Forgotten Realms Commander
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Legendary Creature — Elf Knight Vigilance You may look at the top card of your library any time. You may cast Aura and Equipment spells from the top of your library. When you cast an Equipment spell this way, it gains "When this Equipment enters the battlefield, attach it to target creature you control." 4/4 |
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Legendary Creature — Tiefling Warlock Deathtouch Mystic Arcanum — At the beginning of your end step, exile the top card of your library. Until the end of your next turn, you may play that card. Pact Boon — Whenever you play a card from exile, create a Treasure token. 1/4 |
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Legendary Creature — Human Wizard Whenever one or more creature cards are put into your graveyard from anywhere, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.) Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield. 2/3 |
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Legendary Creature — Dragon Barbarian Enrage — Whenever Vrondiss, Rage of Ancients is dealt damage, you may create a 5/4 red and green Dragon Spirit creature token with "When this creature deals damage, sacrifice it." Whenever you roll one or more dice, you may have Vrondiss deal 1 damage to itself. 5/4 |
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Creature — Elk Whenever Fey Steed attacks, another target attacking creature you control gains indestructible until end of turn. Whenever a creature or planeswalker you control becomes the target of a spell or ability an opponent controls, you may draw a card. Ride into legend. 4/4 |
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Artifact — Equipment Equipped creature has double strike.
Whenever equipped creature deals combat damage, you may put an Aura card from your hand onto the battlefield attached to it.
Equip Divine light forged in steel. |
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Artifact You may choose not to untap Immovable Rod during your untap step.
Whenever Immovable Rod becomes untapped, venture into the dungeon.
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Enchantment — Aura Enchant creature you control When Mantle of the Ancients enters the battlefield, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature. Enchanted creature gets +1/+1 for each Aura and Equipment attached to it. |
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Creature — Angel Flying, lifelink
Whenever Radiant Solar or another nontoken creature enters the battlefield under your control, venture into the dungeon. (Enter the first room or advance to the next room.)
3/6 |
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Instant Roll a d20 and add the number of creature cards in your graveyard that were put there from the battlefield this turn. 1—14 | Return all creature cards in your graveyard that were put there from the battlefield this turn to your hand. 15+ | Return those cards from your graveyard to the battlefield. |
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Artifact — Equipment Equipped creature gets +0/+3.
Astral Projection — |
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Enchantment Whenever you attack, investigate. (Create a Clue token. It's an artifact with " |
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Sorcery Roll two d6 and choose one result. Destroy each creature with power greater than or equal to that result. Then create a number of 2/2 white Knight creature tokens with vigilance equal to the other result. "Only victory shall stop our charge!" |
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Sorcery Roll two d8 and choose one result. Draw cards equal to that result. Then you may cast an instant or sorcery spell with mana value less than or equal to the other result from your hand without paying its mana cost. Late at night, when dreams touch a studious mind, bouts of inspiration strike. |
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Instant Roll a d20 and add the number of cards in your hand. 1—14 | Draw X cards. 15+ | Scry X, then draw X cards. |
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Legendary Creature — Gnome Wizard Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This creature gets +1/+0 for each other Illusion you control." Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield. 1/3 |
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Enchantment Focus Beam — At the beginning of your upkeep, roll a d4. Scry X, where X is the result. Perfect Illumination — Whenever you roll a die's highest natural result, draw a card. Each configuration reveals a potential future. |
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Creature — Horse Illusion Flash When Phantom Steed enters the battlefield, exile another target creature you control until Phantom Steed leaves the battlefield. Whenever Phantom Steed attacks, create a tapped and attacking token that's a copy of the exiled card, except it's an Illusion in addition to its other types. Sacrifice that token at end of combat. 4/3 |
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Artifact Whenever a player casts an instant or sorcery spell, exile it instead of putting it into a graveyard as it resolves.
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Artifact — Equipment Equipped creature has flying and ward Get carried away. |
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Artifact Whenever you sacrifice another nontoken artifact or creature, exile it.
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Sorcery Each player sacrifices a nontoken creature. Roll a d20 and add the toughness of the creature you sacrificed this way. 1—14 | Return a creature card put into a graveyard this way to the battlefield under your control. 15+ | Return up to two creature cards put into graveyards this way to the battlefield under your control. |
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Creature — Beholder Skeleton Menace
Negative Energy Cone — Whenever an attacking creature you control or a blocking creature an opponent controls dies, create a 2/2 black Zombie creature token.
4/6 |
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Instant Roll two d10 and choose one result. Return a creature card from your graveyard to the battlefield with a number of +1/+1 counters on it equal to that result. Then each opponent loses X life and you gain X life, where X is the other result. Not alive, not dead, but definitely furious. |
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Creature — Tiefling Rogue Whenever one or more creatures you control deal combat damage to a player, create two Treasure tokens.
3/2 |
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Instant Until end of turn, permanents your opponents control gain "When this permanent deals damage to the player who cast Hellish Rebuke, sacrifice this permanent. You lose 2 life." "Then we burn together!" |
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Legendary Creature — Devil Flying Whenever a creature card is put into an opponent's graveyard from anywhere, you may pay life equal to its mana value. If you do, put it onto the battlefield under your control. It's a Warlock in addition to its other types. If a Warlock you control would die, exile it instead. 6/6 |
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Legendary Artifact — Equipment Whenever equipped creature attacks or blocks, it and Zombies you control gain deathtouch until end of turn.
Whenever equipped creature deals combat damage to a player, create that many 2/2 black Zombie creature tokens.
Equip |
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Instant Cast this spell only before combat or during combat before blockers are declared. Roll two d20 and ignore the lower roll. 1—14 | Choose any number of creatures. They block this turn if able. 15—20 | You choose which creatures block this turn and how those creatures block. |
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Creature — Dragon Flying, haste Chaos Dragon attacks each combat if able. At the beginning of combat on your turn, each player rolls a d20. If one or more opponents had the highest result, Chaos Dragon can't attack those players or planeswalkers they control this combat. 4/4 |
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Artifact — Equipment Equipped creature gets +2/+0 and has reach.
