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+2 Mace
Artifact — Equipment
Equipped creature gets +2/+2.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
The weight of this magic weapon falls heavy on the wicked.
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Arborea Pegasus
Creature — Pegasus
Flying
When Arborea Pegasus enters the battlefield, target creature gets +1/+1 and gains flying until end of turn.
The noble steeds of the elven gods can sometimes be persuaded to allow mere mortals on their backs.
2/3
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Blink Dog
Creature — Dog
Double strike
Teleport — : Blink Dog phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
Blink dogs protect the wild places of the world, driving away evil influences.
1/1
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The Book of Exalted Deeds
Legendary Artifact
At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.
, , Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
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Celestial Unicorn
Creature — Unicorn
Whenever you gain life, put a +1/+1 counter on Celestial Unicorn.
When all hope fails, its light remains.
3/2
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Cleric Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
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Cloister Gargoyle
Artifact Creature — Gargoyle
When Cloister Gargoyle enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
0/4
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A-Cloister Gargoyle
Artifact Creature — Gargoyle
When Cloister Gargoyle enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
0/3
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Dancing Sword
Artifact — Equipment
Equipped creature gets +2/+1.
When equipped creature dies, you may have Dancing Sword become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment.
Equip
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Dawnbringer Cleric
Creature — Human Cleric
When Dawnbringer Cleric enters the battlefield, choose one —
• Cure Wounds — You gain 2 life.
• Dispel Magic — Destroy target enchantment.
• Gentle Repose — Exile target card from a graveyard.
1/3
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A-Dawnbringer Cleric
Creature — Human Cleric
When Dawnbringer Cleric enters the battlefield, choose one —
• Cure Wounds — You gain 2 life.
• Dispel Magic — Destroy target enchantment.
• Gentle Repose — Exile target card from a graveyard.
1/4
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Delver's Torch
Artifact — Equipment
Equipped creature gets +1/+1.
Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"Not all of us have darkvision, okay?"
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Devoted Paladin
Creature — Orc Knight
Beacon of Hope — When Devoted Paladin enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
"I swore a sacred oath to protect the weak and punish those who threaten them. As long as I draw breath, I will protect you."
4/4
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Divine Smite
Instant
Target creature or planeswalker an opponent controls phases out. If that permanent is black, exile it instead. (If it phases out, treat it and anything attached to it as though they don't exist until its controller's next turn.)
"When darkness closes in around us, my blade will light our path."
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Dragon's Disciple
Creature — Human Monk
As Dragon's Disciple enters the battlefield, you may reveal a Dragon card from your hand. If you do or if you control a Dragon, Dragon's Disciple enters the battlefield with a +1/+1 counter on it.
Dragons you control have ward . (Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
1/3
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Dwarfhold Champion
Creature — Dwarf Warrior
As long as Dwarfhold Champion is equipped, it gets +0/+2.
Courage is neither a shield nor an axe, but the will to wield both in defense of the innocent.
3/1
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A-Dwarfhold Champion
Creature — Dwarf Warrior
Ward
As long as Dwarfhold Champion is equipped, it gets +0/+2.
3/1
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Flumph
Creature — Jellyfish
Defender, flying
Whenever Flumph is dealt damage, you and target opponent each draw a card.
Flumphs siphon thoughts and energy from evil aberrations, and are often eager to share the dark knowledge they obtain with friendly adventurers.
0/4
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Gloom Stalker
Creature — Dwarf Ranger
As long as you've completed a dungeon, Gloom Stalker has double strike.
"I'll make sure you never mistake a roper for a stalagmite again."
2/3
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Grand Master of Flowers
Legendary Planeswalker — Bahamut
As long as Grand Master of Flowers has seven or more loyalty counters on him, he's a 7/7 Dragon God creature with flying and indestructible.
[+1]: Target creature without first strike, double strike, or vigilance can't attack or block until your next turn.
[+1]: Search your library and/or graveyard for a card named Monk of the Open Hand, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Guardian of Faith
Creature — Spirit Knight
Flash
Vigilance
When Guardian of Faith enters the battlefield, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
3/2
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Half-Elf Monk
Creature — Human Elf Monk
Vigilance
Stunning Strike — , : Tap target creature.
This fight was over the moment you picked up that clumsy cleaver of a sword.
1/4
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Icingdeath, Frost Tyrant
Legendary Creature — Dragon
Flying, vigilance
When Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0," "Whenever equipped creature attacks, tap target creature defending player controls," and equip .
4/3
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Ingenious Smith
Creature — Human Artificer
When Ingenious Smith enters the battlefield, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever one or more artifacts enter the battlefield under your control, put a +1/+1 counter on Ingenious Smith. This ability triggers only once each turn.
1/1
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Keen-Eared Sentry
Creature — Human Soldier
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Each opponent can't venture into the dungeon more than once each turn.
"You're not the first to underestimate me."
2/1
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Loyal Warhound
Creature — Dog
Vigilance
When Loyal Warhound enters the battlefield, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
A paladin's steed is a celestial spirit in animal form.
3/1
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Minimus Containment
Enchantment — Aura
Enchant nonland permanent
Enchanted permanent is a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color," and it loses all other abilities. (If it was a creature, it's no longer a creature.)
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Monk of the Open Hand
Creature — Elf Monk
Flurry of Blows — Whenever you cast your second spell each turn, put a +1/+1 counter on Monk of the Open Hand.
His mind is a tranquil meadow, his fists a raging storm.
1/1
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Moon-Blessed Cleric
Creature — Human Elf Cleric
Divine Intervention — When Moon-Blessed Cleric enters the battlefield, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Selûne guides her devotees with majestic wisdom and grace.
3/2
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Nadaar, Selfless Paladin
Legendary Creature — Dragon Knight
Vigilance
Whenever Nadaar, Selfless Paladin enters the battlefield or attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Other creatures you control get +1/+1 as long as you've completed a dungeon.
3/3
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Oswald Fiddlebender
Legendary Creature — Gnome Artificer
Magical Tinkering — , , Sacrifice an artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield, then shuffle. Activate only as a sorcery.
"Can't see this airship crashing in the near future. Sturdy as a rock."
2/2
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Paladin Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
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Paladin's Shield
Artifact — Equipment
Flash
When Paladin's Shield enters the battlefield, attach it to target creature you control.
Equipped creature gets +0/+2.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Planar Ally
Creature — Angel
Flying
Whenever Planar Ally attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Her light touches every corner and her wings brush either wall, leaving no place for evil to lurk.
3/3
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Plate Armor
Artifact — Equipment
Equipped creature gets +3/+3 and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip . This ability costs less to activate for each other Equipment you control.
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A-Plate Armor
Artifact — Equipment
Equipped creature gets +3/+3 and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip . This ability costs less to activate for each other Equipment you control.
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Portable Hole
Artifact
When Portable Hole enters the battlefield, exile target nonland permanent an opponent controls with mana value 2 or less until Portable Hole leaves the battlefield.
"They fall for it every time."
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Potion of Healing
Artifact
When Potion of Healing enters the battlefield, draw a card.
, , Sacrifice Potion of Healing: You gain 3 life.
Magic can knit the body back together, but the courage to fight on comes only from within.
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Priest of Ancient Lore
Creature — Dwarf Cleric
When Priest of Ancient Lore enters the battlefield, you gain 1 life and draw a card.
"We are a product of our ancestors, the apotheosis of countless noble generations. Speak their names with reverence, and they will guide your path."
2/1
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Rally Maneuver
Instant
Target creature gets +2/+0 and gains first strike until end of turn. Up to one other target creature gets +0/+2 and gains lifelink until end of turn.
"Don't give up! You are steel and fire, and victory is yours to seize."
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Ranger's Hawk
Creature — Bird
Flying
, , Tap another untapped creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Swift eyes to scout the way ahead.
1/1
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Steadfast Paladin
Creature — Dwarf Knight
Lifelink
"When I made my oath to Moradin, I left selfishness and cowardice behind. Every battle, I make that commitment anew."
2/2
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Teleportation Circle
Enchantment
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
"Hold on to your lunch!"
—Bartleby, gnome wizard
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Veteran Dungeoneer
Creature — Human Warrior
When Veteran Dungeoneer enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
Her tales of glory light a fire in the souls of the next generation of adventurers.
3/4
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White Dragon
Creature — Dragon
Flying
Cold Breath — When White Dragon enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
White dragons are unparalleled hunters, keenly focused on slaughtering their enemies.
4/4
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You Hear Something on Watch
Instant
Choose one —
• Rouse the Party — Creatures you control get +1/+1 until end of turn.
• Set Off Traps — This spell deals 5 damage to target attacking creature.
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You're Ambushed on the Road
Instant
Choose one —
• Make a Retreat — Return target creature you control to its owner's hand.
• Stand and Fight — Target creature gets +1/+3 until end of turn.
"Hand over your loot and no one gets hurt!"
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Aberrant Mind Sorcerer
Creature — Human Elf Shaman
Psionic Spells — When Aberrant Mind Sorcerer enters the battlefield, choose target instant or sorcery card in your graveyard, then roll a d20.
1—9 | You may put that card on top of your library.
10—20 | Return that card to your hand.
3/4
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Air-Cult Elemental
Creature — Elemental
Flying
Whirlwind — When Air-Cult Elemental enters the battlefield, return up to one other target creature to its owner's hand.
Elemental Evil distorts the natural elements, limiting them to aspects of destruction.
2/5
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Arcane Investigator
Creature — Elf Wizard
Search the Room — : Roll a d20.
1—9 | Draw a card.
10—20 | 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.
2/1
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Bar the Gate
Instant
Counter target creature or planeswalker spell. Venture into the dungeon. (Enter the first room or advance to the next room.)
"This path is closed to you!"
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The Blackstaff of Waterdeep
Legendary Artifact
You may choose not to untap The Blackstaff of Waterdeep during your untap step.
Animate Walking Statue — , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
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Blue Dragon
Creature — Dragon
Flying
Lightning Breath — When Blue Dragon enters the battlefield, until your next turn, target creature an opponent controls gets -3/-0, up to one other target creature gets -2/-0, and up to one other target creature gets -1/-0.
5/5
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Charmed Sleep
Enchantment — Aura
Enchant creature
When Charmed Sleep enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
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Clever Conjurer
Creature — Gnome Wizard
Mage Hand — : Untap target permanent not named Clever Conjurer. Activate only as a sorcery.
"I'm always happy to lend a hand!"
