Abandon Hope {X}{1}{B} Sorcery As an additional cost to play Abandon Hope, discard X cards from your hand. 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. Abduction {2}{U}{U} 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. Abolish {1}{W}{W} Instant You may discard a Plains card from your hand rather than pay Abolish's mana cost. Destroy target artifact or enchantment. Aboshan, Cephalid Emperor {4}{U}{U} Creature -- Cephalid Legend 3/3 Tap an untapped Cephalid you control: Tap target permanent. {U}{U}{U}: 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 {1}{W} Enchantment All creatures have protection from black. Absolute Law {1}{W} Enchantment All creatures have protection from red. Absorb {W}{U}{U} Instant Counter target spell. You gain 3 life. Abuna's Chant {3}{W} 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 {2}{G}{G} 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 Horror {4}{B}{B} Creature -- Horror 2/2 Flying When Abyssal Horror comes into play, target player discards two cards from his or her hand. Abyssal Hunter {3}{B} Creature -- Minion 1/1 {B}, {T}: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature. Abyssal Specter {2}{B}{B} Creature -- Specter 2/3 Flying Whenever Abyssal Specter deals damage to a player, that player discards a card from his or her hand. Academy Rector {3}{W} 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 {1}{U}{U} 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 {1}{R} Instant Target creature gains haste until end of turn. Draw a card. Accelerated Mutation {3}{G}{G} Instant Target creature gets +X/+X until end of turn, where X is the highest converted mana cost among permanents you control. Acceptable Losses {3}{R} Sorcery As an additional cost to play Acceptable Losses, discard a card at random from your hand. Acceptable Losses deals 5 damage to target creature. Accumulated Knowledge {1}{U} 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. Acidic Sliver {B}{R} Creature -- Sliver 2/2 All Slivers have "{2}, Sacrifice this creature: This creature deals 2 damage to target creature or player." Acidic Soil {2}{R} Sorcery Acidic Soil deals to each player damage equal to the number of lands he or she controls. Acorn Harvest {3}{G} Sorcery Put two 1/1 green Squirrel creature tokens into play. Flashback--{1}{G}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Acquire {3}{U}{U} 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 {1}{G} 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.) 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 {1}{B} 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. Advance Scout {1}{W} Creature -- Soldier 1/1 First strike {W}: Target creature gains first strike until end of turn. Advanced Hoverguard {3}{U} Creature -- Drone 2/2 Flying {U}: Advanced Hoverguard can't be the target of spells or abilities this turn. 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. Aerial Caravan {4}{U}{U} Creature -- Soldier 4/3 Flying {1}{U}{U}: 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.) AEther Barrier {2}{U} Enchantment Whenever a player plays a creature spell, that player sacrifices a permanent unless he or she pays {1}. AEther Burst {1}{U} Instant Return up to X target creatures to their owners' hands, where X is one plus the number of cards named AEther Burst in all graveyards as you play AEther Burst. AEther Charge {4}{R} Enchantment Whenever a Beast comes into play under your control, you may have it deal 4 damage to target opponent. AEther Flash {2}{R}{R} Enchantment Whenever a creature comes into play, AEther Flash deals 2 damage to it. AEther Mutation {3}{G}{U} Sorcery Return target creature to its owner's hand. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. AEther Rift {1}{R}{G} Enchantment At the beginning of your upkeep, reveal a card at random from your hand. If you reveal a noncreature card this way, discard that card. If you reveal a creature card this way, put that card into play unless any player pays 5 life. If a player pays 5 life, discard that card. AEther Snap {3}{B}{B} Sorcery Remove all counters from all permanents and remove all tokens from the game. AEther Spellbomb {1} Artifact {U}, Sacrifice AEther Spellbomb: Return target creature to its owner's hand. {1}, Sacrifice AEther Spellbomb: Draw a card. AEther Sting {3}{R} Enchantment Whenever an opponent plays a creature spell, AEther Sting deals 1 damage to that player. AEther Tide {X}{U} Sorcery As an additional cost to play AEther Tide, discard X creature cards from your hand. Return X target creatures to their owners' hands. AEther Vial {1} Artifact At the beginning of your upkeep, you may put a charge counter on AEther Vial. {T}: You may put a creature card with converted mana cost equal to the number of charge counters on AEther Vial from your hand into play. Afflict {2}{B} Instant Target creature gets -1/-1 until end of turn. Draw a card. Afterlife {2}{W} Instant Destroy target creature. It can't be regenerated. Its controller puts a 1/1 white Spirit creature token with flying into play. Aftershock {2}{R}{R} Sorcery Destroy target artifact, creature, or land. Aftershock deals 3 damage to you. Ageless Entity {3}{G}{G} Creature -- Elemental 4/4 Whenever you gain life, put that many +1/+1 counters on Ageless Entity. Ageless Sentinels {3}{W} Creature -- Wall 4/4 (Walls can't attack.) Flying When Ageless Sentinels blocks, its creature type becomes Giant Bird. (It's no longer a Wall. This effect doesn't end at end of turn.) Agent of Shauku {1}{B} Creature -- Mercenary 1/1 {1}{B}, Sacrifice a land: Target creature gets +2/+0 until end of turn. Aggravated Assault {2}{R} Enchantment {3}{R}{R}: 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. Aggressive Urge {1}{G} Instant Target creature gets +1/+1 until end of turn. Draw a card. Agonizing Demise {3}{B} Instant Kicker {1}{R} (You may pay an additional {1}{R} 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 {2}{B}{B} 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 {3}{U}{U} Creature -- Elemental 4/4 Flying Airborne Aid {3}{U} Sorcery Draw a card for each Bird in play. Airdrop Condor {4}{R} Creature -- Bird 2/2 Flying {1}{R}, Sacrifice a Goblin: Airdrop Condor deals damage equal to the sacrificed Goblin's power to target creature or player. Akroma, Angel of Wrath {5}{W}{W}{W} Creature -- Angel Legend 6/6 Flying, first strike, trample, haste, protection from black, protection from red Attacking doesn't cause Akroma, Angel of Wrath to tap. Akroma's Blessing {2}{W} Instant Creatures you control gain protection from the color of your choice until end of turn. Cycling {W} ({W}, Discard this card from your hand: Draw a card.) Akroma's Devoted {3}{W} Creature -- Cleric 2/4 Attacking doesn't cause Clerics to tap. Akroma's Vengeance {4}{W}{W} Sorcery Destroy all artifacts, creatures, and enchantments. Cycling {3} ({3}, Discard this card from your hand: Draw a card.) Alabaster Leech {W} Creature -- Leech 1/3 White spells you play cost {W} more to play. Alabaster Wall {2}{W} Creature -- Wall 0/4 (Walls can't attack.) {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Aladdin's Ring {8} Artifact {8}, {T}: Aladdin's Ring deals 4 damage to target creature or player. Albino Troll {1}{G} 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.) {1}{G}: Regenerate Albino Troll. Alexi, Zephyr Mage {3}{U}{U} Creature -- Spellshaper Legend 3/3 {X}{U}, {T}, Discard two cards from your hand: Return X target creatures to their owners' hands. Alexi's Cloak {1}{U} 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. All Suns' Dawn {4}{G} 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 {1}{W} 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 {1}{B}{B} Creature -- Mercenary 2/2 Whenever Alley Grifters becomes blocked, defending player discards a card from his or her hand. Allied Strategies {4}{U} 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.) Alpha Kavu {2}{G} Creature -- Kavu 2/2 {1}{G}: Target Kavu gets -1/+1 until end of turn. Alpha Myr {2} Artifact Creature -- Myr 2/1 Alpha Status {2}{G} Enchant Creature Enchanted creature gets +2/+2 for each other creature in play that shares a creature type with it. 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 {2}{W}{W} Instant Remove target artifact or enchantment from the game. Alter Reality {1}{U} 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 {1}{U} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Aluren {2}{G}{G} 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 {1}{U}{U} Creature -- Merfolk Legend 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 {3}{B} Sorcery You draw three cards and you lose 3 life. Ambush Commander {3}{G}{G} Creature -- Elf 2/2 Forests you control are 1/1 green Elf creatures that are still lands. {1}{G}, Sacrifice an Elf: Target creature gets +3/+3 until end of turn. Amok {1}{R} Enchantment {1}, Discard a card at random from your hand: Put a +1/+1 counter on target creature. Amphibious Kavu {2}{G} 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. Amugaba {5}{U}{U} Creature -- Illusion 6/6 Flying {2}{U}, Discard a card from your hand: Return Amugaba to its owner's hand. 