Whenever equipped creature is dealt damage, it deals damage equal to its power to target player or planeswalker.
Equip A fiery scourge for both flesh and soul. |
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Enchantment — Aura Curse Enchant player Whenever enchanted player casts a noncreature spell, roll a d6. Maddening Hex deals damage to that player equal to the result. Then attach Maddening Hex to another one of your opponents chosen at random. Much more painful than mere regret. |
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Sorcery Roll two d12 and choose one result. Reckless Endeavor deals damage equal to that result to each creature. Then create a number of Treasure tokens equal to the other result. Which burns more fiercely? Your ambition, or the flame? |
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Enchantment When Share the Spoils enters the battlefield or an opponent loses the game, exile the top card of each player's library. During each player's turn, that player may play a land or cast a spell from among cards exiled with Share the Spoils, and they may spend mana as though it were mana of any color to cast that spell. When they do, exile the top card of their library. |
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Creature — Spirit Dragon Flying Whenever Vengeful Ancestor enters the battlefield or attacks, goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Whenever a goaded creature attacks, it deals 1 damage to its controller. 3/4 |
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Creature — Orc Shaman The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) 4/3 |
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Artifact
From fuzzy to ferocious in an instant. |
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Artifact — Equipment Equipped creature has base power and toughness 10/10.
Equip |
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Creature — Human Druid When Druid of Purification enters the battlefield, starting with you, each player may choose an artifact or enchantment you don't control. Destroy each permanent chosen this way. "Return to the earth and the wind." 2/3 |
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Enchantment — Aura Flash Enchant creature Enchanted creature gets +3/+3. Enchanted creature's controller may have it assign its combat damage as though it weren't blocked. |
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Creature — Hydra As Neverwinter Hydra enters the battlefield, roll X d6. It enters with a number of +1/+1 counters on it equal to the total of those results.
Trample
Ward 0/0 |
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Instant Choose up to two target permanent cards in your graveyard. Roll a d20 and add the total mana value of those cards. 1—14 | Return those cards to your hand. 15+ | Return those cards to your hand. You gain life equal to their total mana value. |
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Sorcery Roll two d4 and choose one result. Create a number of 3/3 green Beast creature tokens equal to that result. Then search your library for a number of basic land cards equal to the other result, put them onto the battlefield tapped, then shuffle. The wilds consume, but they also create. |
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Legendary Creature — Human Archer First strike, reach
Whenever Catti-brie of Mithral Hall attacks, put a +1/+1 counter on it for each Equipment attached to it.
2/2 |
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Creature — Dragon Warrior Trample Whenever a source you control deals 5 or more damage to a player, draw a card. "I was raised on stories of my ancestors, and I want to write my own pages in the tales." 5/3 |
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Sorcery Target opponent chooses X cards from their hand. Look at those cards. You may cast a spell from among them without paying its mana cost. No thought is as succulent as a secret. |
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Sorcery Each opponent exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among those nonland cards without paying their mana costs. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) |
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Instant Exile target creature. Until the end of your next turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell. No one returns unchanged. |
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Legendary Creature — Beholder Whenever you attack a player, tap target creature that player controls and goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Whenever an opponent attacks another one of your opponents, you and the attacking player each draw a card and lose 1 life. 5/5 |
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Legendary Creature — Dragon Flying, haste Whenever Klauth, Unrivaled Ancient attacks, add X mana in any combination of colors, where X is the total power of attacking creatures. Spend this mana only to cast spells. Until end of turn, you don't lose this mana as steps and phases end. 4/4 |
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Instant Choose one. If you control a commander as you cast this spell, you may choose both. • Breathe Flame — Klauth's Will deals X damage to each creature without flying. • Smash Relics — Destroy up to X target artifacts and/or enchantments. |
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Creature — Human Wizard Creatures you control can't be blocked except by legendary creatures. Whenever one or more creatures you control deal combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.) 2/3 |
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Legendary Creature — Horror When Nihiloor enters the battlefield, for each opponent, tap up to one untapped creature you control. When you do, gain control of target creature that player controls with power less than or equal to the tapped creature's power for as long as you control Nihiloor. Whenever you attack with a creature an opponent owns, you gain 2 life and that player loses 2 life. 3/5 |
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Instant The next spell you cast this turn can be cast as though it had flash. When you next cast a spell this turn, put X +1/+1 counters on up to one target creature, where X is the mana value of that spell. The mountain will build your cairn of snow and ice and stone. |
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Legendary Creature — Giant Ward 7/7 |
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Legendary Creature — Human Barbarian Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) If a creature you control attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. 4/4 |
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Artifact
As long as it's never left empty, this magic pouch produces coins every dawn. |
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Artifact Creature — Golem
4/4 |
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Artifact
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Artifact Ebony Fly enters the battlefield tapped.
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Artifact — Equipment Whenever equipped creature attacks, put a +1/+1 counter on it.
Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature.
Equip |
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Land
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Creature — Angel Flying When Angel of Finality enters the battlefield, exile target player's graveyard. "Better the dead depart utterly than be enslaved." 3/4 |
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Enchantment — Aura Enchant creature When Angelic Gift enters the battlefield, draw a card. Enchanted creature has flying. "Zendikar will triumph this day, and our armies will fly with angels." |
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Artifact Creature — Construct Vigilance When Cataclysmic Gearhulk enters the battlefield, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest. 4/5 |
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Creature — Dragon Spirit Flying
5/5 |
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Enchantment — Aura Enchant creature
Enchanted creature gets +1/+0 and has flying.
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Creature — Angel Spirit Flying, protection from black
Echo 2/2 |
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Creature — Human Knight Whenever an Equipment enters the battlefield under your control, you may draw a card.