2/3
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Contact Other Plane
Instant
Roll a d20.
1—9 | Draw two cards.
10—19 | Scry 2, then draw two cards.
20 | Scry 3, then draw three cards.
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Demilich
Creature — Skeleton Wizard
This spell costs less to cast for each instant and sorcery spell you've cast this turn.
Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast Demilich from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
4/3
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A-Demilich
Creature — Skeleton Wizard
This spell costs less to cast for each instant and sorcery spell you've cast this turn.
Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast Demilich from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
4/4
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Displacer Beast
Creature — Cat Beast
When Displacer Beast enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
Displacement — : Return Displacer Beast to its owner's hand.
The only place you can be sure it's not is wherever it appears to be.
3/2
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Djinni Windseer
Creature — Djinn
Flying
When Djinni Windseer enters the battlefield, roll a d20.
1—9 | Scry 1.
10—19 | Scry 2.
20 | Scry 3.
3/3
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Dragon Turtle
Creature — Dragon Turtle
Flash
Drag Below — When Dragon Turtle enters the battlefield, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
3/5
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Eccentric Apprentice
Creature — Tiefling Wizard
Flying
When Eccentric Apprentice enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
2/2
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Feywild Trickster
Creature — Gnome Warlock
Whenever you roll one or more dice, create a 1/1 blue Faerie Dragon creature token with flying.
Unlike most warlocks, those who make pacts with archfey are drawn to pranks and whimsy moreso than death and darkness.
2/2
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Fly
Enchantment — Aura
Enchant creature
Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)
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Grazilaxx, Illithid Scholar
Legendary Creature — Horror
Whenever a creature you control becomes blocked, you may return it to its owner's hand.
Whenever one or more creatures you control deal combat damage to a player, draw a card.
"You studied hard. How delicious!"
3/2
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Guild Thief
Creature — Orc Rogue
Whenever Guild Thief deals combat damage to a player, put a +1/+1 counter on it.
Cunning Action — : Guild Thief can't be blocked this turn.
She puts some coin in the Guild's pocket and sends a message at the same time.
1/1
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Iymrith, Desert Doom
Legendary Creature — Dragon
Flying
Iymrith, Desert Doom has ward as long as it's untapped.
Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
5/5
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Mind Flayer
Creature — Horror
Dominate Monster — When Mind Flayer enters the battlefield, gain control of target creature for as long as you control Mind Flayer.
"Shed your thoughts and let my will flow through you."
3/3
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Mordenkainen
Legendary Planeswalker — Mordenkainen
[+2]: Draw two cards, then put a card from your hand on the bottom of your library.
[−2]: Create a blue Dog Illusion creature token with "This creature's power and toughness are each equal to twice the number of cards in your hand."
[−10]: Exchange your hand and library, then shuffle. You get an emblem with "You have no maximum hand size."
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Mordenkainen's Polymorph
Instant
Until end of turn, target creature becomes a Dragon with base power and toughness 4/4 and gains flying. (It loses all other creature types.)
"Your purpose may change along with your shape, but you will serve regardless."
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Pixie Guide
Creature — Faerie
Flying
Grant an Advantage — If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Pixies are well known as pranksters, but some delight in more helpful magic.
1/3
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Power of Persuasion
Sorcery
Choose target creature an opponent controls, then roll a d20.
1—9 | Return it to its owner's hand.
10—19 | Its owner puts it on the top or bottom of their library.
20 | Gain control of it until the end of your next turn.
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Ray of Frost
Enchantment — Aura
Flash
Enchant creature
When Ray of Frost enters the battlefield, if enchanted creature is red, tap it.
As long as enchanted creature is red, it loses all abilities.
Enchanted creature doesn't untap during its controller's untap step.
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Rimeshield Frost Giant
Creature — Giant Warrior
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Frost giants carry the trophies of their greatest victories into battle, fashioned into armor of strength and savage beauty.
4/5
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Scion of Stygia
Creature — Tiefling Shaman
Flash
Cone of Cold — When Scion of Stygia enters the battlefield, choose target creature an opponent controls, then roll a d20.
1—9 | Tap that creature.
10—20 | Tap that creature. It doesn't untap during its controller's next untap step.
2/1
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Secret Door
Artifact Creature — Wall
Defender
: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
The way opened before him, and the dust of centuries stirred in the air.
0/4
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Shocking Grasp
Instant
Target creature gets -2/-0 until end of turn.
Draw a card.
"Metal armor? A poor choice."
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Shortcut Seeker
Creature — Human Rogue
Whenever Shortcut Seeker deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
"Ah, the old 'trap door under a rug' trick. This is almost too easy."
2/5
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Silver Raven
Artifact Creature — Bird
Flying
When Silver Raven enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Wings take flight on whispered wind.
1/1
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Soulknife Spy
Creature — Elf Rogue
Whenever Soulknife Spy deals combat damage to a player, draw a card.
"My psychic blade cuts the mind and severs thoughts. Even if you survive, you'll never remember I was here."
3/2
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Split the Party
Sorcery
Choose target player. Return half the creatures they control to their owner's hand, rounded up.
Don't.
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Sudden Insight
Instant
Draw a card for each different mana value among nonland cards in your graveyard.
A lucky draw from the Deck of Many Things gave Voltusk an inexplicable flash of understanding that he spent the rest of his life trying to repeat.
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Tasha's Hideous Laughter
Sorcery
Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or more.
The raging behir reared back, opened its terrible maw . . . and collapsed in a fit of horrifying giggles.
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Trickster's Talisman
Artifact — Equipment
Invoke Duplicity — Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may sacrifice Trickster's Talisman. If you do, create a token that's a copy of this creature."
Equip
"Lady Luck, smile on me!"
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True Polymorph
Instant
Target artifact or creature becomes a copy of another target artifact or creature.
Maybe a little *too* convincing.
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Wizard Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
: Level 2
When this Class becomes level 2, draw two cards.
: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.
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A-Wizard Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
: Level 2
When this Class becomes level 2, draw two cards.
: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.
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Wizard's Spellbook
Artifact
: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.
1—9 | Copy that card. You may cast the copy.
10—19 | Copy that card. You may cast the copy by paying rather than paying its mana cost.
20 | Copy each card exiled with Wizard's Spellbook. You may cast any number of the copies without paying their mana costs.
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You Come to a River
Instant
Choose one —
• Fight the Current — Return target nonland permanent to its owner's hand.
• Find a Crossing — Target creature gets +1/+0 until end of turn and can't be blocked this turn.
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You Find the Villains' Lair
Instant
Choose one —
• Foil Their Scheme — Counter target spell.
• Learn Their Secrets — Draw two cards, then discard two cards.
"Give me just a moment! I almost have it."
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You See a Guard Approach
Instant
Choose one —
• Distract the Guard — Tap target creature.
• Hide — Target creature you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
"Looks like we've got company."
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Yuan-Ti Malison
Creature — Snake Rogue
Yuan-Ti Malison can't be blocked as long as it's attacking alone.
Whenever Yuan-Ti Malison deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
Silent. Slithering. Sinister.
2/1
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Acererak the Archlich
Legendary Creature — Zombie Wizard
When Acererak the Archlich enters the battlefield, if you haven't completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon.
Whenever Acererak the Archlich attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature.
5/5
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A-Acererak the Archlich
Legendary Creature — Zombie Wizard
When Acererak the Archlich enters the battlefield, if you haven't completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon.
Whenever Acererak the Archlich attacks, create a number of 2/2 black Zombie creature tokens equal to the number of opponents you have.
5/5
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Asmodeus the Archfiend
Legendary Creature — Devil God
Binding Contract — If you would draw a card, exile the top card of your library face down instead.
: Draw seven cards.
: Return all cards exiled with Asmodeus the Archfiend to their owner's hand and you lose that much life.
6/6
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Baleful Beholder
Creature — Beholder
When Baleful Beholder enters the battlefield, choose one —
• Antimagic Cone — Each opponent sacrifices an enchantment.
• Fear Ray — Creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
6/5
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Black Dragon
Creature — Dragon
Flying
Acid Breath — When Black Dragon enters the battlefield, target creature an opponent controls gets -3/-3 until end of turn.
Black dragons revel in the collapse of humanoid kingdoms.
4/4
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The Book of Vile Darkness
Legendary Artifact
At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token.
, Exile The Book of Vile Darkness and artifacts you control named Eye of Vecna and Hand of Vecna: Create Vecna, a legendary 8/8 black Zombie God creature token with indestructible and all triggered abilities of the exiled cards.
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Check for Traps
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If an instant card or a card with flash is exiled this way, they lose 1 life. Otherwise, you lose 1 life.
"Relax. I'm a professional."
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Clattering Skeletons
Creature — Skeleton
When Clattering Skeletons dies, venture into the dungeon. (Enter the first room or advance to the next room.)
Those who die in the dungeon become its guardians.
4/3
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Deadly Dispute
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
"That's a pretty ring! Trade you my knife for it."
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Death-Priest of Myrkul
Creature — Tiefling Cleric
Skeletons, Vampires, and Zombies you control get +1/+1.
At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 1/1 black Skeleton creature token.
"The Reaper bids you rise!"
2/2
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A-Death-Priest of Myrkul
Creature — Tiefling Cleric
Skeletons, Vampires, and Zombies you control get +1/+1.
At the beginning of your end step, if a creature died this turn, create a 1/1 black Skeleton creature token.
"The Reaper bids you rise!"
3/3
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Demogorgon's Clutches
Sorcery
Target opponent discards two cards, mills two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.)
The good will be corrupted, the kind will be devoured, and all will be dragged into the bottomless Abyss.
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Devour Intellect
Sorcery
Target opponent discards a card. If mana from a Treasure was spent to cast this spell, instead that player reveals their hand, you choose a nonland card from it, then that player discards that card.
"I'll know what you know soon enough."
—Nihiloor, Xanathar Guild spymaster
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Drider
Creature — Elf Spider
Reach
Whenever Drider deals combat damage to a player, create a 2/1 black Spider creature token with menace and reach.
Though their forms embody Lolth's image, driders are those unfortunate drow who have failed the Spider Queen.
4/3
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Dungeon Crawler
Creature — Zombie
Dungeon Crawler enters the battlefield tapped.
Whenever you complete a dungeon, you may return Dungeon Crawler from your graveyard to your hand.
"I think of it as giving them another chance to achieve their potential."
