocks or becomes blocked by a creature, that creature loses first strike until end of turn.

Talruum Minotaur
2RR
Creature - Minotaur Berserker
3/3
Haste

Talruum Piper
4R
Creature - Minotaur
3/3
All creatures with flying able to block Talruum Piper do so.

Tamanoa
RGW
Creature - Spirit
2/4
Whenever a noncreature source you control deals damage, you gain that much life.

Tangle
1G
Instant
Prevent all combat damage that would be dealt this turn.
Each attacking creature doesn't untap during its controller's next untap step.

Tangle Asp
1G
Creature - Snake
1/2
Whenever Tangle Asp blocks or becomes blocked by a creature, destroy that creature at end of combat.

Tangle Golem
7
Artifact Creature - Golem
5/4
Affinity for Forests (This spell costs 1 less to play for each Forest you control.)

Tangle Kelp
U
Enchantment - Aura
Enchant creature
When Tangle Kelp comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step if it attacked during its controller's last turn.

Tangle Spider
4GG
Creature - Spider
3/4
Flash (You may play this spell any time you could play an instant.)
Reach (This creature can block creatures with flying.)

Tangle Wire
3
Artifact
Fading 4 (This artifact comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
At the beginning of each player's upkeep, that player taps an untapped artifact, creature, or land he or she controls for each fade counter on Tangle Wire.

Tanglebloom
1
Artifact
1, T You gain 1 life.

Tangleroot
3
Artifact
Whenever a player plays a creature spell, that player adds G to his or her mana pool.

Tanglewalker
2G
Creature - Dryad
2/2
Creatures you control are unblockable as long as defending player controls an artifact land.

Taniwha
3UU
Legendary Creature - Serpent
7/7
Phasing, trample
At the beginning of your upkeep, all lands you control phase out.

Taoist Hermit
2G
Creature - Human Mystic
2/2
Taoist Hermit can't be the target of spells or abilities your opponents control.

Taoist Mystic
2G
Creature - Human Mystic
2/2
Taoist Mystic can't be blocked by creatures with horsemanship.

Tar Pit Warrior
2B
Creature - Cyclops Warrior
3/4
When Tar Pit Warrior becomes the target of a spell or ability, sacrifice it.

Tar Pitcher
3R
Creature - Goblin Shaman
2/2
T, Sacrifice a Goblin: Tar Pitcher deals 2 damage to target creature or player.

Tarfire
R
Tribal Instant - Goblin
Tarfire deals 2 damage to target creature or player.

Tariff
1W
Sorcery
Each player sacrifices the creature he or she controls with the highest converted mana cost unless he or she pays that creature's mana cost. If two creatures a player controls are tied for highest cost, that player chooses one.

Tarmogoyf
1G
Creature - Lhurgoyf
*/1+*
Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.)

Tarnished Citadel
Land
T Add 1 to your mana pool.
T Add one mana of any color to your mana pool. Tarnished Citadel deals 3 damage to you.

Tarox Bladewing
2RRR
Legendary Creature - Dragon
4/3
Flying, haste
Grandeur - Discard another card named Tarox Bladewing: Tarox Bladewing gets +X/+X until end of turn, where X is its power.

Tarpan
G
Creature - Horse
1/1
When Tarpan is put into a graveyard from play, you gain 1 life.

Task Force
2W
Creature - Human Rebel
1/3
Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn.

Task Mage Assembly
2R
Enchantment
When there are no creatures in play, sacrifice Task Mage Assembly.
2: Task Mage Assembly deals 1 damage to target creature. Any player may play this ability but only any time he or she could play a sorcery.

Taste for Mayhem
R
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0.
Hellbent - Enchanted creature gets an additional +2/+0 as long as you have no cards in hand.

Taste of Paradise
3G
Sorcery
As an additional cost to play Taste of Paradise, you may pay 1G any number of times.
You gain 3 life plus an additional 3 life for each additional 1G you paid.

Tatsumasa, the Dragon's Fang
6
Legendary Artifact - Equipment
Equipped creature gets +5/+5.
6, Remove Tatsumasa, the Dragon's Fang from the game: Put a 5/5 blue Dragon Spirit creature token with flying into play. Return Tatsumasa to play under its owner's control when that token is put into a graveyard.
Equip 3

Tattered Drake
4U
Creature - Zombie Drake
2/2
Flying
B: Regenerate Tattered Drake.

Tatterkite
3
Artifact Creature - Scarecrow
2/1
Flying
Tatterkite can't have counters placed on it.

Tattermunge Duo
2 (R / G)
Creature - Goblin Warrior Shaman
2/3
Whenever you play a red spell, Tattermunge Duo gets +1/+1 until end of turn.
Whenever you play a green spell, Tattermunge Duo gains forestwalk until end of turn.

Tattermunge Maniac
(R / G)
Creature - Goblin Warrior
2/1
Tattermunge Maniac attacks each turn if able.

Tattermunge Witch
1 (R / G)
Creature - Goblin Shaman
2/1
RG: Each blocked creature gets +1/+0 and gains trample until end of turn.

Tattoo Ward
2W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has protection from enchantments. This effect doesn't remove Tattoo Ward.
Sacrifice Tattoo Ward: Destroy target enchantment.

Taunt
U
Sorcery
During target player's next turn, each creature he or she controls attacks you if able.

Taunting Challenge
1GG
Sorcery
All creatures able to block target creature this turn do so.

Taunting Elf
G
Creature - Elf
0/1
All creatures able to block Taunting Elf do so.

Taurean Mauler
2R
Creature - Shapeshifter
2/2
Changeling (This card is every creature type at all times.)
Whenever an opponent plays a spell, you may put a +1/+1 counter on Taurean Mauler.

Tawnos's Coffin
4
Artifact
You may choose not to untap Tawnos's Coffin during your untap step.
3, T Remove target creature and all Auras attached to it from the game. Note the number and kind of counters that were on that creature. When Tawnos's Coffin leaves play or becomes untapped, return the removed card to play under its owner's control tapped with the noted number and kind of counters on it, and if you do, return the removed Aura cards to play under their owner's control attached to that permanent.

Tawnos's Wand
4
Artifact
2, T Target creature with power 2 or less is unblockable this turn.

Tawnos's Weaponry
2
Artifact
You may choose not to untap Tawnos's Weaponry during your untap step.
2, T Target creature gets +1/+1 as long as Tawnos's Weaponry remains tapped.

Team Spirit
2G
Instant
All creatures controlled by target player and his or her teammates get +1/+1 until end of turn.

Teardrop Kami
U
Creature - Spirit
1/1
Sacrifice Teardrop Kami: You may tap or untap target creature.

Tears of Rage
2RR
Instant
Play Tears of Rage only during the declare attackers step.
Attacking creatures you control get +X/+0 until end of turn, where X is the number of attacking creatures. Sacrifice those creatures at end of turn.

Tectonic Break
XRR
Sorcery
Each player sacrifices X lands.

Tectonic Fiend
4RR
Creature - Elemental
7/7
Echo 4RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
Tectonic Fiend attacks each turn if able.

Tectonic Instability
2R
Enchantment
Whenever a land comes into play, tap all lands its controller controls.

Teeka's Dragon
9
Artifact Creature - Dragon
5/5
Flying; trample; rampage 4 (Whenever this creature becomes blocked, it gets +4/+4 until end of turn for each creature blocking it beyond the first.)

Teferi, Mage of Zhalfir
2UUU
Legendary Creature - Human Wizard
3/4
Flash (You may play this spell any time you could play an instant.)
Creature cards you own that aren't in play have flash.
Each opponent can play spells only any time he or she could play a sorcery.

Teferi's Care
2W
Enchantment
W, Sacrifice an enchantment: Destroy target enchantment.
3UU: Counter target enchantment spell.

Teferi's Curse
1U
Enchantment - Aura
Enchant artifact or creature
Enchanted permanent has phasing.

Teferi's Drake
2U
Creature - Drake
3/2
Flying, phasing

Teferi's Honor Guard
2W
Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
UU: Teferi's Honor Guard phases out.

Teferi's Imp
2U
Creature - Imp
1/1
Flying, phasing
Whenever Teferi's Imp phases out, discard a card.
Whenever Teferi's Imp phases in, draw a card.

Teferi's Isle
Legendary Land
Phasing
Teferi's Isle comes into play tapped.
T Add UU to your mana pool.

Teferi's Moat
3WU
Enchantment
As Teferi's Moat comes into play, choose a color.
Creatures of the chosen color without flying can't attack you.

Teferi's Puzzle Box
4
Artifact
At the beginning of each player's draw step, that player puts the cards in his or her hand on the bottom of his or her library in any order, then draws that many cards.

Teferi's Realm
1UU
World Enchantment
At the beginning of each player's upkeep, that player chooses artifact, creature, land, or non-Aura enchantment. All nontoken permanents of that type phase out.

Teferi's Response
1U
Instant
Counter target spell or ability an opponent controls that targets a land you control. If a permanent's ability is countered this way, destroy that permanent.
Draw two cards.

Teferi's Veil
1U
Enchantment
Whenever a creature you control attacks, it phases out at end of combat.

Tek
5
Artifact Creature - Dragon
2/2
Tek gets +0/+2 as long as you control a Plains, has flying as long as you control an Island, gets +2/+0 as long as you control a Swamp, has first strike as long as you control a Mountain, and has trample as long as you control a Forest.

Telekinesis
UU
Instant
Tap target creature. Prevent all combat damage that would be dealt by that creature this turn. It doesn't untap during its controller's next two untap steps.

Telekinetic Bonds
2UUU
Enchantment
Whenever a player discards a card, you may pay 1U. If you do, you may tap or untap target permanent.

Telekinetic Sliver
2UU
Creature - Sliver
2/2
All Slivers have "T Tap target permanent."

Telepathic Spies
2U
Creature - Human Wizard
2/2
When Telepathic Spies comes into play, look at target opponent's hand.

Telepathy
U
Enchantment
Your opponents play with their hands revealed.

Teleport
UUU
Instant
Play Teleport only after attackers are declared and before blockers are declared.
Target creature is unblockable this turn.

Telethopter
4
Artifact Creature - Thopter
3/1
Tap an untapped creature you control: Telethopter gains flying until end of turn.

Telim'Tor
4R
Legendary Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Whenever Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn.

Telim'Tor's Darts
2
Artifact
2, T Telim'Tor's Darts deals 1 damage to target player.

Telim'Tor's Edict
R
Instant
Remove target permanent you own or control from the game.
Draw a card at the beginning of the next turn's upkeep.

Tel-Jilad Archers
4G
Creature - Elf Archer
2/4
Protection from artifacts, reach (This creature can block creatures with flying.)

Tel-Jilad Chosen
1G
Creature - Elf Warrior
2/1
Protection from artifacts

Tel-Jilad Exile
3G
Creature - Troll Warrior
2/3
1G: Regenerate Tel-Jilad Exile.

Tel-Jilad Justice
1G
Instant
Destroy target artifact.
Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Tel-Jilad Lifebreather
4G
Creature - Troll Shaman
3/2
G, T, Sacrifice a Forest: Regenerate target creature.

Tel-Jilad Outrider
3G
Creature - Elf Warrior
3/1
Protection from artifacts

Tel-Jilad Stylus
1
Artifact
T Put target permanent you own on the bottom of your library.

Tel-Jilad Wolf
2G
Creature - Wolf
2/2
Whenever Tel-Jilad Wolf becomes blocked by an artifact creature, Tel-Jilad Wolf gets +3/+3 until end of turn.

Teller of Tales
3UU
Creature - Spirit
3/3
Flying
Whenever you play a Spirit or Arcane spell, you may tap or untap target creature.

Telling Time
1U
Instant
Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.

Temp of the Damned
2B
Summon Zombie
3/3
When you play Temp of the Damned, roll a six-sided die. Temp of the Damned comes into play with a number of funk counters on it equal to the die roll.
During your upkeep, remove a funk counter from Temp of the Damned or sacrifice Temp of the Damned.

Temper
X1W
Instant
Prevent the next X damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.

Tempest Drake
1WU
Creature - Drake
2/2
Flying, vigilance

Tempest Efreet
1RRR
Creature - Efreet
3/3
Remove Tempest Efreet from your deck before playing if you're not playing for ante.
T, Sacrifice Tempest Efreet: Target opponent may pay 10 life. If that player doesn't, he or she reveals a card at random from his or her hand. Exchange ownership of the revealed card and Tempest Efreet. Put the revealed card into your hand and Tempest Efreet from anywhere into that player's graveyard.

Tempest of Light
2W
Instant
Destroy all enchantments.

Temple Acolyte
1W
Creature - Human Cleric
1/3
When Temple Acolyte comes into play, you gain 3 life.

Temple Elder
2W
Creature - Human Cleric
1/2
T You gain 1 life. Play this ability only during your turn, before attackers are declared.

Temple Garden
Land - Forest Plains
(T Add G or W to your mana pool.)
As Temple Garden comes into play, you may pay 2 life. If you don't, Temple Garden comes into play tapped.

Temple of the False God
Land
T Add 2 to your mana pool. Play this ability only if you control five or more lands.

Temporal Adept
1UU
Creature - Human Wizard
1/1
UUU, T Return target permanent to its owner's hand.

Temporal Aperture
2
Artifact
5, T Shuffle your library and reveal the top card. Until end of turn, as long as that card remains on top of your library, you may play the card without paying its mana cost. (If it has X in its mana cost, X is 0.)

Temporal Cascade
5UU
Sorcery
Choose one - Each player shuffles his or her hand and graveyard into his or her library; or each player draws seven cards.
Entwine 2 (Choose both if you pay the entwine cost.)

Temporal Distortion
3UU
Enchantment
Whenever a creature or land becomes tapped, put an hourglass counter on it.
Permanents with an hourglass counter on them don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.

Temporal Eddy
2UU
Sorcery
Put target creature or land on top of its owner's library.

Temporal Extortion
BBBB
Sorcery
When you play Temporal Extortion, any player may pay half his or her life, rounded up. If a player does, counter Temporal Extortion.
Take an extra turn after this one.

Temporal Fissure
4U
Sorcery
Return target permanent to its owner's hand.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Temporal Isolation
1W
Enchantment - Aura
Flash (You may play this spell any time you could play an instant.)
Enchant creature
Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.)
Prevent all damage that would be dealt by enchanted creature.

Temporal Manipulation
3UU
Sorcery
Take an extra turn after this one.

Temporal Spring
1GU
Sorcery
Put target permanent on top of its owner's library.

Temporary Insanity
3R
Instant
Untap target creature with power less than the number of cards in your graveyard and gain control of it until end of turn. That creature gains haste until end of turn.

Temporary Truce
1W
Sorcery
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.

Tempting Licid
2G
Creature - Licid
2/2
G, T Tempting Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay G to end this effect.
All creatures able to block enchanted creature do so.

Tempting Wurm
1G
Creature - Wurm
5/5
When Tempting Wurm comes into play, each opponent may put any number of artifact, creature, enchantment, and/or land cards from his or her hand into play.

Tendo Ice Bridge
Land
Tendo Ice Bridge comes into play with a charge counter on it.
T Add 1 to your mana pool.
T, Remove a charge counter from Tendo Ice Bridge: Add one mana of any color to your mana pool.

Tendrils of Agony
2BB
Sorcery
Target player loses 2 life and you gain 2 life.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Tendrils of Corruption
3B
Instant
Tendrils of Corruption deals X damage to target creature and you gain X life, where X is the number of Swamps you control.

Tendrils of Despair
B
Sorcery
As an additional cost to play Tendrils of Despair, sacrifice a creature.
Target opponent discards two cards.

Teneb, the Harvester
3BGW
Legendary Creature - Dragon
6/6
Flying
Whenever Teneb, the Harvester deals combat damage to a player, you may pay 2B. If you do, put target creature card in a graveyard into play under your control.

Tenza, Godo's Maul
3
Legendary Artifact - Equipment
Equipped creature gets +1/+1. As long as it's legendary, it gets an additional +2/+2. As long as it's red, it has trample.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)

Tephraderm
4R
Creature - Beast
4/5
Whenever a creature deals damage to Tephraderm, Tephraderm deals that much damage to that creature.
Whenever a spell deals damage to Tephraderm, Tephraderm deals that much damage to that spell's controller.

Terashi's Cry
3W
Sorcery - Arcane
Tap up to three target creatures.

Terashi's Grasp
2W
Sorcery - Arcane
Destroy target artifact or enchantment. You gain life equal to its converted mana cost.

Terashi's Verdict
1W
Instant - Arcane
Destroy target attacking creature with power 3 or less.

Teremko Griffin
3W
Creature - Griffin
2/2
Banding, flying

Terminal Moraine
Land
T Add 1 to your mana pool.
2, T, Sacrifice Terminal Moraine: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

Terminate
BR
Instant
Destroy target creature. It can't be regenerated.

Teroh's Faithful
3W
Creature - Human Cleric
1/4
When Teroh's Faithful comes into play, you gain 4 life.

Teroh's Vanguard
3W
Creature - Human Nomad
2/3
Flash
Threshold - As long as seven or more cards are in your graveyard, Teroh's Vanguard has "When Teroh's Vanguard comes into play, creatures you control gain protection from black until end of turn."

Terraformer
2U
Creature - Human Wizard
2/2
1: Choose a basic land type. Each land you control becomes that type until end of turn.

Terrain Generator
Land
T Add 1 to your mana pool.
2, T You may put a basic land card from your hand into play tapped.

Terramorphic Expanse
Land
T, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it into play tapped. Then shuffle your library.

Terrarion
1
Artifact
Terrarion comes into play tapped.
2, T, Sacrifice Terrarion: Add two mana in any combination of colors to your mana pool.
When Terrarion is put into a graveyard from play, draw a card.

Terravore
1GG
Creature - Lhurgoyf
*/*
Trample
Terravore's power and toughness are each equal to the number of land cards in all graveyards.

Territorial Dispute
4RR
Enchantment
At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land.
Players can't play lands.

Terror
1B
Instant
Destroy target nonartifact, nonblack creature. It can't be regenerated.

Test of Endurance
2WW
Enchantment
At the beginning of your upkeep, if you have 50 or more life, you win the game.

Test of Faith
1W
Instant
Prevent the next 3 damage that would be dealt to target creature this turn, and put a +1/+1 counter on that creature for each 1 damage prevented this way.

Testament of Faith
W
Enchantment
X: Testament of Faith becomes an X/X Wall creature with defender until end of turn. It's still an enchantment.

Tethered Griffin
W
Creature - Griffin
2/3
Flying
When you control no enchantments, sacrifice Tethered Griffin.

Tethered Skirge
2B
Creature - Imp
2/2
Flying
Whenever Tethered Skirge becomes the target of a spell or ability, you lose 1 life.

Tetravus
6
Artifact Creature - Construct
1/1
Flying
Tetravus comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put into play that many 1/1 Tetravite artifact creature tokens with flying and "Tetravite can't be enchanted."
At the beginning of your upkeep, you may remove any number of tokens put into play with Tetravus from the game. If you do, put that many +1/+1 counters on Tetravus.

Tetsuo Umezawa
UBR
Legendary Creature - Human Archer
3/3
Tetsuo Umezawa can't be the target of Aura spells.
UBBR, T Destroy target tapped or blocking creature.

Teysa, Orzhov Scion
1WB
Legendary Creature - Human Advisor
2/3
Sacrifice three white creatures: Remove target creature from the game.
Whenever another black creature you control is put into a graveyard from play, put a 1/1 white Spirit creature token with flying into play.

Thalakos Deceiver
3U
Creature - Thalakos Wizard
1/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
When Thalakos Deceiver attacks and isn't blocked, you may sacrifice it. If you do, gain control of target creature. (This effect doesn't end at end of turn.)

Thalakos Dreamsower
2U
Creature - Thalakos Wizard
1/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
You may choose not to untap Thalakos Dreamsower during your untap step.
Whenever Thalakos Dreamsower deals damage to an opponent, tap target creature. That creature doesn't untap during its controller's untap step as long as Thalakos Dreamsower remains tapped.

Thalakos Drifters
2UU
Creature - Thalakos
3/3
Discard a card: Thalakos Drifters gains shadow until end of turn. (This creature can block or be blocked by only creatures with shadow.)

Thalakos Lowlands
Land
T Add 1 to your mana pool.
T Add W or U to your mana pool. Thalakos Lowlands doesn't untap during your next untap step.

Thalakos Mistfolk
2U
Creature - Thalakos Illusion
2/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
U: Put Thalakos Mistfolk on top of its owner's library.

Thalakos Scout
2U
Creature - Thalakos Soldier Scout
2/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
Discard a card: Return Thalakos Scout to its owner's hand.

Thalakos Seer
UU
Creature - Thalakos Wizard
1/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
When Thalakos Seer leaves play, draw a card.

Thalakos Sentry
1U
Creature - Thalakos Soldier
1/2
Shadow (This creature can block or be blocked by only creatures with shadow)

Thallid
G
Creature - Fungus
1/1
At the beginning of your upkeep, put a spore counter on Thallid.
Remove three spore counters from Thallid: Put a 1/1 green Saproling creature token into play.

Thallid Devourer
1GG
Creature - Fungus
2/2
At the beginning of your upkeep, put a spore counter on Thallid Devourer.
Remove three spore counters from Thallid Devourer: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Thallid Devourer gets +1/+2 until end of turn.

Thallid Germinator
2G
Creature - Fungus
2/2
At the beginning of your upkeep, put a spore counter on Thallid Germinator.
Remove three spore counters from Thallid Germinator: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Target creature gets +1/+1 until end of turn.

Thallid Shell-Dweller
1G
Creature - Fungus
0/5
Defender
At the beginning of your upkeep, put a spore counter on Thallid Shell-Dweller.
Remove three spore counters from Thallid Shell-Dweller: Put a 1/1 green Saproling creature token into play.

That Which Was Taken
5
Legendary Artifact
4, T Put a divinity counter on target permanent other than That Which Was Taken.
Each permanent with a divinity counter on it is indestructible.

Thaumatog
1GW
Creature - Atog
1/2
Sacrifice a land: Thaumatog gets +1/+1 until end of turn.
Sacrifice an enchantment: Thaumatog gets +1/+1 until end of turn.

Thawing Glaciers
Land
Thawing Glaciers comes into play tapped.
1, T Search your library for a basic land card, put that card into play tapped, then shuffle your library. Thawing Glaciers gains substance until end of turn. Return Thawing Glaciers to its owner's hand when it loses substance.

The Abyss
3B
World Enchantment
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of his or her choice. It can't be regenerated.

The Brute
1R
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+0.
RRR: Regenerate enchanted creature.

The Cheese Stands Alone
4WW
Enchantment
If you control no cards in play other than The Cheese Stands Alone and have no cards in your hand, you win the game.

The Fallen
1BBB
Creature - Zombie
2/3
At the beginning of your upkeep, The Fallen deals 1 damage to each opponent it has dealt damage to this game.

The Fallen Apart
2BB
Creature - Zombie
4/4
The Fallen Apart comes into play with two arms and two legs.
Whenever damage is dealt to The Fallen Apart, remove an arm or a leg from it.
The Fallen Apart can't attack if it has no legs and can't block if it has no arms.

The Hive
5
Artifact
5, T Put a 1/1 Insect artifact creature token with flying named Wasp into play. (It can't be blocked except by creatures with flying or reach.)

The Lady of the Mountain
4RG
Legendary Creature - Giant
5/5

The Rack
1
Artifact
As The Rack comes into play, choose an opponent.
At the beginning of the chosen player's upkeep, The Rack deals X damage to that player, where X is 3 minus the number of cards in his or her hand.

The Tabernacle at Pendrell Vale
Legendary Land
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1."

The Ultimate Nightmare of Wizards of the Coast(R) Customer Service
XYZRR
Sorcery
The Ultimate Nightmare of Wizards of the Coast(R) Customer Service deals X damage to each of Y target creatures and Z target players.

The Unspeakable
6UUU
Legendary Creature - Spirit
6/7
Flying, trample
Whenever The Unspeakable deals combat damage to a player, you may return target Arcane card from your graveyard to your hand.

The Wretched
3BB
Creature - Demon
2/5
At end of combat, gain control of all creatures blocking The Wretched as long as you control The Wretched.

Theft of Dreams
2U
Sorcery
Draw a card for each tapped creature target opponent controls.

Thelon of Havenwood
GG
Legendary Creature - Elf Druid
2/2
Each Fungus creature gets +1/+1 for each spore counter on it.
BG, Remove a Fungus card in a graveyard from the game: Put a spore counter on each Fungus in play.

Thelonite Druid
2G
Creature - Human Cleric Druid
1/1
1G, T, Sacrifice a creature: Forests you control become 2/3 creatures until end of turn. They're still lands.

Thelonite Hermit
3G
Creature - Elf Shaman
1/1
Saproling creatures get +1/+1.
Morph 3GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Thelonite Hermit is turned face up, put four 1/1 green Saproling creature tokens into play.

Thelonite Monk
2GG
Creature - Insect Monk Cleric
1/2
T, Sacrifice a green creature: Target land becomes a Forest. (This effect doesn't end at end of turn.)

Thelon's Chant
1GG
Enchantment
At the beginning of your upkeep, sacrifice Thelon's Chant unless you pay G.
Whenever a player puts a Swamp into play, Thelon's Chant deals 3 damage to that player unless he or she puts a -1/-1 counter on a creature he or she controls.

Thelon's Curse
GG
Enchantment
Blue creatures don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures he or she controls and pay U for each creature chosen this way. If the player does, untap those creatures.

Thermal Blast
4R
Instant
Thermal Blast deals 3 damage to target creature.
Threshold - Thermal Blast deals 5 damage to that creature instead if seven or more cards are in your graveyard.

Thermal Flux
U
Instant
Choose one - Target nonsnow permanent becomes snow until end of turn; or target snow permanent isn't snow until end of turn.
Draw a card at the beginning of the next turn's upkeep.

Thermal Glider
2W
Creature - Human Rebel
2/1
Flying, protection from red

Thermal Navigator
3
Artifact Creature - Construct
2/2
Sacrifice an artifact: Thermal Navigator gains flying until end of turn.

Thermokarst
1GG
Sorcery
Destroy target land. If that land was a snow land, you gain 1 life.

Thermopod
4R
Snow Creature - Slug
4/3
oSi: Thermopod gains haste until end of turn. (oSi can be paid with one mana from a snow permanent.)
Sacrifice a creature: Add R to your mana pool.

Thicket Basilisk
3GG
Creature - Basilisk
2/4
Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.

Thicket Elemental
3GG
Creature - Elemental
4/4
Kicker 1G (You may pay an additional 1G as you play this spell.)
When Thicket Elemental comes into play, if the kicker cost was paid, you may reveal cards from the top of your library until you reveal a creature card. If you do, put that card into play and shuffle all other cards revealed this way into your library.