Metalcraft — Equipment you control have equip 2/2 |
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Realm-Cloaked Giant // Cast Off Creature — Giant Vigilance 7/7 |
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Realm-Cloaked Giant // Cast Off Sorcery — Adventure Destroy all non-Giant creatures. (Then exile this card. You may cast the creature later from exile.) |
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Creature — Unicorn Sacrifice Ronom Unicorn: Destroy target enchantment. The aberrant magic of the Rimewind drew the unicorns back from the northern wastes to do battle once again. 2/2 |
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Legendary Creature — Dwarf Advisor Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card. "As this conflict grows, it gets harder to prevent the city from breaking down. How much longer can we keep this machinery balanced?" 2/2 |
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Creature — Giant Vigilance Whenever Sun Titan enters the battlefield or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield. A blazing sun that never sets. 6/6 |
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Creature — Angel Flying When Sunblast Angel enters the battlefield, destroy all tapped creatures. There may exist powers even greater than Phyrexia. 4/5 |
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Instant Exile target creature. Its controller gains life equal to its power. The smallest seed of regret can bloom into redemption. |
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Instant Choose one — • Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) • Destroy target creature with toughness 4 or greater. "Every choice alters the path of fate." —Sarkhan Vol |
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Creature — Wall Defender When Wall of Omens enters the battlefield, draw a card. "I search for a vision of Zendikar that does not include the Eldrazi." —Expedition journal entry 0/4 |
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Sorcery Destroy all creatures that aren't enchanted. They can't be regenerated. "There shall be a vast shout and then a vaster silence." —Oracle *en*-Vec |
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Instant Draw three cards, then put two cards from your hand on top of your library in any order. The mizzium-sphere array drove her mind deep into the thought field, where only the rarest motes of genius may be plucked. |
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Creature — Naga Wizard When Champion of Wits enters the battlefield, you may draw cards equal to its power. If you do, discard two cards.
Eternalize 2/1 |
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Creature — Sphinx Flying
Whenever you cycle or discard another card, scry 1.
Cycling To consult a sphinx is a test in patience. Perhaps that's the point. 4/4 |
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Enchantment — Aura Curse Enchant player Whenever enchanted player is attacked, you draw a card. Each opponent attacking that player does the same. Idle chatter beckons many an attentive ear. |
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Enchantment — Aura Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +1/+1. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) |
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Instant Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
Flashback |
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Enchantment — Aura Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with " Only one vault was great enough to hold Emrakul. |
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Creature — Merfolk Rogue
Merfolk don't always know what they're looking for, but they're certain once they find it. 1/1 |
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Creature — Elemental Flying
When Mulldrifter enters the battlefield, draw two cards.
Evoke 2/2 |
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Creature — Bird Flying Whenever another creature dies, you may draw a card. If you do, discard a card. Even more than carrion, they crave the last words of the dying. 4/4 |
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Creature — Illusion You may have Phantasmal Image enter the battlefield as a copy of any creature on the battlefield, except it's an Illusion in addition to its other types and it has "When this creature becomes the target of a spell or ability, sacrifice it." 0/0 |
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Creature — Sphinx Flying Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it. Whenever Prognostic Sphinx attacks, scry 3. 3/5 |
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Enchantment Creatures can't attack you unless their controller pays "The cost of your opposition will be extracted from your wits." —Nekusar, the Mindrazer |
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Enchantment — Aura Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, you scry 2. |
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Creature — Merfolk Wizard When Riverwise Augur enters the battlefield, draw three cards, then put two cards from your hand on top of your library in any order. "Time flows as the rivers do, toward an unknown sea. The wise know to look downstream." 2/2 |
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Sorcery Draw a card. Scry 2. Serum was once derived from Mirrodin's blinkmoths, offering visions of inspiration. Now it is pulled from Phyrexian inkmoths, yielding visions of perfection. |
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Creature — Human Warlock When Chittering Witch enters the battlefield, create a number of 1/1 black Rat creature tokens equal to the number of opponents you have.
2/2 |
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Sorcery Target player sacrifices a creature. You gain life equal to that creature's toughness. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) |
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Enchantment — Aura Enchant creature an opponent controls When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them. |
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Creature — Human Cleric Mercenary
Many necromancers share the same last words—the ones that conclude the undeath ritual. 2/2 |
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Creature — Vampire Wizard Flying Whenever Fiend of the Shadows deals combat damage to a player, that player exiles a card from their hand. You may play that card for as long as it remains exiled. Sacrifice a Human: Regenerate Fiend of the Shadows. 3/3 |
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Legendary Creature — Aetherborn Rogue Deathtouch When Gonti, Lord of Luxury enters the battlefield, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell. 2/3 |
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Sorcery Destroy six target creatures. When killing five just isn't enough. |
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Creature — Human Artificer Fabricate 3 (When this creature enters the battlefield, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.) Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to Marionette Master's power. 1/3 |
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Sorcery Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection. It shambled from the cloud of ash and bone dust, undeterred by its own extinction. |
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Creature — Ogre Rogue Whenever another nontoken creature dies, you may create a 1/1 black Rat creature token. Rats you control have deathtouch. "His tenement is filled with the most vile, disgusting vermin. It's infested with rats, too." —Branko One-Ear 3/3 |
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Sorcery Destroy target creature. Its controller loses life equal to its power plus its toughness.
Suspend 5— |
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Creature — Human Warlock Rats you control have menace.
"If it has ears, it will dance to my tune." 1/3 |
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Creature — Human Shaman When Plaguecrafter enters the battlefield, each player sacrifices a creature or planeswalker. Each player who can't discards a card. "My power is generosity, in a way. I give my survivors an appreciation for their lives." 3/2 |
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Creature — Zombie Cleric Extort (Whenever you cast a spell, you may pay 2/7 |
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Creature — Skeleton Warrior
"They may show up with the wrong thigh bone or mandible, but they always show up." —Zul Ashur, lich lord 1/1 |
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Creature — Elemental Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When Shriekmaw enters the battlefield, destroy target nonartifact, nonblack creature.
Evoke 3/2 |
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Sorcery Return target creature card from your graveyard to the battlefield.