—Nestus Wrasse, necromancer
2/1
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Ebondeath, Dracolich
Legendary Creature — Zombie Dragon
Flash
Flying
Ebondeath, Dracolich enters the battlefield tapped.
You may cast Ebondeath, Dracolich from your graveyard if a creature not named Ebondeath, Dracolich died this turn.
5/2
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Eyes of the Beholder
Instant
Target creature gets -11/-11 until end of turn.
In the end, there was nothing beautiful to be seen.
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Fates' Reversal
Sorcery
Return up to one target creature card from your graveyard to your hand. Venture into the dungeon. (Enter the first room or advance to the next room.)
A doom denied—or, perhaps, delayed.
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A-Fates' Reversal
Sorcery
Return up to one target creature card from your graveyard to your hand. Venture into the dungeon. (Enter the first room or advance to the next room.)
A doom denied—or, perhaps, delayed.
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Feign Death
Instant
Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control with a +1/+1 counter on it."
A drastic measure for dangerous times.
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Forsworn Paladin
Creature — Human Knight
Menace
, , Pay 1 life: Create a Treasure token.
: Target creature gets +2/+0 until end of turn. If mana from a Treasure was spent to activate this ability, that creature also gains deathtouch until end of turn.
1/1
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Gelatinous Cube
Creature — Ooze
Engulf — When Gelatinous Cube enters the battlefield, exile target non-Ooze creature an opponent controls until Gelatinous Cube leaves the battlefield.
Dissolve — : Put target creature card with mana value X exiled with Gelatinous Cube into its owner's graveyard.
4/3
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Grim Bounty
Sorcery
Destroy target creature or planeswalker. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Freed from the need to pay tribute to the dragon, the villages gladly paid the dragon-slayers instead.
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Grim Wanderer
Creature — Goblin Warlock
Flash
Tragic Backstory — Cast this spell only if a creature died this turn.
There is a stillness that walks with him, the quiet that follows great tragedy, when even the mourners are too exhausted to weep.
5/3
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Herald of Hadar
Creature — Human Warlock
Circle of Death — : Roll a d20.
1—9 | Each opponent loses 2 life.
10—19 | Each opponent loses 2 life and you gain 2 life.
20 | Each opponent loses 2 life and you gain 2 life. Create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
4/4
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Hired Hexblade
Creature — Elf Warlock
When Hired Hexblade enters the battlefield, if mana from a Treasure was spent to cast it, you draw a card and you lose 1 life.
"I'll take care of it. You just be sure to hold up your end of the deal."
2/2
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Hoard Robber
Creature — Tiefling Rogue
Whenever Hoard Robber deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
"And to think, a year ago I was picking pockets in Waterdeep."
1/3
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Lightfoot Rogue
Creature — Halfling Rogue
Sneak Attack — Whenever Lightfoot Rogue attacks, roll a d20.
1—9 | Lightfoot Rogue gains deathtouch until end of turn.
10—19 | It gets +1/+0 and gains deathtouch until end of turn.
20 | It gets +3/+0 and gains first strike and deathtouch until end of turn.
2/1
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Lolth, Spider Queen
Legendary Planeswalker — Lolth
Whenever a creature you control dies, put a loyalty counter on Lolth, Spider Queen.
[0]: You draw a card and you lose 1 life.
[−3]: Create two 2/1 black Spider creature tokens with menace and reach.
[−8]: You get an emblem with "Whenever an opponent is dealt combat damage by one or more creatures you control, if that player lost less than 8 life this turn, they lose life equal to the difference."
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Manticore
Creature — Manticore
Flash
Flying
Tail Spikes — When Manticore enters the battlefield, destroy target creature an opponent controls that was dealt damage this turn.
2/1
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Power Word Kill
Instant
Destroy target non-Angel, non-Demon, non-Devil, non-Dragon creature.
Aramil issued a long, heroic challenge, then the lich felled him with a single word.
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Precipitous Drop
Enchantment — Aura
Enchant creature
When Precipitous Drop enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchanted creature gets -2/-2. It gets -5/-5 instead as long as you've completed a dungeon.
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A-Precipitous Drop
Enchantment — Aura
Enchant creature
When Precipitous Drop enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchanted creature gets -2/-2. It gets -5/-5 instead as long as you've completed a dungeon.
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Ray of Enfeeblement
Instant
Target creature gets -4/-1 until end of turn. If that creature is white, it gets -4/-4 until end of turn instead.
Erigan cried out in pain as a hideous weakness settled into his bones.
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Reaper's Talisman
Artifact — Equipment
Whenever equipped creature attacks, it gains deathtouch until end of turn.
Whenever equipped creature attacks alone, defending player loses 2 life and you gain 2 life.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Sepulcher Ghoul
Creature — Zombie
Sacrifice another creature: Sepulcher Ghoul gets +2/+2 until end of turn. Activate only once each turn.
Ghouls devour the dead and any living creatures unwary enough to fall into their grasp.
2/1
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A-Sepulcher Ghoul
Creature — Zombie
Sacrifice another creature: Sepulcher Ghoul gets +2/+2 until end of turn. Activate only once each turn.
Ghouls devour the dead and any living creatures unwary enough to fall into their grasp.
2/2
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Shambling Ghast
Creature — Zombie
When Shambling Ghast dies, choose one —
• Brave the Stench — Target creature an opponent controls gets -1/-1 until end of turn.
• Search the Body — Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
1/1
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Skullport Merchant
Creature — Dwarf Citizen
When Skullport Merchant enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
, Sacrifice another creature or a Treasure: Draw a card.
"Buy something or get out."
1/4
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Sphere of Annihilation
Artifact
Sphere of Annihilation enters the battlefield with X void counters on it.
At the beginning of your upkeep, exile Sphere of Annihilation, all creatures and planeswalkers with mana value less than or equal to the number of void counters on it, and all creature and planeswalker cards in graveyards with mana value less than or equal to the number of void counters on it.
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Thieves' Tools
Artifact — Equipment
When Thieves' Tools enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Equipped creature can't be blocked as long as its power is 3 or less.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Vampire Spawn
Creature — Vampire
When Vampire Spawn enters the battlefield, each opponent loses 2 life and you gain 2 life.
Unsuccessful vampire hunters often wind up as ravenous spawn.
2/3
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Vorpal Sword
Artifact — Equipment
Equipped creature gets +2/+0 and has deathtouch.
: Until end of turn, Vorpal Sword gains "Whenever equipped creature deals combat damage to a player, that player loses the game."
Equip
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Warlock Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
At the beginning of your end step, if a creature died this turn, each opponent loses 1 life.
: Level 2
When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
: Level 3
At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
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Westgate Regent
Creature — Vampire
Flying
Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.)
Whenever Westgate Regent deals combat damage to a player, put that many +1/+1 counters on it.
4/4
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Wight
Creature — Zombie Soldier
Wight enters the battlefield tapped.
Life Drain — Whenever a creature dealt damage by Wight this turn dies, create a tapped 2/2 black Zombie creature token and exile that card.
Wights want the world to resound with echoes of their own cruel hatred.
3/2
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Yuan-Ti Fang-Blade
Creature — Snake Rogue
Deathtouch
Whenever Yuan-Ti Fang-Blade deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
"The air is sweet with the taste of your fear."
2/2
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Zombie Ogre
Creature — Zombie Ogre
At the beginning of your end step, if a creature died this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
"On the plus side, Throg no longer thinks he's clever."
—Xanathar
3/5
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Armory Veteran
Creature — Orc Warrior
As long as Armory Veteran is equipped, it has menace. (It can't be blocked except by two or more creatures.)
"This one is for goblins, this one is for owlbears, this one is for toast, this one is for . . ."
2/2
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A-Armory Veteran
Creature — Orc Warrior
Ward—Pay 2 life.
As long as Armory Veteran is equipped, it has menace. (It can't be blocked except by two or more creatures.)
2/2
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Barbarian Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
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Battle Cry Goblin
Creature — Goblin
: Goblins you control get +1/+0 and gain haste until end of turn.
Pack tactics — Whenever Battle Cry Goblin attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.
2/2
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Boots of Speed
Artifact — Equipment
Equipped creature gets +1/+0 and has haste.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Click your heels and become the wind.
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Brazen Dwarf
Creature — Dwarf Shaman
Whenever you roll one or more dice, Brazen Dwarf deals 1 damage to each opponent.
"My grandmother saved the life of a brass dragon, and in return she was given a glimpse of the fire in its heart—a glimpse she passed down to me."
1/3
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Burning Hands
Instant
Burning Hands deals 2 damage to target creature or planeswalker. If that permanent is green, Burning Hands deals 6 damage instead.
A simple fire spell that grows in intensity along with its caster.
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Chaos Channeler
Creature — Human Shaman
Wild Magic Surge — Whenever Chaos Channeler attacks, roll a d20.
1—9 | Exile the top card of your library. You may play it this turn.
10—19 | Exile the top two cards of your library. You may play them this turn.
20 | Exile the top three cards of your library. You may play them this turn.
4/3
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Critical Hit
Instant
Target creature gains double strike until end of turn.
When you roll a natural 20, return Critical Hit from your graveyard to your hand. (A natural 20 is a roll that displays 20 on the die.)
"How do you kill what's already dead? *That's* how."
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Delina, Wild Mage
Legendary Creature — Elf Shaman
Whenever Delina, Wild Mage attacks, choose target creature you control, then roll a d20.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this creature."
15—20 | Create one of those tokens. You may roll again.
3/2
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Dragon's Fire
Instant
As an additional cost to cast this spell, you may reveal a Dragon card from your hand or choose a Dragon you control.
Dragon's Fire deals 3 damage to target creature or planeswalker. If you revealed a Dragon card or chose a Dragon as you cast this spell, Dragon's Fire deals damage equal to the power of that card or creature instead.
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Dueling Rapier
Artifact — Equipment
Flash
When Dueling Rapier enters the battlefield, attach it to target creature you control.
Equipped creature gets +2/+0.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Earth-Cult Elemental
Creature — Elemental
Siege Monster — When Earth-Cult Elemental enters the battlefield, roll a d20.
1—9 | Each player sacrifices a permanent.
10—19 | Each opponent sacrifices a permanent.
20 | Each opponent sacrifices two permanents.
6/6
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Farideh's Fireball
Instant
Farideh's Fireball deals 5 damage to target creature or planeswalker. Roll a d20.
1—9 | Farideh's Fireball deals 2 damage to each player.
10—20 | Farideh's Fireball deals 2 damage to each opponent.