Thick-Skinned Goblin
1R
Creature - Goblin Shaman
2/1
You may pay 0 rather than pay the echo cost for permanents you control.
R: Thick-Skinned Goblin gains protection from red until end of turn.

Thief of Hope
2B
Creature - Spirit
2/2
Whenever you play a Spirit or Arcane spell, target opponent loses 1 life and you gain 1 life.
Soulshift 2 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 2 or less from your graveyard to your hand.)

Thieves' Auction
4RRR
Sorcery
Set aside all nontoken permanents. Starting with you, each player chooses one of the cards set aside and puts it into play tapped under his or her control. Repeat this process until all those cards have been chosen.

Thieves' Fortune
2U
Tribal Instant - Rogue
Prowl U (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

Thieving Magpie
2UU
Creature - Bird
1/3
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Thieving Magpie deals damage to an opponent, you draw a card.

Thieving Sprite
2B
Creature - Faerie Rogue
1/1
Flying
When Thieving Sprite comes into play, target player reveals X cards from his or her hand, where X is the number of Faeries you control. You choose one of those cards. That player discards that card.

Thing from the Deep
6UUU
Creature - Leviathan
9/9
Whenever Thing from the Deep attacks, sacrifice it unless you sacrifice an Island.

Think Tank
2U
Enchantment
At the beginning of your upkeep, look at the top card of your library. You may put that card into your graveyard.

Think Twice
1U
Instant
Draw a card.
Flashback 2U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Thirst
2U
Enchantment - Aura
Enchant creature
When Thirst comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
At the beginning of your upkeep, sacrifice Thirst unless you pay U.

Thirst for Knowledge
2U
Instant
Draw three cards. Then discard two cards unless you discard an artifact card.

Thistledown Duo
2 (W / U)
Creature - Kithkin Soldier Wizard
2/2
Whenever you play a white spell, Thistledown Duo gets +1/+1 until end of turn.
Whenever you play a blue spell, Thistledown Duo gains flying until end of turn.

Thistledown Liege
1 (W / U) (W / U) (W / U)
Creature - Kithkin Knight
1/3
Flash
Other white creatures you control get +1/+1.
Other blue creatures you control get +1/+1.

Thopter Squadron
5
Artifact Creature - Thopter
0/0
Flying
Thopter Squadron comes into play with three +1/+1 counters on it.
1, Remove a +1/+1 counter from Thopter Squadron: Put a 1/1 Thopter artifact creature token with flying into play. Play this ability only any time you could play a sorcery.
1, Sacrifice another Thopter: Put a +1/+1 counter on Thopter Squadron. Play this ability only any time you could play a sorcery.

Thorn Elemental
5GG
Creature - Elemental
7/7
You may have Thorn Elemental assign its combat damage as though it weren't blocked.

Thorn of Amethyst
2
Artifact
Noncreature spells cost 1 more to play.

Thorn Thallid
1GG
Creature - Fungus
2/2
At the beginning of your upkeep, put a spore counter on Thorn Thallid.
Remove three spore counters from Thorn Thallid: Thorn Thallid deals 1 damage to target creature or player.

Thornbite Staff
2
Tribal Artifact - Shaman Equipment
Equipped creature has "2, T This creature deals 1 damage to target creature or player" and "Whenever a creature is put into a graveyard from play, untap this creature."
Whenever a Shaman creature comes into play, you may attach Thornbite Staff to it.
Equip 4

Thornscape Apprentice
G
Creature - Human Wizard
1/1
W, T Tap target creature.
R, T Target creature gains first strike until end of turn.

Thornscape Battlemage
2G
Creature - Elf Wizard
2/2
Kicker R and/or W
When Thornscape Battlemage comes into play, if the R kicker cost was paid, it deals 2 damage to target creature or player.
When Thornscape Battlemage comes into play, if the W kicker cost was paid, destroy target artifact.

Thornscape Familiar
1G
Creature - Insect
2/1
Red spells and white spells you play cost 1 less to play.

Thornscape Master
2GG
Creature - Human Wizard
2/2
RR, T Thornscape Master deals 2 damage to target creature.
WW, T Target creature gains protection from the color of your choice until end of turn.

Thorntooth Witch
5B
Creature - Treefolk Shaman
3/4
Whenever you play a Treefolk spell, you may have target creature get +3/-3 until end of turn.

Thornwatch Scarecrow
6
Artifact Creature - Scarecrow
4/4
Thornwatch Scarecrow has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.)
Thornwatch Scarecrow has vigilance as long as you control a white creature.

Thornweald Archer
1G
Creature - Elf Archer
2/1
Reach (This creature can block creatures with flying.)
Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)

Thornwind Faeries
1UU
Creature - Faerie
1/1
Flying
T Thornwind Faeries deals 1 damage to target creature or player.

Thought Courier
1U
Creature - Human Wizard
1/1
T Draw a card, then discard a card.

Thought Devourer
2UU
Creature - Beast
4/4
Flying
Your maximum hand size is reduced by four.

Thought Dissector
4
Artifact
X, T Target opponent reveals cards from the top of his or her library until an artifact card or X cards are revealed, whichever comes first. If an artifact card is revealed this way, put it into play under your control and sacrifice Thought Dissector. Put the rest of the revealed cards into that player's graveyard.

Thought Eater
1U
Creature - Beast
2/2
Flying
Your maximum hand size is reduced by three.

Thought Lash
2UU
Enchantment
Cumulative upkeep-Remove the top card of your library from the game. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Thought Lash's cumulative upkeep isn't paid, remove your library from the game.
Remove the top card of your library from the game: Prevent the next 1 damage that would be dealt to you this turn.

Thought Nibbler
U
Creature - Beast
1/1
Flying
Your maximum hand size is reduced by two.

Thought Prison
5
Artifact
Imprint - When Thought Prison comes into play, you may have target player reveal his or her hand. If you do, choose a nonland card from it and remove that card from the game. (The removed card is imprinted on this artifact.)
Whenever a player plays a spell that shares a color or converted mana cost with the imprinted card, Thought Prison deals 2 damage to that player.

Thought Reflection
4UUU
Enchantment
If you would draw a card, draw two cards instead.

Thoughtbind
2U
Instant
Counter target spell with converted mana cost 4 or less.

Thoughtbound Primoc
2R
Creature - Bird Beast
2/3
Flying
At the beginning of your upkeep, if a player controls more Wizards than any other player, he or she gains control of Thoughtbound Primoc.

Thoughtcast
4U
Sorcery
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Draw two cards.

Thoughtlace
U
Instant
Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.)

Thoughtleech
GG
Enchantment
Whenever an Island an opponent controls becomes tapped, you may gain 1 life.

Thoughtpicker Witch
B
Creature - Human Wizard
1/1
1, Sacrifice a creature: Look at the top two cards of target opponent's library, then remove one of them from the game.

Thoughts of Ruin
2RR
Sorcery
Each player sacrifices a land for each card in your hand.

Thoughtseize
B
Sorcery
Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. You lose 2 life.

Thoughtweft Gambit
4 (W / U) (W / U)
Instant
Tap all creatures your opponents control and untap all creatures you control.

Thoughtweft Trio
2WW
Creature - Kithkin Soldier
5/5
First strike, vigilance
Champion a Kithkin (When this comes into play, sacrifice it unless you remove another Kithkin you control from the game. When this leaves play, that card returns to play.)
Thoughtweft Trio can block any number of creatures.

Thousand-legged Kami
6GG
Creature - Spirit
6/6
Soulshift 7 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 7 or less from your graveyard to your hand.)

Thousand-Year Elixir
3
Artifact
You may play the activated abilities of creatures you control as though those creatures had haste.
1, T Untap target creature.

Thran Dynamo
4
Artifact
T Add 3 to your mana pool.

Thran Forge
3
Artifact
2: Until end of turn, target nonartifact creature gets +1/+0 and becomes an artifact in addition to its other types.

Thran Foundry
1
Artifact
1, T, Remove Thran Foundry from the game: Target player shuffles his or her graveyard into his or her library.

Thran Golem
5
Artifact Creature - Golem
3/3
As long as Thran Golem is enchanted, it gets +2/+2 and has flying, first strike, and trample.

Thran Lens
2
Artifact
All permanents are colorless.

Thran Quarry
Land
At end of turn, if you control no creatures, sacrifice Thran Quarry.
T Add one mana of any color to your mana pool.

Thran Tome
4
Artifact
5, T Reveal the top three cards of your library. Target opponent chooses one of those cards. Put that card into your graveyard, then draw two cards.

Thran Turbine
1
Artifact
At the beginning of your upkeep, you may add up to 2 to your mana pool. You can't spend this mana to play spells.

Thran War Machine
4
Artifact Creature - Construct
4/5
Echo 4 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
Thran War Machine attacks each turn if able.

Thran Weaponry
4
Artifact
Echo 4 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
You may choose not to untap Thran Weaponry during your untap step.
2, T All creatures get +2/+2 as long as Thran Weaponry remains tapped.

Thrashing Mudspawn
3BB
Creature - Beast
4/4
Whenever Thrashing Mudspawn is dealt damage, you lose that much life.
Morph 1BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Thrashing Wumpus
3BB
Creature - Beast
3/3
B: Thrashing Wumpus deals 1 damage to each creature and each player.

Threads of Disloyalty
1UU
Enchantment - Aura
Enchant creature with converted mana cost 2 or less
You control enchanted creature.

Threaten
2R
Sorcery
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. (It can attack and T this turn.)

Three Dreams
4W
Sorcery
Search your library for up to three Aura cards with different names, reveal them, and put them into your hand. Then shuffle your library.

Three Tragedies
3BB
Sorcery - Arcane
Target player discards three cards.

Three Visits
1G
Sorcery
Search your library for a Forest card and put that card into play. Then shuffle your library.

Three Wishes
1UU
Instant
Remove the top three cards of your library from the game face down. You may look at those cards as long as they remain removed from the game. Until your next turn, you may play those cards. At the beginning of your next upkeep, put any of those cards you didn't play into your graveyard.

Thresher Beast
3GG
Creature - Beast
4/4
Whenever Thresher Beast becomes blocked, defending player sacrifices a land.

Thrill of the Hunt
G
Instant
Target creature gets +1/+2 until end of turn.
Flashback W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Thriss, Nantuko Primus
5GG
Legendary Creature - Insect Druid
5/5
G, T Target creature gets +5/+5 until end of turn.

Thrive
XG
Sorcery
Put a +1/+1 counter on each of X target creatures.

Throat Slitter
4B
Creature - Rat Ninja
2/2
Ninjutsu 2B (2B, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Throat Slitter deals combat damage to a player, destroy target nonblack creature that player controls.

Throne of Bone
1
Artifact
Whenever a player plays a black spell, you may pay 1. If you do, you gain 1 life.

Through the Breach
4R
Instant - Arcane
You may put a creature card from your hand into play. That creature has haste. Sacrifice that creature at end of turn.
Splice onto Arcane 2RR (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Thrull Champion
4B
Creature - Thrull
2/2
Thrull creatures get +1/+1.
T Gain control of target Thrull as long as you control Thrull Champion.

Thrull Retainer
B
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1.
Sacrifice Thrull Retainer: Regenerate enchanted creature.

Thrull Surgeon
1B
Creature - Thrull
1/1
1B, Sacrifice Thrull Surgeon: Look at target player's hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.

Thrull Wizard
2B
Creature - Thrull Wizard
1/1
1B: Counter target black spell unless that spell's controller pays B or 3.

Thrumming Stone
5
Legendary Artifact
Spells you control have ripple 4. (Whenever you play a spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as the spell without paying their mana costs. Put the rest on the bottom of your library.)

Thumbscrews
2
Artifact
At the beginning of your upkeep, if you have five or more cards in hand, Thumbscrews deals 1 damage to target opponent.

Thunder Dragon
5RR
Creature - Dragon
5/5
Flying
When Thunder Dragon comes into play, it deals 3 damage to each creature without flying.

Thunder of Hooves
3R
Sorcery
Thunder of Hooves deals X damage to each creature without flying and each player, where X is the number of Beasts in play.

Thunder Spirit
1WW
Creature - Elemental Spirit
2/2
Flying, first strike

Thunder Totem
3
Artifact
T Add W to your mana pool.
1WW: Thunder Totem becomes a 2/2 white Spirit artifact creature with flying and first strike until end of turn.

Thunder Wall
1UU
Creature - Wall
0/2
Defender (This creature can't attack.)
Flying
U: Thunder Wall gets +1/+1 until end of turn.

Thunderblade Charge
1RR
Sorcery
Thunderblade Charge deals 3 damage to target creature or player.
Whenever one or more creatures you control deal combat damage to a player, if Thunderblade Charge is in your graveyard, you may pay 2RRR. If you do, you may play it without paying its mana cost.

Thunderblust
2RRR
Creature - Elemental
7/2
Haste
Thunderblust has trample as long as it has a -1/-1 counter on it.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Thunderbolt
1R
Instant
Choose one - Thunderbolt deals 3 damage to target player; or Thunderbolt deals 4 damage to target creature with flying.

Thunderclap
2R
Instant
You may sacrifice a Mountain rather than pay Thunderclap's mana cost.
Thunderclap deals 3 damage to target creature.

Thundercloud Elemental
5UU
Creature - Elemental
3/4
Flying
3U: Tap all creatures with toughness 2 or less.
3U: All other creatures lose flying until end of turn.

Thundercloud Shaman
3RR
Creature - Giant Shaman
4/4
When Thundercloud Shaman comes into play, it deals damage equal to the number of Giants you control to each non-Giant creature.

Thunderheads
2U
Instant
Replicate 2U (When you play this spell, copy it for each time you paid its replicate cost.)
Put a 3/3 blue Weird creature token with defender and flying into play. Remove it from the game at end of turn.

Thundering Giant
3RR
Creature - Giant
4/3
Haste (This creature can attack and T as soon as it comes under your control.)

Thundering Wurm
2G
Creature - Wurm
4/4
When Thundering Wurm comes into play, sacrifice it unless you discard a land card.

Thundermare
5R
Creature - Elemental Horse
5/5
Haste (This creature can attack the turn it comes under your control.)
When Thundermare comes into play, tap all other creatures.

Thunderscape Apprentice
R
Creature - Human Wizard
1/1
B, T Target player loses 1 life.
G, T Target creature gets +1/+1 until end of turn.

Thunderscape Battlemage
2R
Creature - Human Wizard
2/2
Kicker 1B and/or G
When Thunderscape Battlemage comes into play, if the 1B kicker cost was paid, target player discards two cards.
When Thunderscape Battlemage comes into play, if the G kicker cost was paid, destroy target enchantment.

Thunderscape Familiar
1R
Creature - Kavu
1/1
First strike
Black spells and green spells you play cost 1 less to play.

Thunderscape Master
2RR
Creature - Human Wizard
2/2
BB, T Target player loses 2 life and you gain 2 life.
GG, T Creatures you control get +2/+2 until end of turn.

Thundersong Trumpeter
RW
Creature - Human Soldier
2/1
T Target creature can't attack or block this turn.

Thunderstaff
3
Artifact
If Thunderstaff is untapped and a creature would deal combat damage to you, prevent 1 of that damage.
2, T Attacking creatures get +1/+0 until end of turn.

Thwart
2UU
Instant
You may return three Islands you control to their owner's hand rather than pay Thwart's mana cost.
Counter target spell.

Tibor and Lumia
2UR
Legendary Creature - Human Wizard
3/3
Whenever you play a blue spell, target creature gains flying until end of turn.
Whenever you play a red spell, Tibor and Lumia deals 1 damage to each creature without flying.

Ticking Gnomes
3
Artifact Creature - Gnome
3/3
Echo 3 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
Sacrifice Ticking Gnomes: Ticking Gnomes deals 1 damage to target creature or player.

Tidal Bore
1U
Instant
You may return an Island you control to its owner's hand rather than pay Tidal Bore's mana cost.
You may tap or untap target creature.

Tidal Control
1UU
Enchantment
Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
2: Counter target red or green spell. Any player may play this ability.
Pay 2 life: Counter target red or green spell. Any player may play this ability.

Tidal Courier
3U
Creature - Merfolk
1/2
When Tidal Courier comes into play, reveal the top four cards of your library. Put all Merfolk cards revealed this way into your hand and the rest on the bottom of your library.
3U: Tidal Courier gains flying until end of turn.

Tidal Flats
U
Enchantment
UU: For each attacking creature without flying, its controller may pay 1. If he or she doesn't, creatures you control blocking that creature gain first strike until end of turn.

Tidal Influence
2U
Enchantment
Play Tidal Influence only if no permanents named Tidal Influence are in play.
Tidal Influence comes into play with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Tidal Influence.
As long as there is exactly one tide counter on Tidal Influence, all blue creatures get -2/-0.
As long as there are exactly three tide counters on Tidal Influence, all blue creatures get +2/+0.
Whenever there are four tide counters on Tidal Influence, remove all tide counters from it.

Tidal Kraken
5UUU
Creature - Kraken
6/6
Tidal Kraken is unblockable.

Tidal Surge
1U
Sorcery
Tap up to three target creatures without flying.

Tidal Visionary
U
Creature - Merfolk Wizard
1/1
T Target creature becomes the color of your choice until end of turn.

Tidal Warrior
U
Creature - Merfolk Warrior
1/1
T Target land becomes an Island until end of turn.

Tidal Wave
2U
Instant
Put a 5/5 blue Wall creature token with defender into play. Sacrifice it at end of turn.

Tide of War
4RR
Enchantment
Whenever one or more creatures blocks, flip a coin. If you win the flip, each blocking creature is sacrificed by its controller. Otherwise, each blocked creature is sacrificed by its controller.

Tideshaper Mystic
U
Creature - Merfolk Wizard
1/1
T Target land becomes the basic land type of your choice until end of turn. Play this ability only during your turn.

Tidespout Tyrant
5UUU
Creature - Djinn
5/5
Flying
Whenever you play a spell, return target permanent to its owner's hand.

Tidewalker
2U
Creature - Elemental
*/*
Tidewalker comes into play with a time counter on it for each Island you control.
Vanishing (At the beginning of your upkeep, remove a time counter from this permanent. When the last is removed, sacrifice it.)
Tidewalker's power and toughness are each equal to the number of time counters on it.

Tidewater Minion
3UU
Creature - Elemental Minion
4/4
Defender (This creature can't attack.)
4: Tidewater Minion loses defender until end of turn.
T Untap target permanent.

Tidings
3UU
Sorcery
Draw four cards.

Tiger Claws
2G
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +1/+1 and has trample.

Tigereye Cameo
3
Artifact
T Add G or W to your mana pool.

Tilling Treefolk
2G
Creature - Treefolk Druid
1/3
When Tilling Treefolk comes into play, you may return up to two target land cards from your graveyard to your hand.

Timber Protector
4G
Creature - Treefolk Warrior
4/6
Other Treefolk creatures you control get +1/+1.
Other Treefolk and Forests you control are indestructible.

Timber Wolves
G
Creature - Wolf
1/1
Banding

Timberland Ruins
Land
Timberland Ruins comes into play tapped.
T Add G to your mana pool.
T, Sacrifice Timberland Ruins: Add one mana of any color to your mana pool.

Timberline Ridge
Land
Timberline Ridge doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from Timberline Ridge.
T Add R or G to your mana pool. Put a depletion counter on Timberline Ridge.

Timbermare
3G
Creature - Elemental Horse
5/5
Haste
Echo 5G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Timbermare comes into play, tap all other creatures.

Timberwatch Elf
2G
Creature - Elf
1/2
T Target creature gets +X/+X until end of turn, where X is the number of Elves in play.

Time and Tide
UU
Instant
Simultaneously, all creature cards that are phased out phase in and all creatures with phasing phase out.

Time Bomb
4
Artifact
At the beginning of your upkeep, put a time counter on Time Bomb.
1, T, Sacrifice Time Bomb: Time Bomb deals damage to each creature and each player equal to the number of time counters on Time Bomb.

Time Ebb
2U
Sorcery
Put target creature on top of its owner's library.

Time Elemental
2U
Creature - Elemental
0/2
When Time Elemental attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you.
2UU, T Return target permanent that isn't enchanted to its owner's hand.

Time Machine
5
Artifact
T Remove Time Machine and target nontoken creature you own from the game. Return both cards to play at the beginning of your upkeep on your turn X of the next game you play with the same opponent, where X is the removed creature's converted mana cost.

Time of Need
1G
Sorcery
Search your library for a legendary creature card, reveal it, and put it into your hand. Then shuffle your library.

Time Spiral
4UU
Sorcery
Each player shuffles his or her graveyard and hand into his or her library, then draws seven cards. You untap up to six lands.
Remove Time Spiral from the game.

Time Stop
4UU
Instant
End the turn. (Remove all spells and abilities on the stack from the game, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

Time Stretch
8UU
Sorcery
Target player takes two extra turns after this one.

Time Vault
2
Artifact
Time Vault comes into play tapped.
If Time Vault would become untapped, instead choose one - untap Time Vault and you skip your next turn; or Time Vault remains tapped.
T Take an extra turn after this one.

Time Walk
1U
Sorcery
Take an extra turn after this one.

Time Warp
3UU
Sorcery
Target player takes an extra turn after this one.

Timebender
U
Creature - Human Wizard
1/1
Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Timebender is turned face up, choose one - Remove two time counters from target permanent or suspended card; or put two time counters on target permanent with a time counter on it or suspended card.

Timecrafting
XR
Instant
Choose one - Remove X time counters from target permanent or suspended card; or put X time counters on target permanent with a time counter on it or suspended card.

Timesifter
5
Artifact
At the beginning of each upkeep, each player removes the top card of his or her library from the game. The player who removed the card with the highest converted mana cost takes an extra turn after this one. If two or more players' cards are tied for highest cost, the tied players repeat this process until the tie is broken.

Timetwister
2U
Sorcery
Each player shuffles his or her hand and graveyard into his or her library and then draws seven cards. (Then put Timetwister into its owner's graveyard.)

Timid Drake
2U
Creature - Drake
3/3
Flying
When another creature comes into play, return Timid Drake to its owner's hand.

Timmerian Fiends
1BB
Creature - Horror
1/1
Remove Timmerian Fiends from your deck before playing if you're not playing for ante.
BBB, Sacrifice Timmerian Fiends: The owner of target artifact may ante the top card of his or her library. If that player doesn't, exchange ownership of that artifact and Timmerian Fiends. Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard. This change in ownership is permanent.

Timmy, Power Gamer
2GG
Summon Legend
1/1
4: Put a creature into play from your hand.

Tin Street Hooligan
1R
Creature - Goblin Rogue
2/1
When Tin Street Hooligan comes into play, if G was spent to play Tin Street Hooligan, destroy target artifact.

Tinder Farm
Land
Tinder Farm comes into play tapped.
T Add G to your mana pool.
T, Sacrifice Tinder Farm: Add RW to your mana pool.

Tinder Wall
G
Creature - Plant Wall
0/3
Defender (This creature can't attack.)
Sacrifice Tinder Wall: Add RR to your mana pool.
R, Sacrifice Tinder Wall: Tinder Wall deals 2 damage to target creature it's blocking.

Tinker
2U
Sorcery
As an additional cost to play Tinker, sacrifice an artifact.
Search your library for an artifact card and put that card into play. Then shuffle your library.

Tin-Wing Chimera
4
Artifact Creature - Chimera
2/2
Flying
Sacrifice Tin-Wing Chimera: Put a +2/+2 counter on target Chimera creature. It gains flying. (This effect doesn't end at end of turn.)

Tireless Tribe
W
Creature - Human Nomad
1/1
Discard a card: Tireless Tribe gets +0/+4 until end of turn.

Titania's Boon
3G
Sorcery
Put a +1/+1 counter on each creature you control.

Titania's Chosen
2G
Creature - Elf Archer
1/1
Whenever a player plays a green spell, put a +1/+1 counter on Titania's Chosen.

Titania's Song
3G
Enchantment
Each noncreature artifact loses its abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania's Song leaves play, this effect continues until end of turn.

Titanic Bulvox
6GG
Creature - Beast
7/4
Trample
Morph 4GGG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Titanium Golem
5
Artifact Creature - Golem
3/3
1W: Titanium Golem gains first strike until end of turn.

Titan's Revenge
XRR
Sorcery
Titan's Revenge deals X damage to target creature or player. Clash with an opponent. If you win, return Titan's Revenge to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Tithe
W
Instant
Search your library for a Plains card. If you control fewer lands than an opponent, you may search your library for an additional Plains card. Reveal those cards and put them into your hand. Then shuffle your library.

Tivadar of Thorn
1WW
Legendary Creature - Human Knight
2/2
First strike, protection from red
When Tivadar of Thorn comes into play, destroy target Goblin.

Tivadar's Crusade
1WW
Sorcery
Destroy all Goblins.

To Arms!
1W
Instant
Untap all creatures you control.
Draw a card.

Tobias Andrion
3WU
Legendary Creature - Human Advisor
4/4

Togglodyte
3
Artifact Creature - Golem
4/4
Togglodyte comes into play turned on.
Whenever a player plays a spell, toggle Togglodyte's ON/OFF switch.
As long as Togglodyte is turned off, it can't attack or block, and all damage it would deal is prevented.

Toil to Renown
1G
Sorcery
You gain 1 life for each tapped artifact, creature, and land you control.

Toils of Night and Day
2U
Instant - Arcane
You may tap or untap target permanent, then you may tap or untap another target permanent.

Tolaria
Legendary Land
T Add U to your mana pool.
T Target creature loses banding and all "bands with other" abilities until end of turn. Play this ability only during any upkeep step.

Tolaria West
Land
Tolaria West comes into play tapped.
T Add U to your mana pool.
Transmute 1UU (1UU, Discard this card: Search your library for a card with converted mana cost 0, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Tolarian Academy
Legendary Land
T Add U to your mana pool for each artifact you control.

Tolarian Drake
2U
Creature - Drake
2/4
Flying, phasing

Tolarian Emissary
2U
Creature - Human Wizard
1/2
Kicker 1W (You may pay an additional 1W as you play this spell.)
Flying
When Tolarian Emissary comes into play, if the kicker cost was paid, destroy target enchantment.

Tolarian Entrancer
1U
Creature - Human Wizard
1/1
Whenever Tolarian Entrancer becomes blocked by a creature, gain control of that creature at end of combat.

Tolarian Sentinel
3U
Creature - Human Spellshaper
1/3
Flying
U, T, Discard a card: Return target permanent you control to its owner's hand.

Tolarian Serpent
5UU
Creature - Serpent
7/7
At the beginning of your upkeep, put the top seven cards of your library into your graveyard.

Tolarian Winds
1U
Instant
Discard all the cards in your hand, then draw that many cards.