Flashback All crave the Blessed Sleep. Few receive it. |
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Sorcery Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped. "Die. But die knowing that your pathetic life will yield a great bounty for me." —Zul Ashur, lich lord |
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Creature — Incarnation Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste. "Molten earth has no anger of its own. Only by infusing it with your own rage can the magma seethe and take shape." —Koth of the Hammer 2/2 |
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Sorcery Exile the top seven cards of your library. Until end of turn, you may cast spells from among them. If this spell was cast from your hand, add ten mana of any one color. "As I desire, so it shall be." —Nicol Bolas |
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Creature — Dragon Flash Flying When Bogardan Hellkite enters the battlefield, it deals 5 damage divided as you choose among any number of targets. 5/5 |
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Sorcery Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield. "We train for the improbable, like lightning striking the same place twice, or striking everywhere at once." —Nundari, Sea Gate militia captain |
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Instant The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield. |
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Instant Exile the top X cards of your library. Until the end of your next turn, you may play those cards. Atarka conquered Qadat, the Fire Rim, long ago, winning over its efreet with a promise to spread the glory of fire to all the world. |
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Creature — Goblin Shaman
Eyes are unnecessary for seeing the future. 2/2 |
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Creature — Dragon Flying When Demanding Dragon enters the battlefield, it deals 5 damage to target opponent unless that player sacrifices a creature. A knight's devotion to their steed goes only so far. 5/5 |
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Creature — Human Pirate First strike When Dire Fleet Daredevil enters the battlefield, exile target instant or sorcery card from an opponent's graveyard. You may cast it this turn, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead. 2/1 |
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Sorcery Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.) Dinner and politics don't mix. |
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Creature — Goblin Shaman Dragon spells you cast cost Atarka serving-goblins coat themselves with grease imbued with noxious herbs, hoping to discourage their ravenous masters from adding them to the meal. 1/3 |
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Creature — Human Shaman At the beginning of your upkeep, if you control six or more lands, create a 5/5 red Dragon creature token with flying. "This world will be ruled by its rightful sovereigns, not these hideous pretenders." 1/1 |
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Creature — Dragon Flying Whenever Dream Pillager deals combat damage to a player, exile that many cards from the top of your library. Until end of turn, you may cast spells from among those exiled cards. Its wings shimmer with dreams absorbed from its enemies. 4/4 |
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Legendary Creature — Elder Dinosaur Whenever Etali, Primal Storm attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs. The storm rages and the earth breaks. 6/6 |
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Enchantment If a creature you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead. What was supposed to be a quiet time in town turned into an adventure of its own. |
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Creature — Dragon Flying
He collects the precious metals, and then converts the rest to propellant. 5/5 |
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Sorcery Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs.
Flashback |
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Creature — Goblin Wizard Haste
1/3 |
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Sorcery Spectacle "Places, everyone!" —Judith |
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Creature — Human Artificer Haste Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn. Those with knowledge are wise to listen to those with imagination. 2/1 |
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Instant Magmaquake deals X damage to each creature without flying and each planeswalker. "Where will you run when I punish you with the very ground you flee on?" —Nicol Bolas |
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Creature — Dragon Flying When Opportunistic Dragon enters the battlefield, choose target Human or artifact an opponent controls. For as long as Opportunistic Dragon remains on the battlefield, gain control of that permanent, it loses all abilities, and it can't attack or block. 4/3 |
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Enchantment As Outpost Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, Outpost Siege deals 1 damage to any target. |
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Sorcery Rile deals 1 damage to target creature you control. That creature gains trample until end of turn. Draw a card. The enormous can still be at the mercy of the small. |
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Creature — Dragon Flying
Whenever Scourge of Valkas or another Dragon enters the battlefield under your control, it deals X damage to any target, where X is the number of Dragons you control.
4/4 |
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Enchantment — Aura Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you create a Treasure token. (It's an artifact with " |
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Creature — Dragon Flying (This creature can't be blocked except by creatures with flying or reach.)
A dragon's scale can be carved into a mighty shield, provided you can procure a dragontooth to cut it. 5/5 |
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Creature — Dragon Flying When Skyline Despot enters the battlefield, you become the monarch. At the beginning of your upkeep, if you're the monarch, create a 5/5 red Dragon creature token with flying. 5/5 |
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Creature — Dragon Flying
3/3 |
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Instant Spit Flame deals 4 damage to target creature.
Whenever a Dragon enters the battlefield under your control, you may pay |
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Creature — Shapeshifter Changeling (This card is every creature type.) Whenever an opponent casts a spell, you may put a +1/+1 counter on Taurean Mauler. The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind. 2/2 |
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Creature — Elemental Giant Whenever Tectonic Giant attacks or becomes the target of a spell an opponent controls, choose one — • Tectonic Giant deals 3 damage to each opponent. • Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card. 3/4 |
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Creature — Dragon Flying, double strike When Terror of Mount Velus enters the battlefield, creatures you control gain double strike until end of turn. The forge of Purphoros burns in the heart of Mount Velus, attracting dragons with its blistering heat. 5/5 |
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Sorcery Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) |
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Creature — Dragon Flying Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, Thunderbreak Regent deals 3 damage to that player. Attracting a dragon's attention may be the last mistake you make. 4/4 |
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Sorcery Destroy target artifact you don't control.
Overload Beauty is in the eye of the exploder. |
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Enchantment Whenever a creature enters the battlefield under your control, it deals damage equal to its power to any target. "Listen to the roar! Feel the thunder! The Immersturm shouts its approval with every bolt of lightning!" |
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Enchantment — Aura Enchant land
When Abundant Growth enters the battlefield, draw a card.
Enchanted land has " |
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Creature — Ooze Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land. It fears no sword and leaves no bones behind. 2/2 |
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Instant Destroy target permanent. Its controller creates a 3/3 green Beast creature token. "Monsters dwell in every heart. We only think civilization tames them." ―Euphemia, Nexus watcher |
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Creature — Shapeshifter Changeling (This card is every creature type.)
Protection from black
4/4 |
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Enchantment At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card. "Might doesn't just build empires. It protects them." —Inti, Sun Empire knight |
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Sorcery Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. All seeds share a common bond, calling to each other across infinity. |
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Instant Put four +1/+1 counters on each creature you control.
