Gatherer Oracle Export - All Cards (with Saviors of Kamigawa)
May 23, 2005

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

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

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

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

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

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

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

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

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

Aboroth 
4GG   
Creature - Aboroth   
9/9   
Cumulative upkeep-Put a -1/-1 counter on Aboroth.  

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

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

About Face 
R   
Instant    
Switch target creature's power and toughness until end of turn. Effects that alter the creature's power alter its toughness instead, and vice versa, this turn.  

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

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

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

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

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

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

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

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

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

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

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

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

Academy Researchers 
1UU   
Creature - Wizard   
2/2   
When Academy Researchers comes into play, you may put an enchant creature card from your hand into play enchanting Academy Researchers.  

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

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

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

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

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

Acid Rain 
3U   
Sorcery    
Destroy all Forests.  

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

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

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

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

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

Acridian 
1G   
Creature - Insect   
2/4   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)  

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

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

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

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

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

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

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

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

Advanced Hoverguard 
3U   
Creature - Drone   
2/2   
Flying
U: Advanced Hoverguard can't be the target of spells or abilities this turn.  

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Aggression 
2R   
Enchant Creature    
Aggression can enchant only a non-Wall creature.
Enchanted creature has first strike and trample.
At the end of its controller's turn, destroy enchanted creature if it didn't attack this turn.  

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

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

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

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

Air Bladder 
U   
Enchant Creature    
Enchanted creature has flying.
Enchanted creature may block only creatures with flying.  

Air Elemental 
3UU   
Creature - Elemental   
4/4   
Flying  

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Akroma's Devoted 
3W   
Creature - Cleric   
2/4   
All Clerics have vigilance.  

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

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

Aku Djinn 
3BB   
Creature - Djinn   
5/6   
Trample
At the beginning of your upkeep, put a +1/+1 counter on each creature you don't control.  

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

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

Alabaster Dragon 
4ww   
Creature - Dragon   
4/4   
Flying
If Alabaster Dragon would be put into a graveyard from play, shuffle Alabaster Dragon into its owner's library instead.  

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

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

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

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

Alaborn Grenadier 
WW   
Creature - Soldier   
2/2   
Vigilance  

Alaborn Musketeer 
1W   
Creature - Soldier   
2/1   
Alaborn Musketeer may block as though it had flying.  

Alaborn Trooper 
2W   
Creature - Soldier   
2/3   
  

Alaborn Veteran 
2W   
Creature - Knight   
2/2   
T: Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before the combat phase.  

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

Aladdin 
2RR   
Creature - Aladdin   
1/1   
1RR, T: Gain control of target artifact as long as Aladdin is in play.  

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

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

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

Albino Troll 
1G   
Creature - Troll   
3/3   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
1G: Regenerate Albino Troll.  

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

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

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

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

Alexi's Cloak 
1U   
Enchant Creature    
You may play Alexi's Cloak any time you could play an instant.
Enchanted creature can't be the target of spells or abilities.  

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

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

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

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

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

Allay 
1W   
Instant    
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Allay into your hand instead of your graveyard as part of its resolution.)
Destroy target enchantment.  

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

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

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

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

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

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

Alpha Myr 
2   
Artifact Creature - Myr   
2/1   
  

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

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

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

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

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

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

Aluren 
2GG   
Enchantment    
Any player may play creature cards with converted mana cost 3 or less without paying their mana cost any time he or she could play an instant.  

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Anaba Ancestor 
1R   
Creature - Ghost   
1/1   
T: Target Minotaur gets +1/+1 until end of turn.  

Anaba Bodyguard 
3R   
Creature - Minotaur   
2/3   
First strike  

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

Anaba Spirit Crafter 
2RR   
Creature - Minotaur   
1/3   
All Minotaurs get +1/+0.  

Anaconda 
3G   
Creature - Snake   
3/3   
Swampwalk  

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

Anarchy 
2RR   
Sorcery    
Destroy all white permanents.  

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

Ancestor's Chosen 
5WW   
Creature - Cleric   
4/4   
First strike
When Ancestor's Chosen comes into play, you gain 1 life for each card in your graveyard.  

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

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

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

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

Ancestral Recall 
U   
Instant    
Target player draws three cards.  

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

Ancient Craving 
3B   
Sorcery    
Draw three cards. You lose 3 life.  

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

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

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

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

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

Ancient Silverback 
4GG   
Creature - Ape   
6/5   
G: Regenerate Ancient Silverback.  

Ancient Spider 
2GW   
Creature - Spider   
2/5   
First strike
Ancient Spider may block as though it had flying.  

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

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

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

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

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

Angel of Mercy 
4W   
Creature - Angel   
3/3   
Flying
When Angel of Mercy comes into play, you gain 3 life.  

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

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

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

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

Angelic Blessing 
2W   
Sorcery    
Target creature gets +3/+3 and gains flying until end of turn.  

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

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

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

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

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

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

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

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

Angelic Wall 
1W   
Creature - Wall   
0/4   
Defender (This creature can't attack.)
Flying  

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

Angry Mob 
2WW   
Creature - Mob   
2+*/2+*   
Trample
During your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps all opponents control. During other players' turns, Angry Mob's power and toughness are each 2.  

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

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

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

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

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

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

Animate Artifact 
3U   
Enchant Artifact    
Enchanted artifact is a creature with power and toughness each equal to its converted mana cost. It's still an artifact.  

Animate Dead 
1B   
Enchantment    
When Animate Dead comes into play, if it's in play, it becomes an enchant creature. Put target creature card from a graveyard into play under your control enchanted by Animate Dead.
Enchanted creature gets -1/-0.
When Animate Dead leaves play, destroy enchanted creature. It can't be regenerated.  

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

Animate Wall 
W   
Enchant Creature    
Enchanted creature may attack as though it didn't have defender.  

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

Annex 
2UU   
Enchant Land    
You control enchanted land.  

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

Annul 
U   
Instant    
Counter target artifact or enchantment spell.  

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

Anoint 
W   
Instant    
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Anoint into your hand instead of your graveyard as part of its resolution.)
Prevent the next 3 damage that would be dealt to target creature this turn.  

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

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

Anti-Magic Aura 
2U   
Enchant Creature    
Enchanted creature can't be the target of spells and can't be enchanted by enchantments except for Anti-Magic Aura.  

Anurid Barkripper 
1GG   
Creature - Beast   
2/2   
Threshold - Anurid Barkripper gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)  

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

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

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

Anurid Swarmsnapper 
2G   
Creature - Beast   
1/4   
Anurid Swarmsnapper may block as though it had flying.
1G: Anurid Swarmsnapper may block an additional creature this turn.  

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

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

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

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

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

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

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

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

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

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

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

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

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

Apprentice Sorcerer 
2U   
Creature - Wizard   
1/1   
T: Apprentice Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.  

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

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

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

Arachnoid 
6   
Artifact Creature - Spider   
2/6   
Arachnoid may block as though it had flying.  

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

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

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

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

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

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

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

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

Arcane Teachings 
2R   
Enchant Creature    
Enchanted creature gets +2/+2 and has "T: This creature deals 1 damage to target creature or player."  

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Arctic Wolves 
3GG   
Creature - Wolf   
4/5   
Cumulative upkeep 2
When Arctic Wolves comes into play, draw a card.  

Arcum's Sleigh 
1   
Artifact    
2, T: Until end of turn, target creature has vigilance as long as defending player controls a snow-covered land.  

Arcum's Weathervane 
2   
Artifact    
2, T: Target snow-covered land is no longer snow-covered. (This effect doesn't end at end of turn.)
2, T: Target non-snow-covered basic land becomes snow-covered. (This effect doesn't end at end of turn.)  

Arcum's Whistle 
3   
Artifact    
3, T: Target non-Wall creature's controller may pay X, where X is that creature's converted mana cost. If he or she doesn't, the creature attacks this turn if able, and at end of turn, destroy it if it didn't attack. Play this ability only during the creature's controller's turn before attackers are declared. You can't target a creature that came under its controller's control this turn.  

Ardent Militia 
4W   
Creature - Soldier   
2/5   
Vigilance  

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

Arena 
Land    
3, T: Choose a creature you control. An opponent chooses a creature he or she controls. Tap both creatures. Each of those creatures deals damage equal to its power to the other.  

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

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

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

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

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

Argivian Restoration 
2UU   
Sorcery    
Put target artifact card from your graveyard into play.  

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

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

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

Argothian Swine 
3G   
Creature - Boar   
3/3   
Trample  

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

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

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

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

Armageddon 
3W   
Sorcery    
Destroy all lands.  

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

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

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

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

Armor of Thorns 
1G   
Enchant Creature    
Armor of Thorns can enchant only a nonblack creature.
You may play Armor of Thorns any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.
Enchanted creature gets +2/+2.  

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

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

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

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

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

Armored Pegasus 
1W   
Creature - Pegasus   
1/2   
Flying  

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

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

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

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

Arnjlot's Ascent 
1UU   
Enchantment    
Cumulative upkeep U
1: Target creature gains flying until end of turn.  

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

Arrogant Vampire 
3BB   
Creature - Vampire   
4/3   
Flying  

Arrogant Wurm 
3GG   
Creature - Wurm   
4/4   
Trample
Madness 2G (You may play this card for its madness cost at the time you discard it.)  

Artifact Blast 
R   
Instant    
Counter target artifact spell.  

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

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

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

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

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

Ascendant Evincar 
4BB   
Legendary Creature    
3/3   
Flying
Other black creatures get +1/+1.
Nonblack creatures get -1/-1.  

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

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

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

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

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

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

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

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

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

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

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

Ashnod's Transmogrant 
1   
Artifact    
T, Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its types. (This effect doesn't end at end of turn.)  

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Aura Graft 
1U   
Instant    
Gain control of target enchantment that's enchanting a permanent. Move that enchantment to another permanent it can enchant. (This effect doesn't end at end of turn.)  

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Aurochs 
3G   
Creature - Aurochs   
2/3   
Trample
As long as Aurochs is attacking, it gets +1/+0 for each other attacking Aurochs.  

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

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

Autumn Willow 
4GG   
Legendary Creature    
4/4   
Autumn Willow can't be the target of spells or abilities.
G: Until end of turn, Autumn Willow may be the target of spells and abilities controlled by target player as though it did not have "Autumn Willow can't be the target of spells or abilities."  

Avalanche 
X2RR   
Sorcery    
Destroy X target snow-covered lands.  

Avalanche Riders 
3R   
Creature - Nomad   
2/2   
Haste
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Avalanche Riders comes into play, destroy target land.  

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

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

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

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

Avatar of Might 
6GG   
Creature - Avatar   
8/8   
If an opponent controls at least four more creatures than you, Avatar of Might costs 6 less to play.
Trample  

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

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

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

Aven Brigadier 
3WWW   
Creature - Bird Soldier   
3/5   
Flying
All other Birds get +1/+1.
All other Soldiers get +1/+1.  

Aven Cloudchaser 
3W   
Creature - Bird Soldier   
2/2   
Flying
When Aven Cloudchaser comes into play, destroy target enchantment.  

Aven Envoy 
U   
Creature - Bird Soldier   
0/2   
Flying  

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

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

Aven Fisher 
3U   
Creature - Bird Soldier   
2/2   
Flying 
When Aven Fisher is put into a graveyard from play, you may draw a card.  

Aven Flock 
4W   
Creature - Bird Soldier   
2/3   
Flying
W: Aven Flock gets +0/+1 until end of turn.  

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

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

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

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

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

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

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

Aven Warcraft 
2W   
Instant    
Creatures you control get +0/+2 until end of turn.
Threshold - Creatures you control also gain protection from the color of your choice until end of turn. (You have threshold if seven or more cards are in your graveyard.)  

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

Aven Windreader 
3UU   
Creature - Bird Soldier Wizard   
3/3   
Flying
1U: Target player reveals the top card of his or her library.  

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

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

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

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

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

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

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

Awesome Presence 
U   
Enchant Creature    
Enchanted creature can't be blocked unless defending player pays 3 for each creature that blocks it. (This cost is paid as blockers are declared.)  

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

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

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

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

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

Aysen Highway 
3WWW   
Enchantment    
White creatures have plainswalk.  

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

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

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

Azure Drake 
3U   
Creature - Drake   
2/4   
Flying  

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

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

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

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

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

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

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

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

Badlands 
Land - Mountain Swamp   
  

Baki's Curse 
2UU   
Sorcery    
Baki's Curse deals 2 damage to each creature for each enchant creature enchanting that creature.  

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

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

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

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

Balduvian Barbarians 
1RR   
Creature - Barbarian   
3/2   
  

Balduvian Bears 
1G   
Creature - Bear   
2/2   
  

Balduvian Conjurer 
1U   
Creature - Wizard   
0/2   
T: Until end of turn, target snow-covered land becomes a 2/2 creature that's still a land.  

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Balthor the Stout 
1RR   
Legendary Creature - Dwarf   
2/2   
All Barbarians get +1/+1.
R: Target Barbarian gets +1/+0 until end of turn.  

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

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

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

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

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

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

Barbarian General 
4R   
Creature - Soldier   
3/2   
Horsemanship  

Barbarian Guides 
2R   
Creature - Barbarian   
1/2   
2R, T: Target creature you control gains the snow-covered landwalk ability of your choice until end of turn. Return that creature to its owner's hand at end of turn.  

Barbarian Horde 
3R   
Creature - Soldier   
3/3   
  

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

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

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

Barbary Apes 
1G   
Creature - Ape   
2/2   
  

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

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

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

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

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

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

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

Barbtooth Wurm 
5G   
Creature - Wurm   
6/4   
  

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

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

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

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

Barktooth Warbeard 
4BRR   
Legendary Creature    
6/5   
  

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

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

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

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

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

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

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

Barrin's Spite 
2UB   
Sorcery    
Choose a player and two target creatures that player controls. The player chooses and sacrifices one of them. Return the other to its owner's hand.  

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

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

Bartel Runeaxe 
3BRG   
Legendary Creature    
6/5   
Vigilance
Bartel Runeaxe can't be the target of enchant creature spells.  

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

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

Basalt Golem 
5   
Artifact Creature - Golem   
2/4   
Basalt Golem can't be blocked by artifact creatures.
Whenever Basalt Golem becomes blocked by a creature, destroy that creature at end of combat. It can't be regenerated. Then the creature's controller puts a 0/2 Stone Wall artifact creature token with defender into play.  

Basalt Monolith 
3   
Artifact    
Basalt Monolith doesn't untap during your untap step.
3: Untap Basalt Monolith.
T: Add 3 to your mana pool. This mana can't be spent on abilities of permanents named Basalt Monolith.  

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

Basking Rootwalla 
G   
Creature - Lizard   
1/1   
1G: Basking Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn.
Madness 0 (You may play this card for its madness cost at the time you discard it.)  

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Bayou 
Land - Swamp Forest   
  

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

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

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

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

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

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

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

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

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

Bear Cub 
1G   
Creature - Bear   
2/2   
  

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

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

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

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

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

Bedlam 
2RR   
Enchantment    
Creatures can't block.  

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

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

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

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

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

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

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

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

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

Benalish Hero 
W   
Creature - Hero   
1/1   
Banding  

Benalish Infantry 
2W   
Creature - Soldier   
1/3   
Banding  

Benalish Knight 
2W   
Creature - Knight   
2/2   
First strike
You may play Benalish Knight any time you could play an instant.  

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

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

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

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

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

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

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

Benthic Behemoth 
5UUU   
Creature - Serpent   
7/6   
Islandwalk  

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

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

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

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

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

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

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

Betrayal 
U   
Enchant Creature    
Betrayal can enchant only a creature an opponent controls.
Whenever enchanted creature becomes tapped, you draw a card.  

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

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

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

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

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

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

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

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

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

Bird Maiden 
2R   
Creature - Maiden   
1/2   
Flying  

Birds of Paradise 
G   
Creature - Bird   
0/1   
Flying
T: Add one mana of any color to your mana pool.  

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

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

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

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

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

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

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

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

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

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

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

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

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

Blanchwood Armor 
2G   
Enchant Creature    
Enchanted creature gets +1/+1 for each Forest you control.  

Blanchwood Treefolk 
4G   
Creature - Treefolk   
4/5   
  

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Blessing of Leeches 
2B   
Enchant Creature    
You may play Blessing of Leeches any time you could play an instant.
At the beginning of your upkeep, you lose 1 life.
0: Regenerate enchanted creature.  

Blight 
BB   
Enchant Land    
When enchanted land becomes tapped, destroy it.  

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

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

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

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

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

Blinding Angel 
3WW   
Creature - Angel   
2/4   
Flying
Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase.  

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

Blinding Light 
2W   
Sorcery    
Tap all nonwhite creatures.  

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

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

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

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

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

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

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

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

Blizzard 
GG   
Enchantment    
Cumulative upkeep 2
You can't play Blizzard unless you control a snow-covered land.
Creatures with flying don't untap during their controllers' untap steps.  

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

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

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

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

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

Blood Frenzy 
1R   
Instant    
Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn.  

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

Blood Lust 
1R   
Instant    
Target creature gets +4/-4 until end of turn. If this would reduce that creature's toughness to less than 1, it reduces it to 1 instead.  

Blood Moon 
2R   
Enchantment    
Nonbasic lands are Mountains.  

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

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

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

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

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

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

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

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

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

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

Bloodfire Infusion 
2R   
Enchant Creature    
Bloodfire Infusion can enchant only a creature you control.
R, Sacrifice enchanted creature: Bloodfire Infusion deals damage equal to the sacrificed creature's power to each creature.  

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

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

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

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

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

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

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

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

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

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

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

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

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

Blue Ward 
W   
Enchant Creature    
Enchanted creature has protection from blue. This effect doesn't remove Blue Ward.  

Blurred Mongoose 
1G   
Creature - Mongoose   
2/1   
Blurred Mongoose can't be countered.
Blurred Mongoose can't be the target of spells or abilities.  

Boa Constrictor 
4G   
Creature - Snake   
3/3   
T: Boa Constrictor gets +3/+3 until end of turn.  

Body of Jukai 
7GG   
Creature - Spirit   
8/5   
Trample
Soulshift 8 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 8 or less from your graveyard to your hand.)  

Body Snatcher 
2BB   
Creature - Minion   
2/2   
When Body Snatcher comes into play, you may discard a creature card. If you don't, remove Body Snatcher from the game.
When Body Snatcher is put into a graveyard from play, remove Body Snatcher from the game and return target creature card from your graveyard to play.  

Bog Down 
2B   
Sorcery    
Kicker-Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you play this spell.)
Target player discards two cards. If the kicker cost was paid, that player discards three cards instead.  

Bog Elemental 
3BB   
Creature - Elemental   
5/4   
Protection from white
At the beginning of your upkeep, sacrifice Bog Elemental unless you sacrifice a land.  

Bog Glider 
2B   
Creature - Mercenary   
1/1   
Flying
T, Sacrifice a land: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library.  

Bog Gnarr 
4G   
Creature - Beast   
2/2   
Whenever a player plays a black spell, Bog Gnarr gets +2/+2 until end of turn.  

Bog Imp 
1B   
Creature - Imp   
1/1   
Flying  

Bog Initiate 
1B   
Creature - Wizard   
1/1   
1: Add B to your mana pool.  

Bog Raiders 
2B   
Creature - Zombie   
2/2   
Swampwalk  

Bog Rats 
B   
Creature - Rat   
1/1   
Bog Rats can't be blocked by Walls.  

Bog Smugglers 
1BB   
Creature - Mercenary   
2/2   
Swampwalk  

Bog Witch 
2B   
Creature - Spellshaper   
1/1   
B, T, Discard a card: Add BBB to your mana pool.  

Bog Wraith 
3B   
Creature - Wraith   
3/3   
Swampwalk  

Bog Wreckage 
Land    
Bog Wreckage comes into play tapped.
T: Add B to your mana pool.
T, Sacrifice Bog Wreckage: Add one mana of any color to your mana pool.  

Bogardan Firefiend 
2R   
Creature - Spirit   
2/1   
When Bogardan Firefiend is put into a graveyard from play, it deals 2 damage to target creature.  

Bogardan Phoenix 
2RRR   
Creature - Phoenix   
3/3   
Flying
When Bogardan Phoenix is put into a graveyard from play and has no death counter on it, return Bogardan Phoenix to play and put a death counter on it.
If Bogardan Phoenix would be put into a graveyard from play and has a death counter on it, remove it from the game instead.  

Boil 
3R   
Instant    
Destroy all Islands.  

Boiling Blood 
2R   
Instant    
Target creature attacks this turn if able.
Draw a card.  

Boiling Seas 
3R   
Sorcery    
Destroy all Islands.  

Bola Warrior 
1R   
Creature - Spellshaper   
1/1   
R, T, Discard a card: Target creature can't block this turn.  

Bomb Squad 
3R   
Creature - Dwarf   
1/1   
T: Put a fuse counter on target creature.
At the beginning of your upkeep, put a fuse counter on each creature with a fuse counter on it.
Whenever a creature has four or more fuse counters on it, remove all fuse counters from it and destroy it. That creature deals 4 damage to its controller.  

Bone Dancer 
1BB   
Creature - Zombie   
2/2   
Whenever Bone Dancer attacks and isn't blocked, you may put the top creature card from defending player's graveyard into play under your control. If you do, Bone Dancer deals no combat damage this turn.  

Bone Flute 
3   
Artifact    
2, T: All creatures get -1/-0 until end of turn.  

Bone Harvest 
2B   
Instant    
Put any number of target creature cards from your graveyard on top of your library.
Draw a card at the beginning of the next turn's upkeep.  

Bone Mask 
4   
Artifact    
2, T: The next time a source of your choice would deal damage to you this turn, prevent that damage. For each 1 damage prevented this way, remove the top card of your library from the game.  

Bone Shaman 
2RR   
Creature - Giant   
3/3   
B: Until end of turn, Bone Shaman gains "Creatures dealt damage by Bone Shaman this turn can't be regenerated this turn."  

Bone Shredder 
2B   
Creature - Minion   
1/1   
Flying; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Bone Shredder comes into play, destroy target nonartifact, nonblack creature.  

Boneknitter 
1B   
Creature - Zombie Cleric   
1/1   
1B: Regenerate target Zombie.
Morph 2B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Boneshard Slasher 
1B   
Creature - Horror   
1/1   
Flying
Threshold - Boneshard Slasher gets +2/+2 and has "When Boneshard Slasher becomes the target of a spell or ability, sacrifice it." (You have threshold as long as seven or more cards are in your graveyard.)  

Bonesplitter 
1   
Artifact - Equipment   
Equipped creature gets +2/+0.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Bonethorn Valesk 
4R   
Creature - Beast   
4/2   
Whenever a creature is turned face up, Bonethorn Valesk deals 1 damage to target creature or player.  

Booby Trap 
6   
Artifact    
As Booby Trap comes into play, name a card other than a basic land card and choose an opponent.
Reveal all cards the chosen player draws as they're drawn.
When a card drawn by the chosen player is the named card, sacrifice Booby Trap. If you do, it deals 10 damage to that player.  

Book Burning 
1R   
Sorcery    
Unless a player has Book Burning deal 6 damage to him or her, put the top six cards of target player's library into his or her graveyard.  

Book of Rass 
6   
Artifact    
2, Pay 2 life: Draw a card.  

Boomerang 
UU   
Instant    
Return target permanent to its owner's hand.  

Border Guard 
2W   
Creature - Soldier   
1/4   
  

Border Patrol 
4W   
Creature - Nomad   
1/6   
Vigilance  

Boris Devilboon 
3BR   
Legendary Creature    
2/2   
2BR, T: Put a 1/1 black and red Minor Demon creature token into play.  

Borrowing 100,000 Arrows 
2U   
Sorcery    
Draw a card for each tapped creature target opponent controls.  

Borrowing the East Wind 
XGG   
Sorcery    
Borrowing the East Wind deals X damage to each creature with horsemanship and each player.  

Boseiju, Who Shelters All 
Legendary Land    
Boseiju, Who Shelters All comes into play tapped.
T, Pay 2 life: Add 1 to your mana pool. If that mana is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities.  

Bosh, Iron Golem 
8   
Legendary Artifact Creature - Golem   
6/7   
Trample
3R, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player.  

Bsium Strip 
3   
Artifact    
3, T: Until end of turn, if the top card in your graveyard is an instant or sorcery card, you may play that card as though it were in your hand. If a card played this way would be put into a graveyard this turn, remove it from the game instead.  

Bottle Gnomes 
3   
Artifact Creature - Gnome   
1/3   
Sacrifice Bottle Gnomes: You gain 3 life.  

Bottle of Suleiman 
4   
Artifact    
1, Sacrifice Bottle of Suleiman: Flip a coin. If you lose the flip, Bottle of Suleiman deals 5 damage to you. If you win the flip, put a 5/5 Djinn artifact creature token with flying into play.  

Bottomless Pit 
1BB   
Enchantment    
At the beginning of each player's upkeep, that player discards a card at random.  

Bottomless Vault 
Land    
Bottomless Vault comes into play tapped.
You may choose not to untap Bottomless Vault during your untap step.
At the beginning of your upkeep, if Bottomless Vault is tapped, put a storage counter on it.
T, Remove any number of storage counters from Bottomless Vault: Add B to your mana pool for each storage counter removed this way.  

Bouncing Beebles 
2U   
Creature - Beeble   
2/2   
Bouncing Beebles is unblockable as long as defending player controls an artifact.  

Bounteous Kirin 
5GG   
Legendary Creature - Kirin Spirit   
4/4   
Flying
Whenever you play a Spirit or Arcane spell, you may gain life equal to that spell's converted mana cost.  

Bounty Hunter 
2BB   
Creature - Minion   
2/2   
T: Put a bounty counter on target nonblack creature.
T: Destroy target creature with a bounty counter on it.  

Bounty of the Hunt 
3GG   
Instant    
You may remove a green card in your hand from the game rather than pay Bounty of the Hunt's mana cost.
Choose one - Target creature gets +3/+3 until end of turn; or target creature gets +2/+2 until end of turn and another target creature gets +1/+1 until end of turn; or three target creatures each get +1/+1 until end of turn.  

Braids, Cabal Minion 
2BB   
Legendary Creature - Minion   
2/2   
At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land.  

Braidwood Cup 
3   
Artifact    
T: You gain 1 life.  

Braidwood Sextant 
1   
Artifact    
2, T, Sacrifice Braidwood Sextant: Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.  

Brain Freeze 
1U   
Instant    
Target player puts the top three cards of his or her library into his or her graveyard.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)  

Braingeyser 
XUU   
Sorcery    
Target player draws X cards.  

Brainstorm 
U   
Instant    
Draw three cards, then put two cards from your hand on top of your library in any order.  

Brainwash 
W   
Enchant Creature    
Enchanted creature can't attack unless its controller pays 3. (This cost is paid as attackers are declared.)  

Branchsnap Lorian 
1GG   
Creature - Beast   
4/1   
Trample
Morph G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Brand 
R   
Instant    
Gain control of all permanents you own. (This effect doesn't end at end of turn.)
Cycling 2 (2, Discard this card: Draw a card.)  

Brand of Ill Omen 
3R   
Enchant Creature    
Cumulative upkeep R
Enchanted creature's controller can't play creature spells.  

Branded Brawlers 
R   
Creature - Soldier   
2/2   
Branded Brawlers can't attack if defending player controls an untapped land.
Branded Brawlers can't block if you control an untapped land.  

Brass Herald 
6   
Artifact Creature - Golem   
2/2   
As Brass Herald comes into play, choose a creature type.
When Brass Herald comes into play, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
Creatures of the chosen type get +1/+1.  

Brass Man 
1   
Artifact Creature    
1/3   
Brass Man doesn't untap during your untap step.
1: Untap Brass Man. Play this ability only during your upkeep.  

Brass Secretary 
3   
Artifact Creature    
2/1   
2, Sacrifice Brass Secretary: Draw a card.  

Brassclaw Orcs 
2R   
Creature - Orc   
3/2   
Brassclaw Orcs can't block a creature with power 2 or greater.  

Brass-Talon Chimera 
4   
Artifact Creature - Chimera   
2/2   
First strike
Sacrifice Brass-Talon Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains first strike. (This effect doesn't end at end of turn.)  

Bravado 
1R   
Enchant Creature    
Enchanted creature gets +1/+1 for each other creature you control.  

Brawl 
3RR   
Instant    
Until end of turn, all creatures gain "T: This creature deals damage equal to its power to target creature."  

Brawn 
3G   
Creature - Incarnation   
3/3   
Trample
As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample.  

Breach 
2B   
Instant    
Target creature gets +2/+0 and gains fear until end of turn.  

Break Asunder 
2GG   
Sorcery    
Destroy target artifact or enchantment.
Cycling 2 (2, Discard this card: Draw a card.)  

Break Open 
1R   
Instant    
Turn target face-down creature an opponent controls face up.  

Breaking Point 
1RR   
Sorcery    
Destroy all creatures unless a player has Breaking Point deal 6 damage to him or her. Creatures destroyed this way can't be regenerated.  

Breaking Wave 
2UU   
Sorcery    
You may play Breaking Wave any time you could play an instant if you pay 2 more to play it.
Simultaneously untap all tapped creatures and tap all untapped creatures.  

Breakthrough 
XU   
Sorcery    
Draw four cards, then choose X cards in your hand and discard the rest.  

Breath of Darigaaz 
1R   
Sorcery    
Kicker 2 (You may pay an additional 2 as you play this spell.)
Breath of Darigaaz deals 1 damage to each creature without flying and each player. If the kicker cost was paid, Breath of Darigaaz deals 4 damage to each creature without flying and each player instead.  

Breath of Dreams 
2UU   
Enchantment    
Cumulative upkeep U
Green creatures have "Cumulative upkeep 1."  

Breath of Life 
3W   
Sorcery    
Return target creature card from your graveyard to play.  

Breathstealer 
2B   
Creature - Nightstalker   
2/2   
B: Breathstealer gets +1/-1 until end of turn.  

Breathstealer's Crypt 
2UB   
Enchantment    
If a player would draw a card, instead he or she draws a card and reveals it. If it's a creature card, that player discards it unless he or she pays 3 life.  

Breeding Pit 
3B   
Enchantment    
At the beginning of your upkeep, sacrifice Breeding Pit unless you pay BB. 
At the end of your turn, put a 0/1 black Thrull creature token into play.  

Breezekeeper 
3U   
Creature - Djinn   
4/4   
Flying, phasing  

Briar Patch 
1GG   
Enchantment    
Whenever a creature attacks you, it gets -1/-0 until end of turn.  

Briar Shield 
G   
Enchant Creature    
Enchanted creature gets +1/+1.
Sacrifice Briar Shield: Enchanted creature gets +3/+3 until end of turn.  

Briarknit Kami 
3GG   
Creature - Spirit   
3/3   
Whenever you play a Spirit or Arcane spell, put a +1/+1 counter on target creature.  

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

Brightstone Ritual 
R   
Instant    
Add R to your mana pool for each Goblin in play.  

Brilliant Halo 
1W   
Enchant Creature    
Enchanted creature gets +1/+2.
When Brilliant Halo is put into a graveyard from play, return Brilliant Halo to its owner's hand.  

Brilliant Plan 
4U   
Sorcery    
Draw three cards.  

Brimstone Dragon 
6RR   
Creature - Dragon   
6/6   
Flying, haste  

Brine Hag 
2UU   
Creature - Hag   
2/2   
When Brine Hag is put into a graveyard from play, all creatures that dealt damage to it this turn become 0/2. (This effect doesn't end at end of turn.)  

Brine Seer 
3U   
Creature - Wizard   
1/1   
2U, T: Reveal any number of blue cards in your hand. Counter target spell unless its controller pays 1 for each card revealed this way.  

Brine Shaman 
1B   
Creature - Cleric   
1/1   
T, Sacrifice a creature: Target creature gets +2/+2 until end of turn.
1UU, Sacrifice a creature: Counter target creature spell.  

Bringer of the Black Dawn 
7BB   
Creature - Bringer   
5/5   
You may pay WUBRG rather than pay Bringer of the Black Dawn's mana cost.
Trample
At the beginning of your upkeep, you may pay 2 life. If you do, search your library for a card, then shuffle your library and put that card on top of it.  

Bringer of the Blue Dawn 
7UU   
Creature - Bringer   
5/5   
You may pay WUBRG rather than pay Bringer of the Blue Dawn's mana cost.
Trample
At the beginning of your upkeep, you may draw two cards.  

Bringer of the Green Dawn 
7GG   
Creature - Bringer   
5/5   
You may pay WUBRG rather than pay Bringer of the Green Dawn's mana cost.
Trample
At the beginning of your upkeep, you may put a 3/3 green Beast creature token into play.  

Bringer of the Red Dawn 
7RR   
Creature - Bringer   
5/5   
You may pay WUBRG rather than pay Bringer of the Red Dawn's mana cost.
Trample
At the beginning of your upkeep, you may untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.  

Bringer of the White Dawn 
7WW   
Creature - Bringer   
5/5   
You may pay WUBRG rather than pay Bringer of the White Dawn's mana cost.
Trample
At the beginning of your upkeep, you may return target artifact card from your graveyard to play.  

Brink of Madness 
2BB   
Enchantment    
At the beginning of your upkeep, if you have no cards in hand, sacrifice Brink of Madness. If you do, target opponent discards his or her hand.  

Broken Dam 
U   
Sorcery    
Tap one or two target creatures without horsemanship.  

Broken Fall 
2G   
Enchantment    
Return Broken Fall to its owner's hand: Regenerate target creature.  

Broken Visage 
4B   
Instant    
Destroy target attacking nonartifact creature. It can't be regenerated. Put a black Spirit creature token into play with power and toughness equal to the power and toughness of that creature. Sacrifice the Spirit token at end of turn.  

Brontotherium 
4GG   
Creature - Beast   
5/3   
Trample
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)  

Bronze Horse 
7   
Artifact Creature    
4/4   
Trample
If you control another creature, prevent all damage that would be dealt to Bronze Horse by spells that target it.  

Bronze Tablet 
6   
Artifact    
Remove Bronze Tablet from your deck before playing if you're not playing for ante.
Bronze Tablet comes into play tapped.
4, T: Target nontoken permanent's controller may pay 10 life. If he or she does, remove Bronze Tablet from the game. If he or she doesn't and Bronze Tablet is in play, you own that permanent and that player owns Bronze Tablet, then remove Bronze Tablet and that permanent from the game.  

Brood of Cockroaches 
1B   
Creature - Insect   
1/1   
When Brood of Cockroaches is put into your graveyard from play, at end of turn, you lose 1 life and return Brood of Cockroaches to your hand.  

Brood Sliver 
4G   
Creature - Sliver   
3/3   
Whenever a Sliver deals combat damage to a player, its controller may put a 1/1 colorless Sliver creature token into play.  

Broodhatch Nantuko 
1G   
Creature - Insect Druid   
1/1   
Whenever Broodhatch Nantuko is dealt damage, you may put that many 1/1 green Insect creature tokens into play.
Morph 2G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Broodstar 
8UU   
Creature - Beast   
*/*   
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying
Broodstar's power and toughness are each equal to the number of artifacts you control.  

Brothers of Fire 
1RR   
Creature - Brother   
2/2   
1RR: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you.  

Brothers Yamazaki 
2R   
Legendary Creature - Human Samurai   
2/1   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
If there are exactly two permanents named Brothers Yamazaki in play, the "legend rule" doesn't apply to them.
Each other creature named Brothers Yamazaki gets +2/+2 and has haste.  

Browbeat 
2R   
Sorcery    
Unless a player has Browbeat deal 5 damage to him or her, target player draws three cards.  

Brown Ouphe 
G   
Creature - Ouphe   
1/1   
1G, T: Counter target activated ability from an artifact source. (Mana abilities can't be countered.)  

Browse 
2UU   
Enchantment    
2UU: Look at the top five cards of your library, put one of them into your hand, then remove the rest from the game.  

Brush with Death 
2B   
Sorcery    
Buyback 2BB (You may pay 2BB in addition to any other costs as you play this spell. If you do, put Brush with Death into your hand instead of your graveyard as part of its resolution.)
Target opponent loses 2 life. You gain 2 life.  

Brushland 
Land    
T: Add 1 to your mana pool.
T: Add G or W to your mana pool. Brushland deals 1 damage to you.  

Brushwagg 
1GG   
Creature - Brushwagg   
3/2   
Whenever Brushwagg blocks or becomes blocked, it gets -2/+2 until end of turn.  

Brutal Deceiver 
2R   
Creature - Spirit   
2/2   
1: Look at the top card of your library.
2: Reveal the top card of your library. If it's a land, Brutal Deceiver gets +1/+0 and gains first strike until end of turn. Play this ability only once each turn.  

Brutal Nightstalker 
3BB   
Creature - Nightstalker   
3/2   
When Brutal Nightstalker comes into play, you may have target opponent discard a card.  

Brutal Suppression 
R   
Enchantment    
Rebels' activated abilities cost an additional "Sacrifice a land" to play.  

Bubble Matrix 
4   
Artifact    
Prevent all damage that would be dealt to creatures.  

Bubbling Beebles 
4U   
Creature - Beeble   
3/3   
Bubbling Beebles is unblockable as long as defending player controls an enchantment.  

Bubbling Muck 
B   
Sorcery    
Until end of turn, whenever a player taps a Swamp for mana, its controller adds B to his or her mana pool.  

Budoka Gardener 
1G   
Creature - Human Monk   
2/1   
T: You may put a land card from your hand into play. If you control ten or more lands, flip Budoka Gardener.
-----
Dokai, Weaver of Life
Legendary Creature - Human Monk
3/3
4GG, T: Put an X/X green Elemental creature token into play, where X is the number of lands you control.  

Budoka Pupil 
1GG   
Creature - Human Monk   
2/2   
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Budoka Pupil.
At end of turn, if there are two or more ki counters on Budoka Pupil, you may flip it.
----
Ichiga, Who Topples Oaks
Legendary Creature - Spirit
4/3
Trample
Remove a ki counter from Ichiga, Who Topples Oaks: Target creature gets +2/+2 until end of turn.  

Builder's Bane 
XXR   
Sorcery    
Destroy X target artifacts. Builder's Bane deals to each player damage equal to the number of artifacts he or she controlled destroyed this way.  

Bull Elephant 
3G   
Creature - Elephant   
4/4   
When Bull Elephant comes into play, sacrifice it unless you return two Forests you control to their owner's hand.  

Bull Hippo 
3G   
Creature - Hippo   
3/3   
Islandwalk  

Bullwhip 
4   
Artifact    
2, T: Bullwhip deals 1 damage to target creature. That creature attacks this turn if able.  

Bulwark 
3RR   
Enchantment    
At the beginning of your upkeep, Bulwark deals to target opponent damage equal to the number of cards in your hand greater than the number of cards in his or her hand.  

Buoyancy 
1U   
Enchant Creature    
You may play Buoyancy any time you could play an instant.
Enchanted creature has flying.  

Burden of Greed 
3B   
Instant    
Target player loses 1 life for each tapped artifact he or she controls.  

Burgeoning 
G   
Enchantment    
Whenever an opponent plays a land, you may put a land card from your hand into play.  

Buried Alive 
2B   
Sorcery    
Search your library for up to three creature cards and put them into your graveyard. Then shuffle your library.  

Burning Cloak 
R   
Sorcery    
Target creature gets +2/+0 until end of turn. Burning Cloak deals 2 damage to that creature.  

Burning Fields 
4R   
Sorcery    
Burning Fields deals 5 damage to target opponent.  

Burning of Xinye 
4RR   
Sorcery    
Each player sacrifices 4 lands. Burning of Xinye deals 4 damage to each creature.  

Burning Palm Efreet 
2RR   
Creature - Efreet   
2/2   
1RR: Burning Palm Efreet deals 2 damage to target creature with flying and that creature loses flying until end of turn.  

Burning Sands 
3RR   
Enchantment    
Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land.  

Burning Shield Askari 
2R   
Creature - Knight   
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
RR: Burning Shield Askari gains first strike until end of turn.  

Burning Wish 
1R   
Sorcery    
Choose a sorcery card you own from outside the game, reveal that card, and put it into your hand. Remove Burning Wish from the game.  

Burning-Eye Zubera 
2RR   
Creature - Zubera Spirit   
3/3   
When Burning-Eye Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, Burning-Eye Zubera deals 3 damage to target creature or player.  

Burnout 
1R   
Instant    
Counter target instant spell if it is blue.
Draw a card at the beginning of the next turn's upkeep.  

Burnt Offering 
B   
Instant    
As an additional cost to play Burnt Offering, sacrifice a creature.
Add to your mana pool an amount of mana equal to the sacrificed creature's converted mana cost in any combination of black and/or red mana.  

Burr Grafter 
3G   
Creature - Spirit   
2/2   
Sacrifice Burr Grafter: Target creature gets +2/+2 until end of turn.
Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)  

Burrowing 
R   
Enchant Creature    
Enchanted creature has mountainwalk.  

Burst of Energy 
W   
Instant    
Untap target permanent.  

Bushi Tenderfoot 
W   
Creature - Human Soldier   
1/1   
When a creature dealt damage by Bushi Tenderfoot this turn is put into a graveyard, flip Bushi Tenderfoot.
-----
Kenzo the Hardhearted
Legendary Creature - Human Samurai
3/4
Double strike; bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)  

Butcher Orgg 
4RRR   
Creature - Orgg   
6/6   
You may divide Butcher Orgg's combat damage as you choose among defending player and/or any number of creatures he or she controls.  

Cabal Archon 
2B   
Creature - Cleric   
2/2   
B, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life.  

Cabal Coffers 
Land    
2, T: Add B to your mana pool for each Swamp you control.  

Cabal Conditioning 
6B   
Sorcery    
Any number of target players each discards a number of cards equal to the highest converted mana cost among permanents you control.  

Cabal Executioner 
2BB   
Creature - Cleric   
2/2   
Whenever Cabal Executioner deals combat damage to a player, that player sacrifices a creature.
Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Cabal Inquisitor 
1B   
Creature - Minion   
1/1   
Threshold - 1B, T, Remove two cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery. (Play this ability only if seven or more cards are in your graveyard.)  

Cabal Interrogator 
1B   
Creature - Zombie Wizard   
1/1   
XB, T: Target player reveals X cards from his or her hand and you choose one of them. That player discards that card. Play this ability only any time you could play a sorcery.  

Cabal Patriarch 
3BBB   
Legendary Creature - Wizard   
5/5   
2B, Sacrifice a creature: Target creature gets -2/-2 until end of turn.
2B, Remove a creature card in your graveyard from the game: Target creature gets -2/-2 until end of turn.  

Cabal Pit 
Land    
T: Add B to your mana pool. Cabal Pit deals 1 damage to you.
Threshold - B, T, Sacrifice Cabal Pit: Target creature gets -2/-2 until end of turn. (Play this ability only if seven or more cards are in your graveyard.)  

Cabal Ritual 
1B   
Instant    
Add BBB to your mana pool.
Threshold - Instead add BBBBB to your mana pool. (You have threshold if seven or more cards are in your graveyard.)  

Cabal Shrine 
1BB   
Enchantment    
Whenever a player plays a spell, that player discards X cards, where X is the number of cards in all graveyards with the same name as that spell.  

Cabal Slaver 
2B   
Creature - Cleric   
2/1   
Whenever a Goblin deals combat damage to a player, that player discards a card.  

Cabal Surgeon 
2BB   
Creature - Minion   
2/1   
2BB, T, Remove two cards in your graveyard from the game: Return target creature card from your graveyard to your hand.  

Cabal Therapy 
B   
Sorcery    
Name a nonland card. Target player reveals his or her hand and discards all cards with that name.
Flashback-Sacrifice a creature. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Cabal Torturer 
1BB   
Creature - Minion   
1/1   
B, T: Target creature gets -1/-1 until end of turn.
Threshold - 3BB, T: Target creature gets -2/-2 until end of turn. (Play this ability only if seven or more cards are in your graveyard.)  

Cabal Trainee 
B   
Creature - Minion   
1/1   
Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn.  

Cackling Fiend 
2BB   
Creature - Zombie   
2/1   
When Cackling Fiend comes into play, each opponent discards a card.  

Cackling Imp 
2BB   
Creature - Imp   
2/2   
Flying
T: Target player loses 1 life.  

Cackling Witch 
1B   
Creature - Spellshaper   
1/1   
XB, T, Discard a card: Target creature gets +X/+0 until end of turn.  

Cadaverous Bloom 
3BG   
Enchantment    
Remove a card in your hand from the game: Add BB or GG to your mana pool.  

Cadaverous Knight 
2B   
Creature - Knight   
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
1BB: Regenerate Cadaverous Knight.  

Cage of Hands 
2W   
Enchant Creature    
Enchanted creature can't attack or block.
1W: Return Cage of Hands to its owner's hand.  

Cagemail 
1W   
Enchant Creature    
Enchanted creature gets +2/+2 and can't attack.  

Caldera Kavu 
2R   
Creature - Kavu   
2/2   
1B: Caldera Kavu gets +1/+1 until end of turn.
G: Caldera Kavu becomes the color of your choice until end of turn.  

Caldera Lake 
Land    
Caldera Lake comes into play tapped.
T: Add 1 to your mana pool.
T: Add U or R to your mana pool. Caldera Lake deals 1 damage to you.  

Call for Blood 
4B   
Instant - Arcane   
As an additional cost to play Call for Blood, sacrifice a creature.
Target creature gets -X/-X until end of turn, where X is the sacrificed creature's power.  

Call of the Herd 
2G   
Sorcery    
Put a 3/3 green Elephant creature token into play.
Flashback 3G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Call of the Wild 
2GG   
Enchantment    
2GG: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard.  

Call to Arms 
1W   
Enchantment    
As Call to Arms comes into play, choose a color and an opponent.
White creatures get +1/+1.
When the chosen color isn't the most common color among permanents the chosen opponent controls, sacrifice Call to Arms.  

Call to Glory 
1W   
Instant    
Untap all creatures you control. Samurai you control get +1/+1 until end of turn.  

Call to the Grave 
4B   
Enchantment    
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature.
At end of turn, if no creatures are in play, sacrifice Call to the Grave.  

Caller of the Claw 
2G   
Creature - Elf   
2/2   
You may play Caller of the Claw any time you could play an instant.
When Caller of the Claw comes into play, put a 2/2 green Bear creature token into play for each nontoken creature put into your graveyard from play this turn.  

Caller of the Hunt 
2G   
Creature - Lord   
*/*   
As Caller of the Hunt comes into play, choose a creature type.
Caller of the Hunt's power and toughness are each equal to the number of creatures in play of the chosen type.  

Callous Deceiver 
2U   
Creature - Spirit   
1/3   
1: Look at the top card of your library.
2: Reveal the top card of your library. If it's a land, Callous Deceiver gets +1/+0 and gains flying until end of turn. Play this ability only once each turn.  

Callous Giant 
4RR   
Creature - Giant   
4/4   
If a source would deal 3 damage or less to Callous Giant, prevent that damage.  

Callous Oppressor 
1UU   
Creature - Cephalid   
1/2   
You may choose not to untap Callous Oppressor during your untap step.
As Callous Oppressor comes into play, an opponent chooses a creature type.
T: Gain control of target creature that isn't of the chosen type as long as Callous Oppressor remains tapped.  

Callow Jushi 
1UU   
Creature - Human Wizard   
2/2   
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Callow Jushi.
At end of turn, if there are two or more ki counters on Callow Jushi, you may flip it.
----
Jaraku the Interloper
Legendary Creature - Spirit
3/4
Remove a ki counter from Jaraku the Interloper: Counter target spell unless its controller pays 2.  

Calming Licid 
2W   
Creature - Licid   
2/2   
W, T: Calming Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature can't attack" and "W: End the effect that created this ability."  

Calming Verse 
3G   
Sorcery    
Destroy all enchantments you don't control. Then, if you control an untapped land, destroy all enchantments you control.  

Caltrops 
3   
Artifact    
Whenever a creature attacks, Caltrops deals 1 damage to it.  

Camel 
W   
Creature - Camel   
0/1   
Banding
Prevent all damage that would be dealt to Camel or to creatures banded with Camel by Deserts.  

Camouflage 
G   
Instant    
Play Camouflage only during the declare attackers step.
This turn, instead of declaring blockers, the defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures. Assign each pile to a different attacking creature at random, and any creatures in that pile that can block the creature do so. (Piles can be empty)  

Candelabra of Tawnos 
1   
Artifact    
X, T: Untap X target lands.  

Candles' Glow 
1W   
Instant - Arcane   
Prevent the next 3 damage that would be dealt to target creature or player this turn. You gain 1 life for each damage prevented this way.
Splice onto Arcane 1W (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Cannibalize 
1B   
Sorcery    
Choose a player and two target creatures that player controls. You remove one from the game and put two +1/+1 counters on the other.  

Canopy Claws 
G   
Instant    
Target creature loses flying until end of turn.
Flashback G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Canopy Crawler 
3G   
Creature - Beast   
2/2   
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.)
T: Target creature gets +1/+1 until end of turn for each +1/+1 counter on Canopy Crawler.  

Canopy Dragon 
4GG   
Creature - Dragon   
4/4   
Trample
1G: Canopy Dragon gains flying and loses trample until end of turn.  

Canopy Spider 
1G   
Creature - Spider   
1/3   
Canopy Spider may block as though it had flying.  

Canopy Surge 
1G   
Sorcery    
Kicker 2 (You may pay an additional 2 as you play this spell.)
Canopy Surge deals 1 damage to each creature with flying and each player. If the kicker cost was paid, Canopy Surge deals 4 damage to each creature with flying and each player instead.  

Cantivore 
1WW   
Creature - Lhurgoyf   
*/*   
Vigilance
Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.  

Canyon Drake 
2RR   
Creature - Drake   
1/2   
Flying
1, Discard a card at random: Canyon Drake gets +2/+0 until end of turn.  

Canyon Wildcat 
1R   
Creature - Cat   
2/1   
Mountainwalk  

Cao Cao, Lord of Wei 
3BB   
Legendary Creature    
3/3   
T: Target opponent discards two cards. Play this ability only during your turn, before the combat phase.  

Cao Ren, Wei Commander 
2BB   
Legendary Creature    
3/3   
Horsemanship
When Cao Ren, Wei Commander comes into play, you lose 3 life.  

Capashen Knight 
1W   
Creature - Knight   
1/1   
First strike
1W: Capashen Knight gets +1/+0 until end of turn.  

Capashen Standard 
W   
Enchant Creature    
Enchanted creature gets +1/+1.
2, Sacrifice Capashen Standard: Draw a card.  

Capashen Templar 
2W   
Creature - Knight   
2/2   
W: Capashen Templar gets +0/+1 until end of turn.  

Capashen Unicorn 
1W   
Creature - Unicorn   
1/2   
1W, T, Sacrifice Capashen Unicorn: Destroy target artifact or enchantment.  

Capricious Sorcerer 
2U   
Creature - Wizard   
1/1   
T: Capricious Sorcerer deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.  

Capsize 
1UU   
Instant    
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Capsize into your hand instead of your graveyard as part of its resolution.)
Return target permanent to its owner's hand.  

Captain Sisay 
2GW   
Legendary Creature    
2/2   
T: Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library.  

Captain's Maneuver 
XRW   
Instant    
The next X damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead.  

Captive Flame 
2R   
Enchantment    
R: Target creature gets +1/+0 until end of turn.  

Capture of Jingzhou 
3UU   
Sorcery    
Take an extra turn after this one.  

Carapace 
G   
Enchant Creature    
Enchanted creature gets +0/+2.
Sacrifice Carapace: Regenerate enchanted creature.  

Carbonize 
2R   
Instant    
Carbonize deals 3 damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead.  

Careful Study 
U   
Sorcery    
Draw two cards, then discard two cards.  

Caribou Range 
2WW   
Enchant Land    
Caribou Range can enchant only a land you control.
Enchanted land has "WW, T: Put a 0/1 white Caribou creature token into play."
Sacrifice a Caribou: You gain 1 life.  

Carnassid 
4GG   
Creature - Beast   
5/4   
Trample
1G: Regenerate Carnassid.  

Carnival of Souls 
1B   
Enchantment    
Whenever a creature comes into play, you lose 1 life and add B to your mana pool.  

Carnivorous Plant 
3G   
Creature - Wall   
4/5   
Defender (This creature can't attack.)  

Carnophage 
B   
Creature - Zombie   
2/2   
At the beginning of your upkeep, tap Carnophage unless you pay 1 life.  

Carpet of Flowers 
G   
Enchantment    
At the beginning of your precombat main phase, you may add up to X mana of any one color to your mana pool, where X is the number of Islands target opponent controls.  

Carrier Pigeons 
3W   
Creature - Bird   
1/1   
Flying
When Carrier Pigeons comes into play, draw a card at the beginning of the next turn's upkeep.  

Carrion 
1BB   
Instant    
Sacrifice a creature. Put into play a number of 0/1 black Maggot creature tokens equal to the sacrificed creature's power.  

Carrion Ants 
2BB   
Creature - Ant   
0/1   
1: Carrion Ants gets +1/+1 until end of turn.  

Carrion Beetles 
B   
Creature - Insect   
1/1   
2B, T: Remove up to three target cards in a single graveyard from the game.  

Carrion Feeder 
B   
Creature - Zombie   
1/1   
Carrion Feeder can't block.
Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder.  

Carrion Rats 
B   
Creature - Rat   
2/1   
Whenever Carrion Rats attacks or blocks, any player may remove a card in his or her graveyard from the game. If a player does, Carrion Rats deals no combat damage this turn.  

Carrion Wall 
1BB   
Creature - Wall   
3/2   
Defender (This creature can't attack.)
1B: Regenerate Carrion Wall.  

Carrion Wurm 
3BB   
Creature - Zombie Wurm   
6/5   
Whenever Carrion Wurm attacks or blocks, any player may remove three cards in his or her graveyard from the game. If a player does, Carrion Wurm deals no combat damage this turn.  

Carrionette 
1B   
Creature - Skeleton   
1/1   
2BB: Remove Carrionette and target creature from the game unless that creature's controller pays 2. Play this ability only if Carrionette is in your graveyard.  

Carry Away 
UU   
Enchant Equipment    
When Carry Away comes into play, unattach enchanted Equipment.
You control enchanted Equipment.  

Cartographer 
2G   
Creature - Townsfolk   
2/2   
When Cartographer comes into play, you may return target land card from your graveyard to your hand.  

Casting of Bones 
2B   
Enchant Creature    
When enchanted creature is put into a graveyard, draw three cards, then discard one of them.  

Castle 
3W   
Enchantment    
Untapped creatures you control get +0/+2.  

Castle Sengir 
Land    
T: Add 1 to your mana pool.
1, T: Add B to your mana pool.
2, T: Add U or R to your mana pool.  

Cat Burglar 
3B   
Creature - Minion   
2/2   
2B, T: Target player discards a card. Play this ability only any time you could play a sorcery.  

Cat Warriors 
1GG   
Creature - Cat Warrior   
2/2   
Forestwalk  

Cataclysm 
2WW   
Sorcery    
Each player chooses from the permanents he or she controls an artifact, a creature, an enchantment, and a land, then sacrifices the rest.  

Catacomb Dragon 
4BB   
Creature - Dragon   
4/4   
Flying
Whenever Catacomb Dragon becomes blocked by a nonartifact, non-Dragon creature, that creature gets -X/-0 until end of turn, where X is half the creature's power, rounded down.  

Catalog 
2U   
Instant    
Draw two cards, then discard a card.  

Catalyst Stone 
2   
Artifact    
Flashback costs you pay cost up to 2 less.
Flashback costs your opponents pay cost 2 more.  

Catapult Master 
3WW   
Creature - Soldier Lord   
3/3   
Tap five untapped Soldiers you control: Remove target creature from the game.  

Catapult Squad 
1W   
Creature - Soldier   
2/1   
Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature.  

Catastrophe 
4WW   
Sorcery    
Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.  

Cateran Brute 
2B   
Creature - Mercenary   
2/2   
2, T: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library.  

Cateran Enforcer 
3BB   
Creature - Mercenary   
4/3   
Fear
4, T: Search your library for a Mercenary card with converted mana cost 4 or less and put that card into play. Then shuffle your library.  

Cateran Kidnappers 
2BB   
Creature - Mercenary   
4/2   
3, T: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library.  

Cateran Overlord 
4BBB   
Creature - Mercenary   
7/5   
Sacrifice a creature: Regenerate Cateran Overlord.
6, T: Search your library for a Mercenary card with converted mana cost 6 or less and put that card into play. Then shuffle your library.  

Cateran Persuader 
BB   
Creature - Mercenary   
2/1   
1, T: Search your library for a Mercenary card with converted mana cost 1 or less and put that card into play. Then shuffle your library.  

Cateran Slaver 
4BB   
Creature - Mercenary   
5/5   
Swampwalk
5, T: Search your library for a Mercenary card with converted mana cost 5 or less and put that card into play. Then shuffle your library.  

Cateran Summons 
B   
Sorcery    
Search your library for a Mercenary card, reveal that card, and put it into your hand. Then shuffle your library.  

Cathedral of Serra 
Land    
White legendary creatures you control have "bands with other legendary creatures."  

Cathodion 
3   
Artifact Creature    
3/3   
When Cathodion is put into a graveyard from play, add 3 to your mana pool.  

Cauldron Dance 
4BR   
Instant    
Play Cauldron Dance only during combat.
Return target creature card from your graveyard to play. That creature gains haste. Return it to your hand at end of turn. 
Put a creature card from your hand into play. That creature gains haste. Put it into your graveyard at end of turn.  

Caustic Tar 
4BB   
Enchant Land    
Enchanted land has "T: Target player loses 3 life."  

Caustic Wasps 
2G   
Creature - Insect   
1/1   
Flying
Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls.  

Cave People 
1RR   
Creature - Cave-People   
1/4   
Whenever Cave People attacks, it gets +1/-2 until end of turn.
1RR, T: Target creature gains mountainwalk until end of turn.  

Cave Sense 
1R   
Enchant Creature    
Enchanted creature gets +1/+1 and has mountainwalk.  

Cave Tiger 
2G   
Creature - Cat   
2/2   
Whenever Cave Tiger becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.  

Cave-In 
3RR   
Sorcery    
You may remove a red card in your hand from the game rather than pay Cave-In's mana cost.
Cave-In deals 2 damage to each creature and each player.  

Cavern Crawler 
2R   
Creature - Insect   
0/3   
Mountainwalk
R: Cavern Crawler gets +1/-1 until end of turn.  

Cavern Harpy 
UB   
Creature - Beast   
2/1   
Flying
When Cavern Harpy comes into play, return a blue or black creature you control to its owner's hand.
Pay 1 life: Return Cavern Harpy to its owner's hand.  

Caverns of Despair 
2RR   
World Enchantment    
No more than two creatures may attack each combat.
No more than two creatures may block each combat.  

Caves of Koilos 
Land    
T: Add 1 to your mana pool.
T: Add W or B to your mana pool. Caves of Koilos deals 1 damage to you.  

Cease-Fire 
2W   
Instant    
Target player can't play creature spells this turn.
Draw a card.  

Celestial Convergence 
2WW   
Enchantment    
Celestial Convergence comes into play with seven omen counters on it.
At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.  

Celestial Dawn 
1WW   
Enchantment    
Nonland cards you own that aren't in play, spells you control, and nonland permanents you control are white. Lands you control are Plains. Spells and abilities you control produce white mana instead of any other color. You may spend white mana as though it were mana of any color.  

Celestial Gatekeeper 
3WW   
Creature - Bird Cleric   
2/2   
Flying
When Celestial Gatekeeper is put into a graveyard from play, remove it from the game, then return up to two target Bird and/or Cleric cards from your graveyard to play.  

Celestial Kirin 
2WW   
Legendary Creature - Kirin Spirit   
3/3   
Flying
Whenever you play a Spirit or Arcane spell, destroy all permanents with that spell's converted mana cost.  

Celestial Prism 
3   
Artifact    
2, T: Add one mana of any color to your mana pool.  

Celestial Sword 
6   
Artifact    
3, T: Target creature you control gets +3/+3 until end of turn. Destroy it at end of turn. A creature destroyed this way can't be regenerated.  

Cemetery Gate 
2B   
Creature - Wall   
0/5   
Defender (This creature can't attack.)
Protection from black  

Centaur Archer 
1RG   
Creature - Centaur   
3/2   
T: Centaur Archer deals 1 damage to target creature with flying.  

Centaur Chieftain 
3G   
Creature - Centaur   
3/3   
Haste
Threshold - When Centaur Chieftain comes into play, creatures you control get +1/+1 and gain trample until end of turn. (You have threshold if seven or more cards are in your graveyard.)  

Centaur Garden 
Land    
T: Add G to your mana pool. Centaur Garden deals 1 damage to you.
Threshold - G, T, Sacrifice Centaur Garden: Target creature gets +3/+3 until end of turn. (Play this ability only if seven or more cards are in your graveyard.)  

Centaur Glade 
3GG   
Enchantment    
2GG: Put a 3/3 green Centaur creature token into play.  

Centaur Rootcaster 
3G   
Creature - Centaur Druid   
2/2   
Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.  

Centaur Veteran 
5G   
Creature - Centaur   
3/3   
Trample
G, Discard a card: Regenerate Centaur Veteran.  

Cephalid Aristocrat 
4U   
Creature - Cephalid   
3/3   
Whenever Cephalid Aristocrat becomes the target of a spell or ability, put the top two cards of your library into your graveyard.  

Cephalid Broker 
3U   
Creature - Cephalid   
2/2   
T: Target player draws two cards, then discards two cards.  

Cephalid Coliseum 
Land    
T: Add U to your mana pool. Cephalid Coliseum deals 1 damage to you.
Threshold - U, T, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. (Play this ability only if seven or more cards are in your graveyard.)  

Cephalid Constable 
1UU   
Creature - Cephalid Wizard   
1/1   
Whenever Cephalid Constable deals combat damage to a player, return up to X target permanents that player controls to their owners' hands, where X is the damage it dealt to that player.  

Cephalid Illusionist 
1U   
Creature - Cephalid Wizard   
1/1   
Whenever Cephalid Illusionist becomes the target of a spell or ability, put the top three cards of your library into your graveyard.
2U, T: This turn prevent all combat damage that would be dealt to and dealt by target creature you control.  

Cephalid Inkshrouder 
2U   
Creature - Cephalid   
2/1   
Discard a card: Cephalid Inkshrouder can't be the target of spells or abilities and is unblockable this turn.  

Cephalid Looter 
2U   
Creature - Cephalid   
2/1   
T: Target player draws a card, then discards a card.  

Cephalid Pathmage 
2U   
Creature - Cephalid Wizard   
1/2   
Cephalid Pathmage is unblockable.
T, Sacrifice Cephalid Pathmage: Target creature is unblockable this turn.  

Cephalid Retainer 
2UU   
Creature - Cephalid   
2/3   
UU: Tap target creature without flying.  

Cephalid Sage 
3U   
Creature - Cephalid   
2/3   
Threshold - When Cephalid Sage comes into play, draw three cards, then discard two cards. (You have threshold if seven or more cards are in your graveyard.)  

Cephalid Scout 
1U   
Creature - Cephalid Wizard   
1/1   
Flying
2U, Sacrifice a land: Draw a card.  

Cephalid Shrine 
1UU   
Enchantment    
Whenever a player plays a spell, counter that spell unless that player pays X, where X is the number of cards in all graveyards with the same name as the spell.  

Cephalid Snitch 
1U   
Creature - Cephalid Wizard   
1/1   
Sacrifice Cephalid Snitch: Target creature loses protection from black until end of turn.  

Cephalid Vandal 
1U   
Creature - Cephalid   
1/1   
At the beginning of your upkeep, put a shred counter on Cephalid Vandal. Then put the top card of your library into your graveyard for each shred counter on Cephalid Vandal.  

Ceremonial Guard 
2R   
Creature - Soldier   
3/4   
When Ceremonial Guard attacks or blocks, destroy it at end of combat.  

Cerulean Wyvern 
4U   
Creature - Drake   
3/3   
Flying, protection from green  

Cessation 
2W   
Enchant Creature    
Enchanted creature can't attack.
When Cessation is put into a graveyard from play, return Cessation to its owner's hand.  

Ceta Disciple 
U   
Creature - Wizard   
1/1   
R, T: Target creature gets +2/+0 until end of turn.
G, T: Add one mana of any color to your mana pool.  

Ceta Sanctuary 
2U   
Enchantment    
At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card.  

Cetavolver 
1U   
Creature - Volver   
1/1   
Kicker 1R and/or G
If the 1R kicker cost was paid, Cetavolver comes into play with two +1/+1 counters on it and with first strike.
If the G kicker cost was paid, Cetavolver comes into play with a +1/+1 counter on it and with trample.  

Chain Lightning 
R   
Sorcery    
Chain Lightning deals 3 damage to target creature or player. Then that player or that creatures controller may pay RR. If the player does, he or she may copy this spell and may choose a new target for that copy.  

Chain of Acid 
3G   
Sorcery    
Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy.  

Chain of Plasma 
1R   
Instant    
Chain of Plasma deals 3 damage to target creature or player. Then that player or that creature's controller may discard a card. If the player does, he or she may copy this spell and may choose a new target for that copy.  

Chain of Silence 
1W   
Instant    
Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy.  

Chain of Smog 
1B   
Sorcery    
Target player discards two cards. That player may copy this spell and may choose a new target for that copy.  

Chain of Vapor 
U   
Instant    
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy.  

Chain Stasis 
U   
Instant    
Tap or untap target creature. Then that creature's controller may pay 2U. If the player does, he or she may copy this spell and may choose a new target for that copy.  

Chainer, Dementia Master 
3BB   
Legendary Creature - Minion   
3/3   
All Nightmares get +1/+1.
BBB, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its creature types.
When Chainer, Dementia Master leaves play, remove all Nightmares from the game.  

Chainer's Edict 
1B   
Sorcery    
Target player sacrifices a creature.
Flashback 5BB (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Chainflinger 
3R   
Creature - Beast   
2/2   
1R, T: Chainflinger deals 1 damage to target creature or player.
Threshold - 2R, T: Chainflinger deals 2 damage to target creature or player. (Play this ability only if seven or more cards are in your graveyard.)  

Chains of Mephistopheles 
1B   
Enchantment    
If a player would draw a card except the first one he or she draws in a draw step, that player discards a card instead. If the player discards a card, he or she draws a card. If the player doesn't discard a card, he or she puts the top card of his or her library into his or her graveyard.  

Chalice of the Void 
XX   
Artifact    
Chalice of the Void comes into play with X charge counters on it.
Whenever a player plays a spell with converted mana cost equal to the number of charge counters on Chalice of the Void, counter that spell.  

Chamber of Manipulation 
2UU   
Enchant Land    
Enchanted land has "T, Discard a card: Gain control of target creature until end of turn."  

Chambered Nautilus 
2U   
Creature - Beast   
2/2   
Whenever Chambered Nautilus becomes blocked, you may draw a card.  

Chameleon Spirit 
3U   
Creature - Illusion   
*/*   
As Chameleon Spirit comes into play, choose a color.
Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control.  

Champion Lancer 
4WW   
Creature - Knight   
3/3   
Prevent all damage that would be dealt to Champion Lancer by creatures.  

Champion's Victory 
U   
Sorcery    
Play Champion's Victory only during the declare attackers step and only if you are the defending player.
Return target attacking creature to its owner's hand.  

Chance Encounter 
2RR   
Enchantment    
Whenever you win a coin flip, put a luck counter on Chance Encounter.
At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game.  

Chandler 
4R   
Legendary Creature    
3/3   
RRR, T: Destroy target artifact creature.  

Change of Heart 
W   
Instant    
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Change of Heart into your hand instead of your graveyard as part of its resolution.)
Target creature can't attack this turn.  

Channel 
GG   
Sorcery    
Until end of turn, any time you could play a mana ability you may pay 1 life. If you do, add 1 to your mana pool.  

Channel the Suns 
3G   
Sorcery    
Add WUBRG to your mana pool.  

Chaos Charm 
R   
Instant    
Choose one - Destroy target Wall; or Chaos Charm deals 1 damage to target creature; or target creature gains haste until end of turn.  

Chaos Harlequin 
2RR   
Creature - Harlequin   
2/4   
R: Remove the top card of your library from the game. If that card is a land card, Chaos Harlequin gets -4/-0 until end of turn. Otherwise, Chaos Harlequin gets +2/+0 until end of turn.  

Chaos Lord 
4RRR   
Creature - Lord   
7/7   
First strike, haste
At the beginning of each player's upkeep, if the number of permanents is even, that player gains control of Chaos Lord.
When Chaos Lord comes into play, it loses haste until end of turn.  

Chaos Moon 
3R   
Enchantment    
At the beginning of each player's upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds R to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of its normal type.  

Chaos Orb 
2   
Artifact    
1, T: If Chaos Orb is in play, flip Chaos Orb onto the playing area from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all permanents it touches. Then destroy Chaos Orb.  

Chaoslace 
R   
Instant    
Target spell or permanent becomes red. (Its mana symbols remain unchanged.)  

Chaosphere 
2R   
World Enchantment    
Creatures with flying can't block creatures without flying.
Creatures without flying may block as though they have flying.  

Chaotic Goo 
2RR   
Creature - Ooze   
0/0   
Chaotic Goo comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, you may flip a coin. If you win the flip, add a +1/+1 counter to Chaotic Goo. If you lose the flip, remove a +1/+1 counter from Chaotic Goo.  

Chaotic Strike 
1R   
Instant    
Play Chaotic Strike only during combat after blockers are declared.
Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn.
Draw a card.  

Charcoal Diamond 
2   
Artifact    
Charcoal Diamond comes into play tapped.
T: Add B to your mana pool.  

Charge Across the Araba 
4W   
Instant - Arcane   
Sweep - Return any number of Plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each Plains returned this way.  

Charging Bandits 
4B   
Creature - Bandit   
3/3   
Whenever Charging Bandits attacks, it gets +2/+0 until end of turn.  

Charging Paladin 
2W   
Creature - Knight   
2/2   
Whenever Charging Paladin attacks, it gets +0/+3 until end of turn.  

Charging Rhino 
3GG   
Creature - Rhino   
4/4   
Charging Rhino can't be blocked by more than one creature.  

Charging Slateback 
4R   
Creature - Beast   
4/3   
Charging Slateback can't block.
Morph 4R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Charging Troll 
2GW   
Creature - Troll   
3/3   
Vigilance
G: Regenerate Charging Troll.  

Chariot of the Sun 
3   
Artifact    
2, T: Target creature you control gains flying and has a toughness of 1 until end of turn.  

Charisma 
UUU   
Enchant Creature    
Whenever enchanted creature deals damage to a creature, you control that creature as long as Charisma remains in play.  

Charm Peddler 
W   
Creature - Spellshaper   
1/1   
W, T, Discard a card: The next time a source of your choice would deal damage to target creature this turn, prevent that damage.  

Charmed Griffin 
3W   
Creature - Griffin   
3/3   
Flying
When Charmed Griffin comes into play, each other player may put an artifact or enchantment card into play from his or her hand.  

Charmed Pendant 
4   
Artifact    
T, Put the top card of your library into your graveyard: For each colored mana symbol in that card's mana cost, add one mana of that color to your mana pool. Play this ability only any time you could play an instant. (For example, if the card's mana cost is 3UUB, you add UUB to your mana pool.)  

Chartooth Cougar 
5R   
Creature - Cat Beast   
4/4   
R: Chartooth Cougar gets +1/+0 until end of turn.
Mountaincycling 2 (2, Discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.)  

Chastise 
3W   
Instant    
Destroy target attacking creature. You gain life equal to its power.  

Chatter of the Squirrel 
G   
Sorcery    
Put a 1/1 green Squirrel creature token into play.
Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Chieftain en-Dal 
1WW   
Creature - Knight   
2/2   
Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn.  

Child of Gaea 
3GGG   
Creature - Elemental   
7/7   
Trample
At the beginning of your upkeep, sacrifice Child of Gaea unless you pay GG.
1G: Regenerate Child of Gaea.  

Child of Thorns 
G   
Creature - Spirit   
1/1   
Sacrifice Child of Thorns: Target creature gets +1/+1 until end of turn.  

Childhood Horror 
3B   
Creature - Horror   
2/2   
Flying
Threshold - Childhood Horror gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.)  

Chill 
1U   
Enchantment    
Red spells cost 2 more to play.  

Chill Haunting 
1B   
Instant    
As an additional cost to play Chill Haunting, remove X creature cards in your graveyard from the game.
Target creature gets -X/-X until end of turn.  

Chilling Apparition 
2B   
Creature - Ghost   
1/1   
B: Regenerate Chilling Apparition.
Whenever Chilling Apparition deals combat damage to a player, that player discards a card.  

Chime of Night 
1B   
Enchant Creature    
When Chime of Night is put into a graveyard from play, destroy target nonblack creature.  

Chimeric Coils 
1   
Artifact    
X1: Chimeric Coils becomes an X/X artifact creature. Sacrifice it at end of turn.  

Chimeric Egg 
3   
Artifact    
Whenever an opponent plays a nonartifact spell, put a charge counter on Chimeric Egg.
Remove three charge counters from Chimeric Egg: Chimeric Egg becomes a 6/6 artifact creature with trample until end of turn.  

Chimeric Idol 
3   
Artifact    
0: Tap all lands you control. Chimeric Idol becomes a 3/3 artifact creature until end of turn.  

Chimeric Sphere 
3   
Artifact    
2: Until end of turn, Chimeric Sphere becomes a 2/1 artifact creature with flying.
2: Until end of turn, Chimeric Sphere becomes a 3/2 artifact creature without flying.  

Chimeric Staff 
4   
Artifact    
X: Chimeric Staff becomes an X/X artifact creature until end of turn.  

Chimney Imp 
4B   
Creature - Imp   
1/2   
Flying
When Chimney Imp is put into a graveyard from play, target opponent puts a card from his or her hand on top of his or her library.  

Chisei, Heart of Oceans 
2UU   
Legendary Creature - Spirit   
4/4   
Flying
At the beginning of your upkeep, sacrifice Chisei, Heart of Oceans unless you remove a counter from a permanent you control.  

Chittering Rats 
1BB   
Creature - Rat   
2/2   
When Chittering Rats comes into play, target opponent puts a card from his or her hand on top of his or her library.  

Chlorophant 
GGG   
Creature - Elemental   
1/1   
At the beginning of your upkeep, you may put a +1/+1 counter on Chlorophant.
Threshold - At the beginning of your upkeep, you may put another +1/+1 counter on Chlorophant. (You have threshold as long as seven or more cards are in your graveyard.)  

Cho-Arrim Alchemist 
W   
Creature - Spellshaper   
1/1   
1WW, T, Discard a card: The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.  

Cho-Arrim Bruiser 
5W   
Creature - Rebel   
3/4   
Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures.  

Cho-Arrim Legate 
2W   
Creature - Soldier   
1/2   
Protection from black
If an opponent controls a Swamp and you control a Plains, you may play Cho-Arrim Legate without paying its mana cost.  

Choice of Damnations 
5B   
Sorcery - Arcane   
Target opponent chooses a number. You may have that player lose that much life. If you don't, that player sacrifices all but that many permanents.  

Choke 
2G   
Enchantment    
Islands don't untap during their controllers' untap steps.  

Choking Sands 
1BB   
Sorcery    
Destroy target non-Swamp land. If that land is a nonbasic land, Choking Sands deals 2 damage to the land's controller.  

Choking Tethers 
3U   
Instant    
Tap up to four target creatures.
Cycling 1U (1U, Discard this card: Draw a card.)
When you cycle Choking Tethers, you may tap target creature.  

Choking Vines 
XG   
Instant    
Play Choking Vines only during the declare blockers step.
X target attacking creatures become blocked.
Choking Vines deals 1 damage to each of those creatures. (This spell works on unblockable creatures.)  

Cho-Manno, Revolutionary 
2WW   
Legendary Creature - Rebel   
2/2   
Prevent all damage that would be dealt to Cho-Manno, Revolutionary.  

Cho-Manno's Blessing 
WW   
Enchant Creature    
You may play Cho-Manno's Blessing any time you could play an instant.
As Cho-Manno's Blessing comes into play, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing.  

Chorus of Woe 
B   
Sorcery    
Creatures you control get +1/+0 until end of turn.  

Chromatic Armor 
1WU   
Enchant Creature    
As Chromatic Armor comes into play, choose a color.
Chromatic Armor comes into play with a sleight counter on it.
Prevent all damage that would be dealt to enchanted creature by a source of the last chosen color.
X: Put a sleight counter on Chromatic Armor and choose a color. X is the number of sleight counters on Chromatic Armor.  

Chromatic Sphere 
1   
Artifact    
1, T, Sacrifice Chromatic Sphere: Add one mana of any color to your mana pool. Draw a card.  

Chrome Mox 
0   
Artifact    
Imprint - When Chrome Mox comes into play, you may remove a nonartifact, nonland card in your hand from the game. (The removed card is imprinted on this artifact.)
T: Add one mana of any of the imprinted card's colors to your mana pool.  

Chromescale Drake 
6UUU   
Creature - Drake   
3/4   
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying
When Chromescale Drake comes into play, reveal the top three cards of your library. Put all artifact cards revealed this way into your hand and the rest into your graveyard.  

Chromeshell Crab 
4U   
Creature - Beast   
3/3   
Morph 4U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Chromeshell Crab is turned face up, you may exchange control of target creature you control and target creature an opponent controls.  

Chromium 
2WWUUBB   
Legendary Creature - Elder Dragon   
7/7   
Flying
At the beginning of your upkeep, sacrifice Chromium unless you pay WUB.
Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)  

Chronatog 
1U   
Creature - Atog   
1/2   
0: Chronatog gets +3/+3 until end of turn. You skip your next turn. Play this ability only once each turn.  

Chub Toad 
2G   
Creature - Toad   
1/1   
Whenever Chub Toad blocks or becomes blocked, it gets +2/+2 until end of turn.  

Churning Eddy 
3U   
Sorcery    
Return target creature and target land to their owners' hands.  

Cinder Cloud 
3RR   
Instant    
Destroy target creature. If a white creature is put into a graveyard this way, Cinder Cloud deals to that creature's controller damage equal to the creature's power.  

Cinder Crawler 
1R   
Creature - Salamander   
1/2   
R: Cinder Crawler gets +1/+0 until end of turn. Play this ability only if Cinder Crawler is blocked.  

Cinder Elemental 
3R   
Creature - Elemental   
2/2   
XR, T, Sacrifice Cinder Elemental: Cinder Elemental deals X damage to target creature or player.  

Cinder Giant 
3R   
Creature - Giant   
5/3   
At the beginning of your upkeep, Cinder Giant deals 2 damage to each other creature you control.  

Cinder Marsh 
Land    
T: Add 1 to your mana pool.
T: Add B or R to your mana pool. Cinder Marsh doesn't untap during its controller's next untap step.  

Cinder Seer 
3R   
Creature - Wizard   
1/1   
2R, T: Reveal any number of red cards in your hand. Cinder Seer deals X damage to target creature or player, where X is the number of cards revealed this way.  

Cinder Shade 
1BR   
Creature - Shade   
1/1   
B: Cinder Shade gets +1/+1 until end of turn.
R, Sacrifice Cinder Shade: Cinder Shade deals damage equal to its power to target creature.  

Cinder Storm 
6R   
Sorcery    
Cinder Storm deals 7 damage to target creature or player.  

Cinder Wall 
R   
Creature - Wall   
3/3   
Defender (This creature can't attack.)
When Cinder Wall blocks, destroy it at end of combat.  

Circle of Despair 
1WB   
Enchantment    
1, Sacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage.  

Circle of Protection: Artifacts 
1W   
Enchantment    
2: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.  

Circle of Protection: Black 
1W   
Enchantment    
1: The next time a black source of your choice would deal damage to you this turn, prevent that damage.  

Circle of Protection: Blue 
1W   
Enchantment    
1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.  

Circle of Protection: Green 
1W   
Enchantment    
1: The next time a green source of your choice would deal damage to you this turn, prevent that damage.  

Circle of Protection: Red 
1W   
Enchantment    
1: The next time a red source of your choice would deal damage to you this turn, prevent that damage.  

Circle of Protection: Shadow 
1W   
Enchantment    
1: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage.  

Circle of Protection: White 
1W   
Enchantment    
1: The next time a white source of your choice would deal damage to you this turn, prevent that damage.  

Circle of Solace 
3W   
Enchantment    
As Circle of Solace comes into play, choose a creature type.
1W: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.  

Circling Vultures 
B   
Creature - Bird   
3/2   
Flying
You may discard Circling Vultures any time you could play an instant.
At the beginning of your upkeep, sacrifice Circling Vultures unless you remove the top creature card in your graveyard from the game.  

Circular Logic 
2U   
Instant    
Counter target spell unless its controller pays 1 for each card in your graveyard.
Madness U (You may play this card for its madness cost at the time you discard it.)  

Citadel of Pain 
2R   
Enchantment    
At the end of each player's turn, Citadel of Pain deals X damage to that player, where X is the number of untapped lands he or she controls.  

Citanul Centaurs 
3G   
Creature - Centaur   
6/3   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
Citanul Centaurs can't be the target of spells or abilities.  

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

Citanul Flute 
5   
Artifact    
X, T: Search your library for a creature card with converted mana cost no greater than X. Reveal that card and put it into your hand. Then shuffle your library.  

Citanul Hierophants 
3G   
Creature - Druid   
3/2   
Creatures you control have "T: Add G to your mana pool."  

City in a Bottle 
2   
Artifact    
Whenever a permanent from the Arabian Nights expansion other than City in a Bottle is in play, its controller sacrifices it.
Players can't play cards from the Arabian Nights expansion.  

City of Brass 
Land    
Whenever City of Brass becomes tapped, it deals 1 damage to you.
T: Add one mana of any color to your mana pool.  

City of Shadows 
Land    
T, Remove a creature you control from the game: Put a storage counter on City of Shadows.
T: Add X to your mana pool, where X is the number of storage counters on City of Shadows.  

City of Solitude 
2G   
Enchantment    
Players can play spells and activated abilities only during their own turns. (Triggered abilities are unaffected.)  

City of Traitors 
Land    
When you play another land, sacrifice City of Traitors.
T: Add 2 to your mana pool.  

Civic Guildmage 
W   
Creature - Wizard   
1/1   
G, T: Target creature gets +0/+1 until end of turn.
U, T: Put target creature you control on top of its owner's library.  

Clairvoyance 
U   
Instant    
Look at target player's hand.
Draw a card at the beginning of the next turn's upkeep.  

Clash of Realities 
3R   
Enchantment    
All Spirits have "When this creature comes into play, you may have it deal 3 damage to target non-Spirit creature."
All non-Spirit creatures have "When this creature comes into play, you may have it deal 3 damage to target Spirit."  

Claws of Gix 
0   
Artifact    
1, Sacrifice a permanent: You gain 1 life.  

Claws of Wirewood 
3G   
Sorcery    
Claws of Wirewood deals 3 damage to each creature with flying and each player.
Cycling 2 (2, Discard this card: Draw a card.)  

Clay Statue 
4   
Artifact Creature    
3/1   
2: Regenerate Clay Statue.  

Cleanfall 
2W   
Sorcery - Arcane   
Destroy all enchantments.  

Cleanse 
2WW   
Sorcery    
Destroy all black creatures.  

Cleansing 
WWW   
Sorcery    
For each land, destroy that land unless any player pays 1 life.  

Cleansing Meditation 
1WW   
Sorcery    
Destroy all enchantments.
Threshold - Instead destroy all enchantments, then return to play all cards in your graveyard destroyed this way. (You have threshold if seven or more cards are in your graveyard.)  

Clear 
1W   
Instant    
Destroy target enchantment.
Cycling 2 (2, Discard this card: Draw a card.)  

Clear the Land 
2G   
Sorcery    
Each player reveals the top five cards of his or her library, puts into play tapped all land cards revealed this way, and removes the rest from the game.  

Clearwater Goblet 
5   
Artifact    
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
At the beginning of your upkeep, you may gain 1 life for each charge counter on Clearwater Goblet.  

Clergy en-Vec 
1W   
Creature - Cleric   
1/1   
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.  

Clergy of the Holy Nimbus 
W   
Creature - Priest   
1/1   
If Clergy of the Holy Nimbus would be destroyed, regenerate it.
1: Clergy of the Holy Nimbus can't be regenerated this turn. Only any opponent may play this ability.  

Clickslither 
1RRR   
Creature - Insect   
3/3   
Haste
Sacrifice a Goblin: Clickslither gets +2/+2 and gains trample until end of turn.  

Cloak of Confusion 
1B   
Enchant Creature    
Whenever enchanted creature attacks and isn't blocked, you may have it deal no combat damage this turn. If you do, defending player discards a card at random.  

Cloak of Feathers 
U   
Sorcery    
Target creature gains flying until end of turn.
Draw a card.  

Cloak of Invisibility 
U   
Enchant Creature    
Enchanted creature has phasing and can't be blocked except by Walls.  

Cloak of Mists 
1U   
Enchant Creature    
Enchanted creature is unblockable.  

Clock of Omens 
4   
Artifact    
Tap two untapped artifacts you control: Untap target artifact.  

Clockwork Avian 
5   
Artifact Creature    
0/4   
Flying
Clockwork Avian comes into play with four +1/+0 counters on it.
Clockwork Avian can't have more than four +1/+0 counters on it.
At end of combat, if Clockwork Avian attacked or blocked this turn, remove a +1/+0 counter from it.
X, T: Put X +1/+0 counters on Clockwork Avian. Play this ability only during your upkeep.  

Clockwork Beast 
6   
Artifact Creature    
0/4   
Clockwork Beast comes into play with seven +1/+0 counters on it.
Clockwork Beast can't have more than seven +1/+0 counters on it.
At end of combat, if Clockwork Beast attacked or blocked this turn, remove a +1/+0 counter from it.
X, T: Put X +1/+0 counters on Clockwork Beast. Play this ability only during your upkeep.  

Clockwork Beetle 
1   
Artifact Creature - Insect   
0/0   
Clockwork Beetle comes into play with two +1/+1 counters on it.
Whenever Clockwork Beetle attacks or blocks, remove a +1/+1 counter from it at end of combat.  

Clockwork Condor 
4   
Artifact Creature - Bird   
0/0   
Flying
Clockwork Condor comes into play with three +1/+1 counters on it.
Whenever Clockwork Condor attacks or blocks, remove a +1/+1 counter from it at end of combat.  

Clockwork Dragon 
7   
Artifact Creature - Dragon   
0/0   
Flying
Clockwork Dragon comes into play with six +1/+1 counters on it.
Whenever Clockwork Dragon attacks or blocks, remove a +1/+1 counter from it at end of combat.
3: Put a +1/+1 counter on Clockwork Dragon.  

Clockwork Gnomes 
4   
Artifact Creature - Gnome   
2/2   
3, T: Regenerate target artifact creature.  

Clockwork Steed 
4   
Artifact Creature    
0/3   
Clockwork Steed comes into play with four +1/+0 counters on it.
Clockwork Steed can't be blocked by artifact creatures.
Clockwork Steed can't have more than four +1/+0 counters on it.
At end of combat, if Clockwork Steed attacked or blocked this turn, remove a +1/+0 counter from it.
X, T: Put X +1/+0 counters on Clockwork Steed. Play this ability only during your upkeep.  

Clockwork Swarm 
4   
Artifact Creature    
0/3   
Clockwork Swarm comes into play with four +1/+0 counters on it.
Clockwork Swarm can't be blocked by Walls.
Clockwork Swarm can't have more than four +1/+0 counters on it.
At end of combat, if Clockwork Swarm attacked or blocked this turn, remove a +1/+0 counter from it.
X, T: Put X +1/+0 counters on Clockwork Swarm. Play this ability only during your upkeep.  

Clockwork Vorrac 
5   
Artifact Creature - Beast   
0/0   
Trample
Clockwork Vorrac comes into play with four +1/+1 counters on it.
Whenever Clockwork Vorrac attacks or blocks, remove a +1/+1 counter from it at end of combat.
T: Put a +1/+1 counter on Clockwork Vorrac.  

Clone 
3U   
Creature - Clone   
0/0   
As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature.  

Close Quarters 
2RR   
Enchantment    
Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to target creature or player.  

Clot Sliver 
1B   
Creature - Sliver   
1/1   
All Slivers have "2: Regenerate this creature."  

Cloud Cover 
2WU   
Enchantment    
Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner's hand.  

Cloud Djinn 
5U   
Creature - Djinn   
5/4   
Flying
Cloud Djinn may block only creatures with flying.  

Cloud Dragon 
5U   
Creature - Dragon   
5/4   
Flying
Cloud Dragon may block only creatures with flying.  

Cloud Elemental 
2U   
Creature - Elemental   
2/3   
Flying
Cloud Elemental may block only creatures with flying.  

Cloud of Faeries 
1U   
Creature - Faerie   
1/1   
Flying
When Cloud of Faeries comes into play, if you played it from your hand, untap up to two lands.
Cycling 2 (2, Discard this card: Draw a card.)  

Cloud Pirates 
U   
Creature - Pirate   
1/1   
Flying
Cloud Pirates may block only creatures with flying.  

Cloud Spirit 
2U   
Creature - Spirit   
3/1   
Flying
Cloud Spirit may block only creatures with flying.  

Cloud Sprite 
U   
Creature - Faerie   
1/1   
Flying
Cloud Sprite may block only creatures with flying.  

Cloudchaser Eagle 
3W   
Creature - Bird   
2/2   
Flying
When Cloudchaser Eagle comes into play, destroy target enchantment.  

Cloudcrest Lake 
Land    
T: Add 1 to your mana pool.
T: Add W or U to your mana pool. Cloudcrest Lake doesn't untap during your next untap step.  

Cloudhoof Kirin 
3UU   
Legendary Creature - Kirin Spirit   
4/4   
Flying
Whenever you play a Spirit or Arcane spell, you may put the top X cards of target player's library into his or her graveyard, where X is that spell's converted mana cost.  

Cloudpost 
Land - Locus   
Cloudpost comes into play tapped.
T: Add 1 to your mana pool for each Locus in play.  

Cloudreach Cavalry 
1W   
Creature - Soldier   
1/1   
Cloudreach Cavalry gets +2/+2 and has flying as long as you control a Bird.  

Cloudskate 
1U   
Creature - Illusion   
2/2   
Flying
Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)  

Clutch of Undeath 
3BB   
Enchant Creature    
Enchanted creature gets +3/+3 as long as it's a Zombie. Otherwise, it gets -3/-3.  

Coal Golem 
5   
Artifact Creature - Golem   
3/3   
3, Sacrifice Coal Golem: Add RRR to your mana pool.  

Coalition Flag 
W   
Enchant Creature    
Coalition Flag can enchant only a creature you control.
Enchanted creature's type is Flagbearer.
Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.  

Coalition Honor Guard 
3W   
Creature - Flagbearer   
2/4   
Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.  

Coalition Victory 
3WUBRG   
Sorcery    
You win the game if you control a land of each basic land type and a creature of each color.  

Coast Watcher 
1U   
Creature - Bird Soldier   
1/1   
Flying, protection from green  

Coastal Drake 
2U   
Creature - Drake   
2/1   
Flying
1U, T: Return target Kavu to its owner's hand.  

Coastal Hornclaw 
4U   
Creature - Bird   
3/3   
Sacrifice a land: Coastal Hornclaw gains flying until end of turn.  

Coastal Piracy 
2UU   
Enchantment    
Whenever a creature you control deals combat damage to an opponent, you may draw a card.  

Coastal Tower 
Land    
Coastal Tower comes into play tapped.
T: Add W or U to your mana pool.  

Coastal Wizard 
2UU   
Creature - Wizard   
1/1   
T: Return Coastal Wizard and another target creature to their owners' hands. Play this ability only during your turn, before the combat phase.  

Coat of Arms 
5   
Artifact    
Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if there are three Goblins in play, each gets +2/+2.)  

Cobalt Golem 
4   
Artifact Creature - Golem   
2/3   
1U: Cobalt Golem gains flying until end of turn.  

Cockatrice 
3GG   
Creature - Cockatrice   
2/4   
Flying
Whenever Cockatrice blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.  

Cocoon 
G   
Enchant Creature    
Cocoon can enchant only a creature you control.
Enchanted creature doesn't untap during your untap step if Cocoon has a pupa counter on it.
When Cocoon comes into play, tap enchanted creature and put three pupa counters on Cocoon.
At the beginning of your upkeep, remove a pupa counter from Cocoon. If you can't, sacrifice it and enchanted creature gets +1/+1 and gains flying. (This effect doesn't end at end of turn.)  

Coercion 
2B   
Sorcery    
Target opponent reveals his or her hand. Choose a card from it. That player discards that card.  

Coffin Puppets 
3BB   
Creature - Zombie   
3/3   
Sacrifice two lands: Return Coffin Puppets from your graveyard to play. Play this ability only during your upkeep and only if you control a Swamp.  

Coffin Purge 
B   
Instant    
Remove target card in a graveyard from the game.
Flashback B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Coffin Queen 
2B   
Creature - Wizard   
1/1   
You may choose not to untap Coffin Queen during your untap step.
2B, T: Put target creature card from a graveyard into play under your control.
Whenever Coffin Queen becomes untapped, remove all creatures put into play with it from the game.
Whenever you lose control of Coffin Queen, remove all creatures put into play with it from the game.  

Cognivore 
6UU   
Creature - Lhurgoyf   
*/*   
Flying
Cognivore's power and toughness are each equal to the number of instant cards in all graveyards.  

Coiled Tinviper 
3   
Artifact Creature    
2/1   
First strike  

Coiling Woodworm 
2G   
Creature - Insect   
*/1   
Coiling Woodworm's power is equal to the number of Forests in play.  

Coils of the Medusa 
1B   
Enchant Creature    
Enchanted creature gets +1/-1.
Sacrifice Coils of the Medusa: Destroy all non-Wall creatures blocking enchanted creature.  

Cold Snap 
2W   
Enchantment    
Cumulative upkeep 2
At the beginning of each player's upkeep, Cold Snap deals to that player damage equal to the number of snow-covered lands he or she controls.  

Cold Storage 
4   
Artifact    
3: Remove target creature you control from the game.
Sacrifice Cold Storage: Put into play under their owners' control all cards removed from the game with Cold Storage.  

Collapsing Borders 
3R   
Enchantment    
At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands he or she controls. Then Collapsing Borders deals 3 damage to him or her.  

Collective Restraint 
3U   
Enchantment    
Creatures can't attack you unless their controller pays X for each creature attacking you, where X is the number of basic land types among lands you control. (This cost is paid as attackers are declared.)  

Collective Unconscious 
4GG   
Sorcery    
Draw a card for each creature you control.  

Colos Yearling 
2R   
Creature - Beast   
1/1   
Mountainwalk
R: Colos Yearling gets +1/+0 until end of turn.  

Colossus of Sardia 
9   
Artifact Creature    
9/9   
Trample
Colossus of Sardia doesn't untap during your untap step.
9: Untap Colossus of Sardia. Play this ability only during your upkeep.  

Combat Medic 
2W   
Creature - Soldier   
0/2   
1W: Prevent the next 1 damage that would be dealt to target creature or player this turn.  

Command of Unsummoning 
2U   
Instant    
Play Command of Unsummoning only during the declare attackers step and only if you are the defending player.
Return one or two target attacking creatures to their owner's hand.  

Commander Eesha 
2WW   
Legendary Creature - Bird Soldier   
2/4   
Flying, protection from creatures  

Commander Greven il-Vec 
3BBB   
Legendary Creature    
7/5   
Fear
When Commander Greven il-Vec comes into play, sacrifice a creature.  

Commando Raid 
2R   
Instant    
Until end of turn, target creature you control gains "When this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls."  

Common Cause 
2W   
Enchantment    
Nonartifact creatures get +2/+2 as long as they all share a color.  

Commune with Nature 
G   
Sorcery    
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.  

Complex Automaton 
4   
Artifact Creature - Golem   
4/4   
At the beginning of your upkeep, if you control seven or more permanents, return Complex Automaton to its owner's hand.  

Complicate 
2U   
Instant    
Counter target spell unless its controller pays 3.
Cycling 2U (2U, Discard this card: Draw a card.)
When you cycle Complicate, you may counter target spell unless its controller pays 1.  

Composite Golem 
6   
Artifact Creature - Golem   
4/4   
Sacrifice Composite Golem: Add WUBRG to your mana pool.  

Compost 
1G   
Enchantment    
Whenever a black card is put into an opponent's graveyard, you may draw a card.  

Compulsion 
1U   
Enchantment    
1U, Discard a card: Draw a card.
1U, Sacrifice Compulsion: Draw a card.  

Concentrate 
2UU   
Sorcery    
Draw three cards.  

Conch Horn 
2   
Artifact    
1, T, Sacrifice Conch Horn: Draw two cards, then put a card from your hand on top of your library.  

Concordant Crossroads 
G   
World Enchantment    
All creatures have haste.  

Condescend 
XU   
Instant    
Counter target spell unless its controller pays X.
Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)  

Cone of Flame 
3RR   
Sorcery    
Cone of Flame deals 1 damage to target creature or player, 2 damage to another target creature or player, and 3 damage to a third target creature or player.  

Confessor 
W   
Creature - Cleric   
1/1   
Whenever a player discards a card, you may gain 1 life.  

Confiscate 
4UU   
Enchant Permanent    
You control enchanted permanent.  

Confound 
1U   
Instant    
Counter target spell that targets one or more creatures.
Draw a card.  

Confusion in the Ranks 
3RR   
Enchantment    
Whenever an artifact, creature, or enchantment comes into play, its controller chooses target permanent another player controls that shares a type with it. Exchange control of those permanents.  

Congregate 
3W   
Instant    
Target player gains 2 life for each creature in play.  

Conjurer's Bauble 
1   
Artifact    
T, Sacrifice Conjurer's Bauble: Put up to one target card from your graveyard on the bottom of your library. Draw a card.  

Conquer 
3RR   
Enchant Land    
You control enchanted land.  

Consecrate Land 
W   
Enchant Land    
Enchanted land can't be enchanted except by Consecrate Land.
Enchanted land is indestructible.  

Conservator 
4   
Artifact    
3, T: Prevent the next 2 damage that would be dealt to you this turn.  

Conspiracy 
3BB   
Enchantment    
As Conspiracy comes into play, choose a creature type.
Creatures you control, creature spells you control on the stack, and creature cards you own that aren't in play or on the stack are of the chosen type.  

Constant Mists 
1G   
Instant    
Buyback-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put Constant Mists into your hand instead of your graveyard as part of its resolution.)
Prevent all combat damage that would be dealt this turn.  

Consume Spirit 
X1B   
Sorcery    
Spend only black mana on X.
Consume Spirit deals X damage to target creature or player. You gain X life.  

Consume Strength 
1BG   
Instant    
Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn.  

Consuming Ferocity 
1R   
Enchant Creature    
Consuming Ferocity can enchant only a non-Wall creature.
Enchanted creature gets +1/+0.
At the beginning of your upkeep, put a +1/+0 counter on enchanted creature. If that creature has three or more +1/+0 counters on it, it deals damage equal to its power to its controller, then destroy that creature and it can't be regenerated.  

Consuming Vortex 
1U   
Instant - Arcane   
Return target creature to its owner's hand.
Splice onto Arcane 3U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Consumptive Goo 
BB   
Creature - Ooze   
1/1   
2BB: Target creature gets -1/-1 until end of turn. Put a +1/+1 counter on Consumptive Goo.  

Contagion 
3BB   
Instant    
You may pay 1 life and remove a black card in your hand from the game rather than pay Contagion's mana cost.
Distribute two -2/-1 counters among one or two target creatures.  

Contaminated Bond 
1B   
Enchant Creature    
Whenever enchanted creature attacks or blocks, its controller loses 3 life.  

Contamination 
2B   
Enchantment    
If a land is tapped for mana, it produces B instead of its normal type and amount.
At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature.  

Contemplation 
1WW   
Enchantment    
Whenever you play a spell, you gain 1 life.  

Contempt 
1U   
Enchant Creature    
Whenever enchanted creature attacks, return it and Contempt to their owners' hands at end of combat.  

Contested Cliffs 
Land    
T: Add 1 to your mana pool.
RG, T: Choose target Beast you control and target creature an opponent controls. Each creature deals damage equal to its power to the other.  

Contract from Below 
B   
Sorcery    
Remove Contract from Below from your deck before playing if you're not playing for ante.
Discard your hand, add the top card of your library to the ante, then draw seven cards.  

Control Magic 
2UU   
Enchant Creature    
You control enchanted creature.  

Control of the Court 
1R   
Sorcery    
Draw four cards, then discard three cards at random.  

Convalescence 
1W   
Enchantment    
At the beginning of your upkeep, if you have 10 life or less, you gain 1 life.  

Convalescent Care 
1WW   
Enchantment    
At the beginning of your upkeep, if you have 5 life or less, you gain 3 life and draw a card.  

Conversion 
2WW   
Enchantment    
All Mountains are Plains.
At the beginning of your upkeep, sacrifice Conversion unless you pay WW.  

Conviction 
1W   
Enchant Creature    
Enchanted creature gets +1/+3.
W: Return Conviction to its owner's hand.  

Convulsing Licid 
2R   
Creature - Licid   
2/2   
R, T: Convulsing Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature can't block" and "R: End the effect that created this ability."  

Cooperation 
2W   
Enchant Creature    
Enchanted creature has banding.  

Copper Gnomes 
2   
Artifact Creature - Gnome   
1/1   
4, Sacrifice Copper Gnomes: Put an artifact card from your hand into play.  

Copper Myr 
2   
Artifact Creature - Myr   
1/1   
T: Add G to your mana pool.  

Copper Tablet 
2   
Artifact    
At the beginning of each player's upkeep, Copper Tablet deals 1 damage to that player.  

Copperhoof Vorrac 
3GG   
Creature - Beast   
2/2   
Copperhoof Vorrac gets +1/+1 for each untapped permanent your opponents control.  

Copper-Leaf Angel 
5   
Artifact Creature - Angel   
2/2   
Flying
T, Sacrifice X lands: Put X +1/+1 counters on Copper-Leaf Angel.  

Copy Artifact 
1U   
Enchantment    
As Copy Artifact comes into play, you may choose an artifact in play. If you do, Copy Artifact comes into play as a copy of that artifact. It's still an enchantment.  

Coral Atoll 
Land    
If Coral Atoll would come into play, return an untapped Island you control to its owner's hand instead. If you do, put Coral Atoll into play tapped. If you don't, put it into its owner's graveyard.
T: Add 1U to your mana pool.  

Coral Eel 
1U   
Creature - Eel   
2/1   
  

Coral Fighters 
1U   
Creature - Merfolk   
1/1   
Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.  

Coral Helm 
3   
Artifact    
3, Discard a card at random: Target creature gets +2/+2 until end of turn.  

Coral Merfolk 
1U   
Creature - Merfolk   
2/1   
  

Coral Net 
U   
Enchant Creature    
Coral Net can enchant only a green or white creature.
Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you discard a card."  

Coral Reef 
UU   
Enchantment    
Coral Reef comes into play with four polyp counters on it.
Sacrifice an Island: Put two polyp counters on Coral Reef.
U, Tap an untapped blue creature you control, Remove a polyp counter from Coral Reef: Put a +0/+1 counter on target creature.  

Coretapper 
2   
Artifact Creature - Myr   
1/1   
T: Put a charge counter on target artifact.
Sacrifice Coretapper: Put two charge counters on target artifact.  

Cornered Market 
2W   
Enchantment    
Players can't play spells or nonbasic lands with the same name as a nontoken permanent.  

Corpse Dance 
2B   
Instant    
Buyback 2 (You may pay 2 in addition to any other costs as you play this spell. If you do, put Corpse Dance into your hand instead of your graveyard as part of its resolution.)
Put the top creature card from your graveyard into play. That creature gains haste. Remove the creature from the game at end of turn.  

Corpse Harvester 
3BB   
Creature - Zombie Wizard   
3/3   
1B, T, Sacrifice a creature: Search your library for a Zombie card and a Swamp card, reveal them, and put them into your hand. Then shuffle your library.  

Corrosion 
1BR   
Enchantment    
Cumulative upkeep 1
At the beginning of your upkeep, put a rust counter on each artifact target opponent controls. Then, for each artifact any opponent controls, if the number of rust counters on that artifact equals or exceeds its converted mana cost, destroy the artifact. Artifacts destroyed this way can't be regenerated.
When Corrosion leaves play, remove all rust counters from all artifacts.  

Corrupt 
5B   
Sorcery    
Corrupt deals damage equal to the number of Swamps you control to target creature or player. You gain life equal to the damage dealt this way.  

Corrupt Court Official 
1B   
Creature - Advisor   
1/1   
When Corrupt Official comes into play, target opponent discards a card.  

Corrupt Eunuchs 
3R   
Creature - Advisor   
2/2   
When Corrupt Eunuchs comes into play, it deals 2 damage to target creature.  

Corrupt Official 
4B   
Creature - Minion   
3/1   
2B: Regenerate Corrupt Official.
Whenever Corrupt Official becomes blocked, defending player discards a card at random.  

Corrupting Licid 
2B   
Creature - Licid   
2/2   
B, T: Corrupting Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has fear" and "B: End the effect that created this ability."  

Cosmic Horror 
3BBB   
Creature - Horror   
7/7   
First strike
At the beginning of your upkeep, unless you pay 3BBB, sacrifice Cosmic Horror and it deals 7 damage to you.  

Cosmic Larva 
1RR   
Creature - Beast   
7/6   
Trample
At the beginning of your upkeep, sacrifice Cosmic Larva unless you sacrifice two lands.  

Council of Advisors 
2U   
Creature - Advisor   
1/1   
When Council of Advisors comes into play, draw a card.  

Counsel of the Soratami 
2U   
Sorcery    
Draw two cards.  

Counterintelligence 
2UU   
Sorcery    
Return one or two target creatures to their owner's hand.  

Counterspell 
UU   
Instant    
Counter target spell.  

Cover of Darkness 
1B   
Enchantment    
As Cover of Darkness comes into play, choose a creature type.
Creatures of the chosen type have fear.  

Covert Operative 
4U   
Creature - Wizard   
3/2   
Covert Operative is unblockable.  

Covetous Dragon 
4R   
Creature - Dragon   
6/5   
Flying
When you control no artifacts, sacrifice Covetous Dragon.  

Cowardice 
3UU   
Enchantment    
Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand.  

Cowed by Wisdom 
W   
Enchant Creature    
Enchanted creature can't attack or block unless its controller pays 1 for each card in your hand. (This cost is paid as attackers or blockers are declared.)  

Crack the Earth 
R   
Sorcery - Arcane   
Each player sacrifices a permanent.  

Crackdown 
2W   
Enchantment    
Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps.  

Crackling Club 
R   
Enchant Creature    
Enchanted creature gets +1/+0.
Sacrifice Crackling Club: Crackling Club deals 1 damage to target creature.  

Cradle Guard 
1GG   
Creature - Treefolk   
4/4   
Trample; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)  

Crafty Pathmage 
2U   
Creature - Wizard   
1/1   
T: Target creature with power 2 or less is unblockable this turn.  

Crag Saurian 
RRR   
Creature - Lizard   
4/4   
Whenever a source deals damage to Crag Saurian, that source's controller gains control of Crag Saurian.  

Cranial Extraction 
3B   
Sorcery - Arcane   
Name a nonland card. Search target player's graveyard, hand, and library for all cards with that name and remove them from the game. Then that player shuffles his or her library.  

Cranial Plating 
2   
Artifact - Equipment   
Equipped creature gets +1/+0 for each artifact you control.
BB: Attach Cranial Plating to target creature you control.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)  

Crash 
2R   
Instant    
You may sacrifice a Mountain rather than pay Crash's mana cost.
Destroy target artifact.  

Crash of Rhinos 
6GG   
Creature - Rhino   
8/4   
Trample  

Crashing Boars 
3GG   
Creature - Boar   
4/4   
Whenever Crashing Boars attacks, defending player chooses an untapped creature he or she controls. That creature blocks Crashing Boars this turn if able.  

Crashing Centaur 
4GG   
Creature - Centaur   
3/4   
G, Discard a card: Crashing Centaur gains trample until end of turn.
Threshold - Crashing Centaur gets +2/+2 and can't be the target of spells or abilities. (You have threshold as long as seven or more cards are in your graveyard.)  

Crater Hellion 
4RR   
Creature - Beast   
6/6   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Crater Hellion comes into play, it deals 4 damage to each other creature.  

Craven Giant 
2R   
Creature - Giant   
4/1   
Craven Giant can't block.  

Craven Knight 
1B   
Creature - Knight   
2/2   
Craven Knight can't block.  

Craw Giant 
3GGGG   
Creature - Giant   
6/4   
Trample
Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)  

Craw Wurm 
4GG   
Creature - Wurm   
6/4   
  

Crawling Filth 
5B   
Creature - Spirit   
2/2   
Fear
Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.)  

Crawlspace 
3   
Artifact    
No more than two creatures may attack you each combat.  

Crazed Armodon 
2GG   
Creature - Elephant   
3/3   
G: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed Armodon at end of turn. Play this ability only once each turn.  

Crazed Firecat 
5RR   
Creature - Cat   
4/4   
When Crazed Firecat comes into play, flip a coin until you lose a flip. Put a +1/+1 counter on Crazed Firecat for each flip you win.  

Crazed Goblin 
R   
Creature - Goblin Warrior   
1/1   
Crazed Goblin attacks each turn if able.  

Crazed Skirge 
3B   
Creature - Imp   
2/2   
Flying; haste  

Creature Bond 
1U   
Enchant Creature    
When enchanted creature is put into a graveyard, Creature Bond deals damage equal to that creature's toughness to the creature's controller.  

Credit Voucher 
2   
Artifact    
2, T, Sacrifice Credit Voucher: Shuffle any number of cards from your hand into your library, then draw that many cards.  

Creeping Mold 
2GG   
Sorcery    
Destroy target artifact, enchantment, or land.  

Cremate 
B   
Instant    
Remove target card in a graveyard from the game.
Draw a card.  

Crenellated Wall 
4   
Artifact Creature - Wall   
0/4   
Defender (This creature can't attack.)
T: Target creature gets +0/+4 until end of turn.  

Crested Craghorn 
4R   
Creature - Beast   
4/1   
Haste
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)  

Crevasse 
2R   
Enchantment    
Creatures with mountainwalk may be blocked as though they didn't have mountainwalk.  

Crimson Acolyte 
1W   
Creature - Cleric   
1/1   
Protection from red
W: Target creature gains protection from red until end of turn.  

Crimson Hellkite 
6RRR   
Creature - Dragon   
6/6   
Flying
X, T: Crimson Hellkite deals X damage to target creature. Spend only red mana this way.  

Crimson Kobolds 
0   
Creature - Kobold   
0/1   
Crimson Kobolds is red.  

Crimson Manticore 
2RR   
Creature - Manticore   
2/2   
Flying
R, T: Crimson Manticore deals 1 damage to target attacking or blocking creature.  

Crimson Roc 
4R   
Creature - Roc   
2/2   
Flying
Whenever Crimson Roc blocks a creature without flying, Crimson Roc gets +1/+0 and gains first strike until end of turn.  

Crippling Fatigue 
1BB   
Sorcery    
Target creature gets -2/-2 until end of turn.
Flashback-1B, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Cromat 
WUBRG   
Legendary Creature    
5/5   
WB: Destroy target creature blocking or blocked by Cromat.
UR: Cromat gains flying until end of turn.
BG: Regenerate Cromat.
RW: Cromat gets +1/+1 until end of turn.
GU: Put Cromat on top of its owner's library.  

Crookclaw Elder 
5U   
Creature - Bird Wizard   
3/2   
Flying
Tap two untapped Birds you control: Draw a card.
Tap two untapped Wizards you control: Target creature gains flying until end of turn.  

Crooked Scales 
4   
Artifact    
4, T: Flip a coin. If you win the flip, destroy target creature an opponent controls. If you lose the flip, destroy target creature you control unless you pay 3 and repeat this process.  

Crookshank Kobolds 
0   
Creature - Kobold   
0/1   
Crookshank Kobolds is red.  

Crop Rotation 
G   
Instant    
As an additional cost to play Crop Rotation, sacrifice a land.
Search your library for a land card and put that card into play. Then shuffle your library.  

Crosis, the Purger 
3UBR   
Legendary Creature - Dragon   
6/6   
Flying
Whenever Crosis, the Purger deals combat damage to a player, you may pay 2B. If you do, choose a color. That player reveals his or her hand and discards all cards of that color.  

Crosis's Attendant 
5   
Artifact Creature - Golem   
3/3   
1, Sacrifice Crosis's Attendant: Add UBR to your mana pool.  

Crosis's Catacombs 
Land - Lair   
When Crosis's Catacombs comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand.
T: Add U, B, or R to your mana pool.  

Crosis's Charm 
UBR   
Instant    
Choose one - Return target permanent to its owner's hand; or destroy target nonblack creature, and it can't be regenerated; or destroy target artifact.  

Crossbow Ambush 
G   
Instant    
Creatures you control may block as though they had flying this turn.  

Crossbow Infantry 
1W   
Creature - Soldier   
1/1   
T: Crossbow Infantry deals 1 damage to target attacking or blocking creature.  

Crosswinds 
1G   
Enchantment    
Creatures with flying get -2/-0.  

Crovax the Cursed 
2BB   
Legendary Creature - Vampire   
0/0   
Crovax the Cursed comes into play with four +1/+1 counters on it.
At the beginning of your upkeep, you may sacrifice a creature. If you do, put a +1/+1 counter on Crovax. If you don't, remove a +1/+1 counter from Crovax.
B: Crovax gains flying until end of turn.  

Crowd Favorites 
6W   
Creature - Soldier   
4/4   
3W: Tap target creature.
3W: Crowd Favorites gets +0/+5 until end of turn.  

Crown of Ascension 
1U   
Enchant Creature    
Enchanted creature has flying.
Sacrifice Crown of Ascension: Enchanted creature and other creatures that share a creature type with it gain flying until end of turn.  

Crown of Awe 
1W   
Enchant Creature    
Enchanted creature has protection from black and from red.
Sacrifice Crown of Awe: Enchanted creature and other creatures that share a creature type with it gain protection from black and from red until end of turn.  

Crown of Flames 
R   
Enchant Creature    
R: Enchanted creature gets +1/+0 until end of turn.
R: Return Crown of Flames to its owner's hand.  

Crown of Fury 
1R   
Enchant Creature    
Enchanted creature gets +1/+0 and has first strike.
Sacrifice Crown of Fury: Enchanted creature and other creatures that share a creature type with it get +1/+0 and gain first strike until end of turn.  

Crown of Suspicion 
1B   
Enchant Creature    
Enchanted creature gets +2/-1.
Sacrifice Crown of Suspicion: Enchanted creature and other creatures that share a creature type with it get +2/-1 until end of turn.  

Crown of the Ages 
2   
Artifact    
4, T: Move target enchantment enchanting a creature to another creature.  

Crown of Vigor 
1G   
Enchant Creature    
Enchanted creature gets +1/+1.
Sacrifice Crown of Vigor: Enchanted creature and other creatures that share a creature type with it get +1/+1 until end of turn.  

Crucible of Worlds 
3   
Artifact    
You may play land cards from your graveyard as though they were in your hand.  

Crude Rampart 
3W   
Creature - Wall   
4/5   
Defender (This creature can't attack.)
Morph 4W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Cruel Bargain 
BBB   
Sorcery    
Draw four cards. You lose half your life, rounded up.  

Cruel Deceiver 
1B   
Creature - Spirit   
2/1   
1: Look at the top card of your library.
2: Reveal the top card of your library. If it's a land, Cruel Deceiver gains "Whenever Cruel Deceiver deals damage to a creature, destroy that creature" until end of turn. Play this ability only once each turn.  

Cruel Edict 
1B   
Sorcery    
Target opponent sacrifices a creature.  

Cruel Fate 
4U   
Sorcery    
Look at the top five cards of target opponent's library. Put one of those cards into that player's graveyard, and the rest on top of his or her library in any order.  

Cruel Revival 
4B   
Instant    
Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to your hand.  

Cruel Tutor 
2B   
Sorcery    
Search your deck for a card, then shuffle your library and put that card on top of it. You lose 2 life.  

Crumble 
G   
Instant    
Destroy target artifact. It can't be regenerated. That artifact's controller gains life equal to its converted mana cost.  

Crumbling Sanctuary 
5   
Artifact    
For each 1 damage that would be dealt to a player, that player removes the top card of his or her library from the game instead.  

Crusade 
WW   
Enchantment    
White creatures get +1/+1.  

Crusading Knight 
2WW   
Creature - Knight   
2/2   
Protection from black
Crusading Knight gets +1/+1 for each Swamp your opponents control.  

Crush of Wurms 
6GGG   
Sorcery    
Put three 6/6 green Wurm creature tokens into play.
Flashback 9GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Crushing Pain 
1R   
Instant - Arcane   
Crushing Pain deals 6 damage to target creature that was dealt damage this turn.  

Crypt Angel 
4B   
Creature - Angel   
3/3   
Flying, protection from white
When Crypt Angel comes into play, return target blue or red creature card from your graveyard to your hand.  

Crypt Cobra 
3B   
Creature - Cobra   
3/3   
Whenever Crypt Cobra attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)  

Crypt Creeper 
1B   
Creature - Zombie   
2/1   
Sacrifice Crypt Creeper: Remove target card in a graveyard from the game.  

Crypt Rats 
2B   
Creature - Rat   
1/1   
X: Crypt Rats deals X damage to each creature and each player. Spend only black mana this way.  

Crypt Sliver 
1B   
Creature - Sliver   
1/1   
All Slivers have "T: Regenerate target Sliver."  

Cryptic Gateway 
5   
Artifact    
Tap two untapped creatures you control: You may put a creature card from your hand into play that shares a creature type with each creature tapped this way.  

Crystal Chimes 
3   
Artifact    
3, T, Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand.  

Crystal Golem 
4   
Artifact Creature - Golem   
3/3   
At the end of your turn, Crystal Golem phases out.  

Crystal Quarry 
Land    
T: Add 1 to your mana pool.
5, T: Add WUBRG to your mana pool.  

Crystal Rod 
1   
Artifact    
Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life.  

Crystal Shard 
3   
Artifact    
3, T or U, T: Return target creature to its owner's hand unless its controller pays 1.  

Crystal Spray 
2U   
Instant    
Change the text of target spell or permanent by replacing all instances of one color word or basic land type with another until end of turn.
Draw a card.  

Crystal Vein 
Land    
T: Add 1 to your mana pool.
T, Sacrifice Crystal Vein: Add 2 to your mana pool.  

Crystalline Sliver 
WU   
Creature - Sliver   
2/2   
Slivers can't be the targets of spells or abilities.  

Culling Scales 
3   
Artifact    
At the beginning of your upkeep, destroy target nonland permanent with the lowest converted mana cost among nonland permanents in play. (If two or more permanents are tied for lowest cost, target any one of them.)  

Culling the Weak 
B   
Instant    
As an additional cost to play Culling the Weak, sacrifice a creature.
Add BBBB to your mana pool.  

Cultural Exchange 
4UU   
Sorcery    
Choose any number of creatures target player controls. Choose the same number of creatures another target player controls. Those players exchange control of those creatures. (This effect doesn't end at end of turn.)  

Cunning 
1U   
Enchant Creature    
Enchanted creature gets +3/+3.
When enchanted creature attacks or blocks, sacrifice Cunning at end of turn.  

Cunning Advisor 
3B   
Creature - Advisor   
1/1   
T: Target opponent discards a card. Play this ability only during your turn, before the combat phase.  

Cunning Bandit 
1RR   
Creature - Human Warrior   
2/2   
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Cunning Bandit.
At end of turn, if there are two or more ki counters on Cunning Bandit, you may flip it.
----
Azamuki, Treachery Incarnate
Legendary Creature - Spirit
5/2
Remove a ki counter from Azamuki, Treachery Incarnate: Gain control of target creature until end of turn.  

Cunning Giant 
5R   
Creature - Giant   
4/4   
If Cunning Giant is unblocked, you may have it deal its combat damage to a creature defending player controls instead of to him or her.  

Cunning Wish 
2U   
Instant    
Choose an instant card you own from outside the game, reveal that card, and put it into your hand. Remove Cunning Wish from the game.  

Cuombajj Witches 
BB   
Creature - Witch   
1/3   
T: Cuombajj Witches deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice.  

Curfew 
U   
Instant    
Each player returns a creature he or she controls to its owner's hand.  

Curiosity 
U   
Enchant Creature    
Whenever enchanted creature deals damage to an opponent, you may draw a card.  

Curse Artifact 
2BB   
Enchant Artifact    
At the beginning of the upkeep of enchanted artifact's controller, Curse Artifact deals 2 damage to that player unless he or she sacrifices that artifact.  

Curse of Marit Lage 
3RR   
Enchantment    
When Curse of Marit Lage comes into play, tap all Islands.
Islands don't untap during their controllers' untap steps.  

Cursed Flesh 
B   
Enchant Creature    
Enchanted creature gets -1/-1 and has fear.  

Cursed Land 
2BB   
Enchant Land    
At the beginning of the upkeep of enchanted land's controller, Cursed Land deals 1 damage to that player.  

Cursed Monstrosity 
4B   
Creature - Horror   
4/3   
Flying
Whenever Cursed Monstrosity becomes the target of a spell or ability, sacrifice it unless you discard a land card.  

Cursed Rack 
4   
Artifact    
As Cursed Rack comes into play, choose an opponent.
The chosen player's maximum hand size is 4.  

Cursed Ronin 
3B   
Creature - Human Samurai   
1/1   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
B: Cursed Ronin gets +1/+1 until end of turn.  

Cursed Scroll 
1   
Artifact    
3, T: Name a card. An opponent chooses a card at random from your hand. Reveal that card. If the card is the named card, Cursed Scroll deals 2 damage to target creature or player.  

Cursed Totem 
2   
Artifact    
Players can't play creatures' activated abilities.  

Curtain of Light 
1W   
Instant    
Target attacking unblocked creature becomes blocked.
Draw a card.  

Custody Battle 
1R   
Enchant Creature    
Enchanted creature has "At the beginning of your upkeep, target opponent gains control of this creature unless you sacrifice a land."  

Customs Depot 
1U   
Enchantment    
Whenever you play a creature spell, you may pay 1. If you do, draw a card, then discard a card.  

Cut the Earthly Bond 
U   
Instant - Arcane   
Return target enchanted permanent to its owner's hand.  

Cut the Tethers 
2UU   
Sorcery    
For each Spirit, return it to its owner's hand unless that player pays 3.  

Cycle of Life 
1GG   
Enchantment    
Return Cycle of Life to its owner's hand: Target creature you played this turn is 0/1 until your next upkeep. At the beginning of your next upkeep, put a +1/+1 counter on that creature.  

Cyclone 
2GG   
Enchantment    
Cumulative upkeep G (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay G for each age counter on it.)
Whenever you pay Cyclone's cumulative upkeep, it deals damage equal to the number of age counters on Cyclone to each creature and player.  

Cyclopean Mummy 
1B   
Creature - Mummy   
2/1   
When Cyclopean Mummy is put into a graveyard from play, remove Cyclopean Mummy from the game.  

Cyclopean Tomb 
4   
Artifact    
2, T: Put a mire counter on target land. That land is a Swamp as long as it has a mire counter on it. Play this ability only during your upkeep.
When Cyclopean Tomb leaves play, at the beginning of each of your upkeeps until the end of the game, remove one of those mire counters.  

D'Avenant Archer 
2W   
Creature - Soldier   
1/2   
T: D'Avenant Archer deals 1 damage to target attacking or blocking creature.  

Dakkon Blackblade 
2WUUB   
Legendary Creature    
*/*   
Dakkon Blackblade's power and toughness are each equal to the number of lands you control.  

Dakmor Bat 
1B   
Creature - Bat   
1/1   
Flying  

Dakmor Ghoul 
2BB   
Creature - Zombie   
2/2   
When Dakmor Ghoul comes into play, target opponent loses 2 life and you gain 2 life.  

Dakmor Lancer 
4BB   
Creature - Knight   
3/3   
When Dakmor Lancer comes into play, destroy target nonblack creature.  

Dakmor Plague 
3BB   
Sorcery    
Dakmor Plague deals 3 damage to each creature and each player.  

Dakmor Scorpion 
1B   
Creature - Scorpion   
2/1   
  

Dakmor Sorceress 
5B   
Creature - Wizard   
*/4   
Dakmor Sorceress's power is equal to the number of Swamps you control.  

Dampen Thought 
1U   
Instant - Arcane   
Target player puts the top four cards of his or her library into his or her graveyard.
Splice onto Arcane 1U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Damping Engine 
4   
Artifact    
A player who controls more permanents than any other can't play lands or artifact, creature, or enchantment spells. That player may sacrifice a permanent to ignore this effect until end of turn.  

Damping Field 
2W   
Enchantment    
Players can't untap more than one artifact during their untap steps.  

Damping Matrix 
3   
Artifact    
Activated abilities of artifacts and creatures can't be played unless they're mana abilities.  

Dance of Many 
UU   
Enchantment    
When Dance of Many comes into play, put a token into play as a copy of target nontoken creature.
When Dance of Many leaves play, remove the creature token from the game.
When the creature token leaves play, sacrifice Dance of Many.
At the beginning of your upkeep, sacrifice Dance of Many unless you pay UU.  

Dance of Shadows 
3BB   
Sorcery - Arcane   
Creatures you control get +1/+0 and gain fear until end of turn.  

Dance of the Dead 
1B   
Enchantment    
When Dance of the Dead comes into play, if it's in play, it becomes an enchant creature. Put target creature card from a graveyard into play tapped under your control enchanted by Dance of the Dead.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay 1B. If he or she does, untap that creature.
When Dance of the Dead leaves play, destroy enchanted creature. It can't be regenerated.  

Dancing Scimitar 
4   
Artifact Creature    
1/5   
Flying  

Dandn 
UU   
Creature - Dandn   
4/1   
Dandn can't attack unless defending player controls an Island.
When you control no Islands, sacrifice Dandn.  

Daraja Griffin 
3W   
Creature - Griffin   
2/2   
Flying
Sacrifice Daraja Griffin: Destroy target black creature.  

Darba 
3G   
Creature - Beast   
5/4   
At the beginning of your upkeep, sacrifice Darba unless you pay GG.  

Darigaaz, the Igniter 
3BRG   
Legendary Creature - Dragon   
6/6   
Flying
Whenever Darigaaz, the Igniter deals combat damage to a player, you may pay 2R. If you do, choose a color. That player reveals his or her hand and Darigaaz deals X damage to him or her, where X is the number of cards revealed of that color.  

Darigaaz's Attendant 
5   
Artifact Creature - Golem   
3/3   
1, Sacrifice Darigaaz's Attendant: Add BRG to your mana pool.  

Darigaaz's Caldera 
Land - Lair   
When Darigaaz's Caldera comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand.
T: Add B, R, or G to your mana pool.  

Darigaaz's Charm 
BRG   
Instant    
Choose one - Return target creature card from your graveyard to your hand; or Darigaaz's Charm deals 3 damage to target creature or player; or target creature gets +3/+3 until end of turn.  

Daring Apprentice 
1UU   
Creature - Wizard   
1/1   
T, Sacrifice Daring Apprentice: Counter target spell.  

Daring Leap 
1WU   
Instant    
Target creature gets +1/+1 and gains flying and first strike until end of turn.  

Dark Banishing 
2B   
Instant    
Destroy target nonblack creature. It can't be regenerated.  

Dark Hatchling 
4BB   
Creature - Horror   
3/3   
Flying
When Dark Hatchling comes into play, destroy target nonblack creature. It can't be regenerated.  

Dark Heart of the Wood 
BG   
Enchantment    
Sacrifice a Forest: You gain 3 life.  

Dark Maze 
4U   
Creature - Wall   
4/5   
Defender (This creature can't attack.)
0: Dark Maze may attack this turn as though it didn't have defender.  Remove it from the game at end of turn.  

Dark Offering 
4BB   
Sorcery    
Destroy target nonblack creature. You gain 3 life.  

Dark Privilege 
1B   
Enchant Creature    
Enchanted creature gets +1/+1.
Sacrifice a creature: Regenerate enchanted creature.  

Dark Ritual 
B   
Instant    
Add BBB to your mana pool.  

Dark Sphere 
0   
Artifact    
T, Sacrifice Dark Sphere: The next time a source of your choice would deal damage to you this turn, it deals half that damage, rounded up, instead.  

Dark Supplicant 
B   
Creature - Cleric   
1/1   
T, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it into play. If you search your library this way, shuffle it.  

Dark Suspicions 
2BB   
Enchantment    
At the beginning of each opponent's upkeep, that player loses 1 life for each card in his or her hand more than you have in your hand.  

Dark Triumph 
4B   
Instant    
If you control a Swamp, you may sacrifice a creature rather than pay Dark Triumph's mana cost.
Creatures you control get +2/+0 until end of turn.  

Darkest Hour 
B   
Enchantment    
All creatures are black.  

Darkling Stalker 
3B   
Creature - Shade   
1/1   
B: Regenerate Darkling Stalker.
B: Darkling Stalker gets +1/+1 until end of turn.  

Darkness 
B   
Instant    
Prevent all combat damage that would be dealt this turn.  

Darkpact 
BBB   
Sorcery    
Remove Darkpact from your deck before playing if you're not playing for ante.
You own target card in the ante. That card's previous owner owns Darkpact. Put that card on top of your library and Darkpact into the ante.  

Darksteel Brute 
2   
Artifact    
Darksteel Brute is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
3: Darksteel Brute becomes a 2/2 artifact creature until end of turn.  

Darksteel Citadel 
Artifact Land    
Darksteel Citadel is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
T: Add 1 to your mana pool.  

Darksteel Colossus 
11   
Artifact Creature    
11/11   
Trample
Darksteel Colossus is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.  

Darksteel Forge 
9   
Artifact    
Artifacts you control are indestructible. ("Destroy" effects and lethal damage don't destroy them.)  

Darksteel Gargoyle 
7   
Artifact Creature - Gargoyle   
3/3   
Flying
Darksteel Gargoyle is indestructible. ("Destroy" effects and lethal damage don't destroy it.)  

Darksteel Ingot 
3   
Artifact    
Darksteel Ingot is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
T: Add one mana of any color to your mana pool.  

Darksteel Pendant 
2   
Artifact    
Darksteel Pendant is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
1, T: Look at the top card of your library. You may put that card on the bottom of your library.  

Darksteel Reactor 
4   
Artifact    
Darksteel Reactor is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
At the beginning of your upkeep, you may put a charge counter on Darksteel Reactor.
When Darksteel Reactor has twenty or more charge counters on it, you win the game.  

Darkwatch Elves 
2G   
Creature - Elf   
2/2   
Protection from black
Cycling 2 (2, Discard this card: Draw a card.)  

Darkwater Catacombs 
Land    
1, T: Add UB to your mana pool.  

Darkwater Egg 
1   
Artifact    
2, T, Sacrifice Darkwater Egg: Add UB to your mana pool. Draw a card.  

Darting Merfolk 
1U   
Creature - Merfolk   
1/1   
U: Return Darting Merfolk to its owner's hand.  

Daru Cavalier 
3W   
Creature - Soldier   
2/2   
First strike
When Daru Cavalier comes into play, you may search your library for a card named Daru Cavalier, reveal it, and put it into your hand. If you do, shuffle your library.  

Daru Encampment 
Land    
T: Add 1 to your mana pool.
W, T: Target Soldier gets +1/+1 until end of turn.  

Daru Healer 
2W   
Creature - Cleric   
1/2   
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Daru Lancer 
4WW   
Creature - Soldier   
3/4   
First strike
Morph 2WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Daru Mender 
W   
Creature - Cleric   
1/1   
Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Daru Mender is turned face up, regenerate target creature.  

Daru Sanctifier 
3W   
Creature - Cleric   
1/4   
Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Daru Sanctifier is turned face up, destroy target enchantment.  

Daru Spiritualist 
1W   
Creature - Cleric   
1/1   
Whenever a Cleric you control becomes the target of a spell or ability, it gets +0/+2 until end of turn.  

Daru Stinger 
3W   
Creature - Soldier   
1/1   
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Soldier card you reveal in your hand.)
T: Daru Stinger deals damage equal to the number of +1/+1 counters on it to target attacking or blocking creature.  

Daru Warchief 
2WW   
Creature - Soldier   
1/1   
Soldier spells you play cost 1 less to play.
Soldiers you control get +1/+2.  

Daughter of Autumn 
2GG   
Legendary Creature    
2/4   
W: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead.  

Daunting Defender 
4W   
Creature - Cleric   
3/3   
If a source would deal damage to a Cleric you control, prevent 1 of that damage.  

Dauthi Cutthroat 
1B   
Creature - Minion   
1/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
1B, T: Destroy target creature with shadow.  

Dauthi Embrace 
2B   
Enchantment    
BB: Target creature gains shadow until end of turn. (It may block or be blocked by only creatures with shadow.)  