Tolsimir Wolfblood
4GW
Legendary Creature - Elf Warrior
3/4
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
T Put a legendary 2/2 green and white Wolf creature token named Voja into play.

Tomb of Urami
Legendary Land
T Add B to your mana pool. Tomb of Urami deals 1 damage to you if you don't control an Ogre.
2BB, T, Sacrifice all lands you control: Put a legendary 5/5 black Demon Spirit creature token with flying named Urami into play.

Tombfire
B
Sorcery
Target player removes all cards with flashback in his or her graveyard from the game.

Tombstalker
6BB
Creature - Demon
5/5
Flying
Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs 1 less to play for each card removed this way.)

Tombstone Stairwell
2BB
World Enchantment
Cumulative upkeep 1B
At the beginning of each upkeep, if Tombstone Stairwell is in play, each player puts into play a 2/2 black Zombie creature token with haste named Tombspawn for each creature card in his or her graveyard.
At end of turn or when Tombstone Stairwell leaves play, destroy all tokens put into play with Tombstone Stairwell. They can't be regenerated.

Tomorrow, Azami's Familiar
5U
Legendary Creature - Spirit
1/5
If you would draw a card, look at the top three cards of your library instead. Put one of those cards into your hand and the rest on the bottom of your library in any order.

Tonic Peddler
1W
Creature - Human Spellshaper
1/1
W, T, Discard a card: Target player gains 3 life.

Tooth and Claw
3R
Enchantment
Sacrifice two creatures: Put a 3/1 red Beast creature token named Carnivore into play.

Tooth and Nail
5GG
Sorcery
Choose one - Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle your library; or put up to two creature cards from your hand into play.
Entwine 2 (Choose both if you pay the entwine cost.)

Tooth of Chiss-Goria
3
Artifact
Flash
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
T Target creature gets +1/+0 until end of turn.

Tooth of Ramos
3
Artifact
T Add W to your mana pool.
Sacrifice Tooth of Ramos: Add W to your mana pool.

Topple
2W
Sorcery
Remove target creature with the greatest power from the game. (If two or more creatures are tied for greatest power, target any one of them.)

Topsy Turvy
2U
Enchantment
The phases of each player's turn are reversed. (The phases are, in reverse order, end, postcombat main, combat, precombat main, and beginning.)
If there are more than two players in the game, the turn order is reversed.

Tor Giant
3R
Creature - Giant
3/3

Tor Wauki
2BBR
Legendary Creature - Human Archer
3/3
T Tor Wauki deals 2 damage to target attacking or blocking creature.

Torch Drake
3U
Creature - Drake
2/2
Flying
1R: Torch Drake gets +1/+0 until end of turn.

Torch Song
2R
Enchantment
At the beginning of your upkeep, you may put a verse counter on Torch Song.
2R, Sacrifice Torch Song: Torch Song deals X damage to target creature or player, where X is the number of verse counters on Torch Song.

Torchling
3RR
Creature - Shapeshifter
3/3
R: Untap Torchling.
R: Target creature blocks Torchling this turn if able.
R: Change the target of target spell that targets only Torchling.
1: Torchling gets +1/-1 until end of turn.
1: Torchling gets -1/+1 until end of turn.

Torii Watchward
4W
Creature - Spirit
3/3
Vigilance (Attacking doesn't cause this creature to tap.)
Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)

Torment
1B
Enchantment - Aura
Enchant creature
Enchanted creature gets -3/-0.

Tormented Angel
3W
Creature - Angel
1/5
Flying

Tormod's Crypt
0
Artifact
T, Sacrifice Tormod's Crypt: Remove target player's graveyard from the game.

Tornado
4G
Enchantment
Cumulative upkeep G
2G, Pay 3 life for each velocity counter on Tornado: Destroy target permanent and put a velocity counter on Tornado. Play this ability only once each turn.

Tornado Elemental
5GG
Creature - Elemental
6/6
When Tornado Elemental comes into play, it deals 6 damage to each creature with flying.
You may have Tornado Elemental assign its combat damage as though it weren't blocked.

Torpid Moloch
R
Creature - Lizard
3/2
Defender (This creature can't attack.)
Sacrifice three lands: Torpid Moloch loses defender until end of turn.

Torpor Dust
2 (U / B)
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets -3/-0.

Torrent of Fire
3RR
Sorcery
Torrent of Fire deals damage equal to the highest converted mana cost among permanents you control to target creature or player.

Torrent of Lava
XRR
Sorcery
Torrent of Lava deals X damage to each creature without flying.
As long as Torrent of Lava is on the stack, each creature has "T Prevent the next 1 damage that would be dealt to this creature by Torrent of Lava this turn."

Torrent of Souls
4 (B / R)
Sorcery
Return up to one target creature card from your graveyard to play if B was spent to play Torrent of Souls. Creatures target player controls get +2/+0 and gain haste until end of turn if R was spent to play Torrent of Souls. (Do both if BR was spent.)

Torrent of Stone
3R
Instant - Arcane
Torrent of Stone deals 4 damage to target creature.
Splice onto Arcane-Sacrifice two Mountains. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Torsten Von Ursus
3GGW
Legendary Creature - Human Soldier
5/5

Torture
B
Enchantment - Aura
Enchant creature
1B: Put a -1/-1 counter on enchanted creature.

Torture Chamber
3
Artifact
At the beginning of your upkeep, put a pain counter on Torture Chamber.
At the end of your turn, Torture Chamber deals damage to you equal to the number of pain counters on it.
1, T, Remove all pain counters from Torture Chamber: Torture Chamber deals damage to target creature equal to the number of pain counters removed this way.

Tortured Existence
B
Enchantment
B, Discard a creature card: Return target creature card from your graveyard to your hand.

Toshiro Umezawa
1BB
Legendary Creature - Human Samurai
2/2
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
Whenever a creature an opponent controls is put into a graveyard from play, you may play target instant card in your graveyard. If that card would be put into a graveyard this turn, remove it from the game instead.

Total War
3R
Enchantment
Whenever a player attacks with one or more creatures, destroy all untapped non-Wall creatures that player controls that didn't attack, except for creatures the player hasn't controlled continuously since the beginning of the turn.

Totem Speaker
4G
Creature - Elf Druid
3/3
Whenever a Beast comes into play, you may gain 3 life.

Touch and Go
3R
Sorcery
Destroy target land.
Gotcha - Whenever an opponent touches his or her face, you may say "Gotcha!" If you do, return Touch and Go from your graveyard to your hand.

Touch of Brilliance
3U
Sorcery
Draw two cards.

Touch of Darkness
B
Instant
Any number of target creatures become black until end of turn.

Touch of Death
2B
Sorcery
Touch of Death deals 1 damage to target player. You gain 1 life.
Draw a card at the beginning of the next turn's upkeep.

Touch of Invisibility
3U
Sorcery
Target creature is unblockable this turn.
Draw a card.

Touch of Vitae
2G
Instant
Target creature gains haste and "0: Untap this creature. Play this ability only once." until end of turn.
Draw a card at the beginning of the next turn's upkeep.

Touchstone
2
Artifact
T Tap target artifact you don't control.

Tourach's Chant
1BB
Enchantment
At the beginning of your upkeep, sacrifice Tourach's Chant unless you pay B.
Whenever a player puts a Forest into play, Tourach's Chant deals 3 damage to that player unless he or she puts a -1/-1 counter on a creature he or she controls.

Tourach's Gate
1BB
Enchantment - Aura
Enchant land you control
Sacrifice a Thrull: Put three time counters on Tourach's Gate.
At the beginning of your upkeep, remove a time counter from Tourach's Gate. If there are no time counters on Tourach's Gate, sacrifice it.
Enchanted land has "T Attacking creatures you control get +2/-1 until end of turn."

Tower Above
(2 / G) (2 / G) (2 / G)
Sorcery
(o (2/g) can be paid with any two mana or with G. This card's converted mana cost is 6.)
Until end of turn, target creature gets +4/+4 and gains trample, wither, and "When this creature attacks, target creature blocks it this turn if able." (It deals damage to creatures in the form of -1/-1 counters.)

Tower Drake
2U
Creature - Drake
2/1
Flying
W: Tower Drake gets +0/+1 until end of turn.

Tower of Champions
4
Artifact
8, T Target creature gets +6/+6 until end of turn.

Tower of Coireall
2
Artifact
T Target creature can't be blocked by Walls this turn.

Tower of Eons
4
Artifact
8, T You gain 10 life.

Tower of Fortunes
4
Artifact
8, T Draw four cards.

Tower of Murmurs
4
Artifact
8, T Target player puts the top eight cards of his or her library into his or her graveyard.

Tower of the Magistrate
Land
T Add 1 to your mana pool.
1, T Target creature gains protection from artifacts until end of turn.

Towering Baloth
6GG
Creature - Beast
7/6
Morph 6G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Town Sentry
2W
Creature - Human Soldier
2/2
Whenever Town Sentry blocks, it gets +0/+2 until end of turn.

Toxic Stench
1B
Instant
Target nonblack creature gets -1/-1 until end of turn.
Threshold - If seven or more cards are in your graveyard, instead destroy that creature. It can't be regenerated.

Toxin Sliver
3B
Creature - Sliver
3/3
Whenever a Sliver deals combat damage to a creature, destroy that creature. It can't be regenerated.

Toy Boat
3
Artifact Creature - Ship
3/3
Cumulative upkeep-Say "Toy Boat" quickly. (At the beginning of your upkeep, put an age counter on Toy Boat, then sacrifice it unless you say "Toy Boat" once for each age counter on it-without pausing between or fumbling it.)

Toymaker
2
Artifact Creature - Spellshaper
1/1
1, T, Discard a card: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.)

Tracker
2G
Creature - Human
2/2
GG, T Tracker deals damage equal to its power to target creature. That creature deals damage equal to its power to Tracker.

Trade Caravan
W
Creature - Human Nomad
1/1
At the beginning of your upkeep, put a currency counter on Trade Caravan.
Remove two currency counters from Trade Caravan: Untap target basic land. Play this ability only during an opponent's upkeep.

Trade Routes
1U
Enchantment
1: Return target land you control to its owner's hand.
1, Discard a land card: Draw a card.

Trade Secrets
1UU
Sorcery
Target opponent draws two cards, then you draw up to four cards. That opponent may repeat this process as many times as he or she chooses.

Tradewind Rider
3U
Creature - Spirit
1/4
Flying
T, Tap two untapped creatures you control: Return target permanent to its owner's hand.

Tragic Poet
W
Creature - Human
1/1
T, Sacrifice Tragic Poet: Return target enchantment card from your graveyard to your hand.

Trailblazer
2GG
Instant
Target creature is unblockable this turn.

Train of Thought
1U
Sorcery
Replicate 1U (When you play this spell, copy it for each time you paid its replicate cost.)
Draw a card.

Trained Armodon
1GG
Creature - Elephant
3/3

Trained Cheetah
2G
Creature - Cat
2/2
Whenever Trained Cheetah becomes blocked, it gets +1/+1 until end of turn.

Trained Jackal
G
Creature - Hound
1/2

Trained Orgg
6R
Creature - Orgg
6/6

Trained Pronghorn
1W
Creature - Antelope
1/1
Discard a card: Prevent all damage that would be dealt to Trained Pronghorn this turn.

Traitor's Clutch
4B
Instant
Target creature gets +1/+0, becomes black, and gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
Flashback 1B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Traitor's Roar
4 (B / R)
Sorcery
Tap target untapped creature. It deals damage equal to its power to its controller.
Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Tranquil Domain
1G
Instant
Destroy all non-Aura enchantments.

Tranquil Garden
Land
T Add 1 to your mana pool.
T Add G or W to your mana pool. Tranquil Garden doesn't untap during your next untap step.

Tranquil Grove
1G
Enchantment
1GG: Destroy all other enchantments.

Tranquil Path
4G
Sorcery
Destroy all enchantments.
Draw a card.

Tranquil Thicket
Land
Tranquil Thicket comes into play tapped.
T Add G to your mana pool.
Cycling G (G, Discard this card: Draw a card.)

Tranquility
2G
Sorcery
Destroy all enchantments.

Transcendence
3WWW
Enchantment
You don't lose the game for having 0 or less life.
When you have 20 or more life, you lose the game.
Whenever you lose life, you gain 2 life for each 1 life you lost. (Damage dealt to you causes you to lose life.)

Transguild Courier
4
Artifact Creature - Golem
3/3
Transguild Courier is all colors (even if this card isn't in play).

Transluminant
1G
Creature - Dryad Shaman
2/2
W, Sacrifice Transluminant: Put a 1/1 white Spirit creature token with flying into play at end of turn.

Transmogrifying Licid
3
Artifact Creature - Licid
2/2
1, T Transmogrifying Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay 1 to end this effect.
Enchanted creature gets +1/+1 and is an artifact in addition to its other types.

Transmutation
1B
Instant
Switch target creature's power and toughness until end of turn.

Transmute Artifact
UU
Sorcery
As an additional cost to play Transmute Artifact, sacrifice an artifact.
Search your library for an artifact card. If that card's converted mana cost is less than or equal to the sacrificed artifact's converted mana cost, put it into play. If it's greater, you may pay the cost difference. If you do, put it into play. If you don't, put it into its owner's graveyard. Then shuffle your library.

Trap Digger
3W
Creature - Human Soldier
1/3
2W, T Put a trap counter on target land you control.
Sacrifice a land with a trap counter on it: Trap Digger deals 3 damage to target attacking creature without flying.

Trap Runner
2WW
Creature - Human Soldier
2/3
T Target attacking unblocked creature becomes blocked. Play this ability only during the declare blockers step. (This ability works on unblockable creatures.)

Trapjaw Kelpie
4 (G / U) (G / U)
Creature - Beast
3/3
Flash
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Traproot Kami
G
Creature - Spirit
0/*
Defender, reach (This creature can block creatures with flying.)
Traproot Kami's toughness is equal to the number of Forests in play.

Trash for Treasure
2R
Sorcery
As an additional cost to play Trash for Treasure, sacrifice an artifact.
Return target artifact card from your graveyard to play.

Traumatize
3UU
Sorcery
Target player puts the top half of his or her library, rounded down, into his or her graveyard.

Traveler's Cloak
2U
Enchantment - Aura
Enchant creature
As Traveler's Cloak comes into play, choose a land type.
Enchanted creature has landwalk of the chosen type.
When Traveler's Cloak comes into play, draw a card.

Traveling Plague
3BB
Enchantment - Aura
Enchant creature
At the beginning of each upkeep, put a plague counter on Traveling Plague.
Enchanted creature gets -1/-1 for each plague counter on Traveling Plague.
When enchanted creature leaves play, that creature's controller returns Traveling Plague from its owner's graveyard to play.

Treacherous Link
1B
Enchantment - Aura
Enchant creature
All damage that would be dealt to enchanted creature is dealt to its controller instead.

Treacherous Urge
4B
Instant
Target opponent reveals his or her hand. You may put a creature card from it into play under your control. That creature has haste. Sacrifice it at end of turn.

Treacherous Vampire
4B
Creature - Vampire
4/4
Flying
Whenever Treacherous Vampire attacks or blocks, sacrifice it unless you remove a card in your graveyard from the game.
Threshold - As long as seven or more cards are in your graveyard, Treacherous Vampire gets +2/+2 and has "When Treacherous Vampire is put into a graveyard from play, you lose 6 life."

Treacherous Werewolf
2B
Creature - Human Wolf Minion
2/2
Threshold - As long as seven or more cards are in your graveyard, Treacherous Werewolf gets +2/+2 and has "When Treacherous Werewolf is put into a graveyard from play, you lose 4 life."

Treachery
3UU
Enchantment - Aura
Enchant creature
When Treachery comes into play, untap up to five lands.
You control enchanted creature.

Treasure Hunter
2W
Creature - Human
2/2
When Treasure Hunter comes into play, you may return target artifact card from your graveyard to your hand.

Treasure Trove
2UU
Enchantment
2UU: Draw a card.

Tree Monkey
G
Creature - Ape
1/1
Reach (This creature can block creatures with flying.)

Tree of Tales
Artifact Land
(Tree of Tales isn't a spell.)
T Add G to your mana pool.

Treefolk Harbinger
G
Creature - Treefolk Druid
0/3
When Treefolk Harbinger comes into play, you may search your library for a Treefolk or Forest card, reveal it, then shuffle your library and put that card on top of it.

Treefolk Healer
4G
Creature - Treefolk Cleric
2/3
2W, T Prevent the next 2 damage that would be dealt to target creature or player this turn.

Treefolk Mystic
3G
Creature - Treefolk
2/4
Whenever a creature blocks or becomes blocked by Treefolk Mystic, destroy all Auras attached to that creature.

Treefolk Seedlings
2G
Creature - Treefolk
2/*
Treefolk Seedlings's toughness is equal to the number of Forests you control.

Treespring Lorian
5G
Creature - Beast
5/4
Morph 5G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Treetop Bracers
1G
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +1/+1 and can't be blocked except by creatures with flying.

Treetop Defense
1G
Instant
Play Treetop Defense only during the declare attackers step and only if you are the defending player.
Creatures you control gain reach until end of turn. (They can block creatures with flying.)

Treetop Rangers
2G
Creature - Elf
2/2
Treetop Rangers can't be blocked except by creatures with flying.

Treetop Scout
G
Creature - Elf Scout
1/1
Treetop Scout can't be blocked except by creatures with flying.

Treetop Sentinel
2UU
Creature - Bird Soldier
2/3
Flying, protection from green

Treetop Village
Land
Treetop Village comes into play tapped.
T Add G to your mana pool.
1G: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (If it would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)

Tremble
1R
Sorcery
Each player sacrifices a land.

Tremor
R
Sorcery
Tremor deals 1 damage to each creature without flying.

Trench Wurm
3B
Creature - Wurm
3/3
2R, T Destroy target nonbasic land.

Trenching Steed
3W
Creature - Horse Rebel
2/3
Sacrifice a land: Trenching Steed gets +0/+3 until end of turn.

Trespasser il-Vec
2B
Creature - Human Rogue
3/1
Discard a card: Trespasser il-Vec gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)

Tresserhorn Sinks
Snow Land
Tresserhorn Sinks comes into play tapped.
T Add B or R to your mana pool.

Tresserhorn Skyknight
5BB
Creature - Zombie Knight
5/3
Flying
Prevent all damage that would be dealt to Tresserhorn Skyknight by creatures with first strike.

Treva, the Renewer
3GWU
Legendary Creature - Dragon
6/6
Flying
Whenever Treva, the Renewer deals combat damage to a player, you may pay 2W. If you do, choose a color. You gain 1 life for each permanent of that color.

Treva's Attendant
5
Artifact Creature - Golem
3/3
1, Sacrifice Treva's Attendant: Add GWU to your mana pool.

Treva's Charm
GWU
Instant
Choose one - Destroy target enchantment; or remove target attacking creature from the game; or draw a card, then discard a card.

Treva's Ruins
Land - Lair
When Treva's Ruins comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand.
T Add G, W, or U to your mana pool.

Trial // Error
WU / UB
Instant // Instant
Return all creatures blocking or blocked by target creature to their owner's hand.
//
Counter target multicolored spell.

Triangle of War
1
Artifact
2, Sacrifice Triangle of War: Choose target creature you control and target creature an opponent controls. Each creature deals damage equal to its power to the other.

Triassic Egg
4
Artifact
3, T Put an incubation counter on Triassic Egg.
Remove two incubation counters from Triassic Egg, sacrifice Triassic Egg: You may put a creature card from your hand or graveyard into play.

Tribal Flames
1R
Sorcery
Tribal Flames deals X damage to target creature or player, where X is the number of basic land types among lands you control.

Tribal Forcemage
1G
Creature - Elf Wizard
1/1
Morph 1G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Tribal Forcemage is turned face up, creatures of the type of your choice get +2/+2 and gain trample until end of turn.

Tribal Golem
6
Artifact Creature - Golem
4/4
Tribal Golem has trample as long as you control a Beast, haste as long as you control a Goblin, first strike as long as you control a Soldier, flying as long as you control a Wizard, and "B: Regenerate Tribal Golem" as long as you control a Zombie.

Tribal Unity
X2G
Instant
Creatures of the type of your choice get +X/+X until end of turn.

Trickbind
1U
Instant
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be played this turn. (Mana abilities can't be targeted.)

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

Trickster Mage
U
Creature - Human Spellshaper
1/1
U, T, Discard a card: You may tap or untap target artifact, creature, or land.

Triclopean Sight
1W
Enchantment - Aura
Flash
Enchant creature
When Triclopean Sight comes into play, untap enchanted creature.
Enchanted creature gets +1/+1 and has vigilance.

Trinisphere
3
Artifact
As long as Trinisphere is untapped, each spell that would cost less than three mana to play costs three mana to play. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost 1B to play costs 2B to play instead.)

Trinket Mage
2U
Creature - Human Wizard
2/2
When Trinket Mage comes into play, you may search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library.

Trip Noose
2
Artifact
2, T Tap target creature.

Trip Wire
2G
Sorcery
Destroy target creature with horsemanship.

Triskelavus
7
Artifact Creature - Construct
1/1
Flying
Triskelavus comes into play with three +1/+1 counters on it.
1, Remove a +1/+1 counter from Triskelavus: Put a 1/1 Triskelavite artifact creature token with flying into play. It has "Sacrifice this creature: This creature deals 1 damage to target creature or player."

Triskelion
6
Artifact Creature - Construct
1/1
Triskelion comes into play with three +1/+1 counters on it.
Remove a +1/+1 counter from Triskelion: Triskelion deals 1 damage to target creature or player.

Trokin High Guard
3W
Creature - Human Knight
3/3

Troll Ascetic
1GG
Creature - Troll Shaman
3/2
Troll Ascetic can't be the target of spells or abilities your opponents control.
1G: Regenerate Troll Ascetic. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Troll-Horn Cameo
3
Artifact
T Add R or G to your mana pool.

Trolls of Tel-Jilad
5GG
Creature - Troll Shaman
5/6
1G: Regenerate target green creature.

Tromp the Domains
5G
Sorcery
Until end of turn, creatures you control gain trample and get +1/+1 for each basic land type among lands you control.

Trophy Hunter
2G
Creature - Human Archer
2/3
1G: Trophy Hunter deals 1 damage to target creature with flying.
Whenever a creature with flying dealt damage by Trophy Hunter this turn is put into a graveyard, put a +1/+1 counter on Trophy Hunter.

Tropical Island
Land - Forest Island

Tropical Storm
XG
Sorcery
Tropical Storm deals X damage to each creature with flying and 1 additional damage to each blue creature.

Troubled Healer
2W
Creature - Human Cleric
1/2
Sacrifice a land: Prevent the next 2 damage that would be dealt to target creature or player this turn.

Troublesome Spirit
2UU
Creature - Spirit
3/4
Flying
At the end of your turn, tap all lands you control.

Truce
2W
Instant
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.

True Believer
WW
Creature - Human Cleric
2/2
You have shroud. (You can't be the target of spells or abilities.)

Trumpet Blast
2R
Instant
Attacking creatures get +2/+0 until end of turn.

Trumpeting Armodon
3G
Creature - Elephant
3/3
1G: Target creature blocks Trumpeting Armodon this turn if able.

Trusted Advisor
U
Creature - Human Advisor
1/2
Your maximum hand size is increased by two.
At the beginning of your upkeep, return a blue creature you control to its owner's hand.

Truth or Tale
1U
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put a card from the chosen pile into your hand, then put all other cards revealed this way on the bottom of your library in any order.

Trygon Predator
1GU
Creature - Beast
2/3
Flying
Whenever Trygon Predator deals combat damage to a player, you may destroy target artifact or enchantment that player controls.

Tsabo Tavoc
5BR
Legendary Creature - Horror
7/4
First strike, protection from legendary creatures
BB, T Destroy target legendary creature. It can't be regenerated.

Tsabo's Assassin
2BB
Creature - Zombie Assassin
1/1
T Destroy target creature if it shares a color with the most common color among all permanents or a color tied for most common. A creature destroyed this way can't be regenerated.

Tsabo's Decree
5B
Instant
Choose a creature type. Target player reveals his or her hand and discards all creature cards of that type. Then destroy all creatures of that type that player controls. They can't be regenerated.

Tsabo's Web
2
Artifact
When Tsabo's Web comes into play, draw a card.
Each land with an activated ability that isn't a mana ability doesn't untap during its controller's untap step.

Tsunami
3G
Sorcery
Destroy all Islands.

Tuknir Deathlock
RRGG
Legendary Creature - Human Wizard
2/2
Flying
RG, T Target creature gets +2/+2 until end of turn.

Tundra
Land - Plains Island

Tundra Kavu
2R
Creature - Kavu
2/2
T Target land becomes a Plains or an Island until end of turn.

Tundra Wolves
W
Creature - Wolf
1/1
First strike (This creature deals combat damage before creatures without first strike.)

Tunnel
R
Instant
Destroy target Wall. It can't be regenerated.

Tunnel Vision
5U
Sorcery
Name a card. Target player reveals cards from the top of his or her library until the named card is revealed. If it is, that player puts the rest of the revealed cards into his or her graveyard and puts the named card on top of his or her library. Otherwise, the player shuffles his or her library.

Tunneler Wurm
6GG
Creature - Wurm
6/6
Discard a card: Regenerate Tunneler Wurm.

Turbulent Dreams
UU
Sorcery
As an additional cost to play Turbulent Dreams, discard X cards.
Return X target nonland permanents to their owners' hands.

Turf Wound
2R
Instant
Target player can't play land cards this turn.
Draw a card.

Turn the Tables
3WW
Instant
All combat damage that would be dealt to you this turn is dealt to target attacking creature instead.

Turn to Dust
G
Instant
Destroy target Equipment. Then add G to your mana pool.

Turn to Mist
1 (W / U)
Instant
Remove target creature from the game. Return that card to play under its owner's control at end of turn.

Turnabout
2UU
Instant
Tap or untap all artifacts, creatures, or lands target player controls.

Turtleshell Changeling
3U
Creature - Shapeshifter
1/4
Changeling (This card is every creature type at all times.)
1U: Switch Turtleshell Changeling's power and toughness until end of turn.

Twiddle
U
Instant
You may tap or untap target artifact, creature, or land.

Twigwalker
2G
Creature - Insect
2/2
1G, Sacrifice Twigwalker: Two target creatures each get +2/+2 until end of turn.

Twilight Drover
2W
Creature - Spirit
1/1
Whenever a creature token leaves play, put a +1/+1 counter on Twilight Drover.
2W, Remove a +1/+1 counter from Twilight Drover: Put two 1/1 white Spirit creature tokens with flying into play.

Twilight Mire
Land
T Add 1 to your mana pool.
o (b/g), T Add BB, BG, or GG to your mana pool.