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Flameskull
Creature — Skeleton
Flying
Flameskull can't block.
Rejuvenation — When Flameskull dies, exile it. If you do, exile the top card of your library. Until the end of your next turn, you may play one of those cards. (If you cast Flameskull this way, you can't play the other card, and vice versa.)
3/1
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Goblin Javelineer
Creature — Goblin Warrior
Haste
Whenever Goblin Javelineer becomes blocked, it deals 1 damage to target creature blocking it.
Hate gets you only so far. A pointy stick can close the rest of the distance.
1/1
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Goblin Morningstar
Artifact — Equipment
Equipped creature gets +1/+0 and has trample.
Equip
When Goblin Morningstar enters the battlefield, roll a d20.
1—9 | Create a 1/1 red Goblin creature token.
10—20 | Create a 1/1 red Goblin creature token, then attach Goblin Morningstar to it.
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Hoarding Ogre
Creature — Ogre
Whenever Hoarding Ogre attacks, roll a d20.
1—9 | Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
10—19 | Create two Treasure tokens.
20 | Create three Treasure tokens.
3/3
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Hobgoblin Bandit Lord
Creature — Goblin Rogue
Other Goblins you control get +1/+1.
, : Hobgoblin Bandit Lord deals damage equal to the number of Goblins that entered the battlefield under your control this turn to any target.
In a hobgoblin's view of the world, the weak owe tribute and fealty to the strong.
2/3
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Hobgoblin Captain
Creature — Goblin Barbarian
Pack tactics — Whenever Hobgoblin Captain attacks, if you attacked with creatures with total power 6 or greater this combat, Hobgoblin Captain gains first strike until end of turn.
Hobgoblins do not fear death, for those who fall in battle have gained glory eternal.
3/1
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Hulking Bugbear
Creature — Goblin
Haste
Bugbears move with surprising speed for their size and bulk, a fact that has led to the demise of many unwary adventurers.
3/3
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Improvised Weaponry
Sorcery
Improvised Weaponry deals 2 damage to any target. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Anything can be a weapon if you swing it hard enough.
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Inferno of the Star Mounts
Legendary Creature — Dragon
This spell can't be countered.
Flying, haste
: Inferno of the Star Mounts gets +1/+0 until end of turn. When its power becomes 20 this way, it deals 20 damage to any target.
The ancient dragon Imvaernarhro has earned his fiery nickname.
6/6
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Jaded Sell-Sword
Creature — Dragon Warrior
When Jaded Sell-Sword enters the battlefield, if mana from a Treasure was spent to cast it, it gains first strike and haste until end of turn.
"Today? That'll cost you extra."
4/3
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Kick in the Door
Sorcery
Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)
"We tried your way. Now we do it my way!"
—Jym, barbarian of Baldur's Gate
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Magic Missile
Sorcery
This spell can't be countered.
Magic Missile deals 3 damage divided as you choose among one, two, or three targets.
A tried-and-true favorite of many wizards, whatever their school.
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Meteor Swarm
Sorcery
Meteor Swarm deals 8 damage divided as you choose among X target creatures and/or planeswalkers.
Sometimes one fireball isn't enough.
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Minion of the Mighty
Creature — Kobold
Menace
Pack tactics — Whenever Minion of the Mighty attacks, if you attacked with creatures with total power 6 or greater this combat, you may put a Dragon creature card from your hand onto the battlefield tapped and attacking.
0/1
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Orb of Dragonkind
Artifact
, : Add two mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
, , Sacrifice Orb of Dragonkind: Look at the top seven cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Plundering Barbarian
Creature — Dwarf Barbarian
When Plundering Barbarian enters the battlefield, choose one —
• Smash the Chest — Destroy target artifact.
• Pry It Open — Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
2/2
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Price of Loyalty
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If mana from a Treasure was spent to cast this spell, that creature gets +2/+0 until end of turn.
"Most folks got mayhem in their hearts. Just gotta know their price."
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Red Dragon
Creature — Dragon
Flying
Fire Breath — When Red Dragon enters the battlefield, it deals 4 damage to each opponent.
Red dragons consider the world and every creature in it as theirs to command.
4/4
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Rust Monster
Creature — Beast
First strike
Sacrifice an artifact: Rust Monster gets +2/+0 until end of turn.
"They don't seem scary, but then you're suddenly standing there in your underclothes without a weapon. Then everything looks like a threat."
—Jarro, battle master
2/1
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Swarming Goblins
Creature — Goblin
When Swarming Goblins enters the battlefield, roll a d20.
1—9 | Create a 1/1 red Goblin creature token.
10—19 | Create two of those tokens.
20 | Create three of those tokens.
4/3
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Tiger-Tribe Hunter
Creature — Human Barbarian
Trample
Pack tactics — Whenever Tiger-Tribe Hunter attacks, if you attacked with creatures with total power 6 or greater this combat, you may sacrifice another creature. When you do, Tiger-Tribe Hunter deals damage equal to the sacrificed creature's power to target creature.
4/4
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Unexpected Windfall
Instant
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
Fortune favors the fortunate.
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Valor Singer
Creature — Tiefling Bard
Combat Inspiration — At the beginning of combat on your turn, target creature you control gets +1/+0 until end of turn.
"There is only one way forward: into legend."
2/3
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Wish
Sorcery
You may play a card you own from outside the game this turn.
"If you had just one wish, what would it be? Gold, or angel song? Finding a lost love, or finding your way back home? Let me sing a song about one wish that came true . . ."
—Ellywick Tumblestrum
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Xorn
Creature — Elemental
If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token.
Xorns are native to the Elemental Plane of Earth, where gems and rare stones are plentiful. When summoned elsewhere they can be quite destructive in search of food.
3/2
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You Come to the Gnoll Camp
Instant
Choose one —
• Intimidate Them — Up to two target creatures can't block this turn.
• Fend Them Off — Target creature gets +3/+1 until end of turn.
"Easy now, everyone. I'll take care of this."
—Nadaar
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You Find Some Prisoners
Instant
Choose one —
• Break Their Chains — Destroy target artifact.
• Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.
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You See a Pair of Goblins
Instant
Choose one —
• Charge Them — Creatures you control get +2/+0 until end of turn.
• Befriend Them — Create two 1/1 red Goblin creature tokens.
"I have the shot. Shall I take it?"
—Varis, Silverymoon ranger
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Zalto, Fire Giant Duke
Legendary Creature — Giant Barbarian
Trample
Whenever Zalto, Fire Giant Duke is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
Fire giants love to fight on a large scale, and Duke Zalto is one of the greatest warmongers of his age.
7/3
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Zariel, Archduke of Avernus
Legendary Planeswalker — Zariel
[+1]: Creatures you control get +1/+0 and gain haste until end of turn.
[0]: Create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."
[−6]: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
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Bulette
Creature — Beast
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on Bulette.
Capable of moving swiftly through even tightly-packed earth and leaping surprising distances above ground, bulettes are difficult to escape once they've caught scent of prey.
3/3
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Bull's Strength
Instant
Target creature gets +2/+2 and gains trample until end of turn. Untap it.
As the iron bars of the portcullis parted like reeds, the defenders of the keep suddenly felt much less secure.
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Choose Your Weapon
Instant
Choose one —
• Two-Weapon Fighting — Double target creature's power and toughness until end of turn.
• Archery — This spell deals 5 damage to target creature with flying.
"Move it, Varis, or I'll pick one for you!"
—Ellywick Tumblestrum
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Circle of Dreams Druid
Creature — Elf Druid
: Add for each creature you control.
The realms protected by druids of the Circle of Dreams are gleaming, fruitful places, where dream and reality blur together and the weary can find rest.
2/1
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Circle of the Moon Druid
Creature — Human Elf Druid
Bear Form — As long as it's your turn, Circle of the Moon Druid is a Bear with base power and toughness 4/2. (It loses all other creature types.)
Druids of the Circle of the Moon are fierce guardians of nature who haunt the deepest parts of the wilderness.
2/4
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Compelled Duel
Sorcery
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
"You might be four times my size, but I will not be ignored!"
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Dire Wolf Prowler
Creature — Wolf
: Dire Wolf Prowler gets +2/+2 and gains haste until end of turn. Activate only once each turn.
Large as horses, dire wolves must hunt often to satisfy thier ravenous hunger. A mere human does little more than blunt their appetite.
2/2
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Druid Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land enters the battlefield under your control, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
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A-Druid Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land enters the battlefield under your control, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
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Ellywick Tumblestrum
Legendary Planeswalker — Ellywick
[+1]: Venture into the dungeon. (Enter the first room or advance to the next room.)
[−2]: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
[−7]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
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A-Ellywick Tumblestrum
Legendary Planeswalker — Ellywick
[+1]: Venture into the dungeon. (Enter the first room or advance to the next room.)
[−2]: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
[−6]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
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Elturgard Ranger
Creature — Human Elf Ranger
Reach
When Elturgard Ranger enters the battlefield, create a 2/2 green Wolf creature token.
Since the fall of Elturel, they've walked the Sword Coast from Tethyr to Icewind Dale, eyes always on their prey.
4/1
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Find the Path
Enchantment — Aura
Enchant land
When Find the Path enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchanted land has ": Add ."
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A-Find the Path
Enchantment — Aura
Enchant land
When Find the Path enters the battlefield, venture into the dungeon.
Enchanted land has ": Add two mana of any one color."
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Froghemoth
Creature — Frog Horror
Trample, haste
Whenever Froghemoth deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on Froghemoth for each creature card exiled this way. You gain 1 life for each noncreature card exiled this way.
4/4
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Gnoll Hunter
Creature — Gnoll
Pack tactics — Whenever Gnoll Hunter attacks, if you attacked with creatures with total power 6 or greater this combat, put a +1/+1 counter on Gnoll Hunter.
Yipping and cackling, the hunters tore through the village, leaving nothing but snapped bones and burning homes in their wake.
2/2
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Green Dragon
Creature — Dragon
Flying
Poison Breath — When Green Dragon enters the battlefield, until end of turn, whenever a creature an opponent controls is dealt damage, destroy it.
Green dragons take special pleasure in corrupting the good-hearted.
4/4
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Hill Giant Herdgorger
Creature — Giant
When Hill Giant Herdgorger enters the battlefield, you gain 3 life.
A shepherd's crook is useful for cleaning bits of wool out of the teeth.
7/6
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Hunter's Mark
Instant
This spell costs less to cast if it targets a blue permanent you don't control.