Cycling |
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Sorcery You may play an additional land this turn. Draw a card. An explorer's reward is a view of tomorrow's possibilities. |
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Enchantment — Aura Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color. The true strength of nature is not the raging storm or the charging rhino, but the inexorable vitality of life. |
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Enchantment When Garruk's Uprising enters the battlefield, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (They can deal excess combat damage to the player or planeswalker they're attacking.) Whenever a creature with power 4 or greater enters the battlefield under your control, draw a card. |
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Enchantment Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. "There's wisdom to be gained in death—whether it be one's own or someone else's." —Jarad, Golgari Lich-Lord |
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Instant Permanents you control gain hexproof and indestructible until end of turn. "Stay close, and their wrathful flames will not harm you." —Galea |
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Enchantment — Aura Enchant creature When Kenrith's Transformation enters the battlefield, draw a card. Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.) |
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Instant Choose a creature type. Reveal cards from the top of your library until you reveal X creature cards of the chosen type, where X is the number of creatures you control of that type. Put those cards onto the battlefield, then shuffle the rest of the revealed cards into your library. |
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Sorcery Search your library for a Forest card, put that card onto the battlefield, then shuffle. Druidcraft is a simple invocation to spirits of nature, promising a glimpse of nature's secrets. |
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Creature — Elf Druid Paradise Druid has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
"There are many kinds of duty, and mine is to see our world grow and endure." 2/1 |
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Sorcery Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Nature grows solutions to its problems. |
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Enchantment — Aura Enchant creature Enchanted creature gets +2/+0 and has trample. When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand. Hatred outlives the hateful. |
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Instant Choose one — • Draw cards equal to the greatest power among non-Human creatures you control. • Non-Human creatures you control get +3/+3 until end of turn. "The curse is broken." |
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Instant Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard. "Yes, nature is stronger. You don't see little buildings sprouting on trees." —Emmara |
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Sorcery Draw cards equal to the greatest power among creatures you control. You may cast a spell with mana value 5 or less from your hand without paying its mana cost. "Control the Great Conduit? You might as well try to divert a river with your hands." |
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Sorcery Draw a card for each creature you control. Ferocious — You gain 4 life for each creature you control with power 4 or greater. First, whispers of ancient days. Then, visions of things to come. |
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Enchantment — Aura Enchant Forest As Utopia Sprawl enters the battlefield, choose a color. Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color. |
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Enchantment — Aura Enchant creature Enchanted creature gets +3/+3 and has "At the beginning of each upkeep, create a 1/1 green Saproling creature token." |
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Enchantment — Aura Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional If you stop to listen, you can hear it grow. |
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Creature — Archon Flying When Ashen Rider enters the battlefield or dies, exile target permanent. One offering to appease her on her arrival. Another to celebrate her departure. 5/5 |
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Legendary Creature — Dragon Flying, trample Whenever a Dragon you control attacks, it gains double strike until end of turn. "Her hunger knows no limit. Left unchecked, she would feast on all of Tarkir." —Yasova Dragonclaw 6/4 |
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Artifact Creature — Bird Flying, deathtouch When Baleful Strix enters the battlefield, draw a card. Its beak rends flesh and bone, exposing the tender marrow of dream. 1/1 |
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Instant Choose one — • Destroy target artifact. • Put target creature on the bottom of its owner's library. • Counter target instant spell. Bant is a world where death and chaos hold no sway. |
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Instant Destroy target artifact, creature, or planeswalker. "It's easy to get taken in by the spectacle, to enjoy a bit of naughty amusement. But make no mistake: the Cult of Rakdos is a danger." —Tajic |
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Artifact — Equipment Equipped creature gets +2/+2 and has trample and lifelink.
Equip Those who worship the great gargantuans could hardly be expected to fight with a subtle weapon. |
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Instant Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) Bituminous Blast deals 4 damage to target creature. |
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Creature — Human Scout Flying When Cloudblazer enters the battlefield, you gain 2 life and draw two cards. All the aether charts in the world can't compete with the trained eye of a talented scout. 2/2 |
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Creature — Merfolk Rogue Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards. She follows the old tributaries built when merrows still shaped the tides. 1/1 |
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Instant Exile target permanent with mana value 4 or greater. Liliana whispered to whatever consciousness Oketra and Bontu had left. "You are the gods. He is the usurper. You know what to do." |
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Creature — Cat
3/3 |
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Creature — Human Pirate When Hostage Taker enters the battlefield, exile another target creature or artifact until Hostage Taker leaves the battlefield. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell. 2/3 |
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Creature — Dryad Knight When Knight of Autumn enters the battlefield, choose one — • Put two +1/+1 counters on Knight of Autumn. • Destroy target artifact or enchantment. • You gain 4 life. 2/1 |
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Creature — Sliver All Slivers have " Though Volrath is long dead, the slivers have become everything he wanted them to be: mindless instruments of destruction and despair. 2/2 |
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Creature — Human Wizard
No one is as dedicated to perfection as a stitcher working on their latest masterpiece. 0/3 |
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Instant Choose one — • Exile target player's graveyard. • Destroy target artifact. • Each creature deals 1 damage to its controller. |
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Creature — Dragon Flying
Whenever Savage Ventmaw attacks, add 4/4 |
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Enchantment — Aura ( |
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Instant Destroy target creature. It can't be regenerated. All suns must set. |
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Enchantment At the beginning of your upkeep, exile the top card of your library.
During your turn, if an opponent lost life this turn, you may play lands and cast spells from among cards exiled with Theater of Horrors.
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Instant Exile target nonland permanent. "I came seeking a challenge. All I found was you." —Zurgo, khan of the Mardu |
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Instant Exile target creature. You draw cards equal to that creature's power. At the beginning of your next upkeep, return that card to the battlefield under its owner's control. If you do, discard cards equal to that creature's toughness. Out of sight, into mind. |
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Artifact
It started as a mere drop of water. The Magic Mirror crystallized it into much more. |
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Artifact — Equipment Equipped creature gets +6/+6.