Twilight Shepherd
3WWW
Creature - Angel
5/5
Flying, vigilance
When Twilight Shepherd comes into play, return to your hand all cards in your graveyard put there from play this turn.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Twilight's Call
4BB
Sorcery
You may play Twilight's Call any time you could play an instant if you pay 2 more to play it.
Each player returns all creature cards from his or her graveyard to play.

Twinblade Slasher
G
Creature - Elf Warrior
1/1
Wither (This deals damage to creatures in the form of -1/-1 counters.)
1G: Twinblade Slasher gets +2/+2 until end of turn. Play this ability only once each turn.

Twincast
UU
Instant
Copy target instant or sorcery spell. You may choose new targets for the copy.

Twinning Glass
4
Artifact
1, T You may play a nonland card from your hand without paying its mana cost if it has the same name as a spell that was played this turn.

Twinstrike
3BR
Instant
Twinstrike deals 2 damage to each of two target creatures.
Hellbent - Destroy those creatures instead if you have no cards in hand.

Twist Allegiance
6R
Sorcery
You and target opponent each gain control of all creatures the other controls until end of turn. Untap those creatures. Those creatures gain haste until end of turn.

Twisted Abomination
5B
Creature - Zombie Mutant
5/3
B: Regenerate Twisted Abomination.
Swampcycling 2 (2, Discard this card: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.)

Twisted Experiment
1B
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/-1.

Twisted Justice
4UB
Sorcery
Target player sacrifices a creature. You draw cards equal to that creature's power.

Twitch
2U
Instant
You may tap or untap target artifact, creature, or land.
Draw a card.

Two-Headed Dragon
4RR
Creature - Dragon
4/4
Flying
1R: Two-Headed Dragon gets +2/+0 until end of turn.
Two-Headed Dragon can't be blocked except by two or more creatures.
Two-Headed Dragon can block an additional creature.

Two-Headed Giant of Foriys
4R
Creature - Giant
4/4
Trample
Two-Headed Giant of Foriys can block an additional creature.

Two-Headed Sliver
1R
Creature - Sliver
1/1
All Sliver creatures have "This creature can't be blocked except by two or more creatures."

Typhoon
2G
Sorcery
Typhoon deals damage to each opponent equal to the number of Islands that player controls.

Tyrannize
3 (B / R) (B / R)
Sorcery
Target player discards his or her hand unless he or she pays 7 life.

Tyrranax
4GG
Creature - Beast
5/4
1G: Tyrranax gets -1/+1 until end of turn.

Uba Mask
4
Artifact
If a player would draw a card, that player removes that card from the game face up instead.
Each player may play cards he or she removed from the game with Uba Mask this turn.

Uktabi Drake
G
Creature - Drake
2/1
Flying, haste
Echo 1GG (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Uktabi Efreet
2GG
Creature - Efreet
5/4
Cumulative upkeep G (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Uktabi Faerie
1G
Creature - Faerie
1/1
Flying
3G, Sacrifice Uktabi Faerie: Destroy target artifact.

Uktabi Kong
5GGG
Creature - Ape
8/8
Trample
When Uktabi Kong comes into play, destroy all artifacts.
Tap two untapped Apes you control: Put a 1/1 green Ape creature token into play.

Uktabi Orangutan
2G
Creature - Ape
2/2
When Uktabi Orangutan comes into play, destroy target artifact.

Uktabi Wildcats
4G
Creature - Cat
*/*
Uktabi Wildcats's power and toughness are each equal to the number of Forests you control.
G, Sacrifice a Forest: Regenerate Uktabi Wildcats.

Ulasht, the Hate Seed
2RG
Legendary Creature - Hellion Hydra
0/0
Ulasht, the Hate Seed comes into play with a +1/+1 counter on it for each other red creature you control and a +1/+1 counter on it for each other green creature you control.
1, Remove a +1/+1 counter from Ulasht: Choose one - Ulasht deals 1 damage to target creature; or put a 1/1 green Saproling creature token into play.

Umbilicus
4
Artifact
At the beginning of each player's upkeep, that player returns a permanent he or she controls to its owner's hand unless he or she pays 2 life.

Umbra Stalker
4BBB
Creature - Elemental
*/*
Chroma - Umbra Stalker's power and toughness are each equal to the number of black mana symbols in the mana costs of cards in your graveyard.

Umbral Mantle
3
Artifact - Equipment
Equipped creature has "3, oQ: This creature gets +2/+2 until end of turn." (oQ is the untap symbol.)
Equip 0

Umezawa's Jitte
2
Legendary Artifact - Equipment
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one - Equipped creature gets +2/+2 until end of turn; or target creature gets -1/-1 until end of turn; or you gain 2 life.
Equip 2

Unblinking Bleb
3U
Creature - Illusion
1/3
Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Whenever Unblinking Bleb or another permanent is turned face up, you may scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Unburden
1BB
Sorcery
Target player discards two cards.
Cycling 2 (2, Discard this card: Draw a card.)

Unchecked Growth
2G
Instant - Arcane
Target creature gets +4/+4 until end of turn. If it's a Spirit, it gains trample until end of turn.

Uncle Istvan
1BBB
Creature - Human
1/3
Prevent all damage that would be dealt to Uncle Istvan by creatures.

Uncontrollable Anger
2RR
Enchantment - Aura
Flash (You may play this spell any time you could play an instant.)
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +2/+2 and attacks each turn if able.

Uncontrolled Infestation
1R
Enchantment - Aura
Enchant nonbasic land
When enchanted land becomes tapped, destroy it.

Undead Gladiator
1BB
Creature - Zombie Barbarian
3/1
1B, Discard a card: Return Undead Gladiator from your graveyard to your hand. Play this ability only during your upkeep.
Cycling 1B (1B, Discard this card: Draw a card.)

Undead Warchief
2BB
Creature - Zombie
1/1
Zombie spells you play cost 1 less to play.
Zombie creatures you control get +2/+1.

Undercity Shade
4B
Creature - Shade
1/1
Fear
B: Undercity Shade gets +1/+1 until end of turn.

Underground River
Land
T Add 1 to your mana pool.
T Add U or B to your mana pool. Underground River deals 1 damage to you.

Underground Sea
Land - Island Swamp

Undergrowth
G
Instant
As an additional cost to play Undergrowth, you may pay 2R.
Prevent all combat damage that would be dealt this turn. If its additional cost was paid, Undergrowth doesn't affect combat damage that would be dealt by red creatures.

Undermine
UUB
Instant
Counter target spell. Its controller loses 3 life.

Undertaker
1B
Creature - Human Spellshaper
1/1
B, T, Discard a card: Return target creature card from your graveyard to your hand.

Undertow
2U
Enchantment
Creatures with islandwalk can be blocked as though they didn't have islandwalk.

Underworld Dreams
BBB
Enchantment
Whenever an opponent draws a card, Underworld Dreams deals 1 damage to him or her.

Undiscovered Paradise
Land
T Add one mana of any color to your mana pool. During your next untap step, as you untap your permanents, return Undiscovered Paradise to its owner's hand.

Undo
1UU
Sorcery
Return two target creatures to their owners' hands.

Undying Beast
3B
Creature - Beast
3/2
When Undying Beast is put into a graveyard from play, put Undying Beast on top of its owner's library.

Undying Flames
4RR
Sorcery
Remove cards from the top of your library from the game until you remove a nonland card. Undying Flames deals damage to target creature or player equal to that card's converted mana cost.
Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)

Undying Rage
2R
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and can't block.
When Undying Rage is put into a graveyard from play, return Undying Rage to its owner's hand.

Unearth
B
Sorcery
Return target creature card with converted mana cost 3 or less from your graveyard to play.
Cycling 2 (2, Discard this card: Draw a card.)

Unearthly Blizzard
2R
Sorcery - Arcane
Up to three target creatures can't block this turn.

Unerring Sling
3
Artifact
3, T, Tap an untapped creature you control: Unerring Sling deals damage equal to the tapped creature's power to target attacking or blocking creature with flying.

Unforge
2R
Instant
Destroy target Equipment. If that Equipment was attached to a creature, Unforge deals 2 damage to that creature.

Unfulfilled Desires
1UB
Enchantment
1, Pay 1 life: Draw a card, then discard a card.

Unhinge
2B
Sorcery
Target player discards a card.
Draw a card.

Unholy Citadel
Land
Black legendary creatures you control have "bands with other legendary creatures."

Unholy Grotto
Land
T Add 1 to your mana pool.
B, T Put target Zombie card from your graveyard on top of your library.

Unholy Strength
B
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +2/+1.

Unified Strike
W
Instant
Remove target attacking creature from the game if its power is less than or equal to the number of Soldiers in play.

Unifying Theory
1U
Enchantment
Whenever a player plays a spell, that player may pay 2. If the player does, he or she draws a card.

Unlikely Alliance
1W
Enchantment
1W: Target nonattacking, nonblocking creature gets +0/+2 until end of turn.

Unliving Psychopath
2BB
Creature - Zombie Assassin
0/4
B: Unliving Psychopath gets +1/-1 until end of turn.
B, T Destroy target creature with power less than Unliving Psychopath's power.

Unmake
(W / B) (W / B) (W / B)
Instant
Remove target creature from the game.

Unmask
3B
Sorcery
You may remove a black card in your hand from the game rather than pay Unmask's mana cost.
Target player reveals his or her hand. Choose a nonland card from it. That player discards that card.

Unnatural Hunger
3BB
Enchantment - Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, Unnatural Hunger deals damage to that player equal to that creature's power unless he or she sacrifices another creature.

Unnatural Selection
1U
Enchantment
1: Choose a creature type other than Wall. Target creature becomes that type until end of turn.

Unnatural Speed
R
Instant - Arcane
Target creature gains haste until end of turn.

Unnerve
3B
Sorcery
Each opponent discards two cards.

Unnerving Assault
2 (U / R)
Instant
Creatures your opponents control get -1/-0 until end of turn if U was spent to play Unnerving Assault, and creatures you control get +1/+0 until end of turn if R was spent to play it. (Do both if UR was spent.)

Unquestioned Authority
2W
Enchantment - Aura
Enchant creature
When Unquestioned Authority comes into play, draw a card.
Enchanted creature has protection from creatures.

Unseen Walker
1G
Creature - Dryad
1/1
Forestwalk
1GG: Target creature gains forestwalk until end of turn.

Unspeakable Symbol
1BB
Enchantment
Pay 3 life: Put a +1/+1 counter on target creature.

Unstable Hulk
1RR
Creature - Goblin Mutant
2/2
Morph 3RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Unstable Hulk is turned face up, it gets +6/+6 and gains trample until end of turn. You skip your next turn.

Unstable Mutation
U
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature.

Unstable Shapeshifter
3U
Creature - Shapeshifter
0/1
Whenever a creature comes into play, Unstable Shapeshifter becomes a copy of that creature and gains this ability.

Unstoppable Ash
3G
Creature - Treefolk Warrior
5/5
Trample
Champion a Treefolk or Warrior (When this comes into play, sacrifice it unless you remove another Treefolk or Warrior you control from the game. When this leaves play, that card returns to play.)
Whenever a creature you control becomes blocked, it gets +0/+5 until end of turn.

Unsummon
U
Instant
Return target creature to its owner's hand.

Untaidake, the Cloud Keeper
Legendary Land
Untaidake, the Cloud Keeper comes into play tapped.
T, Pay 2 life: Add 2 to your mana pool. Spend this mana only to play legendary spells.

Untamed Wilds
2G
Sorcery
Search your library for a basic land card and put that card into play. Then shuffle your library.

Unwilling Recruit
XRRR
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gets +X/+0 and gains haste until end of turn.

Unworthy Dead
1B
Creature - Skeleton
1/1
B: Regenerate Unworthy Dead.

Unyaro Bee Sting
3G
Sorcery
Unyaro Bee Sting deals 2 damage to target creature or player.

Unyaro Bees
GGG
Creature - Insect
0/1
Flying
G: Unyaro Bees gets +1/+1 until end of turn.
3G, Sacrifice Unyaro Bees: Unyaro Bees deals 2 damage to target creature or player.

Unyaro Griffin
3W
Creature - Griffin
2/2
Flying
Sacrifice Unyaro Griffin: Counter target red instant or sorcery spell.

Updraft
1U
Instant
Target creature gains flying until end of turn.
Draw a card at the beginning of the next turn's upkeep.

Upheaval
4UU
Sorcery
Return all permanents to their owners' hands.

Uphill Battle
2R
Enchantment
Creatures your opponents play come into play tapped.

Uproot
3G
Sorcery - Arcane
Put target land on top of its owner's library.

Upwelling
3G
Enchantment
Mana pools don't empty at the end of phases or turns. (This effect stops mana burn.)

Urborg
Legendary Land
T Add B to your mana pool.
T Target creature loses first strike or swampwalk until end of turn.

Urborg Drake
1UB
Creature - Drake
2/3
Flying
Urborg Drake attacks each turn if able.

Urborg Elf
1G
Creature - Elf Druid
1/1
T Add G, U, or B to your mana pool.

Urborg Emissary
2B
Creature - Human Wizard
3/1
Kicker 1U (You may pay an additional 1U as you play this spell.)
When Urborg Emissary comes into play, if the kicker cost was paid, return target permanent to its owner's hand.

Urborg Justice
BB
Instant
Target opponent sacrifices a creature for each creature put into your graveyard from play this turn.

Urborg Mindsucker
2B
Creature - Horror
2/2
B, Sacrifice Urborg Mindsucker: Target opponent discards a card at random. Play this ability only any time you could play a sorcery.

Urborg Panther
2B
Creature - Nightstalker Cat
2/2
B, Sacrifice Urborg Panther: Destroy target creature blocking Urborg Panther.
Sacrifice a creature named Feral Shadow, a creature named Breathstealer, and Urborg Panther: Search your library for a card named Spirit of the Night and put that card into play. Then shuffle your library.

Urborg Phantom
2B
Creature - Spirit Minion
3/1
Urborg Phantom can't block.
U: Prevent all combat damage that would be dealt to and dealt by Urborg Phantom this turn.

Urborg Shambler
2BB
Creature - Horror
4/3
All other black creatures get -1/-1.

Urborg Skeleton
B
Creature - Skeleton
0/1
Kicker 3 (You may pay an additional 3 as you play this spell.)
B: Regenerate Urborg Skeleton.
If the kicker cost was paid, Urborg Skeleton comes into play with a +1/+1 counter on it.

Urborg Stalker
3B
Creature - Horror
2/4
At the beginning of each player's upkeep, if that player controls a nonblack, nonland permanent, Urborg Stalker deals 1 damage to that player.

Urborg Syphon-Mage
2B
Creature - Human Spellshaper
2/2
2B, T, Discard a card: Each other player loses 2 life. You gain life equal to the life lost this way.

Urborg Uprising
4B
Sorcery
Return up to two target creature cards from your graveyard to your hand.
Draw a card.

Urborg Volcano
Land
Urborg Volcano comes into play tapped.
T Add B or R to your mana pool.

Urborg, Tomb of Yawgmoth
Legendary Land
Each land is a Swamp in addition to its other land types.

Ur-Drago
3UUBB
Legendary Creature - Elemental
4/4
First strike
Creatures with swampwalk can be blocked as though they didn't have swampwalk.

Ur-Golem's Eye
4
Artifact
T Add 2 to your mana pool.

Ursapine
3GG
Creature - Beast
3/3
G: Target creature gets +1/+1 until end of turn.

Ursine Fylgja
4W
Creature - Spirit Bear
3/3
Ursine Fylgja comes into play with four healing counters on it.
Remove a healing counter from Ursine Fylgja: Prevent the next 1 damage that would be dealt to Ursine Fylgja this turn.
2W: Put a healing counter on Ursine Fylgja.

Urza's Armor
6
Artifact
If a source would deal damage to you, prevent 1 of that damage.

Urza's Avenger
6
Artifact Creature - Shapeshifter
4/4
0: Urza's Avenger gets -1/-1 and gains your choice of banding, flying, first strike, or trample until end of turn.

Urza's Bauble
0
Artifact
T, Sacrifice Urza's Bauble: Look at a card at random in target player's hand. You draw a card at the beginning of the next turn's upkeep.

Urza's Blueprints
6
Artifact
Echo 6 (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
T Draw a card.

Urza's Chalice
1
Artifact
Whenever a player plays an artifact spell, you may pay 1. If you do, you gain 1 life.

Urza's Contact Lenses
0
Artifact
Urza's Contact Lenses comes into play tapped and does not untap during its controller's untap phase.
All players play with their hands face up.
Clap your hands twice: Tap or untap Urza's Contact Lenses.

Urza's Engine
5
Artifact Creature - Juggernaut
1/5
Trample
3: Urza's Engine gains banding until end of turn.
3: Attacking creatures banded with Urza's Engine gain trample until end of turn.

Urza's Factory
Land - Urza's
T Add 1 to your mana pool.
7, T Put a 2/2 Assembly-Worker artifact creature token into play.

Urza's Filter
4
Artifact
Multicolored spells cost up to 2 less to play.

Urza's Guilt
2UB
Sorcery
Each player draws two cards, then discards three cards, then loses 4 life.

Urza's Hot Tub
2
Artifact
2, Discard a card: Search your library for a card that shares a complete word in its name with the discarded card, reveal it, and put it into your hand. Then shuffle your library.

Urza's Incubator
3
Artifact
As Urza's Incubator comes into play, choose a creature type.
Creature spells of the chosen type cost 2 less to play.

Urza's Mine
Land - Urza's Mine
T Add 1 to your mana pool. If you control an Urza's Power-Plant and an Urza's Tower, add 2 to your mana pool instead.

Urza's Miter
3
Artifact
Whenever an artifact you control is put into a graveyard from play, if it wasn't sacrificed, you may pay 3. If you do, draw a card.

Urza's Power Plant
Land - Urza's Power-Plant
T Add 1 to your mana pool. If you control an Urza's Mine and an Urza's Tower, add 2 to your mana pool instead.

Urza's Rage
2R
Instant
Kicker 8R (You may pay an additional 8R as you play this spell.)
Urza's Rage can't be countered by spells or abilities.
Urza's Rage deals 3 damage to target creature or player. If the kicker cost was paid, instead Urza's Rage deals 10 damage to that creature or player and the damage can't be prevented.

Urza's Science Fair Project
6
Artifact Creature
4/4
2: Roll a six-sided die for Urza's Science Fair Project.
1 - It gets -2/-2 until end of turn.
2 - It deals no combat damage this turn.
3 - Attacking does not cause it to tap this turn.
4 - It gains first strike until end of turn.
5 - It gains flying until end of turn.
6 - It gets +2/+2 until end of turn.

Urza's Tower
Land - Urza's Tower
T Add 1 to your mana pool. If you control an Urza's Mine and an Urza's Power-Plant, add 3 to your mana pool instead.

Uthden Troll
2R
Creature - Troll
2/2
R: Regenerate Uthden Troll.

Utopia Mycon
G
Creature - Fungus
0/2
At the beginning of your upkeep, put a spore counter on Utopia Mycon.
Remove three spore counters from Utopia Mycon: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Add one mana of any color to your mana pool.

Utopia Sprawl
G
Enchantment - Aura
Enchant Forest
As Utopia Sprawl comes into play, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds one mana of the chosen color to his or her mana pool.

Utopia Tree
1G
Creature - Plant
0/2
T Add one mana of any color to your mana pool.

Utopia Vow
1G
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
Enchanted creature has "T Add one mana of any color to your mana pool."

Utvara Scalper
1R
Creature - Goblin Scout
1/2
Flying
Utvara Scalper attacks each turn if able.

Uyo, Silent Prophet
4UU
Legendary Creature - Moonfolk Wizard
4/4
Flying
2, Return two lands you control to their owner's hand: Copy target instant or sorcery spell. You may choose new targets for the copy.

Vacuumelt
2U
Sorcery
Replicate 2U (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Return target creature to its owner's hand.

Vaevictis Asmadi
2BBRRGG
Legendary Creature - Elder Dragon
7/7
Flying
At the beginning of your upkeep, sacrifice Vaevictis Asmadi unless you pay BRG.
B: Vaevictis Asmadi gets +1/+0 until end of turn.
R: Vaevictis Asmadi gets +1/+0 until end of turn.
G: Vaevictis Asmadi gets +1/+0 until end of turn.

Valleymaker
5 (R / G)
Creature - Giant Shaman
5/5
T, Sacrifice a Mountain: Valleymaker deals 3 damage to target creature.
T, Sacrifice a Forest: Choose a player. That player adds GGG to his or her mana pool.

Valor
3W
Creature - Incarnation
2/2
First strike
As long as Valor is in your graveyard and you control a Plains, creatures you control have first strike.

Valor Made Real
W
Instant
Target creature can block any number of creatures this turn.

Valorous Charge
1WW
Sorcery
White creatures get +2/+0 until end of turn.

Vampire Bats
B
Creature - Bat
0/1
Flying (This creature can't be blocked except by creatures with flying or reach.)
B: Vampire Bats gets +1/+0 until end of turn. Play this ability no more than twice each turn.

Vampire Hounds
2B
Creature - Vampire Hound
2/2
Discard a creature card: Vampire Hounds gets +2/+2 until end of turn.

Vampiric Dragon
6BR
Creature - Vampire Dragon
5/5
Flying
Whenever a creature dealt damage by Vampiric Dragon this turn is put into a graveyard, put a +1/+1 counter on Vampiric Dragon.
1R: Vampiric Dragon deals 1 damage to target creature.

Vampiric Embrace
2BB
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying.
Whenever a creature dealt damage by enchanted creature this turn is put into a graveyard, put a +1/+1 counter on that creature.

Vampiric Feast
5BB
Sorcery
Vampiric Feast deals 4 damage to target creature or player and you gain 4 life.

Vampiric Link
B
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals damage, you gain that much life.

Vampiric Sliver
3B
Creature - Sliver
3/3
All Sliver creatures have "Whenever a creature dealt damage by this creature this turn is put into a graveyard, put a +1/+1 counter on this creature."

Vampiric Spirit
2BB
Creature - Spirit
4/3
Flying
When Vampiric Spirit comes into play, you lose 4 life.

Vampiric Touch
2B
Sorcery
Vampiric Touch deals 2 damage to target opponent and you gain 2 life.

Vampiric Tutor
B
Instant
Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.

Vampirism
1B
Enchantment - Aura
Enchant creature
When Vampirism comes into play, draw a card at the beginning of the next turn's upkeep.
Enchanted creature gets +1/+1 for each other creature you control.
All other creatures you control get -1/-1.

Vanish into Memory
2WU
Instant
Remove target creature from the game. You draw cards equal to that creature's power. At the beginning of your next upkeep, return that card to play under its owner's control. If you do, discard cards equal to its toughness.

Vanishing
U
Enchantment - Aura
Enchant creature
UU: Enchanted creature phases out.

Vanquish
2W
Instant
Destroy target blocking creature.

Vaporous Djinn
2UU
Creature - Djinn
3/4
Flying
At the beginning of your upkeep, Vaporous Djinn phases out unless you pay UU.

Varchild's Crusader
3R
Creature - Human Knight
3/2
0: Varchild's Crusader can't be blocked this turn except by Walls. Sacrifice Varchild's Crusader at end of turn.

Varchild's War-Riders
1R
Creature - Human Warrior
3/4
Cumulative upkeep-Put a 1/1 red Survivor creature token into play under an opponent's control.
Trample, rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

Vassal's Duty
3W
Enchantment
1: The next 1 damage that would be dealt to target legendary creature you control this turn is dealt to you instead.

Vault of Whispers
Artifact Land
(Vault of Whispers isn't a spell.)
T Add B to your mana pool.

Vebulid
B
Creature - Horror
0/0
Vebulid comes into play with a +1/+1 counter on it.
At the beginning of your upkeep, you may put a +1/+1 counter on Vebulid.
When Vebulid attacks or blocks, destroy it at end of combat.

Vec Townships
Land
T Add 1 to your mana pool.
T Add G or W to your mana pool. Vec Townships doesn't untap during your next untap step.

Vedalken AEthermage
1U
Creature - Vedalken Wizard
1/2
Flash (You may play this spell any time you could play an instant.)
When Vedalken AEthermage comes into play, return target Sliver to its owner's hand.
Wizardcycling 3 (3, Discard this card: Search your library for a Wizard card, reveal it, and put it into your hand. Then shuffle your library.)

Vedalken Archmage
2UU
Creature - Vedalken Wizard
0/2
Whenever you play an artifact spell, draw a card.

Vedalken Dismisser
5U
Creature - Vedalken Wizard
2/2
When Vedalken Dismisser comes into play, put target creature on top of its owner's library.

Vedalken Engineer
1U
Creature - Vedalken Artificer
1/1
T Add two mana of any one color to your mana pool. Spend this mana only to play artifact spells or activated abilities of artifacts.

Vedalken Entrancer
3U
Creature - Vedalken Wizard
1/4
U, T Target player puts the top two cards of his or her library into his or her graveyard.

Vedalken Mastermind
UU
Creature - Vedalken Wizard
1/2
U, T Return target permanent you control to its owner's hand.

Vedalken Orrery
4
Artifact
You may play nonland cards as though they had flash.

Vedalken Plotter
2U
Creature - Vedalken Wizard
1/1
When Vedalken Plotter comes into play, exchange control of target land you control and target land an opponent controls.

Vedalken Shackles
3
Artifact
You may choose not to untap Vedalken Shackles during your untap step.
2, T Gain control of target creature with power less than or equal to the number of Islands you control as long as Vedalken Shackles remains tapped.

Veil of Birds
U
Enchantment
When an opponent plays a spell, if Veil of Birds is an enchantment, Veil of Birds becomes a 1/1 Bird creature with flying.

Veil of Secrecy
1U
Instant - Arcane
Target creature gains shroud until end of turn and is unblockable this turn.
Splice onto Arcane-Return a blue creature you control to its owner's hand. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Veiled Apparition
1U
Enchantment
When an opponent plays a spell, if Veiled Apparition is an enchantment, Veiled Apparition becomes a 3/3 Illusion creature with flying. That creature has "At the beginning of your upkeep, sacrifice Veiled Apparition unless you pay 1U."

Veiled Crocodile
2U
Enchantment
When a player has no cards in hand, if Veiled Crocodile is an enchantment, Veiled Crocodile becomes a 4/4 Crocodile creature.

Veiled Sentry
U
Enchantment
When an opponent plays a spell, if Veiled Sentry is an enchantment, Veiled Sentry becomes an Illusion creature with power and toughness each equal to that spell's converted mana cost.

Veiled Serpent
2U
Enchantment
When an opponent plays a spell, if Veiled Serpent is an enchantment, Veiled Serpent becomes a 4/4 Serpent creature. It can't attack unless defending player controls an Island.
Cycling 2 (2, Discard this card: Draw a card.)