Dauthi Ghoul 
1B   
Creature - Zombie   
1/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
Whenever a creature with shadow is put into a graveyard from play, put a +1/+1 counter on Dauthi Ghoul.  

Dauthi Horror 
1B   
Creature - Beast   
2/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
Dauthi Horror can't be blocked by white creatures.  

Dauthi Jackal 
2B   
Creature - Hound   
2/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
BB, Sacrifice Dauthi Jackal: Destroy target blocking creature.  

Dauthi Marauder 
2B   
Creature - Minion   
3/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)  

Dauthi Mercenary 
2B   
Creature - Knight   
2/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
1B: Dauthi Mercenary gets +1/+0 until end of turn.  

Dauthi Mindripper 
3B   
Creature - Minion   
2/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
Whenever Dauthi Mindripper attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards.  

Dauthi Slayer 
BB   
Creature - Soldier   
2/2   
Shadow (This creature may block or be blocked by only creatures with shadow.)
Dauthi Slayer attacks each turn if able.  

Dauthi Trapper 
2B   
Creature - Minion   
1/1   
T: Target creature gains shadow until end of turn. (This creature may block or be blocked by only creatures with shadow.)  

Dauthi Warlord 
1B   
Creature - Soldier   
*/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
Dauthi Warlord's power is equal to the number of creatures with shadow in play.  

Dawn Elemental 
WWWW   
Creature - Elemental   
3/3   
Flying
Prevent all damage that would be dealt to Dawn Elemental.  

Dawn of the Dead 
2BBB   
Enchantment    
At the beginning of your upkeep, you lose 1 life.
At the beginning of your upkeep, you may return target creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn.  

Dawn's Reflection 
3G   
Enchant Land    
Whenever enchanted land is tapped for mana, its controller adds two mana of any combination of colored mana to his or her mana pool.  

Dawning Purist 
2W   
Creature - Cleric   
2/2   
Whenever Dawning Purist deals combat damage to a player, you may destroy target enchantment that player controls.
Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Dawnstrider 
1G   
Creature - Spellshaper   
1/1   
G, T, Discard a card: Prevent all combat damage that would be dealt this turn.  

Day of Destiny 
3W   
Legendary Enchantment    
Legendary creatures you control get +2/+2.  

Day of the Dragons 
4UUU   
Enchantment    
When Day of the Dragons comes into play, remove all creatures you control from the game. Then put that many 5/5 red Dragon creature tokens with flying into play.
When Day of the Dragons leaves play, sacrifice all Dragons you control. Then return the removed cards to play under your control.  

Daze 
1U   
Instant    
You may return an Island you control to its owner's hand rather than pay Daze's mana cost.
Counter target spell unless its controller pays 1.  

Dazzling Beauty 
2W   
Instant    
Play Dazzling Beauty only during the declare blockers step.
Target unblocked attacking creature becomes blocked. (This ability works on unblockable creatures.)
Draw a card at the beginning of the next turn's upkeep.  

Dead Ringers 
4B   
Sorcery    
Destroy two target nonblack creatures unless either one is a color the other isn't. They can't be regenerated.  

Deadapult 
2R   
Enchantment    
R, Sacrifice a Zombie: Deadapult deals 2 damage to target creature or player.  

Deadfall 
2G   
Enchantment    
Creatures with forestwalk may be blocked as though they didn't have forestwalk.  

Dead-Iron Sledge 
1   
Artifact - Equipment   
Whenever equipped creature blocks or becomes blocked by a creature, destroy that creature and equipped creature.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Deadly Insect 
4G   
Creature - Insect   
6/1   
Deadly Insect can't be the target of spells or abilities.  

Deadshot 
3R   
Sorcery    
Tap target creature. It deals damage equal to its power to another target creature.  

Death Bomb 
3B   
Instant    
As an additional cost to play Death Bomb, sacrifice a creature.
Destroy target nonblack creature. It can't be regenerated. Its controller loses 2 life.  

Death Charmer 
2B   
Creature - Mercenary   
2/2   
Whenever Death Charmer deals combat damage to a creature, that creature's controller loses 2 life unless he or she pays 2.  

Death Cloud 
XBBB   
Sorcery    
Each player loses X life, then discards X cards, then sacrifices X creatures, then sacrifices X lands.  

Death Denied 
XBB   
Instant - Arcane   
Return X target creature cards from your graveyard to your hand.  

Death Grasp 
XWB   
Sorcery    
Death Grasp deals X damage to target creature or player. You gain X life.  

Death Match 
3B   
Enchantment    
Whenever a creature comes into play, that creature's controller may have target creature of his or her choice get -3/-3 until end of turn.  

Death Mutation 
6BG   
Sorcery    
Destroy target nonblack creature. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost.  

Death of a Thousand Stings 
4B   
Instant - Arcane   
Target player loses 1 life and you gain 1 life.
At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Death of a Thousand Stings from your graveyard to your hand.  

Death or Glory 
4W   
Sorcery    
Separate all creature cards in your graveyard into two piles. Remove the pile of an opponent's choice from the game and return the other to play.  

Death Pit Offering 
2BB   
Enchantment    
When Death Pit Offering comes into play, sacrifice all creatures you control.
Creatures you control get +2/+2.  

Death Pits of Rath 
3BB   
Enchantment    
Whenever a creature is dealt damage, destroy it. It can't be regenerated.  

Death Pulse 
2BB   
Instant    
Target creature gets -4/-4 until end of turn.
Cycling 1BB (1BB, Discard this card: Draw a card.)
When you cycle Death Pulse, you may have target creature get -1/-1 until end of turn.  

Death Spark 
R   
Instant    
Death Spark deals 1 damage to target creature or player.
At the beginning of your upkeep, if Death Spark is in your graveyard with a creature card directly above it, you may pay 1. If you do, return Death Spark to your hand.  

Death Speakers 
W   
Creature - Speaker   
1/1   
Protection from black  

Death Stroke 
BB   
Sorcery    
Destroy target tapped creature.  

Death Ward 
W   
Instant    
Regenerate target creature.  

Death Watch 
B   
Enchant Creature    
When enchanted creature is put into a graveyard, its controller loses life equal to its power and you gain life equal to its toughness.  

Death Wish 
1BB   
Sorcery    
Choose a card you own from outside the game and put it into your hand. You lose half your life, rounded up. Remove Death Wish from the game.  

Death's Duet 
2B   
Sorcery    
Return two target creature cards from your graveyard to your hand.  

Death's-Head Buzzard 
1BB   
Creature - Bird   
2/1   
Flying
When Death's-Head Buzzard is put into a graveyard from play, all creatures get -1/-1 until end of turn.  

Deathcoil Wurm 
6GG   
Creature - Wurm   
7/6   
You may have Deathcoil Wurm deal its combat damage to defending player as though it weren't blocked.  

Deathcurse Ogre 
5B   
Creature - Ogre Warrior   
3/3   
When Deathcurse Ogre is put into a graveyard from play, each player loses 3 life.  

Deathgazer 
3B   
Creature - Lizard   
2/2   
Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.  

Deathgrip 
BB   
Enchantment    
BB: Counter target green spell.  

Deathknell Kami 
1B   
Creature - Spirit   
0/1   
Flying
2: Deathknell Kami gets +1/+1 until end of turn. Sacrifice it at end of turn.
Soulshift 1 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 1 or less from your graveyard to your hand.)  

Deathlace 
B   
Instant    
Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.)  

Deathmark Prelate 
3B   
Creature - Cleric   
2/3   
2B, T, Sacrifice a Zombie: Destroy target non-Zombie creature. It can't be regenerated. Play this ability only any time you could play a sorcery.  

Death-Mask Duplicant 
7   
Artifact Creature - Shapeshifter   
5/5   
Imprint - 1: Remove target creature card in your graveyard from the game. (The removed card is imprinted on this artifact.)
As long as an imprinted creature card has flying, Death-Mask Duplicant has flying. The same is true for fear, first strike, double strike, haste, landwalk, protection, and trample.  

Deathmask Nezumi 
2B   
Creature - Rat Shaman   
2/2   
As long as you have seven or more cards in hand, Deathmask Nezumi gets +2/+1 and has fear.  

Debt of Loyalty 
1WW   
Instant    
Regenerate target creature. You gain control of that creature if it regenerates this way this turn.  

Decaying Soil 
1BB   
Enchantment    
At the beginning of your upkeep, remove a card in your graveyard from the game.
Threshold - Whenever a nontoken creature is put into your graveyard from play, you may pay 1. If you do, return that card to your hand. (You have threshold as long as seven or more cards are in your graveyard.)  

Deception 
2B   
Sorcery    
Target opponent discards two cards.  

Decimate 
2RG   
Sorcery    
Destroy target artifact, target creature, target enchantment, and target land.  

Decompose 
1B   
Sorcery    
Remove up to three target cards in a single graveyard from the game.  

Decomposition 
1G   
Enchant Creature    
Decomposition can enchant only a black creature.
Enchanted creature has "Cumulative upkeep-Pay 1 life."
When enchanted creature is put into a graveyard, its controller loses 2 life.  

Deconstruct 
2G   
Sorcery    
Destroy target artifact. Then add GGG to your mana pool.  

Decree of Annihilation 
8RR   
Sorcery    
Remove all artifacts, creatures, lands, graveyards, and hands from the game.
Cycling 5RR
When you cycle Decree of Annihilation, destroy all lands.  

Decree of Justice 
XX2WW   
Sorcery    
Put X 4/4 white Angel creature tokens with flying into play.
Cycling 2W
When you cycle Decree of Justice, you may pay X. If you do, put X 1/1 white Soldier creature tokens into play.  

Decree of Pain 
6BB   
Sorcery    
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
Cycling 3BB
When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.  

Decree of Savagery 
7GG   
Instant    
Put four +1/+1 counters on each creature you control.
Cycling 4GG
When you cycle Decree of Savagery, you may put four +1/+1 counters on target creature.  

Decree of Silence 
6UU   
Enchantment    
Whenever an opponent plays a spell, counter that spell and put a depletion counter on Decree of Silence. If there are three or more depletion counters on Decree of Silence, sacrifice it.
Cycling 4UU
When you cycle Decree of Silence, you may counter target spell.  

Dedicated Martyr 
W   
Creature - Cleric   
1/1   
W, Sacrifice Dedicated Martyr: You gain 3 life.  

Deep Analysis 
3U   
Sorcery    
Target player draws two cards.
Flashback-1U, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Deep Reconnaissance 
2G   
Sorcery    
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Flashback 4G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Deep Spawn 
5UUU   
Creature - Homarid   
6/6   
Trample
At the beginning of your upkeep, sacrifice Deep Spawn unless you put the top two cards of your library into your graveyard.
U: Deep Spawn can't be the target of spells or abilities this turn and doesn't untap during its controller's next untap step. Tap Deep Spawn.  

Deep Water 
UU   
Enchantment    
U: Until end of turn, if you tap a land you control for mana, it produces U instead of its normal type and amount.  

Deep Wood 
1G   
Instant    
Play Deep Wood only during the declare attackers step and only if you are the defending player.
Prevent all damage that would be dealt to you by attacking creatures this turn.  

Deep-Sea Serpent 
4UU   
Creature - Serpent   
5/5   
Deep-Sea Serpent can't attack unless defending player controls an Island.  

Deepwood Drummer 
1G   
Creature - Spellshaper   
1/1   
G, T, Discard a card: Target creature gets +2/+2 until end of turn.  

Deepwood Elder 
GG   
Creature - Spellshaper   
2/2   
XGG, T, Discard a card: X target lands become Forests until end of turn.  

Deepwood Ghoul 
2B   
Creature - Zombie   
2/1   
Pay 2 life: Regenerate Deepwood Ghoul.  

Deepwood Legate 
3B   
Creature - Shade   
1/1   
If an opponent controls a Forest and you control a Swamp, you may play Deepwood Legate without paying its mana cost.
B: Deepwood Legate gets +1/+1 until end of turn.  

Deepwood Tantiv 
4G   
Creature - Beast   
2/4   
Whenever Deepwood Tantiv becomes blocked, you gain 2 life.  

Deepwood Wolverine 
G   
Creature - Wolverine   
1/1   
Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn.  

Defender en-Vec 
3W   
Creature - Cleric   
2/4   
Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Defender en-Vec: Prevent the next 2 damage that would be dealt to target creature or player this turn.  

Defender of Chaos 
2R   
Creature - Knight   
2/1   
You may play Defender of Chaos any time you could play an instant.
Protection from white  

Defender of Law 
2W   
Creature - Knight   
2/1   
You may play Defender of Law any time you could play an instant.
Protection from red  

Defender of the Order 
3W   
Creature - Cleric   
2/4   
Morph WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Defender of the Order is turned face up, creatures you control get +0/+2 until end of turn.  

Defense Grid 
2   
Artifact    
During each player's turn, each other player's spells cost 3 more to play.  

Defense of the Heart 
3G   
Enchantment    
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart. If you do, search your library for up to two creature cards and put those creatures into play. Then shuffle your library.  

Defensive Formation 
W   
Enchantment    
Instead of the attacking player, you assign the combat damage of creatures attacking you.  

Defensive Maneuvers 
3W   
Instant    
Creatures of the type of your choice get +0/+4 until end of turn.  

Defiant Elf 
G   
Creature - Elf   
1/1   
Trample  

Defiant Falcon 
1W   
Creature - Rebel Bird   
1/1   
Flying
4, T: Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library.  

Defiant Stand 
1W   
Instant    
Play Defiant Stand only during the declare attackers step and only if you are the defending player.
Target creature gets +1/+3 until the end of the turn. If that creature is tapped, untap it.  

Defiant Vanguard 
2W   
Creature - Rebel   
2/2   
When Defiant Vanguard blocks, at end of combat, destroy it and all creatures it blocked this turn.
5, T: Search your library for a Rebel card with converted mana cost 4 or less and put that card into play. Then shuffle your library.  

Defiling Tears 
2B   
Instant    
Until end of turn, target creature becomes black, gets +1/-1, and gains "B: Regenerate this creature."  

Deflection 
3U   
Instant    
Change the target of target spell with a single target.  

Deftblade Elite 
W   
Creature - Soldier   
1/1   
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
1W: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn.  

Defy Gravity 
U   
Instant    
Target creature gains flying until end of turn.
Flashback U (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Dega Disciple 
W   
Creature - Wizard   
1/1   
B, T: Target creature gets -2/-0 until end of turn.
R, T: Target creature gets +2/+0 until end of turn.  

Dega Sanctuary 
2W   
Enchantment    
At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead.  

Degavolver 
1W   
Creature - Volver   
1/1   
Kicker 1B and/or R
If the 1B kicker cost was paid, Degavolver comes into play with two +1/+1 counters on it and with "Pay 3 life: Regenerate Degavolver."
If the R kicker cost was paid, Degavolver comes into play with a +1/+1 counter on it and with first strike.  

Dehydration 
3U   
Enchant Creature    
Enchanted creature doesn't untap during its controller's untap step.  

Dj Vu 
2U   
Sorcery    
Return target sorcery card from your graveyard to your hand.  

Delaying Shield 
3W   
Enchantment    
If you would be dealt damage, put that many delay counters on Delaying Shield instead.
At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay 1W.  

Delif's Cone 
0   
Artifact    
T, Sacrifice Delif's Cone: This turn, when target creature you control attacks and isn't blocked, you may gain life equal to its power. If you do, it deals no combat damage this turn.  

Delif's Cube 
1   
Artifact    
2, T: This turn, when target creature you control attacks and isn't blocked, it deals no combat damage this turn and you put a cube counter on Delif's Cube.
2, Remove a cube counter from Delif's Cube: Regenerate target creature.  

Delirium 
1BR   
Instant    
Play Delirium only on an opponent's turn.
Tap target creature that player controls. That creature deals damage equal to its power to the player. Prevent all combat damage that would be dealt to and dealt by the creature this turn.  

Delraich 
6B   
Creature - Horror   
6/6   
Trample
You may sacrifice three black creatures rather than pay Delraich's mana cost.  

Deluge 
2U   
Instant    
Tap all creatures without flying.  

Delusions of Mediocrity 
3U   
Enchantment    
When Delusions of Mediocrity comes into play, you gain 10 life.
When Delusions of Mediocrity leaves play, you lose 10 life.  

Dematerialize 
3U   
Sorcery    
Return target permanent to its owner's hand.
Flashback 5UU (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Demolish 
3R   
Sorcery    
Destroy target artifact or land.  

Demon's Horn 
2   
Artifact    
Whenever a player plays a black spell, you may gain 1 life.  

Demonic Attorney 
1BB   
Sorcery    
Remove Demonic Attorney from your deck before playing if you're not playing for ante.
Each player antes the top card of his or her library.  

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

Demonic Hordes 
3BBB   
Creature - Demon   
5/5   
T: Destroy target land.
At the beginning of your upkeep, unless you pay BBB, tap Demonic Hordes and sacrifice a land of an opponent's choice.  

Demonic Torment 
2B   
Enchant Creature    
Enchanted creature can't attack.
Prevent all combat damage that would be dealt by enchanted creature.  

Demonic Tutor 
1B   
Sorcery    
Search your library for a card and put that card into your hand. Then shuffle your library.  

Demoralize 
2R   
Instant    
Each creature can't be blocked this turn except by two or more creatures.
Threshold - Creatures can't block this turn. (You have threshold if seven or more cards are in your graveyard.)  

Demystify 
W   
Instant    
Destroy target enchantment.  

Denizen of the Deep 
6UU   
Creature - Serpent   
11/11   
When Denizen of the Deep comes into play, return all other creatures you control to their owner's hand.  

Dense Canopy 
1G   
Enchantment    
Creatures with flying can't block creatures without flying.  

Dense Foliage 
2G   
Enchantment    
Creatures can't be the targets of spells.  

Denying Wind 
7UU   
Sorcery    
Search target player's library for up to seven cards and remove them from the game. Then that player shuffles his or her library.  

Deranged Hermit 
3GG   
Creature - Elf   
1/1   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Deranged Hermit comes into play, put four 1/1 green Squirrel creature tokens into play.
All Squirrels get +1/+1.  

Derelor 
3B   
Creature - Thrull   
4/4   
Black spells you play cost B more to play.  

Dermoplasm 
2U   
Creature - Shapeshifter   
1/1   
Flying
Morph 2UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Dermoplasm is turned face up, you may put a creature card with morph from your hand into play face up. If you do, return Dermoplasm to its owner's hand.  

Descendant of Kiyomaro 
1WW   
Creature - Human Soldier   
2/3   
As long as you have more cards in hand than each opponent, Descendant of Kiyomaro gets +1/+2 and has "Whenever this creature deals combat damage, you gain 3 life."  

Descendant of Masumaro 
2G   
Creature - Human Monk   
1/1   
At the beginning of your upkeep, put a +1/+1 counter on Descendant of Masumaro for each card in your hand, then remove a +1/+1 counter from Descendant of Masumaro for each card in target opponent's hand.  

Descendant of Soramaro 
3U   
Creature - Human Wizard   
2/3   
1U: Look at the top X cards of your library, where X is the number of cards in your hand, then put them back in any order.  

Desecration Elemental 
3B   
Creature - Elemental   
8/8   
Fear
Whenever a player plays a spell, sacrifice a creature.  

Desert 
Land - Desert   
T: Add 1 to your mana pool.
T: Desert deals 1 damage to target attacking creature. Play this ability only during the end of combat step.  

Desert Drake 
3R   
Creature - Drake   
2/2   
Flying  

Desert Nomads 
2R   
Creature - Nomad   
2/2   
Desertwalk
Prevent all damage that would be dealt to Desert Nomads by Deserts.  

Desert Sandstorm 
2R   
Sorcery    
Desert Sandstorm deals 1 damage to each creature.  

Desert Twister 
4GG   
Sorcery    
Destroy target permanent.  

Deserted Temple 
Land    
T: Add 1 to your mana pool.
1, T: Untap target land.  

Desertion 
3UU   
Instant    
Counter target spell. If it's an artifact or creature spell, put it into play under your control instead of into its owner's graveyard.  

Desolation 
1BB   
Enchantment    
At end of turn, each player who tapped a land for mana during that turn sacrifices a land. If a Plains is sacrificed this way, Desolation deals 2 damage to that Plains' controller.  

Desolation Angel 
3BB   
Creature - Angel   
5/4   
Kicker WW (You may pay an additional WW as you play this spell.)
Flying
When Desolation Angel comes into play, destroy all lands you control. If the kicker cost was paid, destroy all lands instead.  

Desolation Giant 
2RR   
Creature - Giant   
3/3   
Kicker WW (You may pay an additional WW as you play this spell.)
When Desolation Giant comes into play, destroy all other creatures you control. If the kicker cost was paid, destroy all other creatures instead.  

Desperate Charge 
2B   
Sorcery    
Creatures you control get +2/+0 until end of turn.  

Desperate Gambit 
R   
Instant    
Choose a source you control and flip a coin. If you win the flip, the next time that source would deal damage this turn, it deals double that damage instead. If you lose the flip, the next time it would deal damage this turn, prevent that damage.  

Desperate Research 
1B   
Sorcery    
Name a card other than a basic land card. Then reveal the top seven cards of your library and put all of them with that name into your hand. Remove the rest from the game.  

Desperate Ritual 
1R   
Instant - Arcane   
Add RRR to your mana pool.
Splice onto Arcane 1R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Despoil 
3B   
Sorcery    
Destroy target land. Its controller loses 2 life.  

Despondency 
1B   
Enchant Creature    
Enchanted creature gets -2/-0.
When Despondency is put into a graveyard from play, return Despondency to its owner's hand.  

Despotic Scepter 
1   
Artifact    
T: Destroy target permanent you own. It can't be regenerated.  

Destructive Flow 
BRG   
Enchantment    
At the beginning of each player's upkeep, that player sacrifices a nonbasic land.  

Destructive Urge 
1RR   
Enchant Creature    
Whenever enchanted creature deals combat damage to a player, that player sacrifices a land.  

Detonate 
XR   
Sorcery    
Destroy target artifact with converted mana cost X. It can't be regenerated. Detonate deals X damage to that artifact's controller.  

Devastate 
3RR   
Sorcery    
Destroy target land. Devastate deals 1 damage to each creature and each player.  

Devastating Dreams 
RR   
Sorcery    
As an additional cost to play Devastating Dreams, discard X cards at random.
Each player sacrifices X lands. Devastating Dreams deals X damage to each creature.  

Devastation 
5RR   
Sorcery    
Destroy all creatures and lands.  

Devoted Caretaker 
W   
Creature - Cleric   
1/2   
W, T: Target permanent you control gains protection from instants and from sorceries until end of turn.  

Devoted Hero 
W   
Creature - Soldier   
1/2   
  

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

Devour in Shadow 
BB   
Instant    
Destroy target creature. It can't be regenerated. You lose life equal to that creature's toughness.  

Devouring Deep 
2U   
Creature - Devouring-Deep   
1/2   
Islandwalk  

Devouring Greed 
2BB   
Sorcery - Arcane   
As an additional cost to play Devouring Greed, you may sacrifice any number of Spirits.
Target player loses 2 life plus 2 life for each Spirit sacrificed this way. You gain that much life.  

Devouring Rage 
4R   
Instant - Arcane   
As an additional cost to play Devouring Rage, you may sacrifice any number of Spirits.
Target creature gets +3/+0 until end of turn. For each Spirit sacrificed this way, that creature gets an additional +3/+0 until end of turn.  

Devouring Strossus 
5BBB   
Creature - Horror   
9/9   
Flying, trample
At the beginning of your upkeep, sacrifice a creature.
Sacrifice a creature: Regenerate Devouring Strossus.  

Devout Harpist 
W   
Creature - Townsfolk   
1/1   
T: Destroy target enchant creature.  

Devout Monk 
W   
Creature - Cleric   
1/1   
When Devout Monk comes into play, you gain 1 life.  

Devout Witness 
2W   
Creature - Spellshaper   
2/2   
1W, T, Discard a card: Destroy target artifact or enchantment.  

Diabolic Edict 
1B   
Instant    
Target player sacrifices a creature.  

Diabolic Intent 
1B   
Sorcery    
As an additional cost to play Diabolic Intent, sacrifice a creature.
Search your library for a card and put that card into your hand. Then shuffle your library.  

Diabolic Machine 
7   
Artifact Creature    
4/4   
3: Regenerate Diabolic Machine.  

Diabolic Servitude 
3B   
Enchantment    
When Diabolic Servitude comes into play, return target creature card from your graveyard to play.
When the returned creature is put into a graveyard, remove that creature from the game and return Diabolic Servitude to its owner's hand.
When Diabolic Servitude leaves play, remove that creature from the game.  

Diabolic Tutor 
2BB   
Sorcery    
Search your library for a card and put that card into your hand. Then shuffle your library.  

Diabolic Vision 
UB   
Sorcery    
Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library.  

Diamond Kaleidoscope 
4   
Artifact    
3, T: Put a 0/1 Prism artifact creature token into play.
Sacrifice a Prism token: Add one mana of any color to your mana pool.  

Diamond Valley 
Land    
T, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.  

Diaochan, Artful Beauty 
3R   
Legendary Creature    
1/1   
T: Destroy target creature of your choice, then destroy target creature of an opponent's choice. Play this ability only during your turn, before the combat phase.  

Didgeridoo 
1   
Artifact    
3: Put a Minotaur card from your hand into play.  

Diligent Farmhand 
G   
Creature - Druid   
1/1   
1G, Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
If Diligent Farmhand is in a graveyard, Muscle Burst's effect counts it as a card named Muscle Burst.  

Dimensional Breach 
5WW   
Sorcery    
Remove all permanents from the game. As long as any of those cards remain removed from the game, at the beginning of each player's upkeep, that player returns one of the removed cards he or she owns to play.  

Diminishing Returns 
2UU   
Sorcery    
Each player shuffles his or her hand and graveyard into his or her library. You remove the top ten cards of your library from the game. Then each player draws up to seven cards.  

Dingus Egg 
4   
Artifact    
Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land's controller.  

Dingus Staff 
4   
Artifact    
Whenever a creature is put into a graveyard from play, Dingus Staff deals 2 damage to that creature's controller.  

Diplomatic Escort 
1U   
Creature - Spellshaper   
1/1   
U, T, Discard a card: Counter target spell or ability that targets a creature.  

Diplomatic Immunity 
1U   
Enchant Creature    
Enchanted creature can't be the target of spells or abilities.
Diplomatic Immunity can't be the target of spells or abilities.  

Dire Wolves 
2G   
Creature - Wolf   
2/2   
Dire Wolves has banding as long as you control a Plains.  

Dirge of Dread 
2B   
Sorcery    
All creatures gain fear until end of turn.
Cycling 1B (1B, Discard this card: Draw a card.)
When you cycle Dirge of Dread, you may have target creature gain fear until end of turn.  

Dirtcowl Wurm 
4G   
Creature - Wurm   
3/4   
Whenever an opponent plays a land, put a +1/+1 counter on Dirtcowl Wurm.  

Dirtwater Wraith 
3B   
Creature - Wraith   
1/3   
Swampwalk
B: Dirtwater Wraith gets +1/+0 until end of turn.  

Dirty Wererat 
3B   
Creature - Minion Rat   
2/3   
B, Discard a card: Regenerate Dirty Wererat.
Threshold - Dirty Wererat gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.)  

Disappear 
2UU   
Enchant Creature    
U: Return enchanted creature and Disappear to their owners' hands.  

Disarm 
U   
Instant    
Unattach all Equipment from target creature.  

Disciple of Grace 
1W   
Creature - Cleric   
1/2   
Protection from black
Cycling 2 (2, Discard this card: Draw a card.)  

Disciple of Kangee 
2W   
Creature - Wizard   
2/2   
U, T: Target creature gains flying and becomes blue until end of turn.  

Disciple of Law 
1W   
Creature - Cleric   
1/2   
Protection from red
Cycling 2 (2, Discard this card: Draw a card.)  

Disciple of Malice 
1B   
Creature - Cleric   
1/2   
Protection from white
Cycling 2 (2, Discard this card: Draw a card.)  

Disciple of the Vault 
B   
Creature - Human Cleric   
1/1   
Whenever an artifact is put into a graveyard from play, you may have target opponent lose 1 life.  

Discombobulate 
2UU   
Instant    
Counter target spell. Look at the top four cards of your library, then put them back in any order.  

Discordant Dirge 
3BB   
Enchantment    
At the beginning of your upkeep, you may put a verse counter on Discordant Dirge.
B, Sacrifice Discordant Dirge: Look at target opponent's hand and choose up to X cards from it, where X is the number of verse counters on Discordant Dirge. That player discards those cards.  

Discordant Spirit 
2BR   
Creature - Spirit   
2/2   
At the end of each of your opponents' turns, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you that turn.
At the end of your turn, remove all +1/+1 counters on Discordant Spirit.  

Disease Carriers 
2BB   
Creature - Rat   
2/2   
When Disease Carriers is put into a graveyard from play, target creature gets -2/-2 until end of turn.  

Diseased Vermin 
2B   
Creature - Rat   
1/1   
Whenever Diseased Vermin deals combat damage to a player, put an infection counter on it.
At the beginning of your upkeep, Diseased Vermin deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it.  

Disempower 
1W   
Instant    
Put target artifact or enchantment on top of its owner's library.  

Disenchant 
1W   
Instant    
Destroy target artifact or enchantment.  

Disharmony 
2R   
Instant    
Play Disharmony only during combat before the declare blockers step.
Untap target attacking creature. Gain control of that creature until end of turn.  

Disintegrate 
XR   
Sorcery    
Disintegrate deals X damage to target creature or player. That creature can't be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead.  

Dismantle 
2R   
Sorcery    
Destroy target artifact. If that artifact had counters on it, put that many +1/+1 counters or charge counters on an artifact you control.  

Dismantling Blow 
2W   
Instant    
Kicker 2U (You may pay an additional 2U as you play this spell.)
Destroy target artifact or enchantment.
If the kicker cost was paid, draw two cards.  

Dismiss 
2UU   
Instant    
Counter target spell.
Draw a card.  

Disorder 
1R   
Sorcery    
Disorder deals 2 damage to each white creature and each player who controls a white creature.  

Dispersal Shield 
1U   
Instant    
Counter target spell if its converted mana cost is less than or equal to the highest converted mana cost among permanents you control.  

Dispersing Orb 
3UU   
Enchantment    
3U, Sacrifice a permanent: Return target permanent to its owner's hand.  

Disrupt 
U   
Instant    
Counter target instant or sorcery spell unless its controller pays 1.
Draw a card.  

Disrupting Scepter 
3   
Artifact    
3, T: Target player discards a card. Play this ability only during your turn.  

Disrupting Shoal 
XUU   
Instant - Arcane   
You may remove a blue card with converted mana cost X in your hand from the game rather than pay Disrupting Shoal's mana cost.
Counter target spell if its converted mana cost is X.  

Disruption Aura 
2U   
Enchant Artifact    
Enchanted artifact has "At the beginning of your upkeep, sacrifice this artifact unless you pay its mana cost."  

Disruptive Pitmage 
2U   
Creature - Wizard   
1/1   
T: Counter target spell unless its controller pays 1.
Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Disruptive Student 
2U   
Creature - Wizard   
1/1   
T: Counter target spell unless its controller pays 1.  

Dissipate 
1UU   
Instant    
Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard.  

Distorting Lens 
2   
Artifact    
T: Target permanent becomes the color of your choice until end of turn.  

Distorting Wake 
XUUU   
Sorcery    
Return X target nonland permanents to their owners' hands.  

Distress 
BB   
Sorcery    
Target player reveals his or her hand. You choose a nonland card from it. That player discards that card.  

Disturbed Burial 
1B   
Sorcery    
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Disturbed Burial into your hand instead of your graveyard as part of its resolution.)
Return target creature card from your graveyard to your hand.  

Dive Bomber 
3W   
Creature - Bird Soldier   
2/2   
Flying
T, Sacrifice Dive Bomber: Dive Bomber deals 2 damage to target attacking or blocking creature.  

Divergent Growth 
G   
Instant    
Until end of turn, lands you control gain "T: Add one mana of any color to your mana pool."  

Diversionary Tactics 
3W   
Enchantment    
Tap two untapped creatures you control: Tap target creature.  

Divert 
U   
Instant    
Change the target of target spell with a single target unless that spell's controller pays 2.  

Divine Intervention 
6WW   
Enchantment    
Divine Intervention comes into play with two intervention counters on it.
At the beginning of your upkeep, remove an intervention counter from Divine Intervention. If there are no intervention counters on it, the game is a draw.  

Divine Light 
W   
Sorcery    
Prevent all damage that would be dealt this turn to creatures you control.  

Divine Offering 
1W   
Instant    
Destroy target artifact. You gain life equal to its converted mana cost.  

Divine Presence 
2W   
Enchantment    
If a source would deal 4 damage or more to a creature or player, that source deals 3 damage to that creature or player instead.  

Divine Retribution 
1W   
Instant    
Divine Retribution deals to target attacking creature damage equal to the number of attacking creatures.  

Divine Sacrament 
1WW   
Enchantment    
White creatures get +1/+1.
Threshold - White creatures get an additional +1/+1. (You have threshold as long as seven or more cards are in your graveyard.)  

Divine Transformation 
2WW   
Enchant Creature    
Enchanted creature gets +3/+3.  

Diving Griffin 
1WW   
Creature - Griffin   
2/2   
Flying, vigilance  

Divining Witch 
1B   
Creature - Spellshaper   
1/1   
1B, T, Discard a card: Name a card. Remove the top six cards of your library from the game. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game.  

Dizzying Gaze 
R   
Enchant Creature    
Dizzying Gaze can enchant only a creature you control.
R: Enchanted creature deals 1 damage to target creature with flying.  

Djinn of the Lamp 
5UU   
Creature - Djinn   
5/6   
Flying  

Do or Die 
1B   
Sorcery    
Separate all creatures target player controls into two piles. Destroy all creatures in the pile of that player's choice. They can't be regenerated.  

Dodecapod 
4   
Artifact Creature    
3/3   
If a spell or ability an opponent controls causes you to discard Dodecapod, put it into play with two +1/+1 counters on it instead of putting it into your graveyard.  

Dogged Hunter 
2W   
Creature - Nomad   
1/1   
T: Destroy target creature token.  

Dominaria's Judgment 
2W   
Instant    
Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, from black if you control a Swamp, from red if you control a Mountain, and from green if you control a Forest.  

Dominate 
X1UU   
Instant    
Gain control of target creature with converted mana cost X or less. (This effect doesn't end at end of turn.)  

Dominating Licid 
1UU   
Creature - Licid   
1/1   
1UU, T: Dominating Licid loses this ability, becomes an enchant creature enchanting target creature, and gains "U: End the effect that created this ability."
You control enchanted creature.  

Domineer 
1UU   
Enchant Artifact Creature    
You control enchanted artifact creature.  

Donate 
2U   
Sorcery    
Target player gains control of target permanent you control.  

Dong Zhou, the Tyrant 
4R   
Legendary Creature    
3/3   
When Dong Zhou, the Tyrant comes into play, target creature an opponent controls deals damage equal to its power to that player.  

Doom Cannon 
6   
Artifact    
As Doom Cannon comes into play, choose a creature type.
3, T, Sacrifice a creature of the chosen type: Doom Cannon deals 3 damage to target creature or player.  

Doomed Necromancer 
2B   
Creature - Cleric Mercenary   
2/2   
B, T, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to play.  

Doomsday 
BBB   
Sorcery    
Search your library and graveyard for five cards and remove the rest from the game. Put the chosen cards on top of your library in any order. You lose half your life, rounded up.  

Doomsday Specter 
2UB   
Creature - Specter   
2/3   
Flying
When Doomsday Specter comes into play, return a blue or black creature you control to its owner's hand.
Whenever Doomsday Specter deals combat damage to a player, look at that player's hand and choose a card from it. The player discards that card.  

Door to Nothingness 
5   
Artifact    
Door to Nothingness comes into play tapped.
WWUUBBRRGG, T, Sacrifice Door to Nothingness: Target player loses the game.  

Dormant Volcano 
Land    
If Dormant Volcano would come into play, return an untapped Mountain you control to its owner's hand instead. If you do, put Dormant Volcano into play tapped. If you don't, put it into its owner's graveyard.
T: Add 1R to your mana pool.  

Dosan the Falling Leaf 
1GG   
Legendary Creature - Human Monk   
2/2   
Players can play spells only during their own turns.  

Dosan's Oldest Chant 
4G   
Sorcery    
You gain 6 life.
Draw a card.  

Doubling Cube 
2   
Artifact    
3, T: Double the amount of each type of mana in your mana pool.  

Doubtless One 
3W   
Creature - Cleric Avatar   
*/*   
Doubtless One's power and toughness are each equal to the number of Clerics in play.
Whenever Doubtless One deals damage, you gain that much life.  

Douse 
2U   
Enchantment    
1U: Counter target red spell.  

Downdraft 
2G   
Enchantment    
G: Target creature loses flying until end of turn.
Sacrifice Downdraft: Downdraft deals 2 damage to each creature with flying.  

Downhill Charge 
2R   
Instant    
You may sacrifice a Mountain rather than pay Downhill Charge's mana cost.
Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control.  

Draco 
16   
Artifact Creature - Dragon   
9/9   
Draco costs 2 less to play for each basic land type among lands you control.
Flying
At the beginning of your upkeep, sacrifice Draco unless you pay 10. This cost is reduced by 2 for each basic land type among lands you control.  

Draconian Cylix 
3   
Artifact    
2, T, Discard a card at random: Regenerate target creature.  

Dracoplasm 
UR   
Creature - Shapeshifter   
*/*   
Flying
As Dracoplasm comes into play, sacrifice any number of creatures.
Dracoplasm's power is equal to the total power of the sacrificed creatures and its toughness is equal to the total toughness of those creatures.
R: Dracoplasm gets +1/+0 until end of turn.  

Drafna's Restoration 
U   
Sorcery    
Return any number of target artifact cards from target player's graveyard to the top of his or her library in any order.  

Dragon Arch 
5   
Artifact    
2, T: Put a multicolored creature card from your hand into play.  

Dragon Blood 
3   
Artifact    
3, T: Put a +1/+1 counter on target creature.  

Dragon Breath 
1R   
Enchant Creature    
Enchanted creature has haste.
R: Enchanted creature gets +1/+0 until end of turn.
When a creature with converted mana cost 6 or more comes into play, you may return Dragon Breath from your graveyard to play enchanting that creature.  

Dragon Engine 
3   
Artifact Creature    
1/3   
2: Dragon Engine gets +1/+0 until end of turn.  

Dragon Fangs 
1G   
Enchant Creature    
Enchanted creature gets +1/+1 and has trample.
When a creature with converted mana cost 6 or more comes into play, you may return Dragon Fangs from your graveyard to play enchanting that creature.  

Dragon Mage 
5RR   
Creature - Dragon Wizard   
5/5   
Flying
Whenever Dragon Mage deals combat damage to a player, each player discards his or her hand and draws seven cards.  

Dragon Mask 
3   
Artifact    
3, T: Target creature you control gets +2/+2 until end of turn. Return it to its owner's hand at end of turn.  

Dragon Roost 
4RR   
Enchantment    
5RR: Put a 5/5 red Dragon creature token with flying into play.  

Dragon Scales 
1W   
Enchant Creature    
Enchanted creature gets +1/+2 and has vigilance.
When a creature with converted mana cost 6 or more comes into play, you may return Dragon Scales from your graveyard to play enchanting that creature.  

Dragon Shadow 
1B   
Enchant Creature    
Enchanted creature gets +1/+0 and has fear.
When a creature with converted mana cost 6 or more comes into play, you may return Dragon Shadow from your graveyard to play enchanting that creature.  

Dragon Tyrant 
8RR   
Creature - Dragon   
6/6   
Flying, trample
Double strike (This creature deals both first-strike and regular combat damage.)
At the beginning of your upkeep, sacrifice Dragon Tyrant unless you pay RRRR.
R: Dragon Tyrant gets +1/+0 until end of turn.  

Dragon Whelp 
2RR   
Creature - Dragon   
2/3   
Flying
R: Dragon Whelp gets +1/+0 until end of turn. If this ability is played four or more times this turn, sacrifice Dragon Whelp at end of turn.  

Dragon Wings 
1U   
Enchant Creature    
Enchanted creature has flying.
Cycling 1U (1U, Discard this card: Draw a card.)
When a creature with converted mana cost 6 or more comes into play, you may return Dragon Wings from your graveyard to play enchanting that creature.  

Dragon's Claw 
2   
Artifact    
Whenever a player plays a red spell, you may gain 1 life.  

Dragonspeaker Shaman 
1RR   
Creature - Barbarian   
2/2   
Dragon spells you play cost 2 less to play.  

Dragonstalker 
4W   
Creature - Bird Soldier   
3/3   
Flying, protection from Dragons  

Dragonstorm 
8R   
Sorcery    
Search your library for a Dragon card and put it into play. Then shuffle your library.
Storm (When you play this spell, copy it for each spell played before it this turn.)  

Drain Life 
X1B   
Sorcery    
Spend only black mana on X.
Drain Life deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Drain Life dealt damage or the creature's toughness.  

Drain Power 
UU   
Sorcery    
Target player plays a mana ability of each land he or she controls, then empties his or her mana pool. Add mana to your mana pool equal to the type and amount emptied from that player's mana pool this way.  

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

Drake-Skull Cameo 
3   
Artifact    
T: Add U or B to your mana pool.  

Dralnu's Crusade 
1BR   
Enchantment    
All Goblins are Zombies in addition to their creature types.
All Goblins get +1/+1 and are black.  

Dralnu's Pet 
1UU   
Creature - Shapeshifter   
2/2   
Kicker-2B, Discard a creature card. (You may pay 2B and discard a creature card in addition to any other costs as you play this spell.)
If the kicker cost was paid, Dralnu's Pet has flying and comes into play with X +1/+1 counters on it, where X is the discarded card's converted mana cost.  

Dread Charge 
3B   
Sorcery    
Until end of turn, black creatures you control can be blocked only by black creatures.  

Dread of Night 
B   
Enchantment    
White creatures get -1/-1.  

Dread Reaper 
3BBB   
Creature - Horror   
6/5   
Flying
When Dread Reaper comes into play, you lose 5 life.  

Dread Specter 
3B   
Creature - Specter   
2/2   
Whenever Dread Specter blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.  

Dread Wight 
3BB   
Creature - Wight   
3/4   
At end of combat, put a paralyzation counter on all creatures blocking or blocked by Dread Wight and tap those creatures. They gain "If this creature has a paralyzation counter on it, it doesn't untap during its controller's untap step" and "4: Remove a paralyzation counter from this creature."  

Dream Cache 
2U   
Sorcery    
Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library.  

Dream Chisel 
2   
Artifact    
Face-down creature spells you play cost 1 less to play.  

Dream Coat 
U   
Enchant Creature    
0: Enchanted creature becomes the colors of your choice. Play this ability only once each turn.  

Dream Fighter 
2U   
Creature - Soldier   
1/1   
Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out.  

Dream Halls 
3UU   
Enchantment    
Rather than pay the mana cost for a nonartifact spell, its controller may discard a card that shares a color with that spell.  

Dream Prowler 
2UU   
Creature - Illusion   
1/5   
Dream Prowler is unblockable as long as it's attacking alone.  

Dream Thrush 
1U   
Creature - Bird   
1/1   
Flying
T: Target land's type becomes the basic land type of your choice until end of turn.  

Dream Tides 
2UU   
Enchantment    
Creatures don't untap during their controllers' untap step.
Nongreen creatures have "2: Untap this creature. Play this ability only during your upkeep."  

Dream's Grip 
U   
Instant    
Choose one - Tap target permanent; or untap target permanent.
Entwine 1 (Choose both if you pay the entwine cost.)  

Dreamborn Muse 
2UU   
Creature - Spirit   
2/2   
At the beginning of each player's upkeep, that player puts the top X cards from his or her library into his or her graveyard, where X is the number of cards in his or her hand.  

Dreamcatcher 
U   
Creature - Spirit   
1/1   
Whenever you play a Spirit or Arcane spell, you may sacrifice Dreamcatcher. If you do, draw a card.  

Dreams of the Dead 
3U   
Enchantment    
1U: Put target white or black creature card from your graveyard into play. That creature gains "Cumulative upkeep 2." If the creature would leave play, remove it from the game instead.  

Dreamwinder 
3U   
Creature - Serpent   
4/3   
Dreamwinder can't attack unless defending player controls an Island.
U, Sacrifice an Island: Target land becomes an Island until end of turn.  

Dredge 
B   
Instant    
Sacrifice a creature or land.
Draw a card.  

Dregs of Sorrow 
X4B   
Sorcery    
Destroy X target nonblack creatures. Draw X cards.  

Drift of the Dead 
3B   
Creature - Wall   
*/*   
Defender (This creature can't attack.)
Drift of the Dead's power and toughness are each equal to the number of snow-covered lands you control.  

Drifting Djinn 
4UU   
Creature - Djinn   
5/5   
Flying
At the beginning of your upkeep, sacrifice Drifting Djinn unless you pay 1U.
Cycling 2 (2, Discard this card: Draw a card.)  

Drifting Meadow 
Land    
Drifting Meadow comes into play tapped.
T: Add W to your mana pool.
Cycling 2 (2, Discard this card: Draw a card.)  

Drill-Skimmer 
4   
Artifact Creature    
2/1   
Flying
Drill-Skimmer can't be the target of spells or abilities as long as you control another artifact creature.  

Drinker of Sorrow 
2B   
Creature - Horror   
5/3   
Drinker of Sorrow can't block.
Whenever Drinker of Sorrow deals combat damage, sacrifice a permanent.  

Dripping Dead 
4BB   
Creature - Zombie   
4/1   
Dripping Dead can't block.
Whenever Dripping Dead deals combat damage to a creature, destroy that creature. It can't be regenerated.  

Dripping-Tongue Zubera 
1G   
Creature - Zubera Spirit   
1/2   
When Dripping-Tongue Zubera is put into a graveyard from play, put a 1/1 colorless Spirit creature token into play for each Zubera put into a graveyard from play this turn.  

Dromar, the Banisher 
3WUB   
Legendary Creature - Dragon   
6/6   
Flying
Whenever Dromar, the Banisher deals combat damage to a player, you may pay 2U. If you do, choose a color. Return all creatures of that color to their owners' hands.  

Dromar's Attendant 
5   
Artifact Creature - Golem   
3/3   
1, Sacrifice Dromar's Attendant: Add WUB to your mana pool.  

Dromar's Cavern 
Land - Lair   
When Dromar's Cavern comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand.
T: Add W, U, or B to your mana pool.  

Dromar's Charm 
WUB   
Instant    
Choose one - You gain 5 life; or counter target spell; or target creature gets -2/-2 until end of turn.  

Dromosaur 
2R   
Creature - Lizard   
2/3   
Whenever Dromosaur blocks or becomes blocked, it gets +2/-2 until end of turn.  

Drooling Ogre 
1R   
Creature - Ogre   
3/3   
Whenever a player plays an artifact spell, that player gains control of Drooling Ogre. (This effect doesn't end at end of turn.)  

Drop of Honey 
G   
Enchantment    
At the beginning of your upkeep, destroy target creature with the least power. It can't be regenerated. (If two or more creatures are tied for least power, target any one of them.)
When there are no creatures in play, sacrifice Drop of Honey.  

Dross Crocodile 
3B   
Creature - Zombie Crocodile   
5/1   
  

Dross Golem 
5   
Artifact Creature - Golem   
3/2   
Affinity for Swamps (This spell costs 1 less to play for each Swamp you control.)
Fear  

Dross Harvester 
1BB   
Creature - Horror   
4/4   
Protection from white
At the end of your turn, you lose 4 life.
Whenever a creature is put into a graveyard from play, you gain 2 life.  

Dross Prowler 
2B   
Creature - Zombie   
2/1   
Fear  

Dross Scorpion 
4   
Artifact Creature    
3/1   
Whenever Dross Scorpion or another artifact creature is put into a graveyard from play, you may untap target artifact.  

Drought 
2WW   
Enchantment    
At the beginning of your upkeep, sacrifice Drought unless you pay WW.
As an additional cost to play spells with B in their mana costs and activated abilities with B in their activation costs, that spell or ability's controller sacrifices a Swamp for each B in that cost.  

Drowned 
1U   
Creature - Zombie   
1/1   
B: Regenerate Drowned.  

Drudge Skeletons 
1B   
Creature - Skeleton   
1/1   
B: Regenerate Drudge Skeletons.  

Drudge Spell 
BB   
Enchantment    
B, Remove two creature cards in your graveyard from the game: Put a 1/1 black Skeleton creature token into play. It has "B: Regenerate this creature."
When Drudge Spell leaves play, destroy all Skeleton tokens. They can't be regenerated.  

Druid Lyrist 
G   
Creature - Druid   
1/1   
G, T, Sacrifice Druid Lyrist: Destroy target enchantment.  

Druid's Call 
1G   
Enchant Creature    
Whenever enchanted creature is dealt damage, its controller puts that many 1/1 green Squirrel creature tokens into play.  

Dry Spell 
1B   
Sorcery    
Dry Spell deals 1 damage to each creature and each player.  

Dual Nature 
4GG   
Enchantment    
Whenever a creature card comes into play, its controller puts a token into play as a copy of that creature.
Whenever a creature card leaves play, remove all tokens with the same name as that creature from the game.
When Dual Nature leaves play, remove all tokens created with it from the game.  

Duct Crawler 
R   
Creature - Insect   
1/1   
1R: Target creature can't block Duct Crawler this turn.  

Dueling Grounds 
1GW   
Enchantment    
No more than one creature may attack each turn.
No more than one creature may block each turn.  

Dungeon Shade 
3B   
Creature - Spirit   
1/1   
Flying
B: Dungeon Shade gets +1/+1 until end of turn.  

Duplicant 
6   
Artifact Creature - Shapeshifter   
2/4   
Imprint - When Duplicant comes into play, you may remove target nontoken creature from the game. (The removed card is imprinted on this artifact.)
As long as a creature card is imprinted on Duplicant, Duplicant has the power, toughness, and creature types of the last creature card imprinted on it. It's still a Shapeshifter.  

Duplicity 
3UU   
Enchantment    
When Duplicity comes into play, remove from the game face down the top five cards of your library.
At the beginning of your upkeep, you may exchange all the cards in your hand for the cards you removed from the game with Duplicity.
At the end of your turn, discard a card.
When Duplicity leaves play, put all cards removed from the game with Duplicity into their owners' graveyards.  

Duress 
B   
Sorcery    
Target opponent reveals his or her hand. Choose a noncreature, nonland card from it. That player discards that card.  

Durkwood Boars 
4G   
Creature - Boar   
4/4   
  

Dusk Imp 
2B   
Creature - Imp   
2/1   
Flying  

Duskrider Falcon 
1W   
Creature - Bird   
1/1   
Flying, protection from black  

Duskwalker 
B   
Creature - Minion   
1/1   
Kicker 3B (You may pay an additional 3B as you play this spell.)
If the kicker cost was paid, Duskwalker comes into play with two +1/+1 counters on it and with fear.  

Duskworker 
4   
Artifact Creature    
2/2   
Whenever Duskworker becomes blocked, regenerate it.
3: Duskworker gets +1/+0 until end of turn.  

Dust Bowl 
Land    
T: Add 1 to your mana pool.
3, T, Sacrifice a land: Destroy target nonbasic land.  

Dust to Dust 
1WW   
Sorcery    
Remove two target artifacts from the game.  

Dwarven Armorer 
R   
Creature - Dwarf   
0/2   
R, T, Discard a card: Put a +0/+1 counter or a +1/+0 counter on target creature.  

Dwarven Armory 
2RR   
Enchantment    
2, Sacrifice a land: Put a +2/+2 counter on target creature. Play this ability only during any upkeep step.  

Dwarven Berserker 
1R   
Creature - Dwarf   
1/1   
Whenever Dwarven Berserker becomes blocked, it gets +3/+0 and gains trample until end of turn.  

Dwarven Blastminer 
1R   
Creature - Dwarf   
1/1   
2R, T: Destroy target nonbasic land.
Morph R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Dwarven Bloodboiler 
RRR   
Creature - Dwarf   
2/2   
Tap an untapped Dwarf you control: Target creature gets +2/+0 until end of turn.  

Dwarven Catapult 
XR   
Instant    
Dwarven Catapult deals X damage divided evenly, rounded down, among all creatures target opponent controls.  

Dwarven Demolition Team 
2R   
Creature - Dwarf   
1/1   
T: Destroy target Wall.  

Dwarven Driller 
3R   
Creature - Dwarf   
2/2   
T: Destroy target land unless its controller has Dwarven Driller deal 2 damage to him or her.  

Dwarven Grunt 
R   
Creature - Dwarf   
1/1   
Mountainwalk  

Dwarven Hold 
Land    
Dwarven Hold comes into play tapped.
You may choose not to untap Dwarven Hold during your untap step.
At the beginning of your upkeep, if Dwarven Hold is tapped, put a storage counter on it.
T, Remove any number of storage counters from Dwarven Hold: Add R to your mana pool for each storage counter removed this way.  

Dwarven Landslide 
3R   
Sorcery    
Kicker-2R, Sacrifice a land. (You may pay 2R and sacrifice a land in addition to any other costs as you play this spell.)
Destroy target land. If the kicker cost was paid, destroy another target land.  

Dwarven Lieutenant 
RR   
Creature - Dwarf   
1/2   
1R: Target Dwarf gets +1/+0 until end of turn.  

Dwarven Miner 
1R   
Creature - Dwarf   
1/2   
2R, T: Destroy target nonbasic land.  

Dwarven Nomad 
2R   
Creature - Dwarf   
1/1   
T: Target creature with power 2 or less is unblockable this turn.  

Dwarven Patrol 
2R   
Creature - Dwarf   
4/2   
Dwarven Patrol doesn't untap during your untap step.
Whenever you play a nonred spell, untap Dwarven Patrol.  

Dwarven Pony 
R   
Creature - Pony   
1/1   
1R, T: Target Dwarf gains mountainwalk until end of turn.  

Dwarven Recruiter 
2R   
Creature - Dwarf   
2/2   
When Dwarven Recruiter comes into play, search your library for any number of Dwarf cards and reveal those cards. Shuffle your library, then put them on top of it in any order.  

Dwarven Ruins 
Land    
Dwarven Ruins comes into play tapped.
T: Add R to your mana pool.
T, Sacrifice Dwarven Ruins: Add RR to your mana pool.  

Dwarven Scorcher 
R   
Creature - Dwarf   
1/1   
Sacrifice Dwarven Scorcher: Dwarven Scorcher deals 1 damage to target creature unless that creature's controller has Dwarven Scorcher deal 2 damage to him or her.  

Dwarven Sea Clan 
2R   
Creature - Dwarf   
1/1   
T: Dwarven Sea Clan deals 2 damage to target attacking or blocking creature whose controller controls an Island. Play this ability only during the end of combat step.  

Dwarven Shrine 
1RR   
Enchantment    
Whenever a player plays a spell, Dwarven Shrine deals X damage to that player, where X is twice the number of cards in all graveyards with the same name as that spell.  

Dwarven Soldier 
1R   
Creature - Dwarf   
2/1   
Whenever Dwarven Soldier blocks or becomes blocked by one or more Orcs, Dwarven Soldier gets +0/+2 until end of turn.  

Dwarven Song 
R   
Instant    
Any number of target creatures become red until end of turn.  

Dwarven Strike Force 
4R   
Creature - Dwarf   
4/3   
Discard a card at random: Dwarven Strike Force gains first strike and haste until end of turn.  

Dwarven Thaumaturgist 
2R   
Creature - Dwarf   
1/2   
T: Switch target creature's power and toughness until end of turn. Effects that alter that creature's power alter its toughness instead, and vice versa, until end of turn.  

Dwarven Trader 
R   
Creature - Dwarf   
1/1   
  

Dwarven Vigilantes 
2R   
Creature - Dwarf   
2/2   
Whenever Dwarven Vigilantes attacks and isn't blocked, you may have it deal damage equal to its power to target creature. If you do, Dwarven Vigilantes deals no combat damage this turn.  

Dwarven Warriors 
2R   
Creature - Dwarf   
1/1   
T: Target creature with power 2 or less is unblockable this turn.  

Dwarven Weaponsmith 
1R   
Creature - Dwarf   
1/1   
T, Sacrifice an artifact: Put a +1/+1 counter on target creature. Play this ability only during your upkeep.  

Dwell on the Past 
G   
Sorcery    
Target player shuffles up to four target cards from his or her graveyard into his or her library.  

Dying Wail 
1B   
Enchant Creature    
When enchanted creature is put into a graveyard, target player discards two cards.  

Dystopia 
1BB   
Enchantment    
Cumulative upkeep-Pay 1 life.
At the beginning of each player's upkeep, that player sacrifices a white or green permanent.  

Eager Cadet 
W   
Creature - Soldier   
1/1   
  

Early Frost 
1U   
Instant    
Tap up to three target lands.  

Early Harvest 
1GG   
Instant    
Target player untaps all basic lands he or she controls.  

Earnest Fellowship 
1W   
Enchantment    
Each creature has protection from its colors.  

Earsplitting Rats 
3B   
Creature - Rat   
2/1   
When Earsplitting Rats comes into play, each player discards a card.
Discard a card: Regenerate Earsplitting Rats.  

Earth Elemental 
3RR   
Creature - Elemental   
4/5   
  

Earth Rift 
3R   
Sorcery    
Destroy target land.
Flashback 5RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Earthbind 
R   
Enchant Creature    
When Earthbind comes into play, if enchanted creature has flying, Earthbind deals 2 damage to that creature and Earthbind gains "Enchanted creature loses flying."  

Earthblighter 
1B   
Creature - Cleric   
1/1   
2B, T, Sacrifice a Goblin: Destroy target land.  

Earthcraft 
1G   
Enchantment    
Tap an untapped creature you control: Untap target basic land.  

Earthlink 
3BRG   
Enchantment    
At the beginning of your upkeep, sacrifice Earthlink unless you pay 2.
Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land.  

Earthlore 
G   
Enchant Land    
Earthlore can enchant only a land you control.
Enchanted land has "T: Target blocking creature gets +1/+2 until end of turn."  

Earthquake 
XR   
Sorcery    
Earthquake deals X damage to each creature without flying and each player.  

Earthshaker 
4RR   
Creature - Spirit   
4/5   
Whenever you play a Spirit or Arcane spell, Earthshaker deals 2 damage to each creature without flying.  

Eastern Paladin 
2BB   
Creature - Knight   
3/3   
BB, T: Destroy target green creature.  

Eater of Days 
4   
Artifact Creature - Leviathan   
9/8   
Flying, trample
When Eater of Days comes into play, you skip your next two turns.  

Eater of the Dead 
4B   
Creature - Eater   
3/4   
0: If Eater of the Dead is tapped, untap it and remove target creature card in a graveyard from the game.  

Ebon Dragon 
5BB   
Creature - Dragon   
5/4   
Flying
When Ebon Dragon comes into play, you may have target opponent discard a card.  

Ebon Drake 
2B   
Creature - Drake   
3/3   
Flying
Whenever a player plays a spell, you lose 1 life.  

Ebon Praetor 
4BB   
Creature - Avatar   
5/5   
Trample, first strike
At the beginning of your upkeep, put a -2/-2 counter on Ebon Praetor unless you sacrifice a creature. If you sacrifice a Thrull this way, put a +1/+0 counter on Ebon Praetor.  

Ebon Stronghold 
Land    
Ebon Stronghold comes into play tapped.
T: Add B to your mana pool.
T, Sacrifice Ebon Stronghold: Add BB to your mana pool.  

Ebonblade Reaper 
2B   
Creature - Cleric   
1/1   
Whenever Ebonblade Reaper attacks, you lose half your life, rounded up.
Whenever Ebonblade Reaper deals combat damage to a player, that player loses half his or her life, rounded up.
Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Ebony Charm 
B   
Instant    
Choose one - Target opponent loses 1 life and you gain 1 life; or remove from the game up to three target cards in a single graveyard; or target creature gains fear until end of turn.  

Ebony Horse 
3   
Artifact    
2, T: Untap target attacking creature you control. Prevent all combat damage that would be dealt to and dealt by that creature this turn.  

Ebony Owl Netsuke 
2   
Artifact    
At the beginning of each opponent's upkeep, if that player has seven or more cards in hand, Ebony Owl Netsuke deals 4 damage to him or her.  

Ebony Rhino 
7   
Artifact Creature    
4/5   
Trample  

Ebony Treefolk 
1BG   
Creature - Treefolk   
3/3   
BG: Ebony Treefolk gets +1/+1 until end of turn.  

Echo Chamber 
4   
Artifact    
4, T: An opponent chooses target creature he or she controls. Put a token into play as a copy of that creature. The token has haste. Remove the token from the game at end of turn. Play this ability only any time you could play a sorcery.  

Echo Tracer 
2U   
Creature - Wizard   
2/2   
Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Echo Tracer is turned face up, return target creature to its owner's hand.  

Echoing Calm 
1W   
Instant    
Destroy target enchantment and all other enchantments with the same name as that enchantment.  

Echoing Courage 
1G   
Instant    
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.  

Echoing Decay 
1B   
Instant    
Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn.  

Echoing Ruin 
1R   
Sorcery    
Destroy target artifact and all other artifacts with the same name as that artifact.  

Echoing Truth 
1U   
Instant    
Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands.  

Edgewalker 
1WB   
Creature - Cleric   
2/2   
Cleric spells you play cost WB less to play. This effect reduces only the amount of colored mana you pay. (For example, if you play a Cleric with mana cost 1W, it costs 1 to play.)  

Eerie Procession 
2U   
Sorcery - Arcane   
Search your library for an Arcane card, reveal that card, and put it into your hand. Then shuffle your library.  

Eiganjo Castle 
Legendary Land    
T: Add W to your mana pool.
W, T: Prevent the next 2 damage that would be dealt to target legendary creature this turn.  

Eiganjo Free-Riders 
3W   
Creature - Human Soldier   
3/4   
Flying
At the beginning of your upkeep, return a white creature you control to its owner's hand.  

Eight-and-a-Half-Tails 
WW   
Legendary Creature - Fox Cleric   
2/2   
1W: Target permanent you control gains protection from white until end of turn.
1: Target spell or permanent becomes white until end of turn.  

Eightfold Maze 
2W   
Instant    
Play Eightfold Maze only during the declare attackers step and only if you are the defending player.
Destroy target attacking creature.  

Ekundu Cyclops 
3R   
Creature - Giant   
3/4   
If a creature you control attacks, Ekundu Cyclops also attacks if able.  

Ekundu Griffin 
3W   
Creature - Griffin   
2/2   
Flying, first strike  

Eladamri, Lord of Leaves 
GG   
Legendary Creature    
2/2   
All Elves have forestwalk.
Elves can't be the target of spells or abilities.  

Eladamri's Call 
GW   
Instant    
Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library.  

Eladamri's Vineyard 
G   
Enchantment    
At the beginning of each player's precombat main phase, add GG to that player's mana pool.  

Elder Druid 
3G   
Creature - Cleric   
2/2   
3G, T: Tap or untap target artifact, creature, or land.  

Elder Land Wurm 
4WWW   
Creature - Wurm   
5/5   
Defender, trample
When Elder Land Wurm blocks, it loses defender. (This effect doesn't end at end of turn.)  

Elder Pine of Jukai 
2G   
Creature - Spirit   
2/1   
Whenever you play a Spirit or Arcane spell, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest on the bottom of your library in any order.
Soulshift 2  

Elder Spawn 
4UUU   
Creature - Spawn   
6/6   
Elder Spawn can't be blocked by red creatures.
At the beginning of your upkeep, unless you sacrifice an Island, sacrifice Elder Spawn and it deals 6 damage to you.  

Electric Eel 
U   
Creature - Eel   
1/1   
When Electric Eel comes into play, it deals 1 damage to you.
RR: Electric Eel gets +2/+0 until end of turn and deals 1 damage to you.  

Electrostatic Bolt 
R   
Instant    
Electrostatic Bolt deals 2 damage to target creature. If it's an artifact creature, Electrostatic Bolt deals 4 damage to it instead.  

Electryte 
3RR   
Creature - Beast   
3/3   
Whenever Electryte deals combat damage to defending player, it deals damage equal to its power to each blocking creature.  

Elemental Augury 
UBR   
Enchantment    
3: Look at the top three cards of target player's library and put them back on top of that player's library in any order.  

Elephant Ambush 
2GG   
Instant    
Put a 3/3 green Elephant creature token into play.
Flashback 6GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Elephant Grass 
G   
Enchantment    
Cumulative upkeep 1
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays an additional 2 for each creature attacking you.  

Elephant Graveyard 
Land    
T: Add 1 to your mana pool.
T: Regenerate target Elephant or Mammoth.  

Elephant Guide 
2G   
Enchant Creature    
Enchanted creature gets +3/+3.
When enchanted creature is put into a graveyard, put a 3/3 green Elephant creature token into play.  

Elephant Resurgence 
1G   
Sorcery    
Each player puts a green Elephant creature token into play. Those creatures have "This creature's power and toughness are each equal to the number of creature cards in its controller's graveyard."  

Elf Replica 
3   
Artifact Creature - Elf   
2/2   
1G, Sacrifice Elf Replica: Destroy target enchantment.  

Elfhame Palace 
Land    
Elfhame Palace comes into play tapped.
T: Add G or W to your mana pool.  

Elfhame Sanctuary 
1G   
Enchantment    
At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, skip your draw step this turn and shuffle your library.  

El-Hajjj 
1BB   
Creature - El-Hajjj   
1/1   
Whenever El-Hajjj deals damage to a creature or player, you gain life equal to the damage dealt, but not more than the player's life total before El-Hajjj dealt damage or the creature's toughness.  

Elite Archers 
5W   
Creature - Soldier   
3/3   
T: Elite Archers deals 3 damage to target attacking or blocking creature.  

Elite Cat Warrior 
2G   
Creature - Cat Warrior   
2/3   
Forestwalk  

Elite Javelineer 
2W   
Creature - Soldier   
2/2   
Whenever Elite Javelineer blocks, it deals 1 damage to target attacking creature.  

Elixir of Vitality 
4   
Artifact    
Elixir of Vitality comes into play tapped.
T, Sacrifice Elixir of Vitality: You gain 4 life.
8, T, Sacrifice Elixir of Vitality: You gain 8 life.  

Elkin Bottle 
3   
Artifact    
3, T: Remove the top card of your library from the game. Until the beginning of your next upkeep, you may play that card as though it were in your hand. At the beginning of your next upkeep, if you haven't played the card, put it into your graveyard.  

Elkin Lair 
3R   
World Enchantment    
At the beginning of each player's upkeep, that player removes a card at random in his or her hand from the game. The player may play that card as though it were in his or her hand. At end of turn, if the player hasn't played the card, the player puts it into his or her graveyard.  

Elven Cache 
2GG   
Sorcery    
Return target card from your graveyard to your hand.  

Elven Fortress 
G   
Enchantment    
1G: Target blocking creature gets +0/+1 until end of turn.  

Elven Lyre 
2   
Artifact    
1, T, Sacrifice Elven Lyre: Target creature gets +2/+2 until end of turn.  

Elven Palisade 
G   
Enchantment    
Sacrifice a Forest: Target attacking creature gets -3/-0 until end of turn.  

Elven Riders 
3GG   
Creature - Elf   
3/3   
Elven Riders can't be blocked except by creatures with flying and/or Walls.  

Elven Rite 
1G   
Sorcery    
Distribute two +1/+1 counters among one or two target creatures.  

Elven Warhounds 
3G   
Creature - Hound   
2/2   
Whenever Elven Warhounds becomes blocked by a creature, put that creature on top of its owner's library.  

Elves of Deep Shadow 
G   
Creature - Elf   
1/1   
T: Add B to your mana pool. Elves of Deep Shadow deals 1 damage to you.  

Elvish Aberration 
5G   
Creature - Elf Mutant   
4/5   
T: Add GGG to your mana pool.
Forestcycling 2 (2, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)  

Elvish Archers 
1G   
Creature - Elf   
2/1   
First strike  

Elvish Bard 
3GG   
Creature - Elf   
2/4   
All creatures able to block Elvish Bard do so.  

Elvish Berserker 
G   
Creature - Elf   
1/1   
Whenever Elvish Berserker becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.  

Elvish Champion 
1GG   
Creature - Lord   
2/2   
All Elves get +1/+1 and have forestwalk.  

Elvish Farmer 
1G   
Creature - Elf   
0/2   
At the beginning of your upkeep, put a spore counter on Elvish Farmer.
Remove three spore counters from Elvish Farmer: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: You gain 2 life.  

Elvish Fury 
G   
Instant    
Buyback 4 (You may pay 4 in addition to any other costs as you play this spell. If you do, put Elvish Fury into your hand instead of your graveyard as part of its resolution.)
Target creature gets +2/+2 until end of turn.  

Elvish Guidance 
2G   
Enchant Land    
Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool for each Elf in play.  

Elvish Healer 
2W   
Creature - Cleric   
1/2   
T: Prevent the next 1 damage that would be dealt to target creature or player this turn. If that creature is green, prevent the next 2 damage instead.  

Elvish Herder 
G   
Creature - Elf   
1/1   
G: Target creature gains trample until end of turn.  

Elvish Hunter 
1G   
Creature - Elf   
1/1   
1G, T: Target creature doesn't untap during its controller's next untap step.  

Elvish Lookout 
G   
Creature - Elf   
1/1   
Elvish Lookout can't be the target of spells or abilities.  

Elvish Lyrist 
G   
Creature - Elf   
1/1   
G, T, Sacrifice Elvish Lyrist: Destroy target enchantment.  

Elvish Pathcutter 
3G   
Creature - Elf   
1/2   
2G: Target Elf gains forestwalk until end of turn.  

Elvish Pioneer 
G   
Creature - Elf Druid   
1/1   
When Elvish Pioneer comes into play, you may put a basic land card from your hand into play tapped.  

Elvish Piper 
3G   
Creature - Elf   
1/1   
G, T: Put a creature card from your hand into play.  

Elvish Ranger 
2G   
Creature - Elf   
4/1   
  

Elvish Scout 
G   
Creature - Elf   
1/1   
G, T: Untap target attacking creature you control. Prevent all combat damage that would be dealt to or dealt by it this turn.  

Elvish Scrapper 
G   
Creature - Elf   
1/1   
G, T, Sacrifice Elvish Scrapper: Destroy target artifact.  

Elvish Soultiller 
3GG   
Creature - Elf Mutant   
5/4   
When Elvish Soultiller is put into a graveyard from play, choose a creature type. Shuffle all creature cards of that type from your graveyard into your library.  

Elvish Spirit Guide 
2G   
Creature - Spirit   
2/2   
Remove Elvish Spirit Guide from the game: Add G to your mana pool. Play this ability only if Elvish Spirit Guide is in your hand.  

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

Elvish Warrior 
GG   
Creature - Elf   
2/3   
  

Embalmed Brawler 
2B   
Creature - Zombie   
2/2   
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.)
Whenever Embalmed Brawler attacks or blocks, you lose 1 life for each +1/+1 counter on it.  

Embargo 
3U   
Enchantment    
Nonland permanents don't untap during their controllers' untap steps.
At the beginning of your upkeep, you lose 2 life.  

Ember Beast 
2R   
Creature - Beast   
3/4   
Ember Beast can't attack or block alone.  

Ember Shot 
6R   
Instant    
Ember Shot deals 3 damage to target creature or player.
Draw a card.  

Ember-Fist Zubera 
1R   
Creature - Zubera Spirit   
1/2   
When Ember-Fist Zubera is put into a graveyard from play, it deals damage to target creature or player equal to the number of Zubera put into all graveyards from play this turn.  

Embermage Goblin 
3R   
Creature - Goblin Wizard   
1/1   
When Embermage Goblin comes into play, you may search your library for a card named Embermage Goblin, reveal it, and put it into your hand. If you do, shuffle your library.
T: Embermage Goblin deals 1 damage to target creature or player.  

Emberwilde Caliph 
2UR   
Creature - Djinn   
4/4   
Flying, trample
Emberwilde Caliph attacks each turn if able.
Whenever Emberwilde Caliph deals damage, you lose that much life.  

Emberwilde Djinn 
2RR   
Creature - Djinn   
5/4   
Flying
At the beginning of each player's upkeep, that player may pay RR or 2 life. If he or she does, the player gains control of Emberwilde Djinn.  

Emblazoned Golem 
2   
Artifact Creature - Golem   
1/2   
Kicker X (You may pay an additional X as you play this spell.)
Spend only colored mana on X. No more than one mana of each color may be spent this way.
If the kicker cost was paid, Emblazoned Golem comes into play with X +1/+1 counters on it.  

Embolden 
2W   
Instant    
Prevent the next 4 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.
Flashback 1W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Emerald Charm 
G   
Instant    
Choose one - Untap target permanent; or destroy target global enchantment; or target creature loses flying until end of turn.  

Emerald Dragonfly 
1G   
Creature - Dragonfly   
1/1   
Flying
GG: Emerald Dragonfly gains first strike until end of turn.  

Emerald Medallion 
2   
Artifact    
Green spells you play cost 1 less to play.  

Emissary of Despair 
1BB   
Creature - Spirit   
2/1   
Flying
Whenever Emissary of Despair deals combat damage to a player, that player loses 1 life for each artifact he or she controls.  

Emissary of Hope 
1WW   
Creature - Spirit   
2/1   
Flying
Whenever Emissary of Hope deals combat damage to a player, you gain 1 life for each artifact that player controls.  

Emmessi Tome 
4   
Artifact    
5, T: Draw two cards, then discard a card.  

Emperor Crocodile 
3G   
Creature - Crocodile   
5/5   
When you control no other creatures, sacrifice Emperor Crocodile.  

Empress Galina 
3UU   
Legendary Creature    
1/3   
UU, T: Gain control of target legendary permanent. (This effect doesn't end at end of turn.)  

Empty City Ruse 
W   
Sorcery    
Target opponent skips the combat phase of his or her next turn.  

Empty-Shrine Kannushi 
W   
Creature - Human Cleric   
1/1   
Empty-Shrine Kannushi has protection from the colors of permanents you control.  

Empyrial Armor 
1WW   
Enchant Creature    
Enchanted creature gets +X/+X, where X is the number of cards in your hand.  

Empyrial Plate 
2   
Artifact - Equipment   
Equipped creature gets +1/+1 for each card in your hand.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Enchanted Being 
1WW   
Creature - Being   
2/2   
Prevent all combat damage that would be dealt to Enchanted Being by enchanted creatures.  

Enchantment Alteration 
U   
Instant    
Move target enchantment enchanting a creature or land to another permanent of that type.  

Enchantress's Presence 
2G   
Enchantment    
Whenever you play an enchantment spell, draw a card.  

Encroach 
B   
Sorcery    
Target player reveals his or her hand. Choose a nonbasic land card from it. That player discards that card.  

Endangered Armodon 
2GG   
Creature - Elephant   
4/5   
When you control a creature with toughness 2 or less, sacrifice Endangered Armodon.  

Endbringer's Revel 
2B   
Enchantment    
4: Return target creature card from a graveyard to its owner's hand. Any player may play this ability but only any time he or she could play a sorcery.  

Endemic Plague 
3B   
Sorcery    
As an additional cost to play Endemic Plague, sacrifice a creature.
Destroy all creatures that share a creature type with the sacrificed creature. They can't be regenerated.  

Endless Cockroaches 
1BB   
Creature - Insect   
1/1   
When Endless Cockroaches is put into to a graveyard from play, return Endless Cockroaches to your hand.  

Endless Scream 
XB   
Enchant Creature    
Endless Scream comes into play with X scream counters on it.
Enchanted creature gets +1/+0 for each scream counter on Endless Scream.  

Endless Swarm 
5GGG   
Sorcery    
Put a 1/1 green Snake creature token into play for each card in your hand.
Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)  

Endless Whispers 
2BB   
Enchantment    
Each creature has "When this creature is put into a graveyard from play, choose target opponent. That player puts this creature card from that graveyard into play under his or her control at end of turn."  

Endless Wurm 
3GG   
Creature - Wurm   
9/9   
Trample
At the beginning of your upkeep, sacrifice Endless Wurm unless you sacrifice an enchantment.  

Endoskeleton 
2   
Artifact    
You may choose not to untap Endoskeleton during your untap step.
2, T: Target creature gets +0/+3 as long as Endoskeleton remains tapped.  

Enduring Ideal 
5WW   
Sorcery    
Search your library for an enchantment card and put it into play. Then shuffle your library.
Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)  

Enduring Renewal 
2WW   
Enchantment    
Play with your hand revealed.
If you would draw a card, reveal it instead. If it's a creature card, put it into your graveyard. Otherwise draw it.
If a creature would be put into your graveyard from play, put that creature into your hand instead.  

Energizer 
4   
Artifact Creature    
2/2   
2, T: Put a +1/+1 counter on Energizer.  

Energy Arc 
WU   
Instant    
Untap any number of target creatures. Prevent all combat damage that would be dealt by and dealt to those creatures this turn.  

Energy Bolt 
XRW   
Sorcery    
Choose one - Energy Bolt deals X damage to target player; or target player gains X life.  

Energy Chamber 
2   
Artifact    
At the beginning of your upkeep, choose one - Put a +1/+1 counter on target artifact creature; or put a charge counter on target noncreature artifact.  

Energy Field 
1U   
Enchantment    
Prevent all damage that would be dealt to you by sources you don't control.
When a card is put into your graveyard, sacrifice Energy Field.  

Energy Flux 
2U   
Enchantment    
All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay 2."  

Energy Storm 
1W   
Enchantment    
Cumulative upkeep 1
Prevent all damage that would be dealt by instant and sorcery spells.
Creatures with flying don't untap during their controller's untap step.  

Energy Tap 
U   
Sorcery    
Tap target untapped creature you control. If you do, add X to your mana pool, where X is that creature's converted mana cost.  

Energy Vortex 
3UU   
Enchantment    
As Energy Vortex comes into play, choose an opponent.
At the beginning of your upkeep, remove all energy counters from Energy Vortex.
At the beginning of the chosen player's upkeep, Energy Vortex deals 3 damage to that player unless he or she pays 1 for each energy counter on Energy Vortex.
X: Put X energy counters on Energy Vortex. Play this ability only during your upkeep.  

Enervate 
1U   
Instant    
Tap target artifact, creature, or land.
Draw a card at the beginning of the next turn's upkeep.  

Enfeeblement 
BB   
Enchant Creature    
Enchanted creature gets -2/-2.  

Engineered Explosives 
X   
Artifact    
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
2, Sacrifice Engineered Explosives: Destroy each nonland permanent with converted mana cost equal to the number of charge counters on Engineered Explosives.  

Engineered Plague 
2B   
Enchantment    
As Engineered Plague comes into play, choose a creature type.
All creatures of the chosen type get -1/-1.  

Engulfing Flames 
R   
Instant    
Engulfing Flames deals 1 damage to target creature. It can't be regenerated this turn.
Flashback 3R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Enlightened Tutor 
W   
Instant    
Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.  

Enlistment Officer 
3W   
Creature - Soldier   
2/3   
First strike
When Enlistment Officer comes into play, reveal the top four cards of your library. Put all Soldier cards revealed this way into your hand and the rest on the bottom of your library.  

Enormous Baloth 
6G   
Creature - Beast   
7/7   
  

Enrage 
XR   
Instant    
Target creature gets +X/+0 until end of turn.  

Enraging Licid 
1R   
Creature - Licid   
1/1   
R, T: Enraging Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has haste" and "R: End the effect that created this ability."  

Enshrined Memories 
XG   
Sorcery    
Reveal the top X cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.  

Enslaved Dwarf 
R   
Creature - Dwarf   
1/1   
R, Sacrifice Enslaved Dwarf: Target black creature gets +1/+0 and gains first strike until end of turn.  

Enslaved Horror 
3B   
Creature - Horror   
4/4   
When Enslaved Horror comes into play, each other player may return a creature card from his or her graveyard to play.  

Enslaved Scout 
2R   
Creature - Goblin   
2/2   
2: Enslaved Scout gains mountainwalk until end of turn.  

Ensnare 
3U   
Instant    
You may return two Islands you control to their owner's hand rather than pay Ensnare's mana cost.
Tap all creatures.  

Ensnaring Bridge 
3   
Artifact    
Creatures with power greater than the number of cards in your hand can't attack.  

Ensouled Scimitar 
3   
Artifact - Equipment   
3: Ensouled Scimitar becomes a 1/5 artifact creature with flying until end of turn. (Equipment that's a creature can't equip a creature.)
Equipped creature gets +1/+5.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)  

Entangler 
2WW   
Enchant Creature    
Enchanted creature may block any number of creatures.  

Entomb 
B   
Instant    
Search your library for a card and put that card into your graveyard. Then shuffle your library.  

Entrails Feaster 
B   
Creature - Zombie Cat   
1/1   
At the beginning of your upkeep, you may remove a creature card in a graveyard from the game. If you do, put a +1/+1 counter on Entrails Feaster. If you don't, tap Entrails Feaster.  

Entropic Specter 
3BB   
Creature - Spirit   
*/*   
Flying
As Entropic Specter comes into play, choose an opponent.
Entropic Specter's power and toughness are each equal to the number of cards in the chosen player's hand.
Whenever Entropic Specter deals damage to a player, that player discards a card.  

Envelop 
U   
Instant    
Counter target sorcery spell.  

Eon Hub 
5   
Artifact    
Players skip their upkeep steps.  

Ephemeron 
4UU   
Creature - Illusion   
4/4   
Flying
Discard a card: Return Ephemeron to its owner's hand.  

Epic Struggle 
2GG   
Enchantment    
At the beginning of your upkeep, if you control twenty or more creatures, you win the game.  

Epicenter 
4R   
Sorcery    
Target player sacrifices a land.
Threshold - All players sacrifice all lands instead. (You have threshold if seven or more cards are in your graveyard.)  

Equal Treatment 
1W   
Instant    
If any source would deal 1 or more damage to a creature or player this turn, it deals 2 damage to that creature or player instead.
Draw a card.  

Equilibrium 
1UU   
Enchantment    
Whenever you play a creature spell, you may pay 1. If you do, return target creature to its owner's hand.  

Equinox 
W   
Enchant Land    
Enchanted land has "T: Counter target spell if it would destroy a land you control."  

Equipoise 
2W   
Enchantment    
At the beginning of your upkeep, for each artifact target player controls in excess of the number you control, choose an artifact he or she controls. Repeat this process for creatures and lands. The chosen permanents phase out.  

Eradicate 
2BB   
Sorcery    
Remove target nonblack creature from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library.  

Erase 
W   
Instant    
Remove target enchantment from the game.  

Erayo, Soratami Ascendant 
1U   
Legendary Creature - Moonfolk Monk   
1/1   
Flying
Whenever the fourth spell of a turn is played, flip Erayo, Soratami Ascendant.
-----
Erayo's Essence
Legendary Enchantment
Whenever an opponent plays a spell for the first time in a turn, counter that spell.  

Erg Raiders 
1B   
Creature - Raider   
2/3   
At the end of your turn, if Erg Raiders didn't attack this turn, Erg Raiders deals 2 damage to you unless it came under your control this turn.  

Erhnam Djinn 
3G   
Creature - Djinn   
4/5   
At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep.  

Erithizon 
2GG   
Creature - Beast   
4/4   
Whenever Erithizon attacks, put a +1/+1 counter on target creature of defending player's choice.  

Eron the Relentless 
3RR   
Legendary Creature    
5/2   
Haste
RRR: Regenerate Eron the Relentless.  

Erosion 
UUU   
Enchant Land    
At the beginning of the upkeep of enchanted land's controller, destroy that land unless that player pays 1 or 1 life.  

Errand of Duty 
1W   
Instant    
Put a 1/1 white Knight creature token with banding into play.  

Errant Minion 
2U   
Enchant Creature    
At the beginning of the upkeep of enchanted creature's controller, that player may pay 1 or 2. Errant Minion deals damage to that player equal to 2 minus the amount of mana paid this way.  

Errantry 
1R   
Enchant Creature    
Enchanted creature gets +3/+0 and can only attack alone.  

Erratic Explosion 
2R   
Sorcery    
Choose target creature or player. Reveal cards from the top of your library until you reveal a nonland card. Erratic Explosion deals damage equal to that card's converted mana cost to that creature or player. Put the revealed cards on the bottom of your library in any order.  

Erratic Portal 
4   
Artifact    
1, T: Return target creature to its owner's hand unless its controller pays 1.  

Ersatz Gnomes 
3   
Artifact Creature - Gnome   
1/1   
T: Target spell is colorless.
T: Target permanent becomes colorless until end of turn.  

Ertai, the Corrupted 
2WUB   
Legendary Creature - Wizard   
3/4   
U, T, Sacrifice a creature or enchantment: Counter target spell.  

Ertai, Wizard Adept 
2U   
Legendary Creature - Wizard   
1/1   
2UU, T: Counter target spell.  

Ertai's Familiar 
1U   
Creature - Illusion   
2/2   
Phasing
When Ertai's Familiar leaves play, put the top three cards of your library into your graveyard.
U: Until your next upkeep, Ertai's Familiar can't phase out.  

Ertai's Meddling 
XU   
Instant    
X can't be 0.
The next time target spell would resolve, instead its controller removes it from the game, then puts X delay counters on it.
As long as that card is removed from the game, remove a delay counter from it at the beginning of that player's upkeep. If the card has no delay counters on it, he or she puts it onto the stack as a copy of the original spell.  

Ertai's Trickery 
U   
Instant    
Counter target spell if a kicker cost was paid for it.  

Escape Artist 
1U   
Creature - Wizard   
1/1   
Escape Artist is unblockable.
U, Discard a card: Return Escape Artist to its owner's hand.  

Escape Routes 
2U   
Enchantment    
2U: Return target white or black creature you control to its owner's hand.  

Escaped Shapeshifter 
3UU   
Creature - Shapeshifter   
3/4   
As long as an opponent controls a creature with flying other than an Escaped Shapeshifter, Escaped Shapeshifter has flying. The same is true for first strike, trample, and protection from any color.  

Essence Bottle 
2   
Artifact    
3, T: Put an elixir counter on Essence Bottle.
T, Remove all elixir counters from Essence Bottle: You gain 2 life for each elixir counter removed this way.  

Essence Drain 
4B   
Sorcery    
Essence Drain deals 3 damage to target creature or player and you gain 3 life.  

Essence Filter 
1GG   
Sorcery    
Choose one - Destroy all enchantments; or destroy all nonwhite enchantments.  

Essence Flare 
U   
Enchant Creature    
Enchanted creature gets +2/+0.
At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature.  

Essence Fracture 
3UU   
Sorcery    
Return two target creatures to their owners' hands.
Cycling 2U (2U, Discard this card: Draw a card.)  

Essence Leak 
U   
Enchant Permanent    
If enchanted permanent is red or green, it has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost."  

Essence Sliver 
3W   
Creature - Sliver   
3/3   
Whenever a Sliver deals damage, its controller gains that much life.  

Essence Vortex 
1UB   
Instant    
Destroy target creature unless its controller pays life equal to its toughness. If destroyed this way, the creature can't be regenerated.  

Etched Oracle 
4   
Artifact Creature    
0/0   
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
1, Remove four +1/+1 counters from Etched Oracle: Target player draws three cards.  

Eternal Dominion 
7UUU   
Sorcery    
Search target opponent's library for an artifact, creature, enchantment, or land card. Put that card into play under your control. Then that player shuffles his or her library.
Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)  

Eternal Dragon 
5WW   
Creature - Dragon Spirit   
5/5   
Flying
3WW: Return Eternal Dragon from your graveyard to your hand. Play this ability only during your upkeep.
Plainscycling 2 (2, Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.)  

Eternal Flame 
2RR   
Sorcery    
Eternal Flame deals X damage to target opponent, where X is the number of Mountains you control. It deals half X damage, rounded up, to you.  

Eternal Warrior 
R   
Enchant Creature    
Enchanted creature has vigilance.  

Eternal Witness 
1GG   
Creature - Human Shaman   
2/1   
When Eternal Witness comes into play, you may return target card from your graveyard to your hand.  

Ether Well 
3U   
Instant    
Put target creature on top of its owner's library. If that creature is red, you may put it on the bottom of its owner's library instead.  

Ethereal Champion 
2WWW   
Creature - Avatar   
3/4   
Pay 1 life: Prevent the next 1 damage that would be dealt to Ethereal Champion this turn.  

Ethereal Haze 
W   
Instant - Arcane   
Prevent all damage that would be dealt by creatures this turn.  

Eunuchs' Intrigues 
2R   
Sorcery    
Target opponent chooses a creature he or she controls. Other creatures he or she controls can't block this turn.  

Eureka 
2GG   
Sorcery    
Starting with you, players take turns putting an artifact, creature, enchantment, or land card from their hands into play until no one wants to put another card into play.  

Evacuation 
3UU   
Instant    
Return all creatures to their owners' hands.  

Evaporate 
2R   
Sorcery    
Evaporate deals 1 damage to each creature that's white or blue.  

Evasive Action 
1U   
Instant    
Counter target spell unless its controller pays 1 for each basic land type among lands you control.  

Everglades 
Land    
If Everglades would come into play, return an untapped Swamp you control to its owner's hand instead. If you do, put Everglades into play tapped. If you don't, put it into its owner's graveyard.
T: Add 1B to your mana pool.  

Everglove Courier 
2G   
Creature - Elf   
2/1   
You may choose not to untap Everglove Courier during your untap step.
2G, T: As long as Everglove Courier remains tapped, target Elf gets +2/+2 and has trample.  

Evermind 
{ }   
Instant - Arcane   
(Spells without mana costs can't be played.)
Draw a card.
Evermind is blue.
Splice onto Arcane 1U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Evil Eye of Orms-by-Gore 
4B   
Creature - Horror   
3/6   
Evil Eye of Orms-by-Gore can't be blocked except by Walls.
Except for creatures named Evil Eye of Orms-by-Gore, creatures you control can't attack.  

Evil Presence 
B   
Enchant Land    
Enchanted land is a Swamp.  

Evincar's Justice 
2BB   
Sorcery    
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Evincar's Justice into your hand instead of your graveyard as part of its resolution.)
Evincar's Justice deals 2 damage to each creature and each player.  

Eviscerator 
3BB   
Creature - Horror   
5/5   
Protection from white
When Eviscerator comes into play, you lose 5 life.  

Exalted Angel 
4WW   
Creature - Angel   
4/5   
Flying
Whenever Exalted Angel deals damage, you gain that much life.
Morph 2WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Exalted Dragon 
4WW   
Creature - Dragon   
5/5   
Flying
Each turn, Exalted Dragon can't attack unless you sacrifice a land. (This cost is paid as you declare attackers.)  

Excavation 
1U   
Enchantment    
1, Sacrifice a land: Draw a card. Any player may play this ability.  

Excavator 
2   
Artifact    
T, Sacrifice a basic land: Target creature gains landwalk for the type of land sacrificed this way until end of turn.  

Excise 
XW   
Instant    
Remove target attacking creature from the game unless its controller pays X.  

Exclude 
2U   
Instant    
Counter target creature spell.
Draw a card.  

Execute 
2B   
Instant    
Destroy target white creature. It can't be regenerated.
Draw a card.  

Exhaustion 
2U   
Sorcery    
Creatures and lands target opponent controls don't untap during his or her next untap step.  

Exhume 
1B   
Sorcery    
Each player puts a creature card from his or her graveyard into play.  

Exile 
2W   
Instant    
Remove target nonwhite attacking creature from the game. You gain life equal to its toughness.  

Exile into Darkness 
4B   
Sorcery    
Target player sacrifices a creature with converted mana cost 3 or less.
At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return Exile into Darkness from your graveyard to your hand.  

Exiled Doomsayer 
1W   
Creature - Cleric   
1/2   
All morph costs cost 2 more. (This doesn't affect the cost to play creatures face down.)  

Exorcist 
WW   
Creature - Exorcist   
1/1   
1W, T: Destroy target black creature.  

Exoskeletal Armor 
1G   
Enchant Creature    
Enchanted creature gets +X/+X, where X is the number of creature cards in all graveyards.  

Exotic Curse 
2B   
Enchant Creature    
Enchanted creature gets -1/-1 for each basic land type among lands you control.  

Exotic Disease 
4B   
Sorcery    
Target player loses X life and you gain X life, where X is the number of basic land types among lands you control.  

Expendable Troops 
1W   
Creature - Soldier   
2/1   
T, Sacrifice Expendable Troops: Expendable Troops deals 2 damage to target attacking or blocking creature.  

Exploration 
G   
Enchantment    
You may play an additional land each of your turns.  

Explosive Growth 
G   
Instant    
Kicker 5 (You may pay an additional 5 as you play this spell.)
Target creature gets +2/+2 until end of turn. If the kicker cost was paid, that creature gets +5/+5 until end of turn instead.  

Explosive Vegetation 
3G   
Sorcery    
Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library.  

Expunge 
2B   
Instant    
Destroy target nonartifact, nonblack creature. It can't be regenerated.
Cycling 2 (2, Discard this card: Draw a card.)  

Extinction 
4B   
Sorcery    
Destroy all creatures of the creature type of your choice.  

Extinguish 
1U   
Instant    
Counter target sorcery spell.  

Extortion 
3BB   
Sorcery    
Look at target player's hand and choose up to two cards from it. That player discards those cards.  

Extra Arms 
4R   
Enchant Creature    
Whenever enchanted creature attacks, it deals 2 damage to target creature or player.  

Extract 
U   
Sorcery    
Search target player's library for a card and remove that card from the game. Then that player shuffles his or her library.  

Extraplanar Lens 
3   
Artifact    
Imprint - When Extraplanar Lens comes into play, you may remove target land you control from the game. (The removed card is imprinted on this artifact.)
Whenever a land with the same name as the imprinted card is tapped for mana, its controller adds one mana to his or her mana pool of any type that land produced.  

Extravagant Spirit 
3U   
Creature - Spirit   
4/4   
Flying
At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay 1 for each card in your hand.  

Extruder 
4   
Artifact Creature    
4/3   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
Sacrifice an artifact: Put a +1/+1 counter on target creature.  

Eye for an Eye 
WW   
Instant    
Eye for an Eye deals X damage to the controller of the source of your choice that dealt damage to you this turn, where X is the damage dealt to you by that source this turn.  

Eye of Nowhere 
UU   
Sorcery - Arcane   
Return target permanent to its owner's hand.  

Eye of Ramos 
3   
Artifact    
T: Add U to your mana pool.
Sacrifice Eye of Ramos: Add U to your mana pool.  

Eye of Singularity 
3W   
World Enchantment    
When Eye of Singularity comes into play, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated.
Whenever a permanent other than a basic land comes into play, destroy all other permanents with that name. They can't be regenerated.  

Eye of Yawgmoth 
3   
Artifact    
3, T, Sacrifice a creature: Reveal cards from the top of your library equal to the sacrificed creature's power. Put one into your hand and remove the rest from the game.  

Eye Spy 
U   
Sorcery    
Look at the top card of target player's library. You may put that card into his or her graveyard.  

Eyes of the Watcher 
2U   
Enchantment    
Whenever you play an instant or sorcery spell, you may pay 1. If you do, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)  

Fabricate 
2U   
Sorcery    
Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library.  

Face of Fear 
5B   
Creature - Horror   
3/4   
2B, Discard a card: Face of Fear gains fear until end of turn.  

Faceless Butcher 
2BB   
Creature - Nightmare Horror   
2/3   
When Faceless Butcher comes into play, remove target creature other than Faceless Butcher from the game.
When Faceless Butcher leaves play, return the removed card to play under its owner's control.  

Faces of the Past 
2U   
Enchantment    
Whenever a creature is put into a graveyard from play, tap or untap all creatures that share a creature type with it.  

Fact or Fiction 
3U   
Instant    
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.  

Fade Away 
2U   
Sorcery    
For each creature, that creature's controller pays 1 or sacrifices a permanent.  

Fade from Memory 
B   
Instant    
Remove target card in a graveyard from the game.
Cycling B (B, Discard this card: Draw a card.)  

Faerie Conclave 
Land    
Faerie Conclave comes into play tapped.
T: Add U to your mana pool.
1U: Faerie Conclave becomes a 2/1 blue creature with flying until end of turn. It's still a land.  

Faerie Noble 
2G   
Creature - Noble   
1/2   
Flying
Faeries you control get +0/+1.
T: Faeries you control get +1/+0 until end of turn.  

Faerie Squadron 
U   
Creature - Faerie   
1/1   
Kicker 3U (You may pay an additional 3U as you play this spell.)
If the kicker cost was paid, Faerie Squadron comes into play with two +1/+1 counters on it and with flying.  

Faith Healer 
1W   
Creature - Cleric   
1/1   
Sacrifice an enchantment: You gain life equal to its converted mana cost.  

Faithful Squire 
1WW   
Creature - Human Soldier   
2/2   
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Faithful Squire.
At end of turn, if there are two or more ki counters on Faithful Squire, you may flip it.
-----
Kaiso, Memory of Loyalty
Legendary Creature - Spirit
3/4
Flying
Remove a ki counter from Kaiso, Memory of Loyalty: Prevent all damage that would be dealt to target creature this turn.  

Fallen Angel 
3BB   
Creature - Angel   
3/3   
Flying
Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.  

Fallen Askari 
1B   
Creature - Knight   
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Fallen Askari can't block.  

Fallen Cleric 
4B   
Creature - Zombie Cleric   
4/2   
Protection from Clerics
Morph 4B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Falling Star 
2R   
Sorcery    
Flip Falling Star onto the playing area from a height of at least one foot. Falling Star deals 3 damage to each creature it lands on. Tap all creatures dealt damage by Falling Star. If Falling Star doesn't turn completely over at least once during the flip, it has no effect.  

Falling Timber 
2G   
Instant    
Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.)
Prevent all combat damage target creature would deal this turn. If the kicker cost was paid, prevent all combat damage another target creature would deal this turn.  

Fallow Earth 
2G   
Sorcery    
Put target land on top of its owner's library.  

Fallow Wurm 
2G   
Creature - Wurm   
4/4   
When Fallow Wurm comes into play, sacrifice it unless you discard a land card.  

False Cure 
BB   
Instant    
Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life he or she gained.  

False Dawn 
1W   
Sorcery    
Until end of turn, spells and abilities you control that would add colored mana to your mana pool add that much white mana instead. Until end of turn, you may spend white mana as though it were mana of any color.
Draw a card.  

False Defeat 
3W   
Sorcery    
Return target creature card from your graveyard to play.  

False Demise 
2U   
Enchant Creature    
When enchanted creature is put into a graveyard, return that creature to play under your control.  

False Memories 
1U   
Instant    
Put the top seven cards of your library into your graveyard. At end of turn, remove seven cards in your graveyard from the game.  

False Mourning 
G   
Sorcery    
Put target card from your graveyard on top of your library.  

False Orders 
R   
Instant    
Play False Orders only during the declare blockers step. 
Target creature defending player controls is removed from combat. Creatures that creature had been blocking this combat are considered unblocked if no other creatures are blocking them. You may have the creature block an attacking creature of your choice.  

False Peace 
W   
Sorcery    
Target player skips the combat phases of his or her next turn.  

False Prophet 
2WW   
Creature - Cleric   
2/2   
When False Prophet is put into a graveyard from play, remove all creatures from the game.  

False Summoning 
1U   
Instant    
Counter target creature spell.  

Falter 
1R   
Instant    
Creatures without flying can't block this turn.  

Familiar Ground 
2G   
Enchantment    
Each creature you control can't be blocked by more than one creature.  

Famine 
3BB   
Sorcery    
Famine deals 3 damage to each creature and each player.  

Famished Ghoul 
3B   
Creature - Zombie   
3/2   
1B, Sacrifice Famished Ghoul: Remove up to two target cards in a single graveyard from the game.  

Fanatical Devotion 
2W   
Enchantment    
Sacrifice a creature: Regenerate target creature.  

Fanatical Fever 
2GG   
Instant    
Target creature gets +3/+0 and gains trample until end of turn.  

Fangren Firstborn 
1GGG   
Creature - Beast   
4/2   
Whenever Fangren Firstborn attacks, put a +1/+1 counter on each attacking creature.  

Fangren Hunter 
3GG   
Creature - Beast   
4/4   
Trample  

Fangren Pathcutter 
4GG   
Creature - Beast   
4/6   
Whenever Fangren Pathcutter attacks, attacking creatures gain trample until end of turn.  

Fanning the Flames 
XRR   
Sorcery    
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Fanning the Flames into your hand instead of your graveyard as part of its resolution.)
Fanning the Flames deals X damage to target creature or player.  

Far Wanderings 
2G   
Sorcery    
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Threshold - Instead search your library for three basic land cards and put them into play tapped. Then shuffle your library. (You have threshold if seven or more cards are in your graveyard.)  

Farmstead 
WWW   
Enchant Land    
Enchanted land has "At the beginning of your upkeep, you may pay WW. If you do, you gain 1 life."  

Farrel's Mantle 
2W   
Enchant Creature    
Enchanted creature has "Whenever this creature attacks and isn't blocked, you may have it deal X plus 2 damage to target creature, where X is this creature's power. If you do, this creature deals no combat damage this turn."  

Farrel's Zealot 
1WW   
Creature - Townsfolk   
2/2   
Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot deals no combat damage this turn.  

Farrelite Priest 
1WW   
Creature - Cleric   
1/3   
1: Add W to your mana pool. If this ability is played four or more times this turn, sacrifice Farrelite Priest at end of turn.  

Farsight Mask 
5   
Artifact    
Whenever a source an opponent controls deals damage to you, if Farsight Mask is untapped, you may draw a card.  

Fastbond 
G   
Enchantment    
You may play as many lands as you choose on your turn.
Whenever you play a land other than the first land of the turn, Fastbond deals 1 damage to you.  

Fasting 
W   
Enchantment    
At the beginning of your upkeep, put a hunger counter on Fasting. If Fasting has five or more hunger counters on it, sacrifice it. Otherwise, you may choose to skip your draw step this turn and gain 2 life.
When you draw a card, sacrifice Fasting.  

Fatal Blow 
B   
Instant    
Destroy target creature that was dealt damage this turn. It can't be regenerated.  

Fatal Lore 
2BB   
Sorcery    
An opponent chooses one - You draw three cards; or you destroy up to two target creatures that opponent controls and that player draws up to three cards. Those creatures can't be regenerated.  

Fatal Mutation 
B   
Enchant Creature    
When enchanted creature is turned face up, destroy it. It can't be regenerated.  

Fatespinner 
1UU   
Creature - Human Wizard   
1/2   
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.  

Fatigue 
1U   
Sorcery    
Target player skips his or her next draw step.  

Fault Line 
XRR   
Instant    
Fault Line deals X damage to each creature without flying and each player.  

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

Favorable Destiny 
1W   
Enchant Creature    
Enchanted creature gets +1/+2 as long as it's white.
Enchanted creature can't be the target of spells or abilities as long as its controller controls another creature.  

Fear 
BB   
Enchant Creature    
Enchanted creature has fear.  

Feast of the Unicorn 
3B   
Enchant Creature    
Enchanted creature gets +4/+0.  

Feast of Worms 
3GG   
Sorcery - Arcane   
Destroy target land. If that land is legendary, its controller sacrifices another land.  

Feast or Famine 
3B   
Instant    
Choose one - Put a 2/2 black Zombie creature token into play; or destroy target nonblack, nonartifact creature and it can't be regenerated.  

Fecundity 
2G   
Enchantment    
Whenever a creature is put into a graveyard from play, that creature's controller may draw a card.  

Feedback 
2U   
Enchant Enchantment    
At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player.  

Feedback Bolt 
4R   
Instant    
Feedback Bolt deals damage to target player equal to the number of artifacts you control.  

Feeding Frenzy 
2B   
Instant    
Target creature gets -X/-X until end of turn, where X is the number of Zombies in play.  

Feint 
R   
Instant    
Tap all creatures blocking target attacking creature. Prevent all combat damage this turn that would be dealt by that creature and all creatures blocking it.  

Feldon's Cane 
1   
Artifact    
T, Remove Feldon's Cane from the game: Shuffle your graveyard into your library.  

Fellwar Stone 
2   
Artifact    
T: Add to your mana pool one mana of any color and type that a land an opponent controls could produce.  

Femeref Archers 
2G   
Creature - Soldier   
2/2   
T: Femeref Archers deals 4 damage to target attacking creature with flying.  

Femeref Enchantress 
GW   
Creature - Enchantress   
1/2   
Whenever an enchantment is put into a graveyard from play, draw a card.  

Femeref Healer 
1W   
Creature - Cleric   
1/1   
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.  

Femeref Knight 
2W   
Creature - Knight   
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
W: Femeref Knight gains vigilance until end of turn.  

Femeref Scouts 
2W   
Creature - Soldier   
1/4   
  

Fen Stalker 
3B   
Creature - Nightstalker   
3/2   
Fen Stalker has fear as long as you control no untapped lands.  

Fend Off 
1W   
Instant    
Prevent all combat damage that would be dealt by target creature this turn.
Cycling 2 (2, Discard this card: Draw a card.)  

Feral Deceiver 
3G   
Creature - Spirit   
3/2   
1: Look at the top card of your library.
2: Reveal the top card of your library. If it's a land, Feral Deceiver gets +2/+2 and gains trample until end of turn. Play this ability only once each turn.  

Feral Instinct 
1G   
Instant    
Target creature gets +1/+1 until end of turn.
Draw a card at the beginning of the next turn's upkeep.  

Feral Lightning 
3RRR   
Sorcery    
Put three 3/1 red Elemental creature tokens with haste into play. Remove them from the game at end of turn.  

Feral Shadow 
2B   
Creature - Nightstalker   
2/1   
Flying  

Feral Thallid 
3GGG   
Creature - Fungus   
6/3   
At the beginning of your upkeep, put a spore counter on Feral Thallid.
Remove three spore counters from Feral Thallid: Regenerate Feral Thallid.  

Feral Throwback 
4GG   
Creature - Beast   
3/3   
Amplify 2 (As this card comes into play, put two +1/+1 counters on it for each Beast card you reveal in your hand.)
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)  

Ferocious Charge 
2G   
Instant    
Target creature gets +4/+4 until end of turn.
Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)  

Ferocity 
1G   
Enchant Creature    
Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it.  

Feroz's Ban 
6   
Artifact    
Creature spells cost 2 more to play.  

Ferropede 
3   
Artifact Creature - Insect   
1/1   
Ferropede is unblockable.
Whenever Ferropede deals combat damage to a player, you may remove a counter from target permanent.  

Fertile Ground 
1G   
Enchant Land    
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.  

Fervent Charge 
1WBR   
Enchantment    
Whenever a creature you control attacks, it gets +2/+2 until end of turn.  

Fervent Denial 
3UU   
Instant    
Counter target spell.
Flashback 5UU (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Fervor 
2R   
Enchantment    
Creatures you control have haste.  

Festering Evil 
3BB   
Enchantment    
At the beginning of your upkeep, Festering Evil deals 1 damage to each creature and each player.
BB, Sacrifice Festering Evil: Festering Evil deals 3 damage to each creature and each player.  

Festering Goblin 
B   
Creature - Zombie Goblin   
1/1   
When Festering Goblin is put into a graveyard from play, target creature gets -1/-1 until end of turn.  

Festering Wound 
1B   
Enchant Creature    
At the beginning of your upkeep, you may put an infection counter on Festering Wound.
At the beginning of the upkeep of enchanted creature's controller, Festering Wound deals X damage to that player, where X is the number of infection counters on Festering Wound.  

Festival 
W   
Instant    
Play only during an opponent's upkeep.
That player skips all combat phases this turn.  

Festival of Trokin 
W   
Sorcery    
You gain 2 life for each creature you control.  

Fetid Horror 
3B   
Creature - Shade   
1/2   
B: Fetid Horror gets +1/+1 until end of turn.  

Fever Charm 
R   
Instant    
Choose one - Target creature gains haste until end of turn; or target creature gets +2/+0 until end of turn; or Fever Charm deals 3 damage to target Wizard.  

Fevered Convulsions 
BB   
Enchantment    
2BB: Put a -1/-1 counter on target creature.  

Fevered Strength 
2B   
Instant    
Target creature gets +2/+0 until end of turn.
Draw a card at the beginning of the next turn's upkeep.  

Fickle Efreet 
3R   
Creature - Efreet   
5/2   
Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet.  

Fiddlehead Kami 
4G   
Creature - Spirit   
3/3   
Whenever you play a Spirit or Arcane spell, regenerate Fiddlehead Kami.  

Field of Dreams 
U   
World Enchantment    
Players play with the top card of their libraries revealed.  

Field of Reality 
2U   
Enchant Creature    
Enchanted creature can't be blocked by Spirits.
1U: Return Field of Reality to its owner's hand.  

Field of Souls 
2WW   
Enchantment    
Whenever a nontoken creature is put into your graveyard from play, put a 1/1 white Essence creature token with flying into play.  

Field Surgeon 
1W   
Creature - Cleric   
1/1   
Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn.  

Fierce Empath 
2G   
Creature - Elf   
1/1   
When Fierce Empath comes into play, you may search your library for a creature card with converted mana cost 6 or more, reveal it, and put it into your hand. Then shuffle your library.  

Fiery Gambit 
2R   
Sorcery    
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.  

Fiery Justice 
GWR   
Sorcery    
Fiery Justice deals 5 damage divided as you choose among any number of target creatures and/or players. An opponent gains 5 life.  

Fiery Mantle 
1R   
Enchant Creature    
When Fiery Mantle is put into a graveyard from play, return Fiery Mantle to its owner's hand.
R: Enchanted creature gets +1/+0 until end of turn.  

Fiery Temper 
1RR   
Instant    
Fiery Temper deals 3 damage to target creature or player.
Madness R (You may play this card for its madness cost at the time you discard it.)  

Fight or Flight 
3W   
Enchantment    
At the beginning of each opponent's combat phase, separate all creatures that player controls into two piles. Only creatures in the pile of his or her choice may attack this turn.  

Fighting Chance 
R   
Instant    
For each blocking creature, flip a coin. If you win the flip, prevent all combat damage that would be dealt by that creature this turn.  

Fighting Drake 
2UU   
Creature - Drake   
2/4   
Flying  

Fill with Fright 
3B   
Sorcery    
Target player discards two cards.
Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)  

Filth 
3B   
Creature - Incarnation   
2/2   
Swampwalk
As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk.  

Filthy Cur 
1B   
Creature - Hound   
2/2   
Whenever Filthy Cur is dealt damage, you lose that much life.  

Final Fortune 
RR   
Instant    
Take an extra turn after this one. At the end of that turn, you lose the game.  

Final Judgment 
4WW   
Sorcery    
Remove all creatures from the game.  

Final Punishment 
3BB   
Sorcery    
Target player loses life equal to the damage already dealt to him or her this turn.  

Final Strike 
2BB   
Sorcery    
As an additional cost to play Final Strike, sacrifice a creature.
Final Strike deals to target opponent damage equal to the sacrificed creature's power.  

Fire // Ice 
1R // 1U   
Instant // Instant    
Fire deals 2 damage divided as you choose among any number of target creatures and/or players. // Tap target permanent. Draw a card.  

Fire Ambush 
1R   
Sorcery    
Fire Ambush deals 3 damage to target creature or player.  

Fire and Brimstone 
3WW   
Instant    
Fire and Brimstone deals 4 damage to target player who declared an attacking creature this turn and 4 damage to you.  

Fire Ants 
2R   
Creature - Insect   
2/1   
T: Fire Ants deals 1 damage to each other creature without flying.  

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

Fire Covenant 
1BR   
Instant    
As an additional cost to play Fire Covenant, pay X life.
Fire Covenant deals X damage divided as you choose among any number of target creatures.  

Fire Diamond 
2   
Artifact    
Fire Diamond comes into play tapped.
T: Add R to your mana pool.  

Fire Dragon 
6RRR   
Creature - Dragon   
6/6   
Flying
When Fire Dragon comes into play, it deals damage equal to the number of Mountains you control to target creature.  

Fire Drake 
1RR   
Creature - Drake   
1/2   
Flying
R: Fire Drake gets +1/+0 until end of turn. Play this ability no more than once each turn.  

Fire Elemental 
3RR   
Creature - Elemental   
5/4   
  

Fire Imp 
2R   
Creature - Imp   
2/1   
When Fire Imp comes into play, it deals 2 damage to target creature.  

Fire Snake 
4R   
Creature - Snake   
3/1   
When Fire Snake is put into a graveyard from play, destroy target land.  

Fire Sprites 
1G   
Creature - Faerie   
1/1   
Flying
G, T: Add R to your mana pool.  

Fire Tempest 
5RR   
Sorcery    
Fire Tempest deals 6 damage to each creature and each player.  

Fire Whip 
1R   
Enchant Creature    
Fire Whip can enchant only a creature you control.
Enchanted creature has "T: This creature deals 1 damage to target creature or player."
Sacrifice Fire Whip: Fire Whip deals 1 damage to target creature or player.  

Fireball 
XR   
Sorcery    
Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players.
As an additional cost to play Fireball, pay 1 for each target beyond the first.  

Fireblast 
4RR   
Instant    
You may sacrifice two Mountains rather than pay Fireblast's mana cost.
Fireblast deals 4 damage to target creature or player.  

Firebolt 
R   
Sorcery    
Firebolt deals 2 damage to target creature or player.
Flashback 4R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Firebrand Ranger 
1R   
Creature - Soldier   
2/1   
G, T: Put a basic land card from your hand into play.  

Firebreathing 
R   
Enchant Creature    
R: Enchanted creature gets +1/+0 until end of turn.  

Firecat Blitz 
XRR   
Sorcery    
Put X 1/1 red Cat creature tokens with haste into play. Remove them from the game at end of turn.
Flashback-RR, Sacrifice X Mountains. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Firefly 
3R   
Creature - Insect   
1/1   
Flying
R: Firefly gets +1/+0 until end of turn.  

Fires of Yavimaya 
1RG   
Enchantment    
Creatures you control have haste.
Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn.  

Firescreamer 
3B   
Creature - Kavu   
2/2   
R: Firescreamer gets +1/+0 until end of turn.  

Fireshrieker 
3   
Artifact - Equipment   
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Fireslinger 
1R   
Creature - Wizard   
1/1   
T: Fireslinger deals 1 damage to target creature or player and 1 damage to you.  

Firestorm 
R   
Instant    
As an additional cost to play Firestorm, discard X cards.
Firestorm deals X damage to each of X target creatures and/or players.  

Firestorm Hellkite 
4UR   
Creature - Dragon   
6/6   
Flying, trample
Cumulative upkeep UR  

Firestorm Phoenix 
4RR   
Creature - Phoenix   
3/2   
Flying
If Firestorm Phoenix would be put into a graveyard from play, return Firestorm Phoenix to its owner's hand instead. It can't be played again until its owner's next turn.  

First Volley 
1R   
Instant - Arcane   
First Volley deals 1 damage to target creature and 1 damage to that creature's controller.  

Fishliver Oil 
1U   
Enchant Creature    
Enchanted creature has islandwalk.  

Fissure 
3RR   
Instant    
Destroy target creature or land. It can't be regenerated.  

Fist of Suns 
3   
Artifact    
You may pay WUBRG rather than pay the mana cost for spells that you play.  

Fists of the Anvil 
1R   
Instant    
Target creature gets +4/+0 until end of turn.  

Fit of Rage 
1R   
Sorcery    
Target creature gets +3/+3 and gains first strike until end of turn.  

Flailing Drake 
3G   
Creature - Drake   
2/3   
Flying
When Flailing Drake blocks or becomes blocked by a creature, that creature gets +1/+1 until end of turn.  

Flailing Manticore 
3R   
Creature - Monster   
3/3   
Flying, first strike
1: Flailing Manticore gets +1/+1 until end of turn. Any player may play this ability.
1: Flailing Manticore gets -1/-1 until end of turn. Any player may play this ability.  

Flailing Ogre 
2R   
Creature - Ogre   
3/3   
1: Flailing Ogre gets +1/+1 until end of turn. Any player may play this ability.
1: Flailing Ogre gets -1/-1 until end of turn. Any player may play this ability.  

Flailing Soldier 
R   
Creature - Soldier   
2/2   
1: Flailing Soldier gets +1/+1 until end of turn. Any player may play this ability.
1: Flailing Soldier gets -1/-1 until end of turn. Any player may play this ability.  

Flame Burst 
1R   
Instant    
Flame Burst deals X damage to target creature or player, where X is 2 plus the number of cards named Flame Burst in all graveyards.  

Flame Elemental 
2RR   
Creature - Elemental   
3/2   
R, T, Sacrifice Flame Elemental: Flame Elemental deals damage equal to its power to target creature.  

Flame Jet 
1R   
Sorcery    
Flame Jet deals 3 damage to target player.
Cycling 2 (2, Discard this card: Draw a card.)  

Flame Rift 
1R   
Sorcery    
Flame Rift deals 4 damage to each player.  

Flame Spirit 
4R   
Creature - Spirit   
2/3   
R: Flame Spirit gets +1/+0 until end of turn.  

Flame Wave 
3RRRR   
Sorcery    
Flame Wave deals 4 damage to target player and each creature he or she controls.  

Flamebreak 
RRR   
Sorcery    
Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn.  

Flames of the Blood Hand 
2R   
Instant    
Flames of the Blood Hand deals 4 damage to target player. The damage can't be prevented. If that player would gain life this turn, that player gains no life instead.  

Flameshot 
3R   
Sorcery    
You may discard a Mountain card rather than pay Flameshot's mana cost.
Flameshot deals 3 damage divided as you choose among any number of target creatures.  

Flamestick Courier 
2R   
Creature - Goblin   
2/1   
You may choose not to untap Flamestick Courier during your untap step.
2R, T: As long as Flamestick Courier remains tapped, target Goblin gets +2/+2 and has haste.  

Flametongue Kavu 
3R   
Creature - Kavu   
4/2   
When Flametongue Kavu comes into play, it deals 4 damage to target creature.  

Flamewave Invoker 
2R   
Creature - Goblin Mutant   
2/2   
7R: Flamewave Invoker deals 5 damage to target player.  

Flaming Gambit 
XR   
Instant    
Flaming Gambit deals X damage to target player. That player may choose a creature he or she controls and have Flaming Gambit deal that damage to it instead.
Flashback XRR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Flaming Sword 
1R   
Enchant Creature    
You may play Flaming Sword any time you could play an instant.
Enchanted creature gets +1/+0 and has first strike.  

Flanking Troops 
2WW   
Creature - Soldier   
2/2   
Whenever Flanking Troops attacks, you may tap target creature.  

Flare 
2R   
Instant    
Flare deals 1 damage to target creature or player.
Draw a card at the beginning of the next turn's upkeep.  

Flaring Pain 
1R   
Instant    
Damage can't be prevented this turn.
Flashback R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Flash 
1U   
Instant    
Choose a creature card in your hand. You may pay its mana cost reduced by up to 2. If you do, put that card into play. If you don't, put that card into your graveyard.  

Flash Counter 
1U   
Instant    
Counter target instant spell.  

Flash Flood 
U   
Instant    
Choose one - Destroy target red permanent; or return target Mountain to its owner's hand.  

Flash of Defiance 
1R   
Sorcery    
Players can't block with green and/or white creatures this turn.
Flashback-1R, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Flash of Insight 
X1U   
Instant    
Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library.
Flashback-1U, Remove X blue cards in your graveyard from the game. (You can't remove Flash of Insight to pay for its own flashback cost.)  

Flashfires 
3R   
Sorcery    
Destroy all Plains.  

Flay 
3B   
Sorcery    
Target player discards a card at random. Then that player discards another card at random unless he or she pays 1.  

Flayed Nim 
3B   
Creature - Skeleton   
2/2   
Whenever Flayed Nim deals combat damage to a creature, that creature's controller loses that much life.
2B: Regenerate Flayed Nim.  

Fledgling Djinn 
1B   
Creature - Djinn   
2/2   
Flying
At the beginning of your upkeep, Fledgling Djinn deals 1 damage to you.  

Fledgling Dragon 
2RR   
Creature - Dragon   
2/2   
Flying
Threshold - Fledgling Dragon gets +3/+3 and has "R: Fledgling Dragon gets +1/+0 until end of turn." (You have threshold as long as seven or more cards are in your graveyard.)  

Fledgling Imp 
2B   
Creature - Imp   
2/2   
B, Discard a card: Fledgling Imp gains flying until end of turn.  

Fledgling Osprey 
U   
Creature - Bird   
1/1   
Fledgling Osprey has flying as long as it's enchanted.  

Fleetfoot Panther 
1GW   
Creature - Cat   
3/4   
You may play Fleetfoot Panther any time you could play an instant.
When Fleetfoot Panther comes into play, return a green or white creature you control to its owner's hand.  

Fleet-Footed Monk 
1W   
Creature - Cleric   
1/1   
Fleet-Footed Monk can't be blocked by creatures with power 2 or greater.  

Fleeting Aven 
1UU   
Creature - Bird Wizard   
2/2   
Flying
Whenever a player cycles a card, return Fleeting Aven to its owner's hand.  

Fleeting Image 
2U   
Creature - Illusion   
2/1   
Flying
1U: Return Fleeting Image to its owner's hand.  

Flesh Reaver 
1B   
Creature - Horror   
4/4   
Whenever Flesh Reaver deals damage to a creature or opponent, Flesh Reaver deals that much damage to you.  

Fleshgrafter 
2B   
Creature - Human Warrior   
2/2   
Discard an artifact card: Fleshgrafter gets +2/+2 until end of turn.  

Flicker 
1W   
Sorcery    
Remove target nontoken permanent from the game, then return it to play under its owner's control.  

Flickering Ward 
W   
Enchant Creature    
As Flickering Ward comes into play, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Flickering Ward.
W: Return Flickering Ward to its owner's hand.  

Flight 
U   
Enchant Creature    
Enchanted creature has flying.  

Fling 
1R   
Instant    
As an additional cost to play Fling, sacrifice a creature.
Fling deals damage equal to the sacrificed creature's power to target creature or player.  

Flint Golem 
4   
Artifact Creature - Golem   
2/3   
Whenever Flint Golem becomes blocked, defending player puts the top three cards from his or her library into his or her graveyard.  

Floating Shield 
2W   
Enchant Creature    
As Floating Shield comes into play, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Floating Shield.
Sacrifice Floating Shield: Target creature gains protection from the chosen color until end of turn.  

Floating-Dream Zubera 
1U   
Creature - Zubera Spirit   
1/2   
When Floating-Dream Zubera is put into a graveyard from play, draw a card for each Zubera put into a graveyard from play this turn.  

Flood 
U   
Enchantment    
UU: Tap target creature without flying.  

Flood Plain 
Land    
Flood Plain comes into play tapped.
T, Sacrifice Flood Plain: Search your library for a Plains or Island card and put it into play. Then shuffle your library.  

Floodbringer 
1U   
Creature - Moonfolk Wizard   
1/2   
Flying
2, Return a land you control to its owner's hand: Tap target land.  

Flooded Shoreline 
UU   
Enchantment    
UU, Return two Islands you control to their owner's hand: Return target creature to its owner's hand.  

Flooded Strand 
Land    
T, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card and put it into play. Then shuffle your library.  

Flooded Woodlands 
2UB   
Enchantment    
Green creatures have "This creature can't attack unless you sacrifice a land." (This cost is paid as attackers are declared.)  

Floodgate 
3U   
Creature - Wall   
0/5   
Defender (This creature can't attack.)
When Floodgate has flying, sacrifice it.
When Floodgate leaves play, it deals to each nonblue creature without flying 1 damage for each two Islands you control.  

Floodwater Dam 
3   
Artifact    
XX1, T: Tap X target lands.  

Floral Spuzzem 
3G   
Creature - Spuzzem   
2/2   
Whenever Floral Spuzzem attacks and isn't blocked, you may destroy target artifact defending player controls. If you do, Floral Spuzzem deals no combat damage this turn.  

Flow of Maggots 
2B   
Creature - Insect   
2/2   
Cumulative upkeep 1
Flow of Maggots can't be blocked by non-Wall creatures.  

Flowering Field 
1W   
Enchant Land    
Enchanted land has "T: Prevent the next 1 damage that would be dealt to target creature or player this turn."  

Flowstone Armor 
3   
Artifact    
You may choose not to untap Flowstone Armor during your untap step.
3, T: Target creature gets +1/-1 as long as Flowstone Armor remains tapped.  

Flowstone Blade 
R   
Enchant Creature    
R: Enchanted creature gets +1/-1 until end of turn.  

Flowstone Charger 
2RW   
Creature - Beast   
2/5   
Whenever Flowstone Charger attacks, it gets +3/-3 until end of turn.  

Flowstone Crusher 
3RR   
Creature - Beast   
4/4   
R: Flowstone Crusher gets +1/-1 until end of turn.  

Flowstone Flood 
3R   
Sorcery    
Buyback-Pay 3 life, Discard a card at random (You may pay 3 life and discard a card at random in addition to any other costs as you play this spell. If you do, put Flowstone Flood into your hand instead of your graveyard as part of its resolution.)
Destroy target land.  

Flowstone Giant 
2RR   
Creature - Giant   
3/3   
R: Flowstone Giant gets +2/-2 until end of turn.  

Flowstone Hellion 
4R   
Creature - Beast   
3/3   
Haste
0: Flowstone Hellion gets +1/-1 until end of turn.  

Flowstone Mauler 
4RR   
Creature - Beast   
4/5   
Trample
R: Flowstone Mauler gets +1/-1 until end of turn.  

Flowstone Overseer 
2RRR   
Creature - Beast   
4/4   
RR: Target creature gets +1/-1 until end of turn.  

Flowstone Salamander 
3RR   
Creature - Salamander   
3/4   
R: Flowstone Salamander deals 1 damage to target creature blocking it.  

Flowstone Sculpture 
6   
Artifact Creature    
4/4   
2, Discard a card: Put a +1/+1 counter on Flowstone Sculpture or Flowstone Sculpture gains flying, first strike, or trample. (This effect doesn't end at end of turn.)  

Flowstone Shambler 
2R   
Creature - Beast   
2/2   
R: Flowstone Shambler gets +1/-1 until end of turn.  

Flowstone Slide 
X2RR   
Sorcery    
All creatures get +X/-X until end of turn.  

Flowstone Strike 
1R   
Instant    
Target creature gets +1/-1 and gains haste until end of turn.  

Flowstone Surge 
1R   
Enchantment    
Creatures you control get +1/-1.  

Flowstone Thopter 
7   
Artifact Creature    
4/4   
1: Flowstone Thopter gets +1/-1 and gains flying until end of turn.  

Flowstone Wall 
2R   
Creature - Wall   
0/6   
Defender (This creature can't attack.)
R: Flowstone Wall gets +1/-1 until end of turn.  

Flowstone Wyvern 
3RR   
Creature - Drake   
3/3   
Flying
R: Flowstone Wyvern gets +2/-2 until end of turn.  

Fluctuator 
2   
Artifact    
Cycling costs you up to 2 less to play.  

Flux 
2U   
Sorcery    
Each player discards any number of cards, then draws that many cards.
Draw a card.  

Flying Carpet 
4   
Artifact    
2, T: Target creature gains flying until end of turn.  

Flying Men 
U   
Creature - Flying-Men   
1/1   
Flying  

Fodder Cannon 
4   
Artifact    
4, T, Sacrifice a creature: Fodder Cannon deals 4 damage to target creature.  

Fog 
G   
Instant    
Prevent all combat damage that would be dealt this turn.  

Fog Bank 
1U   
Creature - Wall   
0/2   
Defender (This creature can't attack.)
Flying
Prevent all combat damage that would be dealt to and dealt by Fog Bank.  

Fog Elemental 
2U   
Creature - Elemental   
4/4   
Flying
When Fog Elemental attacks or blocks, sacrifice it at end of combat.  

Fog of Gnats 
BB   
Creature - Insect   
1/1   
Flying
B: Regenerate Fog of Gnats.  

Fog Patch 
1G   
Instant    
Play Fog Patch only during the declare blockers step.
Attacking creatures become blocked. (This spell works on unblockable creatures.)  

Foil 
2UU   
Instant    
You may discard an Island card and another card rather than pay Foil's mana cost.
Counter target spell.  

Fold into ther 
2UU   
Instant    
Counter target spell. If you do, that spell's controller may put a creature card from his or her hand into play.  

Folk Medicine 
2G   
Instant    
You gain 1 life for each creature you control.
Flashback 1W (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Folk of An-Havva 
G   
Creature - Townsfolk   
1/1   
Whenever Folk of An-Havva blocks, it gets +2/+0 until end of turn.  

Folk of the Pines 
4G   
Creature - Dryad   
2/5   
1G: Folk of the Pines gets +1/+0 until end of turn.  

Food Chain 
2G   
Enchantment    
Remove a creature you control from the game: Add X mana of any one color to your mana pool, where X is the removed creature's converted mana cost plus one. This mana may be spent only to play creature spells.  

Fool's Tome 
4   
Artifact    
2, T: Draw a card. Play this ability only if you have no cards in hand.  

Foot Soldiers 
3W   
Creature - Soldier   
2/4   
  

Foothill Guide 
W   
Creature - Cleric   
1/1   
Protection from Goblins
Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Footsteps of the Goryo 
2B   
Sorcery - Arcane   
Return target creature card from your graveyard to play. Sacrifice that creature at end of turn.  

Foratog 
2G   
Creature - Atog   
1/2   
G, Sacrifice a Forest: Foratog gets +2/+2 until end of turn.  

Forbid 
1UU   
Instant    
Buyback-Discard two cards. (You may discard two cards in addition to any other costs as you play this spell. If you do, put Forbid into your hand instead of your graveyard as part of its resolution.)
Counter target spell.  

Forbidden Crypt 
3BB   
Enchantment    
If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game.
If a card would be put into your graveyard, remove that card from the game instead.  

Forbidden Lore 
2G   
Enchant Land    
Forbidden Lore can enchant only a land you control.
Enchanted land has "T: Target creature gets +2/+1 until end of turn."  

Forbidden Orchard 
Land    
T: Add one mana of any color to your mana pool.
Whenever you tap Forbidden Orchard for mana, put a 1/1 colorless Spirit creature token into play under target opponent's control.  

Forbidden Ritual 
2BB   
Sorcery    
Sacrifice a nontoken permanent. If you do, target opponent loses 2 life unless he or she sacrifices a permanent or discards a card. You may repeat this process as many times as you choose.  

Forbidding Watchtower 
Land    
Forbidding Watchtower comes into play tapped.
T: Add W to your mana pool.
1W: Forbidding Watchtower becomes a 1/5 white creature until end of turn. It's still a land.  

Force Bubble 
2WW   
Enchantment    
If damage would be dealt to you, put that many depletion counters on Force Bubble instead.
When there are four or more depletion counters on Force Bubble, sacrifice it.
At end of turn, remove all depletion counters from Force Bubble.  

Force of Nature 
2GGGG   
Creature - Force   
8/8   
Trample
At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay GGGG.  

Force of Will 
3UU   
Instant    
You may pay 1 life and remove a blue card in your hand from the game rather than pay Force of Will's mana cost.
Counter target spell.  

Force Spike 
U   
Instant    
Counter target spell unless its controller pays 1.  

Force Void 
2U   
Instant    
Counter target spell unless its controller pays 1.
Draw a card at the beginning of the next turn's upkeep.  

Forced March 
XBBB   
Sorcery    
Destroy all creatures with converted mana cost X or less.  

Forced Retreat 
2U   
Sorcery    
Put target creature on top of its owner's library.  

Forcefield 
3   
Artifact    
1: Prevent all but 1 combat damage that would be dealt this turn by target unblocked creature attacking you.  

Forcemage Advocate 
1G   
Creature - Centaur   
2/1   
T: Return target card in an opponent's graveyard to his or her hand. Put a +1/+1 counter on target creature.  

Foreshadow 
1U   
Instant    
Name a card. Target opponent puts the top card from his or her library into his or her graveyard. If it's the named card, you draw a card.
Draw a card at the beginning of the next turn's upkeep.  

Foresight 
1U   
Sorcery    
Search your library for three cards, remove them from the game, then shuffle your library.
Draw a card at the beginning of the next turn's upkeep.  

Forest 
Basic Land - Forest   
[G]  

Forest Bear 
1G   
Creature - Bear   
2/2   
  

Forethought Amulet 
5   
Artifact    
If an instant or sorcery spell would deal 3 or more damage to you, it deals 2 damage to you instead.
At the beginning of your upkeep, sacrifice Forethought Amulet unless you pay 3.  

Forge Armor 
4R   
Instant    
As an additional cost to play Forge Armor, sacrifice an artifact.
Put X +1/+1 counters on target creature, where X is the sacrificed artifact's converted mana cost.  

Forget 
UU   
Sorcery    
Target player discards two cards, then draws as many cards as he or she discarded this way.  

Forgotten Ancient 
3G   
Creature - Elemental   
0/3   
Whenever a player plays a spell, you may put a +1/+1 counter on Forgotten Ancient.
At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures.  