Whenever equipped creature attacks, destroy target permanent.
Equip Mirrodin's creator still lives, still shapes metal, and still commands world-shaking power. |
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Artifact — Equipment Equipped creature has deathtouch and lifelink.
Equip During their endless travels, the mages of the Goma Fada caravan have learned ways to harness both life and death. |
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Artifact Creature — Elk
Forged by divine hands to wander mortal realms. 2/2 |
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Artifact
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Artifact — Equipment Equipped creature gets +10/+10 and loses flying.
Equip "There's only one way to be sure it's really dead." |
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Artifact
"The heavens augur weal . . . for me. Woe for you." |
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Artifact Whenever a Dragon enters the battlefield under your control, put a gold counter on Dragon's Hoard.
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Artifact — Equipment Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip |
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Artifact
"What do you have that I cannot obtain?" —Mairsil, the Pretender |
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Artifact
Gruul territorial markings need not be legible. The blood, snot, and muck used to smear them are unmistakably Gruul. |
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Artifact — Equipment Equipped creature gets +3/+1.
Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order.
Equip |
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Artifact — Equipment You may have Masterwork of Ingenuity enter the battlefield as a copy of any Equipment on the battlefield. "The crucible yields what you have forged in your mind. You need only reach in and draw the masterwork forth." —Wahara, Keeper of the Crucible |
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Artifact Creature — Golem When Meteor Golem enters the battlefield, destroy target nonland permanent an opponent controls. The impact sent the soldiers scattering—then something came out of the crater. 3/3 |
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Artifact
"What is mana but possibility, an idea not yet given form?" —Jhoira, master artificer |
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Artifact — Equipment Equipped creature has first strike.
Whenever equipped creature attacks, create a 4/4 white Angel creature token with flying.
Equip |
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Artifact Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
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Artifact
Made of bone and boiled in blood, a Rakdos signet is not considered finished until it has been used as a murder weapon. |
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Artifact
Lost to time is the artificer's art of trapping light from a distant star in a ring of purest gold. |
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Artifact Creature — Golem When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When Solemn Simulacrum dies, you may draw a card. 2/2 |
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Artifact — Equipment Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)
Equip One who wears magical *boots of striding and springing* can jump astounding distances. |
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Legendary Artifact — Equipment Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip The blade glows only for Zendikar's chosen. |
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Artifact
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Artifact
Its collapse is like the lashing out of a long-dead civilization that resents being forgotten. |
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Artifact — Equipment Equipped creature has " |
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Artifact
Druids hold certain plants to be sacred and use their leaves and wood as a spellcasting focus. |
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Land Arcane Sanctum enters the battlefield tapped.
"We must rely on our own knowledge, not on the dogma of the seekers or the mutterings of the sphinxes." —Tullus of Palandius |
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Land Azorius Chancery enters the battlefield tapped.
When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.
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Land
Bant's hearts are as pure as its air and as bright as its skies. |
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Land Bojuka Bog enters the battlefield tapped.
When Bojuka Bog enters the battlefield, exile target player's graveyard.
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Land — Forest Plains ( The continent of Murasa lies beneath a blanket of dense vegetation, its enormous branches tangled so thickly that some inhabitants never see the ground. |
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Land As Choked Estuary enters the battlefield, you may reveal an Island or Swamp card from your hand. If you don't, Choked Estuary enters the battlefield tapped.
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Land — Mountain Forest ( On the volcanic continent of Akoum, bizarre vegetation clusters around gas vents, and jagged mountain peaks rise high into the air. |
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Land
"Approach my tower on bended knee or depart from it as ash upon the wind." —Gadwick, the Wizened |
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Land
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Land
Underdark flooding has swallowed ancient drow burial chambers, which are now haunted . . . and infested with oozes. |
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Land — Desert
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Land Dimir Aqueduct enters the battlefield tapped.
When Dimir Aqueduct enters the battlefield, return a land you control to its owner's hand.
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Land
Esper is an expansive canvas painted by precise, controlling hands. |
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Land
"It was a strange morning. When we awoke, we found our trees transformed. We didn't know whether to water them or polish them." —Pulan, Bant orchardist |
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Land Flood Plain enters the battlefield tapped.
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Land As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped.
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Land As Fortified Village enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters the battlefield tapped.
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Land As Game Trail enters the battlefield, you may reveal a Mountain or Forest card from your hand. If you don't, Game Trail enters the battlefield tapped.
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Legendary Land
All are welcome. |
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Land Grasslands enters the battlefield tapped.
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Land Gruul Turf enters the battlefield tapped.
When Gruul Turf enters the battlefield, return a land you control to its owner's hand.
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Land Halimar Depths enters the battlefield tapped.
When Halimar Depths enters the battlefield, look at the top three cards of your library, then put them back in any order.
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Land
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Land
If it can't be had here, it can't be had on any world. |
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Land Lumbering Falls enters the battlefield tapped.
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Land
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Land Mortuary Mire enters the battlefield tapped.
When Mortuary Mire enters the battlefield, you may put target creature card from your graveyard on top of your library.
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Land
Plant life in the valley changes for the worse as runoff from dwarven forges contaminates the water. |
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Land Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Mosswort Bridge enters the battlefield tapped.
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Land
To find its center is to find one's own. |
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Land Orzhov Basilica enters the battlefield tapped.
When Orzhov Basilica enters the battlefield, return a land you control to its owner's hand.
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Land Path of Ancestry enters the battlefield tapped.
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Land As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped.
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Land — Plains Island ( The continent of Ondu is a vast plateau crisscrossed by deep trenches and meandering rivers. |
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Land Rakdos Carnarium enters the battlefield tapped.
When Rakdos Carnarium enters the battlefield, return a land you control to its owner's hand.
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Land Seaside Citadel enters the battlefield tapped.
For wisdom's sake, it was built high to gaze on all things. For glory's sake, it was built high as a testament of power. For strength's sake, it was built high to repel all attacks. |
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Land
Gnolls make offerings to sinister forces in the shadow-drenched chasms. |
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Land Simic Growth Chamber enters the battlefield tapped.