Veiling Oddity
3U
Creature - Illusion
2/3
Suspend 4-1U (Rather than play this card from your hand, you may pay 1U and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)
When the last time counter is removed from Veiling Oddity while it's removed from the game, creatures are unblockable this turn.

Veilstone Amulet
3
Artifact
Whenever you play a spell, creatures you control can't be the targets of spells or abilities your opponents control this turn.

Veldrane of Sengir
5BB
Legendary Creature - Human Rogue
5/5
1BB: Veldrane of Sengir gets -3/-0 and gains forestwalk until end of turn.

Veldt
Land
Veldt doesn't untap during your untap step if it has a depletion counter on it.
At the beginning of your upkeep, remove a depletion counter from Veldt.
T Add G or W to your mana pool. Put a depletion counter on Veldt.

Venarian Glimmer
XU
Instant
Target player reveals his or her hand. Choose a nonland card with converted mana cost X or less from it. That player discards that card.

Venarian Gold
XUU
Enchantment - Aura
Enchant creature
Venarian Gold comes into play with X sleep counters on it.
When Venarian Gold comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step if Venarian Gold has a sleep counter on it.
At the beginning of the upkeep of enchanted creature's controller, remove a sleep counter from Venarian Gold.

Vendetta
B
Instant
Destroy target nonblack creature. It can't be regenerated. You lose life equal to that creature's toughness.

Vendilion Clique
1UU
Legendary Creature - Faerie Wizard
3/1
Flash
Flying
When Vendilion Clique comes into play, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of his or her library, then draws a card.

Venerable Kumo
4G
Creature - Spirit
2/3
Reach (This creature can block creatures with flying.)
Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)

Venerable Monk
2W
Creature - Human Monk Cleric
2/2
When Venerable Monk comes into play, you gain 2 life.

Vengeance
3W
Sorcery
Destroy target tapped creature.

Vengeful Dead
3B
Creature - Zombie
3/2
Whenever Vengeful Dead or another Zombie is put into a graveyard from play, each opponent loses 1 life.

Vengeful Dreams
WW
Instant
As an additional cost to play Vengeful Dreams, discard X cards.
Remove X target attacking creatures from the game.

Vengeful Firebrand
3R
Creature - Elemental Warrior
5/2
Vengeful Firebrand has haste as long as a Warrior card is in your graveyard.
R: Vengeful Firebrand gets +1/+0 until end of turn.

Venom
1GG
Enchantment - Aura
Enchant creature
Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy the other creature at end of combat.

Venomous Breath
3G
Instant
At end of combat, destroy all creatures that blocked or were blocked by target creature this turn.

Venomous Dragonfly
3G
Creature - Insect
1/1
Flying
Whenever Venomous Dragonfly blocks or becomes blocked by a creature, destroy that creature at end of combat.

Venomous Fangs
2G
Enchantment - Aura
Enchant creature
Enchanted creature has deathtouch. (Whenever it deals damage to a creature, destroy that creature.)

Venomous Vines
2GG
Sorcery
Destroy target enchanted permanent.

Venomspout Brackus
6G
Creature - Beast
5/5
1G, T Venomspout Brackus deals 5 damage to target attacking or blocking creature with flying.
Morph 3GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Venser, Shaper Savant
2UU
Legendary Creature - Human Wizard
2/2
Flash (You may play this spell any time you could play an instant.)
When Venser, Shaper Savant comes into play, return target spell or permanent to its owner's hand.

Venser's Diffusion
2U
Instant
Return target nonland permanent or suspended card to its owner's hand.

Venser's Sliver
5
Artifact Creature - Sliver
3/3

Ventifact Bottle
3
Artifact
1X, T Put X charge counters on Ventifact Bottle. Play this ability only any time you could play a sorcery.
At the beginning of your precombat main phase, if Ventifact Bottle has a charge counter on it, tap it and remove all charge counters from it. Then add X to your mana pool, where X is the number of charge counters removed this way.

Verdant Eidolon
3G
Creature - Spirit
2/2
G, Sacrifice Verdant Eidolon: Add three mana of any one color to your mana pool.
Whenever you play a multicolored spell, you may return Verdant Eidolon from your graveyard to your hand.

Verdant Embrace
3GG
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3 and has "At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control."

Verdant Field
2G
Enchantment - Aura
Enchant land
Enchanted land has "T Target creature gets +1/+1 until end of turn."

Verdant Force
5GGG
Creature - Elemental
7/7
At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control.

Verdant Succession
4G
Enchantment
Whenever a green nontoken creature is put into a graveyard from play, that creature's controller may search his or her library for a card with the same name as that creature and put it into play. If that player does, he or she then shuffles his or her library.

Verdant Touch
1G
Sorcery
Buyback 3 (You may pay an additional 3 as you play this spell. If you do, put this card into your hand as it resolves.)
Target land becomes a 2/2 creature that's still a land. (This effect doesn't end at end of turn.)

Verdeloth the Ancient
4GG
Legendary Creature - Treefolk
4/7
Kicker X (You may pay an additional X as you play this spell.)
Other Treefolk creatures and Saproling creatures get +1/+1.
When Verdeloth the Ancient comes into play, if the kicker cost was paid, put X 1/1 green Saproling creature tokens into play.

Verdigris
2G
Instant
Destroy target artifact.

Verduran Emissary
2G
Creature - Human Wizard
2/3
Kicker 1R (You may pay an additional 1R as you play this spell.)
When Verduran Emissary comes into play, if the kicker cost was paid, destroy target artifact. It can't be regenerated.

Verduran Enchantress
1GG
Creature - Human Druid
0/2
Whenever you play an enchantment spell, you may draw a card.

Vermiculos
4B
Creature - Horror
1/1
Whenever an artifact comes into play, Vermiculos gets +4/+4 until end of turn.

Vernal Bloom
3G
Enchantment
Whenever a Forest is tapped for mana, its controller adds G to his or her mana pool.

Vernal Equinox
3G
Enchantment
Any player may play creature and enchantment cards as though they had flash.

Vertigo
R
Instant
Vertigo deals 2 damage to target creature with flying. That creature loses flying until end of turn.

Vertigo Spawn
1U
Creature - Illusion
0/3
Defender (This creature can't attack.)
Whenever Vertigo Spawn blocks a creature, tap that creature. It doesn't untap during its controller's next untap step.

Vesper Ghoul
2B
Creature - Zombie Druid
1/1
T, Pay 1 life: Add one mana of any color to your mana pool.

Vesuva
Land
As Vesuva comes into play, you may choose a land in play. If you do, Vesuva comes into play tapped as a copy of the chosen land.

Vesuvan Doppelganger
3UU
Creature - Shapeshifter
0/0
As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains "At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability."

Vesuvan Shapeshifter
3UU
Creature - Shapeshifter
0/0
As Vesuvan Shapeshifter comes into play or is turned face up, you may choose another creature in play. If you do, until Vesuvan Shapeshifter is turned face down, it becomes a copy of that creature and gains "At the beginning of your upkeep, you may turn this creature face down."
Morph 1U

Veteran Armorer
1W
Creature - Human Soldier
2/2
Other creatures you control get +0/+1.

Veteran Bodyguard
3WW
Creature - Human
2/5
As long as Veteran Bodyguard is untapped, all damage that would be dealt to you by unblocked creatures is dealt to Veteran Bodyguard instead.

Veteran Brawlers
1R
Creature - Human Soldier
4/4
Veteran Brawlers can't attack if defending player controls an untapped land.
Veteran Brawlers can't block if you control an untapped land.

Veteran Cavalier
WW
Creature - Human Knight
2/2
Vigilance (Attacking doesn't cause this creature to tap.)

Veteran Explorer
G
Creature - Human Soldier Scout
1/1
When Veteran Explorer is put into a graveyard from play, each player may search his or her library for up to two basic land cards and put them into play. Then each player who searched his or her library this way shuffles it.

Veteran of the Depths
3W
Creature - Merfolk Soldier
2/2
Whenever Veteran of the Depths becomes tapped, you may put a +1/+1 counter on it.

Veteran's Armaments
2
Tribal Artifact - Soldier Equipment
Equipped creature has "Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each attacking creature."
Whenever a Soldier creature comes into play, you may attach Veteran's Armaments to it.
Equip 2

Veteran's Voice
R
Enchantment - Aura
Enchant creature you control
Enchanted creature has "T Target creature other than this creature gets +2/+1 until end of turn."

Vex
2U
Instant
Counter target spell. That spell's controller may draw a card.

Vexing Arcanix
4
Artifact
3, T Target player names a card, then reveals the top card of his or her library. If it's the named card, the player puts it into his or her hand. Otherwise, the player puts it into his or her graveyard and Vexing Arcanix deals 2 damage to him or her.

Vexing Beetle
4G
Creature - Insect
3/3
Vexing Beetle can't be countered.
Vexing Beetle gets +3/+3 as long as no opponent controls a creature.

Vexing Shusher
(R / G) (R / G)
Creature - Goblin Shaman
2/2
Vexing Shusher can't be countered.
o (r/g): Target spell can't be countered by spells or abilities.

Vexing Sphinx
1UU
Creature - Sphinx
4/4
Flying
Cumulative upkeep-Discard a card. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Vexing Sphinx is put into a graveyard from play, draw a card for each age counter on it.

Vhati il-Dal
2BG
Legendary Creature - Human Warrior
3/3
T Target creature's power or toughness becomes 1 until end of turn.

Viashino Bey
2RR
Creature - Viashino
4/3
If Viashino Bey attacks, all creatures you control attack if able.

Viashino Bladescout
1RR
Creature - Viashino Scout
2/1
Flash (You may play this spell any time you could play an instant.)
When Viashino Bladescout comes into play, target creature gains first strike until end of turn.

Viashino Cutthroat
2RR
Creature - Viashino
5/3
Haste
At end of turn, return Viashino Cutthroat to its owner's hand.

Viashino Fangtail
2RR
Creature - Viashino Warrior
3/3
T Viashino Fangtail deals 1 damage to target creature or player.

Viashino Grappler
2R
Creature - Viashino
3/1
G: Viashino Grappler gains trample until end of turn.

Viashino Heretic
2R
Creature - Viashino
1/3
1R, T Destroy target artifact. Viashino Heretic deals damage to that artifact's controller equal to the artifact's converted mana cost.

Viashino Outrider
2R
Creature - Viashino
4/3
Echo 2R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Viashino Runner
3R
Creature - Viashino
3/2
Viashino Runner can't be blocked except by two or more creatures.

Viashino Sandscout
1R
Creature - Viashino Scout
2/1
Haste (This creature can attack and T as soon as it comes under your control.)
At end of turn, return Viashino Sandscout to its owner's hand. (Return it only if it's in play.)

Viashino Sandstalker
1RR
Creature - Viashino Warrior
4/2
Haste (This creature can attack the turn it comes under your control.)
At end of turn, return Viashino Sandstalker to its owner's hand. (Return it only if it's in play.)

Viashino Sandswimmer
2RR
Creature - Viashino
3/2
R: Flip a coin. If you win the flip, return Viashino Sandswimmer to its owner's hand. If you lose the flip, sacrifice Viashino Sandswimmer.

Viashino Slasher
1R
Creature - Viashino Warrior
1/2
R: Viashino Slasher gets +1/-1 until end of turn.

Viashino Warrior
3R
Creature - Viashino Warrior
4/2

Viashino Weaponsmith
3R
Creature - Viashino
2/2
Whenever Viashino Weaponsmith becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.

Viashivan Dragon
2RRGG
Creature - Dragon
4/4
Flying
R: Viashivan Dragon gets +1/+0 until end of turn.
G: Viashivan Dragon gets +0/+1 until end of turn.

Vibrating Sphere
4
Artifact
As long as it's your turn, creatures you control get +2/+0.
As long as it's not your turn, creatures you control get -0/-2.

Vicious Betrayal
3BB
Sorcery
As an additional cost to play Vicious Betrayal, sacrifice any number of creatures.
Target creature gets +2/+2 until end of turn for each creature sacrificed this way.

Vicious Hunger
BB
Sorcery
Vicious Hunger deals 2 damage to target creature and you gain 2 life.

Vicious Kavu
1BR
Creature - Kavu
2/2
Whenever Vicious Kavu attacks, it gets +2/+0 until end of turn.

Victimize
2B
Sorcery
As an additional cost to play Victimize, sacrifice a creature.
Return two target creature cards from your graveyard to play tapped.

Victual Sliver
GW
Creature - Sliver
2/2
All Slivers have "2, Sacrifice this permanent: You gain 4 life."

Vigean Graftmage
2U
Creature - Vedalken Wizard Mutant
0/0
Graft 2 (This creature comes into play with two +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
1U: Untap target creature with a +1/+1 counter on it.

Vigean Hydropon
1GU
Creature - Plant Mutant
0/0
Graft 5 (This creature comes into play with five +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
Vigean Hydropon can't attack or block.

Vigean Intuition
3GU
Instant
Choose a card type, then reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.)

Vigilance
W
Enchantment - Aura
Enchant creature
Enchanted creature has vigilance. (Attacking doesn't cause it to tap.)

Vigilant Drake
4U
Creature - Drake
3/3
Flying
2U: Untap Vigilant Drake.

Vigilant Martyr
W
Creature - Human Cleric
1/1
Sacrifice Vigilant Martyr: Regenerate target creature.
WW, T, Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment.

Vigilant Sentry
1WW
Creature - Human Nomad
2/2
Threshold - As long as seven or more cards are in your graveyard, Vigilant Sentry gets +1/+1 and has "T Target attacking or blocking creature gets +3/+3 until end of turn."

Vigor
3GGG
Creature - Elemental Incarnation
6/6
Trample
If damage would be dealt to a creature you control other than Vigor, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.

Vigor Mortis
2BB
Sorcery
Return target creature card from your graveyard to play. If G was spent to play Vigor Mortis, that creature comes into play with an additional +1/+1 counter on it.

Vigorous Charge
G
Instant
Kicker W (You may pay an additional W as you play this spell.)
Target creature gains trample until end of turn. Whenever that creature deals combat damage this turn, if the kicker cost was paid, you gain life equal to that damage.

Vile Bile
1B
Creature - Ooze
2/2
Whenever a player's skin or fingernail touches Vile Bile, that player loses 2 life.

Vile Consumption
1UB
Enchantment
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1 life."

Vile Deacon
2BB
Creature - Human Cleric
2/2
Whenever Vile Deacon attacks, it gets +X/+X until end of turn, where X is the number of Clerics in play.

Vile Requiem
2BB
Enchantment
At the beginning of your upkeep, you may put a verse counter on Vile Requiem.
1B, Sacrifice Vile Requiem: Destroy up to X target nonblack creatures, where X is the number of verse counters on Vile Requiem. They can't be regenerated.

Village Elder
G
Creature - Human Druid
1/1
G, T, Sacrifice a Forest: Regenerate target creature.

Villainous Ogre
2B
Creature - Ogre Warrior
3/2
Villainous Ogre can't block.
As long as you control a Demon, Villainous Ogre has "B: Regenerate Villainous Ogre."

Vindicate
1WB
Sorcery
Destroy target permanent.

Vindictive Mob
4BB
Creature - Human Berserker
5/5
When Vindictive Mob comes into play, sacrifice a creature.
Vindictive Mob can't be blocked by Saprolings.

Vine Dryad
3G
Creature - Dryad
1/3
Flash
Forestwalk
You may remove a green card in your hand from the game rather than pay Vine Dryad's mana cost.

Vine Kami
6G
Creature - Spirit
4/4
Vine Kami can't be blocked except by two or more creatures.
Soulshift 6 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.)

Vine Trellis
1G
Creature - Plant Wall
0/4
Defender (This creature can't attack.)
T Add G to your mana pool.

Vinelasher Kudzu
1G
Creature - Plant
1/1
Whenever a land comes into play under your control, put a +1/+1 counter on Vinelasher Kudzu.

Vintara Elephant
4G
Creature - Elephant
4/3
Trample
3: Vintara Elephant loses trample until end of turn. Any player may play this ability.

Vintara Snapper
GG
Creature - Turtle
2/2
Vintara Snapper has shroud as long as you control no untapped lands. (It can't be the target of spells or abilities.)

Violent Eruption
1RRR
Instant
Violent Eruption deals 4 damage divided as you choose among any number of target creatures and/or players.
Madness 1RR (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)

Violet Pall
4B
Tribal Instant - Faerie
Destroy target nonblack creature. Put a 1/1 black Faerie Rogue creature token with flying into play.

Viridescent Wisps
G
Instant
Target creature becomes green and gets +1/+0 until end of turn.
Draw a card.

Viridian Acolyte
G
Creature - Elf Shaman
1/1
1, T Add one mana of any color to your mana pool.

Viridian Joiner
2G
Creature - Elf Druid
1/2
T Add an amount of G to your mana pool equal to Viridian Joiner's power.

Viridian Longbow
1
Artifact - Equipment
Equipped creature has "T This creature deals 1 damage to target creature or player."
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Viridian Lorebearers
3G
Creature - Elf Shaman
3/3
3G, T Target creature gets +X/+X until end of turn, where X is the number of artifacts your opponents control.

Viridian Scout
3G
Creature - Elf Warrior Scout
1/2
2G, Sacrifice Viridian Scout: Viridian Scout deals 2 damage to target creature with flying.

Viridian Shaman
2G
Creature - Elf Shaman
2/2
When Viridian Shaman comes into play, destroy target artifact.

Viridian Zealot
GG
Creature - Elf Warrior
2/1
1G, Sacrifice Viridian Zealot: Destroy target artifact or enchantment.

Virtue's Ruin
2B
Sorcery
Destroy all white creatures.

Virtuous Charge
2W
Sorcery
Creatures you control get +1/+1 until end of turn.

Virulent Sliver
G
Creature - Sliver
1/1
All Sliver creatures have poisonous 1. (Whenever a Sliver deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)

Visara the Dreadful
3BBB
Legendary Creature - Gorgon
5/5
Flying
T Destroy target creature. It can't be regenerated.

Viscerid Armor
1U
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1.
1U: Return Viscerid Armor to its owner's hand.

Viscerid Deepwalker
4U
Creature - Homarid Warrior
2/3
U: Viscerid Deepwalker gets +1/+0 until end of turn.
Suspend 4-U (Rather than play this card from your hand, you may pay U and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost. It has haste.)

Viscerid Drone
1U
Creature - Homarid Drone
1/2
T, Sacrifice a creature and a Swamp: Destroy target nonartifact creature. It can't be regenerated.
T, Sacrifice a creature and a snow Swamp: Destroy target creature. It can't be regenerated.

Viscid Lemures
4B
Creature - Spirit
4/3
0: Viscid Lemures gets -1/-0 and gains swampwalk until end of turn.

Viseling
4
Artifact Creature - Construct
2/2
At the beginning of each opponent's upkeep, Viseling deals X damage to that player, where X is the number of cards in his or her hand minus 4.

Vision Charm
U
Instant
Choose one - Target artifact phases out; or target player puts the top four cards of his or her library into his or her graveyard; or choose a land type and a basic land type, and each land of the first chosen type becomes the second chosen type until end of turn.

Vision Skeins
1U
Instant
Each player draws two cards.

Visions
W
Sorcery
Look at the top five cards of target player's library. You may then have that player shuffle that library.

Vital Surge
1G
Instant - Arcane
You gain 3 life.
Splice onto Arcane 1G (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Vitality Charm
G
Instant
Choose one - Put a 1/1 green Insect creature token into play; or target creature gets +1/+1 and gains trample until end of turn; or regenerate target Beast.

Vitalize
G
Instant
Untap all creatures you control.

Vitalizing Cascade
XGW
Instant
You gain X plus 3 life.

Vitalizing Wind
8G
Instant
Creatures you control get +7/+7 until end of turn.

Vitaspore Thallid
1G
Creature - Fungus
1/1
At the beginning of your upkeep, put a spore counter on Vitaspore Thallid.
Remove three spore counters from Vitaspore Thallid: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Target creature gains haste until end of turn.

Vitu-Ghazi, the City-Tree
Land
T Add 1 to your mana pool.
2GW, T Put a 1/1 green Saproling creature token into play.

Vivid Crag
Land
Vivid Crag comes into play tapped with two charge counters on it.
T Add R to your mana pool.
T, Remove a charge counter from Vivid Crag: Add one mana of any color to your mana pool.

Vivid Creek
Land
Vivid Creek comes into play tapped with two charge counters on it.
T Add U to your mana pool.
T, Remove a charge counter from Vivid Creek: Add one mana of any color to your mana pool.

Vivid Grove
Land
Vivid Grove comes into play tapped with two charge counters on it.
T Add G to your mana pool.
T, Remove a charge counter from Vivid Grove: Add one mana of any color to your mana pool.

Vivid Marsh
Land
Vivid Marsh comes into play tapped with two charge counters on it.
T Add B to your mana pool.
T, Remove a charge counter from Vivid Marsh: Add one mana of any color to your mana pool.

Vivid Meadow
Land
Vivid Meadow comes into play tapped with two charge counters on it.
T Add W to your mana pool.
T, Remove a charge counter from Vivid Meadow: Add one mana of any color to your mana pool.

Vivify
2G
Instant
Target land becomes a 3/3 creature until end of turn. It's still a land.
Draw a card.

Vizzerdrix
6U
Creature - Rabbit Beast
6/6

Vodalian Hypnotist
1U
Creature - Merfolk Wizard
1/1
2B, T Target player discards a card. Play this ability only any time you could play a sorcery.

Vodalian Illusionist
2U
Creature - Merfolk Wizard
2/2
UU, T Target creature phases out.

Vodalian Knights
1UU
Creature - Merfolk Knight
2/2
First strike
Vodalian Knights can't attack unless defending player controls an Island.
When you control no Islands, sacrifice Vodalian Knights.
U: Vodalian Knights gains flying until end of turn.

Vodalian Mage
2U
Creature - Merfolk Wizard
1/1
U, T Counter target spell unless its controller pays 1.

Vodalian Merchant
1U
Creature - Merfolk
1/2
When Vodalian Merchant comes into play, draw a card, then discard a card.

Vodalian Mystic
1U
Creature - Merfolk Wizard
1/1
T Target instant or sorcery spell becomes the color of your choice.

Vodalian Serpent
3U
Creature - Serpent
2/2
Kicker 2 (You may pay an additional 2 as you play this spell.)
Vodalian Serpent can't attack unless defending player controls an Island.
If the kicker cost was paid, Vodalian Serpent comes into play with four +1/+1 counters on it.

Vodalian Soldiers
1U
Creature - Merfolk Soldier
1/2

Vodalian War Machine
1UU
Creature - Wall
0/4
Defender (This creature can't attack.)
Tap an untapped Merfolk you control: Vodalian War Machine can attack this turn as though it didn't have defender.
Tap an untapped Merfolk you control: Vodalian War Machine gets +2/+1 until end of turn.
When Vodalian War Machine is put into a graveyard from play, destroy all Merfolk tapped this turn to pay for its abilities.

Vodalian Zombie
UB
Creature - Merfolk Zombie
2/2
Protection from green

Voice of All
2WW
Creature - Angel
2/2
Flying (This creature can't be blocked except by creatures with flying or reach.)
As Voice of All comes into play, choose a color.
Voice of All has protection from the chosen color. (It can't be blocked, targeted, dealt damage, or enchanted by anything of the chosen color.)

Voice of Duty
3W
Creature - Angel
2/2
Flying, protection from green

Voice of Grace
3W
Creature - Angel
2/2
Flying, protection from black

Voice of Law
3W
Creature - Angel
2/2
Flying, protection from red

Voice of Reason
3W
Creature - Angel
2/2
Flying, protection from blue

Voice of the Woods
3GG
Creature - Elf
2/2
Tap five untapped Elves you control: Put a 7/7 green Elemental creature token with trample into play.

Voice of Truth
3W
Creature - Angel
2/2
Flying, protection from white

Void
3BR
Sorcery
Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards all nonland cards with converted mana cost equal to the number.

Void Maw
4BB
Creature - Horror
4/5
Trample
If another creature would be put into a graveyard from play, remove it from the game instead.
Put a card removed from the game with Void Maw it into its owner's graveyard: Void Maw gets +2/+2 until end of turn.

Voidmage Apprentice
1U
Creature - Human Wizard
1/1
Morph 2UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Voidmage Apprentice is turned face up, counter target spell.

Voidmage Husher
3U
Creature - Human Wizard
2/2
Flash (You may play this spell any time you could play an instant.)
When Voidmage Husher comes into play, counter target activated ability. (Mana abilities can't be targeted.)
Whenever you play a spell, you may return Voidmage Husher to its owner's hand.

Voidmage Prodigy
UU
Creature - Human Wizard
2/1
UU, Sacrifice a Wizard: Counter target spell.
Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Voidslime
GUU
Instant
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)

Voidstone Gargoyle
3WW
Creature - Gargoyle
3/3
Flying
As Voidstone Gargoyle comes into play, name a nonland card.
The named card can't be played.
Activated abilities of sources with the chosen name can't be played.

Volcanic Awakening
4RR
Sorcery
Destroy target land.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)

Volcanic Dragon
4RR
Creature - Dragon
4/4
Flying, haste

Volcanic Eruption
XUUU
Sorcery
Destroy X target Mountains. Volcanic Eruption deals damage to each creature and each player equal to the number of Mountains destroyed this way.

Volcanic Geyser
XRR
Instant
Volcanic Geyser deals X damage to target creature or player.

Volcanic Hammer
1R
Sorcery
Volcanic Hammer deals 3 damage to target creature or player.

Volcanic Island
Land - Island Mountain

Volcanic Spray
1R
Sorcery
Volcanic Spray deals 1 damage to each creature without flying and each player.
Flashback 1R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Volcanic Wind
4RR
Sorcery
Volcanic Wind deals X damage divided as you choose among any number of target creatures, where X is the number of creatures in play as you play Volcanic Wind.

Volcano Hellion
2RR
Creature - Hellion
6/5
Volcano Hellion has echo X, where X is your life total.
When Volcano Hellion comes into play, it deals an amount of damage of your choice to you and target creature. The damage can't be prevented.

Volcano Imp
3B
Creature - Imp
2/2
Flying
1R: Volcano Imp gains first strike until end of turn.

Volley of Boulders
8R
Sorcery
Volley of Boulders deals 6 damage divided as you choose among any number of target creatures and/or players.
Flashback RRRRRR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Volrath the Fallen
3BBB
Legendary Creature - Shapeshifter
6/4
1B, Discard a creature card: Volrath the Fallen gets +X/+X until end of turn, where X is the discarded card's converted mana cost.

Volrath's Curse
1U
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block and its activated abilities can't be played. That creature's controller may sacrifice a permanent to ignore this ability until end of turn.
1U: Return Volrath's Curse to its owner's hand.