Forgotten Cave 
Land    
Forgotten Cave comes into play tapped.
T: Add R to your mana pool.
Cycling R (R, Discard this card: Draw a card.)  

Forgotten Harvest 
1G   
Enchantment    
At the beginning of your upkeep, you may remove a land card in your graveyard from the game. If you do, put a +1/+1 counter on target creature.  

Forgotten Lore 
G   
Sorcery    
An opponent chooses a card in your graveyard. You may pay G. If you do, that opponent chooses a card not already chosen for Forgotten Lore. You may repeat this process any number of times. Put the last chosen card in your hand.  

Foriysian Brigade 
3W   
Creature - Soldier   
2/4   
Foriysian Brigade may block two creatures each combat.  

Fork 
RR   
Instant    
Put a copy of target instant or sorcery spell onto the stack, except that it copies Fork's color and you may choose new targets for the copy.  

Forked Lightning 
3R   
Sorcery    
Forked Lightning deals 4 damage divided as you choose among one, two, or three target creatures.  

Forked-Branch Garami 
3GG   
Creature - Spirit   
4/4   
Soulshift 4, soulshift 4 (When this is put into a graveyard from play, you may return up to two target Spirit cards with converted mana cost 4 or less from your graveyard to your hand.)  

Form of the Dragon 
4RRR   
Enchantment    
At the beginning of your upkeep, Form of the Dragon deals 5 damage to target creature or player.
At the end of each turn, your life total becomes 5.
Creatures without flying can't attack you.  

Formation 
1W   
Instant    
Target creature gains banding until end of turn.
Draw a card at the beginning of the next turn's upkeep.  

Forsaken City 
Land    
Forsaken City doesn't untap during your untap step.
At the beginning of your upkeep, you may remove a card in your hand from the game. If you do, untap Forsaken City.
T: Add one mana of any color to your mana pool.  

Forsaken Wastes 
2B   
World Enchantment    
If a player would gain life, that player gains no life instead.
At the beginning of each player's upkeep, that player loses 1 life.
When Forsaken Wastes becomes the target of a spell, that spell's controller loses 5 life.  

Fortified Area 
1WW   
Enchantment    
Walls you control get +1/+0 and have banding.  

Fortitude 
1G   
Enchant Creature    
When Fortitude is put into a graveyard from play, return Fortitude to its owner's hand.
Sacrifice a Forest: Regenerate enchanted creature.  

Foster 
2GG   
Enchantment    
Whenever a creature you control is put into a graveyard from play, you may pay 1. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard.  

Foul Familiar 
2B   
Creature - Spirit   
3/1   
Foul Familiar can't block.
B, Pay 1 life: Return Foul Familiar to its owner's hand.  

Foul Imp 
BB   
Creature - Imp   
2/2   
Flying
When Foul Imp comes into play, you lose 2 life.  

Foul Presence 
2B   
Enchant Creature    
Enchanted creature gets -1/-1 and has "T: Target creature gets -1/-1 until end of turn."  

Foul Spirit 
2B   
Creature - Spirit   
3/2   
Flying
When Foul Spirit comes into play, sacrifice a land.  

Fountain of Cho 
Land    
Fountain of Cho comes into play tapped.
T: Put a storage counter on Fountain of Cho.
T, Remove any number of storage counters from Fountain of Cho: Add W to your mana pool for each storage counter removed this way.  

Fountain of Youth 
0   
Artifact    
2, T: You gain 1 life.  

Fountain Watch 
3WW   
Creature - Guardian   
2/4   
Artifacts and enchantments you control can't be the target of spells or abilities.  

Foxfire 
2G   
Instant    
Untap target attacking creature. Prevent all combat damage that would be dealt to or dealt by that creature this turn.
Draw a card at the beginning of the next turn's upkeep.  

Fractured Loyalty 
1R   
Enchant Creature    
Whenever enchanted creature becomes the target of a spell or ability, that spell or ability's controller gains control of that creature. (This effect doesn't end at end of turn.)  

Frankenstein's Monster 
XBB   
Creature - Monster   
0/1   
As Frankenstein's Monster comes into play, remove X creature cards in your graveyard from the game. If you can't, put Frankenstein's Monster into its owner's graveyard instead of into play. For each creature card removed this way, Frankenstein's Monster comes into play with a +2/+0, +1/+1, or +0/+2 counter.  

Frantic Purification 
2W   
Instant    
Destroy target enchantment.
Madness W (You may play this card for its madness cost at the time you discard it.)  

Frantic Search 
2U   
Instant    
Draw two cards, then discard two cards.
Untap up to three lands.  

Freed from the Real 
2U   
Enchant Creature    
U: Tap enchanted creature.
U: Untap enchanted creature.  

Freewind Falcon 
1W   
Creature - Bird   
1/1   
Flying, protection from red  

Frenetic Efreet 
1UR   
Creature - Efreet   
2/1   
Flying
0: If Frenetic Efreet is in play, flip a coin. If you win the flip, Frenetic Efreet phases out. If you lose the flip, sacrifice Frenetic Efreet.  

Frenetic Ogre 
4R   
Creature - Ogre   
2/3   
R, Discard a card at random: Frenetic Ogre gets +3/+0 until end of turn.  

Frenetic Raptor 
5R   
Creature - Beast   
6/6   
Beasts can't block.  

Frenzied Tilling 
3RG   
Sorcery    
Destroy target land. Search your library for a basic land card and put that card into play tapped. Then shuffle your library.  

Fresh Volunteers 
1W   
Creature - Rebel   
2/2   
  

Freyalise Supplicant 
1G   
Creature - Cleric   
1/1   
T, Sacrifice a red or white creature: Freyalise Supplicant deals to target creature or player damage equal to half the sacrificed creature's power, rounded down.  

Freyalise's Charm 
GG   
Enchantment    
Whenever an opponent plays a black spell, you may pay GG. If you do, you draw a card.
GG: Return Freyalise's Charm to its owner's hand.  

Freyalise's Winds 
2GG   
Enchantment    
Whenever a permanent becomes tapped, put a wind counter on it. That permanent gains "This permanent doesn't untap during your untap step if it has a wind counter on it" and "At the beginning of your upkeep, remove a wind counter from this permanent."  

Frightcrawler 
1B   
Creature - Horror   
1/1   
Fear
Threshold - Frightcrawler gets +2/+2 and can't block. (You have threshold as long as seven or more cards are in your graveyard.)  

Frightshroud Courier 
2B   
Creature - Zombie   
2/1   
You may choose not to untap Frightshroud Courier during your untap step.
2B, T: As long as Frightshroud Courier remains tapped, target Zombie gets +2/+2 and has fear.  

Frog Tongue 
G   
Enchant Creature    
When Frog Tongue comes into play, draw a card.
Enchanted creature may block as though it had flying.  

Frogmite 
4   
Artifact Creature    
2/2   
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)  

Frontline Strategist 
W   
Creature - Soldier   
1/1   
Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Frontline Strategist is turned face up, prevent all combat damage non-Soldiers would deal this turn.  

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

Frost Ogre 
3RR   
Creature - Ogre Warrior   
5/3   
  

Frostling 
R   
Creature - Spirit   
1/1   
Sacrifice Frostling: Frostling deals 1 damage to target creature.  

Frostwielder 
2RR   
Creature - Human Shaman   
1/2   
T: Frostwielder deals 1 damage to target creature or player.
If a creature dealt damage by Frostwielder this turn would be put into a graveyard, remove it from the game instead.  

Frozen Shade 
2B   
Creature - Shade   
0/1   
B: Frozen Shade gets +1/+1 until end of turn.  

Frozen Solid 
1UU   
Enchant Creature    
Enchanted creature doesn't untap during its controller's untap step.
When damage is dealt to enchanted creature, destroy it.  

Fruition 
G   
Sorcery    
You gain 1 life for each Forest in play.  

Fugitive Druid 
3G   
Creature - Druid   
3/2   
Whenever Fugitive Druid becomes the target of an enchantment spell, you draw a card.  

Fugitive Wizard 
U   
Creature - Wizard   
1/1   
  

Fugue 
3BB   
Sorcery    
Target player discards three cards.  

Fumarole 
3BR   
Sorcery    
As an additional cost to play Fumarole, pay 3 life.
Destroy target creature and target land.  

Fumiko the Lowblood 
2RR   
Legendary Creature - Human Samurai   
3/2   
Fumiko the Lowblood has bushido X, where X is the number of attacking creatures. (When this blocks or becomes blocked, it gets +X/+X until end of turn.)
Creatures your opponents control attack each turn if able.  

Funeral Charm 
B   
Instant    
Choose one - Target player discards a card; or target creature gets +2/-1 until end of turn; or target creature gains swampwalk until end of turn.  

Funeral March 
1BB   
Enchant Creature    
When enchanted creature leaves play, its controller sacrifices a creature.  

Funeral Pyre 
W   
Instant    
Remove target card in a graveyard from the game. Its owner puts a 1/1 white Spirit creature token with flying into play.  

Fungal Bloom 
GG   
Enchantment    
GG: Put a spore counter on target Fungus.  

Fungal Shambler 
4GUB   
Creature - Beast   
6/4   
Trample
Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card.  

Fungus Elemental 
3G   
Creature - Elemental   
3/3   
G, Sacrifice a Forest: Put a +2/+2 counter on Fungus Elemental. Play this ability only if Fungus Elemental came into play this turn.  

Fungusaur 
3G   
Creature - Fungusaur   
2/2   
Whenever Fungusaur is dealt damage, put a +1/+1 counter on it.  

Furious Assault 
2R   
Enchantment    
Whenever you play a creature spell, Furious Assault deals 1 damage to target player.  

Furnace Brood 
3R   
Creature - Elemental   
3/3   
R: Target creature can't be regenerated this turn.  

Furnace Dragon 
6RRR   
Creature - Dragon   
5/5   
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying
When Furnace Dragon comes into play, if you played it from your hand, remove all artifacts from the game.  

Furnace of Rath 
1RRR   
Enchantment    
If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead.  

Furnace Spirit 
2R   
Creature - Spirit   
1/1   
Haste
R: Furnace Spirit gets +1/+0 until end of turn.  

Furnace Whelp 
2RR   
Creature - Dragon   
2/2   
Flying
R: Furnace Whelp gets +1/+0 until end of turn.  

Future Sight 
2UUU   
Enchantment    
Play with the top card of your library revealed.
You may play the top card of your library as though it were in your hand.  

Fylamarid 
1UU   
Creature - Beast   
1/3   
Flying
Fylamarid can't be blocked by blue creatures.
U: Target creature becomes blue until end of turn.  

Fylgja 
W   
Enchant Creature    
Fylgja comes into play with four healing counters on it.
Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn.
2W: Put a healing counter on Fylgja.  

Fyndhorn Bow 
2   
Artifact    
3, T: Target creature gains first strike until end of turn.  

Fyndhorn Brownie 
2G   
Creature - Brownie   
1/1   
2G, T: Untap target creature.  

Fyndhorn Druid 
2G   
Creature - Druid   
2/2   
When Fyndhorn Druid is put into a graveyard from play, if it was blocked this turn, you gain 4 life.  

Fyndhorn Elder 
2G   
Creature - Elf   
1/1   
T: Add GG to your mana pool.  

Fyndhorn Elves 
G   
Creature - Elf   
1/1   
T: Add G to your mana pool.  

Fyndhorn Pollen 
2G   
Enchantment    
Cumulative upkeep 1
All creatures get -1/-0.
1G: All creatures get -1/-0 until end of turn.  

Gabriel Angelfire 
3GGWW   
Legendary Creature    
4/4   
At the beginning of your upkeep, choose flying, first strike, trample, or rampage 3. Gabriel Angelfire gains that ability until your next upkeep.  

Gaea's Avenger 
1GG   
Creature - Gaea's-Avenger   
1+*/1+*   
Gaea's Avenger's power and toughness are each equal to 1 plus the number of artifacts your opponents control.  

Gaea's Balance 
3G   
Sorcery    
As an additional cost to play Gaea's Balance, sacrifice five lands.
Search your library for a land card of each basic land type and put them into play. Then shuffle your library.  

Gaea's Blessing 
1G   
Sorcery    
Target player shuffles up to three target cards from his or her graveyard into his or her library.
Draw a card.
When Gaea's Blessing is put into your graveyard from your library, shuffle your graveyard into your library.  

Gaea's Bounty 
2G   
Sorcery    
Search your library for up to two Forest cards, reveal those cards, and put them into your hand. Then shuffle your library.  

Gaea's Cradle 
Legendary Land    
T: Add G to your mana pool for each creature you control.  

Gaea's Embrace 
2GG   
Enchant Creature    
Enchanted creature gets +3/+3 and has trample.
G: Regenerate enchanted creature.  

Gaea's Herald 
1G   
Creature - Elf   
1/1   
Creature spells can't be countered.  

Gaea's Liege 
3GGG   
Creature - Gaea's-Liege   
*/*   
As long as Gaea's Liege isn't attacking, its power and toughness are each equal to the number of Forests you control. As long as Gaea's Liege is attacking, its power and toughness are each equal to the number of Forests defending player controls.
T: Target land becomes a Forest until Gaea's Liege leaves play.  

Gaea's Might 
G   
Instant    
Target creature gets +1/+1 until end of turn for each basic land type among lands you control.  

Gaea's Skyfolk 
GU   
Creature - Elf Merfolk   
2/2   
Flying  

Gaea's Touch 
GG   
Enchantment    
You may play an additional land during your turn if that land is a basic Forest.
Sacrifice Gaea's Touch: Add GG to your mana pool.  

Gainsay 
1U   
Instant    
Counter target blue spell.  

Gale Force 
4G   
Sorcery    
Gale Force deals 5 damage to each creature with flying.  

Galina's Knight 
WU   
Creature - Merfolk Knight   
2/2   
Protection from red  

Gallantry 
1W   
Instant    
Target blocking creature gets +4/+4 until end of turn.
Draw a card.  

Gallowbraid 
3BB   
Legendary Creature    
5/5   
Cumulative upkeep-Pay 1 life.
Trample  

Galvanic Key 
2   
Artifact    
You may play Galvanic Key any time you could play an instant.
3, T: Untap target artifact.  

Gamble 
R   
Sorcery    
Search your library for a card, put that card into your hand, then discard a card at random. Then shuffle your library.  

Game of Chaos 
RRR   
Sorcery    
Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life. If you lose the flip, you lose 1 life and that opponent gains 1 life. The winner of each flip decides whether to flip again. Double the life stakes with each flip.  

Game Preserve 
2G   
Enchantment    
At the beginning of your upkeep, each player reveals the top card of his or her library. If all cards revealed this way are creature cards, put those cards into play under their owners' control. (Otherwise, put them back face-down on top of their owners' libraries.)  

Gamekeeper 
3G   
Creature - Elf   
2/2   
When Gamekeeper is put into a graveyard from play, you may remove Gamekeeper from the game. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into play and put the other cards revealed this way into your graveyard.  

Gang of Elk 
5G   
Creature - Beast   
5/4   
Whenever Gang of Elk becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.  

Gangrenous Goliath 
3BB   
Creature - Zombie Giant   
4/4   
Tap three untapped Clerics you control: Return Gangrenous Goliath from your graveyard to your hand.  

Gangrenous Zombies 
1BB   
Creature - Zombie   
2/2   
T, Sacrifice Gangrenous Zombies: Gangrenous Zombies deals 1 damage to each creature and each player. If you control a snow-covered Swamp, Gangrenous Zombies deals 2 damage to each creature and each player instead.  

Gargantuan Gorilla 
4GGG   
Creature - Ape   
7/7   
At the beginning of your upkeep, sacrifice Gargantuan Gorilla unless you sacrifice a Forest. If you sacrifice Gargantuan Gorilla this way, it deals 7 damage to you. If you sacrifice a snow-covered Forest this way, Gargantuan Gorilla gains trample until end of turn.
T: Gargantuan Gorilla deals damage equal to its power to target creature. That creature deals damage equal to its power to Gargantuan Gorilla.  

Gaseous Form 
2U   
Enchant Creature    
Prevent all combat damage that would be dealt to and dealt by enchanted creature.  

Gate to Phyrexia 
BB   
Enchantment    
Sacrifice a creature: Destroy target artifact. Play this ability only during your upkeep and only once each turn.  

Gate to the ther 
6   
Artifact    
At the beginning of each player's upkeep, that player reveals the top card of his or her library. If it's an artifact, creature, enchantment, or land card, the player may put it into play.  

Gauntlet of Might 
4   
Artifact    
Red creatures get +1/+1.
Whenever a Mountain is tapped for mana, its controller adds R to his or her mana pool.  

Gauntlets of Chaos 
5   
Artifact    
5, Sacrifice Gauntlets of Chaos: Exchange control of target artifact, creature, or land an opponent controls and a permanent you control if they share one of those types. Destroy all enchantments on those permanents. (This effect doesn't end at end of turn.)  

Gaze of Adamaro 
2RR   
Instant - Arcane   
Gaze of Adamaro deals damage equal to the number of cards in target player's hand to that player.  

Gaze of Pain 
1B   
Sorcery    
Until end of turn, whenever a creature you control attacks and isn't blocked, you may choose to have it deal damage equal to its power to a target creature. If you do, it deals no combat damage this turn.  

Gemini Engine 
6   
Artifact Creature    
3/4   
Whenever Gemini Engine attacks, put an attacking Twin artifact creature token into play. Its power is equal to Gemini Engine's power and its toughness is equal to Gemini Engine's toughness. Sacrifice the token at end of combat.  

Gempalm Avenger 
5W   
Creature - Soldier   
3/5   
Cycling 2W (2W, Discard this card: Draw a card.)
When you cycle Gempalm Avenger, all Soldiers get +1/+1 and gain first strike until end of turn.  

Gempalm Incinerator 
2R   
Creature - Goblin   
2/1   
Cycling 1R (1R, Discard this card: Draw a card.)
When you cycle Gempalm Incinerator, you may have it deal X damage to target creature, where X is the number of Goblins in play.  

Gempalm Polluter 
5B   
Creature - Zombie   
4/3   
Cycling BB (BB, Discard this card: Draw a card.)
When you cycle Gempalm Polluter, you may have target player lose 1 life for each Zombie in play.  

Gempalm Sorcerer 
2U   
Creature - Wizard   
2/2   
Cycling 2U (2U, Discard this card: Draw a card.)
When you cycle Gempalm Sorcerer, all Wizards gain flying until end of turn.  

Gempalm Strider 
1G   
Creature - Elf   
2/2   
Cycling 2GG (2GG, Discard this card: Draw a card.)
When you cycle Gempalm Strider, all Elves get +2/+2 until end of turn.  

Gemstone Array 
4   
Artifact    
2: Put a charge counter on Gemstone Array.
Remove a charge counter from Gemstone Array: Add one mana of any color to your mana pool.  

Gemstone Mine 
Land    
Gemstone Mine comes into play with three mining counters on it.
T, Remove a mining counter from Gemstone Mine: Add one mana of any color to your mana pool. If there are no mining counters on Gemstone Mine, sacrifice it.  

General Jarkeld 
3W   
Legendary Creature    
1/2   
T: Switch the blocking creatures of two target attacking creatures. Play this ability only during the declare blockers step.  

General's Kabuto 
4   
Artifact - Equipment   
Equipped creature can't be the target of spells or abilities.
Prevent all combat damage that would be dealt to equipped creature.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)  

General's Regalia 
3   
Artifact    
3: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature you control instead.  

Genesis 
4G   
Creature - Incarnation   
4/4   
At the beginning of your upkeep, if Genesis is in your graveyard, you may pay 2G. If you do, return target creature card from your graveyard to your hand.  

Genesis Chamber 
2   
Artifact    
Whenever a nontoken creature comes into play, if Genesis Chamber is untapped, that creature's controller puts a 1/1 Myr artifact creature token into play.  

Genju of the Cedars 
G   
Enchant Forest    
2: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land.
When enchanted Forest is put into a graveyard, you may return Genju of the Cedars from your graveyard to your hand.  

Genju of the Falls 
U   
Enchant Island    
2: Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land.
When enchanted Island is put into a graveyard, you may return Genju of the Falls from your graveyard to your hand.  

Genju of the Fens 
B   
Enchant Swamp    
2: Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with "B: This creature gets +1/+1 until end of turn." It's still a land.
When enchanted Swamp is put into a graveyard, you may return Genju of the Fens from your graveyard to your hand.  

Genju of the Fields 
W   
Enchant Plains    
2: Until end of turn, enchanted Plains becomes a 2/5 white Spirit creature with "Whenever this creature deals damage, you gain that much life." It's still a land.
When enchanted Plains is put into a graveyard, you may return Genju of the Fields from your graveyard to your hand.  

Genju of the Realm 
WUBRG   
Legendary Enchant Land    
2: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land.
When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.  

Genju of the Spires 
R   
Enchant Mountain    
2: Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land.
When enchanted Mountain is put into a graveyard, you may return Genju of the Spires from your graveyard to your hand.  

Geothermal Crevice 
Land    
Geothermal Crevice comes into play tapped.
T: Add R to your mana pool.
T, Sacrifice Geothermal Crevice: Add BG to your mana pool.  

Gerrard Capashen 
3WW   
Legendary Creature    
3/4   
At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand.
3W: Tap target creature. Play this ability only if Gerrard Capashen is attacking.  

Gerrard's Battle Cry 
W   
Enchantment    
2W: Creatures you control get +1/+1 until end of turn.  

Gerrard's Command 
GW   
Instant    
Untap target creature. It gets +3/+3 until end of turn.  

Gerrard's Irregulars 
4R   
Creature - Soldier   
4/2   
Trample; haste  

Gerrard's Verdict 
WB   
Sorcery    
Target player discards two cards. You gain 3 life for each land card discarded this way.  

Gerrard's Wisdom 
2WW   
Sorcery    
You gain 2 life for each card in your hand.  

Geth's Grimoire 
4   
Artifact    
Whenever an opponent discards a card, you may draw a card.  

Ghastly Demise 
B   
Instant    
Destroy target nonblack creature if its toughness is less than or equal to the number of cards in your graveyard.  

Ghastly Remains 
BBB   
Creature - Zombie   
0/0   
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.)
At the beginning of your upkeep, if Ghastly Remains is in your graveyard, you may pay BBB. If you do, return Ghastly Remains to your hand.  

Ghazbn Ogre 
G   
Creature - Ogre   
2/2   
At the beginning of your upkeep, if a player has more life than any other, that player gains control of Ghazbn Ogre.  

Ghitu Encampment 
Land    
Ghitu Encampment comes into play tapped.
T: Add R to your mana pool.
1R: Ghitu Encampment becomes a 2/1 red creature with first strike until end of turn. It's still a land.  

Ghitu Fire 
XR   
Sorcery    
You may play Ghitu Fire any time you could play an instant if you pay 2 more to play it.
Ghitu Fire deals X damage to target creature or player.  

Ghitu Fire-Eater 
2R   
Creature - Nomad   
2/2   
T, Sacrifice Ghitu Fire-Eater: Ghitu Fire-Eater deals damage equal to its power to target creature or player.  

Ghitu Slinger 
2R   
Creature - Nomad   
2/2   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Ghitu Slinger comes into play, it deals 2 damage to target creature or player.  

Ghitu War Cry 
2R   
Enchantment    
R: Target creature gets +1/+0 until end of turn.  

Ghost Hounds 
1B   
Creature - Hound   
1/1   
Vigilance
Whenever Ghost Hounds blocks or becomes blocked by a white creature, Ghost Hounds gains first strike until end of turn.  

Ghost Ship 
2UU   
Creature - Ship   
2/4   
Flying
UUU: Regenerate Ghost Ship.  

Ghost Town 
Land    
T: Add 1 to your mana pool.
0: Return Ghost Town to its owner's hand. Play this ability only during another player's turn.  

Ghosthelm Courier 
2U   
Creature - Wizard   
2/1   
You may choose not to untap Ghosthelm Courier during your untap step.
2U, T: As long as Ghosthelm Courier remains tapped, target Wizard gets +2/+2 and can't be the target of spells or abilities.  

Ghost-Lit Nourisher 
2G   
Creature - Spirit   
2/1   
2G, T: Target creature gets +2/+2 until end of turn.
Channel - 3G, Discard Ghost-Lit Nourisher: Target creature gets +4/+4 until end of turn.  

Ghost-Lit Raider 
2R   
Creature - Spirit   
2/1   
2R, T: Ghost-Lit Raider deals 2 damage to target creature.
Channel - 3R, Discard Ghost-Lit Raider: Ghost-Lit Raider deals 4 damage to target creature.  

Ghost-Lit Redeemer 
W   
Creature - Spirit   
1/1   
W, T: You gain 2 life.
Channel - 1W, Discard Ghost-Lit Redeemer: You gain 4 life.  

Ghost-Lit Stalker 
B   
Creature - Spirit   
1/1   
4B, T: Target player discards two cards. Play this ability only any time you could play a sorcery.
Channel - 5BB, Discard Ghost-Lit Stalker: Target player discards four cards. Play this ability only any time you could play a sorcery.  

Ghost-Lit Warder 
1U   
Creature - Spirit   
1/1   
3U, T: Counter target spell unless its controller pays 2.
Channel - 3U, Discard Ghost-Lit Warder: Counter target spell unless its controller pays 4.  

Ghostly Flame 
BR   
Enchantment    
Black and/or red permanents and spells are colorless sources of damage.  

Ghostly Prison 
2W   
Enchantment    
Creatures can't attack you unless their controller pays 2 for each creature attacking you. (This cost is paid as attackers are declared.)  

Ghostly Visit 
2B   
Sorcery    
Destroy target nonblack creature.  

Ghostly Wings 
1U   
Enchant Creature    
Enchanted creature gets +1/+1 and has flying.
Discard a card: Return enchanted creature to its owner's hand.  

Ghosts of the Damned 
1BB   
Creature - Ghost   
0/2   
T: Target creature gets -1/-0 until end of turn.  

Ghoul's Feast 
1B   
Instant    
Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard.  

Giant Albatross 
1U   
Creature - Albatross   
1/1   
Flying
When Giant Albatross is put into a graveyard from play, you may pay 1U. If you do, for each creature that dealt damage to Giant Albatross this turn, destroy that creature unless its controller pays 2 life. A creature destroyed this way can't be regenerated.  

Giant Badger 
1GG   
Creature - Badger   
2/2   
Whenever Giant Badger blocks, it gets +2/+2 until end of turn.  

Giant Caterpillar 
3G   
Creature - Insect   
3/3   
G, Sacrifice Giant Caterpillar: Put a 1/1 green Butterfly creature token with flying into play at end of turn.  

Giant Cockroach 
3B   
Creature - Insect   
4/2   
  

Giant Crab 
4U   
Creature - Crab   
3/3   
U: Giant Crab can't be the target of spells or abilities this turn.  

Giant Growth 
G   
Instant    
Target creature gets +3/+3 until end of turn.  

Giant Mantis 
3G   
Creature - Mantis   
2/4   
Giant Mantis may block as though it had flying.  

Giant Octopus 
3U   
Creature - Octopus   
3/3   
  

Giant Oyster 
2UU   
Creature - Oyster   
0/3   
You may choose not to untap Giant Oyster during your untap step.
T: As long as Giant Oyster remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your upkeeps, put a -1/-1 counter on that creature. When Giant Oyster becomes untapped or leaves play, remove all -1/-1 counters from the creature.  

Giant Shark 
5U   
Creature - Shark   
4/4   
Giant Shark can't attack unless defending player controls an Island.
Whenever Giant Shark blocks or becomes blocked by a creature that has been dealt damage this turn, Giant Shark gets +2/+0 and gains trample until end of turn.
When you control no Islands, sacrifice Giant Shark.  

Giant Slug 
1B   
Creature - Slug   
1/1   
5: At the beginning of your next upkeep, Giant Slug gains landwalk for a basic land type of your choice until the end of that turn.  

Giant Spider 
3G   
Creature - Spider   
2/4   
Giant Spider may block as though it had flying.  

Giant Strength 
RR   
Enchant Creature    
Enchanted creature gets +2/+2.  

Giant Tortoise 
1U   
Creature - Tortoise   
1/1   
Giant Tortoise gets +0/+3 as long as it's untapped.  

Giant Trap Door Spider 
1RG   
Creature - Spider   
2/3   
1RG, T: Remove from the game Giant Trap Door Spider and target creature without flying that's attacking you.  

Giant Turtle 
1GG   
Creature - Turtle   
2/4   
Giant Turtle can't attack if it attacked during your last turn.  

Giant Warthog 
5G   
Creature - Beast   
5/5   
Trample  

Gibbering Hyenas 
2G   
Creature - Hyena   
3/2   
Gibbering Hyenas can't block black creatures.  

Gibbering Kami 
3B   
Creature - Spirit   
2/2   
Flying
Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)  

Gift of Estates 
1W   
Sorcery    
If an opponent has more lands in play than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library.  

Gift of the Woods 
G   
Enchant Creature    
Whenever enchanted creature blocks or becomes blocked, enchanted creature gets +0/+3 until end of turn and you gain 1 life.  

Gifts Ungiven 
3U   
Instant    
Search your library for four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle your library.  

Gigapede 
3GG   
Creature - Insect   
6/1   
Gigapede can't be the target of spells or abilities.
At the beginning of your upkeep, if Gigapede is in your graveyard, you may discard a card. If you do, return Gigapede to your hand.  

Gilded Drake 
1U   
Creature - Drake   
3/3   
Flying
When Gilded Drake comes into play, choose one - sacrifice Gilded Drake; or exchange control of Gilded Drake and target creature an opponent controls. If you can't make the exchange, sacrifice Gilded Drake. This ability can't be countered. (This effect doesn't end at end of turn.)  

Gilded Light 
1W   
Instant    
You can't be the target of spells or abilities this turn.
Cycling 2 (2, Discard this card: Draw a card.)  

Gilded Lotus 
5   
Artifact    
T: Add three mana of any one color to your mana pool.  

Glacial Chasm 
Land    
Cumulative upkeep-Pay 2 life.
If Glacial Chasm would come into play, sacrifice a land instead. If you do, put Glacial Chasm into play. If you don't, put it into its owner's graveyard.
Skip your combat phase.
Prevent all damage that would be dealt to you.  

Glacial Crevasses 
2R   
Enchantment    
Sacrifice a snow-covered Mountain: Prevent all combat damage that would be dealt this turn.  

Glacial Ray 
1R   
Instant - Arcane   
Glacial Ray deals 2 damage to target creature or player.
Splice onto Arcane 1R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Glacial Wall 
2U   
Creature - Wall   
0/7   
Defender (This creature can't attack.)  

Glaciers 
2WU   
Enchantment    
At the beginning of your upkeep, sacrifice Glaciers unless you pay WU.
All Mountains are Plains.  

Glade Gnarr 
5G   
Creature - Beast   
4/4   
Whenever a player plays a blue spell, Glade Gnarr gets +2/+2 until end of turn.  

Glarecaster 
4WW   
Creature - Bird Cleric   
3/3   
Flying
5W: The next time damage would be dealt to Glarecaster or you this turn, that damage is dealt to target creature or player instead.  

Glasses of Urza 
1   
Artifact    
T: Look at target player's hand.  

Gliding Licid 
2U   
Creature - Licid   
2/2   
U, T: Gliding Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has flying" and "U: End the effect that created this ability."  

Glimmering Angel 
3W   
Creature - Angel   
2/2   
Flying
U: Glimmering Angel can't be the target of spells or abilities this turn.  

Glimmervoid 
Land    
At end of turn, if you control no artifacts, sacrifice Glimmervoid.
T: Add one mana of any color to your mana pool.  

Glimpse of Nature 
G   
Sorcery    
Whenever you play a creature spell this turn, draw a card.  

Glintwing Invoker 
4U   
Creature - Wizard Mutant   
3/3   
7U: Glintwing Invoker gets +3/+3 and gains flying until end of turn.  

Glissa Sunseeker 
2GG   
Legendary Creature - Elf   
3/2   
First strike
T: Destroy target artifact if its converted mana cost is equal to the amount of mana in your mana pool.  

Glitterfang 
R   
Creature - Spirit   
1/1   
Haste
At end of turn, return Glitterfang to its owner's hand.  

Glittering Lion 
2W   
Creature - Cat   
2/2   
Prevent all damage that would be dealt to Glittering Lion.
3: Until end of turn, Glittering Lion loses "Prevent all damage that would be dealt to Glittering Lion." Any player may play this ability.  

Glittering Lynx 
W   
Creature - Cat   
1/1   
Prevent all damage that would be dealt to Glittering Lynx.
2: Until end of turn, Glittering Lynx loses "Prevent all damage that would be dealt to Glittering Lynx." Any player may play this ability.  

Global Ruin 
4W   
Sorcery    
Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest.  

Gloom 
2B   
Enchantment    
White spells cost an additional 3 to play.
Activated abilities of white enchantments cost an additional 3 to play.  

Gloomdrifter 
3B   
Creature - Minion   
2/2   
Flying
Threshold - When Gloomdrifter comes into play, nonblack creatures get -2/-2 until end of turn. (You have threshold if seven or more cards are in your graveyard.)  

Glorious Anthem 
1WW   
Enchantment    
Creatures you control get +1/+1.  

Glory 
3WW   
Creature - Incarnation   
3/3   
Flying
2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard.  

Glory Seeker 
1W   
Creature - Soldier   
2/2   
  

Glowering Rogon 
5G   
Creature - Beast   
4/4   
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Beast card you reveal in your hand.)  

Glowing Anemone 
3U   
Creature - Beast   
1/3   
When Glowing Anemone comes into play, you may return target land to its owner's hand.  

Glowrider 
2W   
Creature - Cleric   
2/1   
Noncreature spells cost 1 more to play.  

Gluttonous Zombie 
4B   
Creature - Zombie   
3/3   
Fear  

Glyph of Delusion 
U   
Instant    
Put X glyph counters on target creature that target Wall blocked this turn, where X is the power of that blocked creature. The creature gains "This creature doesn't untap during your untap step if it has a glyph counter on it" and "At the beginning of your upkeep, remove a glyph counter from this creature."  

Glyph of Destruction 
R   
Instant    
Target blocking Wall you control gets +10/+0 until end of combat. Prevent all damage that would be dealt to it this turn. Destroy it at end of turn.  

Glyph of Doom 
B   
Instant    
At end of combat, destroy all creatures that were blocked by target Wall this turn.  

Glyph of Life 
W   
Instant    
Choose target Wall. Until end of turn, whenever an attacking creature deals damage to that Wall, you gain that much life.  

Glyph of Reincarnation 
G   
Instant    
Play only during the end of combat step.
Destroy all creatures that were blocked by target Wall this turn. They can't be regenerated. For each creature put into a graveyard this way, choose a creature card from the graveyard of that creature's controller and return that card to play under its owner's control.  

Gnarled Mass 
1GG   
Creature - Spirit   
3/3   
  

Gnat Miser 
B   
Creature - Rat Shaman   
1/1   
Each opponent's maximum hand size is reduced by one.  

Goblin Archaeologist 
1R   
Creature - Goblin Artificer   
1/2   
R, T: Flip a coin. If you win the flip, destroy target artifact and untap Goblin Archaeologist. If you lose the flip, sacrifice Goblin Archaeologist.  

Goblin Artisans 
R   
Creature - Goblin   
1/1   
T: Flip a coin. If you win the flip, draw a card. Otherwise, counter target artifact spell you control that isn't the target of an ability from another creature named Goblin Artisans.  

Goblin Assassin 
3RR   
Creature - Goblin Assassin   
2/2   
Whenever Goblin Assassin or another Goblin comes into play, each player flips a coin. Each player whose coin comes up tails sacrifices a creature.  

Goblin Balloon Brigade 
R   
Creature - Goblin   
1/1   
R: Goblin Balloon Brigade gains flying until end of turn.  

Goblin Berserker 
3R   
Creature - Goblin   
2/2   
First strike; haste  

Goblin Bomb 
1R   
Enchantment    
At the beginning of your upkeep, you may flip a coin. If you win the flip, put a fuse counter on Goblin Bomb. If you lose the flip, remove a fuse counter from Goblin Bomb.
Remove five fuse counters from Goblin Bomb, Sacrifice Goblin Bomb: Goblin Bomb deals 20 damage to target player.  

Goblin Bombardment 
1R   
Enchantment    
Sacrifice a creature: Goblin Bombardment deals 1 damage to target creature or player.  

Goblin Brawler 
2R   
Creature - Goblin Warrior   
2/2   
First strike
Goblin Brawler can't be equipped.  

Goblin Brigand 
1R   
Creature - Goblin   
2/2   
Goblin Brigand attacks each turn if able.  

Goblin Bully 
1R   
Creature - Goblin   
2/1   
  

Goblin Burrows 
Land    
T: Add 1 to your mana pool.
1R, T: Target Goblin gets +2/+0 until end of turn.  

Goblin Cadets 
R   
Creature - Goblin   
2/1   
Whenever Goblin Cadets blocks or becomes blocked, target opponent gains control of it. (This removes Goblin Cadets from combat.)  

Goblin Cannon 
4   
Artifact    
2: Goblin Cannon deals 1 damage to target creature or player. Sacrifice Goblin Cannon.  

Goblin Cavaliers 
2R   
Creature - Goblin   
3/2   
  

Goblin Caves 
1RR   
Enchant Land    
If enchanted land is a Mountain, all Goblins get +0/+2.  

Goblin Charbelcher 
4   
Artifact    
3, T: Reveal cards from the top of your library until you reveal a land card. Goblin Charbelcher deals damage equal to the number of nonland cards revealed this way to target creature or player. If the revealed land card was a Mountain, Goblin Charbelcher deals double that damage instead. Put the revealed cards on the bottom of your library in any order.  

Goblin Chariot 
2R   
Creature - Goblin   
2/2   
Haste  

Goblin Chirurgeon 
R   
Creature - Goblin   
0/2   
Sacrifice a Goblin: Regenerate target creature.  

Goblin Clearcutter 
3R   
Creature - Goblin   
3/3   
T, Sacrifice a Forest: Add three mana in any combination of red and/or green to your mana pool.  

Goblin Cohort 
R   
Creature - Goblin Warrior   
2/2   
Goblin Cohort can't attack unless you've played a creature spell this turn.  

Goblin Commando 
4R   
Creature - Goblin   
2/2   
When Goblin Commando comes into play, it deals 2 damage to target creature.  

Goblin Digging Team 
R   
Creature - Goblin   
1/1   
T, Sacrifice Goblin Digging Team: Destroy target Wall.  

Goblin Dirigible 
6   
Artifact Creature    
4/4   
Flying
Goblin Dirigible doesn't untap during your untap step.
At the beginning of your upkeep, you may pay 4. If you do, untap Goblin Dirigible.  

Goblin Dynamo 
5RR   
Creature - Goblin Mutant   
4/4   
T: Goblin Dynamo deals 1 damage to target creature or player.
XR, T, Sacrifice Goblin Dynamo: Goblin Dynamo deals X damage to target creature or player.  

Goblin Elite Infantry 
1R   
Creature - Goblin   
2/2   
Whenever Goblin Elite Infantry blocks or becomes blocked, it gets -1/-1 until end of turn.  

Goblin Festival 
1R   
Enchantment    
2: Goblin Festival deals 1 damage to target creature or player. Flip a coin. If you lose the flip, choose one of your opponents. That player gains control of Goblin Festival.  

Goblin Firebug 
1R   
Creature - Goblin   
2/2   
When Goblin Firebug leaves play, sacrifice a land.  

Goblin Firestarter 
R   
Creature - Goblin   
1/1   
Sacrifice Goblin Firestarter: Goblin Firestarter deals 1 damage to target creature or player. Play only during your turn, before the combat phase.  

Goblin Flotilla 
2R   
Creature - Goblin   
2/2   
Islandwalk
At the beginning of combat, unless you pay R, whenever Goblin Flotilla blocks or becomes blocked by a creature this combat, that creature gains first strike until end of turn.  

Goblin Game 
5RR   
Sorcery    
Each player hides at least one item, then all players reveal them simultaneously. Each player loses life equal to the number of items he or she revealed. The player who revealed the fewest items then loses half his or her life, rounded up. If two or more players are tied for fewest, each loses half his or her life, rounded up.  

Goblin Gardener 
3R   
Creature - Goblin   
2/1   
When Goblin Gardener is put into a graveyard from play, destroy target land.  

Goblin General 
1RR   
Creature - Goblin   
1/1   
Whenever Goblin General attacks, Goblins you control get +1/+1 until end of turn.  

Goblin Glider 
1R   
Creature - Goblin   
1/1   
Flying
Goblin Glider can't block.  

Goblin Goon 
3R   
Creature - Goblin Mutant   
6/6   
Goblin Goon can't attack unless you control more creatures than defending player.
Goblin Goon can't block unless you control more creatures than attacking player.  

Goblin Grappler 
R   
Creature - Goblin   
1/1   
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)  

Goblin Grenade 
R   
Sorcery    
As an additional cost to play Goblin Grenade, sacrifice a Goblin.
Goblin Grenade deals 5 damage to target creature or player.  

Goblin Grenadiers 
3R   
Creature - Goblin   
2/2   
Sacrifice Goblin Grenadiers: Destroy target creature and target land. Play this ability only if Goblin Grenadiers is attacking and unblocked.  

Goblin Hero 
2R   
Creature - Goblin   
2/2   
  

Goblin King 
1RR   
Creature - Lord   
2/2   
All Goblins get +1/+1 and have mountainwalk.  

Goblin Kites 
1R   
Enchantment    
R: Target creature you control with toughness 2 or less gains flying until end of turn. Flip a coin at end of turn. If you lose the flip, sacrifice that creature.  

Goblin Lackey 
R   
Creature - Goblin   
1/1   
Whenever Goblin Lackey deals damage to a player, you may put a Goblin card from your hand into play.  

Goblin Legionnaire 
RW   
Creature - Goblin Soldier   
2/2   
R, Sacrifice Goblin Legionnaire: Goblin Legionnaire deals 2 damage to target creature or player.
W, Sacrifice Goblin Legionnaire: Prevent the next 2 damage that would be dealt to target creature or player this turn.  

Goblin Lookout 
1R   
Creature - Goblin   
1/2   
T, Sacrifice a Goblin: All Goblins get +2/+0 until end of turn.  

Goblin Lore 
1R   
Sorcery    
Draw four cards, then discard three cards at random.  

Goblin Lyre 
3   
Artifact    
Sacrifice Goblin Lyre: Flip a coin. If you win the flip, Goblin Lyre deals damage to target opponent equal to the number of creatures you control. If you lose the flip, Goblin Lyre deals damage to you equal to the number of creatures that opponent controls.  

Goblin Machinist 
4R   
Creature - Goblin   
0/5   
2R: Reveal cards from the top of your library until you reveal a nonland card. Goblin Machinist gets +X/+0 until end of turn, where X is that card's converted mana cost. Put the revealed cards on the bottom of your library in any order.  

Goblin Marshal 
4RR   
Creature - Goblin   
3/3   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
Whenever Goblin Marshal comes into play or is put into a graveyard from play, put two 1/1 red Goblin creature tokens into play.  

Goblin Masons 
1R   
Creature - Goblin   
2/1   
When Goblin Masons is put into a graveyard from play, destroy target Wall.  

Goblin Matron 
2R   
Creature - Goblin   
1/1   
When Goblin Matron comes into play, you may search your library for a Goblin card, reveal that card and put it into your hand. If you do, shuffle your library.  

Goblin Medics 
2R   
Creature - Goblin   
1/1   
Whenever Goblin Medics becomes tapped, it deals 1 damage to target creature or player.  

Goblin Mountaineer 
R   
Creature - Goblin   
1/1   
Mountainwalk  

Goblin Mutant 
2RR   
Creature - Goblin   
5/3   
Trample
Goblin Mutant can't attack if defending player controls an untapped creature with power 3 or greater.
Goblin Mutant can't block creatures with power 3 or greater.  

Goblin Offensive 
X1RR   
Sorcery    
Put X 1/1 red Goblin creature tokens into play.  

Goblin Patrol 
R   
Creature - Goblin   
2/1   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)  

Goblin Piker 
1R   
Creature - Goblin   
2/1   
  

Goblin Piledriver 
1R   
Creature - Goblin   
1/2   
Protection from blue
Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin.  

Goblin Psychopath 
3R   
Creature - Goblin Mutant   
5/5   
Whenever Goblin Psychopath attacks or blocks, flip a coin. If you lose the flip, the next time it would deal combat damage this turn, it deals that damage to you instead.  

Goblin Pyromancer 
3R   
Creature - Goblin Wizard   
2/2   
When Goblin Pyromancer comes into play, all Goblins get +3/+0 until end of turn.
At end of turn, destroy all Goblins.  

Goblin Raider 
1R   
Creature - Goblin   
2/2   
Goblin Raider can't block.  

Goblin Recruiter 
1R   
Creature - Goblin   
1/1   
When Goblin Recruiter comes into play, search your library for any number of Goblin cards. Reveal those cards, then shuffle your library and put them on top of it in any order.  

Goblin Replica 
3   
Artifact Creature - Goblin   
2/2   
3R, Sacrifice Goblin Replica: Destroy target artifact.  

Goblin Ringleader 
3R   
Creature - Goblin   
2/2   
Haste
When Goblin Ringleader comes into play, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library.  

Goblin Rock Sled 
1R   
Creature - Rock-Sled   
3/1   
Trample
Goblin Rock Sled doesn't untap during your untap step if it attacked during your last turn.
Goblin Rock Sled can't attack unless defending player controls a Mountain.  

Goblin Sappers 
1R   
Creature - Goblin   
1/1   
RR, T: Target creature you control is unblockable this turn. Destroy it and Goblin Sappers at end of combat.
RRRR, T: Target creature you control is unblockable this turn. Destroy it at end of combat.  

Goblin Scouts 
3RR   
Sorcery    
Put three 1/1 red Goblin Scout creature tokens with mountainwalk into play.  

Goblin Settler 
3R   
Creature - Goblin   
1/1   
When Goblin Settler comes into play, destroy target land.  

Goblin Sharpshooter 
2R   
Creature - Goblin   
1/1   
Goblin Sharpshooter doesn't untap during your untap step.
Whenever a creature is put into a graveyard from play, untap Goblin Sharpshooter.
T: Goblin Sharpshooter deals 1 damage to target creature or player.  

Goblin Shrine 
1RR   
Enchant Land    
If enchanted land is a Mountain, all Goblins get +1/+0.
When Goblin Shrine leaves play, it deals 1 damage to each Goblin.  

Goblin Ski Patrol 
1R   
Creature - Goblin   
1/1   
1R: Goblin Ski Patrol gets +2/+0 and gains flying until end of turn. Destroy it at end of turn. It can't be regenerated. Play this ability only once and only if you control a snow-covered Mountain.  

Goblin Sky Raider 
2R   
Creature - Goblin   
1/2   
Flying  

Goblin Sledder 
R   
Creature - Goblin   
1/1   
Sacrifice a Goblin: Target creature gets +1/+1 until end of turn.  

Goblin Snowman 
3R   
Creature - Goblin   
1/1   
If Goblin Snowman is blocking, prevent all combat damage dealt to and dealt by it.
T: Goblin Snowman deals 1 damage to target creature it's blocking.  

Goblin Soothsayer 
R   
Creature - Goblin   
1/1   
R, T, Sacrifice a Goblin: Red creatures get +1/+1 until end of turn.  

Goblin Spelunkers 
2R   
Creature - Goblin   
2/2   
Mountainwalk  

Goblin Spy 
R   
Creature - Goblin   
1/1   
Play with the top card of your library revealed.  

Goblin Striker 
1R   
Creature - Goblin Berserker   
1/1   
First strike, haste  

Goblin Swine-Rider 
R   
Creature - Goblin   
1/1   
When Goblin Swine-Rider becomes blocked, it deals 2 damage to each attacking creature and 2 damage to each blocking creature.  

Goblin Taskmaster 
R   
Creature - Goblin   
1/1   
1R: Target Goblin gets +1/+0 until end of turn.
Morph R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Goblin Tinkerer 
1R   
Creature - Goblin   
1/2   
R, T: Destroy target artifact. That artifact deals damage equal to its converted mana cost to Goblin Tinkerer.  

Goblin Trenches 
1RW   
Enchantment    
2, Sacrifice a land: Put two 1/1 red and white Goblin Soldier creature tokens into play.  

Goblin Turncoat 
1B   
Creature - Goblin Mercenary   
2/1   
Sacrifice a Goblin: Regenerate Goblin Turncoat.  

Goblin Vandal 
R   
Creature - Goblin   
1/1   
R: Destroy target artifact defending player controls and prevent all combat damage Goblin Vandal would deal this turn. Play this ability only once each turn, only during the declare blockers step, and only if Goblin Vandal is attacking and unblocked.  

Goblin War Buggy 
1R   
Creature - Goblin   
2/2   
Haste
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)  

Goblin War Cry 
2R   
Sorcery    
Target opponent chooses a creature he or she controls. Other creatures he or she controls can't block this turn.  

Goblin War Drums 
2R   
Enchantment    
Each creature you control can't be blocked except by two or more creatures.  

Goblin War Strike 
R   
Sorcery    
Goblin War Strike deals damage equal to the number of Goblins you control to target player.  

Goblin War Wagon 
4   
Artifact Creature    
3/3   
Goblin War Wagon doesn't untap during your untap step.
At the beginning of your upkeep, you may pay 2. If you do, untap Goblin War Wagon.  

Goblin Warchief 
1RR   
Creature - Goblin   
2/2   
Goblin spells you play cost 1 less to play.
Goblins you control have haste.  

Goblin Warrens 
2R   
Enchantment    
2R, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens into play.  

Goblin Welder 
R   
Creature - Goblin   
1/1   
T: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player sacrifices the artifact in play, then puts the other artifact from his or her graveyard into play.  

Goblin Wizard 
2RR   
Creature - Goblin   
1/1   
T: Put a Goblin card from your hand into play.
R: Target Goblin gains protection from white until end of turn.  

Goblins of the Flarg 
R   
Creature - Goblin   
1/1   
Mountainwalk
When you control a Dwarf, sacrifice Goblins of the Flarg.  

Godo, Bandit Warlord 
5R   
Legendary Creature - Human Barbarian   
3/3   
When Godo, Bandit Warlord comes into play, you may search your library for an Equipment card and put it into play. If you do, shuffle your library.
Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, you get an additional combat phase.  

Godo's Irregulars 
R   
Creature - Human Warrior   
1/1   
R: Godo's Irregulars deals 1 damage to target creature blocking it.  

Gods' Eye, Gate to the Reikai 
Legendary Land    
T: Add 1 to your mana pool.
When Gods' Eye, Gate to the Reikai is put into a graveyard from play, put a 1/1 colorless Spirit creature token into play.  

Goham Djinn 
5B   
Creature - Djinn   
5/5   
1B: Regenerate Goham Djinn.
Goham Djinn gets -2/-2 as long as black is the most common color among all permanents or is tied for most common.  

Gold Myr 
2   
Artifact Creature - Myr   
1/1   
T: Add W to your mana pool.  

Golden Bear 
3G   
Creature - Bear   
4/3   
  

Golden Wish 
3WW   
Sorcery    
Choose an artifact or enchantment card you own from outside the game, reveal that card, and put it into your hand. Remove Golden Wish from the game.  

Golem-Skin Gauntlets 
1   
Artifact - Equipment   
Equipped creature gets +1/+0 for each Equipment attached to it.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Golgothian Sylex 
4   
Artifact    
1, T: Destroy all cards from the Antiquities expansion.  

Goliath Beetle 
2G   
Creature - Insect   
3/1   
Trample  

Goretusk Firebeast 
5R   
Creature - Beast   
2/2   
When Goretusk Firebeast comes into play, it deals 4 damage to target player.  

Gorilla Berserkers 
3GG   
Creature - Ape   
2/3   
Trample; rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)
Gorilla Berserkers can't be blocked except by three or more creatures.  

Gorilla Chieftain 
2GG   
Creature - Ape   
3/3   
1G: Regenerate Gorilla Chieftain.  

Gorilla Pack 
2G   
Creature - Ape   
3/3   
Gorilla Pack can't attack unless defending player controls a Forest.
When you control no Forests, sacrifice Gorilla Pack.  

Gorilla Shaman 
R   
Creature - Ape   
1/1   
XX1: Destroy target noncreature artifact with converted mana cost X.  

Gorilla Titan 
3GG   
Creature - Ape   
4/4   
Trample
Gorilla Titan gets +4/+4 as long as there are no cards in your graveyard.  

Gorilla War Cry 
1R   
Instant    
Play Gorilla War Cry only during combat before the declare blockers step.
Attacking creatures can't be blocked this turn except by two or more creatures.
Draw a card at the beginning of the next turn's upkeep.  

Gorilla Warrior 
2G   
Creature - Ape   
3/2   
  

Goryo's Vengeance 
1B   
Instant - Arcane   
Return target legendary creature card from your graveyard to play. That creature gains haste. Remove it from the game at end of turn.
Splice onto Arcane 2B (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Gossamer Chains 
WW   
Enchantment    
Return Gossamer Chains to its owner's hand: Prevent all combat damage that would be dealt by target unblocked creature this turn.  

Gosta Dirk 
3WWUU   
Legendary Creature    
4/4   
First strike
Creatures with islandwalk may be blocked as though they didn't have islandwalk.  

Grab the Reins 
3R   
Instant    
Choose one - Until end of turn, you gain control of target creature and it gains haste; or sacrifice a creature, then Grab the Reins deals damage equal to that creature's power to target creature or player.
Entwine 2R (Choose both if you pay the entwine cost.)  

Graceful Adept 
2U   
Creature - Human Wizard   
1/3   
You have no maximum hand size.  

Graceful Antelope 
2WW   
Creature - Antelope   
1/4   
Plainswalk
Whenever Graceful Antelope deals combat damage to a player, you may have target land become a Plains until Graceful Antelope leaves play.  

Grafted Skullcap 
4   
Artifact    
At the beginning of your draw step, draw a card.
At the end of your turn, discard your hand.  

Grafted Wargear 
3   
Artifact - Equipment   
Equipped creature gets +3/+2.
Whenever Grafted Wargear becomes unattached from a permanent, sacrifice that permanent.
Equip 0 (0: Attach to target creature you control. Equip only as a sorcery.)  

Grand Coliseum 
Land    
Grand Coliseum comes into play tapped.
T: Add 1 to your mana pool.
T: Add one mana of any color to your mana pool. Grand Coliseum deals 1 damage to you.  

Grand Melee 
3R   
Enchantment    
All creatures attack each turn if able.
All creatures block each turn if able.  

Grandmother Sengir 
4B   
Legendary Creature    
3/3   
1B, T: Target creature gets -1/-1 until end of turn.  

Granger Guildmage 
G   
Creature - Wizard   
1/1   
W, T: Target creature gains first strike until end of turn.
R, T: Granger Guildmage deals 1 damage to target creature or player and 1 damage to you.  

Granite Gargoyle 
2R   
Creature - Gargoyle   
2/2   
Flying
R: Granite Gargoyle gets +0/+1 until end of turn.  

Granite Grip 
2R   
Enchant Creature    
Enchanted creature gets +1/+0 for each Mountain you control.  

Granite Shard 
3   
Artifact    
3, T or R, T: Granite Shard deals 1 damage to target creature or player.  

Granulate 
2RR   
Sorcery    
Destroy each nonland artifact with converted mana cost 4 or less.  

Grapeshot Catapult 
4   
Artifact Creature    
2/3   
T: Grapeshot Catapult deals 1 damage to target creature with flying.  

Grassland Crusader 
5W   
Creature - Cleric Soldier   
2/4   
T: Target Elf or Soldier gets +2/+2 until end of turn.  

Grasslands 
Land    
Grasslands comes into play tapped.
T, Sacrifice Grasslands: Search your library for a Forest or Plains card and put it into play. Then shuffle your library.  

Gratuitous Violence 
2RRR   
Enchantment    
If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead.  

Grave Consequences 
1B   
Instant    
Each player may remove any number of cards in his or her graveyard from the game. Then each player loses 1 life for each card in his or her graveyard.
Draw a card.  

Grave Defiler 
3B   
Creature - Zombie   
2/1   
When Grave Defiler comes into play, reveal the top four cards of your library. Put all Zombie cards revealed this way into your hand and the rest on the bottom of your library.
1B: Regenerate Grave Defiler.  

Grave Pact 
1BBB   
Enchantment    
Whenever a creature you control is put into a graveyard from play, each other player sacrifices a creature.  

Grave Robbers 
1BB   
Creature - Robber   
1/1   
B, T: Remove target artifact card in a graveyard from the game. You gain 2 life.  

Grave Servitude 
1B   
Enchant Creature    
You may play Grave Servitude any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.
Enchanted creature gets +3/-1 and is black.  

Gravebane Zombie 
3B   
Creature - Zombie   
3/2   
If Gravebane Zombie would be put into a graveyard from play, put Gravebane Zombie on top of its owner's library instead.  

Gravebind 
B   
Instant    
Target creature can't be regenerated this turn.
Draw a card at the beginning of the next turn's upkeep.  

Graveborn Muse 
2BB   
Creature - Zombie Spirit   
3/3   
At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control.  

Gravedigger 
3B   
Creature - Zombie   
2/2   
When Gravedigger comes into play, you may return target creature card from your graveyard to your hand.  

Gravegouger 
2B   
Creature - Nightmare Horror   
2/2   
When Gravegouger comes into play, remove up to two target cards in a single graveyard from the game.
When Gravegouger leaves play, return the removed cards to their owner's graveyard.  

Gravel Slinger 
3W   
Creature - Soldier   
1/3   
T: Gravel Slinger deals 1 damage to target attacking or blocking creature.
Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Gravespawn Sovereign 
4BB   
Creature - Zombie Lord   
3/3   
Tap five untapped Zombies you control: Put target creature card from a graveyard into play under your control.  

Gravestorm 
BBB   
Enchantment    
At the beginning of your upkeep, target opponent may remove a card in his or her graveyard from the game. If that player doesn't, you may draw a card.  

Gravity Sphere 
2R   
World Enchantment    
All creatures lose flying.  

Graxiplon 
5U   
Creature - Beast   
3/4   
Graxiplon is unblockable unless defending player controls three or more creatures that share a creature type.  

Gray Ogre 
2R   
Creature - Ogre   
2/2   
  

Great Defender 
W   
Instant    
Target creature gets +0/+X until end of turn, where X is its converted mana cost.  

Great Furnace 
Artifact Land    
(Great Furnace isn't a spell.)
T: Add R to your mana pool.  

Great Wall 
2W   
Enchantment    
Creatures with plainswalk may be blocked as though they didn't have plainswalk.  

Great Whale 
5UU   
Creature - Whale   
5/5   
When Great Whale comes into play, if you played it from your hand, untap up to seven lands.  

Greater Good 
2GG   
Enchantment    
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.  

Greater Harvester 
2BBB   
Creature - Horror   
5/6   
At the beginning of your upkeep, sacrifice a permanent.
Whenever Greater Harvester deals combat damage to a player, that player sacrifices two permanents.  

Greater Realm of Preservation 
1W   
Enchantment    
1W: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage.  

Greater Werewolf 
4B   
Creature - Lycanthrope   
2/4   
At end of combat, put a -0/-2 counter on all creatures blocking or blocked by Greater Werewolf.  

Greed 
3B   
Enchantment    
B, Pay 2 life: Draw a card.  

Greel, Mind Raker 
3BB   
Legendary Creature - Spellshaper   
3/3   
XB, T, Discard two cards: Target player discards X cards at random.  

Greel's Caress 
1B   
Enchant Creature    
You may play Greel's Caress any time you could play an instant.
Enchanted creature gets -3/-0.  

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

Green Scarab 
W   
Enchant Creature    
Enchanted creature can't be blocked by green creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a green permanent.  

Green Ward 
W   
Enchant Creature    
Enchanted creature has protection from green. This effect doesn't remove Green Ward.  

Greener Pastures 
2G   
Enchantment    
At the beginning of each player's upkeep, if that player controls more lands than any other, the player puts a 1/1 green Saproling creature token into play.  

Grid Monitor 
4   
Artifact Creature    
4/6   
You can't play creature spells.  

Griffin Canyon 
Land    
T: Add 1 to your mana pool.
T: Untap target Griffin and it gets +1/+1 until end of turn.  

Grim Feast 
1BG   
Enchantment    
At the beginning of your upkeep, Grim Feast deals 1 damage to you.
Whenever a creature is put into an opponent's graveyard from play, you gain life equal to its toughness.  

Grim Lavamancer 
R   
Creature - Wizard   
1/1   
R, T, Remove two cards in your graveyard from the game: Grim Lavamancer deals 2 damage to target creature or player.  

Grim Monolith 
2   
Artifact    
Grim Monolith doesn't untap during your untap step.
T: Add 3 to your mana pool.
4: Untap Grim Monolith.  

Grim Reminder 
2B   
Instant    
Search your library for a nonland card and reveal it. Each opponent who played a card this turn with the same name as that card loses 6 life. Then shuffle the revealed card back into your library. 
BB: Return Grim Reminder from your graveyard to your hand. Play this ability only during your upkeep.  

Grim Tutor 
1BB   
Sorcery    
Search your library for a card and put that card into your hand, then shuffle your library. You lose 3 life.  

Grimclaw Bats 
1B   
Creature - Bat   
1/1   
Flying
B, Pay 1 life: Grimclaw Bats gets +1/+1 until end of turn.  

Grinding Station 
2   
Artifact    
T, Sacrifice an artifact: Target player puts the top three cards of his or her library into his or her graveyard.
Whenever an artifact comes into play, you may untap Grinding Station.  

Grindstone 
1   
Artifact    
3, T: Put the top two cards of target player's library into that player's graveyard. If both cards share a color, repeat this process.  

Grinning Demon 
2BB   
Creature - Demon   
6/6   
At the beginning of your upkeep, you lose 2 life.
Morph 2BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Grinning Totem 
4   
Artifact    
2, T, Sacrifice Grinning Totem: Search target opponent's library for a card and remove that card from the game. Then that player shuffles his or her library. You may play the card as though it were in your hand. At the beginning of your next upkeep, if you haven't played the card, put it into its owner's graveyard.  

Grip of Amnesia 
1U   
Instant    
Counter target spell unless its controller removes his or her graveyard from the game.
Draw a card.  

Grip of Chaos 
4RR   
Enchantment    
Whenever a spell or ability is put onto the stack, if it has a single target, reselect its target at random. (Select from among all legal targets.)  

Grizzled Wolverine 
1RR   
Creature - Wolverine   
2/2   
Whenever Grizzled Wolverine becomes blocked, you may pay R. If you do, Grizzled Wolverine gets +2/+0 until end of turn.  

Grizzly Bears 
1G   
Creature - Bear   
2/2   
  

Grizzly Fate 
3GG   
Sorcery    
Put two 2/2 green Bear creature tokens into play.
Threshold - Instead put four 2/2 green Bear creature tokens into play.
Flashback 5GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Groffskithur 
5G   
Creature - Beast   
3/3   
Whenever Groffskithur becomes blocked, you may return target card named Groffskithur from your graveyard to your hand.  

Grollub 
2B   
Creature - Beast   
3/3   
Whenever Grollub is dealt damage, each opponent gains that much life.  

Grotesque Hybrid 
4B   
Creature - Zombie   
3/3   
Whenever Grotesque Hybrid deals combat damage to a creature, destroy that creature. It can't be regenerated.
Discard a card: Grotesque Hybrid gains flying and protection from green and from white until end of turn.  

Ground Seal 
1G   
Enchantment    
When Ground Seal comes into play, draw a card.
Cards in graveyards can't be the targets of spells or abilities.  

Groundskeeper 
G   
Creature - Druid   
1/1   
1G: Return target basic land card from your graveyard to your hand.  

Guan Yu, Sainted Warrior 
3WW   
Legendary Creature    
3/5   
Horsemanship
When Guan Yu, Sainted Warrior is put into your graveyard from play, you may shuffle Guan Yu into your library.  

Guan Yu's 1,000-Li March 
4WW   
Sorcery    
Destroy all tapped creatures.  

Guard Dogs 
3W   
Creature - Hound   
2/2   
2W, T: Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent.  

Guardian Angel 
XW   
Instant    
Prevent the next X damage that would be dealt to target creature or player this turn. Until end of turn, you may pay 1 any time you could play an instant. If you do, prevent the next 1 damage that would be dealt to that creature or player this turn.  

Guardian Beast 
3B   
Creature - Guardian   
2/4   
As long as Guardian Beast is untapped, noncreature artifacts you control can't be enchanted, they're indestructible, and other players can't gain control of them.  

Guardian Idol 
2   
Artifact    
Guardian Idol comes into play tapped.
T: Add 1 to your mana pool.
2: Guardian Idol becomes a 2/2 artifact creature until end of turn.  

Guardian of Solitude 
1U   
Creature - Spirit   
1/2   
Whenever you play a Spirit or Arcane spell, target creature gains flying until end of turn.  

Guerrilla Tactics 
1R   
Instant    
Guerrilla Tactics deals 2 damage to target creature or player.
When a spell or ability an opponent controls causes you to discard Guerrilla Tactics, Guerrilla Tactics deals 4 damage to target creature or player.  

Guided Passage 
URG   
Sorcery    
Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle your library.  

Guided Strike 
1W   
Instant    
Target creature gets +1/+0 and gains first strike until end of turn.
Draw a card.  

Guiding Spirit 
1WU   
Creature - Angel   
1/2   
Flying
T: If the top card of target player's graveyard is a creature card, put that card on the top of that player's library.  

Guiltfeeder 
3BB   
Creature - Horror   
0/4   
Fear
Whenever Guiltfeeder attacks and isn't blocked, defending player loses 1 life for each card in his or her graveyard.  

Guilty Conscience 
W   
Enchant Creature    
Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to that creature.  

Gulf Squid 
3U   
Creature - Beast   
2/2   
When Gulf Squid comes into play, tap all lands target player controls.  

Guma 
2R   
Creature - Cat   
2/2   
Protection from blue  

Gurzigost 
3GG   
Creature - Beast   
6/8   
At the beginning of your upkeep, sacrifice Gurzigost unless you put two cards from your graveyard on the bottom of your library.
GG, Discard a card: You may have Gurzigost deal its combat damage to defending player this turn as though it weren't blocked.  

Gush 
4U   
Instant    
You may return two Islands you control to their owner's hand rather than pay Gush's mana cost.
Draw two cards.  

Gustcloak Harrier 
1WW   
Creature - Bird Soldier   
2/2   
Flying
Whenever Gustcloak Harrier becomes blocked, you may untap it and remove it from combat.  

Gustcloak Runner 
W   
Creature - Soldier   
1/1   
Whenever Gustcloak Runner becomes blocked, you may untap it and remove it from combat.  

Gustcloak Savior 
4W   
Creature - Bird Soldier   
3/4   
Flying
Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat.  

Gustcloak Sentinel 
2WW   
Creature - Soldier   
3/3   
Whenever Gustcloak Sentinel becomes blocked, you may untap it and remove it from combat.  

Gustcloak Skirmisher 
3W   
Creature - Bird Soldier   
2/3   
Flying
Whenever Gustcloak Skirmisher becomes blocked, you may untap it and remove it from combat.  

Gustha's Scepter 
0   
Artifact    
When Gustha's Scepter leaves play, put all cards removed from the game with Gustha's Scepter into their owner's graveyard.
T: Remove a card in your hand from the game face down. You may look at it at any time.
T: Return a card you own removed from the game with Gustha's Scepter to your hand.  

Gutwrencher Oni 
3BB   
Creature - Demon Spirit   
5/4   
Trample
At the beginning of your upkeep, discard a card if you don't control an Ogre.  

Gwendlyn Di Corci 
UBBR   
Legendary Creature    
3/5   
T: Target player discards a card at random. Play this ability only during your turn.  

Hail of Arrows 
XW   
Instant    
Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures.  

Hail Storm 
1GG   
Instant    
Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control.  

Hair-Strung Koto 
6   
Artifact    
Tap an untapped creature you control: Target player puts the top card of his or her library into his or her graveyard.  

Hakim, Loreweaver 
3UU   
Legendary Creature    
2/4   
Flying
UU: Return target enchant creature card from your graveyard to play enchanting Hakim, Loreweaver. Play this ability only during your upkeep and only if Hakim isn't enchanted.
UU, T: Destroy all enchantments enchanting Hakim.  

Halam Djinn 
5R   
Creature - Djinn   
6/5   
Haste
Halam Djinn gets -2/-2 as long as red is the most common color among all permanents or is tied for most common.  

Halberdier 
3R   
Creature - Barbarian   
3/1   
First strike  

Halfdane 
1WUB   
Legendary Creature    
3/3   
At the beginning of your upkeep, Halfdane's power and toughness become equal to the power and toughness of target creature other than Halfdane, until the end of your next upkeep.  

Hall of Gemstone 
1GG   
World Enchantment    
At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of their normal color.  

Hall of the Bandit Lord 
Legendary Land    
Hall of the Bandit Lord comes into play tapped.
T, Pay 3 life: Add 1 to your mana pool. If that mana is spent on a creature spell, that creature has haste.  

Hallow 
W   
Instant    
Prevent all damage target spell would deal this turn. You gain life equal to the damage prevented this way.  

Hallowed Ground 
1W   
Enchantment    
WW: Return target non-snow-covered land you control to its owner's hand.  

Hallowed Healer 
2W   
Creature - Cleric   
1/1   
T: Prevent the next 2 damage that would be dealt to target creature or player this turn.
Threshold - T: Prevent the next 4 damage that would be dealt to target creature or player this turn. (Play this ability only if seven or more cards are in your graveyard.)  

Halls of Mist 
Land    
Cumulative upkeep 1
Creatures that attacked during their controller's last turn can't attack.  

Hammer Mage 
1R   
Creature - Spellshaper   
1/1   
XR, T, Discard a card: Destroy all artifacts with converted mana cost X or less.  

Hammer of Bogardan 
1RR   
Sorcery    
Hammer of Bogardan deals 3 damage to target creature or player.
2RRR: Return Hammer of Bogardan from your graveyard to your hand. Play this ability only during your upkeep.  

Hammerhead Shark 
1U   
Creature - Fish   
2/3   
Hammerhead Shark can't attack unless defending player controls an Island.  

Hammerheim 
Legendary Land    
T: Add R to your mana pool.
T: Target creature loses all landwalk abilities until end of turn.  

Hana Kami 
G   
Creature - Spirit   
1/1   
1G, Sacrifice Hana Kami: Return target Arcane card from your graveyard to your hand.  

Hanabi Blast 
1RR   
Instant    
Hanabi Blast deals 2 damage to target creature or player. Return Hanabi Blast to its owner's hand, then discard a card at random.  

Hand of Cruelty 
BB   
Creature - Human Samurai   
2/2   
Protection from white
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)  

Hand of Death 
2B   
Sorcery    
Destroy target nonblack creature.  

Hand of Honor 
WW   
Creature - Human Samurai   
2/2   
Protection from black
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)  

Hand of Justice 
5W   
Creature - Avatar   
2/6   
T, Tap three untapped white creatures you control: Destroy target creature.  

Hand to Hand 
2R   
Enchantment    
Instants and activated abilities, other than mana abilities, can't be played during the combat phase.  

Hankyu 
1   
Artifact - Equipment   
Equipped creature has "T: Put an aim counter on Hankyu" and "T, Remove all aim counters from Hankyu: This creature deals damage to target creature or player equal to the number of aim counters removed."
Equip 4 (4: Attach to target creature you control. Equip only as a sorcery.)  

Hanna, Ship's Navigator 
1WU   
Legendary Creature    
1/2   
1WU, T: Return target artifact or enchantment card from your graveyard to your hand.  

Hanna's Custody 
2W   
Enchantment    
Artifacts can't be the target of spells or abilities.  

Hapless Researcher 
U   
Creature - Wizard   
1/1   
Sacrifice Hapless Researcher: Draw a card, then discard a card.  

Harbinger of Night 
2BB   
Creature - Spirit   
2/3   
At the beginning of your upkeep, put a -1/-1 counter on each creature.  

Harbinger of Spring 
4G   
Creature - Spirit   
2/1   
Protection from non-Spirit creatures
Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)  

Harbor Guardian 
2WU   
Creature - Guardian   
3/4   
Harbor Guardian may block as though it had flying.
Whenever Harbor Guardian attacks, defending player may draw a card.  

Harmattan Efreet 
2UU   
Creature - Efreet   
2/2   
Flying
1UU: Target creature gains flying until end of turn.  

Harmonic Convergence 
2G   
Instant    
Return all enchantments to top of their owners' libraries.  

Harmony of Nature 
2G   
Sorcery    
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.  

Harrow 
2G   
Instant    
As an additional cost to play Harrow, sacrifice a land.
Search your library for up to two basic land cards and put them into play. Then shuffle your library.  

Harsh Deceiver 
3W   
Creature - Spirit   
1/4   
1: Look at the top card of your library.
2: Reveal the top card of your library. If it's a land, untap Harsh Deceiver and it gets +1/+1 until end of turn. Play this ability only once each turn.  

Harsh Judgment 
2WW   
Enchantment    
As Harsh Judgment comes into play, choose a color.
If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead.  

Harsh Justice 
2W   
Instant    
Play Harsh Justice only during the declare attackers step and only if you are the defending player.
This turn, whenever an attacking creature deals combat damage to you, it deals that much damage to its controller.  

Harsh Mercy 
2W   
Sorcery    
Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated.  

Haru-Onna 
3G   
Creature - Spirit   
2/1   
When Haru-Onna comes into play, draw a card.
Whenever you play a Spirit or Arcane spell, you may return Haru-Onna to its owner's hand.  

Harvest Mage 
G   
Creature - Spellshaper   
1/1   
G, T, Discard a card: Until end of turn, if you tap a land for mana, it produces one mana of any color instead of its normal type and amount.  

Harvest Wurm 
1G   
Creature - Wurm   
3/2   
When Harvest Wurm comes into play, sacrifice it unless you return a basic land card from your graveyard to your hand.  

Harvester Druid 
1G   
Creature - Druid   
1/1   
T: Add to your mana pool one mana of any color that a land you control could produce.  

Hasran Ogress 
BB   
Creature - Ogre   
3/2   
Whenever Hasran Ogress attacks, it deals 3 damage to you unless you pay 2.  

Hate Weaver 
1B   
Creature - Wizard   
2/1   
2: Target blue or red creature gets +1/+0 until end of turn.  

Hatred 
3BB   
Instant    
As an additional cost to play Hatred, pay any amount of life.
Target creature gets +X/+0 until end of turn, where X is the amount of life paid this way.  

Haunted Angel 
2W   
Creature - Angel   
3/3   
Flying
When Haunted Angel is put into a graveyard from play, remove Haunted Angel from the game and each other player puts a 3/3 black Angel creature token with flying into play.  

Haunted Cadaver 
3B   
Creature - Zombie   
2/2   
Whenever Haunted Cadaver deals combat damage to a player, you may sacrifice it. If you do, that player discards three cards.
Morph 1B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Haunted Crossroads 
2B   
Enchantment    
B: Put target creature card from your graveyard on top of your library.  

Haunting Apparition 
1UB   
Creature - Ghost   
1+*/2   
Flying
As Haunting Apparition comes into play, choose an opponent.
Haunting Apparition's power is equal to 1 plus the number of green creature cards in the chosen player's graveyard.  

Haunting Echoes 
3BB   
Sorcery    
Remove all cards in target player's graveyard other than basic land cards from the game. Search that player's library for all cards with the same name as cards removed this way and remove them from the game. Then that player shuffles his or her library.  


Haunting Misery 
1BB   
Sorcery    
As an additional cost to play Haunting Misery, remove any number of creature cards in your graveyard from the game.
Haunting Misery deals X damage to target player, where X is the number of cards removed this way.  

Haunting Wind 
3B   
Enchantment    
Whenever an artifact becomes tapped or a player plays an artifact's activated ability without T in its activation cost, Haunting Wind deals 1 damage to that artifact's controller.  

Havenwood Battleground 
Land    
Havenwood Battleground comes into play tapped.
T: Add G to your mana pool.
T, Sacrifice Havenwood Battleground: Add GG to your mana pool.  

Havoc 
1R   
Enchantment    
Whenever an opponent plays a white spell, he or she loses 2 life.  

Havoc Demon 
5BB   
Creature - Demon   
5/5   
Flying
When Havoc Demon is put into a graveyard from play, all creatures get -5/-5 until end of turn.  

Hawkeater Moth 
3G   
Creature - Insect   
1/2   
Flying
Hawkeater Moth can't be the target of spells or abilities.  

Hazduhr the Abbot 
3WW   
Legendary Creature    
2/5   
X, T: The next X damage that would be dealt this turn to target white creature you control is dealt to Hazduhr the Abbot instead.  

Hazerider Drake 
2WU   
Creature - Drake   
2/3   
Flying, protection from red  

Hazezon Tamar 
4RGW   
Legendary Creature    
2/4   
At the beginning of your upkeep, if Hazezon Tamar came into play since the beginning of your last upkeep, put X 1/1 red, green, and white Sand Warrior creature tokens into play, where X is the number of lands you control.
When Hazezon Tamar leaves play, remove all Sand Warrior tokens from the game.  

Hazy Homunculus 
1U   
Creature - Illusion   
1/1   
Hazy Homunculus is unblockable as long as defending player controls an untapped land.  

He Who Hungers 
4B   
Legendary Creature - Spirit   
3/2   
Flying
1, Sacrifice a Spirit: Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.
Soulshift 4  

Head Games 
3BB   
Sorcery    
Target opponent puts the cards from his or her hand on top of his or her library. Search that player's library for that many cards. The player puts those cards into his or her hand, then shuffles his or her library.  

Headhunter 
1B   
Creature - Cleric   
1/1   
Whenever Headhunter deals combat damage to a player, that player discards a card.
Morph B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Headless Horseman 
2B   
Creature - Horseman   
2/2   
  

Headlong Rush 
1R   
Instant    
Attacking creatures gain first strike until end of turn.  

Headstone 
1B   
Instant    
Remove target card in a graveyard from the game.
Draw a card at the beginning of the next turn's upkeep.  

Heal 
W   
Instant    
Prevent the next 1 damage that would be dealt to target creature or player this turn.
Draw a card at the beginning of the next turn's upkeep.  

Healer's Headdress 
2   
Artifact - Equipment   
Equipped creature gets +0/+2 and has "T: Prevent the next 1 damage that would be dealt to target creature or player this turn."
WW: Attach Healer's Headdress to target creature you control.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)  

Healing Salve 
W   
Instant    
Choose one - Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.  

Heart of Bogardan 
2RR   
Enchantment    
Cumulative upkeep 2 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay 2 for each age counter on it.)
When Heart of Bogardan's cumulative upkeep isn't paid, it deals damage equal to twice the number of age counters minus two to target player and each creature he or she controls.  

Heart of Light 
2W   
Enchant Creature    
Prevent all damage that would be dealt to and dealt by enchanted creature.  

Heart of Ramos 
3   
Artifact    
T: Add R to your mana pool.
Sacrifice Heart of Ramos: Add R to your mana pool.  

Heart of Yavimaya 
Land    
If Heart of Yavimaya would come into play, sacrifice a Forest instead. If you do, put Heart of Yavimaya into play. If you don't, put it into its owner's graveyard.
T: Add G to your mana pool.
T: Target creature gets +1/+1 until end of turn.  

Heart Sliver 
1R   
Creature - Sliver   
1/1   
All Slivers have haste.  

Heart Warden 
1G   
Creature - Elf   
1/1   
T: Add G to your mana pool.
2, Sacrifice Heart Warden: Draw a card.  

Heart Wolf 
3R   
Creature - Wolf   
2/2   
First strike
T: Target Dwarf gains first strike and gets +2/+0 until end of turn. When that Dwarf leaves play this turn, sacrifice Heart Wolf. Play this ability only during combat.  

Heartbeat of Spring 
2G   
Enchantment    
Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool.  

Hearth Charm 
R   
Instant    
Choose one - Destroy target artifact creature; or attacking creatures get +1/+0 until end of turn; or target creature with power 2 or less is unblockable this turn.  

Hearth Kami 
1R   
Creature - Spirit   
2/1   
X, Sacrifice Hearth Kami: Destroy target artifact with converted mana cost X.  

Heartless Hidetsugu 
3RR   
Legendary Creature - Ogre Shaman   
4/3   
T: Heartless Hidetsugu deals to each player damage equal to half that player's life total, rounded down.  

Heartseeker 
4   
Artifact - Equipment   
Equipped creature gets +2/+1 and has "T, Unattach Heartseeker: Destroy target creature."
Equip 5 (5: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Heartstone 
3   
Artifact    
Creatures' activated abilities cost 1 less to play. If this would make an ability cost 0 or less mana to play, it costs 1, plus any nonmana costs.  

Heartwood Dryad 
1G   
Creature - Dryad   
2/1   
Heartwood Dryad may block as though it had shadow.  

Heartwood Giant 
3GG   
Creature - Giant   
4/4   
T, Sacrifice a Forest: Heartwood Giant deals 2 damage to target player.  

Heartwood Shard 
3   
Artifact    
3, T or G, T: Target creature gains trample until end of turn.  

Heartwood Treefolk 
2GG   
Creature - Treefolk   
3/4   
Forestwalk  

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

Heat Ray 
XR   
Instant    
Heat Ray deals X damage to target creature.  

Heat Stroke 
2R   
Enchantment    
Whenever a creature blocks or becomes blocked, destroy it at end of combat.  

Heat Wave 
2R   
Enchantment    
Cumulative upkeep R
Blue creatures can't block creatures you control.
Nonblue creatures can't block creatures you control unless their controller pays 1 life for each blocking creature he or she controls.  

Heaven's Gate 
W   
Instant    
Any number of target creatures become white until end of turn.  

Heavy Ballista 
3W   
Creature - Soldier   
2/3   
T: Heavy Ballista deals 2 damage to target attacking or blocking creature.  

Heavy Fog 
1G   
Sorcery    
Play Heavy Fog only during the declare attackers step and only if you are the defending player.
Prevent all damage that would be dealt to you by attacking creatures this turn.  

Hecatomb 
1BB   
Enchantment    
When Hecatomb comes into play, sacrifice Hecatomb unless you sacrifice four creatures.
Tap an untapped Swamp you control: Hecatomb deals 1 damage to target creature or player.  

Heed the Mists 
3UU   
Sorcery - Arcane   
Put the top card of your library into your graveyard, then draw cards equal to that card's converted mana cost.  

Heedless One 
3G   
Creature - Elf Avatar   
*/*   
Trample
Heedless One's power and toughness are each equal to the number of Elves in play.  

Heightened Awareness 
3UU   
Enchantment    
As Heightened Awareness comes into play, discard your hand.
At the beginning of your draw step, draw a card.  

Helionaut 
2W   
Creature - Soldier   
1/2   
Flying
1, T: Add one mana of any color to your mana pool.  

Heliophial 
5   
Artifact    
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
2, Sacrifice Heliophial: Heliophial deals damage to target creature or player equal to the number of charge counters on Heliophial.  

Hell Swarm 
B   
Instant    
All creatures get -1/-0 until end of turn.  

Hell's Caretaker 
3B   
Creature - Hell's-Caretaker   
1/1   
T, Sacrifice a creature: Return target creature card from your graveyard to play. Play this ability only during your upkeep.  

Hell-Bent Raider 
1RR   
Creature - Barbarian   
2/2   
First strike, haste
Discard a card at random: Hell-Bent Raider gains protection from white until end of turn.  

Hellfire 
2BBB   
Sorcery    
Destroy all nonblack creatures. Hellfire deals X plus 3 damage to you, where X is the number of creatures put into all graveyards this way.  

Helm of Awakening 
2   
Artifact    
Spells cost 1 less to play.  

Helm of Chatzuk 
1   
Artifact    
1, T: Target creature gains banding until end of turn.  

Helm of Kaldra 
3   
Legendary Artifact - Equipment   
Equipped creature has first strike, trample, and haste.
1: If you control Equipment named Helm of Kaldra, Sword of Kaldra, and Shield of Kaldra, put a legendary 4/4 colorless Avatar creature token named Kaldra into play and attach those Equipment to it.
Equip 2  

Helm of Obedience 
4   
Artifact    
1X, T: Put the top card of target opponent's library into his or her graveyard. Repeat this process an additional X times or until you put a creature card into that graveyard, whichever comes first. If the last card put into that graveyard this way is a creature card, sacrifice Helm of Obedience and put that card into play under your control.  

Helm of Possession 
4   
Artifact    
You may choose not to untap Helm of Possession during your untap step.
2, T, Sacrifice a creature: You control target creature as long as you control Helm of Possession and Helm of Possession remains tapped.  

Hematite Golem 
4   
Artifact Creature - Golem   
1/4   
1R: Hematite Golem gets +2/+0 until end of turn.  

Hematite Talisman 
2   
Artifact    
Whenever a red spell is played, you may pay 3. If you do, untap target permanent.  

Henge Guardian 
5   
Artifact Creature    
3/4   
2: Henge Guardian gains trample until end of turn.  

Henge of Ramos 
Land    
T: Add 1 to your mana pool.
2, T: Add one mana of any color to your mana pool.  

Herald of Serra 
2WW   
Creature - Angel   
3/4   
Flying; vigilance; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)  

Hermetic Study 
1U   
Enchant Creature    
Enchanted creature has "T: This creature deals 1 damage to target creature or player."  

Hermit Druid 
1G   
Creature - Druid   
1/1   
G, T: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard.  

Hero's Demise 
1B   
Instant    
Destroy target legendary creature.  

Hero's Resolve 
1W   
Enchant Creature    
Enchanted creature gets +1/+5.  

Heroes' Reunion 
GW   
Instant    
Target player gains 7 life.  

Heroic Defiance 
1W   
Enchant Creature    
Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common.  

Heroism 
2W   
Enchantment    
Sacrifice a white creature: For each attacking red creature, prevent all combat damage that would be dealt by it this turn unless the attacking player pays 2R.  

Hesitation 
1U   
Enchantment    
When a spell is played, sacrifice Hesitation. If you do, counter that spell.  

Hibernation 
2U   
Instant    
Return all green permanents to their owners' hands.  

Hibernation Sliver 
UB   
Creature - Sliver   
2/2   
All Slivers have "Pay 2 life: Return this creature to its owner's hand."  

Hickory Woodlot 
Land    
Hickory Woodlot comes into play tapped with two depletion counters on it.
T, Remove a depletion counter from Hickory Woodlot: Add GG to your mana pool. If there are no depletion counters on Hickory Woodlot, sacrifice it.  

Hidden Ancients 
1G   
Enchantment    
When an opponent plays an enchantment spell, if Hidden Ancients is an enchantment, Hidden Ancients becomes a 5/5 Treefolk creature.  

Hidden Gibbons 
G   
Enchantment    
When an opponent plays an instant spell, if Hidden Gibbons is an enchantment, Hidden Gibbons becomes a 4/4 Ape creature.  

Hidden Guerrillas 
G   
Enchantment    
When an opponent plays an artifact spell, if Hidden Guerrillas is an enchantment, Hidden Guerrillas becomes a 5/3 Soldier creature with trample.  

Hidden Herd 
G   
Enchantment    
When an opponent plays a nonbasic land, if Hidden Herd is an enchantment, Hidden Herd becomes a 3/3 Beast creature.  

Hidden Horror 
1BB   
Creature - Horror   
4/4   
When Hidden Horror comes into play, sacrifice it unless you discard a creature card.  

Hidden Path 
2GGGG   
Enchantment    
Green creatures have forestwalk.  

Hidden Predators 
G   
Enchantment    
When an opponent controls a creature with power 4 or greater, if Hidden Predators is an enchantment, Hidden Predators becomes a 4/4 Beast creature.  

Hidden Retreat 
2W   
Enchantment    
Put a card from your hand on top of your library: Prevent all damage that would be dealt by target instant or sorcery spell this turn.  

Hidden Spider 
G   
Enchantment    
When a creature with flying comes into play under an opponent's control, if Hidden Spider is an enchantment, Hidden Spider becomes a 3/5 Spider creature that may block as though it had flying.  

Hidden Stag 
1G   
Enchantment    
Whenever an opponent plays a land, if Hidden Stag is an enchantment, Hidden Stag becomes a 3/2 Beast creature.
Whenever you play a land, if Hidden Stag is a creature, Hidden Stag becomes an enchantment.  

Hideous Laughter 
2BB   
Instant - Arcane   
All creatures get -2/-2 until end of turn.
Splice onto Arcane 3BB (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Hidetsugu's Second Rite 
3R   
Instant    
If target player has exactly 10 life, Hidetsugu's Second Rite deals 10 damage to that player.  

High Ground 
W   
Enchantment    
Each creature you control may block an additional creature.  

High Market 
Land    
T: Add 1 to your mana pool.
T, Sacrifice a creature: You gain 1 life.  

High Seas 
2U   
Enchantment    
Red creature spells and green creature spells cost 1 more to play.  

High Tide 
U   
Instant    
Until end of turn, whenever a player taps an Island for mana, that player adds U to his or her mana pool.  

Highland Giant 
2RR   
Creature - Giant   
3/4   
  

Highway Robber 
2BB   
Creature - Mercenary   
2/2   
When Highway Robber comes into play, you gain 2 life and target opponent loses 2 life.  

Higure, the Still Wind 
3UU   
Legendary Creature - Human Ninja   
3/4   
Ninjutsu 2UU (2UU, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Higure deals combat damage to a player, you may search your library for a Ninja card, reveal it, and put it into your hand. If you do, shuffle your library.
2: Target Ninja is unblockable this turn.  

Hikari, Twilight Guardian 
3WW   
Legendary Creature - Spirit   
4/4   
Flying
Whenever you play a Spirit or Arcane spell, you may remove Hikari, Twilight Guardian from the game. If you do, return it to play under its owner's control at end of turn.  

Hill Giant 
3R   
Creature - Giant   
3/3   
  

Hinder 
1UU   
Instant    
Counter target spell. If it's countered this way, put that card on the top or bottom of its owner's library instead of that player's graveyard.  

Hindering Touch 
3U   
Instant    
Counter target spell unless its controller pays 2.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)  

Hint of Insanity 
2B   
Sorcery    
Target player reveals his or her hand. That player discards all nonland cards with the same name as another card in his or her hand.  

Hipparion 
1W   
Creature - Hipparion   
1/3   
Hipparion can't block creatures with power 3 or greater unless you pay 1. (This cost is paid as blockers are declared.)  

Hired Giant 
3R   
Creature - Giant   
4/4   
When Hired Giant comes into play, each other player may search his or her library for a land card, put that card into play, then shuffle that library.  

Hired Muscle 
1BB   
Creature - Human Warrior   
2/2   
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Hired Muscle.
At end of turn, if there are two or more ki counters on Hired Muscle, you may flip it.
----
Scarmaker
Legendary Creature - Spirit
4/4
Remove a ki counter from Scarmaker: Target creature gains fear until end of turn.  

Hisoka, Minamo Sensei 
2UU   
Legendary Creature - Human Wizard   
1/3   
2U, Discard a card: Counter target spell if it has the same converted mana cost as the discarded card.  

Hisoka's Defiance 
1U   
Instant    
Counter target Spirit or Arcane spell.  

Hisoka's Guard 
1U   
Creature - Human Wizard   
1/1   
You may choose not to untap Hisoka's Guard during your untap step.
1U, T: As long as Hisoka's Guard remains tapped, target creature you control other than Hisoka's Guard can't be the target of spells or abilities.  

Hivis of the Scale 
3RR   
Legendary Creature    
3/4   
You may choose not to untap Hivis of the Scale during your untap step.
T: Gain control of target Dragon as long as Hivis remains tapped and as long as you control Hivis.  

Hoar Shade 
3B   
Creature - Shade   
1/2   
B: Hoar Shade gets +1/+1 until end of turn.  

Hobble 
2W   
Enchant Creature    
When Hobble comes into play, draw a card.
Enchanted creature can't attack.
Enchanted creature can't block if it's black.  

Hokori, Dust Drinker 
2WW   
Legendary Creature - Spirit   
2/2   
Lands don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a land he or she controls.  

Hold the Line 
1WW   
Instant    
Blocking creatures get +7/+7 until end of turn.  

Holistic Wisdom 
1GG   
Enchantment    
2, Remove a card in your hand from the game: Return target card from your graveyard to your hand if it shares a type with the card removed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.)  

Hollow Dogs 
4B   
Creature - Hound   
3/3   
Whenever Hollow Dogs attacks, it gets +2/+0 until end of turn.  

Hollow Specter 
1BB   
Creature - Specter   
2/2   
Flying
Whenever Hollow Specter deals combat damage to a player, you may pay X. If you do, that player reveals X cards from his or her hand and you choose one of them. That player discards that card.  

Hollow Trees 
Land    
Hollow Trees comes into play tapped.
You may choose not to untap Hollow Trees during your untap step.
At the beginning of your upkeep, if Hollow Trees is tapped, put a storage counter on it.
T, Remove any number of storage counters from Hollow Trees: Add G to your mana pool for each storage counter removed this way.  

Hollow Warrior 
4   
Artifact Creature - Golem   
4/4   
Hollow Warrior can't attack or block unless you tap an untapped creature you control not declared as an attacking or blocking creature this turn. (This cost is paid as attackers or blockers are declared.)  

Holy Armor 
W   
Enchant Creature    
Enchanted creature gets +0/+2.
W: Enchanted creature gets +0/+1 until end of turn.  

Holy Day 
W   
Instant    
Prevent all combat damage that would be dealt this turn.  

Holy Light 
2W   
Instant    
Nonwhite creatures get -1/-1 until end of turn.  

Holy Strength 
W   
Enchant Creature    
Enchanted creature gets +1/+2.  

Homarid 
2U   
Creature - Homarid   
2/2   
Homarid comes into play with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Homarid.
As long as there is exactly one tide counter on Homarid, it gets -1/-1.
As long as there are exactly three tide counters on Homarid, it gets +1/+1.
Whenever there are four tide counters on Homarid, remove all tide counters from it.  

Homarid Shaman 
2UU   
Creature - Homarid   
2/1   
U: Tap target green creature.  

Homarid Spawning Bed 
UU   
Enchantment    
1UU, Sacrifice a blue creature: Put X 1/1 blue Camarid creature tokens into play, where X is the converted mana cost of the sacrificed creature.  

Homarid Warrior 
4U   
Creature - Homarid   
3/3   
U: Homarid Warrior can't be the target of spells or abilities this turn and doesn't untap during your next untap step. Tap Homarid Warrior.  

Homura, Human Ascendant 
4RR   
Legendary Creature - Human Monk   
4/4   
Homura, Human Ascendant can't block.
When Homura is put into a graveyard from play, return it to play flipped.
-----
Homura's Essence
Legendary Enchantment
Creatures you control get +2/+2 and have flying and "R: This creature gets +1/+0 until end of turn."  

Honden of Cleansing Fire 
3W   
Legendary Enchantment - Shrine   
At the beginning of your upkeep, you gain 2 life for each Shrine you control.  

Honden of Infinite Rage 
2R   
Legendary Enchantment - Shrine   
At the beginning of your upkeep, Honden of Infinite Rage deals damage to target creature or player equal to the number of Shrines you control.  

Honden of Life's Web 
4G   
Legendary Enchantment - Shrine   
At the beginning of your upkeep, put a 1/1 colorless Spirit creature token into play for each Shrine you control.  

Honden of Night's Reach 
3B   
Legendary Enchantment - Shrine   
At the beginning of your upkeep, target opponent discards a card for each Shrine you control.  

Honden of Seeing Winds 
4U   
Legendary Enchantment - Shrine   
At the beginning of your upkeep, draw a card for each Shrine you control.  

Honor Guard 
W   
Creature - Soldier   
1/1   
W: Honor Guard gets +0/+1 until end of turn.  

Honor the Fallen 
1W   
Instant    
Remove all creature cards in all graveyards from the game. You gain 1 life for each card removed this way.  

Honorable Passage 
1W   
Instant    
The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals damage equal to the damage prevented this way to the source's controller.  

Honorable Scout 
W   
Creature - Soldier   
1/1   
When Honorable Scout comes into play, you gain 2 life for each black and/or red creature target opponent controls.  

Honor-Worn Shaku 
3   
Artifact    
T: Add 1 to your mana pool.
Tap an untapped legendary permanent you control: Untap Honor-Worn Shaku.  

Hooded Kavu 
2R   
Creature - Kavu   
2/2   
B: Hooded Kavu gains fear until end of turn.  

Hoodwink 
1U   
Instant    
Return target artifact, enchantment, or land to its owner's hand.  

Hope and Glory 
1W   
Instant    
Untap two target creatures. Each of them gets +1/+1 until end of turn.  

Hope Charm 
W   
Instant    
Choose one - Target creature gains first strike until end of turn; or target player gains 2 life; or destroy target local enchantment.  

Hopping Automaton 
3   
Artifact Creature    
2/2   
0: Hopping Automaton gets -1/-1 and gains flying until end of turn.  

Horizon Seed 
4W   
Creature - Spirit   
2/1   
Whenever you play a Spirit or Arcane spell, regenerate target creature.  

Horn of Deafening 
4   
Artifact    
2, T: Prevent all combat damage that would be dealt by target creature this turn.  

Horn of Greed 
3   
Artifact    
Whenever a player plays a land, that player draws a card.  

Horn of Plenty 
6   
Artifact    
Whenever a player plays a spell, he or she may pay 1. If that player does, he or she draws a card at end of turn.  

Horn of Ramos 
3   
Artifact    
T: Add G to your mana pool.
Sacrifice Horn of Ramos: Add G to your mana pool.  

Horned Cheetah 
2GW   
Creature - Cat   
2/2   
Whenever Horned Cheetah deals damage, you gain that much life.  

Horned Helm 
2   
Artifact - Equipment   
Equipped creature gets +1/+1 and has trample.
GG: Attach Horned Helm to target creature you control.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)  

Horned Kavu 
RG   
Creature - Kavu   
3/4   
When Horned Kavu comes into play, return a red or green creature you control to its owner's hand.  

Horned Sliver 
2G   
Creature - Sliver   
2/2   
All Slivers have trample.  

Horned Troll 
2G   
Creature - Troll   
2/2   
G: Regenerate Horned Troll.  

Horned Turtle 
2U   
Creature - Turtle   
1/4   
  

Hornet Cannon 
4   
Artifact    
3, T: Put a 1/1 Hornet artifact creature token with flying and haste into play. Destroy that creature at end of turn.  

Hornet Cobra 
1GG   
Creature - Cobra   
2/1   
First strike  

Horobi, Death's Wail 
2BB   
Legendary Creature - Spirit   
4/4   
Flying
Whenever a creature becomes the target of a spell or ability, destroy that creature.  

Horobi's Whisper 
1BB   
Instant - Arcane   
If you control a Swamp, destroy target nonblack creature.
Splice onto Arcane-Remove four cards in your graveyard from the game. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Horrible Hordes 
3   
Artifact Creature    
2/2   
Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)  

Horror of Horrors 
3BB   
Enchantment    
Sacrifice a Swamp: Regenerate target black creature.  

Horseshoe Crab 
2U   
Creature - Crab   
1/3   
U: Untap Horseshoe Crab.  

Hot Springs 
1G   
Enchant Land    
Hot Springs can enchant only a land you control.
Enchanted land has "T: Prevent the next 1 damage that would be dealt to target creature or player this turn."  

Hoverguard Observer 
2UU   
Creature - Drone   
3/3   
Flying
Hoverguard Observer may block only creatures with flying.  

Hoverguard Sweepers 
6UU   
Creature - Drone   
5/6   
Flying
When Hoverguard Sweepers comes into play, you may return up to two target creatures to their owners' hands.  

Howl from Beyond 
XB   
Instant    
Target creature gets +X/+0 until end of turn.  

Howling Fury 
2B   
Sorcery    
Target creature gets +4/+0 until end of turn.  

Howling Gale 
1G   
Instant    
Howling Gale deals 1 damage to each creature with flying and each player.
Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Howling Mine 
2   
Artifact    
At the beginning of each player's draw step, if Howling Mine is untapped, that player draws a card.  

Howling Wolf 
2GG   
Creature - Wolf   
2/2   
When Howling Wolf comes into play, you may search your library for up to three cards named Howling Wolf, reveal them, and put them into your hand. If you do, shuffle your library.  

Hua Tuo, Honored Physician 
1GG   
Legendary Creature    
1/2   
T: Put target creature card from your graveyard on top of your library. Play this ability only during your turn, before the combat phase.  

Huang Zhong, Shu General 
2WW   
Legendary Creature    
2/3   
Huang Zhong, Shu General can't be blocked by more than one creature.  

Hulking Cyclops 
3RR   
Creature - Giant   
5/5   
Hulking Cyclops can't block.  

Hulking Goblin 
1R   
Creature - Goblin   
2/2   
Hulking Goblin can't block.  

Hulking Ogre 
2R   
Creature - Ogre   
3/3   
Hulking Ogre can't block.  

Hull Breach 
RG   
Sorcery    
Choose one - Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment.  

Hum of the Radix 
2GG   
Enchantment    
Each artifact spell costs 1 more to play for each artifact its controller controls.  

Humble 
1W   
Instant    
Target creature loses all abilities and becomes 0/1 until end of turn.  

Humble Budoka 
1G   
Creature - Human Monk   
2/2   
Humble Budoka can't be the target of spells or abilities.  

Humility 
2WW   
Enchantment    
All creatures lose all abilities. Humility gains "All creatures are 1/1."  

Hunding Gjornersen 
3WUU   
Legendary Creature    
5/4   
Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)  

Hundred-Talon Kami 
4W   
Creature - Spirit   
2/3   
Flying
Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)  

Hundred-Talon Strike 
W   
Instant - Arcane   
Target creature gets +1/+0 and gains first strike until end of turn.
Splice onto Arcane-Tap an untapped white creature you control. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Hundroog 
6G   
Creature - Beast   
4/7   
Cycling 3 (3, Discard this card: Draw a card.)  

Hunger of the Nim 
1B   
Sorcery    
Target creature gets +1/+0 until end of turn for each artifact you control.  

Hungry Mist 
2GG   
Creature - Mist   
6/2   
At the beginning of your upkeep, sacrifice Hungry Mist unless you pay GG.  

Hunted Wumpus 
3G   
Creature - Beast   
6/6   
When Hunted Wumpus comes into play, each other player may put a creature card from his or her hand into play.  

Hunter Sliver 
1R   
Creature - Sliver   
1/1   
All Slivers have provoke. (When a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.)  

Hunting Cheetah 
2G   
Creature - Cheetah   
2/3   
Whenever Hunting Cheetah deals damage to an opponent, you may search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library.  

Hunting Drake 
4U   
Creature - Drake   
2/2   
Flying
When Hunting Drake comes into play, put target red or green creature on top of its owner's library.  

Hunting Grounds 
GW   
Enchantment    
Threshold - Whenever an opponent plays a spell, you may put a creature card from your hand into play. (You have threshold as long as seven or more cards are in your graveyard.)  

Hunting Kavu 
1RG   
Creature - Kavu   
2/3   
1RG, T: Remove from the game Hunting Kavu and target creature without flying that's attacking you.  

Hunting Moa 
2G   
Creature - Beast   
3/2   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
Whenever Hunting Moa comes into play or is put into a graveyard from play, put a +1/+1 counter on target creature.  

Hunting Pack 
5GG   
Instant    
Put a 4/4 green Beast creature token into play.
Storm (When you play this spell, copy it for each spell played before it this turn.)  

Hurkyl's Recall 
1U   
Instant    
Return all artifacts target player owns to his or her hand.  

Hurloon Minotaur 
1RR   
Creature - Minotaur   
2/3   
  

Hurloon Shaman 
1RR   
Creature - Minotaur   
2/3   
When Hurloon Shaman is put into a graveyard from play, each player sacrifices a land.  

Hurr Jackal 
R   
Creature - Jackal   
1/1   
T: Target creature can't be regenerated this turn.  

Hurricane 
XG   
Sorcery    
Hurricane deals X damage to each creature with flying and each player.  

Hush 
3G   
Sorcery    
Destroy all enchantments.
Cycling 2 (2, Discard this card: Draw a card.)  

Hyalopterous Lemure 
4B   
Creature - Lemure   
4/3   
0: Hyalopterous Lemure gets -1/-0 and gains flying until end of turn.  

Hydroblast 
U   
Instant    
Choose one - Counter target spell if it's red; or destroy target permanent if it's red.  

Hydromorph Guardian 
2U   
Creature - Guardian   
2/2   
U, Sacrifice Hydromorph Guardian: Counter target spell that targets one or more creatures you control.  

Hydromorph Gull 
3UU   
Creature - Bird Guardian   
3/3   
Flying
U, Sacrifice Hydromorph Gull: Counter target spell that targets one or more creatures you control.  

Hymn of Rebirth 
3GW   
Sorcery    
Put target creature card from a graveyard into play under your control.  

Hymn to Tourach 
BB   
Sorcery    
Target player discards two cards at random.  

Hyperion Blacksmith 
1RR   
Creature - Smith   
2/2   
T: Tap or untap target artifact an opponent controls.  

Hypnotic Cloud 
1B   
Sorcery    
Kicker 4 (You may pay an additional 4 as you play this spell.)
Target player discards a card. If the kicker cost was paid, that player discards three cards instead.  

Hypnotic Specter 
1BB   
Creature - Specter   
2/2   
Flying
Whenever Hypnotic Specter deals damage to an opponent, that player discards a card at random.  

Hypnox 
8BBB   
Creature - Nightmare Horror   
8/8   
Flying
When Hypnox comes into play, if you played it from your hand, remove all cards in target opponent's hand from the game.
When Hypnox leaves play, return the removed cards to their owner's hand.  

Hypochondria 
1W   
Enchantment    
W, Discard a card: Prevent the next 3 damage that would be dealt to target creature or player this turn.
W, Sacrifice Hypochondria: Prevent the next 3 damage that would be dealt to target creature or player this turn.  

Hystrodon 
4G   
Creature - Beast   
3/4   
Trample
Whenever Hystrodon deals combat damage to a player, you may draw a card.
Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Icatian Infantry 
W   
Creature - Soldier   
1/1   
1: Icatian Infantry gains banding until end of turn.
1: Icatian Infantry gains first strike until end of turn.  

Icatian Javelineers 
W   
Creature - Soldier   
1/1   
Icatian Javelineers comes into play with a javelin counter on it.
T, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player.  

Icatian Lieutenant 
WW   
Creature - Soldier   
1/2   
1W: Target Soldier gets +1/+0 until end of turn.  

Icatian Moneychanger 
W   
Creature - Townsfolk   
0/2   
Icatian Moneychanger comes into play with three credit counters on it.
When Icatian Moneychanger comes into play, it deals 3 damage to you.
At the beginning of your upkeep, put a credit counter on Icatian Moneychanger.
Sacrifice Icatian Moneychanger: You gain 1 life for each credit counter on Icatian Moneychanger. Play this ability only during your upkeep.  

Icatian Phalanx 
4W   
Creature - Soldier   
2/4   
Banding  

Icatian Priest 
W   
Creature - Cleric   
1/1   
1WW: Target creature gets +1/+1 until end of turn.  

Icatian Scout 
W   
Creature - Soldier   
1/1   
1, T: Target creature gains first strike until end of turn.  

Icatian Skirmishers 
3W   
Creature - Soldier   
1/1   
Banding, first strike
Whenever Icatian Skirmishers attacks, all creatures banded with it gain first strike until end of turn.  

Icatian Store 
Land    
Icatian Store comes into play tapped.
You may choose not to untap Icatian Store during your untap step.
At the beginning of your upkeep, if Icatian Store is tapped, put a storage counter on it.
T, Remove any number of storage counters from Icatian Store: Add W to your mana pool for each storage counter removed this way.  

Icatian Town 
5W   
Sorcery    
Put four 1/1 white Citizen creature tokens into play.  

Ice Cauldron 
4   
Artifact    
X, T: Put a charge counter on Ice Cauldron and remove a nonland card in your hand from the game. You may play that card as though it were in your hand. Note the type and amount of mana used to pay this activation cost. Play this ability only if there are no charge counters on Ice Cauldron.
T, Remove a charge counter from Ice Cauldron: Add to your mana pool mana of the type and amount last used to put a charge counter on Ice Cauldron. Spend this mana only to play the last card removed from the game with Ice Cauldron.  

Ice Cave 
3UU   
Enchantment    
Whenever a player plays a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.)  

Ice Floe 
Land    
You may choose not to untap Ice Floe during your untap step.
T: Tap target creature without flying that's attacking you. It doesn't untap during its controller's untap step as long as Ice Floe remains tapped.  

Ice Storm 
2G   
Sorcery    
Destroy target land.  

Iceberg 
XUU   
Enchantment    
Iceberg comes into play with X ice counters on it.
3: Put an ice counter on Iceberg.
Remove an ice counter from Iceberg: Add 1 to your mana pool.  

Icequake 
1BB   
Sorcery    
Destroy target land. If that land is a snow-covered land, Icequake deals 1 damage to the land's controller.  

Ichneumon Druid 
1GG   
Creature - Druid   
1/1   
Whenever an opponent plays an instant spell other than the first instant spell that player plays each turn, Ichneumon Druid deals 4 damage to him or her.  

Ichorid 
3B   
Creature - Horror   
3/1   
Haste
At end of turn, sacrifice Ichorid.
At the beginning of your upkeep, if Ichorid is in your graveyard, you may remove a black creature card in your graveyard other than Ichorid from the game. If you do, return Ichorid to play.  

Icy Manipulator 
4   
Artifact    
1, T: Tap target artifact, creature, or land.  

Icy Prison 
UU   
Enchantment    
When Icy Prison comes into play, remove target creature from the game.
At the beginning of your upkeep, sacrifice Icy Prison unless any player pays 3.
When Icy Prison leaves play, return the removed creature to play under its owner's control.  

Ideas Unbound 
UU   
Sorcery - Arcane   
Draw three cards. Discard three cards at end of turn.  

Ifh-Bff Efreet 
2GG   
Creature - Efreet   
3/3   
Flying
G: Ifh-Bff Efreet deals 1 damage to each creature with flying and each player. Any player may play this ability.  

Igneous Golem 
5   
Artifact Creature - Golem   
3/4   
2: Igneous Golem gains trample until end of turn.  

Ignoble Soldier 
2W   
Creature - Soldier   
3/1   
Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn.  

Ihsan's Shade 
3BBB   
Legendary Creature    
5/5   
Protection from white  

Iizuka the Ruthless 
3RR   
Legendary Creature - Human Samurai   
3/3   
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
2R, Sacrifice a Samurai: Samurai you control gain double strike until end of turn.  

Ill-Gotten Gains 
2BB   
Sorcery    
Remove Ill-Gotten Gains from the game.
Each player discards his or her hand, then returns up to three cards from his or her graveyard to his or her hand.  

Illicit Auction 
3RR   
Sorcery    
Each player may bid life for control of target creature. You begin the bidding at 0. In turn order, each player may top the high bid. The auction ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect doesn't end at end of turn.)  

Illuminate 
XR   
Sorcery    
Kicker 2R and/or 3U (You may pay an additional 2R and/or 3U as you play this spell.)
Illuminate deals X damage to target creature. If the 2R kicker cost was paid, Illuminate deals X damage to that creature's controller. If the 3U kicker cost was paid, you draw X cards.  

Illuminated Wings 
1U   
Enchant Creature    
Enchanted creature has flying.
2, Sacrifice Illuminated Wings: Draw a card.  

Illumination 
WW   
Instant    
Counter target artifact or enchantment spell. Its controller gains life equal to its converted mana cost.  

Illusion // Reality 
U // 2G   
Instant // Instant    
Target spell or permanent becomes the color of your choice until end of turn. // Destroy target artifact.  

Illusionary Forces 
3U   
Creature - Illusion   
4/4   
Flying
Cumulative upkeep U  

Illusionary Mask 
2   
Artifact    
X: Put a creature card with converted mana cost X or less from your hand into play face down as a 0/1 creature. Put X mask counters on that creature. Play this ability only any time you could play a sorcery. The creature's controller may turn the creature face up any time he or she could play an instant by removing all mask counters from it. This effect ends if the creature is turned face up.  

Illusionary Presence 
1UU   
Creature - Illusion   
2/2   
Cumulative upkeep U
At the beginning of your upkeep, Illusionary Presence gains the landwalk ability of your choice until end of turn.  

Illusionary Terrain 
UU   
Enchantment    
Cumulative upkeep 2
As Illusionary Terrain comes into play, choose two basic land types.
Basic lands of the first chosen type are of the second chosen type.  

Illusionary Wall 
4U   
Creature - Wall   
7/4   
Defender (This creature can't attack.)
Flying, first strike
Cumulative upkeep U  

Illusions of Grandeur 
3U   
Enchantment    
Cumulative upkeep 2
When Illusions of Grandeur comes into play, you gain 20 life.
When Illusions of Grandeur leaves play, you lose 20 life.  

Imagecrafter 
U   
Creature - Wizard   
1/1   
T: Choose a creature type. Target creature's type becomes that type until end of turn.  

Imaginary Pet 
1U   
Creature - Illusion   
4/4   
At the beginning of your upkeep, if you have a card in hand, return Imaginary Pet to its owner's hand.  

Imi Statue 
3   
Artifact    
Players can't untap more than one artifact during their untap steps.  

Immobilizing Ink 
1U   
Enchant Creature    
Enchanted creature doesn't untap during its controller's untap step.
Enchanted creature has "1, Discard a card: Untap this creature."  

Immolation 
R   
Enchant Creature    
Enchanted creature gets +2/-2.  

Impatience 
2R   
Enchantment    
At the end of each player's turn, if that player didn't play a spell that turn, Impatience deals 2 damage to him or her.  

Impending Disaster 
1R   
Enchantment    
At the beginning of your upkeep, if there are seven or more lands in play, sacrifice Impending Disaster. If you do, destroy all lands.  

Imperial Edict 
1B   
Sorcery    
Target opponent sacrifices a creature.  

Imperial Hellkite 
5RR   
Creature - Dragon   
6/6   
Flying
Morph 6RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Imperial Hellkite is turned face up, you may search your library for a Dragon card, reveal it, and put it into your hand. If you do, shuffle your library.  

Imperial Recruiter 
2R   
Creature - Advisor   
1/1   
When Imperial Recruiter comes into play, search your library for a creature with power 2 or less, reveal that card, and put it into your hand. Then shuffle your library.  

Imperial Seal 
B   
Sorcery    
Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.  

Implements of Sacrifice 
2   
Artifact    
1, T, Sacrifice Implements of Sacrifice: Add two mana of any one color to your mana pool.  

Implode 
4R   
Sorcery    
Destroy target land.
Draw a card.  

Imposing Visage 
R   
Enchant Creature    
Enchanted creature can't be blocked except by two or more creatures.  

Imprison 
B   
Enchant Creature    
Whenever a player plays an activated ability of enchanted creature with T in its activation cost that doesn't produce mana, you may pay 1. If you do, counter that ability. If you don't, sacrifice Imprison.
Whenever enchanted creature attacks or blocks, you may pay 1. If you do, tap the creature and remove it from combat. If it blocked and a creature it blocked now has no blockers, that creature is considered unblocked. If you don't pay 1, sacrifice Imprison.  

Improvised Armor 
3W   
Enchant Creature    
Enchanted creature gets +2/+5.
Cycling 3 (3, Discard this card: Draw a card.)  

Imps' Taunt 
1B   
Instant    
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Imps' Taunt into your hand instead of your graveyard as part of its resolution.)
Target creature attacks this turn if able.  

Impulse 
1U   
Instant    
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library.  

Impulsive Maneuvers 
2RR   
Enchantment    
Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage.  

In the Eye of Chaos 
2U   
World Enchantment    
Whenever a player plays an instant spell, counter it unless that player pays X, where X is its converted mana cost.  

In the Web of War 
3RR   
Enchantment    
Whenever a creature comes into play under your control, it gets +2/+0 and gains haste until end of turn.  

Iname as One 
8BBGG   
Legendary Creature - Spirit   
8/8   
When Iname as One comes into play, if you played it from your hand, you may search your library for a Spirit card, put it into play, then shuffle your library.
When Iname as One is put into a graveyard from play, you may remove it from the game. If you do, return target Spirit card from your graveyard to play.  

Iname, Death Aspect 
4BB   
Legendary Creature - Spirit   
4/4   
When Iname, Death Aspect comes into play, you may search your library for any number of Spirit cards and put them into your graveyard. If you do, shuffle your library.  

Iname, Life Aspect 
4GG   
Legendary Creature - Spirit   
4/4   
When Iname, Life Aspect is put into a graveyard from play, you may remove Iname, Life Aspect from the game. If you do, return any number of target Spirit cards from your graveyard to your hand.  

Incendiary 
R   
Enchant Creature    
At the beginning of your upkeep, you may put a fuse counter on Incendiary.
When enchanted creature is put into a graveyard, Incendiary deals X damage to target creature or player, where X is the number of fuse counters on Incendiary.  

Incinerate 
1R   
Instant    
Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can't be regenerated this turn.  

Incite War 
2R   
Instant    
Choose one - Creatures target player controls attack this turn if able; or creatures you control gain first strike until end of turn.
Entwine 2 (Choose both if you pay the entwine cost.)  

Indebted Samurai 
3W   
Creature - Human Samurai   
2/3   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
Whenever a Samurai you control is put into a graveyard from play, you may put a +1/+1 counter on Indebted Samurai.  

Indentured Djinn 
1UU   
Creature - Djinn   
4/4   
Flying
When Indentured Djinn comes into play, each other player may draw up to three cards.  

Independent Troops 
1R   
Creature - Soldier   
2/1   
  

Indestructible Aura 
W   
Instant    
Until end of turn, prevent all damage that would be dealt to target creature.  

Index 
U   
Sorcery    
Look at the top five cards of your library, then put them back in any order.  

Indomitable Will 
1W   
Enchant Creature    
You may play Indomitable Will any time you could play an instant.
Enchanted creature gets +1/+2.  

Inertia Bubble 
1U   
Enchant Artifact    
Enchanted artifact doesn't untap during its controller's untap step.  

Infantry Veteran 
W   
Creature - Soldier   
1/1   
T: Target attacking creature gets +1/+1 until end of turn.  

Infected Vermin 
2B   
Creature - Rat   
1/1   
2B: Infected Vermin deals 1 damage to each creature and each player.
Threshold - 3B: Infected Vermin deals 3 damage to each creature and each player. (Play this ability only if seven or more cards are in your graveyard.)  

Infectious Rage 
1R   
Enchant Creature    
Enchanted creature gets +2/-1.
When enchanted creature is put into a graveyard, choose a creature at random Infectious Rage can enchant. Return Infectious Rage to play enchanting that creature.  

Infernal Caretaker 
3B   
Creature - Cleric   
2/2   
Morph 3B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Infernal Caretaker is turned face up, return all Zombie cards from all graveyards to their owners' hands.  

Infernal Contract 
BBB   
Sorcery    
Draw four cards. You lose half your life, rounded up.  

Infernal Darkness 
2BB   
Enchantment    
Cumulative upkeep-Pay B and 1 life.
If a land is tapped for mana, it produces B instead of its normal type and amount.  

Infernal Denizen 
7B   
Creature - Infernal-Denizen   
5/7   
At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap Infernal Denizen, and an opponent may gain control of the creature you control of his or her choice. That opponent retains control of that creature as long as Infernal Denizen remains in play.
T: Gain control of target creature as long as Infernal Denizen remains in play.  

Infernal Genesis 
4BB   
Enchantment    
At the beginning of each player's upkeep, that player puts the top card from his or her library into his or her graveyard. He or she then puts X 1/1 black Minion creature tokens into play, where X is that card's converted mana cost.  

Infernal Harvest 
1B   
Sorcery    
As an additional cost to play Infernal Harvest, return any number of Swamps you control to their owner's hand.
Infernal Harvest deals damage equal to the number of Swamps returned this way, divided as you choose among any number of target creatures.  

Infernal Kirin 
2BB   
Legendary Creature - Kirin Spirit   
3/3   
Flying
Whenever you play a Spirit or Arcane spell, target player reveals his or her hand and discards all cards with that spell's converted mana cost.  

Infernal Medusa 
3BB   
Creature - Medusa   
2/4   
Whenever Infernal Medusa blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.  

Infernal Tribute 
BBB   
Enchantment    
2, Sacrifice a nontoken permanent: Draw a card.  

Inferno 
5RR   
Instant    
Inferno deals 6 damage to each creature and each player.  

Infest 
1BB   
Sorcery    
All creatures get -2/-2 until end of turn.  

Infested Roothold 
4G   
Creature - Wall   
0/3   
Defender (This creature can't attack.)
Protection from artifacts
Whenever an opponent plays an artifact spell, you may put a 1/1 green Insect creature token into play.  

Infiltrate 
U   
Instant    
Target creature is unblockable this turn.  

Infinite Authority 
WWW   
Enchant Creature    
Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy that creature at end of combat. At end of turn, if that creature was put into a graveyard this way, put a +1/+1 counter on enchanted creature.  

Infinite Hourglass 
4   
Artifact    
At the beginning of your upkeep, put a time counter on Infinite Hourglass.
All creatures get +1/+0 for each time counter on Infinite Hourglass.
3: Remove a time counter from Infinite Hourglass. Any player may play this ability but only during any upkeep step.  

Inflame 
R   
Instant    
Inflame deals 2 damage to each creature dealt damage this turn.  

Information Dealer 
1U   
Creature - Wizard   
1/1   
T: Look at the top X cards of your library, where X is the number of Wizards in play, then put them back in any order.  

Infuse 
2U   
Instant    
Untap target artifact, creature, or land.
Draw a card at the beginning of the next turn's upkeep.  

Infused Arrows 
4   
Artifact    
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
T, Remove X charge counters from Infused Arrows: Target creature gets -X/-X until end of turn.  

Ingenious Thief 
1U   
Creature - Thief   
1/1   
Flying
When Ingenious Thief comes into play, look at target player's hand.  

Inheritance 
W   
Enchantment    
Whenever a creature is put into a graveyard from play, you may pay 3. If you do, draw a card.  

Initiate of Blood 
3R   
Creature - Ogre Shaman   
2/2   
T: Initiate of Blood deals 1 damage to target creature that was dealt damage this turn. When that creature is put into a graveyard this turn, flip Initiate of Blood.
-----
Goka the Unjust
Legendary Creature - Ogre Shaman
4/4
T: Goka the Unjust deals 4 damage to target creature that was dealt damage this turn.  

Initiates of the Ebon Hand 
B   
Creature - Cleric   
1/1   
1: Add B to your mana pool. If this ability is played four or more times this turn, sacrifice Initiates of the Ebon Hand at end of turn.  

Ink-Eyes, Servant of Oni 
4BB   
Legendary Creature - Rat Ninja   
5/4   
Ninjutsu 3BB (3BB, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Ink-Eyes, Servant of Oni deals combat damage to a player, you may put target creature card from that player's graveyard into play under your control.
1B: Regenerate Ink-Eyes.  

Inner Calm, Outer Strength 
2G   
Instant - Arcane   
Target creature gets +X/+X until end of turn, where X is the number of cards in your hand.  

Inner Fire 
3R   
Sorcery    
Add R to your mana pool for each card in your hand.  

Inner Sanctum 
1WW   
Enchantment    
Cumulative upkeep-Pay 2 life.
Prevent all damage that would be dealt to creatures you control.  

Inner-Chamber Guard 
1W   
Creature - Human Samurai   
0/2   
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)  

Innocence Kami 
3WW   
Creature - Spirit   
2/3   
W, T: Tap target creature.
Whenever you play a Spirit or Arcane spell, untap Innocence Kami.  

Innocent Blood 
B   
Sorcery    
Each player sacrifices a creature.  

Inquisition 
2B   
Sorcery    
Target player reveals his or her hand. Inquisition deals damage to that player equal to the number of white cards in his or her hand.  

Insidious Bookworms 
B   
Creature - Worm   
1/1   
When Insidious Bookworms is put into a graveyard from play, you may pay 1B. If you do, target player discards a card at random.  

Insidious Dreams 
3B   
Instant    
As an additional cost to play Insidious Dreams, discard X cards.
Search your library for X cards. Then shuffle your library and put those cards on top of it in any order.  

Insight 
2U   
Enchantment    
Whenever an opponent plays a green spell, you draw a card.  

Insist 
G   
Sorcery    
The next creature spell you play this turn can't be countered by spells or abilities.
Draw a card.  

Insolence 
2R   
Enchant Creature    
Whenever enchanted creature becomes tapped, Insolence deals 2 damage to that creature's controller.  

Inspiration 
3U   
Instant    
Target player draws two cards.  

Inspirit 
2W   
Instant    
Untap target creature. It gets +2/+4 until end of turn.  

Instigator 
1B   
Creature - Spellshaper   
1/1   
1BB, T, Discard a card: Creatures target player controls attack this turn if able.  

Instill Energy 
G   
Enchant Creature    
Enchanted creature has haste.
0: Untap enchanted creature. Play this ability only during your turn but only once each turn.  

Insubordination 
BB   
Enchant Creature    
At the end of the turn of enchanted creature's controller, Insubordination deals 2 damage to that player unless that creature attacked this turn.  

Insurrection 
5RRR   
Sorcery    
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.  

Interdict 
1U   
Instant    
Counter target activated ability of a permanent. (Mana abilities can't be countered.)
Draw a card.  

Intervene 
U   
Instant    
Counter target spell that targets a creature.  

Intimidation 
2BBB   
Enchantment    
Creatures you control have fear.  

Into the Fray 
R   
Instant - Arcane   
Target creature attacks this turn if able.
Splice onto Arcane R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Into Thin Air 
5U   
Instant    
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Return target artifact to its owner's hand.  

Intrepid Hero 
2W   
Creature - Soldier   
1/1   
T: Destroy target creature with power 4 or greater.  

Intruder Alarm 
2U   
Enchantment    
Creatures don't untap during their controllers' untap steps.
Whenever a creature comes into play, untap all creatures.  

Intuition 
2U   
Instant    
Search your library for any three cards and reveal them. An opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.  

Invasion Plans 
2R   
Enchantment    
All creatures block each turn if able.
Instead of the defending player, the attacking player chooses how each creature blocks.  

Invigorate 
2G   
Instant    
If you control a Forest, you may have an opponent gain 3 life rather than pay Invigorate's mana cost.
Target creature gets +4/+4 until end of turn.  

Invigorating Boon 
1G   
Enchantment    
Whenever a player cycles a card, you may put a +1/+1 counter on target creature.  

Invigorating Falls 
2GG   
Sorcery    
You gain life equal to the number of creature cards in all graveyards.  

Inviolability 
1W   
Enchant Creature    
Prevent all damage that would be dealt to enchanted creature.  

Invisibility 
UU   
Enchant Creature    
Enchanted creature can't be blocked except by Walls.  

Invoke Prejudice 
UUUU   
Enchantment    
Whenever an opponent plays a nonartifact creature spell that doesn't share a color with a creature you control, counter that spell unless its controller pays X, where X is its converted mana cost.  

Invulnerability 
1W   
Instant    
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Invulnerability into your hand instead of your graveyard as part of its resolution.)
The next time a source of your choice would deal damage to you this turn, prevent that damage.  

Ion Storm 
2R   
Enchantment    
1R, Remove a +1/+1 counter or a charge counter from a permanent you control: Ion Storm deals 2 damage to target creature or player.  

Ire of Kaminari 
3R   
Instant - Arcane   
Ire of Kaminari deals damage to target creature or player equal to the number of Arcane cards in your graveyard.  

Iridescent Angel 
5WU   
Creature - Angel   
4/4   
Flying, protection from all colors  

Iridescent Drake 
3U   
Creature - Drake   
2/2   
Flying
When Iridescent Drake comes into play, if you played it from your hand, put target enchant creature card from a graveyard into play enchanting Iridescent Drake. (You control that enchantment.)  

Irini Sengir 
2BB   
Legendary Creature    
2/2   
White enchantments and green enchantments cost 2 more to play.  

Iron Lance 
2   
Artifact    
3, T: Target creature gains first strike until end of turn.  

Iron Maiden 
3   
Artifact    
At the beginning of each opponent's upkeep, Iron Maiden deals 1 damage to that player for each card more than four in his or her hand.  

Iron Myr 
2   
Artifact Creature - Myr   
1/1   
T: Add R to your mana pool.  

Iron Star 
1   
Artifact    
Whenever a player plays a red spell, you may pay 1. If you do, you gain 1 life.  

Iron Tusk Elephant 
4W   
Creature - Elephant   
3/3   
Trample  

Iron Will 
W   
Instant    
Target creature gets +0/+4 until end of turn.
Cycling 2 (2, Discard this card: Draw a card.)  

Iron-Barb Hellion 
5R   
Creature - Beast   
5/4   
Haste
Iron-Barb Hellion can't block.  

Ironclaw Curse 
R   
Enchant Creature    
Enchanted creature gets -0/-1.
Enchanted creature can't block a creature with power equal to or greater than the enchanted creature's toughness.  

Ironclaw Orcs 
1R   
Creature - Orc   
2/2   
Ironclaw Orcs can't block a creature with power 2 or greater.  

Ironfist Crusher 
4W   
Creature - Soldier   
2/4   
Ironfist Crusher may block any number of creatures.
Morph 3W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Iron-Heart Chimera 
4   
Artifact Creature - Chimera   
2/2   
Vigilance
Sacrifice Iron-Heart Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains vigilance. (This effect doesn't end at end of turn.)  

Ironhoof Ox 
3GG   
Creature - Ox   
4/4   
Ironhoof Ox can't be blocked by more than one creature.  

Ironroot Treefolk 
4G   
Creature - Treefolk   
3/5   
  

Ironshell Beetle 
1G   
Creature - Insect   
1/1   
When Ironshell Beetle comes into play, put a +1/+1 counter on target creature.  

Irradiate 
3B   
Instant    
Target creature gets -1/-1 until end of turn for each artifact you control.  

Irrigation Ditch 
Land    
Irrigation Ditch comes into play tapped.
T: Add W to your mana pool.
T, Sacrifice Irrigation Ditch: Add GU to your mana pool.  

Isamaru, Hound of Konda 
W   
Legendary Creature - Hound   
2/2   
  

Isao, Enlightened Bushi 
2G   
Legendary Creature - Human Samurai   
2/1   
Isao, Enlightened Bushi can't be countered.
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
2: Regenerate target Samurai.  

Ishi-Ishi, Akki Crackshot 
1R   
Legendary Creature - Goblin Warrior   
1/1   
Whenever an opponent plays a Spirit or Arcane spell, Ishi-Ishi, Akki Crackshot deals 2 damage to that player.  

Island 
Basic Land - Island   
[U]  

Island Fish Jasconius 
4UUU   
Creature - Island-Fish   
6/8   
Island Fish Jasconius can't attack unless defending player controls an Island.
Jasconius doesn't untap during your untap step.
UUU: Untap Jasconius. Play this ability only during your upkeep.
When you control no Islands, sacrifice Jasconius.  

Island of Wak-Wak 
Land    
T: Target creature with flying gets -X/-0 until end of turn, where X is its power.  

Island Sanctuary 
1W   
Enchantment    
If you would draw a card during your draw step, instead you may skip that draw. If you do, until the beginning of your next turn, only creatures with flying or islandwalk may attack you.  

Isochron Scepter 
2   
Artifact    
Imprint - When Isochron Scepter comes into play, you may remove an instant card with converted mana cost 2 or less in your hand from the game. (The removed card is imprinted on this artifact.)
2, T: You may copy the imprinted instant card. If you do, you may play the copy without paying its mana cost.  

Ivory Charm 
W   
Instant    
Choose one - All creatures get -2/-0 until end of turn; or tap target creature; or prevent the next 1 damage that would be dealt to target creature or player this turn.  

Ivory Crane Netsuke 
2   
Artifact    
At the beginning of your upkeep, if you have seven or more cards in hand, you gain 4 life.  

Ivory Cup 
1   
Artifact    
Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life.  

Ivory Gargoyle 
4W   
Creature - Gargoyle   
2/2   
Flying
When Ivory Gargoyle is put into a graveyard from play, return it to play under its owner's control at end of turn and skip your next draw step.
4W: Remove Ivory Gargoyle from the game.  

Ivory Guardians 
4WW   
Creature - Guardian   
3/3   
Protection from red
All Guardians get +1/+1 as long as an opponent controls a red permanent.  

Ivory Mask 
2WW   
Enchantment    
You can't be the target of spells or abilities.  

Ivory Tower 
1   
Artifact    
At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus four.  

Ivy Elemental 
XG   
Creature - Elemental   
0/0   
Ivy Elemental comes into play with X +1/+1 counters on it.  

Ivy Seer 
3G   
Creature - Wizard   
1/1   
2G, T: Reveal any number of green cards in your hand. Target creature gets +X/+X until end of turn, where X is the number of cards revealed this way.  

Iwamori of the Open Fist 
2GG   
Legendary Creature - Human Monk   
5/5   
Trample
When Iwamori of the Open Fist comes into play, each opponent may put a legendary creature card from his or her hand into play.  