When Simic Growth Chamber enters the battlefield, return a land you control to its owner's hand.
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Land
Legend says a mighty angel appears to pilgrims in need who reach this lofty height. |
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Land — Swamp Mountain ( The continent of Guul Draz is a geothermal swampland reeking of heat and decay. |
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Land Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Spinerock Knoll enters the battlefield tapped.
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Land
The ancient magic of sun elves keeps these lands in an eternal summer. |
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Land — Island Swamp ( On the continent of Tazeem, rushing waters plunge through narrow canyons into mist-cloaked lakes. |
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Land
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Land
Take two steps north into the unsettled future, south into the unquiet past, east into the present day, or west into the great unknown. |
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Land Thriving Grove enters the battlefield tapped.
As Thriving Grove enters the battlefield, choose a color other than green.
Far from human eyes, birds flit between vivid blossoms in a hidden paradise. |
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Land Thriving Heath enters the battlefield tapped.
As Thriving Heath enters the battlefield, choose a color other than white.
Wildflowers here bloom not with the season but with the ebb and flow of magic. |
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Land Thriving Isle enters the battlefield tapped.
As Thriving Isle enters the battlefield, choose a color other than blue.
All the wonders of the natural world in one breathtaking microcosm. |
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Land Thriving Moor enters the battlefield tapped.
As Thriving Moor enters the battlefield, choose a color other than black.
Beauty appears in strange places for those with eyes to see it. |
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Land
In the autumn, she casts her seeds across the streets below, and come spring, her children rise in service to the Conclave. |
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Land When Zhalfirin Void enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
"The wind whispers, 'come home,' but I cannot." —Teferi |
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Creature — Elk Whenever Fey Steed attacks, another target attacking creature you control gains indestructible until end of turn. Whenever a creature or planeswalker you control becomes the target of a spell or ability an opponent controls, you may draw a card. 4/4 |
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Artifact — Equipment Equipped creature has double strike.
Whenever equipped creature deals combat damage, you may put an Aura card from your hand onto the battlefield attached to it.
Equip |
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Artifact You may choose not to untap Immovable Rod during your untap step.
Whenever Immovable Rod becomes untapped, venture into the dungeon.
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Enchantment — Aura Enchant creature you control When Mantle of the Ancients enters the battlefield, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature. Enchanted creature gets +1/+1 for each Aura and Equipment attached to it. |
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Creature — Angel Flying, lifelink
Whenever Radiant Solar or another nontoken creature enters the battlefield under your control, venture into the dungeon. (Enter the first room or advance to the next room.)
3/6 |
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Instant Roll a d20 and add the number of creature cards in your graveyard that were put there from the battlefield this turn. 1—14 | Return all creature cards in your graveyard that were put there from the battlefield this turn to your hand. 15+ | Return those cards from your graveyard to the battlefield. |
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Artifact — Equipment Equipped creature gets +0/+3.
Astral Projection — |
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Enchantment Whenever you attack, investigate. (Create a Clue token. It's an artifact with " |
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Sorcery Roll two d6 and choose one result. Destroy each creature with power greater than or equal to that result. Then create a number of 2/2 white Knight creature tokens with vigilance equal to the other result. |
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Sorcery Roll two d8 and choose one result. Draw cards equal to that result. Then you may cast an instant or sorcery spell with mana value less than or equal to the other result from your hand without paying its mana cost. |
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Instant Roll a d20 and add the number of cards in your hand. 1—14 | Draw X cards. 15+ | Scry X, then draw X cards. |
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Legendary Creature — Gnome Wizard Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This creature gets +1/+0 for each other Illusion you control." Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield. 1/3 |
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Enchantment Focus Beam — At the beginning of your upkeep, roll a d4. Scry X, where X is the result. Perfect Illumination — Whenever you roll a die's highest natural result, draw a card. |
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Creature — Horse Illusion Flash When Phantom Steed enters the battlefield, exile another target creature you control until Phantom Steed leaves the battlefield. Whenever Phantom Steed attacks, create a tapped and attacking token that's a copy of the exiled card, except it's an Illusion in addition to its other types. Sacrifice that token at end of combat. 4/3 |
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Artifact Whenever a player casts an instant or sorcery spell, exile it instead of putting it into a graveyard as it resolves.
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Artifact — Equipment Equipped creature has flying and ward |
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Artifact Whenever you sacrifice another nontoken artifact or creature, exile it.
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Sorcery Each player sacrifices a nontoken creature. Roll a d20 and add the toughness of the creature you sacrificed this way. 1—14 | Return a creature card put into a graveyard this way to the battlefield under your control. 15+ | Return up to two creature cards put into graveyards this way to the battlefield under your control. |
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Creature — Beholder Skeleton Menace
Negative Energy Cone — Whenever an attacking creature you control or a blocking creature an opponent controls dies, create a 2/2 black Zombie creature token.
4/6 |
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Instant Roll two d10 and choose one result. Return a creature card from your graveyard to the battlefield with a number of +1/+1 counters on it equal to that result. Then each opponent loses X life and you gain X life, where X is the other result. |
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Creature — Tiefling Rogue Whenever one or more creatures you control deal combat damage to a player, create two Treasure tokens.
3/2 |
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Instant Until end of turn, permanents your opponents control gain "When this permanent deals damage to the player who cast Hellish Rebuke, sacrifice this permanent. You lose 2 life." |
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Legendary Creature — Devil Flying Whenever a creature card is put into an opponent's graveyard from anywhere, you may pay life equal to its mana value. If you do, put it onto the battlefield under your control. It's a Warlock in addition to its other types. If a Warlock you control would die, exile it instead. 6/6 |
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Legendary Artifact — Equipment Whenever equipped creature attacks or blocks, it and Zombies you control gain deathtouch until end of turn.
Whenever equipped creature deals combat damage to a player, create that many 2/2 black Zombie creature tokens.