This spell can't be countered.
Target creature you control gets +1/+1 until end of turn. Then it deals damage equal to its power to target creature or planeswalker you don't control.
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Inspiring Bard
Creature — Elf Bard
When Inspiring Bard enters the battlefield, choose one —
• Bardic Inspiration — Target creature gets +2/+2 until end of turn.
• Song of Rest — You gain 3 life.
"Wake up, my friends! There are deeds to be done and treasures to be won!"
3/3
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Instrument of the Bards
Legendary Artifact
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards.
, : Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
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Intrepid Outlander
Creature — Orc Ranger
Reach
Pack tactics — Whenever Intrepid Outlander attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)
2/3
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Loathsome Troll
Creature — Troll
: Roll a d20. Activate only if Loathsome Troll is in your graveyard.
1—9 | Put Loathsome Troll on top of your library.
10—19 | Return Loathsome Troll to your hand.
20 | Return Loathsome Troll to the battlefield tapped.
6/2
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Long Rest
Sorcery
Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest.
A job well done means a rest well earned.
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Lurking Roper
Creature — Horror
Lurking Roper doesn't untap during your untap step.
Whenever you gain life, untap Lurking Roper.
"You see, stalac-*tites* grow down from the ceiling, while stalag-*mites* reach—AAHHHHHHHHH—"
4/5
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Neverwinter Dryad
Creature — Dryad
, Sacrifice Neverwinter Dryad: Search your library for a basic Forest card, put it onto the battlefield tapped, then shuffle.
Its life force entwined with its tree, a dryad is an elusive and solitary being that wishes only to be left alone.
1/1
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Ochre Jelly
Creature — Ooze
Trample
Ochre Jelly enters the battlefield with X +1/+1 counters on it.
Split — When Ochre Jelly dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters the battlefield with half that many +1/+1 counters on it, rounded down.
0/0
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A-Ochre Jelly
Creature — Ooze
Trample
Ward
Ochre Jelly enters the battlefield with X +1/+1 counters on it.
Split — When Ochre Jelly dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters the battlefield with half that many +1/+1 counters on it, rounded down.
0/0
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Old Gnawbone
Legendary Creature — Dragon
Flying
Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.
The ancient green dragon Claugiyliamatar is often seen with a mangled corpse dangling from her mouth.
7/7
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Owlbear
Creature — Bird Bear
Trample
Keen Senses — When Owlbear enters the battlefield, draw a card.
Many people believe a misguided wizard created the first owlbear, but others insist that these creatures have always dwelled in the Feywild.
4/4
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Plummet
Instant
Destroy target creature with flying.
The dragon's noxious breath withered the forest. The whistle of a hundred arrows filled the air. The ground roiled as if shaken by an earthquake. The tyrant fell from the sky.
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Prosperous Innkeeper
Creature — Halfling Citizen
When Prosperous Innkeeper enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Whenever another creature enters the battlefield under your control, you gain 1 life.
1/1
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Purple Worm
Creature — Worm
This spell costs less to cast if a creature died this turn.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Underground civilizations maintain magical barriers around their settlements to deter these monsters.
8/7
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Ranger Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
When Ranger Class enters the battlefield, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
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Ranger's Longbow
Artifact — Equipment
Equipped creature gets +2/+1 and has reach.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
With the right weapon, a fearsome beholder is nothing more than a big floating bullseye.
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Scaled Herbalist
Creature — Lizard Druid
: You may put a land card from your hand onto the battlefield.
"I could help you, or I could eat you for lunch. I haven't decided yet."
1/3
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Spoils of the Hunt
Instant
Target creature you control gets +1/+0 until end of turn for each mana from a Treasure that was spent to cast this spell. Then that creature deals damage equal to its power to target creature an opponent controls.
"Every coin helps rebuild the town they destroyed."
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Sylvan Shepherd
Creature — Human Druid
Vigilance
Whenever Sylvan Shepherd attacks, roll a d20.
1—9 | You gain 1 life.
10—19 | You gain 2 life.
20 | You gain 5 life.
2/3
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The Tarrasque
Legendary Creature — Dinosaur
The Tarrasque has haste and ward as long as it was cast.
Whenever The Tarrasque attacks, it fights target creature defending player controls.
When it rises, nations fall.
10/10
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Underdark Basilisk
Creature — Basilisk
Deathtouch
"See how the statues all have chunks bitten out of them? We're dealing with a basilisk, or I'm a froghemoth."
—Larissa Kyriln, learned warlock
1/2
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Varis, Silverymoon Ranger
Legendary Creature — Human Elf Ranger
Reach, ward
Whenever you cast a creature or planeswalker spell, 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.)
Whenever you complete a dungeon, create a 2/2 green Wolf creature token.
3/3
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Wandering Troubadour
Creature — Dragon Bard
At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
"There's a new ballad waiting to be born around every corner."
4/2
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Werewolf Pack Leader
Creature — Human Werewolf
Pack tactics — Whenever Werewolf Pack Leader attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.
: Until end of turn, Werewolf Pack Leader has base power and toughness 5/3, gains trample, and isn't a Human.
3/3
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Wild Shape
Instant
Choose one. Until end of turn, target creature you control has that base power and toughness, becomes that creature type, and gains that ability.
• 1/3 Turtle with hexproof.
• 1/5 Spider with reach.
• 3/3 Elephant with trample.
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You Find a Cursed Idol
Sorcery
Choose one —
• Smash It — Destroy target artifact.
• Lift the Curse — Destroy target enchantment.
• Steal Its Eyes — Create a Treasure token and venture into the dungeon. (Enter the first room or advance to the next room.)
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You Happen On a Glade
Instant
Choose one —
• Journey On — Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
• Make Camp — Return target permanent card from your graveyard to your hand.
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You Meet in a Tavern
Sorcery
Choose one —
• Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
• Start a Brawl — Creatures you control get +2/+2 until end of turn.
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Adult Gold Dragon
Creature — Dragon
Flying, lifelink, haste
Gold dragons are the greatest of the metallic dragons in size, power, and wisdom, and often take it upon themselves to safeguard mortal communities from evils that might threaten them.
4/3
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Bard Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Legendary creatures you control enter the battlefield with an additional +1/+1 counter on them.
: Level 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
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Barrowin of Clan Undurr
Legendary Creature — Dwarf Cleric
When Barrowin of Clan Undurr enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
Whenever Barrowin of Clan Undurr attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
3/3
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Bruenor Battlehammer
Legendary Creature — Dwarf Warrior
Each creature you control gets +2/+0 for each Equipment attached to it.
You may pay rather than pay the equip cost of the first equip ability you activate each turn.
"Knew I'd find ye in trouble if I came out an' looked for ye!"
5/3
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A-Bruenor Battlehammer
Legendary Creature — Dwarf Warrior
Each creature you control gets +2/+0 for each Equipment attached to it.
: Attach target Equipment you control to target creature you control. Activate only as a sorcery and only once each turn.
5/4
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Drizzt Do'Urden
Legendary Creature — Elf Ranger
Double strike
When Drizzt Do'Urden enters the battlefield, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample.
Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.
3/3
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Farideh, Devil's Chosen
Legendary Creature — Tiefling Warlock
Dark One's Own Luck — Whenever you roll one or more dice, Farideh, Devil's Chosen gains flying and menace until end of turn. If any of those results was 10 or higher, draw a card.
"A pact is a tool, not a damnation."
3/3
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Fighter Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
When Fighter Class enters the battlefield, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
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Gretchen Titchwillow
Legendary Creature — Halfling Druid
: Draw a card. You may put a land card from your hand onto the battlefield.
"Plant what you wish to see grow. Listen for the stories you want to hear told."
0/4
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Hama Pashar, Ruin Seeker
Legendary Creature — Human Wizard
Room abilities of dungeons you own trigger an additional time.
"Someone took the time to carve these inscriptions. The least we can do is care enough to read them."
2/3
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Kalain, Reclusive Painter
Legendary Creature — Human Elf Bard
When Kalain, Reclusive Painter enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Other creatures you control enter the battlefield with an additional +1/+1 counter on them for each mana from a Treasure spent to cast them.
1/2
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Krydle of Baldur's Gate
Legendary Creature — Human Elf Rogue
Whenever Krydle of Baldur's Gate deals combat damage to a player, that player loses 1 life and mills a card, then you gain 1 life and scry 1.
Whenever you attack, you may pay . If you do, target creature can't be blocked this turn.
1/3
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A-Krydle of Baldur's Gate
Legendary Creature — Human Elf Rogue
Whenever Krydle of Baldur's Gate deals combat damage to a player, that player loses 1 life and mills a card, then you gain 1 life and scry 1.
Whenever you attack, target creature can't be blocked this turn.
1/3
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Minsc, Beloved Ranger
Legendary Creature — Human Ranger
When Minsc, Beloved Ranger enters the battlefield, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.
: Until end of turn, target creature you control has base power and toughness X/X and becomes a Giant in addition to its other types. Activate only as a sorcery.
3/3
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Monk Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
The second spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
: Level 3
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
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Orcus, Prince of Undeath
Legendary Creature — Demon
Flying, trample
When Orcus, Prince of Undeath enters the battlefield, choose one —
• Each other creature gets -X/-X until end of turn. You lose X life.
• Return up to X target creature cards with total mana value X or less from your graveyard to the battlefield. They gain haste until end of turn.
5/3
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Rogue Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled.
: Level 2
Creatures you control have menace.
: Level 3
You may play cards exiled with Rogue Class, and you may spend mana as though it were mana of any color to cast those spells.
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Shessra, Death's Whisper
Legendary Creature — Human Elf Warlock
Bewitching Whispers — When Shessra, Death's Whisper enters the battlefield, target creature blocks this turn if able.
Whispers of the Grave — At the beginning of your end step, if a creature died this turn, you may pay 2 life. If you do, draw a card.
1/3
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A-Shessra, Death's Whisper
Legendary Creature — Human Elf Warlock
Bewitching Whispers — When Shessra, Death's Whisper enters the battlefield, target creature blocks this turn if able.
Whispers of the Grave — At the beginning of your end step, if a creature died this turn, you may pay 2 life. If you do, draw a card.
1/4
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Skeletal Swarming
Enchantment
Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control.
At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead.
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Sorcerer Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
When Sorcerer Class enters the battlefield, draw two cards, then discard two cards.
: Level 2
Creatures you control have ": Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level."