Ixidor, Reality Sculptor 
3UU   
Legendary Creature - Wizard   
3/4   
Face-down creatures get +1/+1.
2U: Turn target face-down creature face up.  

Ixidor's Will 
2U   
Instant    
Counter target spell unless its controller pays 2 for each Wizard in play.  

Jabari's Banner 
2   
Artifact    
1, T: Target creature gains flanking until end of turn. (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)  

Jabari's Influence 
3WW   
Instant    
Play Jabari's Influence only after combat.
Gain control of target nonartifact, nonblack creature that attacked you this turn and put a -1/-0 counter on it.  

Jackal Pup 
R   
Creature - Hound   
2/1   
Whenever Jackal Pup is dealt damage, it deals that much damage to you.  

Jackalope Herd 
3G   
Creature - Beast   
4/5   
When you play a spell, return Jackalope Herd to its owner's hand.  

Jacques le Vert 
1RGW   
Legendary Creature    
3/2   
Green creatures you control get +0/+2.  

Jade Idol 
4   
Artifact    
Whenever you play a Spirit or Arcane spell, Jade Idol becomes a 4/4 Spirit artifact creature until end of turn.  

Jade Leech 
2GG   
Creature - Leech   
5/5   
Green spells you play cost G more to play.  

Jade Monolith 
4   
Artifact    
1: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead.  

Jade Statue 
4   
Artifact    
2: Jade Statue becomes a 3/6 artifact creature until end of combat. Play this ability only during combat.  

Jaded Response 
1U   
Instant    
Counter target spell if it shares a color with a creature you control.  

Jagged Lightning 
3RR   
Sorcery    
Jagged Lightning deals 3 damage to target creature and 3 damage to another target creature.  

Jalum Tome 
3   
Artifact    
2, T: Draw a card, then discard a card.  

Jamuraan Lion 
2W   
Creature - Lion   
3/1   
W, T: Target creature can't block this turn.  

Jandor's Ring 
6   
Artifact    
2, T, Discard the last card you drew this turn: Draw a card.  

Jandor's Saddlebags 
2   
Artifact    
3, T: Untap target creature.  

Jangling Automaton 
3   
Artifact Creature    
3/2   
Whenever Jangling Automaton attacks, untap all creatures defending player controls.  

Jareth, Leonine Titan 
3WWW   
Legendary Creature - Cat Giant   
4/7   
Whenever Jareth, Leonine Titan blocks, it gets +7/+7 until end of turn.
W: Jareth gains protection from the color of your choice until end of turn.  

Jasmine Boreal 
3GW   
Legendary Creature    
4/5   
  

Jasmine Seer 
3W   
Creature - Wizard   
1/1   
2W, T: Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way.  

Jayemdae Tome 
4   
Artifact    
4, T: Draw a card.  

Jedit Ojanen 
4WWU   
Legendary Creature    
5/5   
  

Jerrard of the Closed Fist 
3RGG   
Legendary Creature    
6/5   
  

Jeska, Warrior Adept 
2RR   
Legendary Creature - Barbarian   
3/1   
First strike, haste
T: Jeska, Warrior Adept deals 1 damage to target creature or player.  

Jester's Cap 
4   
Artifact    
2, T, Sacrifice Jester's Cap: Search target player's library for three cards and remove them from the game. Then that player shuffles his or her library.  

Jester's Mask 
5   
Artifact    
Jester's Mask comes into play tapped.
1, T, Sacrifice Jester's Mask: Target opponent puts his or her hand on top of his or her library. Search that library for as many cards as he or she put on top of it this way. That player puts those cards into his or her hand, then shuffles his or her library.  

Jet Medallion 
2   
Artifact    
Black spells you play cost 1 less to play.  

Jetting Glasskite 
4UU   
Creature - Spirit   
4/4   
Flying
Whenever Jetting Glasskite becomes the target of a spell or ability for the first time in a turn, counter that spell or ability.  

Jeweled Amulet 
0   
Artifact    
1, T: Put a charge counter on Jeweled Amulet. Note what type of mana was used to pay this activation cost. Play this ability only if there are no charge counters on Jeweled Amulet.
T, Remove all charge counters from Jeweled Amulet: Add one mana of the type last used to put a charge counter on Jeweled Amulet to your mana pool. Play this ability only if there are one or more charge counters on Jeweled Amulet.  

Jeweled Bird 
1   
Artifact    
Remove Jeweled Bird from your deck before playing if you're not playing for ante.
T: Put Jeweled Bird into the ante. If you do, put all other cards you own in the ante into your graveyard, then draw a card.  

Jeweled Spirit 
3WW   
Creature - Spirit   
3/3   
Flying
Sacrifice two lands: Jeweled Spirit gains protection from artifacts or from the color of your choice until end of turn.  

Jeweled Torque 
2   
Artifact    
As Jeweled Torque comes into play, choose a color.
Whenever a player plays a spell of the chosen color, you may pay 2. If you do, you gain 2 life.  

Jhoira's Toolbox 
2   
Artifact Creature    
1/1   
2: Regenerate target artifact creature.  

Jhovall Queen 
4WW   
Creature - Rebel   
4/7   
Vigilance  

Jhovall Rider 
4W   
Creature - Rebel   
3/3   
Trample  

Jihad 
WWW   
Enchantment    
As Jihad comes into play, choose a color and an opponent.
White creatures get +2/+1.
When the chosen opponent controls no cards of the chosen color, sacrifice Jihad.  

Jilt 
1U   
Instant    
Kicker 1R (You may pay an additional 1R as you play this spell.)
Return target creature to its owner's hand. If the kicker cost was paid, Jilt deals 2 damage to another target creature.  

Jinx 
1U   
Instant    
Target land's type becomes the basic land type of your choice until end of turn.
Draw a card at the beginning of the next turn's upkeep.  

Jinxed Choker 
3   
Artifact    
At the end of your turn, target opponent gains control of Jinxed Choker and puts a charge counter on it.
At the beginning of your upkeep, Jinxed Choker deals damage to you equal to the number of charge counters on it.
3: Put a charge counter on Jinxed Choker or remove one from it.  

Jinxed Idol 
2   
Artifact    
At the beginning of your upkeep, Jinxed Idol deals 2 damage to you.
Sacrifice a creature: Target opponent gains control of Jinxed Idol. (This effect doesn't end at end of turn.)  

Jinxed Ring 
2   
Artifact    
Whenever a card is put into your graveyard from play, Jinxed Ring deals 1 damage to you.
Sacrifice a creature: Target opponent gains control of Jinxed Ring. (This effect doesn't end at end of turn.)  

Jiwari, the Earth Aflame 
3RR   
Legendary Creature - Spirit   
3/3   
XR, T: Jiwari, the Earth Aflame deals X damage to target creature without flying.
Channel - XRRR, Discard Jiwari: Jiwari deals X damage to each creature without flying.  

Johan 
3RGW   
Legendary Creature    
5/4   
At the beginning of your combat phase, you may have Johan gain "Johan can't attack" until end of combat. If you do, attacking doesn't cause creatures you control to tap this combat if Johan is untapped.  

Johtull Wurm 
5G   
Creature - Wurm   
6/6   
Whenever Johtull Wurm becomes blocked, it gets -2/-1 until end of turn for each creature blocking it beyond the first.  

Joiner Adept 
1G   
Creature - Elf Druid   
2/1   
Lands you control have "T: Add one mana of any color to your mana pool."  

Jokulhaups 
4RR   
Sorcery    
Destroy all artifacts, creatures, and lands. They can't be regenerated.  

Jolrael, Empress of Beasts 
3GG   
Legendary Creature - Spellshaper   
3/3   
2G, T, Discard two cards: Until end of turn, all lands target player controls are 3/3 creatures that are still lands.  

Jolrael's Centaur 
1GG   
Creature - Centaur   
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Jolrael's Centaur can't be the target of spells or abilities.  

Jolrael's Favor 
1G   
Enchant Creature    
You may play Jolrael's Favor any time you could play an instant.
1G: Regenerate enchanted creature.  

Jolt 
2U   
Instant    
Tap or untap target artifact, creature, or land.
Draw a card at the beginning of the next turn's upkeep.  

Jolting Merfolk 
2UU   
Creature - Merfolk   
2/2   
Fading 4 (This creature comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Jolting Merfolk: Tap target creature.  

Journey of Discovery 
2G   
Sorcery    
Choose one - Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library; or you may play up to two additional lands this turn.
Entwine 2G (Choose both if you pay the entwine cost.)  

Journeyer's Kite 
2   
Artifact    
3, T: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.  

Joven 
3RR   
Legendary Creature    
3/3   
RRR, T: Destroy target noncreature artifact.  

Joven's Ferrets 
G   
Creature - Ferret   
1/1   
Whenever Joven's Ferrets attacks, it gets +0/+2 until end of turn.
At end of combat, tap all creatures that blocked Joven's Ferrets this turn. They don't untap during their controller's next untap step.  

Joven's Tools 
6   
Artifact    
4, T: This turn, target creature can't be blocked except by Walls.  

Jovial Evil 
2B   
Sorcery    
Jovial Evil deals X damage to target opponent, where X is twice the number of white creatures that player controls.  

Joyous Respite 
3G   
Sorcery - Arcane   
You gain 1 life for each land you control.  

Jugan, the Rising Star 
3GGG   
Legendary Creature - Dragon Spirit   
5/5   
Flying
When Jugan, the Rising Star is put into a graveyard from play, you may distribute five +1/+1 counters among any number of target creatures.  

Juggernaut 
4   
Artifact Creature    
5/3   
Juggernaut attacks each turn if able.
Juggernaut can't be blocked by Walls.  

Juju Bubble 
1   
Artifact    
Cumulative upkeep 1
When you play a card, sacrifice Juju Bubble.
2: You gain 1 life.  

Jukai Messenger 
G   
Creature - Human Monk   
1/1   
Forestwalk  

Jump 
U   
Instant    
Target creature gains flying until end of turn.  

Jungle Barrier 
2GU   
Creature - Wall   
2/6   
Defender (This creature can't attack.)
When Jungle Barrier comes into play, draw a card.  

Jungle Basin 
Land    
If Jungle Basin would come into play, return an untapped Forest you control to its owner's hand instead. If you do, put Jungle Basin into play tapped. If you don't, put it into its owner's graveyard.
T: Add 1G to your mana pool.  

Jungle Lion 
G   
Creature - Cat   
2/1   
Jungle Lion can't block.  

Jungle Patrol 
3G   
Creature - Soldier   
3/2   
1G, T: Put a 0/1 green Wood Wall creature token with defender into play.
Sacrifice a Wood Wall: Add R to your mana pool.  

Jungle Troll 
1RG   
Creature - Troll   
2/1   
R: Regenerate Jungle Troll.
G: Regenerate Jungle Troll.  

Jungle Wurm 
3GG   
Creature - Wurm   
5/5   
Whenever Jungle Wurm becomes blocked, it gets -1/-1 until end of turn for each creature blocking it beyond the first.  

Juniper Order Advocate 
2W   
Creature - Knight   
1/2   
Green creatures you control get +1/+1 as long as Juniper Order Advocate is untapped.  

Juniper Order Druid 
2G   
Creature - Cleric   
1/1   
T: Untap target land.  

Junk Diver 
3   
Artifact Creature    
1/1   
Flying
When Junk Diver is put into a graveyard from play, return another target artifact card from your graveyard to your hand.  

Junk Golem 
4   
Artifact Creature - Golem   
0/0   
Junk Golem comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, sacrifice Junk Golem unless you remove a +1/+1 counter from it.
1, Discard a card: Put a +1/+1 counter on Junk Golem.  

Junkyo Bell 
4   
Artifact    
At the beginning of your upkeep, you may have target creature you control get +X/+X until end of turn, where X is the number of creatures you control. If you do, sacrifice that creature at end of turn.  

Juntu Stakes 
2   
Artifact    
Creatures with power 1 or less don't untap during their controllers' untap steps.  

Junn Efreet 
1BB   
Creature - Efreet   
3/3   
Flying
At the beginning of your upkeep, sacrifice Junn Efreet unless you pay BB.  

Jushi Apprentice 
1U   
Creature - Human Wizard   
1/2   
2U, T: Draw a card. If you have nine or more cards in hand, flip Jushi Apprentice.
-----
Tomoya the Revealer
Legendary Creature - Human Wizard
2/3
3UU, T: Target player draws X cards, where X is the number of cards in your hand.  

Just Fate 
2W   
Instant    
Play Just Fate only during the declare attackers step and only if you are the defending player.
Destroy target attacking creature.  

Justice 
2WW   
Enchantment    
At the beginning of your upkeep, sacrifice Justice unless you pay WW.
Whenever a red creature or spell deals damage, Justice deals that much damage to that creature's or spell's controller.  

Juxtapose 
3U   
Sorcery    
You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for highest cost, that player chooses one. (This effect doesn't end at end of turn.)  

Juzm Djinn 
2BB   
Creature - Djinn   
5/5   
At the beginning of your upkeep, Juzm Djinn deals 1 damage to you.  

Kaboom! 
4R   
Sorcery    
Choose any number of target players. For each of those players, reveal cards from the top of your library until you reveal a nonland card. Kaboom! deals damage equal to that card's converted mana cost to that player, then you put the revealed cards on the bottom of your library in any order.  

Kabuto Moth 
2W   
Creature - Spirit   
1/2   
Flying
T: Target creature gets +1/+2 until end of turn.  

Kaervek's Hex 
3B   
Sorcery    
Kaervek's Hex deals 1 damage to each nonblack creature and an additional 1 damage to each green creature.  

Kaervek's Purge 
XBR   
Sorcery    
Destroy target creature with converted mana cost X. If that creature is put into a graveyard this way, Kaervek's Purge deals damage equal to the creature's power to the creature's controller.  

Kaervek's Spite 
BBB   
Instant    
As an additional cost to play Kaervek's Spite, sacrifice all permanents you control and discard your hand.
Target player loses 5 life.  

Kaervek's Torch 
XR   
Sorcery    
As long as Kaervek's Torch is on the stack, spells that target it cost 2 more to play.
Kaervek's Torch deals X damage to target creature or player.  

Kagemaro, First to Suffer 
3BB   
Legendary Creature - Demon Spirit   
*/*   
Kagemaro, First to Suffer's power and toughness are each equal to the number of cards in your hand.
B, Sacrifice Kagemaro: All creatures get -X/-X until end of turn, where X is the number of cards in your hand.  

Kagemaro's Clutch 
3B   
Enchant Creature    
Enchanted creature gets -X/-X, where X is the number of cards in your hand.  

Kaho, Minamo Historian 
2UU   
Legendary Creature - Human Wizard   
2/2   
When Kaho, Minamo Historian comes into play, search your library for up to three instant cards and remove them from the game. Then shuffle your library.
X, T: You may play a card with converted mana cost X removed from the game with Kaho without paying its mana cost.  

Kaijin of the Vanishing Touch 
1U   
Creature - Spirit   
0/3   
Defender (This creature can't attack.)
Whenever Kaijin of the Vanishing Touch blocks a creature, return that creature to its owner's hand at end of combat. (Return it only if it's in play.)  

Kamahl, Fist of Krosa 
4GG   
Legendary Creature - Druid   
4/3   
G: Target land becomes a 1/1 creature until end of turn. It's still a land.
2GGG: Creatures you control get +3/+3 and gain trample until end of turn.  

Kamahl, Pit Fighter 
4RR   
Legendary Creature - Barbarian   
6/1   
Haste
T: Kamahl, Pit Fighter deals 3 damage to target creature or player.  

Kamahl's Desire 
1R   
Enchant Creature    
Enchanted creature has first strike.
Threshold - Enchanted creature gets +3/+0. (You have threshold as long as seven or more cards are in your graveyard.)  

Kamahl's Sledge 
5RR   
Sorcery    
Kamahl's Sledge deals 4 damage to target creature.
Threshold - Instead Kamahl's Sledge deals 4 damage to that creature and 4 damage to that creature's controller. (You have threshold if seven or more cards are in your graveyard.)  

Kamahl's Summons 
3G   
Sorcery    
Each player may reveal any number of creature cards from his or her hand. Then each player puts a 2/2 green Bear creature token into play for each card he or she revealed this way.  

Kami of Ancient Law 
1W   
Creature - Spirit   
2/2   
Sacrifice Kami of Ancient Law: Destroy target enchantment.  

Kami of Empty Graves 
3B   
Creature - Spirit   
4/1   
Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)  

Kami of False Hope 
W   
Creature - Spirit   
1/1   
Sacrifice Kami of False Hope: Prevent all combat damage that would be dealt this turn.  

Kami of Fire's Roar 
3R   
Creature - Spirit   
2/3   
Whenever you play a Spirit or Arcane spell, target creature can't block this turn.  

Kami of Lunacy 
4BB   
Creature - Spirit   
4/1   
Flying
Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.)  

Kami of Old Stone 
3W   
Creature - Spirit   
1/7   
  

Kami of Tattered Shoji 
4W   
Creature - Spirit   
2/5   
Whenever you play a Spirit or Arcane spell, Kami of Tattered Shoji gains flying until end of turn.  

Kami of the Crescent Moon 
UU   
Legendary Creature - Spirit   
1/3   
At the beginning of each player's draw step, that player draws a card.  

Kami of the Honored Dead 
5WW   
Creature - Spirit   
3/5   
Flying
Whenever Kami of the Honored Dead is dealt damage, you gain that much life.
Soulshift 6 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.)  

Kami of the Hunt 
2G   
Creature - Spirit   
2/2   
Whenever you play a Spirit or Arcane spell, Kami of the Hunt gets +1/+1 until end of turn.  

Kami of the Painted Road 
4W   
Creature - Spirit   
3/3   
Whenever you play a Spirit or Arcane spell, Kami of the Painted Road gains protection from the color of your choice until end of turn.  

Kami of the Palace Fields 
5W   
Creature - Spirit   
3/2   
Flying, first strike
Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.)  

Kami of the Tended Garden 
3G   
Creature - Spirit   
4/4   
At the beginning of your upkeep, sacrifice Kami of the Tended Garden unless you pay G.
Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)  

Kami of the Waning Moon 
2B   
Creature - Spirit   
1/1   
Flying
Whenever you play a Spirit or Arcane spell, target creature gains fear until end of turn.  

Kami of Twisted Reflection 
1UU   
Creature - Spirit   
2/2   
Sacrifice Kami of Twisted Reflection: Return target creature you control to its owner's hand.  

Kangee, Aerie Keeper 
2WU   
Legendary Creature    
2/2   
Kicker 2X (You may pay an additional 2X as you play this spell.)
Flying
When Kangee, Aerie Keeper comes into play, if the kicker cost was paid, put X feather counters on it.
All Birds get +1/+1 for each feather counter on Kangee, Aerie Keeper.  

Karakas 
Legendary Land    
T: Add W to your mana pool.
T: Return target legendary creature to its owner's hand.  

Karma 
2WW   
Enchantment    
At the beginning of each player's upkeep, Karma deals damage to that player equal to the number of Swamps he or she controls.  

Karmic Guide 
3WW   
Creature - Spirit   
2/2   
Flying, protection from black; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Karmic Guide comes into play, if you played it from your hand, return target creature card from your graveyard to play.  

Karmic Justice 
2W   
Enchantment    
Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.  

Karn, Silver Golem 
5   
Legendary Artifact Creature - Golem   
4/4   
Whenever Karn, Silver Golem blocks or becomes blocked, it gets -4/+4 until end of turn.
1: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (That artifact retains its abilities.)  

Karn's Touch 
UU   
Instant    
Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.)  

Karona, False God 
1WUBRG   
Legendary Creature    
5/5   
Haste
At the beginning of each player's upkeep, that player untaps Karona, False God and gains control of it.
Whenever Karona attacks, creatures of the type of your choice get +3/+3 until end of turn.  

Karona's Zealot 
4W   
Creature - Cleric   
2/5   
Morph 3WW (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Karona's Zealot is turned face up, all damage that would be dealt to it this turn is dealt to target creature instead.  

Karoo 
Land    
If Karoo would come into play, return an untapped Plains you control to its owner's hand instead. If you do, put Karoo into play tapped. If you don't, put it into its owner's graveyard.
T: Add 1W to your mana pool.  

Karoo Meerkat 
1G   
Creature - Meerkat   
2/1   
Protection from blue  

Karplusan Forest 
Land    
T: Add 1 to your mana pool.
T: Add R or G to your mana pool. Karplusan Forest deals 1 damage to you.  

Karplusan Giant 
6R   
Creature - Giant   
3/3   
Tap an untapped snow-covered land you control: Karplusan Giant gets +1/+1 until end of turn.  

Karplusan Yeti 
3RR   
Creature - Yeti   
3/3   
T: Karplusan Yeti deals damage equal to its power to target creature. That creature deals damage equal to its power to Karplusan Yeti.  

Karstoderm 
2GG   
Creature - Beast   
0/0   
Karstoderm comes into play with five +1/+1 counters on it.
Whenever an artifact comes into play, remove a +1/+1 counter from Karstoderm.  

Kashi-Tribe Elite 
1GG   
Creature - Snake Warrior   
2/3   
Legendary Snakes you control can't be the targets of spells or abilities.
Whenever Kashi-Tribe Elite deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.  

Kashi-Tribe Reaver 
3G   
Creature - Snake Warrior   
3/2   
Whenever Kashi-Tribe Reaver deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
1G: Regenerate Kashi-Tribe Reaver.  

Kashi-Tribe Warriors 
3GG   
Creature - Snake Warrior   
2/4   
Whenever Kashi-Tribe Warriors deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.  

Kasimir the Lone Wolf 
4WU   
Legendary Creature    
5/3   
  

Katabatic Winds 
2G   
Enchantment    
Phasing
Creatures with flying can't attack, block, or use any ability that includes T in its activation cost.  

Kataki, War's Wage 
1W   
Legendary Creature - Spirit   
2/1   
All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay 1."  

Kavu Aggressor 
2R   
Creature - Kavu   
3/2   
Kicker 4 (You may pay an additional 4 as you play this spell.)
Kavu Aggressor can't block.
If the kicker cost was paid, Kavu Aggressor comes into play with a +1/+1 counter on it.  

Kavu Chameleon 
3GG   
Creature - Kavu   
4/4   
Kavu Chameleon can't be countered.
G: Kavu Chameleon becomes the color of your choice until end of turn.  

Kavu Climber 
3GG   
Creature - Kavu   
3/3   
When Kavu Climber comes into play, draw a card.  

Kavu Glider 
2R   
Creature - Kavu   
2/1   
W: Kavu Glider gets +0/+1 until end of turn.
U: Kavu Glider gains flying until end of turn.  

Kavu Howler 
4GG   
Creature - Kavu   
4/5   
When Kavu Howler comes into play, reveal the top four cards of your library. Put all Kavu cards revealed this way into your hand and the rest on the bottom of your library.  

Kavu Lair 
2G   
Enchantment    
Whenever a creature with power 4 or greater comes into play, its controller draws a card.  

Kavu Mauler 
4GG   
Creature - Kavu   
4/4   
Trample
Whenever Kavu Mauler attacks, it gets +1/+1 until end of turn for each other attacking Kavu.  

Kavu Monarch 
2RR   
Creature - Kavu   
3/3   
All Kavu have trample.
Whenever another Kavu comes into play, put a +1/+1 counter on Kavu Monarch.  

Kavu Recluse 
2R   
Creature - Kavu   
2/2   
T: Target land becomes a Forest until end of turn.  

Kavu Runner 
3R   
Creature - Kavu   
3/3   
Kavu Runner has haste as long as no opponent controls a white or blue creature.  

Kavu Scout 
2R   
Creature - Kavu   
0/2   
Kavu Scout gets +1/+0 for each basic land type among lands you control.  

Kavu Titan 
1G   
Creature - Kavu   
2/2   
Kicker 2G (You may pay an additional 2G as you play this spell.)
If the kicker cost was paid, Kavu Titan comes into play with three +1/+1 counters on it and with trample.  

Kaysa 
3GG   
Legendary Creature    
2/3   
Green creatures you control get +1/+1.  

Keeneye Aven 
3U   
Creature - Bird Soldier   
2/3   
Flying
Cycling 2 (2, Discard this card: Draw a card.)  

Keen-Eyed Archers 
2W   
Creature - Soldier   
2/2   
Keen-Eyed Archers may block as though it had flying.  

Keep Watch 
2U   
Instant    
Draw a card for each attacking creature.  

Keeper of Kookus 
R   
Creature - Goblin   
1/1   
R: Keeper of Kookus gains protection from red until end of turn.  

Keeper of the Beasts 
GG   
Creature - Wizard   
1/2   
G, T: Put a 2/2 green Beast creature token into play. Play this ability only if an opponent controls more creatures than you.  

Keeper of the Dead 
BB   
Creature - Wizard   
1/2   
B, T: Destroy target nonblack creature controlled by an opponent with at least two fewer creature cards in his or her graveyard than you.  

Keeper of the Flame 
RR   
Creature - Wizard   
1/2   
R, T: Keeper of the Flame deals 2 damage to target opponent with more life than you.  

Keeper of the Light 
WW   
Creature - Wizard   
1/2   
W, T: You gain 3 life. Play this ability only if you have less life than an opponent.  

Keeper of the Mind 
UU   
Creature - Wizard   
1/2   
U, T: Draw a card. Play this ability only if an opponent has at least two more cards in hand than you.  

Keeper of the Nine Gales 
2U   
Creature - Bird Wizard   
1/2   
Flying
T, Tap two untapped Birds you control: Return target permanent to its owner's hand.  

Keeper of Tresserhorn 
5B   
Creature - Keeper   
6/6   
Whenever Keeper of Tresserhorn attacks and isn't blocked, it deals no combat damage this turn and defending player loses 2 life.  

Keepers of the Faith 
1WW   
Creature - Keeper   
2/3   
  

Kei Takahashi 
2GW   
Legendary Creature    
2/2   
T: Prevent the next 2 damage that would be dealt to target creature this turn.  

Keiga, the Tide Star 
5U   
Legendary Creature - Dragon Spirit   
5/5   
Flying
When Keiga, the Tide Star is put into a graveyard from play, gain control of target creature.  

Keldon Arsonist 
2R   
Creature - Soldier   
1/1   
1, Sacrifice two lands: Destroy target land.  

Keldon Battlewagon 
5   
Artifact Creature    
0/3   
Trample
Keldon Battlewagon can't block.
When Keldon Battlewagon attacks, sacrifice it at end of combat.
Tap an untapped creature you control: Keldon Battlewagon gets +X/+0 until end of turn, where X is the tapped creature's power.  

Keldon Berserker 
3R   
Creature - Soldier   
2/3   
Whenever Keldon Berserker attacks, if you control no untapped lands, it gets +3/+0 until end of turn.  

Keldon Champion 
2RR   
Creature - Barbarian   
3/2   
Haste
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Keldon Champion comes into play, it deals 3 damage to target player.  

Keldon Firebombers 
3RR   
Creature - Soldier   
3/3   
When Keldon Firebombers comes into play, each player sacrifices all lands he or she controls except for three.  

Keldon Mantle 
1R   
Enchant Creature    
B: Regenerate enchanted creature.
R: Enchanted creature gets +1/+0 until end of turn.
G: Enchanted creature gains trample until end of turn.  

Keldon Necropolis 
Legendary Land    
T: Add 1 to your mana pool.
4R, T, Sacrifice a creature: Keldon Necropolis deals 2 damage to target creature or player.  

Keldon Twilight 
1BR   
Enchantment    
At the end of each player's turn, if no creatures attacked that turn, that player sacrifices a creature he or she controlled since the beginning of the turn.  

Keldon Vandals 
2R   
Creature - Townsfolk   
4/1   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Keldon Vandals comes into play, destroy target artifact.  

Keldon Warlord 
2RR   
Creature - Lord   
*/*   
Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control.  

Kelsinko Ranger 
W   
Creature - Ranger   
1/1   
1W: Target green creature gains first strike until end of turn.  

Kemuri-Onna 
4B   
Creature - Spirit   
3/3   
When Kemuri-Onna comes into play, target player discards a card.
Whenever you play a Spirit or Arcane spell, you may return Kemuri-Onna to its owner's hand.  

Kentaro, the Smiling Cat 
1W   
Legendary Creature - Human Samurai   
2/1   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
You may pay X rather than pay the mana cost for Samurai spells you play, where X is that spell's converted mana cost.  

Kezzerdrix 
2BB   
Creature - Beast   
4/4   
First strike
At the beginning of your upkeep, if your opponents control no creatures, Kezzerdrix deals 4 damage to you.  

Khabl Ghoul 
2B   
Creature - Ghoul   
1/1   
At end of turn, put a +1/+1 counter on Khabl Ghoul for each creature put into a graveyard from play this turn.  

Kiki-Jiki, Mirror Breaker 
2RRR   
Legendary Creature - Goblin Shaman   
2/2   
Haste
T: Put a creature token into play that's a copy of target nonlegendary creature you control. That creature token has haste. Sacrifice it at end of turn.  

Kiku, Night's Flower 
BB   
Legendary Creature - Human Assassin   
1/1   
2BB, T: Target creature deals damage to itself equal to its power.  

Kiku's Shadow 
BB   
Sorcery    
Target creature deals damage to itself equal to its power.  

Kill Switch 
3   
Artifact    
2, T: Tap all other artifacts. They don't untap during their controllers' untap steps as long as Kill Switch remains tapped.  

Killer Bees 
1GG   
Creature - Bee   
0/1   
Flying
G: Killer Bees gets +1/+1 until end of turn.  

Killer Whale 
3UU   
Creature - Whale   
3/5   
U: Killer Whale gains flying until end of turn.  

Kilnmouth Dragon 
5RR   
Creature - Dragon   
5/5   
Amplify 3 (As this card comes into play, put three +1/+1 counters on it for each Dragon card you reveal in your hand.)
Flying
T: Kilnmouth Dragon deals damage equal to the number of +1/+1 counters on it to target creature or player.  

Kindle 
1R   
Instant    
Kindle deals to target creature or player damage equal to the number of cards named Kindle in all graveyards plus 2.  

King Cheetah 
3G   
Creature - Cheetah   
3/2   
You may play King Cheetah any time you could play an instant.  

King Crab 
4UU   
Creature - Crab   
4/5   
1U, T: Put target green creature on top of its owner's library.  

King Suleiman 
1W   
Creature - King   
1/1   
T: Destroy target Djinn or Efreet.  

King's Assassin 
1BB   
Creature - Assassin   
1/1   
T: Destroy target tapped creature. Play this ability only during your turn, before the combat phase.  

Kingfisher 
3U   
Creature - Bird   
2/2   
Flying
When Kingfisher is put into a graveyard from play, draw a card.  

Kira, Great Glass-Spinner 
1UU   
Legendary Creature - Spirit   
2/2   
Flying
Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time in a turn, counter that spell or ability."  

Kird Ape 
R   
Creature - Ape   
1/1   
Kird Ape gets +1/+2 as long as you control a Forest.  

Kiri-Onna 
4U   
Creature - Spirit   
2/2   
When Kiri-Onna comes into play, return target creature to its owner's hand.
Whenever you play a Spirit or Arcane spell, you may return Kiri-Onna to its owner's hand.  

Kirtar's Desire 
W   
Enchant Creature    
Enchanted creature can't attack.
Threshold - Enchanted creature can't block. (You have threshold as long as seven or more cards are in your graveyard.)  

Kirtar's Wrath 
4WW   
Sorcery    
Destroy all creatures. They can't be regenerated.
Threshold - Instead destroy all creatures, then put two 1/1 white Spirit creature tokens with flying into play. Creatures destroyed this way can't be regenerated. (You have threshold if seven or more cards are in your graveyard.)  

Kismet 
3W   
Enchantment    
Artifacts, creatures, and lands your opponents control come into play tapped.  

Kiss of Death 
4BB   
Sorcery    
Kiss of Death deals 4 damage to target opponent. You gain 4 life.  

Kithkin Armor 
W   
Enchant Creature    
Enchanted creature can't be blocked by creatures with power 3 or greater.
Sacrifice Kithkin Armor: The next time a source of your choice would deal damage to enchanted creature this turn, prevent that damage.  

Kitsune Blademaster 
2W   
Creature - Fox Samurai   
2/2   
First strike
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)  

Kitsune Bonesetter 
2W   
Creature - Fox Cleric   
0/1   
T: Prevent the next 3 damage that would be dealt to target creature this turn. Play this ability only if you have more cards in hand than each opponent.  

Kitsune Dawnblade 
4W   
Creature - Fox Samurai   
2/3   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
When Kitsune Dawnblade comes into play, you may tap target creature.  

Kitsune Diviner 
W   
Creature - Fox Cleric   
0/1   
T: Tap target Spirit.  

Kitsune Healer 
3W   
Creature - Fox Cleric   
2/2   
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
T: Prevent all damage that would be dealt to target legendary creature this turn.  

Kitsune Loreweaver 
1W   
Creature - Fox Cleric   
2/1   
1W: Kitsune Loreweaver gets +0/+X until end of turn, where X is the number of cards in your hand.  

Kitsune Mystic 
3W   
Creature - Fox Wizard   
2/3   
At end of turn, if Kitsune Mystic is enchanted by two or more enchantments, flip it.
-----
Autumn-Tail, Kitsune Sage
Legendary Creature - Fox Wizard
4/5
1: Move target enchantment enchanting a creature to another creature.  

Kitsune Palliator 
2W   
Creature - Fox Cleric   
0/2   
T: Prevent the next 1 damage that would be dealt to each creature and each player this turn.  

Kitsune Riftwalker 
1WW   
Creature - Fox Wizard   
2/1   
Protection from Spirits and from Arcane  

Kiyomaro, First to Stand 
3WW   
Legendary Creature - Spirit   
*/*   
Kiyomaro, First to Stand's power and toughness are each equal to the number of cards in your hand.
As long as you have four or more cards in hand, Kiyomaro has vigilance.
Whenever Kiyomaro deals damage, if you have seven or more cards in hand, you gain 7 life.  

Kjeldoran Dead 
B   
Creature - Skeleton   
3/1   
When Kjeldoran Dead comes into play, sacrifice a creature.
B: Regenerate Kjeldoran Dead.  

Kjeldoran Elite Guard 
3W   
Creature - Soldier   
2/2   
T: Target creature gets +2/+2 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Elite Guard. Play this ability only during combat.  

Kjeldoran Escort 
2WW   
Creature - Soldier   
2/3   
Banding  

Kjeldoran Frostbeast 
3GW   
Creature - Frostbeast   
2/4   
Whenever Kjeldoran Frostbeast blocks or becomes blocked by a creature, destroy that creature at end of combat.  

Kjeldoran Guard 
1W   
Creature - Soldier   
1/1   
T: Target creature gets +1/+1 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Guard. Play this ability only during combat and only if defending player controls no snow-covered lands.  

Kjeldoran Home Guard 
3W   
Creature - Soldier   
1/6   
At end of combat, if Kjeldoran Home Guard attacked or blocked this turn, put a -0/-1 counter on it and put a 0/1 white Deserter creature token into play.  

Kjeldoran Knight 
WW   
Creature - Knight   
1/1   
Banding
1W: Kjeldoran Knight gets +1/+0 until end of turn.
WW: Kjeldoran Knight gets +0/+2 until end of turn.  

Kjeldoran Outpost 
Land    
If Kjeldoran Outpost would come into play, sacrifice a Plains instead. If you do, put Kjeldoran Outpost into play. If you don't, put it into its owner's graveyard.
T: Add W to your mana pool.
1W, T: Put a 1/1 white Soldier creature token into play.  

Kjeldoran Phalanx 
5W   
Creature - Soldier   
2/5   
Banding, first strike  

Kjeldoran Pride 
1W   
Enchant Creature    
Enchanted creature gets +1/+2.
2U: Move Kjeldoran Pride to target creature.  

Kjeldoran Royal Guard 
3WW   
Creature - Soldier   
2/5   
T: All combat damage that unblocked creatures would deal to you this turn is dealt to Kjeldoran Royal Guard instead.  

Kjeldoran Skycaptain 
4W   
Creature - Soldier   
2/2   
Banding, flying, first strike  

Kjeldoran Skyknight 
2W   
Creature - Soldier   
1/1   
Banding, flying, first strike  

Kjeldoran Warrior 
W   
Creature - Hero   
1/1   
Banding  

Knight Errant 
1W   
Creature - Knight   
2/2   
  

Knight of Dawn 
1WW   
Creature - Knight   
2/2   
First strike
WW: Knight of Dawn gains protection from the color of your choice until end of turn.  

Knight of Dusk 
1BB   
Creature - Knight   
2/2   
BB: Destroy target creature blocking Knight of Dusk.  

Knight of Stromgald 
BB   
Creature - Knight   
2/1   
Protection from white
BB: Knight of Stromgald gets +1/+0 until end of turn.
B: Knight of Stromgald gains first strike until end of turn.  

Knight of the Mists 
2U   
Creature - Knight   
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
When Knight of the Mists comes into play, you may pay U. If you don't, destroy target Knight. It can't be regenerated.  

Knight of Valor 
2W   
Creature - Knight   
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
1W: Each creature without flanking blocking Knight of Valor gets -1/-1 until end of turn. Play this ability only once each turn.  

Knighthood 
2W   
Enchantment    
Creatures you control have first strike.  

Knights of Thorn 
3W   
Creature - Knight   
2/2   
Banding, protection from red  

Knowledge Vault 
4   
Artifact    
When Knowledge Vault leaves play, put all cards removed from the game with Knowledge Vault into their owner's graveyard at end of turn.
2, T: Remove the top card of your library from the game face down.
Sacrifice Knowledge Vault: Discard your hand, then put all cards removed from the game with Knowledge Vault into their owner's hand.  

Kobold Drill Sergeant 
1R   
Creature - Drill-Sergeant   
1/2   
Kobolds you control get +0/+1 and have trample.  

Kobold Overlord 
1R   
Creature - Lord   
1/2   
First strike
Kobolds you control have first strike.  

Kobold Taskmaster 
1R   
Creature - Taskmaster   
1/2   
Kobolds you control get +1/+0.  

Kobolds of Kher Keep 
0   
Creature - Kobold   
0/1   
Kobolds of Kher Keep is red.  

Kodama of the Center Tree 
4G   
Legendary Creature - Spirit   
*/*   
Kodama of the Center Tree's power and toughness are each equal to the number of Spirits you control.
Kodama of the Center Tree has soulshift X, where X is the number of Spirits you control.  

Kodama of the North Tree 
2GGG   
Legendary Creature - Spirit   
6/4   
Trample
Kodama of the North Tree can't be the target of spells or abilities.  

Kodama of the South Tree 
2GG   
Legendary Creature - Spirit   
4/4   
Whenever you play a Spirit or Arcane spell, each other creature you control gets +1/+1 and gains trample until end of turn.  

Kodama's Might 
G   
Instant - Arcane   
Target creature gets +2/+2 until end of turn.
Splice onto Arcane G (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Kodama's Reach 
2G   
Sorcery - Arcane   
Search your library for two basic land cards, reveal those cards, and put one into play tapped and the other into your hand. Then shuffle your library.  

Kokusho, the Evening Star 
4BB   
Legendary Creature - Dragon Spirit   
5/5   
Flying
When Kokusho, the Evening Star is put into a graveyard from play, each opponent loses 5 life. You gain life equal to the life lost this way.  

Konda, Lord of Eiganjo 
5WW   
Legendary Creature - Human Samurai   
3/3   
Vigilance (Attacking doesn't cause this creature to tap.)
Bushido 5 (When this blocks or becomes blocked, it gets +5/+5 until end of turn.)
Konda, Lord of Eiganjo is indestructible.  

Konda's Banner 
2   
Legendary Artifact - Equipment   
Konda's Banner can be attached only to a legendary creature.
Creatures that share a color with equipped creature get +1/+1.
Creatures that share a creature type with equipped creature get +1/+1.
Equip 2  

Konda's Hatamoto 
1W   
Creature - Human Samurai   
1/2   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
As long as you control a legendary Samurai, Konda's Hatamoto gets +1/+2 and has vigilance. (Attacking doesn't cause this creature to tap.)  

Kongming, Sleeping Dragon 
2WW   
Legendary Creature    
2/2   
Other creatures you control get +1/+1.  

Kongming's Contraptions 
3W   
Creature - Soldier   
2/4   
T: Kongming's Contraptions deals 2 damage to target attacking creature. Play this ability only during the declare attackers step, and only on an opponent's turn.  

Kookus 
3RR   
Creature - Djinn   
3/5   
Trample
At the beginning of your upkeep, if you don't control a creature named Keeper of Kookus, Kookus deals 3 damage to you and attacks this turn if able.
R: Kookus gets +1/+0 until end of turn.  

Kor Chant 
2W   
Instant    
All damage that would be dealt this turn to target creature you control from a source of your choice is dealt to another target creature instead.  

Kor Haven 
Legendary Land    
T: Add 1 to your mana pool.
1W, T: Prevent all combat damage that would be dealt by target attacking creature this turn.  

Kormus Bell 
4   
Artifact    
All Swamps are 1/1 creatures that are still lands.  

Koskun Falls 
2BB   
World Enchantment    
At the beginning of your upkeep, sacrifice Koskun Falls unless you tap an untapped creature you control.
Each creature can't attack you unless its controller pays an additional 2. (This cost is paid as attackers are declared.)  

Koskun Keep 
Land    
T: Add 1 to your mana pool.
1, T: Add R to your mana pool.
2, T: Add B or G to your mana pool.  

Kraken's Eye 
2   
Artifact    
Whenever a player plays a blue spell, you may gain 1 life.  

Krakilin 
XGG   
Creature - Beast   
0/0   
Krakilin comes into play with X +1/+1 counters on it.
1G: Regenerate Krakilin.  

Krark's Thumb 
2   
Legendary Artifact    
If you would flip a coin, instead flip two coins and ignore one.  

Krark-Clan Engineers 
3R   
Creature - Goblin Artificer   
2/2   
R, Sacrifice two artifacts: Destroy target artifact.  

Krark-Clan Grunt 
2R   
Creature - Goblin Warrior   
2/2   
Sacrifice an artifact: Krark-Clan Grunt gets +1/+0 and gains first strike until end of turn.  

Krark-Clan Ironworks 
4   
Artifact    
Sacrifice an artifact: Add 2 to your mana pool.  

Krark-Clan Ogre 
3RR   
Creature - Ogre   
3/3   
R, Sacrifice an artifact: Target creature can't block this turn.  

Krark-Clan Shaman 
R   
Creature - Goblin Shaman   
1/1   
Sacrifice an artifact: Krark-Clan Shaman deals 1 damage to each creature without flying.  

Krark-Clan Stoker 
2R   
Creature - Goblin Shaman   
2/2   
T, Sacrifice an artifact: Add RR to your mana pool.  

Kris Mage 
R   
Creature - Spellshaper   
1/1   
R, T, Discard a card: Kris Mage deals 1 damage to target creature or player.  

Krosan Archer 
3G   
Creature - Centaur   
2/3   
Krosan Archer may block as though it had flying.
G, Discard a card: Krosan Archer gets +0/+2 until end of turn.  

Krosan Avenger 
2G   
Creature - Druid   
3/1   
Trample
Threshold - 1G: Regenerate Krosan Avenger. (Play this ability only if seven or more cards are in your graveyard.)  

Krosan Beast 
3G   
Creature - Squirrel Beast   
1/1   
Threshold - Krosan Beast gets +7/+7. (You have threshold as long as seven or more cards are in your graveyard.)  

Krosan Cloudscraper 
7GGG   
Creature - Beast Mutant   
13/13   
At the beginning of your upkeep, sacrifice Krosan Cloudscraper unless you pay GG.
Morph 7GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Krosan Colossus 
6GGG   
Creature - Beast   
9/9   
Morph 6GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Krosan Constrictor 
3G   
Creature - Snake   
2/2   
Swampwalk
T: Target black creature gets -2/-0 until end of turn.  

Krosan Drover 
3G   
Creature - Elf   
2/2   
Creature spells you play with converted mana cost 6 or more cost 2 less to play.  

Krosan Groundshaker 
4GGG   
Creature - Beast   
6/6   
G: Target Beast gains trample until end of turn.  

Krosan Reclamation 
1G   
Instant    
Target player shuffles up to two target cards from his or her graveyard into his or her library.
Flashback 1G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Krosan Restorer 
2G   
Creature - Druid   
1/2   
T: Untap target land.
Threshold - T: Untap up to three target lands. (Play this ability only if seven or more cards are in your graveyard.)  

Krosan Tusker 
5GG   
Creature - Beast   
6/5   
Cycling 2G (2G, Discard this card: Draw a card.)
When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, shuffle your library.  

Krosan Verge 
Land    
Krosan Verge comes into play tapped.
T: Add 1 to your mana pool.
2, T, Sacrifice Krosan Verge: Search your library for a Forest card and a Plains card and put them into play tapped. Then shuffle your library.  

Krosan Vorine 
3G   
Creature - Cat Beast   
3/2   
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
Krosan Vorine can't be blocked by more than one creature.  

Krosan Warchief 
2G   
Creature - Beast   
2/2   
Beast spells you play cost 1 less to play.
1G: Regenerate target Beast.  

Krosan Wayfarer 
G   
Creature - Druid   
1/1   
Sacrifice Krosan Wayfarer: Put a land card from your hand into play.  

Krovikan Elementalist 
BB   
Creature - Wizard   
1/1   
2R: Target creature gets +1/+0 until end of turn.
UU: Target creature you control gains flying until end of turn. Sacrifice it at end of turn.  

Krovikan Fetish 
2B   
Enchant Creature    
When Krovikan Fetish comes into play, draw a card at the beginning of the next turn's upkeep.
Enchanted creature gets +1/+1.  

Krovikan Horror 
3B   
Creature - Horror   
2/2   
At end of turn, if Krovikan Horror is in your graveyard with a creature card directly above it, you may return Krovikan Horror to your hand.
1, Sacrifice a creature: Krovikan Horror deals 1 damage to target creature or player.  

Krovikan Plague 
2B   
Enchant Creature    
Krovikan Plague can enchant only a non-Wall creature you control.
When Krovikan Plague comes into play, draw a card at the beginning of the next turn's upkeep.
Enchanted creature has "T: Put a -0/-1 counter on this creature, and Krovikan Plague deals 1 damage to target creature or player."  

Krovikan Sorcerer 
2U   
Creature - Wizard   
1/1   
T, Discard a card: Draw a card.
T, Discard a black card: Draw two cards, then discard one of them.  

Krovikan Vampire 
3BB   
Creature - Vampire   
3/3   
Whenever a creature dealt damage by Krovikan Vampire this turn is put into a graveyard, put that card into play under your control at end of turn. Sacrifice the creature when you lose control of Krovikan Vampire.  

Kry Shield 
2   
Artifact    
2, T: Prevent all damage that would be dealt this turn by target creature you control. That creature gets +0/+X until end of turn, where X is its converted mana cost.  

Kudzu 
1GG   
Enchant Land    
When enchanted land becomes tapped, destroy it. That land's controller moves Kudzu to a land of his or her choice.  

Kukemssa Pirates 
3U   
Creature - Pirate   
2/2   
Whenever Kukemssa Pirates attacks and isn't blocked, you may gain control of target artifact defending player controls. If you do, Kukemssa Pirates deals no combat damage this turn.  

Kukemssa Serpent 
3U   
Creature - Serpent   
4/3   
Kukemssa Serpent can't attack unless defending player controls an Island.
U, Sacrifice an Island: Target land an opponent controls becomes an Island until end of turn.
When you control no Islands, sacrifice Kukemssa Serpent.  

Kumano, Master Yamabushi 
3RR   
Legendary Creature - Human Shaman   
4/4   
1R: Kumano, Master Yamabushi deals 1 damage to target creature or player.
If a creature dealt damage by Kumano this turn would be put into a graveyard, remove it from the game instead.  

Kumano's Blessing 
2R   
Enchant Creature    
You may play Kumano's Blessing any time you could play an instant.
If a creature dealt damage by enchanted creature this turn would be put into a graveyard, remove it from the game instead.  

Kumano's Pupils 
4R   
Creature - Human Shaman   
3/3   
If a creature dealt damage by Kumano's Pupils this turn would be put into a graveyard, remove it from the game instead.  

Kuon, Ogre Ascendant 
BBB   
Legendary Creature - Ogre Monk   
2/4   
At end of turn, if three or more creatures were put into graveyards from play this turn, flip Kuon, Ogre Ascendant.
-----
Kuon's Essence
Legendary Enchantment
At the beginning of each player's upkeep, that player sacrifices a creature.  

Kurgadon 
4G   
Creature - Beast   
3/3   
Whenever you play a creature spell with converted mana cost 6 or more, put three +1/+1 counters on Kurgadon.  

Kuro, Pitlord 
6BBB   
Legendary Creature - Demon Spirit   
9/9   
At the beginning of your upkeep, sacrifice Kuro, Pitlord unless you pay BBBB.
Pay 1 life: Target creature gets -1/-1 until end of turn.  

Kuro's Taken 
1B   
Creature - Rat Samurai   
1/1   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
1B: Regenerate Kuro's Taken.  

Kusari-Gama 
3   
Artifact - Equipment   
Equipped creature has "2: This creature gets +1/+0 until end of turn."
Whenever equipped creature deals damage to a blocking creature, Kusari-Gama deals that much damage to each other creature defending player controls.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.)  

Kyoki, Sanity's Eclipse 
4BB   
Legendary Creature - Demon Spirit   
6/4   
Whenever you play a Spirit or Arcane spell, target opponent removes a card in his or her hand from the game.  

Kyren Archive 
3   
Artifact    
At the beginning of your upkeep, you may remove the top card of your library from the game face down.
5, Discard your hand, Sacrifice Kyren Archive: Put all cards removed from the game with Kyren Archive into their owner's hand.  

Kyren Glider 
1R   
Creature - Goblin   
1/1   
Flying
Kyren Glider can't block.  

Kyren Legate 
1R   
Creature - Goblin   
1/1   
If an opponent controls a Plains and you control a Mountain, you may play Kyren Legate without paying its mana cost.
Haste  

Kyren Negotiations 
2RR   
Enchantment    
Tap an untapped creature you control: Kyren Negotiations deals 1 damage to target player.  

Kyren Sniper 
2R   
Creature - Goblin   
1/1   
At the beginning of your upkeep, you may have Kyren Sniper deal 1 damage to target player.  

Kyren Toy 
3   
Artifact    
1, T: Put a charge counter on Kyren Toy.
T, Remove X charge counters from Kyren Toy: Add 1X to your mana pool.  

Kyscu Drake 
3G   
Creature - Drake   
2/2   
Flying
G: Kyscu Drake gets +0/+1 until end of turn. Play this ability no more than once each turn.
Sacrifice Kyscu Drake and a creature named Spitting Drake: Search your library for a card named Viashivan Dragon and put that card into play. Then shuffle your library.  

Lab Rats 
B   
Sorcery    
Buyback 4 (You may pay 4 in addition to any other costs as you play this spell. If you do, put Lab Rats into your hand instead of your graveyard as part of its resolution.)
Put a 1/1 black Rat creature token into play.  

Labyrinth Minotaur 
3U   
Creature - Minotaur   
1/4   
Whenever Labyrinth Minotaur blocks a creature, that creature doesn't untap during its controller's next untap step.  

Laccolith Grunt 
2R   
Creature - Beast   
2/2   
Whenever Laccolith Grunt becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Grunt deals no combat damage this turn.  

Laccolith Rig 
R   
Enchant Creature    
Whenever enchanted creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, the enchanted creature deals no combat damage this turn.  

Laccolith Titan 
5RR   
Creature - Beast   
6/6   
Whenever Laccolith Titan becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Titan deals no combat damage this turn.  

Laccolith Warrior 
2RR   
Creature - Beast   
3/3   
Whenever Laccolith Warrior becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Warrior deals no combat damage this turn.  

Laccolith Whelp 
R   
Creature - Beast   
1/1   
Whenever Laccolith Whelp becomes blocked, you may have it deal damage equal to its power to target creature. If you do, Laccolith Whelp deals no combat damage this turn.  

Lady Caleria 
3GGWW   
Legendary Creature    
3/6   
T: Lady Caleria deals 3 damage to target attacking or blocking creature.  

Lady Evangela 
WUB   
Legendary Creature    
1/2   
WB, T: Prevent all combat damage that would be dealt by target creature this turn.  

Lady Orca 
5BR   
Legendary Creature    
7/4   
  

Lady Sun 
1UU   
Legendary Creature    
1/1   
T: Return Lady Su and another target creature to their owners' hands. Play this ability only during your turn, before the combat phase.  

Lady Zhurong, Warrior Queen 
4G   
Legendary Creature    
4/3   
Horsemanship  

Lake of the Dead 
Land    
If Lake of the Dead would come into play, sacrifice a Swamp instead. If you do, put Lake of the Dead into play. If you don't, put it into its owner's graveyard.
T: Add B to your mana pool.
T, Sacrifice a Swamp: Add BBBB to your mana pool.  

Lance 
W   
Enchant Creature    
Enchanted creature has first strike.  

Lancers en-Kor 
3WW   
Creature - Soldier   
3/3   
Trample
0: The next 1 damage that would be dealt to Lancers en-Kor this turn is dealt to target creature you control instead.  

Land Cap 
Land    
T: Add W or U to your mana pool. Land Cap doesn't untap during its controller's next untap step.  

Land Equilibrium 
2UU   
Enchantment    
If an opponent who controls at least as many lands as you do would put a land into play, that player instead puts that land into play then sacrifices a land.  

Land Grant 
1G   
Sorcery    
If you have no land cards in hand, you may reveal your hand rather than pay Land Grant's mana cost.
Search your library for a Forest card, reveal that card, and put it into your hand. Then shuffle your library.  

Land Leeches 
1GG   
Creature - Leech   
2/2   
First strike  

Land Tax 
W   
Enchantment    
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, and put them into your hand. If you do, shuffle your library.  

Land's Edge 
1RR   
World Enchantment    
Discard a card: If the discarded card is a land card, Land's Edge deals 2 damage to target player. Any player may play this ability.  

Landslide 
R   
Sorcery    
Sacrifice any number of Mountains. Landslide deals that much damage to target player.  

Lantern Kami 
W   
Creature - Spirit   
1/1   
Flying  

Lantern of Insight 
1   
Artifact    
Each player plays with the top card of his or her library revealed.
T, Sacrifice Lantern of Insight: Target player shuffles his or her library.  

Lantern-Lit Graveyard 
Land    
T: Add 1 to your mana pool.
T: Add B or R to your mana pool. Lantern-Lit Graveyard doesn't untap during your next untap step.  

Lapis Lazuli Talisman 
2   
Artifact    
Whenever a blue spell is played, you may pay 3. If you do, untap target permanent.  

Laquatus's Champion 
4BB   
Creature - Nightmare Horror   
6/3   
When Laquatus's Champion comes into play, target player loses 6 life.
When Laquatus's Champion leaves play, that player gains 6 life.
B: Regenerate Laquatus's Champion.  

Laquatus's Creativity 
4U   
Sorcery    
Target player draws cards equal to the number of cards in his or her hand, then discards that many cards.  

Laquatus's Disdain 
1U   
Instant    
Counter target spell played from a graveyard.
Draw a card.  

Larceny 
3BB   
Enchantment    
Whenever a creature you control deals combat damage to a player, that player discards a card.  

Lashknife 
1W   
Enchant Creature    
If you control a Plains, you may tap an untapped creature you control rather than pay Lashknife's mana cost.
Enchanted creature has first strike.  

Lashknife Barrier 
2W   
Enchantment    
When Lashknife Barrier comes into play, draw a card.
If a source would deal damage to a creature you control, it deals that much damage minus 1 to that creature instead.  

Last Breath 
1W   
Instant    
Remove target creature with power 2 or less from the game. Its controller gains 4 life.  

Last Caress 
2B   
Sorcery    
Target player loses 1 life and you gain 1 life.
Draw a card.  

Last Chance 
RR   
Sorcery    
Take an extra turn after this one. At the end of that turn, you lose the game.  

Last Laugh 
2BB   
Enchantment    
Whenever a permanent other than Last Laugh is put into a graveyard from play, Last Laugh deals 1 damage to each creature and each player.
When no creatures are in play, sacrifice Last Laugh.  

Last Rites 
2B   
Sorcery    
Discard any number of cards. Target player reveals his or her hand, then you choose a nonland card from it for each card discarded this way. That player discards those cards.  

Last Stand 
WUBRG   
Sorcery    
Target opponent loses 2 life for each Swamp you control. Last Stand deals damage equal to the number of Mountains you control to target creature. Put a 1/1 green Saproling creature token into play for each Forest you control. You gain 2 life for each Plains you control. Draw a card for each Island you control, then discard that many cards.  

Last Word 
2UU   
Instant    
Last Word can't be countered by spells or abilities.
Counter target spell.  

Last-Ditch Effort 
R   
Instant    
Sacrifice any number of creatures. Last-Ditch Effort deals X damage to target creature or player, where X is the number of creatures sacrificed this way.  

Lat-Nam's Legacy 
1U   
Instant    
Shuffle a card from your hand into your library. If you do, draw two cards at the beginning of the next turn's upkeep.  

Latulla, Keldon Overseer 
3RR   
Legendary Creature - Spellshaper   
3/3   
XR, T, Discard two cards: Latulla, Keldon Overseer deals X damage to target creature or player.  

Latulla's Orders 
1R   
Enchant Creature    
You may play Latulla's Orders any time you could play an instant.
Whenever enchanted creature deals combat damage to defending player, you may destroy target artifact that player controls.  

Launch 
1U   
Enchant Creature    
Enchanted creature has flying.
When Launch is put into a graveyard from play, return Launch to its owner's hand.  

Lava Axe 
4R   
Sorcery    
Lava Axe deals 5 damage to target player.  

Lava Blister 
1R   
Sorcery    
Destroy target nonbasic land unless its controller has Lava Blister deal 6 damage to him or her.  

Lava Burst 
XR   
Sorcery    
Lava Burst deals X damage to target creature or player. If Lava Burst would deal damage to a creature, that damage can't be prevented or dealt instead to another creature or player.  

Lava Dart 
R   
Instant    
Lava Dart deals 1 damage to target creature or player.
Flashback-Sacrifice a Mountain. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Lava Flow 
3RR   
Sorcery    
Destroy target creature or land.  

Lava Hounds 
2RR   
Creature - Hound   
4/4   
Haste
When Lava Hounds comes into play, it deals 4 damage to you.  

Lava Runner 
1RR   
Creature - Lizard   
2/2   
Haste
Whenever Lava Runner becomes the target of a spell or ability, that spell or ability's controller sacrifices a land.  

Lava Spike 
R   
Sorcery - Arcane   
Lava Spike deals 3 damage to target player.  

Lava Storm 
3RR   
Instant    
Choose one - Lava Storm deals 2 damage to each attacking creature; or Lava Storm deals 2 damage to each blocking creature.  

Lava Tubes 
Land    
T: Add B or R to your mana pool. Lava Tubes doesn't untap during its controller's next untap step.  

Lava Zombie 
1BR   
Creature - Zombie   
4/3   
When Lava Zombie comes into play, return a black or red creature you control to its owner's hand.
2: Lava Zombie gets +1/+0 until end of turn.  

Lavaborn Muse 
3R   
Creature - Spirit   
3/3   
At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Lavaborn Muse deals 3 damage to him or her.  

Lavamancer's Skill 
1R   
Enchant Creature    
Enchanted creature has "T: This creature deals 1 damage to target creature."
If enchanted creature is a Wizard, it has "T: This creature deals 2 damage to target creature."  

Lawbringer 
2W   
Creature - Rebel   
2/2   
T, Sacrifice Lawbringer: Remove target red creature from the game.  

Lay of the Land 
G   
Sorcery    
Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.  

Lay Waste 
3R   
Sorcery    
Destroy target land.
Cycling 2 (2, Discard this card: Draw a card.)  

Lead Astray 
1W   
Instant    
Tap up to two target creatures.  

Lead Golem 
5   
Artifact Creature - Golem   
3/5   
Whenever Lead Golem attacks, it doesn't untap during its controller's next untap step.  

Lead-Belly Chimera 
4   
Artifact Creature - Chimera   
2/2   
Trample
Sacrifice Lead-Belly Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains trample. (This effect doesn't end at end of turn.)  

Leaden Myr 
2   
Artifact Creature - Myr   
1/1   
T: Add B to your mana pool.  

Leaf Dancer 
1GG   
Creature - Centaur   
2/2   
Forestwalk  

Leap 
U   
Instant    
Target creature gains flying until end of turn.
Draw a card.  

Leaping Lizard 
1GG   
Creature - Lizard   
2/3   
1G: Leaping Lizard gains flying and gets -0/-1 until end of turn.  

Leeches 
1WW   
Sorcery    
Target player loses all poison counters. Leeches deals 1 damage to that player for each poison counter removed this way.  

Leeching Licid 
1B   
Creature - Licid   
1/1   
B, T: Leeching Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "At the beginning of the upkeep of enchanted creature's controller, Leeching Licid deals 1 damage to that player" and "B: End the effect that created this ability."  

Leering Gargoyle 
1WU   
Creature - Gargoyle   
2/2   
Flying
T: Leering Gargoyle gets -2/+2 and loses flying until end of turn.  

Leery Fogbeast 
2G   
Creature - Beast   
4/2   
Whenever Leery Fogbeast becomes blocked, prevent all combat damage that would be dealt this turn.  

Legacy Weapon 
7   
Legendary Artifact    
WUBRG: Remove target permanent from the game.
If Legacy Weapon would be put into a graveyard from anywhere, reveal Legacy Weapon and shuffle it into its owner's library instead.  

Legacy's Allure 
UU   
Enchantment    
At the beginning of your upkeep, you may put a treasure counter on Legacy's Allure.
Sacrifice Legacy's Allure: Gain control of target creature with power no greater than the number of treasure counters on Legacy's Allure. (This effect doesn't end at end of turn.)  

Legerdemain 
2UU   
Sorcery    
Exchange control of target artifact or creature and another target permanent if they share one of those types. (This effect doesn't end at end of turn.)  

Legions of Lim-Dl 
1BB   
Creature - Zombie   
2/3   
Snow-covered swampwalk  

Leonin Abunas 
3W   
Creature - Cat Cleric   
2/5   
Artifacts you control can't be the targets of spells or abilities your opponents control.  

Leonin Battlemage 
3W   
Creature - Cat Wizard   
2/3   
T: Target creature gets +1/+1 until end of turn. 
Whenever you play a spell, you may untap Leonin Battlemage.  

Leonin Bladetrap 
3   
Artifact    
You may play Leonin Bladetrap any time you could play an instant.
2, Sacrifice Leonin Bladetrap: Leonin Bladetrap deals 2 damage to each attacking creature without flying.  

Leonin Bola 
1   
Artifact - Equipment   
Equipped creature has "T, Unattach Leonin Bola: Tap target creature."
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Leonin Den-Guard 
1W   
Creature - Cat Soldier   
1/3   
As long as Leonin Den-Guard is equipped, it gets +1/+1 and has vigilance.  

Leonin Elder 
W   
Creature - Cat Cleric   
1/1   
Whenever an artifact comes into play, you may gain 1 life.  

Leonin Scimitar 
1   
Artifact - Equipment   
Equipped creature gets +1/+1.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Leonin Shikari 
1W   
Creature - Cat Soldier   
2/2   
You may play equip abilities any time you could play an instant.  

Leonin Skyhunter 
WW   
Creature - Cat Knight   
2/2   
Flying  

Leonin Squire 
1W   
Creature - Cat Soldier   
2/2   
When Leonin Squire comes into play, return target artifact card with converted mana cost 1 or less from your graveyard to your hand.  

Leonin Sun Standard 
2   
Artifact    
1W: Creatures you control get +1/+1 until end of turn.  

Leshrac's Rite 
B   
Enchant Creature    
Enchanted creature has swampwalk.  

Leshrac's Sigil 
BB   
Enchantment    
Whenever an opponent plays a green spell, you may pay BB. If you do, look at that player's hand and choose a card from it. The player discards that card.
BB: Return Leshrac's Sigil to its owner's hand.  

Lesser Gargadon 
2RR   
Creature - Beast   
6/4   
Whenever Lesser Gargadon attacks or blocks, sacrifice a land.  

Lesser Werewolf 
3B   
Creature - Lycanthrope   
2/4   
B: If Lesser Werewolf's power is 1 or more, it gets -1/-0 until end of turn and put a -0/-1 counter on target creature blocking or blocked by Lesser Werewolf. Play this ability only during the declare blockers step.  

Lethal Vapors 
2BB   
Enchantment    
Whenever a creature comes into play, destroy it.
0: Destroy Lethal Vapors. You skip your next turn. Any player may play this ability.  

Leveler 
5   
Artifact Creature    
10/10   
When Leveler comes into play, remove your library from the game.  

Leviathan 
5UUUU   
Creature - Leviathan   
10/10   
Trample
Leviathan comes into play tapped and doesn't untap during your untap step.
At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap Leviathan.
Leviathan can't attack unless you sacrifice two Islands. (This cost is paid as attackers are declared.)  

Levitation 
2UU   
Enchantment    
Creatures you control have flying.  

Ley Druid 
2G   
Creature - Cleric   
1/1   
T: Untap target land.  

Ley Line 
3G   
Enchantment    
At the beginning of each player's upkeep, that player may put a +1/+1 counter on target creature of his or her choice.  

Lhurgoyf 
2GG   
Creature - Lhurgoyf   
*/1+*   
Lhurgoyf's power is equal to the number of creature cards in all graveyards and its toughness is equal to that number plus 1.  

Liability 
1BB   
Enchantment    
Whenever a card is put into a player's graveyard from play, that player loses 1 life.  

Liar's Pendulum 
1   
Artifact    
2, T: Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, draw a card.  

Liberate 
1W   
Instant    
Remove target creature you control from the game. At end of turn, return that card to play under its owner's control.  

Liberated Dwarf 
R   
Creature - Dwarf   
1/1   
R, Sacrifice Liberated Dwarf: Target green creature gets +1/+0 and gains first strike until end of turn.  

Library of Alexandria 
Land    
T: Add 1 to your mana pool.
T: Draw a card. Play this ability only if you have exactly seven cards in your hand.  

Library of Lat-Nam 
4U   
Sorcery    
An opponent chooses one - You draw three cards at the beginning of the next turn's upkeep; or you search your library for a card, put that card into your hand, then shuffle your library.  

Library of Leng 
1   
Artifact    
You have no maximum hand size.
If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard.  

Lich 
BBBB   
Enchantment    
As Lich comes into play, your life total becomes 0.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice that many permanents.
When Lich leaves play, you lose the game.  

Lich's Tomb 
4   
Artifact    
You don't lose the game for having 0 or less life.
Whenever you lose life, sacrifice a permanent for each 1 life you lost. (Damage causes loss of life.)  

Lichenthrope 
3GG   
Creature - Lichenthrope   
5/5   
For each 1 damage that would be dealt to Lichenthrope, put a -1/-1 counter on it instead.
At the beginning of your upkeep, remove a -1/-1 counter from Lichenthrope.  

Liege of the Axe 
3W   
Creature - Soldier   
2/3   
Vigilance
Morph 1W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Liege of the Axe is turned face up, untap it.  

Liege of the Hollows 
2GG   
Creature - Spirit   
3/4   
When Liege of the Hollows is put into a graveyard from play, each player may pay any amount of mana. Then each player puts into play a number of 1/1 green Squirrel creature tokens equal to the amount of mana he or she paid this way.  

Lieutenant Kirtar 
1WW   
Legendary Creature - Bird Soldier   
2/2   
Flying
1W, Sacrifice Lieutenant Kirtar: Remove target attacking creature from the game.  

Life // Death 
G // 1B   
Sorcery // Sorcery    
Until end of turn, all lands you control are 1/1 creatures that are still lands. // Return target creature card from your graveyard to play. You lose life equal to its converted mana cost.  

Life Burst 
1W   
Instant    
Target player gains 4 life, then gains 4 life for each card named Life Burst in each graveyard.  

Life Chisel 
4   
Artifact    
Sacrifice a creature: Gain life equal to the sacrificed creature's toughness. Play this ability only during your upkeep.  

Life Matrix 
4   
Artifact    
4, T: Put a matrix counter on target creature and that creature gains "Remove a matrix counter from this creature: Regenerate this creature." Play this ability only during your upkeep.  

Lifeblood 
2WW   
Enchantment    
Whenever a Mountain an opponent controls becomes tapped, you gain 1 life.  

Lifeforce 
GG   
Enchantment    
GG: Counter target black spell.  

Lifegift 
2G   
Enchantment    
Whenever a land comes into play, you may gain 1 life.  

Lifelace 
G   
Instant    
Target spell or permanent becomes green. (Mana symbols on that permanent remain unchanged.)  

Lifeline 
5   
Artifact    
Whenever a creature is put into a graveyard from play and another creature is in play, return the first creature from that graveyard to play under its owner's control at end of turn.  

Lifespark Spellbomb 
1   
Artifact    
G, Sacrifice Lifespark Spellbomb: Until end of turn, target land becomes a 3/3 creature that's still a land.
1, Sacrifice Lifespark Spellbomb: Draw a card.  

Lifespinner 
3G   
Creature - Spirit   
3/3   
T, Sacrifice three Spirits: Search your library for a legendary Spirit card and put it into play. Then shuffle your library.  

Lifetap 
UU   
Enchantment    
Whenever a Forest an opponent controls becomes tapped, you gain 1 life.  

Lifted by Clouds 
2U   
Instant - Arcane   
Target creature gains flying until end of turn.
Splice onto Arcane 1U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Light of Day 
3W   
Enchantment    
Black creatures can't attack or block.  

Lightbringer 
2W   
Creature - Rebel   
2/2   
T, Sacrifice Lightbringer: Remove target black creature from the game.  

Lightning Angel 
1RWU   
Creature - Angel   
3/4   
Flying, haste, vigilance  

Lightning Blast 
3R   
Instant    
Lightning Blast deals 4 damage to target creature or player.  

Lightning Blow 
1W   
Instant    
Target creature gains first strike until end of turn.
Draw a card at the beginning of the next turn's upkeep.  

Lightning Bolt 
R   
Instant    
Lightning Bolt deals 3 damage to target creature or player.  

Lightning Cloud 
3R   
Enchantment    
Whenever a red spell is played, you may pay R. If you do, Lightning Cloud deals 1 damage to target creature or player.  

Lightning Coils 
3   
Artifact    
Whenever a nontoken creature you control is put into a graveyard from play, put a charge counter on Lightning Coils.
At the beginning of your upkeep, if Lightning Coils has five or more charge counters on it, remove all of them from it and put that many 3/1 red Elemental creature tokens with haste into play. Remove them from the game at end of turn.  

Lightning Dart 
1R   
Instant    
Lightning Dart deals 1 damage to target creature. If that creature is white or blue, Lightning Dart deals 4 damage to it instead.  

Lightning Dragon 
2RR   
Creature - Dragon   
4/4   
Flying; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
R: Lightning Dragon gets +1/+0 until end of turn.  

Lightning Elemental 
3R   
Creature - Elemental   
4/1   
Haste  

Lightning Greaves 
2   
Artifact - Equipment   
Equipped creature has haste and can't be the target of spells or abilities.
Equip 0 (0: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Lightning Hounds 
2RR   
Creature - Hound   
3/2   
First strike  

Lightning Reflexes 
1R   
Enchant Creature    
You may play Lightning Reflexes any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.
Enchanted creature gets +1/+0 and has first strike.  

Lightning Rift 
1R   
Enchantment    
Whenever a player cycles a card, you may pay 1. If you do, Lightning Rift deals 2 damage to target creature or player.  

Lightning Surge 
3RR   
Sorcery    
Lightning Surge deals 4 damage to target creature or player.
Threshold - Instead Lightning Surge deals 6 damage to that creature or player and the damage can't be prevented.
Flashback 5RR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Lilting Refrain 
1U   
Enchantment    
At the beginning of your upkeep, you may put a verse counter on Lilting Refrain.
Sacrifice Lilting Refrain: Counter target spell unless its controller pays X, where X is the number of verse counters on Lilting Refrain.  

Lim-Dl's Cohort 
1BB   
Creature - Zombie   
2/3   
Whenever Lim-Dl's Cohort blocks or becomes blocked by a creature, that creature can't be regenerated this turn.  

Lim-Dl's Hex 
1B   
Enchantment    
At the beginning of your upkeep, for each player, Lim-Dl's Hex deals 1 damage to that player unless he or she pays B or 3.  

Lim-Dl's High Guard 
1BB   
Creature - Skeleton   
2/1   
First strike
1B: Regenerate Lim-Dl's High Guard.  

Lim-Dl's Paladin 
2BR   
Creature - Paladin   
0/3   
Trample
At the beginning of your upkeep, sacrifice Lim-Dl's Paladin unless you discard a card. If you sacrifice it this way, draw a card.
Whenever Lim-Dl's Paladin becomes blocked, it gets +6/+3 until end of turn.
Whenever Lim-Dl's Paladin attacks and isn't blocked, it deals no combat damage this turn and defending player loses 4 life.  

Lim-Dl's Vault 
UB   
Instant    
Look at the top five cards of your library. As many times as you choose, you may pay 1 life, put those cards on the bottom of your library and look at the next five cards of your library. Then remove the top five cards from your library, shuffle it, and put those cards back in any order.  

Limestone Golem 
6   
Artifact Creature - Golem   
3/4   
2, Sacrifice Limestone Golem: Target player draws a card.  

Limited Resources 
W   
Enchantment    
When Limited Resources comes into play, each player chooses five lands he or she controls and sacrifices the rest.
Players can't play lands if there are ten or more lands in play.  

Lin Sivvi, Defiant Hero 
1WW   
Legendary Creature - Rebel   
1/3   
X, T: Search your library for a Rebel card with converted mana cost X or less and put that card into play. Then shuffle your library.
3: Put target Rebel card from your graveyard on the bottom of your library.  

Lingering Death 
1B   
Enchant Creature    
At the end of enchanted creature's controller's turn, that player sacrifices that creature.  

Lingering Mirage 
1U   
Enchant Land    
Enchanted land is an Island.
Cycling 2 (2, Discard this card: Draw a card.)  

Lion's Eye Diamond 
0   
Artifact    
Sacrifice Lion's Eye Diamond, Discard your hand: Add three mana of any one color to your mana pool. Play this ability only any time you could play an instant.  

Liquid Fire 
4RR   
Sorcery    
Liquid Fire deals 5 damage divided as you choose between target creature and that creature's controller.  

Liquify 
2U   
Instant    
Counter target spell with converted mana cost 3 or less. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard.  

Lithatog 
1RG   
Creature - Atog   
1/2   
Sacrifice an artifact: Lithatog gets +1/+1 until end of turn.
Sacrifice a land: Lithatog gets +1/+1 until end of turn.  

Lithophage 
3RR   
Creature - Insect   
7/7   
At the beginning of your upkeep, sacrifice Lithophage unless you sacrifice a Mountain.  

Liu Bei, Lord of Shu 
3WW   
Legendary Creature    
2/4   
Horsemanship
Liu Bei, Lord of Shu gets +2/+2 as long as you control a permanent named Guan Yu, Sainted Warrior or a permanent named Zhang Fei, Fierce Warrior.  

Living Airship 
3U   
Creature - Ship   
2/3   
Flying
2G: Regenerate Living Airship.  

Living Armor 
4   
Artifact    
T, Sacrifice Living Armor: Put X +0/+1 counters on target creature, where X is that creature's converted mana cost.  

Living Artifact 
G   
Enchant Artifact    
Whenever you're dealt damage, put that many vitality counters on Living Artifact.
At the beginning of your upkeep, you may remove a vitality counter from Living Artifact. If you do, you gain 1 life.  

Living Death 
3BB   
Sorcery    
Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way.  

Living Hive 
6GG   
Creature - Elemental   
6/6   
Trample
Whenever Living Hive deals combat damage to a player, put that many 1/1 green Insect creature tokens into play.  

Living Lands 
3G   
Enchantment    
All Forests are 1/1 creatures that are still lands.  

Living Plane 
2GG   
World Enchantment    
All lands are 1/1 creatures that are still lands.  

Living Terrain 
2GG   
Enchant Land    
Enchanted land is a 5/6 green Treefolk creature that's still a land.  

Living Wall 
4   
Artifact Creature - Wall   
0/6   
Defender (This creature can't attack.)
1: Regenerate Living Wall.  

Living Wish 
1G   
Sorcery    
Choose a creature or land card you own from outside the game, reveal that card, and put it into your hand. Remove Living Wish from the game.  

Livonya Silone 
2RRGG   
Legendary Creature    
4/4   
First strike, legendary landwalk  

Lizard Warrior 
3R   
Creature - Lizard Warrior   
4/2   
  

Llanowar Behemoth 
3GG   
Creature - Behemoth   
4/4   
Tap an untapped creature you control: Llanowar Behemoth gets +1/+1 until end of turn.  

Llanowar Cavalry 
2G   
Creature - Soldier   
1/4   
W: Llanowar Cavalry gains vigilance until end of turn.  

Llanowar Dead 
BG   
Creature - Zombie Elf   
2/2   
T: Add B to your mana pool.  

Llanowar Druid 
1G   
Creature - Elf   
1/2   
T, Sacrifice Llanowar Druid: Untap all Forests.  

Llanowar Elite 
G   
Creature - Elf   
1/1   
Kicker 8 (You may pay an additional 8 as you play this spell.)
Trample
If the kicker cost was paid, Llanowar Elite comes into play with five +1/+1 counters on it.  

Llanowar Elves 
G   
Creature - Elf   
1/1   
T: Add G to your mana pool.  

Llanowar Knight 
GW   
Creature - Elf Knight   
2/2   
Protection from black  

Llanowar Sentinel 
2G   
Creature - Elf   
2/3   
When Llanowar Sentinel comes into play, you may pay 1G. If you do, search your library for a card named Llanowar Sentinel and put that card into play. Then shuffle your library.  

Llanowar Vanguard 
2G   
Creature - Dryad   
1/1   
T: Llanowar Vanguard gets +0/+4 until end of turn.  

Llanowar Wastes 
Land    
T: Add 1 to your mana pool.
T: Add B or G to your mana pool. Llanowar Wastes deals 1 damage to you.  

Llawan, Cephalid Empress 
3U   
Legendary Creature - Cephalid   
2/3   
When Llawan, Cephalid Empress comes into play, return all blue creatures your opponents control to their owners' hands.
Your opponents can't play blue creature spells.  

Loafing Giant 
4R   
Creature - Giant   
4/6   
Whenever Loafing Giant attacks or blocks, put the top card of your library into your graveyard. If that card is a land card, prevent all combat damage that Loafing Giant would deal this turn.  

Loam Dweller 
1G   
Creature - Spirit   
2/2   
Whenever you play a Spirit or Arcane spell, you may put a land card from your hand into play tapped.  

Lobotomy 
2UB   
Sorcery    
Target player reveals his or her hand, then you choose a card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and remove them from the game. Then that player shuffles his or her library.  

Locust Miser 
2BB   
Creature - Rat Shaman   
2/2   
Each opponent's maximum hand size is reduced by two.  

Locust Swarm 
3G   
Creature - Swarm   
1/1   
Flying
G: Regenerate Locust Swarm.
G: Untap Locust Swarm. Play this ability only once each turn.  

Lodestone Bauble 
0   
Artifact    
1, T, Sacrifice Lodestone Bauble: Put up to four target basic land cards from a player's graveyard on top of his or her library in any order. That player draws a card at the beginning of the next turn's upkeep.  

Lodestone Myr 
4   
Artifact Creature - Myr   
2/2   
Trample
Tap an untapped artifact you control: Lodestone Myr gets +1/+1 until end of turn.  

Lone Wolf 
2G   
Creature - Wolf   
2/2   
You may have Lone Wolf deal its combat damage to defending player as though it weren't blocked.  

Lonely Sandbar 
Land    
Lonely Sandbar comes into play tapped.
T: Add U to your mana pool.
Cycling U (U, Discard this card: Draw a card.)  

Longbow Archer 
WW   
Creature - Soldier   
2/2   
First strike
Longbow Archer may block as though it had flying.  

Long-Forgotten Gohei 
3   
Artifact    
Arcane spells you play cost 1 less to play.
Spirits you control get +1/+1.  

Longhorn Firebeast 
2R   
Creature - Beast   
3/2   
When Longhorn Firebeast comes into play, any opponent may have it deal 5 damage to him or her. If a player does, sacrifice Longhorn Firebeast.  

Long-Term Plans 
2U   
Instant    
Search your library for a card, shuffle your library, then put that card third from the top.  

Looming Hoverguard 
4UU   
Creature - Drone   
3/3   
Flying
When Looming Hoverguard comes into play, put target artifact on top of its owner's library.  

Looming Shade 
2B   
Creature - Shade   
1/1   
B: Looming Shade gets +1/+1 until end of turn.  

Lord Magnus 
3GWW   
Legendary Creature    
4/3   
First strike
Creatures with plainswalk may be blocked as though they didn't have plainswalk. Creatures with forestwalk may be blocked as though they didn't have forestwalk.  

Lord of Atlantis 
UU   
Creature - Lord   
2/2   
All Merfolk get +1/+1 and have islandwalk.  

Lord of the Pit 
4BBB   
Creature - Demon   
7/7   
Flying, trample
At the beginning of your upkeep, sacrifice a creature other than Lord of the Pit. If you can't, Lord of the Pit deals 7 damage to you.  

Lord of the Undead 
1BB   
Creature - Lord   
2/2   
All Zombies get +1/+1.
1B, T: Return target Zombie card from your graveyard to your hand.  

Lord of Tresserhorn 
1UBR   
Legendary Creature    
10/4   
When Lord of Tresserhorn comes into play, you lose 2 life and sacrifice two creatures, and an opponent draws two cards.
B: Regenerate Lord of Tresserhorn.  

Lose Hope 
B   
Instant    
Target creature gets -1/-1 until end of turn.
Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)  

Lost in Thought 
1U   
Enchant Creature    
Enchanted creature can't attack or block and its activated abilities can't be played. Its controller may remove three cards in his or her graveyard from the game to ignore this ability until end of turn.  

Lost Order of Jarkeld 
2WW   
Creature - Knight   
1+*/1+*   
As Lost Order of Jarkeld comes into play, choose an opponent.
Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures that opponent controls.  

Lost Soul 
1BB   
Creature - Minion   
2/1   
Swampwalk  

Lotus Blossom 
2   
Artifact    
At the beginning of your upkeep, you may put a petal counter on Lotus Blossom.
T, Sacrifice Lotus Blossom: Add X mana of any one color to your mana pool, where X is the number of petal counters on Lotus Blossom.  

Lotus Guardian 
7   
Artifact Creature    
4/4   
Flying
T: Add one mana of any color to your mana pool.  

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

Lotus Vale 
Land    
If Lotus Vale would come into play, sacrifice two untapped lands instead. If you do, put Lotus Vale into play. If you don't, put it into its owner's graveyard.
T: Add three mana of any one color to your mana pool.  

Lowland Basilisk 
2G   
Creature - Basilisk   
1/3   
Whenever Lowland Basilisk deals damage to a creature, destroy that creature at end of combat.  

Lowland Giant 
2RR   
Creature - Giant   
4/3   
  

Lowland Tracker 
4W   
Creature - Soldier   
2/2   
First strike
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)  

Loxodon Anchorite 
2WW   
Creature - Elephant Cleric   
2/3   
T: Prevent the next 2 damage that would be dealt to target creature or player this turn.  

Loxodon Mender 
5W   
Creature - Elephant Cleric   
3/3   
W, T: Regenerate target artifact.  

Loxodon Mystic 
3WW   
Creature - Elephant Cleric   
3/3   
W, T: Tap target creature.  

Loxodon Peacekeeper 
1W   
Creature - Elephant Soldier   
4/4   
At the beginning of your upkeep, the player with the lowest life total gains control of Loxodon Peacekeeper. If two or more players are tied for lowest life total, you choose one of them, and that player gains control of Loxodon Peacekeeper.  

Loxodon Punisher 
3W   
Creature - Elephant Soldier   
2/2   
Loxodon Punisher gets +2/+2 for each Equipment attached to it.  

Loxodon Stalwart 
3WW   
Creature - Elephant Soldier   
3/3   
Vigilance
W: Loxodon Stalwart gets +0/+1 until end of turn.  

Loxodon Warhammer 
3   
Artifact - Equipment   
Equipped creature gets +3/+0, has trample, and has "Whenever this creature deals damage, you gain that much life."
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Loyal Retainers 
2W   
Creature - Advisor   
1/1   
Sacrifice Loyal Retainers: Put target legendary creature card from your graveyard into play. Play this ability only during your turn, before the combat phase.  

Loyal Sentry 
W   
Creature - Soldier   
1/1   
When Loyal Sentry blocks a creature, destroy that creature and Loyal Sentry.  

Lu Bu, Master-at-Arms 
5R   
Legendary Creature    
4/3   
Horsemanship, haste  

Lu Meng, Wu General 
3UU   
Legendary Creature    
4/4   
Horsemanship  

Lu Su, Wu Advisor 
3UU   
Legendary Creature    
1/2   
T: Draw a card. Play this ability only during your turn, before the combat phase.  

Lu Xun, Scholar General 
2UU   
Legendary Creature    
1/3   
Horsemanship
Whenever Lu Xun, Scholar General deals damage to an opponent, you may draw a card.  

Lull 
1G   
Instant    
Prevent all combat damage that would be dealt this turn.
Cycling 2 (2, Discard this card: Draw a card.)  

Lumbering Satyr 
2GG   
Creature - Beast   
5/4   
All creatures have forestwalk.  

Lumengrid Augur 
3U   
Creature - Vedalken Wizard   
2/2   
1, T: Target player draws a card, then discards a card. If that player discards an artifact card this way, untap Lumengrid Augur.  

Lumengrid Sentinel 
2U   
Creature - Human Wizard   
1/2   
Flying
Whenever an artifact comes into play under your control, you may tap target permanent.  

Lumengrid Warden 
1U   
Creature - Human Wizard   
1/3   
  

Luminous Angel 
4WWW   
Creature - Angel   
4/4   
Flying
At the beginning of your upkeep, you may put a 1/1 white Spirit creature token with flying into play.  

Luminous Guardian 
3W   
Creature - Guardian   
1/4   
W: Luminous Guardian gets +0/+1 until end of turn.
2: Luminous Guardian may block an additional creature this turn.  

Lunar Avenger 
7   
Artifact Creature - Golem   
2/2   
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
Remove a +1/+1 counter from Lunar Avenger: Lunar Avenger gains your choice of flying, first strike, or haste until end of turn.  

Lunge 
2R   
Instant    
Lunge deals 2 damage to target creature and 2 damage to target player.  

Lure 
1GG   
Enchant Creature    
All creatures able to block enchanted creature do so.  

Lure of Prey 
2GG   
Instant    
Play Lure of Prey only if an opponent played a creature spell this turn.
Put a green creature card from your hand into play.  

Lurker 
2G   
Creature - Lurker   
2/3   
Lurker can't be the target of spells unless it attacked or blocked this turn.  

Lurking Evil 
BBB   
Enchantment    
Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying.  

Lurking Jackals 
B   
Enchantment    
When an opponent has 10 life or less, if Lurking Jackals is an enchantment, it becomes a 3/2 Hound creature.  

Lurking Nightstalker 
BB   
Creature - Nightstalker   
1/1   
Whenever Lurking Nightstalker attacks, it gets +2/+0 until end of turn.  

Lurking Skirge 
1B   
Enchantment    
When a creature is put into an opponent's graveyard from play, if Lurking Skirge is an enchantment, Lurking Skirge becomes a 3/2 Imp creature with flying.  

Lynx 
1G   
Creature - Cat   
2/1   
Forestwalk  

Ma Chao, Western Warrior 
3RR   
Legendary Creature    
3/3   
Horsemanship
Whenever Ma Chao, Western Warrior attacks alone, it is unblockable this combat.  

Macetail Hystrodon 
6R   
Creature - Beast   
4/4   
First strike, haste
Cycling 3 (3, Discard this card: Draw a card.)  

Machinate 
1UU   
Instant    
Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.  

Mad Dog 
1R   
Creature - Hound   
2/2   
At the end of your turn, if Mad Dog didn't attack or come under your control this turn, sacrifice it.  

Maddening Imp 
2B   
Creature - Imp   
1/1   
Flying
T: Non-Wall creatures the active player controls gain "this creature attacks if able" until end of turn. At end of turn, destroy each of those creatures that didn't attack this turn. Play this ability only during an opponent's turn and only before attackers are declared.  

Maddening Wind 
2G   
Enchant Creature    
Cumulative upkeep G
At the beginning of the upkeep of enchanted creature's controller, Maddening Wind deals 2 damage to that player.  

Maga, Traitor to Mortals 
XBBB   
Legendary Creature - Human Wizard   
0/0   
Maga, Traitor to Mortals comes into play with X +1/+1 counters on it.
When Maga comes into play, target player loses life equal to the number of +1/+1 counters on it.  

Mage il-Vec 
2R   
Creature - Wizard   
2/2   
T, Discard a card at random: Mage il-Vec deals 1 damage to target creature or player.  

Mage's Guile 
1U   
Instant    
Target creature can't be the target of spells or abilities this turn.
Cycling U (U, Discard this card: Draw a card.)  

Mages' Contest 
1RR   
Instant    
You and target spell's controller bid life. You start the bidding with a high bid of 1. In turn order, each player may top the high bid. The bidding ends when the high bid stands. The highest bidder loses life equal to the high bid. If you win the bidding, counter that spell.  

Mageta the Lion 
3WW   
Legendary Creature - Spellshaper   
3/3   
2WW, T, Discard two cards: Destroy all creatures except for Mageta the Lion. Those creatures can't be regenerated.  

Mageta's Boon 
1W   
Enchant Creature    
You may play Mageta's Boon any time you could play an instant.
Enchanted creature gets +1/+2.  

Maggot Carrier 
B   
Creature - Zombie   
1/1   
When Maggot Carrier comes into play, each player loses 1 life.  

Maggot Therapy 
2B   
Enchant Creature    
You may play Maggot Therapy any time you could play an instant.
Enchanted creature gets +2/-2.  

Magical Hack 
U   
Instant    
Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk.") (This effect doesn't end at end of turn.)  

Magistrate's Scepter 
3   
Artifact    
4, T: Put a charge counter on Magistrate's Scepter.
T, Remove three charge counters from Magistrate's Scepter: Take another turn after this one.  

Magistrate's Veto 
2R   
Enchantment    
White creatures and blue creatures can't block.  

Magma Burst 
3R   
Instant    
Kicker-Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you play this spell.)
Magma Burst deals 3 damage to target creature or player. If the kicker cost was paid, Magma Burst deals 3 damage to another target creature or player.  

Magma Giant 
5RR   
Creature - Giant   
5/5   
When Magma Giant comes into play, it deals 2 damage to each creature and each player.  

Magma Jet 
1R   
Instant    
Magma Jet deals 2 damage to target creature or player.
Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)  

Magma Mine 
1   
Artifact    
4: Put a pressure counter on Magma Mine.
T, Sacrifice Magma Mine: Magma Mine deals damage equal to the number of pressure counters on it to target creature or player.  

Magma Sliver 
3R   
Creature - Sliver   
3/3   
All Slivers have "T: Target Sliver gets +X/+0 until end of turn, where X is the number of Slivers in play."  

Magma Vein 
2R   
Enchantment    
R, Sacrifice a land: Magma Vein deals 1 damage to each creature without flying.  

Magmasaur 
3RR   
Creature - Elemental   
0/0   
Magmasaur comes into play with five +1/+1 counters on it.
At the beginning of your upkeep, sacrifice Magmasaur unless you remove a +1/+1 counter from it. If you sacrifice Magmasaur this way, it deals damage equal to the number of +1/+1 counters on it to each creature without flying and each player.  

Magnetic Flux 
2U   
Instant    
Artifact creatures you control gain flying until end of turn.  

Magnetic Mountain 
1RR   
Enchantment    
Blue creatures don't untap during their controllers' untap steps.
Blue creatures have "4: Untap this creature. Play this ability only during your upkeep."  

Magnetic Theft 
R   
Instant    
Attach target Equipment to target creature. (Control of the Equipment doesn't change.)  

Magnetic Web 
2   
Artifact    
If a creature with a magnet counter on it attacks, all creatures with magnet counters on them attack this turn if able.
Whenever a creature with a magnet counter on it attacks, all creatures with magnet counters on them block that creature this turn if able.
1, T: Put a magnet counter on target creature.  

Magnify 
G   
Instant    
All creatures get +1/+1 until end of turn.  

Magnigoth Treefolk 
4G   
Creature - Treefolk   
2/6   
For each basic land type among lands you control, Magnigoth Treefolk has landwalk of that type.  

Magnivore 
2RR   
Creature - Lhurgoyf   
*/*   
Haste
Magnivore's power and toughness are each equal to the number of sorcery cards in all graveyards.  

Magus of the Unseen 
1U   
Creature - Wizard   
1/1   
1U, T: Untap target artifact an opponent controls and gain control of it until end of turn. If it's an artifact creature, it gains haste until end of turn. When you lose control of the artifact, tap it.  

Mahamoti Djinn 
4UU   
Creature - Djinn   
5/6   
Flying  

Major Teroh 
3W   
Legendary Creature - Bird Soldier   
2/3   
Flying
3WW, Sacrifice Major Teroh: Remove all black creatures from the game.  

Malachite Golem 
6   
Artifact Creature - Golem   
5/3   
1G: Malachite Golem gains trample until end of turn.  

Malachite Talisman 
2   
Artifact    
Whenever a green spell is played, you may pay 3. If you do, untap target permanent.  

Malevolent Awakening 
1BB   
Enchantment    
1BB, Sacrifice a creature: Return target creature card from your graveyard to your hand.  

Malicious Advice 
XUB   
Instant    
Tap X target artifacts, creatures, and/or lands. You lose X life.  

Malignant Growth 
3GU   
Enchantment    
Cumulative upkeep 1
At the beginning of your upkeep, put a growth counter on Malignant Growth.
At the beginning of each of your opponents' draw steps, that player draws a card for each growth counter on Malignant Growth, then Malignant Growth deals to the player damage equal to the number of cards he or she drew this way.  

Mammoth Harness 
3G   
Enchant Creature    
Enchanted creature loses flying.
Whenever enchanted creature blocks a creature, the blocked creature gains first strike until end of turn.
Whenever enchanted creature becomes blocked by a creature, the blocking creature gains first strike until end of turn.  

Mana Breach 
2U   
Enchantment    
Whenever a player plays a spell, that player returns a land he or she controls to its owner's hand.  

Mana Cache 
1RR   
Enchantment    
At the end of each player's turn, put a charge counter on Mana Cache for each untapped land that player controls.
Remove a charge counter from Mana Cache: Add 1 to your mana pool. Any player may play this ability but only during his or her turn before the end phase.  

Mana Chains 
U   
Enchant Creature    
Enchanted creature has "Cumulative upkeep 1."  

Mana Clash 
R   
Sorcery    
You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip.  

Mana Crypt 
0   
Artifact    
At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you.
T: Add 2 to your mana pool.  

Mana Cylix 
1   
Artifact    
1, T: Add one mana of any color to your mana pool.  

Mana Drain 
UU   
Instant    
Counter target spell. At the beginning of your next main phase, add X to your mana pool, where X is that spell's converted mana cost.  

Mana Echoes 
2RR   
Enchantment    
Whenever a creature comes into play, you may add 1 to your mana pool for each creature you control that shares a creature type with it.  

Mana Flare 
2R   
Enchantment    
Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool.  

Mana Geyser 
3RR   
Sorcery    
Add R to your mana pool for each tapped land your opponents control.  

Mana Leak 
1U   
Instant    
Counter target spell unless its controller pays 3.  

Mana Leech 
2B   
Creature - Worm   
1/1   
You may choose not to untap Mana Leech during your untap step.
T: Tap target land. It doesn't untap during its controller's untap step as long as Mana Leech remains tapped.  

Mana Matrix 
6   
Artifact    
Instant and enchantment spells you play cost up to 2 less to play.  

Mana Maze 
1U   
Enchantment    
Players can't play spells that share a color with the spell last played this turn.  

Mana Prism 
3   
Artifact    
T: Add 1 to your mana pool.
1, T: Add one mana of any color to your mana pool.  

Mana Seism 
1R   
Sorcery    
Sacrifice any number of lands. Add 1 to your mana pool for each land sacrificed this way.  

Mana Severance 
1U   
Sorcery    
Search your library for any number of land cards and remove them from the game. Then shuffle your library.  

Mana Short 
2U   
Instant    
Tap all lands target player controls and empty his or her mana pool.  

Mana Vapors 
1U   
Sorcery    
Lands target player controls don't untap during his or her next untap step.  

Mana Vault 
1   
Artifact    
Mana Vault doesn't untap during your untap step.
At the beginning of your upkeep, you may pay 4. If you do, untap Mana Vault.
At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you.
T: Add 3 to your mana pool.  

Mana Vortex 
1UU   
Enchantment    
When Mana Vortex comes into play, sacrifice it unless you sacrifice a land.
At the beginning of each player's upkeep, that player sacrifices a land.
When there are no lands in play, sacrifice Mana Vortex.  

Mana Web 
3   
Artifact    
Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that can produce any type of mana that land could produce.  

Manabarbs 
3R   
Enchantment    
Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player.  

Manabond 
G   
Enchantment    
At the end of your turn, you may reveal your hand and put all land cards from it into play. If you do, discard your hand.  

Manacles of Decay 
1W   
Enchant Creature    
Enchanted creature can't attack.
B: Enchanted creature gets -1/-1 until end of turn.
R: Enchanted creature can't block this turn.  

Manakin 
2   
Artifact Creature    
1/1   
T: Add 1 to your mana pool.  

Mangara's Blessing 
2W   
Instant    
You gain 5 life.
When a spell or ability an opponent controls causes you to discard Mangara's Blessing from your hand, you gain 2 life, and you return Mangara's Blessing from your graveyard to your hand at end of turn.  

Mangara's Equity 
1WW   
Enchantment    
As Mangara's Equity comes into play, choose black or red.
At the beginning of your upkeep, sacrifice Mangara's Equity unless you pay 1W.
Whenever a creature of the chosen color deals damage to you or a white creature you control, Mangara's Equity deals X damage to that creature, where X is equal to the damage dealt to you or the white creature.  

Mangara's Tome 
5   
Artifact    
When Mangara's Tome comes into play, search your library for five cards. Remove those cards from the game face down, then shuffle them. Then shuffle your library.
2: The next time you would draw a card this turn, instead put the top card removed from the game with Mangara's Tome into its owner's hand.  

Maniacal Rage 
1R   
Enchant Creature    
Enchanted creature gets +2/+2 and can't block.  

Manipulate Fate 
1U   
Sorcery    
Search your library for three cards, remove them from the game, then shuffle your library.
Draw a card.  

Mannichi, the Fevered Dream 
2R   
Legendary Creature - Spirit   
1/2   
1R: Switch each creature's power and toughness until end of turn.  

Man-o'-War 
2U   
Creature - Jellyfish   
2/2   
When Man-o'-War comes into play, return target creature to its owner's hand.  

Manriki-Gusari 
2   
Artifact - Equipment   
Equipped creature gets +1/+2 and has "T: Destroy target Equipment."
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)  

Manta Ray 
1UU   
Creature - Fish   
3/3   
Manta Ray can't attack unless defending player controls an Island.
Manta Ray can't be blocked except by blue creatures.
When you control no Islands, sacrifice Manta Ray.  

Manta Riders 
U   
Creature - Merfolk   
1/1   
U: Manta Riders gains flying until end of turn.  

Mantis Engine 
5   
Artifact Creature    
3/3   
2: Mantis Engine gains flying until end of turn.
2: Mantis Engine gains first strike until end of turn.  

Marauding Knight 
2BB   
Creature - Knight   
2/2   
Protection from white
Marauding Knight gets +1/+1 for each Plains your opponents control.  

Maraxus of Keld 
4RR   
Legendary Creature    
*/*   
Maraxus of Keld's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control.  

Marble Diamond 
2   
Artifact    
Marble Diamond comes into play tapped.
T: Add W to your mana pool.  

Marble Priest 
5   
Artifact Creature    
3/3   
All Walls able to block Marble Priest do so.
Prevent all combat damage that would be dealt to Marble Priest by Walls.  

Marble Titan 
3W   
Creature - Giant   
3/3   
Creatures with power 3 or greater don't untap during their controllers' untap steps.  

March of Souls 
4W   
Sorcery    
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller puts a 1/1 white Spirit creature token with flying into play.  

March of the Machines 
3U   
Enchantment    
Each noncreature artifact is an artifact creature with power and toughness each equal to its converted mana cost. (Equipment that's a creature can't equip a creature.)  

Marhault Elsdragon 
3RRG   
Legendary Creature    
4/6   
Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)  

Marjhan 
5UU   
Creature - Serpent   
8/8   
Marjhan doesn't untap during your untap step.
Marjhan can't attack unless defending player controls an Island.
When you control no Islands, sacrifice Marjhan.
UU, Sacrifice a creature: Untap Marjhan. Play this ability only during your upkeep.
UU: Marjhan gets -1/-0 until end of turn and deals 1 damage to target attacking creature without flying.  

Mark of Fury 
R   
Enchant Creature    
Enchanted creature has haste.
At end of turn, return Mark of Fury to its owner's hand.  

Mark of Sakiko 
1G   
Enchant Creature    
Enchanted creature has "Whenever this creature deals combat damage to a player, add that much G to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end."  

Mark of the Oni 
2B   
Enchant Creature    
You control enchanted creature.
At end of turn, if you control no Demons, sacrifice Mark of the Oni.  

Marker Beetles 
1GG   
Creature - Insect   
2/3   
When Marker Beetles is put into a graveyard from play, target creature gets +1/+1 until end of turn.
2, Sacrifice Marker Beetles: Draw a card.  

Maro 
2GG   
Creature - Elemental   
*/*   
Maro's power and toughness are each equal to the number of cards in your hand.  

Marrow-Gnawer 
3BB   
Legendary Creature - Rat Rogue   
2/3   
All Rats have fear.
T, Sacrifice a Rat: Put X 1/1 black Rat creature tokens into play, where X is the number of Rats you control.  

Marsh Boa 
G   
Creature - Snake   
1/1   
Swampwalk  

Marsh Crocodile 
2UB   
Creature - Crocodile   
4/4   
When Marsh Crocodile comes into play, return a blue or black creature you control to its owner's hand.
When Marsh Crocodile comes into play, each player discards a card.  

Marsh Gas 
B   
Instant    
All creatures get -2/-0 until end of turn.  

Marsh Goblins 
BR   
Creature - Goblin   
1/1   
Swampwalk  

Marsh Lurker 
3B   
Creature - Beast   
3/2   
Sacrifice a Swamp: Marsh Lurker gains fear until end of turn.  

Marsh Viper 
3G   
Creature - Viper   
1/2   
Whenever Marsh Viper deals damage to an opponent, that player gets two poison counters. (A player with ten or more poison counters loses the game.)  

Marshaling the Troops 
1G   
Sorcery    
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.  

Mrton Stromgald 
2RR   
Legendary Creature    
1/1   
Whenever Mrton Stromgald attacks, all other attacking creatures get +1/+1 until end of turn for each attacking creature other than Mrton.
Whenever Mrton blocks, all other blocking creatures get +1/+1 until end of turn for each blocking creature other than Mrton.  

Martyr's Cause 
2W   
Enchantment    
Sacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage.  

Martyr's Cry 
WW   
Sorcery    
Remove all white creatures from the game. For each white creature removed this way, its controller draws a card.  

Martyrdom 
1WW   
Instant    
Until end of turn, target creature you control gains "0: The next 1 damage that would be dealt to target creature or player this turn is dealt to this creature instead." Only you may play this ability.  

Martyrs of Korlis 
3WW   
Creature - Bodyguard   
1/6   
As long as Martyrs of Korlis is untapped, all damage that would be dealt to you by artifacts is dealt to Martyrs of Korlis instead.  

Martyrs' Tomb 
2WB   
Enchantment    
Pay 2 life: Prevent the next 1 damage that would be dealt to target creature this turn.  

Masako the Humorless 
2W   
Legendary Creature - Human Advisor   
2/1   
You may play Masako the Humorless any time you could play an instant.
Tapped creatures you control may block as though they were untapped.  

Mask of Intolerance 
2   
Artifact    
At the beginning of each player's upkeep, if there are four or more basic land types among lands that player controls, Mask of Intolerance deals 3 damage to him or her.  

Mask of Law and Grace 
W   
Enchant Creature    
Enchanted creature has protection from black and protection from red.  

Mask of Memory 
2   
Artifact - Equipment   
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Mask of the Mimic 
U   
Instant    
As an additional cost to play Mask of the Mimic, sacrifice a creature.
Search your library for a card with the same name as target nontoken creature and put that card into play. Then shuffle your library.  

Masked Gorgon 
4B   
Creature - Gorgon   
5/5   
Green creatures and white creatures have protection from Gorgons.
Threshold - Masked Gorgon has protection from green and from white. (You have threshold as long as seven or more cards are in your graveyard.)  

Mass Hysteria 
R   
Enchantment    
All creatures have haste.  

Massacre 
2BB   
Sorcery    
If an opponent controls a Plains and you control a Swamp, you may play Massacre without paying its mana cost.
All creatures get -2/-2 until end of turn.  

Master Apothecary 
WWW   
Creature - Cleric   
2/2   
Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to target creature or player this turn.  

Master Decoy 
1W   
Creature - Soldier   
1/2   
W, T: Tap target creature.  

Master Healer 
4W   
Creature - Cleric   
1/4   
T: Prevent the next 4 damage that would be dealt to target creature or player this turn.  

Master of Arms 
2W   
Creature - Soldier   
2/2   
First strike
1W: Tap target creature blocking Master of Arms.  

Master of the Hunt 
2GG   
Creature - Master   
2/2   
2GG: Put a 1/1 green Wolves-of-the-Hunt creature token into play. That creature has "bands with other Wolves-of-the-Hunt."  

Master of the Veil 
2UU   
Creature - Wizard   
2/3   
Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Master of the Veil is turned face up, you may turn target creature with morph face down.  

Masticore 
4   
Artifact Creature    
4/4   
At the beginning of your upkeep, you may discard a card. If you don't, sacrifice Masticore.
2: Masticore deals 1 damage to target creature.
2: Regenerate Masticore.  

Masumaro, First to Live 
3GGG   
Legendary Creature - Spirit   
*/*   
Masumaro, First to Live's power and toughness are each equal to twice the number of cards in your hand.  

Matopi Golem 
5   
Artifact Creature - Golem   
3/3   
1: The next time Matopi Golem would be destroyed this turn, it regenerates and put a -1/-1 counter on it instead.  

Matsu-Tribe Birdstalker 
2GG   
Creature - Snake Warrior Archer   
2/2   
Whenever Matsu-Tribe Birdstalker deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
G: Matsu-Tribe Birdstalker may block as though it had flying until end of turn.  

Matsu-Tribe Decoy 
2G   
Creature - Snake Warrior   
1/3   
2G: Target creature blocks Matsu-Tribe Decoy this turn if able.
Whenever Matsu-Tribe Decoy deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.  

Matsu-Tribe Sniper 
1G   
Creature - Snake Warrior Archer   
1/1   
T: Matsu-Tribe Sniper deals 1 damage to target creature with flying.
Whenever Matsu-Tribe Sniper deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.  

Mawcor 
3UU   
Creature - Beast   
3/3   
Flying
T: Mawcor deals 1 damage to target creature or player.  

Maze of Ith 
Land    
T: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.  

Maze of Shadows 
Land    
T: Add 1 to your mana pool.
T: Untap target attacking creature with shadow. Prevent all combat damage that would be dealt to and dealt by that creature this turn.  

Measure of Wickedness 
3B   
Enchantment    
At the end of your turn, sacrifice Measure of Wickedness and you lose 8 life.
Whenever another card is put into your graveyard from anywhere, target opponent gains control of Measure of Wickedness.  

Meddle 
1U   
Instant    
If target spell has only one target and that target is a creature, change that spell's target to another creature.  

Meddling Mage 
WU   
Creature - Wizard   
2/2   
As Meddling Mage comes into play, name a nonland card.
The named card can't be played.  

Medicine Bag 
3   
Artifact    
1, T, Discard a card: Regenerate target creature.  

Meditate 
2U   
Instant    
Draw four cards. You skip your next turn.  

Meekstone 
1   
Artifact    
Creatures with power 3 or greater don't untap during their controllers' untap steps.  

Megatherium 
2G   
Creature - Beast   
4/4   
Trample
When Megatherium comes into play, sacrifice it unless you pay 1 for each card in your hand.  

Megatog 
4RR   
Creature - Atog   
3/4   
Sacrifice an artifact: Megatog gets +3/+3 and gains trample until end of turn.  

Megrim 
2B   
Enchantment    
Whenever an opponent discards a card, Megrim deals 2 damage to that player.  

Meishin, the Mind Cage 
4UUU   
Legendary Enchantment    
All creatures get -X/-0, where X is the number of cards in your hand.  

Melee 
4R   
Instant    
Play Melee only during your combat phase before the declare blockers step.
Instead of defending player, you choose how each creature blocks this turn.
Whenever a creature attacks and isn't blocked this turn, untap it and remove it from combat.  

Melesse Spirit 
3WW   
Creature - Angel   
3/3   
Flying, protection from black  

Meloku the Clouded Mirror 
4U   
Legendary Creature - Moonfolk Wizard   
2/4   
Flying
1, Return a land you control to its owner's hand: Put a 1/1 blue Illusion creature token with flying into play.  

Meltdown 
XR   
Sorcery    
Destroy each artifact with converted mana cost X or less.  

Melting 
3R   
Enchantment    
All lands are no longer snow-covered.  

Memnarch 
7   
Legendary Artifact Creature - Wizard   
4/5   
1UU: Target permanent becomes an artifact in addition to its other types. (This effect doesn't end at end of turn.)
3U: Gain control of target artifact. (This effect doesn't end at end of turn.)  

Memory Crystal 
3   
Artifact    
Buyback costs are reduced by 2.  

Memory Jar 
5   
Artifact    
T, Sacrifice Memory Jar: Each player removes his or her hand from the game face down, and draws seven cards. At end of turn, each player discards his or her hand and returns to his or her hand each card he or she removed from the game this way.  

Memory Lapse 
1U   
Instant    
Counter target spell. If you do, put it on top of its owner's library instead of into that player's graveyard.  

Menacing Ogre 
3RR   
Creature - Ogre   
3/3   
Trample, haste
When Menacing Ogre comes into play, each player secretly chooses a number. Then those numbers are revealed. Each player with the highest number loses that much life. If you are one of those players, put two +1/+1 counters on Menacing Ogre.  

Mending Hands 
W   
Instant    
Prevent the next 4 damage that would be dealt to target creature or player this turn.  

Meng Huo, Barbarian King 
3GG   
Legendary Creature    
4/4   
Other green creatures you control get +1/+1.  

Meng Huo's Horde 
4G   
Creature - Soldier   
4/5   
  

Mental Discipline 
1UU   
Enchantment    
1U, Discard a card: Draw a card.  

Mental Note 
U   
Instant    
Put the top two cards of your library into your graveyard.
Draw a card.  

Mephidross Vampire 
4BB   
Creature - Vampire   
3/4   
Flying
Each creature you control is a Vampire in addition to its other creature types and has "Whenever this creature deals damage to a creature, put a +1/+1 counter on this creature."  

Mephitic Ooze 
4B   
Creature - Ooze   
0/5   
Mephitic Ooze gets +1/+0 for each artifact you control.
Whenever Mephitic Ooze deals combat damage to a creature, destroy that creature. The creature can't be regenerated.  

Mercadia's Downfall 
2R   
Instant    
Attacking creatures get +X/+0 until end of turn, where X is the number of nonbasic lands defending player controls.  

Mercadian Atlas 
5   
Artifact    
At the end of your turn, if you didn't play a land this turn, you may draw a card.  

Mercadian Bazaar 
Land    
Mercadian Bazaar comes into play tapped.
T: Put a storage counter on Mercadian Bazaar.
T, Remove any number of storage counters from Mercadian Bazaar: Add R to your mana pool for each storage counter removed this way.  

Mercadian Lift 
2   
Artifact    
1, T: Put a winch counter on Mercadian Lift.
T, Remove X winch counters from Mercadian Lift: Put a creature card with converted mana cost X from your hand into play.  

Mercenaries 
3W   
Creature - Mercenary   
3/3   
3: Prevent all damage that would be dealt by Mercenaries to you this turn. Any player may play this ability.  

Mercenary Informer 
2W   
Creature - Rebel Mercenary   
2/1   
Mercenary Informer can't be the target of black spells or abilities from black sources.
2W: Put target Mercenary on the bottom of its owner's library.  

Mercenary Knight 
2B   
Creature - Mercenary Knight   
4/4   
When Mercenary Knight comes into play, sacrifice it unless you discard a creature card.  

Merchant of Secrets 
2U   
Creature - Wizard   
1/1   
When Merchant of Secrets comes into play, draw a card.  

Merchant Scroll 
1U   
Sorcery    
Search your library for a blue instant card, reveal that card, and put it into your hand. Then shuffle your library.  

Merchant Ship 
U   
Creature - Ship   
0/2   
Merchant Ship can't attack unless defending player controls an Island.
Whenever Merchant Ship attacks and isn't blocked, you gain 2 life.
When you control no Islands, sacrifice Merchant Ship.  

Mercurial Kite 
3U   
Creature - Bird   
2/2   
Flying
Whenever Mercurial Kite deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.  

Merfolk Assassin 
UU   
Creature - Merfolk   
1/2   
T: Destroy target creature with islandwalk.  

Merfolk Looter 
1U   
Creature - Merfolk   
1/1   
T: Draw a card, then discard a card.  

Merfolk of the Pearl Trident 
U   
Creature - Merfolk   
1/1   
  

Merfolk Raiders 
1U   
Creature - Merfolk   
2/3   
Phasing; islandwalk  

Merfolk Seer 
2U   
Creature - Merfolk   
2/2   
When Merfolk Seer is put into a graveyard from play, you may pay 1U. If you do, draw a card.  

Merfolk Traders 
1U   
Creature - Merfolk   
1/2   
When Merfolk Traders comes into play, draw a card, then discard a card.  

Merieke Ri Berit 
WUB   
Legendary Creature    
1/1   
Merieke Ri Berit doesn't untap during your untap step.
T: Gain control of target creature as long as you control Merieke. When Merieke leaves play or becomes untapped, destroy that creature. It can't be regenerated.  

Merseine 
2UU   
Enchant Creature    
Merseine comes into play with three net counters on it.
Enchanted creature doesn't untap during its controller's untap step as long as Merseine has a net counter on it.
Enchanted creature has "Pay this creature's mana cost: Remove a net counter from a Merseine enchanting this creature."  

Mesa Falcon 
1W   
Creature - Bird   
1/1   
Flying
1W: Mesa Falcon gets +0/+1 until end of turn.  

Mesa Pegasus 
1W   
Creature - Pegasus   
1/1   
Flying, banding  

Mesmeric Fiend 
1B   
Creature - Nightmare Horror   
1/1   
When Mesmeric Fiend comes into play, target opponent reveals his or her hand and you choose a nonland card from it. Remove that card from the game.
When Mesmeric Fiend leaves play, return the removed card to its owner's hand.  

Mesmeric Orb 
2   
Artifact    
Whenever a permanent becomes untapped, that permanent's controller puts the top card of his or her library into his or her graveyard.  

Mesmeric Trance 
1UU   
Enchantment    
Cumulative upkeep 1
U, Discard a card: Draw a card.  

Metal Fatigue 
2W   
Instant    
Tap all artifacts.  

Metallic Sliver 
1   
Artifact Creature - Sliver   
1/1   
  

Metalworker 
3   
Artifact Creature    
1/2   
T: Reveal any number of artifact cards in your hand. Add 2 to your mana pool for each card revealed this way.  

Metamorphic Wurm 
3GG   
Creature - Elephant Wurm   
3/3   
Threshold - Metamorphic Wurm gets +4/+4. (You have threshold as long as seven or more cards are in your graveyard.)  

Metamorphose 
1U   
Instant    
Put target permanent an opponent controls on top of its owner's library. That opponent may put an artifact, creature, enchantment, or land card from his or her hand into play.  

Metamorphosis 
G   
Sorcery    
As an additional cost to play Metamorphosis, sacrifice a creature.
Add X mana of any one color to your mana pool, where X is one plus the sacrificed creature's converted mana cost. Spend this mana only to play creature spells.  

Metathran Aerostat 
2UU   
Creature - Ship   
2/2   
Flying
XU: You may put a creature card with converted mana cost X from your hand into play. If you do, return Metathran Aerostat to its owner's hand.  

Metathran Elite 
1UU   
Creature - Soldier   
2/3   
Metathran Elite is unblockable as long as it's enchanted.  

Metathran Soldier 
1U   
Creature - Soldier   
1/1   
Metathran Soldier is unblockable.  

Metathran Transport 
1UU   
Creature - Ship   
1/3   
Flying
Metathran Transport can't be blocked by blue creatures.
U: Target creature becomes blue until end of turn.  

Metathran Zombie 
1U   
Creature - Zombie   
1/1   
B: Regenerate Metathran Zombie.  

Meteor Crater 
Land    
T: Choose a color of a permanent you control. Add one mana of that color to your mana pool.  

Meteor Shower 
XXR   
Sorcery    
Meteor Shower deals X+1 damage divided as you choose among any number of target creatures and/or players.  

Meteor Storm 
RG   
Enchantment    
2RG, Discard two cards at random: Meteor Storm deals 4 damage to target creature or player.  

Metrognome 
4   
Artifact    
When a spell or ability an opponent controls causes you to discard Metrognome, put four 1/1 Gnome artifact creature tokens into play.
4, T: Put a 1/1 Gnome artifact creature token into play.  

Michiko Konda, Truth Seeker 
3W   
Legendary Creature - Human Advisor   
2/2   
Whenever a source an opponent controls deals damage to you, that player sacrifices a permanent.  

Midnight Covenant 
1B   
Enchant Creature    
Enchanted creature has "B: This creature gets +1/+1 until end of turn."  

Midnight Ritual 
X2B   
Sorcery    
Remove X target creature cards in your graveyard from the game. For each creature card removed this way, put a 2/2 black Zombie creature token into play.  

Midsummer Revel 
3GG   
Enchantment    
At the beginning of your upkeep, you may put a verse counter on Midsummer Revel.
G, Sacrifice Midsummer Revel: Put X 3/3 green Beast creature tokens into play, where X is the number of verse counters on Midsummer Revel.  

Might of Oaks 
3G   
Instant    
Target creature gets +7/+7 until end of turn.  

Might Weaver 
1G   
Creature - Wizard   
2/1   
2: Target red or white creature gains trample until end of turn.  

Mightstone 
4   
Artifact    
Whenever a creature attacks, it gets +1/+0 as long as it's attacking.  

Mijae Djinn 
RRR   
Creature - Djinn   
6/3   
Whenever Mijae Djinn attacks, flip a coin. If you lose the flip, remove Mijae Djinn from combat and tap it.  

Mikokoro, Center of the Sea 
Legendary Land    
T: Add 1 to your mana pool.
2, T: Each player draws a card.  

Militant Monk 
1WW   
Creature - Cleric   
2/1   
Vigilance
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.  

Millikin 
2   
Artifact Creature    
0/1   
T, Put the top card of your library into your graveyard: Add 1 to your mana pool.  

Millstone 
2   
Artifact    
2, T: Target player puts the top two cards of his or her library into his or her graveyard.  

Minamo Scrollkeeper 
1U   
Creature - Human Wizard   
2/3   
Defender (This creature can't attack.)
Your maximum hand size is increased by one.  

Minamo Sightbender 
1U   
Creature - Human Wizard   
1/2   
X, T: Target creature with power X or less is unblockable this turn.  

Minamo, School at Water's Edge 
Legendary Land    
T: Add U to your mana pool.
U, T: Untap target legendary permanent.  

Minamo's Meddling 
2UU   
Instant    
Counter target spell. That spell's controller reveals his or her hand, then discards each card with the same name as a card spliced onto that spell.  

Mind Bend 
U   
Instant    
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another. (For example, you may change "nonblack creature" to "nongreen creature" or "forestwalk" to "plainswalk." This effect doesn't end at end of turn.)  

Mind Bomb 
U   
Sorcery    
Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards he or she discarded this way.  

Mind Burst 
1B   
Sorcery    
Target player discards X cards, where X is one plus the number of cards named Mind Burst in all graveyards.  

Mind Extraction 
2B   
Sorcery    
As an additional cost to play Mind Extraction, sacrifice a creature.
Target player reveals his or her hand and discards all cards of each of the sacrificed creature's colors.  

Mind Games 
U   
Instant    
Buyback 2U (You may pay 2U in addition to any other costs as you play this spell. If you do, put Mind Games into your hand instead of your graveyard as part of its resolution.)
Tap target artifact, creature, or land.  

Mind Harness 
U   
Enchant Creature    
Cumulative upkeep 1
Mind Harness can enchant only a red or green creature.
You control enchanted creature.  

Mind Knives 
1B   
Sorcery    
Target opponent discards a card at random.  

Mind Maggots 
3B   
Creature - Insect   
2/2   
When Mind Maggots comes into play, discard any number of creature cards. For each card discarded this way, put two +1/+1 counters on Mind Maggots.  

Mind Over Matter 
2UUUU   
Enchantment    
Discard a card: Tap or untap target artifact, creature, or land.  

Mind Peel 
B   
Sorcery    
Buyback 2BB (You may pay 2BB in addition to any other costs as you play this spell. If you do, put Mind Peel into your hand instead of your graveyard as part of its resolution.)
Target player discards a card.  

Mind Ravel 
2B   
Sorcery    
Target player discards a card.
Draw a card at the beginning of the next turn's upkeep.  

Mind Rot 
2B   
Sorcery    
Target player discards two cards.  

Mind Slash 
1BB   
Enchantment    
B, Sacrifice a creature: Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.  

Mind Sludge 
4B   
Sorcery    
Target player discards a card for each Swamp you control.  

Mind Stone 
2   
Artifact    
T: Add 1 to your mana pool.
1, T, Sacrifice Mind Stone: Draw a card.  

Mind Swords 
1B   
Sorcery    
If you control a Swamp, you may sacrifice a creature rather than pay Mind Swords's mana cost.
Each player removes two cards in his or her hand from the game.  

Mind Twist 
XB   
Sorcery    
Target player discards X cards at random.  

Mind Warp 
X3B   
Sorcery    
Look at target player's hand and choose X cards from it. That player discards them.  

Mind Whip 
2BB   
Enchant Creature    
At the beginning of the upkeep of enchanted creature's controller, that player may pay 3. If he or she doesn't, Mind Whip deals 2 damage to that player and you tap that creature.  

Mind's Desire 
4UU   
Sorcery    
Shuffle your library. Then remove the top card of your library from the game. Until end of turn, you may play it as though it were in your hand without paying its mana cost. (If it has X in its mana cost, X is 0.)
Storm (When you play this spell, copy it for each spell played before it this turn.)  

Mind's Eye 
5   
Artifact    
Whenever an opponent draws a card, you may pay 1. If you do, draw a card.  

Mindbender Spores 
2G   
Creature - Wall   
0/1   
Defender (This creature can't attack.)
Flying
Whenever Mindbender Spores blocks a creature, put four fungus counters on that creature. The creature gains "This creature doesn't untap during your untap step if it has a fungus counter on it" and "At the beginning of your upkeep, remove a fungus counter from this creature."  

Mindblaze 
5R   
Sorcery    
Name a nonland card and choose a number greater than 0. Target player reveals his or her library. If that library contains exactly the chosen number of the named card, Mindblaze deals 8 damage to that player. Then that player shuffles his or her library.  

Mindless Automaton 
4   
Artifact Creature    
0/0   
Mindless Automaton comes into play with two +1/+1 counters on it.
1, Discard a card: Put a +1/+1 counter on Mindless Automaton.
Remove two +1/+1 counters from Mindless Automaton: Draw a card.  

Mindslaver 
6   
Legendary Artifact    
4, T, Sacrifice Mindslaver: You control target player's next turn. (You see all cards that player could see and make all decisions for the player. He or she doesn't lose life because of mana burn.)  

Mindslicer 
2BB   
Creature - Horror   
4/3   
When Mindslicer is put into a graveyard from play, each player discards his or her hand.  

Mindstab Thrull 
1BB   
Creature - Thrull   
2/2   
Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards.  

Mindstorm Crown 
3   
Artifact    
At the beginning of your upkeep, draw a card if you had no cards in hand at the beginning of this turn. If you had a card in hand, Mindstorm Crown deals 1 damage to you.  

Mindwarper 
2BB   
Creature - Spirit   
0/0   
Mindwarper comes into play with three +1/+1 counters on it.
2B, Remove a +1/+1 counter from Mindwarper: Target player discards a card. Play this ability only any time you could play a sorcery.  

Mindwhip Sliver 
2B   
Creature - Sliver   
2/2   
All Slivers have "2, Sacrifice this creature: Target player discards a card at random. Play this ability only any time you could play a sorcery."  

Mine Bearer 
2W   
Creature - Soldier   
1/1   
T, Sacrifice Mine Bearer: Destroy target attacking creature.  

Mine Layer 
3R   
Creature - Dwarf   
1/1   
1R, T: Put a mine counter on target land.
Whenever a land with a mine counter on it becomes tapped, destroy it.
When Mine Layer leaves play, remove all mine counters from all lands.  

Minion of Leshrac 
4BBB   
Creature - Demon   
5/5   
Protection from black
At the beginning of your upkeep, sacrifice a creature other than Minion of Leshrac. If you can't, tap Minion of Leshrac and it deals 5 damage to you.
T: Destroy target creature or land.  

Minion of Tevesh Szat 
4BBB   
Creature - Demon   
4/4   
At the beginning of your upkeep, Minion of Tevesh Szat deals 2 damage to you unless you pay BB.
T: Target creature gets +3/-2 until end of turn.  

Minion of the Wastes 
3BBB   
Creature - Minion   
*/*   
Trample
As Minion of the Wastes comes into play, pay any amount of life.
Minion of the Wastes' power and toughness are each equal to the life paid this way.  

Minotaur Explorer 
1R   
Creature - Minotaur   
3/3   
When Minotaur Explorer comes into play, sacrifice it unless you discard a card at random.  

Minotaur Illusionist 
3UR   
Creature - Minotaur   
3/4   
1U: Minotaur Illusionist can't be the target of spells or abilities this turn.
R, Sacrifice Minotaur Illusionist: Minotaur Illusionist deals damage equal to its power to target creature.  

Minotaur Tactician 
3R   
Creature - Minotaur   
1/1   
Haste
Minotaur Tactician gets +1/+1 as long as you control a white creature.
Minotaur Tactician gets +1/+1 as long as you control a blue creature.  

Minotaur Warrior 
2R   
Creature - Minotaur Warrior   
2/3   
  

Miracle Worker 
W   
Creature - Miracle-Worker   
1/1   
T: Destroy target enchantment that enchants a creature you control.  

Miraculous Recovery 
4W   
Instant    
Return target creature card from your graveyard to play and put a +1/+1 counter on it.  

Mirari 
5   
Legendary Artifact    
Whenever you play an instant or sorcery spell, you may pay 3. If you do, put a copy of that spell onto the stack. You may choose new targets for that copy.  

Mirari's Wake 
3GW   
Enchantment    
Creatures you control get +1/+1.
Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.  

Mire Kavu 
3R   
Creature - Kavu   
3/2   
Mire Kavu gets +1/+1 as long as you control a Swamp.  

Mire Shade 
1B   
Creature - Shade   
1/1   
B, Sacrifice a Swamp: Put a +1/+1 counter on Mire Shade. Play this ability only any time you could play a sorcery.  

Miren, the Moaning Well 
Legendary Land    
T: Add 1 to your mana pool.
3, T, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.  

Mirozel 
3U   
Creature - Illusion   
2/3   
Flying
When Mirozel becomes the target of a spell or ability, return Mirozel to its owner's hand.  

Mirri, Cat Warrior 
1GG   
Legendary Creature - Cat Warrior   
2/3   
First strike forestwalk, vigilance  

Mirri's Guile 
G   
Enchantment    
At the beginning of your upkeep, you may look at the top three cards of your library, then put them back in any order.  

Mirrodin's Core 
Land    
T: Add 1 to your mana pool.
T: Put a charge counter on Mirrodin's Core.
T, Remove a charge counter from Mirrodin's Core: Add one mana of any color to your mana pool.  

Mirror Gallery 
5   
Artifact    
The "legend rule" doesn't apply.  

Mirror Golem 
6   
Artifact Creature - Golem   
3/4   
Imprint - When Mirror Golem comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.)
Mirror Golem has protection from each of the imprinted card's card types. (The card types are artifact, creature, enchantment, instant, land, and sorcery.)  

Mirror Strike 
3W   
Instant    
Target unblocked creature deals combat damage to its controller instead of to you this turn.  

Mirror Universe 
6   
Artifact    
T, Sacrifice Mirror Universe: Exchange life totals with target opponent. Play this ability only during your upkeep.  

Mirror Wall 
3U   
Creature - Wall   
3/4   
Defender (This creature can't attack.)
W: Mirror Wall may attack this turn as though it didn't have defender.  

Mirrorwood Treefolk 
3G   
Creature - Treefolk   
2/4   
2RW: The next time damage would be dealt to Mirrorwood Treefolk this turn, that damage is dealt to target creature or player instead.  

Miscalculation 
1U   
Instant    
Counter target spell unless its controller pays 2.
Cycling 2 (2, Discard this card: Draw a card.)  

Mischievous Poltergeist 
2B   
Creature - Ghost   
1/1   
Flying
Pay 1 life: Regenerate Mischievous Poltergeist.  

Mischievous Quanar 
4U   
Creature - Beast   
3/3   
3UU: Turn Mischievous Quanar face down.
Morph 1UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Mischievous Quanar is turned face up, copy target instant or sorcery spell. You may choose new targets for that copy.  

Misdirection 
3UU   
Instant    
You may remove a blue card in your hand from the game rather than pay Misdirection's mana cost.
Change the target of target spell with a single target.  

Misers' Cage 
3   
Artifact    
At the beginning of each opponent's upkeep, if that player has five or more cards in hand, Misers' Cage deals 2 damage to him or her.  

Misery Charm 
B   
Instant    
Choose one - Destroy target Cleric; or return target Cleric card from your graveyard to your hand; or target player loses 2 life.  

Misfortune 
1BRG   
Sorcery    
An opponent chooses one - You put a +1/+1 counter on each creature you control and gain 4 life; or you put a -1/-1 counter on each creature that player controls and Misfortune deals 4 damage to him or her.  

Misfortune's Gain 
3W   
Sorcery    
Destroy target creature. That creature's controller gains 4 life.  

Misguided Rage 
2R   
Sorcery    
Target player sacrifices a permanent.  

Mishra's Factory 
Land    
T: Add 1 to your mana pool.
1: Until end of turn, Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature. It's still a land.
T: Target Assembly-Worker gets +1/+1 until end of turn.  

Mishra's Groundbreaker 
4   
Artifact    
T, Sacrifice Mishra's Groundbreaker: Target land becomes a 3/3 artifact creature that's still a land. (This effect doesn't end at end of turn.)  

Mishra's Helix 
5   
Artifact    
X, T: Tap X target lands.  

Mishra's War Machine 
7   
Artifact Creature    
5/5   
Banding
At the beginning of your upkeep, unless you discard a card, tap Mishra's War Machine and it deals 3 damage to you.  

Mishra's Workshop 
Land    
T: Add 3 to your mana pool. Spend this mana only to play artifact spells.  

Misinformation 
B   
Instant    
Put up to three target cards from an opponent's graveyard on top of his or her library in any order.  

Misshapen Fiend 
1B   
Creature - Mercenary   
1/1   
Flying  

Misstep 
1U   
Sorcery    
Creatures target player controls don't untap during that player's next untap step.  

Mist Dragon 
4UU   
Creature - Dragon   
4/4   
0: Mist Dragon gains flying. (This effect doesn't end at end of turn.)
0: Mist Dragon loses flying. (This effect doesn't end at end of turn.)
3UU: Mist Dragon phases out.  

Mist of Stagnation 
3UU   
Enchantment    
Permanents don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a permanent for each card in his or her graveyard.  

Mistblade Shinobi 
2U   
Creature - Human Ninja   
1/1   
Ninjutsu U (U, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Mistblade Shinobi deals combat damage to a player, you may return target creature that player controls to its owner's hand.  

Mistfolk 
UU   
Creature - Mistfolk   
1/2   
U: Counter target spell that targets Mistfolk.  

Mistform Dreamer 
2U   
Creature - Illusion   
2/1   
Flying
1: Mistform Dreamer's type becomes the creature type of your choice until end of turn.  

Mistform Mask 
1U   
Enchant Creature    
1: Enchanted creature's type becomes the creature type of your choice until end of turn.  