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 {2}{G} 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 Bodyguard {3}{R} Creature -- Minotaur 2/3 First strike Anaba Shaman {3}{R} Creature -- Minotaur 2/2 {R}, {T}: Anaba Shaman deals 1 damage to target creature or player. Anaconda {3}{G} Creature -- Snake 3/3 Swampwalk Anarchist {4}{R} Creature -- Townsfolk 2/2 When Anarchist comes into play, you may return target sorcery card from your graveyard to your hand. Anavolver {3}{G} Creature -- Volver 3/3 Kicker {1}{U} and/or {B} If the {1}{U} 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 {5}{W}{W} 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 {4}{W} Creature -- Cleric Lord 1/5 Tap five untapped Clerics you control: You gain 10 life. Ancestral Mask {2}{G} Enchant Creature Enchanted creature gets +2/+2 for each other enchantment in play. Ancestral Memories {2}{U}{U}{U} Sorcery Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard. Ancestral Tribute {5}{W}{W} Sorcery You gain 2 life for each card in your graveyard. Flashback {9}{W}{W}{W} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Ancient Den Artifact Land (Ancient Den isn't a spell.) {T}: Add {W} to your mana pool. Ancient Hydra {4}{R} 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 {3}{R} Creature -- Kavu 3/3 {2}: Ancient Kavu becomes colorless until end of turn. Ancient Ooze {5}{G}{G} Creature -- Ooze */* Ancient Ooze's power and toughness are each equal to the total converted mana cost of other creatures you control. Ancient Runes {2}{R} 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 {4}{G}{G} Creature -- Ape 6/5 {G}: Regenerate Ancient Silverback. Ancient Spider {2}{G}{W} 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 {W}{B} to your mana pool. Ancient Tomb Land {T}: Add {2} to your mana pool. Ancient Tomb deals 2 damage to you. Andradite Leech {2}{B} 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 Mercy {4}{W} Creature -- Angel 3/3 Flying When Angel of Mercy comes into play, you gain 3 life. Angel of Retribution {6}{W} Creature -- Angel 5/5 Flying, first strike Angelfire Crusader {3}{W} Creature -- Soldier 2/3 {R}: Angelfire Crusader gets +1/+0 until end of turn. Angelic Blessing {2}{W} Sorcery Target creature gets +3/+3 and gains flying until end of turn. Angelic Chorus {3}{W}{W} Enchantment Whenever a creature comes into play under your control, you gain life equal to its toughness. Angelic Curator {1}{W} Creature -- Spirit 1/1 Flying, protection from artifacts Angelic Favor {3}{W} 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 {1}{W} Creature -- Spirit 1/1 Flying {T}: Target attacking or blocking creature gets +1/+1 until end of turn. Angelic Protector {3}{W} 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 Shield {W}{U} Enchantment Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand. Angelic Wall {1}{W} Creature -- Wall 0/4 (Walls can't attack.) Flying Angel's Feather {2} Artifact Whenever a player plays a white spell, you may gain 1 life. Angel's Trumpet {3} Artifact Attacking doesn't cause creatures to tap. 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. Anger {3}{R} Creature -- Incarnation 2/2 Haste As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste. Animal Boneyard {2}{W} Enchant Land Enchanted land has "{T}, Sacrifice a creature: You gain life equal to that creature's toughness." Animal Magnetism {4}{G} 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 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 weren't a Wall. Ankh of Mishra {2} Artifact Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller. Annex {2}{U}{U} Enchant Land You control enchanted land. Annihilate {3}{B}{B} 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 {3}{R} 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 {2}{U}{U} 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. Anurid Barkripper {1}{G}{G} 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 {1}{G}{W} Creature -- Beast 3/4 Discard two cards from your hand: Remove Anurid Brushhopper from the game. Return it to play under its owner's control at end of turn. Anurid Murkdiver {4}{B}{B} Creature -- Zombie Beast 4/3 Swampwalk Anurid Scavenger {2}{G} 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 {2}{G} Creature -- Beast 1/4 Anurid Swarmsnapper may block as though it had flying. {1}{G}: Anurid Swarmsnapper may block an additional creature this turn. Apes of Rath {2}{G}{G} Creature -- Ape 5/4 Whenever Apes of Rath attacks, it doesn't untap during its controller's next untap step. Aphetto Alchemist {1}{U} 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 {3}{B} Sorcery Return up to three target creature cards of the creature type of your choice from your graveyard to your hand. Aphetto Exterminator {2}{B} Creature -- Wizard 3/1 Morph {3}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Aphetto Exterminator is turned face up, target creature gets -3/-3 until end of turn. Aphetto Grifter {2}{U} Creature -- Wizard 1/1 Tap two untapped Wizards you control: Tap target permanent. Aphetto Runecaster {3}{U} Creature -- Wizard 2/3 Whenever a creature is turned face up, you may draw a card. Aphetto Vulture {4}{B}{B} 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 {2}{R}{R}{R} Sorcery Remove all permanents from the game. You discard your hand. Apprentice Necromancer {1}{B} 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. Aquamoeba {1}{U} Creature -- Beast 1/3 Discard a card from your hand: Switch Aquamoeba's power and toughness until end of turn. Arachnoid {6} Artifact Creature -- Spider 2/6 Arachnoid may block as though it had flying. Arc Lightning {2}{R} Sorcery Arc Lightning deals 3 damage divided as you choose among any number of target creatures and/or players. Arc Mage {2}{R} Creature -- Spellshaper 2/2 {2}{R}, {T}, Discard a card from your hand: Arc Mage deals 2 damage divided as you choose among any number of target creatures and/or players. Arcane Laboratory {2}{U} 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 {2}{R} Enchant Creature Enchanted creature gets +2/+2 and has "{T}: This creature deals 1 damage to target creature or player." Arcanis the Omnipotent {3}{U}{U}{U} Creature -- Wizard Legend 3/4 {T}: Draw three cards. {2}{U}{U}: 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 {5}{W}{W} Creature -- Angel 5/5 Flying Attacking doesn't cause Archangel to tap. 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 {2}{U}{U} Creature -- Wizard 1/1 {T}: Draw a card. Arc-Slogger {3}{R}{R} 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 Merfolk {1}{U} 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. Ardent Militia {4}{W} Creature -- Soldier 2/5 Attacking doesn't cause Ardent Militia to tap. Ardent Soldier {1}{W} Creature -- Soldier 1/2 Kicker {2} (You may pay an additional {2} as you play this spell.) Attacking doesn't cause Ardent Soldier to tap. If the kicker cost was paid, Ardent Soldier comes into play with a +1/+1 counter on it. Argothian Elder {3}{G} Creature -- Elf 2/2 {T}: Untap two target lands. Argothian Enchantress {1}{G} 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 Swine {3}{G} Creature -- Boar 3/3 Trample Argothian Wurm {3}{G} 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 {1}{G}{W} Enchant Creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life. Armageddon {3}{W} Sorcery Destroy all lands. Armed Response {2}{W} Instant Armed Response deals damage to target attacking creature equal to the number of Equipment you control. Armistice {2}{W} Enchantment {3}{W}{W}: You draw a card and target opponent gains 3 life. Armor Sliver {2}{W} Creature -- Sliver 2/2 All Slivers have "{2}: This creature gets +0/+1 until end of turn." Armored Guardian {3}{W}{U} Creature -- Guardian 2/5 {1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn. {1}{U}{U}: Armored Guardian can't be the target of spells or abilities this turn. Armored Pegasus {1}{W} Creature -- Pegasus 1/2 Flying Arms Dealer {2}{R} Creature -- Goblin 1/1 {1}{R}, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature. Arrest {2}{W} Enchant Creature Enchanted creature can't attack or block, and its activated abilities can't be played. Arrogant Wurm {3}{G}{G} Creature -- Wurm 4/4 Trample Madness {2}{G} (You may play this card for its madness cost at the time you discard it from your hand.) Artifact Mutation {R}{G} 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. Artificer's Intuition {1}{U} Enchantment {U}, Discard an artifact card from your hand: Search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. Then shuffle your library. Artificial Evolution {U} Instant Change the text of target spell or permanent by replacing all instances of one creature type with another. The new creature type can't be Legend or Wall. (This effect doesn't end at end of turn.) Ascendant Evincar {4}{B}{B} Creature -- Legend 3/3 Flying Other black creatures get +1/+1. Nonblack creatures get -1/-1. Ascending Aven {2}{U}{U} Creature -- Bird Soldier 3/2 Flying Ascending Aven may block only creatures with flying. Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Ashen Firebeast {6}{R}{R} Creature -- Beast 6/6 {1}{R}: Ashen Firebeast deals 1 damage to each creature without flying. Ashen Powder {2}{B}{B} Sorcery Put target creature card from an opponent's graveyard into play under your control. Ashnod's Altar {3} Artifact Sacrifice a creature: Add {2} to your mana pool. Assault // Battery {R} // {3}{G} 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 {5}{U}{U} 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 {2}{W} 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 {2}{W} 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.) Atalya, Samite Master {3}{W}{W} Creature -- Cleric Legend 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 {1}{R} Creature -- Atog 1/2 Sacrifice an artifact: Atog gets +2/+2 until end of turn. Atogatog {W}{U}{B}{R}{G} Creature -- Atog Legend 5/5 Sacrifice an Atog: Atogatog gets +X/+X until end of turn, where X is the sacrificed Atog's power. Attrition {1}{B}{B} Enchantment {B}, Sacrifice a creature: Destroy target nonblack creature. Attunement {2}{U} Enchantment Return Attunement to its owner's hand: Draw three cards, then discard four cards from your hand. Aura Blast {1}{W} Instant Destroy target enchantment. Draw a card. Aura Extraction {1}{W} Instant Put target enchantment on top of its owner's library. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Aura Flux {2}{U} Enchantment All other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay {2}." Aura Fracture {2}{W} Enchantment Sacrifice a land: Destroy target enchantment. Aura Graft {1}{U} 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 {G}{W} Instant Destroy target enchantment. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost. Aura Shards {1}{G}{W} Enchantment Whenever a creature comes into play under your control, you may destroy target artifact or enchantment. Aura Thief {3}{U} 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 {2}{W} Creature -- Wizard 2/2 When Auramancer comes into play, you may return target enchantment card from your graveyard to your hand. Auratog {1}{W} Creature -- Atog 1/2 Sacrifice an enchantment: Auratog gets +2/+2 until end of turn. Aurification {2}{W}{W} Enchantment Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it is a Wall in addition to its other creature types. (Walls can't attack.) When Aurification leaves play, remove all gold counters from all creatures. Auriok Bladewarden {1}{W} Creature -- Human Soldier 1/1 {T}: Target creature gets +X/+X until end of turn, where X is Auriok Bladewarden's power. Auriok Champion {W}{W} 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 {3}{W} Creature -- Human Soldier 2/4 {1}{W}: 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 {1}{W} 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 {3}{W} Creature -- Human Wizard 2/3 Flying {T}: Attach target Equipment you control to target creature you control. Aurora Griffin {3}{W} Creature -- Griffin 2/2 Flying {W}: Target permanent becomes white until end of turn. Avalanche Riders {3}{R} 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 {3}{R}{R} 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. {1}{R}: 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 {6}{R}{R} 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 {6}{W}{W} 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 {6}{G}{G} 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 {6}{U}{U} Creature -- Avatar 5/6 If an opponent has no cards in hand, Avatar of Will costs {6} less to play. Flying Avatar of Woe {6}{B}{B} 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 {3}{W}{W} Creature -- Bird Soldier 2/2 Flying {2}{W}, {T}: Aven Archer deals 2 damage to target attacking or blocking creature. Aven Brigadier {3}{W}{W}{W} Creature -- Bird Soldier 3/5 Flying All other Birds get +1/+1. All other Soldiers get +1/+1. Aven Cloudchaser {3}{W} 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 {1}{W} Creature -- Bird Soldier 1/1 Flying Whenever a creature is turned face up, put a +1/+1 counter on Aven Farseer. Aven Fateshaper {6}{U} 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. {4}{U}: Look at the top four cards of your library, then put them back in any order. Aven Fisher {3}{U} Creature -- Bird Soldier 2/2 Flying When Aven Fisher is put into a graveyard from play, you may draw a card. Aven Flock {4}{W} Creature -- Bird Soldier 2/3 Flying {W}: Aven Flock gets +0/+1 until end of turn. Aven Fogbringer {3}{U} Creature -- Bird Wizard 2/1 Flying When Aven Fogbringer comes into play, return target land to its owner's hand. Aven Liberator {2}{W}{W} Creature -- Bird Soldier 2/3 Flying Morph {3}{W} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) 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 {3}{W} 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 {1}{W}{W} 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 {2}{U}{U} Creature -- Bird Soldier 2/3 Flying, protection from red Aven Soulgazer {3}{W}{W} Creature -- Bird Cleric 3/3 Flying {2}{W}: Look at target face-down creature. Aven Trooper {3}{W} Creature -- Bird Soldier 1/1 Flying {2}{W}, Discard a card from your hand: Aven Trooper gets +1/+2 until end of turn. Aven Warcraft {2}{W} 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 {4}{W} 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 {3}{U}{U} Creature -- Bird Soldier Wizard 3/3 Flying {1}{U}: Target player reveals the top card of his or her library. Avenger en-Dal {1}{W} Creature -- Spellshaper 1/1 {2}{W}, {T}, Discard a card from your hand: Remove target attacking creature from the game. Its controller gains life equal to its toughness. Avenging Angel {3}{W}{W} 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 {2}{G} 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. Awakening {2}{G}{G} 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. Back to Basics {2}{U} Enchantment Nonbasic lands don't untap during their controllers' untap steps. Backlash {1}{B}{R} Instant Tap target untapped creature. That creature deals damage equal to its power to its controller. Backslide {1}{U} Instant Turn target creature with morph face down. Cycling {U} ({U}, Discard this card from your hand: Draw a card.) Balance of Power {3}{U}{U} Sorcery If target opponent has more cards in hand than you, draw cards equal to the difference. Balancing Act {2}{W}{W} 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 from his or her hand the same way. Balduvian Barbarians {1}{R}{R} Creature -- Barbarian 3/2 Balduvian Horde {2}{R}{R} Creature -- Barbarian 5/5 When Balduvian Horde comes into play, sacrifice it unless you discard a card at random from your hand. Baleful Stare {2}{U} Sorcery Target opponent reveals his or her hand. You draw a card for each Mountain and red card in it. Ballista Squad {3}{W} Creature -- Rebel 2/2 {X}{W}, {T}: Ballista Squad deals X damage to target attacking or blocking creature. Balloon Peddler {2}{U} Creature -- Spellshaper 2/2 {U}, {T}, Discard a card from your hand: Target creature gains flying until end of turn. Balshan Beguiler {2}{U} 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 {3}{U} Creature -- Bird Soldier 2/2 Flying {B}: Balshan Collaborator gets +1/+1 until end of turn. Balshan Griffin {3}{U}{U} Creature -- Griffin 3/2 Flying {1}{U}, Discard a card from your hand: Return Balshan Griffin to its owner's hand. Balthor the Defiled {2}{B}{B} Creature -- Zombie Dwarf Legend 2/2 All Minions get +1/+1. {B}{B}{B}, 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 {1}{R}{R} Creature -- Dwarf Legend 2/2 All Barbarians get +1/+1. {R}: Target Barbarian gets +1/+0 until end of turn. Bamboozle {2}{U} 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 {2}{B}{B} Creature -- Insect 4/3 Morph {X}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Bane of the Living is turned face up, all creatures get -X/-X until end of turn. 