: Level 3
Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
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A-Sorcerer Class
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
When Sorcerer Class enters the battlefield, draw two cards, then discard two cards.
: Level 2
Creatures you control have ": Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level."
: Level 3
Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
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Targ Nar, Demon-Fang Gnoll
Legendary Creature — Gnoll
Pack tactics — Whenever Targ Nar, Demon-Fang Gnoll attacks, if you attacked with creatures with total power 6 or greater this combat, attacking creatures get +1/+0 until end of turn.
: Double Targ Nar's power and toughness until end of turn.
2/2
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Tiamat
Legendary Creature — Dragon God
Flying
When Tiamat enters the battlefield, if you cast it, search your library for up to five Dragon cards not named Tiamat that each have different names, reveal them, put them into your hand, then shuffle.
"My children will rule over all!"
7/7
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Trelasarra, Moon Dancer
Legendary Creature — Elf Cleric
Whenever you gain life, put a +1/+1 counter on Trelasarra, Moon Dancer and scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
"Eilistraee teaches us that we are not bound by the circumstances of our birth. We all may find beauty and light, if we have the courage to seek them."
2/2
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Triumphant Adventurer
Creature — Human Knight
Deathtouch
As long as it's your turn, Triumphant Adventurer has first strike.
Whenever Triumphant Adventurer attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
1/1
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A-Triumphant Adventurer
Creature — Human Knight
Deathtouch
As long as it's your turn, Triumphant Adventurer has first strike.
Whenever Triumphant Adventurer attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
2/1
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Volo, Guide to Monsters
Legendary Creature — Human Wizard
Whenever you cast a creature spell that doesn't share a creature type with a creature you control or a creature card in your graveyard, copy that spell. (A copy of a creature spell becomes a token.)
"The beholder told me I had a good eye for details. Who was I to argue?"
3/2
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Xanathar, Guild Kingpin
Legendary Creature — Beholder
At the beginning of your upkeep, choose target opponent. Until end of turn, that player can't cast spells, you may look at the top card of their library any time, you may play the top card of their library, and you may spend mana as though it were mana of any color to cast spells this way.
5/6
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Bag of Holding
Artifact
Whenever you discard a card, exile that card from your graveyard.
, : Draw a card, then discard a card.
, , Sacrifice Bag of Holding: Return all cards exiled with Bag of Holding to their owner's hand.
Leave no treasure behind.
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The Deck of Many Things
Legendary Artifact
, : Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand.
1—9 | Return a card at random from your graveyard to your hand.
10—19 | Draw two cards.
20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
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Dungeon Map
Artifact
: Add .
, : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
"Wait, is that a secret door? I can't tell for sure . . . there's some blood in the way."
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Eye of Vecna
Legendary Artifact
When Eye of Vecna enters the battlefield, you draw a card and you lose 2 life.
At the beginning of your upkeep, you may pay . If you do, you draw a card and you lose 2 life.
"I see all things as they truly are! I see . . . decay in all flesh, and betrayal in every heart."
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Fifty Feet of Rope
Artifact
Climb Over — : Target Wall can't block this turn.
Tie Up — , : Target creature doesn't untap during its controller's next untap step.
Rappel Down — , : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
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Greataxe
Artifact — Equipment
Equipped creature gets +4/+0.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"If you're so mighty, scaled one, then why are you dead?"
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Hand of Vecna
Legendary Artifact — Equipment
At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand.
Equip—Pay 1 life for each card in your hand.
Equip
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Iron Golem
Artifact Creature — Golem
Vigilance
Iron Golem attacks or blocks each combat if able.
Once an iron golem is set to a task, it won't turn aside until that task is complete or it has been destroyed.
5/3
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Leather Armor
Artifact — Equipment
Equipped creature gets +0/+1 and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip . Activate only once each turn.
Lightweight, flexible, and protective.
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Mimic
Artifact — Treasure
, Sacrifice Mimic: Add one mana of any color.
: Mimic becomes a Shapeshifter artifact creature with base power and toughness 3/3 until end of turn.
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Spare Dagger
Artifact — Equipment
Equipped creature gets +1/+0 and has "Whenever this creature attacks, you may sacrifice Spare Dagger. When you do, this creature deals 1 damage to any target."
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Spiked Pit Trap
Artifact
Flash
, , Sacrifice Spiked Pit Trap: Choose target creature, then roll a d20.
1—9 | Spiked Pit Trap deals 5 damage to that creature.
10—20 | Spiked Pit Trap deals 5 damage to that creature. Create a Treasure token.
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Treasure Chest
Artifact
, Sacrifice Treasure Chest: Roll a d20.
1 | Trapped! — You lose 3 life.
2—9 | Create five Treasure tokens.
10—19 | You gain 3 life and draw three cards.
20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
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Cave of the Frost Dragon
Land
If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped.
: Add .
: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
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Den of the Bugbear
Land
If you control two or more other lands, Den of the Bugbear enters the battlefield tapped.
: Add .
: Until end of turn, Den of the Bugbear becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
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Dungeon Descent
Land
Dungeon Descent enters the battlefield tapped.
: Add .
, , Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
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A-Dungeon Descent
Land
: Add .
, , Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery.
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Evolving Wilds
Land
, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Parts of Faerûn still churn with the magic of arrogant Netherese archmages long dead.
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Hall of Storm Giants
Land
If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped.
: Add .
: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Hive of the Eye Tyrant
Land
If you control two or more other lands, Hive of the Eye Tyrant enters the battlefield tapped.
: Add .
: Until end of turn, Hive of the Eye Tyrant becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land.
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Lair of the Hydra
Land
If you control two or more other lands, Lair of the Hydra enters the battlefield tapped.
: Add .
: Until end of turn, Lair of the Hydra becomes an X/X green Hydra creature. It's still a land. X can't be 0.
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Temple of the Dragon Queen
Land
As Temple of the Dragon Queen enters the battlefield, you may reveal a Dragon card from your hand. Temple of the Dragon Queen enters the battlefield tapped unless you revealed a Dragon card this way or you control a Dragon.
As Temple of the Dragon Queen enters the battlefield, choose a color.
: Add one mana of the chosen color.
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Treasure Vault
Artifact Land
: Add .
, , Sacrifice Treasure Vault: Create X Treasure tokens.
There is wealth enough inside to cause the rise and the ruin of dynasties.
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Plains
Basic Land — Plains
(: Add .)
You've traced the tensions in Ten-Towns to the dwindling reindeer populations ... but what has been hunting them?
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Plains
Basic Land — Plains
(: Add .)
Seeking to learn why the ancestors have fallen silent, you've made your way to their ancient cairns.
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Plains
Basic Land — Plains
(: Add .)
Searching for a vanished caravan that was bound for Silverymoon, you've come to a bank of mysterious fog.
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Plains
Basic Land — Plains
(: Add .)
Venturing beneath the desert sands, you've discovered an alien power pulsing with inconceivable energy.
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Island
Basic Land — Island
(: Add .)
In crystal-studded waters far below the surface, you've discovered an incubating egg of mysterious origin.
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Island
Basic Land — Island
(: Add .)
After careful study, you've determined that the giant ruins served to track the movement of the planets ... and they will soon align once more.
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Island
Basic Land — Island
(: Add .)
As your ship clears the edge of Waterdeep harbor, you notice pirate sails on the horizon. What has made them so bold?
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Island
Basic Land — Island
(: Add .)
Alarmed by the news you brought, the storm giant king of the Maelstrom has called his kin to council.
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Swamp
Basic Land — Swamp
(: Add .)
As a plague ravages the world above, you've made your way into the Underdark in search of a fungal panacea.
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Swamp
Basic Land — Swamp
(: Add .)
Your search for a stolen artifact has brought you to the edge of the Mere of Dead Men.
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Swamp
Basic Land — Swamp
(: Add .)
As you trudge through the sewers of Baldur's Gate it dawns on you: where are all the rats?
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Swamp
Basic Land — Swamp
(: Add .)
You expected to meet hostile drow in this ancient ruin . . . but they fled long ago. What darkness could have driven them out?
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Mountain
Basic Land — Mountain
(: Add .)
You meant to simply rest in Hundelstone, but the miners have told you stories of whispers in the dark below.
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Mountain
Basic Land — Mountain
(: Add .)
Your path lies across the Spine of the World, where every cave hides some new danger.
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Mountain
Basic Land — Mountain
(: Add .)
You've ventured deep into the heart of the mountain to determine what can calm its quaking rage.
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Mountain
Basic Land — Mountain
(: Add .)
As you make camp near the ancient ruin, you hear the sound of drums echoing in halls where no dwarf has lived in generations.
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Forest
Basic Land — Forest
(: Add .)
As the sun reaches its zenith on the day of the solstice, a castle shimmers into view on the hilltop, just as the ancient text predicted.
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Forest
Basic Land — Forest
(: Add .)
As you venture deeper under the boughs of Neverwinter Wood, arrows in a tree trunk suggest you might not be welcome.
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Forest
Basic Land — Forest
(: Add .)
As monsters from the Underdark rampage across the world above, you've delved deep underground to determine what has driven them upward.
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Forest
Basic Land — Forest
(: Add .)
Before the elf queen will aid you, you must find a way to cure the strange rot afflicting the roots of the ancient trees.
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Grand Master of Flowers
Legendary Planeswalker — Bahamut
As long as Grand Master of Flowers has seven or more loyalty counters on him, he's a 7/7 Dragon God creature with flying and indestructible.
[+1]: Target creature without first strike, double strike, or vigilance can't attack or block until your next turn.
[+1]: Search your library and/or graveyard for a card named Monk of the Open Hand, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Mordenkainen
Legendary Planeswalker — Mordenkainen
[+2]: Draw two cards, then put a card from your hand on the bottom of your library.
[−2]: Create a blue Dog Illusion creature token with "This creature's power and toughness are each equal to twice the number of cards in your hand."
[−10]: Exchange your hand and library, then shuffle. You get an emblem with "You have no maximum hand size."
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Lolth, Spider Queen
Legendary Planeswalker — Lolth
Whenever a creature you control dies, put a loyalty counter on Lolth, Spider Queen.
[0]: You draw a card and you lose 1 life.
[−3]: Create two 2/1 black Spider creature tokens with menace and reach.
[−8]: You get an emblem with "Whenever an opponent is dealt combat damage by one or more creatures you control, if that player lost less than 8 life this turn, they lose life equal to the difference."