Volrath's Dungeon
2BB
Enchantment
Pay 5 life: Destroy Volrath's Dungeon. Any player may play this ability but only during his or her turn.
Discard a card: Target player puts a card from his or her hand on top of his or her library. Play this ability only any time you could play a sorcery.

Volrath's Gardens
1G
Enchantment
2, Tap an untapped creature you control: You gain 2 life. Play this ability only any time you could play a sorcery.

Volrath's Laboratory
5
Artifact
As Volrath's Laboratory comes into play, choose a color and creature type.
5, T Put into play a 2/2 creature token of the chosen color and type.

Volrath's Motion Sensor
B
Enchant Player
When Volrath's Motion Sensor comes into play, choose target hand controlled by an opponent. Enchanted player balances Volrath's Motion Sensor on the back of that hand.
If Volrath's Motion Sensor falls off the hand, sacrifice Volrath's Motion Sensor and that player loses 3 life.

Volrath's Shapeshifter
1UU
Creature - Shapeshifter
0/1
As long as Volrath's Shapeshifter is in play and the top card of your graveyard is a creature card, Volrath's Shapeshifter has the full text of that card, and has the text "2: Discard a card." (Volrath's Shapeshifter has that card's name, mana cost, color, types, abilities, power and toughness.)
2: Discard a card.

Volrath's Stronghold
Legendary Land
T Add 1 to your mana pool.
1B, T Put target creature card from your graveyard on top of your library.

Voltaic Construct
4
Artifact Creature - Golem Construct
2/2
2: Untap target artifact creature.

Voltaic Key
1
Artifact
1, T Untap target artifact.

Volunteer Militia
W
Creature - Human Soldier
1/2

Volunteer Reserves
1W
Creature - Human Soldier
2/4
Banding
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Voodoo Doll
6
Artifact
At the beginning of your upkeep, put a pin counter on Voodoo Doll.
At the end of your turn, if Voodoo Doll is untapped, sacrifice it and it deals damage equal to the number of pin counters on it to you.
XX, T Voodoo Doll deals X damage to target creature or player. X is the number of pin counters on Voodoo Doll.

Voracious Cobra
2RG
Creature - Snake
2/2
First strike
Whenever Voracious Cobra deals combat damage to a creature, destroy that creature.

Voracious Hatchling
3 (W / B)
Creature - Elemental
6/6
Lifelink
Voracious Hatchling comes into play with four -1/-1 counters on it.
Whenever you play a white spell, remove a -1/-1 counter from Voracious Hatchling.
Whenever you play a black spell, remove a -1/-1 counter from Voracious Hatchling.

Vorosh, the Hunter
3GUB
Legendary Creature - Dragon
6/6
Flying
Whenever Vorosh, the Hunter deals combat damage to a player, you may pay 2G. If you do, put six +1/+1 counters on Vorosh.

Vorrac Battlehorns
2
Artifact - Equipment
Equipped creature has trample and can't be blocked by more than one creature.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Votary of the Conclave
W
Creature - Human Soldier
1/1
2G: Regenerate Votary of the Conclave.

Voyager Staff
1
Artifact
2, Sacrifice Voyager Staff: Remove target creature from the game. Return the removed card to play under its owner's control at end of turn.

Vug Lizard
1RR
Creature - Lizard
3/4
Mountainwalk
Echo 1RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Vulshok Battlegear
3
Artifact - Equipment
Equipped creature gets +3/+3.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Vulshok Battlemaster
4R
Creature - Human Warrior
2/2
Haste
When Vulshok Battlemaster comes into play, attach all Equipment in play to it. (Control of the Equipment doesn't change.)

Vulshok Berserker
3R
Creature - Human Berserker
3/2
Haste

Vulshok Gauntlets
2
Artifact - Equipment
Equipped creature gets +4/+2 and doesn't untap during its controller's untap step.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Vulshok Morningstar
2
Artifact - Equipment
Equipped creature gets +2/+2.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)

Vulshok Sorcerer
1RR
Creature - Human Shaman
1/1
Haste
T Vulshok Sorcerer deals 1 damage to target creature or player.

Vulshok War Boar
2RR
Creature - Boar Beast
5/5
When Vulshok War Boar comes into play, sacrifice it unless you sacrifice an artifact.

Vulturous Zombie
3BG
Creature - Plant Zombie
3/3
Flying
Whenever a card is put into an opponent's graveyard from anywhere, put a +1/+1 counter on Vulturous Zombie.

Wail of the Nim
2B
Instant
Choose one - Regenerate each creature you control; or Wail of the Nim deals 1 damage to each creature and each player.
Entwine B (Choose both if you pay the entwine cost.)

Waiting in the Weeds
1GG
Sorcery
Each player puts a 1/1 green Cat creature token into play for each untapped Forest he or she controls.

Wake of Destruction
3RRR
Sorcery
Destroy target land and all other lands with the same name as that land.

Wake of Vultures
3B
Creature - Bird
3/1
Flying
1B, Sacrifice a creature: Regenerate Wake of Vultures.

Wake Thrasher
2U
Creature - Merfolk Soldier
1/1
Whenever a permanent you control becomes untapped, Wake Thrasher gets +1/+1 until end of turn.

Wakestone Gargoyle
3W
Creature - Gargoyle
3/4
Defender (This creature can't attack.)
Flying
1W: Creatures you control with defender can attack this turn as though they didn't have defender.

Waking Nightmare
2B
Sorcery - Arcane
Target player discards two cards.

Walk the Aeons
4UU
Sorcery
Buyback-Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.)
Target player takes an extra turn after this one.

Walker of Secret Ways
2U
Creature - Human Ninja
1/2
Ninjutsu 1U (1U, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Walker of Secret Ways deals combat damage to a player, look at that player's hand.
1U: Return target Ninja you control to its owner's hand. Play this ability only during your turn.

Walker of the Grove
6GG
Creature - Elemental
7/7
When Walker of the Grove leaves play, put a 4/4 green Elemental creature token into play.
Evoke 4G (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Walking Archive
3
Artifact Creature - Golem
1/1
Defender (This creature can't attack.)
Walking Archive comes into play with a +1/+1 counter on it.
At the beginning of each player's upkeep, that player draws a card for each +1/+1 counter on Walking Archive.
2WU: Put a +1/+1 counter on Walking Archive.

Walking Dead
1B
Creature - Zombie
1/1
B: Regenerate Walking Dead.

Walking Desecration
2B
Creature - Zombie
1/1
B, T Creatures of the type of your choice attack this turn if able.

Walking Dream
3U
Creature - Illusion
3/3
Walking Dream is unblockable.
Walking Dream doesn't untap during your untap step if an opponent controls two or more creatures.

Walking Sponge
1U
Creature - Sponge
1/1
T Target creature loses flying, first strike, or trample until end of turn.

Walking Wall
4
Artifact Creature - Wall
0/6
Defender
3: Walking Wall gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Play this ability only once each turn.

Wall of Air
1UU
Creature - Wall
1/5
Defender, flying (This creature can't attack, and it can block creatures with flying.)

Wall of Blood
2B
Creature - Wall
0/2
Defender (This creature can't attack.)
Pay 1 life: Wall of Blood gets +1/+1 until end of turn.

Wall of Blossoms
1G
Creature - Plant Wall
0/4
Defender (This creature can't attack.)
When Wall of Blossoms comes into play, draw a card.

Wall of Bone
2B
Creature - Skeleton Wall
1/4
Defender (This creature can't attack.)
B: Regenerate Wall of Bone.

Wall of Brambles
2G
Creature - Plant Wall
2/3
Defender (This creature can't attack.)
G: Regenerate Wall of Brambles.

Wall of Caltrops
1W
Creature - Wall
2/1
Defender (This creature can't attack.)
Whenever Wall of Caltrops blocks a creature, if no non-Wall creatures are blocking that creature, Wall of Caltrops gains banding until end of turn.

Wall of Corpses
1B
Creature - Wall
0/2
Defender (This creature can't attack.)
B, Sacrifice Wall of Corpses: Destroy target creature Wall of Corpses is blocking.

Wall of Deceit
1U
Creature - Wall
0/5
Defender (This creature can't attack.)
3: Turn Wall of Deceit face down.
Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Wall of Diffusion
1R
Creature - Wall
0/5
Defender (This creature can't attack.)
Wall of Diffusion can block creatures with shadow as though they didn't have shadow.

Wall of Distortion
2BB
Creature - Wall
1/3
Defender (This creature can't attack.)
2B, T Target player discards a card. Play this ability only any time you could play a sorcery.

Wall of Dust
2R
Creature - Wall
1/4
Defender (This creature can't attack.)
Whenever Wall of Dust blocks a creature, that creature can't attack during its controller's next turn.

Wall of Earth
1R
Creature - Wall
0/6
Defender (This creature can't attack.)

Wall of Essence
1W
Creature - Wall
0/4
Defender (This creature can't attack.)
Whenever Wall of Essence is dealt combat damage, you gain that much life.

Wall of Fire
1RR
Creature - Wall
0/5
Defender (This creature can't attack.)
R: Wall of Fire gets +1/+0 until end of turn.

Wall of Glare
1W
Creature - Wall
0/5
Defender (This creature can't attack.)
Wall of Glare can block any number of creatures.

Wall of Granite
2R
Creature - Wall
0/7
Defender (This creature can't attack.)

Wall of Heat
2R
Creature - Wall
2/6
Defender (This creature can't attack.)

Wall of Hope
W
Creature - Wall
0/3
Defender (This creature can't attack.)
Whenever Wall of Hope is dealt damage, you gain that much life.

Wall of Ice
2G
Creature - Wall
0/7
Defender (This creature can't attack.)

Wall of Junk
2
Artifact Creature - Wall
0/7
Defender (This creature can't attack.)
Whenever Wall of Junk blocks, return it to its owner's hand at end of combat.

Wall of Kelp
UU
Creature - Plant Wall
0/3
Defender (This creature can't attack.)
UU, T Put a 0/1 blue Plant Wall creature token with defender named Kelp into play.

Wall of Lava
1RR
Creature - Wall
1/3
Defender (This creature can't attack.)
R: Wall of Lava gets +1/+1 until end of turn.

Wall of Light
2W
Creature - Wall
1/5
Defender (This creature can't attack.)
Protection from black

Wall of Mulch
1G
Creature - Wall
0/4
Defender (This creature can't attack.)
G, Sacrifice a Wall: Draw a card.

Wall of Nets
1WW
Creature - Wall
0/7
Defender (This creature can't attack.)
At end of combat, remove from the game all creatures blocked by Wall of Nets.
When Wall of Nets leaves play, return to play under their owners' control all creatures removed from the game with Wall of Nets.

Wall of Opposition
3RR
Creature - Wall
0/6
Defender (This creature can't attack.)
1: Wall of Opposition gets +1/+0 until end of turn.

Wall of Pine Needles
3G
Creature - Plant Wall
3/3
Defender (This creature can't attack.)
G: Regenerate Wall of Pine Needles.

Wall of Putrid Flesh
2B
Creature - Wall
2/4
Defender (This creature can't attack.)
Protection from white
Prevent all damage that would be dealt to Wall of Putrid Flesh by enchanted creatures.

Wall of Razors
1R
Creature - Wall
4/1
Defender (This creature can't attack.)
First strike

Wall of Resistance
1W
Creature - Wall
0/3
Defender (This creature can't attack.)
Flying
At end of turn, if Wall of Resistance was dealt damage this turn, put a +0/+1 counter on it.

Wall of Roots
1G
Creature - Plant Wall
0/5
Defender
Put a -0/-1 counter on Wall of Roots: Add G to your mana pool. Play this ability only once each turn.

Wall of Shadows
1BB
Creature - Wall
0/1
Defender (This creature can't attack.)
Prevent all damage that would be dealt to Wall of Shadows by creatures it's blocking.
Wall of Shadows can't be the target of spells that can target only Walls or of abilities that can target only Walls.

Wall of Shards
1W
Snow Creature - Wall
1/8
Defender, flying
Cumulative upkeep-An opponent gains 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Wall of Shields
3
Artifact Creature - Wall
0/4
Defender (This creature can't attack.)
Banding

Wall of Souls
1B
Creature - Wall
0/4
Defender (This creature can't attack.)
Whenever Wall of Souls is dealt combat damage, it deals that much damage to target opponent.

Wall of Spears
3
Artifact Creature - Wall
2/3
Defender (This creature can't attack.)
First strike

Wall of Stone
1RR
Creature - Wall
0/8
Defender (This creature can't attack.)

Wall of Swords
3W
Creature - Wall
3/5
Defender, flying (This creature can't attack, and it can block creatures with flying.)

Wall of Tears
1U
Creature - Wall
0/4
Defender (This creature can't attack.)
Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat.

Wall of Tombstones
1B
Creature - Wall
0/1
Defender (This creature can't attack.)
At the beginning of your upkeep, Wall of Tombstones's toughness becomes 1 plus the number of creature cards in your graveyard. (This effect doesn't end at end of turn.)

Wall of Vapor
3U
Creature - Wall
0/1
Defender (This creature can't attack.)
Prevent all damage that would be dealt to Wall of Vapor by creatures it's blocking.

Wall of Vipers
2B
Creature - Snake Wall
2/4
Defender (This creature can't attack.)
3: Destroy Wall of Vipers and target creature it's blocking. Any player may play this ability.

Wall of Water
1UU
Creature - Wall
0/5
Defender (This creature can't attack.)
U: Wall of Water gets +1/+0 until end of turn.

Wall of Wonder
2UU
Creature - Wall
1/5
Defender (This creature can't attack.)
2UU: Wall of Wonder gets +4/-4 until end of turn and can attack this turn as though it didn't have defender.

Wall of Wood
G
Creature - Wall
0/3
Defender (This creature can't attack.)

Wallop
1G
Sorcery
Destroy target blue or black creature with flying.

Wand of Denial
2
Artifact
T Look at the top card of target player's library. If it's a nonland card, you may pay 2 life. If you do, put it into that player's graveyard.

Wand of Ith
4
Artifact
3, T Target player reveals a card at random from his or her hand. If it's a land card, that player discards it unless he or she pays 1 life. If it isn't a land card, the player discards it unless he or she pays life equal to its converted mana cost. Play this ability only during your turn.

Wand of the Elements
4
Artifact
T, Sacrifice an Island: Put a 2/2 blue Elemental creature token with flying into play.
T, Sacrifice a Mountain: Put a 3/3 red Elemental creature token into play.

Wanderbrine Rootcutters
2 (U / B) (U / B)
Creature - Merfolk Rogue
3/3
Wanderbrine Rootcutters can't be blocked by green creatures.

Wanderer's Twig
1
Artifact
1, Sacrifice Wanderer's Twig: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.

Wanderguard Sentry
4U
Creature - Drone
3/3
When Wanderguard Sentry comes into play, look at target opponent's hand.

Wandering Eye
2U
Creature - Illusion
1/3
Flying
All players play with their hands revealed.

Wandering Graybeard
3WW
Creature - Giant Wizard
4/4
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wandering Graybeard, you may reveal it. If you do, you gain 4 life.

Wandering Mage
WUB
Creature - Human Cleric Wizard
0/3
W, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.
U: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn.
B, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player this turn.

Wandering Ones
U
Creature - Spirit
1/1

Wandering Stream
2G
Sorcery
You gain 2 life for each basic land type among lands you control.

Wanderlust
2G
Enchantment - Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player.

Wanderwine Hub
Land
As Wanderwine Hub comes into play, you may reveal a Merfolk card from your hand. If you don't, Wanderwine Hub comes into play tapped.
T Add W or U to your mana pool.

Wanderwine Prophets
4UU
Creature - Merfolk Wizard
4/4
Champion a Merfolk (When this comes into play, sacrifice it unless you remove another Merfolk you control from the game. When this leaves play, that card returns to play.)
Whenever Wanderwine Prophets deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.

Waning Wurm
3B
Creature - Zombie Wurm
7/6
Vanishing 2 (This permanent comes into play with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

War Barge
4
Artifact
3: Target creature gains islandwalk until end of turn. When War Barge leaves play this turn, destroy that creature. A creature destroyed this way can't be regenerated.

War Cadence
2R
Enchantment
XR: Creatures can't block this turn unless their controller pays X for each blocking creature he or she controls.

War Chariot
3
Artifact
3, T Target creature gains trample until end of turn.

War Dance
G
Enchantment
At the beginning of your upkeep, you may put a verse counter on War Dance.
Sacrifice War Dance: Target creature gets +X/+X until end of turn, where X is the number of verse counters on War Dance.

War Elemental
RRR
Creature - Elemental
1/1
When War Elemental comes into play, sacrifice it unless an opponent was dealt damage this turn.
Whenever damage is dealt to an opponent, put that many +1/+1 counters on War Elemental.

War Elephant
3W
Creature - Elephant
2/2
Banding, trample

War Mammoth
3G
Creature - Elephant
3/3
Trample

War Tax
2U
Enchantment
XU: Creatures can't attack this turn unless their controller pays X for each attacking creature he or she controls.

Warbreak Trumpeter
R
Creature - Goblin
1/1
Morph XXR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Warbreak Trumpeter is turned face up, put X 1/1 red Goblin creature tokens into play.

Ward of Bones
6
Artifact
Each opponent who controls more creatures than you can't play creature cards. The same is true for artifacts, enchantments, and lands.

Ward of Lights
WW
Enchantment - Aura
You may play Ward of Lights any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it.
Enchant creature
As Ward of Lights comes into play, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.

Ward of Piety
1W
Enchantment - Aura
Enchant creature
1W: The next 1 damage that would be dealt to enchanted creature this turn is dealt to target creature or player instead.

Ward Sliver
4W
Creature - Sliver
2/2
As Ward Sliver comes into play, choose a color.
All Slivers have protection from the chosen color.

Warmonger
3R
Creature - Minotaur Monger
3/3
2: Warmonger deals 1 damage to each creature without flying and each player. Any player may play this ability.

Warmth
1W
Enchantment
Whenever an opponent plays a red spell, you gain 2 life.

Warning
W
Instant
Prevent all combat damage that would be dealt by target attacking creature this turn.

Warp Artifact
BB
Enchantment - Aura
Enchant artifact
At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player.

Warp World
5RRR
Sorcery
Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way into play, then puts all enchantment cards revealed this way into play, then puts all cards revealed this way that weren't put into play on the bottom of his or her library in any order.

Warpath
3R
Instant
Warpath deals 3 damage to each blocking creature and each blocked creature.

Warped Devotion
2B
Enchantment
Whenever a permanent is returned to a player's hand, that player discards a card.

Warped Researcher
4U
Creature - Human Wizard Mutant
3/4
Whenever a player cycles a card, Warped Researcher gains flying and shroud until end of turn. (It can't be the target of spells or abilities.)

Warping Wurm
2GU
Creature - Wurm
1/1
Phasing
At the beginning of your upkeep, you may pay 2GU. If you don't, Warping Wurm phases out.
When Warping Wurm phases in, put a +1/+1 counter on it.

Warren Pilferers
4B
Creature - Goblin Rogue
3/3
When Warren Pilferers comes into play, return target creature card from your graveyard to your hand. If that card is a Goblin card, Warren Pilferers gains haste until end of turn.

Warren Weirding
1B
Tribal Sorcery - Goblin
Target player sacrifices a creature. If a Goblin is sacrificed this way, that player puts two 1/1 black Goblin Rogue creature tokens into play, and those tokens gain haste until end of turn.

Warren-Scourge Elf
1G
Creature - Elf Warrior
1/1
Protection from Goblins

Warrior Angel
4WW
Creature - Angel Warrior
3/4
Flying, lifelink (Whenever this creature deals damage, you gain that much life.)

Warrior en-Kor
WW
Creature - Kor Warrior Knight
2/2
0: The next 1 damage that would be dealt to Warrior en-Kor this turn is dealt to target creature you control instead.

Warrior's Charge
2W
Sorcery
Creatures you control get +1/+1 until end of turn.

Warrior's Honor
2W
Instant
Creatures you control get +1/+1 until end of turn.

Warrior's Oath
RR
Sorcery
Take an extra turn after this one. At the end of that turn, you lose the game.

Warrior's Stand
1W
Instant
Play Warrior's Stand only during the declare attackers step and only if you are the defending player.
Creatures you control get +2/+2 until end of turn.

War's Toll
3R
Enchantment
Whenever an opponent taps a land for mana, tap all lands that player controls.
If a creature an opponent controls attacks, all creatures that opponent controls attack if able.

War-Spike Changeling
3R
Creature - Shapeshifter
3/3
Changeling (This card is every creature type at all times.)
R: War-Spike Changeling gains first strike until end of turn.

Warthog
1GG
Creature - Boar
3/2
Swampwalk

War-Torch Goblin
R
Creature - Goblin Warrior
1/1
R, Sacrifice War-Torch Goblin: War-Torch Goblin deals 2 damage to target blocking creature.

Wash Out
3U
Sorcery
Return all permanents of the color of your choice to their owners' hands.

Wasp Lancer
(U / B) (U / B) (U / B)
Creature - Faerie Soldier
3/2
Flying

Waste Away
4B
Instant
As an additional cost to play Waste Away, discard a card.
Target creature gets -5/-5 until end of turn.

Wasteland
Land
T Add 1 to your mana pool.
T, Sacrifice Wasteland: Destroy target nonbasic land.

Watchdog
3
Artifact Creature - Hound
1/2
Watchdog blocks each turn if able.
As long as Watchdog is untapped, all creatures attacking you get -1/-0.

Watcher Sliver
3W
Creature - Sliver
2/2
All Sliver creatures get +0/+2.

Watchwing Scarecrow
4
Artifact Creature - Scarecrow
2/4
Watchwing Scarecrow has vigilance as long as you control a white creature.
Watchwing Scarecrow has flying as long as you control a blue creature.

Watchwolf
GW
Creature - Wolf
3/3

Water Elemental
3UU
Creature - Elemental
5/4

Water Gun Balloon Game
2
Artifact
As Water Gun Balloon Game comes into play, each player puts a pop! counter on a 0.
Whenever a player plays a spell, move that player's pop! counter up 1.
Whenever a player's pop! counter hits 5, that player puts a 5/5 pink Giant Teddy Bear creature token into play and resets all pop! counters to 0.

Water Wurm
U
Creature - Wurm
1/1
Water Wurm gets +0/+1 as long as an opponent controls an Island.

Waterfront Bouncer
1U
Creature - Merfolk Spellshaper
1/1
U, T, Discard a card: Return target creature to its owner's hand.

Waterspout Djinn
2UU
Creature - Djinn
4/4
Flying
At the beginning of your upkeep, sacrifice Waterspout Djinn unless you return an untapped Island you control to its owner's hand.

Waterspout Elemental
3UU
Creature - Elemental
3/4
Kicker U (You may pay an additional U as you play this spell.)
Flying
When Waterspout Elemental comes into play, if the kicker cost was paid, return all other creatures to their owners' hands and you skip your next turn.

Waterspout Weavers
3UU
Creature - Merfolk Wizard
3/3
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn.

Waterveil Cavern
Land
T Add 1 to your mana pool.
T Add U or B to your mana pool. Waterveil Cavern doesn't untap during your next untap step.

Watery Grave
Land - Island Swamp
(T Add U or B to your mana pool.)
As Watery Grave comes into play, you may pay 2 life. If you don't, Watery Grave comes into play tapped.

Wave Elemental
2UU
Creature - Elemental
2/3
U, T, Sacrifice Wave Elemental: Tap up to three target creatures without flying.

Wave of Indifference
XR
Sorcery
X target creatures can't block this turn.

Wave of Reckoning
4W
Sorcery
Each creature deals damage to itself equal to its power.

Wave of Terror
2B
Enchantment
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of your draw step, destroy each creature with converted mana cost equal to the number of age counters on Wave of Terror. They can't be regenerated.

Waves of Aggression
3 (R / W) (R / W)
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Wax // Wane
G / W
Instant // Instant
Target creature gets +2/+2 until end of turn.
//
Destroy target enchantment.

Waxmane Baku
2W
Creature - Spirit
2/2
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Waxmane Baku.
1, Remove X ki counters from Waxmane Baku: Tap X target creatures.

Wayfarer's Bauble
1
Artifact
2, T, Sacrifice Wayfarer's Bauble: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

Wayfaring Giant
5W
Creature - Giant
1/3
Wayfaring Giant gets +1/+1 for each basic land type among lands you control.

Waylay
2W
Instant
Put three 2/2 white Knight creature tokens into play. They gain substance until end of turn. Remove them from the game when they lose substance.

Wayward Angel
4WW
Creature - Angel Horror
4/4
Flying, vigilance
Threshold - As long as seven or more cards are in your graveyard, Wayward Angel gets +3/+3, is black, has trample, and has "At the beginning of your upkeep, sacrifice a creature."

Wayward Soul
2UU
Creature - Spirit
3/2
Flying
U: Put Wayward Soul on top of its owner's library.

Weakness
B
Enchantment - Aura
Enchant creature
Enchanted creature gets -2/-1.

Weakstone
4
Artifact
Attacking creatures get -1/-0.

Wear Away
GG
Instant - Arcane
Destroy target artifact or enchantment.
Splice onto Arcane 3G (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Weathered Bodyguards
5W
Creature - Human Soldier
2/5
As long as Weathered Bodyguards is untapped, all combat damage that would be dealt to you by unblocked creatures is dealt to Weathered Bodyguards instead.
Morph 3W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Weathered Wayfarer
W
Creature - Human Nomad Cleric
1/1
W, T Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Play this ability only if an opponent controls more lands than you.

Weatherseed Elf
G
Creature - Elf
1/1
T Target creature gains forestwalk until end of turn.

Weatherseed Faeries
2U
Creature - Faerie
2/1
Flying, protection from red

Weatherseed Totem
3
Artifact
T Add G to your mana pool.
2GGG: Weatherseed Totem becomes a 5/3 green Treefolk artifact creature with trample until end of turn.
When Weatherseed Totem is put into a graveyard from play, if it was a creature, return this card to its owner's hand.

Weatherseed Treefolk
2GGG
Creature - Treefolk
5/3
Trample
When Weatherseed Treefolk is put into a graveyard from play, return Weatherseed Treefolk to its owner's hand.

Weaver of Lies
5UU
Creature - Beast
4/4
Morph 4U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Weaver of Lies is turned face up, turn any number of target creatures with morph other than Weaver of Lies face down.

Web
G
Enchantment - Aura
Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.)
Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.)

Web of Inertia
2U
Enchantment
At the beginning of each opponent's combat phase, that player may remove a card in his or her graveyard from the game. If the player doesn't, creatures he or she controls can't attack you this turn.