Mistform Mutant 
4UU   
Creature - Illusion Mutant   
3/4   
1U: Choose a creature type. Target creature's type becomes that type until end of turn.  

Mistform Seaswift 
3U   
Creature - Illusion   
3/1   
Flying
1: Mistform Seaswift's type becomes the creature type of your choice until end of turn.
Morph 1U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Mistform Shrieker 
3UU   
Creature - Illusion   
3/3   
Flying
1: Mistform Shrieker's type becomes the creature type of your choice until end of turn.
Morph 3UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Mistform Skyreaver 
5UU   
Creature - Illusion   
6/6   
Flying
1: Mistform Skyreaver's type becomes the creature type of your choice until end of turn.  

Mistform Sliver 
1U   
Creature - Illusion Sliver   
1/1   
All Slivers have "1: This creature's type becomes the creature type of your choice in addition to its other types until end of turn."  

Mistform Stalker 
1U   
Creature - Illusion   
1/1   
1: Mistform Stalker's type becomes the creature type of your choice until end of turn.
2UU: Mistform Stalker gets +2/+2 and gains flying until end of turn.  

Mistform Ultimus 
3U   
Legendary Creature - Illusion   
3/3   
Mistform Ultimus is every creature type (even if this card isn't in play).  

Mistform Wakecaster 
4U   
Creature - Illusion   
2/3   
Flying
1: Mistform Wakecaster's type becomes the creature type of your choice until end of turn.
2UU, T: Choose a creature type. The type of each creature you control becomes that type until end of turn.  

Mistform Wall 
2U   
Creature - Illusion Wall   
1/4   
Defender (This creature can't attack.)
1: Mistform Wall's type becomes the creature type of your choice until end of turn.  

Mistform Warchief 
2U   
Creature - Illusion   
1/3   
Creature spells you play that share a creature type with Mistform Warchief cost 1 less to play.
T: Mistform Warchief's type becomes the creature type of your choice until end of turn.  

Mistmoon Griffin 
3W   
Creature - Griffin   
2/2   
Flying
When Mistmoon Griffin is put into a graveyard from play, remove Mistmoon Griffin from the game, then put the top creature card from your graveyard into play.  

Mnemonic Sliver 
2U   
Creature - Sliver   
2/2   
All Slivers have "2, Sacrifice this creature: Draw a card."  

Moaning Spirit 
2B   
Creature - Spirit   
2/1   
Flying  

Moat 
2WW   
Enchantment    
Creatures without flying can't attack.  

Mob Justice 
1R   
Sorcery    
Mob Justice deals to target player damage equal to the number of creatures you control.  

Mob Mentality 
R   
Enchant Creature    
Enchanted creature has trample.
Whenever all non-Wall creatures you control attack, enchanted creature gets +X/+0 until end of turn, where X is the number of attacking creatures.  

Mobile Fort 
4   
Artifact Creature - Wall   
0/6   
Defender (This creature can't attack.)
3: Mobile Fort gets +3/-1 until end of turn and may attack this turn as though it didn't have defender. Play this ability only once each turn.  

Mobilization 
2W   
Enchantment    
All Soldiers have vigilance.
2W: Put a 1/1 white Soldier creature token into play.  

Mobilize 
G   
Sorcery    
Untap all creatures you control.  

Mogg Alarm 
1RR   
Sorcery    
You may sacrifice two Mountains rather than pay Mogg Alarm's mana cost.
Put two 1/1 red Goblin creature tokens into play.  

Mogg Assassin 
2R   
Creature - Goblin   
2/1   
T: You and target opponent each choose a target creature the other controls. Flip a coin. If you win the flip, destroy the creature you chose. If you lose the flip, destroy the creature your opponent chose.  

Mogg Bombers 
3R   
Creature - Goblin   
3/4   
When another creature comes into play, sacrifice Mogg Bombers. If you do, it deals 3 damage to target player.  

Mogg Cannon 
2   
Artifact    
T: Target creature you control gets +1/+0 and gains flying until end of turn. Destroy that creature at end of turn.  

Mogg Conscripts 
R   
Creature - Goblin   
2/2   
Mogg Conscripts can't attack unless you've played a creature spell this turn.  

Mogg Fanatic 
R   
Creature - Goblin   
1/1   
Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player.  

Mogg Flunkies 
1R   
Creature - Goblin   
3/3   
Mogg Flunkies can't attack or block alone.  

Mogg Hollows 
Land    
T: Add 1 to your mana pool.
T: Add R or G to your mana pool. Mogg Hollows doesn't untap during its controller's next untap step.  

Mogg Infestation 
3RR   
Sorcery    
Destroy all creatures target player controls. For each creature put into a graveyard this way, put two 1/1 red Goblin creature tokens into play under that player's control.  

Mogg Jailer 
1R   
Creature - Goblin   
2/2   
Mogg Jailer can't attack if defending player controls an untapped creature with power 2 or less.  

Mogg Maniac 
1R   
Creature - Goblin   
1/1   
Whenever Mogg Maniac is dealt damage, it deals that much damage to target opponent.  

Mogg Raider 
R   
Creature - Goblin   
1/1   
Sacrifice a Goblin: Target creature gets +1/+1 until end of turn.  

Mogg Salvage 
2R   
Instant    
If an opponent controls an Island and you control a Mountain, you may play Mogg Salvage without paying its mana cost.
Destroy target artifact.  

Mogg Sentry 
R   
Creature - Goblin   
1/1   
Whenever an opponent plays a spell, Mogg Sentry gets +2/+2 until end of turn.  

Mogg Squad 
1R   
Creature - Goblin   
3/3   
Mogg Squad gets -1/-1 for each other creature in play.  

Mogg Toady 
1R   
Creature - Goblin   
2/2   
Mogg Toady can't attack unless you control more creatures than defending player.
Mogg Toady can't block unless you control more creatures than attacking player.  

Moggcatcher 
2RR   
Creature - Mercenary   
2/2   
3, T: Search your library for a Goblin card and put that card into play. Then shuffle your library.  

Mold Demon 
5BB   
Creature - Mold-Demon   
6/6   
When Mold Demon comes into play, sacrifice it unless you sacrifice two Swamps.  

Molder Slug 
3GG   
Creature - Beast   
4/6   
At the beginning of each player's upkeep, that player sacrifices an artifact.  

Mole Worms 
2B   
Creature - Worm   
1/1   
You may choose not to untap Mole Worms during your untap step.
T: Tap target land. It doesn't untap during its controller's untap step as long as Mole Worms remains tapped.  

Molimo, Maro-Sorcerer 
4GGG   
Legendary Creature    
*/*   
Trample
Molimo, Maro-Sorcerer's power and toughness are each equal to the number of lands you control.  

Molten Hydra 
1R   
Creature - Hydra   
1/1   
1RR: Put a +1/+1 counter on Molten Hydra.
T, Remove all +1/+1 counters from Molten Hydra: Molten Hydra deals X damage to target creature or player, where X is the number of counters removed this way.  

Molten Influence 
1R   
Instant    
Counter target instant or sorcery spell unless its controller has Molten Influence deal 4 damage to him or her.  

Molten Rain 
1RR   
Sorcery    
Destroy target land. If that land is nonbasic, Molten Rain deals 2 damage to the land's controller.  

Molting Harpy 
B   
Creature - Mercenary   
2/1   
Flying
At the beginning of your upkeep, sacrifice Molting Harpy unless you pay 2.  

Molting Skin 
2G   
Enchantment    
Return Molting Skin to its owner's hand: Regenerate target creature.  

Moment of Silence 
W   
Instant    
Target player skips his or her next combat phase this turn.  

Moment's Peace 
1G   
Instant    
Prevent all combat damage that would be dealt this turn.
Flashback 2G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Momentum 
2G   
Enchant Creature    
At the beginning of your upkeep, you may put a growth counter on Momentum.
Enchanted creature gets +1/+1 for each growth counter on Momentum.  

Mongrel Pack 
3G   
Creature - Hound   
4/1   
When Mongrel Pack is put into a graveyard from play during combat, put four 1/1 green Hound creature tokens into play.  

Monk Idealist 
2W   
Creature - Cleric   
2/2   
When Monk Idealist comes into play, return target enchantment card from your graveyard to your hand.  

Monk Realist 
1W   
Creature - Cleric   
1/1   
When Monk Realist comes into play, destroy target enchantment.  

Monkey Cage 
5   
Artifact    
When a creature comes into play, sacrifice Monkey Cage and put into play a number of 2/2 green Ape creature tokens equal to that creature's converted mana cost.  

Mons's Goblin Raiders 
R   
Creature - Goblin   
1/1   
  

Monsoon 
2RG   
Enchantment    
At the end of each player's turn, tap all untapped Islands that player controls and Monsoon deals X damage to the player, where X is the number of Islands tapped this way.  

Monstrous Growth 
1G   
Sorcery    
Target creature gets +4/+4 until end of turn.  

Monstrous Hound 
3R   
Creature - Hound   
4/4   
Monstrous Hound can't attack unless you control more lands than defending player.
Monstrous Hound can't block unless you control more lands than attacking player.  

Moon Sprite 
1G   
Creature - Faerie   
1/1   
Flying  

Moonbow Illusionist 
2U   
Creature - Moonfolk Wizard   
2/1   
Flying
2, Return a land you control to its owner's hand: Target land's type becomes the basic land type of your choice until end of turn.  

Moonlit Strider 
3W   
Creature - Spirit   
1/4   
Sacrifice Moonlit Strider: Target creature you control gains protection from the color of your choice until end of turn.
Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)  

Moonlit Wake 
2W   
Enchantment    
Whenever a creature is put into a graveyard from play, you gain 1 life.  

Moonring Mirror 
5   
Artifact    
Whenever you draw a card, remove the top card of your library from the game face down.
At the beginning of your upkeep, you may remove your hand from the game face down. If you do, put into your hand all other cards you own removed from the game with Moonring Mirror.  

Moonwing Moth 
1WW   
Creature - Insect   
2/1   
Flying
W: Moonwing Moth gets +0/+1 until end of turn.  

Moor Fiend 
3B   
Creature - Fiend   
3/3   
Swampwalk  

Moorish Cavalry 
2WW   
Creature - Cavalry   
3/3   
Trample  

Morale 
1WW   
Instant    
Attacking creatures get +1/+1 until end of turn.  

Morality Shift 
5BB   
Sorcery    
Exchange your graveyard and library. Then shuffle your library.  

Morbid Hunger 
4BB   
Sorcery    
Morbid Hunger deals 3 damage to target creature or player. You gain 3 life.
Flashback 7BB (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Morgue Theft 
1B   
Sorcery    
Return target creature card from your graveyard to your hand.
Flashback 4B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Morgue Thrull 
2B   
Creature - Thrull   
2/2   
Sacrifice Morgue Thrull: Put the top three cards of your library into your graveyard.  

Morgue Toad 
2B   
Creature - Toad   
2/2   
Sacrifice Morgue Toad: Add UR to your mana pool.  

Morinfen 
3BB   
Legendary Creature    
5/4   
Flying
Cumulative upkeep-Pay 1 life.  

Moriok Rigger 
2B   
Creature - Human Rogue   
2/2   
Whenever an artifact is put into a graveyard from play, you may put a +1/+1 counter on Moriok Rigger.  

Moriok Scavenger 
3B   
Creature - Human Rogue   
2/3   
When Moriok Scavenger comes into play, you may return target artifact creature card from your graveyard to your hand.  

Morningtide 
1W   
Sorcery    
Remove all cards in all graveyards from the game.  

Morphling 
3UU   
Creature - Shapeshifter   
3/3   
U: Untap Morphling.
U: Morphling gains flying until end of turn.
U: Morphling can't be the target of spells or abilities this turn.
1: Morphling gets +1/-1 until end of turn.
1: Morphling gets -1/+1 until end of turn.  

Mortal Combat 
2BB   
Enchantment    
At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game.  

Mortal Wound 
G   
Enchant Creature    
When enchanted creature is dealt damage, destroy that creature.  

Mortiphobia 
1BB   
Enchantment    
1B, Discard a card: Remove target card in a graveyard from the game.
1B, Sacrifice Mortiphobia: Remove target card in a graveyard from the game.  

Mortivore 
2BB   
Creature - Lhurgoyf   
*/*   
Mortivore's power and toughness are each equal to the number of creature cards in all graveyards.
B: Regenerate Mortivore.  

Mortuary 
3B   
Enchantment    
Whenever a creature is put into your graveyard from play, put that card on top of your library.  

Moss Diamond 
2   
Artifact    
Moss Diamond comes into play tapped.
T: Add G to your mana pool.  

Moss Kami 
5G   
Creature - Spirit   
5/5   
Trample  

Moss Monster 
3GG   
Creature - Monster   
3/6   
  

Mossdog 
G   
Creature - Hound   
1/1   
Whenever Mossdog becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on Mossdog.  

Mossfire Egg 
1   
Artifact    
2, T, Sacrifice Mossfire Egg: Add RG to your mana pool. Draw a card.  

Mossfire Valley 
Land    
1, T: Add RG to your mana pool.  

Mother of Runes 
W   
Creature - Cleric   
1/1   
T: Target creature you control gains protection from the color of your choice until end of turn.  

Mothrider Samurai 
3W   
Creature - Human Samurai   
2/2   
Flying
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)  

Mountain 
Basic Land - Mountain   
[R]  

Mountain Bandit 
R   
Creature - Soldier   
1/1   
Haste  

Mountain Goat 
R   
Creature - Goat   
1/1   
Mountainwalk  

Mountain Stronghold 
Land    
Red legendary creatures you control have "bands with other legendary creatures."  

Mountain Titan 
2BR   
Creature - Titan   
2/2   
1RR: Until end of turn, whenever you play a black spell, put a +1/+1 counter on Mountain Titan.  

Mountain Valley 
Land    
Mountain Valley comes into play tapped.
T, Sacrifice Mountain Valley: Search your library for a Mountain or Forest card and put it into play. Then shuffle your library.  

Mountain Yeti 
2RR   
Creature - Yeti   
3/3   
Protection from white; mountainwalk  

Mounted Archers 
3W   
Creature - Soldier   
2/3   
Mounted Archers may block as though it had flying.
W: Mounted Archers may block an additional creature this turn.  

Mourner's Shield 
4   
Artifact    
Imprint - When Mourner's Shield comes into play, you may remove target card in a graveyard from the game. (The removed card is imprinted on this artifact.)
2, T: Prevent all damage that would be dealt this turn by a source of your choice that shares a color with the imprinted card.  

Mournful Zombie 
2B   
Creature - Zombie   
2/1   
W, T: Target player gains 1 life.  

Mourning 
1B   
Enchant Creature    
Enchanted creature gets -2/-0.
B: Return Mourning to its owner's hand.  

Mox Diamond 
0   
Artifact    
As an additional cost to play Mox Diamond, discard a land card.
T: Add one mana of any color to your mana pool.  

Mox Emerald 
0   
Artifact    
T: Add G to your mana pool.  

Mox Jet 
0   
Artifact    
T: Add B to your mana pool.  

Mox Pearl 
0   
Artifact    
T: Add W to your mana pool.  

Mox Ruby 
0   
Artifact    
T: Add R to your mana pool.  

Mox Sapphire 
0   
Artifact    
T: Add U to your mana pool.  

Mtenda Griffin 
3W   
Creature - Griffin   
2/2   
Flying
W, T: Return Mtenda Griffin to its owner's hand and return target Griffin card in your graveyard to your hand. Play this ability only during your upkeep.  

Mtenda Herder 
W   
Creature - Scout   
1/1   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)  

Mtenda Lion 
G   
Creature - Lion   
2/1   
Whenever Mtenda Lion attacks, the defending player may pay U. If that player does, prevent all combat damage that would be dealt by Mtenda Lion this turn.  

Muck Rats 
B   
Creature - Rat   
1/1   
  

Mudhole 
2R   
Instant    
Target player removes all land cards in his or her graveyard from the game.  

Mudslide 
2R   
Enchantment    
Creatures without flying don't untap during their controllers' untap steps and have "2: Untap this creature. Play this ability only during your upkeep and only once each turn."  

Mulch 
1G   
Sorcery    
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and all other cards revealed this way into your graveyard.  

Multani, Maro-Sorcerer 
4GG   
Legendary Creature    
*/*   
Multani, Maro-Sorcerer can't be the target of spells or abilities.
Multani's power and toughness are each equal to the total number of cards in all players' hands.  

Multani's Acolyte 
GG   
Creature - Elf   
2/1   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Multani's Acolyte comes into play, draw a card.  

Multani's Decree 
3G   
Sorcery    
Destroy all enchantments. You gain 2 life for each enchantment destroyed this way.  

Multani's Harmony 
G   
Enchant Creature    
Enchanted creature has "T: Add one mana of any color to your mana pool."  

Multani's Presence 
G   
Enchantment    
Whenever a spell you played is countered, draw a card.  

Mundungu 
1UB   
Creature - Wizard   
1/1   
T: Counter target spell unless its controller pays 1 and 1 life.  

Mungha Wurm 
2GG   
Creature - Wurm   
6/5   
You can't untap more than one land during your untap step.  

Murderous Betrayal 
BBB   
Enchantment    
BB, Pay half your life rounded up: Destroy target nonblack creature. It can't be regenerated.  

Murderous Spoils 
5B   
Instant    
Destroy target nonblack creature. It can't be regenerated. You gain control of all Equipment that was attached to it. (This effect doesn't end at end of turn.)  

Murk Dwellers 
3B   
Creature - Murk-Dwellers   
2/2   
Whenever Murk Dwellers attacks and isn't blocked, it gets +2/+0 until end of combat.  

Murmurs from Beyond 
2U   
Instant - Arcane   
Reveal the top three cards of your library. An opponent chooses one. Put that card into your graveyard and the rest into your hand.  

Muscle Burst 
1G   
Instant    
Target creature gets +X/+X until end of turn, where X is 3 plus the number of cards named Muscle Burst in all graveyards.  

Muscle Sliver 
1G   
Creature - Sliver   
1/1   
All Slivers get +1/+1.  

Musician 
2U   
Creature - Mage   
1/3   
Cumulative upkeep 1
T: Target creature gains "At the beginning of your upkeep, destroy this creature unless you pay 1." (This effect doesn't end at end of turn.)  

Mutilate 
2BB   
Sorcery    
All creatures get -1/-1 until end of turn for each Swamp you control.  

Muzzle 
1W   
Enchant Creature    
Prevent all damage that would be dealt by enchanted creature.  

Mwonvuli Ooze 
G   
Creature - Ooze   
1+*/1+*   
Cumulative upkeep 2
Mwonvuli Ooze's power and toughness are each equal to 1 plus the number of age counters on it.  

Mycosynth Golem 
11   
Artifact Creature - Golem   
4/5   
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Artifact creature spells you play have affinity for artifacts. (They cost 1 less to play for each artifact you control.)  

Mycosynth Lattice 
6   
Artifact    
All permanents are artifacts in addition to their other types.
All cards that aren't in play, spells, and permanents are colorless.
Players may spend mana as though it were mana of any color.  

Myojin of Cleansing Fire 
5WWW   
Legendary Creature - Spirit   
4/6   
Myojin of Cleansing Fire comes into play with a divinity counter on it if you played it from your hand.
Myojin of Cleansing Fire is indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Cleansing Fire: Destroy each other creature.  

Myojin of Infinite Rage 
7RRR   
Legendary Creature - Spirit   
7/4   
Myojin of Infinite Rage comes into play with a divinity counter on it if you played it from your hand.
Myojin of Infinite Rage is indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Infinite Rage: Destroy all lands.  

Myojin of Life's Web 
6GGG   
Legendary Creature - Spirit   
8/8   
Myojin of Life's Web comes into play with a divinity counter on it if you played it from your hand.
Myojin of Life's Web is indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Life's Web: Put any number of creature cards from your hand into play.  

Myojin of Night's Reach 
5BBB   
Legendary Creature - Spirit   
5/2   
Myojin of Night's Reach comes into play with a divinity counter on it if you played it from your hand.
Myojin of Night's Reach is indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Night's Reach: Each opponent discards his or her hand.  

Myojin of Seeing Winds 
7UUU   
Legendary Creature - Spirit   
3/3   
Myojin of Seeing Winds comes into play with a divinity counter on it if you played it from your hand.
Myojin of Seeing Winds is indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Seeing Winds: Draw a card for each permanent you control.  

Myr Adapter 
3   
Artifact Creature - Myr   
1/1   
Myr Adapter gets +1/+1 for each Equipment attached to it.  

Myr Enforcer 
7   
Artifact Creature - Myr   
4/4   
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)  

Myr Incubator 
6   
Artifact    
6, T, Sacrifice Myr Incubator: Search your library for any number of artifact cards, remove them from the game, then put that many 1/1 Myr artifact creature tokens into play. Then shuffle your library.  

Myr Landshaper 
3   
Artifact Creature - Myr   
1/1   
T: Target land becomes an artifact in addition to its other types until end of turn.  

Myr Matrix 
5   
Artifact    
Myr Matrix is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
All Myr get +1/+1.
5: Put a 1/1 Myr artifact creature token into play.  

Myr Mindservant 
1   
Artifact Creature - Myr   
1/1   
2, T: Shuffle your library.  

Myr Moonvessel 
1   
Artifact Creature - Myr   
1/1   
When Myr Moonvessel is put into a graveyard from play, add 1 to your mana pool.  

Myr Prototype 
5   
Artifact Creature - Myr   
2/2   
At the beginning of your upkeep, put a +1/+1 counter on Myr Prototype.
Myr Prototype can't attack or block unless you pay 1 for each +1/+1 counter on it. (This cost is paid as attackers or blockers are declared.)  

Myr Quadropod 
4   
Artifact Creature - Myr   
1/4   
3: Switch Myr Quadropod's power and toughness until end of turn.  

Myr Retriever 
2   
Artifact Creature - Myr   
1/1   
When Myr Retriever is put into a graveyard from play, return another target artifact card from your graveyard to your hand.  

Myr Servitor 
1   
Artifact Creature - Myr   
1/1   
At the beginning of your upkeep, if Myr Servitor is in play, each player returns all cards named Myr Servitor from his or her graveyard to play.  

Mystic Compass 
2   
Artifact    
1, T: Target land's type becomes the basic land type of your choice until end of turn.  

Mystic Crusader 
1WW   
Creature - Nomad Mystic   
2/1   
Protection from black and from red
Threshold - Mystic Crusader gets +1/+1 and has flying. (You have threshold as long as seven or more cards are in your graveyard.)  

Mystic Decree 
2UU   
World Enchantment    
All creatures lose flying and islandwalk.  

Mystic Denial 
1UU   
Instant    
Counter target creature or sorcery spell.  

Mystic Enforcer 
2GW   
Creature - Nomad Mystic   
3/3   
Protection from black
Threshold - Mystic Enforcer gets +3/+3 and has flying. (You have threshold as long as seven or more cards are in your graveyard.)  

Mystic Familiar 
1W   
Creature - Bird   
1/2   
Flying
Threshold - Mystic Familiar gets +1/+1 and has protection from black. (You have threshold as long as seven or more cards are in your graveyard.)  

Mystic Might 
U   
Enchant Land    
Cumulative upkeep 1U
Mystic Might can enchant only a land you control.
Enchanted land has "T: Target creature gets +2/+2 until end of turn."  

Mystic Penitent 
W   
Creature - Nomad Mystic   
1/1   
Vigilance
Threshold - Mystic Penitent gets +1/+1 and has flying. (You have threshold as long as seven or more cards are in your graveyard.)  

Mystic Remora 
U   
Enchantment    
Cumulative upkeep 1
Whenever an opponent plays a noncreature spell, you may draw a card unless that player pays 4.  

Mystic Restraints 
2UU   
Enchant Creature    
You may play Mystic Restraints any time you could play an instant.
When Mystic Restraints comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.  

Mystic Snake 
1GUU   
Creature - Snake   
2/2   
You may play Mystic Snake any time you could play an instant.
When Mystic Snake comes into play, counter target spell.  

Mystic Veil 
1U   
Enchant Creature    
You may play Mystic Veil any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.
Enchanted creature can't be the target of spells or abilities.  

Mystic Visionary 
1W   
Creature - Nomad Mystic   
2/1   
Threshold - Mystic Visionary has flying. (You have threshold as long as seven or more cards are in your graveyard.)  

Mystic Zealot 
3W   
Creature - Nomad Mystic   
2/4   
Threshold - Mystic Zealot gets +1/+1 and has flying. (You have threshold as long as seven or more cards are in your graveyard.)  

Mystical Tutor 
U   
Instant    
Search your library for an instant or sorcery card and reveal that card. Shuffle your library, then put the card on top of it.  

Mythic Proportions 
4GGG   
Enchant Creature    
Enchanted creature gets +8/+8 and has trample.  

Nacre Talisman 
2   
Artifact    
Whenever a white spell is played, you may pay 3. If you do, untap target permanent.  

Nafs Asp 
G   
Creature - Asp   
1/1   
Whenever Nafs Asp deals damage to a player, that player loses 1 life at the beginning of his or her next draw step unless he or she pays 1 before that draw step.  

Nagao, Bound by Honor 
3W   
Legendary Creature - Human Samurai   
3/3   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
Whenever Nagao, Bound by Honor attacks, Samurai you control get +1/+1 until end of turn.  

Nakaya Shade 
1B   
Creature - Shade   
1/1   
B: Nakaya Shade gets +1/+1 until end of turn unless any player pays 2.  

Naked Singularity 
5   
Artifact    
Cumulative upkeep 3
If tapped for mana, Plains produce R, Islands produce G, Swamps produce W, Mountains produce U, and Forests produce B instead of their normal type.  

Nalathni Dragon 
2RR   
Creature - Dragon   
1/1   
Flying, banding
R: Nalathni Dragon gets +1/+0 until end of turn. If this ability is played four or more times this turn, sacrifice Nalathni Dragon at end of turn.  

Nameless One 
3U   
Creature - Wizard Avatar   
*/*   
Nameless One's power and toughness are each equal to the number of Wizards in play.
Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Nameless Race 
3B   
Creature - Nameless-Race   
*/*   
Trample
As Nameless Race comes into play, pay X life. X can't be more than the total number of white cards all opponents control plus the total number of white cards in their graveyards.
Nameless Race's power and toughness are each equal to the life paid as it came into play.  

Nantuko Blightcutter 
2G   
Creature - Insect Druid   
2/2   
Protection from black
Threshold - Nantuko Blightcutter gets +1/+1 for each black permanent your opponents control. (You have threshold as long as seven or more cards are in your graveyard.)  

Nantuko Calmer 
2GG   
Creature - Insect Druid   
2/3   
G, T, Sacrifice Nantuko Calmer: Destroy target enchantment.
Threshold - Nantuko Calmer gets +1/+1. (You have threshold as long as seven or more cards are in your graveyard.)  

Nantuko Cultivator 
3G   
Creature - Insect Druid   
2/2   
When Nantuko Cultivator comes into play, you may discard any number of land cards. Put that many +1/+1 counters on Nantuko Cultivator and draw that many cards.  

Nantuko Disciple 
3G   
Creature - Insect Druid   
2/2   
G, T: Target creature gets +2/+2 until end of turn.  

Nantuko Elder 
2G   
Creature - Insect Druid   
1/2   
T: Add 1G to your mana pool.  

Nantuko Husk 
2B   
Creature - Zombie Insect   
2/2   
Sacrifice a creature: Nantuko Husk gets +2/+2 until end of turn.  

Nantuko Mentor 
2G   
Creature - Insect Druid   
1/1   
2G, T: Target creature gets +X/+X until end of turn, where X is that creature's power.  

Nantuko Monastery 
Land    
T: Add 1 to your mana pool.
Threshold - GW: Nantuko Monastery becomes a 4/4 green and white creature with first strike until end of turn. It's still a land. (Play this ability only if seven or more cards are in your graveyard.)  

Nantuko Shade 
BB   
Creature - Insect Shade   
2/1   
B: Nantuko Shade gets +1/+1 until end of turn.  

Nantuko Shrine 
1GG   
Enchantment    
Whenever a player plays a spell, that player puts X 1/1 green Squirrel creature tokens into play, where X is the number of cards in all graveyards with the same name as that spell.  

Nantuko Tracer 
1G   
Creature - Insect Druid   
2/1   
When Nantuko Tracer comes into play, you may put target card from a graveyard on the bottom of its owner's library.  

Nantuko Vigilante 
3G   
Creature - Insect Druid Mutant   
3/2   
Morph 1G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Nantuko Vigilante is turned face up, destroy target artifact or enchantment.  

Narcissism 
2G   
Enchantment    
G, Discard a card: Target creature gets +2/+2 until end of turn.
G, Sacrifice Narcissism: Target creature gets +2/+2 until end of turn.  

Narwhal 
2UU   
Creature - Narwhal   
2/2   
First strike, protection from red  

Natural Affinity 
2G   
Instant    
Until end of turn, all lands become 2/2 creatures that are still lands.  

Natural Balance 
2GG   
Sorcery    
Each player who controls six or more lands sacrifices all lands he or she controls except for five. Each player who controls four or fewer lands may search his or her library for basic land cards to bring his or her land total to five and put them into play. Then each player who searched his or her library this way shuffles it.  

Natural Emergence 
2RG   
Enchantment    
When Natural Emergence comes into play, return a red or green enchantment you control to its owner's hand.
Lands you control are 2/2 creatures with first strike. They're still lands.  

Natural Order 
2GG   
Sorcery    
As an additional cost to play Natural Order, sacrifice a green creature.
Search your library for a green creature card and put that card into play. Then shuffle your library.  

Natural Selection 
G   
Instant    
Look at the top three cards of any player's library and put them back in any order. You may have that player shuffle his or her library.  

Natural Spring 
3GG   
Sorcery    
Target player gains 8 life.  

Naturalize 
1G   
Instant    
Destroy target artifact or enchantment.  

Nature's Blessing 
2GW   
Enchantment    
GW, Discard a card: Target creature gets a +1/+1 counter or gains banding, first strike, or trample. (This effect doesn't end at end of turn.)  

Nature's Chosen 
G   
Enchant Creature    
Nature's Chosen can enchant only a creature you control.
Enchanted creature has, "0: Untap this creature. Play this ability only during your turn and only once each turn."
As long as enchanted creature is white, it has, "T: Untap target artifact, creature, or land. Play this ability only once each turn."  

Nature's Cloak 
2G   
Sorcery    
Green creatures you control gain forestwalk until end of turn.  

Nature's Kiss 
1G   
Enchant Creature    
1, Remove the top card in your graveyard from the game: Enchanted creature gets +1/+1 until end of turn.  

Nature's Lore 
1G   
Sorcery    
Search your library for a Forest card and put that card into play. Then shuffle your library.  

Nature's Resurgence 
2GG   
Sorcery    
Each player draws a card for each creature card in his or her graveyard.  

Nature's Revolt 
3GG   
Enchantment    
All lands are 2/2 creatures that are still lands.  

Nature's Ruin 
2B   
Sorcery    
Destroy all green creatures.  

Nature's Will 
2GG   
Enchantment    
Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control.  

Nature's Wrath 
4GG   
Enchantment    
At the beginning of your upkeep, sacrifice Nature's Wrath unless you pay G.
Whenever a player puts a Swamp or black permanent into play, he or she sacrifices a Swamp or black permanent.
Whenever a player puts an Island or blue permanent into play, he or she sacrifices an Island or blue permanent.  

Nausea 
1B   
Sorcery    
All creatures get -1/-1 until end of turn.  

Nebuchadnezzar 
3UB   
Legendary Creature    
3/3   
X, T: Name a card. Target opponent reveals X cards at random from his or her hand. That player then discards all the revealed cards that are the named card. Play this ability only during your turn.  

Necra Disciple 
B   
Creature - Wizard   
1/1   
G, T: Add one mana of any color to your mana pool.
W, T: Prevent the next 1 damage that would be dealt to target creature or player this turn.  

Necra Sanctuary 
2B   
Enchantment    
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.  

Necratog 
1BB   
Creature - Atog   
1/2   
Remove the top creature card in your graveyard from the game: Necratog gets +2/+2 until end of turn.  

Necravolver 
2B   
Creature - Volver   
2/2   
Kicker 1G and/or W
If the 1G kicker cost was paid, Necravolver comes into play with two +1/+1 counters on it and with trample.
If the W kicker cost was paid, Necravolver comes into play with a +1/+1 counter on it and with "Whenever Necravolver deals damage, you gain that much life."  

Necrite 
1BB   
Creature - Thrull   
2/2   
Sacrifice Necrite: Destroy target creature defending player controls. It can't be regenerated. Play this ability only if Necrite is attacking and unblocked.  

Necrogen Mists 
2B   
Enchantment    
At the beginning of each player's upkeep, that player discards a card.  

Necrogen Spellbomb 
1   
Artifact    
B, Sacrifice Necrogen Spellbomb: Target player discards a card.
1, Sacrifice Necrogen Spellbomb: Draw a card.  

Necrologia 
3BB   
Instant    
Play Necrologia only during your end of turn step.
As an additional cost to play Necrologia, pay any amount of life.
Draw cards equal to the life paid this way.  

Necromancy 
2B   
Enchantment    
You may play Necromancy any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.
When Necromancy comes into play, if it's in play, it becomes an enchant creature. Put target creature card from a graveyard into play under your control enchanted by Necromancy.
When Necromancy leaves play, destroy enchanted creature. It can't be regenerated.  

Necropolis 
5   
Artifact Creature - Wall   
0/1   
Defender (This creature can't attack.)
Remove a creature card in your graveyard from the game: Put X +0/+1 counters on Necropolis, where X is the removed card's converted mana cost.  

Necropotence 
BBB   
Enchantment    
Skip your draw step.
If you would discard a card, remove that card from the game instead.
Pay 1 life: Remove the top card of your library from the game face down. At the end of your turn, put that card into your hand.  

Necrosavant 
3BBB   
Creature - Necrosavant   
5/5   
3BB, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep.  

Need for Speed 
R   
Enchantment    
Sacrifice a land: Target creature gains haste until end of turn.  

Needle Storm 
2G   
Sorcery    
Needle Storm deals 4 damage to each creature with flying.  

Needlebug 
4   
Artifact Creature - Insect   
2/2   
Protection from artifacts
You may play Needlebug any time you could play an instant.  

Needleshot Gourna 
4GG   
Creature - Beast   
3/6   
Needleshot Gourna may block as though it had flying.  

Nefarious Lich 
BBBB   
Enchantment    
If you would be dealt damage, remove that many cards in your graveyard from the game instead. If you can't, you lose the game.
If you would gain life, draw that many cards instead.
When Nefarious Lich leaves play, you lose the game.  

Nefashu 
4BB   
Creature - Zombie Mutant   
5/3   
Whenever Nefashu attacks, up to five target creatures each get -1/-1 until end of turn.  

Neko-Te 
3   
Artifact - Equipment   
Whenever equipped creature deals damage to a creature, tap that creature. As long as Neko-Te remains in play, that creature doesn't untap during its controller's untap step.
Whenever equipped creature deals damage to a player, that player loses 1 life.
Equip 2  

Nekrataal 
2BB   
Creature - Nekrataal   
2/1   
First strike
When Nekrataal comes into play, destroy target nonartifact, nonblack creature. That creature can't be regenerated.  

Nemata, Grove Guardian 
4GG   
Legendary Creature - Treefolk   
4/5   
2G: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: All Saprolings get +1/+1 until end of turn.  

Nemesis Mask 
3   
Artifact - Equipment   
All creatures able to block equipped creature do so.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Nesting Wurm 
4GG   
Creature - Wurm   
4/3   
Trample
When Nesting Wurm comes into play, you may search your library for up to three cards named Nesting Wurm, reveal them, and put them into your hand. If you do, shuffle your library.  

Nether Shadow 
BB   
Creature - Spirit   
1/1   
Haste
At the beginning of your upkeep, if Nether Shadow is in your graveyard with three creature cards above it, you may put Nether Shadow into play.  

Nether Spirit 
1BB   
Creature - Spirit   
2/2   
At the beginning of your upkeep, if Nether Spirit is the only creature card in your graveyard, you may return Nether Spirit to play.  

Nether Void 
3B   
World Enchantment    
Whenever a player plays a spell, counter it unless its controller pays 3.  

Netter en-Dal 
W   
Creature - Spellshaper   
1/1   
W, T, Discard a card: Target creature can't attack this turn.  

Nettletooth Djinn 
3G   
Creature - Djinn   
4/4   
At the beginning of your upkeep, Nettletooth Djinn deals 1 damage to you.  

Nettling Imp 
2B   
Creature - Imp   
1/1   
T: Target non-Wall creature the active player controls attacks this turn, if able. At end of turn, if that creature didn't attack this turn, destroy it. Ignore this effect if that player didn't control the creature continuously since the beginning of the turn. Play this ability only during an opponent's turn before attackers are declared.  

Neurok Familiar 
1U   
Creature - Bird   
1/1   
Flying
When Neurok Familiar comes into play, reveal the top card of your library. If it's an artifact card, put it into your hand. Otherwise, put it into your graveyard.  

Neurok Hoversail 
1   
Artifact - Equipment   
Equipped creature has flying.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Neurok Prodigy 
2U   
Creature - Human Wizard   
2/1   
Flying
Discard an artifact card: Return Neurok Prodigy to its owner's hand.  

Neurok Spy 
2U   
Creature - Human Rogue   
2/2   
Neurok Spy is unblockable as long as defending player controls an artifact.  

Neurok Stealthsuit 
2   
Artifact - Equipment   
Equipped creature can't be the target of spells or abilities.
UU: Attach Neurok Stealthsuit to target creature you control.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)  

Neurok Transmuter 
2U   
Creature - Human Wizard   
2/2   
U: Target creature becomes an artifact in addition to its other types until end of turn.
U: Until end of turn, target artifact creature becomes blue and isn't an artifact.  

Neverending Torment 
4BB   
Sorcery    
Search target player's library for X cards, where X is the number of cards in your hand, and remove them from the game. Then that player shuffles his or her library.
Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)  

Nevinyrral's Disk 
4   
Artifact    
Nevinyrral's Disk comes into play tapped.
1, T: Destroy all artifacts, creatures, and enchantments.  

New Frontiers 
XG   
Sorcery    
Each player may search his or her library for up to X basic land cards and put them into play tapped. Then each player who searched his or her library this way shuffles it.  

Nezumi Bone-Reader 
1B   
Creature - Rat Shaman   
1/1   
B, Sacrifice a creature: Target player discards a card. Play this ability only any time you could play a sorcery.  

Nezumi Cutthroat 
1B   
Creature - Rat Warrior   
2/1   
Fear
Nezumi Cutthroat can't block.  

Nezumi Graverobber 
1B   
Creature - Rat Rogue   
2/1   
1B: Remove target card in an opponent's graveyard from the game. If no cards are in that graveyard, flip Nezumi Graverobber.
-----
Nighteyes the Desecrator
Legendary Creature - Rat Wizard
4/2
4B: Put target creature card in a graveyard into play under your control.  

Nezumi Ronin 
2B   
Creature - Rat Samurai   
3/1   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)  

Nezumi Shadow-Watcher 
B   
Creature - Rat Warrior   
1/1   
Sacrifice Nezumi Shadow-Watcher: Destroy target Ninja.  

Nezumi Shortfang 
1B   
Creature - Rat Rogue   
1/1   
1B, T: Target opponent discards a card. Then if that player has no cards in hand, flip Nezumi Shortfang.
-----
Stabwhisker the Odious
Legendary Creature - Rat Shaman
3/3
At the beginning of each opponent's upkeep, that player loses 1 life for each card fewer than three in his or her hand.  

Niall Silvain 
GGG   
Creature - Niall-Silvain   
2/2   
GGGG, T: Regenerate target creature.  

Nicol Bolas 
2UUBBRR   
Legendary Creature - Elder Dragon   
7/7   
Flying
At the beginning of your upkeep, sacrifice Nicol Bolas unless you pay UBR.
Whenever Nicol Bolas deals damage to an opponent, that player discards his or her hand.  

Night // Day 
B // 2W   
Instant // Instant    
Target creature gets -1/-1 until end of turn. // Creatures target player controls get +1/+1 until end of turn.  

Night Dealings 
2BB   
Enchantment    
Whenever a source you control deals damage to another player, put that many theft counters on Night Dealings.
2BB, Remove X theft counters from Night Dealings: Search your library for a nonland card with converted mana cost X, reveal it, and put it into your hand. Then shuffle your library.  

Night of Souls' Betrayal 
2BB   
Legendary Enchantment    
All creatures get -1/-1.  

Night Soil 
GG   
Enchantment    
1, Remove two creature cards in a single graveyard from the game: Put a 1/1 green Saproling creature token into play.  

Night's Whisper 
1B   
Sorcery    
You draw two cards and you lose 2 life.  

Nightmare 
5B   
Creature - Nightmare   
*/*   
Flying
Nightmare's power and toughness are each equal to the number of Swamps you control.  

Nightmare Lash 
4   
Artifact - Equipment   
Equipped creature gets +1/+1 for each Swamp you control.
Equip-Pay 3 life. (Pay 3 life: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Nightscape Apprentice 
B   
Creature - Wizard   
1/1   
U, T: Put target creature you control on top of its owner's library.
R, T: Target creature gains first strike until end of turn.  

Nightscape Battlemage 
2B   
Creature - Wizard   
2/2   
Kicker 2U and/or 2R
When Nightscape Battlemage comes into play, if the 2U kicker cost was paid, return up to two target nonblack creatures to their owners' hands.
When Nightscape Battlemage comes into play, if the 2R kicker cost was paid, destroy target land.  

Nightscape Familiar 
1B   
Creature - Zombie   
1/1   
Blue spells and red spells you play cost 1 less to play.
1B: Regenerate Nightscape Familiar.  

Nightscape Master 
2BB   
Creature - Wizard   
2/2   
UU, T: Return target creature to its owner's hand.
RR, T: Nightscape Master deals 2 damage to target creature.  

Nightshade Seer 
3B   
Creature - Wizard   
1/1   
2B, T: Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way.  

Nightsoil Kami 
4GG   
Creature - Spirit   
6/4   
Soulshift 5 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.)  

Nightstalker Engine 
4B   
Creature - Nightstalker   
*/3   
Nightstalker Engine's power is equal to the number of creature cards in your graveyard.  

Nightwind Glider 
2W   
Creature - Rebel   
2/1   
Flying, protection from black  

Nikko-Onna 
2W   
Creature - Spirit   
2/2   
When Nikko-Onna comes into play, destroy target enchantment.
Whenever you play a Spirit or Arcane spell, you may return Nikko-Onna to its owner's hand.  

Nim Abomination 
2B   
Creature - Zombie   
3/4   
At the end of your turn, if Nim Abomination is untapped, you lose 3 life.  

Nim Devourer 
3BB   
Creature - Zombie   
4/1   
Nim Devourer gets +1/+0 for each artifact you control.
BB: Return Nim Devourer from your graveyard to play, then sacrifice a creature. Play this ability only during your upkeep.  

Nim Grotesque 
6B   
Creature - Zombie   
3/6   
Nim Grotesque gets +1/+0 for each artifact you control.  

Nim Lasher 
2B   
Creature - Zombie   
1/1   
Nim Lasher gets +1/+0 for each artifact you control.  

Nim Replica 
3   
Artifact Creature - Zombie   
3/1   
2B, Sacrifice Nim Replica: Target creature gets -1/-1 until end of turn.  

Nim Shambler 
2BB   
Creature - Zombie   
2/1   
Nim Shambler gets +1/+0 for each artifact you control.
Sacrifice a creature: Regenerate Nim Shambler.  

Nim Shrieker 
3B   
Creature - Zombie   
0/1   
Flying
Nim Shrieker gets +1/+0 for each artifact you control.  

Nimble Mongoose 
G   
Creature - Mongoose   
1/1   
Nimble Mongoose can't be the target of spells or abilities.
Threshold - Nimble Mongoose gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)  

Nine-Ringed Bo 
3   
Artifact    
T: Nine-Ringed Bo deals 1 damage to target Spirit. If that creature would be put into a graveyard this turn, remove it from the game instead.  

Ninja of the Deep Hours 
3U   
Creature - Human Ninja   
2/2   
Ninjutsu 1U (1U, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Ninja of the Deep Hours deals combat damage to a player, you may draw a card.  

No Mercy 
2BB   
Enchantment    
Whenever a creature deals damage to you, destroy it.  

No Quarter 
3R   
Enchantment    
Whenever a creature becomes blocked by a creature with lesser power, destroy the blocking creature.
Whenever a creature blocks a creature with lesser power, destroy the attacking creature.  

No Rest for the Wicked 
1B   
Enchantment    
Sacrifice No Rest for the Wicked: Return to your hand all creature cards put into your graveyard from play since the beginning of the turn.  

Noble Benefactor 
2U   
Creature - Cleric   
2/2   
When Noble Benefactor is put into a graveyard from play, each player may search his or her library for a card and put that card into his or her hand. Then each player who searched his or her library shuffles it.  

Noble Elephant 
3W   
Creature - Elephant   
2/2   
Banding, trample  

Noble Panther 
1GW   
Creature - Cat   
3/3   
1: Noble Panther gains first strike until end of turn.  

Noble Purpose 
3WW   
Enchantment    
Whenever a creature you control deals combat damage, you gain that much life.  

Noble Stand 
4W   
Enchantment    
Whenever a creature you control blocks, you gain 2 life.  

Noble Steeds 
2W   
Enchantment    
1W: Target creature gains first strike until end of turn.  

Noble Templar 
5W   
Creature - Cleric Soldier   
3/6   
Vigilance
Plainscycling 2 (2, Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.)  

Nocturnal Raid 
2BB   
Instant    
Black creatures get +2/+0 until end of turn.  

No-Dachi 
2   
Artifact - Equipment   
Equipped creature gets +2/+0 and has first strike.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.)  

Noetic Scales 
4   
Artifact    
At the beginning of each player's upkeep, return to its owner's hand each creature that player controls with power greater than the number of cards in his or her hand.  

Nomad Decoy 
2W   
Creature - Nomad   
1/2   
W, T: Tap target creature.
Threshold - WW, T: Tap two target creatures. (Play this ability only if seven or more cards are in your graveyard.)  

Nomad Mythmaker 
2W   
Creature - Cleric   
2/2   
W, T: Put target enchant creature card from a graveyard into play enchanting a creature you control. (You control that enchantment.)  

Nomad Stadium 
Land    
T: Add W to your mana pool. Nomad Stadium deals 1 damage to you.
Threshold - W, T, Sacrifice Nomad Stadium: You gain 4 life. (Play this ability only if seven or more cards are in your graveyard.)  

Nomadic Elf 
1G   
Creature - Elf   
2/2   
1G: Add one mana of any color to your mana pool.  

Nomads en-Kor 
W   
Creature - Soldier   
1/1   
0: The next 1 damage that would be dealt to Nomads en-Kor this turn is dealt to target creature you control instead.  

Norritt 
3B   
Creature - Imp   
1/1   
T: Untap target blue creature.
T: Target non-Wall creature attacks this turn if able. If that creature doesn't attack, destroy it at end of turn unless it came under its controller's control this turn. Play this ability only during that creature's controller's turn before the declare attackers step.  

North Star 
4   
Artifact    
4, T: For one spell this turn, you may pay colorless mana equal to its converted mana cost rather than pay that spell's mana cost. (Additional costs are still paid.)  

Northern Paladin 
2WW   
Creature - Knight   
3/3   
WW, T: Destroy target black permanent.  

Norwood Archers 
3G   
Creature - Elf   
3/3   
Norwood Archers may block as though it had flying.  

Norwood Priestess 
2GG   
Creature - Elf   
1/1   
T: You may put a green creature card from your hand into play. Play this ability only during your turn, before the combat phase.  

Norwood Ranger 
G   
Creature - Elf   
1/2   
  

Norwood Riders 
3G   
Creature - Elf   
3/3   
Norwood Riders can't be blocked by more than one creature.  

Norwood Warrior 
2G   
Creature - Elf   
2/2   
Whenever Norwood Warrior becomes blocked, it gets +1/+1 until end of turn.  

Nostalgic Dreams 
GG   
Sorcery    
As an additional cost to play Nostalgic Dreams, discard X cards.
Return X target cards from your graveyard to your hand. Remove Nostalgic Dreams from the game.  

Nosy Goblin 
2R   
Creature - Goblin   
2/1   
T, Sacrifice Nosy Goblin: Destroy target face-down creature.  

Notorious Assassin 
3B   
Creature - Spellshaper   
2/2   
2B, T, Discard a card: Destroy target nonblack creature. It can't be regenerated.  

Nourish 
GG   
Instant    
You gain 6 life.  

Nourishing Shoal 
XGG   
Instant - Arcane   
You may remove a green card with converted mana cost X in your hand from the game rather than pay Nourishing Shoal's mana cost.
You gain X life.  

Nova Cleric 
W   
Creature - Cleric   
1/2   
2W, T, Sacrifice Nova Cleric: Destroy all enchantments.  

Nova Pentacle 
4   
Artifact    
3, T: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature of an opponent's choice instead.  

Noxious Field 
1BB   
Enchant Land    
Enchanted land has "T: This land deals 1 damage to each creature and each player."  

Noxious Ghoul 
3BB   
Creature - Zombie   
3/3   
Whenever Noxious Ghoul or another Zombie comes into play, all non-Zombie creatures get -1/-1 until end of turn.  

Noxious Toad 
2B   
Creature - Toad   
1/1   
When Noxious Toad is put into a graveyard from play, each opponent discards a card.  

Noxious Vapors 
1BB   
Sorcery    
Each player reveals his or her hand and chooses one card of each color from it, then discards all other nonland cards.  

Nuisance Engine 
3   
Artifact    
2, T: Put a 0/1 Pest artifact creature token into play.  

Null Brooch 
4   
Artifact    
2, T, Discard your hand: Counter target noncreature spell.  

Null Chamber 
3W   
World Enchantment    
As Null Chamber comes into play, you and an opponent each name a card other than a basic land card.
The named cards can't be played.  

Null Rod 
2   
Artifact    
Players can't play artifacts' activated abilities.  

Nullmage Advocate 
2G   
Creature - Insect Druid   
2/3   
T: Return two target cards in an opponent's graveyard to his or her hand. Destroy target artifact or enchantment.  

Numai Outcast 
3B   
Creature - Human Samurai   
1/1   
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
B, Pay 5 life: Regenerate Numai Outcast.  

Nurturing Licid 
1G   
Creature - Licid   
1/1   
G, T: Nurturing Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "G: Regenerate enchanted creature" and "G: End the effect that created this ability."  

Nut Collector 
5G   
Creature - Druid   
1/1   
At the beginning of your upkeep, you may put a 1/1 green Squirrel creature token into play.
Threshold - All Squirrels get +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)  

Oasis 
Land    
T: Prevent the next 1 damage that would be dealt to target creature this turn.  

Oath of Druids 
1G   
Enchantment    
At the beginning of each player's upkeep, if that player controls fewer creatures than any of his or her opponents, the player may reveal cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and all other cards revealed this way into his or her graveyard.  

Oath of Ghouls 
1B   
Enchantment    
At the beginning of each player's upkeep, if there are more creature cards in that player's graveyard than in any of his or her opponents' graveyards, the player may return target creature card of his or her choice from his or her graveyard to his or her hand.  

Oath of Lieges 
1W   
Enchantment    
At the beginning of each player's upkeep, if that player controls fewer lands than any of his or her opponents, the player may search his or her library for a basic land card and put that card into play. The player then shuffles his or her library.  

Oath of Lim-Dl 
3B   
Enchantment    
Whenever you lose life, sacrifice a permanent other than Oath of Lim-Dl or discard a card for each 1 life you lost. (Damage dealt to you causes you to lose life.)
BB: Draw a card.  

Oath of Mages 
1R   
Enchantment    
At the beginning of each player's upkeep, that player may have Oath of Mages deal 1 damage to target player of his or her choice who has more life than he or she does and who is his or her opponent.  

Oath of Scholars 
3U   
Enchantment    
At the beginning of each player's upkeep, if that player has fewer cards in hand than any of his or her opponents, the player may discard his or her hand and draw three cards.  

Oathkeeper, Takeno's Daisho 
3   
Legendary Artifact - Equipment   
Equipped creature gets +3/+1.
Whenever equipped creature is put into a graveyard from play, return that card to play under your control if it's a Samurai.
When Oathkeeper, Takeno's Daisho is put into a graveyard from play, remove equipped creature from the game.
Equip 2  

Obelisk of Undoing 
1   
Artifact    
6, T: Return target permanent you own and control to your hand.  

Oblation 
2W   
Instant    
The owner of target nonland permanent shuffles it into his or her library, then draws two cards.  

Obliterate 
6RR   
Sorcery    
Obliterate can't be countered.
Destroy all artifacts, creatures, and lands. They can't be regenerated.  

Oblivion Stone 
3   
Artifact    
4, T: Put a fate counter on target permanent.
5, T, Sacrifice Oblivion Stone: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.  

Oboro Breezecaller 
1U   
Creature - Moonfolk Wizard   
1/1   
Flying
2, Return a land you control to its owner's hand: Untap target land.  

Oboro Envoy 
3U   
Creature - Moonfolk Wizard   
1/3   
Flying
2, Return a land you control to its owner's hand: Target creature gets -X/-0 until end of turn, where X is the number of cards in your hand.  

Oboro, Palace in the Clouds 
Legendary Land    
T: Add U to your mana pool.
1: Return Oboro, Palace in the Clouds to its owner's hand.  

Obsessive Search 
U   
Instant    
Draw a card.
Madness U (You may play this card for its madness cost at the time you discard it.)  

Obsianus Golem 
6   
Artifact Creature - Golem   
4/6   
  

Obsidian Acolyte 
1W   
Creature - Cleric   
1/1   
Protection from black
W: Target creature gains protection from black until end of turn.  

Obsidian Giant 
4R   
Creature - Giant   
4/4   
  

Obstinate Familiar 
R   
Creature - Lizard   
1/1   
If you would draw a card, you may skip that draw instead.  

Odylic Wraith 
3B   
Creature - Wraith   
2/2   
Swampwalk
Whenever Odylic Wraith deals damage to a player, that player discards a card.  

Off Balance 
W   
Instant    
Target creature can't attack or block this turn.  

Ogre Arsonist 
4R   
Creature - Ogre   
3/3   
When Ogre Arsonist comes into play, destroy target land.  

Ogre Berserker 
4R   
Creature - Ogre   
4/2   
Haste  

Ogre Enforcer 
3RR   
Creature - Ogre   
4/4   
If Ogre Enforcer would be dealt nonlethal damage from a single source, prevent that damage.  

Ogre Leadfoot 
4R   
Creature - Ogre   
3/3   
Whenever Ogre Leadfoot becomes blocked by an artifact creature, destroy that creature.  

Ogre Marauder 
1BB   
Creature - Ogre Warrior   
3/1   
Whenever Ogre Marauder attacks, it gains "Ogre Marauder can't be blocked" until end of turn unless defending player sacrifices a creature.  

Ogre Recluse 
3R   
Creature - Ogre Warrior   
5/4   
Whenever a player plays a spell, tap Ogre Recluse.  

Ogre Shaman 
3RR   
Creature - Ogre   
3/3   
2, Discard a card at random: Ogre Shaman deals 2 damage to target creature or player.  

Ogre Taskmaster 
3R   
Creature - Ogre   
4/3   
Ogre Taskmaster can't block.  

Ogre Warrior 
3R   
Creature - Ogre   
3/3   
  

Okiba-Gang Shinobi 
3BB   
Creature - Rat Ninja   
3/2   
Ninjutsu 3B (3B, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Okiba-Gang Shinobi deals combat damage to a player, that player discards two cards.  

Okina Nightwatch 
4G   
Creature - Human Monk   
4/3   
As long as you have more cards in hand than each opponent, Okina Nightwatch gets +3/+3.  

Okina, Temple to the Grandfathers 
Legendary Land    
T: Add G to your mana pool.
G, T: Target legendary creature gets +1/+1 until end of turn.  

Okk 
1R   
Creature - Goblin   
4/4   
Okk can't attack unless a creature with greater power also attacks.
Okk can't block unless a creature with greater power also blocks.  

Old Man of the Sea 
1UU   
Creature - Marid   
2/3   
You may choose not to untap Old Man of the Sea during your untap step.
T: Gain control of target creature with power equal to or less than the power of Old Man of the Sea as long as Old Man of the Sea remains tapped and its power remains equal to or greater than the creature's power.  

Omega Myr 
2   
Artifact Creature - Myr   
1/2   
  

Omen 
1U   
Sorcery    
Look at the top three cards of your library. You may put them back in any order or shuffle your library.
Draw a card.  

Omen of Fire 
3RR   
Instant    
Return all Islands to their owners' hands.
Each player sacrifices a Plains or a white permanent for each white permanent he or she controls.  

O-Naginata 
1   
Artifact - Equipment   
O-Naginata can be attached only to a creature with 3 or more power.
Equipped creature gets +3/+0 and has trample.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)  

One Dozen Eyes 
5G   
Sorcery    
Choose one - Put a 5/5 green Beast creature token into play; or put five 1/1 green Insect creature tokens into play.
Entwine GGG (Choose both if you pay the entwine cost.)  

One with Nature 
G   
Enchant Creature    
Whenever enchanted creature deals combat damage to a player, you may search your library for a basic land card and put that card into play tapped. Then shuffle your library.  

One with Nothing 
B   
Instant    
Discard your hand.  

Oni of Wild Places 
5R   
Creature - Demon Spirit   
6/5   
Haste
At the beginning of your upkeep, return a red creature you control to its owner's hand.  

Oni Possession 
2B   
Enchant Creature    
At the beginning of your upkeep, sacrifice a creature.
Enchanted creature gets +3/+3 and has trample.
Enchanted creature is a Demon Spirit.  

Onslaught 
R   
Enchantment    
Whenever you play a creature spell, tap target creature.  

Onulet 
3   
Artifact Creature    
2/2   
When Onulet is put into a graveyard from play, you gain 2 life.  

Onyx Talisman 
2   
Artifact    
Whenever a black spell is played, you may pay 3. If you do, untap target permanent.  

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

Opal Archangel 
4W   
Enchantment    
When an opponent plays a creature spell, if Opal Archangel is an enchantment, Opal Archangel becomes a 5/5 Angel creature with flying and vigilance.  

Opal Avenger 
2W   
Enchantment    
When you have 10 life or less, if Opal Avenger is an enchantment, Opal Avenger becomes a 3/5 Guardian creature.  

Opal Caryatid 
W   
Enchantment    
When an opponent plays a creature spell, if Opal Caryatid is an enchantment, Opal Caryatid becomes a 2/2 Soldier creature.  

Opal Champion 
2W   
Enchantment    
When an opponent plays a creature spell, if Opal Champion is an enchantment, Opal Champion becomes a 3/3 Knight creature with first strike.  

Opal Gargoyle 
1W   
Enchantment    
When an opponent plays a creature spell, if Opal Gargoyle is an enchantment, Opal Gargoyle becomes a 2/2 Gargoyle creature with flying.  

Opal Titan 
2WW   
Enchantment    
When an opponent plays a creature spell, if Opal Titan is an enchantment, Opal Titan becomes a 4/4 Giant creature with protection from each of that spell's colors.  

Opalescence 
2WW   
Enchantment    
Each other global enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment.  

Opal-Eye, Konda's Yojimbo 
1WW   
Legendary Creature - Fox Samurai   
1/4   
Bushido 1; defender (This creature can't attack.)
T: The next time a source of your choice would deal damage this turn, that damage is dealt to Opal-Eye, Konda's Yojimbo instead.
1W: Prevent the next 1 damage that would be dealt to Opal-Eye this turn.  

Opaline Bracers 
4   
Artifact - Equipment   
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
Equipped creature gets +X/+X, where X is the number of charge counters on Opaline Bracers.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)  

Ophidian 
2U   
Creature - Snake   
1/3   
Whenever Ophidian attacks and isn't blocked, you may draw a card. If you do, Ophidian deals no combat damage this turn.  

Opportunist 
2R   
Creature - Soldier   
2/2   
T: Opportunist deals 1 damage to target creature that was dealt damage this turn.  

Opportunity 
4UU   
Instant    
Target player draws four cards.  

Opposition 
2UU   
Enchantment    
Tap an untapped creature you control: Tap target artifact, creature, or land.  

Oppression 
1BB   
Enchantment    
Whenever a player plays a spell, that player discards a card.  

Oppressive Will 
2U   
Instant    
Counter target spell unless its controller pays 1 for each card in your hand.  

Opt 
U   
Instant    
Look at the top card of your library. You may put that card on the bottom of your library.
Draw a card.  

Oracle en-Vec 
1W   
Creature - Wizard   
1/1   
T: Target opponent chooses any number of creatures he or she controls. During that player's next turn, those creatures attack if able, and other creatures can't attack. At the end of that turn, destroy each of those creatures that didn't attack. Play this ability only during your turn.  

Oracle's Attendants 
3W   
Creature - Soldier   
1/5   
T: All damage that would be dealt to target creature this turn by a source of your choice is dealt to Oracle's Attendants instead.  

Oraxid 
3U   
Creature - Beast   
2/3   
Protection from red  

Orb of Dreams 
3   
Artifact    
Permanents come into play tapped.  

Orbweaver Kumo 
4GG   
Creature - Spirit   
3/4   
Orbweaver Kumo may block as though it had flying.
Whenever you play a Spirit or Arcane spell, Orbweaver Kumo gains forestwalk until end of turn.  

Orc General 
2R   
Creature - General   
2/2   
T, Sacrifice an Orc or a Goblin: All Orcs get +1/+1 until end of turn.  

Orcish Artillery 
1RR   
Creature - Orc   
1/3   
T: Orcish Artillery deals 2 damage to target creature or player and 3 damage to you.  

Orcish Cannoneers 
1RR   
Creature - Orc   
1/3   
T: Orcish Cannoneers deals 2 damage to target creature or player and 3 damage to you.  

Orcish Captain 
R   
Creature - Orc   
1/1   
1: Flip a coin. If you win the flip, target Orc gets +2/+0 until end of turn. If you lose the flip, it gets -0/-2 until end of turn.  

Orcish Conscripts 
R   
Creature - Orc   
2/2   
Orcish Conscripts can't attack unless at least two other creatures attack.
Orcish Conscripts can't block unless at least two other creatures block.  

Orcish Farmer 
1RR   
Creature - Orc   
2/2   
T: Target land becomes a Swamp until its controller's next untap step.  

Orcish Healer 
RR   
Creature - Cleric   
1/1   
RR, T: Target creature can't be regenerated this turn.
RBB, T: Regenerate target black or green creature.
RGG, T: Regenerate target black or green creature.  

Orcish Librarian 
1R   
Creature - Orc   
1/1   
R, T: Look at the top eight cards of your library, then remove four of them at random from the game. Put the rest on top of your library in any order.  

Orcish Lumberjack 
R   
Creature - Orc   
1/1   
T, Sacrifice a Forest: Add three mana in any combination of red and/or green mana to your mana pool.  

Orcish Mechanics 
2R   
Creature - Orc   
1/1   
T, Sacrifice an artifact: Orcish Mechanics deals 2 damage to target creature or player.  

Orcish Mine 
1RR   
Enchant Land    
Orcish Mine comes into play with three ore counters on it.
At the beginning of your upkeep and whenever enchanted land becomes tapped, remove an ore counter from Orcish Mine. If there are no ore counters on Orcish Mine, destroy that land and Orcish Mine deals 2 damage to its controller.  

Orcish Oriflamme 
3R   
Enchantment    
Attacking creatures you control get +1/+0.  

Orcish Settlers 
1R   
Creature - Orc   
1/1   
XXR, T, Sacrifice Orcish Settlers: Destroy X target lands.  

Orcish Spy 
R   
Creature - Orc   
1/1   
T: Look at the top three cards of target player's library.  

Orcish Squatters 
4R   
Creature - Orc   
2/3   
Whenever Orcish Squatters attacks and isn't blocked, you may gain control of target land defending player controls for as long as you control Orcish Squatters. If you do, Orcish Squatters deals no combat damage this turn.  

Orcish Veteran 
2R   
Creature - Orc   
2/2   
Orcish Veteran can't block white creatures with power 2 or greater.
R: Orcish Veteran gains first strike until end of turn.  

Order // Chaos 
3W // 2R   
Instant // Instant    
Remove target attacking creature from the game. // Creatures can't block this turn.  

Order of Leitbur 
WW   
Creature - Cleric   
2/1   
Protection from black
WW: Order of Leitbur gets +1/+0 until end of turn.
W: Order of Leitbur gains first strike until end of turn.  

Order of the Ebon Hand 
BB   
Creature - Cleric   
2/1   
Protection from white
BB: Order of the Ebon Hand gets +1/+0 until end of turn.
B: Order of the Ebon Hand gains first strike until end of turn.  

Order of the Sacred Bell 
3G   
Creature - Human Monk   
4/3   
  

Order of the Sacred Torch 
1WW   
Creature - Paladin   
2/2   
T, Pay 1 life: Counter target black spell.  

Order of the White Shield 
WW   
Creature - Knight   
2/1   
Protection from black
W: Order of the White Shield gains first strike until end of turn.
WW: Order of the White Shield gets +1/+0 until end of turn.  

Order of Yawgmoth 
2BB   
Creature - Knight   
2/2   
Fear
Whenever Order of Yawgmoth deals damage to a player, that player discards a card.  

Ordered Migration 
3WU   
Sorcery    
Put a 1/1 blue Bird creature token with flying into play for each basic land type among lands you control.  

Ore Gorger 
3RR   
Creature - Spirit   
3/1   
Whenever you play a Spirit or Arcane spell, you may destroy target nonbasic land.  

Organ Grinder 
2B   
Creature - Zombie   
3/1   
T, Remove three cards in your graveyard from the game: Target player loses 3 life.  

Orgg 
3RR   
Creature - Orgg   
6/6   
Trample
Orgg can't attack if defending player controls an untapped creature with power 3 or greater.
Orgg can't block creatures with power 3 or greater.  

Orim, Samite Healer 
1WW   
Legendary Creature - Cleric   
1/3   
T: Prevent the next 3 damage that would be dealt to target creature or player this turn.  

Orim's Chant 
W   
Instant    
Kicker W (You may pay an additional W as you play this spell.)
Target player can't play spells this turn.
If the kicker cost was paid, creatures can't attack this turn.  

Orim's Cure 
1W   
Instant    
If you control a Plains, you may tap an untapped creature you control rather than pay the mana cost of Orim's Cure.
Prevent the next 4 damage that would be dealt to target creature or player this turn.  

Orim's Prayer 
1WW   
Enchantment    
Whenever a creature attacks you, you gain 1 life.  

Orim's Thunder 
2W   
Instant    
Kicker R (You may pay an additional R as you play this spell.)
Destroy target artifact or enchantment. If the kicker cost was paid, Orim's Thunder deals damage equal to that artifact or enchantment's converted mana cost to target creature.  

Orim's Touch 
W   
Instant    
Kicker 1 (You may pay an additional 1 as you play this spell.)
Prevent the next 2 damage that would be dealt to target creature or player this turn. If the kicker cost was paid, prevent the next 4 damage that would be dealt to that creature or player this turn instead.  

Ornate Kanzashi 
5   
Artifact    
2, T: Target opponent removes the top card of his or her library from the game. You may play that card this turn.  

Ornithopter 
0   
Artifact Creature    
0/2   
Flying  

Orochi Eggwatcher 
2G   
Creature - Snake Shaman   
1/1   
2G, T: Put a 1/1 green Snake creature token into play. If you control ten or more creatures, flip Orochi Eggwatcher.
-----
Shidako, Broodmistress
Legendary Creature - Snake Shaman
3/3
G, Sacrifice a creature: Target creature gets +3/+3 until end of turn.  

Orochi Hatchery 
XX   
Artifact    
Orochi Hatchery comes into play with X charge counters on it.
5, T: Put a 1/1 green Snake creature token into play for each charge counter on Orochi Hatchery.  

Orochi Leafcaller 
G   
Creature - Snake Shaman   
1/1   
G: Add one mana of any color to your mana pool.  

Orochi Ranger 
1G   
Creature - Snake Warrior   
2/1   
Whenever Orochi Ranger deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.  

Orochi Sustainer 
1G   
Creature - Snake Shaman   
1/2   
T: Add G to your mana pool.  

Osai Vultures 
1W   
Creature - Vulture   
1/1   
Flying
At end of turn, if a creature was put into a graveyard from play this turn, put a carrion counter on Osai Vultures.
Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn.  

Ostracize 
B   
Sorcery    
Target opponent reveals his or her hand. Choose a creature card from it. That player discards that card.  

Otarian Juggernaut 
4   
Artifact Creature    
2/3   
Otarian Juggernaut can't be blocked by Walls.
Threshold - Otarian Juggernaut gets +3/+0 and attacks each turn if able. (You have threshold as long as seven or more cards are in your graveyard.)  

Otherworldly Journey 
1W   
Instant - Arcane   
Remove target creature from the game. At end of turn, return that creature to play under its owner's control with a +1/+1 counter on it.  

Oubliette 
1BB   
Enchantment    
When Oubliette comes into play, target creature phases out. That creature can't phase in as long as Oubliette remains in play.
When Oubliette leaves play, the creature phases in tapped.  

Ouphe Vandals 
2G   
Creature - Ouphe   
2/2   
G, Sacrifice Ouphe Vandals: Counter target activated ability from an artifact source and destroy that artifact if it's in play. (Mana abilities can't be targeted.)  

Outbreak 
3B   
Sorcery    
You may discard a Swamp card rather than pay Outbreak's mana cost.
Choose a creature type. All creatures of that type get -1/-1 until end of turn.  

Outmaneuver 
XR   
Instant    
X target blocked creatures deal combat damage as though they weren't blocked this turn.  

Overabundance 
1RG   
Enchantment    
Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of the same type, and Overabundance deals 1 damage to him or her.  

Overblaze 
3R   
Instant - Arcane   
Each time target permanent would deal damage to a creature or player this turn, it deals double that damage to that creature or player instead.
Splice onto Arcane 2RR (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Overburden 
1U   
Enchantment    
Whenever a player puts a nontoken creature into play, that player returns a land he or she controls to its owner's hand.  

Overeager Apprentice 
2B   
Creature - Minion   
1/2   
Discard a card, Sacrifice Overeager Apprentice: Add BBB to your mana pool.  

Overgrown Estate 
BGW   
Enchantment    
Sacrifice a land: You gain 3 life.  

Overgrowth 
2G   
Enchant Land    
Whenever enchanted land is tapped for mana, its controller adds GG to his or her mana pool.  

Overlaid Terrain 
2GG   
Enchantment    
As Overlaid Terrain comes into play, sacrifice all lands you control.
Lands you control have "T: Add two mana of any one color to your mana pool."  

Overload 
R   
Instant    
Kicker 2 (You may pay an additional 2 as you play this spell.)
Destroy target artifact if its converted mana cost is 2 or less. If the kicker cost was paid, destroy that artifact if its converted mana cost is 5 or less instead.  

Overmaster 
R   
Sorcery    
The next instant or sorcery spell you play this turn can't be countered by spells or abilities.
Draw a card.  

Override 
2U   
Instant    
Counter target spell unless its controller pays 1 for each artifact you control.  

Overrun 
2GGG   
Sorcery    
Creatures you control get +3/+3 and gain trample until end of turn.  

Oversold Cemetery 
1B   
Enchantment    
At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.  

Overtaker 
1U   
Creature - Spellshaper   
1/1   
3U, T, Discard a card: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.  

Overwhelming Forces 
6BB   
Sorcery    
Destroy all creatures target opponent controls. Draw a card for each creature destroyed this way.  

Overwhelming Instinct 
2G   
Enchantment    
Whenever you attack with three or more creatures, draw a card.  

Overwhelming Intellect 
4UU   
Instant    
Counter target creature spell. Draw cards equal to that spell's converted mana cost.  

Ovinomancer 
2U   
Creature - Wizard   
0/1   
When Ovinomancer comes into play, sacrifice it unless you return three basic lands you control to their owner's hand.
T, Return Ovinomancer to its owner's hand: Destroy target creature. It can't be regenerated. That creature's controller puts a 0/1 green Sheep creature token into play.  

Owl Familiar 
1U   
Creature - Bird   
1/1   
Flying
When Owl Familiar comes into play, draw a card, then discard a card.  

Oxidda Golem 
6   
Artifact Creature - Golem   
3/2   
Affinity for Mountains (This spell costs 1 less to play for each Mountain you control.)
Haste  

Oxidize 
G   
Instant    
Destroy target artifact. It can't be regenerated.  

Oyobi, Who Split the Heavens 
6W   
Legendary Creature - Spirit   
3/6   
Flying
Whenever you play a Spirit or Arcane spell, put a 3/3 white Spirit creature token with flying into play.  

Pacifism 
1W   
Enchant Creature    
Enchanted creature can't attack or block.  

Pack Hunt 
3G   
Sorcery    
Search your library for up to three cards with the same name as target creature, reveal them, and put them into your hand. Then shuffle your library.  

Pain // Suffering 
B // 3R   
Sorcery // Sorcery    
Target player discards a card. // Destroy target land.  

Pain Kami 
2R   
Creature - Spirit   
2/2   
XR, Sacrifice Pain Kami: Pain Kami deals X damage to target creature.  

Pain's Reward 
2B   
Sorcery    
You bid any amount of life. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and draws four cards.  

Painbringer 
2BB   
Creature - Minion   
1/1   
T, Remove any number of cards in your graveyard from the game: Target creature gets -X/-X until end of turn, where X is the number of cards removed this way.  

Painful Memories 
1B   
Sorcery    
Look at target opponent's hand and choose a card from it. Put that card on top of that player's library.  

Painwracker Oni 
3BB   
Creature - Demon Spirit   
5/4   
Fear
At the beginning of your upkeep, sacrifice a creature if you don't control an Ogre.  

Paladin en-Vec 
1WW   
Creature - Knight   
2/2   
First strike, protection from black, protection from red  

Pale Bears 
2G   
Creature - Bear   
2/2   
Islandwalk  

Pale Moon 
1U   
Instant    
Until end of turn, if a player taps a nonbasic land for mana, it produces colorless mana instead of its normal type.  

Palinchron 
5UU   
Creature - Illusion   
4/5   
Flying
When Palinchron comes into play, if you played it from your hand, untap up to seven lands.
2UU: Return Palinchron to its owner's hand.  

Palladia-Mors 
2RRGGWW   
Legendary Creature - Elder Dragon   
7/7   
Flying, trample
At the beginning of your upkeep, sacrifice Palladia-Mors unless you pay RGW.  

Pallimud 
2R   
Creature - Beast   
*/3   
As Pallimud comes into play, choose an opponent.
Pallimud's power is equal to the number of tapped lands the chosen player controls.  

Panacea 
4   
Artifact    
XX, T: Prevent the next X damage that would be dealt to target creature or player this turn.  

Pandemonium 
3R   
Enchantment    
Whenever a creature comes into play, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice.  

Pang Tong, Young Phoenix 
1WW   
Legendary Creature    
1/2   
T: Target creature gets +0/+2 until end of turn. Play this ability only during your turn, before the combat phase.  

Pangosaur 
2GG   
Creature - Lizard   
6/6   
Whenever a player plays a land, return Pangosaur to its owner's hand.  

Panic 
R   
Instant    
Play Panic only during combat before the declare blockers step.
Target creature can't block this turn.
Draw a card at the beginning of the next turn's upkeep.  

Panic Attack 
2R   
Sorcery    
Up to three target creatures can't block this turn.  

Panoptic Mirror 
5   
Artifact    
Imprint - X, T: You may remove an instant or sorcery card with converted mana cost X in your hand from the game. (That card is imprinted on this artifact.)
At the beginning of your upkeep, you may copy an imprinted instant or sorcery card. If you do, you may play the copy without paying its mana cost.  

Panther Warriors 
4G   
Creature - Cat Warrior   
6/3   
  

Paradigm Shift 
1U   
Sorcery    
Remove all cards in your library from the game. Then shuffle your graveyard into your library.  

Paradise Mantle 
0   
Artifact - Equipment   
Equipped creature has "T: Add one mana of any color to your mana pool."
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)  

Parallax Dementia 
1B   
Enchant Creature    
Fading 1 (This enchantment comes into play with one fade counter on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Enchanted creature gets +3/+2.
When Parallax Dementia leaves play, destroy enchanted creature. That creature can't be regenerated.  

Parallax Inhibitor 
2   
Artifact    
1, T, Sacrifice Parallax Inhibitor: Put a fade counter on each permanent with fading you control.  

Parallax Nexus 
2B   
Enchantment    
Fading 5 (This enchantment comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Parallax Nexus: Target opponent removes a card in his or her hand from the game if Parallax Nexus is in play. Play this ability only any time you could play a sorcery.
When Parallax Nexus leaves play, each player returns to his or her hand all cards he or she owns removed from the game with Parallax Nexus.  

Parallax Tide 
2UU   
Enchantment    
Fading 5 (This enchantment comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Parallax Tide: Remove target land from the game if Parallax Tide is in play.
When Parallax Tide leaves play, each player returns to play all cards he or she owns removed from the game with Parallax Tide.  

Parallax Wave 
2WW   
Enchantment    
Fading 5 (This enchantment comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Parallax Wave: Remove target creature from the game if Parallax Wave is in play.
When Parallax Wave leaves play, each player returns to play all cards other than Parallax Wave he or she owns removed from the game with Parallax Wave.  

Parallel Evolution 
3GG   
Sorcery    
For each token creature, its controller puts a token into play that's a copy of that token creature.
Flashback 4GGG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Parallel Thoughts 
3UU   
Enchantment    
When Parallel Thoughts comes into play, search your library for seven cards, remove them from the game in a face-down pile, and shuffle that pile. Then shuffle your library.
If you would draw a card, you may instead put the top card of the pile you removed into your hand.  

Paralyze 
B   
Enchant Creature    
When Paralyze comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Enchanted creature has "At the beginning of your upkeep, you may pay 4. If you do, untap this creature."  

Parapet 
1W   
Enchantment    
You may play Parapet any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.
Creatures you control get +0/+1.  

Parasitic Bond 
3B   
Enchant Creature    
At the beginning of the upkeep of enchanted creature's controller, Parasitic Bond deals 2 damage to that player.  

Parch 
1R   
Instant    
Choose one - Parch deals 2 damage to target creature or player; or Parch deals 4 damage to target blue creature.  

Pardic Arsonist 
2RR   
Creature - Barbarian   
3/3   
Threshold - When Pardic Arsonist comes into play, it deals 3 damage to target creature or player. (You have threshold if seven or more cards are in your graveyard.)  

Pardic Collaborator 
3R   
Creature - Barbarian   
2/2   
First strike
B: Pardic Collaborator gets +1/+1 until end of turn.  

Pardic Firecat 
3R   
Creature - Cat   
2/3   
Haste
If Pardic Firecat is in a graveyard, Flame Burst's effect counts it as a card named Flame Burst.  

Pardic Lancer 
4R   
Creature - Barbarian   
3/2   
Discard a card at random: Pardic Lancer gets +1/+0 and gains first strike until end of turn.  

Pardic Miner 
1R   
Creature - Dwarf   
1/1   
Sacrifice Pardic Miner: Target player can't play lands this turn.  

Pardic Swordsmith 
2R   
Creature - Dwarf   
1/1   
R, Discard a card at random: Pardic Swordsmith gets +2/+0 until end of turn.  

Pariah 
2W   
Enchant Creature    
All damage that would be dealt to you is dealt to enchanted creature instead.  

Paroxysm 
1R   
Enchant Creature    
At the beginning of the upkeep of enchanted creature's controller, reveal the top card of that player's library. If that card is a land card, destroy that creature. Otherwise, it gets +3/+3 until end of turn. (Return the card to the top of the player's library, face down.)  

Part the Veil 
3U   
Instant - Arcane   
Return all creatures you control to their owner's hand.  

Part Water 
XXU   
Sorcery    
X target creatures gain islandwalk until end of turn.  

Patagia Golem 
4   
Artifact Creature - Golem   
2/3   
3: Patagia Golem gains flying until end of turn.  

Patchwork Gnomes 
3   
Artifact Creature - Gnome   
2/1   
Discard a card: Regenerate Patchwork Gnomes.  

Path of Anger's Flame 
2R   
Instant - Arcane   
Creatures you control get +2/+0 until end of turn.  

Path of Peace 
3W   
Sorcery    
Destroy target creature. Its owner gains 4 life.  

Patriarch's Bidding 
3BB   
Sorcery    
Each player chooses a creature type. Each player returns all creature cards of a type chosen this way from his or her graveyard to play.  

Patriarch's Desire 
3B   
Enchant Creature    
Enchanted creature gets +2/-2.
Threshold - Enchanted creature gets an additional +2/-2. (You have threshold as long as seven or more cards are in your graveyard.)  

Patrol Hound 
1W   
Creature - Hound   
2/2   
Discard a card: Patrol Hound gains first strike until end of turn.  

Patron of the Akki 
4RR   
Legendary Creature - Spirit   
5/5   
Goblin offering (You may play this card any time you could play an instant by sacrificing a Goblin and paying the difference in mana costs between this and the sacrificed Goblin. Mana cost includes color.)
Whenever Patron of the Akki attacks, creatures you control get +2/+0 until end of turn.  

Patron of the Kitsune 
4WW   
Legendary Creature - Spirit   
5/6   
Fox offering (You may play this card any time you could play an instant by sacrificing a Fox and paying the difference in mana costs between this and the sacrificed Fox. Mana cost includes color.)
Whenever a creature attacks, you may gain 1 life.  

Patron of the Moon 
5UU   
Legendary Creature - Spirit   
5/4   
Moonfolk offering (You may play this card any time you could play an instant by sacrificing a Moonfolk and paying the difference in mana costs between this and the sacrificed Moonfolk. Mana cost includes color.)
Flying
1: Put up to two land cards from your hand into play tapped.  

Patron of the Nezumi 
5BB   
Legendary Creature - Spirit   
6/6   
Rat offering (You may play this card any time you could play an instant by sacrificing a Rat and paying the difference in mana costs between this and the sacrificed Rat. Mana cost includes color.)
Whenever a permanent is put into an opponent's graveyard, that player loses 1 life.  

Patron of the Orochi 
6GG   
Legendary Creature - Spirit   
7/7   
Snake offering (You may play this card any time you could play an instant by sacrificing a Snake and paying the difference in mana costs between this and the sacrificed Snake. Mana cost includes color.)
T: Untap all Forests and all green creatures. Play this ability only once each turn.  

Patron of the Wild 
G   
Creature - Elf   
1/1   
Morph 2G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Patron of the Wild is turned face up, target creature gets +3/+3 until end of turn.  

Patron Wizard 
UUU   
Creature - Wizard   
2/2   
Tap an untapped Wizard you control: Counter target spell unless its controller pays 1.  

Pattern of Rebirth 
3G   
Enchant Creature    
When enchanted creature is put into a graveyard, that creature's controller may search his or her library for a creature card and put that card into play. If that player does, he or she then shuffles his or her library.  

Paupers' Cage 
3   
Artifact    
At the beginning of each opponent's upkeep, if that player has two or fewer cards in hand, Paupers' Cage deals 2 damage to him or her.  

Pavel Maliki 
4BR   
Legendary Creature    
5/3   
BR: Pavel Maliki gets +1/+0 until end of turn.  

Pay No Heed 
W   
Instant    
Prevent all damage a source of your choice would deal this turn.  

Peace and Quiet 
1W   
Instant    
Destroy two target enchantments.  

Peace of Mind 
1W   
Enchantment    
W, Discard a card: You gain 3 life.  

Peace Talks 
1W   
Sorcery    
This turn and next turn, players skip their combat phases and can't target permanents or players with spells or activated abilities. (Triggered abilities are unaffected.)  

Peacekeeper 
2W   
Creature - Peacekeeper   
1/1   
At the beginning of your upkeep, sacrifice Peacekeeper unless you pay 1W.
Creatures can't attack.  

Peach Garden Oath 
W   
Sorcery    
You gain 2 life for each creature you control.  

Pearl Dragon 
4WW   
Creature - Dragon   
4/4   
Flying
1W: Pearl Dragon gets +0/+1 until end of turn.  

Pearl Medallion 
2   
Artifact    
White spells you play cost 1 less to play.  

Pearl Shard 
3   
Artifact    
3, T or W, T: Prevent the next 2 damage that would be dealt to target creature or player this turn.  

Pearled Unicorn 
2W   
Creature - Unicorn   
2/2   
  

Pearlspear Courier 
2W   
Creature - Soldier   
2/1   
You may choose not to untap Pearlspear Courier during your untap step.
2W, T: As long as Pearlspear Courier remains tapped, target Soldier gets +2/+2 and has vigilance.  

Peat Bog 
Land    
Peat Bog comes into play tapped with two depletion counters on it.
T, Remove a depletion counter from Peat Bog: Add BB to your mana pool. If there are no depletion counters on Peat Bog, sacrifice it.  

Pedantic Learning 
UU   
Enchantment    
Whenever a land card is put into your graveyard from your library, you may pay 1. If you do, draw a card.  

Peek 
U   
Instant    
Look at target player's hand.
Draw a card.  

Peer Pressure 
3U   
Sorcery    
Choose a creature type. If you control more creatures of that type than any other player, you gain control of all creatures of that type. (This effect doesn't end at end of turn.)  

Peer Through Depths 
1U   
Instant - Arcane   
Look at the top five cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.  

Pegasus Charger 
2W   
Creature - Pegasus   
2/1   
Flying, first strike  

Pegasus Refuge 
3W   
Enchantment    
2, Discard a card: Put a 1/1 white Pegasus creature token with flying into play.  

Pegasus Stampede 
1W   
Sorcery    
Buyback-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell. If you do, put Pegasus Stampede into your hand instead of your graveyard as part of its resolution.)
Put a 1/1 white Pegasus creature token with flying into play.  

Pemmin's Aura 
1UU   
Enchant Creature    
U: Untap enchanted creature.
U: Enchanted creature gains flying until end of turn.
U: Enchanted creature can't be the target of spells or abilities this turn.
1: Enchanted creature gets +1/-1 or -1/+1 until end of turn.  

Penance 
2W   
Enchantment    
Put a card from your hand on top of your library: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage.  

Pendelhaven 
Legendary Land    
T: Add G to your mana pool.
T: Target 1/1 creature gets +1/+2 until end of turn.  

Pendrell Drake 
3U   
Creature - Drake   
2/3   
Flying
Cycling 2 (2, Discard this card: Draw a card.)  

Pendrell Flux 
1U   
Enchant Creature    
Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you pay its mana cost."  

Pendrell Mists 
3U   
Enchantment    
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1."  

Pentad Prism 
2   
Artifact    
Sunburst (This comes into play with a charge counter on it for each color of mana used to pay its cost.)
Remove a charge counter from Pentad Prism: Add one mana of any color to your mana pool.  

Pentagram of the Ages 
4   
Artifact    
4, T: The next time a source of your choice would deal damage to you this turn, prevent that damage.  

Pentavus 
7   
Artifact Creature    
0/0   
Pentavus comes into play with five +1/+1 counters on it.
1, Remove a +1/+1 counter from Pentavus: Put a 1/1 Pentavite artifact creature token with flying into play.
1, Sacrifice a Pentavite: Put a +1/+1 counter on Pentavus.  

Penumbra Bobcat 
2G   
Creature - Cat   
2/1   
When Penumbra Bobcat is put into a graveyard from play, put a 2/1 black Cat creature token into play.  

Penumbra Kavu 
4G   
Creature - Kavu   
3/3   
When Penumbra Kavu is put into a graveyard from play, put a 3/3 black Kavu creature token into play.  

Penumbra Wurm 
5GG   
Creature - Wurm   
6/6   
Trample
When Penumbra Wurm is put into a graveyard from play, put a 6/6 black Wurm creature token with trample into play.  

People of the Woods 
GG   
Creature - People-of-the-Woods   
1/*   
People of the Woods's toughness is equal to the number of Forests you control.  

Peregrine Drake 
4U   
Creature - Drake   
2/3   
Flying
When Peregrine Drake comes into play, if you played it from your hand, untap up to five lands.  

Perish 
2B   
Sorcery    
Destroy all green creatures. They can't be regenerated.  

Pernicious Deed 
1BG   
Enchantment    
X, Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with converted mana cost X or less.  

Persecute 
2BB   
Sorcery    
Choose a color. Target player reveals his or her hand and discards all cards of that color.  

Personal Incarnation 
3WWW   
Creature - Avatar   
6/6   
0: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Any player may play this ability, but only if he or she owns Personal Incarnation.
When Personal Incarnation is put into a graveyard from play, its owner loses half his or her life, rounded up.  

Personal Tutor 
U   
Sorcery    
Search your library for a sorcery card and reveal that card. Shuffle your library, then put the card on top of it.  

Persuasion 
3UU   
Enchant Creature    
You control enchanted creature.  

Pestilence 
2BB   
Enchantment    
At end of turn, if no creatures are in play, sacrifice Pestilence.
B: Pestilence deals 1 damage to each creature and each player.  

Pestilence Rats 
2B   
Creature - Rat   
*/3   
Pestilence Rats's power is equal to the total number of other Rats in play. (For example, as long as there are two other Rats in play, Pestilence Rats's power and toughness are 2/3.)  

Petalmane Baku 
1G   
Creature - Spirit   
1/2   
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Petalmane Baku.
1, Remove X ki counters from Petalmane Baku: Add X mana of any one color to your mana pool.  

Petals of Insight 
4U   
Sorcery - Arcane   
Look at the top three cards of your library. You may put those cards on the bottom of your library in any order. If you do, return Petals of Insight to its owner's hand. Otherwise, draw three cards.  

Petra Sphinx 
2WWW   
Creature - Sphinx   
3/4   
T: Target player names a card, then reveals the top card of his or her library. If that card is the named card, that player puts it into his or her hand. If it isn't, the player puts it into his or her graveyard.  

Petradon 
6RR   
Creature - Nightmare Beast   
5/6   
When Petradon comes into play, remove two target lands from the game.
When Petradon leaves play, return the removed cards to play under their owners' control.
R: Petradon gets +1/+0 until end of turn.  

Petravark 
3R   
Creature - Nightmare Beast   
2/2   
When Petravark comes into play, remove target land from the game.
When Petravark leaves play, return the removed card to play under its owner's control.  

Petrified Field 
Land    
T: Add 1 to your mana pool.
T, Sacrifice Petrified Field: Return target land card from your graveyard to your hand.  

Pewter Golem 
5   
Artifact Creature - Golem   
4/2   
1B: Regenerate Pewter Golem.  

Phage the Untouchable 
3BBBB   
Legendary Creature - Minion   
4/4   
When Phage the Untouchable comes into play, if you didn't play it from your hand, you lose the game.
Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated.
Whenever Phage deals combat damage to a player, that player loses the game.  

Phantasmal Fiend 
3B   
Creature - Phantasm   
1/5   
B: Phantasmal Fiend gets +1/-1 until end of turn.
1U: Switch Phantasmal Fiend's power and toughness until end of turn. Effects that would alter Phantasmal Fiend's power this turn alter its toughness instead, and vice versa.  

Phantasmal Forces 
3U   
Creature - Phantasm   
4/1   
Flying
At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay U.  

Phantasmal Mount 
1U   
Creature - Phantasm   
1/1   
Flying
T: Target creature you control with toughness 2 or less gets +1/+1 and gains flying until end of turn. When Phantasmal Mount leaves play this turn, sacrifice that creature. When the creature leaves play this turn, sacrifice Phantasmal Mount.  

Phantasmal Sphere 
1U   
Creature - Phantasm   
0/1   
Flying
At the beginning of your upkeep, put a +1/+1 counter on Phantasmal Sphere, then sacrifice Phantasmal Sphere unless you pay 1 for each +1/+1 counter on it.
When Phantasmal Sphere leaves play, put a blue Orb creature token with flying into play under an opponent's control. That creature's power and toughness are each equal to the number of +1/+1 counters on Phantasmal Sphere.  

Phantasmal Terrain 
UU   
Enchant Land    
As Phantasmal Terrain comes into play, choose a basic land type.
Enchanted land's type is the chosen type.  

Phantatog 
1WU   
Creature - Atog   
1/2   
Sacrifice an enchantment: Phantatog gets +1/+1 until end of turn.
Discard a card: Phantatog gets +1/+1 until end of turn.  

Phantom Centaur 
2GG   
Creature - Centaur Spirit   
2/0   
Protection from black
Phantom Centaur comes into play with three +1/+1 counters on it.
If damage would be dealt to Phantom Centaur, prevent that damage. Remove a +1/+1 counter from Phantom Centaur.  

Phantom Flock 
3WW   
Creature - Bird Soldier Spirit   
0/0   
Flying
Phantom Flock comes into play with three +1/+1 counters on it.
If damage would be dealt to Phantom Flock, prevent that damage. Remove a +1/+1 counter from Phantom Flock.  

Phantom Monster 
3U   
Creature - Phantasm   
3/3   
Flying  

Phantom Nantuko 
2G   
Creature - Insect Spirit   
0/0   
Trample
Phantom Nantuko comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Nantuko, prevent that damage. Remove a +1/+1 counter from Phantom Nantuko.
T: Put a +1/+1 counter on Phantom Nantuko.  

Phantom Nishoba 
5GW   
Creature - Beast Spirit   
0/0   
Trample
Phantom Nishoba comes into play with seven +1/+1 counters on it.
Whenever Phantom Nishoba deals damage, you gain that much life.
If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a +1/+1 counter from Phantom Nishoba.  

Phantom Nomad 
1W   
Creature - Nomad Spirit   
0/0   
Phantom Nomad comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad.  

Phantom Tiger 
2G   
Creature - Cat Spirit   
1/0   
Phantom Tiger comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Tiger, prevent that damage. Remove a +1/+1 counter from Phantom Tiger.  

Phantom Warrior 
1UU   
Creature - Illusion   
2/2   
Phantom Warrior is unblockable.  

Phantom Whelp 
1U   
Creature - Hound   
2/2   
When Phantom Whelp attacks or blocks, return it to its owner's hand at end of combat.  

Phantom Wings 
1U   
Enchant Creature    
Enchanted creature has flying.
Sacrifice Phantom Wings: Return enchanted creature to its owner's hand.  

Phelddagrif 
1GWU   
Legendary Creature    
4/4   
G: Phelddagrif gains trample until end of turn. Put a 1/1 green Hippo creature token into play under an opponent's control.
W: Phelddagrif gains flying until end of turn and an opponent gains 2 life.
U: Return Phelddagrif to its owner's hand and an opponent may draw a card.  

Phyrexian Altar 
3   
Artifact    
Sacrifice a creature: Add one mana of any color to your mana pool.  

Phyrexian Arena 
1BB   
Enchantment    
At the beginning of your upkeep, you draw a card and you lose 1 life.  

Phyrexian Battleflies 
B   
Creature - Insect   
0/1   
Flying
B: Phyrexian Battleflies gets +1/+0 until end of turn. This ability may be played no more than twice each turn.  

Phyrexian Bloodstock 
4B   
Creature - Zombie   
3/3   
When Phyrexian Bloodstock leaves play, destroy target white creature. It can't be regenerated.  

Phyrexian Boon 
2B   
Enchant Creature    
Enchanted creature gets +2/+1 as long as it's black. Otherwise, it gets -1/-2.  

Phyrexian Broodlings 
1BB   
Creature - Minion   
2/2   
1, Sacrifice a creature: Put a +1/+1 counter on Phyrexian Broodlings.  

Phyrexian Colossus 
7   
Artifact Creature    
8/8   
Phyrexian Colossus doesn't untap during your untap step.
Pay 8 life: Untap Phyrexian Colossus.
Phyrexian Colossus can't be blocked except by three or more creatures.  

Phyrexian Debaser 
3B   
Creature - Carrier   
2/2   
Flying
T, Sacrifice Phyrexian Debaser: Target creature gets -2/-2 until end of turn.  

Phyrexian Defiler 
2BB   
Creature - Carrier   
3/3   
T, Sacrifice Phyrexian Defiler: Target creature gets -3/-3 until end of turn.  

Phyrexian Delver 
3BB   
Creature - Zombie   
3/2   
When Phyrexian Delver comes into play, return target creature card from your graveyard to play. You lose life equal to that card's converted mana cost.  

Phyrexian Denouncer 
1B   
Creature - Carrier   
1/1   
T, Sacrifice Phyrexian Denouncer: Target creature gets -1/-1 until end of turn.  

Phyrexian Devourer 
6   
Artifact Creature    
1/1   
When Phyrexian Devourer's power is 7 or greater, sacrifice it.
Remove the top card of your library from the game: Put X +1/+1 counters on Phyrexian Devourer, where X is the removed card's converted mana cost. If Phyrexian Devourer's power is 7 or greater, sacrifice it.  

Phyrexian Dreadnought 
1   
Artifact Creature    
12/12   
Trample
If Phyrexian Dreadnought would come into play, sacrifice any number of creatures with total power 12 or greater instead. If you do, put Phyrexian Dreadnought into play. If you don't, put it into its owner's graveyard.  

Phyrexian Driver 
2B   
Creature - Mercenary   
1/1   
When Phyrexian Driver comes into play, all other Mercenaries get +1/+1 until end of turn.  

Phyrexian Furnace 
1   
Artifact    
T: Remove the bottom card of target player's graveyard from the game.
1, Sacrifice Phyrexian Furnace: Remove target card in a graveyard from the game and draw a card.  

Phyrexian Gargantua 
4BB   
Creature - Horror   
4/4   
When Phyrexian Gargantua comes into play, you draw two cards and you lose 2 life.  

Phyrexian Ghoul 
2B   
Creature - Zombie   
2/2   
Sacrifice a creature: Phyrexian Ghoul gets +2/+2 until end of turn.  

Phyrexian Gremlins 
2B   
Creature - Gremlin   
1/1   
You may choose not to untap Phyrexian Gremlins during your untap step.
T: Tap target artifact. As long as Phyrexian Gremlins remains tapped, that artifact doesn't untap during its controller's untap step.  

Phyrexian Grimoire 
3   
Artifact    
4, T: An opponent chooses one of the top two cards in your graveyard. Remove that card from the game and put the other one into your hand.  

Phyrexian Hulk 
6   
Artifact Creature    
5/4   
  

Phyrexian Infiltrator 
2B   
Creature - Minion   
2/2   
2UU: Exchange control of Phyrexian Infiltrator and target creature. (This effect doesn't end at end of turn.)  

Phyrexian Lens 
3   
Artifact    
T, Pay 1 life: Add one mana of any color to your mana pool.  

Phyrexian Marauder 
X   
Artifact Creature    
0/0   
Phyrexian Marauder comes into play with X +1/+1 counters on it.
Phyrexian Marauder can't block.
Phyrexian Marauder can't attack unless you pay 1 for each +1/+1 counter on it.  

Phyrexian Monitor 
3B   
Creature - Skeleton   
2/2   
B: Regenerate Phyrexian Monitor.  

Phyrexian Negator 
2B   
Creature - Horror   
5/5   
Trample
Whenever Phyrexian Negator is dealt damage, sacrifice a permanent for each 1 damage dealt to it.  

Phyrexian Plaguelord 
3BB   
Creature - Carrier   
4/4   
T, Sacrifice Phyrexian Plaguelord: Target creature gets -4/-4 until end of turn.
Sacrifice a creature: Target creature gets -1/-1 until end of turn.  

Phyrexian Portal 
3   
Artifact    
3: Target opponent looks at the top ten cards of your library and separates them into two face-down piles, then you choose one of those piles and remove it from the game. Search the other pile, put a card from it into your hand, then shuffle the rest of that pile into your library. Play this ability only if you have ten or more cards in your library.  

Phyrexian Processor 
4   
Artifact    
As Phyrexian Processor comes into play, pay any amount of life.
4, T: Put a black Minion creature token into play. Its power and toughness are each equal to the amount of life paid.  

Phyrexian Prowler 
3B   
Creature - Mercenary   
3/3   
Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Phyrexian Prowler: Phyrexian Prowler gets +1/+1 until end of turn.  

Phyrexian Purge 
2BR   
Sorcery    
Destroy any number of target creatures. You lose 3 life for each creature destroyed this way.  

Phyrexian Rager 
2B   
Creature - Horror   
2/2   
When Phyrexian Rager comes into play, you draw a card and you lose 1 life.  

Phyrexian Reaper 
4B   
Creature - Zombie   
3/3   
Whenever Phyrexian Reaper becomes blocked by a green creature, destroy that creature. It can't be regenerated.  

Phyrexian Reclamation 
B   
Enchantment    
1B, Pay 2 life: Return target creature card from your graveyard to your hand.  

Phyrexian Scuta 
3B   
Creature - Zombie   
3/3   
Kicker-Pay 3 life. (You may pay 3 life in addition to any other costs as you play this spell.)
If the kicker cost was paid, Phyrexian Scuta comes into play with two +1/+1 counters on it.  

Phyrexian Slayer 
3B   
Creature - Minion   
2/2   
Flying
Whenever Phyrexian Slayer becomes blocked by a white creature, destroy that creature. It can't be regenerated.  

Phyrexian Splicer 
2   
Artifact    
2, T: Choose one - flying; first strike; shadow; or trample. Target creature with that ability loses it until end of turn and another target creature gains it until end of turn.  

Phyrexian Tower 
Legendary Land    
T: Add 1 to your mana pool.
T, Sacrifice a creature: Add BB to your mana pool.  

Phyrexian Tribute 
2B   
Sorcery    
As an additional cost to play Phyrexian Tribute, sacrifice two creatures.
Destroy target artifact.  

Phyrexian Tyranny 
UBR   
Enchantment    
Whenever a player draws a card, that player loses 2 life unless he or she pays 2.  

Phyrexian Vault 
3   
Artifact    
2, T, Sacrifice a creature: Draw a card.  

Phyrexian Walker 
0   
Artifact Creature    
0/3   
  

Phyrexian War Beast 
3   
Artifact Creature    
3/4   
When Phyrexian War Beast leaves play, sacrifice a land and Phyrexian War Beast deals 1 damage to you.  

Pianna, Nomad Captain 
1WW   
Legendary Creature - Nomad   
2/2   
Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn.  

Piety 
2W   
Instant    
Blocking creatures get +0/+3 until end of turn.  

Piety Charm 
W   
Instant    
Choose one - Destroy target enchant creature; or target Soldier gets +2/+2 until end of turn; or creatures you control gain vigilance until end of turn.  

Pikemen 
1W   
Creature - Pikemen   
1/1   
Banding, first strike  

Pilgrim of Justice 
2W   
Creature - Cleric   
1/3   
Protection from red
W, Sacrifice Pilgrim of Justice: The next time a red source of your choice would deal damage this turn, prevent that damage.  

Pilgrim of Virtue 
2W   
Creature - Cleric   
1/3   
Protection from black
W, Sacrifice Pilgrim of Virtue: The next time a black source of your choice would deal damage this turn, prevent that damage.  

Pillage 
1RR   
Sorcery    
Destroy target artifact or land. It can't be regenerated.  

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

Pillar Tombs of Aku 
2BB   
World Enchantment    
At the beginning of each player's upkeep, that player may sacrifice a creature. If that player doesn't, he or she loses 5 life and you sacrifice Pillar Tombs of Aku.  

Pincer Spider 
2G   
Creature - Spider   
2/3   
Kicker 3 (You may pay an additional 3 as you play this spell.)
Pincer Spider may block as though it had flying.
If the kicker cost was paid, Pincer Spider comes into play with a +1/+1 counter on it.  

Pincher Beetles 
2G   
Creature - Insect   
3/1   
Pincher Beetles can't be the target of spells or abilities.  

Pine Barrens 
Land    
Pine Barrens comes into play tapped.
T: Add 1 to your mana pool.
T: Add B or G to your mana pool. Pine Barrens deals 1 damage to you.  

Pinecrest Ridge 
Land    
T: Add 1 to your mana pool.
T: Add R or G to your mana pool. Pinecrest Ridge doesn't untap during your next untap step.  

Pinpoint Avalanche 
3RR   
Instant    
Pinpoint Avalanche deals 4 damage to target creature. The damage can't be prevented.  

Pious Kitsune 
2W   
Creature - Fox Cleric   
1/2   
At the beginning of your upkeep, put a devotion counter on Pious Kitsune. Then if a creature named Eight-and-a-Half-Tails is in play, you gain 1 life for each devotion counter on Pious Kitsune.
T, Remove a devotion counter from Pious Kitsune: You gain 1 life.  

Pious Warrior 
3W   
Creature - Rebel   
2/3   
Whenever Pious Warrior is dealt combat damage, you gain that much life.  

Piper's Melody 
G   
Sorcery    
Shuffle any number of target creature cards from your graveyard into your library.  

Piracy 
UU   
Sorcery    
Until end of turn, you may play mana abilities of lands you don't control, putting the mana they generate into your mana pool. Use mana produced this way only to play spells.  

Pirate Ship 
4U   
Creature - Ship   
4/3   
Pirate Ship can't attack unless defending player controls an Island.
T: Pirate Ship deals 1 damage to target creature or player.
When you control no Islands, sacrifice Pirate Ship.  

Pit Imp 
B   
Creature - Imp   
0/1   
Flying
B: Pit Imp gets +1/+0 until end of turn. Play this ability no more than twice each turn.  

Pit Raptor 
2BB   
Creature - Mercenary   
4/3   
Flying, first strike
At the beginning of your upkeep, sacrifice Pit Raptor unless you pay 2BB.  

Pit Scorpion 
2B   
Creature - Scorpion   
1/1   
Whenever Pit Scorpion deals damage to a player, that player gets a poison counter. (A player with ten or more poison counters loses the game.)  

Pit Spawn 
4BBB   
Creature - Beast   
6/4   
First strike
At the beginning of your upkeep, sacrifice Pit Spawn unless you pay BB.
Whenever Pit Spawn deals damage to a creature, remove that creature from the game.  

Pit Trap 
2   
Artifact    
2, T, Sacrifice Pit Trap: Destroy target attacking creature without flying. It can't be regenerated.  

Pitchstone Wall 
2R   
Creature - Wall   
2/5   
Defender (This creature can't attack.)
Whenever you discard a card, you may sacrifice Pitchstone Wall. If you do, return the discarded card from your graveyard to your hand.  

Pithing Needle 
1   
Artifact    
As Pithing Needle comes into play, name a card.
Activated abilities of the named card can't be played unless they're mana abilities.  

Pixie Queen 
2GG   
Creature - Pixie-Queen   
1/1   
Flying
GGG, T: Target creature gains flying until end of turn.  

Plagiarize 
3U   
Instant    
Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card.  

Plague Beetle 
B   
Creature - Insect   
1/1   
Swampwalk  

Plague Dogs 
4B   
Creature - Hound   
3/3   
When Plague Dogs is put into a graveyard from play, all creatures get -1/-1 until end of turn.
2, Sacrifice Plague Dogs: Draw a card.  

Plague Fiend 
1B   
Creature - Insect   
1/1   
Whenever Plague Fiend deals combat damage to a creature, destroy that creature unless its controller pays 2.  

Plague Rats 
2B   
Creature - Rat   
*/*   
Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats in play.  

Plague Spitter 
2B   
Creature - Horror   
2/2   
At the beginning of your upkeep, Plague Spitter deals 1 damage to each creature and each player.
When Plague Spitter is put into a graveyard from play, Plague Spitter deals 1 damage to each creature and each player.  

Plague Spores 
4BR   
Sorcery    
Destroy target nonblack creature and target land. They can't be regenerated.  

Plague Wind 
7BB   
Sorcery    
Destroy all creatures you don't control. They can't be regenerated.  

Plague Witch 
1B   
Creature - Spellshaper   
1/1   
B, T, Discard a card: Target creature gets -1/-1 until end of turn.  

Plaguebearer 
1B   
Creature - Zombie   
1/1   
XXB: Destroy target nonblack creature with converted mana cost equal to X.  

Plains 
Basic Land - Plains   
[W]  

Planar Birth 
1W   
Sorcery    
Return all basic land cards from all graveyards to play under their owners' control, tapped.  

Planar Chaos 
2R   
Enchantment    
At the beginning of your upkeep, flip a coin. If you lose the flip, sacrifice Planar Chaos.
Whenever a player plays a spell, that player flips a coin. If he or she loses the flip, counter that spell.  

Planar Collapse 
1W   
Enchantment    
At the beginning of your upkeep, if there are four or more creatures in play, sacrifice Planar Collapse. If you do, destroy all creatures. They can't be regenerated.  

Planar Despair 
3BB   
Sorcery    
All creatures get -1/-1 until end of turn for each basic land type among lands you control.  

Planar Gate 
6   
Artifact    
Creature spells you play cost up to 2 less to play.  

Planar Guide 
W   
Creature - Cleric   
1/1   
3W, Remove Planar Guide from the game: Remove all creatures from the game. At end of turn, return those cards to play under their owners' control.  

Planar Overlay 
2U   
Sorcery    
Each player chooses a land he or she controls of each basic land type. Return those lands to their owners' hands.  

Planar Portal 
6   
Artifact    
6, T: Search your library for a card and put that card into your hand. Then shuffle your library.  

Planar Void 
B   
Enchantment    
Whenever a card is put into a graveyard, remove that card from the game.  

Planeswalker's Favor 
2G   
Enchantment    
3G: Target opponent reveals a card at random in his or her hand. Target creature gets +X/+X until end of turn, where X is the revealed card's converted mana cost.  

Planeswalker's Fury 
2R   
Enchantment    
3R: Target opponent reveals a card at random in his or her hand. Planeswalker's Fury deals damage equal to that card's converted mana cost to that player. Play this ability only any time you could play a sorcery.  

Planeswalker's Mirth 
2W   
Enchantment    
3W: Target opponent reveals a card at random in his or her hand. You gain life equal to that card's converted mana cost.  

Planeswalker's Mischief 
2U   
Enchantment    
3U: Target opponent reveals a card at random in his or her hand. If it's an instant or sorcery card, remove it from the game. As long as it remains removed from the game, you may play it as though it were in your hand without paying its mana cost. (If it has X in its mana cost, X is 0.) At end of turn, if you haven't played it, return it to its owner's hand. Play this ability only any time you could play a sorcery.  

Planeswalker's Scorn 
2B   
Enchantment    
3B: Target opponent reveals a card at random in his or her hand. Target creature gets -X/-X until end of turn, where X is the revealed card's converted mana cost. Play this ability only any time you could play a sorcery.  

Plant Elemental 
1G   
Creature - Plant Elemental   
3/4   
When Plant Elemental comes into play, sacrifice it unless you sacrifice a Forest.  

Plasma Elemental 
5U   
Creature - Elemental   
4/1   
Plasma Elemental is unblockable.  

Plateau 
Land - Plains Mountain   
  

Plated Rootwalla 
4G   
Creature - Lizard   
3/3   
2G: Plated Rootwalla gets +3/+3 until end of turn. Play this ability only once each turn.  

Plated Slagwurm 
4GGG   
Creature - Wurm   
8/8   
Plated Slagwurm can't be the target of spells or abilities your opponents control.  

Plated Sliver 
W   
Creature - Sliver   
1/1   
All Slivers get +0/+1.  

Plated Spider 
4G   
Creature - Spider   
4/4   
Plated Spider may block as though it had flying.  

Plated Wurm 
4G   
Creature - Wurm   
4/5   
  

Platinum Angel 
7   
Artifact Creature - Angel   
4/4   
Flying
You can't lose the game and your opponents can't win the game.  

Pledge of Loyalty 
1W   
Enchant Creature    
Enchanted creature has protection from the colors of permanents you control. This effect doesn't remove Pledge of Loyalty.  

Plow Through Reito 
1W   
Instant - Arcane   
Sweep - Return any number of Plains you control to their owner's hand. Target creature gets +1/+1 until end of turn for each Plains returned this way.  

Plow Under 
3GG   
Sorcery    
Put two target lands on top of their owner's library.  

Plunge into Darkness 
1B   
Instant    
Choose one - Sacrifice any number of creatures, then you gain 3 life for each sacrificed creature; or pay X life, then look at the top X cards of your library, put one of those cards into your hand, and remove the rest from the game.
Entwine B (Choose both if you pay the entwine cost.)  

Poison Arrow 
4BB   
Sorcery    
Destroy target nonblack creature. You gain 3 life.  

Polar Kraken 
8UUU   
Creature - Kraken   
11/11   
Polar Kraken comes into play tapped.
Cumulative upkeep-Sacrifice a land.
Trample  

Political Trickery 
2U   
Sorcery    
Exchange control of target land you control and target land an opponent controls. (This effect doesn't end at end of turn.)  

Pollen Remedy 
W   
Instant    
Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.)
Prevent the next 3 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. If the kicker cost was paid, prevent the next 6 damage this way instead.  

Polluted Delta 
Land    
T, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card and put it into play. Then shuffle your library.  

Polluted Mire 
Land    
Polluted Mire comes into play tapped.
T: Add B to your mana pool.
Cycling 2 (2, Discard this card: Draw a card.)  

Polymorph 
3U   
Sorcery    
Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and shuffles all other cards revealed this way into his or her library.  

Port Inspector 
1U   
Creature - Townsfolk   
1/2   
Whenever Port Inspector becomes blocked, you may look at defending player's hand.  

Portcullis 
4   
Artifact    
Whenever a creature comes into play, if there are two or more other creatures in play, remove that creature from the game.
When Portcullis leaves play, return to play under their owners' control all creatures removed from the game with Portcullis.  

Portent 
U   
Sorcery    
Look at the top three cards of target player's library. Put those cards back on top of that library in any order. You may then have that player shuffle his or her library.
Draw a card at the beginning of the next turn's upkeep.  

Possessed Aven 
2UU   
Creature - Bird Soldier Horror   
3/3   
Flying
Threshold - Possessed Aven gets +1/+1, is black, and has "2B, T: Destroy target blue creature." (You have threshold as long as seven or more cards are in your graveyard.)  

Possessed Barbarian 
2RR   
Creature - Barbarian Horror   
3/3   
First strike
Threshold - Possessed Barbarian gets +1/+1, is black, and has "2B, T: Destroy target red creature." (You have threshold as long as seven or more cards are in your graveyard.)  

Possessed Centaur 
2GG   
Creature - Centaur Horror   
3/3   
Trample
Threshold - Possessed Centaur gets +1/+1, is black, and has "2B, T: Destroy target green creature." (You have threshold as long as seven or more cards are in your graveyard.)  

Possessed Nomad 
2WW   
Creature - Nomad Horror   
3/3   
Vigilance
Threshold - Possessed Nomad gets +1/+1, is black, and has "2B, T: Destroy target white creature." (You have threshold as long as seven or more cards are in your graveyard.)  

Possessed Portal 
8   
Artifact    
If a player would draw a card, that player skips that draw instead.
At the end of each turn, each player sacrifices a permanent unless he or she discards a card.  

Pouncing Jaguar 
G   
Creature - Cat   
2/2   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)  

Pouncing Kavu 
1R   
Creature - Kavu   
1/1   
Kicker 2R (You may pay an additional 2R as you play this spell.)
First strike
If the kicker cost was paid, Pouncing Kavu comes into play with two +1/+1 counters on it and with haste.  

Powder Keg 
2   
Artifact    
At the beginning of your upkeep, you may put a fuse counter on Powder Keg.
T, Sacrifice Powder Keg: Destroy each artifact and creature with converted mana cost equal to the number of fuse counters on Powder Keg.  

Power Armor 
4   
Artifact    
3, T: Target creature gets +1/+1 until end of turn for each basic land type among lands you control.  

Power Artifact 
UU   
Enchant Artifact    
Enchanted artifact's activated abilities cost up to 2 less to play. If this would make an ability cost 0 or less mana to play, it costs 1, plus any nonmana costs.  

Power Conduit 
2   
Artifact    
T, Remove a counter from a permanent you control: Choose one - Put a charge counter on target artifact; or put a +1/+1 counter on target creature.  

Power Leak 
1U   
Enchant Enchantment    
At the beginning of the upkeep of enchanted enchantment's controller, that player may pay up to 2. For each one mana less than 2 he or she pays this way, Power Leak deals 1 damage to him or her.  

Power Matrix 
4   
Artifact    
T: Target creature gets +1/+1 and gains flying, first strike, and trample until end of turn.  

Power Sink 
XU   
Instant    
Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool.  

Power Surge 
RR   
Enchantment    
At the beginning of each player's upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands he or she controlled at the beginning of this turn.  

Power Taint 
1U   
Enchant Enchantment    
At the beginning of the upkeep of enchanted enchantment's controller, that player pays 2 or loses 2 life.
Cycling 2 (2, Discard this card: Draw a card.)  

Powerleech 
GG   
Enchantment    
Whenever an artifact an opponent controls becomes tapped or an opponent plays an artifact's activated ability without T in its activation cost, you gain 1 life.  

Powerstone Minefield 
2RW   
Enchantment    
Whenever a creature attacks or blocks, Powerstone Minefield deals 2 damage to it.  

Pox 
BBB   
Sorcery    
Each player loses a third of his or her life, then discards a third of the cards in his or her hand, then sacrifices a third of the creatures he or she controls, then sacrifices a third of the lands he or she controls. Round each loss up.  

Pradesh Gypsies 
2G   
Creature - Gypsy   
1/1   
1G, T: Target creature gets -2/-0 until end of turn.  

Preacher 
1WW   
Creature - Preacher   
1/1   
You may choose not to untap Preacher during your untap step.
T: Gain control of target creature of an opponent's choice that he or she controls as long as Preacher remains tapped.  

Precognition 
4U   
Enchantment    
At the beginning of your upkeep, you may look at the top card of target opponent's library, then you may put that card on the bottom of that player's library.  

Predator, Flagship 
5   
Legendary Artifact    
2: Target creature gains flying until end of turn.
5, T: Destroy target creature with flying.  

Predator's Strike 
1G   
Instant    
Target creature gets +3/+3 and gains trample until end of turn.  

Predatory Hunger 
G   
Enchant Creature    
Whenever an opponent plays a creature spell, put a +1/+1 counter on enchanted creature.  

Predatory Nightstalker 
3BB   
Creature - Nightstalker   
3/2   
When Predatory Nightstalker comes into play, you may have target opponent sacrifice a creature.  

Predict 
1U   
Instant    
Name a card, then put the top card of target player's library into his or her graveyard. If that card is the named card, you draw two cards. Otherwise, you draw a card.  

Preemptive Strike 
1U   
Instant    
Counter target creature spell.  

Preferred Selection 
2GG   
Enchantment    
At the beginning of your draw step, look at the top two cards of your library and choose one. You may sacrifice Preferred Selection and pay 2GG. If you do, draw the chosen card. If you don't, put the card on the bottom of your library.  

Presence of the Master 
3W   
Enchantment    
Whenever a player plays an enchantment spell, counter it.  

Presence of the Wise 
2WW   
Sorcery    
You gain 2 life for each card in your hand.  

Pretender's Claim 
1B   
Enchant Creature    
Whenever enchanted creature becomes blocked, tap all lands defending player controls.  

Price of Glory 
2R   
Enchantment    
Whenever a player taps a land for mana during another player's turn, destroy that land.  

Price of Progress 
1R   
Instant    
Price of Progress deals 2 damage to each player for each nonbasic land he or she controls.  

Pride of Lions 
3GG   
Creature - Cat   
4/4   
You may have Pride of Lions deal its combat damage to defending player as though it weren't blocked.  

Priest of Gix 
2B   
Creature - Minion   
2/1   
When Priest of Gix comes into play, if you played it from your hand, add BBB to your mana pool.  

Priest of Titania 
1G   
Creature - Elf   
1/1   
T: Add G to your mana pool for each Elf in play.  

Priest of Yawgmoth 
1B   
Creature - Cleric   
1/2   
T, Sacrifice an artifact: Add to your mana pool an amount of black mana equal to the sacrificed artifact's converted mana cost.  

Primal Boost 
2G   
Instant    
Target creature gets +4/+4 until end of turn.
Cycling 2G (2G, Discard this card: Draw a card.)
When you cycle Primal Boost, you may have target creature get +1/+1 until end of turn.  

Primal Clay 
4   
Artifact Creature    
*/*   
Primal Clay comes into play as your choice of a 3/3 artifact creature; a 2/2 artifact creature with flying; or a 1/6 Wall artifact creature with defender.  

Primal Frenzy 
G   
Enchant Creature    
Enchanted creature has trample.  

Primal Growth 
2G   
Sorcery    
Kicker-Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you play this spell.)
Search your library for a basic land card, put that card into play, then shuffle your library. If the kicker cost was paid, instead search your library for two basic land cards, put them into play, then shuffle your library.  

Primal Order 
2GG   
Enchantment    
At the beginning of each player's upkeep, Primal Order deals damage to that player equal to the number of nonbasic lands he or she controls.  

Primal Rage 
1G   
Enchantment    
Creatures you control have trample.  

Primal Whisperer 
4G   
Creature - Elf Soldier   
2/2   
Primal Whisperer gets +2/+2 for each face-down creature in play.
Morph 3G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Primeval Force 
2GGG   
Creature - Elemental   
8/8   
When Primeval Force comes into play, sacrifice it unless you sacrifice three Forests.  

Primeval Shambler 
4B   
Creature - Mercenary   
3/3   
B: Primeval Shambler gets +1/+1 until end of turn.  

Primitive Etchings 
2GG   
Enchantment    
Reveal the first card you draw each turn. Whenever you reveal a creature card this way, draw a card.  

Primitive Justice 
1R   
Sorcery    
As an additional cost to play Primitive Justice, you may pay 1R and/or 1G any number of times.
Destroy target artifact. For each additional 1R you paid, destroy another target artifact. For each additional 1G you paid, destroy another target artifact, and you gain 1 life.  

Primoc Escapee 
6U   
Creature - Bird Beast   
4/4   
Flying
Cycling 2 (2, Discard this card: Draw a card.)  

Primordial Ooze 
R   
Creature - Ooze   
1/1   
Primordial Ooze attacks each turn if able.
At the beginning of your upkeep, put a +1/+1 counter on Primordial Ooze. Then pay X, where X is equal to the number of +1/+1 counters on Primordial Ooze, or tap Primordial Ooze and it deals X damage to you.  

Princess Lucrezia 
3UUB   
Legendary Creature    
5/4   
T: Add U to your mana pool.  

Prismatic Boon 
XWU   
Instant    
X target creatures gain protection from the color of your choice until end of turn.  

Prismatic Circle 
2W   
Enchantment    
Cumulative upkeep 1
As Prismatic Circle comes into play, choose a color.
1: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.  

Prismatic Lace 
U   
Instant    
Target permanent becomes the colors of your choice. (This effect doesn't end at end of turn.) (Mana symbols on that permanent remain unchanged.)  

Prismatic Strands 
2W   
Instant    
Prevent all damage that sources of the color of your choice would deal this turn.
Flashback-Tap an untapped white creature you control. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Prismatic Ward 
1W   
Enchant Creature    
As Prismatic Ward comes into play, choose a color.
Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.  

Prison Barricade 
1W   
Creature - Wall   
1/3   
Defender (This creature can't attack.)
Kicker 1W (You may pay an additional 1W as you play this spell.)
If the kicker cost was paid, Prison Barricade comes into play with a +1/+1 counter on it and with "Prison Barricade may attack as though it didn't have defender."  

Pristine Angel 
4WW   
Creature - Angel   
4/4   
Flying
As long as Pristine Angel is untapped, it has protection from artifacts and from all colors.
Whenever you play a spell, you may untap Pristine Angel.  

Private Research 
U   
Enchant Creature    
At the beginning of your upkeep, you may put a page counter on Private Research.
When enchanted creature is put into a graveyard, draw a card for each page counter on Private Research.  

Probe 
2U   
Sorcery    
Kicker 1B (You may pay an additional 1B as you play this spell.)
Draw three cards, then discard two cards.
If the kicker cost was paid, target player discards two cards.  

Prodigal Sorcerer 
2U   
Creature - Wizard   
1/1   
T: Prodigal Sorcerer deals 1 damage to target creature or player.  

Profane Prayers 
2BB   
Sorcery    
Profane Prayers deals X damage to target creature or player and you gain X life, where X is the number of Clerics in play.  

Prohibit 
1U   
Instant    
Kicker 2 (You may pay an additional 2 as you play this spell.)
Counter target spell if its converted mana cost is 2 or less. If the kicker cost was paid, counter that spell if its converted mana cost is 4 or less instead.  

Promise of Bunrei 
2W   
Enchantment    
Whenever a creature you control is put into a graveyard from play, sacrifice Promise of Bunrei. If you do, put four 1/1 colorless Spirit creature tokens into play.  

Promise of Power 
2BBB   
Sorcery    
Choose one - You draw five cards and you lose 5 life; or put a black Demon creature token with flying into play with power and toughness each equal to the number of cards in your hand as the token comes into play.
Entwine 4 (Choose both if you pay the entwine cost.)  

Promised Kannushi 
G   
Creature - Human Druid   
1/1   
Soulshift 7 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 7 or less from your graveyard to your hand.)  

Propaganda 
2U   
Enchantment    
Creatures can't attack you unless their controller pays 2 for each creature attacking you. (This cost is paid as attackers are declared.)  

Prophecy 
W   
Sorcery    
Reveal the top card of target opponent's library. If it's a land, you gain 1 life. That player then shuffles his or her library.
Draw a card at the beginning of the next turn's upkeep.  

Prophetic Bolt 
3UR   
Instant    
Prophetic Bolt deals 4 damage to target creature or player. Look at the top four cards of your library. Put one of those cards into your hand and the rest on the bottom of your library.  

Prosperity 
XU   
Sorcery    
Each player draws X cards.  

Protective Sphere 
2W   
Enchantment    
1, Pay 1 life: Prevent all damage that would be dealt to you this turn by a source of your choice that shares a color with the mana spent on this activation cost. (Colorless mana prevents no damage.)  

Proteus Machine 
3   
Artifact Creature    
2/2   
Morph 0 (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Proteus Machine is turned face up, its type becomes the creature type of your choice. (This effect doesn't end at end of turn.)  

Proteus Staff 
3   
Artifact    
2U, T: Put target creature on the bottom of its owner's library. That creature's controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card into play and the rest on the bottom of his or her library in any order. Play this ability only any time you could play a sorcery.  

Provoke 
1G   
Instant    
Untap target creature you don't control. That creature blocks this turn if able.
Draw a card.  

Prowling Nightstalker 
3B   
Creature - Nightstalker   
2/2   
Prowling Nightstalker can't be blocked except by black creatures.  

Prowling Pangolin 
3BB   
Creature - Beast   
6/5   
When Prowling Pangolin comes into play, any player may sacrifice two creatures. If a player does, sacrifice Prowling Pangolin.  

Psionic Blast 
2U   
Instant    
Psionic Blast deals 4 damage to target creature or player and 2 damage to you.  

Psionic Entity 
4U   
Creature - Entity   
2/2   
T: Psionic Entity deals 2 damage to target creature or player and 3 damage to itself.  

Psionic Gift 
1U   
Enchant Creature    
Enchanted creature has "T: This creature deals 1 damage to target creature or player."  

Psychatog 
1UB   
Creature - Atog   
1/2   
Discard a card: Psychatog gets +1/+1 until end of turn.
Remove two cards in your graveyard from the game: Psychatog gets +1/+1 until end of turn.  

Psychic Allergy 
3UU   
Enchantment    
As Psychic Allergy comes into play, choose a color.
At the beginning of each opponent's upkeep, Psychic Allergy deals X damage to that player, where X is the number of cards of the chosen color he or she controls.
At the beginning of your upkeep, sacrifice Psychic Allergy unless you sacrifice two Islands.  

Psychic Battle 
3UU   
Enchantment    
Whenever a player chooses one or more targets, each player reveals the top card of his or her library. The player who reveals the card with the highest converted mana cost may change the target or targets. If two or more cards are tied for highest cost, the target or targets remain unchanged. Changing targets this way doesn't trigger this ability.  

Psychic Membrane 
2U   
Creature - Wall   
0/3   
Defender (This creature can't attack.)
Whenever Psychic Membrane blocks, you may draw a card.  

Psychic Overload 
3U   
Enchant Permanent    
When Psychic Overload comes into play, tap enchanted permanent.
Enchanted permanent doesn't untap during its controller's untap step.
Enchanted permanent has "Discard two artifact cards: Untap this permanent."  

Psychic Puppetry 
1U   
Instant - Arcane   
Tap or untap target permanent.
Splice onto Arcane U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Psychic Purge 
U   
Sorcery    
Psychic Purge deals 1 damage to target creature or player.
When a spell or ability an opponent controls causes you to discard Psychic Purge, that player loses 5 life.  

Psychic Spear 
B   
Sorcery    
Target player reveals his or her hand. Choose a Spirit or Arcane card from it. That player discards that card.  

Psychic Theft 
1U   
Sorcery    
Target player reveals his or her hand. Choose an instant or sorcery card from it, and remove that card from the game. As long as the card remains removed from the game, you may play it as though it were in your hand. At end of turn, if you haven't played the card, return it to its owner's hand.  

Psychic Trance 
2UU   
Instant    
Until end of turn, Wizards you control gain "T: Counter target spell."  

Psychic Transfer 
4U   
Sorcery    
If the difference between your life total and target player's life total is 5 or less, exchange life totals with that player.  

Psychic Venom 
1U   
Enchant Land    
Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller.  

Psychic Vortex 
2UU   
Enchantment    
Cumulative upkeep-Draw a card.
At the end of your turn, sacrifice a land and discard your hand.  

Psychogenic Probe 
2   
Artifact    
Whenever a spell or ability causes a player to shuffle his or her library, Psychogenic Probe deals 2 damage to him or her.  

Psychotic Haze 
2BB   
Instant    
Psychotic Haze deals 1 damage to each creature and each player.
Madness 1B (You may play this card for its madness cost at the time you discard it.)  

Pteron Ghost 
1W   
Creature - Spirit   
1/1   
Flying
Sacrifice Pteron Ghost: Regenerate target artifact.  

Puffer Extract 
5   
Artifact    
X, T: Target creature you control gets +X/+X until end of turn. Destroy it at end of turn.  

Pull Under 
5B   
Instant - Arcane   
Target creature gets -5/-5 until end of turn.  

Pulsating Illusion 
4U   
Creature - Illusion   
0/1   
Flying
Discard a card: Pulsating Illusion gets +4/+4 until end of turn. Play this ability only once each turn.  

Pulse of Llanowar 
3G   
Enchantment    
If a basic land you control is tapped for mana, it produces mana of any one color instead of its normal type.  

Pulse of the Dross 
1BB   
Sorcery    
Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. Then if that player has more cards in hand than you, return Pulse of the Dross to its owner's hand.  

Pulse of the Fields 
1WW   
Instant    
You gain 4 life. Then if an opponent has more life than you, return Pulse of the Fields to its owner's hand.  

Pulse of the Forge 
1RR   
Instant    
Pulse of the Forge deals 4 damage to target player. Then if that player has more life than you, return Pulse of the Forge to its owner's hand.  

Pulse of the Grid 
1UU   
Instant    
Draw two cards, then discard a card. Then if an opponent has more cards in hand than you, return Pulse of the Grid to its owner's hand.  

Pulse of the Tangle 
1GG   
Sorcery    
Put a 3/3 green Beast creature token into play. Then if an opponent controls more creatures than you, return Pulse of the Tangle to its owner's hand.  

Pulsemage Advocate 
2W   
Creature - Cleric   
1/3   
T: Return three target cards in an opponent's graveyard to his or her hand.  Return target creature card from your graveyard to play.  

Pulverize 
4RR   
Sorcery    
You may sacrifice two Mountains rather than pay Pulverize's mana cost.
Destroy all artifacts.  

Puppet Master 
UUU   
Enchant Creature    
When enchanted creature is put into a graveyard, return that creature to its owner's hand and you may pay UUU. If you do, return a card named Puppet Master from your graveyard to your hand.  

Puppet Strings 
3   
Artifact    
2, T: Tap or untap target creature.  

Puppet's Verdict 
1RR   
Instant    
Flip a coin. If you win the flip, destroy all creatures with power 2 or less. If you lose the flip, destroy all creatures with power 3 or greater.  

Puppeteer 
2U   
Creature - Wizard   
1/2   
U, T: Tap or untap target creature.  

Pure Intentions 
W   
Instant - Arcane   
Whenever a spell or ability an opponent controls causes you to discard cards this turn, return those cards from your graveyard to your hand.
Whenever a spell or ability an opponent controls causes you to discard Pure Intentions, return Pure Intentions from your graveyard to your hand at end of turn.  

Pure Reflection 
2W   
Enchantment    
Whenever a player plays a creature spell, destroy all Reflections. Then that player puts a white Reflection creature token into play with power and toughness each equal to the converted mana cost of that spell.  

Purelace 
W   
Instant    
Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.)  

Purgatory 
2WB   
Enchantment    
If a nontoken creature would be put into your graveyard from play, remove that card from the game instead.
At the beginning of your upkeep, you may pay 4 and 2 life. If you do, return a card removed from the game with Purgatory to play.  