Equip |
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Instant Cast this spell only before combat or during combat before blockers are declared. Roll two d20 and ignore the lower roll. 1—14 | Choose any number of creatures. They block this turn if able. 15—20 | You choose which creatures block this turn and how those creatures block. |
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Creature — Dragon Flying, haste Chaos Dragon attacks each combat if able. At the beginning of combat on your turn, each player rolls a d20. If one or more opponents had the highest result, Chaos Dragon can't attack those players or planeswalkers they control this combat. 4/4 |
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Artifact — Equipment Equipped creature gets +2/+0 and has reach.
Whenever equipped creature is dealt damage, it deals damage equal to its power to target player or planeswalker.
Equip |
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Enchantment — Aura Curse Enchant player Whenever enchanted player casts a noncreature spell, roll a d6. Maddening Hex deals damage to that player equal to the result. Then attach Maddening Hex to another one of your opponents chosen at random. |
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Sorcery Roll two d12 and choose one result. Reckless Endeavor deals damage equal to that result to each creature. Then create a number of Treasure tokens equal to the other result. |
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Enchantment When Share the Spoils enters the battlefield or an opponent loses the game, exile the top card of each player's library. During each player's turn, that player may play a land or cast a spell from among cards exiled with Share the Spoils, and they may spend mana as though it were mana of any color to cast that spell. When they do, exile the top card of their library. |
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Creature — Spirit Dragon Flying Whenever Vengeful Ancestor enters the battlefield or attacks, goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Whenever a goaded creature attacks, it deals 1 damage to its controller. 3/4 |
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Creature — Orc Shaman The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) 4/3 |
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Artifact
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Artifact — Equipment Equipped creature has base power and toughness 10/10.
Equip |
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Creature — Human Druid When Druid of Purification enters the battlefield, starting with you, each player may choose an artifact or enchantment you don't control. Destroy each permanent chosen this way. 2/3 |
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Enchantment — Aura Flash Enchant creature Enchanted creature gets +3/+3. Enchanted creature's controller may have it assign its combat damage as though it weren't blocked. |
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Creature — Hydra As Neverwinter Hydra enters the battlefield, roll X d6. It enters with a number of +1/+1 counters on it equal to the total of those results.
Trample
Ward 0/0 |
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Instant Choose up to two target permanent cards in your graveyard. Roll a d20 and add the total mana value of those cards. 1—14 | Return those cards to your hand. 15+ | Return those cards to your hand. You gain life equal to their total mana value. |
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Sorcery Roll two d4 and choose one result. Create a number of 3/3 green Beast creature tokens equal to that result. Then search your library for a number of basic land cards equal to the other result, put them onto the battlefield tapped, then shuffle. |
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Legendary Creature — Human Archer First strike, reach
Whenever Catti-brie of Mithral Hall attacks, put a +1/+1 counter on it for each Equipment attached to it.
2/2 |
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Creature — Dragon Warrior Trample Whenever a source you control deals 5 or more damage to a player, draw a card. 5/3 |
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Sorcery Target opponent chooses X cards from their hand. Look at those cards. You may cast a spell from among them without paying its mana cost. |
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Sorcery Each opponent exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among those nonland cards without paying their mana costs. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) |
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Legendary Creature — Elf Knight Vigilance You may look at the top card of your library any time. You may cast Aura and Equipment spells from the top of your library. When you cast an Equipment spell this way, it gains "When this Equipment enters the battlefield, attach it to target creature you control." 4/4 |
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Instant Exile target creature. Until the end of your next turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell. |
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Legendary Creature — Beholder Whenever you attack a player, tap target creature that player controls and goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Whenever an opponent attacks another one of your opponents, you and the attacking player each draw a card and lose 1 life. 5/5 |
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Legendary Creature — Dragon Flying, haste Whenever Klauth, Unrivaled Ancient attacks, add X mana in any combination of colors, where X is the total power of attacking creatures. Spend this mana only to cast spells. Until end of turn, you don't lose this mana as steps and phases end. 4/4 |
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Instant Choose one. If you control a commander as you cast this spell, you may choose both. • Breathe Flame — Klauth's Will deals X damage to each creature without flying. • Smash Relics — Destroy up to X target artifacts and/or enchantments. |
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Creature — Human Wizard Creatures you control can't be blocked except by legendary creatures. Whenever one or more creatures you control deal combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.) 2/3 |
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Legendary Creature — Horror When Nihiloor enters the battlefield, for each opponent, tap up to one untapped creature you control. When you do, gain control of target creature that player controls with power less than or equal to the tapped creature's power for as long as you control Nihiloor. Whenever you attack with a creature an opponent owns, you gain 2 life and that player loses 2 life. 3/5 |
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Legendary Creature — Tiefling Warlock Deathtouch Mystic Arcanum — At the beginning of your end step, exile the top card of your library. Until the end of your next turn, you may play that card. Pact Boon — Whenever you play a card from exile, create a Treasure token. 1/4 |
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Instant The next spell you cast this turn can be cast as though it had flash. When you next cast a spell this turn, put X +1/+1 counters on up to one target creature, where X is the mana value of that spell. |
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Legendary Creature — Human Wizard Whenever one or more creature cards are put into your graveyard from anywhere, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.) Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield. 2/3 |
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Legendary Creature — Giant Ward 7/7 |
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Legendary Creature — Dragon Barbarian Enrage — Whenever Vrondiss, Rage of Ancients is dealt damage, you may create a 5/4 red and green Dragon Spirit creature token with "When this creature deals damage, sacrifice it." Whenever you roll one or more dice, you may have Vrondiss deal 1 damage to itself. 5/4 |
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Legendary Creature — Human Barbarian Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) If a creature you control attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. 4/4 |
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Creature — Human Barbarian Shaman Dragon spells you cast cost "We speak the dragons' language of flame and rage. They speak our language of fury and honor. Together we shall weave a tale of destruction without equal." 2/2 |
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Artifact — Equipment Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip After lightning struck the cliffs, the ore became iron, the iron became steel, and the steel became greaves. The lightning never left. |
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