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Zariel, Archduke of Avernus
Legendary Planeswalker — Zariel
[+1]: Creatures you control get +1/+0 and gain haste until end of turn.
[0]: Create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."
[−6]: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
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Ellywick Tumblestrum
Legendary Planeswalker — Ellywick
[+1]: Venture into the dungeon. (Enter the first room or advance to the next room.)
[−2]: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
[−7]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
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Icingdeath, Frost Tyrant
Legendary Creature — Dragon
Flying, vigilance
When Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0," "Whenever equipped creature attacks, tap target creature defending player controls," and equip .
4/3
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White Dragon
Creature — Dragon
Flying
Cold Breath — When White Dragon enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
4/4
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Blue Dragon
Creature — Dragon
Flying
Lightning Breath — When Blue Dragon enters the battlefield, until your next turn, target creature an opponent controls gets -3/-0, up to one other target creature gets -2/-0, and up to one other target creature gets -1/-0.
5/5
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Iymrith, Desert Doom
Legendary Creature — Dragon
Flying
Iymrith, Desert Doom has ward as long as it's untapped.
Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
5/5
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Black Dragon
Creature — Dragon
Flying
Acid Breath — When Black Dragon enters the battlefield, target creature an opponent controls gets -3/-3 until end of turn.
4/4
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Ebondeath, Dracolich
Legendary Creature — Zombie Dragon
Flash
Flying
Ebondeath, Dracolich enters the battlefield tapped.
You may cast Ebondeath, Dracolich from your graveyard if a creature not named Ebondeath, Dracolich died this turn.
5/2
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Inferno of the Star Mounts
Legendary Creature — Dragon
This spell can't be countered.
Flying, haste
: Inferno of the Star Mounts gets +1/+0 until end of turn. When its power becomes 20 this way, it deals 20 damage to any target.
6/6
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Red Dragon
Creature — Dragon
Flying
Fire Breath — When Red Dragon enters the battlefield, it deals 4 damage to each opponent.
4/4
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Green Dragon
Creature — Dragon
Flying
Poison Breath — When Green Dragon enters the battlefield, until end of turn, whenever a creature an opponent controls is dealt damage, destroy it.
4/4
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Old Gnawbone
Legendary Creature — Dragon
Flying
Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.
7/7
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Adult Gold Dragon
Creature — Dragon
Flying, lifelink, haste
4/3
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Tiamat
Legendary Creature — Dragon God
Flying
When Tiamat enters the battlefield, if you cast it, search your library for up to five Dragon cards not named Tiamat that each have different names, reveal them, put them into your hand, then shuffle.
7/7
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Arborea Pegasus
Creature — Pegasus
Flying
When Arborea Pegasus enters the battlefield, target creature gets +1/+1 and gains flying until end of turn.
2/3
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Blink Dog
Creature — Dog
Double strike
Teleport — : Blink Dog phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
1/1
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Celestial Unicorn
Creature — Unicorn
Whenever you gain life, put a +1/+1 counter on Celestial Unicorn.
3/2
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Cloister Gargoyle
Artifact Creature — Gargoyle
When Cloister Gargoyle enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
0/4
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Nadaar, Selfless Paladin
Legendary Creature — Dragon Knight
Vigilance
Whenever Nadaar, Selfless Paladin enters the battlefield or attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Other creatures you control get +1/+1 as long as you've completed a dungeon.
3/3
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Oswald Fiddlebender
Legendary Creature — Gnome Artificer
Magical Tinkering — , , Sacrifice an artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield, then shuffle. Activate only as a sorcery.
2/2
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Displacer Beast
Creature — Cat Beast
When Displacer Beast enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
Displacement — : Return Displacer Beast to its owner's hand.
3/2
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Djinni Windseer
Creature — Djinn
Flying
When Djinni Windseer enters the battlefield, roll a d20.
1—9 | Scry 1.
10—19 | Scry 2.
20 | Scry 3.
3/3
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Dragon Turtle
Creature — Dragon Turtle
Flash
Drag Below — When Dragon Turtle enters the battlefield, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
3/5
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Mind Flayer
Creature — Horror
Dominate Monster — When Mind Flayer enters the battlefield, gain control of target creature for as long as you control Mind Flayer.
3/3
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Pixie Guide
Creature — Faerie
Flying
Grant an Advantage — If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
1/3
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Rimeshield Frost Giant
Creature — Giant Warrior
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
4/5
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Baleful Beholder
Creature — Beholder
When Baleful Beholder enters the battlefield, choose one —
• Antimagic Cone — Each opponent sacrifices an enchantment.
• Fear Ray — Creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
6/5
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Clattering Skeletons
Creature — Skeleton
When Clattering Skeletons dies, venture into the dungeon. (Enter the first room or advance to the next room.)
4/3
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Gelatinous Cube
Creature — Ooze
Engulf — When Gelatinous Cube enters the battlefield, exile target non-Ooze creature an opponent controls until Gelatinous Cube leaves the battlefield.
Dissolve — : Put target creature card with mana value X exiled with Gelatinous Cube into its owner's graveyard.
4/3
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Manticore
Creature — Manticore
Flash
Flying
Tail Spikes — When Manticore enters the battlefield, destroy target creature an opponent controls that was dealt damage this turn.
2/1
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Westgate Regent
Creature — Vampire
Flying
Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.)
Whenever Westgate Regent deals combat damage to a player, put that many +1/+1 counters on it.
4/4
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Wight
Creature — Zombie Soldier
Wight enters the battlefield tapped.
Life Drain — Whenever a creature dealt damage by Wight this turn dies, create a tapped 2/2 black Zombie creature token and exile that card.
3/2
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Delina, Wild Mage
Legendary Creature — Elf Shaman
Whenever Delina, Wild Mage attacks, choose target creature you control, then roll a d20.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this creature."
15—20 | Create one of those tokens. You may roll again.
3/2
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Goblin Javelineer
Creature — Goblin Warrior
Haste
Whenever Goblin Javelineer becomes blocked, it deals 1 damage to target creature blocking it.
1/1
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Hulking Bugbear
Creature — Goblin
Haste
3/3
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Minion of the Mighty
Creature — Kobold
Menace
Pack tactics — Whenever Minion of the Mighty attacks, if you attacked with creatures with total power 6 or greater this combat, you may put a Dragon creature card from your hand onto the battlefield tapped and attacking.
0/1
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Rust Monster
Creature — Beast
First strike
Sacrifice an artifact: Rust Monster gets +2/+0 until end of turn.
2/1
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Xorn
Creature — Elemental
If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token.
3/2
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Zalto, Fire Giant Duke
Legendary Creature — Giant Barbarian
Trample
Whenever Zalto, Fire Giant Duke is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
7/3
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Bulette
Creature — Beast
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on Bulette.
3/3
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Dire Wolf Prowler
Creature — Wolf
: Dire Wolf Prowler gets +2/+2 and gains haste until end of turn. Activate only once each turn.
2/2
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Gnoll Hunter
Creature — Gnoll
Pack tactics — Whenever Gnoll Hunter attacks, if you attacked with creatures with total power 6 or greater this combat, put a +1/+1 counter on Gnoll Hunter.
2/2
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Loathsome Troll
Creature — Troll
: Roll a d20. Activate only if Loathsome Troll is in your graveyard.
1—9 | Put Loathsome Troll on top of your library.
10—19 | Return Loathsome Troll to your hand.
20 | Return Loathsome Troll to the battlefield tapped.
6/2
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Lurking Roper
Creature — Horror
Lurking Roper doesn't untap during your untap step.
Whenever you gain life, untap Lurking Roper.
4/5
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Neverwinter Dryad
Creature — Dryad
, Sacrifice Neverwinter Dryad: Search your library for a basic Forest card, put it onto the battlefield tapped, then shuffle.
1/1
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Ochre Jelly
Creature — Ooze
Trample
Ochre Jelly enters the battlefield with X +1/+1 counters on it.
Split — When Ochre Jelly dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters the battlefield with half that many +1/+1 counters on it, rounded down.
0/0
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Owlbear
Creature — Bird Bear
Trample
Keen Senses — When Owlbear enters the battlefield, draw a card.
4/4
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Purple Worm
Creature — Worm
This spell costs less to cast if a creature died this turn.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
8/7
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The Tarrasque
Legendary Creature — Dinosaur
The Tarrasque has haste and ward as long as it was cast.
Whenever The Tarrasque attacks, it fights target creature defending player controls.
10/10
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Underdark Basilisk
Creature — Basilisk
Deathtouch
1/2
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Varis, Silverymoon Ranger
Legendary Creature — Human Elf Ranger
Reach, ward
Whenever you cast a creature or planeswalker spell, 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.)
Whenever you complete a dungeon, create a 2/2 green Wolf creature token.
3/3
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Barrowin of Clan Undurr
Legendary Creature — Dwarf Cleric
When Barrowin of Clan Undurr enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)
Whenever Barrowin of Clan Undurr attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
3/3
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Bruenor Battlehammer
Legendary Creature — Dwarf Warrior
Each creature you control gets +2/+0 for each Equipment attached to it.
You may pay rather than pay the equip cost of the first equip ability you activate each turn.
5/3
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Drizzt Do'Urden
Legendary Creature — Elf Ranger
Double strike
When Drizzt Do'Urden enters the battlefield, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample.
Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.
3/3
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Farideh, Devil's Chosen
Legendary Creature — Tiefling Warlock
Dark One's Own Luck — Whenever you roll one or more dice, Farideh, Devil's Chosen gains flying and menace until end of turn. If any of those results was 10 or higher, draw a card.
3/3
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Gretchen Titchwillow
Legendary Creature — Halfling Druid
: Draw a card. You may put a land card from your hand onto the battlefield.
0/4
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Hama Pashar, Ruin Seeker
Legendary Creature — Human Wizard
Room abilities of dungeons you own trigger an additional time.
2/3
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Kalain, Reclusive Painter
Legendary Creature — Human Elf Bard
When Kalain, Reclusive Painter enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Other creatures you control enter the battlefield with an additional +1/+1 counter on them for each mana from a Treasure spent to cast them.
1/2
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Krydle of Baldur's Gate
Legendary Creature — Human Elf Rogue
Whenever Krydle of Baldur's Gate deals combat damage to a player, that player loses 1 life and mills a card, then you gain 1 life and scry 1.
Whenever you attack, you may pay . If you do, target creature can't be blocked this turn.
1/3
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Minsc, Beloved Ranger
Legendary Creature — Human Ranger
When Minsc, Beloved Ranger enters the battlefield, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.