Purge 
1W   
Instant    
Destroy target artifact creature or black creature. It can't be regenerated.  

Purging Scythe 
5   
Artifact    
At the beginning of your upkeep, Purging Scythe deals 2 damage to the creature with the least toughness. If two or more creatures are tied for least toughness, you choose one.  

Purify 
3WW   
Sorcery    
Destroy all artifacts and enchantments.  

Purraj of Urborg 
3BB   
Legendary Creature    
2/3   
Whenever Purraj of Urborg attacks, it gains first strike until end of combat.
Whenever a black spell is played, you may pay B. If you do, put a +1/+1 counter on Purraj of Urborg.  

Pursuit of Knowledge 
3W   
Enchantment    
If you would draw a card, you may put a study counter on Pursuit of Knowledge instead.
Remove three study counters from Pursuit of Knowledge, Sacrifice Pursuit of Knowledge: Draw seven cards.  

Pus Kami 
5BB   
Creature - Spirit   
3/3   
B, Sacrifice Pus Kami: Destroy target nonblack creature.
Soulshift 6 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.)  

Putrefaction 
4B   
Enchantment    
Whenever a player plays a white spell or green spell, that player discards a card.  

Putrid Imp 
B   
Creature - Zombie Imp   
1/1   
Discard a card: Putrid Imp gains flying until end of turn.
Threshold - Putrid Imp gets +1/+1 and can't block. (You have threshold as long as seven or more cards are in your graveyard.)  

Putrid Raptor 
4BB   
Creature - Zombie Beast   
4/4   
Morph-Discard a Zombie card. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Putrid Warrior 
WB   
Creature - Soldier Zombie   
2/2   
Whenever Putrid Warrior deals damage, choose one - each player loses 1 life; or each player gains 1 life.  

Pygmy Allosaurus 
2G   
Creature - Dinosaur   
2/2   
Swampwalk  

Pygmy Hippo 
GU   
Creature - Hippo   
2/2   
Whenever Pygmy Hippo attacks and isn't blocked, you may have defending player play a mana ability of each land he or she controls and empty his or her mana pool. If you do, Pygmy Hippo deals no combat damage this turn and at the beginning of your postcombat main phase, add X to your mana pool, where X is equal to the amount of mana emptied from defending player's mana pool this way.  

Pygmy Kavu 
3G   
Creature - Kavu   
1/2   
When Pygmy Kavu comes into play, draw a card for each black creature your opponents control.  

Pygmy Pyrosaur 
1R   
Creature - Lizard   
1/1   
Pygmy Pyrosaur can't block.
R: Pygmy Pyrosaur gets +1/+0 until end of turn.  

Pygmy Razorback 
1G   
Creature - Boar   
2/1   
Trample  

Pygmy Troll 
1G   
Creature - Troll   
1/1   
Whenever Pygmy Troll becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
G: Regenerate Pygmy Troll.  

Pyknite 
2G   
Creature - Pyknite   
1/1   
When Pyknite comes into play, draw a card at the beginning of the next turn's upkeep.  

Pyramids 
6   
Artifact    
2: Destroy target enchant land.
2: Regenerate target land.  

Pyre Zombie 
1BR   
Creature - Zombie   
2/1   
At the beginning of your upkeep, if Pyre Zombie is in your graveyard, you may pay 1BB. If you do, return Pyre Zombie from your graveyard to your hand.
1RR, Sacrifice Pyre Zombie: Pyre Zombie deals 2 damage to target creature or player.  

Pyric Salamander 
1R   
Creature - Salamander   
1/1   
R: Pyric Salamander gets +1/+0 until end of turn. Sacrifice Pyric Salamander at end of turn.  

Pyrite Spellbomb 
1   
Artifact    
R, Sacrifice Pyrite Spellbomb: Pyrite Spellbomb deals 2 damage to target creature or player.
1, Sacrifice Pyrite Spellbomb: Draw a card.  

Pyroblast 
R   
Instant    
Choose one - Counter target spell if it's blue; or destroy target permanent if it's blue.  

Pyroclasm 
1R   
Sorcery    
Pyroclasm deals 2 damage to each creature.  

Pyrokinesis 
4RR   
Instant    
You may remove a red card in your hand from the game rather than pay Pyrokinesis's mana cost.
Pyrokinesis deals 4 damage divided as you choose among any number of target creatures.  

Pyromancy 
2RR   
Enchantment    
3, Discard a card at random: Pyromancy deals to target creature or player damage equal to the converted mana cost of the discarded card.  

Pyromania 
2R   
Enchantment    
1R, Discard a card at random: Pyromania deals 1 damage to target creature or player.
1R, Sacrifice Pyromania: Pyromania deals 1 damage to target creature or player.  

Pyrostatic Pillar 
1R   
Enchantment    
Whenever a player plays a spell with converted mana cost 3 or less, Pyrostatic Pillar deals 2 damage to that player.  

Pyrotechnics 
4R   
Sorcery    
Pyrotechnics deals 4 damage divided as you choose among any number of target creatures and/or players.  

Python 
1BB   
Creature - Snake   
3/2   
  

Quagmire 
2B   
Enchantment    
Creatures with swampwalk may be blocked as though they didn't have swampwalk.  

Quagmire Druid 
2B   
Creature - Zombie Druid   
2/2   
G, T, Sacrifice a creature: Destroy target enchantment.  

Quagmire Lamprey 
2B   
Creature - Fish   
1/1   
Whenever Quagmire Lamprey becomes blocked by a creature, put a -1/-1 counter on that creature.  

Quarum Trench Gnomes 
3R   
Creature - Gnome   
1/1   
T: Choose target Plains. Whenever that Plains is tapped for mana, it produces colorless mana instead of its normal type. (This effect doesn't end at end of turn.)  

Quash 
2UU   
Instant    
Counter target instant or sorcery spell. Search its controller's graveyard, hand, and library for all cards with the same name as that spell and remove them from the game. That player then shuffles his or her library.  

Questing Phelddagrif 
1GWU   
Creature - Phelddagrif   
4/4   
G: Questing Phelddagrif gets +1/+1 until end of turn. Target opponent puts a 1/1 green Hippo creature token into play.
W: Questing Phelddagrif gains protection from black and from red until end of turn. Target opponent gains 2 life.
U: Questing Phelddagrif gains flying until end of turn. Target opponent may draw a card.  

Quick Sliver 
1G   
Creature - Sliver   
1/1   
You may play Quick Sliver any time you could play an instant.
Any player may play Sliver cards any time he or she could play an instant.  

Quickening Licid 
1W   
Creature - Licid   
1/1   
1W, T: Quickening Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature has first strike" and "W: End the effect that created this ability."  

Quicksand 
Land    
T: Add 1 to your mana pool.
T, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn.  

Quicksilver Amulet 
4   
Artifact    
4, T: Put a creature card from your hand into play.  

Quicksilver Behemoth 
6U   
Creature - Beast   
4/5   
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
When Quicksilver Behemoth attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's in play.)  

Quicksilver Dagger 
1UR   
Enchant Creature    
Enchanted creature has "T: This creature deals 1 damage to target player. You draw a card."  

Quicksilver Dragon 
4UU   
Creature - Dragon   
5/5   
Flying
U: If target spell has only one target and that target is Quicksilver Dragon, change that spell's target to another creature.
Morph 4U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Quicksilver Elemental 
3UU   
Creature - Elemental   
3/4   
U: Quicksilver Elemental gains all activated abilities of target creature until end of turn. (If any of the abilities use that creature's name, use this creature's name instead.)
You may spend blue mana as though it were mana of any color to pay the activation costs of Quicksilver Elemental's abilities.  

Quicksilver Fountain 
3   
Artifact    
At the beginning of each player's upkeep, that player puts a flood counter on target non-Island land he or she controls of his or her choice. That land is an Island as long as it has a flood counter on it.
At end of turn, if all lands in play are Islands, remove all flood counters from them.  

Quicksilver Wall 
2U   
Creature - Wall   
1/6   
Defender (This creature can't attack.)
4: Return Quicksilver Wall to its owner's hand. Any player may play this ability.  

Quiet Purity 
W   
Instant - Arcane   
Destroy target enchantment.  

Quiet Speculation 
1U   
Sorcery    
Search target player's library for up to three cards with flashback and put them into that player's graveyard. Then the player shuffles his or her library.  

Quillmane Baku 
4U   
Creature - Spirit   
3/3   
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Quillmane Baku.
1, T, Remove X ki counters from Quillmane Baku: Return target creature with converted mana cost X or less to its owner's hand.  

Quirion Druid 
2G   
Creature - Druid   
1/2   
G, T: Target land becomes a 2/2 green creature that's still a land. (This effect doesn't end at end of turn.)  

Quirion Dryad 
1G   
Creature - Dryad   
1/1   
Whenever you play a white, blue, black, or red spell, put a +1/+1 counter on Quirion Dryad.  

Quirion Elves 
1G   
Creature - Elf   
1/1   
As Quirion Elves comes into play, choose a color.
T: Add G to your mana pool.
T: Add one mana of the chosen color to your mana pool.  

Quirion Explorer 
1G   
Creature - Elf   
1/1   
T: Add to your mana pool one mana of any color that a land an opponent controls could produce.  

Quirion Ranger 
G   
Creature - Elf   
1/1   
Return a Forest you control to its owner's hand: Untap target creature. Play this ability only once each turn.  

Quirion Sentinel 
1G   
Creature - Elf   
2/1   
When Quirion Sentinel comes into play, add one mana of any color to your mana pool.  

Quirion Trailblazer 
3G   
Creature - Elf   
1/2   
When Quirion Trailblazer comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.  

Qumulox 
6UU   
Creature - Beast   
5/4   
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying  

Rabid Elephant 
4G   
Creature - Elephant   
3/4   
Whenever Rabid Elephant becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.  

Rabid Rats 
1B   
Creature - Rat   
1/1   
T: Target blocking creature gets -1/-1 until end of turn.  

Rabid Wolverines 
3GG   
Creature - Wolverine   
4/4   
Whenever Rabid Wolverines becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.  

Rabid Wombat 
2GG   
Creature - Wombat   
0/1   
Vigilance
Rabid Wombat gets +2/+2 for each enchant creature enchanting it.  

Rack and Ruin 
2R   
Instant    
Destroy two target artifacts.  

Rackling 
4   
Artifact Creature    
2/2   
At the beginning of each opponent's upkeep, Rackling deals X damage to that player, where X is the number of cards in his or her hand fewer than three.  

Radiant Essence 
1GW   
Creature - Spirit   
2/3   
Radiant Essence gets +1/+2 as long as an opponent controls a black permanent.  

Radiant Kavu 
RGW   
Creature - Kavu   
3/3   
RGW: Prevent all combat damage blue creatures and black creatures would deal this turn.  

Radiant, Archangel 
3WW   
Legendary Creature - Angel   
3/3   
Flying, vigilance
Radiant, Archangel gets +1/+1 for each other creature with flying in play.  

Radiant's Dragoons 
3W   
Creature - Soldier   
2/5   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Radiant's Dragoons comes into play, you gain 5 life.  

Radiant's Judgment 
2W   
Instant    
Destroy target creature with power 4 or greater.
Cycling 2 (2, Discard this card: Draw a card.)  

Radiate 
3RR   
Instant    
Choose target instant or sorcery spell that targets only a single permanent or player. For each other permanent or player that spell could target, put a copy of the spell onto the stack. Each copy targets a different one of those permanents and players.  


Radjan Spirit 
3G   
Creature - Spirit   
3/2   
T: Target creature loses flying until end of turn.  

Rag Dealer 
B   
Creature - Human Rogue   
1/1   
2B, T: Remove up to three target cards in a single graveyard from the game.  

Rag Man 
2BB   
Creature - Minion   
2/1   
BBB, T: Target opponent reveals his or her hand and discards a creature card at random. Play this ability only during your turn.  

Rage Weaver 
1R   
Creature - Wizard   
2/1   
2: Target black or green creature gains haste until end of turn.  

Ragged Veins 
1B   
Enchant Creature    
You may play Ragged Veins any time you could play an instant.
Whenever enchanted creature is dealt damage, its controller loses that much life.  

Raging Bull 
2R   
Creature - Bull   
2/2   
  

Raging Cougar 
2R   
Creature - Cat   
2/2   
Haste  

Raging Goblin 
R   
Creature - Goblin   
1/1   
Haste  

Raging Gorilla 
2R   
Creature - Ape   
2/3   
Whenever Raging Gorilla blocks or becomes blocked, it gets +2/-2 until end of turn.  

Raging Kavu 
1RG   
Creature - Kavu   
3/1   
Haste
You may play Raging Kavu any time you could play an instant.  

Raging Minotaur 
2RR   
Creature - Minotaur   
3/3   
Haste  

Raging River 
RR   
Enchantment    
At the beginning of your combat phase, each opponent chooses "east" or "west" for each creature without flying he or she controls.
As you declare attacking creatures, choose "east" or "west" for each attacking creature.
"East" creatures can't block "west" creatures. "West" creatures can't block "east" creatures.  

Raging Spirit 
3R   
Creature - Spirit   
3/3   
2: Raging Spirit is colorless until end of turn.  

Ragnar 
GWU   
Legendary Creature    
2/2   
GWU, T: Regenerate target creature.  

Raiding Nightstalker 
2B   
Creature - Nightstalker   
2/2   
Swampwalk  

Raiding Party 
2R   
Enchantment    
Raiding Party can't be the target of white spells or abilities from white sources.
Sacrifice an Orc: Each player may tap any number of untapped white creatures he or she controls. For each creature tapped this way, that player chooses up to two Plains. Then destroy all Plains that weren't chosen this way by any player.  

Rain of Blades 
W   
Instant    
Rain of Blades deals 1 damage to each attacking creature.  

Rain of Daggers 
4BB   
Sorcery    
Destroy all creatures target opponent controls. You lose 2 life for each creature destroyed this way.  

Rain of Filth 
B   
Instant    
Until end of turn, lands you control gain "Sacrifice this land: Add B to your mana pool."  

Rain of Rust 
3RR   
Instant    
Choose one - Destroy target artifact; or destroy target land.
Entwine 3R (Choose both if you pay the entwine cost.)  

Rain of Salt 
4RR   
Sorcery    
Destroy two target lands.  

Rain of Tears 
1BB   
Sorcery    
Destroy target land.  

Rainbow Crow 
3U   
Creature - Bird   
2/2   
Flying
1: Rainbow Crow becomes the color of your choice until end of turn.  

Rainbow Efreet 
3U   
Creature - Efreet   
3/1   
Flying
UU: Rainbow Efreet phases out.  

Rainbow Vale 
Land    
T: Add one mana of any color to your mana pool. An opponent gains control of Rainbow Vale at end of turn.  

Raise Dead 
B   
Sorcery    
Return target creature card from your graveyard to your hand.  

Raise the Alarm 
1W   
Instant    
Put two 1/1 white Soldier creature tokens into play.  

Raka Disciple 
R   
Creature - Wizard   
1/1   
W, T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
U, T: Target creature gains flying until end of turn.  

Raka Sanctuary 
2R   
Enchantment    
At the beginning of your upkeep, if you control a white or blue permanent, Raka Sanctuary deals 1 damage to target creature. If you control a white permanent and a blue permanent, Raka Sanctuary deals 3 damage to that creature instead.  

Rakalite 
6   
Artifact    
2: Prevent the next 1 damage that would be dealt to target creature or player this turn. Return Rakalite to its owner's hand at end of turn.  

Rakavolver 
2R   
Creature - Volver   
2/2   
Kicker 1W and/or U
If the 1W kicker cost was paid, Rakavolver comes into play with two +1/+1 counters on it and with "Whenever Rakavolver deals damage, you gain that much life."
If the U kicker cost was paid, Rakavolver comes into play with a +1/+1 counter on it and with flying.  

Raksha Golden Cub 
5WW   
Legendary Creature - Cat Soldier   
3/4   
Vigilance
As long as Raksha Golden Cub is equipped, Cats you control get +2/+2 and have double strike.  

Rally 
WW   
Instant    
Blocking creatures get +1/+1 until end of turn.  

Rally the Horde 
5R   
Sorcery    
Remove the top three cards of your library from the game. If the last card removed isn't a land, repeat this process until the last card removed is a land. Put a 1/1 red Warrior creature token into play for each nonland card removed from the game this way.  

Rally the Troops 
W   
Instant    
Play Rally the Troops only during the declare attackers step and only if you are the defending player.
Untap all creatures you control.  

Ramirez DePietro 
3UBB   
Legendary Creature    
4/3   
First strike  

Ramosian Captain 
1WW   
Creature - Rebel   
2/2   
First strike
5, T: Search your library for a Rebel card with converted mana cost 4 or less and put that card into play. Then shuffle your library.  

Ramosian Commander 
2WW   
Creature - Rebel   
2/4   
6, T: Search your library for a Rebel card with converted mana cost 5 or less and put that card into play. Then shuffle your library.  

Ramosian Lieutenant 
1W   
Creature - Rebel   
1/2   
4, T: Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library.  

Ramosian Rally 
3W   
Instant    
If you control a Plains, you may tap an untapped creature you control rather than pay Ramosian Rally's mana cost.
Creatures you control get +1/+1 until end of turn.  

Ramosian Sergeant 
W   
Creature - Rebel   
1/1   
3, T: Search your library for a Rebel card with converted mana cost 2 or less and put that card into play. Then shuffle your library.  

Ramosian Sky Marshal 
3WW   
Creature - Rebel   
3/3   
Flying
7, T: Search your library for a Rebel card with converted mana cost 6 or less and put that card into play. Then shuffle your library.  

Rampant Elephant 
3W   
Creature - Elephant   
2/2   
G: Target creature blocks Rampant Elephant this turn if able.  

Rampant Growth 
1G   
Sorcery    
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.  

Rampart Crawler 
B   
Creature - Mercenary   
1/1   
Rampart Crawler can't be blocked by Walls.  

Ramses Overdark 
2UUBB   
Legendary Creature    
4/3   
T: Destroy target enchanted creature.  

Rancid Earth 
1BB   
Sorcery    
Destroy target land.
Threshold - Instead destroy that land and Rancid Earth deals 1 damage to each creature and each player. (You have threshold if seven or more cards are in your graveyard.)  

Rancor 
G   
Enchant Creature    
Enchanted creature gets +2/+0 and has trample.
When Rancor is put into a graveyard from play, return Rancor to its owner's hand.  

Ranger en-Vec 
1WG   
Creature - Soldier   
2/2   
First strike
G: Regenerate Ranger en-Vec.  

Rank and File 
2BB   
Creature - Zombie   
3/3   
When Rank and File comes into play, all green creatures get -1/-1 until end of turn.  

Ransack 
3U   
Sorcery    
Look at the top five cards of target player's library. Put any number of them on the bottom of that library in any order and the rest on top of the library in any order.  

Rapid Decay 
1B   
Instant    
Remove from the game up to three target cards in a single graveyard.
Cycling 2 (2, Discard this card: Draw a card.)  

Rapid Fire 
3W   
Instant    
Play Rapid Fire only before the declare blockers step.
Target creature gains first strike until end of turn. If it doesn't have rampage, that creature gains rampage 2 until end of turn. (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)  

Rappelling Scouts 
2WW   
Creature - Rebel   
1/4   
Flying
2W: Rappelling Scouts gains protection from the color of your choice until end of turn.  

Rashida Scalebane 
3WW   
Legendary Creature    
3/4   
T: Destroy target attacking or blocking Dragon. It can't be regenerated. You gain life equal to its power.  

Rashka the Slayer 
3WW   
Legendary Creature    
3/3   
Rashka the Slayer may block as though it had flying.
Whenever Rashka blocks one or more black creatures, Rashka gets +1/+2 until end of turn.  

Rasputin Dreamweaver 
4WU   
Legendary Creature    
4/1   
Rasputin Dreamweaver comes into play with seven dream counters on it.
Remove a dream counter from Rasputin: Add 1 to your mana pool.
Remove a dream counter from Rasputin: Prevent the next 1 damage that would be dealt to Rasputin this turn.
At the beginning of your upkeep, if Rasputin started the turn untapped, put a dream counter on it. Rasputin can't have more than seven dream counters on it.  

Rath's Edge 
Legendary Land    
T: Add 1 to your mana pool.
4, T, Sacrifice a land: Rath's Edge deals 1 damage to target creature or player.  

Rathi Assassin 
2BB   
Creature - Mercenary   
2/2   
1BB, T: Destroy target tapped nonblack creature.
3, T: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library.  

Rathi Dragon 
2RR   
Creature - Dragon   
5/5   
Flying
When Rathi Dragon comes into play, sacrifice it unless you sacrifice two Mountains.  

Rathi Fiend 
3B   
Creature - Mercenary   
2/2   
When Rathi Fiend comes into play, each player loses 3 life.
3, T: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library.  

Rathi Intimidator 
1BB   
Creature - Mercenary   
2/1   
Fear
2, T: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library.  

Rats of Rath 
1B   
Creature - Rat   
2/1   
B: Destroy target artifact, creature, or land you control.  

Rats' Feast 
XB   
Sorcery    
Remove X target cards in a single graveyard from the game.  

Ravaged Highlands 
Land    
Ravaged Highlands comes into play tapped.
T: Add R to your mana pool.
T, Sacrifice Ravaged Highlands: Add one mana of any color to your mana pool.  

Ravages of War 
3W   
Sorcery    
Destroy all lands.  

Ravaging Horde 
3RR   
Creature - Soldier   
3/3   
When Ravaging Horde comes into play, destroy target land.  

Raven Familiar 
2U   
Creature - Bird   
1/2   
Flying; echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Raven Familiar comes into play, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.  

Raven Guild Initiate 
2U   
Creature - Wizard   
1/4   
Morph-Return a Bird you control to its owner's hand. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Raven Guild Master 
1UU   
Creature - Wizard Mutant   
1/1   
Whenever Raven Guild Master deals combat damage to a player, that player removes the top ten cards of his or her library from the game.
Morph 2UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Ravenous Baboons 
3R   
Creature - Ape   
2/2   
When Ravenous Baboons comes into play, destroy target nonbasic land.  

Ravenous Baloth 
2GG   
Creature - Beast   
4/4   
Sacrifice a Beast: You gain 4 life.  

Ravenous Rats 
1B   
Creature - Rat   
1/1   
When Ravenous Rats comes into play, target opponent discards a card.  

Ravenous Skirge 
2B   
Creature - Imp   
1/1   
Flying
Whenever Ravenous Skirge attacks, it gets +2/+0 until end of turn.  

Ravenous Vampire 
3BB   
Creature - Vampire   
3/3   
Flying
At the beginning of your upkeep, you may sacrifice a nonartifact creature. If you do, put a +1/+1 counter on Ravenous Vampire. If you don't, tap Ravenous Vampire.  

Raving Oni-Slave 
1B   
Creature - Ogre Warrior   
3/3   
When Raving Oni-Slave comes into play, you lose 3 life if you don't control a Demon.
When Raving Oni-Slave leaves play, you lose 3 life if you don't control a Demon.  

Ray of Command 
3U   
Instant    
Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn.
When you lose control of the creature, tap it.  

Ray of Distortion 
3W   
Instant    
Destroy target artifact or enchantment.
Flashback 4WW (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Ray of Erasure 
U   
Instant    
Target player puts the top card from his or her library into his or her graveyard.
Draw a card at the beginning of the next turn's upkeep.  

Ray of Revelation 
1W   
Instant    
Destroy target enchantment.
Flashback G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Rayne, Academy Chancellor 
2U   
Legendary Creature - Wizard   
1/1   
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card, and if Rayne, Academy Chancellor is enchanted, you may draw another card.  

Raze 
R   
Sorcery    
As an additional cost to play Raze, sacrifice a land.
Destroy target land.  

Razing Snidd 
4BR   
Creature - Beast   
3/3   
When Razing Snidd comes into play, return a black or red creature you control to its owner's hand.
When Razing Snidd comes into play, each player sacrifices a land.  

Razor Barrier 
1W   
Instant    
Target permanent you control gains protection from artifacts or from the color of your choice until end of turn.  

Razor Golem 
6   
Artifact Creature - Golem   
3/4   
Affinity for Plains (This spell costs 1 less to play for each Plains you control.)
Vigilance  

Razor Pendulum 
4   
Artifact    
At the end of each player's turn, if that player has 5 life or less, Razor Pendulum deals 2 damage to him or her.  

Razorclaw Bear 
2GG   
Creature - Bear   
3/3   
Whenever Razorclaw Bear becomes blocked, it gets +2/+2 until end of turn.  

Razorfin Hunter 
UR   
Creature - Merfolk Goblin   
1/1   
T: Razorfin Hunter deals 1 damage to target creature or player.  

Razorfoot Griffin 
3W   
Creature - Griffin   
2/2   
Flying, first strike  

Razorgrass Screen 
1   
Artifact Creature - Wall   
2/1   
Defender (This creature can't attack.)
Razorgrass Screen blocks each turn if able.  

Razorjaw Oni 
3B   
Creature - Demon Spirit   
4/5   
Black creatures can't block.  

Razormane Masticore 
5   
Artifact Creature    
5/5   
First strike
At the beginning of your upkeep, sacrifice Razormane Masticore unless you discard a card.
At the beginning of your draw step, you may have Razormane Masticore deal 3 damage to target creature.  

Razortooth Rats 
2B   
Creature - Rat   
2/1   
Fear  

Reach Through Mists 
U   
Instant - Arcane   
Draw a card.  

Read the Runes 
XU   
Instant    
Draw X cards. For each card drawn this way, discard a card unless you sacrifice a permanent.  

Reality Anchor 
1G   
Instant    
Target creature loses shadow until end of turn.
Draw a card.  

Reality Ripple 
1U   
Instant    
Target artifact, creature, or land phases out.  

Reality Twist 
UUU   
Enchantment    
Cumulative upkeep 1UU
If tapped for mana, Plains produce R, Swamps produce G, Mountains produce W, and Forests produce B instead of their normal type.  

Reanimate 
B   
Sorcery    
Put target creature card from a graveyard into play under your control. You lose life equal to its converted mana cost.  

Reap 
1G   
Instant    
Return any number of target cards from your graveyard to your hand. You can't choose more cards than the number of black permanents your opponents control.  

Reap and Sow 
3G   
Sorcery    
Choose one - Destroy target land; or search your library for a land card, put that card into play, then shuffle your library.
Entwine 1G (Choose both if you pay the entwine cost.)  

Reaping the Graves 
2B   
Instant    
Return target creature card from your graveyard to your hand.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)  

Reaping the Rewards 
W   
Instant    
Buyback-Sacrifice a land. (You may sarifice a land in addition to any other costs as you play this spell. If you do, put Reaping the Rewards into your hand instead of your graveyard as part of its resolution.)
You gain 2 life.  

Rebel Informer 
2B   
Creature - Mercenary Rebel   
1/2   
Rebel Informer can't be the target of white spells or abilities from white sources.
3: Put target Rebel on the bottom of its owner's library.  

Rebirth 
3GGG   
Sorcery    
Remove Rebirth from your deck before playing if you're not playing for ante.
Each player may put the top card of his or her library into the ante. If a player does, his or her life total becomes 20.  

Reborn Hero 
2W   
Creature - Soldier   
2/2   
Vigilance
Threshold - When Reborn Hero is put into a graveyard from play, you may pay WW. If you do, return Reborn Hero to play under your control. (You have threshold if seven or more cards are in your graveyard.)  

Rebound 
1U   
Instant    
Change the target of target spell with a single target if that target is a player. The new target must be a player.  

Rebuild 
2U   
Instant    
Return all artifacts to their owners' hands.
Cycling 2 (2, Discard this card: Draw a card.)  

Rebuking Ceremony 
3GG   
Sorcery    
Put two target artifacts on top of their owners' libraries.  

Recall 
XXU   
Sorcery    
Discard X cards, then return a card from your graveyard to your hand for each card discarded this way. Remove Recall from the game.  

Recantation 
3UU   
Enchantment    
At the beginning of your upkeep, you may put a verse counter on Recantation.
U, Sacrifice Recantation: Return up to X target permanents to their owners' hands, where X is the number of verse counters on Recantation.  

Reciprocate 
W   
Instant    
Remove from the game target creature that dealt damage to you this turn.  

Reckless Abandon 
R   
Sorcery    
As an additional cost to play Reckless Abandon, sacrifice a creature.
Reckless Abandon deals 4 damage to target creature or player.  

Reckless Assault 
2BR   
Enchantment    
1, Pay 2 life: Reckless Assault deals 1 damage to target creature or player.  

Reckless Charge 
R   
Sorcery    
Target creature gets +3/+0 and gains haste until end of turn.
Flashback 2R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Reckless Embermage 
3R   
Creature - Wizard   
2/2   
1R: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself.  

Reckless Ogre 
3R   
Creature - Ogre   
3/2   
Whenever Reckless Ogre attacks alone, it gets +3/+0 until end of turn.  

Reckless One 
3R   
Creature - Goblin Avatar   
*/*   
Haste
Reckless One's power and toughness are each equal to the number of Goblins in play.  

Reckless Spite 
1BB   
Instant    
Destroy two target nonblack creatures. You lose 5 life.  

Reclaim 
G   
Instant    
Put target card from your graveyard on top of your library.  

Reclamation 
2GW   
Enchantment    
Black creatures have "This creature can't attack unless you sacrifice a land." (This cost is paid as attackers are declared.)  

Reclusive Wight 
3B   
Creature - Minion   
4/4   
At the beginning of your upkeep, if you control another nonland permanent, sacrifice Reclusive Wight.  

Recoil 
1UB   
Instant    
Return target permanent to its owner's hand. Then that player discards a card.  

Reconnaissance 
W   
Enchantment    
0: Remove target attacking creature you control from combat and untap it. Prevent all combat damage that would be dealt to and dealt by that creature this turn.  

Reconstruction 
U   
Sorcery    
Return target artifact card from your graveyard to your hand.  

Recoup 
1R   
Sorcery    
Target sorcery card in your graveyard gains flashback until end of turn. If you play that card this turn, its flashback cost becomes equal to its mana cost as you play it. (Mana cost includes color.)
Flashback 3R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Recover 
2B   
Sorcery    
Return target creature card from your graveyard to your hand.
Draw a card.  

Recuperate 
3W   
Instant    
Choose one - You gain 6 life; or prevent the next 6 damage that would be dealt to target creature this turn.  

Recurring Nightmare 
2B   
Enchantment    
Sacrifice a creature, Return Recurring Nightmare to its owner's hand: Return target creature card from your graveyard to play. Play this ability only any time you could play a sorcery.  

Recycle 
4GG   
Enchantment    
Skip your draw step.
Whenever you play a card, draw a card.
Your maximum hand size is two.  

Red Cliffs Armada 
4U   
Creature - Ship   
5/4   
Red Cliffs Armada can't attack unless defending player controls an Island.  

Red Elemental Blast 
R   
Instant    
Choose one - Counter target blue spell; or destroy target blue permanent.  

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

Red Scarab 
W   
Enchant Creature    
Enchanted creature can't be blocked by red creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a red permanent.  

Red Ward 
W   
Enchant Creature    
Enchanted creature has protection from red. This effect doesn't remove Red Ward.  

Redeem 
1W   
Instant    
Prevent all damage that would be dealt this turn to up to two target creatures.  

Reduce to Dreams 
3UU   
Sorcery    
Return all artifacts and enchantments to their owners' hands.  

Redwood Treefolk 
4G   
Creature - Treefolk   
3/6   
  

Reef Pirates 
1UU   
Creature - Ship   
2/2   
Whenever Reef Pirates deals damage to an opponent, that player puts the top card from his or her library into his or her graveyard.  

Reef Shaman 
U   
Creature - Merfolk   
0/2   
T: Target land's type becomes the basic land type of your choice until end of turn.  

Reflect Damage 
3RW   
Instant    
The next time a source of your choice would deal damage this turn, that damage is dealt to that source's controller instead.  

Reflecting Mirror 
4   
Artifact    
X, T: Change the target of target spell with a single target if that target is you. The new target must be a player. X is twice the converted mana cost of that spell.  

Reflecting Pool 
Land    
T: Add to your mana pool one mana of any type that a land you control could produce.  

Reflexes 
R   
Enchant Creature    
Enchanted creature has first strike.  

Refresh 
2G   
Instant    
Regenerate target creature.
Draw a card.  

Refreshing Rain 
3G   
Instant    
If an opponent controls a Swamp and you control a Forest, you may play Refreshing Rain without paying its mana cost.
Target player gains 6 life.  

Regal Unicorn 
2W   
Creature - Unicorn   
2/3   
  

Regeneration 
1G   
Enchant Creature    
G: Regenerate enchanted creature.  

Regress 
2U   
Instant    
Return target permanent to its owner's hand.  

Regrowth 
1G   
Sorcery    
Return target card from your graveyard to your hand.  

Reign of Chaos 
2RR   
Sorcery    
Choose one - Destroy target Plains and target white creature; or destroy target Island and target blue creature.  

Reign of Terror 
3BB   
Sorcery    
Destroy all white creatures or all green creatures. They can't be regenerated. You lose 2 life for each creature put into a graveyard this way.  

Reincarnation 
1GG   
Instant    
Choose target creature. When that creature is put into a graveyard this turn, return a creature card from that graveyard to play under the control of that creature's owner.  

Reinforcements 
W   
Instant    
Put up to three target creature cards from your graveyard on top of your library in any order.  

Reins of Power 
2UU   
Instant    
Untap all creatures. You and target opponent each gain control of all creatures the other controls until end of turn. Those creatures gain haste until end of turn.  

Reito Lantern 
2   
Artifact    
3: Put target card in a graveyard on the bottom of its owner's library.  

Reiver Demon 
4BBBB   
Creature - Demon   
6/6   
Flying
When Reiver Demon comes into play, if you played it from your hand, destroy all nonartifact, nonblack creatures. They can't be regenerated.  

Rejuvenate 
3G   
Sorcery    
You gain 6 life.
Cycling 2 (2, Discard this card: Draw a card.)  

Rejuvenation Chamber 
3   
Artifact    
Fading 2 (This artifact comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
T: You gain 2 life.  

Reki, the History of Kamigawa 
2G   
Legendary Creature - Human Shaman   
1/2   
Whenever you play a legendary spell, draw a card.  

Relearn 
1UU   
Sorcery    
Return target instant or sorcery card from your graveyard to your hand.  

Relentless Assault 
2RR   
Sorcery    
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.  

Relentless Rats 
1BB   
Creature - Rat   
2/2   
Relentless Rats gets +1/+1 for each other creature in play named Relentless Rats.
A deck can have any number of cards named Relentless Rats.  

Relic Bane 
1BB   
Enchant Artifact    
Enchanted artifact has "At the beginning of your upkeep, you lose 2 life."  

Relic Barrier 
2   
Artifact    
T: Tap target artifact.  

Relic Bind 
2U   
Enchant Artifact    
Relic Bind can enchant only an artifact an opponent controls.
Whenever enchanted artifact becomes tapped, choose one - Relic Bind deals 1 damage to target player; or target player gains 1 life.  

Relic Ward 
1W   
Enchant Artifact    
You may play Relic Ward any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.
Enchanted artifact can't be the target of spells or abilities.  

Reliquary Monk 
2W   
Creature - Cleric   
2/2   
When Reliquary Monk is put into a graveyard from play, destroy target artifact or enchantment.  

Remedy 
1W   
Instant    
Prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.  

Remembrance 
3W   
Enchantment    
Whenever a nontoken creature you control is put into a graveyard from play, you may search your library for a creature card with the same name as that creature, reveal the card and put it into your hand. If you do, shuffle your library.  

Reminisce 
2U   
Sorcery    
Target player shuffles his or her graveyard into his or her library.  

Remote Farm 
Land    
Remote Farm comes into play tapped with two depletion counters on it.
T, Remove a depletion counter from Remote Farm: Add WW to your mana pool. If there are no depletion counters on Remote Farm, sacrifice it.  

Remote Isle 
Land    
Remote Isle comes into play tapped.
T: Add U to your mana pool.
Cycling 2 (2, Discard this card: Draw a card.)  

Remove 
U   
Instant    
Play Remove only during the declare attackers step and only if you are the defending player.
Return target attacking creature to its owner's hand.  

Remove Enchantments 
W   
Instant    
Return all enchantments you own and control to your hand. Destroy all other enchantments enchanting permanents you control and/or enchanting attacking creatures.  

Remove Soul 
1U   
Instant    
Counter target creature spell.  

Rend Flesh 
2B   
Instant - Arcane   
Destroy target non-Spirit creature.  

Rend Spirit 
2B   
Instant    
Destroy target Spirit.  

Rending Vines 
1GG   
Instant - Arcane   
Destroy target artifact or enchantment if its converted mana cost is less than or equal to the number of cards in your hand.
Draw a card.  

Renegade Troops 
4R   
Creature - Soldier   
4/2   
Haste  

Renegade Warlord 
4R   
Creature - Soldier   
3/3   
First strike
Whenever Renegade Warlord attacks, each other attacking creature gets +1/+0 until end of turn.  

Renewal 
2G   
Sorcery    
As an additional cost to play Renewal, sacrifice a land.
Search your library for a basic land card and put that card into play. Then shuffle your library.
Draw a card at the beginning of the next turn's upkeep.  

Renewed Faith 
2W   
Instant    
You gain 6 life.
Cycling 1W (1W, Discard this card: Draw a card.)
When you cycle Renewed Faith, you may gain 2 life.  

Renewing Dawn 
1W   
Sorcery    
You gain 2 life for each Mountain target opponent controls.  

Renewing Touch 
G   
Sorcery    
Shuffle any number of target creature cards from your graveyard into your library.  

Renounce 
1W   
Instant    
Sacrifice any number of permanents. You gain 2 life for each one sacrificed this way.  

Reparations 
1WU   
Enchantment    
Whenever an opponent plays a spell that targets you or a creature you control, you may draw a card.  

Repel 
3U   
Instant    
Put target creature on top of its owner's library.  

Repentance 
2W   
Sorcery    
Target creature deals damage to itself equal to its power.  

Repentant Blacksmith 
1W   
Creature - Smith   
1/2   
Protection from red  

Repentant Vampire 
3BB   
Creature - Vampire   
3/3   
Flying
Whenever a creature dealt damage by Repentant Vampire this turn is put into a graveyard, put a +1/+1 counter on Repentant Vampire.
Threshold - Repentant Vampire is white and has "T: Destroy target black creature."  

Repercussion 
1RR   
Enchantment    
Whenever a creature is dealt damage, Repercussion deals that much damage to that creature's controller.  

Replenish 
3W   
Sorcery    
Return all enchantment cards from your graveyard to play. (Local enchantments with no permanent to enchant remain in your graveyard.)  

Repopulate 
1G   
Instant    
Shuffle all creature cards from target player's graveyard into that player's library.
Cycling 2 (2, Discard this card: Draw a card.)  

Reprisal 
1W   
Instant    
Destroy target creature with power 4 or greater. It can't be regenerated.  

Reprocess 
2BB   
Sorcery    
Sacrifice any number of artifacts, creatures, and/or lands. Draw a card for each permanent sacrificed this way.  

Repulse 
2U   
Instant    
Return target creature to its owner's hand.
Draw a card.  

Rescind 
1UU   
Instant    
Return target permanent to its owner's hand.
Cycling 2 (2, Discard this card: Draw a card.)  

Rescue 
U   
Instant    
Return target permanent you control to its owner's hand.  

Reset 
UU   
Instant    
Play Reset only during an opponent's turn after his or her upkeep step.
Untap all lands you control.  

Reshape 
XUU   
Sorcery    
As an additional cost to play Reshape, sacrifice an artifact.
Search your library for an artifact card with converted mana cost X or less and put it into play. Then shuffle your library.  

Resilient Wanderer 
2WW   
Creature - Nomad   
2/3   
First strike
Discard a card: Resilient Wanderer gains protection from the color of your choice until end of turn.  

Resistance Fighter 
W   
Creature - Soldier   
1/1   
Sacrifice Resistance Fighter: Prevent all combat damage target creature would deal this turn.  

Respite 
1G   
Instant    
Prevent all combat damage that would be dealt this turn. You gain 1 life for each attacking creature.  

Restless Dead 
1B   
Creature - Skeleton   
1/1   
B: Regenerate Restless Dead.  

Restless Dreams 
B   
Sorcery    
As an additional cost to play Restless Dreams, discard X cards.
Return X target creature cards from your graveyard to your hand.  

Restock 
3GG   
Sorcery    
Return two target cards from your graveyard to your hand. Remove Restock from the game.  

Restrain 
2W   
Instant    
Prevent all combat damage that would be dealt by target attacking creature this turn.
Draw a card.  

Resurrection 
2WW   
Sorcery    
Return target creature card from your graveyard to play.  

Resuscitate 
1G   
Instant    
Until end of turn, creatures you control gain "1: Regenerate this creature."  

Retaliate 
2WW   
Instant    
Destroy all creatures that dealt damage to you this turn.  

Retaliation 
2G   
Enchantment    
Creatures you control have "Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it."  

Rethink 
2U   
Instant    
Counter target spell unless its controller pays X, where X is its converted mana cost.  

Retraced Image 
U   
Sorcery    
Reveal a card in your hand, then put that card into play if it has the same name as a permanent.  

Retract 
U   
Instant    
Return all artifacts you control to their owner's hand.  

Retribution 
2RR   
Sorcery    
Choose two target creatures an opponent controls. That player chooses and sacrifices one of those creatures. Put a -1/-1 counter on the other.  

Retribution of the Meek 
2W   
Sorcery    
Destroy all creatures with power 4 or greater. They can't be regenerated.  

Retromancer 
2RR   
Creature - Viashino   
3/3   
Whenever Retromancer becomes the target of a spell or ability, Retromancer deals 3 damage to that spell or ability's controller.  

Return of the Nightstalkers 
5BB   
Sorcery    
Return all Nightstalker cards from your graveyard to play. Then destroy all Swamps you control.  

Return to Battle 
B   
Sorcery    
Return target creature card from your graveyard to your hand.  

Reveille Squad 
2WW   
Creature - Rebel   
3/3   
Whenever one or more creatures attack you, if Reveille Squad is untapped, you may untap all creatures you control.  

Reveka, Wizard Savant 
2UU   
Legendary Creature    
0/1   
T: Reveka, Wizard Savant deals 2 damage to target creature or player and doesn't untap during your next untap step.  

Revelation 
G   
World Enchantment    
All players play with their hands revealed.  

Revenant 
4B   
Creature - Spirit   
*/*   
Flying
Revenant's power and toughness are each equal to the number of creature cards in your graveyard.  

Reverberation 
2UU   
Instant    
All damage that would be dealt this turn by target sorcery spell is dealt to that spell's controller instead.  

Revered Elder 
2W   
Creature - Cleric   
1/2   
1: Prevent the next 1 damage that would be dealt to Revered Elder this turn.  

Revered Unicorn 
1W   
Creature - Unicorn   
2/3   
Cumulative upkeep 1
When Revered Unicorn leaves play, its controller gains life equal to the number of age counters on it.  

Reverence 
2WW   
Enchantment    
Creatures with power 2 or less can't attack you.  

Reverent Mantra 
3W   
Instant    
You may remove a white card in your hand from the game rather than pay Reverent Mantra's mana cost.
All creatures gain protection from the color of your choice until end of turn.  

Reverent Silence 
3G   
Sorcery    
If you control a Forest, you may have each other player gain 6 life rather than pay Reverent Silence's mana cost.
Destroy all enchantments.  

Reversal of Fortune 
4RR   
Sorcery    
Target opponent reveals his or her hand. You may copy an instant or sorcery card in it. If you do, you may play the copy without paying its mana cost.  

Reverse Damage 
1WW   
Instant    
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.  

Reverse Polarity 
WW   
Instant    
You gain X life, where X is twice the damage dealt to you so far this turn by artifacts.  

Reverse the Sands 
6WW   
Sorcery    
Redistribute any number of players' life totals. (Each of those players gets one life total back.)  

Revive 
1G   
Sorcery    
Return target green card from your graveyard to your hand.  

Reviving Dose 
2W   
Instant    
You gain 3 life.
Draw a card.  

Reviving Vapors 
2WU   
Instant    
Reveal the top three cards of your library and put one of them into your hand. You gain life equal to that card's converted mana cost. Put the other cards revealed this way into your graveyard.  

Reward the Faithful 
W   
Instant    
Any number of target players each gains life equal to the highest converted mana cost among permanents you control.  

Rewards of Diversity 
2W   
Enchantment    
Whenever an opponent plays a multicolored spell, you gain 4 life.  

Reweave 
5U   
Instant - Arcane   
Target permanent's controller sacrifices it. That player reveals cards from the top of his or her library until he or she reveals a card that shares a card type with the sacrificed permanent. The player puts that card into play, then shuffles his or her library.
Splice onto Arcane 2UU  

Rewind 
2UU   
Instant    
Counter target spell, then untap up to four lands.  

Reya Dawnbringer 
6WWW   
Legendary Creature - Angel   
4/6   
Flying
At the beginning of your upkeep, you may return target creature card from your graveyard to play.  

Rhox 
4GG   
Creature - Beast   
5/5   
You may have Rhox deal its combat damage to defending player as though it weren't blocked.
2G: Regenerate Rhox.  

Rhystic Cave 
Land    
T: Choose a color. Add one mana of that color to your mana pool unless any player pays 1. You can't play this ability as another spell or ability is being played.  

Rhystic Circle 
2WW   
Enchantment    
1: Any player may pay 1. If no one does, the next time a source of your choice would deal damage to you this turn, prevent that damage.  

Rhystic Deluge 
2U   
Enchantment    
U: Tap target creature unless its controller pays 1.  

Rhystic Lightning 
2R   
Instant    
Rhystic Lightning deals 4 damage to target creature or player unless that creature's controller or that player pays 2. If he or she does, Rhystic Lightning deals 2 damage to the creature or player.  

Rhystic Scrying 
2UU   
Sorcery    
Draw three cards. Then, if any player pays 2, discard three cards.  

Rhystic Shield 
1W   
Instant    
Creatures you control get +0/+1 until end of turn. They get an additional +0/+2 until end of turn unless any player pays 2.  

Rhystic Study 
2U   
Enchantment    
Whenever an opponent plays a spell, you may draw a card unless that player pays 1.  

Rhystic Syphon 
3BB   
Sorcery    
Unless target player pays 3, he or she loses 5 life and you gain 5 life.  

Rhystic Tutor 
2B   
Sorcery    
Unless any player pays 2, search your library for a card, put that card into your hand, then shuffle your library.  

Rib Cage Spider 
2G   
Creature - Spider   
1/4   
Rib Cage Spider may block as though it had flying.  

Ribbon Snake 
1UU   
Creature - Snake   
2/3   
Flying
2: Ribbon Snake loses flying until end of turn. Any player may play this ability.  

Ribbons of the Reikai 
4U   
Sorcery - Arcane   
Draw a card for each Spirit you control.  

Ridgeline Rager 
2R   
Creature - Beast   
1/2   
R: Ridgeline Rager gets +1/+0 until end of turn.  

Ridgetop Raptor 
3R   
Creature - Beast   
2/1   
Double strike (This creature deals both first-strike and regular combat damage.)  

Riding Red Hare 
2W   
Sorcery    
Target creature gets +3/+3 and gains horsemanship until end of turn.  

Riding the Dilu Horse 
2G   
Sorcery    
Target creature gets +2/+2 and gains horsemanship. (This effect does not end at end of turn)  

Riftstone Portal 
Land    
T: Add 1 to your mana pool.
As long as Riftstone Portal is in your graveyard, lands you control have "T: Add G or W to your mana pool."  

Righteous Aura 
1W   
Enchantment    
W, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage.  

Righteous Avengers 
4W   
Creature - Avenger   
3/1   
Plainswalk  

Righteous Cause 
3WW   
Enchantment    
Whenever a creature attacks, you gain 1 life.  

Righteous Charge 
1WW   
Sorcery    
Creatures you control get +2/+2 until end of turn.  

Righteous Fury 
4WW   
Sorcery    
Destroy all tapped creatures. You gain 2 life for each creature destroyed this way.  

Righteous Indignation 
2W   
Enchantment    
Whenever a creature blocks a black or red creature, the blocking creature gets +1/+1 until end of turn.  

Righteous War 
1WB   
Enchantment    
White creatures you control have protection from black.
Black creatures you control have protection from white.  

Righteousness 
W   
Instant    
Target blocking creature gets +7/+7 until end of turn.  

Rime Dryad 
G   
Creature - Dryad   
1/2   
Snow-covered forestwalk  

Ring of Gix 
3   
Artifact    
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
1, T: Tap target artifact, creature, or land.  

Ring of Immortals 
5   
Artifact    
3, T: Counter target instant or enchantment spell that targets a permanent you control.  

Ring of Ma'rf 
5   
Artifact    
5, T, Remove Ring of Ma'rf from the game: The next time you would draw a card this turn, instead choose a card you own from outside the game and put it into your hand.  

Ring of Renewal 
5   
Artifact    
5, T, Discard a card at random: Draw two cards.  

Riptide 
U   
Instant    
Tap all blue creatures.  

Riptide Biologist 
1U   
Creature - Wizard   
1/2   
Protection from Beasts
Morph 2U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Riptide Chronologist 
3UU   
Creature - Wizard   
1/3   
U, Sacrifice Riptide Chronologist: Untap all creatures of the type of your choice.  

Riptide Crab 
1WU   
Creature - Crab   
1/3   
Vigilance
When Riptide Crab is put into a graveyard from play, draw a card.  

Riptide Director 
2UU   
Creature - Wizard   
2/3   
2UU, T: Draw a card for each Wizard you control.  

Riptide Entrancer 
1UU   
Creature - Wizard   
1/1   
Whenever Riptide Entrancer deals combat damage to a player, you may sacrifice it. If you do, gain control of target creature that player controls. (This effect doesn't end at end of turn.)
Morph UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Riptide Laboratory 
Land    
T: Add 1 to your mana pool.
1U, T: Return target Wizard you control to its owner's hand.  

Riptide Mangler 
1U   
Creature - Beast   
0/3   
1U: Change Riptide Mangler's power to target creature's power. (It doesn't change back at end of turn.)  

Riptide Replicator 
X4   
Artifact    
As Riptide Replicator comes into play, choose a color and a creature type.
Riptide Replicator comes into play with X charge counters on it.
4, T: Put an X/X creature token of the chosen color and type into play, where X is the number of charge counters on Riptide Replicator.  

Riptide Shapeshifter 
3UU   
Creature - Shapeshifter   
3/3   
2UU, Sacrifice Riptide Shapeshifter: Choose a creature type. Reveal cards from the top of your library until you reveal a creature card of that type. Put that card into play and shuffle the rest into your library.  

Riptide Survivor 
2U   
Creature - Wizard   
2/1   
Morph 1UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Riptide Survivor is turned face up, discard two cards, then draw three cards.  

Rishadan Airship 
2U   
Creature - Pirate   
3/1   
Flying
Rishadan Airship may block only creatures with flying.  

Rishadan Brigand 
4U   
Creature - Pirate   
3/2   
Flying
When Rishadan Brigand comes into play, each opponent sacrifices a permanent unless he or she pays 3.
Rishadan Brigand may block only creatures with flying.  

Rishadan Cutpurse 
2U   
Creature - Pirate   
1/1   
When Rishadan Cutpurse comes into play, each opponent sacrifices a permanent unless he or she pays 1.  

Rishadan Footpad 
3U   
Creature - Pirate   
2/2   
When Rishadan Footpad comes into play, each opponent sacrifices a permanent unless he or she pays 2.  

Rishadan Pawnshop 
2   
Artifact    
2, T: Shuffle target nontoken permanent you control into its owner's library.  

Rishadan Port 
Land    
T: Add 1 to your mana pool.
1, T: Tap target land.  

Rising Waters 
3U   
Enchantment    
Lands don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a land he or she controls.  

Risky Move 
3RRR   
Enchantment    
At the beginning of each player's upkeep, that player gains control of Risky Move.
When you gain control of Risky Move from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature.  

Rite of Passage 
2G   
Enchantment    
Whenever a creature you control is dealt damage, put a +1/+1 counter on it. (The damage is dealt before the counter is put on.)  

Rites of Initiation 
R   
Instant    
Discard any number of cards at random. Creatures you control get +1/+0 until end of turn for each card discarded this way.  

Rites of Refusal 
1U   
Instant    
Discard any number of cards. Counter target spell unless its controller pays 3 for each card discarded this way.  

Rites of Spring 
1G   
Sorcery    
Discard any number of cards. Search your library for that many basic land cards, reveal those cards, and put them into your hand. Then shuffle your library.  

Rith, the Awakener 
3RGW   
Legendary Creature - Dragon   
6/6   
Flying
Whenever Rith, the Awakener deals combat damage to a player, you may pay 2G. If you do, choose a color. Put a 1/1 green Saproling creature token into play for each permanent of that color.  

Rith's Attendant 
5   
Artifact Creature - Golem   
3/3   
1, Sacrifice Rith's Attendant: Add RGW to your mana pool.  

Rith's Charm 
RGW   
Instant    
Choose one - Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens into play; or prevent all damage a source of your choice would deal this turn.  

Rith's Grove 
Land - Lair   
When Rith's Grove comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand.
T: Add R, G, or W to your mana pool.  

Ritual of Restoration 
W   
Sorcery    
Return target artifact card from your graveyard to your hand.  

Ritual of Steel 
2W   
Enchant Creature    
When Ritual of Steel comes into play, draw a card at the beginning of the next turn's upkeep.
Enchanted creature gets +0/+2.  

Ritual of Subdual 
4GG   
Enchantment    
Cumulative upkeep 2
If tapped for mana, lands produce colorless mana instead of their normal type.  

Ritual of the Machine 
2BB   
Sorcery    
As an additional cost to play Ritual of the Machine, sacrifice a creature.
Gain control of target nonblack, nonartifact creature.  

Rivalry 
2R   
Enchantment    
At the beginning of each player's upkeep, if that player controls more lands than any other, Rivalry deals 2 damage to him or her.  

Riven Turnbull 
5UB   
Legendary Creature    
5/7   
T: Add B to your mana pool.  

River Bear 
3G   
Creature - Bear   
3/3   
Islandwalk  

River Boa 
1G   
Creature - Snake   
2/1   
Islandwalk
G: Regenerate River Boa.  

River Delta 
Land    
T: Add U or B to your mana pool. River Delta doesn't untap during its controller's next untap step.  

River Kaijin 
2U   
Creature - Spirit   
1/4   
  

River Merfolk 
UU   
Creature - Merfolk   
2/1   
U: River Merfolk gains mountainwalk until end of turn.  

Roar of Jukai 
2G   
Instant - Arcane   
If you control a Forest, each blocked creature gets +2/+2 until end of turn.
Splice onto Arcane-An opponent gains 5 life. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Roar of Reclamation 
5WW   
Sorcery    
Each player returns all artifact cards from his or her graveyard to play.  

Roar of the Kha 
1W   
Instant    
Choose one - Creatures you control get +1/+1 until end of turn; or untap all creatures you control.
Entwine 1W (Choose both if you pay the entwine cost.)  

Roar of the Wurm 
6G   
Sorcery    
Put a 6/6 green Wurm creature token into play.
Flashback 3G (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Roaring Slagwurm 
5GG   
Creature - Wurm   
6/4   
Whenever Roaring Slagwurm attacks, tap all artifacts.  

Robber Fly 
2R   
Creature - Insect   
1/1   
Flying
Whenever Robber Fly becomes blocked, defending player discards his or her hand, then draws that many cards.  

Robe of Mirrors 
U   
Enchant Creature    
Enchanted creature can't be the target of spells or abilities.  

Roc Hatchling 
R   
Creature - Bird   
0/1   
Roc Hatchling comes into play with four shell counters on it.
At the beginning of your upkeep, remove a shell counter from Roc Hatchling.
Roc Hatchling gets +3/+2 and has flying as long as it has no shell counters on it.  

Roc of Kher Ridges 
3R   
Creature - Roc   
3/3   
Flying  

Rock Badger 
4R   
Creature - Beast   
3/3   
Mountainwalk  

Rock Basilisk 
4RG   
Creature - Basilisk   
4/5   
Whenever Rock Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.  

Rock Hydra 
XRR   
Creature - Hydra   
0/0   
Rock Hydra comes into play with X +1/+1 counters on it.
For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage.
R: Prevent the next 1 damage that would be dealt to Rock Hydra this turn.
RRR: Put a +1/+1 counter on Rock Hydra. Play this ability only during your upkeep.  

Rock Jockey 
2R   
Creature - Goblin   
3/3   
You can't play Rock Jockey if you played a land this turn.
You can't play lands if you played Rock Jockey this turn.  

Rock Slide 
XR   
Instant    
Rock Slide deals X damage divided as you choose among any number of target attacking or blocking creatures without flying.  

Rocket Launcher 
4   
Artifact    
2: Rocket Launcher deals 1 damage to target creature or player. Sacrifice Rocket Launcher at end of turn. Play this ability only if you've controlled Rocket Launcher continuously since the most recent beginning of your turn.  

Rockshard Elemental 
5RR   
Creature - Elemental   
4/3   
Double strike (This creature deals both first-strike and regular combat damage.)
Morph 4RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Rockslide Ambush 
1R   
Sorcery    
Rockslide Ambush deals damage to target creature equal to the number of Mountains you control.  

Rocky Tar Pit 
Land    
Rocky Tar Pit comes into play tapped.
T, Sacrifice Rocky Tar Pit: Search your library for a Swamp or Mountain card and put it into play. Then shuffle your library.  

Rod of Ruin 
4   
Artifact    
3, T: Rod of Ruin deals 1 damage to target creature or player.  

Rofellos, Llanowar Emissary 
GG   
Legendary Creature - Elf   
2/1   
T: Add G to your mana pool for each Forest you control.  

Rofellos's Gift 
G   
Sorcery    
Reveal any number of green cards in your hand. Return an enchantment card from your graveyard to your hand for each card revealed this way.  

Rogue Elephant 
G   
Creature - Elephant   
3/3   
When Rogue Elephant comes into play, sacrifice it unless you sacrifice a Forest.  

Rogue Kavu 
1R   
Creature - Kavu   
1/1   
Whenever Rogue Kavu attacks alone, it gets +2/+0 until end of turn.  

Rogue Skycaptain 
2R   
Creature - Mercenary   
3/4   
Flying
At the beginning of your upkeep, put a wage counter on Rogue Skycaptain, then you may pay 2 for each wage counter on it. If you don't pay, remove all wage counters from Rogue Skycaptain and an opponent gains control of it.  

Rohgahh of Kher Keep 
2BBRR   
Legendary Creature    
5/5   
At the beginning of your upkeep, unless you pay RRR, an opponent gains control of Rohgahh of Kher Keep and all creatures you control named Kobolds of Kher Keep. If a player gains control of a creature this way, tap it. (This effect doesn't end at end of turn.)
Creatures you control named Kobolds of Kher Keep get +2/+2.  

Rolling Earthquake 
XR   
Sorcery    
Rolling Earthquake deals X damage to each creature without horsemanship and each player.  

Rolling Stones 
1W   
Enchantment    
All Walls lose defender.  

Rolling Thunder 
XRR   
Sorcery    
Rolling Thunder deals X damage divided as you choose among any number of target creatures and/or players.  

Ronin Cavekeeper 
5R   
Creature - Human Samurai   
4/3   
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)  

Ronin Cliffrider 
3RR   
Creature - Human Samurai   
2/2   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
Whenever Ronin Cliffrider attacks, you may have it deal 1 damage to each creature defending player controls.  

Ronin Houndmaster 
2R   
Creature - Human Samurai   
2/2   
Haste
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)  

Ronin Warclub 
3   
Artifact - Equipment   
Equipped creature gets +2/+1.
Whenever a creature comes into play under your control, attach Ronin Warclub to that creature.
Equip 5 (5: Attach to target creature you control. Equip only as a sorcery.)  

Root Cage 
1G   
Enchantment    
Mercenaries don't untap during their controllers' untap steps.  

Root Elemental 
4GG   
Creature - Elemental   
6/5   
Morph 5GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Root Elemental is turned face up, you may put a creature card from your hand into play.  

Root Greevil 
3G   
Creature - Beast   
2/3   
2G, T, Sacrifice Root Greevil: Destroy all enchantments of the color of your choice.  

Root Maze 
G   
Enchantment    
Artifacts and lands come into play tapped.  

Root Sliver 
3G   
Creature - Sliver   
2/2   
Root Sliver can't be countered.
Sliver spells can't be countered.  

Root Spider 
3G   
Creature - Spider   
2/2   
Whenever Root Spider blocks, it gets +1/+0 and gains first strike until end of turn.  

Rootbreaker Wurm 
5GG   
Creature - Wurm   
6/6   
Trample  

Rooting Kavu 
2GG   
Creature - Kavu   
4/3   
When Rooting Kavu is put into a graveyard from play, you may remove Rooting Kavu from the game. If you do, shuffle all creature cards from your graveyard into your library.  

Rootrunner 
2GG   
Creature - Spirit   
3/3   
GG, Sacrifice Rootrunner: Put target land on the top of its owner's library.
Soulshift 3 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)  

Roots 
3G   
Enchant Creature    
Roots can enchant only a creature without flying.
When Roots comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.  

Roots of Life 
1GG   
Enchantment    
As Roots of Life comes into play, choose Islands or Swamps.
Whenever a land of the chosen type an opponent controls becomes tapped, you gain 1 life.  

Rootwalla 
2G   
Creature - Lizard   
2/2   
1G: Rootwalla gets +2/+2 until end of turn. Play this ability only once each turn.  

Rootwater Alligator 
3G   
Creature - Alligator   
3/2   
Sacrifice a Forest: Regenerate Rootwater Alligator.  

Rootwater Commando 
2U   
Creature - Merfolk   
2/2   
Islandwalk  

Rootwater Depths 
Land    
T: Add 1 to your mana pool.
T: Add U or B to your mana pool. Rootwater Depths doesn't untap during its controller's next untap step.  

Rootwater Diver 
U   
Creature - Merfolk   
1/1   
T, Sacrifice Rootwater Diver: Return target artifact card from your graveyard to your hand.  

Rootwater Hunter 
2U   
Creature - Merfolk   
1/1   
T: Rootwater Hunter deals 1 damage to target creature or player.  

Rootwater Matriarch 
2UU   
Creature - Merfolk   
2/3   
T: Gain control of target creature as long as it's enchanted.  

Rootwater Mystic 
U   
Creature - Merfolk   
1/1   
1U: Look at the top card of target player's library.  

Rootwater Shaman 
2U   
Creature - Merfolk   
2/2   
You may play enchant creature cards any time you could play an instant.  

Rootwater Thief 
1U   
Creature - Merfolk   
1/2   
U: Rootwater Thief gains flying until end of turn.
Whenever Rootwater Thief deals combat damage to a player, you may pay 2. If you do, search that player's library for a card and remove that card from the game, then the player shuffles his or her library.  

Rorix Bladewing 
3RRR   
Legendary Creature - Dragon   
6/5   
Flying, haste  

Roterothopter 
1   
Artifact Creature    
0/2   
Flying
2: Roterothopter gets +1/+0 until end of turn. Play this ability no more than twice each turn.  

Rotlung Reanimator 
2B   
Creature - Zombie Cleric   
2/2   
Whenever Rotlung Reanimator or another Cleric is put into a graveyard from play, put a 2/2 black Zombie creature token into play.  

Rotting Giant 
1B   
Creature - Zombie Giant   
3/3   
Whenever Rotting Giant attacks or blocks, sacrifice it unless you remove a card in your graveyard from the game.  

Rouse 
1B   
Instant    
If you control a Swamp, you may pay 2 life rather than pay Rouse's mana cost.
Target creature gets +2/+0 until end of turn.  

Rout 
3WW   
Sorcery    
You may play Rout any time you could play an instant if you pay 2 more to play it.
Destroy all creatures. They can't be regenerated.  

Rowan Treefolk 
3G   
Creature - Treefolk   
3/4   
  

Rowen 
2GG   
Enchantment    
Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card.  

Royal Assassin 
1BB   
Creature - Assassin   
1/1   
T: Destroy target tapped creature.  

Royal Decree 
2WW   
Enchantment    
Cumulative upkeep W
Whenever a Swamp, Mountain, black permanent, or red permanent becomes tapped, Royal Decree deals 1 damage to that permanent's controller.  

Royal Falcon 
1W   
Creature - Bird   
1/1   
Flying  

Royal Herbalist 
W   
Creature - Cleric   
1/1   
2, Remove the top card of your library from the game: You gain 1 life.  

Royal Trooper 
2W   
Creature - Soldier   
2/2   
Whenever Royal Trooper blocks, it gets +2/+2 until end of turn.  

Rubinia Soulsinger 
2GWU   
Legendary Creature    
2/3   
You may choose not to untap Rubinia Soulsinger during your untap step.
T: Gain control of target creature as long as you control Rubinia and Rubinia remains tapped.  

Ruby Leech 
1R   
Creature - Leech   
2/2   
First strike
Red spells you play cost R more to play.  

Ruby Medallion 
2   
Artifact    
Red spells you play cost 1 less to play.  

Rude Awakening 
4G   
Sorcery    
Choose one - Untap all lands you control; or until end of turn, lands you control become 2/2 creatures that are still lands.
Entwine 2G (Choose both if you pay the entwine cost.)  

Ruham Djinn 
5W   
Creature - Djinn   
5/5   
First strike
Ruham Djinn gets -2/-2 as long as white is the most common color among all permanents or is tied for most common.  

Ruination 
3R   
Sorcery    
Destroy all nonbasic lands.  

Ruins of Trokair 
Land    
Ruins of Trokair comes into play tapped.
T: Add W to your mana pool.
T, Sacrifice Ruins of Trokair: Add WW to your mana pool.  

Rukh Egg 
3R   
Creature - Egg   
0/3   
When Rukh Egg is put into a graveyard from play, put a 4/4 red Rukh creature token with flying into play at end of turn.  

Rule of Law 
2W   
Enchantment    
Each player can't play more than one spell each turn.  

Rumbling Crescendo 
3RR   
Enchantment    
At the beginning of your upkeep, you may put a verse counter on Rumbling Crescendo.
R, Sacrifice Rumbling Crescendo: Destroy up to X target lands, where X is the number of verse counters on Rumbling Crescendo.  

Rummaging Wizard 
3U   
Creature - Wizard   
2/2   
2U: Look at the top card of your library. You may put that card into your graveyard.  

Run Wild 
G   
Instant    
Until end of turn, target creature gains trample and "G: Regenerate this creature."  

Rune of Protection: Artifacts 
1W   
Enchantment    
W: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)  

Rune of Protection: Black 
1W   
Enchantment    
W: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)  

Rune of Protection: Blue 
1W   
Enchantment    
W: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)  

Rune of Protection: Green 
1W   
Enchantment    
W: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)  

Rune of Protection: Lands 
1W   
Enchantment    
W: The next time a land source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)  

Rune of Protection: Red 
1W   
Enchantment    
W: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)  

Rune of Protection: White 
1W   
Enchantment    
W: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Cycling 2 (2, Discard this card: Draw a card.)  

Runed Arch 
3   
Artifact    
Runed Arch comes into play tapped.
X, T, Sacrifice Runed Arch: X target creatures with power 2 or less are unblockable this turn.  

Runesword 
6   
Artifact    
3, T: Target attacking creature gets +2/+0 until end of turn. When that creature leaves play this turn, sacrifice Runesword. If the creature deals damage to a creature this turn, the creature dealt damage can't be regenerated this turn. If a creature dealt damage by the targeted creature would be put into a graveyard this turn, remove that creature from the game instead.  

Rune-Tail, Kitsune Ascendant 
2W   
Legendary Creature - Fox Monk   
2/2   
When you have 30 or more life, flip Rune-Tail, Kitsune Ascendant.
-----
Rune-Tail's Essence
Legendary Enchantment
Prevent all damage that would be dealt to creatures you control.  

Rupture 
2R   
Sorcery    
Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player.  

Rush of Knowledge 
4U   
Sorcery    
Draw cards equal to the highest converted mana cost among permanents you control.  

Rushing River 
2U   
Instant    
Kicker-Sacrifice a land. (You may sacrifice a land in addition to any other costs as you play this spell.)
Return target nonland permanent to its owner's hand. If the kicker cost was paid, return another target nonland permanent to its owner's hand.  

Rushing-Tide Zubera 
2UU   
Creature - Zubera Spirit   
3/3   
When Rushing-Tide Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, draw three cards.  

Rushwood Dryad 
1G   
Creature - Dryad   
2/1   
Forestwalk  

Rushwood Elemental 
GGGGG   
Creature - Elemental   
4/4   
Trample
At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental.  

Rushwood Grove 
Land    
Rushwood Grove comes into play tapped.
T: Put a storage counter on Rushwood Grove.
T, Remove any number of storage counters from Rushwood Grove: Add G to your mana pool for each storage counter removed this way.  

Rushwood Herbalist 
2G   
Creature - Spellshaper   
2/2   
G, T, Discard a card: Regenerate target creature.  

Rushwood Legate 
2G   
Creature - Dryad   
2/1   
If an opponent controls an Island and you control a Forest, you may play Rushwood Legate without paying its mana cost.  

Rust 
G   
Instant    
Counter target activated ability from an artifact source.  

Rust Elemental 
4   
Artifact Creature - Elemental   
4/4   
Flying
At the beginning of your upkeep, sacrifice an artifact other than Rust Elemental. If you can't, tap Rust Elemental and you lose 4 life.  

Rusting Golem 
4   
Artifact Creature - Golem   
*/*   
Fading 5 (This creature comes into play with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Rusting Golem's power and toughness are each equal to the number of fade counters on it.  

Rustmouth Ogre 
4RR   
Creature - Ogre   
5/4   
Whenever Rustmouth Ogre deals combat damage to a player, you may destroy target artifact that player controls.  

Rustspore Ram 
4   
Artifact Creature    
1/3   
When Rustspore Ram comes into play, destroy target Equipment.  

Rysorian Badger 
2G   
Creature - Badger   
2/2   
Whenever Rysorian Badger attacks and isn't blocked, you may remove up to two target creature cards in defending player's graveyard from the game. If you do, you gain 1 life for each card removed this way and Rysorian Badger deals no combat damage this turn.  

Ryusei, the Falling Star 
5R   
Legendary Creature - Dragon Spirit   
5/5   
Flying
When Ryusei, the Falling Star is put into a graveyard from play, it deals 5 damage to each creature without flying.  

Saber Ants 
3G   
Creature - Insect   
2/3   
Whenever Saber Ants is dealt damage, you may put that many 1/1 green Insect creature tokens into play.  

Sabertooth Cobra 
2G   
Creature - Cobra   
2/2   
Whenever Sabertooth Cobra deals damage to a player, he or she gets a poison counter. That player gets another poison counter at the beginning of his or her next upkeep unless he or she pays 2 before that turn to prevent this effect. (A player with ten or more poison counters loses the game.)  

Sabertooth Nishoba 
4GW   
Creature - Beast   
5/5   
Trample, protection from blue, protection from red  

Sabertooth Wyvern 
4R   
Creature - Drake   
3/2   
Flying, first strike  

Sabretooth Tiger 
2R   
Creature - Cat   
2/1   
First strike  

Sachi, Daughter of Seshiro 
2GG   
Legendary Creature - Snake Shaman   
1/3   
Other Snakes you control get +0/+1.
Shamans you control have "T: Add GG to your mana pool."  

Sacred Boon 
1W   
Instant    
Prevent the next 3 damage that would be dealt to target creature this turn. At end of turn, put a +0/+1 counter on that creature for each 1 damage prevented this way.  

Sacred Ground 
1W   
Enchantment    
Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from play, return that land to play.  

Sacred Guide 
W   
Creature - Cleric   
1/1   
1W, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and remove all other revealed cards from the game.  

Sacred Knight 
3W   
Creature - Knight   
3/2   
Sacred Knight can't be blocked by black and/or red creatures.  

Sacred Mesa 
2W   
Enchantment    
At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus.
1W: Put a 1/1 white Pegasus creature token with flying into play.  

Sacred Nectar 
1W   
Sorcery    
You gain 4 life.  

Sacred Prey 
G   
Creature - Beast   
1/1   
When Sacred Prey becomes blocked, you gain 1 life.  

Sacred Rites 
W   
Instant    
Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way.  

Sacrifice 
B   
Instant    
As an additional cost to play Sacrifice, sacrifice a creature.
Add to your mana pool an amount of black mana equal to the sacrificed creature's converted mana cost.  

Sadistic Glee 
B   
Enchant Creature    
Whenever a creature is put into a graveyard from play, put a +1/+1 counter on enchanted creature.  

Sadistic Hypnotist 
3BB   
Creature - Minion   
2/2   
Sacrifice a creature: Target player discards two cards. Play this ability only any time you could play a sorcery.  

Safe Haven 
Land    
2, T: Remove target creature you control from the game.
At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, each player puts into play all cards he or she owns removed from the game with Safe Haven.  

Safeguard 
3WW   
Enchantment    
2W: Prevent all combat damage that would be dealt by target creature this turn.  

Sage Aven 
3U   
Creature - Bird Wizard   
1/3   
Flying
When Sage Aven comes into play, look at the top four cards of your library, then put them back in any order.  

Sage of Lat-Nam 
1U   
Creature - Sage   
1/2   
T, Sacrifice an artifact: Draw a card.  

Sage Owl 
1U   
Creature - Bird   
1/1   
Flying
When Sage Owl comes into play, look at the top four cards of your library, then put them back in any order.  

Sage's Knowledge 
2U   
Sorcery    
Return target sorcery card from your graveyard to your hand.  

Sailmonger 
3U   
Creature - Monger   
3/3   
2: Target creature gains flying until end of turn. Any player may play this ability.  

Sakashima the Impostor 
2UU   
Legendary Creature - Human Rogue   
3/1   
As Sakashima the Impostor comes into play, you may choose a creature in play. If you do, Sakashima comes into play as a copy of that creature, except its name is still Sakashima the Impostor, it's still legendary, and it gains "2UU: Return Sakashima the Impostor to its owner's hand at end of turn."  

Sakiko, Mother of Summer 
4GG   
Legendary Creature - Snake Shaman   
3/3   
Whenever a creature you control deals combat damage to a player, add that much G to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end.  

Sakura-Tribe Elder 
1G   
Creature - Snake Shaman   
1/1   
Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card into play tapped, then shuffle your library.  

Sakura-Tribe Scout 
G   
Creature - Snake Shaman Scout   
1/1   
T: You may put a land card from your hand into play.  

Sakura-Tribe Springcaller 
3G   
Creature - Snake Shaman   
2/4   
At the beginning of your upkeep, add G to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end.  

Salt Flats 
Land    
Salt Flats comes into play tapped.
T: Add 1 to your mana pool.
T: Add W or B to your mana pool. Salt Flats deals 1 damage to you.  

Salt Marsh 
Land    
Salt Marsh comes into play tapped.
T: Add U or B to your mana pool.  

Salvage 
G   
Sorcery    
Put target card from your graveyard on top of your library.  

Salvaging Station 
6   
Artifact    
T: Return target noncreature artifact card with converted mana cost 1 or less from your graveyard to play.
Whenever a creature is put into a graveyard from play, you may untap Salvaging Station.  

Samite Alchemist 
3W   
Creature - Alchemist   
0/2   
WW, T: Prevent the next 4 damage that would be dealt this turn to target creature you control. Tap that creature. It doesn't untap during your next untap step.  

Samite Archer 
1WU   
Creature - Cleric   
1/1   
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
T: Samite Archer deals 1 damage to target creature or player.  

Samite Blessing 
W   
Enchant Creature    
Enchanted creature has "T: The next time a source of your choice would deal damage to target creature this turn, prevent that damage."  

Samite Elder 
2W   
Creature - Cleric   
1/2   
T: Creatures you control gain protection from the colors of target permanent you control until end of turn.  

Samite Healer 
1W   
Creature - Cleric   
1/1   
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.  

Samite Ministration 
1W   
Instant    
Prevent all damage that would be dealt by a source of your choice to you this turn. Whenever damage from a black or red source is prevented this way, you gain life equal to that damage.  

Samite Pilgrim 
1W   
Creature - Cleric   
1/1   
T: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.  

Samite Sanctuary 
2W   
Enchantment    
2: Prevent the next 1 damage that would be dealt to target creature this turn. Any player may play this ability.  

Samurai Enforcers 
4WW   
Creature - Human Samurai   
4/4   
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)  

Samurai of the Pale Curtain 
WW   
Creature - Fox Samurai   
2/2   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
If a permanent would be put into a graveyard, remove it from the game instead.  

Sanctimony 
1W   
Enchantment    
Whenever an opponent taps a Mountain for mana, you may gain 1 life.  

Sanctum Custodian 
2W   
Creature - Cleric   
1/2   
T: Prevent the next 2 damage that would be dealt to target creature or player this turn.  

Sanctum Guardian 
1WW   
Creature - Soldier   
1/4   
Sacrifice Sanctum Guardian: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage.  

Sand Golem 
5   
Artifact Creature - Golem   
3/3   
When a spell or ability an opponent controls causes you to discard Sand Golem, return Sand Golem from your graveyard to play at end of turn with a +1/+1 counter on it.  

Sand Silos 
Land    
Sand Silos comes into play tapped.
You may choose not to untap Sand Silos during your untap step.
At the beginning of your upkeep, if Sand Silos is tapped, put a storage counter on it.
T, Remove any number of storage counters from Sand Silos: Add U to your mana pool for each storage counter removed this way.  

Sand Squid 
3U   
Creature - Beast   
2/2   
Islandwalk
You may choose not to untap Sand Squid during your untap step.
T: Tap target creature. That creature doesn't untap during its controller's untap step as long as Sand Squid remains tapped.  

Sandals of Abdallah 
4   
Artifact    
2, T: Target creature gains islandwalk until end of turn. When that creature is put into a graveyard from play this turn, destroy Sandals of Abdallah.  

Sandbar Crocodile 
4U   
Creature - Crocodile   
6/5   
Phasing  

Sandbar Merfolk 
U   
Creature - Merfolk   
1/1   
Cycling 2 (2, Discard this card: Draw a card.)  

Sandbar Serpent 
4U   
Creature - Serpent   
3/4   
Cycling 2 (2, Discard this card: Draw a card.)  

Sands of Time 
4   
Artifact    
Each player skips his or her untap step.
At the beginning of each player's upkeep, that player simultaneously untaps each tapped artifact, creature, and land he or she controls and taps each untapped artifact, creature, and land he or she controls.  

Sandskin 
2W   
Enchant Creature    
Prevent all combat damage that would be dealt to and dealt by enchanted creature.  

Sandstone Deadfall 
3   
Artifact    
T, Sacrifice two lands and Sandstone Deadfall: Destroy target attacking creature.  

Sandstone Needle 
Land    
Sandstone Needle comes into play tapped with two depletion counters on it.
T, Remove a depletion counter from Sandstone Needle: Add RR to your mana pool. If there are no depletion counters on Sandstone Needle, sacrifice it.  

Sandstone Warrior 
2RR   
Creature - Soldier   
1/3   
First strike
R: Sandstone Warrior gets +1/+0 until end of turn.  

Sandstorm 
G   
Instant    
Sandstorm deals 1 damage to each attacking creature.  

Sanguine Guard 
1BB   
Creature - Knight   
2/2   
First strike
1B: Regenerate Sanguine Guard.  

Sapphire Charm 
U   
Instant    
Choose one - Target player draws a card at the beginning of the next turn's upkeep; or target creature an opponent controls phases out; or target creature gains flying until end of turn.  

Sapphire Leech 
1U   
Creature - Leech   
2/2   
Flying
Blue spells you play cost U more to play.  

Sapphire Medallion 
2   
Artifact    
Blue spells you play cost 1 less to play.  

Saprazzan Bailiff 
3UU   
Creature - Merfolk   
2/2   
When Saprazzan Bailiff comes into play, remove all artifact and enchantment cards in all graveyards from the game.
When Saprazzan Bailiff leaves play, return all artifact and enchantment cards from all graveyards to their owners' hands.  

Saprazzan Breaker 
4U   
Creature - Beast   
3/3   
U: Put the top card of your library into your graveyard. If that card is a land card, Saprazzan Breaker is unblockable this turn.  

Saprazzan Cove 
Land    
Saprazzan Cove comes into play tapped.
T: Put a storage counter on Saprazzan Cove.
T, Remove any number of storage counters from Saprazzan Cove: Add U to your mana pool for each storage counter removed this way.  

Saprazzan Heir 
1U   
Creature - Merfolk   
1/1   
Whenever Saprazzan Heir becomes blocked, you may draw three cards.  

Saprazzan Legate 
3U   
Creature - Soldier   
1/3   
Flying
If an opponent controls a Mountain and you control an Island, you may play Saprazzan Legate without paying its mana cost.  

Saprazzan Outrigger 
3U   
Creature - Ship   
5/5   
When Saprazzan Outrigger attacks or blocks, put it on top of its owner's library at end of combat.  

Saprazzan Raider 
2U   
Creature - Merfolk   
1/2   
When Saprazzan Raider becomes blocked, return it to its owner's hand.  

Saprazzan Skerry 
Land    
Saprazzan Skerry comes into play tapped with two depletion counters on it.
T, Remove a depletion counter from Saprazzan Skerry: Add UU to your mana pool. If there are no depletion counters on Saprazzan Skerry, sacrifice it.  

Saproling Burst 
4G   
Enchantment    
Fading 7 (This enchantment comes into play with seven fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from Saproling Burst: Put a green Saproling creature token into play. It has "This creature's power and toughness are each equal to the number of fade counters on Saproling Burst."
When Saproling Burst leaves play, destroy all tokens put into play with Saproling Burst. They can't be regenerated.  

Saproling Cluster 
1G   
Enchantment    
1, Discard a card: Put a 1/1 green Saproling creature token into play. Any player may play this ability.  

Saproling Infestation 
1G   
Enchantment    
Whenever a player pays a kicker cost, you put a 1/1 green Saproling creature token into play.  

Saproling Symbiosis 
3G   
Sorcery    
You may play Saproling Symbiosis any time you could play an instant if you pay 2 more to play it.
Put a 1/1 green Saproling creature token into play for each creature you control.  

Sarcatog 
1BR   
Creature - Atog   
1/2   
Remove two cards in your graveyard from the game: Sarcatog gets +1/+1 until end of turn.
Sacrifice an artifact: Sarcatog gets +1/+1 until end of turn.  

Sarcomancy 
B   
Enchantment    
When Sarcomancy comes into play, put a 2/2 black Zombie creature token into play.
At the beginning of your upkeep, if there are no Zombies in play, Sarcomancy deals 1 damage to you.  

Sasaya, Orochi Ascendant 
1GG   
Legendary Creature - Snake Monk   
2/3   
Reveal your hand: If you have seven or more land cards in your hand, flip Sasaya, Orochi Ascendant.
-----
Sasaya's Essence
Legendary Enchantment
Whenever a land you control is tapped for mana, add one mana of that type to your mana pool for each other land you control with the same name.  

Savaen Elves 
G   
Creature - Elf   
1/1   
GG, T: Destroy target enchant land.  

Savage Beating 
3RR   
Instant    
Play Savage Beating only during your turn and only during combat.
Choose one - Creatures you control gain double strike until end of turn; or untap all creatures you control and after this phase, there is an additional combat phase.
Entwine 1R  

Savage Firecat 
3RR   
Creature - Cat   
0/0   
Trample
Savage Firecat comes into play with seven +1/+1 counters on it.
Whenever you tap a land for mana, remove a +1/+1 counter from Savage Firecat.  

Savage Gorilla 
4G   
Creature - Ape   
3/3   
UB, T, Sacrifice Savage Gorilla: Target creature gets -3/-3 until end of turn. Draw a card.  

Savage Offensive 
1R   
Sorcery    
Kicker G (You may pay an additional G as you play this spell.)
Creatures you control gain first strike until end of turn. If the kicker cost was paid, they get +1/+1 until end of turn.  

Savage Twister 
XRG   
Sorcery    
Savage Twister deals X damage to each creature.  

Savannah 
Land - Plains Forest   
  

Savannah Lions 
W   
Creature - Lion   
2/1   
  

Sawback Manticore 
3RG   
Creature - Manticore   
2/4   
4: Sawback Manticore gains flying until end of turn.
1: Sawback Manticore deals 2 damage to target attacking or blocking creature. Play this ability only if Sawback Manticore is attacking or blocking and only once each turn.  

Sawtooth Loon 
2WU   
Creature - Bird   
2/2   
Flying
When Sawtooth Loon comes into play, return a white or blue creature you control to its owner's hand.
When Sawtooth Loon comes into play, draw two cards, then put two cards from your hand on the bottom of your library.  

Sawtooth Ogre 
2RR   
Creature - Ogre   
3/3   
Whenever Sawtooth Ogre blocks or becomes blocked by a creature, Sawtooth Ogre deals 1 damage to that creature at end of combat.  

Sawtooth Thresher 
6   
Artifact Creature    
1/1   
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
Remove two +1/+1 counters from Sawtooth Thresher: Sawtooth Thresher gets +4/+4 until end of turn.  

Scabland 
Land    
Scabland comes into play tapped.
T: Add 1 to your mana pool.
T: Add R or W to your mana pool. Scabland deals 1 damage to you.  

Scald 
1R   
Enchantment    
Whenever a player taps an Island for mana, Scald deals 1 damage to that player.  

Scalding Salamander 
2R   
Creature - Salamander   
2/1   
Whenever Scalding Salamander attacks, you may have it deal 1 damage to each creature without flying defending player controls.  

Scalding Tongs 
2   
Artifact    
At the beginning of your upkeep, if you have three or fewer cards in hand, Scalding Tongs deals 1 damage to target opponent.  

Scale of Chiss-Goria 
3   
Artifact    
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
You may play Scale of Chiss-Goria any time you could play an instant.
T: Target creature gets +0/+1 until end of turn.  

Scalebane's Elite 
3WG   
Creature - Soldier   
4/4   
Protection from black  

Scaled Hulk 
5G   
Creature - Spirit   
4/4   
Whenever you play a Spirit or Arcane spell, Scaled Hulk gets +2/+2 until end of turn.  

Scaled Wurm 
7G   
Creature - Wurm   
7/6   
  

Scalpelexis 
4U   
Creature - Beast   
1/5   
Flying
Whenever Scalpelexis deals combat damage to a player, that player removes the top four cards of his or her library from the game. If two or more of those cards have the same name, repeat this process.  

Scandalmonger 
3B   
Creature - Monger   
3/3   
2: Target player discards a card. Any player may play this ability but only if he or she could play a sorcery.  

Scapegoat 
W   
Instant    
As an additional cost to play Scapegoat, sacrifice a creature.
Return any number of target creatures you control to their owner's hand.  

Scarab of the Unseen 
2   
Artifact    
T, Sacrifice Scarab of the Unseen: Return all enchantments on target permanent you own to their owners' hands. Draw a card at the beginning of the next turn's upkeep.  

Scare Tactics 
B   
Instant    
Creatures you control get +1/+0 until end of turn.  

Scarecrow 
5   
Artifact Creature    
2/2   
6, T: Prevent all damage that would be dealt to you this turn by creatures with flying.  

Scarred Puma 
R   
Creature - Cat   
2/1   
Scarred Puma can't attack unless a black or green creature also attacks.  

Scars of the Veteran 
4W   
Instant    
You may remove a white card in your hand from the game rather than pay Scars of the Veteran's mana cost.
Prevent the next 7 damage that would be dealt to target creature or player this turn. For each 1 damage to a creature prevented this way, put a +0/+1 counter on that creature at end of turn.  

Scarwood Bandits 
2GG   
Creature - Bandit   
2/2   
Forestwalk
2G, T: Unless target artifact's controller pays 2, gain control of that artifact as long as Scarwood Bandits is in play.  

Scarwood Goblins 
GR   
Creature - Goblin   
2/2   
  

Scarwood Hag 
1G   
Creature - Hag   
1/1   
GGGG, T: Target creature gains forestwalk until end of turn.
T: Target creature loses forestwalk until end of turn.  

Scathe Zombies 
2B   
Creature - Zombie   
2/2   
  

Scattershot 
2R   
Instant    
Scattershot deals 1 damage to target creature.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)  

Scavenged Weaponry 
2B   
Enchant Creature    
When Scavenged Weaponry comes into play, draw a card.
Enchanted creature gets +1/+1.  

Scavenger Folk 
G   
Creature - Scavenger   
1/1   
G, T, Sacrifice Scavenger Folk: Destroy target artifact.  

Scavenging Ghoul 
3B   
Creature - Ghoul   
2/2   
At end of turn, put a corpse counter on Scavenging Ghoul for each creature put into a graveyard from play that turn.
Remove a corpse counter from Scavenging Ghoul: Regenerate Scavenging Ghoul.  

Scavenging Scarab 
3B   
Creature - Insect   
3/3   
Scavenging Scarab can't block.  

Scent of Brine 
1U   
Instant    
Reveal any number of blue cards in your hand. Counter target spell unless its controller pays 1 for each card revealed this way.  

Scent of Cinder 
1R   
Sorcery    
Reveal any number of red cards in your hand. Scent of Cinder deals X damage to target creature or player, where X is the number of cards revealed this way.  

Scent of Ivy 
G   
Instant    
Reveal any number of green cards in your hand. Target creature gets +X/+X until end of turn, where X is the number of cards revealed this way.  

Scent of Jasmine 
W   
Instant    
Reveal any number of white cards in your hand. You gain 2 life for each card revealed this way.  

Scent of Nightshade 
1B   
Instant    
Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way.  

School of Piranha 
1U   
Creature - Fish   
3/3   
At the beginning of your upkeep, sacrifice School of Piranha unless you pay 1U.  

School of the Unseen 
Land    
T: Add 1 to your mana pool.
2, T: Add one mana of any color to your mana pool.  

Scion of Darkness 
5BBB   
Creature - Avatar   
6/6   
Trample
Whenever Scion of Darkness deals combat damage to a player, you may put target creature card from that player's graveyard into play under your control.
Cycling 3 (3, Discard this card: Draw a card.)  

Scorched Earth 
XR   
Sorcery    
As an additional cost to play Scorched Earth, discard X land cards.
Destroy X target lands.  

Scorched Ruins 
Land    
If Scorched Ruins would come into play, sacrifice two untapped lands instead. If you do, put Scorched Ruins into play. If you don't, put it into its owner's graveyard.
T: Add 4 to your mana pool.  

Scorching Lava 
1R   
Instant    
Kicker R (You may pay an additional R as you play this spell.)
Scorching Lava deals 2 damage to target creature or player. If the kicker cost was paid, that creature can't be regenerated this turn and if it would be put into a graveyard this turn, remove it from the game instead.  

Scorching Missile 
3R   
Sorcery    
Scorching Missile deals 4 damage to target player.
Flashback 9R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Scorching Spear 
R   
Sorcery    
Scorching Spear deals 1 damage to target creature or player.  

Scorching Winds 
R   
Instant    
Play Scorching Winds only during the declare attackers step and only if you are the defending player.
Scorching Winds deals 1 damage to each attacking creature.  

Scoria Cat 
3RR   
Creature - Cat   
3/3   
Scoria Cat gets +3/+3 as long as you control no untapped lands.  

Scoria Wurm 
4R   
Creature - Wurm   
7/7   
At the beginning of your upkeep, flip a coin. If you lose the flip, return Scoria Wurm to its owner's hand.  

Scornful Egotist 
7U   
Creature - Wizard   
1/1   
Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Scour 
2WW   
Instant    
Remove target enchantment from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that enchantment and remove them from the game. That player then shuffles his or her library.  

Scourge of Numai 
3B   
Creature - Demon Spirit   
4/4   
At the beginning of your upkeep, you lose 2 life if you don't control an Ogre.  

Scouting Trek 
1G   
Sorcery    
Search your library for any number of basic land cards. Reveal those cards, then shuffle your library and put them on top of it.  

Scrabbling Claws 
1   
Artifact    
T: Target player removes a card in his or her graveyard from the game.
1, Sacrifice Scrabbling Claws: Remove target card in a graveyard from the game. Draw a card.  

Scragnoth 
4G   
Creature - Beast   
3/4   
Scragnoth can't be countered.
Protection from blue  

Scrap 
2R   
Instant    
Destroy target artifact.
Cycling 2 (2, Discard this card: Draw a card.)  

Scrapheap 
3   
Artifact    
Whenever an artifact or enchantment is put into your graveyard from play, you gain 1 life.  

Screaming Fury 
2R   
Sorcery    
Target creature gets +5/+0 and gains haste until end of turn.  

Screaming Seahawk 
4U   
Creature - Bird   
2/2   
Flying
When Screaming Seahawk comes into play, you may search your library for a card named Screaming Seahawk, reveal it, and put it into your hand. If you do, shuffle your library.  

Screams from Within 
1BB   
Enchant Creature    
Enchanted creature gets -1/-1.
When enchanted creature is put into a graveyard, return Screams from Within from your graveyard to play.  

Screams of the Damned 
3BB   
Enchantment    
1B, Remove a card in your graveyard from the game: Screams of the Damned deals 1 damage to each creature and each player.  

Screeching Buzzard 
3B   
Creature - Bird   
2/2   
Flying
When Screeching Buzzard is put into a graveyard from play, each opponent discards a card.  

Screeching Drake 
3U   
Creature - Drake   
2/2   
Flying
When Screeching Drake comes into play, draw a card, then discard a card.  

Screeching Harpy 
2BB   
Creature - Beast   
2/2   
Flying
1B: Regenerate Screeching Harpy.  

Scrivener 
4U   
Creature - Townsfolk   
2/2   
When Scrivener comes into play, you may return target instant card from your graveyard to your hand.  

Scroll of Origins 
2   
Artifact    
2, T: Draw a card if you have seven or more cards in hand.  

Scroll Rack 
2   
Artifact    
1, T: Choose any number of cards in your hand and set those cards aside face down. Put an equal number of cards from the top of your library into your hand. Then put the cards set aside this way on top of your library in any order.  

Scrounge 
2B   
Sorcery    
Target opponent chooses an artifact card in his or her graveyard. Put that card into play under your control.  

Scrubland 
Land - Plains Swamp   
  

Scryb Sprites 
G   
Creature - Faerie   
1/1   
Flying  

Scrying Glass 
2   
Artifact    
3, T: Choose a number greater than 0 and a color. Target opponent reveals his or her hand. If that opponent reveals exactly the chosen number of cards of the chosen color, you draw a card.  

Sculpting Steel 
3   
Artifact    
As Sculpting Steel comes into play, you may choose an artifact in play. If you do, Sculpting Steel comes into play as a copy of that artifact.  

Scuttling Death 
4B   
Creature - Spirit   
4/2   
Sacrifice Scuttling Death: Target creature gets -1/-1 until end of turn.
Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)  

Scythe of the Wretched 
2   
Artifact - Equipment   
Equipped creature gets +2/+2.
Whenever a creature dealt damage by equipped creature this turn is put into a graveyard, return that card to play under your control. Attach Scythe of the Wretched to that creature.
Equip 4  

Sea Drake 
2U   
Creature - Drake   
4/3   
Flying
When Sea Drake comes into play, return two target lands you control to your hand.  

Sea Eagle 
1U   
Creature - Bird   
1/1   
Flying  

Sea Kings' Blessing 
U   
Instant    
Any number of target creatures become blue until end of turn.  

Sea Monster 
4UU   
Creature - Serpent   
6/6   
Sea Monster can't attack unless defending player controls an Island.  

Sea Scryer 
1U   
Creature - Merfolk   
1/1   
T: Add 1 to your mana pool.
1, T: Add U to your mana pool.  

Sea Serpent 
5U   
Creature - Serpent   
5/5   
Sea Serpent can't attack unless defending player controls an Island.
When you control no Islands, sacrifice Sea Serpent.  

Sea Snidd 
4U   
Creature - Beast   
3/3   
T: Target land's type becomes the basic land type of your choice until end of turn.  

Sea Spirit 
4U   
Creature - Spirit   
2/3   
U: Sea Spirit gets +1/+0 until end of turn.  

Sea Sprite 
1U   
Creature - Faerie   
1/1   
Flying, protection from red  

Sea Troll 
2U   
Creature - Troll   
2/1   
U: Regenerate Sea Troll. Play this ability only if Sea Troll blocked or was blocked by a blue creature this turn.  

Sea's Claim 
U   
Enchant Land    
Enchanted land is an Island.  

Seafarer's Quay 
Land    
Blue legendary creatures you control have "bands with other legendary creatures."  

Seafloor Debris 
Land    
Seafloor Debris comes into play tapped.
T: Add U to your mana pool.
T, Sacrifice Seafloor Debris: Add one mana of any color to your mana pool.  

Seahunter 
2UU   
Creature - Mercenary   
2/2   
3, T: Search your library for a Merfolk card and put that card into play. Then shuffle your library.  

Seal of Cleansing 
1W   
Enchantment    
Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.  

Seal of Doom 
2B   
Enchantment    
Sacrifice Seal of Doom: Destroy target nonblack creature. It can't be regenerated.  

Seal of Fire 
R   
Enchantment    
Sacrifice Seal of Fire: Seal of Fire deals 2 damage to target creature or player.  

Seal of Removal 
U   
Enchantment    
Sacrifice Seal of Removal: Return target creature to its owner's hand.  

Seal of Strength 
G   
Enchantment    
Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn.  

Sealed Fate 
XUB   
Sorcery    
Look at the top X cards of target opponent's library. Remove one of those cards from the game and put the rest back on top of that player's library.  

Search for Survivors 
2R   
Sorcery    
Remove your graveyard from the game. An opponent chooses a card at random from among those cards. If it's a creature card, put it into play. Otherwise, it remains removed from the game. Then return the rest of those cards to your graveyard and shuffle them.  

Searing Flesh 
6R   
Sorcery    
Searing Flesh deals 7 damage to target opponent.  

Searing Rays 
2R   
Sorcery    
Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls.  

Searing Spear Askari 
2R   
Creature - Knight   
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
1R: Searing Spear Askari can't be blocked except by two or more creatures this turn.  

Searing Touch 
R   
Instant    
Buyback 4 (You may pay 4 in addition to any other costs as you play this spell. If you do, put Searing Touch into your hand instead of your graveyard as part of its resolution.)
Searing Touch deals 1 damage to target creature or player.  

Searing Wind 
8R   
Instant    
Searing Wind deals 10 damage to target creature or player.  

Seashell Cameo 
3   
Artifact    
T: Add W or U to your mana pool.  

Seaside Haven 
Land    
T: Add 1 to your mana pool.
WU, T, Sacrifice a Bird: Draw a card.  

Seasinger 
1UU   
Creature - Merfolk   
0/1   
When you control no Islands, sacrifice Seasinger.
You may choose not to untap Seasinger during your untap step.
T: Gain control of target creature whose controller controls an Island as long as you control Seasinger and as long as Seasinger remains tapped.  

Season of the Witch 
BBB   
Enchantment    
At the beginning of your upkeep, sacrifice Season of the Witch unless you pay 2 life.
At end of turn, destroy all untapped creatures that didn't attack this turn, except for creatures that couldn't attack.  

Seasoned Marshal 
2WW   
Creature - Soldier   
2/2   
Whenever Seasoned Marshal attacks, you may tap target creature.  

Seasoned Tactician 
2W   
Creature - Tactician   
1/3   
3, Remove the top four cards of your library from the game: The next time a source of your choice would deal damage to you this turn, prevent that damage.  

Seat of the Synod 
Artifact Land    
(Seat of the Synod isn't a spell.)
T: Add U to your mana pool.  

Secluded Steppe 
Land    
Secluded Steppe comes into play tapped.
T: Add W to your mana pool.
Cycling W (W, Discard this card: Draw a card.)  

Second Chance 
2U   
Enchantment    
At the beginning of your upkeep, if you have 5 life or less, sacrifice Second Chance. If you do, take another turn after this one.  

Second Sight 
2U   
Instant    
Choose one - Look at the top five cards of target opponent's library, then put them back in any order; or look at the top five cards of your library, then put them back in any order.
Entwine U (Choose both if you pay the entwine cost.)  

Second Sunrise 
1WW   
Instant    
Each player returns to play all artifact, creature, enchantment, and land cards that were put into his or her graveyard from play this turn.  

Second Thoughts 
4W   
Instant    
Remove target attacking creature from the game.
Draw a card.  

Secretkeeper 
3U   
Creature - Spirit   
2/2   
As long as you have more cards in hand than each opponent, Secretkeeper gets +2/+2 and has flying.  

Security Detail 
3W   
Enchantment    
WW: Put a 1/1 white Soldier creature token into play. Play this ability only if you control no creatures and only once each turn.  

Sedge Troll 
2R   
Creature - Troll   
2/2   
Sedge Troll gets +1/+1 as long as you control a Swamp.
B: Regenerate Sedge Troll.  

Seed the Land 
2GG   
Enchantment    
Whenever a land comes into play, its controller puts a 1/1 green Snake creature token into play.  

Seedborn Muse 
3GG   
Creature - Spirit   
2/4   
Untap all permanents you control during each other player's untap step.  

Seedling Charm 
G   
Instant    
Choose one - Return target enchant creature to its owner's hand; or regenerate target green creature; or target creature gains trample until end of turn.  

Seeds of Innocence 
1GG   
Sorcery    
Destroy all artifacts. They can't be regenerated. The controller of each artifact destroyed this way gains life equal to its converted mana cost.  

Seedtime 
1G   
Instant    
Play Seedtime only during your turn.
Take an extra turn after this one if an opponent played a blue spell this turn.  

Seek the Horizon 
3G   
Sorcery    
Search your library for up to three basic land cards, reveal them, and put them into your hand. Then shuffle your library.  

Seeker 
2WW   
Enchant Creature    
Enchanted creature can't be blocked except by artifact creatures and/or white creatures.  

Seeker of Skybreak 
1G   
Creature - Elf   
2/1   
T: Untap target creature.  

Seer's Vision 
2UB   
Enchantment    
All opponents play with their hands revealed.
Sacrifice Seer's Vision: Look at target player's hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.  

Seething Anger 
R   
Sorcery    
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Seething Anger into your hand instead of your graveyard as part of its resolution.)
Target creature gets +3/+0 until end of turn.  

Seething Song 
2R   
Instant    
Add RRRRR to your mana pool.  

Segmented Wurm 
3RG   
Creature - Wurm   
5/5   
Whenever Segmented Wurm becomes the target of a spell or ability, put a -1/-1 counter on it.  

Segovian Leviathan 
4U   
Creature - Serpent   
3/3   
Islandwalk  

Seismic Assault 
RRR   
Enchantment    
Discard a land card: Seismic Assault deals 2 damage to target creature or player.  

Seismic Mage 
3R   
Creature - Spellshaper   
1/1   
2R, T, Discard a card: Destroy target land.  

Seizan, Perverter of Truth 
3BB   
Legendary Creature - Demon Spirit   
6/5   
At the beginning of each player's upkeep, that player loses 2 life and draws two cards.  

Seize the Day 
3R   
Sorcery    
Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase.
Flashback 2R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Seizures 
1B   
Enchant Creature    
Whenever enchanted creature becomes tapped, Seizures deals 3 damage to that creature's controller unless that player pays 3.  

Sekki, Seasons' Guide 
5GGG   
Legendary Creature - Spirit   
0/0   
Sekki, Seasons' Guide comes into play with eight +1/+1 counters on it.
If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and put that many 1/1 colorless Spirit creature tokens into play.
Sacrifice eight Spirits: Return Sekki from your graveyard to play.  

Selenia, Dark Angel 
3WB   
Legendary Creature - Angel   
3/3   
Flying
Pay 2 life: Return Selenia, Dark Angel to its owner's hand.  

Selfless Exorcist 
3WW   
Creature - Cleric   
3/4   
T: Remove target creature card in a graveyard from the game. That card deals damage equal to its power to Selfless Exorcist. (A * on a card not in play is 0.)  

Sengir Autocrat 
3B   
Creature - Minion   
2/2   
When Sengir Autocrat comes into play, put three 0/1 black Serf creature tokens into play.
When Sengir Autocrat leaves play, remove all Serf tokens from the game.  

Sengir Bats 
1BB   
Creature - Bat   
1/2   
Flying
Whenever a creature dealt damage by Sengir Bats this turn is put into a graveyard, put a +1/+1 counter on Sengir Bats.  

Sengir Vampire 
3BB   
Creature - Vampire   
4/4   
Flying
Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire.  

Sensei Golden-Tail 
1W   
Legendary Creature - Fox Samurai   
2/1   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
1W, T: Put a training counter on target creature. That creature gains bushido 1 and becomes a Samurai in addition to its other creature types. Play this ability only any time you could play a sorcery.  

Sensei's Divining Top 
1   
Artifact    
1: Look at the top three cards of your library, then put them back in any order.
T: Draw a card, then put Sensei's Divining Top on top of its owner's library.  

Sentinel 
4   
Artifact Creature    
1/1   
0: Sentinel's toughness becomes 1 plus the power of target creature blocking or blocked by Sentinel. (This effect doesn't end at end of turn.)  

Seraph 
6W   
Creature - Angel   
4/4   
Flying
Whenever a creature dealt damage by Seraph this turn is put into a graveyard, put that card into play under your control at end of turn. Sacrifice the creature when you lose control of Seraph.  

Serendib Djinn 
2UU   
Creature - Djinn   
5/6   
Flying
At the beginning of your upkeep, sacrifice a land. If you sacrifice an Island this way, Serendib Djinn deals 3 damage to you.
When you control no lands, sacrifice Serendib Djinn.  

Serendib Efreet 
2U   
Creature - Efreet   
3/4   
Flying
At the beginning of your upkeep, Serendib Efreet deals 1 damage to you.  

Serene Heart 
1G   
Instant    
Destroy all local enchantments.  

Serene Offering 
1W   
Instant    
Destroy target enchantment. You gain life equal to that enchantment's converted mana cost.  

Serene Sunset 
XG   
Instant    
Prevent all combat damage X target creatures would deal this turn.  

Serenity 
1W   
Enchantment    
At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.  

Serpent Assassin 
3BB   
Creature - Assassin   
2/2   
When Serpent Assassin comes into play, you may destroy target nonblack creature.  

Serpent Generator 
6   
Artifact    
4, T: Put a 1/1 Poison-Snake artifact creature token into play. This creature has "Whenever this creature deals damage to a player, that player gets a poison counter." (A player with ten or more poison counters loses the game.)  

Serpent Skin 
2G   
Enchant Creature    
You may play Serpent Skin any time you could play an instant.
Enchanted creature gets +1/+1.
G: Regenerate enchanted creature.  

Serpent Warrior 
2B   
Creature - Soldier   
3/3   
When Serpent Warrior comes into play, you lose 3 life.  

Serpentine Basilisk 
2GG   
Creature - Basilisk   
2/3   
Whenever Serpentine Basilisk deals combat damage to a creature, destroy that creature at end of combat.
Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Serpentine Kavu 
4G   
Creature - Kavu   
4/4   
R: Serpentine Kavu gains haste until end of turn.  

Serra Advocate 
3W   
Creature - Angel   
2/2   
Flying
T: Target attacking or blocking creature gets +2/+2 until end of turn.  

Serra Angel 
3WW   
Creature - Angel   
4/4   
Flying, vigilance  

Serra Avatar 
4WWW   
Creature - Avatar   
*/*   
Serra Avatar's power and toughness are each equal to your life total.
If Serra Avatar would be put into a graveyard from anywhere, reveal Serra Avatar, then shuffle it into its owner's library instead.  

Serra Aviary 
3W   
World Enchantment    
Creatures with flying get +1/+1.  

Serra Bestiary 
WW   
Enchant Creature    
At the beginning of your upkeep, sacrifice Serra Bestiary unless you pay WW.
Enchanted creature can't attack or block and its activated abilities with T in their costs can't be played.  

Serra Inquisitors 
4W   
Creature - Inquisitor   
3/3   
When Serra Inquisitors blocks or becomes blocked by one or more black creatures, Serra Inquisitors gets +2/+0 until end of turn.  

Serra Paladin 
2WW   
Creature - Paladin   
2/2   
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
1WW, T: Target creature gains vigilance until end of turn.  

Serra Zealot 
W   
Creature - Soldier   
1/1   
First strike  

Serra's Blessing 
1W   
Enchantment    
Creatures you control have vigilance.  

Serra's Embrace 
2WW   
Enchant Creature    
Enchanted creature gets +2/+2 and has flying and vigilance.  

Serra's Hymn 
W   
Enchantment    
At the beginning of your upkeep, you may put a verse counter on Serra's Hymn.
Sacrifice Serra's Hymn: Prevent up to X damage total that would be dealt this turn to any number of target creatures and/or players, divided as you choose, where X is the number of verse counters on Serra's Hymn.  

Serra's Liturgy 
2WW   
Enchantment    
At the beginning of your upkeep, you may put a verse counter on Serra's Liturgy.
W, Sacrifice Serra's Liturgy: Destroy up to X target artifacts and/or enchantments, where X is the number of verse counters on Serra's Liturgy.  

Serra's Sanctum 
Legendary Land    
T: Add W to your mana pool for each enchantment you control.  

Serrated Arrows 
4   
Artifact    
Serrated Arrows comes into play with three arrowhead counters on it.
At the beginning of your upkeep, if there are no arrowhead counters on Serrated Arrows, sacrifice it.
T, Remove an arrowhead counter from Serrated Arrows: Put a -1/-1 counter on target creature.  

Serrated Biskelion 
3   
Artifact Creature    
2/2   
T: Put a -1/-1 counter on Serrated Biskelion and a -1/-1 counter on target creature.  

Serum Powder 
3   
Artifact    
T: Add 1 to your mana pool.
Any time you could mulligan and Serum Powder is in your hand, you may remove your hand from the game, then draw that many cards. (You can do this in addition to taking mulligans.)  

Serum Tank 
3   
Artifact    
Whenever Serum Tank or another artifact comes into play, put a charge counter on Serum Tank.
3, T, Remove a charge counter from Serum Tank: Draw a card.  

Serum Visions 
U   
Sorcery    
Draw a card.
Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)  

Servant of Volrath 
2B   
Creature - Minion   
3/3   
When Servant of Volrath leaves play, sacrifice a creature.  

Seshiro the Anointed 
4GG   
Legendary Creature - Snake Monk   
3/4   
Other Snakes you control get +2/+2.
Whenever a Snake you control deals combat damage to a player, you may draw a card.  

Seton, Krosan Protector 
GGG   
Legendary Creature - Centaur Druid   
2/2   
Tap an untapped Druid you control: Add G to your mana pool.  

Seton's Desire 
2G   
Enchant Creature    
Enchanted creature gets +2/+2.
Threshold - All creatures able to block enchanted creature do so. (You have threshold as long as seven or more cards are in your graveyard.)  

Seton's Scout 
1G   
Creature - Centaur Druid   
2/1   
Seton's Scout may block as though it had flying.
Threshold - Seton's Scout gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)  

Sever Soul 
3BB   
Sorcery    
Destroy target nonblack creature. It can't be regenerated. You gain life equal to its toughness.  

Severed Legion 
1BB   
Creature - Zombie   
2/2   
Fear  

Sewer Rats 
B   
Creature - Rat   
1/1   
B, Pay 1 life: Sewer Rats gets +1/+0 until end of turn. Play this ability no more than three times each turn.  

Sewers of Estark 
2BB   
Instant    
Choose one - Target attacking creature is unblockable this turn; or prevent all combat damage that would be dealt by target blocking creature and all creatures it's blocking this turn.  

Shackles 
2W   
Enchant Creature    
Enchanted creature doesn't untap during its controller's untap step.
W: Return Shackles to its owner's hand.  

Shade's Breath 
1B   
Instant    
Until end of turn, each creature you control becomes black, its creature type becomes Shade, and it gains "B: This creature gets +1/+1 until end of turn."  

Shade's Form 
1BB   
Enchant Creature    
Enchanted creature has "B: This creature gets +1/+1 until end of turn."
When enchanted creature is put into a graveyard, return that creature to play under your control.  

Shadow Guildmage 
B   
Creature - Wizard   
1/1   
U, T: Put target creature you control on top of its owner's library.
R, T: Shadow Guildmage deals 1 damage to target creature or player and 1 damage to you.  

Shadow Rider 
2BB   
Creature - Knight   
3/3   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)  

Shadow Rift 
U   
Instant    
Target creature gains shadow until end of turn. (It may block or be blocked by only creatures with shadow.)
Draw a card.  

Shadowbane 
1W   
Instant    
The next time this turn a source of your choice would deal damage to target creature or player, prevent that damage. If that source is black, you gain life equal to the damage prevented this way.  

Shadowblood Egg 
1   
Artifact    
2, T, Sacrifice Shadowblood Egg: Add BR to your mana pool. Draw a card.  

Shadowblood Ridge 
Land    
1, T: Add BR to your mana pool.  

Shadowmage Infiltrator 
1UB   
Creature - Wizard   
1/3   
Fear
Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.  

Shadowstorm 
R   
Sorcery    
Shadowstorm deals 2 damage to each creature with shadow.  

Shahrazad 
WW   
Sorcery    
Players play a MAGIC subgame, using their libraries as their decks. Each player who doesn't win the subgame loses half his or her life, rounded up. After the subgame, players shuffle all subgame cards they own into their libraries. Players don't ante a card for the subgame, and libraries with less than the required number of cards are legal.  

Shaleskin Bruiser 
6R   
Creature - Beast   
4/4   
Trample
Whenever Shaleskin Bruiser attacks, it gets +3/+0 until end of turn for each other attacking Beast.  

Shaleskin Plower 
3R   
Creature - Beast   
3/2   
Morph 4R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Shaleskin Plower is turned face up, destroy target land.  

Shallow Grave 
1B   
Instant    
Put the top creature card from your graveyard into play. That creature gains haste until end of turn. Remove it from the game at end of turn.  

Shaman en-Kor 
1W   
Creature - Cleric   
1/2   
0: The next 1 damage that would be dealt to Shaman en-Kor this turn is dealt to target creature you control instead.
1W: The next time a source would deal damage to target creature this turn, that damage is dealt to Shaman en-Kor instead.  

Shaman's Trance 
2R   
Instant    
Until end of turn, other players can't play cards from their graveyards, and you may play cards from other players' graveyards as though they were in your graveyard.  

Shambling Strider 
4GG   
Creature - Strider   
5/5   
RG: Shambling Strider gets +1/-1 until end of turn.  

Shambling Swarm 
1BBB   
Creature - Horror   
3/3   
When Shambling Swarm is put into a graveyard from play, distribute three -1/-1 counters among one, two, or three target creatures. Remove those counters at end of turn.  

Shanodin Dryads 
G   
Creature - Dryad   
1/1   
Forestwalk  

Shape Stealer 
UU   
Creature - Shapeshifter Spirit   
1/1   
Whenever Shape Stealer blocks or becomes blocked by a creature, change Shape Stealer's power and toughness to that creature's power and toughness until end of turn.  

Shaper Guildmage 
U   
Creature - Wizard   
1/1   
W, T: Target creature gains first strike until end of turn.
B, T: Target creature gets +1/+0 until end of turn.  

Shapeshifter 
6   
Artifact Creature    
*/7-*   
As Shapeshifter comes into play, choose a number between 0 and 7.
At the beginning of your upkeep, you may choose a number between 0 and 7.
Shapeshifter's power is equal to the last chosen number and its toughness is equal to 7 minus that number.  

Shard Phoenix 
4R   
Creature - Phoenix   
2/2   
Flying
RRR: Return Shard Phoenix from your graveyard to your hand. Play this ability only during your upkeep.
Sacrifice Shard Phoenix: Shard Phoenix deals 2 damage to each creature without flying.  

Shared Fate 
4U   
Enchantment    
If a player would draw a card, that player removes the top card of an opponent's library from the game face down instead.
Each player may look at and play cards he or she removed from the game with Shared Fate as though they were in his or her hand.  

Shared Triumph 
1W   
Enchantment    
As Shared Triumph comes into play, choose a creature type.
Creatures of the chosen type get +1/+1.  

Shatter 
1R   
Instant    
Destroy target artifact.  

Shattered Crypt 
XBB   
Sorcery    
Return X target creature cards from your graveyard to your hand and you lose X life.  

Shattered Dreams 
B   
Sorcery    
Target opponent reveals his or her hand. Choose an artifact card from it. That player discards that card.  

Shattering Pulse 
1R   
Instant    
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Shattering Pulse into your hand instead of your graveyard as part of its resolution.)
Destroy target artifact.  

Shatterstorm 
2RR   
Sorcery    
Destroy all artifacts. They can't be regenerated.  

Shauku, Endbringer 
5BB   
Legendary Creature    
5/5   
Flying
Shauku, Endbringer can't attack if there's another creature in play.
At the beginning of your upkeep, you lose 3 life.
T: Remove target creature from the game and put a +1/+1 counter on Shauku.  

Shauku's Minion 
1BR   
Creature - Minion   
2/2   
BR, T: Shauku's Minion deals 2 damage to target white creature.  

Shelkin Brownie 
1G   
Creature - Faerie   
1/1   
T: Target creature loses all "bands with other" abilities until end of turn.  

Shell of the Last Kappa 
3   
Legendary Artifact    
3, T: Remove from the game target instant or sorcery spell that targets you. (The spell has no effect.)
3, T, Sacrifice Shell of the Last Kappa: You may play a card removed from the game with Shell of the Last Kappa without paying its mana cost.  

Shelter 
1W   
Instant    
Target creature you control gains protection from the color of your choice until end of turn.
Draw a card.  

Sheltered Valley 
Land    
When Sheltered Valley comes into play, sacrifice each other permanent named Sheltered Valley you control.
At the beginning of your upkeep, if you control three or fewer lands, you gain 1 life.
T: Add 1 to your mana pool.  

Sheltering Prayers 
W   
Enchantment    
Basic lands each player controls can't be the targets of spells or abilities as long as that player controls three or fewer lands.  

Shepherd of Rot 
1B   
Creature - Zombie Cleric   
1/1   
T: Each player loses 1 life for each Zombie in play.  

Shield Bearer 
1W   
Creature - Soldier   
0/3   
Banding  

Shield Dancer 
2W   
Creature - Rebel   
1/3   
2W: The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead.  

Shield Mate 
W   
Creature - Soldier   
1/1   
Sacrifice Shield Mate: Target creature gets +0/+4 until end of turn.  

Shield of Duty and Reason 
W   
Enchant Creature    
Enchanted creature has protection from green and from blue.  

Shield of Kaldra 
4   
Legendary Artifact - Equipment   
Equipment named Sword of Kaldra, Shield of Kaldra, and Helm of Kaldra are indestructible.
Equipped creature is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
Equip 4  

Shield of the Ages 
2   
Artifact    
2: Prevent the next 1 damage that would be dealt to you this turn.  

Shield Sphere 
0   
Artifact Creature - Wall   
0/6   
Defender (This creature can't attack.)
Whenever Shield Sphere blocks, put a -0/-1 counter on it.  

Shield Wall 
1W   
Instant    
Creatures you control get +0/+2 until end of turn.  

Shieldmage Advocate 
2W   
Creature - Cleric   
1/3   
T: Return target card in an opponent's graveyard to his or her hand. Prevent all damage that would be dealt to target creature or player this turn by a source of your choice.  

Shieldmage Elder 
5W   
Creature - Cleric Wizard   
2/3   
Tap two untapped Clerics you control: Prevent all damage target creature would deal this turn.
Tap two untapped Wizards you control: Prevent all damage target spell would deal this turn.  

Shifting Borders 
3U   
Instant - Arcane   
Exchange control of two target lands.
Splice onto Arcane 3U (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Shifting Sky 
2U   
Enchantment    
As Shifting Sky comes into play, choose a color.
All nonland permanents are the chosen color.  

Shifting Sliver 
3U   
Creature - Sliver   
2/2   
Slivers can't be blocked except by Slivers.  

Shifting Wall 
X   
Artifact Creature - Wall   
0/0   
Defender (This creature can't attack.)
Shifting Wall comes into play with X +1/+1 counters on it.  

Shifty Doppelganger 
2U   
Creature - Shapeshifter   
1/1   
3U, Remove Shifty Doppelganger from the game: Put a creature card from your hand into play. That creature gains haste until end of turn. At end of turn, sacrifice that creature. If you do, return Shifty Doppelganger to play.  

Shimatsu the Bloodcloaked 
3R   
Legendary Creature - Demon Spirit   
0/0   
As Shimatsu the Bloodcloaked comes into play, sacrifice any number of permanents. Shimatsu comes into play with that many +1/+1 counters on it.  

Shimian Night Stalker 
3BB   
Creature - Nightstalker   
4/4   
B, T: All damage that would be dealt to you this turn by target attacking creature is dealt to Shimian Night Stalker instead.  

Shimmer 
2UU   
Enchantment    
As Shimmer comes into play, choose a land type.
All lands of the chosen type have phasing.  

Shimmering Barrier 
1W   
Creature - Wall   
1/3   
Defender (This creature can't attack.)
First strike
Cycling 2 (2, Discard this card: Draw a card.)  

Shimmering Efreet 
2U   
Creature - Efreet   
2/2   
Flying, phasing
Whenever Shimmering Efreet phases in, target creature phases out.  

Shimmering Glasskite 
3U   
Creature - Spirit   
2/3   
Flying
Whenever Shimmering Glasskite becomes the target of a spell or ability for the first time in a turn, counter that spell or ability.  

Shimmering Mirage 
1U   
Instant    
Target land's type becomes the basic land type of your choice until end of turn.
Draw a card.  

Shimmering Wings 
U   
Enchant Creature    
Enchanted creature has flying.
U: Return Shimmering Wings to its owner's hand.  

Shinen of Fear's Chill 
4B   
Creature - Spirit   
3/2   
Shinen of Fear's Chill can't block.
Channel - 1B, Discard Shinen of Fear's Chill: Target creature can't block this turn.  

Shinen of Flight's Wings 
4U   
Creature - Spirit   
3/3   
Flying
Channel - U, Discard Shinen of Flight's Wings: Target creature gains flying until end of turn.  

Shinen of Fury's Fire 
2R   
Creature - Spirit   
2/1   
Haste
Channel - R, Discard Shinen of Fury's Fire: Target creature gains haste until end of turn.  

Shinen of Life's Roar 
1G   
Creature - Spirit   
1/2   
All creatures able to block Shinen of Life's Roar do so.
Channel - 2GG, Discard Shinen of Life's Roar: All creatures able to block target creature this turn do so.  

Shinen of Stars' Light 
2W   
Creature - Spirit   
2/1   
First strike
Channel - 1W, Discard Shinen of Stars' Light: Target creature gains first strike until end of turn.  

Shining Shoal 
XWW   
Instant - Arcane   
You may remove a white card with converted mana cost X in your hand from the game rather than pay Shining Shoal's mana cost.
The next X damage that a source of your choice would deal to you or a creature you control this turn is dealt to target creature or player instead.  

Shinka Gatekeeper 
2R   
Creature - Ogre Warrior   
3/2   
Whenever Shinka Gatekeeper is dealt damage, it deals that much damage to you.  

Shinka, the Bloodsoaked Keep 
Legendary Land    
T: Add R to your mana pool.
R, T: Target legendary creature gains first strike until end of turn.  

Shirei, Shizo's Caretaker 
4B   
Legendary Creature - Spirit   
2/2   
Whenever a creature with power 1 or less is put into your graveyard from play, you may return that creature card to play under your control at end of turn if Shirei, Shizo's Caretaker is still in play.  

Shisato, Whispering Hunter 
3G   
Legendary Creature - Snake Warrior   
2/2   
At the beginning of your upkeep, sacrifice a Snake.
Whenever Shisato, Whispering Hunter deals combat damage to a player, that player skips his or her next untap step.  

Shiv's Embrace 
2RR   
Enchant Creature    
Enchanted creature gets +2/+2 and has flying.
R: Enchanted creature gets +1/+0 until end of turn.  

Shivan Dragon 
4RR   
Creature - Dragon   
5/5   
Flying
R: Shivan Dragon gets +1/+0 until end of turn.  

Shivan Emissary 
2R   
Creature - Wizard   
1/1   
Kicker 1B (You may pay an additional 1B as you play this spell.)
When Shivan Emissary comes into play, if the kicker cost was paid, destroy target nonblack creature. It can't be regenerated.  

Shivan Gorge 
Legendary Land    
T: Add 1 to your mana pool.
2R, T: Shivan Gorge deals 1 damage to each opponent.  

Shivan Harvest 
1R   
Enchantment    
1R, Sacrifice a creature: Destroy target nonbasic land.  

Shivan Hellkite 
5RR   
Creature - Dragon   
5/5   
Flying
1R: Shivan Hellkite deals 1 damage to target creature or player.  

Shivan Oasis 
Land    
Shivan Oasis comes into play tapped.
T: Add R or G to your mana pool.  

Shivan Phoenix 
4RR   
Creature - Phoenix   
3/4   
Flying
When Shivan Phoenix is put into a graveyard from play, return Shivan Phoenix to its owner's hand.  

Shivan Raptor 
2R   
Creature - Lizard   
3/1   
First strike; haste
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)  

Shivan Reef 
Land    
T: Add 1 to your mana pool.
T: Add U or R to your mana pool. Shivan Reef deals 1 damage to you.  

Shivan Wurm 
3RG   
Creature - Wurm   
7/7   
Trample
When Shivan Wurm comes into play, return a red or green creature you control to its owner's hand.  

Shivan Zombie 
BR   
Creature - Barbarian Zombie   
2/2   
Protection from white  

Shizo, Death's Storehouse 
Legendary Land    
T: Add B to your mana pool.
B, T: Target legendary creature gains fear until end of turn.  

Shizuko, Caller of Autumn 
1GG   
Legendary Creature - Snake Shaman   
2/3   
At the beginning of each player's upkeep, that player adds GGG to his or her mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from that player's mana pool as phases end.  

Shock 
R   
Instant    
Shock deals 2 damage to target creature or player.  

Shock Troops 
3R   
Creature - Soldier   
2/2   
Sacrifice Shock Troops: Shock Troops deals 2 damage to target creature or player.  

Shocker 
1R   
Creature - Insect   
1/1   
Whenever Shocker deals damage to a player, that player discards his or her hand, then draws that many cards.  

Shoreline Raider 
2U   
Creature - Merfolk   
2/2   
Protection from Kavu  

Shoreline Ranger 
5U   
Creature - Bird Soldier   
3/4   
Flying
Islandcycling 2 (2, Discard this card: Search your library for an Island card, reveal it, and put it into your hand. Then shuffle your library.)  

Shoving Match 
2U   
Instant    
Until end of turn, all creatures gain "T: Tap target creature."  

Show and Tell 
2U   
Sorcery    
Each player may put an artifact, creature, enchantment, or land card from his or her hand into play.  

Shower of Coals 
3RR   
Sorcery    
Shower of Coals deals 2 damage to each of up to three target creatures and/or players.
Threshold - Shower of Coals deals 4 damage to each of those creatures and/or players instead. (You have threshold if seven or more cards are in your graveyard.)  

Shower of Sparks 
R   
Instant    
Shower of Sparks deals 1 damage to target creature and 1 damage to target player.  

Shrapnel Blast 
1R   
Instant    
As an additional cost to play Shrapnel Blast, sacrifice an artifact.
Shrapnel Blast deals 5 damage to target creature or player.  

Shriek of Dread 
1B   
Instant    
Target creature gains fear until end of turn.  

Shrieking Drake 
U   
Creature - Drake   
1/1   
Flying
When Shrieking Drake comes into play, return a creature you control to its owner's hand.  

Shrieking Mogg 
1R   
Creature - Goblin   
1/1   
Haste
When Shrieking Mogg comes into play, tap all other creatures.  

Shrieking Specter 
5B   
Creature - Specter   
2/2   
Flying
Whenever Shrieking Specter attacks, defending player discards a card.  

Shrink 
G   
Instant    
Target creature gets -5/-0 until end of turn.  

Shriveling Rot 
2BB   
Instant    
Choose one - Until end of turn, whenever a creature is dealt damage, destroy it; or until end of turn, whenever a creature is put into a graveyard from play, that creature's controller loses life equal to its toughness.
Entwine 2B (Choose both if you pay the entwine cost.)  

Shrouded Serpent 
4UUU   
Creature - Serpent   
4/4   
Whenever Shrouded Serpent attacks, defending player may pay 4. If he or she doesn't, Shrouded Serpent is unblockable this turn.  

Shu Cavalry 
2W   
Creature - Soldier   
2/2   
Horsemanship  

Shu Defender 
2W   
Creature - Soldier   
2/2   
Whenever Shu Defender blocks, it gets +0/+2 until end of turn.  

Shu Elite Companions 
4W   
Creature - Soldier   
3/3   
Horsemanship  

Shu Elite Infantry 
3W   
Creature - Soldier   
3/3   
  

Shu Farmer 
1W   
Creature - Farmer   
1/1   
T: You gain 1 life. Play this ability only during your turn, before the combat phase.  

Shu Foot Soldiers 
2W   
Creature - Soldier   
2/3   
  

Shu General 
3W   
Creature - Soldier   
2/2   
Horsemanship, vigilance  

Shu Grain Caravan 
2W   
Creature - Soldier   
2/2   
When Shu Grain Caravan comes into play, you gain 2 life.  

Shu Soldier-Farmers 
4W   
Creature - Soldier   
2/4   
When Shu Soldier-Farmers comes into play, you gain 4 life.  

Shuko 
1   
Artifact - Equipment   
Equipped creature gets +1/+0.
Equip 0 (0: Attach to target creature you control. Equip only as a sorcery.)  

Shunt 
1RR   
Instant    
Change the target of target spell with a single target.  

Shuriken 
1   
Artifact - Equipment   
Equipped creature has "T, Unattach Shuriken: Shuriken deals 2 damage to target creature. That creature's controller gains control of Shuriken unless it was unattached from a Ninja."
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)  

Shyft 
4U   
Creature - Shyft   
4/2   
At the beginning of your upkeep, you may have Shyft become the color or colors of your choice. (This effect doesn't end at end of turn.)  

Sibilant Spirit 
5U   
Creature - Spirit   
5/6   
Flying
Whenever Sibilant Spirit attacks, defending player may draw a card.  

Sick and Tired 
2B   
Instant    
Two target creatures each get -1/-1 until end of turn.  

Sicken 
B   
Enchant Creature    
Enchanted creature gets -1/-1.
Cycling 2 (2, Discard this card: Draw a card.)  

Sickening Dreams 
1B   
Sorcery    
As an additional cost to play Sickening Dreams, discard X cards.
Sickening Dreams deals X damage to each creature and each player.  

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

Sidar Jabari 
3W   
Legendary Creature    
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Whenever Sidar Jabari attacks, tap target creature defending player controls.  

Sideswipe 
1R   
Instant    
You may change any targets of target Arcane spell.  

Siege-Gang Commander 
3RR   
Creature - Goblin   
2/2   
When Siege-Gang Commander comes into play, put three 1/1 red Goblin creature tokens into play.
1R, Sacrifice a Goblin: Siege-Gang Commander deals 2 damage to target creature or player.  

Sift 
3U   
Sorcery    
Draw three cards, then discard a card.  

Sift Through Sands 
1UU   
Instant - Arcane   
Draw two cards, then discard a card.
If you played a spell named Peer Through Depths and a spell named Reach Through Mists this turn, you may search your library for a card named The Unspeakable, put it into play, then shuffle your library.  

Sigil of Sleep 
U   
Enchant Creature    
Whenever enchanted creature deals damage to a player, return target creature that player controls to its owner's hand.  

Sigil of the New Dawn 
3W   
Enchantment    
Whenever a creature is put into your graveyard from play, you may pay 1W. If you do, return that card to your hand.  

Silent Arbiter 
4   
Artifact Creature    
1/5   
No more than one creature may attack each combat.
No more than one creature may block each combat.  

Silent Assassin 
BB   
Creature - Mercenary   
2/1   
3B: Destroy target blocking creature at end of combat.  

Silent Attendant 
2W   
Creature - Cleric   
0/2   
T: You gain 1 life.  

Silent Specter 
4BB   
Creature - Specter   
4/4   
Flying
Whenever Silent Specter deals combat damage to a player, that player discards two cards.
Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Silent-Chant Zubera 
1W   
Creature - Zubera Spirit   
1/2   
When Silent-Chant Zubera is put into a graveyard from play, you gain 2 life for each Zubera put into a graveyard from play this turn.  

Silhouette 
1U   
Instant    
Prevent all damage that would be dealt this turn to target creature by spells or abilities that target it.  

Silk Net 
G   
Instant    
Target creature gets +1/+1 and may block as though it had flying until end of turn.  

Silkenfist Fighter 
1W   
Creature - Soldier   
1/3   
Whenever Silkenfist Fighter becomes blocked, untap it.  

Silkenfist Order 
3WW   
Creature - Soldier   
3/5   
Whenever Silkenfist Order becomes blocked, untap it.  

Silklash Spider 
3GG   
Creature - Spider   
2/7   
Silklash Spider may block as though it had flying.
XGG: Silklash Spider deals X damage to each creature with flying.  