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 {2}{R} Creature -- Barbarian 2/2 Discard a card at random from your hand: 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 Lunatic {2}{R} Creature -- Barbarian 2/1 {2}{R}, Sacrifice Barbarian Lunatic: Barbarian Lunatic deals 2 damage to target creature. Barbarian Outcast {1}{R} 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.) Barbed Field {2}{R}{R} Enchant Land Enchanted land has "{T}: This land deals 1 damage to target creature or player." Barbed Lightning {2}{R} 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 Sliver {2}{R} 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. 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. Barkhide Mauler {4}{G} Creature -- Beast 4/4 Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Barren Moor Land Barren Moor comes into play tapped. {T}: Add {B} to your mana pool. Cycling {B} ({B}, Discard this card from your hand: Draw a card.) Barrin, Master Wizard {1}{U}{U} Creature -- Wizard Legend 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 {2}{U}{B} 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 {1}{U} 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. Barter in Blood {2}{B}{B} Sorcery Each player sacrifices two creatures. Bash to Bits {3}{R} Instant Destroy target artifact. Flashback {4}{R}{R} (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 {1}{G}: 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 from your hand.) 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. 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 {2}{R}{R} Creature -- Beast 3/1 First strike Morph {1}{R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Battle of Wits {3}{U}{U} Enchantment At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game. Battle Rampart {2}{R} Creature -- Wall 1/3 (Walls can't attack.) {T}: Target creature gains haste until end of turn. Battle Screech {2}{W}{W} 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 {3}{R}{R} Creature -- Ship */* Flying Battle Squadron's power and toughness are each equal to the number of creatures you control. Battle Strain {1}{R} 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 {1}{W} 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 {3}{B}{B} Creature -- Bird 2/2 Flying Battlefield Percher may block only creatures with flying. {1}{B}: Battlefield Percher gets +1/+1 until end of turn. Battlefield Scrounger {3}{G}{G} 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. Battlewise Aven {3}{W} 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.) Bayou Dragonfly {1}{G} Creature -- Insect 1/1 Flying; swampwalk Beacon of Creation {3}{G} 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 {1}{W} 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 {3}{R}{R} Instant Beacon of Destruction deals 5 damage to target creature or player. Shuffle Beacon of Destruction into its owner's library. Beacon of Immortality {5}{W} Instant Double target player's life total. Shuffle Beacon of Immortality into its owner's library. Beacon of Tomorrows {6}{U}{U} Sorcery Target player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library. Beacon of Unrest {3}{B}{B} Sorcery Put target artifact or creature card from a graveyard into play under your control. Shuffle Beacon of Unrest into its owner's library. Bearscape {1}{G}{G} Enchantment {1}{G}, Remove two cards in your graveyard from the game: Put a 2/2 green Bear creature token into play. Beast Attack {2}{G}{G}{G} Instant Put a 4/4 green Beast creature token into play. Flashback {2}{G}{G}{G} (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. Bedlam {2}{R}{R} Enchantment Creatures can't block. Befoul {2}{B}{B} 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 {2}{B} 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 {4}{B} 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 {1}{W} Creature -- Cleric 1/1 Protection from creatures Benalish Emissary {2}{W} Creature -- Wizard 1/4 Kicker {1}{G} (You may pay an additional {1}{G} as you play this spell.) When Benalish Emissary comes into play, if the kicker cost was paid, destroy target land. Benalish Heralds {3}{W} Creature -- Soldier 2/4 {3}{U}, {T}: Draw a card. Benalish Lancer {2}{W} Creature -- Knight 2/2 Kicker {2}{W} (You may pay an additional {2}{W} as you play this spell.) If the kicker cost was paid, Benalish Lancer comes into play with two +1/+1 counters on it and with first strike. Benalish Trapper {1}{W} Creature -- Soldier 1/2 {W}, {T}: Tap target creature. Bend or Break {3}{R} 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. Benthic Behemoth {5}{U}{U}{U} Creature -- Serpent 7/6 Islandwalk Bequeathal {G} Enchant Creature When enchanted creature is put into a graveyard, you draw two cards. Bereavement {1}{B} Enchantment Whenever a green creature is put into a graveyard from play, its controller discards a card from his or her hand. Berserk Murlodont {4}{G} Creature -- Beast 3/3 Whenever a Beast becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Betrayal of Flesh {5}{B} 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.) Bifurcate {3}{G} 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. Bind {1}{G} Instant Counter target activated ability. (Mana abilities can't be countered.) Draw a card. Biorhythm {6}{G}{G} 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.) Birds of Paradise {G} Creature -- Bird 0/1 Flying {T}: Add one mana of any color to your mana pool. Black Market {3}{B}{B} 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. 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 {2}{R} Creature -- Sliver 2/2 All Slivers get +1/+0. Bladewing the Risen {3}{B}{B}{R}{R} Creature -- Dragon Legend 4/4 Flying When Bladewing the Risen comes into play, you may return target Dragon card from your graveyard to play. {B}{R}: All Dragons get +1/+1 until end of turn. Bladewing's Thrall {2}{B}{B} 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 {2}{G} Enchant Creature Enchanted creature gets +1/+1 for each Forest you control. Blanchwood Treefolk {4}{G} Creature -- Treefolk 4/5 Blasted Landscape Land {T}: Add {1} to your mana pool. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Blaster Mage {2}{R} Creature -- Spellshaper 2/2 {R}, {T}, Discard a card from your hand: 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 {2}{G}{G} 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 {4}{U}{U}{U} Sorcery For each opponent, gain control of target permanent that player controls. (This effect doesn't end at end of turn.) Blaze {X}{R} Sorcery Blaze deals X damage to target creature or player. 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 Specter {2}{B}{R} Creature -- Specter 2/2 Flying; haste Whenever Blazing Specter deals combat damage to a player, that player discards a card from his or her hand. Blessed Orator {3}{W} Creature -- Cleric 1/4 Other creatures you control get +0/+1. Blessed Reversal {1}{W} Instant You gain 3 life for each creature attacking you. Blessed Wind {7}{W}{W} Sorcery Target player's life total becomes 20. Blight {B}{B} Enchant Land When enchanted land becomes tapped, destroy it. Blighted Shaman {1}{B} 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 {1}{B} Creature -- Zombie Beast 3/3 Whenever a player plays a spell, Blind Creeper gets -1/-1 until end of turn. Blind Seer {2}{U}{U} Creature -- Legend 3/3 {1}{U}: Target spell or permanent becomes the color of your choice until end of turn. Blinding Angel {3}{W}{W} 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 {2}{W} 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 {2}{W} Sorcery Tap all nonwhite creatures. Blinkmoth Infusion {1}2{U}{U} 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 Firecat {1}{R}{R}{R} Creature -- Cat 7/1 Trample, haste At end of turn, sacrifice Blistering Firecat. Morph {R}{R} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Blizzard Elemental {5}{U}{U} Creature -- Elemental 5/5 Flying {3}{U}: Untap Blizzard Elemental. Bloated Toad {2}{G} Creature -- Toad 2/2 Protection from blue Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Blockade Runner {3}{U} 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 Frenzy {1}{R} Instant Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at end of turn. Blood Hound {2}{R} 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 Moon {2}{R} Enchantment Nonbasic lands are Mountains. Blood Oath {3}{R} 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 Pet {B} Creature -- Thrull 1/1 Sacrifice Blood Pet: Add {B} to your mana pool. Blood Vassal {2}{B} Creature -- Thrull 2/2 Sacrifice Blood Vassal: Add {B}{B} to your mana pool. Bloodcurdler {1}{B} 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.) Bloodfire Colossus {6}{R}{R} 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 {2}{R} 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 {2}{R}{R} Creature -- Kavu 2/2 {R}, Sacrifice Bloodfire Kavu: Bloodfire Kavu deals 2 damage to each creature. Bloodline Shaman {1}{G} 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. Bloodscent {3}{G} Instant All creatures able to block target creature this turn do so. Bloodshot Cyclops {5}{R} 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 {5}{R} Creature -- Beast 3/4 Morph {6}{R} (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. Blurred Mongoose {1}{G} Creature -- Mongoose 2/1 Blurred Mongoose can't be countered. Blurred Mongoose can't be the target of spells or abilities. Boa Constrictor {4}{G} Creature -- Snake 3/3 {T}: Boa Constrictor gets +3/+3 until end of turn. Body Snatcher {2}{B}{B} Creature -- Minion 2/2 When Body Snatcher comes into play, you may discard a creature card from your hand. 