: Until end of turn, target creature you control has base power and toughness X/X and becomes a Giant in addition to its other types. Activate only as a sorcery.
3/3
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Shessra, Death's Whisper
Legendary Creature — Human Elf Warlock
Bewitching Whispers — When Shessra, Death's Whisper enters the battlefield, target creature blocks this turn if able.
Whispers of the Grave — At the beginning of your end step, if a creature died this turn, you may pay 2 life. If you do, draw a card.
1/3
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Trelasarra, Moon Dancer
Legendary Creature — Elf Cleric
Whenever you gain life, put a +1/+1 counter on Trelasarra, Moon Dancer and scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
2/2
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Volo, Guide to Monsters
Legendary Creature — Human Wizard
Whenever you cast a creature spell that doesn't share a creature type with a creature you control or a creature card in your graveyard, copy that spell. (A copy of a creature spell becomes a token.)
3/2
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Iron Golem
Artifact Creature — Golem
Vigilance
Iron Golem attacks or blocks each combat if able.
5/3
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Mimic
Artifact — Treasure
, Sacrifice Mimic: Add one mana of any color.
: Mimic becomes a Shapeshifter artifact creature with base power and toughness 3/3 until end of turn.
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Cave of the Frost Dragon
Land
If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped.
: Add .
: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
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Den of the Bugbear
Land
If you control two or more other lands, Den of the Bugbear enters the battlefield tapped.
: Add .
: Until end of turn, Den of the Bugbear becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
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Dungeon Descent
Land
Dungeon Descent enters the battlefield tapped.
: Add .
, , Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
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Evolving Wilds
Land
, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Hall of Storm Giants
Land
If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped.
: Add .
: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Hive of the Eye Tyrant
Land
If you control two or more other lands, Hive of the Eye Tyrant enters the battlefield tapped.
: Add .
: Until end of turn, Hive of the Eye Tyrant becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land.
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Lair of the Hydra
Land
If you control two or more other lands, Lair of the Hydra enters the battlefield tapped.
: Add .
: Until end of turn, Lair of the Hydra becomes an X/X green Hydra creature. It's still a land. X can't be 0.
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Temple of the Dragon Queen
Land
As Temple of the Dragon Queen enters the battlefield, you may reveal a Dragon card from your hand. Temple of the Dragon Queen enters the battlefield tapped unless you revealed a Dragon card this way or you control a Dragon.
As Temple of the Dragon Queen enters the battlefield, choose a color.
: Add one mana of the chosen color.
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Treasure Vault
Artifact Land
: Add .
, , Sacrifice Treasure Vault: Create X Treasure tokens.
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The Book of Exalted Deeds
Legendary Artifact
At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.
, , Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
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Dancing Sword
Artifact — Equipment
Equipped creature gets +2/+1.
When equipped creature dies, you may have Dancing Sword become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment.
Equip
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Flumph
Creature — Jellyfish
Defender, flying
Whenever Flumph is dealt damage, you and target opponent each draw a card.
0/4
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Guardian of Faith
Creature — Spirit Knight
Flash
Vigilance
When Guardian of Faith enters the battlefield, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
3/2
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Loyal Warhound
Creature — Dog
Vigilance
When Loyal Warhound enters the battlefield, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
3/1
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Teleportation Circle
Enchantment
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
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The Blackstaff of Waterdeep
Legendary Artifact
You may choose not to untap The Blackstaff of Waterdeep during your untap step.
Animate Walking Statue — , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
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Demilich
Creature — Skeleton Wizard
This spell costs less to cast for each instant and sorcery spell you've cast this turn.
Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast Demilich from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
4/3
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Grazilaxx, Illithid Scholar
Legendary Creature — Horror
Whenever a creature you control becomes blocked, you may return it to its owner's hand.
Whenever one or more creatures you control deal combat damage to a player, draw a card.
3/2
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Tasha's Hideous Laughter
Sorcery
Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or more.
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True Polymorph
Instant
Target artifact or creature becomes a copy of another target artifact or creature.
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Wizard's Spellbook
Artifact
: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.
1—9 | Copy that card. You may cast the copy.
10—19 | Copy that card. You may cast the copy by paying rather than paying its mana cost.
20 | Copy each card exiled with Wizard's Spellbook. You may cast any number of the copies without paying their mana costs.
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Yuan-Ti Malison
Creature — Snake Rogue
Yuan-Ti Malison can't be blocked as long as it's attacking alone.
Whenever Yuan-Ti Malison deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
2/1
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Acererak the Archlich
Legendary Creature — Zombie Wizard
When Acererak the Archlich enters the battlefield, if you haven't completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon.
Whenever Acererak the Archlich attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature.
5/5
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Asmodeus the Archfiend
Legendary Creature — Devil God
Binding Contract — If you would draw a card, exile the top card of your library face down instead.
: Draw seven cards.
: Return all cards exiled with Asmodeus the Archfiend to their owner's hand and you lose that much life.
6/6
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The Book of Vile Darkness
Legendary Artifact
At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token.
, Exile The Book of Vile Darkness and artifacts you control named Eye of Vecna and Hand of Vecna: Create Vecna, a legendary 8/8 black Zombie God creature token with indestructible and all triggered abilities of the exiled cards.
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Forsworn Paladin
Creature — Human Knight
Menace
, , Pay 1 life: Create a Treasure token.
: Target creature gets +2/+0 until end of turn. If mana from a Treasure was spent to activate this ability, that creature also gains deathtouch until end of turn.
1/1
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Sphere of Annihilation
Artifact
Sphere of Annihilation enters the battlefield with X void counters on it.
At the beginning of your upkeep, exile Sphere of Annihilation, all creatures and planeswalkers with mana value less than or equal to the number of void counters on it, and all creature and planeswalker cards in graveyards with mana value less than or equal to the number of void counters on it.
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Vorpal Sword
Artifact — Equipment
Equipped creature gets +2/+0 and has deathtouch.
: Until end of turn, Vorpal Sword gains "Whenever equipped creature deals combat damage to a player, that player loses the game."
Equip
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Flameskull
Creature — Skeleton
Flying
Flameskull can't block.
Rejuvenation — When Flameskull dies, exile it. If you do, exile the top card of your library. Until the end of your next turn, you may play one of those cards. (If you cast Flameskull this way, you can't play the other card, and vice versa.)
3/1
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Hobgoblin Bandit Lord
Creature — Goblin Rogue
Other Goblins you control get +1/+1.
, : Hobgoblin Bandit Lord deals damage equal to the number of Goblins that entered the battlefield under your control this turn to any target.
2/3
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Meteor Swarm
Sorcery
Meteor Swarm deals 8 damage divided as you choose among X target creatures and/or planeswalkers.
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Orb of Dragonkind
Artifact
, : Add two mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
, , Sacrifice Orb of Dragonkind: Look at the top seven cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Wish
Sorcery
You may play a card you own from outside the game this turn.
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Circle of Dreams Druid
Creature — Elf Druid
: Add for each creature you control.
2/1
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Froghemoth
Creature — Frog Horror
Trample, haste
Whenever Froghemoth deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on Froghemoth for each creature card exiled this way. You gain 1 life for each noncreature card exiled this way.
4/4
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Instrument of the Bards
Legendary Artifact
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards.
, : Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
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Long Rest
Sorcery
Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest.
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Werewolf Pack Leader
Creature — Human Werewolf
Pack tactics — Whenever Werewolf Pack Leader attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.
: Until end of turn, Werewolf Pack Leader has base power and toughness 5/3, gains trample, and isn't a Human.
3/3
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Orcus, Prince of Undeath
Legendary Creature — Demon
Flying, trample
When Orcus, Prince of Undeath enters the battlefield, choose one —
• Each other creature gets -X/-X until end of turn. You lose X life.
• Return up to X target creature cards with total mana value X or less from your graveyard to the battlefield. They gain haste until end of turn.
5/3
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Skeletal Swarming
Enchantment
Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control.
At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead.
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Triumphant Adventurer
Creature — Human Knight
Deathtouch
As long as it's your turn, Triumphant Adventurer has first strike.
Whenever Triumphant Adventurer attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
1/1
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Xanathar, Guild Kingpin
Legendary Creature — Beholder
At the beginning of your upkeep, choose target opponent. Until end of turn, that player can't cast spells, you may look at the top card of their library any time, you may play the top card of their library, and you may spend mana as though it were mana of any color to cast spells this way.
5/6
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The Deck of Many Things
Legendary Artifact
, : Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand.
1—9 | Return a card at random from your graveyard to your hand.
10—19 | Draw two cards.
20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
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Eye of Vecna
Legendary Artifact
When Eye of Vecna enters the battlefield, you draw a card and you lose 2 life.
At the beginning of your upkeep, you may pay . If you do, you draw a card and you lose 2 life.
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Hand of Vecna
Legendary Artifact — Equipment
At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand.
Equip—Pay 1 life for each card in your hand.
Equip
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Treasure Chest
Artifact
, Sacrifice Treasure Chest: Roll a d20.
1 | Trapped! — You lose 3 life.
2—9 | Create five Treasure tokens.
10—19 | You gain 3 life and draw three cards.
20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
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Vorpal Sword
Artifact — Equipment
Equipped creature gets +2/+0 and has deathtouch.
: Until end of turn, Vorpal Sword gains "Whenever equipped creature deals combat damage to a player, that player loses the game."
Equip
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Treasure Chest
Artifact
, Sacrifice Treasure Chest: Roll a d20.
1 | Trapped! — You lose 3 life.
2—9 | Create five Treasure tokens.
10—19 | You gain 3 life and draw three cards.
20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
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Portable Hole
Artifact
When Portable Hole enters the battlefield, exile target nonland permanent an opponent controls with mana value 2 or less until Portable Hole leaves the battlefield.
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You Find the Villains' Lair
Instant
Choose one —
• Foil Their Scheme — Counter target spell.
• Learn Their Secrets — Draw two cards, then discard two cards.
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Power Word Kill
Instant
Destroy target non-Angel, non-Demon, non-Devil, non-Dragon creature.
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Magic Missile
Sorcery
This spell can't be countered.
Magic Missile deals 3 damage divided as you choose among one, two, or three targets.
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Prosperous Innkeeper
Creature — Halfling Citizen
When Prosperous Innkeeper enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Whenever another creature enters the battlefield under your control, you gain 1 life.
1/1
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