Wee Dragonauts
1UR
Creature - Faerie Wizard
1/3
Flying
Whenever you play an instant or sorcery spell, Wee Dragonauts gets +2/+0 until end of turn.

Weed Strangle
3BB
Sorcery
Destroy target creature. Clash with an opponent. If you win, you gain life equal to that creature's toughness. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Weed-Pruner Poplar
4B
Creature - Treefolk Assassin
3/3
At the beginning of your upkeep, target creature other than Weed-Pruner Poplar gets -1/-1 until end of turn.

Wei Ambush Force
1B
Creature - Human Soldier
1/1
Whenever Wei Ambush Force attacks, it gets +2/+0 until end of turn.

Wei Assassins
3BB
Creature - Human Soldier Assassin
3/2
When Wei Assassins comes into play, target opponent sacrifices a creature.

Wei Elite Companions
4B
Creature - Human Soldier
3/3
Horsemanship

Wei Infantry
1B
Creature - Human Soldier
2/1

Wei Night Raiders
2BB
Creature - Human Soldier
2/2
Horsemanship
Whenever Wei Night Raiders deals damage to an opponent, that player discards a card.

Wei Scout
1B
Creature - Human Soldier Scout
1/1
Horsemanship

Wei Strike Force
2B
Creature - Human Soldier
2/1
Horsemanship

Weight of Conscience
1W
Enchantment - Aura
Enchant creature
Enchanted creature can't attack.
Tap two untapped creatures you control that share a creature type: Remove enchanted creature from the game.

Weight of Spires
R
Instant
Weight of Spires deals damage to target creature equal to the number of nonbasic lands that creature's controller controls.

Weird Harvest
XGG
Sorcery
Each player may search his or her library for up to X creature cards, reveal those cards, and put them into his or her hand. Then each player who searched his or her library this way shuffles it.

Weirding Shaman
1B
Creature - Goblin Shaman
2/1
3B, Sacrifice a Goblin: Put two 1/1 black Goblin Rogue creature tokens into play.

Welding Jar
0
Artifact
Sacrifice Welding Jar: Regenerate target artifact.

Welkin Hawk
1W
Creature - Bird
1/1
Flying
When Welkin Hawk is put into a graveyard from play, you may search your library for a card named Welkin Hawk, reveal that card, and put it into your hand. If you do, shuffle your library.

Well of Discovery
6
Artifact
At the end of your turn, if you control no untapped lands, draw a card.

Well of Knowledge
3
Artifact
2: Draw a card. Any player may play this ability but only during his or her draw step.

Well of Life
4
Artifact
At the end of your turn, if you control no untapped lands, you gain 2 life.

Well of Lost Dreams
4
Artifact
Whenever you gain life, you may pay X, where X is less than or equal to the amount of life you gained. If you do, draw X cards.

Wellgabber Apothecary
4W
Creature - Merfolk Cleric
2/3
1W: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn.

Well-Laid Plans
2U
Enchantment
Prevent all damage that would be dealt to a creature by another creature if they share a color.

Wellspring
1GW
Enchantment - Aura
Enchant land
When Wellspring comes into play, gain control of enchanted land until end of turn.
At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of turn.

Wellwisher
1G
Creature - Elf
1/1
T You gain 1 life for each Elf in play.

Werebear
1G
Creature - Human Bear Druid
1/1
T Add G to your mana pool.
Threshold - Werebear gets +3/+3 as long as seven or more cards are in your graveyard.

Western Paladin
2BB
Creature - Zombie Knight
3/3
BB, T Destroy target white creature.

Wet Willie of the Damned
2BB
Sorcery
Wet Willie of the Damned deals 2 damage to target creature or player and you gain 2 life.

Whalebone Glider
2
Artifact
2, T Target creature with power 3 or less gains flying until end of turn.

Wheel and Deal
3U
Instant
Any number of target opponents each discards his or her hand and draws seven cards.
Draw a card.

Wheel of Fate
Sorcery
Wheel of Fate is red.
Suspend 4-1R (Rather than play this card from your hand, pay 1R and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)
Each player discards his or her hand, then draws seven cards.

Wheel of Fortune
2R
Sorcery
Each player discards his or her hand and draws seven cards.

Wheel of Sun and Moon
(G / W) (G / W)
Enchantment - Aura
Enchant player
If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.

Wheel of Torture
3
Artifact
At the beginning of each opponent's upkeep, Wheel of Torture deals 1 damage to that player for each card fewer than three in his or her hand.

When Fluffy Bunnies Attack
3B
Instant
Target creature gets -X/-X until end of turn, where X is the number of times the letter of your choice appears in that creature's name.

Whetstone
3
Artifact
3: Each player puts the top two cards of his or her library into his or her graveyard.

Whetwheel
4
Artifact
XX, T Target player puts the top X cards of his or her library into his or her graveyard.
Morph 3 (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Whim of Volrath
U
Instant
Buyback 2 (You may pay an additional 2 as you play this spell. If you do, put this card into your hand as it resolves.)
Change the text of target permanent by replacing all instances of one color word or basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")

Whimwader
4U
Creature - Elemental
6/4
Whimwader can't attack unless defending player controls a blue permanent.

Whip Sergeant
2R
Creature - Human Soldier
2/1
R: Target creature gains haste until end of turn. (It can attack this turn.)

Whip Silk
G
Enchantment - Aura
Enchant creature
Enchanted creature has reach. (It can block creatures with flying.)
G: Return Whip Silk to its owner's hand.

Whip Vine
2G
Creature - Plant Wall
1/4
Defender, reach (This creature can block creatures with flying.)
You may choose not to untap Whip Vine during your untap step.
T Tap target creature with flying blocked by Whip Vine. As long as Whip Vine remains tapped, that creature doesn't untap during its controller's untap step.

Whipcorder
WW
Creature - Human Soldier Rebel
2/2
W, T Tap target creature.
Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Whipgrass Entangler
2W
Creature - Human Cleric
1/3
1W: Until end of turn, target creature gains "This creature can't attack or block unless its controller pays 1 for each Cleric in play."

Whipkeeper
2RR
Creature - Dwarf
1/1
T Whipkeeper deals damage to target creature equal to the damage already dealt to it this turn.

Whippoorwill
G
Creature - Bird
1/1
GG, T Target creature can't be regenerated this turn. Damage that would be dealt to that creature this turn can't be prevented or dealt instead to another creature or player. When the creature is put into a graveyard this turn, remove the creature from the game.

Whip-Spine Drake
3UU
Creature - Drake
3/3
Flying
Morph 2W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Whipstitched Zombie
1B
Creature - Zombie
2/2
At the beginning of your upkeep, sacrifice Whipstitched Zombie unless you pay B.

Whiptail Moloch
4R
Creature - Lizard
6/3
When Whiptail Moloch comes into play, it deals 3 damage to target creature you control.

Whiptail Wurm
6G
Creature - Wurm
8/5

Whiptongue Frog
2U
Creature - Frog
1/3
U: Whiptongue Frog gains flying until end of turn.

Whirling Catapult
4
Artifact
2, Remove the top two cards of your library from the game: Whirling Catapult deals 1 damage to each creature with flying and each player.

Whirling Dervish
GG
Creature - Human Monk
1/1
Protection from black
At end of turn, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it.

Whirlpool Drake
3U
Creature - Drake
2/2
Flying
When Whirlpool Drake comes into play, shuffle the cards from your hand into your library, then draw that many cards.
When Whirlpool Drake is put into a graveyard from play, shuffle the cards from your hand into your library, then draw that many cards.

Whirlpool Rider
1U
Creature - Merfolk
1/1
When Whirlpool Rider comes into play, shuffle the cards from your hand into your library, then draw that many cards.

Whirlpool Warrior
2U
Creature - Merfolk Warrior
2/2
When Whirlpool Warrior comes into play, shuffle the cards from your hand into your library, then draw that many cards.
R, Sacrifice Whirlpool Warrior: Each player shuffles the cards from his or her hand into his or her library, then draws that many cards.

Whirlpool Whelm
1U
Instant
Clash with an opponent, then return target creature to its owner's hand. If you win, you may put that creature on top of its owner's library instead. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Whirlwind
2GG
Sorcery
Destroy all creatures with flying.

Whispering Shade
3B
Creature - Shade
1/1
Swampwalk
B: Whispering Shade gets +1/+1 until end of turn.

Whispers of the Muse
U
Instant
Buyback 5 (You may pay an additional 5 as you play this spell. If you do, put this card into your hand as it resolves.)
Draw a card.

Whispersilk Cloak
3
Artifact - Equipment
Equipped creature is unblockable and has shroud. (It can't be the target of spells or abilities.)
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)

White Knight
WW
Creature - Human Knight
2/2
First strike, protection from black

White Mana Battery
4
Artifact
2, T Put a charge counter on White Mana Battery.
T, Remove any number of charge counters from White Mana Battery: Add W to your mana pool, then add an additional W to your mana pool for each charge counter removed this way.

White Scarab
W
Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked by white creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a white permanent.

White Shield Crusader
WW
Creature - Human Knight
2/1
Protection from black
W: White Shield Crusader gains flying until end of turn.
WW: White Shield Crusader gets +1/+0 until end of turn.

White Ward
W
Enchantment - Aura
Enchant creature
Enchanted creature has protection from white. This effect doesn't remove White Ward.

Whitemane Lion
1W
Creature - Cat
2/2
Flash (You may play this spell any time you could play an instant.)
When Whitemane Lion comes into play, return a creature you control to its owner's hand.

Whiteout
1G
Instant
All creatures lose flying until end of turn.
Sacrifice a snow land: Return Whiteout from your graveyard to your hand.

Who/What/When/Where/Why
Instant
Who
XW
Instant
Target player gains X life.
-----
What
2R
Instant
Destroy target artifact.
-----
When
2U
Instant
Counter target creature spell.
-----
Where
3B
Instant
Destroy target land.
-----
Why
1G
Instant
Destroy target enchantment.

Wicked Akuba
BB
Creature - Spirit
2/2
B: Target player dealt damage by Wicked Akuba this turn loses 1 life.

Wicked Pact
1BB
Sorcery
Destroy two target nonblack creatures. You lose 5 life.

Wicked Reward
1B
Instant
As an additional cost to play Wicked Reward, sacrifice a creature.
Target creature gets +4/+2 until end of turn.

Wicker Warcrawler
5
Artifact Creature - Scarecrow
6/6
Whenever Wicker Warcrawler attacks or blocks, put a -1/-1 counter on it at end of combat.

Wickerbough Elder
3G
Creature - Treefolk Shaman
4/4
Wickerbough Elder comes into play with a -1/-1 counter on it.
G, Remove a -1/-1 counter from Wickerbough Elder: Destroy target artifact or enchantment.

Wielding the Green Dragon
1G
Sorcery
Target creature gets +4/+4 until end of turn.

Wiitigo
3GGG
Creature - Yeti
0/0
Wiitigo comes into play with six +1/+1 counters on it.
At the beginning of your upkeep, put a +1/+1 counter on Wiitigo if it has blocked or been blocked since your last upkeep. Otherwise, remove a +1/+1 counter from it.

Wild Aesthir
2W
Creature - Bird
1/1
Flying, first strike
WW: Wild Aesthir gets +2/+0 until end of turn. Play this ability only once each turn.

Wild Cantor
(R / G)
Creature - Human Druid
1/1
(o (r/g) can be paid with either R or G.)
Sacrifice Wild Cantor: Add one mana of any color to your mana pool.

Wild Colos
2R
Creature - Goat Beast
2/2
Haste

Wild Dogs
G
Creature - Hound
2/1
At the beginning of your upkeep, if a player has more life than any other, that player gains control of Wild Dogs.
Cycling 2 (2, Discard this card: Draw a card.)

Wild Elephant
3G
Creature - Elephant
3/3
Trample

Wild Griffin
2W
Creature - Griffin
2/2
Flying (This creature can't be blocked except by creatures with flying or reach.)

Wild Growth
G
Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool.

Wild Jhovall
3R
Creature - Cat
3/3

Wild Mammoth
2G
Creature - Elephant
3/4
At the beginning of your upkeep, if a player controls more creatures than any other, that player gains control of Wild Mammoth.

Wild Might
1G
Instant
Target creature gets +1/+1 until end of turn. That creature gets an additional +4/+4 until end of turn unless any player pays 2.

Wild Mongrel
1G
Creature - Hound
2/2
Discard a card: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn.

Wild Ox
3G
Creature - Ox
3/3
Swampwalk

Wild Pair
4GG
Enchantment
Whenever a creature comes into play, if you played it from your hand, you may search your library for a creature card with the same total power and toughness and put it into play. If you do, shuffle your library.

Wild Research
2R
Enchantment
1W: Search your library for an enchantment card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle your library.
1U: Search your library for an instant card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle your library.

Wild Ricochet
2RR
Instant
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.

Wild Swing
3R
Sorcery
Choose three target nonenchantment permanents. Destroy one of them at random.

Wild Wurm
3R
Creature - Wurm
5/4
When Wild Wurm comes into play, flip a coin. If you lose the flip, return Wild Wurm to its owner's hand.

Wilderness Elemental
1RG
Creature - Elemental
*/3
Trample
Wilderness Elemental's power is equal to the number of nonbasic lands your opponents control.

Wilderness Hypnotist
2UU
Creature - Merfolk Wizard
1/3
T Target red or green creature gets -2/-0 until end of turn.

Wildfire
4RR
Sorcery
Each player sacrifices four lands. Wildfire deals 4 damage to each creature.

Wildfire Emissary
3R
Creature - Efreet
2/4
Protection from white
1R: Wildfire Emissary gets +1/+0 until end of turn.

Wildsize
2G
Instant
Target creature gets +2/+2 and gains trample until end of turn.
Draw a card.

Wildslayer Elves
3G
Creature - Elf Warrior
3/3
Wither (This deals damage to creatures in the form of -1/-1 counters.)

Willbender
1U
Creature - Human Wizard
1/2
Morph 1U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Willbender is turned face up, change the target of target spell or ability with a single target.

Will-o'-the-Wisp
B
Creature - Spirit
0/1
Flying (This creature can't be blocked except by creatures with flying or reach.)
B: Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)

Willow Dryad
G
Creature - Dryad
1/1
Forestwalk

Willow Elf
G
Creature - Elf
1/1

Willow Faerie
1G
Creature - Faerie
1/2
Flying

Willow Priestess
2GG
Creature - Faerie Druid
2/2
T You may put a Faerie permanent card from your hand into play.
2G: Target green creature gains protection from black until end of turn.

Willow Satyr
2GG
Creature - Satyr
1/1
You may choose not to untap Willow Satyr during your untap step.
T Gain control of target legendary creature as long as you control Willow Satyr and Willow Satyr remains tapped.

Wilt-Leaf Cavaliers
(G / W) (G / W) (G / W)
Creature - Elf Knight
3/4
Vigilance

Wilt-Leaf Liege
1 (G / W) (G / W) (G / W)
Creature - Elf Knight
4/4
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
If a spell or ability an opponent controls causes you to discard Wilt-Leaf Liege, put it into play instead of putting it into your graveyard.

Wind Dancer
1U
Creature - Faerie
1/1
Flying
T Target creature gains flying until end of turn.

Wind Drake
2U
Creature - Drake
2/2
Flying (This creature can't be blocked except by creatures with flying or reach.)

Wind Sail
1U
Sorcery
One or two target creatures gain flying until end of turn.

Wind Shear
2G
Instant
Attacking creatures with flying get -2/-2 and lose flying until end of turn.

Wind Spirit
4U
Creature - Elemental Spirit
3/2
Flying
Wind Spirit can't be blocked except by two or more creatures.

Windborn Muse
3W
Creature - Spirit
2/3
Flying (This creature can't be blocked except by creatures with flying or reach.)
Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you.

Windbrisk Heights
Land
Hideaway (This land comes into play tapped. When it does, look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library.)
T Add W to your mana pool.
W, T You may play the removed card without paying its mana cost if you attacked with three or more creatures this turn.

Windbrisk Raptor
5WW
Creature - Bird
5/7
Flying
Attacking creatures you control have lifelink.

Windfall
2U
Sorcery
Each player discards his or her hand, then draws cards equal to the greatest number a player discarded this way.

Winding Canyons
Land
T Add 1 to your mana pool.
2, T Until end of turn, you may play creature cards as though they had flash.

Winding Wurm
4G
Creature - Wurm
6/6
Echo 4G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Windreaper Falcon
1RG
Creature - Bird
1/1
Flying, protection from blue

Windreaver
3WU
Creature - Elemental
1/3
Flying
W: Windreaver gains vigilance until end of turn.
W: Windreaver gets +0/+1 until end of turn.
U: Switch Windreaver's power and toughness until end of turn.
U: Return Windreaver to its owner's hand.

Winds of Change
R
Sorcery
Each player shuffles the cards from his or her hand into his or her library, then draws that many cards.

Winds of Rath
3WW
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.

Windscouter
3U
Creature - Human Scout
3/3
Flying
Whenever Windscouter attacks or blocks, return it to its owner's hand at end of combat.

Windseeker Centaur
1RR
Creature - Centaur
2/2
Vigilance

Windswept Heath
Land
T, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card and put it into play. Then shuffle your library.

Wine of Blood and Iron
3
Artifact
4: Target creature gets +X/+0 until end of turn, where X is its power. Sacrifice Wine of Blood and Iron at end of turn.

Wing Shards
1WW
Instant
Target player sacrifices an attacking creature.
Storm (When you play this spell, copy it for each spell played before it this turn.)

Wing Snare
2G
Sorcery
Destroy target creature with flying.

Wing Storm
2G
Sorcery
Wing Storm deals damage to each player equal to twice the number of creatures with flying that player controls.

Wingbeat Warrior
2W
Creature - Bird Soldier Warrior
2/1
Flying
Morph 2W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Wingbeat Warrior is turned face up, target creature gains first strike until end of turn.

Winged Sliver
1U
Creature - Sliver
1/1
All Sliver creatures have flying.

Wingrattle Scarecrow
3
Artifact Creature - Scarecrow
2/2
Wingrattle Scarecrow has flying as long as you control a blue creature.
Wingrattle Scarecrow has persist as long as you control a black creature. (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Wings of Aesthir
WU
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+0 and has flying and first strike.

Wings of Hope
WU
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+3 and has flying.

Wings of Velis Vel
1U
Tribal Instant - Shapeshifter
Changeling (This card is every creature type at all times.)
Target creature becomes 4/4, gains all creature types, and gains flying until end of turn.

Winnow
1W
Instant
Destroy target nonland permanent if another permanent with the same name is in play.
Draw a card.

Winnower Patrol
2G
Creature - Elf Warrior
3/2
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Winnower Patrol, you may reveal it. If you do, put a +1/+1 counter on Winnower Patrol.

Winter Blast
XG
Sorcery
Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying.

Winter Orb
2
Artifact
As long as Winter Orb is untapped, players can't untap more than one land during their untap steps.

Winter Sky
R
Sorcery
Flip a coin. If you win the flip, Winter Sky deals 1 damage to each creature and each player. If you lose the flip, each player draws a card.

Wintermoon Mesa
Land
Wintermoon Mesa comes into play tapped.
T Add 1 to your mana pool.
2, T, Sacrifice Wintermoon Mesa: Tap two target lands.

Winter's Chill
XU
Instant
Play Winter's Chill only during combat before blockers are declared.
X can't be greater than the number of snow lands you control.
Destroy X target attacking creatures at end of combat. For each attacking creature, its controller may pay 1 or 2 to prevent this effect. If that player pays only 1 for that creature, prevent all combat damage that would be dealt to and dealt by that creature this turn.

Winter's Grasp
1GG
Sorcery
Destroy target land.

Winter's Night
RGW
World Enchantment
Whenever a player taps a snow land for mana, that player adds one mana to his or her mana pool of any type that land produced. That land doesn't untap during its controller's next untap step.

Wipe Away
1UU
Instant
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Return target permanent to its owner's hand.

Wipe Clean
1W
Instant
Remove target enchantment from the game.
Cycling 3 (3, Discard this card: Draw a card.)

Wirecat
4
Artifact Creature - Cat
4/3
Wirecat can't attack or block if an enchantment is in play.

Wirefly Hive
3
Artifact
3, T Flip a coin. If you win the flip, put a 2/2 Insect artifact creature token with flying named Wirefly into play. If you lose the flip, destroy all permanents named Wirefly.

Wirewood Channeler
3G
Creature - Elf Druid
2/2
T Add X mana of any one color to your mana pool, where X is the number of Elves in play.

Wirewood Elf
1G
Creature - Elf Druid
1/2
T Add G to your mana pool.

Wirewood Guardian
5GG
Creature - Elf Mutant
6/6
Forestcycling 2 (2, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)

Wirewood Herald
1G
Creature - Elf
1/1
When Wirewood Herald is put into a graveyard from play, you may search your library for an Elf card, reveal that card, and put it into your hand. If you do, shuffle your library.

Wirewood Hivemaster
1G
Creature - Elf
1/1
Whenever another nontoken Elf comes into play, you may put a 1/1 green Insect creature token into play.

Wirewood Lodge
Land
T Add 1 to your mana pool.
G, T Untap target Elf.

Wirewood Pride
G
Instant
Target creature gets +X/+X until end of turn, where X is the number of Elves in play.

Wirewood Savage
2G
Creature - Elf
2/2
Whenever a Beast comes into play, you may draw a card.

Wirewood Symbiote
G
Creature - Insect
1/1
Return an Elf you control to its owner's hand: Untap target creature. Play this ability only once each turn.

Wishmonger
3W
Creature - Unicorn Monger
3/3
2: Target creature gains protection from the color of its controller's choice until end of turn. Any player may play this ability.

Wispmare
2W
Creature - Elemental
1/3
Flying
When Wispmare comes into play, destroy target enchantment.
Evoke W (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)

Wistful Selkie
(G / U) (G / U) (G / U)
Creature - Merfolk Wizard
2/2
When Wistful Selkie comes into play, draw a card.

Wistful Thinking
2U
Sorcery
Target player draws two cards, then discards four cards.

Witch Engine
5B
Creature - Horror
4/4
Swampwalk
T Add BBBB to your mana pool. Target opponent gains control of Witch Engine. (Play this ability only any time you could play an instant.)

Witch Hunter
2WW
Creature - Human Cleric
1/1
T Witch Hunter deals 1 damage to target player.
1WW, T Return target creature an opponent controls to its owner's hand.

Witch-Maw Nephilim
GWUB
Creature - Nephilim
1/1
Whenever you play a spell, you may put two +1/+1 counters on Witch-Maw Nephilim.
Whenever Witch-Maw Nephilim attacks, it gains trample until end of turn if its power is 10 or greater.

Witch's Mist
2B
Enchantment
2B, T Destroy target creature that was dealt damage this turn.

Withdraw
UU
Instant
Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays 1.

Withered Wretch
BB
Creature - Zombie Cleric
2/2
1: Remove target card in a graveyard from the game.

Withering Boon
1B
Instant
As an additional cost to play Withering Boon, pay 3 life.
Counter target creature spell.

Withering Gaze
2U
Sorcery
Target opponent reveals his or her hand. You draw a card for each Forest and green card in it.

Withering Hex
B
Enchantment - Aura
Enchant creature
Whenever a player cycles a card, put a plague counter on Withering Hex.
Enchanted creature gets -1/-1 for each plague counter on Withering Hex.

Withering Wisps
1BB
Enchantment
At end of turn, if no creatures are in play, sacrifice Withering Wisps.
B: Withering Wisps deals 1 damage to each creature and each player. Play this ability no more times each turn than the number of snow Swamps you control.

Witherscale Wurm
4GG
Creature - Wurm
9/9
Whenever Witherscale Wurm blocks or becomes blocked by a creature, that creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
Whenever Witherscale Wurm deals damage to an opponent, remove all -1/-1 counters from it.

Withstand
2W
Instant
Prevent the next 3 damage that would be dealt to target creature or player this turn.
Draw a card.

Wit's End
5BB
Sorcery
Target player discards his or her hand.

Wizard Mentor
2U
Creature - Human Wizard
2/2
T Return Wizard Mentor and target creature you control to their owner's hand.

Wizard Replica
3
Artifact Creature - Wizard
1/3
Flying
U, Sacrifice Wizard Replica: Counter target spell unless its controller pays 2.

Wizards' School
Land
T Add 1 to your mana pool.
1, T Add U to your mana pool.
2, T Add W or B to your mana pool.

Wizened Cenn
WW
Creature - Kithkin Cleric
2/2
Other Kithkin creatures you control get +1/+1.

Wizened Snitches
3U
Creature - Faerie Rogue
1/3
Flying
Players play with the top card of their libraries revealed.

Woebearer
4B
Creature - Zombie
2/3
Fear
Whenever Woebearer deals combat damage to a player, you may return target creature card from your graveyard to your hand.

Woebringer Demon
3BB
Creature - Demon
4/4
Flying
At the beginning of each player's upkeep, that player sacrifices a creature. If the player can't, sacrifice Woebringer Demon.

Woeleecher
5W
Creature - Elemental
3/5
W, T Remove a -1/-1 counter from target creature. If you do, you gain 2 life.

Wojek Apothecary
2WW
Creature - Human Cleric
1/1
Radiance - T Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.

Wojek Embermage
3R
Creature - Human Wizard
1/2
Radiance - T Wojek Embermage deals 1 damage to target creature and each other creature that shares a color with it.

Wojek Siren
W
Instant
Radiance - Target creature and each other creature that shares a color with it get +1/+1 until end of turn.

Wolf Pack
6GG
Creature - Wolf
7/6
You may have Wolf Pack assign its combat damage as though it weren't blocked.

Wolf-Skull Shaman
1G
Creature - Elf Shaman
2/2
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wolf-Skull Shaman, you may reveal it. If you do, put a 2/2 green Wolf creature token into play.

Wolverine Pack
2GG
Creature - Wolverine
2/4
Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

Wonder
3U
Creature - Incarnation
2/2
Flying
As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.

Wood Elemental
3G
Creature - Elemental
0/0
As Wood Elemental comes into play, sacrifice any number of untapped Forests. Wood Elemental comes into play with a +1/+1 counter for each Forest sacrificed this way.

Wood Elves
2G
Creature - Elf Scout
1/1
When Wood Elves comes into play, search your library for a Forest card and put that card into play. Then shuffle your library.

Wood Sage
GU
Creature - Human Druid
1/1
T Name a creature card. Reveal the top four cards of your library and put all of them with that name into your hand. Put the rest into your graveyard.

Woodcloaker
5G
Creature - Elf
3/3
Morph 2GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Woodcloaker is turned face up, target creature gains trample until end of turn.

Wooded Bastion
Land
T Add 1 to your mana pool.
o (g/w), T Add GG, GW, or WW to your mana pool.

Wooded Foothills
Land
T, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card and put it into play. Then shuffle your library.