Silt Crawler 
2G   
Creature - Beast   
3/3   
When Silt Crawler comes into play, tap all lands you control.  

Silver Drake 
1WU   
Creature - Drake   
3/3   
Flying
When Silver Drake comes into play, return a white or blue creature you control to its owner's hand.  

Silver Erne 
3U   
Creature - Erne   
2/2   
Flying, trample  

Silver Knight 
WW   
Creature - Knight   
2/2   
First strike, protection from red  

Silver Myr 
2   
Artifact Creature - Myr   
1/1   
T: Add U to your mana pool.  

Silver Seraph 
5WWW   
Creature - Angel   
6/6   
Flying
Threshold - Other creatures you control get +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)  

Silver Wyvern 
3UU   
Creature - Drake   
4/3   
Flying
U: Change the target of target spell or ability with a single target if that target is Silver Wyvern. The new target must be a creature.  

Silverback Ape 
3GG   
Creature - Ape   
5/5   
  

Silverglade Elemental 
4G   
Creature - Elemental   
4/4   
When Silverglade Elemental comes into play, you may search your library for a Forest card and put that card into play. If you do, shuffle your library.  

Silverglade Pathfinder 
1G   
Creature - Spellshaper   
1/1   
1G, T, Discard a card: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.  

Silverstorm Samurai 
4WW   
Creature - Fox Samurai   
3/3   
You may play Silverstorm Samurai any time you could play an instant.
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)  

Silvos, Rogue Elemental 
3GGG   
Legendary Creature - Elemental   
8/5   
Trample
G: Regenerate Silvos, Rogue Elemental.  

Sima Yi, Wei Field Marshal 
5B   
Legendary Creature    
*/4   
Sima Yi, Wei Field Marshal's power is equal to the number of Swamps you control.  

Simian Grunts 
2G   
Creature - Ape   
3/4   
You may play Simian Grunts any time you could play an instant.
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)  

Simoon 
RG   
Instant    
Simoon deals 1 damage to each creature target opponent controls.  

Simplify 
G   
Sorcery    
Each player sacrifices an enchantment.  

Simulacrum 
1B   
Instant    
You gain life equal to the damage dealt to you this turn. Simulacrum deals to target creature you control damage equal to the damage dealt to you this turn.  

Sindbad 
1U   
Creature - Sindbad   
1/1   
T: Draw a card and reveal it. If it isn't a land card, discard it.  

Singe 
R   
Instant    
Singe deals 1 damage to target creature. That creature becomes black until end of turn.  

Singing Tree 
3G   
Creature - Singing-Tree   
0/3   
T: Target attacking creature gets -X/-0 until end of turn, where X is its power.  

Sinister Strength 
1B   
Enchant Creature    
Enchanted creature gets +3/+1 and is black.  

Sink into Takenuma 
3B   
Sorcery - Arcane   
Sweep - Return any number of Swamps you control to their owner's hand. Target player discards a card for each Swamp returned this way.  

Sinkhole 
BB   
Sorcery    
Destroy target land.  

Sir Shandlar of Eberyn 
4GW   
Legendary Creature    
4/7   
  

Sire of the Storm 
4UU   
Creature - Spirit   
3/3   
Flying
Whenever you play a Spirit or Arcane spell, you may draw a card.  

Siren's Call 
U   
Instant    
Play only during an opponent's turn and only before attackers are declared.
Creatures the active player controls attack this turn if able.
At end of turn, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.  

Sirocco 
1R   
Instant    
Target player reveals his or her hand. For each blue instant card revealed, he or she pays 4 life or discards that card.  

Sisay's Ingenuity 
U   
Enchant Creature    
When Sisay's Ingenuity comes into play, draw a card.
Enchanted creature has "2U: Target creature becomes the color of your choice until end of turn."  

Sisay's Ring 
4   
Artifact    
T: Add 2 to your mana pool.  

Sisters of the Flame 
1RR   
Creature - Sister   
2/2   
T: Add R to your mana pool.  

Sivitri Scarzam 
5UB   
Legendary Creature    
6/4   
  

Sivvi's Ruse 
2WW   
Instant    
If an opponent controls a Mountain and you control a Plains, you may play Sivvi's Ruse without paying its mana cost.
Prevent all damage that would be dealt this turn to creatures you control.  

Sivvi's Valor 
2W   
Instant    
If you control a Plains, you may tap an untapped creature you control rather than pay the mana cost of Sivvi's Valor.
All damage that would be dealt to target creature this turn is dealt to you instead.  

Sizzle 
2R   
Sorcery    
Sizzle deals 3 damage to each opponent.  

Skeletal Crocodile 
3B   
Creature - Crocodile Skeleton   
5/1   
  

Skeletal Scrying 
XB   
Instant    
As an additional cost to play Skeletal Scrying, remove X cards in your graveyard from the game.
You draw X cards and you lose X life.  

Skeletal Snake 
1B   
Creature - Snake Skeleton   
2/1   
  

Skeleton Scavengers 
2B   
Creature - Skeleton   
0/0   
Skeleton Scavengers comes into play with one +1/+1 counter on it.
Pay 1 for each +1/+1 counter on Skeleton Scavengers: Regenerate Skeleton Scavengers. When it regenerates this way, put a +1/+1 counter on it.  

Skeleton Shard 
3   
Artifact    
3, T or B, T: Return target artifact creature card from your graveyard to your hand.  

Skeleton Ship 
3UB   
Legendary Creature    
0/3   
When you control no Islands, sacrifice Skeleton Ship.
T: Put a -1/-1 counter on target creature.  

Skinthinner 
1B   
Creature - Zombie   
2/1   
Morph 3BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Skinthinner is turned face up, destroy target nonblack creature. It can't be regenerated.  

Skirge Familiar 
4B   
Creature - Imp   
3/2   
Flying
Discard a card: Add B to your mana pool.  

Skirk Alarmist 
1R   
Creature - Wizard   
1/2   
Haste
T: Turn target face-down creature you control face up. At end of turn, sacrifice it.  

Skirk Commando 
1RR   
Creature - Goblin   
2/1   
Whenever Skirk Commando deals combat damage to a player, you may have it deal 2 damage to target creature that player controls.
Morph 2R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Skirk Drill Sergeant 
1R   
Creature - Goblin   
2/1   
Whenever Skirk Drill Sergeant or another Goblin is put into a graveyard from play, you may pay 2R. If you do, reveal the top card of your library. If it's a Goblin card, put it into play. Otherwise, put it into your graveyard.  

Skirk Fire Marshal 
3RR   
Creature - Goblin Lord   
2/2   
Protection from red
Tap five untapped Goblins you control: Skirk Fire Marshal deals 10 damage to each creature and each player.  

Skirk Marauder 
1R   
Creature - Goblin   
2/1   
Morph 2R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Skirk Marauder is turned face up, it deals 2 damage to target creature or player.  

Skirk Outrider 
3R   
Creature - Goblin   
2/2   
Skirk Outrider gets +2/+2 and has trample as long as you control a Beast.  

Skirk Prospector 
R   
Creature - Goblin   
1/1   
Sacrifice a Goblin: Add R to your mana pool.  

Skirk Volcanist 
3R   
Creature - Goblin   
3/1   
Morph-Sacrifice two Mountains. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Skirk Volcanist is turned face up, it deals 3 damage divided as you choose among any number of target creatures.  

Skittering Horror 
2B   
Creature - Horror   
4/3   
When you play a creature spell, sacrifice Skittering Horror.  

Skittering Skirge 
BB   
Creature - Imp   
3/2   
Flying
When you play a creature spell, sacrifice Skittering Skirge.  

Skittish Kavu 
1R   
Creature - Kavu   
1/1   
Skittish Kavu gets +1/+1 as long as no opponent controls a white or blue creature.  

Skittish Valesk 
6R   
Creature - Beast   
5/5   
At the beginning of your upkeep, flip a coin. If you lose the flip, turn Skittish Valesk face down.
Morph 5R (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Skizzik 
3R   
Creature - Elemental   
5/3   
Kicker R (You may pay an additional R as you play this spell.)
Trample; haste
At end of turn, sacrifice Skizzik unless the kicker cost was paid.  

Skulking Fugitive 
2B   
Creature - Mercenary   
3/4   
When Skulking Fugitive becomes the target of a spell or ability, sacrifice it.  

Skulking Ghost 
1B   
Creature - Ghost   
2/1   
Flying
When Skulking Ghost becomes the target of a spell or ability, sacrifice it.  

Skull Catapult 
4   
Artifact    
1, T, Sacrifice a creature: Skull Catapult deals 2 damage to target creature or player.  

Skull Collector 
1BB   
Creature - Ogre Warrior   
3/3   
At the beginning of your upkeep, return a black creature you control to its owner's hand.
1B: Regenerate Skull Collector.  

Skull Fracture 
B   
Sorcery    
Target player discards a card.
Flashback 3B (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Skull of Orm 
3   
Artifact    
5, T: Return target enchantment card from your graveyard to your hand.  

Skull of Ramos 
3   
Artifact    
T: Add B to your mana pool.
Sacrifice Skull of Ramos: Add B to your mana pool.  

Skullcage 
4   
Artifact    
At the beginning of each opponent's upkeep, Skullcage deals 2 damage to that player unless he or she has exactly three or exactly four cards in hand.  

Skullclamp 
1   
Artifact - Equipment   
Equipped creature gets +1/-1.
When equipped creature is put into a graveyard, draw two cards.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Skullmane Baku 
3BB   
Creature - Spirit   
2/1   
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Skullmane Baku.
1, T, Remove X ki counters from Skullmane Baku: Target creature gets -X/-X until end of turn.  

Skullscorch 
RR   
Sorcery    
Target player discards two cards at random unless that player has Skullscorch deal 4 damage to him or her.  

Skullsnatcher 
1B   
Creature - Rat Ninja   
2/1   
Ninjutsu B (B, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Skullsnatcher deals combat damage to a player, remove up to two target cards in that player's graveyard from the game.  

Skulltap 
1B   
Sorcery    
As an additional cost to play Skulltap, sacrifice a creature.
Draw two cards.  

Sky Diamond 
2   
Artifact    
Sky Diamond comes into play tapped.
T: Add U to your mana pool.  

Sky Spirit 
1WU   
Creature - Spirit   
2/2   
Flying, first strike  

Sky Weaver 
1U   
Creature - Wizard   
2/1   
2: Target white or black creature gains flying until end of turn.  

Skycloud Egg 
1   
Artifact    
2, T, Sacrifice Skycloud Egg: Add WU to your mana pool. Draw a card.  

Skycloud Expanse 
Land    
1, T: Add WU to your mana pool.  

Skyfire Kirin 
2RR   
Legendary Creature - Kirin Spirit   
3/3   
Flying
Whenever you play a Spirit or Arcane spell, you may gain control of target creature with that spell's converted mana cost until end of turn.  

Skyhunter Cub 
2W   
Creature - Cat Knight   
2/2   
As long as Skyhunter Cub is equipped, it gets +1/+1 and has flying.  

Skyhunter Patrol 
2WW   
Creature - Cat Knight   
2/3   
Flying, first strike  

Skyhunter Prowler 
2W   
Creature - Cat Knight   
1/3   
Flying, vigilance  

Skyhunter Skirmisher 
1WW   
Creature - Cat Knight   
1/1   
Flying, double strike  

Skyreach Manta 
5   
Artifact Creature    
0/0   
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
Flying  

Skyshaper 
2   
Artifact    
Sacrifice Skyshaper: Creatures you control gain flying until end of turn.  

Skyship Weatherlight 
4   
Legendary Artifact    
When Skyship Weatherlight comes into play, search your library for any number of artifact and/or creature cards and remove them from the game. Then shuffle your library.
4, T: Choose a card at random that was removed from the game with Skyship Weatherlight. Put that card into its owner's hand.  

Skyshooter 
1G   
Creature - Centaur   
1/2   
Skyshooter may block as though it had flying.
T, Sacrifice Skyshooter: Destroy target attacking or blocking creature with flying.  

Skyshroud Archer 
G   
Creature - Elf   
1/1   
T: Target creature with flying gets -1/-1 until end of turn.  

Skyshroud Behemoth 
5GG   
Creature - Beast   
10/10   
Fading 2 (This creature comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Skyshroud Behemoth comes into play tapped.  

Skyshroud Blessing 
1G   
Instant    
Lands can't be the targets of spells or abilities this turn.
Draw a card.  

Skyshroud Claim 
3G   
Sorcery    
Search your library for up to two Forest cards and put them into play. Then shuffle your library.  

Skyshroud Condor 
1U   
Creature - Bird   
2/2   
Flying
You can't play Skyshroud Condor unless you've played another spell this turn.  

Skyshroud Cutter 
3G   
Creature - Beast   
2/2   
If you control a Forest, you may have each other player gain 5 life rather than pay Skyshroud Cutter's mana cost.  

Skyshroud Elf 
1G   
Creature - Elf   
1/1   
T: Add G to your mana pool.
1: Add W or R to your mana pool.  

Skyshroud Elite 
G   
Creature - Elf   
1/1   
Skyshroud Elite gets +1/+2 as long as an opponent controls a nonbasic land.  

Skyshroud Falcon 
1W   
Creature - Bird   
1/1   
Flying, vigilance  

Skyshroud Forest 
Land    
Skyshroud Forest comes into play tapped.
T: Add 1 to your mana pool.
T: Add U or G to your mana pool. Skyshroud Forest deals 1 damage to you.  

Skyshroud Poacher 
2GG   
Creature - Rebel   
2/2   
3, T: Search your library for an Elf card and put that card into play. Then shuffle your library.  

Skyshroud Ranger 
G   
Creature - Elf   
1/1   
T: Put a land card from your hand into play. Play this ability only any time you could play a sorcery.  

Skyshroud Ridgeback 
G   
Creature - Beast   
2/3   
Fading 2 (This creature comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)  

Skyshroud Sentinel 
2G   
Creature - Elf   
1/1   
When Skyshroud Sentinel comes into play, you may search your library for up to three cards named Skyshroud Sentinel, reveal them, and put them into your hand. If you do, shuffle your library.  

Skyshroud Troll 
2GG   
Creature - Troll   
3/3   
1G: Regenerate Skyshroud Troll.  

Skyshroud Troopers 
3G   
Creature - Elf   
3/3   
T: Add G to your mana pool.  

Skyshroud Vampire 
3BB   
Creature - Vampire   
3/3   
Flying
Discard a creature card: Skyshroud Vampire gets +2/+2 until end of turn.  

Skyshroud War Beast 
1G   
Creature - Beast   
*/*   
Trample
As Skyshroud War Beast comes into play, choose an opponent.
Skyshroud War Beast's power and toughness are each equal to the number of nonbasic lands the chosen player controls.  

Skywing Aven 
2U   
Creature - Bird Soldier   
2/1   
Flying
Discard a card: Return Skywing Aven to its owner's hand.  

Slagwurm Armor 
1   
Artifact - Equipment   
Equipped creature gets +0/+6.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Slashing Tiger 
2GG   
Creature - Tiger   
3/3   
Whenever Slashing Tiger becomes blocked, it gets +2/+2 until end of turn.  

Slate of Ancestry 
4   
Artifact    
4, T, Discard your hand: Draw a card for each creature you control.  

Slaughter 
2BB   
Instant    
Buyback-Pay 4 life. (You may pay 4 life in addition to any other costs as you play this spell. If you do, put Slaughter into your hand instead of your graveyard as part of its resolution.)
Destroy target nonblack creature. It can't be regenerated.  

Slay 
2B   
Instant    
Destroy target green creature. It can't be regenerated.
Draw a card.  

Sleeper Agent 
B   
Creature - Minion   
3/3   
When Sleeper Agent comes into play, target opponent gains control of it.
At the beginning of your upkeep, Sleeper Agent deals 2 damage to you.  

Sleeper's Guile 
2B   
Enchant Creature    
Enchanted creature has fear.
When Sleeper's Guile is put into a graveyard from play, return Sleeper's Guile to its owner's hand.  

Sleeper's Robe 
UB   
Enchant Creature    
Enchanted creature has fear.
Whenever enchanted creature deals combat damage to an opponent, you may draw a card.  

Sleeping Potion 
1U   
Enchant Creature    
When Sleeping Potion comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
When enchanted creature becomes the target of a spell or ability, sacrifice Sleeping Potion.  

Sleight of Hand 
U   
Sorcery    
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.  

Sleight of Mind 
U   
Instant    
Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell.") (This effect doesn't end at end of turn.)  

Slice and Dice 
4RR   
Sorcery    
Slice and Dice deals 4 damage to each creature.
Cycling 2R (2R, Discard this card: Draw a card.)
When you cycle Slice and Dice, you may have it deal 1 damage to each creature.  

Slimy Kavu 
2R   
Creature - Kavu   
2/2   
T: Target land becomes a Swamp until end of turn.  

Slingshot Goblin 
2R   
Creature - Goblin   
2/2   
R, T: Slingshot Goblin deals 2 damage to target blue creature.  

Slinking Serpent 
2UB   
Creature - Serpent   
2/3   
Forestwalk  

Slinking Skirge 
3B   
Creature - Imp   
2/1   
Flying
2, Sacrifice Slinking Skirge: Draw a card.  

Slippery Karst 
Land    
Slippery Karst comes into play tapped.
T: Add G to your mana pool.
Cycling 2 (2, Discard this card: Draw a card.)  

Slipstream Eel 
5UU   
Creature - Beast   
6/6   
Slipstream Eel can't attack unless defending player controls an Island.
Cycling 1U (1U, Discard this card: Draw a card.)  

Sliptide Serpent 
4UU   
Creature - Serpent   
4/4   
3U: Return Sliptide Serpent to its owner's hand.  

Slith Ascendant 
1WW   
Creature - Slith   
1/1   
Flying
Whenever Slith Ascendant deals combat damage to a player, put a +1/+1 counter on it.  

Slith Bloodletter 
BB   
Creature - Slith   
1/1   
Whenever Slith Bloodletter deals combat damage to a player, put a +1/+1 counter on it.
1B: Regenerate Slith Bloodletter.  

Slith Firewalker 
RR   
Creature - Slith   
1/1   
Haste
Whenever Slith Firewalker deals combat damage to a player, put a +1/+1 counter on it.  

Slith Predator 
GG   
Creature - Slith   
1/1   
Trample
Whenever Slith Predator deals combat damage to a player, put a +1/+1 counter on it.  

Slith Strider 
1UU   
Creature - Slith   
1/1   
Whenever Slith Strider becomes blocked, draw a card.
Whenever Slith Strider deals combat damage to a player, put a +1/+1 counter on it.  

Slithery Stalker 
1BB   
Creature - Nightmare Horror   
1/1   
Swampwalk
When Slithery Stalker comes into play, remove target green or white creature an opponent controls from the game.
When Slithery Stalker leaves play, return the removed card to play under its owner's control.  

Sliver Overlord 
WUBRG   
Legendary Creature - Sliver Mutant   
7/7   
3: Search your library for a Sliver card, reveal that card, and put it into your hand. Then shuffle your library.
3: Gain control of target Sliver. (This effect doesn't end at end of turn.)  

Sliver Queen 
WUBRG   
Legendary Creature - Sliver   
7/7   
2: Put a 1/1 colorless Sliver creature token into play.  

Slobad, Goblin Tinkerer 
1R   
Legendary Creature - Goblin Artificer   
1/2   
Sacrifice an artifact: Target artifact becomes indestructible until end of turn. ("Destroy" effects and lethal damage don't destroy that artifact.)  

Slow Motion 
2U   
Enchant Creature    
At the beginning of the upkeep of enchanted creature's controller, that player sacrifices that creature unless he or she pays 2.
When Slow Motion is put into a graveyard from play, return Slow Motion to its owner's hand.  

Sluggishness 
1R   
Enchant Creature    
Enchanted creature can't block.
When Sluggishness is put into a graveyard from play, return Sluggishness to its owner's hand.  

Slumbering Tora 
3   
Artifact    
2, Discard a Spirit or Arcane card: Slumbering Tora becomes an X/X artifact creature until end of turn, where X is the discarded card's converted mana cost.  

Smash 
2R   
Instant    
Destroy target artifact.
Draw a card.  

Smite 
W   
Instant    
Destroy target blocked creature.  

Smoke 
RR   
Enchantment    
Players can't untap more than one creature during their untap steps.  

Smokespew Invoker 
2B   
Creature - Zombie Mutant   
3/1   
7B: Target creature gets -3/-3 until end of turn.  

Smokestack 
4   
Artifact    
At the beginning of your upkeep, you may put a soot counter on Smokestack.
At the beginning of each player's upkeep, that player sacrifices a permanent for each soot counter on Smokestack.  

Smoldering Crater 
Land    
Smoldering Crater comes into play tapped.
T: Add R to your mana pool.
Cycling 2 (2, Discard this card: Draw a card.)  

Smoldering Tar 
2BR   
Enchantment    
At the beginning of your upkeep, target player loses 1 life.
Sacrifice Smoldering Tar: Smoldering Tar deals 4 damage to target creature. Play this ability only any time you could play a sorcery.  

Smother 
1B   
Instant    
Destroy target creature with converted mana cost 3 or less. It can't be regenerated.  

Snag 
3G   
Instant    
You may discard a Forest card rather than pay Snag's mana cost.
Prevent all combat damage that would be dealt by unblocked creatures this turn.  

Snake Basket 
4   
Artifact    
X, Sacrifice Snake Basket: Put X 1/1 green Cobra creature tokens into play. Play this ability only any time you could play a sorcery.  

Snake Pit 
3G   
Enchantment    
Whenever an opponent plays a blue or black spell, you may put a 1/1 green Snake creature token into play.  

Snap 
1U   
Instant    
Return target creature to its owner's hand. Untap up to two lands.  

Snapping Drake 
3U   
Creature - Drake   
3/2   
Flying  

Snapping Thragg 
4R   
Creature - Beast   
3/3   
Whenever Snapping Thragg deals combat damage to a player, you may have it deal 3 damage to target creature that player controls.
Morph 4RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Snarling Undorak 
2GG   
Creature - Beast   
3/3   
2G: Target Beast gets +1/+1 until end of turn.
Morph 1GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Sneak Attack 
3R   
Enchantment    
R: Put a creature card from your hand into play. That creature gains haste until end of turn. Sacrifice the creature at end of turn.  

Sneaky Homunculus 
1U   
Creature - Illusion   
1/1   
Sneaky Homunculus can't block or be blocked by creatures with power 2 or greater.  

Snorting Gahr 
2GG   
Creature - Beast   
3/3   
Whenever Snorting Gahr becomes blocked, it gets +2/+2 until end of turn.  

Snow Devil 
1U   
Enchant Creature    
Enchanted creature has flying.
Enchanted creature has first strike as long as it's blocking and you control a snow-covered land.  

Snow Fortress 
5   
Artifact Creature - Wall   
0/4   
Defender (This creature can't attack.)
1: Snow Fortress gets +1/+0 until end of turn.
1: Snow Fortress gets +0/+1 until end of turn.
3: Snow Fortress deals 1 damage to target creature without flying that's attacking you.  

Snow Hound 
2W   
Creature - Hound   
1/1   
1, T: Return Snow Hound and target blue or green creature you control to their owner's hand.  

Snowblind 
3G   
Enchant Creature    
Enchanted creature gets -X/-X. If that creature is attacking, X is the number of snow-covered lands defending player controls. Otherwise, X is the number of snow-covered lands its controller controls. If this would reduce its toughness to less than 1, reduce its toughness to 1 instead.  

Snow-Covered Forest 
Snow-Covered Basic Land - Forest   
  

Snow-Covered Island 
Snow-Covered Basic Land - Island   
  

Snow-Covered Mountain 
Snow-Covered Basic Land - Mountain   
  

Snow-Covered Plains 
Snow-Covered Basic Land - Plains   
  

Snow-Covered Swamp 
Snow-Covered Basic Land - Swamp   
  

Snowfall 
2U   
Enchantment    
Cumulative upkeep U
Whenever an Island is tapped for mana, its controller may add U to his or her mana pool. If that Island is snow-covered, its controller may add UU to his or her mana pool instead. Spend this mana only to pay for cumulative upkeep.  

Snuff Out 
3B   
Instant    
If you control a Swamp, you may pay 4 life rather than pay Snuff Out's mana cost.
Destroy target nonblack creature. It can't be regenerated.  

Soar 
1U   
Enchant Creature    
You may play Soar any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.
Enchanted creature gets +0/+1 and has flying.  

Soilshaper 
1G   
Creature - Spirit   
1/1   
Whenever you play a Spirit or Arcane spell, target land becomes a 3/3 creature until end of turn. It's still a land.  

Sokenzan Bruiser 
4R   
Creature - Ogre Warrior   
3/3   
Mountainwalk  

Sokenzan Renegade 
2R   
Creature - Ogre Samurai Mercenary   
3/3   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
At the beginning of your upkeep, if a player has more cards in hand than any other, the player with the most cards in hand gains control of Sokenzan Renegade.  

Sokenzan Spellblade 
4R   
Creature - Ogre Samurai Shaman   
2/3   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
1R: Sokenzan Spellblade gets +X/+0 until end of turn, where X is the number of cards in your hand.  

Sol Grail 
3   
Artifact    
As Sol Grail comes into play, choose a color.
T: Add one mana of the chosen color to your mana pool.  

Sol Ring 
1   
Artifact    
T: Add 2 to your mana pool.  

Sol'kanar the Swamp King 
2UBR   
Legendary Creature    
5/5   
Swampwalk
Whenever a player plays a black spell, you gain 1 life.  

Solar Blast 
3R   
Instant    
Solar Blast deals 3 damage to target creature or player.
Cycling 1RR (1RR, Discard this card: Draw a card.)
When you cycle Solar Blast, you may have it deal 1 damage to target creature or player.  

Solar Tide 
4WW   
Sorcery    
Choose one - Destroy all creatures with power 2 or less; or destroy all creatures with power 3 or greater.
Entwine-Sacrifice two lands. (Choose both if you pay the entwine cost.)  

Solarion 
7   
Artifact Creature    
0/0   
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
T: Double the number of +1/+1 counters on Solarion.  

Soldevi Adnate 
1B   
Creature - Cleric   
1/2   
T, Sacrifice a black or artifact creature: Add an amount of black mana equal to the sacrificed creature's converted mana cost to your mana pool.  

Soldevi Digger 
2   
Artifact    
2: Put the top card of your graveyard on the bottom of your library.  

Soldevi Excavations 
Land    
If Soldevi Excavations would come into play, sacrifice an untapped Island instead. If you do, put Soldevi Excavations into play. If you don't, put it into its owner's graveyard.
T: Add 1U to your mana pool.
1, T: Look at the top card of your library. You may put that card on the bottom of your library.  

Soldevi Golem 
4   
Artifact Creature - Golem   
5/3   
Soldevi Golem doesn't untap during your untap step.
At the beginning of your upkeep, you may untap target tapped creature an opponent controls. If you do, untap Soldevi Golem.  

Soldevi Heretic 
2U   
Creature - Heretic   
2/2   
W, T: Prevent the next 2 damage that would be dealt to target creature this turn. Target opponent may draw a card.  

Soldevi Machinist 
1U   
Creature - Wizard   
1/1   
T: Add 2 to your mana pool. This mana may be spent only on an activation cost of an artifact's ability.  

Soldevi Sage 
1U   
Creature - Wizard   
1/1   
T, Sacrifice two lands: Draw three cards, then discard one of them.  

Soldevi Sentry 
1   
Artifact Creature    
1/1   
1: Regenerate Soldevi Sentry. Target opponent may draw a card.  

Soldevi Simulacrum 
4   
Artifact Creature    
2/4   
Cumulative upkeep 1
1: Soldevi Simulacrum gets +1/+0 until end of turn.  

Soldevi Steam Beast 
5   
Artifact Creature    
4/2   
Whenever Soldevi Steam Beast becomes tapped, target opponent gains 2 life.
2: Regenerate Soldevi Steam Beast.  

Soldier of Fortune 
R   
Creature - Mercenary   
1/1   
R, T: Target player shuffles his or her library.  

Soldier Replica 
3   
Artifact Creature - Soldier   
1/3   
1W, Sacrifice Soldier Replica: Soldier Replica deals 3 damage to target attacking or blocking creature.  

Solemn Simulacrum 
4   
Artifact Creature    
2/2   
When Solemn Simulacrum comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.
When Solemn Simulacrum is put into a graveyard from play, you may draw a card.  

Solfatara 
2R   
Instant    
Target player can't play lands this turn.
Draw a card at the beginning of the next turn's upkeep.  

Solidarity 
3W   
Instant    
Creatures you control get +0/+5 until end of turn.  

Solitary Confinement 
2W   
Enchantment    
At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card.
Skip your draw step.
You can't be the target of spells or abilities.
Prevent all damage that would be dealt to you.  

Soltari Champion 
2W   
Creature - Soldier   
2/2   
Shadow (This creature may block or be blocked by only creatures with shadow.)
Whenever Soltari Champion attacks, all other creatures you control get +1/+1 until end of turn.  

Soltari Crusader 
2W   
Creature - Knight   
2/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
1W: Soltari Crusader gets +1/+0 until end of turn.  

Soltari Emissary 
1W   
Creature - Soldier   
2/1   
W: Soltari Emissary gains shadow until end of turn. (This creature may block or be blocked by only creatures with shadow.)  

Soltari Foot Soldier 
W   
Creature - Soldier   
1/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)  

Soltari Guerrillas 
2WR   
Creature - Soldier   
3/2   
Shadow (This creature may block or be blocked by only creatures with shadow.)
0: The next time Soltari Guerrillas would deal combat damage to defending player this turn, it deals that damage to target creature instead.  

Soltari Lancer 
2W   
Creature - Knight   
2/2   
Shadow (This creature may block or be blocked by only creatures with shadow.)
Whenever Soltari Lancer attacks, it gains first strike until end of combat.  

Soltari Monk 
WW   
Creature - Cleric   
2/1   
Protection from black; shadow (This creature may block or be blocked by only creatures with shadow.)  

Soltari Priest 
WW   
Creature - Cleric   
2/1   
Protection from red; shadow (This creature may block or be blocked by only creatures with shadow.)  

Soltari Trooper 
1W   
Creature - Soldier   
1/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
Whenever Soltari Trooper attacks, it gets +1/+1 until end of turn.  

Soltari Visionary 
1WW   
Creature - Cleric   
2/2   
Shadow (This creature may block or be blocked by only creatures with shadow.)
Whenever Soltari Visionary deals damage to a player, destroy target enchantment that player controls.  

Somber Hoverguard 
5U   
Creature - Drone   
3/2   
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Flying  

Somnophore 
2UU   
Creature - Illusion   
2/2   
Flying
Whenever Somnophore deals damage to a player, tap target creature that player controls. That creature doesn't untap during its controller's untap step as long as Somnophore remains in play.  

Song of Blood 
1R   
Sorcery    
Put the top four cards from your library into your graveyard.
Whenever a creature attacks this turn, it gets +1/+0 until end of turn for each creature card put into your graveyard this way.  

Song of Serenity 
1G   
Enchantment    
Enchanted creatures can't attack or block.  

Songs of the Damned 
B   
Instant    
Add B to your mana pool for each creature card in your graveyard.  

Songstitcher 
W   
Creature - Cleric   
1/1   
1W: Prevent all combat damage that would be dealt this turn by target attacking creature with flying.  

Sonic Burst 
1R   
Instant    
As an additional cost to play Sonic Burst, discard a card at random.
Sonic Burst deals 4 damage to target creature or player.  

Sonic Seizure 
R   
Instant    
As an additional cost to play Sonic Seizure, discard a card at random.
Sonic Seizure deals 3 damage to target creature or player.  

Sootfeather Flock 
4B   
Creature - Bird   
3/2   
Flying
Morph 3B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Soothing Balm 
1W   
Instant    
Target player gains 5 life.  

Soothsaying 
U   
Enchantment    
3UU: Shuffle your library.
X: Look at the top X cards of your library and put them back in any order.  

Soramaro, First to Dream 
4UU   
Legendary Creature - Spirit   
*/*   
Flying
Soramaro, First to Dream's power and toughness are each equal to the number of cards in your hand.
4, Return a land you control to its owner's hand: Draw a card.  

Soratami Cloud Chariot 
5   
Artifact    
2: Target creature you control gains flying until end of turn.
2: Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.  

Soratami Cloudskater 
1U   
Creature - Moonfolk Rogue   
1/1   
Flying
2, Return a land you control to its owner's hand: Draw a card, then discard a card.  

Soratami Mindsweeper 
3U   
Creature - Moonfolk Wizard   
1/4   
Flying
2, Return a land you control to its owner's hand: Target player puts the top two cards of his or her library into his or her graveyard.  

Soratami Mirror-Guard 
3U   
Creature - Moonfolk Wizard   
3/1   
Flying
2, Return a land you control to its owner's hand: Target creature with power 2 or less is unblockable this turn.  

Soratami Mirror-Mage 
3U   
Creature - Moonfolk Wizard   
2/1   
Flying
3, Return three lands you control to their owner's hand: Return target creature to its owner's hand.  

Soratami Rainshaper 
2U   
Creature - Moonfolk Wizard   
2/1   
Flying
3, Return a land you control to its owner's hand: Target creature you control can't be the target of spells or abilities this turn.  

Soratami Savant 
2UU   
Creature - Moonfolk Wizard   
2/2   
Flying
3, Return a land you control to its owner's hand: Counter target spell unless its controller pays 3.  

Soratami Seer 
4U   
Creature - Moonfolk Wizard   
2/3   
Flying
4, Return two lands you control to their owner's hand: Discard your hand, then draw that many cards.  

Soraya the Falconer 
1WW   
Legendary Creature    
2/2   
All Birds get +1/+1.
1W: Target Bird gains banding until end of turn.  

Sorceress Queen 
1BB   
Creature - Sorceress   
1/1   
T: Target creature other than Sorceress Queen is 0/2 until end of turn.  

Sorcerous Sight 
U   
Sorcery    
Look at target opponent's hand.
Draw a card.  

Sorrow's Path 
Land    
T: Choose two target blocking creatures an opponent controls. If each of those creatures could block all creatures that the other is blocking, remove both of them from combat. Each one then blocks all creatures the other was blocking. Sorrow's Path deals 2 damage to you and 2 damage to each creature you control.  

Sosuke, Son of Seshiro 
2GG   
Legendary Creature - Snake Warrior   
3/4   
Other Snakes you control get +1/+0.
Whenever a Warrior you control deals combat damage to a creature, destroy that creature at end of combat.  

Sosuke's Summons 
2G   
Sorcery    
Put two 1/1 green Snake creature tokens into play.
Whenever a nontoken Snake comes into play under your control, you may return Sosuke's Summons from your graveyard to your hand.  

Soul Barrier 
2U   
Enchantment    
Whenever an opponent plays a creature spell, Soul Barrier deals 2 damage to that player unless he or she pays 2.  

Soul Burn 
X2B   
Sorcery    
Spend only black and/or red mana on X.
Soul Burn deals X damage to target creature or player. You gain life equal to the damage dealt, but not more than the amount of B spent on X, the player's life total before Soul Burn dealt damage, or the creature's toughness.  

Soul Channeling 
2B   
Enchant Creature    
Pay 2 life: Regenerate enchanted creature.  

Soul Charmer 
2W   
Creature - Rebel   
2/2   
Whenever Soul Charmer deals combat damage to a creature, you gain 2 life unless that creature's controller pays 2.  

Soul Collector 
3BB   
Creature - Vampire   
3/4   
Flying
Whenever a creature dealt damage by Soul Collector this turn is put into a graveyard, return that card to play under your control.
Morph BBB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Soul Echo 
XWW   
Enchantment    
Soul Echo comes into play with X echo counters on it.
At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters it. Otherwise, an opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove 1 echo counter from Soul Echo instead.
You don't lose the game for having 0 or less life.  

Soul Exchange 
BB   
Sorcery    
As an additional cost to play Soul Exchange, remove a creature you control from the game.
Return target creature card from your graveyard to play. Put a +2/+2 counter on that creature if the removed creature was a Thrull.  

Soul Feast 
3BB   
Sorcery    
Target player loses 4 life and you gain 4 life.  

Soul Foundry 
4   
Artifact    
Imprint - When Soul Foundry comes into play, you may remove a creature card in your hand from the game. (The removed card is imprinted on this artifact.)
X, T: Put a creature token into play that's a copy of the imprinted creature card. X is the converted mana cost of that card.  

Soul Kiss 
2B   
Enchant Creature    
B, Pay 1 life: Enchanted creature gets +2/+2 until end of turn. Play this ability no more than three times each turn.  

Soul Link 
1WB   
Enchant Creature    
Whenever enchanted creature deals damage, you gain that much life.
Whenever enchanted creature is dealt damage, you gain that much life.  

Soul Net 
1   
Artifact    
Whenever a creature is put into a graveyard from play, you may pay 1. If you do, you gain 1 life.  

Soul Nova 
3WW   
Instant    
Remove target attacking creature and all Equipment attached to it from the game.  

Soul of Magma 
3RR   
Creature - Spirit   
2/2   
Whenever you play a Spirit or Arcane spell, Soul of Magma deals 1 damage to target creature.  

Soul Rend 
1B   
Instant    
Destroy target creature if it's white. A creature destroyed this way can't be regenerated.
Draw a card at the beginning of the next turn's upkeep.  

Soul Scourge 
4B   
Creature - Nightmare Horror   
3/2   
Flying
When Soul Scourge comes into play, target player loses 3 life.
When Soul Scourge leaves play, that player gains 3 life.  

Soul Sculptor 
2W   
Creature - Townsfolk   
1/1   
1W, T: Target creature becomes an enchantment and loses all abilities until a player plays a creature spell.  

Soul Shepherd 
1W   
Creature - Cleric   
2/1   
W, Remove a creature card in your graveyard from the game: You gain 1 life.  

Soul Shred 
3BB   
Sorcery    
Soul Shred deals 3 damage to target nonblack creature. You gain 3 life.  

Soul Strings 
XB   
Sorcery    
Return two target creature cards from your graveyard to your hand unless any player pays X.  

Soul Warden 
W   
Creature - Cleric   
1/1   
Whenever another creature comes into play, you gain 1 life.  

Soulblast 
3RRR   
Instant    
As an additional cost to play Soulblast, sacrifice all creatures you control.
Soulblast deals damage to target creature or player equal to the total power of the sacrificed creatures.  

Soulcatcher 
1W   
Creature - Bird Soldier   
1/1   
Flying
Whenever a creature with flying is put into a graveyard from play, put a +1/+1 counter on Soulcatcher.  

Soulcatchers' Aerie 
1W   
Enchantment    
Whenever a Bird is put into your graveyard from play, put a feather counter on Soulcatchers' Aerie.
All Birds get +1/+1 for each feather counter on Soulcatchers' Aerie.  

Souldrinker 
3B   
Creature - Spirit   
2/2   
Pay 3 life: Put a +1/+1 counter on Souldrinker.  

Soulgorger Orgg 
3RR   
Creature - Nightmare Orgg   
6/6   
Trample
When Soulgorger Orgg comes into play, you lose all but 1 life.
When Soulgorger Orgg leaves play, you gain life equal to the life you lost when it came into play.  

Soulless One 
3B   
Creature - Zombie Avatar   
*/*   
Soulless One's power and toughness are each equal to the number of Zombies in play plus the number of Zombie cards in all graveyards.  

Soulless Revival 
1B   
Instant - Arcane   
Return target creature card from your graveyard to your hand.
Splice onto Arcane 1B (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Soulscour 
7WWW   
Sorcery    
Destroy all nonartifact permanents.  

Soulshriek 
B   
Instant    
Target creature you control gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard. Sacrifice that creature at end of turn.  

Southern Elephant 
3G   
Creature - Elephant   
3/4   
  

Southern Paladin 
2WW   
Creature - Knight   
3/3   
WW, T: Destroy target red permanent.  

Sowing Salt 
2RR   
Sorcery    
Remove target nonbasic land from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that land and remove them from the game. That player then shuffles his or her library.  

Spark Elemental 
R   
Creature - Elemental   
3/1   
Trample, haste
At end of turn, sacrifice Spark Elemental.  

Spark Mage 
R   
Creature - Dwarf Wizard   
1/1   
Whenever Spark Mage deals combat damage to a player, you may have Spark Mage deal 1 damage to target creature that player controls.  

Spark Spray 
R   
Instant    
Spark Spray deals 1 damage to target creature or player.
Cycling R (R, Discard this card: Draw a card.)  

Sparkcaster 
2RG   
Creature - Kavu   
5/3   
When Sparkcaster comes into play, return a red or green creature you control to its owner's hand.
When Sparkcaster comes into play, it deals 1 damage to target player.  

Sparksmith 
1R   
Creature - Goblin   
1/1   
T: Sparksmith deals X damage to target creature and X damage to you, where X is the number of Goblins in play.  

Sparring Collar 
2   
Artifact - Equipment   
Equipped creature has first strike.
RR: Attach Sparring Collar to target creature you control.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)  

Sparring Golem 
3   
Artifact Creature - Golem   
2/2   
Whenever Sparring Golem becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.  

Spatial Binding 
UB   
Enchantment    
Pay 1 life: Until your next upkeep step, target permanent can't phase out.  

Spawning Pit 
2   
Artifact    
Sacrifice a creature: Put a charge counter on Spawning Pit.
1, Remove two charge counters from Spawning Pit: Put a 2/2 Spawn artifact creature token into play.  

Spawning Pool 
Land    
Spawning Pool comes into play tapped.
T: Add B to your mana pool.
1B: Spawning Pool becomes a 1/1 black creature with "B: Regenerate this creature" until end of turn. It's still a land.  

Specter's Shroud 
2   
Artifact - Equipment   
Equipped creature gets +1/+0.
Whenever equipped creature deals combat damage to a player, that player discards a card.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Specter's Wail 
1B   
Sorcery    
Target player discards a card at random.  

Spectral Bears 
1G   
Creature - Bear   
3/3   
Whenever Spectral Bears attacks, if defending player controls no black cards, it doesn't untap during your next untap step.  

Spectral Cloak 
UU   
Enchant Creature    
Enchanted creature can't be the target of spells or abilities as long as it's untapped.  

Spectral Guardian 
2WW   
Creature - Guardian   
2/3   
Noncreature artifacts can't be the target of spells or abilities as long as Spectral Guardian is untapped.  

Spectral Lynx 
1W   
Creature - Cat   
2/1   
Protection from green
B: Regenerate Spectral Lynx.  

Spectral Shield 
1WU   
Enchant Creature    
Enchanted creature gets +0/+2 and can't be the target of spells.  

Spectral Shift 
1U   
Instant    
Choose one - Change the text of target spell or permanent by replacing all instances of one basic land type with another; or change the text of target spell or permanent by replacing all instances of one color word with another. (These effects don't end at end of turn.)
Entwine 2  

Spectral Sliver 
2B   
Creature - Sliver   
2/2   
All Slivers have "2: This creature gets +1/+1 until end of turn."  

Spell Blast 
XU   
Instant    
Counter target spell with converted mana cost X.  

Spellbane Centaur 
2G   
Creature - Centaur   
3/2   
Creatures you control can't be the targets of blue spells or abilities from blue sources.  

Spellbinder 
3   
Artifact - Equipment   
Imprint - When Spellbinder comes into play, you may remove an instant card in your hand from the game.
Whenever equipped creature deals combat damage to a player, you may copy the imprinted instant card. If you do, you may play the copy without paying its mana cost.
Equip 4  

Spellbook 
0   
Artifact    
You have no maximum hand size.  

Spellgorger Barbarian 
3R   
Creature - Nightmare Barbarian   
3/1   
When Spellgorger Barbarian comes into play, discard a card at random.
When Spellgorger Barbarian leaves play, draw a card.  

Spelljack 
3UUU   
Instant    
Counter target spell. If it's countered this way, remove it from the game instead of putting it into its owner's graveyard. As long as it remains removed from the game, you may play it as though it were in your hand without paying its mana cost. (If it has X in its mana cost, X is 0.)  

Spellshock 
2R   
Enchantment    
Whenever a player plays a spell, Spellshock deals 2 damage to that player.  

Spellweaver Helix 
3   
Artifact    
Imprint - When Spellweaver Helix comes into play, you may remove two target sorcery cards in a single graveyard from the game. (The removed cards are imprinted on this artifact.)
Whenever a card is played, if it has the same name as one of the imprinted sorcery cards, you may copy the other. If you do, you may play the copy without paying its mana cost.  

Sphere of Duty 
3W   
Enchantment    
If a green source would deal damage to you, prevent 2 of that damage.  

Sphere of Grace 
3W   
Enchantment    
If a black source would deal damage to you, prevent 2 of that damage.  

Sphere of Law 
3W   
Enchantment    
If a red source would deal damage to you, prevent 2 of that damage.  

Sphere of Purity 
3W   
Enchantment    
If an artifact would deal damage to you, prevent 1 of that damage.  

Sphere of Reason 
3W   
Enchantment    
If a blue source would deal damage to you, prevent 2 of that damage.  

Sphere of Resistance 
2   
Artifact    
Spells cost 1 more to play.  

Sphere of Truth 
3W   
Enchantment    
If a white source would deal damage to you, prevent 2 of that damage.  

Spider Climb 
G   
Enchant Creature    
You may play Spider Climb any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.
Enchanted creature gets +0/+3 and may block as though it had flying.  

Spidersilk Armor 
2G   
Enchantment    
Creatures you control get +0/+1 and may block as though they had flying.  

Spike Breeder 
3G   
Creature - Spike   
0/0   
Spike Breeder comes into play with three +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Breeder: Put a +1/+1 counter on target creature.
2, Remove a +1/+1 counter from Spike Breeder: Put a 1/1 green Spike creature token into play.  

Spike Cannibal 
1BB   
Creature - Spike   
0/0   
Spike Cannibal comes into play with a +1/+1 counter on it.
When Spike Cannibal comes into play, move all +1/+1 counters from all creatures onto it.  

Spike Colony 
4G   
Creature - Spike   
0/0   
Spike Colony comes into play with four +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Colony: Put a +1/+1 counter on target creature.  

Spike Drone 
G   
Creature - Spike   
0/0   
Spike Drone comes into play with a +1/+1 counter on it.
2, Remove a +1/+1 counter from Spike Drone: Put a +1/+1 counter on target creature.  

Spike Feeder 
1GG   
Creature - Spike   
0/0   
Spike Feeder comes into play with two +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Feeder: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from Spike Feeder: You gain 2 life.  

Spike Hatcher 
6G   
Creature - Spike   
0/0   
Spike Hatcher comes into play with six +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Hatcher: Put a +1/+1 counter on target creature.
1, Remove a +1/+1 counter from Spike Hatcher: Regenerate Spike Hatcher.  

Spike Rogue 
1GG   
Creature - Spike   
0/0   
Spike Rogue comes into play with two +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Rogue: Put a +1/+1 counter on target creature.
2, Remove a +1/+1 counter from a creature you control: Put a +1/+1 counter on Spike Rogue.  

Spike Soldier 
2GG   
Creature - Spike   
0/0   
Spike Soldier comes into play with three +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Soldier: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from Spike Soldier: Spike Soldier gets +2/+2 until end of turn.  

Spike Weaver 
2GG   
Creature - Spike   
0/0   
Spike Weaver comes into play with three +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Weaver: Put a +1/+1 counter on target creature.
1, Remove a +1/+1 counter from Spike Weaver: Prevent all combat damage that would be dealt this turn.  

Spike Worker 
2G   
Creature - Spike   
0/0   
Spike Worker comes into play with two +1/+1 counters on it.
2, Remove a +1/+1 counter from Spike Worker: Put a +1/+1 counter on target creature.  

Spikeshot Goblin 
2R   
Creature - Goblin Shaman   
1/2   
R, T: Spikeshot Goblin deals damage equal to its power to target creature or player.  

Spiketail Drake 
3UU   
Creature - Drake   
3/3   
Flying
Sacrifice Spiketail Drake: Counter target spell unless its controller pays 3.  

Spiketail Hatchling 
1U   
Creature - Drake   
1/1   
Flying
Sacrifice Spiketail Hatchling: Counter target spell unless its controller pays 1.  

Spinal Embrace 
3UUB   
Instant    
Play Spinal Embrace only during combat.
Untap target creature you don't control and gain control of it. It gains haste until end of turn. At end of turn, sacrifice it. If you do, you gain life equal to its toughness.  

Spinal Graft 
1B   
Enchant Creature    
Enchanted creature gets +3/+3.
When enchanted creature becomes the target of a spell or ability, destroy that creature. It can't be regenerated.  

Spinal Parasite 
5   
Artifact Creature - Insect   
-1/-1   
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
Remove two +1/+1 counters from Spinal Parasite: Remove a counter from target permanent.  

Spinal Villain 
2R   
Creature - Villain   
1/2   
T: Destroy target blue creature.  

Spincrusher 
2   
Artifact Creature    
0/2   
Whenever Spincrusher blocks, put a +1/+1 counter on it. 
Remove a +1/+1 counter from Spincrusher: Spincrusher is unblockable this turn.  

Spindrift Drake 
U   
Creature - Drake   
2/1   
Flying
At the beginning of your upkeep, sacrifice Spindrift Drake unless you pay U.  

Spined Basher 
2B   
Creature - Zombie Beast   
3/1   
Morph 2B (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Spined Fluke 
2B   
Creature - Horror   
5/1   
When Spined Fluke comes into play, sacrifice a creature.
B: Regenerate Spined Fluke.  

Spined Sliver 
RG   
Creature - Sliver   
2/2   
Whenever a Sliver becomes blocked, that Sliver gets +1/+1 until end of turn for each creature blocking it.  

Spined Wurm 
4G   
Creature - Wurm   
5/4   
  

Spineless Thug 
1B   
Creature - Mercenary   
2/2   
Spineless Thug can't block.  

Spinning Darkness 
4BB   
Instant    
You may remove the top three black cards in your graveyard from the game rather than pay Spinning Darkness's mana cost.
Spinning Darkness deals 3 damage to target nonblack creature. You gain 3 life.  

Spiny Starfish 
2U   
Creature - Starfish   
0/1   
U: Regenerate Spiny Starfish.
At end of turn, if Spiny Starfish regenerated this turn, put a 0/1 blue Starfish creature token into play for each time it regenerated this turn.  

Spiraling Embers 
3R   
Sorcery - Arcane   
Spiraling Embers deals damage to target creature or player equal to the number of cards in your hand.  

Spire Golem 
6   
Artifact Creature - Golem   
2/4   
Affinity for Islands (This spell costs 1 less to play for each Island you control.)
Flying  

Spire Owl 
1U   
Creature - Bird   
1/1   
Flying
When Spire Owl comes into play, look at the top four cards of your library, then put them back in any order.  

Spirit en-Kor 
3W   
Creature - Spirit   
2/2   
Flying
0: The next 1 damage that would be dealt to Spirit en-Kor this turn is dealt to target creature you control instead.  

Spirit Cairn 
2W   
Enchantment    
Whenever a player discards a card, you may pay W. If you do, put a 1/1 white Spirit creature token with flying into play.  

Spirit Flare 
3W   
Instant    
Tap target untapped creature you control. If you do, it deals damage equal to its power to target attacking or blocking creature an opponent controls.
Flashback-1W, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Spirit Link 
W   
Enchant Creature    
Whenever enchanted creature deals damage, you gain that much life.  

Spirit Mirror 
2WW   
Enchantment    
At the beginning of your upkeep, if there are no Reflection tokens in play, put a 2/2 white Reflection creature token into play.
0: Destroy target Reflection.  

Spirit of Resistance 
2W   
Enchantment    
If you control a permanent of each color, prevent all damage that would be dealt to you.  

Spirit of the Night 
6BBB   
Legendary Creature    
6/5   
Flying, trample, protection from black; haste
Whenever Spirit of the Night attacks, it gains first strike until end of combat.  

Spirit Shackle 
BB   
Enchant Creature    
Whenever enchanted creature becomes tapped, put a -0/-2 counter on it.  

Spirit Shield 
3   
Artifact    
You may choose not to untap Spirit Shield during your untap step.
2, T: Target creature gets +0/+2 as long as Spirit Shield remains tapped.  

Spirit Weaver 
1W   
Creature - Wizard   
2/1   
2: Target green or blue creature gets +0/+1 until end of turn.  

Spiritmonger 
3BG   
Creature - Beast   
6/6   
Whenever Spiritmonger deals damage to a creature, put a +1/+1 counter on Spiritmonger.
B: Regenerate Spiritmonger.
G: Spiritmonger becomes the color of your choice until end of turn.  

Spiritual Asylum 
2WW   
Enchantment    
Creatures and lands you control can't be the target of spells or abilities.
When a creature you control attacks, sacrifice Spiritual Asylum.  

Spiritual Focus 
1W   
Enchantment    
Whenever a spell or ability an opponent controls causes you to discard a card, you gain 2 life and you may draw a card.  

Spiritual Guardian 
3WW   
Creature - Guardian   
3/4   
When Spiritual Guardian comes into play, you gain 4 life.  

Spiritual Sanctuary 
2WW   
Enchantment    
At the beginning of each player's upkeep, if that player controls a Plains, he or she gains 1 life.  

Spiritual Visit 
W   
Instant - Arcane   
Put a 1/1 colorless Spirit creature token into play.
Splice onto Arcane W (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Spiritualize 
2W   
Instant    
Until end of turn, whenever target creature deals damage, you gain that much life.
Draw a card.  

Spite // Malice 
3U // 3B   
Instant // Instant    
Counter target noncreature spell. // Destroy target nonblack creature. It can't be regenerated.  

Spiteful Bully 
1B   
Creature - Mercenary   
3/3   
At the beginning of your upkeep, Spiteful Bully deals 3 damage to target creature you control.  

Spitfire Handler 
1R   
Creature - Goblin   
1/1   
Spitfire Handler can't block creatures with power greater than Spitfire Handler's power.
R: Spitfire Handler gets +1/+0 until end of turn.  

Spitting Drake 
3R   
Creature - Drake   
2/2   
Flying
R: Spitting Drake gets +1/+0 until end of turn. Play this ability no more than once each turn.  

Spitting Earth 
1R   
Sorcery    
Spitting Earth deals damage equal to the number of Mountains you control to target creature.  

Spitting Gourna 
3GG   
Creature - Beast   
3/4   
Spitting Gourna may block as though it had flying.
Morph 4G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Spitting Hydra 
3RR   
Creature - Hydra   
0/0   
Spitting Hydra comes into play with four +1/+1 counters on it.
1R, Remove a +1/+1 counter from Spitting Hydra: Spitting Hydra deals 1 damage to target creature.  

Spitting Slug 
1GG   
Creature - Slug   
2/4   
1G: Spitting Slug gains first strike until end of turn.
Whenever Spitting Slug blocks or becomes blocked by a creature, if Spitting Slug doesn't have first strike, that creature gains first strike until end of turn.  

Spitting Spider 
3GG   
Creature - Spider   
3/5   
Spitting Spider may block as though it had flying.
Sacrifice a land: Spitting Spider deals 1 damage to each creature with flying.  

Splinter 
2GG   
Sorcery    
Remove target artifact from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that artifact and remove them from the game. That player then shuffles his or her library.  

Splintering Wind 
2GG   
Enchantment    
2G: Splintering Wind deals 1 damage to target creature. Put a 1/1 green Sprite creature token into play with flying and "Cumulative upkeep G."
Whenever a Sprite token leaves play, it deals 1 damage to you and to each creature you control.  

Split-Tail Miko 
1W   
Creature - Fox Cleric   
1/1   
W, T: Prevent the next 2 damage that would be dealt to target creature or player this turn.  

Spoils of Evil 
2B   
Instant    
For each artifact or creature card in an opponent's graveyard, add 1 to your mana pool and you gain 1 life.  

Spoils of the Vault 
B   
Instant    
Name a card. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game, and you lose 1 life for each of the removed cards.  

Spoils of Victory 
2G   
Sorcery    
Search your library for a basic land card and put that card into play. Then shuffle your library.  

Spoils of War 
XB   
Sorcery    
X can't be more than the number of artifact and/or creature cards in an opponent's graveyard as you play Spoils of War.
Distribute X +1/+1 counters among any number of target creatures.  

Spontaneous Combustion 
1BR   
Instant    
As an additional cost to play Spontaneous Combustion, sacrifice a creature.
Spontaneous Combustion deals 3 damage to each creature.  

Spontaneous Generation 
3G   
Sorcery    
Put a 1/1 green Saproling creature token into play for each card in your hand.  

Spore Cloud 
1GG   
Instant    
Tap all blocking creatures. Prevent all combat damage that would be dealt this turn. Each attacking creature and each blocking creature doesn't untap during its controller's next untap step.  

Spore Flower 
GG   
Creature - Fungus   
0/1   
At the beginning of your upkeep, put a spore counter on Spore Flower.
Remove three spore counters from Spore Flower: Prevent all combat damage that would be dealt this turn.  

Spore Frog 
G   
Creature - Frog   
1/1   
Sacrifice Spore Frog: Prevent all combat damage that would be dealt this turn.  

Sporogenesis 
3G   
Enchantment    
At the beginning of your upkeep, you may put a fungus counter on target nontoken creature.
Whenever a creature is put into a graveyard from play, put a 1/1 green Saproling creature token into play for each fungus counter on that creature.
When Sporogenesis leaves play, remove all fungus counters from all creatures.  

Spotted Griffin 
3W   
Creature - Griffin   
2/3   
Flying  

Spreading Algae 
G   
Enchant Land    
Spreading Algae can enchant only a Swamp.
When enchanted land becomes tapped, destroy that land.
When Spreading Algae is put into a graveyard from play, return Spreading Algae to its owner's hand.  

Spreading Plague 
4B   
Enchantment    
Whenever a creature comes into play, destroy all other creatures that share a color with it. They can't be regenerated.  

Spring of Eternal Peace 
3GG   
Sorcery    
You gain 8 life.  

Springing Tiger 
3G   
Creature - Cat   
3/3   
Threshold - Springing Tiger gets +2/+2. (You have threshold as long as seven or more cards are in your graveyard.)  

Sprouting Vines 
2G   
Instant    
Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
Storm (When you play this spell, copy it for each spell played before it this turn.)  

Spur Grappler 
2R   
Creature - Beast   
2/1   
Spur Grappler gets +2/+1 as long as you control no untapped lands.  

Spurnmage Advocate 
W   
Creature - Nomad   
1/1   
T: Return two target cards in an opponent's graveyard to his or her hand. Destroy target attacking creature.  

Spurred Wolverine 
4R   
Creature - Beast   
3/2   
Tap two untapped Beasts you control: Target creature gains first strike until end of turn.  

Spy Network 
U   
Instant    
Look at target player's hand, the top card of that player's library, and any face-down creatures he or she controls. Look at the top four cards of your library, then put them back in any order.  

Squall 
2G   
Sorcery    
Squall deals 2 damage to each creature with flying.  

Squallmonger 
3G   
Creature - Monger   
3/3   
2: Squallmonger deals 1 damage to each creature with flying and each player. Any player may play this ability.  

Squandered Resources 
BG   
Enchantment    
Sacrifice a land: Add to your mana pool one mana of any type the sacrificed land could produce.  

Squee, Goblin Nabob 
2R   
Legendary Creature - Goblin   
1/1   
At the beginning of your upkeep, if Squee, Goblin Nabob is in your graveyard, you may return Squee to your hand.  

Squee's Embrace 
RW   
Enchant Creature    
Enchanted creature gets +2/+2.
When enchanted creature is put into a graveyard, return that creature card to its owner's hand.  

Squee's Revenge 
1UR   
Sorcery    
Choose a number. Flip a coin that many times or until you lose a flip, whichever comes first. If you win all the flips, draw two cards for each flip.  

Squee's Toy 
1   
Artifact    
T: Prevent the next 1 damage that would be dealt to target creature this turn.  

Squeeze 
3U   
Enchantment    
Sorcery spells cost 3 more to play.  

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

Squire 
1W   
Creature - Squire   
1/2   
  

Squirming Mass 
1B   
Creature - Horror   
1/1   
Fear  

Squirrel Mob 
1GG   
Creature - Squirrel   
2/2   
Squirrel Mob gets +1/+1 for each other Squirrel in play.  

Squirrel Nest 
1GG   
Enchant Land    
Enchanted land has "T: Put a 1/1 green Squirrel creature token into play."  

Squirrel Wrangler 
2GG   
Creature - Druid   
2/2   
1G, Sacrifice a land: Put two 1/1 green Squirrel creature tokens into play.
1G, Sacrifice a land: All Squirrels get +1/+1 until end of turn.  

Stabilizer 
2   
Artifact    
Players can't cycle cards.  

Staff of Domination 
3   
Artifact    
1: Untap Staff of Domination.
2, T: You gain 1 life.
3, T: Untap target creature.
4, T: Tap target creature.
5, T: Draw a card.  

Staff of the Ages 
3   
Artifact    
Creatures with landwalk abilities may be blocked as though they didn't have those abilities.  

Staff of Zegon 
4   
Artifact    
3, T: Target creature gets -2/-0 until end of turn.  

Stag Beetle 
3GG   
Creature - Insect   
0/0   
Stag Beetle comes into play with X +1/+1 counters on it, where X is the number of other creatures in play.  

Stalking Assassin 
1UB   
Creature - Assassin   
1/1   
3U, T: Tap target creature.
3B, T: Destroy target tapped creature.  

Stalking Bloodsucker 
4BB   
Creature - Vampire   
4/4   
Flying
1B, Discard a card: Stalking Bloodsucker gets +2/+2 until end of turn.  

Stalking Stones 
Land    
T: Add 1 to your mana pool.
6: Stalking Stones becomes a 3/3 artifact creature that's still a land. (This effect doesn't end at end of turn.)  

Stalking Tiger 
3G   
Creature - Tiger   
3/3   
Stalking Tiger can't be blocked by more than one creature.  

Stamina 
2G   
Enchant Creature    
Enchanted creature has vigilance.
Sacrifice Stamina: Regenerate enchanted creature.  

Stampede 
1GG   
Instant    
Attacking creatures get +1/+0 and gain trample until end of turn.  

Stampede Driver 
G   
Creature - Spellshaper   
1/1   
1G, T, Discard a card: Creatures you control get +1/+1 and gain trample until end of turn.  

Stampeding Serow 
2GG   
Creature - Beast   
5/4   
Trample
At the beginning of your upkeep, return a green creature you control to its owner's hand.  

Stampeding Wildebeests 
2GG   
Creature - Wildebeest   
5/4   
Trample
At the beginning of your upkeep, return a green creature you control to its owner's hand.  

Stand // Deliver 
W // 2U   
Instant // Instant    
Prevent the next 2 damage that would be dealt to target creature this turn. // Return target permanent to its owner's hand.  

Stand Firm 
W   
Instant    
Target creature gets +1/+1 until end of turn.
Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)  

Stand or Fall 
3R   
Enchantment    
At the beginning of your combat phase, separate all creatures defending player controls into two piles. Only creatures in the pile of that player's choice may block this turn.  

Stand Together 
3GG   
Instant    
Put two +1/+1 counters on target creature and two +1/+1 counters on another target creature.  

Standard Bearer 
1W   
Creature - Flagbearer   
1/1   
Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.  

Standardize 
UU   
Instant    
Choose a creature type. Each creature's type becomes that type until end of turn.  

Standing Stones 
3   
Artifact    
1, T, Pay 1 life: Add one mana of any color to your mana pool.  

Standing Troops 
2W   
Creature - Soldier   
1/4   
Vigilance  

Standstill 
1U   
Enchantment    
When a player plays a spell, sacrifice Standstill. If you do, each of that player's opponents draws three cards.  

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

Star Compass 
2   
Artifact    
Star Compass comes into play tapped.
T: Add to your mana pool one mana of any color a basic land you control could produce.  

Starke of Rath 
1RR   
Legendary Creature    
2/2   
T: Destroy target artifact or creature. That permanent's controller gains control of Starke of Rath. (This effect doesn't end at end of turn.)  

Starlight 
1W   
Sorcery    
You gain 3 life for each black creature target opponent controls.  

Starlight Invoker 
1W   
Creature - Cleric Mutant   
1/3   
7W: You gain 5 life.  

Starlit Angel 
3WW   
Creature - Angel   
3/4   
Flying  

Starlit Sanctum 
Land    
T: Add 1 to your mana pool.
W, T, Sacrifice a Cleric: You gain life equal to that Cleric's toughness.
B, T, Sacrifice a Cleric: Target player loses life equal to that Cleric's power.  

Starstorm 
XRR   
Instant    
Starstorm deals X damage to each creature.
Cycling 3 (3, Discard this card: Draw a card.)  

Stasis 
1U   
Enchantment    
Players skip their untap steps.
At the beginning of your upkeep, sacrifice Stasis unless you pay U.  

Stasis Cocoon 
1W   
Enchant Artifact    
Enchanted artifact's activated abilities can't be played.
If enchanted artifact is a creature, it can't attack or block.  

Statecraft 
3U   
Enchantment    
Prevent all combat damage that would be dealt to and dealt by creatures you control.  

Static Orb 
3   
Artifact    
If Static Orb is untapped, players can't untap more than two permanents during their untap steps.  

Staunch Defenders 
3WW   
Creature - Soldier   
3/4   
When Staunch Defenders comes into play, you gain 4 life.  

Steadfast Guard 
WW   
Creature - Rebel   
2/2   
Vigilance  

Steadfastness 
1W   
Sorcery    
Creatures you control get +0/+3 until end of turn.  

Steal Artifact 
2UU   
Enchant Artifact    
You control enchanted artifact.  

Steal Enchantment 
UU   
Enchant Enchantment    
You control enchanted enchantment.  

Steal Strength 
1B   
Instant    
Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn.  

Steam Blast 
2R   
Sorcery    
Steam Blast deals 2 damage to each creature and each player.  

Steam Catapult 
3WW   
Creature - Soldier   
2/3   
T: Destroy target tapped creature. Play this ability only during your turn, before the combat phase.  

Steam Frigate 
2U   
Creature - Ship   
3/3   
Steam Frigate can't attack unless the defending player controls an Island.  

Steam Vines 
1RR   
Enchant Land    
When enchanted land becomes tapped, destroy it and Steam Vines deals 1 damage to that land's controller. That player moves Steam Vines to a land of his or her choice.  

Steamclaw 
2   
Artifact    
3, T: Remove target card in a graveyard from the game.
1, Sacrifice Steamclaw: Remove target card in a graveyard from the game.  

Steel Golem 
3   
Artifact Creature - Golem   
3/4   
You can't play creature spells.  

Steel Leaf Paladin 
4GW   
Creature - Knight   
4/4   
First strike
When Steel Leaf Paladin comes into play, return a green or white creature you control to its owner's hand.  

Steel Wall 
1   
Artifact Creature - Wall   
0/4   
Defender (This creature can't attack.)  

Steelshaper Apprentice 
2WW   
Creature - Human Soldier   
1/3   
W, T, Return Steelshaper Apprentice to its owner's hand: Search your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library.  

Steelshaper's Gift 
W   
Sorcery    
Search your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library.  

Steely Resolve 
1G   
Enchantment    
As Steely Resolve comes into play, choose a creature type.
Creatures of the chosen type can't be the targets of spells or abilities.  

Stench of Decay 
1BB   
Instant    
Nonartifact creatures get -1/-1 until end of turn.  

Stench of Evil 
2BB   
Sorcery    
Destroy all Plains. For each land put into a graveyard this way, Stench of Evil deals 1 damage to that land's controller unless he or she pays 2.  

Sterling Grove 
GW   
Enchantment    
All other enchantments you control can't be the targets of spells or abilities.
1, Sacrifice Sterling Grove: Search your library for an enchantment card and reveal that card. Shuffle your library, then put the card on top of it.  

Stern Judge 
2W   
Creature - Cleric   
2/2   
T: Each player loses 1 life for each Swamp he or she controls.  

Stern Marshal 
2W   
Creature - Soldier   
2/2   
T: Target creature gets +2/+2 until end of turn. Play this ability only during your turn, before the combat phase.  

Stern Proctor 
UU   
Creature - Wizard   
1/2   
When Stern Proctor comes into play, return target artifact or enchantment to its owner's hand.  

Stifle 
U   
Instant    
Counter target activated or triggered ability. (Mana abilities can't be countered.)  

Still Life 
1GG   
Enchantment    
GG: Still Life becomes a 4/3 Centaur creature until end of turn. It's still an enchantment.  

Stinging Barrier 
2UU   
Creature - Wall   
0/4   
Defender (This creature can't attack.)
U, T: Stinging Barrier deals 1 damage to target creature or player.  

Stinging Licid 
1U   
Creature - Licid   
1/1   
1U, T: Stinging Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Whenever enchanted creature becomes tapped, Stinging Licid deals 2 damage to that creature's controller" and "U: End the effect that created this ability."  

Stir the Grave 
XB   
Sorcery    
Return target creature card with converted mana cost X or less from your graveyard to play.  

Stir the Pride 
4W   
Instant    
Choose one - Creatures you control get +2/+2 until end of turn; or until end of turn, creatures you control gain "Whenever this creature deals damage, you gain that much life."
Entwine 1W (Choose both if you pay the entwine cost.)  

Stitch Together 
BB   
Sorcery    
Return target creature card from your graveyard to your hand.
Threshold - Instead return that card from your graveyard to play. (You have threshold if seven or more cards are in your graveyard.)  

Stoic Champion 
WW   
Creature - Soldier   
2/2   
Whenever a player cycles a card, Stoic Champion gets +2/+2 until end of turn.  

Stolen Grain 
4BB   
Sorcery    
Stolen Grain deals 5 damage to target opponent. You gain 5 life.  

Stone Calendar 
5   
Artifact    
Spells you play cost up to 1 less to play.  

Stone Catapult 
4B   
Creature - Soldier   
1/2   
T: Destroy target tapped nonblack creature. Play this ability only during your turn, before the combat phase.  

Stone Giant 
2RR   
Creature - Giant   
3/4   
T: Target creature you control with toughness less than Stone Giant's power gains flying until end of turn. At end of turn, destroy that creature.  

Stone Kavu 
4G   
Creature - Kavu   
3/3   
R: Stone Kavu gets +1/+0 until end of turn.
W: Stone Kavu gets +0/+1 until end of turn.  

Stone Rain 
2R   
Sorcery    
Destroy target land.  

Stone Spirit 
4R   
Creature - Spirit   
4/3   
Stone Spirit can't be blocked by creatures with flying.  

Stonehands 
2R   
Enchant Creature    
Enchanted creature gets +0/+2.
R: Enchanted creature gets +1/+0 until end of turn.  

Stone-Throwing Devils 
B   
Creature - Devil   
1/1   
First strike  

Stone-Tongue Basilisk 
4GGG   
Creature - Basilisk   
4/5   
Whenever Stone-Tongue Basilisk deals combat damage to a creature, destroy that creature at end of combat.
Threshold - All creatures able to block Stone-Tongue Basilisk do so. (You have threshold as long as seven or more cards are in your graveyard.)  

Stonewood Invoker 
1G   
Creature - Elf Mutant   
2/2   
7G: Stonewood Invoker gets +5/+5 until end of turn.  

Storage Matrix 
3   
Artifact    
As long as Storage Matrix is untapped, before a player untaps all permanents he or she controls during his or her untap step, that player chooses artifacts, creatures, or lands. Permanents not of the chosen type don't untap this untap step.  

Storm Cauldron 
5   
Artifact    
Each player may play an additional land during each of his or her turns.
Whenever a land is tapped for mana, return it to its owner's hand.  

Storm Crow 
1U   
Creature - Bird   
1/2   
Flying  

Storm Elemental 
5U   
Creature - Elemental   
3/4   
Flying
U, Remove the top card of your library from the game: Tap target creature with flying.
U, Remove the top card of your library from the game: If the removed card is a snow-covered land, Storm Elemental gets +1/+1 until end of turn.  

Storm Front 
G   
Enchantment    
GG: Tap target creature with flying.  

Storm Seeker 
3G   
Instant    
Storm Seeker deals X damage to target player, where X is the number of cards in his or her hand.  

Storm Shaman 
2R   
Creature - Cleric   
0/4   
R: Storm Shaman gets +1/+0 until end of turn.  

Storm Spirit 
3GWU   
Creature - Spirit   
3/3   
Flying
T: Storm Spirit deals 2 damage to target creature.  

Storm World 
R   
World Enchantment    
At the beginning of each player's upkeep, Storm World deals X damage to that player, where X is four minus the number of cards in his or her hand.  

Stormbind 
1RG   
Enchantment    
2, Discard a card at random: Stormbind deals 2 damage to target creature or player.  

Stormscape Apprentice 
U   
Creature - Wizard   
1/1   
W, T: Tap target creature.
B, T: Target player loses 1 life.  

Stormscape Battlemage 
2U   
Creature - Wizard   
2/2   
Kicker W and/or 2B
When Stormscape Battlemage comes into play, if the W kicker cost was paid, you gain 3 life.
When Stormscape Battlemage comes into play, if the 2B kicker cost was paid, destroy target nonblack creature. That creature can't be regenerated.  

Stormscape Familiar 
1U   
Creature - Bird   
1/1   
Flying
White spells and black spells you play cost 1 less to play.  

Stormscape Master 
2UU   
Creature - Wizard   
2/2   
WW, T: Target creature gains protection from the color of your choice until end of turn.
BB, T: Target player loses 2 life and you gain 2 life.  

Stormwatch Eagle 
3U   
Creature - Bird   
2/1   
Flying
Sacrifice a land: Return Stormwatch Eagle to its owner's hand.  

Story Circle 
1WW   
Enchantment    
As Story Circle comes into play, choose a color.
W: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.  

Strafe 
R   
Sorcery    
Strafe deals 3 damage to target nonred creature.  

Strands of Night 
2BB   
Enchantment    
BB, Pay 2 life, Sacrifice a Swamp: Return target creature card from your graveyard to play.  

Strange Inversion 
2R   
Instant - Arcane   
Switch target creature's power and toughness until end of turn.
Splice onto Arcane 1R (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Stratadon 
10   
Artifact Creature    
5/5   
Stratadon costs 1 less to play for each basic land type among lands you control.
Trample  

Strategic Planning 
1U   
Sorcery    
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.  

Straw Golem 
1   
Artifact Creature - Golem   
2/3   
When an opponent plays a creature spell, sacrifice Straw Golem.  

Straw Soldiers 
1U   
Creature - Soldier   
1/3   
  

Stream of Acid 
2BB   
Sorcery    
Destroy target land or nonblack creature.  

Stream of Consciousness 
1U   
Instant - Arcane   
Target player shuffles up to four target cards from his or her graveyard into his or her library.  

Stream of Life 
XG   
Sorcery    
Target player gains X life.  

Strength of Cedars 
4G   
Instant - Arcane   
Target creature gets +X/+X until end of turn, where X is the number of lands you control.  

Strength of Isolation 
1W   
Enchant Creature    
Enchanted creature gets +1/+2 and has protection from black.
Madness W (You may play this card for its madness cost at the time you discard it.)  

Strength of Lunacy 
1B   
Enchant Creature    
Enchanted creature gets +2/+1 and has protection from white.
Madness B (You may play this card for its madness cost at the time you discard it.)  

Strength of Night 
2G   
Instant    
Kicker B (You may pay an additional B as you play this spell.)
Creatures you control get +1/+1 until end of turn. If the kicker cost was paid, Zombies you control get an additional +2/+2 until end of turn.  

Strength of Unity 
3W   
Enchant Creature    
Enchanted creature gets +1/+1 for each basic land type among lands you control.  

Strip Mine 
Land    
T: Add 1 to your mana pool.
T, Sacrifice Strip Mine: Destroy target land.  

Striped Bears 
3G   
Creature - Bear   
2/2   
When Striped Bears comes into play, draw a card.  

Stroke of Genius 
X2U   
Instant    
Target player draws X cards.  

Stromgald Cabal 
1BB   
Creature - Knight   
2/2   
T, Pay 1 life: Counter target white spell.  

Stromgald Spy 
3B   
Creature - Spy   
2/4   
Whenever Stromgald Spy attacks and isn't blocked, you may have defending player play with his or her hand revealed as long as Stromgald Spy remains in play. If you do, Stromgald Spy deals no combat damage this turn.  

Strongarm Tactics 
1B   
Sorcery    
Each player discards a card. Then each player who didn't discard a creature card this way loses 4 life.  

Strongarm Thug 
2B   
Creature - Mercenary   
1/1   
When Strongarm Thug comes into play, you may return target Mercenary card from your graveyard to your hand.  

Stronghold Assassin 
1BB   
Creature - Assassin   
2/1   
T, Sacrifice a creature: Destroy target nonblack creature.  

Stronghold Biologist 
2U   
Creature - Spellshaper   
1/1   
UU, T, Discard a card: Counter target creature spell.  

Stronghold Discipline 
2BB   
Sorcery    
Each player loses 1 life for each creature he or she controls.  

Stronghold Gambit 
1R   
Sorcery    
Each player chooses a card in his or her hand. Then each player reveals his or her chosen card. The owner of the creature card revealed this way with the lowest converted mana cost puts that card into play. If two or more creature cards are tied for lowest cost, those cards are put into play.  

Stronghold Machinist 
2U   
Creature - Spellshaper   
1/1   
UU, T, Discard a card: Counter target noncreature spell.  

Stronghold Taskmaster 
2BB   
Creature - Minion   
4/3   
All other black creatures get -1/-1.  

Stronghold Zeppelin 
2UU   
Creature - Ship   
3/3   
Flying
Stronghold Zeppelin may block only creatures with flying.  

Struggle for Sanity 
2BB   
Sorcery    
Target opponent reveals his or her hand. That player sets aside a card from it, then you set aside a card from it. Repeat this process until all cards in that hand have been set aside. That player returns the cards he or she set aside to his or her hand and puts the rest into his or her graveyard.  

Student of Elements 
1U   
Creature - Human Wizard   
1/1   
When Student of Elements has flying, flip it.
-----
Tobita, Master of Winds
Legendary Creature - Human Wizard
3/3
Creatures you control have flying.  

Stun 
1R   
Instant    
Target creature can't block this turn.
Draw a card.  

Stunted Growth 
3GG   
Sorcery    
Target player chooses three cards from his or her hand and puts them on top of his or her library in any order.  

Stupefying Touch 
1U   
Enchant Creature    
When Stupefying Touch comes into play, draw a card.
Enchanted creature's activated abilities can't be played.  

Stupor 
2B   
Sorcery    
Target opponent discards a card at random, then discards a card.  

Subdue 
G   
Instant    
Prevent all combat damage that would be dealt by target creature this turn. That creature gets +0/+X until end of turn, where X is its converted mana cost.  

Submerge 
4U   
Instant    
If an opponent controls a Forest and you control an Island, you may play Submerge without paying its mana cost.
Put target creature on top of its owner's library.  

Subterranean Hangar 
Land    
Subterranean Hangar comes into play tapped.
T: Put a storage counter on Subterranean Hangar.
T, Remove any number of storage counters from Subterranean Hangar: Add B to your mana pool for each storage counter removed this way.  

Subterranean Spirit 
3RR   
Creature - Elemental   
3/3   
Protection from red
T: Subterranean Spirit deals 1 damage to each creature without flying.  

Subversion 
3BB   
Enchantment    
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.  

Su-Chi 
4   
Artifact Creature    
4/4   
When Su-Chi is put into a graveyard from play, add 4 to your mana pool.  

Sudden Impact 
3R   
Instant    
Sudden Impact deals damage equal to the number of cards in target player's hand to that player.  

Sudden Strength 
3G   
Instant    
Target creature gets +3/+3 until end of turn.
Draw a card.  

Suffocating Blast 
1UUR   
Instant    
Counter target spell and Suffocating Blast deals 3 damage to target creature.  

Suffocation 
1U   
Instant    
Suffocation deals 4 damage to target player who played a red instant or sorcery spell that dealt damage to you this turn.
Draw a card at the beginning of the next turn's upkeep.  

Sulam Djinn 
5G   
Creature - Djinn   
6/6   
Trample
Sulam Djinn gets -2/-2 as long as green is the most common color among all permanents or is tied for most common.  

Suleiman's Legacy 
RW   
Enchantment    
When Suleiman's Legacy comes into play, destroy all Djinns and Efreets. They can't be regenerated.
Whenever a Djinn or Efreet comes into play, destroy it. It can't be regenerated.  

Sulfur Vent 
Land    
Sulfur Vent comes into play tapped.
T: Add B to your mana pool.
T, Sacrifice Sulfur Vent: Add UR to your mana pool.  

Sulfuric Vapors 
3R   
Enchantment    
If a red spell would deal damage to a creature or player, it deals that much damage plus 1 to that creature or player instead.  

Sulfuric Vortex 
1RR   
Enchantment    
At the beginning of each player's upkeep, Sulfuric Vortex deals 2 damage to that player.
If a player would gain life, that player gains no life instead.  

Sulfurous Springs 
Land    
T: Add 1 to your mana pool.
T: Add B or R to your mana pool. Sulfurous Springs deals 1 damage to you.  

Summer Bloom 
1G   
Sorcery    
You may play up to three additional lands this turn.  

Summoner's Egg 
4   
Artifact Creature    
0/4   
Imprint - When Summoner's Egg comes into play, you may remove a card in your hand from the game face down.
When Summoner's Egg is put into a graveyard from play, turn the imprinted face-down card face up. If that card is a creature card, put it into play under your control.  

Summoning Station 
7   
Artifact    
T: Put a 2/2 colorless Pincher creature token into play.
Whenever an artifact is put into a graveyard from play, you may untap Summoning Station.  

Sun Ce, Young Conquerer 
3UU   
Legendary Creature    
3/3   
Horsemanship
When Sun Ce, Young Conquerer comes into play, you may return target creature to its owner's hand.  

Sun Clasp 
1W   
Enchant Creature    
Enchanted creature gets +1/+3.
W: Return enchanted creature to its owner's hand.  

Sun Droplet 
2   
Artifact    
Whenever you're dealt damage, put that many charge counters on Sun Droplet.
At the beginning of each player's upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.  

Sun Quan, Lord of Wu 
4UU   
Legendary Creature    
4/4   
Creatures you control have horsemanship.  

Sunastian Falconer 
3RG   
Legendary Creature    
4/4   
T: Add 2 to your mana pool.  

Sunbeam Spellbomb 
1   
Artifact    
W, Sacrifice Sunbeam Spellbomb: You gain 5 life.
1, Sacrifice Sunbeam Spellbomb: Draw a card.  

Suncrusher 
9   
Artifact Creature    
3/3   
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)
4, T, Remove a +1/+1 counter from Suncrusher: Destroy target creature.
2, Remove a +1/+1 counter from Suncrusher: Return Suncrusher to its owner's hand.  

Sunder 
3UU   
Instant    
Return all lands to their owners' hands.  

Sunder from Within 
2RR   
Sorcery - Arcane   
Destroy target artifact or land.  

Sundering Titan 
8   
Artifact Creature    
7/10   
When Sundering Titan comes into play, choose a land of each basic land type, then destroy those lands.
When Sundering Titan leaves play, choose a land of each basic land type, then destroy those lands.  

Sunfire Balm 
2W   
Instant    
Prevent the next 4 damage that would be dealt to target creature or player this turn.
Cycling 1W (1W, Discard this card: Draw a card.)
When you cycle Sunfire Balm, you may prevent the next 1 damage that would be dealt to target creature or player this turn.  

Sunglasses of Urza 
3   
Artifact    
W: Add R to your mana pool.  

Sungrass Egg 
1   
Artifact    
2, T, Sacrifice Sungrass Egg: Add GW to your mana pool. Draw a card.  

Sungrass Prairie 
Land    
1, T: Add GW to your mana pool.  

Sunken City 
UU   
Enchantment    
Blue creatures get +1/+1.
At the beginning of your upkeep, sacrifice Sunken City unless you pay UU.  

Sunken Field 
1U   
Enchant Land    
Enchanted land has "T: Counter target spell unless its controller pays 1."  

Sunken Hope 
3UU   
Enchantment    
At the beginning of each player's upkeep, that player returns a creature he or she controls to its owner's hand.  

Sunscape Apprentice 
W   
Creature - Wizard   
1/1   
G, T: Target creature gets +1/+1 until end of turn.
U, T: Put target creature you control on top of its owner's library.  

Sunscape Battlemage 
2W   
Creature - Wizard   
2/2   
Kicker 1G and/or 2U
When Sunscape Battlemage comes into play, if the 1G kicker cost was paid, destroy target creature with flying.
When Sunscape Battlemage comes into play, if the 2U kicker cost was paid, draw two cards.  

Sunscape Familiar 
1W   
Creature - Wall   
0/3   
Defender (This creature can't attack.)
Green spells and blue spells you play cost 1 less to play.  

Sunscape Master 
2WW   
Creature - Wizard   
2/2   
GG, T: Creatures you control get +2/+2 until end of turn.
UU, T: Return target creature to its owner's hand.  

Sunstone 
3   
Artifact    
2, Sacrifice a snow-covered land: Prevent all combat damage that would be dealt this turn.  

Sunstrike Legionnaire 
1W   
Creature - Soldier   
1/2   
Sunstrike Legionnaire doesn't untap during your untap step.
Whenever another creature comes into play, untap Sunstrike Legionnaire.
T: Tap target creature with converted mana cost 3 or less.  

Suntail Hawk 
W   
Creature - Bird   
1/1   
Flying  

Suntouched Myr 
3   
Artifact Creature - Myr   
0/0   
Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost.)  

Sunweb 
3W   
Creature - Wall   
5/6   
Defender (This creature can't attack.)
Flying
Sunweb can't block creatures with power 2 or less.  

Superior Numbers 
GG   
Sorcery    
Superior Numbers deals to target creature damage equal to the number of creatures you control in excess of the number of creatures that creature's controller controls.  

Suppress 
2B   
Sorcery    
Target player removes all cards in his or her hand from the game face down. At the end of that player's next turn, that player returns those cards to his or her hand.  

Supreme Inquisitor 
3UU   
Creature - Wizard Lord   
1/3   
Tap five untapped Wizards you control: Search target player's library for up to five cards and remove them from the game. Then that player shuffles his or her library.  

Suq'Ata Assassin 
1BB   
Creature - Minion   
1/1   
Fear
Whenever Suq'Ata Assassin attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)  

Suq'Ata Firewalker 
1UU   
Creature - Wizard   
0/1   
Suq'Ata Firewalker can't be the target of red spells or abilities from red sources.
T: Suq'Ata Firewalker deals 1 damage to target creature or player.  

Suq'Ata Lancer 
2R   
Creature - Knight   
2/2   
Haste
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)  

Surestrike Trident 
2   
Artifact - Equipment   
Equipped creature has first strike and "T, Unattach Surestrike Trident: This creature deals damage equal to its power to target player."
Equip 4 (4: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Surge of Strength 
RG   
Instant    
As an additional cost to play Surge of Strength, discard a red or green card.
Target creature gains trample and gets +X/+0 until end of turn, where X is its converted mana cost.  

Surprise Deployment 
3W   
Instant    
Play Surprise Deployment only during combat.
Put a nonwhite creature card from your hand into play. At end of turn, return that creature to your hand. (Return it only if it's in play.)  

Survival of the Fittest 
1G   
Enchantment    
G, Discard a creature card: Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library.  

Sustainer of the Realm 
2WW   
Creature - Angel   
2/3   
Flying
Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn.  

Sustaining Spirit 
1W   
Creature - Guardian   
0/3   
Cumulative upkeep 1W
Damage that would reduce your life total to less than 1 reduces it to 1 instead.  

Sustenance 
1G   
Enchantment    
1, Sacrifice a land: Target creature gets +1/+1 until end of turn.  

Sutured Ghoul 
4BBB   
Creature - Zombie   
*/*   
Trample
As Sutured Ghoul comes into play, remove any number of creature cards in your graveyard from the game.
Sutured Ghoul's power is equal to the total power of the removed cards and its toughness is equal to their total toughness. (A * on a card not in play is 0.)  

Svyelunite Priest 
1U   
Creature - Merfolk   
1/1   
UU, T: Target creature can't be the target of spells or abilities this turn. Play this ability only during your upkeep.  

Svyelunite Temple 
Land    
Svyelunite Temple comes into play tapped.
T: Add U to your mana pool.
T, Sacrifice Svyelunite Temple: Add UU to your mana pool.  

Swallowing Plague 
XBB   
Sorcery - Arcane   
Swallowing Plague deals X damage to target creature and you gain X life.  

Swamp 
Basic Land - Swamp   
[B]  

Swamp Mosquito 
1B   
Creature - Mosquito   
0/1   
Flying
Whenever Swamp Mosquito attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)  

Swarm of Rats 
1B   
Creature - Rat   
*/1   
Swarm of Rats's power is equal to the number of Rats you control.  

Swat 
1BB   
Instant    
Destroy target creature with power 2 or less.
Cycling 2 (2, Discard this card: Draw a card.)  

Sway of Illusion 
1U   
Instant    
Any number of target creatures become the color of your choice until end of turn.
Draw a card.  

Sway of the Stars 
8UU   
Sorcery    
Each player shuffles his or her hand, graveyard, and permanents he or she owns into his or her library, then draws seven cards. Each player's life total becomes 7.  

Swelter 
3R   
Sorcery    
Swelter deals 2 damage to each of two target creatures.  

Swirl the Mists 
2UU   
Enchantment    
As Swirl the Mists comes into play, choose a color word.
All instances of color words on spells and permanents become the chosen color word.  

Swirling Sandstorm 
3R   
Sorcery    
Threshold - Swirling Sandstorm deals 5 damage to each creature without flying. (You have threshold if seven or more cards are in your graveyard.)  

Swooping Talon 
4WW   
Creature - Bird Soldier   
2/6   
Flying
1: Swooping Talon loses flying until end of turn.
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)  

Sword Dancer 
1W   
Creature - Rebel   
1/2   
WW: Target attacking creature gets -1/-0 until end of turn.  

Sword of Fire and Ice 
3   
Artifact - Equipment   
Equipped creature gets +2/+2 and has protection from red and from blue.
Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to target creature or player and you draw a card.
Equip 2  

Sword of Kaldra 
4   
Legendary Artifact - Equipment   
Equipped creature gets +5/+5.
Whenever equipped creature deals damage to a creature, remove that creature from the game.
Equip 4 (4: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Sword of Light and Shadow 
3   
Artifact - Equipment   
Equipped creature gets +2/+2 and has protection from white and from black.
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip 2  

Sword of the Ages 
6   
Artifact    
Sword of the Ages comes into play tapped.
T, Remove Sword of the Ages and any number of creatures you control from the game: Sword of the Ages deals X damage to target creature or player, where X is the total power of the creatures removed from the game this way.  

Sword of the Chosen 
2   
Legendary Artifact    
T: Target legendary creature gets +2/+2 until end of turn.  

Swords to Plowshares 
W   
Instant    
Remove target creature from the game. Its controller gains life equal to its power.  

Sworn Defender 
2WW   
Creature - Knight   
1/3   
1: Sworn Defender's power becomes the toughness of target creature blocking or being blocked by Sworn Defender minus 1 until end of turn, and Sworn Defender's toughness becomes 1 plus the power of that creature until end of turn.  

Sylvan Basilisk 
3GG   
Creature - Basilisk   
2/4   
Whenever Sylvan Basilisk becomes blocked by a creature, destroy that creature.  

Sylvan Hierophant 
1G   
Creature - Cleric   
1/2   
When Sylvan Hierophant is put into a graveyard from play, remove Sylvan Hierophant from the game, then return target creature card from your graveyard to your hand.  

Sylvan Library 
1G   
Enchantment    
At the beginning of your draw step, you may draw two cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.  

Sylvan Messenger 
3G   
Creature - Elf   
2/2   
Trample
When Sylvan Messenger comes into play, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library.  

Sylvan Might 
1G   
Instant    
Target creature gets +2/+2 and gains trample until end of turn.
Flashback 2GG (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Sylvan Paradise 
G   
Instant    
Any number of target creatures become green until end of turn.  

Sylvan Safekeeper 
G   
Creature - Wizard   
1/1   
Sacrifice a land: Target creature you control can't be the target of spells or abilities this turn.  

Sylvan Scrying 
1G   
Sorcery    
Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.  

Sylvan Tutor 
G   
Sorcery    
Search your library for a creature card and reveal that card. Shuffle your library, then put the card on top of it.  

Sylvan Yeti 
2GG   
Creature - Elemental   
*/4   
Sylvan Yeti's power is equal to the number of cards in your hand.  

Sylvok Explorer 
1G   
Creature - Human Druid   
1/1   
T: Add to your mana pool one mana of any color that a land an opponent controls could produce.  

Symbiosis 
1G   
Instant    
Two target creatures each get +2/+2 until end of turn.  

Symbiotic Beast 
4GG   
Creature - Beast   
4/4   
When Symbiotic Beast is put into a graveyard from play, put four 1/1 green Insect creature tokens into play.  

Symbiotic Deployment 
2G   
Enchantment    
Skip your draw step.
1, Tap two untapped creatures you control: Draw a card.  

Symbiotic Elf 
3G   
Creature - Elf   
2/2   
When Symbiotic Elf is put into a graveyard from play, put two 1/1 green Insect creature tokens into play.  

Symbiotic Wurm 
5GGG   
Creature - Wurm   
7/7   
When Symbiotic Wurm is put into a graveyard from play, put seven 1/1 green Insect creature tokens into play.  

Symbol of Unsummoning 
2U   
Sorcery    
Return target creature to its owner's hand.
Draw a card.  

Synapse Sliver 
4U   
Creature - Sliver   
3/3   
Whenever a Sliver deals combat damage to a player, its controller may draw a card.  

Syncopate 
XU   
Instant    
Counter target spell unless its controller pays X. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.  

Synod Artificer 
2U   
Creature - Vedalken Artificer   
1/2   
X, T: Tap X target noncreature artifacts.
X, T: Untap X target noncreature artifacts.  

Synod Centurion 
4   
Artifact Creature    
4/4   
When you control no other artifacts, sacrifice Synod Centurion.  

Synod Sanctum 
1   
Artifact    
2, T: Remove target permanent you control from the game.
2, Sacrifice Synod Sanctum: Return to play under your control all cards removed from the game with Synod Sanctum.  

Syphon Mind 
3B   
Sorcery    
Each other player discards a card. You draw a card for each card discarded this way.  

Syphon Soul 
2B   
Sorcery    
Syphon Soul deals 2 damage to each other player. You gain life equal to the damage dealt this way.  

Tablet of Epityr 
1   
Artifact    
Whenever an artifact you control is put into a graveyard from play, you may pay 1. If you do, you gain 1 life.  

Tahngarth, Talruum Hero 
3RR   
Legendary Creature - Minotaur   
4/4   
Vigilance
1R, T: Tahngarth, Talruum Hero deals damage equal to its power to target creature. That creature deals damage equal to its power to Tahngarth.  

Tahngarth's Glare 
R   
Sorcery    
Look at the top three cards of target opponent's library, then put them back in any order. That player looks at the top three cards of your library, then puts them back in any order.  

Tahngarth's Rage 
R   
Enchant Creature    
Enchanted creature gets +3/+0 as long as it's attacking. Otherwise, it gets -2/-1.  

Taiga 
Land - Mountain Forest   
  

Tainted ther 
2BB   
Enchantment    
Whenever a creature comes into play, its controller sacrifices a creature or land.  

Tainted Field 
Land    
T: Add 1 to your mana pool.
T: Add W or B to your mana pool. Play this ability only if you control a Swamp.  

Tainted Isle 
Land    
T: Add 1 to your mana pool.
T: Add U or B to your mana pool. Play this ability only if you control a Swamp.  

Tainted Pact 
1B   
Instant    
Remove the top card of your library from the game. You may put that card into your hand unless it has the same name as another card removed this way. Repeat this process until you put a card into your hand or you remove two cards with the same name, whichever comes first.  

Tainted Peak 
Land    
T: Add 1 to your mana pool.
T: Add B or R to your mana pool. Play this ability only if you control a Swamp.  

Tainted Specter 
3B   
Creature - Specter   
2/2   
Flying
1BB, T: Target player puts a card from his or her hand into his or her graveyard or on top of his or her library. If the card is put into that player's graveyard, Tainted Specter deals 1 damage to each creature and each player. Play this ability only any time you could play a sorcery.  

Tainted Well 
2B   
Enchant Land    
When Tainted Well comes into play, draw a card.
Enchanted land is a Swamp.  

Tainted Wood 
Land    
T: Add 1 to your mana pool.
T: Add B or G to your mana pool. Play this ability only if you control a Swamp.  

Taj-Nar Swordsmith 
3W   
Creature - Cat Soldier   
2/3   
When Taj-Nar Swordsmith comes into play, you may pay X. If you do, search your library for an Equipment card with converted mana cost X or less and put that card into play. Then shuffle your library.  

Takeno, Samurai General 
5W   
Legendary Creature - Human Samurai   
3/3   
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
Each other Samurai you control gets +1/+1 for each point of bushido it has.  

Takeno's Cavalry 
3W   
Creature - Human Samurai Archer   
1/1   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
T: Takeno's Cavalry deals 1 damage to target attacking or blocking Spirit.  

Takenuma Bleeder 
2B   
Creature - Ogre Shaman   
3/3   
Whenever Takenuma Bleeder attacks or blocks, you lose 1 life if you don't control a Demon.  

Takklemaggot 
2BB   
Enchant Creature    
At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature.
When enchanted creature is put into a graveyard, that creature's controller returns a card named Takklemaggot from its owner's graveyard to play. If Takklemaggot can't enchant a creature, it comes into play as a global enchantment under that player's control with "At the beginning of your upkeep, Takklemaggot deals 1 damage to you" instead.  

Talas Air Ship 
3U   
Creature - Ship   
3/2   
Flying  

Talas Explorer 
1U   
Creature - Merchant   
1/1   
Flying
When Talas Explorer comes into play, look at target opponent's hand.  

Talas Merchant 
1U   
Creature - Merchant   
1/3   
  

Talas Researcher 
4U   
Creature - Wizard   
1/1   
T: Draw a card. Play this ability only during your turn, before the combat phase.  

Talas Scout 
1U   
Creature - Pirate   
1/2   
Flying  

Talas Warrior 
1UU   
Creature - Pirate   
2/2   
Talas Warrior is unblockable.  

Talisman of Dominance 
2   
Artifact    
T: Add 1 to your mana pool.
T: Add U or B to your mana pool. Talisman of Dominance deals 1 damage to you.  

Talisman of Impulse 
2   
Artifact    
T: Add 1 to your mana pool.
T: Add R or G to your mana pool. Talisman of Impulse deals 1 damage to you.  

Talisman of Indulgence 
2   
Artifact    
T: Add 1 to your mana pool.
T: Add B or R to your mana pool. Talisman of Indulgence deals 1 damage to you.  

Talisman of Progress 
2   
Artifact    
T: Add 1 to your mana pool.
T: Add W or U to your mana pool. Talisman of Progress deals 1 damage to you.  

Talisman of Unity 
2   
Artifact    
T: Add 1 to your mana pool.
T: Add G or W to your mana pool. Talisman of Unity deals 1 damage to you.  

Tallowisp 
1W   
Creature - Spirit   
1/3   
Whenever you play a Spirit or Arcane spell, you may search your library for an enchant creature card, reveal it, and put it into your hand. If you do, shuffle your library.  

Talon of Pain 
4   
Artifact    
Whenever a source you control other than Talon of Pain deals damage to an opponent, put a charge counter on Talon of Pain.
X, T, Remove X charge counters from Talon of Pain: Talon of Pain deals X damage to target creature or player.  

Talon Sliver 
1W   
Creature - Sliver   
1/1   
All Slivers have first strike.  

Talruum Champion 
4R   
Creature - Minotaur   
3/3   
First strike
Whenever Talruum Champion blocks or becomes blocked by a creature, that creature loses first strike until end of turn.  

Talruum Minotaur 
2RR   
Creature - Minotaur   
3/3   
Haste  

Talruum Piper 
4R   
Creature - Minotaur   
3/3   
All creatures with flying able to block Talruum Piper do so.  

Tangle 
1G   
Instant    
Prevent all combat damage that would be dealt this turn.
Each attacking creature doesn't untap during its controller's next untap step.  

Tangle Asp 
1G   
Creature - Snake   
1/2   
Whenever Tangle Asp blocks or becomes blocked by a creature, destroy that creature at end of combat.  

Tangle Golem 
7   
Artifact Creature - Golem   
5/4   
Affinity for Forests (This spell costs 1 less to play for each Forest you control.)  

Tangle Kelp 
U   
Enchant Creature    
When Tangle Kelp comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step if it attacked during its controller's last turn.  

Tangle Spider 
4GG   
Creature - Spider   
3/4   
You may play Tangle Spider any time you could play an instant.
Tangle Spider may block as though it had flying.  

Tangle Wire 
3   
Artifact    
Fading 4 (This artifact comes into play with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
At the beginning of each player's upkeep, that player taps an untapped artifact, creature, or land he or she controls for each fade counter on Tangle Wire.  

Tanglebloom 
1   
Artifact    
1, T: You gain 1 life.  

Tangleroot 
3   
Artifact    
Whenever a player plays a creature spell, that player adds G to his or her mana pool.  

Tanglewalker 
2G   
Creature - Dryad   
2/2   
Creatures you control are unblockable as long as defending player controls an artifact land.  

Taniwha 
3UU   
Legendary Creature    
7/7   
Phasing, trample
At the beginning of your upkeep, all lands you control phase out.  

Taoist Hermit 
2G   
Creature - Mystic   
2/2   
Taoist Hermit can't be the target of spells or abilities your opponents control.  

Taoist Mystic 
2G   
Creature - Mystic   
2/2   
Taoist Mystic can't be blocked by creatures with horsemanship.  

Tar Pit Warrior 
2B   
Creature - Giant   
3/4   
When Tar Pit Warrior becomes the target of a spell or ability, sacrifice it.  

Tariff 
1W   
Sorcery    
Each player sacrifices the creature he or she controls with the highest converted mana cost unless he or she pays that creature's mana cost. If two creatures a player controls are tied for highest cost, that player chooses one.  

Tarnished Citadel 
Land    
T: Add 1 to your mana pool.
T: Add one mana of any color to your mana pool. Tarnished Citadel deals 3 damage to you.  

Tarpan 
G   
Creature - Tarpan   
1/1   
When Tarpan is put into a graveyard from play, you gain 1 life.  

Task Force 
2W   
Creature - Rebel   
1/3   
Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn.  

Task Mage Assembly 
2R   
Enchantment    
When there are no creatures in play, sacrifice Task Mage Assembly.
2: Task Mage Assembly deals 1 damage to target creature. Any player may play this ability but only any time he or she could play a sorcery.  

Taste of Paradise 
3G   
Sorcery    
As an additional cost to play Taste of Paradise, you may pay 1G any number of times.
You gain 3 life plus an additional 3 life for each additional 1G you paid.  

Tatsumasa, the Dragon's Fang 
6   
Legendary Artifact - Equipment   
Equipped creature gets +5/+5.
6, Remove Tatsumasa, the Dragon's Fang from the game: Put a 5/5 blue Dragon Spirit creature token with flying into play. Return Tatsumasa to play under its owner's control when that token is put into a graveyard.
Equip 3  

Tattoo Ward 
2W   
Enchant Creature    
Enchanted creature gets +1/+1 and has protection from enchantments. This effect doesn't remove Tattoo Ward.
Sacrifice Tattoo Ward: Destroy target enchantment.  

Taunt 
U   
Sorcery    
During target player's next turn, each creature he or she controls attacks you if able.  

Taunting Challenge 
1GG   
Sorcery    
All creatures able to block target creature this turn do so.  

Taunting Elf 
G   
Creature - Elf   
0/1   
All creatures able to block Taunting Elf do so.  

Tawnos's Coffin 
4   
Artifact    
You may choose not to untap Tawnos's Coffin during your untap step.
3, T: Target creature phases out. It can't phase in as long as Tawnos's Coffin remains tapped. When Tawnos's Coffin leaves play or becomes untapped, the creature phases in tapped.  

Tawnos's Wand 
4   
Artifact    
2, T: Target creature with power 2 or less is unblockable this turn.  

Tawnos's Weaponry 
2   
Artifact    
You may choose not to untap Tawnos's Weaponry during your untap step.
2, T: Target creature gets +1/+1 as long as Tawnos's Weaponry remains tapped.  

Teardrop Kami 
U   
Creature - Spirit   
1/1   
Sacrifice Teardrop Kami: Tap or untap target creature.  

Tears of Rage 
2RR   
Instant    
Play Tears of Rage only during the declare attackers step.
Attacking creatures you control get +X/+0 until end of turn, where X is the number of attacking creatures. Sacrifice those creatures at end of turn.  

Tectonic Break 
XRR   
Sorcery    
Each player sacrifices X lands.  

Tectonic Instability 
2R   
Enchantment    
Whenever a land comes into play, tap all lands its controller controls.  

Teeka's Dragon 
9   
Artifact Creature - Dragon   
5/5   
Flying, trample; rampage 4 (Whenever this creature becomes blocked, it gets +4/+4 until end of turn for each creature blocking it beyond the first.)  

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

Teferi's Curse 
1U   
Enchant Permanent    
Teferi's Curse can enchant only an artifact or a creature.
Enchanted permanent has phasing.  

Teferi's Drake 
2U   
Creature - Drake   
3/2   
Flying, phasing  

Teferi's Honor Guard 
2W   
Creature - Knight   
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
UU: Teferi's Honor Guard phases out.  

Teferi's Imp 
2U   
Creature - Imp   
1/1   
Flying, phasing
Whenever Teferi's Imp phases out, discard a card.
Whenever Teferi's Imp phases in, draw a card.  

Teferi's Isle 
Legendary Land    
Phasing
Teferi's Isle comes into play tapped.
T: Add UU to your mana pool.  

Teferi's Moat 
3WU   
Enchantment    
As Teferi's Moat comes into play, choose a color.
Creatures of the chosen color without flying can't attack you.  

Teferi's Puzzle Box 
4   
Artifact    
At the beginning of each player's draw step, that player puts the cards in his or her hand on the bottom of his or her library in any order, then draws that many cards.  

Teferi's Realm 
1UU   
World Enchantment    
At the beginning of each player's upkeep, that player chooses artifacts, creatures, lands, or global enchantments. All nontoken permanents of that type phase out.  

Teferi's Response 
1U   
Instant    
Counter target spell or ability an opponent controls that targets a land you control. If a permanent's ability is countered this way, destroy that permanent.
Draw two cards.  

Teferi's Veil 
1U   
Enchantment    
Whenever a creature you control attacks, it phases out at end of combat.  

Tek 
5   
Artifact Creature - Dragon   
2/2   
Tek gets +0/+2 as long as you control a Plains, has flying as long as you control an Island, gets +2/+0 as long as you control a Swamp, has first strike as long as you control a Mountain, and has trample as long as you control a Forest.  

Telekinesis 
UU   
Instant    
Tap target creature. Prevent all combat damage that would be dealt by that creature this turn. It doesn't untap during its controller's next two untap steps.  

Telekinetic Bonds 
2UUU   
Enchantment    
Whenever a player discards a card, you may pay 1U. If you do, tap or untap target permanent.  

Telepathic Spies 
2U   
Creature - Wizard   
2/2   
When Telepathic Spies comes into play, look at target opponent's hand.  

Telepathy 
U   
Enchantment    
Your opponents play with their hands revealed.  

Teleport 
UUU   
Instant    
Play only during combat before the declare blockers step.
Target creature is unblockable this turn.  

Telethopter 
4   
Artifact Creature    
3/1   
Tap an untapped creature you control: Telethopter gains flying until end of turn.  

Telim'Tor 
4R   
Legendary Creature    
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Whenever Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn.  

Telim'Tor's Darts 
2   
Artifact    
2, T: Telim'Tor's Darts deals 1 damage to target player.  

Telim'Tor's Edict 
R   
Instant    
Remove target permanent you own or control from the game.
Draw a card at the beginning of the next turn's upkeep.  

Tel-Jilad Archers 
4G   
Creature - Elf Archer   
2/4   
Protection from artifacts
Tel-Jilad Archers may block as though it had flying.  

Tel-Jilad Chosen 
1G   
Creature - Elf Warrior   
2/1   
Protection from artifacts  

Tel-Jilad Exile 
3G   
Creature - Troll Warrior   
2/3   
1G: Regenerate Tel-Jilad Exile.  

Tel-Jilad Justice 
1G   
Instant    
Destroy target artifact.
Scry 2 (Look at the top two cards of your library. Put any number of them on the bottom of your library and the rest on top in any order.)  

Tel-Jilad Lifebreather 
4G   
Creature - Troll Shaman   
3/2   
G, T, Sacrifice a Forest: Regenerate target creature.  

Tel-Jilad Outrider 
3G   
Creature - Elf Warrior   
3/1   
Protection from artifacts  

Tel-Jilad Stylus 
1   
Artifact    
T: Put target permanent you own on the bottom of your library.  

Tel-Jilad Wolf 
2G   
Creature - Wolf   
2/2   
Whenever Tel-Jilad Wolf becomes blocked by an artifact creature, Tel-Jilad Wolf gets +3/+3 until end of turn.  

Teller of Tales 
3UU   
Creature - Spirit   
3/3   
Flying
Whenever you play a Spirit or Arcane spell, tap or untap target creature.  

Temper 
X1W   
Instant    
Prevent the next X damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.  

Tempest Drake 
1WU   
Creature - Drake   
2/2   
Flying, vigilance  

Tempest Efreet 
1RRR   
Creature - Efreet   
3/3   
Remove Tempest Efreet from your deck before playing if you're not playing for ante.
T, Sacrifice Tempest Efreet: Target opponent may pay 10 life. If that player doesn't, he or she reveals a card at random from his or her hand. Exchange ownership of the revealed card and Tempest Efreet. Put the revealed card into your hand and Tempest Efreet from anywhere into that player's graveyard.  

Tempest of Light 
2W   
Instant    
Destroy all enchantments.  

Temple Acolyte 
1W   
Creature - Cleric   
1/3   
When Temple Acolyte comes into play, you gain 3 life.  

Temple Elder 
2W   
Creature - Cleric   
1/2   
T: You gain 1 life. Play this ability only during your turn, before the combat phase.  

Temple of the False God 
Land    
T: Add 2 to your mana pool. Play this ability only if you control five or more lands.  

Temporal Adept 
1UU   
Creature - Wizard   
1/1   
UUU, T: Return target permanent to its owner's hand.  

Temporal Aperture 
2   
Artifact    
5, T: Shuffle your library and reveal the top card. Until end of turn, as long as that card remains on top of your library, you may play the card as though it were in your hand without paying its mana cost. (If it has X in its mana cost, X is 0.)  

Temporal Cascade 
5UU   
Sorcery    
Choose one - Each player shuffles his or her hand and graveyard into his or her library; or each player draws seven cards.
Entwine 2 (Choose both if you pay the entwine cost.)  

Temporal Distortion 
3UU   
Enchantment    
Whenever a creature or land becomes tapped, put an hourglass counter on it.
Permanents with an hourglass counter on them don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.  

Temporal Fissure 
4U   
Sorcery    
Return target permanent to its owner's hand.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)  

Temporal Manipulation 
3UU   
Sorcery    
Take extra turn after this one.  

Temporal Spring 
1GU   
Sorcery    
Put target permanent on top of its owner's library.  

Temporary Insanity 
3R   
Instant    
Untap target creature with power less than the number of cards in your graveyard and gain control of it until end of turn. That creature gains haste until end of turn.  

Temporary Truce 
1W   
Sorcery    
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.  

Tempting Licid 
2G   
Creature - Licid   
2/2   
G, T: Tempting Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "All creatures able to block enchanted creature do so" and "G: End the effect that created this ability."  

Tempting Wurm 
1G   
Creature - Wurm   
5/5   
When Tempting Wurm comes into play, each opponent may put any number of artifact, creature, enchantment, and/or land cards from his or her hand into play.  

Tendo Ice Bridge 
Land    
Tendo Ice Bridge comes into play with a charge counter on it.
T: Add 1 to your mana pool.
T, Remove a charge counter from Tendo Ice Bridge: Add one mana of any color to your mana pool.  

Tendrils of Agony 
2BB   
Sorcery    
Target player loses 2 life and you gain 2 life.
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)  

Tendrils of Despair 
B   
Sorcery    
As an additional cost to play Tendrils of Despair, sacrifice a creature.
Target opponent discards two cards.  

Tenza, Godo's Maul 
3   
Legendary Artifact - Equipment   
Equipped creature gets +1/+1. As long as it's legendary, it gets an additional +2/+2. As long as it's red, it has trample.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)  

Tephraderm 
4R   
Creature - Beast   
4/5   
Whenever a creature deals damage to Tephraderm, Tephraderm deals that much damage to that creature.
Whenever a spell deals damage to Tephraderm, Tephraderm deals that much damage to that spell's controller.  

Terashi's Cry 
3W   
Sorcery - Arcane   
Tap up to three target creatures.  

Terashi's Grasp 
2W   
Sorcery - Arcane   
Destroy target artifact or enchantment. You gain life equal to its converted mana cost.  

Terashi's Verdict 
1W   
Instant - Arcane   
Destroy target attacking creature with power 3 or less.  

Teremko Griffin 
3W   
Creature - Griffin   
2/2   
Banding, flying  

Terminal Moraine 
Land    
T: Add 1 to your mana pool.
2, T, Sacrifice Terminal Moraine: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.  

Terminate 
BR   
Instant    
Destroy target creature. It can't be regenerated.  

Teroh's Faithful 
3W   
Creature - Cleric   
1/4   
When Teroh's Faithful comes into play, you gain 4 life.  

Teroh's Vanguard 
3W   
Creature - Nomad   
2/3   
You may play Teroh's Vanguard any time you could play an instant.
Threshold - When Teroh's Vanguard comes into play, creatures you control gain protection from black until end of turn. (You have threshold if seven or more cards are in your graveyard.)  

Terrain Generator 
Land    
T: Add 1 to your mana pool.
2, T: Put a basic land card from your hand into play tapped.  

Terravore 
1GG   
Creature - Lhurgoyf   
*/*   
Trample
Terravore's power and toughness are each equal to the number of land cards in all graveyards.  

Territorial Dispute 
4RR   
Enchantment    
Players can't play lands.
At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land.  

Terror 
1B   
Instant    
Destroy target nonartifact, nonblack creature. It can't be regenerated.  

Test of Endurance 
2WW   
Enchantment    
At the beginning of your upkeep, if you have 50 or more life, you win the game.  

Test of Faith 
1W   
Instant    
Prevent the next 3 damage that would be dealt to target creature this turn, and put a +1/+1 counter on that creature for each 1 damage prevented this way.  

Testament of Faith 
W   
Enchantment    
X: Testament of Faith becomes an X/X Wall creature with defender until end of turn. It's still an enchantment.  

Tethered Griffin 
W   
Creature - Griffin   
2/3   
Flying
When you control no enchantments, sacrifice Tethered Griffin.  

Tethered Skirge 
2B   
Creature - Imp   
2/2   
Flying
Whenever Tethered Skirge becomes the target of a spell or ability, you lose 1 life.  

Tetravus 
6   
Artifact Creature    
1/1   
Flying
Tetravus comes into play with three +1/+1 counters on it.
At the beginning of your upkeep, you may remove any number of Tetravites created with Tetravus from the game. For each Tetravite removed this way, put a +1/+1 counter on Tetravus. Then you may remove any number of +1/+1 counters from Tetravus. For each +1/+1 counter removed this way, put into play a 1/1 Tetravite artifact creature token with flying and with "Tetravite can't be enchanted."  

Tetsuo Umezawa 
UBR   
Legendary Creature    
3/3   
Tetsuo Umezawa can't be the target of enchant creature spells.
UBBR, T: Destroy target tapped or blocking creature.  

Thalakos Deceiver 
3U   
Creature - Wizard   
1/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
When Thalakos Deceiver attacks and is not blocked, you may sacrifice it. If you do, gain control of target creature. (This effect doesn't end at end of turn.)  

Thalakos Dreamsower 
2U   
Creature - Wizard   
1/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
You may choose not to untap Thalakos Dreamsower during your untap step.
Whenever Thalakos Dreamsower deals damage to an opponent, tap target creature. That creature doesn't untap during its controller's untap step as long as Thalakos Dreamsower remains tapped.  

Thalakos Drifters 
2UU   
Creature - Townsfolk   
3/3   
Discard a card: Thalakos Drifters gains shadow until end of turn. (This creature may block or be blocked by only creatures with shadow.)  

Thalakos Lowlands 
Land    
T: Add 1 to your mana pool.
T: Add W or U to your mana pool. Thalakos Lowlands doesn't untap during its controller's next untap step.  

Thalakos Mistfolk 
2U   
Creature - Illusion   
2/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
U: Put Thalakos Mistfolk on top of its owner's library.  

Thalakos Scout 
2U   
Creature - Soldier   
2/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
Discard a card: Return Thalakos Scout to its owner's hand.  

Thalakos Seer 
UU   
Creature - Wizard   
1/1   
Shadow (This creature may block or be blocked by only creatures with shadow.)
When Thalakos Seer leaves play, draw a card.  

Thalakos Sentry 
1U   
Creature - Soldier   
1/2   
Shadow (This creature may block or be blocked by only creatures with shadow)  

Thallid 
G   
Creature - Fungus   
1/1   
At the beginning of your upkeep, put a spore counter on Thallid.
Remove three spore counters from Thallid: Put a 1/1 green Saproling creature token into play.  

Thallid Devourer 
1GG   
Creature - Fungus   
2/2   
At the beginning of your upkeep, put a spore counter on Thallid Devourer.
Remove three spore counters from Thallid Devourer: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Thallid Devourer gets +1/+2 until end of turn.  

That Which Was Taken 
5   
Legendary Artifact    
4, T: Put a divinity counter on target permanent other than That Which Was Taken.
Each permanent with a divinity counter on it is indestructible.  

Thaumatog 
1GW   
Creature - Atog   
1/2   
Sacrifice a land: Thaumatog gets +1/+1 until end of turn.
Sacrifice an enchantment: Thaumatog gets +1/+1 until end of turn.  

Thawing Glaciers 
Land    
Thawing Glaciers comes into play tapped.
1, T: Search your library for a basic land card and put that card into play tapped. Then shuffle your library. If it's the end phase, return Thawing Glaciers to its owner's hand. Otherwise, return Thawing Glaciers to its owner's hand at end of turn.  

The Abyss 
3B   
World Enchantment    
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of his or her choice. It can't be regenerated.  

The Brute 
1R   
Enchant Creature    
Enchanted creature gets +1/+0.
RRR: Regenerate enchanted creature.  

The Fallen 
1BBB   
Creature - Fallen   
2/3   
At the beginning of your upkeep, The Fallen deals 1 damage to each opponent it has dealt damage to this game.  

The Hive 
5   
Artifact    
5, T: Put a 1/1 Wasp artifact creature token with flying into play.  

The Lady of the Mountain 
4RG   
Legendary Creature    
5/5   
  

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

The Tabernacle at Pendrell Vale 
Legendary Land    
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1."  

The Unspeakable 
6UUU   
Legendary Creature - Spirit   
6/7   
Flying, trample
Whenever The Unspeakable deals combat damage to a player, you may return target Arcane card from your graveyard to your hand.  

The Wretched 
3BB   
Creature - Wretched   
2/5   
At end of combat, gain control of all creatures blocking The Wretched as long as you control The Wretched.  

Theft of Dreams 
2U   
Sorcery    
For each tapped creature target opponent controls, draw a card.  

Thelon's Chant 
1GG   
Enchantment    
At the beginning of your upkeep, sacrifice Thelon's Chant unless you pay G.
Whenever a player puts a Swamp into play, Thelon's Chant deals 3 damage to that player unless he or she puts a -1/-1 counter on a creature he or she controls.  

Thelon's Curse 
GG   
Enchantment    
Blue creatures don't untap during their controllers' untap steps.
Blue creatures have "At the beginning of your upkeep, you may pay U. If you do, untap this creature."  

Thelonite Druid 
2G   
Creature - Cleric   
1/1   
1G, T, Sacrifice a creature: Until end of turn, all Forests you control become 2/3 creatures that are still lands.  

Thelonite Monk 
2GG   
Creature - Cleric   
1/2   
T, Sacrifice a green creature: Target land becomes a Forest. (This effect doesn't end at end of turn.)  

Thermal Blast 
4R   
Instant    
Thermal Blast deals 3 damage to target creature.
Threshold - Thermal Blast deals 5 damage to that creature instead. (You have threshold if seven or more cards are in your graveyard.)  

Thermal Glider 
2W   
Creature - Rebel   
2/1   
Flying, protection from red  

Thermal Navigator 
3   
Artifact Creature    
2/2   
Sacrifice an artifact: Thermal Navigator gains flying until end of turn.  

Thermokarst 
1GG   
Sorcery    
Destroy target land. If it's a snow-covered land, you gain 1 life.  

Thicket Basilisk 
3GG   
Creature - Basilisk   
2/4   
Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.  

Thicket Elemental 
3GG   
Creature - Elemental   
4/4   
Kicker 1G (You may pay an additional 1G as you play this spell.)
When Thicket Elemental comes into play, if the kicker cost was paid, you may reveal cards from the top of your library until you reveal a creature card. If you do, put that card into play and shuffle all other cards revealed this way into your library.  

Thief of Hope 
2B   
Creature - Spirit   
2/2   
Whenever you play a Spirit or Arcane spell, target opponent loses 1 life and you gain 1 life.
Soulshift 2 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 2 or less from your graveyard to your hand.)  

Thieves' Auction 
4RRR   
Sorcery    
Set aside all nontoken permanents. Starting with you, each player chooses one of the cards set aside and puts it into play tapped under his or her control. Repeat this process until all those cards have been chosen.  

Thieving Magpie 
2UU   
Creature - Bird   
1/3   
Flying
Whenever Thieving Magpie deals damage to an opponent, you draw a card.  

Thing from the Deep 
6UUU   
Creature - Beast   
9/9   
Whenever Thing from the Deep attacks, sacrifice it unless you sacrifice an Island.  

Think Tank 
2U   
Enchantment    
At the beginning of your upkeep, look at the top card of your library. You may put that card into your graveyard.  

Thirst 
2U   
Enchant Creature    
When Thirst comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
At the beginning of your upkeep, sacrifice Thirst unless you pay U.  

Thirst for Knowledge 
2U   
Instant    
Draw three cards. Then discard two cards unless you discard an artifact card.  

Thopter Squadron 
5   
Artifact Creature    
0/0   
Flying
Thopter Squadron comes into play with three +1/+1 counters on it.
1, Remove a +1/+1 counter from Thopter Squadron: Put a 1/1 Thopter artifact creature token with flying into play. Play this ability only any time you could play a sorcery.
1, Sacrifice a Thopter: Put a +1/+1 counter on Thopter Squadron. Play this ability only any time you could play a sorcery.  

Thorn Elemental 
5GG   
Creature - Elemental   
7/7   
You may have Thorn Elemental deal its combat damage to defending player as though it weren't blocked.  

Thorn Thallid 
1GG   
Creature - Fungus   
2/2   
At the beginning of your upkeep, put a spore counter on Thorn Thallid.
Remove three spore counters from Thorn Thallid: Thorn Thallid deals 1 damage to target creature or player.  

Thornscape Apprentice 
G   
Creature - Wizard   
1/1   
W, T: Tap target creature.
R, T: Target creature gains first strike until end of turn.  

Thornscape Battlemage 
2G   
Creature - Wizard   
2/2   
Kicker R and/or W
When Thornscape Battlemage comes into play, if the R kicker cost was paid, Thornscape Battlemage deals 2 damage to target creature or player.
When Thornscape Battlemage comes into play, if the W kicker cost was paid, destroy target artifact.  

Thornscape Familiar 
1G   
Creature - Insect   
2/1   
Red spells and white spells you play cost 1 less to play.  

Thornscape Master 
2GG   
Creature - Wizard   
2/2   
RR, T: Thornscape Master deals 2 damage to target creature.
WW, T: Target creature gains protection from the color of your choice until end of turn.  

Thornwind Faeries 
1UU   
Creature - Faerie   
1/1   
Flying
T: Thornwind Faeries deals 1 damage to target creature or player.  

Thought Courier 
1U   
Creature - Human Wizard   
1/1   
T: Draw a card, then discard a card.  

Thought Devourer 
2UU   
Creature - Beast   
4/4   
Flying
Your maximum hand size is reduced by four.  

Thought Dissector 
4   
Artifact    
X, T: Target opponent reveals cards from the top of his or her library until an artifact card or X cards are revealed, whichever comes first. If an artifact card is revealed this way, put it into play under your control and sacrifice Thought Dissector. Put the rest of the revealed cards into that player's graveyard.  

Thought Eater 
1U   
Creature - Beast   
2/2   
Flying
Your maximum hand size is reduced by three.  

Thought Lash 
2UU   
Enchantment    
Cumulative upkeep-Remove the top card of your library from the game. If you don't pay the cumulative upkeep, remove your library from the game.
Remove the top card of your library from the game: Prevent the next 1 damage that would be dealt to you this turn.  

Thought Nibbler 
U   
Creature - Beast   
1/1   
Flying
Your maximum hand size is reduced by two.  

Thought Prison 
5   
Artifact    
Imprint - When Thought Prison comes into play, you may have target player reveal his or her hand. If you do, choose a nonland card from it and remove that card from the game. (The removed card is imprinted on this artifact.)
Whenever a player plays a spell that shares a color or converted mana cost with the imprinted card, Thought Prison deals 2 damage to that player.  

Thoughtbind 
2U   
Instant    
Counter target spell with converted mana cost 4 or less.  

Thoughtbound Primoc 
2R   
Creature - Bird Beast   
2/3   
Flying
At the beginning of your upkeep, if a player controls more Wizards than any other player, he or she gains control of Thoughtbound Primoc.  

Thoughtcast 
4U   
Sorcery    
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
Draw two cards.  

Thoughtlace 
U   
Instant    
Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.)  

Thoughtleech 
GG   
Enchantment    
Whenever an Island an opponent controls becomes tapped, you may gain 1 life.  

Thoughts of Ruin 
2RR   
Sorcery    
Each player sacrifices a land for each card in your hand.  

Thousand-legged Kami 
6GG   
Creature - Spirit   
6/6   
Soulshift 7 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 7 or less from your graveyard to your hand.)  

Thran Dynamo 
4   
Artifact    
T: Add 3 to your mana pool.  

Thran Forge 
3   
Artifact    
2: Target nonartifact creature becomes an artifact creature until end of turn. That creature gets +1/+0 until end of turn.  

Thran Foundry 
1   
Artifact    
1, T, Remove Thran Foundry from the game: Target player shuffles his or her graveyard into his or her library.  

Thran Golem 
5   
Artifact Creature - Golem   
3/3   
As long as Thran Golem is enchanted, it gets +2/+2 and has flying, first strike, and trample.  

Thran Lens 
2   
Artifact    
All permanents are colorless.  

Thran Quarry 
Land    
At end of turn, if you control no creatures, sacrifice Thran Quarry.
T: Add one mana of any color to your mana pool.  

Thran Tome 
4   
Artifact    
5, T: Reveal the top three cards of your library. An opponent chooses one of those cards. Put that card into your graveyard and draw the rest.  

Thran Turbine 
1   
Artifact    
At the beginning of your upkeep, you may add up to 2 to your mana pool. You can't spend this mana to play spells.  

Thran War Machine 
4   
Artifact Creature    
4/5   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
Thran War Machine attacks each turn if able.  

Thran Weaponry 
4   
Artifact    
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
You may choose not to untap Thran Weaponry during your untap step.
2, T: All creatures get +2/+2 as long as Thran Weaponry remains tapped.  

Thrashing Mudspawn 
3BB   
Creature - Beast   
4/4   
Whenever Thrashing Mudspawn is dealt damage, you lose that much life.
Morph 1BB (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Thrashing Wumpus 
3BB   
Creature - Beast   
3/3   
B: Thrashing Wumpus deals 1 damage to each creature and each player.  

Threads of Disloyalty 
1UU   
Enchant Creature    
Threads of Disloyalty can enchant only a creature with converted mana cost 2 or less.
You control enchanted creature.  

Threaten 
2R   
Sorcery    
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.  

Three Tragedies 
3BB   
Sorcery - Arcane   
Target player discards three cards.  

Three Visits 
1G   
Sorcery    
Search your library for a Forest card and put that card into play. Then shuffle your library.  

Three Wishes 
1UU   
Instant    
Remove the top three cards of your library from the game face down. You may look at those cards as long as they remain removed from the game. Until your next upkeep, you may play those cards as though they were in your hand. At the beginning of your next upkeep, put any of those cards not played into your graveyard.  

Thresher Beast 
3GG   
Creature - Beast   
4/4   
Whenever Thresher Beast becomes blocked, defending player sacrifices a land.  

Thriss, Nantuko Primus 
5GG   
Legendary Creature - Insect Druid   
5/5   
G, T: Target creature gets +5/+5 until end of turn.  

Thrive 
XG   
Sorcery    
Put a +1/+1 counter on each of X target creatures.  

Throat Slitter 
4B   
Creature - Rat Ninja   
2/2   
Ninjutsu 2B (2B, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Throat Slitter deals combat damage to a player, destroy target nonblack creature that player controls.  

Throne of Bone 
1   
Artifact    
Whenever a player plays a black spell, you may pay 1. If you do, you gain 1 life.  

Through the Breach 
4R   
Instant - Arcane   
Put a creature card from your hand into play. That creature has haste. Sacrifice that creature at end of turn.
Splice onto Arcane 2RR (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Thrull Champion 
4B   
Creature - Thrull   
2/2   
All Thrulls get +1/+1.
T: Gain control of target Thrull as long as you control Thrull Champion.  

Thrull Retainer 
B   
Enchant Creature    
Enchanted creature gets +1/+1.
Sacrifice Thrull Retainer: Regenerate enchanted creature.  

Thrull Surgeon 
1B   
Creature - Thrull   
1/1   
1B, Sacrifice Thrull Surgeon: Look at target player's hand and choose a card from it. That player discards that card. Play this ability only any time you could play a sorcery.  

Thrull Wizard 
2B   
Creature - Thrull   
1/1   
1B: Counter target black spell unless that spell's controller pays B or 3.  

Thumbscrews 
2   
Artifact    
At the beginning of your upkeep, if you have five or more cards in hand, Thumbscrews deals 1 damage to target opponent.  

Thunder Dragon 
5RR   
Creature - Dragon   
5/5   
Flying
When Thunder Dragon comes into play, it deals 3 damage to each creature without flying.  

Thunder of Hooves 
3R   
Sorcery    
Thunder of Hooves deals X damage to each creature without flying and each player, where X is the number of Beasts in play.  

Thunder Spirit 
1WW   
Creature - Spirit   
2/2   
Flying, first strike  

Thunder Wall 
1UU   
Creature - Wall   
0/2   
Defender (This creature can't attack.)
Flying
U: Thunder Wall gets +1/+1 until end of turn.  

Thunderbolt 
1R   
Instant    
Choose one - Thunderbolt deals 3 damage to target player; or Thunderbolt deals 4 damage to target creature with flying.  

Thunderclap 
2R   
Instant    
You may sacrifice a Mountain rather than pay Thunderclap's mana cost.
Thunderclap deals 3 damage to target creature.  

Thundercloud Elemental 
5UU   
Creature - Elemental   
3/4   
Flying
3U: Tap all creatures with toughness 2 or less.
3U: All other creatures lose flying until end of turn.  

Thundering Giant 
3RR   
Creature - Giant   
4/3   
Haste  

Thundering Wurm 
2G   
Creature - Wurm   
4/4   
When Thundering Wurm comes into play, sacrifice it unless you discard a land card.  

Thundermare 
5R   
Creature - Thundermare   
5/5   
Haste
When Thundermare comes into play, tap all other creatures.  

Thunderscape Apprentice 
R   
Creature - Wizard   
1/1   
B, T: Target player loses 1 life.
G, T: Target creature gets +1/+1 until end of turn.  

Thunderscape Battlemage 
2R   
Creature - Wizard   
2/2   
Kicker 1B and/or G
When Thunderscape Battlemage comes into play, if the 1B kicker cost was paid, target player discards two cards.
When Thunderscape Battlemage comes into play, if the G kicker cost was paid, destroy target enchantment.  

Thunderscape Familiar 
1R   
Creature - Kavu   
1/1   
First strike
Black spells and green spells you play cost 1 less to play.  

Thunderscape Master 
2RR   
Creature - Wizard   
2/2   
BB, T: Target player loses 2 life and you gain 2 life.
GG, T: Creatures you control get +2/+2 until end of turn.  

Thunderstaff 
3   
Artifact    
If Thunderstaff is untapped and a creature would deal combat damage to you, prevent 1 of that damage.
2, T: Attacking creatures get +1/+0 until end of turn.  

Thwart 
2UU   
Instant    
You may return three Islands you control to their owner's hand rather than pay Thwart's mana cost.
Counter target spell.  