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 {2}{B} 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 from his or her hand. If the kicker cost was paid, that player discards three cards from his or her hand instead. Bog Elemental {3}{B}{B} Creature -- Elemental 5/4 Protection from white At the beginning of your upkeep, sacrifice Bog Elemental unless you sacrifice a land. Bog Glider {2}{B} 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 {4}{G} Creature -- Beast 2/2 Whenever a player plays a black spell, Bog Gnarr gets +2/+2 until end of turn. Bog Imp {1}{B} Creature -- Imp 1/1 Flying Bog Initiate {1}{B} Creature -- Wizard 1/1 {1}: Add {B} to your mana pool. Bog Raiders {2}{B} Creature -- Zombie 2/2 Swampwalk Bog Rats {B} Creature -- Rat 1/1 Bog Rats can't be blocked by Walls. Bog Smugglers {1}{B}{B} Creature -- Mercenary 2/2 Swampwalk Bog Witch {2}{B} Creature -- Spellshaper 1/1 {B}, {T}, Discard a card from your hand: Add {B}{B}{B} to your mana pool. Bog Wraith {3}{B} 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. Boil {3}{R} Instant Destroy all Islands. Bola Warrior {1}{R} Creature -- Spellshaper 1/1 {R}, {T}, Discard a card from your hand: Target creature can't block this turn. Bomb Squad {3}{R} 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 Shredder {2}{B} 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 {1}{B} Creature -- Zombie Cleric 1/1 {1}{B}: Regenerate target Zombie. Morph {2}{B} (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 {1}{B} 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 {4}{R} 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 {1}{R} 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. Boomerang {U}{U} Instant Return target permanent to its owner's hand. Border Patrol {4}{W} Creature -- Nomad 1/6 Attacking doesn't cause Border Patrol to tap. Bosh, Iron Golem {8} Artifact Creature -- Golem Legend 6/7 Trample {3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player. 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 {1}{B}{B} Enchantment At the beginning of each player's upkeep, that player discards a card at random from his or her hand. Bouncing Beebles {2}{U} Creature -- Beeble 2/2 Bouncing Beebles is unblockable as long as defending player controls an artifact. Bounty Hunter {2}{B}{B} Creature -- Minion 2/2 {T}: Put a bounty counter on target nonblack creature. {T}: Destroy target creature with a bounty counter on it. Braids, Cabal Minion {2}{B}{B} Creature -- Minion Legend 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 {1}{U} 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.) Brainstorm {U} Instant Draw three cards, then put two cards from your hand on top of your library in any order. Branchsnap Lorian {1}{G}{G} 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 from your hand: Draw a card.) 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 Secretary {3} Artifact Creature 2/1 {2}, Sacrifice Brass Secretary: Draw a card. Bravado {1}{R} Enchant Creature Enchanted creature gets +1/+1 for each other creature you control. Brawl {3}{R}{R} Instant Until end of turn, all creatures gain "{T}: This creature deals damage equal to its power to target creature." Brawn {3}{G} Creature -- Incarnation 3/3 Trample As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample. Breach {2}{B} Instant Target creature gets +2/+0 and gains fear until end of turn. Break Asunder {2}{G}{G} Sorcery Destroy target artifact or enchantment. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Break Open {1}{R} Instant Turn target face-down creature an opponent controls face up. Breaking Point {1}{R}{R} 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 {2}{U}{U} 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 {X}{U} Sorcery Draw four cards, then choose X cards in your hand and discard the rest from it. Breath of Darigaaz {1}{R} 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 Life {3}{W} Sorcery Return target creature card from your graveyard to play. Briar Patch {1}{G}{G} Enchantment Whenever a creature attacks you, it gets -1/-0 until end of turn. Bribery {3}{U}{U} 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 {1}{W} 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. Brine Seer {3}{U} Creature -- Wizard 1/1 {2}{U}, {T}: Reveal any number of blue cards in your hand. Counter target spell unless its controller pays {1} for each card revealed this way. Bringer of the Black Dawn {7}{B}{B} Creature -- Bringer 5/5 You may pay {W}{U}{B}{R}{G} 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 {7}{U}{U} Creature -- Bringer 5/5 You may pay {W}{U}{B}{R}{G} 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 {7}{G}{G} Creature -- Bringer 5/5 You may pay {W}{U}{B}{R}{G} 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 {7}{R}{R} Creature -- Bringer 5/5 You may pay {W}{U}{B}{R}{G} 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 {7}{W}{W} Creature -- Bringer 5/5 You may pay {W}{U}{B}{R}{G} 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 {2}{B}{B} 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 Fall {2}{G} Enchantment Return Broken Fall to its owner's hand: Regenerate target creature. Brontotherium {4}{G}{G} Creature -- Beast 5/3 Trample Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Brood Sliver {4}{G} 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 {1}{G} 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 {2}{G} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Broodstar {8}{U}{U} 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. Browbeat {2}{R} 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 {1}{G}, {T}: Counter target activated ability from an artifact source. (Mana abilities can't be countered.) Browse {2}{U}{U} Enchantment {2}{U}{U}: 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 {2}{B} Sorcery Buyback {2}{B}{B} (You may pay {2}{B}{B} 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. Brutal Suppression {R} Enchantment Rebels' activated abilities cost an additional "Sacrifice a land" to play. Bubbling Beebles {4}{U} 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. Bull Hippo {3}{G} 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 {3}{R}{R} 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 {1}{U} Enchant Creature You may play Buoyancy any time you could play an instant. Enchanted creature has flying. Burden of Greed {3}{B} 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 {2}{B} Sorcery Search your library for up to three creature cards and put them into your graveyard. Then shuffle your library. Burning Sands {3}{R}{R} Enchantment Whenever a creature is put into a graveyard from play, that creature's controller sacrifices a land. Burning Wish {1}{R} 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. Burrowing {R} Enchant Creature Enchanted creature has mountainwalk. Burst of Energy {W} Instant Untap target permanent. Butcher Orgg {4}{R}{R}{R} 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 {2}{B} 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 {6}{B} Sorcery Any number of target players each discards cards from his or her hand equal to the highest converted mana cost among permanents you control. Cabal Executioner {2}{B}{B} Creature -- Cleric 2/2 Whenever Cabal Executioner deals combat damage to a player, that player sacrifices a creature. Morph {3}{B}{B} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Cabal Inquisitor {1}{B} Creature -- Minion 1/1 Threshold -- {1}{B}, {T}, Remove two cards in your graveyard from the game: Target player discards a card from his or her hand. 