Wooden Sphere
1
Artifact
Whenever a player plays a green spell, you may pay 1. If you do, you gain 1 life.

Woodfall Primus
5GGG
Creature - Treefolk Shaman
6/6
Trample
When Woodfall Primus comes into play, destroy target noncreature permanent.
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

Woodland Changeling
1G
Creature - Shapeshifter
2/2
Changeling (This card is every creature type at all times.)

Woodland Druid
G
Creature - Human Druid
1/2

Woodland Guidance
3G
Sorcery
Return target card from your graveyard to your hand. Clash with an opponent. If you win, untap all Forests you control. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Remove Woodland Guidance from the game.

Woodlurker Mimic
1 (B / G)
Creature - Shapeshifter
2/1
Whenever you play a spell that's both black and green, Woodlurker Mimic becomes 4/5 and gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)

Woodripper
3GG
Creature - Beast
4/6
Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
1, Remove a fade counter from Woodripper: Destroy target artifact.

Woodwraith Corrupter
3BBG
Creature - Elemental Horror
3/6
1BG, T Target Forest becomes a 4/4 black and green Elemental Horror creature. It's still a land.

Woodwraith Strangler
2BG
Creature - Plant Zombie
2/2
Remove a creature card in your graveyard from the game: Regenerate Woodwraith Strangler.

Woolly Mammoths
1GG
Creature - Elephant
3/2
Woolly Mammoths has trample as long as you control a snow land.

Woolly Razorback
2WW
Creature - Boar Beast
7/7
Woolly Razorback comes into play with three ice counters on it.
As long as Woolly Razorback has an ice counter on it, it has defender and any combat damage it would deal is prevented.
Whenever Woolly Razorback blocks, remove an ice counter from it.

Woolly Spider
1GG
Creature - Spider
2/3
Reach (This creature can block creatures with flying.)
Whenever Woolly Spider blocks a creature with flying, Woolly Spider gets +0/+2 until end of turn.

Word of Binding
XBB
Sorcery
Tap X target creatures.

Word of Blasting
1R
Instant
Destroy target Wall. It can't be regenerated. Word of Blasting deals damage equal to that Wall's converted mana cost to the Wall's controller.

Word of Command
BB
Instant
Look at target opponent's hand and choose a card from it. That player plays that card with his or her own mana, but you make all decisions it calls for. The player is required only to use mana in his or her mana pool and mana that can be drawn from lands.

Word of Seizing
3RR
Instant
Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)
Untap target permanent and gain control of it until end of turn. It gains haste until end of turn.

Word of Undoing
U
Instant
Return target creature and all white Auras you own attached to it to their owners' hands.

Wordmail
W
Enchant Creature
Enchanted creature gets +1/+1 for each word in its name.

Words of War
2R
Enchantment
1: The next time you would draw a card this turn, Words of War deals 2 damage to target creature or player instead.

Words of Waste
2B
Enchantment
1: The next time you would draw a card this turn, each opponent discards a card instead.

Words of Wilding
2G
Enchantment
1: The next time you would draw a card this turn, put a 2/2 green Bear creature token into play instead.

Words of Wind
2U
Enchantment
1: The next time you would draw a card this turn, each player returns a permanent he or she controls to its owner's hand instead.

Words of Wisdom
1U
Instant
You draw two cards, then each other player draws a card.

Words of Worship
2W
Enchantment
1: The next time you would draw a card this turn, you gain 5 life instead.

Workhorse
6
Artifact Creature - Horse
0/0
Workhorse comes into play with four +1/+1 counters on it.
Remove a +1/+1 counter from Workhorse: Add 1 to your mana pool.

Working Stiff
1B
Creature - Mummy
2/2
As Working Stiff comes into play, straighten your arms.
When you bend an elbow, sacrifice Working Stiff.

World-Bottling Kit
5
Artifact
5, Sacrifice World-Bottling Kit: Choose a Magic set. Remove from the game all permanents with that set's expansion symbol except for basic lands.

Worldgorger Dragon
3RRR
Creature - Nightmare Dragon
7/7
Flying, trample
When Worldgorger Dragon comes into play, remove all other permanents you control from the game.
When Worldgorger Dragon leaves play, return the removed cards to play under their owners' control.

Worldly Counsel
1U
Instant
Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of those cards into your hand and the rest on the bottom of your library.

Worldly Tutor
G
Instant
Search your library for a creature card and reveal that card. Shuffle your library, then put the revealed card back on top of it.

Worldpurge
4 (W / U) (W / U) (W / U) (W / U)
Sorcery
Return all permanents to their owners' hands. Each player chooses up to seven cards in his or her hand, then shuffles the rest into his or her library. Empty all mana pools.

Worldslayer
5
Artifact - Equipment
Whenever equipped creature deals combat damage to a player, destroy all permanents other than Worldslayer.
Equip 5 (5: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)

Worm Harvest
2 (B / G) (B / G) (B / G)
Sorcery
Put a 1/1 black and green Worm creature token into play for each land card in your graveyard.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

Wormfang Behemoth
3UU
Creature - Nightmare Fish Beast
5/5
When Wormfang Behemoth comes into play, remove all cards in your hand from the game.
When Wormfang Behemoth leaves play, return the removed cards to their owner's hand.

Wormfang Crab
3U
Creature - Nightmare Crab
3/6
Wormfang Crab is unblockable.
When Wormfang Crab comes into play, an opponent chooses a permanent you control other than Wormfang Crab and removes it from the game.
When Wormfang Crab leaves play, return the removed card to play under its owner's control.

Wormfang Drake
2U
Creature - Nightmare Drake
3/4
Flying
When Wormfang Drake comes into play, sacrifice it unless you remove a creature you control other than Wormfang Drake from the game.
When Wormfang Drake leaves play, return the removed card to play under its owner's control.

Wormfang Manta
5UU
Creature - Nightmare Fish Beast
6/1
Flying
When Wormfang Manta comes into play, you skip your next turn.
When Wormfang Manta leaves play, you take an extra turn after this one.

Wormfang Newt
1U
Creature - Nightmare Salamander Beast
2/2
When Wormfang Newt comes into play, remove a land you control from the game.
When Wormfang Newt leaves play, return the removed card to play under its owner's control.

Wormfang Turtle
2U
Creature - Nightmare Turtle Beast
2/4
When Wormfang Turtle comes into play, remove a land you control from the game.
When Wormfang Turtle leaves play, return the removed card to play under its owner's control.

Worms of the Earth
2BBB
Enchantment
Players can't play lands.
If a land would come into play, instead it doesn't.
At the beginning of each upkeep, any player may sacrifice two lands or pay 5 life. If a player does either, destroy Worms of the Earth.

Wormwood Dryad
2G
Creature - Dryad
3/1
G: Wormwood Dryad gains forestwalk until end of turn and deals 1 damage to you.
B: Wormwood Dryad gains swampwalk until end of turn and deals 1 damage to you.

Wormwood Treefolk
3GG
Creature - Treefolk
4/4
GG: Wormwood Treefolk gains forestwalk until end of turn and deals 2 damage to you.
BB: Wormwood Treefolk gains swampwalk until end of turn and deals 2 damage to you.

Worn Powerstone
3
Artifact
Worn Powerstone comes into play tapped.
T Add 2 to your mana pool.

Worry Beads
3
Artifact
At the beginning of each player's upkeep, that player puts the top card of his or her library into his or her graveyard.

Worship
3W
Enchantment
If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.

Wort, Boggart Auntie
2BR
Legendary Creature - Goblin Shaman
3/3
Fear
At the beginning of your upkeep, you may return target Goblin card from your graveyard to your hand.

Wort, the Raidmother
4 (R / G) (R / G)
Legendary Creature - Goblin Shaman
3/3
When Wort, the Raidmother comes into play, put two 1/1 red and green Goblin Warrior creature tokens into play.
Each red or green instant or sorcery spell you play has conspire. (As you play the spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.)

Worthy Cause
W
Instant
Buyback 2 (You may pay an additional 2 as you play this spell. If you do, put this card into your hand as it resolves.)
As an additional cost to play Worthy Cause, sacrifice a creature.
You gain life equal to the sacrificed creature's toughness.

Wound Reflection
5B
Enchantment
At the end of each turn, each opponent loses life equal to the life he or she lost this turn. (Damage causes loss of life.)

Wrap in Vigor
1G
Instant
Regenerate each creature you control.

Wrath of God
2WW
Sorcery
Destroy all creatures. They can't be regenerated.

Wrath of Marit Lage
3UU
Enchantment
When Wrath of Marit Lage comes into play, tap all red creatures.
Red creatures don't untap during their controllers' untap steps.

Wreak Havoc
2RG
Sorcery
Wreak Havoc can't be countered by spells or abilities.
Destroy target artifact or land.

Wrecking Ball
2BR
Instant
Destroy target creature or land.

Wrench Mind
BB
Sorcery
Target player discards two cards unless he or she discards an artifact card.

Wren's Run Packmaster
3G
Creature - Elf Warrior
5/5
Champion an Elf (When this comes into play, sacrifice it unless you remove another Elf you control from the game. When this leaves play, that card returns to play.)
2G: Put a 2/2 green Wolf creature token into play.
Each Wolf you control has deathtouch. (When it deals damage to a creature, destroy that creature.)

Wren's Run Vanquisher
1G
Creature - Elf Warrior
3/3
As an additional cost to play Wren's Run Vanquisher, reveal an Elf card from your hand or pay 3.
Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)

Wretched Anurid
1B
Creature - Zombie Frog Beast
3/3
Whenever another creature comes into play, you lose 1 life.

Writ of Passage
U
Enchantment - Aura
Enchant creature
Whenever enchanted creature attacks, if its power is 2 or less, it's unblockable this turn.
Forecast - 1U, Reveal Writ of Passage from your hand: Target creature with power 2 or less is unblockable this turn. (Play this ability only during your upkeep and only once each turn.)

Wu Admiral
4U
Creature - Human Soldier
3/3
Wu Admiral gets +1/+1 as long as an opponent controls an Island.

Wu Elite Cavalry
3U
Creature - Human Soldier
2/3
Horsemanship

Wu Infantry
1U
Creature - Human Soldier
2/1

Wu Light Cavalry
1U
Creature - Human Soldier
1/2
Horsemanship

Wu Longbowman
2U
Creature - Human Soldier Archer
1/1
T Wu Longbowman deals 1 damage to target creature or player. Play this ability only during your turn, before attackers are declared.

Wu Scout
1U
Creature - Human Soldier Scout
1/1
Horsemanship
When Wu Scout comes into play, look at target opponent's hand.

Wu Spy
1U
Creature - Human Soldier Rogue
1/1
When Wu Spy comes into play, look at the top two cards of target player's library. Put one of them into his or her graveyard.

Wu Warship
2U
Creature - Human Soldier
3/3
Wu Warship can't attack unless defending player controls an Island.

Wurmcalling
XG
Sorcery
Buyback 2G (You may pay an additional 2G as you play this spell. If you do, put this card into your hand as it resolves.)
Put an X/X green Wurm creature token into play.

Wurm's Tooth
2
Artifact
Whenever a player plays a green spell, you may gain 1 life.

Wurmskin Forger
5GG
Creature - Elf Warrior
2/2
When Wurmskin Forger comes into play, distribute three +1/+1 counters among any number of target creatures.

Wurmweaver Coil
4GG
Enchantment - Aura
Enchant green creature
Enchanted creature gets +6/+6.
GGG, Sacrifice Wurmweaver Coil: Put a 6/6 green Wurm creature token into play.

Wydwen, the Biting Gale
2UB
Legendary Creature - Faerie Wizard
3/3
Flash
Flying
UB, Pay 1 life: Return Wydwen, the Biting Gale to its owner's hand.

Wyluli Wolf
1G
Creature - Wolf
1/1
T Target creature gets +1/+1 until end of turn.

Xanthic Statue
8
Artifact
5: Until end of turn, Xanthic Statue becomes an 8/8 Golem artifact creature with trample.

Xantid Swarm
G
Creature - Insect
0/1
Flying
Whenever Xantid Swarm attacks, defending player can't play spells this turn.

Xenic Poltergeist
1BB
Creature - Spirit
1/1
T Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.

Xiahou Dun, the One-Eyed
2BB
Legendary Creature - Human Soldier
3/2
Horsemanship
Sacrifice Xiahou Dun, the One-Eyed: Return target black card from your graveyard to your hand. Play this ability only during your turn, before attackers are declared.

Xira Arien
BRG
Legendary Creature - Insect Wizard
1/2
Flying
BRG, T Target player draws a card.

Xun Yu, Wei Advisor
1BB
Legendary Creature - Human Advisor
1/1
T Target creature you control gets +2/+0 until end of turn. Play this ability only during your turn, before attackers are declared.

Yamabushi's Flame
2R
Instant
Yamabushi's Flame deals 3 damage to target creature or player. If a creature dealt damage this way would be put into a graveyard this turn, remove it from the game instead.

Yamabushi's Storm
1R
Sorcery
Yamabushi's Storm deals 1 damage to each creature. If a creature dealt damage this way would be put into a graveyard this turn, remove it from the game instead.

Yare
2W
Instant
Target creature defending player controls gets +3/+0 until end of turn. That creature can block up to two additional creatures this turn.

Yavimaya Ancients
3GG
Creature - Treefolk
2/7
G: Yavimaya Ancients gets +1/-2 until end of turn.

Yavimaya Ants
2GG
Creature - Insect
5/1
Trample, haste
Cumulative upkeep GG

Yavimaya Barbarian
RG
Creature - Elf Barbarian
2/2
Protection from blue

Yavimaya Coast
Land
T Add 1 to your mana pool.
T Add G or U to your mana pool. Yavimaya Coast deals 1 damage to you.

Yavimaya Dryad
1GG
Creature - Dryad
2/1
Forestwalk
When Yavimaya Dryad comes into play, you may search your library for a Forest card and put it into play tapped under target player's control. If you do, shuffle your library.

Yavimaya Elder
1GG
Creature - Human Druid
2/1
When Yavimaya Elder is put into a graveyard from play, you may search your library for up to two basic land cards, reveal them, and put them into your hand. If you do, shuffle your library.
2, Sacrifice Yavimaya Elder: Draw a card.

Yavimaya Enchantress
2G
Creature - Human Druid
2/2
Yavimaya Enchantress gets +1/+1 for each enchantment in play.

Yavimaya Gnats
2G
Creature - Insect
0/1
Flying
G: Regenerate Yavimaya Gnats.

Yavimaya Granger
2G
Creature - Elf
2/2
Echo 2G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Yavimaya Granger comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.

Yavimaya Hollow
Legendary Land
T Add 1 to your mana pool.
G, T Regenerate target creature.

Yavimaya Kavu
2RG
Creature - Kavu
*/*
Yavimaya Kavu's power is equal to the number of red creatures in play.
Yavimaya Kavu's toughness is equal to the number of green creatures in play.

Yavimaya Scion
4G
Creature - Treefolk
4/4
Protection from artifacts

Yavimaya Wurm
4GG
Creature - Wurm
6/4
Trample

Yavimaya's Embrace
5GUU
Enchantment - Aura
Enchant creature
You control enchanted creature.
Enchanted creature gets +2/+2 and has trample.

Yawgmoth Demon
4BB
Creature - Demon
6/6
Flying (This creature can't be blocked except by creatures with flying or reach.)
First strike (This creature deals combat damage before creatures without first strike.)
At the beginning of your upkeep, you may sacrifice an artifact. If you don't, tap Yawgmoth Demon and it deals 2 damage to you.

Yawgmoth's Agenda
3BB
Enchantment
Play no more than one spell each turn.
You may play cards in your graveyard.
If a card would be put into your graveyard from anywhere, remove it from the game instead.

Yawgmoth's Bargain
4BB
Enchantment
Skip your draw step.
Pay 1 life: Draw a card.

Yawgmoth's Edict
1B
Enchantment
Whenever an opponent plays a white spell, that player loses 1 life and you gain 1 life.

Yawgmoth's Will
2B
Sorcery
Until end of turn, you may play cards in your graveyard.
If a card would be put into your graveyard this turn, remove that card from the game instead.

Ydwen Efreet
RRR
Creature - Efreet
3/6
Whenever you're attacked, flip a coin. If you lose the flip, Ydwen Efreet can't block this turn.

Yellow Scarves Cavalry
1R
Creature - Human Soldier
1/1
Horsemanship
Yellow Scarves Cavalry can't block.

Yellow Scarves General
3R
Creature - Human Soldier
2/2
Horsemanship
Yellow Scarves General can't block.

Yellow Scarves Troops
1R
Creature - Human Soldier
2/2
Yellow Scarves Troops can't block.

Yet Another AEther Vortex
3RR
Enchantment
All creatures have haste.
Players play with the top card of their libraries revealed.
Noninstant, nonsorcery cards on top of a library are in play under their owner's control in addition to being in that library.

Yixlid Jailer
1B
Creature - Zombie Wizard
2/1
Cards in graveyards lose all abilities.

Yomiji, Who Bars the Way
5WW
Legendary Creature - Spirit
4/4
Whenever a legendary permanent other than Yomiji, Who Bars the Way is put into a graveyard from play, return that card to its owner's hand.

Yore-Tiller Nephilim
WUBR
Creature - Nephilim
2/2
Whenever Yore-Tiller Nephilim attacks, return target creature card from your graveyard to play tapped and attacking.

Yosei, the Morning Star
4WW
Legendary Creature - Dragon Spirit
5/5
Flying
When Yosei, the Morning Star is put into a graveyard from play, target player skips his or her next untap step. Tap up to five target permanents that player controls.

Yotian Soldier
3
Artifact Creature - Soldier
1/4
Vigilance

Young Wei Recruits
1B
Creature - Human Soldier
2/2
Young Wei Recruits can't block.

Youthful Knight
1W
Creature - Human Knight
2/1
First strike (This creature deals combat damage before creatures without first strike.)

Yuan Shao, the Indecisive
4R
Legendary Creature - Human Soldier
2/3
Horsemanship
Each creature you control can't be blocked by more than one creature.

Yuan Shao's Infantry
3R
Creature - Human Soldier
2/2
Whenever Yuan Shao's Infantry attacks alone, Yuan Shao's Infantry is unblockable this combat.

Yuki-Onna
3R
Creature - Spirit
3/1
When Yuki-Onna comes into play, destroy target artifact.
Whenever you play a Spirit or Arcane spell, you may return Yuki-Onna to its owner's hand.

Yukora, the Prisoner
2BB
Legendary Creature - Demon Spirit
5/5
When Yukora, the Prisoner leaves play, sacrifice all non-Ogre creatures you control.

Zanam Djinn
5U
Creature - Djinn
5/6
Flying
Zanam Djinn gets -2/-2 as long as blue is the most common color among all permanents or is tied for most common.

Zap
2R
Instant
Zap deals 1 damage to target creature or player.
Draw a card.

Zealot il-Vec
2W
Creature - Human Rebel
1/1
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Zealot il-Vec attacks and isn't blocked, you may have it deal 1 damage to target creature. If you do, prevent all combat damage Zealot il-Vec would deal this turn.

Zealots en-Dal
3W
Creature - Human Soldier
2/4
At the beginning of your upkeep, if all nonland permanents you control are white, you gain 1 life.

Zealous Guardian
(W / U)
Creature - Kithkin Soldier
1/1
Flash

Zealous Inquisitor
2W
Creature - Human Cleric
2/2
1W: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead.

Zebra Unicorn
2GW
Creature - Unicorn
2/2
Lifelink (Whenever this creature deals damage, you gain that much life.)

Zelyon Sword
3
Artifact
You may choose not to untap Zelyon Sword during your untap step.
3, T Target creature gets +2/+0 as long as Zelyon Sword remains tapped.

Zephid
4UU
Creature - Illusion
3/4
Flying, shroud (This permanent can't be the target of spells or abilities.)

Zephid's Embrace
2UU
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying and shroud. (It can't be the target of spells or abilities.)

Zephyr Falcon
1U
Creature - Bird
1/1
Flying, vigilance

Zephyr Net
1U
Enchantment - Aura
Enchant creature
Enchanted creature has defender and flying.

Zephyr Spirit
5U
Creature - Spirit
0/6
When Zephyr Spirit blocks, return it to its owner's hand.

Zerapa Minotaur
2RR
Creature - Minotaur
3/3
First strike
2: Zerapa Minotaur loses first strike until end of turn. Any player may play this ability.

Zhalfirin Commander
2W
Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
1WW: Target Knight creature gets +1/+1 until end of turn.

Zhalfirin Crusader
1WW
Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
1W: The next 1 damage that would be dealt to Zhalfirin Crusader this turn is dealt to target creature or player instead.

Zhalfirin Knight
2W
Creature - Human Knight
2/2
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
WW: Zhalfirin Knight gains first strike until end of turn.

Zhang Fei, Fierce Warrior
4WW
Legendary Creature - Human Soldier Warrior
4/4
Horsemanship, vigilance

Zhang He, Wei General
3BB
Legendary Creature - Human Soldier
4/2
Horsemanship
Whenever Zhang He, Wei General attacks, each other creature you control gets +1/+0 until end of turn.

Zhang Liao, Hero of Hefei
4BB
Legendary Creature - Human Soldier
3/3
Whenever Zhang Liao, Hero of Hefei deals damage to an opponent, that opponent discards a card.

Zhao Zilong, Tiger General
3WW
Legendary Creature - Human Soldier Warrior
3/3
Horsemanship
Whenever Zhao Zilong, Tiger General blocks, it gets +1/+1 until the end of the turn.

Zhou Yu, Chief Commander
5UU
Legendary Creature - Human Soldier
8/8
Zhou Yu, Chief Commander can't attack unless defending player controls an Island.

Zhuge Jin, Wu Strategist
1UU
Legendary Creature - Human Advisor
1/1
T Target creature is unblockable this turn. Play this ability only during your turn, before attackers are declared.

Zirilan of the Claw
3RR
Legendary Creature - Viashino Shaman
3/4
1RR, T Search your library for a Dragon permanent card and put that card into play. Then shuffle your library. That Dragon gains haste until end of turn. At end of turn, remove it from the game.

Zodiac Dog
2R
Creature - Hound
2/2
Mountainwalk

Zodiac Dragon
7RR
Creature - Dragon
8/8
When Zodiac Dragon is put into your graveyard from play, you may return it to your hand.

Zodiac Goat
R
Creature - Goat
1/1
Mountainwalk

Zodiac Horse
3G
Creature - Horse
3/3
Islandwalk

Zodiac Monkey
1G
Creature - Ape
2/1
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)

Zodiac Ox
3G
Creature - Ox
3/3
Swampwalk

Zodiac Pig
3B
Creature - Boar
3/3
Swampwalk

Zodiac Rabbit
G
Creature - Rabbit
1/1
Forestwalk

Zodiac Rat
B
Creature - Rat
1/1
Swampwalk

Zodiac Rooster
1G
Creature - Bird
2/1
Plainswalk

Zodiac Snake
2B
Creature - Snake
2/2
Swampwalk

Zodiac Tiger
2GG
Creature - Cat
3/4
Forestwalk

Zoetic Cavern
Land
T Add 1 to your mana pool.
Morph 2 (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Zombie Assassin
4B
Creature - Zombie Assassin
3/2
T, Remove two cards in your graveyard and Zombie Assassin from the game: Destroy target nonblack creature. It can't be regenerated.

Zombie Boa
4B
Creature - Zombie Snake
3/3
1B: Choose a color. Whenever Zombie Boa becomes blocked by a creature of that color this turn, destroy that creature. Play this ability only any time you could play a sorcery.

Zombie Brute
6B
Creature - Zombie
5/4
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.)
Trample

Zombie Cannibal
B
Creature - Zombie
1/1
Whenever Zombie Cannibal deals combat damage to a player, you may remove target card in that player's graveyard from the game.

Zombie Cutthroat
3BB
Creature - Zombie
3/4
Morph-Pay 5 life. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)

Zombie Fanboy
2B
Creature - Zombie Gamer
1/1
As Zombie Fanboy comes into play, choose an artist.
Whenever a permanent by the chosen artist is put into a graveyard, put two +1/+1 counters on Zombie Fanboy.

Zombie Infestation
1B
Enchantment
Discard two cards: Put a 2/2 black Zombie creature token into play.

Zombie Master
1BB
Creature - Zombie
2/3
Other Zombie creatures have swampwalk.
All other Zombies have "B: Regenerate this permanent."

Zombie Mob
2BB
Creature - Zombie
2/0
Zombie Mob comes into play with a +1/+1 counter on it for each creature card in your graveyard.
When Zombie Mob comes into play, remove all creature cards in your graveyard from the game.

Zombie Musher
3B
Snow Creature - Zombie
2/3
Snow landwalk
oSi: Regenerate Zombie Musher. (oSi can be paid with one mana from a snow permanent.)

Zombie Scavengers
2B
Creature - Zombie
3/1
Remove the top creature card in your graveyard from the game: Regenerate Zombie Scavengers.

Zombie Trailblazer
BBB
Creature - Zombie Scout
2/2
Tap an untapped Zombie you control: Target land becomes a Swamp until end of turn.
Tap an untapped Zombie you control: Target creature gains swampwalk until end of turn.

Zombify
3B
Sorcery
Return target creature card from your graveyard to play.

Zoologist
3G
Creature - Human Druid
1/2
3G, T Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard.

Zo-Zu the Punisher
1RR
Legendary Creature - Goblin Warrior
2/2
Whenever a land comes into play, Zo-Zu the Punisher deals 2 damage to that land's controller.

Zuberi, Golden Feather
4W
Legendary Creature - Griffin
3/3
Flying
Other Griffin creatures get +1/+1.

Zuo Ci, the Mocking Sage
1GG
Legendary Creature - Human Advisor
1/2
Zuo Ci, the Mocking Sage can't be blocked by creatures with horsemanship.
Zuo Ci can't be the target of spells or abilities your opponents control.

Zur the Enchanter
1WUB
Legendary Creature - Human Wizard
1/4
Flying
Whenever Zur the Enchanter attacks, you may search your library for an enchantment card with converted mana cost 3 or less and put it into play. If you do, shuffle your library.

Zuran Enchanter
1U
Creature - Human Wizard
1/1
2B, T Target player discards a card. Play this ability only during your turn.

Zuran Orb
0
Artifact
Sacrifice a land: You gain 2 life.

Zuran Spellcaster
2U
Creature - Human Wizard
1/1
T Zuran Spellcaster deals 1 damage to target creature or player.

Zur's Weirding
3U
Enchantment
Players play with their hands revealed.
If a player would draw a card, he or she reveals it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws a card.

Zzzyxas's Abyss
1BB
Enchantment
At the beginning of your upkeep, destroy all nonland permanents with the first name alphabetically among nonland permanents in play.