Ticking Gnomes 
3   
Artifact Creature - Gnome   
3/3   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
Sacrifice Ticking Gnomes: Ticking Gnomes deals 1 damage to target creature or player.  

Tidal Bore 
1U   
Instant    
You may return an Island you control to its owner's hand rather than pay Tidal Bore's mana cost.
Tap or untap target creature.  

Tidal Control 
1UU   
Enchantment    
Cumulative upkeep 2
2: Counter target red or green spell. Any player may play this ability.
Pay 2 life: Counter target red or green spell. Any player may play this ability.  

Tidal Courier 
3U   
Creature - Merfolk   
1/2   
When Tidal Courier comes into play, reveal the top four cards of your library. Put all Merfolk cards revealed this way into your hand and the rest on the bottom of your library.
3U: Tidal Courier gains flying until end of turn.  

Tidal Flats 
U   
Enchantment    
UU: For each attacking creature without flying, its controller may pay 1. If he or she doesn't, creatures you control blocking that creature gain first strike until end of turn.  

Tidal Influence 
2U   
Enchantment    
Play Tidal Influence only if no permanents named Tidal Influence are in play.
Tidal Influence comes into play with a tide counter on it.
At the beginning of your upkeep, put a tide counter on Tidal Influence.
As long as there is exactly one tide counter on Tidal Influence, all blue creatures get -2/-0.
As long as there are exactly three tide counters on Tidal Influence, all blue creatures get +2/+0.
Whenever there are four tide counters on Tidal Influence, remove all tide counters from it.  

Tidal Kraken 
5UUU   
Creature - Monster   
6/6   
Tidal Kraken is unblockable.  

Tidal Surge 
1U   
Sorcery    
Tap up to three target creatures without flying.  

Tidal Visionary 
U   
Creature - Wizard   
1/1   
T: Target creature becomes the color of your choice until end of turn.  

Tidal Warrior 
U   
Creature - Merfolk   
1/1   
T: Target land becomes an Island until end of turn.  

Tidal Wave 
2U   
Instant    
Put a 5/5 blue Wave Wall creature token with defender into play. Sacrifice it at end of turn.  

Tide of War 
4RR   
Enchantment    
Whenever one or more creatures blocks, flip a coin. If you win the flip, the defending player sacrifices all blocking creatures. Otherwise, the attacking player sacrifices the blocked creatures.  

Tidings 
3UU   
Sorcery    
Draw four cards.  

Tiger Claws 
2G   
Enchant Creature    
You may play Tiger Claws any time you could play an instant.
Enchanted creature gets +1/+1 and has trample.  

Tigereye Cameo 
3   
Artifact    
T: Add G or W to your mana pool.  

Timber Wolves 
G   
Creature - Wolf   
1/1   
Banding  

Timberland Ruins 
Land    
Timberland Ruins comes into play tapped.
T: Add G to your mana pool.
T, Sacrifice Timberland Ruins: Add one mana of any color to your mana pool.  

Timberline Ridge 
Land    
T: Add R or G to your mana pool. Timberline Ridge doesn't untap during its controller's next untap step.  

Timberwatch Elf 
2G   
Creature - Elf   
1/2   
T: Target creature gets +X/+X until end of turn, where X is the number of Elves in play.  

Time and Tide 
UU   
Instant    
Simultaneously, all creature cards that are phased out phase in and all creatures with phasing phase out.  

Time Bomb 
4   
Artifact    
At the beginning of your upkeep, put a time counter on Time Bomb.
1, T, Sacrifice Time Bomb: Time Bomb deals damage to each creature and each player equal to the number of time counters on Time Bomb.  

Time Ebb 
2U   
Sorcery    
Put target creature on top of its owner's library.  

Time Elemental 
2U   
Creature - Elemental   
0/2   
When Time Elemental attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you.
2UU, T: Return target nonenchanted permanent to its owner's hand.  

Time of Need 
1G   
Sorcery    
Search your library for a legendary creature card, reveal it, and put it into your hand. Then shuffle your library.  

Time Spiral 
4UU   
Sorcery    
Remove Time Spiral from the game.
Each player shuffles his or her graveyard and hand into his or her library, then draws seven cards. You untap up to six lands.  

Time Stop 
4UU   
Instant    
End the turn. (Remove all spells and abilities on the stack from the game, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)  

Time Stretch 
8UU   
Sorcery    
Target player takes two extra turns after this one.  

Time Vault 
2   
Artifact    
Time Vault comes into play tapped.
Time Vault doesn't untap during your untap step.
Skip your next turn: Untap Time Vault and put a time counter on it.
T, Remove all time counters from Time Vault: Take an extra turn after this one. Play this ability if only there's a time counter on Time Vault.  

Time Walk 
1U   
Sorcery    
Take an extra turn after this one.  

Time Warp 
3UU   
Sorcery    
Target player takes an extra turn after this one.  

Timesifter 
5   
Artifact    
At the beginning of each player's upkeep, each player removes the top card of his or her library from the game. The player who removed the card with the highest converted mana cost takes an extra turn after this one. If two or more players' cards are tied for highest cost, the tied players repeat this process until the tie is broken.  

Timetwister 
2U   
Sorcery    
Each player shuffles his or her hand and graveyard into his or her library and then draws seven cards. (Then put Timetwister into its owner's graveyard.)  

Timid Drake 
2U   
Creature - Drake   
3/3   
Flying
When another creature comes into play, return Timid Drake to its owner's hand.  

Timmerian Fiends 
1BB   
Creature - Fiend   
1/1   
Remove Timmerian Fiends from your deck before playing if you're not playing for ante.
BBB, Sacrifice Timmerian Fiends: The owner of target artifact may ante the top card of his or her library. If that player doesn't, exchange ownership of that artifact and Timmerian Fiends. Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard. This change in ownership is permanent.  

Tinder Farm 
Land    
Tinder Farm comes into play tapped.
T: Add G to your mana pool.
T, Sacrifice Tinder Farm: Add RW to your mana pool.  

Tinder Wall 
G   
Creature - Wall   
0/3   
Defender (This creature can't attack.)
Sacrifice Tinder Wall: Add RR to your mana pool.
R, Sacrifice Tinder Wall: Tinder Wall deals 2 damage to target creature it's blocking.  

Tinker 
2U   
Sorcery    
As an additional cost to play Tinker, sacrifice an artifact.
Search your library for an artifact card and put that card into play. Then shuffle your library.  

Tin-Wing Chimera 
4   
Artifact Creature - Chimera   
2/2   
Flying
Sacrifice Tin-Wing Chimera: Put a +2/+2 counter on target Chimera and that Chimera gains flying. (This effect doesn't end at end of turn.)  

Tireless Tribe 
W   
Creature - Nomad   
1/1   
Discard a card: Tireless Tribe gets +0/+4 until end of turn.  

Titania's Boon 
3G   
Sorcery    
Put a +1/+1 counter on each creature you control.  

Titania's Chosen 
2G   
Creature - Elf   
1/1   
Whenever a player plays a green spell, put a +1/+1 counter on Titania's Chosen.  

Titania's Song 
3G   
Enchantment    
Each noncreature artifact loses its abilities and becomes an artifact creature with power and toughness each equal to its converted mana cost. If Titania's Song leaves play, this effect continues until end of turn.  

Titanic Bulvox 
6GG   
Creature - Beast   
7/4   
Trample
Morph 4GGG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Titanium Golem 
5   
Artifact Creature - Golem   
3/3   
1W: Titanium Golem gains first strike until end of turn.  

Tithe 
W   
Instant    
Search your library for a Plains card. If you control fewer lands than an opponent, you may search your library for an additional Plains card. Reveal those cards and put them into your hand. Then shuffle your library.  

Tivadar's Crusade 
1WW   
Sorcery    
Destroy all Goblins.  

Tobias Andrion 
3WU   
Legendary Creature    
4/4   
  

Toils of Night and Day 
2U   
Instant - Arcane   
Tap or untap target permanent, then tap or untap another target permanent.  

Tolaria 
Legendary Land    
T: Add U to your mana pool.
T: Target creature loses banding and all "bands with other" abilities until end of turn. Play this ability only during any upkeep step.  

Tolarian Academy 
Legendary Land    
T: Add U to your mana pool for each artifact you control.  

Tolarian Drake 
2U   
Creature - Drake   
2/4   
Flying, phasing  

Tolarian Emissary 
2U   
Creature - Wizard   
1/2   
Kicker 1W (You may pay an additional 1W as you play this spell.)
Flying
When Tolarian Emissary comes into play, if the kicker cost was paid, destroy target enchantment.  

Tolarian Entrancer 
1U   
Creature - Wizard   
1/1   
Whenever Tolarian Entrancer becomes blocked by a creature, gain control of that creature at end of combat.  

Tolarian Serpent 
5UU   
Creature - Serpent   
7/7   
At the beginning of your upkeep, put the top seven cards of your library into your graveyard.  

Tolarian Winds 
1U   
Instant    
Discard your hand, then draw that many cards.  

Tomb of Urami 
Legendary Land    
T: Add B to your mana pool. Tomb of Urami deals 1 damage to you if you don't control an Ogre.
2BB, T, Sacrifice all lands you control: Put a legendary 5/5 black Demon Spirit creature token with flying named Urami into play.  

Tombfire 
B   
Sorcery    
Target player removes all cards with flashback in his or her graveyard from the game.  

Tombstone Stairwell 
2BB   
World Enchantment    
Cumulative upkeep 1B
At the beginning of each upkeep, if Tombstone Stairwell is in play, each player puts into play a 2/2 black Tombspawn Zombie creature token with haste for each creature card in his or her graveyard.
At end of turn or when Tombstone Stairwell leaves play, destroy all tokens put into play with it. They can't be regenerated.  

Tomorrow, Azami's Familiar 
5U   
Legendary Creature - Spirit   
1/5   
If you would draw a card, look at the top three cards of your library instead. Put one of those cards into your hand and the rest on the bottom of your library in any order.  

Tonic Peddler 
1W   
Creature - Spellshaper   
1/1   
W, T, Discard a card: Target player gains 3 life.  

Tooth and Claw 
3R   
Enchantment    
Sacrifice two creatures: Put a 3/1 red Carnivore creature token into play.  

Tooth and Nail 
5GG   
Sorcery    
Choose one - Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle your library; or put up to two creature cards from your hand into play.
Entwine 2 (Choose both if you pay the entwine cost.)  

Tooth of Chiss-Goria 
3   
Artifact    
Affinity for artifacts (This spell costs 1 less to play for each artifact you control.)
You may play Tooth of Chiss-Goria any time you could play an instant.
T: Target creature gets +1/+0 until end of turn.  

Tooth of Ramos 
3   
Artifact    
T: Add W to your mana pool.
Sacrifice Tooth of Ramos: Add W to your mana pool.  

Topple 
2W   
Sorcery    
Remove target creature with the greatest power from the game. If two or more creatures are tied for greatest power, you may target any one of them.  

Tor Giant 
3R   
Creature - Giant   
3/3   
  

Tor Wauki 
2BBR   
Legendary Creature    
3/3   
T: Tor Wauki deals 2 damage to target attacking or blocking creature.  

Torch Song 
2R   
Enchantment    
At the beginning of your upkeep, you may put a verse counter on Torch Song.
2R, Sacrifice Torch Song: Torch Song deals X damage to target creature or player, where X is the number of verse counters on Torch Song.  

Torii Watchward 
4W   
Creature - Spirit   
3/3   
Vigilance (Attacking doesn't cause this creature to tap.)
Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)  

Torment 
1B   
Enchant Creature    
Enchanted creature gets -3/-0.  

Tormented Angel 
3W   
Creature - Angel   
1/5   
Flying  

Tormod's Crypt 
0   
Artifact    
T, Sacrifice Tormod's Crypt: Remove target player's graveyard from the game.  

Tornado 
4G   
Enchantment    
Cumulative upkeep G
2G, Pay 3 life for each velocity counter on Tornado: Destroy target permanent and put a velocity counter on Tornado. Play this ability only once each turn.  

Tornado Elemental 
5GG   
Creature - Elemental   
6/6   
When Tornado Elemental comes into play, it deals 6 damage to each creature with flying.
You may have Tornado Elemental deal its combat damage to defending player as though it weren't blocked.  

Torrent of Fire 
3RR   
Sorcery    
Torrent of Fire deals damage equal to the highest converted mana cost among permanents you control to target creature or player.  

Torrent of Lava 
XRR   
Sorcery    
Each player may tap any number of untapped creatures he or she controls. Torrent of Lava deals X damage to each creature without flying not tapped this way. Torrent of Lava deals X-1 damage to each creature without flying tapped this way.  

Torrent of Stone 
3R   
Instant - Arcane   
Torrent of Stone deals 4 damage to target creature.
Splice onto Arcane-Sacrifice two mountains. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Torsten Von Ursus 
3GGW   
Legendary Creature    
5/5   
  

Torture 
B   
Enchant Creature    
1B: Put a -1/-1 counter on enchanted creature.  

Torture Chamber 
3   
Artifact    
At the beginning of your upkeep, put a pain counter on Torture Chamber.
At the end of your turn, Torture Chamber deals damage to you equal to the number of pain counters on it.
1, T, Remove all pain counters from Torture Chamber: Torture Chamber deals to target creature damage equal to the number of pain counters removed this way.  

Tortured Existence 
B   
Enchantment    
B, Discard a creature card: Return target creature card from your graveyard to your hand.  

Toshiro Umezawa 
1BB   
Legendary Creature - Human Samurai   
2/2   
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)
Whenever a creature an opponent controls is put into a graveyard from play, you may play target instant card in your graveyard. If that card would be put into a graveyard this turn, remove it from the game instead.  

Total War 
3R   
Enchantment    
Whenever a player attacks with one or more creatures, destroy all untapped non-Wall creatures that player controls that didn't attack, except for creatures the player hasn't controlled continuously since the beginning of the turn.  

Totem Speaker 
4G   
Creature - Elf Druid   
3/3   
Whenever a Beast comes into play, you may gain 3 life.  

Touch of Brilliance 
3U   
Sorcery    
Draw two cards.  

Touch of Darkness 
B   
Instant    
Any number of target creatures become black until end of turn.  

Touch of Death 
2B   
Sorcery    
Touch of Death deals 1 damage to target player. You gain 1 life.
Draw a card at the beginning of the next turn's upkeep.  

Touch of Invisibility 
3U   
Sorcery    
Target creature is unblockable this turn.
Draw a card.  

Touch of Vitae 
2G   
Instant    
Target creature gains haste and "0: Untap this creature. Play this ability only once." until end of turn.
Draw a card at the beginning of the next turn's upkeep.  

Touchstone 
2   
Artifact    
T: Tap target artifact you don't control.  

Tourach's Chant 
1BB   
Enchantment    
At the beginning of your upkeep, sacrifice Tourach's Chant unless you pay B.
Whenever a player puts a Forest into play, Tourach's Chant deals 3 damage to that player unless he or she puts a -1/-1 counter on a creature he or she controls.  

Tourach's Gate 
1BB   
Enchant Land    
Tourach's Gate can enchant only a land you control.
Sacrifice a Thrull: Put three time counters on Tourach's Gate.
At the beginning of your upkeep, remove a time counter from Tourach's Gate. If there are no time counters on Tourach's Gate, sacrifice it.
Enchanted land has "T: Attacking creatures you control get +2/-1 until end of turn."  

Tower Drake 
2U   
Creature - Drake   
2/1   
Flying
W: Tower Drake gets +0/+1 until end of turn.  

Tower of Champions 
4   
Artifact    
8, T: Target creature gets +6/+6 until end of turn.  

Tower of Coireall 
2   
Artifact    
T: Target creature can't be blocked by Walls this turn.  

Tower of Eons 
4   
Artifact    
8, T: You gain 10 life.  

Tower of Fortunes 
4   
Artifact    
8, T: Draw four cards.  

Tower of Murmurs 
4   
Artifact    
8, T: Target player puts the top eight cards of his or her library into his or her graveyard.  

Tower of the Magistrate 
Land    
T: Add 1 to your mana pool.
1, T: Target creature gains protection from artifacts until end of turn.  

Towering Baloth 
6GG   
Creature - Beast   
7/6   
Morph 6G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Town Sentry 
2W   
Creature - Soldier   
2/2   
Whenever Town Sentry blocks, it gets +0/+2 until end of turn.  

Toxic Stench 
1B   
Instant    
Target nonblack creature gets -1/-1 until end of turn.
Threshold - Instead destroy that creature. It can't be regenerated. (You have threshold if seven or more cards are in your graveyard.)  

Toxin Sliver 
3B   
Creature - Sliver   
3/3   
Whenever a Sliver deals combat damage to a creature, destroy that creature. It can't be regenerated.  

Toymaker 
2   
Artifact Creature - Spellshaper   
1/1   
1, T, Discard a card: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.)  

Tracker 
2G   
Creature - Tracker   
2/2   
GG, T: Tracker deals damage equal to its power to target creature. That creature deals damage equal to its power to Tracker.  

Trade Caravan 
W   
Creature - Caravan   
1/1   
At the beginning of your upkeep, put a currency counter on Trade Caravan.
Remove two currency counters from Trade Caravan: Untap target basic land. Play this ability only during an opponent's upkeep.  

Trade Routes 
1U   
Enchantment    
1: Return target land you control to its owner's hand.
1, Discard a land card: Draw a card.  

Trade Secrets 
1UU   
Sorcery    
Target opponent draws two cards, then you draw up to four cards. That opponent may repeat this process as many times as he or she chooses.  

Tradewind Rider 
3U   
Creature - Spirit   
1/4   
Flying
T, Tap two untapped creatures you control: Return target permanent to its owner's hand.  

Tragic Poet 
W   
Creature - Townsfolk   
1/1   
T, Sacrifice Tragic Poet: Return target enchantment card from your graveyard to your hand.  

Trailblazer 
2GG   
Instant    
Target creature is unblockable this turn.  

Trained Armodon 
1GG   
Creature - Elephant   
3/3   
  

Trained Cheetah 
2G   
Creature - Cheetah   
2/2   
Whenever Trained Cheetah becomes blocked, it gets +1/+1 until end of turn.  

Trained Jackal 
G   
Creature - Jackal   
1/2   
  

Trained Orgg 
6R   
Creature - Beast   
6/6   
  

Trained Pronghorn 
1W   
Creature - Antelope   
1/1   
Discard a card: Prevent all damage that would be dealt to Trained Pronghorn this turn.  

Tranquil Domain 
1G   
Instant    
Destroy all global enchantments.  

Tranquil Garden 
Land    
T: Add 1 to your mana pool.
T: Add G or W to your mana pool. Tranquil Garden doesn't untap during your next untap step.  

Tranquil Grove 
1G   
Enchantment    
1GG: Destroy all other enchantments.  

Tranquil Path 
4G   
Sorcery    
Destroy all enchantments.
Draw a card.  

Tranquil Thicket 
Land    
Tranquil Thicket comes into play tapped.
T: Add G to your mana pool.
Cycling G (G, Discard this card: Draw a card.)  

Tranquility 
2G   
Sorcery    
Destroy all enchantments.  

Transcendence 
3WWW   
Enchantment    
You don't lose the game for having 0 or less life.
When you have 20 or more life, you lose the game.
Whenever you lose life, you gain 2 life for each 1 life you lost. (Damage dealt to you causes you to lose life.)  

Transmogrifying Licid 
3   
Artifact Creature - Licid   
2/2   
1, T: Transmogrifying Licid loses all abilities, becomes an enchant creature enchanting target creature, and gains "Enchanted creature gets +1/+1," "Enchanted creature is an artifact that's still a creature" and "1: End the effect that created this ability."  

Transmutation 
1B   
Instant    
Switch target creature's power and toughness until end of turn. Effects that would alter that creature's power this turn alter its toughness instead, and vice versa.  

Transmute Artifact 
UU   
Sorcery    
As an additional cost to play Transmute Artifact, sacrifice an artifact.
Search your library for an artifact card. If that card's converted mana cost is less than or equal to the sacrificed artifact's converted mana cost, put it into play. If it's greater, you may pay the cost difference. If you do, put it into play. If you don't, put it into its owner's graveyard. Then shuffle your library.  

Trap Digger 
3W   
Creature - Soldier   
1/3   
2W, T: Put a trap counter on target land you control.
Sacrifice a land with a trap counter on it: Trap Digger deals 3 damage to target attacking creature without flying.  

Trap Runner 
2WW   
Creature - Soldier   
2/3   
T: Target attacking unblocked creature becomes blocked. Play this ability only during the declare blockers step. (This ability works on unblockable creatures.)  

Traproot Kami 
G   
Creature - Spirit   
0/*   
Defender (This creature can't attack.)
Traproot Kami's toughness is equal to the number of Forests in play.
Traproot Kami may block as though it had flying.  

Trash for Treasure 
2R   
Sorcery    
As an additional cost to play Trash for Treasure, sacrifice an artifact.
Return target artifact card from your graveyard to play.  

Traumatize 
3UU   
Sorcery    
Target player puts the top half of his or her library, rounded down, into his or her graveyard.  

Traveler's Cloak 
2U   
Enchant Creature    
As Traveler's Cloak comes into play, choose a land type.
Enchanted creature has landwalk of the chosen type.
When Traveler's Cloak comes into play, draw a card.  

Traveling Plague 
3BB   
Enchant Creature    
At the beginning of each player's upkeep, put a plague counter on Traveling Plague.
Enchanted creature gets -1/-1 for each plague counter on Traveling Plague.
When enchanted creature leaves play, that creature's controller returns Traveling Plague from its owner's graveyard to play.  

Treacherous Link 
1B   
Enchant Creature    
All damage that would be dealt to enchanted creature is dealt to its controller instead.  

Treacherous Vampire 
4B   
Creature - Vampire   
4/4   
Flying
Whenever Treacherous Vampire attacks or blocks, sacrifice it unless you remove a card in your graveyard from the game.
Threshold - Treacherous Vampire gets +2/+2 and has "When Treacherous Vampire is put into a graveyard from play, you lose 6 life."  

Treacherous Werewolf 
2B   
Creature - Minion Wolf   
2/2   
Threshold - Treacherous Werewolf gets +2/+2 and has "When Treacherous Werewolf is put into a graveyard from play, you lose 4 life." (You have threshold as long as seven or more cards are in your graveyard.)  

Treachery 
3UU   
Enchant Creature    
When Treachery comes into play, if you played it from your hand, untap up to five lands.
You control enchanted creature.  

Treasure Hunter 
2W   
Creature - Townsfolk   
2/2   
When Treasure Hunter comes into play, you may return target artifact card from your graveyard to your hand.  

Treasure Trove 
2UU   
Enchantment    
2UU: Draw a card.  

Tree Monkey 
G   
Creature - Monkey   
1/1   
Tree Monkey may block creatures with flying.  

Tree of Tales 
Artifact Land    
(Tree of Tales isn't a spell.)
T: Add G to your mana pool.  

Treefolk Healer 
4G   
Creature - Treefolk   
2/3   
2W, T: Prevent the next 2 damage that would be dealt to target creature or player this turn.  

Treefolk Mystic 
3G   
Creature - Treefolk   
2/4   
Whenever a creature blocks or becomes blocked by Treefolk Mystic, destroy all enchantments on that creature.  

Treefolk Seedlings 
2G   
Creature - Treefolk   
2/*   
Treefolk Seedlings's toughness is equal to the number of Forests you control.  

Treespring Lorian 
5G   
Creature - Beast   
5/4   
Morph 5G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Treetop Bracers 
1G   
Enchant Creature    
Enchanted creature gets +1/+1 and can be blocked only by creatures with flying.  

Treetop Defense 
1G   
Instant    
Play Treetop Defense only during the declare attackers step and only if you are the defending player.
This turn, creatures you control may block as though they had flying.  

Treetop Rangers 
2G   
Creature - Elf   
2/2   
Treetop Rangers can't be blocked except by creatures with flying.  

Treetop Scout 
G   
Creature - Elf   
1/1   
Treetop Scout can't be blocked except by creatures with flying.  

Treetop Sentinel 
2UU   
Creature - Bird Soldier   
2/3   
Flying, protection from green  

Treetop Village 
Land    
Treetop Village comes into play tapped.
T: Add G to your mana pool.
1G: Treetop Village becomes a 3/3 green creature with trample until end of turn. It's still a land.  

Tremble 
1R   
Sorcery    
Each player sacrifices a land.  

Tremor 
R   
Sorcery    
Tremor deals 1 damage to each creature without flying.  

Trench Wurm 
3B   
Creature - Wurm   
3/3   
2R, T: Destroy target nonbasic land.  

Trenching Steed 
3W   
Creature - Rebel   
2/3   
Sacrifice a land: Trenching Steed gets +0/+3 until end of turn.  

Treva, the Renewer 
3GWU   
Legendary Creature - Dragon   
6/6   
Flying
Whenever Treva, the Renewer deals combat damage to a player, you may pay 2W. If you do, choose a color. You gain 1 life for each permanent of that color.  

Treva's Attendant 
5   
Artifact Creature - Golem   
3/3   
1, Sacrifice Treva's Attendant: Add GWU to your mana pool.  

Treva's Charm 
GWU   
Instant    
Choose one - Destroy target enchantment; or remove target attacking creature from the game; or draw a card, then discard a card.  

Treva's Ruins 
Land - Lair   
When Treva's Ruins comes into play, sacrifice it unless you return a non-Lair land you control to its owner's hand.
T: Add G, W, or U to your mana pool.  

Triangle of War 
1   
Artifact    
2, Sacrifice Triangle of War: Choose target creature you control and target creature an opponent controls. Each creature deals damage equal to its power to the other.  

Triassic Egg 
4   
Artifact    
3, T: Put an incubation counter on Triassic Egg.
Remove two incubation counters from Triassic Egg, sacrifice Triassic Egg: Put a creature card from your hand or graveyard into play.  

Tribal Flames 
1R   
Sorcery    
Tribal Flames deals X damage to target creature or player, where X is the number of basic land types among lands you control.  

Tribal Forcemage 
1G   
Creature - Elf Wizard   
1/1   
Morph 1G (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Tribal Forcemage is turned face up, creatures of the type of your choice get +2/+2 and gain trample until end of turn.  

Tribal Golem 
6   
Artifact Creature - Golem   
4/4   
Tribal Golem has trample as long as you control a Beast, haste as long as you control a Goblin, first strike as long as you control a Soldier, flying as long as you control a Wizard, and "B: Regenerate Tribal Golem" as long as you control a Zombie.  

Tribal Unity 
X2G   
Instant    
Creatures of the type of your choice get +X/+X until end of turn.  

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

Trickster Mage 
U   
Creature - Spellshaper   
1/1   
U, T, Discard a card: Tap or untap target artifact, creature, or land.  

Trinisphere 
3   
Artifact    
As long as Trinisphere is untapped, each spell that would cost less than three mana to play costs three mana to play. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost 1B to play costs 2B to play instead.)  

Trinket Mage 
2U   
Creature - Human Wizard   
2/2   
When Trinket Mage comes into play, you may search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library.  

Trip Wire 
2G   
Sorcery    
Destroy target creature with horsemanship.  

Triskelion 
6   
Artifact Creature    
1/1   
Triskelion comes into play with three +1/+1 counters on it.
Remove a +1/+1 counter from Triskelion: Triskelion deals 1 damage to target creature or player.  

Trokin High Guard 
3W   
Creature - Knight   
3/3   
  

Troll Ascetic 
1GG   
Creature - Troll Shaman   
3/2   
Troll Ascetic can't be the target of spells or abilities your opponents control.
1G: Regenerate Troll Ascetic.  

Troll-Horn Cameo 
3   
Artifact    
T: Add R or G to your mana pool.  

Trolls of Tel-Jilad 
5GG   
Creature - Troll Shaman   
5/6   
1G: Regenerate target green creature.  

Tropical Island 
Land - Island Forest   
  

Tropical Storm 
XG   
Sorcery    
Tropical Storm deals X damage to each creature with flying and 1 additional damage to each blue creature.  

Troubled Healer 
2W   
Creature - Cleric   
1/2   
Sacrifice a land: Prevent the next 2 damage that would be dealt to target creature or player this turn.  

Troublesome Spirit 
2UU   
Creature - Spirit   
3/4   
Flying
At the end of your turn, tap all lands you control.  

Truce 
2W   
Instant    
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.  

True Believer 
WW   
Creature - Cleric   
2/2   
You can't be the target of spells or abilities.  

Trumpet Blast 
2R   
Instant    
Attacking creatures get +2/+0 until end of turn.  

Trumpeting Armodon 
3G   
Creature - Elephant   
3/3   
1G: Target creature blocks Trumpeting Armodon this turn if able.  

Trusted Advisor 
U   
Creature - Human Advisor   
1/2   
Your maximum hand size is increased by two.
At the beginning of your upkeep, return a blue creature you control to its owner's hand.  

Tsabo Tavoc 
5BR   
Legendary Creature    
7/4   
First strike, protection from legendary creatures
BB, T: Destroy target legendary creature. It can't be regenerated.  

Tsabo's Assassin 
2BB   
Creature - Assassin   
1/1   
T: Destroy target creature if it shares a color with the most common color among all permanents or the color tied for most common. A creature destroyed this way can't be regenerated.  

Tsabo's Decree 
5B   
Instant    
Choose a creature type. Target player reveals his or her hand and discards all creature cards of that type. Then destroy all creatures of that type that player controls. They can't be regenerated.  

Tsabo's Web 
2   
Artifact    
When Tsabo's Web comes into play, draw a card.
Lands with an activated ability that doesn't produce mana don't untap during their controllers' untap steps.  

Tsunami 
3G   
Sorcery    
Destroy all Islands.  

Tuknir Deathlock 
RRGG   
Legendary Creature    
2/2   
Flying
RG, T: Target creature gets +2/+2 until end of turn.  

Tundra 
Land - Plains Island   
  

Tundra Kavu 
2R   
Creature - Kavu   
2/2   
T: Target land becomes a Plains or an Island until end of turn.  

Tundra Wolves 
W   
Creature - Wolf   
1/1   
First strike  

Tunnel 
R   
Instant    
Destroy target Wall. It can't be regenerated.  

Tunneler Wurm 
6GG   
Creature - Wurm   
6/6   
Discard a card: Regenerate Tunneler Wurm.  

Turbulent Dreams 
UU   
Sorcery    
As an additional cost to play Turbulent Dreams, discard X cards.
Return X target nonland permanents to their owners' hands.  

Turf Wound 
2R   
Instant    
Target player can't play land cards this turn.
Draw a card.  

Turn the Tables 
3WW   
Instant    
All combat damage that would be dealt to you this turn is dealt to target attacking creature instead.  

Turn to Dust 
G   
Instant    
Destroy target Equipment. Then add G to your mana pool.  

Turnabout 
2UU   
Instant    
Tap or untap all artifacts, creatures, or lands target player controls.  

Twiddle 
U   
Instant    
Tap or untap target artifact, creature, or land.  

Twigwalker 
2G   
Creature - Insect   
2/2   
1G, Sacrifice Twigwalker: Two target creatures each get +2/+2 until end of turn.  

Twilight's Call 
4BB   
Sorcery    
You may play Twilight's Call any time you could play an instant if you pay 2 more to play it.
Each player returns all creature cards from his or her graveyard to play.  

Twincast 
UU   
Instant    
Copy target instant or sorcery spell. You may choose new targets for the copy.  

Twist Allegiance 
6R   
Sorcery    
You and target opponent each gain control of all creatures the other controls until end of turn. Untap those creatures. Those creatures gain haste until end of turn.  

Twisted Abomination 
5B   
Creature - Zombie Mutant   
5/3   
B: Regenerate Twisted Abomination.
Swampcycling 2 (2, Discard this card: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.)  

Twisted Experiment 
1B   
Enchant Creature    
Enchanted creature gets +3/-1.  

Twitch 
2U   
Instant    
Tap or untap target artifact, creature, or land.
Draw a card.  

Two-Headed Dragon 
4RR   
Creature - Dragon   
4/4   
Flying
1R: Two-Headed Dragon gets +2/+0 until end of turn.
Two-Headed Dragon can't be blocked except by two or more creatures.
Two-Headed Dragon may block an additional creature.  

Two-Headed Giant of Foriys 
4R   
Creature - Giant   
4/4   
Trample
Two-Headed Giant of Foriys may block two creatures each combat.  

Typhoon 
2G   
Sorcery    
Typhoon deals damage to each opponent equal to the number of Islands that player controls.  

Tyrranax 
4GG   
Creature - Beast   
5/4   
1G: Tyrranax gets -1/+1 until end of turn.  

Uba Mask 
4   
Artifact    
If a player would draw a card, that player removes that card from the game face up instead.
Each player may play cards he or she removed from the game with Uba Mask this turn.  

Uktabi Efreet 
2GG   
Creature - Efreet   
5/4   
Cumulative upkeep G  

Uktabi Faerie 
1G   
Creature - Faerie   
1/1   
Flying
3G, Sacrifice Uktabi Faerie: Destroy target artifact.  

Uktabi Orangutan 
2G   
Creature - Ape   
2/2   
When Uktabi Orangutan comes into play, destroy target artifact.  

Uktabi Wildcats 
4G   
Creature - Cat   
*/*   
Uktabi Wildcats's power and toughness are each equal to the number of Forests you control.
G, Sacrifice a Forest: Regenerate Uktabi Wildcats.  

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

Umezawa's Jitte 
2   
Legendary Artifact - Equipment   
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one -  Equipped creature gets +2/+2 until end of turn; or target creature gets -1/-1 until end of turn; or you gain 2 life.
Equip 2  

Unburden 
1BB   
Sorcery    
Target player discards two cards.
Cycling 2 (2, Discard this card: Draw a card.)  

Unchecked Growth 
2G   
Instant - Arcane   
Target creature gets +4/+4 until end of turn. If it's a Spirit, it gains trample until end of turn.  

Uncle Istvan 
1BBB   
Creature - Uncle-Istvan   
1/3   
Prevent all damage that would be dealt to Uncle Istvan by creatures.  

Uncontrollable Anger 
2RR   
Enchant Creature    
You may play Uncontrollable Anger any time you could play an instant.
Enchanted creature gets +2/+2 and attacks each turn if able.  

Uncontrolled Infestation 
1R   
Enchant Land    
Uncontrolled Infestation can enchant only a nonbasic land.
When enchanted land becomes tapped, destroy it.  

Undead Gladiator 
1BB   
Creature - Zombie Barbarian   
3/1   
1B, Discard a card: Return Undead Gladiator from your graveyard to your hand. Play this ability only during your upkeep.
Cycling 1B (1B, Discard this card: Draw a card.)  

Undead Warchief 
2BB   
Creature - Zombie   
1/1   
Zombie spells you play cost 1 less to play.
Zombies you control get +2/+1.  

Underground River 
Land    
T: Add 1 to your mana pool.
T: Add U or B to your mana pool. Underground River deals 1 damage to you.  

Underground Sea 
Land - Island Swamp   
  

Undergrowth 
G   
Instant    
As an additional cost to play Undergrowth, you may pay 2R.
Prevent all combat damage that would be dealt this turn. If its additional cost was paid, Undergrowth doesn't affect combat damage that would be dealt by red creatures.  

Undermine 
UUB   
Instant    
Counter target spell. Its controller loses 3 life.  

Undertaker 
1B   
Creature - Spellshaper   
1/1   
B, T, Discard a card: Return target creature card from your graveyard to your hand.  

Undertow 
2U   
Enchantment    
Creatures with islandwalk may be blocked as though they didn't have islandwalk.  

Underworld Dreams 
BBB   
Enchantment    
Whenever an opponent draws a card, Underworld Dreams deals 1 damage to him or her.  

Undiscovered Paradise 
Land    
T: Add one mana of any color to your mana pool. During the next untap step of Undiscovered Paradise's controller, as that player untaps his or her permanents, he or she returns Undiscovered Paradise to its owner's hand.  

Undo 
1UU   
Sorcery    
Return two target creatures to their owners' hands.  

Undying Beast 
3B   
Creature - Beast   
3/2   
When Undying Beast is put into a graveyard from play, put Undying Beast on top of its owner's library.  

Undying Flames 
4RR   
Sorcery    
Remove cards from the top of your library from the game until you remove a nonland card. Undying Flames deals damage to target creature or player equal to that card's converted mana cost.
Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)  

Unearth 
B   
Sorcery    
Return target creature card with converted mana cost 3 or less from your graveyard to play.
Cycling 2 (2, Discard this card: Draw a card.)  

Unearthly Blizzard 
2R   
Sorcery - Arcane   
Up to three target creatures can't block this turn.  

Unerring Sling 
3   
Artifact    
3, T, Tap an untapped creature you control: Unerring Sling deals damage equal to the tapped creature's power to target attacking or blocking creature with flying.  

Unforge 
2R   
Instant    
Destroy target Equipment. If that Equipment was attached to a creature, Unforge deals 2 damage to that creature.  

Unfulfilled Desires 
1UB   
Enchantment    
1, Pay 1 life: Draw a card, then discard a card.  

Unhinge 
2B   
Sorcery    
Target player discards a card.
Draw a card.  

Unholy Citadel 
Land    
Black legendary creatures you control have "bands with other legendary creatures."  

Unholy Grotto 
Land    
T: Add 1 to your mana pool.
B, T: Put target Zombie card from your graveyard on top of your library.  

Unholy Strength 
B   
Enchant Creature    
Enchanted creature gets +2/+1.  

Unified Strike 
W   
Instant    
Remove target attacking creature from the game if its power is less than or equal to the number of Soldiers in play.  

Unifying Theory 
1U   
Enchantment    
Whenever a player plays a spell, that player may pay 2. If the player does, he or she draws a card.  

Unlikely Alliance 
1W   
Enchantment    
1W: Target nonattacking, nonblocking creature gets +0/+2 until end of turn.  

Unmask 
3B   
Sorcery    
You may remove a black card in your hand from the game rather than pay Unmask's mana cost.
Target player reveals his or her hand. Choose a nonland card from it. That player discards that card.  

Unnatural Hunger 
3BB   
Enchant Creature    
At the beginning of the upkeep of enchanted creature's controller, Unnatural Hunger deals to that player damage equal to that creature's power unless he or she sacrifices another creature.  

Unnatural Selection 
1U   
Enchantment    
1: Choose a creature type. Target creature's type becomes that type until end of turn.  

Unnatural Speed 
R   
Instant - Arcane   
Target creature gains haste until end of turn.  

Unnerve 
3B   
Sorcery    
Each opponent discards two cards.  

Unquestioned Authority 
2W   
Enchant Creature    
When Unquestioned Authority comes into play, draw a card.
Enchanted creature has protection from creatures.  

Unseen Walker 
1G   
Creature - Dryad   
1/1   
Forestwalk
1GG: Target creature gains forestwalk until end of turn.  

Unspeakable Symbol 
1BB   
Enchantment    
Pay 3 life: Put a +1/+1 counter on target creature.  

Unstable Hulk 
1RR   
Creature - Goblin Mutant   
2/2   
Morph 3RR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Unstable Hulk is turned face up, it gets +6/+6 and gains trample until end of turn. You skip your next turn.  

Unstable Mutation 
U   
Enchant Creature    
Enchanted creature gets +3/+3.
At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature.  

Unstable Shapeshifter 
3U   
Creature - Shapeshifter   
0/1   
Whenever a creature comes into play, Unstable Shapeshifter becomes a copy of that creature and gains this ability. (This effect doesn't copy counters on the creature.)  

Unsummon 
U   
Instant    
Return target creature to its owner's hand.  

Untaidake, the Cloud Keeper 
Legendary Land    
Untaidake, the Cloud Keeper comes into play tapped.
T, Pay 2 life: Add 2 to your mana pool. Spend this mana only to play legendary spells.  

Untamed Wilds 
2G   
Sorcery    
Search your library for a basic land card and put that card into play. Then shuffle your library.  

Unworthy Dead 
1B   
Creature - Skeleton   
1/1   
B: Regenerate Unworthy Dead.  

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

Unyaro Griffin 
3W   
Creature - Griffin   
2/2   
Flying
Sacrifice Unyaro Griffin: Counter target red instant or sorcery spell.  

Updraft 
1U   
Instant    
Target creature gains flying until end of turn.
Draw a card at the beginning of the next turn's upkeep.  

Upheaval 
4UU   
Sorcery    
Return all permanents to their owners' hands.  

Uphill Battle 
2R   
Enchantment    
Creatures your opponents play come into play tapped.  

Uproot 
3G   
Sorcery - Arcane   
Put target land on top of its owner's library.  

Upwelling 
3G   
Enchantment    
Mana pools don't empty at the end of phases or turns. (This effect stops mana burn.)  

Urborg 
Legendary Land    
T: Add B to your mana pool.
T: Target creature loses first strike or swampwalk until end of turn.  

Urborg Drake 
1UB   
Creature - Drake   
2/3   
Flying
Urborg Drake attacks each turn if able.  

Urborg Elf 
1G   
Creature - Elf   
1/1   
T: Add G, U, or B to your mana pool.  

Urborg Emissary 
2B   
Creature - Wizard   
3/1   
Kicker 1U (You may pay an additional 1U as you play this spell.)
When Urborg Emissary comes into play, if the kicker cost was paid, return target permanent to its owner's hand.  

Urborg Justice 
BB   
Instant    
Target opponent sacrifices a number of creatures equal to the number of creatures put into your graveyard from play this turn.  

Urborg Mindsucker 
2B   
Creature - Mindsucker   
2/2   
B, Sacrifice Urborg Mindsucker: Target opponent discards a card at random. Play this ability only any time you could play a sorcery.  

Urborg Panther 
2B   
Creature - Nightstalker   
2/2   
B, Sacrifice Urborg Panther: Destroy target creature blocking Urborg Panther.
Sacrifice a creature named Feral Shadow, a creature named Breathstealer, and Urborg Panther: Search your library for a card named Spirit of the Night and put that card into play. Then shuffle your library.  

Urborg Phantom 
2B   
Creature - Minion   
3/1   
Urborg Phantom can't block.
U: Prevent all combat damage that would be dealt to and dealt by Urborg Phantom this turn.  

Urborg Shambler 
2BB   
Creature - Horror   
4/3   
All other black creatures get -1/-1.  

Urborg Skeleton 
B   
Creature - Skeleton   
0/1   
Kicker 3 (You may pay an additional 3 as you play this spell.)
B: Regenerate Urborg Skeleton.
If the kicker cost was paid, Urborg Skeleton comes into play with a +1/+1 counter on it.  

Urborg Stalker 
3B   
Creature - Undead   
2/4   
At the beginning of each player's upkeep, if that player controls a nonblack, nonland permanent, Urborg Stalker deals 1 damage to that player.  

Urborg Uprising 
4B   
Sorcery    
Return up to two target creature cards from your graveyard to your hand.
Draw a card.  

Urborg Volcano 
Land    
Urborg Volcano comes into play tapped.
T: Add B or R to your mana pool.  

Ur-Drago 
3UUBB   
Legendary Creature    
4/4   
First strike
Creatures with swampwalk may be blocked as though they didn't have swampwalk.  

Ur-Golem's Eye 
4   
Artifact    
T: Add 2 to your mana pool.  

Urza's Armor 
6   
Artifact    
If a source would deal damage to you, prevent 1 of that damage.  

Urza's Avenger 
6   
Artifact Creature    
4/4   
0: Urza's Avenger gets -1/-1 and your choice of banding, flying, first strike, or trample until end of turn.  

Urza's Bauble 
0   
Artifact    
T, Sacrifice Urza's Bauble: Look at a card at random in target player's hand. You draw a card at the beginning of the next turn's upkeep.  

Urza's Blueprints 
6   
Artifact    
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
T: Draw a card.  

Urza's Chalice 
1   
Artifact    
Whenever a player plays an artifact spell, you may pay 1. If you do, you gain 1 life.  

Urza's Engine 
5   
Artifact Creature    
1/5   
Trample
3: Urza's Engine gains banding until end of turn.
3: Attacking creatures banded with Urza's Engine gain trample until end of turn.  

Urza's Filter 
4   
Artifact    
Multicolored spells cost up to 2 less to play.  

Urza's Guilt 
2UB   
Sorcery    
Each player draws two cards, then discards three cards, then loses 4 life.  

Urza's Incubator 
3   
Artifact    
As Urza's Incubator comes into play, choose a creature type.
Creature spells of the chosen type cost 2 less to play.  

Urza's Mine 
Land - Urza's Mine   
T: Add 1 to your mana pool. If you control an Urza's Power-Plant and an Urza's Tower, add 2 to your mana pool instead.  

Urza's Miter 
3   
Artifact    
Whenever an artifact you control is put into a graveyard from play, if it wasn't sacrificed, you may pay 3. If you do, draw a card.  

Urza's Power Plant 
Land - Urza's Power-Plant   
T: Add 1 to your mana pool. If you control an Urza's Mine and an Urza's Tower, add 2 to your mana pool instead.  

Urza's Rage 
2R   
Instant    
Kicker 8R (You may pay an additional 8R as you play this spell.)
Urza's Rage can't be countered by spells or abilities.
Urza's Rage deals 3 damage to target creature or player. If the kicker cost was paid, instead Urza's Rage deals 10 damage to that creature or player and the damage can't be prevented.  

Urza's Tower 
Land - Urza's Tower   
T: Add 1 to your mana pool. If you control an Urza's Mine and an Urza's Power-Plant, add 3 to your mana pool instead.  

Uthden Troll 
2R   
Creature - Troll   
2/2   
R: Regenerate Uthden Troll.  

Utopia Tree 
1G   
Creature - Plant   
0/2   
T: Add one mana of any color to your mana pool.  

Uyo, Silent Prophet 
4UU   
Legendary Creature - Moonfolk Wizard   
4/4   
Flying
2, Return two lands you control to their owner's hand: Copy target instant or sorcery spell. You may choose new targets for the copy.  

Vaevictis Asmadi 
2BBRRGG   
Legendary Creature - Elder Dragon   
7/7   
Flying
At the beginning of your upkeep, sacrifice Vaevictis Asmadi unless you pay BRG.
B: Vaevictis Asmadi gets +1/+0 until end of turn.
R: Vaevictis Asmadi gets +1/+0 until end of turn.
G: Vaevictis Asmadi gets +1/+0 until end of turn.  

Valor 
3W   
Creature - Incarnation   
2/2   
First strike
As long as Valor is in your graveyard and you control a Plains, creatures you control have first strike.  

Valorous Charge 
1WW   
Sorcery    
White creatures get +2/+0 until end of turn.  

Vampire Bats 
B   
Creature - Bat   
0/1   
Flying
B: Vampire Bats gets +1/+0 until end of turn. Play this ability no more than twice each turn.  

Vampire Hounds 
2B   
Creature - Hound   
2/2   
Discard a creature card: Vampire Hounds gets +2/+2 until end of turn.  

Vampiric Dragon 
6BR   
Creature - Vampire Dragon   
5/5   
Flying
Whenever a creature dealt damage by Vampiric Dragon this turn is put into a graveyard, put a +1/+1 counter on Vampiric Dragon.
1R: Vampiric Dragon deals 1 damage to target creature.  

Vampiric Embrace 
2BB   
Enchant Creature    
Enchanted creature gets +2/+2 and has flying.
Whenever a creature dealt damage by enchanted creature this turn is put into a graveyard, put a +1/+1 counter on that creature.  

Vampiric Feast 
5BB   
Sorcery    
Vampiric Feast deals 4 damage to target creature or player and you gain 4 life.  

Vampiric Spirit 
2BB   
Creature - Spirit   
4/3   
Flying
When Vampiric Spirit comes into play, you lose 4 life.  

Vampiric Touch 
2B   
Sorcery    
Vampiric Touch deals 2 damage to target opponent and you gain 2 life.  

Vampiric Tutor 
B   
Instant    
Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.  

Vampirism 
1B   
Enchant Creature    
When Vampirism comes into play, draw a card at the beginning of the next turn's upkeep.
Enchanted creature gets +1/+1 for each other creature you control.
All other creatures you control get -1/-1.  

Vanishing 
U   
Enchant Creature    
UU: Enchanted creature phases out.  

Vanquish 
2W   
Instant    
Destroy target blocking creature.  

Vaporous Djinn 
2UU   
Creature - Djinn   
3/4   
Flying
At the beginning of your upkeep, Vaporous Djinn phases out unless you pay UU.  

Varchild's Crusader 
3R   
Creature - Knight   
3/2   
0: Varchild's Crusader can't be blocked except by Walls this turn. Sacrifice Varchild's Crusader at end of turn.  

Varchild's War-Riders 
1R   
Creature - War-Rider   
3/4   
Cumulative upkeep-Put a 1/1 red Survivor creature token into play under an opponent's control.
Trample, rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)  

Vassal's Duty 
3W   
Enchantment    
1: The next 1 damage that would be dealt to target legendary creature you control this turn is dealt to you instead.  

Vault of Whispers 
Artifact Land    
(Vault of Whispers isn't a spell.)
T: Add B to your mana pool.  

Vebulid 
B   
Creature - Horror   
0/0   
Vebulid comes into play with a +1/+1 counter on it.
At the beginning of your upkeep, you may put a +1/+1 counter on Vebulid.
When Vebulid attacks or blocks, destroy it at end of combat.  

Vec Townships 
Land    
T: Add 1 to your mana pool.
T: Add G or W to your mana pool. Vec Townships doesn't untap during its controller's next untap step.  

Vedalken Archmage 
2UU   
Creature - Vedalken Wizard   
0/2   
Whenever you play an artifact spell, draw a card.  

Vedalken Engineer 
1U   
Creature - Vedalken Artificer   
1/1   
T: Add two mana of any one color to your mana pool. Spend this mana only to play artifact spells or activated abilities of artifacts.  

Vedalken Mastermind 
UU   
Creature - Vedalken Wizard   
1/2   
U, T: Return target permanent you control to its owner's hand.  

Vedalken Orrery 
4   
Artifact    
You may play nonland cards any time you could play an instant.  

Vedalken Shackles 
3   
Artifact    
You may choose not to untap Vedalken Shackles during your untap step.
2, T: Gain control of target creature with power less than or equal to the number of Islands you control as long as Vedalken Shackles remains tapped.  

Veil of Birds 
U   
Enchantment    
When an opponent plays a spell, if Veil of Birds is an enchantment, Veil of Birds becomes a 1/1 Bird creature with flying.  

Veil of Secrecy 
1U   
Instant - Arcane   
Target creature is unblockable and can't be the target of spells or abilities this turn.
Splice onto Arcane-Return a blue creature you control to its owner's hand. (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Veiled Apparition 
1U   
Enchantment    
When an opponent plays a spell, if Veiled Apparition is an enchantment, Veiled Apparition becomes a 3/3 Illusion creature with flying. That creature has "At the beginning of your upkeep, sacrifice Veiled Apparition unless you pay 1U."  

Veiled Crocodile 
2U   
Enchantment    
When a player has no cards in hand, if Veiled Crocodile is an enchantment, Veiled Crocodile becomes a 4/4 Crocodile creature.  

Veiled Sentry 
U   
Enchantment    
When an opponent plays a spell, if Veiled Sentry is an enchantment, Veiled Sentry becomes an Illusion creature with power and toughness each equal to that spell's converted mana cost.  

Veiled Serpent 
2U   
Enchantment    
When an opponent plays a spell, if Veiled Serpent is an enchantment, Veiled Serpent becomes a 4/4 Serpent creature. It can't attack unless defending player controls an Island.
Cycling 2 (2, Discard this card: Draw a card.)  

Veldrane of Sengir 
5BB   
Legendary Creature    
5/5   
1BB: Veldrane of Sengir gets -3/-0 and gains forestwalk until end of turn.  

Veldt 
Land    
T: Add G or W to your mana pool. Veldt doesn't untap during its controller's next untap step.  

Venarian Gold 
XUU   
Enchant Creature    
Venarian Gold comes into play with X sleep counters on it.
When Venarian Gold comes into play, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step if Venarian Gold has a sleep counter on it.
At the beginning of the upkeep of enchanted creature's controller, remove a sleep counter from Venarian Gold.  

Vendetta 
B   
Instant    
Destroy target nonblack creature. It can't be regenerated. You lose life equal to that creature's toughness.  

Venerable Kumo 
4G   
Creature - Spirit   
2/3   
Venerable Kumo may block as though it had flying.
Soulshift 4 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.)  

Venerable Monk 
2W   
Creature - Cleric   
2/2   
When Venerable Monk comes into play, you gain 2 life.  

Vengeance 
3W   
Sorcery    
Destroy target tapped creature.  

Vengeful Dead 
3B   
Creature - Zombie   
3/2   
Whenever Vengeful Dead or another Zombie is put into a graveyard from play, each opponent loses 1 life.  

Vengeful Dreams 
WW   
Instant    
As an additional cost to play Vengeful Dreams, discard X cards.
Remove X target attacking creatures from the game.  

Venom 
1GG   
Enchant Creature    
Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.  

Venomous Breath 
3G   
Instant    
At end of combat, destroy all creatures that blocked or were blocked by target creature this turn.  

Venomous Dragonfly 
3G   
Creature - Insect   
1/1   
Flying
Whenever Venomous Dragonfly blocks or becomes blocked by a creature, destroy that creature at end of combat.  

Venomous Fangs 
2G   
Enchant Creature    
Whenever enchanted creature deals damage to a creature, destroy that creature.  

Venomous Vines 
2GG   
Sorcery    
Destroy target enchanted permanent.  

Venomspout Brackus 
6G   
Creature - Beast   
5/5   
1G, T: Venomspout Brackus deals 5 damage to target attacking or blocking creature with flying.
Morph 3GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Ventifact Bottle 
3   
Artifact    
1X, T: Put X charge counters on Ventifact Bottle. Play this ability only any time you could play a sorcery.
At the beginning of your precombat main phase, if Ventifact Bottle has a charge counter on it, tap it and remove all charge counters from it. Then add X to your mana pool, where X is the number of charge counters removed this way.  

Verdant Field 
2G   
Enchant Land    
Enchanted land has "T: Target creature gets +1/+1 until end of turn."  

Verdant Force 
5GGG   
Creature - Elemental   
7/7   
At the beginning of each player's upkeep, you put a 1/1 green Saproling creature token into play under your control.  

Verdant Succession 
4G   
Enchantment    
Whenever a green nontoken creature is put into a graveyard from play, that creature's controller may search his or her library for a card with the same name as that creature and put it into play. If that player does, he or she then shuffles his or her library.  

Verdant Touch 
1G   
Sorcery    
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Verdant Touch into your hand instead of your graveyard as part of its resolution.)
Target land becomes a 2/2 creature that's still a land. (This effect doesn't end at end of turn.)  

Verdeloth the Ancient 
4GG   
Legendary Creature - Treefolk   
4/7   
Kicker X (You may pay an additional X as you play this spell.)
All other Treefolk and all Saprolings get +1/+1.
When Verdeloth the Ancient comes into play, if the kicker cost was paid, put X 1/1 green Saproling creature tokens into play.  

Verdigris 
2G   
Instant    
Destroy target artifact.  

Verduran Emissary 
2G   
Creature - Wizard   
2/3   
Kicker 1R (You may pay an additional 1R as you play this spell.)
When Verduran Emissary comes into play, if the kicker cost was paid, destroy target artifact. It can't be regenerated.  

Verduran Enchantress 
1GG   
Creature - Druid   
0/2   
Whenever you play an enchantment spell, you may draw a card.  

Vermiculos 
4B   
Creature - Horror   
1/1   
Whenever an artifact comes into play, Vermiculos gets +4/+4 until end of turn.  

Vernal Bloom 
3G   
Enchantment    
Whenever a Forest is tapped for mana, its controller adds G to his or her mana pool.  

Vernal Equinox 
3G   
Enchantment    
Any player may play creature and enchantment cards any time he or she could play an instant.  

Vertigo 
R   
Instant    
Vertigo deals 2 damage to target creature with flying. That creature loses flying until end of turn.  

Vesuvan Doppelganger 
3UU   
Creature - Doppelganger   
0/0   
As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains "At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability."  

Veteran Bodyguard 
3WW   
Creature - Bodyguard   
2/5   
As long as Veteran Bodyguard is untapped, all damage that would be dealt to you by unblocked creatures is dealt to Veteran Bodyguard instead.  

Veteran Brawlers 
1R   
Creature - Soldier   
4/4   
Veteran Brawlers can't attack if defending player controls an untapped land.
Veteran Brawlers can't block if you control an untapped land.  

Veteran Cavalier 
WW   
Creature - Knight   
2/2   
Vigilance  

Veteran Explorer 
G   
Creature - Soldier   
1/1   
When Veteran Explorer is put into a graveyard from play, each player may search his or her library for up to two basic land cards and put them into play. Then each player who searched his or her library shuffles it.  

Veteran's Voice 
R   
Enchant Creature    
Veteran's Voice can enchant only a creature you control.
Enchanted creature has "T: Target creature other than this creature gets +2/+1 until end of turn."  

Vex 
2U   
Instant    
Counter target spell. That spell's controller may draw a card.  

Vexing Arcanix 
4   
Artifact    
3, T: Target player names a card, then reveals the top card of his or her library. If it's the named card, the player puts it into his or her hand. Otherwise, the player puts it into his or her graveyard and Vexing Arcanix deals 2 damage to him or her.  

Vexing Beetle 
4G   
Creature - Insect   
3/3   
Vexing Beetle can't be countered.
Vexing Beetle gets +3/+3 as long as no opponent controls a creature.  

Vhati il-Dal 
2BG   
Legendary Creature    
3/3   
T: Target creature's power or toughness becomes 1 until end of turn. (Later effects may increase or decrease the creature's power or toughness.)  

Viashino Bey 
2RR   
Creature - Viashino   
4/3   
If Viashino Bey attacks, all creatures you control attack if able.  

Viashino Cutthroat 
2RR   
Creature - Viashino   
5/3   
Haste
At end of turn, return Viashino Cutthroat to its owner's hand.  

Viashino Grappler 
2R   
Creature - Viashino   
3/1   
G: Viashino Grappler gains trample until end of turn.  

Viashino Heretic 
2R   
Creature - Viashino   
1/3   
1R, T: Destroy target artifact. Viashino Heretic deals to that artifact's controller damage equal to the artifact's converted mana cost.  

Viashino Outrider 
2R   
Creature - Viashino   
4/3   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)  

Viashino Runner 
3R   
Creature - Viashino   
3/2   
Viashino Runner can't be blocked except by two or more creatures.  

Viashino Sandscout 
1R   
Creature - Viashino   
2/1   
Haste
At end of turn, return Viashino Sandscout to its owner's hand.  

Viashino Sandstalker 
1RR   
Creature - Viashino   
4/2   
Haste
At end of turn, return Viashino Sandstalker to its owner's hand. (Return it only if it's in play.)  

Viashino Sandswimmer 
2RR   
Creature - Viashino   
3/2   
R: Flip a coin. If you win the flip, return Viashino Sandswimmer to its owner's hand. If you lose the flip, sacrifice Viashino Sandswimmer.  

Viashino Warrior 
3R   
Creature - Viashino   
4/2   
  

Viashino Weaponsmith 
3R   
Creature - Viashino   
2/2   
Whenever Viashino Weaponsmith becomes blocked, it gets +2/+2 until end of turn for each creature blocking it.  

Viashivan Dragon 
2RRGG   
Creature - Dragon   
4/4   
Flying
R: Viashivan Dragon gets +1/+0 until end of turn.
G: Viashivan Dragon gets +0/+1 until end of turn.  

Vibrating Sphere 
4   
Artifact    
Creatures you control get +2/+0 during your turn.
Creatures you control get -0/-2 during other players' turns.  

Vicious Betrayal 
3BB   
Sorcery    
As an additional cost to play Vicious Betrayal, sacrifice any number of creatures.
Target creature gets +2/+2 until end of turn for each creature sacrificed this way.  

Vicious Hunger 
BB   
Sorcery    
Vicious Hunger deals 2 damage to target creature and you gain 2 life.  

Vicious Kavu 
1BR   
Creature - Kavu   
2/2   
Whenever Vicious Kavu attacks, it gets +2/+0 until end of turn.  

Victimize 
2B   
Sorcery    
As an additional cost to play Victimize, sacrifice a creature.
Put two target creature cards from your graveyard into play tapped.  

Victual Sliver 
GW   
Creature - Sliver   
2/2   
All Slivers have "2, Sacrifice this creature: You gain 4 life."  

Vigilance 
W   
Enchant Creature    
Enchanted creature has vigilance. (Attacking doesn't cause it to tap.)  

Vigilant Drake 
4U   
Creature - Drake   
3/3   
Flying
2U: Untap Vigilant Drake.  

Vigilant Martyr 
W   
Creature - Martyr   
1/1   
Sacrifice Vigilant Martyr: Regenerate target creature.
WW, T, Sacrifice Vigilant Martyr: Counter target spell that targets an enchantment in play.  

Vigilant Sentry 
1WW   
Creature - Nomad   
2/2   
Threshold - Vigilant Sentry gets +1/+1 and has "T: Target attacking or blocking creature gets +3/+3 until end of turn." (You have threshold as long as seven or more cards are in your graveyard.)  

Vigorous Charge 
G   
Instant    
Kicker W (You may pay an additional W as you play this spell.)
Target creature gains trample until end of turn. Whenever that creature deals combat damage this turn, if the kicker cost was paid, you gain life equal to that damage.  

Vile Consumption 
1UB   
Enchantment    
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1 life."  

Vile Deacon 
2BB   
Creature - Cleric   
2/2   
Whenever Vile Deacon attacks, it gets +X/+X until end of turn, where X is the number of Clerics in play.  

Vile Requiem 
2BB   
Enchantment    
At the beginning of your upkeep, you may put a verse counter on Vile Requiem.
1B, Sacrifice Vile Requiem: Destroy up to X target nonblack creatures, where X is the number of verse counters on Vile Requiem. They can't be regenerated.  

Village Elder 
G   
Creature - Druid   
1/1   
G, T, Sacrifice a Forest: Regenerate target creature.  

Villainous Ogre 
2B   
Creature - Ogre Warrior   
3/2   
Villainous Ogre can't block.
As long as you control a Demon, Villainous Ogre has "B: Regenerate Villainous Ogre."  

Vindicate 
1WB   
Sorcery    
Destroy target permanent.  

Vine Dryad 
3G   
Creature - Dryad   
1/3   
Forestwalk
You may play Vine Dryad any time you could play an instant.
You may remove a green card in your hand from the game rather than pay Vine Dryad's mana cost.  

Vine Kami 
6G   
Creature - Spirit   
4/4   
Vine Kami can't be blocked except by two or more creatures.
Soulshift 6 (When this is put into a graveyard from play, you may return target Spirit card with converted mana cost 6 or less from your graveyard to your hand.)  

Vine Trellis 
1G   
Creature - Wall   
0/4   
Defender (This creature can't attack.)
T: Add G to your mana pool.  

Vintara Elephant 
4G   
Creature - Elephant   
4/3   
Trample
3: Vintara Elephant loses trample until end of turn. Any player may play this ability.  

Vintara Snapper 
GG   
Creature - Turtle   
2/2   
Vintara Snapper can't be the target of spells or abilities as long as you control no untapped lands.  

Violent Eruption 
1RRR   
Instant    
Violent Eruption deals 4 damage divided as you choose among any number of target creatures and/or players.
Madness 1RR (You may play this card for its madness cost at the time you discard it.)  

Viridian Acolyte 
G   
Creature - Elf Shaman   
1/1   
1, T: Add one mana of any color to your mana pool.  

Viridian Joiner 
2G   
Creature - Elf Druid   
1/2   
T: Add an amount of G to your mana pool equal to Viridian Joiner's power.  

Viridian Longbow 
1   
Artifact - Equipment   
Equipped creature has "T: This creature deals 1 damage to target creature or player."
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Viridian Lorebearers 
3G   
Creature - Elf Shaman   
3/3   
3G, T: Target creature gets +X/+X until end of turn, where X is the number of artifacts your opponents control.  

Viridian Scout 
3G   
Creature - Elf Warrior   
1/2   
2G, Sacrifice Viridian Scout: Viridian Scout deals 2 damage to target creature with flying.  

Viridian Shaman 
2G   
Creature - Elf Shaman   
2/2   
When Viridian Shaman comes into play, destroy target artifact.  

Viridian Zealot 
GG   
Creature - Elf Warrior   
2/1   
1G, Sacrifice Viridian Zealot: Destroy target artifact or enchantment.  

Virtue's Ruin 
2B   
Sorcery    
Destroy all white creatures.  

Virtuous Charge 
2W   
Sorcery    
Creatures you control get +1/+1 until end of turn.  

Visara the Dreadful 
3BBB   
Legendary Creature - Gorgon   
5/5   
Flying
T: Destroy target creature. It can't be regenerated.  

Viscerid Armor 
1U   
Enchant Creature    
Enchanted creature gets +1/+1.
1U: Return Viscerid Armor to its owner's hand.  

Viscerid Drone 
1U   
Creature - Homarid   
1/2   
T, Sacrifice a creature and a Swamp: Destroy target nonartifact creature. It can't be regenerated.
T, Sacrifice a creature and a snow-covered Swamp: Destroy target creature. It can't be regenerated.  

Viseling 
4   
Artifact Creature    
2/2   
At the beginning of each opponent's upkeep, Viseling deals X damage to that player, where X is the number of cards in his or her hand minus four.  

Vision Charm 
U   
Instant    
Choose one - Target artifact phases out; or target player puts the top four cards from his or her library into his or her graveyard; or all lands of one type become the basic land type of your choice until end of turn.  

Visions 
W   
Sorcery    
Look at the top five cards of target player's library. You may then have that player shuffle that library.  

Vital Surge 
1G   
Instant - Arcane   
You gain 3 life.
Splice onto Arcane 1G (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Vitality Charm 
G   
Instant    
Choose one - Put a 1/1 green Insect creature token into play; or target creature gets +1/+1 and gains trample until end of turn; or regenerate target Beast.  

Vitalize 
G   
Instant    
Untap all creatures you control.  

Vitalizing Cascade 
XGW   
Instant    
You gain X+3 life.  

Vitalizing Wind 
8G   
Instant    
Creatures you control get +7/+7 until end of turn.  

Vivify 
2G   
Instant    
Target land becomes a 3/3 creature until end of turn. It's still a land.
Draw a card.  

Vizzerdrix 
6U   
Creature - Beast   
6/6   
  

Vodalian Hypnotist 
1U   
Creature - Wizard   
1/1   
2B, T: Target player discards a card. Play this ability only any time you could play a sorcery.  

Vodalian Illusionist 
2U   
Creature - Merfolk   
2/2   
UU, T: Target creature phases out.  

Vodalian Knights 
1UU   
Creature - Merfolk   
2/2   
First strike
Vodalian Knights can't attack unless defending player controls an Island.
U: Vodalian Knights gains flying until end of turn.
When you control no Islands, sacrifice Vodalian Knights.  

Vodalian Mage 
2U   
Creature - Merfolk   
1/1   
U, T: Counter target spell unless its controller pays 1.  

Vodalian Merchant 
1U   
Creature - Merfolk   
1/2   
When Vodalian Merchant comes into play, draw a card, then discard a card.  

Vodalian Mystic 
1U   
Creature - Merfolk   
1/1   
T: Target instant or sorcery spell becomes the color of your choice.  

Vodalian Serpent 
3U   
Creature - Serpent   
2/2   
Kicker 2 (You may pay an additional 2 as you play this spell.)
Vodalian Serpent can't attack unless defending player controls an Island.
If the kicker cost was paid, Vodalian Serpent comes into play with four +1/+1 counters on it.  

Vodalian Soldiers 
1U   
Creature - Merfolk   
1/2   
  

Vodalian War Machine 
1UU   
Creature - Wall   
0/4   
Defender (This creature can't attack.)
Tap an untapped Merfolk you control: Vodalian War Machine may attack this turn as though it didn't have defender.
Tap an untapped Merfolk you control: Vodalian War Machine gets +2/+1 until end of turn.
When Vodalian War Machine is put in a graveyard, destroy all Merfolk tapped this turn to pay for its abilities.  

Vodalian Zombie 
UB   
Creature - Merfolk Zombie   
2/2   
Protection from green  

Voice of All 
2WW   
Creature - Angel   
2/2   
Flying
As Voice of All comes into play, choose a color.
Voice of All has protection from the chosen color.  

Voice of Duty 
3W   
Creature - Angel   
2/2   
Flying, protection from green  

Voice of Grace 
3W   
Creature - Angel   
2/2   
Flying, protection from black  

Voice of Law 
3W   
Creature - Angel   
2/2   
Flying, protection from red  

Voice of Reason 
3W   
Creature - Angel   
2/2   
Flying, protection from blue  

Voice of the Woods 
3GG   
Creature - Elf Lord   
2/2   
Tap five untapped Elves you control: Put a 7/7 green Elemental creature token with trample into play.  

Voice of Truth 
3W   
Creature - Angel   
2/2   
Flying, protection from white  

Void 
3BR   
Sorcery    
Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards all nonland cards with converted mana cost equal to the number.  

Voidmage Apprentice 
1U   
Creature - Wizard   
1/1   
Morph 2UU (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Voidmage Apprentice is turned face up, counter target spell.  

Voidmage Prodigy 
UU   
Creature - Wizard   
2/1   
UU, Sacrifice a Wizard: Counter target spell.
Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Volcanic Dragon 
4RR   
Creature - Dragon   
4/4   
Flying; haste  

Volcanic Eruption 
XUUU   
Sorcery    
Destroy X target Mountains. Volcanic Eruption deals damage to each creature and player equal to the number of Mountains destroyed this way.  

Volcanic Geyser 
XRR   
Instant    
Volcanic Geyser deals X damage to target creature or player.  

Volcanic Hammer 
1R   
Sorcery    
Volcanic Hammer deals 3 damage to target creature or player.  

Volcanic Island 
Land - Island Mountain   
  

Volcanic Spray 
1R   
Sorcery    
Volcanic Spray deals 1 damage to each creature without flying and each player.
Flashback 1R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Volcanic Wind 
4RR   
Sorcery    
Volcanic Wind deals X damage divided as you choose among any number of target creatures, where X is the number of creatures in play as you play Volcanic Wind.  

Volcano Imp 
3B   
Creature - Imp   
2/2   
Flying
1R: Volcano Imp gains first strike until end of turn.  

Volley of Boulders 
8R   
Sorcery    
Volley of Boulders deals 6 damage divided as you choose among any number of target creatures and/or players.
Flashback RRRRRR (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)  

Volrath the Fallen 
3BBB   
Legendary Creature    
6/4   
1B, Discard a creature card: Volrath the Fallen gets +X/+X until end of turn, where X is the discarded card's converted mana cost.  

Volrath's Curse 
1U   
Enchant Creature    
Enchanted creature can't attack or block and its activated abilities can't be played. That creature's controller may sacrifice a permanent to ignore this ability until end of turn.
1U: Return Volrath's Curse to its owner's hand.  

Volrath's Dungeon 
2BB   
Enchantment    
Pay 5 life: Destroy Volrath's Dungeon. Any player may play this ability but only during his or her turn.
Discard a card: Target player puts a card from his or her hand on top of his or her library. Play this ability only any time you could play a sorcery.  

Volrath's Gardens 
1G   
Enchantment    
2, Tap an untapped creature you control: You gain 2 life. Play this ability only any time you could play a sorcery.  

Volrath's Laboratory 
5   
Artifact    
As Volrath's Laboratory comes into play, choose a color and creature type.
5, T: Put into play a 2/2 creature token of the chosen color and type.  

Volrath's Shapeshifter 
1UU   
Creature - Shapeshifter   
0/1   
As long as Volrath's Shapeshifter is in play and the top card of your graveyard is a creature card, Volrath's Shapeshifter has the full text of that card, and has "2: Discard a card." (Volrath's Shapeshifter has that card's name, mana cost, color, types, abilities, power and toughness.)
2: Discard a card.  

Volrath's Stronghold 
Legendary Land    
T: Add 1 to your mana pool.
1B, T: Put target creature card from your graveyard on top of your library.  

Voltaic Construct 
4   
Artifact Creature - Golem   
2/2   
2: Untap target artifact creature.  

Voltaic Key 
1   
Artifact    
1, T: Untap target artifact.  

Volunteer Militia 
W   
Creature - Soldier   
1/2   
  

Volunteer Reserves 
1W   
Creature - Soldier   
2/4   
Banding
Cumulative upkeep 1  

Voodoo Doll 
6   
Artifact    
At the beginning of your upkeep, put a pin counter on Voodoo Doll.
At the end of your turn, if Voodoo Doll is untapped, sacrifice it and it deals damage equal to the number of pin counters on it to you.
XX, T: Voodoo Doll deals X damage to target creature or player. X is the number of pin counters on Voodoo Doll.  

Voracious Cobra 
2RG   
Creature - Snake   
2/2   
First strike
Whenever Voracious Cobra deals combat damage to a creature, destroy that creature.  

Vorrac Battlehorns 
2   
Artifact - Equipment   
Equipped creature has trample and can't be blocked by more than one creature.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Vug Lizard 
1RR   
Creature - Lizard   
3/4   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
Mountainwalk  

Vulshok Battlegear 
3   
Artifact - Equipment   
Equipped creature gets +3/+3.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Vulshok Battlemaster 
4R   
Creature - Human Warrior   
2/2   
Haste
When Vulshok Battlemaster comes into play, attach all Equipment in play to it. (Control of the Equipment doesn't change.)  

Vulshok Berserker 
3R   
Creature - Human Berserker   
3/2   
Haste  

Vulshok Gauntlets 
2   
Artifact - Equipment   
Equipped creature gets +4/+2 and doesn't untap during its controller's untap step.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Vulshok Morningstar 
2   
Artifact - Equipment   
Equipped creature gets +2/+2.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Vulshok Sorcerer 
1RR   
Creature - Human Shaman   
1/1   
Haste
T: Vulshok Sorcerer deals 1 damage to target creature or player.  

Vulshok War Boar 
2RR   
Creature - Beast   
5/5   
When Vulshok War Boar comes into play, sacrifice it unless you sacrifice an artifact.  

Wail of the Nim 
2B   
Instant    
Choose one - Regenerate each creature you control; or Wail of the Nim deals 1 damage to each creature and each player.
Entwine B (Choose both if you pay the entwine cost.)  

Waiting in the Weeds 
1GG   
Sorcery    
Each player puts a 1/1 green Cat creature token into play for each untapped Forest he or she controls.  

Wake of Destruction 
3RRR   
Sorcery    
Destroy target land and all other lands with the same name as that land.  

Wake of Vultures 
3B   
Creature - Bird   
3/1   
Flying
1B, Sacrifice a creature: Regenerate Wake of Vultures.  

Waking Nightmare 
2B   
Sorcery - Arcane   
Target player discards two cards.  

Walker of Secret Ways 
2U   
Creature - Human Ninja   
1/2   
Ninjutsu 1U (1U, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Walker of Secret Ways deals combat damage to a player, look at that player's hand.
1U: Return target Ninja you control to its owner's hand. Play this ability only during your turn.  

Walking Dead 
1B   
Creature - Walking-Dead   
1/1   
B: Regenerate Walking Dead.  

Walking Desecration 
2B   
Creature - Zombie   
1/1   
B, T: Creatures of the type of your choice attack this turn if able.  

Walking Dream 
3U   
Creature - Illusion   
3/3   
Walking Dream is unblockable.
Walking Dream doesn't untap during your untap step if an opponent controls two or more creatures.  

Walking Sponge 
1U   
Creature - Sponge   
1/1   
T: Target creature loses flying, first strike, or trample until end of turn.  

Walking Wall 
4   
Artifact Creature - Wall   
0/6   
Defender (This creature can't attack.)
3: Walking Wall gets +3/-1 until end of turn and may attack this turn as though it didn't have defender. Play this ability only once each turn.  

Wall of Air 
1UU   
Creature - Wall   
1/5   
Defender (This creature can't attack.)
Flying  

Wall of Blood 
2B   
Creature - Wall   
0/2   
Defender (This creature can't attack.)
Pay 1 life: Wall of Blood gets +1/+1 until end of turn.  

Wall of Blossoms 
1G   
Creature - Wall   
0/4   
Defender (This creature can't attack.)
When Wall of Blossoms comes into play, draw a card.  

Wall of Bone 
2B   
Creature - Wall   
1/4   
Defender (This creature can't attack.)
B: Regenerate Wall of Bone.  

Wall of Brambles 
2G   
Creature - Wall   
2/3   
Defender (This creature can't attack.)
G: Regenerate Wall of Brambles.  

Wall of Caltrops 
1W   
Creature - Wall   
2/1   
Defender (This creature can't attack.)
Whenever Wall of Caltrops blocks a creature, if no non-Wall creatures are blocking that creature, Wall of Caltrops gains banding until end of turn.  

Wall of Corpses 
1B   
Creature - Wall   
0/2   
Defender (This creature can't attack.)
B, Sacrifice Wall of Corpses: Destroy target creature Wall of Corpses is blocking.  

Wall of Deceit 
1U   
Creature - Wall   
0/5   
Defender (This creature can't attack.)
3: Turn Wall of Deceit face down.
Morph U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Wall of Diffusion 
1R   
Creature - Wall   
0/5   
Defender (This creature can't attack.)
Wall of Diffusion may block as though it had shadow.  

Wall of Distortion 
2BB   
Creature - Wall   
1/3   
Defender (This creature can't attack.)
2B, T: Target player discards a card. Play this ability only any time you could play a sorcery.  

Wall of Dust 
2R   
Creature - Wall   
1/4   
Defender (This creature can't attack.)
Whenever Wall of Dust blocks a creature, that creature can't attack during its controller's next turn.  

Wall of Earth 
1R   
Creature - Wall   
0/6   
Defender (This creature can't attack.)  

Wall of Essence 
1W   
Creature - Wall   
0/4   
Defender (This creature can't attack.)
Whenever Wall of Essence is dealt combat damage, you gain that much life.  

Wall of Fire 
1RR   
Creature - Wall   
0/5   
Defender (This creature can't attack.)
R: Wall of Fire gets +1/+0 until end of turn.  

Wall of Glare 
1W   
Creature - Wall   
0/5   
Defender (This creature can't attack.)
Wall of Glare may block any number of creatures.  

Wall of Granite 
2R   
Creature - Wall   
0/7   
Defender (This creature can't attack.)  

Wall of Heat 
2R   
Creature - Wall   
2/6   
Defender (This creature can't attack.)  

Wall of Hope 
W   
Creature - Wall   
0/3   
Defender (This creature can't attack.)
Whenever Wall of Hope is dealt damage, you gain that much life.  

Wall of Ice 
2G   
Creature - Wall   
0/7   
Defender (This creature can't attack.)  

Wall of Junk 
2   
Artifact Creature - Wall   
0/7   
Defender (This creature can't attack.)
Whenever Wall of Junk blocks, return it to its owner's hand at end of combat.  

Wall of Kelp 
UU   
Creature - Wall   
0/3   
Defender (This creature can't attack.)
UU, T: Put a 0/1 blue Kelp Wall creature token with defender into play.  

Wall of Lava 
1RR   
Creature - Wall   
1/3   
Defender (This creature can't attack.)
R: Wall of Lava gets +1/+1 until end of turn.  

Wall of Light 
2W   
Creature - Wall   
1/5   
Defender (This creature can't attack.)
Protection from black  

Wall of Mulch 
1G   
Creature - Wall   
0/4   
Defender (This creature can't attack.)
G, Sacrifice a Wall: Draw a card.  

Wall of Nets 
1WW   
Creature - Wall   
0/7   
Defender (This creature can't attack.)
At end of combat, remove from the game all creatures blocked by Wall of Nets.
When Wall of Nets leaves play, return to play under their owners' control all creatures removed from the game with Wall of Nets.  

Wall of Opposition 
3RR   
Creature - Wall   
0/6   
Defender (This creature can't attack.)
1: Wall of Opposition gets +1/+0 until end of turn.  

Wall of Pine Needles 
3G   
Creature - Wall   
3/3   
Defender (This creature can't attack.)
G: Regenerate Wall of Pine Needles.  

Wall of Putrid Flesh 
2B   
Creature - Wall   
2/4   
Defender (This creature can't attack.)
Protection from white
Prevent all damage that would be dealt to Wall of Putrid Flesh by enchanted creatures.  

Wall of Razors 
1R   
Creature - Wall   
4/1   
Defender (This creature can't attack.)
First strike  

Wall of Resistance 
1W   
Creature - Wall   
0/3   
Defender (This creature can't attack.)
Flying
At end of turn, if Wall of Resistance was dealt damage this turn, put a +0/+1 counter on it.  

Wall of Roots 
1G   
Creature - Wall   
0/5   
Defender (This creature can't attack.)
Put a -0/-1 counter on Wall of Roots: Add G to your mana pool. Play this ability only once each turn.  

Wall of Shadows 
1BB   
Creature - Wall   
0/1   
Defender (This creature can't attack.)
Prevent all damage that would be dealt to Wall of Shadows by creatures it's blocking.
Wall of Shadows can't be the target of spells that can target only Walls or of abilities that can target only Walls.  

Wall of Shields 
3   
Artifact Creature - Wall   
0/4   
Defender (This creature can't attack.)
Banding  

Wall of Souls 
1B   
Creature - Wall   
0/4   
Defender (This creature can't attack.)
Whenever Wall of Souls is dealt combat damage, it deals that much damage to target opponent.  

Wall of Spears 
3   
Artifact Creature - Wall   
2/3   
Defender (This creature can't attack.)
First strike  

Wall of Stone 
1RR   
Creature - Wall   
0/8   
Defender (This creature can't attack.)  

Wall of Swords 
3W   
Creature - Wall   
3/5   
Defender (This creature can't attack.)
Flying  

Wall of Tears 
1U   
Creature - Wall   
0/4   
Defender (This creature can't attack.)
Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat.  

Wall of Tombstones 
1B   
Creature - Wall   
0/1   
Defender (This creature can't attack.)
At the beginning of your upkeep, Wall of Tombstones's toughness becomes 1 plus the number of creature cards in your graveyard. (This effect doesn't end at end of turn.)  

Wall of Vapor 
3U   
Creature - Wall   
0/1   
Defender (This creature can't attack.)
Prevent all damage that would be dealt to Wall of Vapor by creatures it's blocking.  

Wall of Vipers 
2B   
Creature - Wall   
2/4   
Defender (This creature can't attack.)
3: Destroy Wall of Vipers and target creature it's blocking. Any player may play this ability.  

Wall of Water 
1UU   
Creature - Wall   
0/5   
Defender (This creature can't attack.)
U: Wall of Water gets +1/+0 until end of turn.  

Wall of Wonder 
2UU   
Creature - Wall   
1/5   
Defender (This creature can't attack.)
2UU: Wall of Wonder gets +4/-4 until end of turn and may attack this turn as though it didn't have defender.  

Wall of Wood 
G   
Creature - Wall   
0/3   
Defender (This creature can't attack.)  

Wallop 
1G   
Sorcery    
Destroy target blue or black creature with flying.  

Wand of Denial 
2   
Artifact    
T: Look at the top card of target player's library. If it's a nonland card, you may pay 2 life. If you do, put it into that player's graveyard.  

Wand of Ith 
4   
Artifact    
3, T: Target player reveals a card at random from his or her hand. If it's a land card, that player discards it unless he or she pays 1 life. If it isn't a land card, the player discards it unless he or she pays life equal to its converted mana cost. Play this ability only during your turn.  

Wand of the Elements 
4   
Artifact    
T, Sacrifice an Island: Put a 2/2 blue Elemental creature token with flying into play.
T, Sacrifice a Mountain: Put a 3/3 red Elemental creature token into play.  

Wanderguard Sentry 
4U   
Creature - Drone   
3/3   
When Wanderguard Sentry comes into play, look at target opponent's hand.  

Wandering Eye 
2U   
Creature - Illusion   
1/3   
Flying
All players play with their hands revealed.  

Wandering Mage 
WUB   
Creature - Cleric   
0/3   
W, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.
U: Prevent the next 1 damage that would be dealt to target Cleric or Wizard this turn.
B, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player this turn.  

Wandering Ones 
U   
Creature - Spirit   
1/1   
  

Wandering Stream 
2G   
Sorcery    
You gain 2 life for each basic land type among lands you control.  

Wanderlust 
2G   
Enchant Creature    
At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player.  

War Barge 
4   
Artifact    
3: Target creature gains islandwalk until end of turn. When War Barge leaves play this turn, destroy that creature. A creature destroyed this way can't be regenerated.  

War Cadence 
2R   
Enchantment    
XR: Creatures can't block this turn unless their controller pays X for each blocking creature he or she controls. (This cost is paid as blockers are declared.)  

War Chariot 
3   
Artifact    
3, T: Target creature gains trample until end of turn.  

War Dance 
G   
Enchantment    
At the beginning of your upkeep, you may put a verse counter on War Dance.
Sacrifice War Dance: Target creature gets +X/+X until end of turn, where X is the number of verse counters on War Dance.  

War Elemental 
RRR   
Creature - Elemental   
1/1   
When War Elemental comes into play, sacrifice it unless an opponent was dealt damage this turn.
Whenever damage is dealt to an opponent, put that many +1/+1 counters on War Elemental.  

War Elephant 
3W   
Creature - Elephant   
2/2   
Banding, trample  

War Mammoth 
3G   
Creature - Mammoth   
3/3   
Trample  

War Tax 
2U   
Enchantment    
XU: Creatures can't attack this turn unless their controller pays X for each attacking creature. (This cost is paid as attackers are declared.)  

Warbreak Trumpeter 
R   
Creature - Goblin   
1/1   
Morph XXR (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Warbreak Trumpeter is turned face up, put X 1/1 red Goblin creature tokens into play.  

Ward of Lights 
WW   
Enchant Creature    
You may play Ward of Lights any time you could play an instant. If it was played any time a sorcery couldn't have been played, sacrifice it at end of turn.
As Ward of Lights comes into play, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.  

Ward of Piety 
1W   
Enchant Creature    
1W: The next 1 damage that would be dealt to enchanted creature this turn is dealt to target creature or player instead.  

Ward Sliver 
4W   
Creature - Sliver   
2/2   
As Ward Sliver comes into play, choose a color.
All Slivers have protection from the chosen color.  

Warmonger 
3R   
Creature - Monger   
3/3   
2: Warmonger deals 1 damage to each creature without flying and each player. Any player may play this ability.  

Warmth 
1W   
Enchantment    
Whenever an opponent plays a red spell, you gain 2 life.  

Warning 
W   
Instant    
Prevent all combat damage that would be dealt by target attacking creature this turn.  

Warp Artifact 
BB   
Enchant Artifact    
At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player.  

Warpath 
3R   
Instant    
Warpath deals 3 damage to each blocking creature and each blocked creature.  

Warped Devotion 
2B   
Enchantment    
Whenever a permanent is returned to a player's hand, that player discards a card.  

Warped Researcher 
4U   
Creature - Wizard Mutant   
3/4   
Whenever a player cycles a card, Warped Researcher gains flying until end of turn and can't be the target of spells or abilities this turn.  

Warping Wurm 
2GU   
Creature - Wurm   
1/1   
Phasing
At the beginning of your upkeep, you may pay 2GU. If you don't, Warping Wurm phases out.
When Warping Wurm phases in, put a +1/+1 counter on it.  

Warrior en-Kor 
WW   
Creature - Knight   
2/2   
0: The next 1 damage that would be dealt to Warrior en-Kor this turn is dealt to target creature you control instead.  

Warrior Angel 
4WW   
Creature - Angel   
3/4   
Flying
Whenever Warrior Angel deals damage, you gain that much life.  

Warrior's Charge 
2W   
Sorcery    
Creatures you control get +1/+1 until end of turn.  

Warrior's Honor 
2W   
Instant    
Creatures you control get +1/+1 until end of turn.  

Warrior's Oath 
RR   
Sorcery    
Take an extra turn after this one. At the end of that turn, you lose the game.  

Warrior's Stand 
1W   
Instant    
Play Warrior's Stand only during the declare attackers step and only if you are the defending player.
Creatures you control get +2/+2 until end of turn.  

Warthog 
1GG   
Creature - Warthog   
3/2   
Swampwalk  

Wash Out 
3U   
Sorcery    
Return all permanents of the color of your choice to their owners' hands.  

Waste Away 
4B   
Instant    
As an additional cost to play Waste Away, discard a card.
Target creature gets -5/-5 until end of turn.  

Wasteland 
Land    
T: Add 1 to your mana pool.
T, Sacrifice Wasteland: Destroy target nonbasic land.  

Watchdog 
3   
Artifact Creature    
1/2   
Watchdog blocks each turn if able.
Whenever a creature attacks you, if Watchdog is untapped, that creature gets -1/-0 until end of turn.  

Water Elemental 
3UU   
Creature - Elemental   
5/4   
  

Water Wurm 
U   
Creature - Wurm   
1/1   
Water Wurm gets +0/+1 as long as an opponent controls an Island.  

Waterfront Bouncer 
1U   
Creature - Spellshaper   
1/1   
U, T, Discard a card: Return target creature to its owner's hand.  

Waterspout Djinn 
2UU   
Creature - Djinn   
4/4   
Flying
At the beginning of your upkeep, sacrifice Waterspout Djinn unless you return an untapped Island you control to its owner's hand.  

Waterspout Elemental 
3UU   
Creature - Elemental   
3/4   
Kicker U (You may pay an additional U as you play this spell.)
Flying
When Waterspout Elemental comes into play, if the kicker cost was paid, return all other creatures to their owners' hands and you skip your next turn.  

Waterveil Cavern 
Land    
T: Add 1 to your mana pool.
T: Add U or B to your mana pool. Waterveil Cavern doesn't untap during your next untap step.  

Wave Elemental 
2UU   
Creature - Elemental   
2/3   
U, T, Sacrifice Wave Elemental: Tap up to three target creatures without flying.  

Wave of Indifference 
XR   
Sorcery    
X target creatures can't block this turn.  

Wave of Reckoning 
4W   
Sorcery    
Each creature deals to itself damage equal to its power.  

Wave of Terror 
2B   
Enchantment    
Cumulative upkeep 1
At the beginning of your draw step, destroy each creature with converted mana cost equal to the number of age counters on Wave of Terror. They can't be regenerated.  

Wax // Wane 
G // W   
Instant // Instant    
Target creature gets +2/+2 until end of turn. // Destroy target enchantment.  

Waxmane Baku 
2W   
Creature - Spirit   
2/2   
Whenever you play a Spirit or Arcane spell, you may put a ki counter on Waxmane Baku.
1, Remove X ki counters from Waxmane Baku: Tap X target creatures.  

Wayfarer's Bauble 
1   
Artifact    
2, T, Sacrifice Wayfarer's Bauble: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.  

Wayfaring Giant 
5W   
Creature - Giant   
1/3   
Wayfaring Giant gets +1/+1 for each basic land type among lands you control.  

Waylay 
2W   
Instant    
Play Waylay only during combat.
Put three 2/2 white Knight creature tokens into play. Remove them from the game at end of turn.  

Wayward Angel 
4WW   
Creature - Angel Horror   
4/4   
Flying, vigilance
Threshold - Wayward Angel gets +3/+3, is black, has trample, and has "At the beginning of your upkeep, sacrifice a creature." (You have threshold as long as seven or more cards are in your graveyard.)  

Wayward Soul 
2UU   
Creature - Spirit   
3/2   
Flying
U: Put Wayward Soul on top of its owner's library.  

Weakness 
B   
Enchant Creature    
Enchanted creature gets -2/-1.  

Weakstone 
4   
Artifact    
Whenever a creature attacks, it gets -1/-0 until end of combat.  

Wear Away 
GG   
Instant - Arcane   
Destroy target artifact or enchantment.
Splice onto Arcane 3G (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)  

Weathered Wayfarer 
W   
Creature - Nomad Cleric   
1/1   
W, T: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Play this ability only if an opponent controls more lands than you.  

Weatherseed Elf 
G   
Creature - Elf   
1/1   
T: Target creature gains forestwalk until end of turn.  

Weatherseed Faeries 
2U   
Creature - Faerie   
2/1   
Flying, protection from red  

Weatherseed Treefolk 
2GGG   
Creature - Treefolk   
5/3   
Trample
When Weatherseed Treefolk is put into a graveyard from play, return Weatherseed Treefolk to its owner's hand.  

Weaver of Lies 
5UU   
Creature - Beast   
4/4   
Morph 4U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Weaver of Lies is turned face up, turn any number of target creatures with morph other than Weaver of Lies face down.  

Web 
G   
Enchant Creature    
Enchanted creature gets +0/+2 and may block as though it had flying.  

Web of Inertia 
2U   
Enchantment    
At the beginning of each opponent's combat phase, that player may remove a card in his or her graveyard from the game. If the player doesn't, creatures he or she controls can't attack you this turn.  

Wei Ambush Force 
1B   
Creature - Soldier   
1/1   
Whenever Wei Ambush Force attacks, it gets +2/+0 until end of turn.  

Wei Assassins 
3BB   
Creature - Soldier   
3/2   
When Wei Assassins comes into play, target opponent sacrifices a creature.  

Wei Elite Companions 
4B   
Creature - Soldier   
3/3   
Horsemanship  

Wei Infantry 
1B   
Creature - Soldier   
2/1   
  

Wei Night Raiders 
2BB   
Creature - Soldier   
2/2   
Horsemanship
Whenever Wei Night Raiders deals damage to an opponent, that player discards a card.  

Wei Scout 
1B   
Creature - Soldier   
1/1   
Horsemanship  

Wei Strike Force 
2B   
Creature - Soldier   
2/1   
Horsemanship  

Weird Harvest 
XGG   
Sorcery    
Each player may search his or her library for up to X creature cards, reveal those cards, and put them into his or her hand. Then each player who searched his or her library this way shuffles it.  

Welding Jar 
0   
Artifact    
Sacrifice Welding Jar: Regenerate target artifact.  

Welkin Hawk 
1W   
Creature - Bird   
1/1   
Flying
When Welkin Hawk is put into a graveyard from play, you may search your library for a card named Welkin Hawk, reveal that card, and put it into your hand. If you do, shuffle your library.  

Well of Discovery 
6   
Artifact    
At the end of your turn, if you control no untapped lands, draw a card.  

Well of Knowledge 
3   
Artifact    
2: Draw a card. Any player may play this ability but only during his or her draw step.  

Well of Life 
4   
Artifact    
At the end of your turn, if you control no untapped lands, you gain 2 life.  

Well of Lost Dreams 
4   
Artifact    
Whenever you gain life, you may pay X, where X is less than or equal to the amount of life you gained. If you do, draw X cards.  

Well-Laid Plans 
2U   
Enchantment    
Prevent all damage that would be dealt to a creature by another creature if they share a color.  

Wellspring 
1GW   
Enchant Land    
When Wellspring comes into play, gain control of enchanted land until end of turn.
At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of turn.  

Wellwisher 
1G   
Creature - Elf   
1/1   
T: You gain 1 life for each Elf in play.  

Werebear 
1G   
Creature - Druid Bear   
1/1   
T: Add G to your mana pool.
Threshold - Werebear gets +3/+3. (You have threshold as long as seven or more cards are in your graveyard.)  

Western Paladin 
2BB   
Creature - Knight   
3/3   
BB, T: Destroy target white creature.  

Whalebone Glider 
2   
Artifact    
2, T: Target creature with power 3 or less gains flying until end of turn.  

Wheel and Deal 
3U   
Instant    
Any number of target opponents each discards his or her hand and draws seven cards.
Draw a card.  

Wheel of Fortune 
2R   
Sorcery    
Each player discards his or her hand and draws seven cards.  

Wheel of Torture 
3   
Artifact    
At the beginning of each opponent's upkeep, Wheel of Torture deals 1 damage to that player for each card fewer than three in his or her hand.  

Whetstone 
3   
Artifact    
3: Each player puts the top two cards from his or her library into his or her graveyard.  

Whim of Volrath 
U   
Instant    
Buyback 2 (You may pay 2 in addition to any other costs as you play this spell. If you do, put Whim of Volrath into your hand instead of your graveyard as part of its resolution.)
Change the text of target permanent by replacing all instances of one color word or basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")  

Whip Sergeant 
2R   
Creature - Soldier   
2/1   
R: Target creature gains haste until end of turn.  

Whip Silk 
G   
Enchant Creature    
Enchanted creature may block as though it had flying.
G: Return Whip Silk to its owner's hand.  

Whip Vine 
2G   
Creature - Wall   
1/4   
Defender (This creature can't attack.)
Whip Vine may block as though it had flying.
You may choose not to untap Whip Vine during your untap step.
T: Tap target creature with flying blocked by Whip Vine. As long as Whip Vine remains tapped, that creature doesn't untap during its controller's untap step.  

Whipcorder 
WW   
Creature - Soldier Rebel   
2/2   
W, T: Tap target creature.
Morph W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Whipgrass Entangler 
2W   
Creature - Cleric   
1/3   
1W: Until end of turn, target creature gains "This creature can't attack or block unless its controller pays 1 for each Cleric in play. (This cost is paid as attackers or blockers are declared.)"  

Whipkeeper 
2RR   
Creature - Dwarf   
1/1   
T: Whipkeeper deals damage to target creature equal to the damage already dealt to it this turn.  

Whippoorwill 
G   
Creature - Whippoorwill   
1/1   
GG, T: Target creature can't be regenerated this turn. Damage that would be dealt to that creature this turn can't be prevented or dealt instead to another creature or player. When the creature is put into a graveyard this turn, remove the creature from game.  

Whipstitched Zombie 
1B   
Creature - Zombie   
2/2   
At the beginning of your upkeep, sacrifice Whipstitched Zombie unless you pay B.  

Whiptail Wurm 
6G   
Creature - Wurm   
8/5   
  

Whiptongue Frog 
2U   
Creature - Frog   
1/3   
U: Whiptongue Frog gains flying until end of turn.  

Whirling Catapult 
4   
Artifact    
2, Remove the top two cards of your library from the game: Whirling Catapult deals 1 damage to each creature with flying and each player.  

Whirling Dervish 
GG   
Creature - Dervish   
1/1   
Protection from black
At end of turn, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it.  

Whirlpool Drake 
3U   
Creature - Drake   
2/2   
Flying
When Whirlpool Drake comes into play, shuffle the cards from your hand into your library, then draw that many cards.
When Whirlpool Drake is put into a graveyard from play, shuffle the cards from your hand into your library, then draw that many cards.  

Whirlpool Rider 
1U   
Creature - Merfolk   
1/1   
When Whirlpool Rider comes into play, shuffle the cards from your hand into your library, then draw that many cards.  

Whirlpool Warrior 
2U   
Creature - Merfolk   
2/2   
When Whirlpool Warrior comes into play, shuffle the cards from your hand into your library, then draw that many cards.
R, Sacrifice Whirlpool Warrior: Each player shuffles the cards from his or her hand into his or her library, then draws that many cards.  

Whirlwind 
2GG   
Sorcery    
Destroy all creatures with flying.  

Whispering Shade 
3B   
Creature - Shade   
1/1   
Swampwalk
B: Whispering Shade gets +1/+1 until end of turn.  

Whispers of the Muse 
U   
Instant    
Buyback 5 (You may pay 5 in addition to any other costs as you play this spell. If you do, put Whispers of the Muse into your hand instead of your graveyard as part of its resolution.)
Draw a card.  

Whispersilk Cloak 
3   
Artifact - Equipment   
Equipped creature is unblockable and can't be the target of spells or abilities.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

White Knight 
WW   
Creature - Knight   
2/2   
First strike, protection from black  

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

White Scarab 
W   
Enchant Creature    
Enchanted creature can't be blocked by white creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a white permanent.  

White Ward 
W   
Enchant Creature    
Enchanted creature has protection from white. This effect doesn't remove White Ward.  

Whiteout 
1G   
Instant    
All creatures lose flying until end of turn.
Sacrifice a snow-covered land: Return Whiteout from your graveyard to your hand.  

Wicked Akuba 
BB   
Creature - Spirit   
2/2   
B: Target player dealt damage by Wicked Akuba this turn loses 1 life.  

Wicked Pact 
1BB   
Sorcery    
Destroy two target nonblack creatures. You lose 5 life.  

Wicked Reward 
1B   
Instant    
As an additional cost to play Wicked Reward, sacrifice a creature.
Target creature gets +4/+2 until end of turn.  

Wielding the Green Dragon 
1G   
Sorcery    
Target creature gets +4/+4 until end of turn.  

Wiitigo 
3GGG   
Creature - Wiitigo   
0/0   
Wiitigo comes into play with six +1/+1 counters on it.
At the beginning of your upkeep, put a +1/+1 counter on Wiitigo if it has blocked or been blocked since your last upkeep. Otherwise, remove a +1/+1 counter from it.  

Wild Aesthir 
2W   
Creature - Bird   
1/1   
Flying, first strike
WW: Wild Aesthir gets +2/+0 until end of turn. Play this ability only once each turn.  

Wild Colos 
2R   
Creature - Beast   
2/2   
Haste  

Wild Dogs 
G   
Creature - Hound   
2/1   
At the beginning of your upkeep, if a player has more life than any other, that player gains control of Wild Dogs.
Cycling 2 (2, Discard this card: Draw a card.)  

Wild Elephant 
3G   
Creature - Elephant   
3/3   
Trample  

Wild Griffin 
2W   
Creature - Griffin   
2/2   
Flying  

Wild Growth 
G   
Enchant Land    
Whenever enchanted land is tapped for mana, its controller adds G to his or her mana pool.  

Wild Jhovall 
3R   
Creature - Cat   
3/3   
  

Wild Mammoth 
2G   
Creature - Elephant   
3/4   
At the beginning of your upkeep, if a player controls more creatures than any other, that player gains control of Wild Mammoth.  

Wild Might 
1G   
Instant    
Target creature gets +1/+1 until end of turn. That creature gets an additional +4/+4 until end of turn unless any player pays 2.  

Wild Mongrel 
1G   
Creature - Hound   
2/2   
Discard a card: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn.  

Wild Ox 
3G   
Creature - Ox   
3/3   
Swampwalk  

Wild Research 
2R   
Enchantment    
1W: Search your library for an enchantment card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle your library.
1U: Search your library for an instant card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle your library.  

Wild Wurm 
3R   
Creature - Wurm   
5/4   
When Wild Wurm comes into play, flip a coin. If you lose the flip, return Wild Wurm to its owner's hand.  

Wildfire 
4RR   
Sorcery    
Each player sacrifices four lands. Wildfire deals 4 damage to each creature.  

Wildfire Emissary 
3R   
Creature - Efreet   
2/4   
Protection from white
1R: Wildfire Emissary gets +1/+0 until end of turn.  

Willbender 
1U   
Creature - Wizard   
1/2   
Morph 1U (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Willbender is turned face up, change the target of target spell or ability with a single target.  

Will-o'-the-Wisp 
B   
Creature - Will-o'-the-Wisp   
0/1   
Flying
B: Regenerate Will-o'-the-Wisp  

Willow Dryad 
G   
Creature - Dryad   
1/1   
Forestwalk  

Willow Elf 
G   
Creature - Elf   
1/1   
  

Willow Faerie 
1G   
Creature - Faerie   
1/2   
Flying  

Willow Priestess 
2GG   
Creature - Faerie   
2/2   
T: Put a Faerie card from your hand into play.
2G: Target green creature gains protection from black until end of turn.  

Willow Satyr 
2GG   
Creature - Satyr   
1/1   
You may choose not to untap Willow Satyr during your untap step.
T: Gain control of target legendary creature as long as you control Willow Satyr and Willow Satyr remains tapped.  

Wind Dancer 
1U   
Creature - Faerie   
1/1   
Flying
T: Target creature gains flying until end of turn.  

Wind Drake 
2U   
Creature - Drake   
2/2   
Flying  

Wind Sail 
1U   
Sorcery    
One or two target creatures gain flying until end of turn.  

Wind Shear 
2G   
Instant    
Attacking creatures with flying get -2/-2 and lose flying until end of turn.  

Wind Spirit 
4U   
Creature - Spirit   
3/2   
Flying
Wind Spirit cant be blocked except by two or more creatures.  

Windborn Muse 
3W   
Creature - Spirit   
2/3   
Flying
Creatures can't attack you unless their controller pays 2 for each creature attacking you. (This cost is paid as attackers are declared.)  

Windfall 
2U   
Sorcery    
Each player discards his or her hand, then draws cards equal to the greatest number a player discarded this way.  

Winding Canyons 
Land    
T: Add 1 to your mana pool.
2, T: Until end of turn, you may play creature cards any time you could play an instant.  

Winding Wurm 
4G   
Creature - Wurm   
6/6   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)  

Windreaper Falcon 
1RG   
Creature - Bird   
1/1   
Flying, protection from blue  

Winds of Change 
R   
Sorcery    
Each player shuffles his or her hand into his or her library, then draws a new hand of as many cards as he or she had before.  

Winds of Rath 
3WW   
Sorcery    
Destroy all creatures that aren't enchanted. They can't be regenerated.  

Windscouter 
3U   
Creature - Ship   
3/3   
Flying
Whenever Windscouter attacks or blocks, return it to its owner's hand at end of combat.  

Windseeker Centaur 
1RR   
Summon Centaur   
2/2   
Vigilance  

Windswept Heath 
Land    
T, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card and put it into play. Then shuffle your library.  

Wine of Blood and Iron 
3   
Artifact    
4: Target creature gets +X/+0 until end of turn, where X is its power. Sacrifice Wine of Blood and Iron at end of turn.  

Wing Shards 
1WW   
Instant    
Target player sacrifices an attacking creature.
Storm (When you play this spell, copy it for each spell played before it this turn.)  

Wing Snare 
2G   
Sorcery    
Destroy target creature with flying.  

Wing Storm 
2G   
Sorcery    
Wing Storm deals damage to each player equal to twice the number of creatures with flying that player controls.  

Wingbeat Warrior 
2W   
Creature - Bird Soldier   
2/1   
Flying
Morph 2W (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Wingbeat Warrior is turned face up, target creature gains first strike until end of turn.  

Winged Sliver 
1U   
Creature - Sliver   
1/1   
All Slivers have flying.  

Wings of Aesthir 
WU   
Enchant Creature    
Enchanted creature gets +1/+0 and has flying and first strike.  

Wings of Hope 
WU   
Enchant Creature    
Enchanted creature gets +1/+3 and has flying.  

Winnow 
1W   
Instant    
Destroy target nonland permanent if another permanent with the same name is in play.
Draw a card.  

Winter Blast 
XG   
Sorcery    
Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying.  

Winter Orb 
2   
Artifact    
As long as Winter Orb is untapped, players can't untap more than one land during their untap steps.  

Winter Sky 
R   
Sorcery    
Flip a coin. If you win the flip, Winter Sky deals 1 damage to each creature and each player. If you lose the flip, each player draws a card.  

Winter's Chill 
XU   
Instant    
Play Winter's Chill only during combat before the declare blockers step.
X can't be greater than the number of snow-covered lands you control.
Destroy X target attacking creatures at end of combat. For each attacking creature, its controller may pay 1 or 2 to prevent this effect. If that player pays only 1 for that creature, prevent all combat damage that would be dealt to and dealt by that creature this turn.  

Winter's Grasp 
1GG   
Sorcery    
Destroy target land.  

Winter's Night 
GWR   
World Enchantment    
Whenever a snow-covered land is tapped for mana, its controller adds one mana of that type to his or her mana pool. That land doesn't untap during its controller's next untap step.  

Wintermoon Mesa 
Land    
Wintermoon Mesa comes into play tapped.
T: Add 1 to your mana pool.
2, T, Sacrifice Wintermoon Mesa: Tap two target lands.  

Wipe Clean 
1W   
Instant    
Remove target enchantment from the game.
Cycling 3 (3, Discard this card: Draw a card.)  

Wirecat 
4   
Artifact Creature    
4/3   
Wirecat can't attack or block if an enchantment is in play.  

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

Wirewood Channeler 
3G   
Creature - Elf   
2/2   
T: Add X mana of any one color to your mana pool, where X is the number of Elves in play.  

Wirewood Elf 
1G   
Creature - Elf   
1/2   
T: Add G to your mana pool.  

Wirewood Guardian 
5GG   
Creature - Elf Mutant   
6/6   
Forestcycling 2 (2, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)  

Wirewood Herald 
1G   
Creature - Elf   
1/1   
When Wirewood Herald is put into a graveyard from play, you may search your library for an Elf card, reveal that card and put it into your hand. If you do, shuffle your library.  

Wirewood Hivemaster 
1G   
Creature - Elf   
1/1   
Whenever another nontoken Elf comes into play, you may put a 1/1 green Insect creature token into play.  

Wirewood Lodge 
Land    
T: Add 1 to your mana pool.
G, T: Untap target Elf.  

Wirewood Pride 
G   
Instant    
Target creature gets +X/+X until end of turn, where X is the number of Elves in play.  

Wirewood Savage 
2G   
Creature - Elf   
2/2   
Whenever a Beast comes into play, you may draw a card.  

Wirewood Symbiote 
G   
Creature - Insect   
1/1   
Return an Elf you control to its owner's hand: Untap target creature. Play this ability only once each turn.  

Wishmonger 
3W   
Creature - Monger   
3/3   
2: Target creature gains protection from the color of its controller's choice until end of turn. Any player may play this ability.  

Witch Engine 
5B   
Creature - Horror   
4/4   
Swampwalk
T: Add BBBB to your mana pool. Choose an opponent. That opponent gains control of Witch Engine. Play this ability only any time you could play an instant.  

Witch Hunter 
2WW   
Creature - Hunter   
1/1   
T: Witch Hunter deals 1 damage to target player.
1WW, T: Return target creature an opponent controls to its owner's hand.  

Withdraw 
UU   
Instant    
Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays 1.  

Withered Wretch 
BB   
Creature - Zombie Cleric   
2/2   
1: Remove target card in a graveyard from the game.  

Withering Boon 
1B   
Instant    
Counter target creature spell. You lose 3 life.  

Withering Gaze 
2U   
Sorcery    
Target opponent reveals his or her hand. You draw a card for each Forest and green card in it.  

Withering Hex 
B   
Enchant Creature    
Whenever a player cycles a card, put a plague counter on Withering Hex.
Enchanted creature gets -1/-1 for each plague counter on Withering Hex.  

Withering Wisps 
1BB   
Enchantment    
At end of turn, if no creatures are in play, sacrifice Withering Wisps.
B: Withering Wisps deals 1 damage to each creature and each player. Spend no more B this way each turn than the number of snow-covered Swamps you control.  

Wizard Mentor 
2U   
Creature - Wizard   
2/2   
T: Return Wizard Mentor and target creature you control to their owner's hand.  

Wizard Replica 
3   
Artifact Creature - Wizard   
1/3   
Flying
U, Sacrifice Wizard Replica: Counter target spell unless its controller pays 2.  

Wizards' School 
Land    
T: Add 1 to your mana pool.
1, T: Add U to your mana pool.
2, T: Add W or B to your mana pool.  

Woebearer 
4B   
Creature - Zombie   
2/3   
Fear
Whenever Woebearer deals combat damage to a player, you may return target creature card from your graveyard to your hand.  

Wolf Pack 
6GG   
Creature - Wolf   
7/6   
You may have Wolf Pack deal its combat damage to defending player as though it weren't blocked.  

Wolverine Pack 
2GG   
Creature - Wolverine-Pack   
2/4   
Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)  

Wonder 
3U   
Creature - Incarnation   
2/2   
Flying
As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.  

Wood Elemental 
3G   
Creature - Elemental   
0/0   
As Wood Elemental comes into play, sacrifice any number of untapped Forests. Wood Elemental comes into play with a +1/+1 counter for each Forest sacrificed this way.  

Wood Elves 
2G   
Creature - Elf   
1/1   
When Wood Elves comes into play, search your library for a Forest card and put that card into play. Then shuffle your library.  

Wood Sage 
UG   
Creature - Druid   
1/1   
T: Name a creature card. Reveal the top four cards of your library. Put any of them that are the named card into your hand and the rest into your graveyard.  

Woodcloaker 
5G   
Creature - Elf   
3/3   
Morph 2GG (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Woodcloaker is turned face up, target creature gains trample until end of turn.  

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

Wooden Sphere 
1   
Artifact    
Whenever a player plays a green spell, you may pay 1. If you do, you gain 1 life.  

Woodland Druid 
G   
Creature - Druid   
1/2   
  

Woodripper 
3GG   
Creature - Beast   
4/6   
Fading 3 (This creature comes into play with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
1, Remove a fade counter from Woodripper: Destroy target artifact.  

Woolly Mammoths 
1GG   
Creature - Mammoth   
3/2   
Woolly Mammoths has trample as long as you control a snow-covered land.  

Woolly Spider 
1GG   
Creature - Spider   
2/3   
Woolly Spider may block as though it had flying.
Whenever Woolly Spider blocks a creature with flying, Woolly Spider gets +0/+2 until end of turn.  

Word of Binding 
XBB   
Sorcery    
Tap X target creatures.  

Word of Blasting 
1R   
Instant    
Destroy target Wall. It can't be regenerated. Word of Blasting deals damage equal to that Wall's converted mana cost to the Wall's controller.  

Word of Command 
BB   
Instant    
Look at target opponent's hand and choose a card from it. That player plays that card with his or her own mana, but you make all decisions it calls for. The player is required only to use mana in his or her mana pool and mana that can be drawn from lands.  

Word of Undoing 
U   
Instant    
Return target creature and white enchantments you own enchanting that creature to their owners' hands.  

Words of War 
2R   
Enchantment    
1: The next time you would draw a card this turn, Words of War deals 2 damage to target creature or player instead.  

Words of Waste 
2B   
Enchantment    
1: The next time you would draw a card this turn, each opponent discards a card instead.  

Words of Wilding 
2G   
Enchantment    
1: The next time you would draw a card this turn, put a 2/2 green Bear creature token into play instead.  

Words of Wind 
2U   
Enchantment    
1: The next time you would draw a card this turn, each player returns a permanent he or she controls to its owner's hand instead.  

Words of Wisdom 
1U   
Instant    
You draw two cards, then each other player draws a card.  

Words of Worship 
2W   
Enchantment    
1: The next time you would draw a card this turn, you gain 5 life instead.  

Workhorse 
6   
Artifact Creature    
0/0   
Workhorse comes into play with four +1/+1 counters on it.
Remove a +1/+1 counter from Workhorse: Add 1 to your mana pool.  

Worldgorger Dragon 
3RRR   
Creature - Nightmare Dragon   
7/7   
Flying, trample
When Worldgorger Dragon comes into play, remove all other permanents you control from the game.
When Worldgorger Dragon leaves play, return the removed cards to play under their owners' control.  

Worldly Counsel 
1U   
Instant    
Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of those cards into your hand and the rest on the bottom of your library.  

Worldly Tutor 
G   
Instant    
Search your library for a creature card and reveal that card. Shuffle your library, then put the revealed card back on top of it.  

Worldslayer 
5   
Artifact - Equipment   
Whenever equipped creature deals combat damage to a player, destroy all permanents other than Worldslayer.
Equip 5 (5: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)  

Wormfang Behemoth 
3UU   
Creature - Nightmare Beast   
5/5   
When Wormfang Behemoth comes into play, remove all cards in your hand from the game.
When Wormfang Behemoth leaves play, return the removed cards to their owner's hand.  

Wormfang Crab 
3U   
Creature - Nightmare Crab   
3/6   
Wormfang Crab is unblockable.
When Wormfang Crab comes into play, an opponent chooses a permanent you control other than Wormfang Crab and removes it from the game.
When Wormfang Crab leaves play, return the removed card to play under its owner's control.  

Wormfang Drake 
2U   
Creature - Nightmare Drake   
3/4   
Flying
When Wormfang Drake comes into play, sacrifice it unless you remove a creature you control other than Wormfang Drake from the game.
When Wormfang Drake leaves play, return the removed card to play under its owner's control.  

Wormfang Manta 
5UU   
Creature - Nightmare Beast   
6/1   
Flying
When Wormfang Manta comes into play, you skip your next turn.
When Wormfang Manta leaves play, you take an extra turn after this one.  

Wormfang Newt 
1U   
Creature - Nightmare Beast   
2/2   
When Wormfang Newt comes into play, remove a land you control from the game.
When Wormfang Newt leaves play, return the removed card to play under its owner's control.  

Wormfang Turtle 
2U   
Creature - Nightmare Beast   
2/4   
When Wormfang Turtle comes into play, remove a land you control from the game.
When Wormfang Turtle leaves play, return the removed card to play under its owner's control.  

Worms of the Earth 
2BBB   
Enchantment    
Players can't play lands.
If a land would come into play, instead it doesn't.
At the beginning of each player's upkeep, any player may sacrifice two lands or pay 5 life. If a player does either, sacrifice Worms of the Earth.  

Wormwood Treefolk 
3GG   
Creature - Treefolk   
4/4   
GG: Wormwood Treefolk gains forestwalk until end of turn and deals 2 damage to you.
BB: Wormwood Treefolk gains swampwalk until end of turn and deals 2 damage to you.  

Worn Powerstone 
3   
Artifact    
Worn Powerstone comes into play tapped.
T: Add 2 to your mana pool.  

Worry Beads 
3   
Artifact    
At the beginning of each player's upkeep, that player puts the top card from his or her library into his or her graveyard.  

Worship 
3W   
Enchantment    
If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.  

Worthy Cause 
W   
Instant    
Buyback 2 (You may pay 2 in addition to any other costs as you play this spell. If you do, put Worthy Cause into your hand instead of your graveyard as part of its resolution.)
As an additional cost to play Worthy Cause, sacrifice a creature.
You gain life equal to the sacrificed creature's toughness.  

Wrath of God 
2WW   
Sorcery    
Destroy all creatures. They can't be regenerated.  

Wrath of Marit Lage 
3UU   
Enchantment    
When Wrath of Marit Lage comes into play, tap all red creatures.
Red creatures don't untap during their controllers' untap steps.  

Wrench Mind 
BB   
Sorcery    
Target player discards two cards unless he or she discards an artifact card.  

Wretched Anurid 
1B   
Creature - Zombie Beast   
3/3   
Whenever another creature comes into play, you lose 1 life.  

Wu Admiral 
4U   
Creature - Soldier   
3/3   
Wu Admiral gets +1/+1 as long as an opponent controls an Island.  

Wu Elite Cavalry 
3U   
Creature - Soldier   
2/3   
Horsemanship  

Wu Infantry 
1U   
Creature - Soldier   
2/1   
  

Wu Light Cavalry 
1U   
Creature - Soldier   
1/2   
Horsemanship  

Wu Longbowman 
2U   
Creature - Soldier   
1/1   
T: Wu Longbowman deals 1 damage to target creature or player. Play this ability only during your turn, before the combat phase.  

Wu Scout 
1U   
Creature - Soldier   
1/1   
Horsemanship
When Wu Scout comes into play, look at target opponent's hand.  

Wu Spy 
1U   
Creature - Soldier   
1/1   
When Wu Spy comes into play, look at the top two cards of target player's library. Put one of them into his or her graveyard.  

Wu Warship 
2U   
Creature - Ship   
3/3   
Wu Warship can't attack unless defending player controls an Island.  

Wurm's Tooth 
2   
Artifact    
Whenever a player plays a green spell, you may gain 1 life.  

Wurmskin Forger 
5GG   
Creature - Elf Warrior   
2/2   
When Wurmskin Forger comes into play, distribute three +1/+1 counters among any number of target creatures.  

Wyluli Wolf 
1G   
Creature - Wolf   
1/1   
T: Target creature gets +1/+1 until end of turn.  

Xanthic Statue 
8   
Artifact    
5: Until end of turn, Xanthic Statue becomes an 8/8 artifact creature with trample.  

Xantid Swarm 
G   
Creature - Insect   
0/1   
Flying
Whenever Xantid Swarm attacks, defending player can't play spells this turn.  

Xenic Poltergeist 
1BB   
Creature - Poltergeist   
1/1   
T: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost.  

Xiahou Dun, the One-Eyed 
2BB   
Legendary Creature    
3/2   
Horsemanship
Sacrifice Xiahou Dun, the One-Eyed: Return target black card from your graveyard to your hand. Play this ability only during your turn, before the combat phase.  

Xira Arien 
BRG   
Legendary Creature    
1/2   
Flying
BRG, T: Target player draws a card.  

Xun Yu, Wei Advisor 
1BB   
Legendary Creature    
1/1   
T: Target creature you control gets +2/+0 until end of turn. Play this ability only during your turn, before the combat phase.  

Yamabushi's Flame 
2R   
Instant    
Yamabushi's Flame deals 3 damage to target creature or player. If a creature dealt damage this way would be put into a graveyard this turn, remove it from the game instead.  

Yamabushi's Storm 
1R   
Sorcery    
Yamabushi's Storm deals 1 damage to each creature. If a creature dealt damage this way would be put into a graveyard this turn, remove it from the game instead.  

Yare 
2W   
Instant    
Target creature defending player controls gets +3/+0 until end of turn. That creature may block up to two additional creatures this turn.  

Yavimaya Ancients 
3GG   
Creature - Treefolk   
2/7   
G: Yavimaya Ancients gets +1/-2 until end of turn.  

Yavimaya Ants 
2GG   
Creature - Swarm   
5/1   
Cumulative upkeep GG
Trample; haste  

Yavimaya Barbarian 
RG   
Creature - Barbarian Elf   
2/2   
Protection from blue  

Yavimaya Coast 
Land    
T: Add 1 to your mana pool.
T: Add G or U to your mana pool. Yavimaya Coast deals 1 damage to you.  

Yavimaya Elder 
1GG   
Creature - Druid   
2/1   
When Yavimaya Elder is put into a graveyard from play, you may search your library for up to two basic land cards, reveal them, and put them into your hand. If you do, shuffle your library.
2, Sacrifice Yavimaya Elder: Draw a card.  

Yavimaya Enchantress 
2G   
Creature - Druid   
2/2   
Yavimaya Enchantress gets +1/+1 for each enchantment in play.  

Yavimaya Gnats 
2G   
Creature - Insect   
0/1   
Flying
G: Regenerate Yavimaya Gnats.  

Yavimaya Granger 
2G   
Creature - Elf   
2/2   
Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
When Yavimaya Granger comes into play, you may search your library for a basic land card and put that card into play tapped. If you do, shuffle your library.  

Yavimaya Hollow 
Legendary Land    
T: Add 1 to your mana pool.
G, T: Regenerate target creature.  

Yavimaya Kavu 
2RG   
Creature - Kavu   
*/*   
Yavimaya Kavu's power is equal to the number of red creatures in play.
Yavimaya Kavu's toughness is equal to the number of green creatures in play.  

Yavimaya Scion 
4G   
Creature - Treefolk   
4/4   
Protection from artifacts  

Yavimaya Wurm 
4GG   
Creature - Wurm   
6/4   
Trample  

Yavimaya's Embrace 
5GUU   
Enchant Creature    
You control enchanted creature.
Enchanted creature gets +2/+2 and has trample.  

Yawgmoth Demon 
4BB   
Creature - Demon   
6/6   
Flying, first strike
At the beginning of your upkeep, unless you sacrifice an artifact, tap Yawgmoth Demon and it deals 2 damage to you.  

Yawgmoth's Agenda 
3BB   
Enchantment    
Play no more than one spell each turn.
You may play cards in your graveyard as though they were in your hand.
If a card would be put into your graveyard from anywhere, remove it from the game instead.  

Yawgmoth's Bargain 
4BB   
Enchantment    
Skip your draw step.
Pay 1 life: Draw a card.  

Yawgmoth's Edict 
1B   
Enchantment    
Whenever an opponent plays a white spell, that player loses 1 life and you gain 1 life.  

Yawgmoth's Will 
2B   
Sorcery    
Until end of turn, you may play cards in your graveyard as though they were in your hand.
If a card would be put into your graveyard this turn, remove that card from the game instead.  

Ydwen Efreet 
RRR   
Creature - Efreet   
3/6   
Whenever you're attacked, flip a coin. If you lose the flip, Ydwen Efreet can't block this turn.  

Yellow Scarves Cavalry 
1R   
Creature - Soldier   
1/1   
Horsemanship
Yellow Scarves Cavalry can't block.  

Yellow Scarves General 
3R   
Creature - Soldier   
2/2   
Horsemanship
Yellow Scarves General can't block.  

Yellow Scarves Troops 
1R   
Creature - Soldier   
2/2   
Yellow Scarves Troops can't block.  

Yomiji, Who Bars the Way 
5WW   
Legendary Creature - Spirit   
4/4   
Whenever a legendary permanent other than Yomiji, Who Bars the Way is put into a graveyard from play, return that card to its owner's hand.  

Yosei, the Morning Star 
4WW   
Legendary Creature - Dragon Spirit   
5/5   
Flying
When Yosei, the Morning Star is put into a graveyard from play, target player skips his or her next untap step. Tap up to five target permanents that player controls.  

Yotian Soldier 
3   
Artifact Creature - Soldier   
1/4   
Vigilance  

Young Wei Recruits 
1B   
Creature - Soldier   
2/2   
Young Wei Recruits can't block.  

Youthful Knight 
1W   
Creature - Knight   
2/1   
First strike  

Yuan Shao, the Indecisive 
4R   
Legendary Creature    
2/3   
Horsemanship
Each creature you control can't be blocked by more than one creature.  

Yuan Shao's Infantry 
3R   
Creature - Soldier   
2/2   
Whenever Yuan Shao's Infantry attacks alone, Yuan Shao's Infantry is unblockable this combat.  

Yuki-Onna 
3R   
Creature - Spirit   
3/1   
When Yuki-Onna comes into play, destroy target artifact.
Whenever you play a Spirit or Arcane spell, you may return Yuki-Onna to its owner's hand.  

Yukora, the Prisoner 
2BB   
Legendary Creature - Demon Spirit   
5/5   
When Yukora, the Prisoner leaves play, sacrifice all non-Ogre creatures you control.  

Zanam Djinn 
5U   
Creature - Djinn   
5/6   
Flying
Zanam Djinn gets -2/-2 as long as blue is the most common color among all permanents or is tied for most common.  

Zap 
2R   
Instant    
Zap deals 1 damage to target creature or player.
Draw a card.  

Zealots en-Dal 
3W   
Creature - Soldier   
2/4   
At the beginning of your upkeep, if all nonland permanents you control are white, you gain 1 life.  

Zealous Inquisitor 
2W   
Creature - Cleric   
2/2   
1W: The next 1 damage that would be dealt to Zealous Inquisitor this turn is dealt to target creature instead.  

Zebra Unicorn 
2GW   
Creature - Unicorn   
2/2   
Whenever Zebra Unicorn deals damage, you gain that much life.  

Zelyon Sword 
3   
Artifact    
You may choose not to untap Zelyon Sword during your untap step.
3, T: Target creature gets +2/+0 as long as Zelyon Sword remains tapped.  

Zephid 
4UU   
Creature - Illusion   
3/4   
Flying
Zephid can't be the target of spells or abilities.  

Zephid's Embrace 
2UU   
Enchant Creature    
Enchanted creature gets +2/+2 and has flying. It can't be the target of spells or abilities.  

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

Zerapa Minotaur 
2RR   
Creature - Minotaur   
3/3   
First strike
2: Zerapa Minotaur loses first strike until end of turn. Any player may play this ability.  

Zhalfirin Commander 
2W   
Creature - Knight   
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
1WW: Target Knight gets +1/+1 until end of turn.  

Zhalfirin Crusader 
1WW   
Creature - Knight   
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
1W: The next 1 damage that would be dealt to Zhalfirin Crusader this turn is dealt to target creature or player instead.  

Zhalfirin Knight 
2W   
Creature - Knight   
2/2   
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
WW: Zhalfirin Knight gains first strike until end of turn.  

Zhang Fei, Fierce Warrior 
4WW   
Legendary Creature    
4/4   
Horsemanship, vigilance  

Zhang He, Wei General 
3BB   
Legendary Creature    
4/2   
Horsemanship
Whenever Zhang He, Wei General attacks, each other creature you control gets +1/+0 until end of turn.  

Zhang Liao, Hero of Hefei 
4BB   
Legendary Creature    
3/3   
Whenever Zhang Liao, Hero of Hefei deals damage to an opponent, that opponent discards a card.  

Zhao Zilong, Tiger General 
3WW   
Legendary Creature    
3/3   
Horsemanship
Whenever Zhao Zilong, Tiger General blocks, it gets +1/+1 until the end of the turn.  

Zhou Yu, Chief Commander 
5UU   
Legendary Creature    
8/8   
Zhou Yu, Chief Commander can't attack unless defending player controls an Island.  

Zhuge Jin, Wu Strategist 
1UU   
Legendary Creature    
1/1   
T: Target creature is unblockable this turn. Play this ability only during your turn, before the combat phase.  

Zirilan of the Claw 
3RR   
Legendary Creature    
3/4   
1RR, T: Search your library for a Dragon card and put that card into play. Then shuffle your library. That Dragon gains haste until end of turn. At end of turn, remove it from the game.  

Zodiac Dog 
2R   
Creature - Dog   
2/2   
Mountainwalk  

Zodiac Dragon 
7RR   
Creature - Dragon   
8/8   
When Zodiac Dragon is put into your graveyard from play, you may return it to your hand.  

Zodiac Goat 
R   
Creature - Goat   
1/1   
Mountainwalk  

Zodiac Horse 
3G   
Creature - Horse   
3/3   
Islandwalk  

Zodiac Monkey 
1G   
Creature - Monkey   
2/1   
Forestwalk  

Zodiac Ox 
3G   
Creature - Ox   
3/3   
Swampwalk  

Zodiac Pig 
3B   
Creature - Pig   
3/3   
Swampwalk  

Zodiac Rabbit 
G   
Creature - Rabbit   
1/1   
Forestwalk  

Zodiac Rat 
B   
Creature - Rat   
1/1   
Swampwalk  

Zodiac Rooster 
1G   
Creature - Chicken   
2/1   
Plainswalk  

Zodiac Snake 
2B   
Creature - Snake   
2/2   
Swampwalk  

Zodiac Tiger 
2GG   
Creature - Tiger   
3/4   
Forestwalk  

Zombie Assassin 
4B   
Creature - Zombie Assassin   
3/2   
T, Remove two cards in your graveyard and Zombie Assassin from the game: Destroy target nonblack creature. It can't be regenerated.  

Zombie Boa 
4B   
Creature - Zombie Snake   
3/3   
1B: Choose a color. Whenever Zombie Boa becomes blocked by a creature of that color this turn, destroy that creature. Play this ability only any time you could play a sorcery.  

Zombie Brute 
6B   
Creature - Zombie   
5/4   
Amplify 1 (As this card comes into play, put a +1/+1 counter on it for each Zombie card you reveal in your hand.)
Trample  

Zombie Cannibal 
B   
Creature - Zombie   
1/1   
Whenever Zombie Cannibal deals combat damage to a player, you may remove target card in that player's graveyard from the game.  

Zombie Cutthroat 
3BB   
Creature - Zombie   
3/4   
Morph-Pay 5 life. (You may play this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)  

Zombie Infestation 
1B   
Enchantment    
Discard two cards: Put a 2/2 black Zombie creature token into play.  

Zombie Master 
1BB   
Creature - Lord   
2/3   
All Zombies have "B: Regenerate this creature" and swampwalk.  

Zombie Mob 
2BB   
Creature - Zombie   
2/0   
Zombie Mob comes into play with a +1/+1 counter for each creature card in your graveyard.
When Zombie Mob comes into play, remove all creature cards in your graveyard from the game.  

Zombie Scavengers 
2B   
Creature - Zombie   
3/1   
Remove the top creature card in your graveyard from the game: Regenerate Zombie Scavengers.  

Zombie Trailblazer 
BBB   
Creature - Zombie   
2/2   
Tap an untapped Zombie you control: Target land becomes a Swamp until end of turn.
Tap an untapped Zombie you control: Target creature gains swampwalk until end of turn.  

Zombify 
3B   
Sorcery    
Return target creature card from your graveyard to play.  

Zoologist 
3G   
Creature - Druid   
1/2   
3G, T: Reveal the top card of your library. If it's a creature card, put it into play. Otherwise, put it into your graveyard.  

Zo-Zu the Punisher 
1RR   
Legendary Creature - Goblin Warrior   
2/2   
Whenever a land comes into play, Zo-Zu the Punisher deals 2 damage to that land's controller.  

Zuberi, Golden Feather 
4W   
Legendary Creature - Griffin   
3/3   
Flying
All other Griffins get +1/+1.  

Zuo Ci, the Mocking Sage 
1GG   
Legendary Creature    
1/2   
Zuo Ci, the Mocking Sage can't be blocked by creatures with horsemanship.
Zuo Ci can't be the target of spells or abilities your opponents control.  

Zur's Weirding 
3U   
Enchantment    
Players play with their hands revealed.
If a player would draw a card, he or she reveals it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws the card.  

Zuran Enchanter 
1U   
Creature - Wizard   
1/1   
2B, T: Target player discards a card. Play this ability only during your turn.  

Zuran Orb 
0   
Artifact    
Sacrifice a land: You gain 2 life.  

Zuran Spellcaster 
2U   
Creature - Wizard   
1/1   
T: Zuran Spellcaster deals 1 damage to target creature or player.  