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 {1}{B} Creature -- Zombie Wizard 1/1 {X}{B}, {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 {3}{B}{B}{B} Creature -- Wizard Legend 5/5 {2}{B}, Sacrifice a creature: Target creature gets -2/-2 until end of turn. {2}{B}, Remove a creature card in your graveyard from the game: Target creature gets -2/-2 until end of turn. 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 {1}{B} Instant Add {B}{B}{B} to your mana pool. Threshold -- Instead add {B}{B}{B}{B}{B} to your mana pool. (You have threshold if seven or more cards are in your graveyard.) Cabal Shrine {1}{B}{B} Enchantment Whenever a player plays a spell, that player discards X cards from his or her hand, where X is the number of cards in all graveyards with the same name as that spell. Cabal Slaver {2}{B} Creature -- Cleric 2/1 Whenever a Goblin deals combat damage to a player, that player discards a card from his or her hand. Cabal Surgeon {2}{B}{B} Creature -- Minion 2/1 {2}{B}{B}, {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 from it 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 {1}{B}{B} Creature -- Minion 1/1 {B}, {T}: Target creature gets -1/-1 until end of turn. Threshold -- {3}{B}{B}, {T}: Target creature gets -2/-2 until end of turn. (Play this ability only if seven or more cards are in your graveyard.) Cabal Trainee {B} Creature -- Minion 1/1 Sacrifice Cabal Trainee: Target creature gets -2/-0 until end of turn. Cackling Fiend {2}{B}{B} Creature -- Zombie 2/1 When Cackling Fiend comes into play, each opponent discards a card from his or her hand. Cackling Imp {2}{B}{B} Creature -- Imp 2/2 Flying {T}: Target player loses 1 life. Cackling Witch {1}{B} Creature -- Spellshaper 1/1 {X}{B}, {T}, Discard a card from your hand: Target creature gets +X/+0 until end of turn. Cagemail {1}{W} Enchant Creature Enchanted creature gets +2/+2 and can't attack. Caldera Kavu {2}{R} Creature -- Kavu 2/2 {1}{B}: 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 of the Herd {2}{G} Sorcery Put a 3/3 green Elephant creature token into play. Flashback {3}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Call of the Wild {2}{G}{G} Enchantment {2}{G}{G}: 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 the Grave {4}{B} 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 {2}{G} 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 {2}{G} Creature -- Lord */* As Caller of the Hunt comes into play, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures in play of the chosen type. Callous Giant {4}{R}{R} Creature -- Giant 4/4 If a source would deal 3 damage or less to Callous Giant, prevent that damage. Callous Oppressor {1}{U}{U} 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. Calming Licid {2}{W} 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 {3}{G} 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. Cannibalize {1}{B} 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 {3}{G} 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 Spider {1}{G} Creature -- Spider 1/3 Canopy Spider may block as though it had flying. Canopy Surge {1}{G} 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 {1}{W}{W} Creature -- Lhurgoyf */* Attacking doesn't cause Cantivore to tap. Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards. Canyon Drake {2}{R}{R} Creature -- Drake 1/2 Flying {1}, Discard a card at random from your hand: Canyon Drake gets +2/+0 until end of turn. Canyon Wildcat {1}{R} Creature -- Cat 2/1 Mountainwalk Capashen Knight {1}{W} Creature -- Knight 1/1 First strike {1}{W}: 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 {2}{W} Creature -- Knight 2/2 {W}: Capashen Templar gets +0/+1 until end of turn. Capashen Unicorn {1}{W} Creature -- Unicorn 1/2 {1}{W}, {T}, Sacrifice Capashen Unicorn: Destroy target artifact or enchantment. Capsize {1}{U}{U} 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 {2}{G}{W} Creature -- Legend 2/2 {T}: Search your library for a Legend or legendary card, reveal that card, and put it into your hand. Then shuffle your library. Captain's Maneuver {X}{R}{W} 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. Carbonize {2}{R} 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 from your hand. Carnassid {4}{G}{G} Creature -- Beast 5/4 Trample {1}{G}: Regenerate Carnassid. Carnival of Souls {1}{B} Enchantment Whenever a creature comes into play, you lose 1 life and add {B} to your mana pool. 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. Carrion Beetles {B} Creature -- Insect 1/1 {2}{B}, {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 {1}{B}{B} Creature -- Wall 3/2 (Walls can't attack.) {1}{B}: Regenerate Carrion Wall. Carrion Wurm {3}{B}{B} 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 {1}{B} Creature -- Skeleton 1/1 {2}{B}{B}: 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 {U}{U} Enchant Equipment When Carry Away comes into play, unattach enchanted Equipment. You control enchanted Equipment. Cartographer {2}{G} Creature -- Townsfolk 2/2 When Cartographer comes into play, you may return target land card from your graveyard to your hand. Castle {3}{W} Enchantment Untapped creatures you control get +0/+2. Cat Burglar {3}{B} Creature -- Minion 2/2 {2}{B}, {T}: Target player discards a card from his or her hand. Play this ability only any time you could play a sorcery. Cat Warriors {1}{G}{G} Creature -- Cat Warrior 2/2 Forestwalk Cataclysm {2}{W}{W} Sorcery Each player chooses from the permanents he or she controls an artifact, a creature, an enchantment, and a land, then sacrifices the rest. Catalog {2}{U} Instant Draw two cards, then discard a card from your hand. Catalyst Stone {2} Artifact Flashback costs you pay cost up to {2} less. Flashback costs your opponents pay cost {2} more. Catapult Master {3}{W}{W} Creature -- Soldier Lord 3/3 Tap five untapped Soldiers you control: Remove target creature from the game. Catapult Squad {1}{W} Creature -- Soldier 2/1 Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature. Catastrophe {4}{W}{W} Sorcery Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated. Cateran Brute {2}{B} 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 {3}{B}{B} 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 {2}{B}{B} 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 {4}{B}{B}{B} 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 {B}{B} 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 {4}{B}{B} 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. Cathodion {3} Artifact Creature 3/3 When Cathodion is put into a graveyard from play, add {3} to your mana pool. Cauldron Dance {4}{B}{R} 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 {4}{B}{B} Enchant Land Enchanted land has "{T}: Target player loses 3 life." Caustic Wasps {2}{G} Creature -- Insect 1/1 Flying Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls. Cave Sense {1}{R} Enchant Creature Enchanted creature gets +1/+1 and has mountainwalk. Cave Tiger {2}{G} Creature -- Cat 2/2 Whenever Cave Tiger becomes blocked, it gets +1/+1 until end of turn for each creature blocking it. Cave-In {3}{R}{R} 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 {2}{R} Creature -- Insect 0/3 Mountainwalk {R}: Cavern Crawler gets +1/-1 until end of turn. Cavern Harpy {U}{B} 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. 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 {2}{W} Instant Target player can't play creature spells this turn. Draw a card. Celestial Convergence {2}{W}{W} 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 {1}{W}{W} 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 {3}{W}{W} 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. Centaur Chieftain {3}{G} 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 {3}{G}{G} Enchantment {2}{G}{G}: Put a 3/3 green Centaur creature token into play. Centaur Rootcaster {3}{G} 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 {5}{G} Creature -- Centaur 3/3 Trample {G}, Discard a card from your hand: Regenerate Centaur Veteran. Cephalid Aristocrat {4}{U} 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 {3}{U} Creature -- Cephalid 2/2 {T}: Target player draws two cards, then discards two cards from his or her hand. 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 from his or her hand. (Play this ability only if seven or more cards are in your graveyard.) Cephalid Constable {1}{U}{U} 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 {1}{U} 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. {2}{U}, {T}: This turn prevent all combat damage that would be dealt to and dealt by target creature you control. Cephalid Inkshrouder {2}{U} Creature -- Cephalid 2/1 Discard a card from your hand: Cephalid Inkshrouder can't be the target of spells or abilities and is unblockable this turn. Cephalid Looter {2}{U} Creature -- Cephalid 2/1 {T}: Target player draws a card, then discards a card from his or her hand. Cephalid Pathmage {2}{U} Creature -- Cephalid Wizard 1/2 Cephalid Pathmage is unblockable. {T}, Sacrifice Cephalid Pathmage: Target creature is unblockable this turn. Cephalid Retainer {2}{U}{U} Creature -- Cephalid 2/3 {U}{U}: Tap target creature without flying. Cephalid Sage {3}{U} Creature -- Cephalid 2/3 Threshold -- When Cephalid Sage comes into play, draw three cards, then discard two cards from your hand. (You have threshold if seven or more cards are in your graveyard.) Cephalid Scout {1}{U} Creature -- Cephalid Wizard 1/1 Flying {2}{U}, Sacrifice a land: Draw a card. Cephalid Shrine {1}{U}{U} 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 {1}{U} Creature -- Cephalid Wizard 1/1 Sacrifice Cephalid Snitch: Target creature loses protection from black until end of turn. Cephalid Vandal {1}{U} 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 {2}{R} Creature -- Soldier 3/4 When Ceremonial Guard attacks or blocks, destroy it at end of combat. Cessation {2}{W} 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 {2}{U} Enchantment At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card from your hand. If you control a red permanent and a green permanent, instead draw two cards, then discard a card from your hand. Cetavolver {1}{U} Creature -- Volver 1/1 Kicker {1}{R} and/or {G} If the {1}{R} 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 of Acid {3}{G} 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 {1}{R} Instant Chain of Plasma deals 3 damage to target creature or player. Then that player or that creature's controller may discard a card from his or her hand. If the player does, he or she may copy this spell and may choose a new target for that copy. Chain of Silence {1}{W} 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 {1}{B} Sorcery Target player discards two cards from his or her hand. 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. Chainer, Dementia Master {3}{B}{B} Creature -- Minion Legend 3/3 All Nightmares get +1/+1. {B}{B}{B}, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its creature types. When Chainer, Dementia Master leaves play, remove all Nightmares from the game. Chainer's Edict {1}{B} Sorcery Target player sacrifices a creature. Flashback {5}{B}{B} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Chainflinger {3}{R} Creature -- Beast 2/2 {1}{R}, {T}: Chainflinger deals 1 damage to target creature or player. Threshold -- {2}{R}, {T}: Chainflinger deals 2 damage to target creature or player. (Play this ability only if seven or more cards are in your graveyard.) Chalice of the Void {X}{X} 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 {2}{U}{U} Enchant Land Enchanted land has "{T}, Discard a card from your hand: Gain control of target creature until end of turn." Chambered Nautilus {2}{U} Creature -- Beast 2/2 Whenever Chambered Nautilus becomes blocked, you may draw a card. Chameleon Spirit {3}{U} Creature -- Illusion */* As Chameleon Spirit comes into play, choose a color. Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control. Chance Encounter {2}{R}{R} 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. 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 the Suns {3}{G} Sorcery Add {W}{U}{B}{R}{G} to your mana pool. Chaotic Goo {2}{R}{R} 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 {1}{R} 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. Charging Paladin {2}{W} Creature -- Knight 2/2 Whenever Charging Paladin attacks, it gets +0/+3 until end of turn. Charging Rhino {3}{G}{G} Creature -- Rhino 4/4 Charging Rhino can't be blocked by more than one creature. Charging Slateback {4}{R} Creature -- Beast 4/3 Charging Slateback can't block. Morph {4}{R} (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 {2}{G}{W} Creature -- Troll 3/3 Attacking doesn't cause Charging Troll to tap. {G}: Regenerate Charging Troll. Charisma {U}{U}{U} 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 from your hand: The next time a source of your choice would deal damage to target creature this turn, prevent that damage. Charmed Griffin {3}{W} 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 {3}{U}{U}{B}, you add {U}{U}{B} to your mana pool.) Chartooth Cougar {5}{R} Creature -- Cat Beast 4/4 {R}: Chartooth Cougar gets +1/+0 until end of turn. Mountaincycling {2} ({2}, Discard this card from your hand: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.) Chastise {3}{W} 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 {1}{G} (You may play this card from your graveyard for its flashback cost. Then remove it from the game.) Chieftain en-Dal {1}{W}{W} Creature -- Knight 2/2 Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn. Child of Gaea {3}{G}{G}{G} Creature -- Elemental 7/7 Trample At the beginning of your upkeep, sacrifice Child of Gaea unless you pay {G}{G}. {1}{G}: Regenerate Child of Gaea. Childhood Horror {3}{B} 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 {1}{U} Enchantment Red spells cost {2} more to play. Chill Haunting {1}{B} 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 {2}{B} Creature -- Ghost 1/1 {B}: Regenerate Chilling Apparition. Whenever Chilling Apparition deals combat damage to a player, that player discards a card from his or her hand. Chime of Night {1}{B} Enchant Creature When Chime of Night is put into a graveyard from play, destroy target nonblack creature. Chimeric Coils {1} Artifact {X}{1}: 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 Staff {4} Artifact {X}: Chimeric Staff becomes an X/X artifact creature until end of turn. Chimney Imp {4}{B} 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. Chittering Rats {1}{B}{B} 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 {G}{G}{G} 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 {1}{W}{W}, {T}, Discard a card from your hand: 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 {5}{W} Creature -- Rebel 3/4 Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures. Cho-Arrim Legate {2}{W} 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. Choke {2}{G} Enchantment Islands don't untap during their controllers' untap steps. Choking Tethers {3}{U} Instant Tap up to four target creatures. Cycling {1}{U} ({1}{U}, Discard this card from your hand: Draw a card.) When you cycle Choking Tethers, you may tap target creature. Cho-Manno, Revolutionary {2}{W}{W} Creature -- Rebel Legend 2/2 Prevent all damage that would be dealt to Cho-Manno, Revolutionary. Cho-Manno's Blessing {W}{W} 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. 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 {6}{U}{U}{U} 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 {4}{U} Creature -- Beast 3/3 Morph {4}{U} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Chromeshell Crab is turned face up, you may exchange control of target creature you control and target creature an opponent controls. Churning Eddy {3}{U} Sorcery Return target creature and target land to their owners' hands. Cinder Crawler {1}{R} 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 {3}{R} Creature -- Elemental 2/2 {X}{R}, {T}, Sacrifice Cinder Elemental: Cinder Elemental deals X damage to target creature or player. 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 {3}{R} Creature -- Wizard 1/1 {2}{R}, {T}: Reveal any number of red cards in your hand. Cinder Seer deals X damage to target creature or player, where X is the number of cards revealed this way. Cinder Shade {1}{B}{R} 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 Wall {R} Creature -- Wall 3/3 (Walls can't attack.) When Cinder Wall blocks, destroy it at end of combat. Circle of Protection: Artifacts {1}{W} 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 {1}{W} 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 {1}{W} 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 {1}{W} 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 {1}{W} 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 {1}{W} 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 {1}{W} Enchantment {1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Circle of Solace {3}{W} Enchantment As Circle of Solace comes into play, choose a creature type. {1}{W}: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage. Circular Logic {2}{U} 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 from your hand.) Citadel of Pain {2}{R} 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 {3}{G} 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 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 {3}{G} Creature -- Druid 3/2 Creatures you control have "{T}: Add {G} to your mana pool." City of Brass Land Whenever City of Brass becomes tapped, it deals 1 damage to you. {T}: Add one mana of any color to your mana pool. City of Traitors Land When you play another land, sacrifice City of Traitors. {T}: Add {2} to your mana pool. Claws of Gix {0} Artifact {1}, Sacrifice a permanent: You gain 1 life. Claws of Wirewood {3}{G} Sorcery Claws of Wirewood deals 3 damage to each creature with flying and each player. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Cleansing Meditation {1}{W}{W} 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 {1}{W} Instant Destroy target enchantment. Cycling {2} ({2}, Discard this card from your hand: Draw a card.) Clear the Land {2}{G} 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 {1}{W} Creature -- Cleric 1/1 {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn. Clickslither {1}{R}{R}{R} Creature -- Insect 3/3 Haste Sacrifice a Goblin: Clickslither gets +2/+2 and gains trample until end of turn. Cloak of Mists {1}{U} Enchant Creature Enchanted creature is unblockable. Clock of Omens {4} Artifact Tap two untapped artifacts you control: Untap target artifact. 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 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 {3}{U} 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 {2}{R}{R} Enchantment Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to target creature or player. Clot Sliver {1}{B} Creature -- Sliver 1/1 All Slivers have "{2}: Regenerate this creature." Cloud Cover {2}{W}{U} 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 of Faeries {1}{U} 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 from your hand: Draw a card.) Cloud Spirit {2}{U} 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 {3}{W} Creature -- Bird 2/2 Flying When Cloudchaser Eagle comes into play, destroy target enchantment. Cloudpost Land -- Locus Cloudpost comes into play tapped. {T}: Add {1} to your mana pool for each Locus in play. Cloudreach Cavalry {1}{W} Creature -- Soldier 1/1 Cloudreach Cavalry gets +2/+2 and has flying as long as you control a Bird. Cloudskate {1}{U} 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 {3}{B}{B} Enchant Creature Enchanted creature gets +3/+3 as long as it's a Zombie. Otherwise, it gets -3/-3. 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 {3}{W} 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 {3}{W}{U}{B}{R}{G} Sorcery You win the game if you control a land of each basic land type and a creature of each color. Coast Watcher {1}{U} Creature -- Bird Soldier 1/1 Flying, protection from green Coastal Drake {2}{U} Creature -- Drake 2/1 Flying {1}{U}, {T}: Return target Kavu to its owner's hand. Coastal Hornclaw {4}{U} Creature -- Bird 3/3 Sacrifice a land: Coastal Hornclaw gains flying until end of turn. Coastal Piracy {2}{U}{U} 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. 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 {1}{U}: Cobalt Golem gains flying until end of turn. Coercion {2}{B} Sorcery Target opponent reveals his or her hand. Choose a card from it. That player discards that card. Coffin Puppets {3}{B}{B} 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 {2}{B} Creature -- Wizard 1/1 You may choose not to untap Coffin Queen during your untap step. {2}{B}, {T}: Put target creature card from a graveyard into play under your control. 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 {6}{U}{U} 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 {2}{G} Creature -- Insect */1 Coiling Woodworm's power is equal to the number of Forests in play. 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 {3}{R} 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 {3}{U} 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 {4}{G}{G} Sorcery Draw a card for each creature you control. Colos Yearling {2}{R} Creature -- Beast 1/1 Mountainwalk {R}: Colos Yearling gets +1/+0 until end of turn. Commander Eesha {2}{W}{W} Creature -- Bird Soldier Legend 2/4 Flying, protection from creatures Commander Greven il-Vec {3}{B}{B}{B} Creature -- Legend 7/5 Fear When Commander Greven il-Vec comes into play, sacrifice a creature. Commando Raid {2}{R} 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 {2}{W} Enchantment Nonartifact creatures get +2/+2 as long as they all share a color. 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 {2}{U} Instant Counter target spell unless its controller pays {3}. Cycling {2}{U} ({2}{U}, Discard this card from your hand: 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 {W}{U}{B}{R}{G} to your mana pool. Compost {1}{G} Enchantment Whenever a black card is put into an opponent's graveyard, you may draw a card. Compulsion {1}{U} Enchantment {1}{U}, Discard a card from your hand: Draw a card. {1}{U}, Sacrifice Compulsion: Draw a card. Concentrate {2}{U}{U} Sorcery Draw three cards. Condescend {X}{U} 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.) Confessor {W} Creature -- Cleric 1/1 Whenever a player discards a card from his or her hand, you may gain 1 life. Confiscate {4}{U}{U} Enchant Permanent You control enchanted permanent. Confound {1}{U} Instant Counter target spell that targets one or more creatures. Draw a card. Confusion in the Ranks {3}{R}{R} 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 {3}{W} 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 {3}{R}{R} Enchant Land You control enchanted land. Conspiracy {3}{B}{B} 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 {1}{G} 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 {X}{1}{B} Sorcery Spend only black mana on X. Consume Spirit deals X damage to target creature or player. You gain X life. Consume Strength {1}{B}{G} Instant Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn. Consumptive Goo {B}{B} Creature -- Ooze 1/1 {2}{B}{B}: Target creature gets -1/-1 until end of turn. Put a +1/+1 counter on Consumptive Goo. Contaminated Bond {1}{B} Enchant Creature Whenever enchanted creature attacks or blocks, its controller loses 3 life. Contamination {2}{B} 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 {1}{W}{W} Enchantment Whenever you play a spell, you gain 1 life. Contempt {1}{U} 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. {R}{G}, {T}: Choose target Beast you control and target creature an opponent controls. Each creature deals damage equal to its power to the other. Convalescence {1}{W} Enchantment At the beginning of your upkeep, if you have 10 life or less, you gain 1 life. Convalescent Care {1}{W}{W} Enchantment At the beginning of your upkeep, if you have 5 life or less, you gain 3 life and draw a card. Conviction {1}{W} Enchant Creature Enchanted creature gets +1/+3. {W}: Return Conviction to its owner's hand. Convulsing Licid {2}{R} 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." 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. Copperhoof Vorrac {3}{G}{G} 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. Coral Eel {1}{U} Creature -- Eel 2/1 Coral Merfolk {1}{U} 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 from your hand." 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 {2}{W} Enchantment Players can't play spells or nonbasic lands with the same name as a nontoken permanent. Corpse Dance {2}{B} 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 {3}{B}{B} Creature -- Zombie Wizard 3/3 {1}{B}, {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. Corrupt {5}{B} 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 Official {4}{B} Creature -- Minion 3/1 {2}{B}: Regenerate Corrupt Official. Whenever Corrupt Official becomes blocked, defending player discards a card at random from his or her hand. Corrupting Licid {2}{B} 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 Larva {1}{R}{R} Creature -- Beast 7/6 Trample At the beginning of your upkeep, sacrifice Cosmic Larva unless you sacrifice two lands. Counterspell {U}{U} Instant Counter target spell. Cover of Darkness {1}{B} Enchantment As Cover of Darkness comes into play, choose a creature type. Creatures of the chosen type have fear. Covert Operative {4}{U} Creature -- Wizard 3/2 Covert Operative is unblockable. Covetous Dragon {4}{R} Creature -- Dragon 6/5 Flying When you control no artifacts, sacrifice Covetous Dragon. Cowardice {3}{U}{U} Enchantment Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. Crackdown {2}{W} 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 {1}{G}{G} 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 {2}{U} Creature -- Wi